Swell
Levels 3 - 5
Structure
Conflict
Sound
Level 3
Moving through the Dark Forest, the PCs stimulate the tendrils of a large predatory plant. Ten long, vine-like appendages burst from the darkness attempting to grapple the PCs and pull them towards the serrated maw of their bulb.
Near the end of this fight, the party will begin to hear strange music emanating from everywhere. The PCs must succeed on a DC 13 CON saving throw or fall unconscious with 0 hpGrabber Bulb
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (-1) |
HP: 36 ( 8d8 )
Speed: 30ft
Abilities:
10 Grabber Tendrils
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 10 (+0) | 7 (−2) | 10 (+0) | 6 (−2) |
HP: 22 ( 5d8 )
Speed: 30ft
Abilities:
Rising Action
If all the PCs fail the saving throw, they awaken to find that the friendly residents of Husby have brought them into town and took care of them.
They inform the party that every 24 hours, a small school of juvenile meridians, lead by one called Testrit, circle the town to grab morsels to feed ( d4 damage to maximum hp per attack).
Lone Meridian
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) |
HP: 67 ( 9d8+27 )
Speed: 0 ft., fly 60 ft.
Abilities:
Falling Action
Investigation
Level 4
By the next day, the PCs investigate the happenings, asking around and eventually settling on exploring Castle Mardröm. They hope that they could find some clue as to resolve the situation.
Swarm of Books
Armour Class: 12
HP: 22 ( 5d8 )
Speed: 5 ft., fly 30 ft.
Abilities:Slam: 2d4 bludgeoning damage or d4 bludgeoning damage if the swarm has half of its hp or fewer.
Animated Staff
Armour Class: 15
HP: 17 ( 5d6 )
Speed: 0 ft., fly 50 ft
Abilities:Melee: d4+3 bludgeoning damage
Moldy Carpent
Armour Class: 14
HP: 78 ( 12d10+12 )
Speed: 10 ft., fly 40 ft
Skills: Steath +5
Abilities:While in bright light, has disadvantage on attack rolls and WIS (Perception) checks that rely on sight Bite: Target takes 2d6+3 piercing damage.
Swarm of Flying Swords
Armour Class: 17
HP: 45 ( 8d10 )
Speed: 0 ft., fly 50 ft.
Saving Throws: DEX +4
Abilities: 4d10 slashing damage; or 2d10 slashing damage if the swarm has half of its hp or fewer
3 Chained Shelves
Armour Class: 14
HP: 45 ( 6d10+12 )
Speed: 10ft
Saving Throws: CON +8, WIS +7, CHA +1
Proficiency Bonus: +4
Skills: History +9, Investigation +9, Perception +7, Religion +9
Abilities:Target takes d8+2 bludgeoning damage and can be grappled (escape DC 12). Recharge 5-6. Targets within 10ft must succeed a DC 10 DEX saving throw or take 8d4 bludgeoning damage
2 Moving Statues
Armour Class: 15
HP: 52 ( 7d8+21 )
Speed: 30 ft., fly 60 ft.
Abilities:Bite: d6+2 piercing damage Claw: d6+2 slashing damage
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 15 (+2) | 10 (+0) | 1 (-5) | 10 (+0) | 1 (-5) |
HP: 22 ( 5d8 )
Speed: 5 ft., fly 30 ft.
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 10 (+0) | 1 (-5) | 5 (-3) | 1 (-5) |
HP: 17 ( 5d6 )
Speed: 0 ft., fly 50 ft
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 12 (+1) | 13(+1) | 12 (+1) | 14 (+2) |
HP: 78 ( 12d10+12 )
Speed: 10 ft., fly 40 ft
Skills: Steath +5
Abilities:
- If it had advantage on a target size large or smaller, it attaches to the target’s head; whereby the target is blinded and unable to breathe.
- While attached, can make this attack only against the target with advantage.
- Can detach itself by spending 5ft of movement.
- A character, including the target, can take its action to detach by succeeding on a DC 16 STR check.
- While attached to a target, it takes only half the damage dealt (rounded down) and that target takes the other half.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 11 (±0) | 1 (-5) | 5 (-3) | 1 (-5) |
HP: 45 ( 8d10 )
Speed: 0 ft., fly 50 ft.
Saving Throws: DEX +4
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 8 (-1) | 14 (+2) | 1 (-5) | 5 (-3) | 1 (-5) |
HP: 45 ( 6d10+12 )
Speed: 10ft
Saving Throws: CON +8, WIS +7, CHA +1
Proficiency Bonus: +4
Skills: History +9, Investigation +9, Perception +7, Religion +9
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 16 (+3) | 6 (-2) | 11 (+0) | 7 (-2) |
HP: 52 ( 7d8+21 )
Speed: 30 ft., fly 60 ft.
