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Haven (Rumblings)

Adventure Background For countless generations, House Roddikin, has been Lord of the Pass, and in return for protecting this strategic place in times of strife, was granted a fiefdom in the high mountain valleys. In recent generations, devastated by wars and poor financial decisions, the proud Roddikins have fallen on hard times, a single holdfast is all that remains of their once large holdings. Many halfling families have moved into the valley and today most of the people in the valley are small folk. Humans and halflings lived in peace together for generations, but recent consolidation has left only two prominent ranching families standing: the halfling Fastfoots and the human Combes. A few months ago a meteor struck down into the valley, hitting the edge of the keep, knocking part of the rampart down. The meteor hit the ground, half buried near the foot of the temple mountain. The heir apparent of the elderly lord of House Roddikin has moved into the small village in the valley, a vainglorious young man named Telvin Rhodes-Roddikin. Telvin fancied himself a bard but failed to master the elusive magic of music. So stymied, he turned to thievery; stealing some Boom Dust from Pog, a retired inventor. Telvin used the powder to try to clear rubble from the pass that came down when the meteor landed, but it caused a massive cave in. The Combes and the Fastfoots blame one another for the missing livestock. The creature’s attacks are already intensifying. Now, the monster has claimed its first humanoid victim: the unfortunate halfling named Milo. Soon, the creature will feed every living thing in the valley to its young, unless someone stops it!     Geography The Village of Haven sets nestled high in a wide canyon at one end of a route over the Overworld Mountains. A road winds up the valley through the village and over the pass. The pass is a curious work of ancient arcane artifice: a switchback road cut into a solid 300 foot cliff face that rises to a narrow tunnel cut straight through the mountains. Mountains surround the entire valley with the village in the center. The northwest side of the valley is filled with fertile green hills and meadows cut through with streams of snow-runoff. The southeast side of the valley is harsher scrubland that fades into a dry pine forest. Along the eastern mountains are several miles of white powdery sand dunes.    

