Tuesday, May 5, 2020

Treasure Planet in Eberron (part II)

Previously, the PC's met Jaiem and his mother Soranda. Their inn was attacked and destroyed by pirates. Jaiem finds a Lyrandar-keyed docent which he can use to find the location of Skull Island, a fabled location of fantastic treasure. 

In this post, the PC's must get a ship and a crew to head out to Skull Island. They must also get supplies for the journey.

The cheapest price for a chartered ship is 200 gp per day... money which the PC's won't have. They will need to turn to Dr. Devlin Dawnsquire from Morgrave University, or else use one of their personal contacts to finance the expedition.

[Page 64 in Eberron: Rising from the Last War describes Group Patrons. Besides Dr. Devlin, the PC's might work with the Boromar Clan, a halfling crime syndicate running things in the Callestan District where Jaiem and Soranda live. They could go to the Clifftop Adventurer's Guild, which has the added benefit of veteran explorers of Xen'drik. Members of the Clifftop Guild can be found in the Drunken Dragon, in Clifftop, Upper Dura. Your PC's could make up a relationship with one of the 60 families (the most prominent families of Sharn), one of the counselors of city government (pg. 156), or even the ir'Tain family, the richest and most powerful family in Sharn. Perhaps Matriarch Celyria ir'Tain somehow heard about the expedition and feels there might be some connection to her missing brother Lord Dalian, lost at sea for the past decade.]

Ship supplies: It would take too long to go over every item. Instead, one character from the party rolls a d20 Survival check - if they have a sailing background, they get Advantage on the check. Subtract that number from 20. (For example, if the party member rolled a 16, then 20-16 = 4) That number is how high the party must roll if they need to "remember" packing something useful on the ship. Feel free to raise the DC +5 for rarer items. If the party member rolled over a 20, how much over they rolled determines the number of uncommon magic items they stock the ship with. Have the PC's determine what these items are immediately, instead of half-way through the journey.



[For every five days at sea, raise the DC by +1 for subsequent Survival checks, as supplies on the ship slowly dwindle. Sailing to Skull Island takes 50 + 2d10 days.]

Crew: PC's may each hire a number of crew members equal to their Charisma modifier up to 7 total if they wish. The crew that the PC's hire can be friends and contacts, but cannot have character class levels. The rest of the ships compliment of 20 crew members, plus the captain and first mate, will be hired for them. The following crew members are always included:

Captain Amelia Smallpaw: Captain of the R.L.S. Legacy, who formerly served as part of the Brelish navy during the Last War. (Shifter Veteran CR 3)
First Mate Arrow: Stoic and uncompromising right-hand-man of Captain Amelia. (Warforged Soldier CR 1).
Jurin Silver: A large, friendly shifter who has had an arm, leg, and eye replaced with Warforged parts. His stats can be found at the bottom.
Morph: A Tiny mimic is acts as Jurin's "Pet". Always with Jurin, but considered crew, Morph is mischievous and playful, and understands Common. Morph's stats can be found at the bottom.
Blackhound: A Droaam mercenary who understands Common, but speaks only a few words. (Gnoll Hunter CR 1/2, Volo's Guide to Monsters.)
Poledryn Liadon: A wizened, blind, incredibly dangerous sailor who speaks with a soft voice and carries a big stick. (Elf Precognitive Mage CR 3, Guildmaster's Guide to Ravnica).
Scroot: A powerful insectoid warrior with a gravelly voice and a bad attitude. (Thri-Kreen CR 1, Monster Manual)
Hands: A large 4-armed barely-sentient beast from Xen'drik. (Girallon CR 4, Volo's Guide to Monsters)

The rest of the crew are Bandits (Basic Rules CR 1/4) who have Proficiency 4 in Sailing Vehicles and  and Survival.

Next post will cover traveling to the island.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Jurin Silver, Warlock

Medium humanoid (shifter), Chaotic Neutral
Armor Class 14 (Warforged Armor) / 15 (Shifting)
Hit Points 64 (10d8 + 20), 75 (shifting)
Speed 30 ft.

STR       DEX       CON       INT       WIS       CHA
14 (+2)   8 (-1)      14 (+2)   14 (+2)  12 (+1)  16 (+3)

Saving Throws Con +2, Int +4, Wis +6
Skills Athletics +5, Deception +6, History +5, Intimidation +6, Perception +4, Persuasion +6
Senses Darkvision 60 ft, passive Perception 14
Languages Common
Challenge 3 (700 XP)

Spellcasting. Silver is a 5th level spellcaster (spell save DC 14, +6 to hit with spell attacks). He has the following spells prepared:

  • Cantrips (at will): eldritch blast, friends, minor illusion
  • 3rd level (2 slots): command, major image, scorching ray, suggestion, summon lesser demons, unseen servant

Dark One’s Blessing. When Silver reduces an enemy to 0 HP, he regains 8 temp HP.

Shifting. When Silver shifts, he gains 11 (7 + 1d6) temp HP and his AC goes up by +1. Shifting lasts for 1 minute.

Inspiring Leader. When Silver gives a rousing shout, 6 allies he can see within 30 ft gain 8 temp HP for the next 5 minutes.

 ACTIONS

Multiattack. Silver makes two attacks with his longsword, or one attack with eldritch blast. His longsword disappears into his warforged arm when not in use.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

 REACTIONS

Parry. Jurin Silver adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon..

Riposte. When a creature makes an attack against a creature within 5 ft. of Silver, Jurin Silver can make a counterattack.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Morph

Tiny monstrosity (shapechanger), neutral
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 15 ft, Fly 15 ft
STR        DEX        CON        INT        WIS        CHA
6 (-2)       17 (+3)    10 (+0)    7 (-2)      13 (+1)   12 (+1)

Skills Stealth +9
Damage Resistances Acid
Condition Immunities Prone
Senses Darkvision 60ft, assive Perception 11
Languages Understand Common, cannot speak except by mimicking 1-2 words.
Challenge 1/2 (100 XP)

Shapechanger. The mimic can use its action to polymorph into a Tiny object (Such as a dagger or water canteen) or back into its true, amorphous form. It can also take on the appearance of any creature it sees. Its statistics and size are the same in any form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

False Appearance. While the mimic remains motionless, it is indistinguishable from an ordinary object.

Adhesive. The mimic adheres to anything that touches it. A Small or smaller creature adhered to the mimic is also grappled by it (escape DC 7). Ability checks made to escape this grapple have disadvantage.


No comments:

Post a Comment