======Victorious Aftermath====== ====Timeline==== **Thu** * Empire retreats back to Naporia **Fri** * Ironpoint holds, no movement * News of Miguel's death spreads to family and high ranking royals **Sat & Sun** * No notable events **Mon** * Sonina Rand becomes Duchess of Mulburg * Prince Oddo demands explanation from Duke Thomas * Title is stripped * Appoints Arhtek as acting Duke until replacement is found * Supply lines are cut off **Tue** * Locals of Greyhawk ignore Arhtek, still follow Thomas * Thomas is willing to continue to lead but without any official power it makes it difficult **Other** * Reward for Cadaver Collector * 500gp now, more if stop bodies going missing * Bodies are still going missing ====Level up==== Your commanders have regrouped and are now approaching you, all smiling and cheering. Riker speaks first "Well done! That should make them think twice about stepping into Greyhawk."\\ Caelynn speaks "We've sent scouts and set up observers in case they try again."\\ You hear some shouting and commotion, before two tieflings round the corner with a human in Empire armour being escorted toward you. "Unhand me demons!" the man is thrown to the ground in front of you and the commanders.\\ A blue tiefling with a half a horn missing has his sword drawn toward the man to ensure he doesn't run. "We found this one hiding in a shed after the fighting ended, what do you want us to do with him?" "You demons are going to turn my home into the 10th circle of hell" ====Rebellion Army==== **Siege Unit** can formally create a siege unit by either of the two options below * Hire locals * Lizardfolk Green Light Siege Engine (895gp) * Reassign, drop a units die level * Tiefling Seasoned Medium Siege Engine (990gp) * Elf Seasoned Medium Siege Engine (1240gp) **Cavalry** Need to find supplier * Best horses can be found in Wyncook (more time & money but better units) * Local source Meford or Thetford (closeer & cheaper but not as worthy) **Gunmen** Need Gun Production * Need to build an Establishment **Rebuild Pinga's** (Roll on class table) * Half time and cost to rebuild * Only one name on the deed (class abilities) * Reports of strange sounds and happenings as of late (Need to clear out) **Upgrade Greyhawk** (Roll on class table) * 10,000gp + 5 weeks = +d2 size **Income** * Currently bring in 200gp/season * 100gp from two farms * Potential incomes * Establishment 1,000gp/season (costs 6,000gp + 9 weeks & Roll on class table) * Gun production (Enables training of gunmen units) * "We have all the materials, we need a new building" * Reduced cost and time (5,000gp + 6 weeks) * Something else players think of * Only one name on the deed (class abilities) * Farms 100gp/season (costs 500gp) * "Farms are the start to a new town" ===Esmae introduction=== As you're all discussing and planning you see a young half elf with long brown hair and a veil covering her lower face riding a horse, followed by a large dire wolf and a tall half elf man clad in heavy black armour. ====Pinga's==== **Base** Mass grave for cultists and individual graves for everyone else, the mass grave is covered but contains Narkul, Seer, Seeker, and two Erinyes. Items have been looted and given to the monks. Using detect good/evil or magic shows a powerful evil or necrotic source where Narkul is burried. If Merric approaches the gravesite he'll feel like something is watching him. **Get up** To get up the group can find their own way or use a cable car system to travel up/down, it only has one car suspended by a thick rope and pulley manned by Lizardfolk at either end. The system can only take two people at a time, anymore would be dangerous. There is another system that is being built to be safer and hold greater weight but is under construction. The gap between roots and vines makes it impossible to climb, once joined it'll be possible but that's not expected for another month. **Top** You all reach to top of the floating island and find 5 lizardfolk working, cleaning up and rebuilding. There are more inside As all of you are looking around the room, the sound of wind echoes, the air grows cold, the feeling of goosebumps sweep over all of you. Merric you feel a stinging in your mind and a voice comes to you. "Curious, you hold my blood yet I do not know who you are." The large doors to the monastery slam shut with great force, blowing out the majority of candle light in the room, in the dim light, you see two teenage humans twins, one male, one female that weren't in the room before and they sink into the ground. Which is when you notice another figure who was standing behind them, he looks to be a half elf man in robes or would be if their skull wasn't caved in. Roll initiative.\\ (Shadows assigned to players clockwise) 18 - Shadow ()\\ 14 - Wraith (Female twin)\\ 10 - Shadow ()\\ 8 - Revenant (was Seeker)\\ 7 - Shadow ()\\ 6 - Wraith (Male twin)\\ 5 - Remaining Shadows ()\\ ====Empire==== The Reton Empire's next move seeing the Rebellion is able to hold their own is to hold Ironpoint and Naporia and cut off trade and demand Duke Thomas' action against the Rebellion. If Thomas refuses statement or supports rebellion the Empire will denounce the Duke, stripping him of his title.((This changes very little for the people of Greyhawk still seeing Thomas as their leader)) The Empire will try stopping supplies in an effort to show they have power over the region. **Trade**, if it were to be established there would be a huge mark up while tieflings and rebellion are still active. **Miguel**, The death of Miguel will be spun to show that the rebellion and tieflings want to destroy society and make it their 10th circle of hell. The wife of Nygell Rand takes up position of Duchess of Mulburg and as her first act she vows to bring the leaders of the Rebellion to justice. ====Thomas==== Uncle has died by the hand of the Rebellion and ====Class Improvement==== **Barbarian - Chieftain’s Rage** Whenever you reduce an enemy to 0 hit points, you can choose to make an additional weapon attack or move up to your speed. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability. **Bard - Encouraging Inspiration** While an ally has unspent bardic inspiration dice, their proficiency bonus increases by +1. This applies to a number of inspiration dice equal to your stronghold level, after which you must take an extended rest to refresh this ability. **Fighter - Fighting Surge** Whenever you attack by using your Action Surge, you automatically score a critical hit on successful attack rolls. You can do this for a number of surges equal to your stronghold level, after which you must take an extended rest to refresh this ability. **Rogue - Vanishing Strike** After you hit with a Sneak Attack, you may become invisible. Anything you are wearing or carrying is invisible as long as it is on your person. This effect lasts until the end of your next turn or until you attack or cast a spell. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability. **Sorcerer - Source of Magic** You gain bonus sorcery points equal in number to your stronghold level. These bonus points only refresh when you take an extended rest. ===Demesne Effect=== **Barbarian** Ale within the barbarian’s demesne is particularly refreshing, bringing good cheer with no hangovers the next day no matter how much is consumed. **OR** Wildlife within the barbarian’s demesne grows especially large and fierce, migrating as the camp moves. **Bard** Whenever the wind blows through the trees in the bard’s demesne, music plays. Hooves on roads beat out a complex rhythm. **Fighter** Archers who train in the fighter’s demesne find their arrows go farther and strike more accurately. **OR** Edged weapons in the fighter’s demesne are keener and do not dull. **Rogue** One ally per level of the rogue’s stronghold can hide in the rogue’s demesne, and no mundane or magical means will reveal their location. This ability does not work on the owner of the stronghold. **Sorcerer** Folks who live in the sorcerer’s demesne for a season learn one random sorcerer cantrip. They lose the ability to cast it if they ever leave. (Dancing Lights, Light, Mage Hand, Mending, Message, Minor Illusion, or Prestidigitation)