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	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=492</id>
		<title>The Crux</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=492"/>
		<updated>2022-07-15T18:13:10Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CATEGORIES HERE&lt;br /&gt;
&lt;br /&gt;
The Crux (Crux for short) is a clan composed of mainly feline folks operating a mix of legitimate and illegal businesses across Bazit and the surrounding area. Their primary business dealings involve a mix of legitimate businesses, and illegal racketeering operations such as smuggling, fencing, and protection schemes. &lt;br /&gt;
&lt;br /&gt;
= Operations = &lt;br /&gt;
The Crux operate a number of legal and illegal business under different names or covers. &lt;br /&gt;
&lt;br /&gt;
== Legal operations ==&lt;br /&gt;
*Brinesilk harvesting &amp;amp; refinement&lt;br /&gt;
**Ran under the Brinesilk Cooperative&lt;br /&gt;
*Controlling a number Street Vendors&lt;br /&gt;
*Gambling Parlors&lt;br /&gt;
&lt;br /&gt;
=== Brinesilk ===&lt;br /&gt;
One of the most lucrative business operations, the Crux are involved in - and got their name from - is the protection of the Brinesilk farmers. Brinesilk is obtained from harvesting secretions of large crustaceans (hence, Crux) found in the salt marshes directly north of the city, and can be processed into a silk like material that is used for anything from making of sails, rope, and water repellent materials for ships, creating reflective roof coverings to keep water and heat out of buildings, and make durable clothing. Over the last few decades, this has resulted in the Crux owning a sizable share of the Brineflats and the business it generates.  &lt;br /&gt;
&lt;br /&gt;
Starting some decades ago, the group that eventually became the Crux started offering protection to the silk farmers. This protection was a standard &amp;quot;If you don&#039;t pay for our protection, something bad might happen&amp;quot;  scheme, and proved to be so lucrative for the group that they soon found themselves owning more and more harvest sites, eventually leading to the purchase and development of refineries. Over time this lead to the consolidation of smaller operations into the Brinesilk Cooperative, which formed the financial backbone for all of the Crux&#039; operations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brinesilk Cooperative&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
The Brinesilk Cooperative is officially owned and run by Dekhart Gondahl, a human man in his mid 40s. Dekhart oversees the daily operations and is the public face of the company. &lt;br /&gt;
&lt;br /&gt;
The Cooperative owns about 30% of the Brinesilk production found in and around the Brineflats, competing with two major competitors and a handful of smaller harvesters. &lt;br /&gt;
&lt;br /&gt;
== Illegal operations == &lt;br /&gt;
*Protection schemes&lt;br /&gt;
*Fencing&lt;br /&gt;
*Smuggling&lt;br /&gt;
**Weapons&lt;br /&gt;
**Drugs&lt;br /&gt;
*Bribes&lt;br /&gt;
&lt;br /&gt;
= Members =&lt;br /&gt;
The Crux are a relatively small clan in terms of official numbers, but tend to deal with many more individuals and business in their direct sphere of influence. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Crux operate with a singular leader, simply called Leader, who delegates to a number of different sub-leaders, called Mates, that lead parts of the organization. Each branch of the Crux is called a Pride, with each Pride structured in a way that allows for independent operation in absence of any direct orders from the Leader. Non-members are referred as associates and are more often than not called upon as needed, though longer lasting business relationships occur where profitable.&lt;br /&gt;
&lt;br /&gt;
Every Pride consists of 10 to 20 members and at least one of these roles among its members:&lt;br /&gt;
*One Mate, leading the pack. A mate often consults with and takes orders directly from the Leader.&lt;br /&gt;
*One Treasurer, keeping tabs on incoming and outgoing funds. &lt;br /&gt;
*One Strategist, responsible for short- and long term planning.&lt;br /&gt;
*One or more Spotters, dealing with information gathering.&lt;br /&gt;
*One or more Messengers, dealing with information sharing.&lt;br /&gt;
*One or more Operators, dealing with contact with associates and other non-members.&lt;br /&gt;
*One or more Watchers, dealing with security around the pride.&lt;br /&gt;
Roles beyond these come and go as necessary. &lt;br /&gt;
&lt;br /&gt;
== The Rules == &lt;br /&gt;
There are five general rules that are key to the Crux.&lt;br /&gt;