Map Key

1. A Halfling on a Stick As the players enter the valley via the road to the pass, mountains in the distance to either side, a lone threadbare pine tree stands by the road. A small humanoid is plainly visible clinging to the upper branches. The figure doesn’t move or respond to calls. He is dead. This unfortunate halfling lashed himself to the tree to escape the bulette. If the players climb to investigate, a DC 10 Wisdom (Medicine) check reveals that the halfling died of dehydration and exposure, not from any wounds or trama. Players that examine the ground below the tree is churned up, as if by a giant hoe. Characters that approach the tree find that the ground collapses every few steps, suggesting tunnels below. A DC 12 Wisdom (Nature) check confirms that this could be caused by a burrowing creature. Attempts to excavate the tunnels find that they have mostly collapsed in the sandy soil here. Milo, the dead halfling, has a single empty canteen of water, a pair of fine sheep shears, a pouch with 10 sp, and a wooden scroll tube with a short contract for 200 fleeces of wool from a merchant in a nearby city to Verna Fastfoot of Seven Heavens. He was sent two weeks ago to procure an order for the wool, but he sadly died just a few miles from home, hunted by the bulette. 1a. The Road In As players head up the road they can see the whole valley. On their immediate left is a lone mountain, to their right a thin pine forest. Small herds of cattle feed off the dry scrub land here. The village is directly ahead.   2. The Village 2a. Staddle’s General Store Staddle Pinehall (NG Male Halfling Commoner) is the oldest and kindest person in the village. His family has run the town’s general store as long as anyone can remember. However, Staddle is the last member of a once large Pinehall clan. He never had any children and wishes to find an heir to take over his store. He may try to convince any kind, world-weary, or profit-minded PC to settle down and run the family business! The current tensions between the Fastfoots and the Combes trouble him and he wishes for a peaceful solution. Staddle knows Pog and the location of his bunker. Pog buys supplies here once or twice a week. If befriended, Staddle will point out that Pog suspects someone has been “poking around his mountain” and has broken into his bunker. The General Store is two stories, a sales floor stocked with almost every bit of ranching, travel, and mining equipment, and an upper story which contains four rooms for rent. Staddle occupies one of these and a hired hand from the Fastfoot Estate, Maddock, occupies one of the others. Staddle is a peaceful halfling and does not sell weapons. Here, Staddle has a not insignificant amount of cash laid up for hard times (250 gp).   2b. Whipjack’s Shack The grizzled old salt known only as Whipjack (N Male Human Commoner) is the sole survivor of a horrible kraken attack. A paranoid person, he came to the mountains to get as far away from the sea as possible. Over the years, Whipjack has done odd jobs for everyone in the valley. Whipjack keeps a junkyard full of half-fixed wagons, broken ploughs, lumber piles, and old mining equipment. His small shack contains a box under his bed with 12 cp and flawed ruby worth 50 gp as well as a set of 5 fine harpoons and heavy line. The coming bulette attacks are likely to drive him into a panic.   2c. Yondolla’s Shrine A small shrine to the St. Yondolla, family, protection, and life aspects of Baba Mavi, is the center of the village. Every holy day, humans and halflings alike, come for short blessings officiated by Idoe the Ferrier.   2d. The Ferrier Idoe Goodburrow (LG Female Halfling Commoner) is a talented farrier smith. She keeps a stable of 6 excellent riding horses, which she will sell for 80g each. The smithy also has several sets of fine shovels, picks, and ploughs. Behind her smithy grows and verdant vegetable garden. While no cleric, she serves as the priest of St. Yondolla on holy days. Idoe knows nothing of bulettes but has seen strange lights coming from the top story of Telvin’s mansion these past few weeks.   