Return to Elyse

Objective
Once the PC's have new information they were not told, they can return to continue the story.
Theme
Betrayal

Type
Discovering
Focus
Master Plot
Main Adversary type
Villain

What do we expect?
A peaceful stay and possible reward for uncovering portions of the dark plot in the land.
What must the players Learn
That Elyse is the Villian of this part of the story.

Act I

Intro Goal
Returning to the Imperial Head Quarters for the Adventurers Guild at Teescreek Manor, to inform Elyse and the other adventurers there with what the PC's have discovered.
Intro Enemy
Elyse welcomes the party back, and if they beginto reveal what they know, she will listen for a bit, and then ask the PC's to be prepared to present this at the upcoming dinner. She seems interested, but upset by the news if they have discovered the existance of Legato. She then leaves abruptly, seemingly lost in thought.
Intro Situation
The PC's can have some time between when they arrive and dinner, how ever long that is. They can talk to some of the NPC's, their mentor's or just explore the Manor, or surrounding area. There is a bit to be discovered related to this, that can begin to awaken suspicion in the PC's. The two primary suspects of the planned betrayal are Garth Krundig - Dwarf Adventurer who also resides within the Manor as part of the Adventurers guild, but he is dark, rude, and secretive. Elyse - The Host was acting odd, but has been well respected, but the more evidence stacks against her the deeper they dig. Harold Blunderkin

Act II

Set-up Journey
  • An DC 15 investigation check in the detached locked cellar (DC12 Lock), will reveal empty crates of a yellow powder. A DC 18 Nature Check can reveal the powder as Sulfur. (This portends the explosion, and poison gas.
  • A bitter, almost rotten smell can be discovered by those with advantage on Scent checks automatically, that can be traced into the Banquet room, as well as Garth's room, and the Cellar.
  • Books in Elyse's bookcase in her personal office are very dusty, a DC 12 Perception check can reveal that a particular book as the most recently disturbed book, and a DC 13 Arcana Check would reveal it a book on teleportation magic.
  • A DC 20 Investigation Check in Elyse's Personal Office when alone, can uncover a secret compartment, with an encoded and enchanted notebook of secret keeping.
  • A DC 25 Investigation Check in Elyse's Personal Office uncovers an unusual symbol. A DC 18 religion or History check can reveal what this symbol is.
  • A DC 15 Perception check (DC 12 Investigation Check) in Garth's room can reveal he is working on unusual weapon that uses bits of sulfur to propel a projectile.
  • On the grounds, there are piles of discarded plants, that a DC 16 Survival or Medicine check would be revealed as ingredients in poisons
  • Questioning the House staff, leads to either being brushed off, ignored, or blatantly lied to avoid telling them the truth. IF absolutly forced to speak by a DC 20 Intimidation Check, will say that they had no choice, and through utter terror speak a few things about what they personally did. "I pressed some plants, as I was told by Harold (The household manager). He told me to be sure and not eat any, and to ware gloves, and not touch any part of them. The staff will flee the manor in terror of the PC's Intimidation, and there fear of the reprecussions.
  • If the PC's discover enough of the clues to accuse someone, or are caught attempting to uncover a secret. The Household manager will commit suicide, leaving behind a note detailing his failed attempt to kill Elyse, blaming the Serpants Fang for extorting him into his actions with his families lives, but his failure had cost them their lives. A investigation in Elyse's office reveal a hidden canister, and incendiary device.
  • First Attempt
    If the PC's get the ending where Harold is found dead with a note, they may relax, and head to Dinner without worry. If not, Elyse will call everyone to the banquet hall to speak about what the PC's discovery, and what she has uncovered herself, forcing them to end their investigation.
    They will get to speak to everyone on their findings, and Elyse will thank them and allow them to sit down on the north side. She will begin her dialog, which will be a bit odd, and off, and end with her revealing her betrayal as triggers several traps at once.

    Act III

    False Ending
    Once the PC's Escape the Trap, their reactions will drive much of the rest of the session, playing into where they decide to go, and who they trust, and what tasks they will take on following this betrayal.
    Final Showdown
    When everyone is seated, Elyse will stand on her platform, and give a short speech, but just at the end of it, it will become clear that she has betrayed the group. Anyone who had already eaten the food will be poisoned. The room fills with a noxious gas, though it is thicker on the mentor's side of the room. The events happen as follows:

    Surprize turn:

  • The statues by the door slide in front of the front doors, and you hear a similar sound on the other side of both those doors, and the ones that lead to the kitchen.
  • On the North side of the room, DC 15 Con Save or face hallucinations for 10 turns. There is a risk of falling prone and paralyzed for 5 turns, on a failure of 10 or more. unconscious for 2 turns, unconscious creatures take 2-5-8 2d4 damage a turn.
  • On the South Side of the room, DC 20 Con save, on a failure, creature falls prone and paralyzed for 10 turns. They become Unconscious at the start of their next turn, and remain unconscious for 5 turns. Unconscious creatures takes 5-17-30 5d6 poison damage a turn.
  • Elyse lets loose a horrifying bout of chain lightening on to the mentor's table, striking many up to 7 of them, each taking 10-55-80 10d8 lightning damage if they fail a DC 15 Dexterity check.
  • A large explosion rings out from the southwest corner of the room, and engulfs the entire nearby banquet table. All creatures at this table take 8-10-16 4d4+4 Fire damage.
  • First Round

  • Elyse triggers a hidden teleportation spell by touching the braiseers, which also begins to flood the room with a flammable liquid, pouring from the fire places. The floor begins to catch fire.
  • The explosions fire has caused the entire south side of the room to continue to blaze. All creatures that start their turn must take 1d6 fire damage, and if they end their turn in the fire they will take another 1d6 fire damage.
  • The gas disapates quickly, and now the southern side of the room has a DC 15 Con Save or face hallucinations for 10 turns. There is a risk of falling prone and paralyzed for 5 turns, on a failure of 10 or more. unconscious for 2 turns, unconscious creatures take 2-5-8 2d4 damage a turn.
  • PC's and any consious and living mentors can spend half their movement to stand up, and move and spend their turn.
  • The platform is booby trapped, steping on the stairs will cause the bladed Chandelier to fall, any creature on the stairs, or adjacent to the stairs must make a DC 12 Dexterity Check, or take 1d10 piercing damage.
  • Second Round:

  • The gas has no dispated entirely on both sides of the room, but the fire continues to be a problem still dealing 1d6 fire damage for starting the turn in fire, and if they end their turn in the fire they will take another 1d6 fire damage. The fire has now spread to the rug.
  • PC's attemptig to enter the fire must make a DC 12 Dexterity check or take 1d6 fire damage on entering it.
  • With a look of misery, Elyse Escapses teleporting away, ending the teleportation magic.
  • the PC's must escape, and can try and save any Mentor's that managed to make it out of the springing of the trap. The mentors will give there lives to save the PC's if needed.
  • The statues will spring to life if approached, ready to strike, but will not strike until the person is in close range.
  • Solutions:

  • A Secret Exit can be lcoated with a DC 12 Investigation or Perception check.
  • The Kitchen door can be opened with a DC 18 Strength Check, or 18 damage against a 17 AC.
  • If it continues to grow impossably worse, save them with Savras.

  • How does the Outcome change your Master plot?
    The PC's have a chance of saving some higher HP Mentors and stronger members of the Adventurers guild, but not many, and not likely. If they do, they will have greater allies, though those allies will ask them to continue together and give them some direction, while they look into Elyse, and this betrayal.
    Once the party feels they have enough information on what is happening in the Springoa region, and resolved what they could resolve, they should return to Elyse and their mentors in Teescreek Manor.
     
  • RETURN WITH INFORMATION ON THE HIDDEN PLOT TO CONTINUE THE STORY
  • Vaida

    11 Items 2 Soul Coins The Exsanguinator - The dagger that oce a day must be feed the blood of a victim, by being plunged into body, and left while it drains the body of its blood. After this is done, the Dagger shall be 1d4+2 Damage. If it is left a day without being fed, it shall drop to a 1d4-2. The day after a feeding, it shall fall to a 1d4 normal dagger Jewelery box of magical rings ( - 1 wisdom for each item removed, unless the box is knocked twice)
  • Ring of Inner Beauty (While wearing this ring charisma is 17, but while not worn is now 8) No effect if CHarisma is already above 17.
  • Sleepless ring (Your long rest leaves you with 1 level of exahuustion. Adds the Alert feat during attempts to long rest)
  • Viper Ring (With bonus action for the cost of 1 HP the viper does 2d6 damage to the closest person besides the the wearer. The viper must deal 10 damage, any damage undealt will fall back on the wearer. Must be used daily, or it will randomly begin to strike the wearer.) Cursed to be un removable. Appears like a viper wrapped into a circle.
  • Ring of the Eye (Cursed upon wearing, unable to remove. STruck blind, but can still "see" but cannot be influenced by illusions as they cannot see them. The same for invisible creatures, can see them but cannot tell they are visible. Completly blind in the astral Plane.)
  • Ring of Over Confidence (Gain 5 hp. You no longer track damage a must take a bonus action to check your heatlh.)
  • The Ring of Darkness (Grants the abilitly to sense evil intentions, but the more it is used, the darker it will drive the user to act) Appears as a skull, and grows more putrid with use.
  • Ring of Death (Grates the wearer the sense of any life that ends within 1 mile, with a vauge sense of the pain involved direction and <if you know them> who it is.
  • Taysia

    Coat of Flamboyant Style - Automatically fits the wearer, +1 to AC, -3 to stealth, +2 to persuasion. Cannot be removed without remove curse. Any clothing worn with this coat will become overtly flamboant after a short time wearing.