#Secrecy: Never reveal secrets to outsiders.&lt;br /&gt;
#Pride: Never violate the family of other members.&lt;br /&gt;
#Money: Do not withhold money from the Pride. &lt;br /&gt;
#Obedience: Follow the orders of your superiors.&lt;br /&gt;
#Law Enforcement: Do not appeal to law enforcement. &lt;br /&gt;
&lt;br /&gt;
Violating these rules leads to punishment within the clan, whereas repeated offenses may lead to exile or even death.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=491</id>
		<title>The Crux</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=491"/>
		<updated>2022-07-15T18:01:34Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CATEGORIES HERE&lt;br /&gt;
&lt;br /&gt;
The Crux (Crux for short) is a clan composed of mainly feline folks operating semi-legitimate business across Bazit and the surrounding area. Their primary business dealings involve a mix of legitimate businesses, and illegal racketeering operations such as smuggling, fencing, and protection schemes. &lt;br /&gt;
&lt;br /&gt;
= Operations = &lt;br /&gt;
The Crux operate a number of legal and illegal business under different names or covers. &lt;br /&gt;
&lt;br /&gt;
== Legal operations ==&lt;br /&gt;
*Brinesilk harvesting&lt;br /&gt;
*Brinesilk refinement&lt;br /&gt;
*Controlling Street Vendors&lt;br /&gt;
*Gambling Parlors&lt;br /&gt;
&lt;br /&gt;
=== Brinesilk ===&lt;br /&gt;
One of the most lucrative business operations, the Crux are involved in - and got their name from - is the protection of the Brinesilk farmers. Brinesilk is obtained from harvesting secretions of large crustaceans (hence, Crux) found in the salt marshes directly north of the city, and can be processed into a silk like material that is used for anything from making of sails, rope, and water repellent materials for ships, creating reflective roof coverings to keep water and heat out of buildings, and make durable clothing. Over the last few decades, this has resulted in the Crux owning a large share of the Brineflats and the business it generates. Most of the operations around the Brineflats the Crux doesn&#039;t own are where they create business in providing &amp;quot;protection&amp;quot; for the farmers and businesses. &lt;br /&gt;
&lt;br /&gt;
Starting some decades ago, the group that eventually became the Crux started offering protection to the silk farmers. This protection was a standard &amp;quot;If you don&#039;t pay for our protection, something bad might happen&amp;quot;  scheme, and proved to be so lucrative for the group that they soon found themselves owning more and more harvest sites, eventually leading to the purchase and development of refineries. Over time this lead to the consolidation of smaller operations into the Brinesilk Cooperative, which formed the financial backbone for all of the Crux&#039; operations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brinesilk Cooperative&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
The Brinesilk Cooperative is officially owned and run by Dekhart Gondahl, a human man in his mid 40s. Dekhart oversees the daily operations and is the public face of the company. &lt;br /&gt;
&lt;br /&gt;
== Illegal operations == &lt;br /&gt;
*Protection schemes&lt;br /&gt;
*Fencing&lt;br /&gt;
*Smuggling&lt;br /&gt;
**Weapons&lt;br /&gt;
**Drugs&lt;br /&gt;
*Bribes&lt;br /&gt;
&lt;br /&gt;
= Members =&lt;br /&gt;
The Crux are a relatively small clan in terms of official numbers, but tend to deal with many more individuals and business in their direct sphere of influence. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Crux operate with a singular leader, simply called Leader, who delegates to a number of different sub-leaders, called Mates, that lead parts of the organization. Each branch of the Crux is called a Pride, with each Pride structured in a way that allows for independent operation in absence of any direct orders from the Leader. &lt;br /&gt;
&lt;br /&gt;
Every Pride consists of 10 to 20 members and at least one of these roles among its members:&lt;br /&gt;
*One Mate, leading the pack. A mate often consults with and takes orders directly from the Leader.&lt;br /&gt;
*One treasurer, keeping tabs on incoming and outgoing funds. &lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== The Rules == &lt;br /&gt;
There are five general rules that are key to the Crux.&lt;br /&gt;
#Secrecy: Never reveal secrets to outsiders.&lt;br /&gt;
#Pride: Never violate the family of other members.&lt;br /&gt;
#Money: Do not withhold money from the Pride. &lt;br /&gt;
#Obedience: Follow the orders of your superiors.&lt;br /&gt;