2e. Telvin’s Mansion Telvin Roddikin-Bittern (CE Male Human Commoner) is another new addition to the village and the heir to the fiefdom of Haven. Two years ago, he built a lavish house on the north end of the village. Initially, the villagers were happy to take his gold, but Telvin has since worn out his welcome with his haughty attitude, fancy clothes, jeweled blade (100g rapier), and elaborate feathered hats. He styles himself a bard but has failed to master the magic of song. He has grown bored waiting for his distant cousin, Sir Rodrick Roddikin, to die. Earlier this month he stole into Pog's bunker and purloined a cask of Boom Dust. He tried to clear a small amount of rubble on the mountain pass, causing a cave in. His left hand is still badly burned. The first floor of the house has a richly appointed dining room and salon (silk curtains worth 10 gp and silverware worth 25 gp). The second floor contains Telvin’s bedroom, a music room with the Drums of Continuous Playing (see Appendix I) and fine instruments worth 30 gp, and a study. The study has Telvin’s rare book collection (250 gp to the right collector), a set of fine thieves' tools, and locked chest containing two potions of invisibility and 200 sp and 10 pp. Players may notice (DC 20) a small amount of Boom Dust spilled on the rug.   2f. Milo’s House The last house in the village belongs to Milo Swiftwhistle, whose corpse is in the pine tree in Area 1. Milo worked for the Fastfoots and was their most valued hired hand. His small house is clean but sparsely appointed. A small table contains a box with correspondence with his niece and 20gp. He had hoped to have enough money to build her a house in the valley so she could move away from the dirty city where she works in a tannery.   Uncle Milo, How is the weather in the valley? As always, the dry winds coming from the badlands keep us awash in dusty heat. The heat does nothing to help the smell from the tanning vats. Miss Elenore told me she is expecting another payment from you, is that true? Did that large mutton sale you were expecting come through? I look forward to leaving this place. The humans from the sand sea make me uncomfortable, I will be glad to never see them again. Your grateful niece, Saral Swiftwhistle     Saral, The next sheering season should bring me enough commission to move you to the valley. I know you're going to love life here. Verna Fastfoot is a stern woman, but she has been very good to me. I believe your tanning talents will be warmly received. Life is slow here, nothing exciting ever happens, but that makes it safe. You know I promised my sister I'd keep you safe. I will contact Miss Elenore as soon as I have the final payment. Lover, Uncle Milo     3. Roddikin’s Holdfast Sir Rodrick Roddikin (LN Male Human Guard), Protector of the Pass and Lord of the Valley, is a broken man. His thick walrus mustache is the only thing in the keep that is well-kept. His four sons and younger brother died decades ago in a distant war and his wife passed soon after. He spends his days and the valley’s taxes on drink, lost in the memories of a happy time and the faded glories of his house. Generations of Roddikins defended the pass, but after he dies his holdings will pass to his cousin, Telvin. As a child, Rodrick once entered the abandoned temple on a dare from his brother and has had nightmares ever afterwards. The crumbling keep is not well stocked but has a kitchen and depleted storehouse on the ground floor and a small cubby for Rodrick’s sullen servant, Ben. The second floor is Rodrick’s chambers, hung with threadbare tapestries with scenes of brave knights holding a pass against hordes of invaders. A few treasures are here: two silver goblets (10 gp each), eight barrels of fine red wine (10 gp each), a suit of plate armor and helm that no longer fits Rodrick, an oaken shield with golden bull on a field of green, and a magic longsword with a hilt made of steel and bull’s horns, a family heirloom named Bullroarer (see Appendix I). The final floor is used as a storeroom and contains 8 suits of chainmail, rusted and useless, eight tabards with the Roddikin crest, eight signal trumpets, and eight long spears, rusty but functional. A supply of grain and thin beer on this story has gone foul. The top of the holdfast is an excellent lockout but the floor is rotting away.   4. The Artillerist's Bunker Pog (N Dwarf Artificer) is a retired adventurer and scientist. He came to Haven to study the mountain pass and never left. He built a small bunker near the base of a dormant volcano to continue his experiments. The problem is that Pog grew increasingly paranoid as he perfected his greatest achievement, boom dust (gun powder). Pog has built his bunker at the base of the Mount Baldy, a place where he can be left alone. Recently, his locked door was picked while he was in town buying supplies and a pouch of boom dust was taken. Pog suspects Telvin is the thief, and has been secretly observing the young noble, but has yet to take action. Pog knows of the existence of the abandoned temple and visits it once a year to deposit stores of his dust. In addition to boom dust, a scroll of transmute rock, and six sticks of dynamite, can be found hidden in the bunker. Pog also keeps significant stockpiles of alchemist acid and alchemist’s fire.   