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Kingdom of Trenthia: Hope 2

If the players do a good enough job they will eventually get a note during one of their nights inviting them to a meet-up for information. The meet-up is arranged for the following night at a pub called the prancing pony. Players who are immature will be unallowed to enter, it is a club.     At the club they will meet Mag(gie), she is a worker there and she is a Aasimar, who will take them downstairs to a private room and tell them to wait there. Hypnotic magic will be cast on players: Charm person, Enthrall, and Modify Memory Charm Person Level: 1st Class: Bard, Druid, Sorcerer, Warlock, Wizard Effect: Targets one humanoid, who views you as a friendly acquaintance on a failed Wisdom saving throw. The charm lasts 1 hour, unless you or your allies harm the target. Enthrall Level: 2nd Class: Bard, Warlock Effect: You captivate creatures of your choice within 60 feet. Those who fail a Wisdom saving throw have disadvantage on Perception checks to notice anything other than you for 1 minute. Succubus Flavor: A perfect spell to represent the succubus drawing all attention to herself, leaving others oblivious to threats or distractions. Modify Memory Level: 5th Class: Bard, Wizard Effect: You alter a creature’s memories, changing how they recall specific events. The creature must fail a Wisdom saving throw, and you can rewrite their recollection of an event within the last 24 hours. Succubus Flavor: A succubus could use this to erase evidence of her manipulation, plant false memories, or ensure a victim remembers her in a favorable light.   If they succeed, they will know all info about the players from personality to abilities. And the players will remember a night of pleasure, drinking, and getting a lead (they don't know it's misleading of course).     If player/s aren't hypnotised, they will see the Aasimar smiling at them in a not so friendly way. And a hooded figure peeks in to see the situation. If players handle both swiftly Maggie will confess that it was actually a tiefling called Vael that left them the note, then they can freely explore. They can find Vael who was the actual contact in a storage room, tied up.   He will get players in contact with people who were around castle when king died. Random cook, queen's maid, king's guard captain, and horse groomer.   **Vael officially becomes the party's informant**   If they miss the hooded figure, the figure flees and gets a level 2 fighter drow and he assists (hooded figure is half-elf level 1 sorceror)   Enemies: Aasimar lvl 1 bard, Half-elf lvl 1 sorceror, Drow lvl 2 fighter     Drow Warrior (Level 2 NPC) Medium Humanoid (Elf), Neutral Evil   Armor Class: 15 (Studded Leather) Hit Points: 18 (2d8 + 4) Speed: 30 ft.   Abilities Ability Score Modifier Strength 10 +0 Dexterity 16 +3 Constitution 14 +2 Intelligence 11 +0 Wisdom 12 +1 Charisma 12 +1 Saving Throws: Dexterity +5, Wisdom +3 Skills: Stealth +5, Perception +3 Senses: Darkvision 120 ft., Passive Perception 13 Languages: Elvish, Undercommon Challenge: 1/4 (50 XP) Traits Fey Ancestry: The drow has advantage on saving throws against being charmed and can’t be put to sleep by magic.   Darkvision: Drow can see in darkness as if it were dim light, up to a range of 120 feet.   Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.   Drow Weapon Training: The drow has proficiency with rapiers, shortswords, and hand crossbows.   Actions Multiattack: The drow makes two melee attacks or two ranged attacks.   Rapier (Melee Weapon Attack):   Attack Bonus: +5 to hit Reach: 5 ft. Hit: 7 (1d8 + 3) piercing damage Hand Crossbow (Ranged Weapon Attack):   Attack Bonus: +5 to hit Range: 30/120 ft. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned. The target wakes up if it takes damage or if another creature uses an action to shake it awake.   Aasimar Enchanter (Level 1 NPC) Medium Humanoid (Aasimar), Neutral Good     Armor Class: 13 (Leather Armor) Hit Points: 10 (1d8 + 2) Speed: 30 ft.   Abilities Ability Score Modifier Strength 10 +0 Dexterity 14 +2 Constitution 12 +1 Intelligence 12 +1 Wisdom 14 +2 Charisma 16 +3 Saving Throws: Charisma +5, Wisdom +4 Skills: Persuasion +5, Insight +4, Deception +5 Senses: Darkvision 60 ft., Passive Perception 12 Languages: Common, Celestial, +1 other Challenge: 1/4 (50 XP) Traits Celestial Resilience: The aasimar can heal themselves or others once per long rest as an action, restoring hit points equal to 1d8 + their level (1d8 + 1).   Darkvision: Can see in darkness as if it were dim light up to a range of 60 feet.   Healing Hands: As an action, the aasimar can touch a creature and restore hit points equal to their level (1 hit point).   Radiant Soul (Recharge After Long Rest): As a bonus action, the aasimar can transform to reveal their celestial heritage for 1 minute. They gain the ability to deal additional radiant damage equal to their level (1 radiant damage) when they hit with an attack or cast a spell.   Actions Dagger (Melee or Ranged Weapon Attack):   Attack Bonus: +4 to hit Reach: 5 ft. or Range 20/60 ft. Hit: 4 (1d4 + 2) piercing damage Spellcasting (Enchanter Focus) Spell Save DC: 13 Spell Attack Bonus: +5   The aasimar has access to the following spells:   Cantrips (at will): Light, Thaumaturgy, Guidance 1st Level (1 slot): Charm Person     Half-Elf Sorcerer (Level 1 NPC) Medium Humanoid (Half-Elf), Chaotic Neutral   Armor Class: 12 (Base 10 + Dexterity modifier + Mage Armor if cast) Hit Points: 9 (1d6 + 3) Speed: 30 ft.   Abilities Ability Score Modifier Strength 10 +0 Dexterity 14 +2 Constitution 14 +2 Intelligence 12 +1 Wisdom 10 +0 Charisma 16 +3 Saving Throws: Constitution +4, Charisma +5 Skills: Deception +5, Arcana +3, Persuasion +5 Senses: Darkvision 60 ft., Passive Perception 10 Languages: Common, Elvish, +1 other Challenge: 1/4 (50 XP) Traits Darkvision: Can see in darkness as if it were dim light, up to 60 feet.   Fey Ancestry: The half-elf has advantage on saving throws against being charmed, and magic cannot put them to sleep.   Sorcerous Origin: Draconic Bloodline (or Wild Magic): Choose one of these origins for flavor:   Draconic Bloodline: Gains Draconic Resilience, increasing their base AC to 13 if not wearing armor. Wild Magic: Gains Tides of Chaos, allowing advantage on one attack roll, ability check, or saving throw per long rest. Actions Quarterstaff (Melee Weapon Attack):   Attack Bonus: +2 to hit Reach: 5 ft. Hit: 3 (1d6) bludgeoning damage Spellcasting Spellcasting Ability: Charisma (Spell Save DC 13, +5 to hit with spell attacks) Sorcery Points: 0 (not available at Level 1)   The sorcerer knows the following spells:   Cantrips (at will): Fire Bolt (Range 120 ft., Hit: 1d10 fire damage) Prestidigitation Mage Hand 1st Level (2 slots): Mage Armor: Target’s AC becomes 13 + Dexterity for 8 hours (no concentration). Chaos Bolt: A ranged spell attack dealing 2d8 + 1d6 damage of a random type (choose or roll).

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