#Law Enforcement: Do not appeal to law enforcement. &lt;br /&gt;
&lt;br /&gt;
Violating these rules leads to punishment within the clan, whereas repeated offenses may lead to exile or even death.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=490</id>
		<title>The Crux</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=490"/>
		<updated>2022-07-15T16:01:49Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CATEGORIES HERE&lt;br /&gt;
&lt;br /&gt;
The Crux (Crux for short) is a clan composed of mainly feline folks operating semi-legitimate business across Bazit and the surrounding area. Their primary business dealings involve a mix of legitimate businesses, and illegal racketeering operations such as smuggling, fencing, and protection schemes. &lt;br /&gt;
&lt;br /&gt;
= Operations = &lt;br /&gt;
The Crux operate a number of legal and illegal business under different names or covers. &lt;br /&gt;
&lt;br /&gt;
== Legal operations ==&lt;br /&gt;
*Brinesilk harvesting&lt;br /&gt;
*Brinesilk refinement&lt;br /&gt;
*Controlling Street Vendors&lt;br /&gt;
*Gambling Parlors&lt;br /&gt;
&lt;br /&gt;
== Illegal operations == &lt;br /&gt;
*Protection schemes&lt;br /&gt;
*Fencing&lt;br /&gt;
*Smuggling&lt;br /&gt;
**Weapons&lt;br /&gt;
**Drugs&lt;br /&gt;
*Bribes&lt;br /&gt;
&lt;br /&gt;
One of the most notable protection schemes, or rackets, the Crux are involved in - and got their name from - is the protection of the Brinesilk farmers. Brinesilk is won from harvesting secretion of large crustaceans found in the salt marshes directly north of the city, and can be processed into a silk like material that is used for anything from making of sails for ships, creating reflective roof coverings to keep water and heat out of buildings, and make durable clothing. Over the last few decades, this has resulted in the Crux owning a large share of the Brineflats and the business it generates. Most of the business it doesn&#039;t own are where they create business in providing &amp;quot;protection&amp;quot; for the farmers and businesses. &lt;br /&gt;
&lt;br /&gt;
= Members =&lt;br /&gt;
The Crux are a relatively small clan in terms of official numbers, but tend to deal with many more individuals and business in their direct sphere of influence. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Crux operate with a singular leader, simply called Leader, who delegates to a number of different sub-leaders, called Mates, that lead parts of the organization. Each branch of the Crux is called a Pride, with each Pride structured in a way that allows for independent operation in absence of any direct orders from the Leader. &lt;br /&gt;
&lt;br /&gt;
Every Pride consists of 10 to 20 members and at least one of these roles among its members:&lt;br /&gt;
*One Mate, leading the pack. A mate often consults with and takes orders directly from the Leader.&lt;br /&gt;
*One treasurer, keeping tabs on incoming and outgoing funds. &lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== The Rules == &lt;br /&gt;
There are five general rules that are key to the Crux.&lt;br /&gt;
#Secrecy: Never reveal secrets to outsiders.&lt;br /&gt;
#Pride: Never violate the family of other members.&lt;br /&gt;
#Money: Do not withhold money from the Pride. &lt;br /&gt;
#Obedience: Follow the orders of your superiors.&lt;br /&gt;
#Law Enforcement: Do not appeal to law enforcement. &lt;br /&gt;
&lt;br /&gt;
Violating these rules leads to punishment within the clan, whereas repeated offenses may lead to exile or even death.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=489</id>
		<title>The Crux</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=489"/>
		<updated>2022-07-15T15:51:14Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CATEGORIES HERE&lt;br /&gt;
&lt;br /&gt;
The Crux (Crux for short) is a clan composed of mainly feline folks operating semi-legitimate business across Bazit and the surrounding area. Their primary business dealings involve a mix of legitimate businesses, and illegal racketeering operations such as smuggling, fencing, and protection schemes. &lt;br /&gt;
&lt;br /&gt;
= Operations = &lt;br /&gt;
The Crux operate a number of legal and illegal business under different names or covers. &lt;br /&gt;
&lt;br /&gt;
== Legal operations ==&lt;br /&gt;
*Gambling Parlors&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Illegal operations == &lt;br /&gt;
*Protection schemes&lt;br /&gt;
*Smuggling&lt;br /&gt;
**Weapons&lt;br /&gt;
**Drugs&lt;br /&gt;
&lt;br /&gt;
= Members =&lt;br /&gt;