After Telvin caused the cave in, Pog tried burrowing into it to layout dynamite, but the bulette seems acutely aware of movement in the pass and kept running Pog off. If the bulette could be dealt with Pog is confident he could 'blow' a path into the pass.   5. Dormant Volcano This long dormant volcano, known to the locals as Mount Baldy, due to its summit of fine ash, has long been rumored to be a place of evil spirits and is avoided by all but Pog.   6. Fastfoot Estate Overlooking the southwestern corner of the valley are three clusters of hills that constitute Verna Fastfoot’s prosperous estate. The “Big Hill” contains a comfortable halfling dugout home and is the residence of Verna Fastfoot (NG Female Halfling Commoner) and her family. The “Long Hill” is divided into a large kennel for Verna’s prize sheep and riding dogs on one half, and a sheep shearing hall on the other half. The “Small Hill” has a few apartments for hired hands. Verna has slowly built a prosperous ranching empire in the valley with herds of hundreds of sheep and goats. She is a stern woman, but generous to her family and fiercely loyal to people she trusts. Verna will pay the PCs 10 gp each to make sure that the pass is clear in time for shearing season. Verna’s three sons, Osborn, Ostran, and Oswalt Fastfoot, run much of the day-to-day operation of the ranch, with the help of two cousins, Rose and Bobbin. Rose’s two children, Osvon and Yeselly, also live on the ranch. Two humans, Hurd and Maddock, have been working for Fastfoots for the past 3 years. Hurd (NE human thug) is a quiet man prone to violence. He prefers to keep to himself, living in a small room above Staddle’s General Store. Maddock is a gregarious but dense young man with a mess of blonde locks and a winning smile. He has developed feelings for Finn Combe but dare not act on them due to the tension between the two ranches. But he truly longs to leave the valley and explore the world, and will eagerly sign up as a hireling to anyone who will pay and treat him well.   7. Combe Ranch A Combe have herded cattle in the valley since time out of mind. The current patriarch of the Combe Ranch, Talbot Combe, seeks to reestablish his ranch to prominence in the valley. However, the success of the Fastfoots muscling into the best grazing lands in the valley has pushed the Combes to the edge of insolvency. A year ago, a Fastfoot riding dog spooked his horse, throwing Talbot. Talbot’s leg never minded right and today he nurses his bad leg and grudge against the Fastfoots. The disappearance of Combe cattle has further escalated tensions. A once stately ranch house is surrounded by a large barn and a corral. In addition to Talbot, his daughter, Finn, his two young sons, Ward and Bren, and their cousin, Wil, also stay in the ranch house. Reba, an experienced hired hand and best saddle in the valley, also works the ranch, though Talbot worries he won’t be able to pay her next season. Talbot and Combes are interested in hiring the PCs to investigate the missing cattle and forcing the Fastfoots to share the better grazing lands of the valley, two goals that are linked in their minds. The bad blood will lead to blows, or worse, soon if a solution isn’t reached. Finn Combe, who has every making of a competent rancher, will ask any sympathetic PCs to arrange a more peaceful solution.   8. The Blocked Pass The only way for weeks travel over the mountains, the pass is a stair magically carved into a sheer cliff and through the mountains is blocked with rubble caused by the monster’s movements. It could be cleared for travel by several months of hard labor. The rock extends the bulette’s acute tremorsense here, and it will ambush any creature attempting to clear the rubble.   9. Abandoned Temple At the end of an arm of mountains is a blocked ancient temple. Until recently there was a careful path in that Pog used to deposit his storage of boom dust, but the bulette cause that path to completely collapse. Once a Temple for the forgotten deity, Torm, the temple is ancient and abandoned. The walls have eroded, but some bass-relief can still be seen showing knights and clerics fighting evil. The lunar bulette has been causing cave-ins of the walls, seemingly at random, but it is looking for something. It deposits several eggs in one corner to provide additional support in time. Ismall   piercinggauntletmisshapen   9a. Tunnel Network A tunnel network (indicated on the map by the dotted black lines) crisscrosses the valley. In loose soil of parts of the valley, this network is collapsed, but the PCs can use the tunnels to track the bulette back to its lair.  

