Escape from Naporia
The Campaign so far for a recap and potential new players
One month ago, Caelynn and Varis, two Elves from the Greyhawk Rangers put out a call to form a rebellion against the Reton Empire for their actions against the outlawed races: Tieflings, Dragonborn, Dialias, Aasimar, and Changelings. The Greyhawk region being a safe haven for outlawed since the introduction of the outlawing 70 years ago at the end of the Ashlem War, where demons and devils had flooded the continent.
Hearing this call was Hope a Tiefling Cleric, M'aiq a Tabaxi Bard and his manager Shavari, Merric a Halfing Sorcerer following him his friend Kriv a Dragonborn, Riza a Dragonborn Barbarian and her Spy Teostra a Dialias, and Zyllis a Warforged Warlock Paladin.
After meeting at the Greyhawk Keep, formally known as Carric's Keep the new rebellion travelled to Whitkin, the Capital of Greyhawk Forest to meet with the new Duke Thomas Rollo who took power a couple months ago after his father was assassinated. Torn between helping the outlawed and supporting his extended royal family. They manage to strike a deal, he shall support the rebellion in secret to give them more time to slow the advances of a growing gathering of armed forces in the north in the Mulburg Marsh.
The group set out to find ways to encourage joining of the rebellion, where they met Lus a Changeling and de facto leader of a large Outlawed community in Whitkin, in exchange for safety they gathered their best fighters to aid in the fight while all the others travelled to the Keep.
Shortly after they also discovered that something was stealing fresh corpses from graves, digging large holes. Managing to track the beast to Greendeep a small farming village where they find it under siege by a cadaver collector and a large collection of flesh golems. After the collector and golems were slain they discovered that they were all made, not naturally occuring. As they were leaving they met Sir Roland a noble from Sabresteel headed toward Whitkin, who did not look favourably toward the Outlawed.
Travelling north to OldTree in the Mulburg marsh to scout the enemy forces the Zyllis and M'aiq spoke with Duke Miguel Rollo, the uncle of Thomas Rollo. Trying to appease to his hunger for power offer new unseen and power weapons in return the Duke will call off the attacks and leave Greyhawk alone. This plan falls through as they realise giving the Miguel's army newly created guns and trusting his word was likely unwise. Zyllis meets an old friend, Sarren who fought along side each other during the Ashlem War, revealing that he is working for the Duke but under false motives trying to find a way to stop the armies marching into Greyhawk.
The following day using disguises as High Commander Barkley, Assistant Mateo, and a forged letter M'aiq and Hope usurp the Duke's position framing him for treason against the Empire, arresting the Duke but with the aid of Sarren escaped the prison, M'aiq continued the guise gathering as much information as he could before someone caught on or the Duke returned, they find the Duke's notbook containing numerous leads and that Sir Roland they had met a week ago was a spy for the Empire.
M'aiq's disguise was foiled after meeting High Commander Arhtek and lured M'aiq and Hope into a trap the following morning where Duke Miguel, his personal guard, Sarren, and the real High Commander Barkley and Mateo teleported into the room, M'aiq quickly reacting teleported with Hope out of the room, changing disguises and leaving OldTree with the rest of the party.
After fleeing OldTree and on their way to Naporia, a seaside town occupied by both Greyhawk and Empire forces. Encounter a trio of messengers headed toward Naporia with a message to commence operations ahead of the armies arrival. Once arrived in town Zyllis was arrested for being outside during the nightly curfew. While M'aiq speaks with the Commander of the Greyhawk allied troops warning him of the Empire forces moving toward Naporia. Being in jail brought back terrible memories for Zyllis causing him to break and escape from jail, slaughering the warden in the process sparking a fire on an already tense situation within Naporia.
Initative
18 - Mastiff
16 - Merrow
13 - WarMage
10 - Sapper
9 - Prisoners
6 - Guards
Intro
M'aiq travelling down sewer system, the smell of salt from the sea over powering any others.
ahead you see a glimmer of daylight, your exit, but the water 30ft ahead of you starts bubbling.
Merric, Hope, Riza, Kriv, and Shavari you notice as M'aiq charm over your prisoners wear off they start trying to make an escape back into the town.
Zyllis
Front gate: As you start going toward the gate it enters your sight around 120ft away, there are 6 gaurds at the gate checking people who are leaving, you hear a shout to your left “The war machine is here!”
Market: Returning to the market you catch the eyes of everyone, you a quickly surrounded
Hiding:
ALL: as 4 guards rush to circle you 20ft away, one of them with a mastiff barking loudly. The guards are a mix of both sides, looking confused at each other but focusing on you.
