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
HP: 22 ( 5d8 ) Speed: 50ft Abilities: |
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
HP: 22 ( 4d8+4 ) Speed: 30ft Skills: Athletics +4, Perception +2 Abilities: |
- fighting their way out
- working with the matriarch to assassinate the Dakita as a part of the witches own internal politics
- 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:
- The Tinged are utilising their traditional mobile houses scour through the land for the invaders
- 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
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.
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:
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Adversaries
Necromancer Witch
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
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...
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.
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
Breakable Wight
Armour Class: 10
HP: 78 ( 12d8 )
Speed: 30ft
Skeletal Guard
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
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
Abilities:
Ghoul
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
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.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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
HP: 67 ( 9d8 )
Speed: 5ft
Abilities: Disadvantage on attack rolls while in sunlight
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 15 (+2) | 3 (-4) | 5 (-3) | 5 (-3) |
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.
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
HP: 112 ( 15d8 )
Speed: 30ft
Saving Throws: CON +6, WIS +5
Proficiency Bonus: +3
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
HP: 22 ( 3d8 )
Speed: 20ft
Saving Throws: WIS +2
Proficiency Bonus: +2
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
HP: 58 ( 9d8 )
Speed: 20ft
Saving Throws: WIS +2
Proficiency Bonus: +2
- 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.
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
HP: 22 ( 5d8 )
Speed: 30ft
Proficiency Bonus: +2
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
HP: 45 ( 6d8 )
Speed: 30ft
Skills: Perception +3, Stealth +4
Proficiency Bonus: +2
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
GhadtlyThe 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.
Armour Class: 11 HP: 13 ( 2d8+4 ) Speed: 40ft Skills: Religion +5, Teotl +5 Saving Throws: INT +7, WIS +5 Proficiency Bonus: +3 Abilities:
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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
Comments