The Crux are a relatively small clan in terms of official numbers, but tend to deal with many more individuals and business in their direct sphere of influence. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Crux operate with a singular leader, simply called Leader, who delegates to a number of different sub-leaders, called Mates, that lead parts of the organization. Each branch of the Crux is called a Pride, with each Pride structured in a way that allows for independent operation in absence of any direct orders from the Leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Rules == &lt;br /&gt;
There are five general rules that are key to the Crux.&lt;br /&gt;
#Secrecy: Never reveal secrets to outsiders.&lt;br /&gt;
#Pride: Never violate the family of other members.&lt;br /&gt;
#Money: Do not withhold money from the Pride. &lt;br /&gt;
#Obedience: Follow the orders of your superiors.&lt;br /&gt;
#Law Enforcement: Do not appeal to law enforcement. &lt;br /&gt;
&lt;br /&gt;
Violating these rules leads to punishment within the clan, whereas repeated offenses may lead to exile or even death.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=488</id>
		<title>The Crux</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=488"/>
		<updated>2022-07-15T15:44:36Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CATEGORIES HERE&lt;br /&gt;
&lt;br /&gt;
The Crux (Crux for short) is a clan composed of mainly feline folks operating semi-legitimate business across Bazit and the surrounding area. Their primary business dealings involve a mix of legitimate businesses, and illegal racketeering operations such as smuggling, fencing, and protection schemes. &lt;br /&gt;
&lt;br /&gt;
= Operations = &lt;br /&gt;
The Crux operate a number of legal and illegal business under different names or covers. &lt;br /&gt;
&lt;br /&gt;
== Legal operations ==&lt;br /&gt;
*Gambling Parlors&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Illegal operations == &lt;br /&gt;
*Protection schemes&lt;br /&gt;
*Smuggling&lt;br /&gt;
**Weapons&lt;br /&gt;
**Drugs&lt;br /&gt;
&lt;br /&gt;
= Members =&lt;br /&gt;
The Crux are a relatively small clan in terms of official numbers, but tend to deal with many more individuals and business in their direct sphere of influence. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Crux operate with a singular leader, simply called Leader, who delegates to a number of different sub-leaders, called Mates, that lead parts of the organization. Each branch of the Crux is called a Pride, with each Pride structured in a way that allows for independent operation in absence of any direct orders from the Leader.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=487</id>
		<title>The Crux</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=487"/>
		<updated>2022-07-15T15:31:43Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CATEGORIES HERE&lt;br /&gt;
&lt;br /&gt;
The Crux (Crux for short) is a clan composed of mainly feline folks operating semi-legitimate business across Bazit and the surrounding area. Their primary business dealings involve a mix of legitimate businesses, and illegal racketeering operations such as smuggling, fencing, and protection schemes. &lt;br /&gt;
&lt;br /&gt;
= Operations = &lt;br /&gt;
The Crux operate a number of legal and illegal business under different names or covers. &lt;br /&gt;
&lt;br /&gt;
== Legal operations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Illegal operations == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Members =&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=486</id>
		<title>The Crux</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Crux&amp;diff=486"/>
		<updated>2022-07-15T15:30:10Z</updated>

		<summary type="html">&lt;p&gt;Nathan: Created page with &amp;quot;CATEGORIES HERE  The Crux (Crux for short) is a clan composed of mainly feline folks operating semi-legitimate business across Bazit and the surrounding area. Their primary bu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CATEGORIES HERE&lt;br /&gt;
&lt;br /&gt;
The Crux (Crux for short) is a clan composed of mainly feline folks operating semi-legitimate business across Bazit and the surrounding area. Their primary business dealings involve a mix of legitimate businesses, and illegal racketeering operations such as smuggling, fencing, and protection schemes. &lt;br /&gt;
&lt;br /&gt;
= Operations = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Members =&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=Adventure_in_the_Astran_League&amp;diff=485</id>
		<title>Adventure in the Astran League</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=Adventure_in_the_Astran_League&amp;diff=485"/>