Events

Scene One: “I vote for outer space. No way these are local boys.” When? Early in the adventure. This event has a cumulative 20% chance of happening at every location, with a guaranteed occurrence at the fourth location they visit. Purpose This is when you tease the monster and give a hint of the danger that the players are in (see sidebar: Horror Tropes and Scaling the Adventure). If possible, avoid describing the bulette in too much detail, and if it works within the location, have the attack occur quickly and far from where the players are at the moment. The bulette attacks an NPC or an animal in a vulnerable position, out in the middle of a field. The bulette focuses on the weak and isolated during this event, preferably away from groups of people, so only by rushing to the attack as quickly as possible can the PCs hope to spot part of the creature. Bulette behavior The bulette attacks without warning and grabs a person or creature and drags them into the tunnel. The bulette flees if it takes 20 damage. Follow-up: The players find a collapsed tunnel that is difficult to follow without hours of digging. Other On the horizon you see a majestic Stag with an Elven rider. He seems to have been watching the events. The stag turns and they ride away over the horizon.   Scene Two: “They're under the goddamned ground!” When? This should occur near the middle of the adventure. There is a cumulative 50% chance of this event occurring after Scene One fires. Purpose This is where the players encounter the full terror of the monster and the tension ratchets up a few notches (parts of this can happen “off-screen”, with the players encountering a grisly scene of sinkholes and sheep parts. It can also happen while the players are nearby, or directly involve the PCs -- adjust as the adventure demands). This is where keen players will begin to understand that the bulette has a predictable pattern of behavior. In this scene, the bulette gets bolder, attacking both herds and any large group of people not in a fortified position. Bulette behavior Have the bulette eats or grab as many creatures as it can until it takes 20 damage, then it flees. It will fight back if challenged. Follow-up: The leaves a trail back to the network of tunnels, not clear where it went (can track general direction with DC 20 Wisdom (Nature) check).   Scene Three: “This valley is just one long smorgasbord.” When? As the adventure dictates, but once Scene Two occurs, everything should be driving toward the epic confrontation. Feel free to have the bulette pick off some NPCs or even attack an isolated PC to up the ante and intensity. Purpose This is the final confrontation, designed to bring the adventure to a dramatic conclusion and push the players to take the fight to bulette’s lair. The creature, hungry and angry, possibly wounded after multiple fights, lashes out, and will attack even a fortified position, such as a building or armed group of players and villagers. Bulette behavior The bulette attacks mercilessly, eating or grabbing several people, but flees after taking 50 damage. Or, the bulette wipes out one of the ranches or half of the village to really up the stakes. Follow-up: This time the trail of blood from the wounded bulette is easy to follow, allowing the players track bulette back to its young -- but remember, an animal is most dangerous when it’s cornered... Letting the Players Take the Initiative Encourage players to come up with a scheme to lure the bulette into a favorable fight. They might employ traps, use PCs or NPCs as bait, lure the bulette into an area where it is harder to dig or tremorsense, or, who knows, use vials of alchemist’s acid or fire to drive it off a cliff. Let them come up with a plan, and reward them for doing so. Remember, give the players plenty of hints about the bulette’s weaknesses and the potential of the tools scattered throughout the adventure to help them bring down (up?) this fearsome foe!   Alternate Scene: “This valley ain’t big enough for the both of us.” When? If the players need a distraction from the monster hunt, or just become really invested in rancher politics, have either the Fastfoots or the Combes marshal their forces, attempt to recruit the players, and try to end the feud once and for all. Purpose This is a great way to encourage your players to think on their feet to mediate (or help!) one of the two sides. If you players aren’t moving around the valley, having the feud come to head is good way to force them out. Bulette behavior Of course, a large number of halflings or humans walking the length of the valley is sure to attract the creature’s attention. Will the monster destroy one-side or attack both?

Let's get this done


Pog questions the party... "What are you doing out here?"(He will single out Queller)... "What do you/they want with my dust?"... "Why did you/they seal the mountain pass?"... "Did they send the beast to steal my secrets?"
Once satisfied Pog will pull a small metal pin from his beard and replace it in his grenade, returning it to his bandoleer. If asked he will answer question from the party, but will volunteer the information about the entrance.
  • The falling star caused a small blockage of the mountain pass as it fell.
  • Not long after the star fell the passage into the ruins collapsed.
  • The entrance is very unstable. His expertise as a dwarf tells him that if it is disturbed, even more stone and debris could fall into its place.
  • Boom Dust is his greatest achievement. He found a unique mineral inside the dormant volcano that he used in a precise combination with other ingredients to create a version of gun powder.
  • Someone broke into his bunker and stole some Boom Dust. A few days later the mild blockage of the mountain pass had become a hundred times worse.
  • He tried to mine a path through the rubble, but the creature would always be drawn to the vibrations. He has a plan to strategically place casks of Boom Dust throughout the blocked pass to
  • It was unsafe to keep his stores of Boom Dust in Mt. Baldy so in the cover of darkness he would move barrels of the dust to the ruins. The locals never come here due to some superstitions, but he's never seen anything. It just some ruined stone benches and a statue of some man with a sword.
  • He believes the creature has made its home in the ruins.
  • As he says, "Most people here stay in their own tunnel. Those who live in the village, stay in the village. The ranchers stay on their respective ranches. The Valley Lord stays in his keep. I think I'm the only one who regularly traverses the valley, I just do it under the cover of darkness."