    Stygg

    Lobotomized Pixie. WIll produce pixie dust if given a container.

    Drinn

    The hungry daggers SEntient +2 Dagger set. (Can sacrifice health to add damage.)

    Brea

    Bag of mundane items - Transforms the items inside the bag into mundane practically useless items randomly, even if they are powerful magical items.

    Doc

    A bag full of potions.
  • A sparkelly Potion, Purple in color (Anyone who drinks a drop will become convinced they are on the verge of death)
  • A dull green swamp like potion (Leaves anyone drinking this potion unable to enjoy the taste of anything but rotten food. DOes not protect from illness.)
  • A bright blue corked and covered in a black cloth potion (Gives dark vision, but gives a negative effect to perception in daylight or bright light.)
  • A crimson, almost blood colored one (Gives a total of 50 temp hit points tastes like blood.)
  • A pale grey potion ( -1 to intellegence, perminate speak with animals.)
  • A hauntingly Black potion (+2 to strength, - 1 dexterity, +2 damage on unarmed attacks.)
  • A clear slightly yellow liquid in a vial. (Robs the drinker of all sensation for a day for each 1/7 of the potion drunk.)
  • A persistently bubbling bright blue poition (Transform those who drink it to become albino versions of themselves)
  • A crimson Red potion marked "For Red Caps" (If a red cap drinks partly reduces murderous, and makes them complaint with the first non redcap they see.)
  • A bottle that seems distorted to the eye. (Drinking a drop this will apply the blure spell to the user for 10 turns after 2 turns. Effect timing can stack)
  • A bottle marked "Blood of fire". (Drinking this potion will enflame the user, dealing normal fire damage to them. The blood remains this way for 10 min per swig of the potion.)
  • Hons

    Magic bag of nuts.
    What the nuts do:
  • Acorn (Eating - Turn blue or pink, or purple or green or brown) (planting - Acorn tree upon watering) (thrown - Turns into hostile dryad)
  • Walnut (Eating - Transform into a squirrel for 24 hours or until killed) (Planting - Grows uncontrolably fast into a amassive thorn bush) (Thrown - Creates a bright flash where it lands, blinding creatures looking in its direction for 1 turn)
  • Almond (Eating - Grow 1 ft if small 6 in if med, 3 in if large.) (Planting - in 1 week a tree, in 1 month a grove, in 1 year a forest.) (Thrown - turns into a small bond of clean water)
  • Pecan (Eating _ grows a deer tail replaces other tails, lasts for 1 week, before returning) (Planting - kills all plant life in 10 foot circle, in 6 secs. Effects last for 1 year) (Thrown - produces a loud ringing noise that can be heard for 1 mile.)

  •  

    Hons Frickleberry

    Hons Frickleberry CR: 1/8

    Small halfling, lawful good
    Armor Class: 14 (Leather Armor)
    Hit Points: 22 hp 4d8+4
    Speed: 25 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

    STR

    9 -1

    DEX

    16 +3

    CON

    13 +1

    INT

    10 +0

    WIS

    9 -1

    CHA

    10 +0

    Skills: Athletics +1, Acrobatics +5, Stealth +5
    Senses: Passive Perception 9
    Languages: Common, Halfling
    Challenge Rating: 1/8

    Odd Luck. Rather then roll for a saving throw, Hons can choose to succeed. If he does, he takes a counter. If he attempts an Skill check with a counter on him, it automatically fails and removes that counter. While he has counters on him, he also has disadvantage on attacks. He can also remove a counter by choosing to fail a saving throw instead.
      Halfling Nimbleness. Halflings can move through the space of any creature that is of a size larger than yours.
      Absolute Confidence. Starts every day with 10 Temp HP, to reflect his unusual confidence in his abilities.

    Actions

    Dagger: Melee Weapon Attack: +2 to hit, reach 5 ft.
    Hit: 3-4-6 1d4+2 Piercing damage.
      Hand Crossbow. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target.
    Hit: 3-5-8 1d6+2 piercing damage.

    Hons Frickleberry is a small Halfling, standing at only 3 feet tall. He has a round, jolly face with a wide grin, and bright green eyes that sparkle with excitement. His curly brown hair is cut short, and he keeps his thick sideburns trimmed neatly. Despite his small stature, he carries himself with a confident and determined air, as if he is always ready for the next adventure. He wears simple leather armor, with a small dagger strapped to his belt and a hand crossbow slung over his shoulder. Overall, he appears to be a friendly and cheerful fellow, eager to prove himself as a capable adventurer.