		<updated>2022-07-06T18:01:19Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Planning Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Vayan]][[Category:Vashora]][[Category:Campaign]][[Category:Avalanche]]&lt;br /&gt;
Adventure in the Astran League is a campaign in the [[Vayan]] setting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Players =&lt;br /&gt;
*[[Laura Higgins]] as [[Catya]]&lt;br /&gt;
*[[Chris Everett]] as [[Chalk]]&lt;br /&gt;
*[[Kim Roberts]] as [[Fayra]]&lt;br /&gt;
*[[Alex Perkins]] as [[Rees Golondwy]]&lt;br /&gt;
&lt;br /&gt;
= Timeline =&lt;br /&gt;
*Session 1: 17th of Mystrir 863 PCA&lt;br /&gt;
&lt;br /&gt;
=Links =&lt;br /&gt;
&#039;&#039;&#039;Session Log&#039;&#039;&#039; at [[AitAL Log]] &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Detailed Planning&#039;&#039;&#039; at [[AitAL Planning]] &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adventure details&#039;&#039;&#039; at [[The Dragon Cult]]&lt;br /&gt;
&lt;br /&gt;
= Recent happenings =&lt;br /&gt;
&lt;br /&gt;
== Session 5 ==&lt;br /&gt;
After cleaning out the cave / sewers / hideout with the Crux members there is a ton left to find.&lt;br /&gt;
&lt;br /&gt;
Langdredrosa also has several items on him:&lt;br /&gt;
* A greatsword of (extra crit damage)&lt;br /&gt;
* Scale Mail&lt;br /&gt;
* An amulet of Disguise Self (1 charge)&lt;br /&gt;
* 27 platinum, 35 gold&lt;br /&gt;
* a ring to enter the Administrative district&lt;br /&gt;
* A folded letter&lt;br /&gt;
&lt;br /&gt;
The others have very little in the way of interesting goods on them:&lt;br /&gt;
* 13 gp, 214sp&lt;br /&gt;
* dingy weapons, armor, and spell foci&lt;br /&gt;
*Spell Scrolls&lt;br /&gt;
** a scroll of Alter Self&lt;br /&gt;
** a scroll of confusion (cursed to rebound, DC 20 save)&lt;br /&gt;
** a scroll of enemies abound &lt;br /&gt;
** scroll of hypnotic pattern&lt;br /&gt;
&lt;br /&gt;
The cave also has a hidden exit, disguised by an illusory wall. The hidden tunnel leads all the way to the other side of Old Town, where the tunnel exits in a well obscured grate next to the river. The tunnel seems to occasionally flood with high water.&lt;br /&gt;
&lt;br /&gt;
=== The letter ===&lt;br /&gt;
&amp;quot;In case you forget again. Their names are&lt;br /&gt;
&lt;br /&gt;
Agile. Orange tabaxi. &amp;lt;/br&amp;gt;&lt;br /&gt;
Leads a gang named the Crux. IMPORTANT: this gang uses the old sewers to move their goods and people unseen. This one is slippery, kill her if you find her. Go after this one first and send word upon your succes.&lt;br /&gt;
&lt;br /&gt;
Ogutar. Big half orc with a large scar over his eye.  &amp;lt;/br&amp;gt;&lt;br /&gt;
A clergyman of Pelor. Host of a cult of fanatics.Expect heavy opposition. Find him in the chapel of Pelor in the Old Town. He lives the North part of the city. &lt;br /&gt;
&lt;br /&gt;
Elwarin. Old elf arcanist.  &amp;lt;/br&amp;gt;&lt;br /&gt;
Keybearer to the observatory just outside of the city. Has an excellent view of the city. He lives around the observatory. Beware, he wields powerful Magics.&lt;br /&gt;
&lt;br /&gt;
Do not forget your place, for the mistress will know. &lt;br /&gt;
&lt;br /&gt;
-Frulam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Planning Summary =&lt;br /&gt;
&lt;br /&gt;
= DM Notes =&lt;br /&gt;
Notes intended to guide the adventure.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=Adventure_in_the_Astran_League&amp;diff=484</id>
		<title>Adventure in the Astran League</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=Adventure_in_the_Astran_League&amp;diff=484"/>
		<updated>2022-07-06T18:00:43Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Recent happenings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Vayan]][[Category:Vashora]][[Category:Campaign]][[Category:Avalanche]]&lt;br /&gt;
Adventure in the Astran League is a campaign in the [[Vayan]] setting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Players =&lt;br /&gt;
*[[Laura Higgins]] as [[Catya]]&lt;br /&gt;
*[[Chris Everett]] as [[Chalk]]&lt;br /&gt;
*[[Kim Roberts]] as [[Fayra]]&lt;br /&gt;
*[[Alex Perkins]] as [[Rees Golondwy]]&lt;br /&gt;
&lt;br /&gt;
= Timeline =&lt;br /&gt;
*Session 1: 17th of Mystrir 863 PCA&lt;br /&gt;
&lt;br /&gt;
=Links =&lt;br /&gt;
&#039;&#039;&#039;Session Log&#039;&#039;&#039; at [[AitAL Log]] &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Detailed Planning&#039;&#039;&#039; at [[AitAL Planning]] &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adventure details&#039;&#039;&#039; at [[The Dragon Cult]]&lt;br /&gt;
&lt;br /&gt;
