Oreveine
Revoni Hitman CR: 3
STR
16 +3
DEX
14 +2
CON
14 +2
INT
12 +1
WIS
11 +0
CHA
10 +0
Assassinate: During its first turn, the Revoni Hitman has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Revoni Hitman scores against a surprised creature is a critical hit.
Actions
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Pistol. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Bonus Actions
Cheap Trick 1x per day: After making a successful melee attack, the hitman may attach a bomb to the target. The target, and creatures within 10 feet of it must make a DC 13 DEX save, or take 2d8 fire damage, taking half as much on a successful save.
Revoni Brute CR: 4
STR
20 +5
DEX
13 +1
CON
14 +2
INT
6 -2
WIS
10 +0
CHA
8 -1
Grappler. The Revoni Brute has advantage on attack rolls against any creature grappled by it.
Actions
Multiattack. The veteran makes two brass knuckles attacks. If it has a shortsword drawn, it can also make a shortsword attack. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Pistol. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Brass Knuckles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Bonus Actions
Stunning Strike. After hitting a target with a melee attack, the hitman may expend a bonus action to strike again. On a hit, the target must make a DC: 14 CON save, or become stunned until the end of their next turn. (1x per day)
Aerian District:
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The Vigilant Rest (Guardhouse):
The volunteer guard force's headquarters. A humble building with peeling paint but filled with hardworking officers.Aetherlight Hospital:
A clean but overworked hospital that provides care for the district's residents. NPCs: Dr. Ellan Volis, a compassionate healer struggling with lack of supplies due to recent thefts from their storage. Plot Hook: Someone has been stealing medical supplies. The players are asked to find out who—and why.East Docks
Rusty Anchor (Sailor Bar):
A lively tavern known for its violent patrons and dangerous bets. Sailors from all over gather here to drink and trade stories. Plot Hook: A fight breaks out during the players' visit, and they must either break it up or take sides. NPCS: Some guys Warehouse: Where Thalar fucked it. The butchers live here, street rats. There is a harbor, with underwater gates that lift to stop entry.Agmenian District:
Rundown homes dirty streets.
Pony Inn:
A run-down inn frequented by sailors and travelers. Despite its shabby appearance, the inn is a hub of information. NPCs: Suki, Frab Frab is telling stories, which attracts a crowd whenever he does. Lower class, home to sailors, and such. More violent crime happens here, and the volunteer guard force is often overwhelmed. Possible NPCS: Suki, Pony InnSilver Forge:
"The sounds of metal striking metal ring through this part of the city. A forge is lit at every corner. Sitting just outside of
The Glimmering Anvil (Forge):
A high-end blacksmith shop specializing in jewelry and ornate weapons. It is run by a family of dwarves known for their craftsmanship. NPCs: Dorn Silverbeard (Dwarf), the master smith who takes great pride in his work. He's secretly forging illegal magical items. Plot Hook: Dorn offers the players a custom job if they can retrieve a rare gem stolen by a rival smith.Mithril Market:
A bustling outdoor market where dwarves sell their finest goods. Rare metals and gemstones are traded here. Plot Hook: The players need to investigate a series of thefts from the market—goods disappearing without a trace.Citadel:
"You've arrived at the Citadel, an imposing statue looms over the neon street leading up to it. Behind it is an immense wall, containing a fortress.The citadel is where the high society party is happening. Vulthrax can appear here when Nailo reveals himself. Elarich's parents are also here. Elarich's parents aren't evil. They started the project as an energy project, which then was co-opted by the Winterkeep government.
GoldBank:
"Sloped roofs and intricateThe upper class district, home to casinos and debauchery. White collar crime, thugs patrol the streets. Buildings:
Lowway:
A far cry from the neon that dominates most of the city, this district isThe coven has a branch here.
Bone Market:
"A rancid smell lingers on the air here. You pass by many shady characters as you walk through a series of interconnected stonebrick alleyways. A few boarded up windows line the streets, as well as bags full of garbage. You walk down multiple flights of stairs, the stench of the air growing with each passing moment. Eventually, you find yourself in an underground market, filles with "The Bone market is the perfect place to gather info, rumors, or illicit substances. Possible NPCS here: Moonblade, Buildings/areas: The market, the hideout. The Darklight Ring is here, calling out to Elarich.
Eastern Oldchurch:
"A mixture of gothic architecture and garish neon defines this district. Several churches line the street, with loudmouthed men shouting competing messages about religion.Religious refugees live here. NPCS: Gaiastriel Oakthorne (ancient elf that is a trendhopper, jumping to new religious trends to capitalize on their novelty.) Buildings: The church of novinity, worshipping the new gods. Alice is here.
Noon Docks:
"The smell of the salty sea air stings your nose, as you make your way toNPCS:
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