Domination check (WIS SAVE DC12). Pog freaks out bit, assuming for a moment that the party has turned on him.

Upon returning to town the party will run into Ida Goodburrow, reminding them that the next morning is Godsday. We'll meet for prayer and blessing in the 'morn.

Next Morning: When the party comes out to the shrine in the morning there is already drama happening. Verna Fastfood and several of her crew (sons and human hands) is facing off against Talbot Combe with his daughter, Finn, sons, Ward and Bren, and a few hands. Verna and Talbot are shouting at each other, blaming each other for each other's livestock losses. Ida is in between them, keeping them apart. Pog and Staddle are standing under the awning at Staddle's and Whipjack is similarly placed under an awning at Ida's shop.
As the argument continues, Talbot repeatedly strikes his cane on the ground, harder and harder to emphasize his shouting. If the party doesn't say something, Pog will. With in moments rumbling starts and a whirlpool of dirt appears beneath Verna, Talbot, and Ida (+2 saves). If any fails, players can use reactions to assist. STR save of DC15, failure of more than 5 the player gets pulled in as well.
The bulette will drag one of them across the earth, still alive, before delving into the ground. The party has several options. They could grab horses from Ida's to give chase, try to follow the tunnel or have Pog toss a 'boom stick' to interrupt the monster. Get them to the temple ruins... if either Talbot or Verna was taken, they are alive to be fed to the babies. COMBAT!!      

Post Scene:

Queller takes the silver gem and once he touches it his eye glaze over in silver and he speaks in a harrowing voice, "Return the heart of Qoixus, earn her favor, and deliver retribution for your people." He eyes return to normal and he drapes the chain of the jewel around his neck. It glows as it comes to rest and Queller begins to change. He grows as tall as Hope, his muscles bulging, and a short fin grows from his head all the way down his back and onto his tail. He is now a silver half-dragon. His eyes are now a steel blue and they glow briefly as he inhales and then lets out a cone of cold breath away from the party. He smiles big, "Queller like this gem." Behind him, in front of the statue, a circle lights up on the floor. It looks very similar to teleportation circles before but glows with a silver light. Then above the circle and rip in space appears and starts to grow. It becomes like a curtain in reality and you can see something on the other side. DC 16 WIS saving throws, Sparhawk and Caelynn at disadvantage due to their upbringing. Anyone who fails sees what's on the otherside, but their mind just can't accept it. On a success they can see terrain beyond made of a grey dust with a silver sheen. It's littered with craters and a dark sky above. Its the silver moon. Queller turns to the group, "Thank you for helping me on my journey. In my short time with you I have learned a great deal about duty, honor, and justice. I want to take those lessons to my people. I owe them the same help you gave me. I wish you luck on our journey, but I must take my leave." He bows his head and salutes by beating his right fist against his left chest. He walks to the portal and steps through. A few moments later the portal disappears and the circle ceases glowing.   *beat*   First Contact: So my thoughts were to obviously try and present as a god and whatnot, but it's hard even for Raxivort to hide his disdain for others in power and his love for himself. Even while trying to impress upon these mere mortals his divinity and power, he can't help sometimes to emphasize his power and identity, like a megalomaniac. I've used blue text to denote input from players warranting a specific response, bold for speech, underlines for related skill checks, and bracketed text for meta comments.
  • [In the tone of an absent father trying to feign care about children he doesn't really know] "My dear children" [have a brief moment to expect recognition -- maybe Religion check?]
  • [If little or no recognition] "I am Babi Mavi. I am The Father. I am the Blue Moon."
  • [If recognition] "Yes, I am Babi Mavi. Your tethers to Knowledge are clear, a blessing from St. Kirril."
  • "This time is limited for now. On this hallowed ground the veil to the realm of the gods is thin, and so my voice can be heard."
  • "For eons we, the gods, stood over the realms, but many of my unruly children, led by Melora, Peallor, and my once favored son [definitely angsty tone] Torm, disturbed the balance to usurp my place. Instead of power, it led to an imbalance, a cataclysm throughout the planes."
  • "Their avarice brought their own ruin and torment for the faithful when the planes nearly collapsed. I expended myself to hold up the pillars of existence while those children cowered in withered forms." ["...those children..." is a definite slip of his disdain for the real identity and standing of the gods]
  • "The cataclysm shattered what could have been. Ogul, my devoted son, and Ruh, my loving daughter, look over Benim with me when the veil wanes."
  • "But the veil between you and I grows dark as evil seeks to cut off me, and my son, and my daughter."
  • [Take a deep moment to look over and assess these mere mortals before him] "I bestow my gratitude for diminishing the threat of... [almost hesitant and begrudging] Orcus. The arrival of such a terrible evil to Benim would have been disastrous. My faith in you was well placed. Orcus, not unlike my fallen children, desires only power and to block my influences."
  • "It pains me to tarnish the fallen's memories, but I have tasked my devoted followers to clean this realm of the old faiths to my children. It is my burden to mourn their loss, and it should not rest on mortal shoulders."
  • [Good point to take in feedback, input, commentary from PCs]
  • [Torm] "Torm? His desperation to gain power is...saddening. Despite his transgressions, he is still my son, and as any parent, care about him."
  • [In Shadowfell] "The realm of the lost would be fitting if that is true. I shall speak with the Lord of Shadowfell."
  • [Sparhawk self-identifies as connection point with Torm] "I feared as much. He has chosen you, but have you chosen him? He seeks a faithful, willing vessel to regain power."
  • [Raxivort] [Great place for an Insight check or passive Investigation so see Babi Mavi is really concerned hearing that] "Raxivort. [Uneasy pause and moment to collect] Raxivort...was Torm's shield. Before the cataclysm, Torm asked Ruh to craft him a magnificent shield, bestowed with power and a magnificent intelligence. Torm manipulated the power and brilliance of Raxivort to create the imbalance. Since the cataclysm, I have kept Raxivort [at this point project an image of a magnificent blue kite shield] in a peaceful resting place in the Material plane. It may be time soon enough to move Raxivort to a safer place."
  • [If Sparhawk has shared his connection, definitely extends this lie by not sharing the location for now.]
  • [This presents a good opportunity if the PCs learn things about Raxivort that conflict with the idea of a shield, giving them doubts and questioning what the hell is going on. :) ]
  • [To avoid this topic--good time for the visage of Babi Mavi to fade in and out to feign a disturbance]
  • [Yenleigh or Sealynn] "Her fate is unclear. The veil..." [To avoid this topic--good time for the visage of Babi Mavi to fade in and out to feign a disturbance]
  • [Alerted by a "disturbance in the veil"] "Destructive efforts are underway by corrupt rules of Suu, and while many of my devoted followers are trying to peacefully resolve it, there are chaotic elements in play. There is a ruined keep near the town of G [another veil "disturbance", coming back with vocal strain to sell it]--Gravesford! Root out the chaos so the barony can thrive in peace again!"
  • [Optional flavor] "Take this blessing of protection, and go!" [visage fades out as a warm swirl of light surrounds them and fades]
  • Blessing of Babi Mavi: Beasts of medium size or smaller do not show any hostility towards those with this blessing. [The appeal is it keeps away rats, bats, insects, and other pests]
  • [This is straight up just a farce, though as much as the effect is the same, it's just Raxivort just keeping rats and bats and smaller pests away for the time being]
     

Post-Post Information:


Once the bulette is dead and the party has dealth with Queller and/or Babi Mavi it's time to figure out how to clear the pass. Pog offers his help, as he wanted to clear the pass previously but was interrupted by the bulette. It will take several weeks to complete the task, assisting Pog in mining through the debris and planting casks of boom dust. Since they are staying for a longer time, it may be suggested they stay in Milo's house, see Milo's House entry. After clearing the pass Verna and/or Talbot may offer a future favor and the party may be asked to stay and rule the valley once House Rodderick falls. The halflings won't trust a human and the humans won't trust a halfling.
 

