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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