Professional Documents
Culture Documents
Anyway, thanks again for what you all did at Kingsport. [leaves to continue
his work]
(the place is cursed, entrance/exit is prevented by a wall of air)
[party decides to check it out]
They have a long way to go. Supply lines are too short to bring any
substancial military force. The entourage they have with them at camp was
not prepared to travel such a long distance.
Travel Encounters:
Survival Check each week DC=17
Failed check = encounter checks
Owlbear encounter:
DC=16 any one person
Fail a survival check and the 2 bears appear at night. Eating your food.
Succeed and realise you're setting up your camp right next to their nest.
Group stealth check or you wake them DC=12
Owlbear
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 59 (7d10 + i 1)
Speed 40ft.
STR
DEX
CON
INT
20 (+5) 12 (+1) 17 (+3) 13 (- 4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
languages Challenge 3 (700 XP)
Keen Sight and Smell. The owl bear has advantage on Wisdom
(Perception) checks that rely on sight or smell.
ACTIONS
Multiattack. The owl bear makes two attacks: one with its beak
and one with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft ., one creature.
Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach
BANDIT
Medium humanoid (any race), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30ft.
STR
DEX
11 (+0) 12 (+1)
CON
INT
12 (+1) 10 (+0)
WIS
10 (+0)
ACTIONS
CHA
10 .(:tO)
COMMONER
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30ft.
STR
DEX
10 (+0) 10 (+0)
CON
INT
10 (+0) 10 (+0)
WIS
10 (+0)
A near by village, that is a little out of the way for thr average merchant, has
been devastated by the lack of trade since the way. Now they turn to stealing
for their livelyhood.
Times are hard. If you can't put food on the table from working or tradin,
stealing the next best thing.
The party finnaly reaches within a couple hours of Kings Pass. They can see a
clearing at the end of the road.
Spot check
DC=14
There is an increasing amount of wreakage toward where the clearing starts.
Closer look, it looks like Detrious piled on a beach shore after a naval
battle/disaster. Except there's no water. It's all pushed up against the tree line
as if the tide brought it in.
Anyone scouting ahead?
You see a lone tree in the distance. Its extremely wind swept, with all its
branches pointing to one side.
The wall
DC=21 spot check, 16 if they where aware
Trying to move past the detrius without seeing the wall of air triggers the
same effect as standing in the same space as an air elemental.
Air Elemental
Large elemental, neutral
Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90ft. (hover)
STR
DEX
CON
14 (+2)
20 (+5) 14 (+2)
INT
WIS
CHA
6 (-2)
10 (+0)
6 (-2)
A group STR check of DC=10 if they tie them selves together, or some other
manner of connection/support.
When they make it through, they spot a child/halfing standing next to the
lone tree. It's holding a wooden pole with what looks like a lantern on the end.
[It's Cade Tosscoble]
Crossing the large empty field, you spot mass graves with oddly maintained
corpses
[spot check up close DC=12, none have hands].
Its built in a valley between two mountains as a main pathway toward the
center of the continent. You can spot steam rising from the village and the
mountains on either side of it. This place seems to have many natural hot
springs.
The fields around it are poor for farming as they are tundra and rocky. The
wall of air that circles the area makes this worse, as it pushes the moist warm
air back toward the town.
Getting closer, you can see a thick fog covering the streets, barely a foot
high. It billows down the slopped streets and out the front gate, where the
breeze curles it back inward.
Once inside the town, it is a DC=24 to detect the creatures under the fog.
The town has obvious signs there was a battle.
The town has all the normal tourist traps/bars and lodgings. As well as a very
large hotspring resort at the far end of town (The Big Steamer).
INT
5 (- 3)
WIS
10 (+0)
CHA
4 (- 3)
Vic io u s M o c k e r y
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string o f insults laced with subtle
enchantments at a creature you can see within range. If
the target can hear you (though it need not understand