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Hour of the Witch

by hughpierre

For Levels 5 - 8

Themes

Asymmetric Warfare

The adventurers find themselves caught in a desperate conflict, where direct confrontation is a losing strategy; and survival depends on cunning, subterfuge and leveraging the environment.   The antagonists leverage their knowledge of the terrain, traps and guerrilla tactics to wage a psychological campaign against the party and their allies. The PCs are forced to abandon straightforward strategies and adapt to an unpredictable enemy who weaponizes the party’s fears, exploits their weaknesses and turns the land itself into a hostile battlefield.

Structure

Conflict

Siege
Level 5

The PCs find themselves besieged in an abandoned tree hut having just escape a horde of shambling undead.   Unknown to the party a pair of tinged children are hiding from them in the hut while their family is controlling the wights to get them out. Eventually; the party escapes to, or are rescued by a group of regular-looking soldiers who take them to food and safety.
5 Weaker Wights
STRDEXCONINTWISCHA
1 (-5)14 (+2)11 (+0)10 (+0)10 (+0)11 (+0)
Armour Class: 12
HP: 22 ( 5d8 )
Speed: 50ft
Abilities:
  • Touch: Target must succeed on a DC 10 CON saving throw or its hp maximum is reduced by 3d6
  • Rising Action

    Enslavement
    Level 6

    The PCs, having just escaped from a horde of wights, arouse the interest of the presiding general who wishes for a team of proper combatants; than what he normally has. The party is medicine and improved equipment if they comply; and promised a handful of amber each upon completion.   If the party is not inclined, the general will simply have them executed.   They are sent to spy on the witches to determine any weaknesses in their formation. However, the witches are significantly more advanced than the PCs and their camp is overseen by squads of both living and skeletal guards.
    Living Soldier
    STRDEXCONINTWISCHA
    15 (+2)12 (+1)12 (+1)10 (+0)10 (+0)10 (+0)
    Armour Class: 17
    HP: 22 ( 4d8+4 )
    Speed: 30ft
    Skills: Athletics +4, Perception +2
    Abilities:
  • Has advantage on attack rolls when they see their commanding general
  • Javelin: d6+2 piercing damage plus d4 fire damage
  • Sword: d8+2 slashing damage or d10+2 slashing damage if used with two hands
  • If the party is discovered and attempts to resist, they will likely be taken prisoner and presented to a matriarch who lays out their point of view. PCs can attempt to escape their enslavement by either:
    1. fighting their way out
    2. working with the matriarch to assassinate the Dakita as a part of the witches own internal politics
    3. destroying one of the brains in a jar that controls part of a coven to render it useless

    Falling Action

    Assaut
    Level 7

    Assuming the PCs escaped and were able to report their findings, must now defend a fortress from a colossal coven: the Ghadtly; as part if the witches' retaliation.

    Components

    Goals

    There are two sides to this conflict:
    1. The Tinged are utilising their traditional mobile houses scour through the land for the invaders
    2. The encroaching Taulli are the dregs of their society in the Shadow Cast; who would otherwise be extra mouths that they cannot sustain. The native inhabitants represent an oppressive force bearing down on them; forcing the taulli into drastic action

    Hooks

    Covens traverse well-worn and noticeable trails through the marsh, while the Taulli slip around the denser vegetation between the spaces.