= Recent happenings =&lt;br /&gt;
&lt;br /&gt;
== Session 5 ==&lt;br /&gt;
After cleaning out the cave / sewers / hideout with the Crux members there is a ton left to find.&lt;br /&gt;
&lt;br /&gt;
Langdredrosa also has several items on him:&lt;br /&gt;
* A greatsword of (extra crit damage)&lt;br /&gt;
* Scale Mail&lt;br /&gt;
* An amulet of Disguise Self (1 charge)&lt;br /&gt;
* 27 platinum, 35 gold&lt;br /&gt;
* a ring to enter the Administrative district&lt;br /&gt;
* A folded letter&lt;br /&gt;
&lt;br /&gt;
The others have very little in the way of interesting goods on them:&lt;br /&gt;
* 13 gp, 214sp&lt;br /&gt;
* dingy weapons, armor, and spell foci&lt;br /&gt;
*Spell Scrolls&lt;br /&gt;
** a scroll of Alter Self&lt;br /&gt;
** a scroll of confusion (cursed to rebound, DC 20 save)&lt;br /&gt;
** a scroll of enemies abound &lt;br /&gt;
** scroll of hypnotic pattern&lt;br /&gt;
&lt;br /&gt;
The cave also has a hidden exit, disguised by an illusory wall. The hidden tunnel leads all the way to the other side of Old Town, where the tunnel exits in a well obscured grate next to the river. The tunnel seems to occasionally flood with high water.&lt;br /&gt;
&lt;br /&gt;
=== The letter ===&lt;br /&gt;
&amp;quot;In case you forget again. Their names are&lt;br /&gt;
&lt;br /&gt;
Agile. Orange tabaxi. &amp;lt;/br&amp;gt;&lt;br /&gt;
Leads a gang named the Crux. IMPORTANT: this gang uses the old sewers to move their goods and people unseen. This one is slippery, kill her if you find her. Go after this one first and send word upon your succes.&lt;br /&gt;
&lt;br /&gt;
Ogutar. Big half orc with a large scar over his eye.  &amp;lt;/br&amp;gt;&lt;br /&gt;
A clergyman of Pelor. Host of a cult of fanatics.Expect heavy opposition. Find him in the chapel of Pelor in the Old Town. He lives the North part of the city. &lt;br /&gt;
&lt;br /&gt;
Elwarin. Old elf arcanist.  &amp;lt;/br&amp;gt;&lt;br /&gt;
Keybearer to the observatory just outside of the city. Has an excellent view of the city. He lives around the observatory. Beware, he wields powerful Magics.&lt;br /&gt;
&lt;br /&gt;
Do not forget your place, for the mistress will know. &lt;br /&gt;
&lt;br /&gt;
-Frulam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Planning Summary =&lt;br /&gt;
&lt;br /&gt;
Session 0.5&lt;br /&gt;
It&#039;s been a good week since the four of you left Suhder now, and some 2 days since you took a left onto the Emberweave Trackway - which is more of a packed dirt road than anything else. The journey has been uneventful, with fair weather and only minor disturbances along the way the largest issue would have probably been the sore bottom those sitting on the cart have the endure. &lt;br /&gt;
&lt;br /&gt;
Beats&lt;br /&gt;
*Opening&lt;br /&gt;
*Introduce yourself and why you took this mission&lt;br /&gt;
*Perception check; Old man sitting on the road side, he asks the players for some food and water, then where they are going and why.&lt;br /&gt;
*Survival check, bad weather coming. Easily hits before they reach Lonstrem.&lt;br /&gt;
**Perception / survival checks: Low will not have them find a trail leading to the (strangely, seemingly abandoned) house with a fire still burning.&lt;br /&gt;
***The house will contain information on rituals to summon the Dragon Queen tiamat herself&lt;br /&gt;
***Rituals described as needing many souls&lt;br /&gt;
**An hour after the storm hits someone will enter the building, who will immediately be upset about them being here.&lt;br /&gt;
*End (ish?) Arrive in lonstrem&lt;br /&gt;
&lt;br /&gt;
= DM Notes =&lt;br /&gt;
Notes intended to guide the adventure.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Log&amp;diff=483</id>
		<title>AitAL Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Log&amp;diff=483"/>
		<updated>2022-07-06T17:56:23Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Intro =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The village of Lonstrem is a small farmer’s town of about 200 on the Embraweave Plateau east of Suhder. Its mayor, Marwan Rosebelly, has called for aid from the Order of Dawn after almost a quarter of the population has fallen ill almost 3 weeks ago. You are to deliver a wagon with supplies to these people, and assist the local priest of Lathender, Zinfi Goldrest, with finding out where this sickness has come from, and hopefully put an end to it.&lt;br /&gt;
&lt;br /&gt;
Minister Elreak from the Order of Dawn - part of the Church of Pelor - has promised you 100 gold pieces each for your efforts in delivering the cart of goods to Lonstrem, of which you’ve been paid 25 when you left Suhder. You have also been given 3 weeks worth of rations each, enough to get you to the village and back. &lt;br /&gt;