NPC List

  • Milo – NG Male Halfling, a dead halfing in a tree
  • Staddle Pinehall – LG Male Old Halfling Commoner, the proprietor of the general store
  • Whipjack – N Male Human Commoner, the crazed keeper of junkyard in the village
  • Idoe Goodburrow – NG Female Halfling, the town’s priest of Yondolla and a smith
  • Bolhild Trollbleeder – N Nonbinary Dwarf, a newly arrived druid in the village
  • Telvin Roddikin-Bittern – NE Male Human, a would-be bard and heir to valley
  • Sir Rodrick Roddikin – LN Old Male Human, the drunken lord of the valley
  • Ben – N Old Male Human, Sir Rodrick’s servant
  • Pog – N Male Dwarf Artilierest – a paranoid inventor that created a type of gun powder.
  • Verna Fastfoot – LN Female Halfling, the ambitious matriarch of the Eastern half of the valley
  • Osborn, Ostran, and Oswalt Fastfoot – Verna’s three sons
  • Rose, Bobbin Fastfoot – Verna’s cousins
  • Osvon and Yeselley – Young halfling children
  • Hurd and Maddock – NG Male Humans, Verna’s hired hands,
  • Talbot Combe – CN Male Human, head of ranching family on the valley’s Western half
  • Fin Combe – CG Female Human, Talbot’s daughter and heir
  • Ward and Bren Combe – N Young Male Humans, Talbot’s two preteen sons
  • Wil Combe – NG Male Human, Talbot’s cousin
  • Reba – CG Female Human, Talbot’s hired hand and best saddle in the valley
  • Lunar Bulette – N large monstrosity, the monster terrorizing and feeding off of the people of the valley
 

Lunar Bulette

Large monstrosity, unaligned
Armor Class 17 (natural armor)
Hit Points 94 9d10+45
Speed 40ft Burrow: 40ft

STR
19 +4
DEX
11 0
CON
21 +5
INT
2 -4
WIS
10 0
CHA
5 -3

Saving Throws INT -1, DEX +3
Skills Perception +6
Damage Resistances Slashing, piercing, and bludgeoning from non-magic or non-silvered weapons
Senses tremorsense 90 ft., passive Perception 16
Challenge 5 (1,800 XP)


Standing Leap. The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.   Blind. The bulette can only “see” using its tremorsense, meaning that perfectly still PCs and PCs that are not touching the ground are invisible to the creature. Additionally, if the bulette is burrowing in sand, around constant loud noises, in a herd of stampeding cattle, or another similar situation grants advantage to attack rolls against the bulette and the bulette suffers disadvantage on all Wisdom checks and attack rolls.


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 32 4d12+4 piercing damage. On a hit, the target must make a DC 14 STR saving throw or be grappled.

Earth Vortex (Recharge 5-6). Each creature above the bulette's space must make a DC 16 Strength saving throw. On a failure, a target takes 24 ( 4d8+4 ) bludgeoning damage and is sucked down into the bulette’s tunnel network and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and sucked down.


 

Baby Lunar Bulette

Small monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 40 4d10+16
Speed 30ft Burrow: 30ft

STR
16 +3
DEX
11 0
CON
18 +4
INT
2 -4
WIS
6 -2
CHA
5 -3

Skills Perception +4
Damage Resistances Slashing, piercing, and bludgeoning from non-magic or non-silvered weapons
Senses tremorsense 60 ft., passive Perception 14
Challenge 2 (450 XP)


Standing Leap. The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.   Blind. The bulette can only “see” using its tremorsense, meaning that perfectly still PCs and PCs that are not touching the ground are invisible to the creature. Additionally, if the bulette is burrowing in sand, around constant loud noises, in a herd of stampeding cattle, or another similar situation grants advantage to attack rolls against the bulette and the bulette suffers disadvantage on all Wisdom checks and attack rolls.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 4d12+4 piercing damage. On a hit, the target must make a DC 11 STR saving throw or be grappled.

 


 

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