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:
- Day 1: Encounter a mind swap device by accident
- As they walk through the forest, they find a mysterious glowing box, no traps around it. It could be a grave marker (turns out to be the grave marker of a trickster) but it swaps the minds of the two closest to it if activated (activated by touching it). From there, follow the mind swap (ctrl f here)
- Day 2: 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
- Day 3: Blood Wall
- The party finds a crumbling stone building with only walls. One wall has a riddle engraved in it; "The key is found within you head, use the key to paint me red, be aware of what you spurn, for what you give shall be returned." The party must use blood and smear it on the wall(where they get it from is up to them), and a duplicate of what the blood came from emerges out of the wall. The party must fight and defeat the duplicate to unlock the structure. Inside is 300 GP.
- Day 4: Forest maze
- Day 5+: Uneventful day of travel, ask if there's anything they want to accomplish that day
- 9-12:
- Day 1: 2 will-o'-wisps
- Day 2: Vampiric Mist
- Day 3: Minotaur skeleton and warhorse skeleton
- Day 4: Banshee
- Day 5+: Gnolls
- 13-16: Easy travel, ask if there's anything they want to accomplish that day
- 17-20:
- Day 1: Notice some dirt recently turned over and discover a bag of 300 GP
- Day 2: A bag that looks like it has been thrown from a cart on the side of the road, it contains random loot (magic table A here), each roll a D100
- Day 3: Spy a bag hidden in a tree branch, inside it contains random loot (rarity: uncommon here), each roll a D100
- Day 4: An abandoned horse and cart, no sign of what happened to the owner nor is there a sign that it is a part of a ritual
- Day 5+: Such an easy day of travel that you get to skip one day of travel
- Arrive in Hemera
- Town of about 2,000
- Plain town, but very organized
- The people are proud to be from there and often feel they are slighted by other cities and towns
- 1 tavern/inn: Violet Tusk Inn, reference image
- Owner: Nefeli Nanakou, earth genasi, black skin embedded with small amethysts, 6'0", amethyst eyes, amethyst hair, female, 57, open 200 years, working there for 40 years (took over from father Savvas Nanakou), friendly until she is crossed
- Remembers the name Vlassis Lambrelis because he never tipped and still owes money
- With a bribe of at least 5sp or a charisma check of DC18, can press to reveal she recalls him saying he didn't even need her as he had another place on the outskirts of town
- Town guard and garrison
- Demetra Zervalli, captain of the guard (appointed by council)
- Lightfoot halfling, freckled tan skin, 3'1", green eyes, black hair
- Fighter
- Female
- 24, just appointed, eager to prove herself
- Has a Napoleon complex
- Random town guard name generator
- Guard stats
- Temple to Hemera, reference image
- Random priest/ess name generator, priest stats
- Titos Athanas, high priest (appointed by priests/esses of temple)
- Aasimar, flawless tan skin, 6'6", silver eyes, lustrous black hair
- Male
- 103, served for 50 years
- Haughty yet kindly, thinks her celestial blood makes her above the rest
- Kyveli Tolatou, seer (found by temple priests/esses)
- Earth genasi, deep brown skin, 5'0", black hair, agate eyes
- Nonbinary
- 11, just appointed
- Quiet, but very observant
- Marketplace, reference image
- General store: The Twinkle Star
- Owner: Agathi Nassa, earth genasi, deep brown skin, 5'9", amethyst eyes, white hair, female, 119, open 100 years, welcoming to outsiders (rarer in Hemera)
- Blacksmith: The Common Skull
- Owner: Eleonora Nassouli, dwarf, pale skin, 4'6", green eyes, red hair, female, 36, open 100 years, working there 18 years (took over from mother Katia Nassouli), loud
- Clothing store: The Dapper Orb
- Owner: Voula Biridi, earth genasi, rust skin, 5'8", gray eyes, black hair, female, 115, open 90 years, prim
- Apothecary/magic shop: Dapper Wraith
- Owner: Emilios Zurlatos, dwarf, deep brown skin, 4'5", dark brown eyes, black hair, male, 103, open 90 years, working there for 50 years (took over from father Aris Zurlatos), gruff to outsiders (will soften if Bear speaks in Dwarvish)
- Remembers Vlassis Lambrelis as he was making suspicious inquiries about powerful magics that were beyond Emilios. They seemed to both relate to making a pact with a fiend and to disturb the goddess or her powers
- Also remembers that Vlassis invited him to his place outside of town and can give directions (DC 15)
- Carpenter: The Sleeping Branch
- Owner: Socrates Garotis, earth genasi, gray skin embedded with various tiny jewels, 5'7", malachite eyes, dark gray hair, male, 68, open 100 years, working there for 50 years (took over from father Tolis Garotis), proud of his work and eager to show it off
- Bakery: The Belly of the Beast
- Owner: Valentinos Laskareas, dwarf, tan skin, 4'3", gray eyes, dark brown hair, male, 102, open 100 years, working there for 50 years (took over from father Stavros Laskareas), sweet
- Council, reference image
- Kaiti Sallakou
- Aasimar, pale white skin, 6'0", icy blue eyes, silver and gold hair
- 25, just elected
- Female
- Primary issue: Workers' rights
- Concerned the longer days will adversely affect this
- Wants to change the rule about daytime being worktime as she thinks the daylight should be sacred.