    Relations

    Competitors

    Honnes Says

    Honnes enacts as a military dictatorship both over his profession guard and unfit conscripts.   Many of whom are forced to defend the crumbling walls of forward-built forts night after night.   Casualties mount under the general's leadership, but they are only able to soldier on as his continuously depleted forces are replenished by the waves of following migrants.   In the aftermath of every skirmish and battle, the taulli burn their dead, albeit with some difficulty in the marshes, to prevent them from becomes tools for their necromantic enemies.   Invariably; people talk of fleeing, though there is nowhere else that would take them. Should such talk be discovered, Honnes will sentence the man or woman to a gruesome death as warning against such talk.
    STRDEXCONINTWISCHA
    18 (+4)12 (+1)16 (+3)12 (+1)12 (+1)16 (+3)
    Armour Class: 18
    HP: 124 ( 16d12+32 )
    Speed: 30ft
    Saving Throws: CON +6, WIS +4
    Proficiency Bonus: +3
    Skills: Athletics +4, Deception +6, History +4, Insight +4, Perception +5, Persuasion +4
    Abilities:
    • Advantage on all attack rolls against undead
    • (1/long rest). Any ally within 30ft gains 2d8 temporary hp and becomes immune to the effects of fear for 1 turn.
    • Greatsword: 2d6+5 slashing damage. Once per turn:
      • Additional d8 slashing damage and the next attack roll against that target by an attacker other than Honnes has advantage if the attack is made before the start of the next turn.
      • If Honnes hits their target, he can choose to hit another with the same strike as long as the attack would also have hit this 2nd target and as long as they are within 5ft. The 2nd target takes d8 damage from this strike.
      • When Honnes hits an opponent, they can choose to make a menacing attack. The opponent must make a DC 14 WIS saving throw or be frightened until the end of their next turn. In addition, add d8 damage for that attack.

    Adversaries

    Necromancer Witch

    STR DEX CON INT WIS CHA
    9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)

    Armour Class: 12
    HP: 110 ( 20d8 )
    Speed: 30ft
    Skills: History +7, Teotl +7
    Saving Throws: INT +7, WIS +5
    Proficiency Bonus: +4
    Abilities:
  • Dakita and Diasura

    STR DEX CON INT WIS CHA
    10 (+0) 13 (+1) 15 (+2) 16 (+3) 11 (+0) 10 (+0)

    Armour Class: 11
    HP: 13 ( 2d8+4 )
    Speed: 30ft
    Skills: Religion +5, Teotl +5
    Saving Throws: INT +7, WIS +5
    Proficiency Bonus: +2
    Abilities:
  • Backdrops

    Locations

    Brine Marshes

    Loading Marsh Map Whiteboard...
    The areas enclosed by green lines are considered the greeny marshes, while the yellow circles and their connecting lines are considered the parts that the machine like covens march through.  
    Green Zones
    The taulli migrants have been forced to move into unsettled land that is inherently hostile to them.

    For purposes of broad moves in the game, Taulli forces can only move from whichever green zone they are, across a green line and into another green zone.
    Yellow Circles
    Covens patrol the well trekked pathways of their forebearers keeping an eye out for the invaders who have settled their traditional land.

    For purposes of broad moves in the game, Tinged can only move to the yellow circle along the connecting paths.

      The party and the GM take turns in this zoomed out view to make their moves and set the next scene before zooming in again.

