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c:ron:secret:41 [2025/12/11 11:32] – removed - external edit (Unknown date) 127.0.0.1c:ron:secret:41 [2025/12/11 14:46] (current) – ↷ Links adapted because of a move operation 216.73.216.223
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 +======PreGame======
 +Delta split from the group, heading towards Mulburg \\
 +Rest of the group continued North \\
 +Drusilia had a dream from the Wild Mother of a Castle, a King and a book bound by bark \\
 +Demaratos had a vision of his patron Keres warning that a great power lies beneath the temple in Redkiln \\
  
 +Current leads: \\
 +Make second map with rough locations
 +  * The Eye & The Ear in Dragonhold looking for Narkul's sword
 +  * Narkul's old friend 'Dyndryd' lives North of the marsh
 +  * Drusilia's vision shows a castle in the North East of the marsh
 +  * Demeratos vision warns of a great power at the temple in Redkiln
 +Other notes:
 +  * 2 more days until 10 days have passed since killing Narkul
 +  * Basilisk stalking the marsh
 +  * Delta has started heading towards Mulburg
 +  * Remaining group continuing North
 +
 +=====DM Notes=====
 +[[secret:narkul|Narkul]] has risen and is planning to intercept the group, and take back Sovereign and the Hand \\
 +Day 1 Afternoon: Ironhide revieces a message from Greyhawk. \\
 +**John enterance** Petrified statue, recognise the area but tree seem larger, remember fighting a Basilisk while trying to find ???, turned in 12300, 35 years ago. \\
 +3 days until next stage of the hand takes hold over Sovereign. \\
 +
 +======Marsh======
 +[[https://nightcall.net/lib/exe/fetch.php/secret:worldmapgrid.jpg|secret map]] \\
 +
 +=====Encounters=====
 +After learning the group is going into the marsh Sovereign will try to escape at night \\
 +If her stealth beats observers perception she manages to flee but will be the high perception encounter below \\
 +
 +[[https://old.reddit.com/r/DnDBehindTheScreen/comments/adv9k4/16_petrified_encountershooks/|Petrified Encounters]] \\
 +**Day Events** \\
 +**Drusilia exhaustion** [[c:ron:secret:personalquests#drusilia|Wild Mother vision]]. \\
 +**Hydra** Find a small clearing for the evening, as group is eating hear a hissing from behind a large object. Hydra encounter. \\
 +**Castle** Howlester Castle. Spider camp. \\
 +**Lizardfolk** See below. \\
 +**Detect Magic** Roll 1d100 each morning if 75% or higher a source of divination magic is detected floating near Sovereign and a small tether connects to her. She'll say she doesn't know what it is, she refuses to say anything if under zone of truth. The hand also is also becoming more necrotic and is spreading up her arm.
 +
 +**Nights Events** \\
 +**Delta** next morning while packing up find a stone turtle on the edge of camp that wasn't there before \\
 +**High perception** hear a scream in the distant. investigating reveals a stone statue of a heavily wounded lizardfolk, large holes pierce his chest in vivid detail, reviving him results in him bleeding out and dying. DC 15 Medicine will reveal he's already dead or seconds away from it. \\
 +**Sovereign escape** Sovereign sneaks away in the night, trying to head North West as instructed by Narkul. \\
 +**Demaoratos watch** [[c:ron:secret:personalquests#demaoratos|Patron vision]]. \\
 +
 +====Lizardfolk village====
 +Glaren tribe
 +  * Roxl, tribe leader, male
 +  * Juss, tribe shaman, female
 +  * Thuk, tribe cook, male
 +  * Thrass, child, male
 +Tribe of Lizardfolk, unaware of politics, Basilisk hunting and killing those who wonder too far. Outsiders not allowed in, they moved to get away from society and live in peace. They may setup camp just outside if promise to leave no mess. Following if promise is kept and no hostilities the lizardfolk will give each member of the group coal cooked birds wrapped with large leaves and stuffed with mushroom. The perfect blanket is also given. If group mentions Dyndryd the leader will mention of an elderly man living in the mountains that calls himself "Dyndryd the Eternal" the lizardfolk can provide a rough area. \\
 +
 +The **"Perfect Blanket"**: A simple black bear fur blanket one side depicting a campsite with red and silver threads and the other an igloo with blue and silver thread. It is a thermal blanket with perfect heat transfer: one side is always warm or hot, the other is always cold. Can be used to survive extreme temperatures, but only with vigilance. One adventurer fell asleep under it and was found roasted crispy the next morning. Another who made the same mistake in summertime was found frozen solid. \\
 +
 +If on good terms as they are leaving and receive the items they'll also mention if they return with parts of the basilisk as proof of it's death they can use the parts to make something for them as a reward.
 +
 +If group returns with proof of the Basilisk's death depending on any parts returned they can make various items, Weapon and Armour cannot be magical, requires attunement, Eye operation requires attunement.