Insight 14: You hear whispers and looks, you gauge that each side thinks the other had sent you to start the fighting
Tunnels
M'aiq
1x Merrow
Attempts drowning or block from further progress, once passed surface near cart and can see it on the road.
Road
Merric, Hope, Riza, Followers
As an hour has passed, the three prisoners who are untied and dressed up are trying to jump out of the cart and run back into the city.
3x Prisoners
| Generic guard | |||
|---|---|---|---|
| HP | 1 | AC | 13 |
| Punch | +2 hit | Dmg | 2 Bludgeon |
| Any significant damage will kill the guards | |||
Try to call for help, shouting that the group are the imposters from OldTree, this catches the attention of an apprentice mage who starts preparing a sending spell
Fight after a minute if mages spell was successful
Town
Zyllis Ambush
Guards will try stop Zyllis from leaving Naporia, not attacking but if suspect going to make an exit they'll attack. If he doesn't stop a mage in hiding will cast mental prison
12x Guards (3 at a time), mix of Garrison and Scouts
| Generic guard | |||
|---|---|---|---|
| HP | 1 | AC | 13 |
| Sword | +2 hit | Dmg | 5 Slash |
| Bow | +2 hit | Dmg | 5 Piercing |
| Ropes | +4 Restrained, Action: DC15 Str Save or 5 slashing damage to AC 10 | ||
| Any significant damage will kill the guards | |||
4x Mastiff (1 at a time)
| Mastiff | |||
|---|---|---|---|
| HP | 1 | AC | 12 |
| Bite | +3 hit | Dmg | 4 Piercing |
| Prone | DC 11 STR Save | ||
| Any significant damage will kill the mastiffs | |||
1x Sapper
| Sapper | |||
|---|---|---|---|
| HP | 50 | AC | 16 |
| Actions | |||
| Throw net | +6 Restrained, Action: DC15 Str Save or 5 slashing damage to AC 10 | ||
| Bomb | DC 15 Dex Save, 3d6 on fail or half on success | ||
| Fire bomb | +6 1d4 fire each round, Action: DC15 Dex Save to extinguish | ||
| Flash bomb | DC 15 Dex Save, Stunned (1 round), attacks against have advantage | ||
1x War Mage
| War Mage | ||||
|---|---|---|---|---|
| HP | 50 | AC | 13(15 with Mage armour) | |
| Spells | +8 | DC | 16 | |
| Cantrips (at will) | fire bolt, mage hand, poison spray, shocking grasp | |||
| 1st level (4 slots) | burning hands, mage armor, magic missile, thunderwave | |||
| 2nd level (3 slots) | flaming sphere, misty step, shatter | |||
| 3rd level (3 slots) | counterspell, dispell magic, lightning bolt | |||
| 4th level (1 slots) | ice storm | |||
| Abilities | ||||
| Self-Defense Casting | (reaction) When hit can cast a cantrip against the attacker | |||
| Over Channel | (bonus) Give target of spell disadvantage on save. Attackers have advantage until next turn to hit Mage | |||
| Tactical Casting | Exlude any number of creatures from making a save and take no damage | |||
| Mental Prison | Scroll. Vision of being back in Stowjaw, surrounded by a prison bars made of fire | |||
Aftermath
Slaughter
If Zyllis kills large amounts of troops the Empire will use it as propaganda against the Rebellion and Greyhawk, if people see Zyllis they'll refuse to deal with the group and to an extent the Rebellion if they know Zy is still with them.
Duke Thomas will recall support to the group for reckless and unessary slaughter. Town guards will begin refusing entry to Greyhawk owned settlements by orders of the Duke and out of fear.
The Rebellion will be seen as a terror organisation, thinking it's above law and rules of engagement. Using a machine of war to strike fear and slaughter any that stand in their way.
Punishment of death on sight
Capture
If Zyllis gives up or is captured he'll be placed in Dimensional Shackles and placed in the prison again with multiple alert guards and a mage until the army arrives.
If it was just the warden that was killed: 10 years of hard labour and 1,000gp to next of kin.
If more than just the warden: Death
“For the murder of Brath Korsk without justification you are sentenced to death or hard labor up to 10 years, and damages up to 1,000 gold paid to the victim’s kin”
Escape
Zyllis description will be sent to all nearby towns and told to arrest him on sight and that he is extremely dangerous.
Commander Sedgad
Does not approve of murder and as such does the below.
Leads M'aiq to tunnels he knows Merrow are in. “Arrest the other one. The Rebellion needs to be taught a lesson, we don't need a war starting before we can leave”
Orders scouts to arrest Zy as soon as M'aiq is locked in the tunnels.