    Threats

    Hordes

    Weak Wight
    STRDEXCONINTWISCHA
    6 (-2)16 (+3)16 (+3)12 (+1)14 (+2)15 (+2)
    Armour Class: 13
    HP: 67 ( 9d8 )
    Speed: 5ft
    Abilities: Disadvantage on attack rolls while in sunlight
    Breakable Wight
    STR DEX CON INT WIS CHA
    16 (+3) 10 (+0) 15 (+2) 3 (-4) 5 (-3) 5 (-3)
    Armour Class: 10
    HP: 78 ( 12d8 )
    Speed: 30ft
    Abilities:
  • If damage reduces to 0 hp, unless from a critical hit, it must make a (DC 5 + damage taken) CON saving throw. On a success, it drops to 1 hp instead.
  • Any target that starts their turn within 10 ft must make a DC 12 CON saving throw. On a fail, they become poisoned and cannot regain hp until the end of their next turn. On a success, the target is immune for 24 hours.
  • Skeletal Guard
    STR DEX CON INT WIS CHA
    20 (+5) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0)
    Armour Class: 18
    HP: 112 ( 15d8 )
    Speed: 30ft
    Saving Throws: CON +6, WIS +5
    Proficiency Bonus: +3
    Abilities:
  • If damage reduces to 0 hp, unless from bludgeoning or a critical hit, it must make a (DC 5 + damage taken) CON saving throw. On a success, it drops to 1 hp instead.
  • Zombie
    STR DEX CON INT WIS CHA
    13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
    Armour Class: 8
    HP: 22 ( 3d8 )
    Speed: 20ft
    Saving Throws: WIS +2
    Proficiency Bonus: +2
    Abilities:
  • If damage reduces to 0 hp, unless from a critical hit, it must make a (DC 5 + damage taken) CON saving throw. On a success, it drops to 1 hp instead.
  • Wight
    STR DEX CON INT WIS CHA
    16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)
    Armour Class: 11
    HP: 58 ( 9d8 )
    Speed: 20ft
    Saving Throws: WIS +2
    Proficiency Bonus: +2
    Abilities:
    • Targets within 60 ft that see it must succeed on a DC 11 WIS saving throw or become frightened until the end of the next turn.
      • If the target fails by 5 or more, they are also paralyzed for the same duration.
      • On a success, the target is immune for the next 24 hours.
    Ghoul
    STR DEX CON INT WIS CHA
    13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
    Armour Class: 12
    HP: 22 ( 5d8 )
    Speed: 30ft
    Proficiency Bonus: +2
    Abilities:
  • 2d4+2 slashing damage from claws
  • Targets must succeed on DC 10 CON saving throw or be paralyzed for 1 minute. Targets can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success.
  • Talker
    STR DEX CON INT WIS CHA
    15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
    Armour Class: 14
    HP: 45 ( 6d8 )
    Speed: 30ft
    Skills: Perception +3, Stealth +4
    Proficiency Bonus: +2
    Abilities:
  • Disadvantage on attack rolls when in sunlight
  • Target must succeed on DC 13 CON saving throw or their hp maximum is reduced by the amount of damage taken, until they finish a long rest. The target dies if this effect reduces its hp maximum to 0.
  •  
    The brine witches can raise a variety of undead of differing quality.   GMs are meant to customise the various encounters with any number of the undead stats above.

    Encounters

    Ghadtly

    The Tepeua
    Vehicle | Jan 18, 2021
    The ghadtly is a super tall bipedal coven carrying 1-2 witches in its center chest who pilot it. It is the witches' secret weapon that until now, the regular soldier has not come across.
    STR DEX CON INT WIS CHA
    22 (+5) 8 (-1) 20 (+5) 5 (-3) 9 (-1) 6 (-2)

    Armour Class: 11
    HP: 13 ( 2d8+4 )
    Speed: 40ft
    Skills: Religion +5, Teotl +5
    Saving Throws: INT +7, WIS +5
    Proficiency Bonus: +3
    Abilities:
    • (3/day). Can instead choose to succeed a failed saving throw
    • Targets that start their turn within 10 ft must make a DC 16 CON saving throw. On a fail, they are poisoned for 1 minute.
      • While poisoned this way, the target cannot regain hp.
      • On a success, they are immune for 24 hours.
    • Immediately after taking piercing or slashing damage, poison sprays from the wound; and targets within 5 ft must make a DC 16 DEX saving throw, taking 3d6 poison damage on a fail, or half on a success.

    Past Events

    Eternal War

    Taulli incursions of their neighbours is nothing new,   Attempts to forcibly settle contested territory has lead to tit-for-tat raids between coven trains and forts. Main stream thinking tends to view this arrangement as a nearly religious obligation, though there is no shortage of unfortunates who wish for otherwise.

    Plot type
    Zombie Survival
    Related Locations

    Ecology

    Blood Wood
    Species | Jan 15, 2024
    Jolt
    Species | Jan 15, 2024
    Grey Worms
    Species | Jan 15, 2024

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