H.o.B. Arvura Arc 1
Designed for Level 3
Table of Contents
The Bloodtide Plot Arc
Prelude. The Salvers are heading south to confront the Cult of Maledict in their latest move in the campaign against them. The Bloodtide, loyal crew members to Kaspar Alherst lost in the Mists, have spotted their movements and made a deal with the Cult.
Ruffians of the Roads
Premise. The Bloodtide are harassing the roadways as the Revered are trying to setup an outpost to more readily confront the Cult. The party and the Revered can work together to combat the undead pirates and push back their efforts.
Encounter 1: Ambushed Caravan
Goal. The party can agree to help the caravan and be paid for their efforts on arrival.
Setup. 3 Scurvy Dogs (Medium-sized Dire Wolf stats), 2 Zombie Buccaneers, & 1 Wight Marksman.
The party comes across a supply wagon being sent to the outpost under construction by the Revered. The leader of the wagon, Lorner Soot (male Human Guard), is seeking whatever aid he can after repelling one Bloodtide ambush that occurred about 30 minutes ago.
All Lorner knows is that these undead pirates have been becoming a problem. He is willing to provide 50 florens for each character should the team reach the outpost safely.
Encounter 2: Revered, Bloodtide, and Shattered
Goal. Survive the next Bloodtide ambush alongside the Shattered stepping in as well.
Setup. 6 zombie gunners and 4 Shattered apprentices
About two rounds in for the next wave, Shattered monks come to intervene, namely attacking the Bloodtide undead. Should the party be alongside the caravan, they gain access to Battle Actions (Initiative Count 20).
Encounter 3: Shattered Demands
Goal. Decide to let the Shattered deal with Serene or she will run off so no one gets caught in the collateral should she fight.
The Shattered who arrive know Serene are
Encounter 4: The Outpost
Goal. Enter into the outpost for refuge (and payment with the caravan).
The party reaches the Revered outpost. Here, they can finally rest after a tumultuous journey on the roadside and learn about what’s going on.
Here, the party can meet with Arnsley Dorian, Inquisitor Captain who has intel from his roden assistant that the Maledians formed a pact with the Bloodtide to harass Revered supply lines to the outpost.
A Shattered Pact
Premise. Arnsley Dorian has discovered that the Bloodtide have made a pact with the Cult of Maledict to harass the Revered. He intends to enter one of their hideouts and find clues for what is going on.
Setesk, a vician from Faunerro, was banished to the dread domains by Reaving. He has used this pact between Maledict and the Bloodtide to make his way up the ranks to help him make sense of this world. To Setesk, justice has already been served with being put back on the lower rungs of the Cult after much of his greater power was taken.
To Setesk’s disappointment, the Bloodtide have gone back on their word after Karnell got involved and intimidated the pirates into turning on the Cult.
Encounter 1: Bloodtide and Maledian Remains
Goal. Investigate a battle aftermath between the Bloodtide and Cult.
Prelude. The Captain has rendered the deal null and void on their part. Any pirates who still comply with the deal won’t benefit from the agreement on the Bloodtide’s behalf. So, the Bloodtide got into a quarrel with the Cult and a fight broke out. Now, roden scavengers are looking over the scene.
Ahead, you can see the sight of where a fight broke out. Dried out zombies scatter around. Among the fallen are roden, wyrmbloods, and orcs with a fair bit of bullet wounds to them as well. Scouring over the remains of the battle are a cluster of 8 roden scavenging the remains.
The roden are defensive of what they’ve found. They are of Snorm Pack and live freely from.
To Arnsley, to see that the Pact was broken so soon is unusual, as it must have been only four months in the work.
Encounter 2: Karnell’s Watch
Goal. Note that Karnell is paying attention to the area. Seeing the party, he will thank them for finding his Shattered.
Heading toward the base of a hillside, you see the infamous Karnell with his apprentices. You can see his gaze your direction.
Karnell goes to approach the party, thanking them for helping find his apprentices. He then offers the party a two vials that simulate the Erupting Earth spell when thrown within 30 feet. The DC is 13.
Encounter 3: The Wounded Guards
Goal. Get past the guards, whether through negotiation or force.
Ahead, you can see a small handful of roden, orcs, wyrmbloods, and a dark elf arguing amongst themselves. However, they speak in Undercommon. One can certainly infer that there is some form of disagreement afoot between them.
Arnsley can translate that they are arguing about the mess that was an agreement with pirates that their vician leader had arranged.
Arnsley defaults to aggression, seeking to find answers for himself about what is afoot. However, the inferiin acting as a second has been foretold by their master of outsiders and that they wish to speak with each other.
Encounter 4: Meeting Setesk
Goal. Agree to work with Setesk or defeat him.
Setesk has been given images of others outside of these misty domains. He seeks to coordinate with others in hopes of returning back to Faunerro. He can offer a reading as a show of faith and answer what sort of question they seek to be answered.
For Ezmerelda. There lies a shop beyond this domain. I see your broken hunter living out the last of his days toiling in a land where spirits are chained. To seek his aid is to seek utility from a rusted tool. I am afraid your affiliate has… retired…
For Forester. Silent Forester, I foresee your home. The crone you helped claims that hope reaches their decayed domain but those who are deaf to mysticism do not heed her joyous news. All returns to its routine.
Encounter 5: Karnell’s Wrath
Goal. Flee the hideout or face Karnell’s wrath.
Karnell, following the trail of Maledians, approaches the hideout and causes carnage to all nearby.
Bestiary
Shattered Monks
Shattered Apprentice
Florenic Worlds
Shattered Apprentice CR: 1 (200 XP)
STR
12 +1
DEX
15 +2
CON
16 +3
INT
10 +0
WIS
14 +2
CHA
12 +1
Unyielding Fortitude. If damage reduces the Shattered to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is poison or from a critical hit. On a success, the Shattered drops to 1 hit point instead.
Actions
Multiattack. The Shattered can make two Unarmed Strike attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) bludgeoning damage.
Bloodtide Pirates
Zombie Deckhand Gunner
Florenic Worlds
Zombie Deckhand Gunner CR: 1 (200 XP)
STR
12 +1
DEX
14 +2
CON
16 +3
INT
8 -1
WIS
10 +0
CHA
7 -2
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Bayonet. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 ( 1d8+1 ) piercing damage.
Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 ( 1d12+2 ) piercing damage.
Wight Marksman
Florenic Worlds
Wight Marksman CR: 3 (700 XP)
STR
14 +2
DEX
18 +4
CON
15 +2
INT
10 +0
WIS
16 +3
CHA
14 +2
Firearms Knowledge. The wight’s mastery of its weapons enables it to ignore the loading property of muskets and pistols.
Lethal Precision. If the wight has advantage on a ranged attack roll, the wight deals an additional 10 ( 3d6 ) damage (included in the attack).
Take Aim. As a bonus action, the wight gains advantage on its next ranged attack roll on the current turn. It can use this bonus action only if it hasn’t moved during this turn and an enemy is not within 5 feet of the wight. After the wight uses the bonus action, its speed is 0 until the end of the current turn.
Actions
Multiattack. The wight can make one Bash attack with its musket and one bayonet attack.
Bash. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) bludgeoning damage.
Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 ( 1d8+2 ) piercing damage.
Musket. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 10 ( 1d12+4 ) piercing damage, plus 10 ( 3d6 ) piercing damage if made with advantage.

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