Abilities:
Ruin of Mardröm
Exploring down towards the basement, the party would encounter a menagerie of nascent defences/spells that have remained unactivated for 1000 years.Resolution
Swell
Level 5
The party tracks down and confronts Testrit and her school for 7 rounds. After which Testrit will spring her trap and direct the party to a wispy cloud-based creature floating over everyone. Then there is a blinding flash and a deafening silence. The school has retreated and the PCs are able to look down at their comatose bodies while feeling the as they are being pulled skywards. Looking up, they would see that they are being pulled into the cloud.Components
Goals
Confront a lone super-predator terrorizing a party town.
From the GM's perspective, this adventure is meant to transition the party into an incorporeal state for the next adventure.
Cruel Tricks
Dan Maab
Dan Maab is - in fact - the true predator preying on the town. It is nearly invisible as it hovers above the battlefield and has an area of effect were it can absorb the consciousness of any being around it within itself. The trapped soul is aware of itself and can communicate with the swarm of other trapped souls. The creature can also grant a trapped soul awareness beyond the immediate realm within and the ability to communicate with beings outside, causing their likeness to appear within 60ft.Targets beginning their turn within 20ft when Dan Maab first makes it presence known must succeed on a DC 21 CON save or take 5d6 damage and gain one level of exhaustion.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
28 (+9) | 14 (+2) | 26 (+8) | 22 (+6) | 15 (+2) | 20 (+5) |
HP: 647 ( 35d20+280 )
Speed: 40 ft., fly 80 ft.
Skills: Arcana +14, Deception +13, Insight +10, History +14, Perception +18, Stealth +10
Abilities:
- immediately regains 70 hp and ends any blindness, deafness and any diseases
- automatically recharges an otherwise 5-6 , where targets within a 90-ft cone must make a DC 24 DEX saving throw take 26d6 damage; or half as much on a success
Relations
Adversaries
Banshee Testrit
In spite of being the oldest meridian, and the group's leader, Testrit is also considered deformed by the species' standards. This is not readily noticeable by anyone who is not familiar with the species steam-like physiology; which coincidentally makes her easier to find in the forest than her fellows. Testrit uses this to her advantage, however, acting as a lure to draw the party towards Dan Maab.STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 18 (+4) | 16 (+3) | 6 (–2) | 14 (+2) | 10 (+0) |
HP: 120 ( 16d8+48 )
Speed: 30ft
Saving Throws: CON +7, WIS +6
Skills: Perception +6, Stealth +8
Abilities:
Backdrops
Locations
The PCs travel around a scarcely populated area. From:
- an isolated little town in the middle of nowhere
- to long abandoned and waterlogged ruins
- eventually traversing space as ghost-like entities around Nonantum
- before being ejected into parts unknown
Encounters
Spawning Meridian
Armour Class: 15
HP: 82 ( 11d8+3 )
Speed: 30ft
Saving Throws: DEX +6, WIS +3
Skills: Perception +3, Stealth +6
Abilities:Regains 10 hp at the start of their turn if they have at least 1 hp except from radiation 2d4+3 slashing damage, or instead of dealing damage, can grapple the target (escape DC 13).
Small Meridian
Armour Class: 12
HP: 22 ( 5d8 )
Speed: 0 ft., fly 50 ft
Abilities:Can move through others and objects as if they were difficult terrain. It takes 5 d10 force damage if it ends their turn inside an object Target must succeed on a DC 14 CON saving throw or their hp maximum is reduced by 3d6 that lasts until the target finishes a long rest. The target dies if this effect reduces their hp maximum to 0.
Skinny Meridian
Armour Class: 15
HP: 9 ( 2d6+2 )
Speed: 30ft
Skills: Steath +6
Abilities:Can take the disengage or hide action as a bonus action on each turn
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) |
HP: 82 ( 11d8+3 )
Speed: 30ft
Saving Throws: DEX +6, WIS +3
Skills: Perception +3, Stealth +6
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) |
HP: 22 ( 5d8 )
Speed: 0 ft., fly 50 ft
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 12 (+1) | 6 (-2) | 8 (-1) | 5 (-3) |
HP: 9 ( 2d6+2 )
Speed: 30ft
Skills: Steath +6
Abilities:
Meridians Left Behind
Ever since Thalatta moved from its place in drowning the Everdark, a fragment of lesser meridians were separated from the main mass of water and were forced to adapt to the more terrestrial environment that greatly weaken them.
Plot type
Countdown
Related Organizations
Related Locations
Comments
Author's Notes
January Prompt: Transition