 +^Part   ^Additional ^Effect ^
 +|Blood  |N/A        |5 vials of petrification reversal ointment |
 +|Fang   |Any Weapon |Target makes a Con DC 15 saving throw on a fail they are paralyzed, they can repeat the save at the end of their turns until free |
 +|Scales |Any Armour |The wearer has advantage on saves against being petrified or paralyzed |
 +|Eye    |Operation  |Can cast Flesh to Stone 1/day regaining the ability at dusk, DC=8+Proficiency+CHA. \\ If eye is visible advantage on intimidate, and disadvantage on persuasion and performance |
 +
 +=====Marsh Hydra=====
 +https://roll20.net/compendium/dnd5e/Hydra#content
 +
 +**Initial encounter** A large boney serpent head emerges from the marsh after finding stone figures, hopefully tricking players into thinking it's a basilisk, dealing 50 damage makes the head fall limp and start sinking into the marsh, 30 or more in a single turn kills the head and it sinks into the marsh. \\
 +After the head sinks back 6-12 seconds pass before six heads burst from the water and the body emerges. \\
 +
 +HP 250 | AC 18 | Heads 6 \\
 +**Hold Breath.** The hydra can hold its breath for 1 hour. \\
 +**Multiple Heads.** The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 15 hit points for each head regrown in this way. \\
 +**Reactive Heads.** For each head the hydra has it gets an extra reaction that can be used only for opportunity attacks. \\
 +**Wakeful.** While the hydra sleeps, at least one of its heads is awake. \\
 +**Multiattack.** The hydra makes as many bite or grapple attacks as it has heads, one attack can be a breath attack \\
 +**Bite.** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d10 + 5) piercing damage. \\
 +**Grapple.** DC15 Dex or Str save to escape at end of turn, the head cannot make another grapple but can bite or use breath on following turns that auto hit. \\
 +**Boiling Breath (Recharge 2).** The Hydra exhales an boiling blast of water in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
 +
 +=====Spider Camp=====
 +Huge (15ft x 15ft) stone spider over a stone hut with a part of it blown open. \\
 +Something has setup camp, stringing cloth between the legs to create a barrier. \\
 +Investigating reveals a very old campsite, everything in camp has rotted away or been overgrown, spider itself has lots of cracks, the abdomen has fallen off and mostly sunk into the swamp. \\
 +Spider 100 to 500 years. Campsite within 50 years \\
 +3x Trolls guard the area
 +
 +====Sunken Castle====
 +Used to be Narkul's personal castle/home but sunk into the Marsh long ago. \\
 +Now inhabited by a Medusa and her pet Basilisk and use petrified creatures as servants. \\
 +Enterance trap/alert. DC15 string that sets off a fire trial lighting the staircase leading down to the throne room basking it in dim light instead of darkness, alerting the medusa and the basilisk
 +
 +**Medusa** HP:125 AC:16 MM214 \\
 +1x Snake Hair. 5ft +5 1d4+2 piercing | 4d6 poison \\
 +2x Last Quip. 5ft +5 1d6+5 piercing \\
 +[[https://drive.google.com/file/d/0B-g9vLTX0eHKdURuX0xDcmlBU0k/view|Basilisk]] HP:150 AC:17 MM24 \\
 +1x Tail. 15ft +5 4d6 slashing | 2d6 poison \\
 +1x Bite. 10ft +5 2d6 piercing | 4d6 poison \\
 +**Gladiator** HP:100 AC:15 MM346 \\
 +3x Spear. +5 2d8+4 piercing \\
 +Reaction. +3AC on a melee attack \\
 +**Will-O-Wisp** HP:20 AC:19 MM301 \\
 +
 +**Gaze:** 30ft DC15Con, if 10 or lower instant petrification. otherwise restraied and repeat next turn. \\
 +Unless surprised you can opt to advert eyes but you cannot see the source until start of next turn.
 +
 +Loot & Lore \\
 +Greyhawk sword, Last Quip (Medusa) \\
 +Boots of Dendallen (In bedroom) \\
 +Minor treasure haul (In a safe) \\
 +  * 3x bottles of 2000+ year old wine
 +  * 5000gp
 +  * 1x Scroll of greater restoration
 +Narkul's Notes (In office)
 +  * Testing with a spell that altered people's dreams
 +  * Arranging a deal to protect treasures
 +  * Dendallen
 +    * Boots of Dendallen (in possession)
 +    * Eye of Dendallen (located)
 +    * Flesh of Dendallen (unknown)
 +    * Greaves of Dendallen (unknown)
 +    * Grip of Dendallen (unknown)
 +    * Mask of Dendallen (unknown)
 +  * Book of Vile Darkness
 +  * Lichdom and Cloning
 +    * Testing with various Phylactories
 +      * Simple jeweled chest (On desk)
 +      * Glass vat filled with salt water (Whisiling Bluff)
 +      * A gold coin (Sent to hidden vault)
 +      * Family necklace (Always carried)
 +      * Jug of infinite water (Sent to Chris Narod)
 +  * Create the perfect world where everyone lives forever and follows him
 +Basilisk parts \\
 +  * Roll arcana & medicine. Combine results
 +    * 14 Blood
 +    * 21 Fang
 +    * 28 Scales
 +    * 35 Eye
 +
 +======Mountains======
 +=====Encounters=====
 +=====Dyndryd=====
 +Lives in a large sprawling cave, Dyndryd has an illusion hiding the mouth of the cave and always has an old man taking care of a little cottage 120ft away and who tells anyone that visits that he is Dyndryd the Eternal. \\
 +Dyndryd has wiped their mind of his existance and makes them truely believe their name is Dyndryd and have lived in the cottage for many millennia, don't know anyone called Narkul but knew a kind young man named Dauthos. It's been over 400 years since he last had visitors but sometimes visits Mulburg and Glaren every few years. \\
 +Detect magic reveals Enchantment magic over the man but nothing else. \\
 +He has stats of a commoner and can be killed easily
 +======Pinga's Island======
 +250ft high \\
 +30 Lizardfolk. enough food for 1 week, 2 weeks if rationing \\
 +Druid's from the temple to the Wild Mother in OldTree are going to investigate Pinga's \\
 +The druids can make a gate between the island and the ground but need someone to get a druid up there \\