Asperations and stuff session 3
- weather report. roll 1d4 1= sunshine 2= clouds 3=clouds and wind 4=rain two rains in a row are a storm that will have its own problems
- health of the camp. roll 1d100 for the camp based on the weather 0-4 kids get sick. roll 1d20 for every currently sick kid. 1-5 they get worse, 18-20 they recover.
- Food and water reserves. roll 1d20, on a 1 equipment breaks down. 4 points of food are currently being eaten a day.
1 | Nothing New |
2 | Number of Humans |
3 | Number of animals |
4 | They are carrying something there |
5 | if 4, they are not carrying it back |
6 | nothing new |
7 | they ran back today |
8 | one stopped in the clearing today and looked at the ground |
9 | there was a child with them, couldn't tell who |
10 | they had giant bags with them. |
Seciton 1
The patrol goes by just after dawn and then 2 hours afterward. it doesn't seem like they can reach anything with that but they do it every day. if the players draw attention they will meet the soldier lieutenant.Section 2
These are the tribe-building quests. the current one is shelter. in 2 days Nout will bring up the lack of shoes as the main reason none of the kids will do much work. the shoe-making quest will start to show up.Section 3
This is the quest line that will deal with the blights and the mother tree. eventually dealing with the great ice elemental and the Rocs that circle the summit. remember everything they defeat was keeping something else at bay, the stronger the foe the stronger the next threat will be. the ravens are targeting a huge buffidilo and its herd that is responsible for eating most of the blights.Buffadilo CR: 1
STR
15 +2
DEX
10 +0
CON
10 +0
INT
7 -2
WIS
6 -2
CHA
5 -3
The Buffidilo can cast one of these buffs on one other buffidilo once per day and they last for 10 minutes. If multiple buffs are cast on a single buffidilo one of each must be on them before they can stack. Likewise there must be two of each buff on them before it can stack a second time. There are no limits to the number of buffs a single buffidlo can be under. Increase movement by 10 ft Increase HP by 10 Heal 1 HP a turn Increase attack rolls by 1 Increase AC by 1 Increase damage rolls by 1
Actions
Bite: one target within five feet +2 to hit, 1d6+2 piercing Roll: if this creature has used all of its movement this turn to move in a straight line then it may tuck into a ball and roll and additional 30 ft in a straight line. This causes any creatures in that line to make a dex save DC 12 or take 1d8+2 bludgeoning damage and be knocked prone, on saving they take no damage and are not knocked prone.
Suggested Environments
Hills and plains with near by mountains.
Giant Crab
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Will-o 'Wisp
Consume Life: As a Bonus Action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 3d6 hit points.
Ephemeral: The will-o’-wisp can’t wear or carry anything.
Incorporeal Movement: The will-o’-wisp can move through other creatures and Objects as if they were difficult terrain. It takes 5 1d10 force damage if it ends its turn inside an object.
Variable Illumination: The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a Bonus Action.
Actions
Shock: Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 2d8 lightning damage.
Invisibility: The will-o’-wisp and its light magically become Invisible until it attacks or uses its Consume Life, or until its Concentration ends (as if concentrating on a spell).
Vine Blight
False Appearance While the blight remains motionless, it is indistinguishable from a tangle of vines.
Actions
Constrict Melee Weapon Attack: +4 to hit, reach 10ft, one target. Hit: 9 2d6+2 bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can't constrict another target. Entangling Plants (Recharge 5-6 ) Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
Needle Blight
Actions
Claws Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 6 2d4+1 piercing damage. Needles Ranged Weapon Attack: +3 to hit, range 30/60ft, one target. Hit: 8 2d6+1 piercing damage.
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