The wagon is pulled by two donkeys and contains:&lt;br /&gt;
*A chest of dry, herbal medical supplies&lt;br /&gt;
*A small barrel of liquid medicine&lt;br /&gt;
*A chest of bandages&lt;br /&gt;
*4 flasks of strong alcohol (meant as a disinfectant) in a crate.&lt;br /&gt;
*A small, locked chest containing scrolls (1 person was given a key to be kept separately)&lt;br /&gt;
*A barrel of feed for the donkeys&lt;br /&gt;
&lt;br /&gt;
The wagon has room for 2 people to ride in the front, and two inside (among the goods). The donkeys are called Hilk and Bitty, and are of calm demeanor (they are affectionate and like to be pet on the head).&lt;br /&gt;
&lt;br /&gt;
Pelir 28th&lt;br /&gt;
By now you’re about 2 days away from Lonstrem. You’ve traveled the Godsroad Highway for a good while, before leaving its relative safety and well kept road surface to travel on the Embraweave Trackway - a much less traveled path leading through the Embraweave Plateau. The journey has been relatively uneventful, save a thief trying to rummage through your goods and wild animals being attracted to the smell of food cooking over a fire. Now, however, bad weather is headed your way as deep blue and gray clouds are blown north-east from the Inmer.&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 =&lt;br /&gt;
&lt;br /&gt;
== Session 1 ==&lt;br /&gt;
Pelir 28th&lt;br /&gt;
Having found Johan (Steve) on the road the party learns about a house not too far away, it should provide shelter from the coming storm. They also learn Steve has been beaten by a group of highwaymen. &lt;br /&gt;
*The party travels to the house, and takes a long time making sure no one is in there before breaking in.&lt;br /&gt;
*They also burn down the little wooden shed to the side. &lt;br /&gt;
&lt;br /&gt;
The party takes their time looking around the house, discovering that one of the room contains a bed, the other room appears to be some sort of study.&lt;br /&gt;
*As they are looking around the house, it starts raining.&lt;br /&gt;
*In the study they find a magic sigil on the ground and a leather bound book on the desk, as well as about 200gp worth of reagents. &lt;br /&gt;
*The book contains a number of rituals written in draconic - among which a ritual that describes how to create a portal to Avernus. The ritual requires souls as a component. The book appears to be given to one Hunozur.&lt;br /&gt;
&lt;br /&gt;
== Session 2 ==&lt;br /&gt;
11-08-2021&lt;br /&gt;
Pelir 28th&lt;br /&gt;
&lt;br /&gt;
The party spend the evening talking with Steve when they noticed a figure stalking around outside. &lt;br /&gt;
*Catya snuck out of the house and surprised him , forcing him inside at knife point. &lt;br /&gt;
*After questioning they find out this half elven man is called Velsalin, 35 y/o and born in Suhder. He claims to be a servant of his queen and master Hunozur. &lt;br /&gt;
**He was sent here to recover the book the party is now holding.&lt;br /&gt;
&lt;br /&gt;
The party tortured Velsalin for information, which he reluctantly spilled:&lt;br /&gt;
*Hunozur can be found in a cave south of the village.&lt;br /&gt;
*He was ordered to get the book for Hunozur. &lt;br /&gt;
*It was Hunozur who made the circle in the other room. &lt;br /&gt;
**Upon learning this the party threw a kneecap they removed from the half-elf into the circle. Nothing happened.&lt;br /&gt;
&lt;br /&gt;
Velsalin managed to escape as the party tried to drag him towards the well outside. He killed himself on one of their daggers.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what they had learned while the storm raged on.&lt;br /&gt;
&lt;br /&gt;
== Session 3 ==&lt;br /&gt;
25-08-2021&lt;br /&gt;
Pelir 29th&lt;br /&gt;
&lt;br /&gt;
The party rests, with Chalk taking first watch.&lt;br /&gt;
*Chalk&#039;s watch is quiet, not spotting anything. &lt;br /&gt;
&lt;br /&gt;
Rees takes second watch.&lt;br /&gt;
*He spots something outside in the rain.&lt;br /&gt;
*He decides to investigate, waking Catya up to watch over him.&lt;br /&gt;
*Approaching the location he finds a dirt mound. Digging this up he finds a corpse, and drags it inside.&lt;br /&gt;
&lt;br /&gt;
The corpse is of an unknown fellow, who is identified by Steve as mister Rainvale, the owner of this house. &lt;br /&gt;
*The party finds a key in one of his pockets. &lt;br /&gt;
&lt;br /&gt;
The party uses the key they found on any lock they can find, until they discover what it is for; a chest in the bedroom that has been previously looted. &lt;br /&gt;