    Elyse Plune

    Elyse Plune

    Medium Human, Director of Adventurers Guild, Chaotic Good

    Armor Class 15
    Hit Points 30-65-100 10d8+20
    Speed: 30 ft

    STR

    14
    ( +2 )

    DEX

    14
    ( +2 )

    CON

    15
    ( +2 )

    INT

    12
    ( +1 )

    WIS

    12
    ( +1 )

    CHA

    16
    ( +3 )

    Saving Throws CHA +7, CON +6
    Skills
    Arcana +6, Intimidation +7, Perception +5, Stealth +6, History +6, Religion +6, Investigation +6
    Senses Passive Perception 16
    Languages Common, Gnomish
    Challenge Rating 6
    Proficiency Bonus +4

    Spellcasting.

    Elyse is an 10th-level sorcerer. Her spellcasting ability is Charisma (spell save DC 15, to hit with spell attacks +7)  

    At will: Ray of Frost, Minor Illusion, Fire Bolt, Mending, Friends.

    1/day: Cloudkill, Chain Lightning, Modify Memory

    2/day: Hypnotic Pattern, Stone Skin, Greater Invisibility

    3/day: Darkvision, Enhance Ability, Web, Ray of Frost, FIre Bolt


    Gas of Death. Prepared abilitly, 6 hour +2000 gold worth of supplies. A target area of 40 square ft fills with a prepared gas into a fog cloud that obscures view. All creatures in the cloud must make a DC 20 Con save, that must be repeated for each turn in the cloud. Creatures that fail this save will become Paralyzed, prone, and falls unconsious on its next turn. This effect wares off after 10 turns. Each unconsious creature in the cloud, also takes 5-17-30 5d6 a turn.   Cunning Action. Due to her high agility and cunning she can use a bonus action to take the Dash, Disengage or Hide action.   Well taught. Mostly of the written knowledge of the world could passed by her hands. When rolling any knowledge skill that she is proficient, on a failure she can roll a Investigation check to remember who/where in the world could have that info.

    Actions

    Multiattack. The Scoundrel makes three weapon melee attacks or three ranged attacks.   Dagger. Melee Weapon Attack +5 to hit, range 20/60 ft, one target. Hit: 4-5-7 ( 1d4+3 piercing damage.   Light Crossbow. Ranged Weapon Attack +5 to hit, range 80/320 ft, one target. Hit: 4-7-11 1d8+3 piercing damage.  


    Doc Duphrain

    Doc Duphrain

    Medium Half Elf, Cleric of the Vanguard, Lawful Good

    Armor Class 14
    Hit Points 20-37-55 5d8+15
    Speed: 30 ft

    STR

    15
    ( +2 )

    DEX

    13
    ( +1 )

    CON

    15
    ( +2 )

    INT

    10
    ( +0 )

    WIS

    16
    ( +3 )

    CHA

    15
    ( +2 )

    Saving Throws WIS +4, CON +4
    Skills Religion +4, Insight +4, Medicine +4, Persuasion +5
    Senses Passive Perception 11, Darkvision 60 ft
    Languages Common, Elvish, Celestial
    Challenge Rating 2
    Proficiency Bonus +2

    Spellcasting

    Doc is a 4th-level cleric. Their spellcasting ability is Wisdom (spell save DC 12, to hit with spell attacks +4).

    At will: Spare the Dying, Presidigitation

    3/day: Identify, Speak with Animals, Cure Wounds


    Craft Healing Potion. Takes either 50 gold of supplies or 1 hour of searching in the wild for materials, a container, and a short rest to craft a healing potion for Doc.
    Craft Instant Cure. Takes either 500 gold of supplies, or 5 hours of searching in the wild for materials, a piece of paper, and a short rest to craft an instant cure.
    Stealthy. Doc is able to hide as a bonus action.
    Healing Kit. Doc can spend 10 minutes with a creature using their healing kit, and allow them to recover and use 1 of their hit die.

    Actions

    Healing Potion. Prepare up to 4. Using one action and 1 prepared potion to provide 4-7-10 2d4+2 hp to another creature.
      Instant Cure. Prepare up to 2. Using one action and 1 prepared cure, doc can instantly cure most conditons on a creature. This works with Blinded, Deafened, Frightened, Paralyzed, Poisoned, Stunned and Unconscious.   Superior Hide. Using their action, and a bit of divine guidance Doc is able to do a Stealth check with a +5 bonus, and advantage to find cover. They can instead pass this bonus and advantage to another creature within 10 ft of them, provided Doc is hidden or hides as well this turn.



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