I'm going to try and hide this from my players, but if you're a player and have opened this, please stop! I'm copying from my previous post to expand upon it. Now though, I'm going to focus on the second adventure. Expanded world notes are here and more Thanatos notes are here.
Second adventure
- Meet with council
- Deal with actions
- Breaking into the zoo
- DC 15 to justify why they had to
- Because they solved an ongoing problem, most of the council is willing to let this go aside DC 10
- Sybilla
- Want to deal with her on their own, but allow them to put in a good word should they choose to (DC 15)
- The council wants to learn more about who inspired her to try this (Vlassis)
- Vlassis Lambrelis, red dragonborn warlock with golden eyes, older
- Last seen at the Violet Tusk Inn in Hemera
- First approached her at the Dapper Wraith (an apothecary) in Hemera
- Ultimately, they will commute her sentence to working for them
- Reveal that they knew of the problem and thought Thanatos was angry with them (not all are convinced he's not, many think he just acted through Sybilla)
- Small reward for dealing with the problem (100 gp--would've been higher had they come to them first)
- Get new mission
- Hemera council has called for aid because the days are getting longer and longer despite it being the time of year that days should be getting shorter and shorter. So far it is mostly unnoticed by the population, but that won't last.
- Given food supplies for journey, but nothing else
- Level after meeting
- Leave town
- Go shopping first?
- Eshe say bye to people at the temple?
- Bear send word to Sybilla's family?
- Travel to Hemera
- 3 days travel (cut a day if they get the horse and cart)
- Roll a D20 each day
- 1-4: Rain so bad that they lose a day
- 5-8: Something in the Fields
- The party runs into halfling travelers from the farms outside of Thanatos going into the city. They share that animals have been found slashed to pieces, but not eaten. Even one man who went into the fields alone was found cut apart. They are considering going to the council for help or simply moving to the bigger city. They also share that the elder of the community has pulled together 250 gold and a horse and cart to reward whoever takes care of the problem.
- If they go to the elder, they know something is lurking in the fields. No one is allowed to go out on their own and children are kept close. Barrenthorn has no clues that might help the adventurers, but says they can talk to anyone in the village to see what they can find out. Here are the clues based on who the party talks to:
- An old man found his prize goat sliced to pieces, the only thing out of the ordinary was some straw on the ground leading into the fields (DC 10)
- A woman says she doesn’t like to walk by a certain scarecrow because she feels like she is being watched, its probably just in her head though… (DC 13)
- One child swears he saw a scarecrow turn its head and watch him walk by (DC 18)
- Go into the fields and encounter two scarecrows
- 9-12: Vampiric Mist
- 13-16: Easy travel
- 17-20: Notice some dirt recently turned over and discover a bag of 300 GP
- Arrive in Hemera
(Prompt by me)
"Ready to Roll" by Benjamin Esham. Attribution-ShareAlike 2.0 Generic (CC BY-SA 2.0).
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