- Kiki Scafidide
- Earth genasi, black skin, 5'4", agate eyes, ash gray hair
- 47, served for 15 years
- Female
- Primary issue: Expanding Hemera influence
- Concerned the longer days will lessen the influence
- Vlassis Lambrelis lair, reference image
- Can get instructions from Emilios Zurlatos or DC 15 survival to find a path
- If the party fails to do either, they encounter Gnolls that they can then track to the lair DC 10
- If they fail at that, they encounter a Banshee that they can then track to the lair DC 5
- If they fail at that, then they must return to town
- Lair is a dungeon crawl to meet Vlassis
- 1: Connects to chamber 2
- Riddle door to 2: I exist where there is light but direct sunlight kills me, what am I? A SHADOW
- 2: Connects to chambers 1, 3, and 5
- Open gateway to 3
- Riddle door to 5: Never resting, never still. Moving silently from hill to hill. It does not walk, run or trot, All is cool where it is not. What is it? THE SUN
- 3: Connects to chambers 2 and 6
- 4 dust mephits
- Riddle door to 6: What has a golden head and a golden tail but no body? A GOLD COIN
- 4: Connects to chambers 5 and 7
- Trap: Covered duplicate mirror (ctrl f here)
- Open gateway to 7
- 5: Connects to chambers 2, 4, 6, and 8
- Open gateway to 4
- Riddle door to 6: I am the beginning and end of suns. THE LETTER S
- Riddle door to 8: I am an eye set in a blue face. My gaze feeds the world. If I go blind so does the world. THE SUN
- 6: Connects to chambers 3 and 5
- Trap: Fire trap on treasure chest
- Treasure: Potion of Maximum Power, Potion of Invulnerability, Potion of Mind Reading, and Potion of Healing (Superior)
- 7: Connects to chambers 4 and 8
- Creature: 4 firenewt warriors
- Treasure: Random loot from party loot here
- Riddle door to 8: I am an eye set in a blue face. My gaze feeds the world. If I go blind so does the world. THE SUN
- 8: Connects to chambers 5, 7, and 9
- Riddle door to 9: What breathes, consumes, and grows, but was and never will be alive? FIRE
- 9: Connects to chamber 8
- Contains Vlassis, ready to fight. DC 15 to not fight
- Description of Vlassis
- Red dragonborn, 70 years old, golden eyes
- When coming to Hemera on my way to Thanatos to do research on dragons, I was treated poorly in town. Someone approached me after seeing this and asked if Iwanted a chance for retribution. They handed me a scroll and told me to look for them in Ourea if I needed more or was interested in the bigger picture. The scroll described a ritual to extend daytime slowly in a town until daytimme took over. This would force the workers to work more in Hemera.
- They were a female goliath with agate skin
- DC 15 for all except Dassos (DC 10) to know that this is a rare skin-type for goliath
- Vlassis didn't ask a name
- Sage, very knowledgeable
- Neutral evil
- Personality traits
- I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me.
- There’s nothing I like more than a good mystery.
- Ideal: Power. Knowledge is the path to power and domination.
- Bonds: I’ve been searching my whole life for the answer to a certain question: what happened to the dragons?
- Flaws
- Unlocking an ancient mystery is worth the price of a civilization (what happened to the dragons?)
- I hold grudges.
- Stats
- AC: 13, HP: 60
- Speed: 30 ft.
- Spells/attacks:
- Dimension door (can do twice)
- Breath weapon: 3d6 acid damage, DEX 12 save (can do once), 30 foot range
- Firebolt: 2d10 fire damage, +8 to hit, 120 foot range
- Vlassis will reveal that he was approached to sow dissent in Hemera and spread the dissent if he could (he saw the opportunity in Sybilla and Thanatos) DC 15 charisma check
- He doesn't know the larger plans, but knows that the next target is Ourea DC 10 charisma check
- Puzzle to undo the day spell as Vlassis will dimension door out of there
- Musical doorway that leads to the hidden scroll which must be destroyed - A doorway with a small section of sheet music written upon it and a series of pressure plates next to it. Each plate has a symbol upon it. The players can figure out which plates to stand on by reading what the sheet music spells out.
- The music spells out: Ace, Beach, Cage, Dead
- The 16 plates show:
- Ace symbol
- Alligator
- Ant
- Apple
- Bat
- Beach
- Bead
- Bouncing rabbit
- Cage
- Cake slice
- Cedar leaf (nature DC 10 to know it's cedar)
- Courageous person
- Dad and child
- Dead skeleton
- Document
- Duckling
- Scroll stats: AC 15, immune to psychic damage, +7 to hit, deals 2d6 fire damage on a hit
(Prompt by me)
"Ready to Roll" by Benjamin Esham. Attribution-ShareAlike 2.0 Generic (CC BY-SA 2.0).
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