&lt;br /&gt;
Come morning:&lt;br /&gt;
*The body is reburied &lt;br /&gt;
*The house is carefully inspected - even the living room rug is removed to check for a hidden treasure, of which there is none.&lt;br /&gt;
*The party prepares the donkeys to travel to Lonstrem.&lt;br /&gt;
&lt;br /&gt;
After a day of traveling the party arrives, make their way to the Rusty Trough, and have Zinfi Goldrest (not gold breast) called over. They bring the supplies up the chapel, so he can treat the sick.&lt;br /&gt;
&lt;br /&gt;
== Session 4 ==&lt;br /&gt;
13-09-2021&lt;br /&gt;
Pelir 29th&lt;br /&gt;
&lt;br /&gt;
After having delivered the medical goods to Zinfi Goldrest (not gold breast) he showed them the &#039;sick&#039; villagers inside the chapel.&lt;br /&gt;
*Here they found 30 villagers, all of them seemingly asleep, and looking thin as if they&#039;ve been starving. &lt;br /&gt;
*Zinfi tells them these were the first 30 to get sick, and he has been trying to take care of them best he can. &lt;br /&gt;
&lt;br /&gt;
The party discovers here that all the villagers are enchanted by some magic of the enchantment school.&lt;br /&gt;
&lt;br /&gt;
On their way back into the village they are approached by a yelling man, who asks them for help.&lt;br /&gt;
*The man is a human, and bloodied in the face. He says he and his partner had been ambushed. &lt;br /&gt;
*The party follows, about 10 minutes south of the village on the road.&lt;br /&gt;
&lt;br /&gt;
A battle ensues as, surprise surprise, the party is ambushed by the man&#039;s allies with the words: &amp;quot;By order of Lady Viosephit you are to be put to death&amp;quot;.&lt;br /&gt;
*One of the five ambushers manages to escape the battlefield, fleeing south.&lt;br /&gt;
*After the battle is easily won, the party finds all of the 4 people they killed to have a large, black hand tattoo&#039;d on their chest. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;The Loot&#039;&#039;&#039;&lt;br /&gt;
*24 gems &lt;br /&gt;
**16 @ 10gp each &lt;br /&gt;
**7 @ 25gp each&lt;br /&gt;
**1 @ 50gp&lt;br /&gt;
&lt;br /&gt;
Weapons&lt;br /&gt;
* Spear and shield for the goliath and a dagger&lt;br /&gt;
* Shortbow with 25 arrows and two shortswords, a dagger, and 5 thick needles for the Tabaxi&lt;br /&gt;
* An ornately decorated dagger with a curved blade. Decorated to look like hte handle has dragon scales. On the bugbear&lt;br /&gt;
* A heavy crossbow with 20 bolts, a club, and a dagger on the human&lt;br /&gt;
&lt;br /&gt;
Upon their return to the village they rest up.&lt;br /&gt;
&lt;br /&gt;
Pelir 30th&lt;br /&gt;
The morning after, they meet with the Mayor, who they tell what they&#039;ve been through so far. &lt;br /&gt;
*The Mayor asks if they can help find this Hunozur figure.&lt;br /&gt;
*The Mayor also tells them he had seen a half orc in the village, and saw that he had a similar tattoo.&lt;br /&gt;
*The party agrees, though expresses strongly they wanted to be paid. The Mayor says he will do what he can, including writing a letter for the Order of Dawn.&lt;br /&gt;
&lt;br /&gt;
== Session 5 ==&lt;br /&gt;
The party decides to go and chase after Hunozur and the cave he is supposed to be in. &lt;br /&gt;
*Asking the barkeep of the Rusty Trough, Nemita, for directions she points them at [NPC NAME HERE], who has been hunting around these parts for years. &lt;br /&gt;
*For 10gp he tells them he will lead them down south through the thick forests by the river. The party agrees.&lt;br /&gt;
&lt;br /&gt;
The party travels down south, largely keeping up with their new guide - mostly thanks to Fayra. About half way, though, they encounter some trouble - and get into a fight with 3 large crocodiles, which badly hurt Fayra and Catya. &lt;br /&gt;
&lt;br /&gt;
After a short rest the party continues.&lt;br /&gt;
*About an hour later, they find themselves in a clearing near the river. From this clearing the guide tells them they are on their own. &lt;br /&gt;
*Sneaking a bit closer to the clearing the party finds that there&#039;s a Goliath in front of a cave opening. &lt;br /&gt;
*While they are discussing plans they can see the Half-Orc that fled from the ambush. &lt;br /&gt;
&lt;br /&gt;
After a failed attempt to lure their prey out of hiding, the party engages a genius plan:&lt;br /&gt;
*Fayra disguises herself as the person that led them into the ambush. The half orc initially falls for it, though the Goliath is weary. &lt;br /&gt;
*Once up close, the half orc also sees that something is wrong and before being able to strike Fayra blasts a Burning Hands, severely injuring both the Half-Orc and Goliath. &lt;br /&gt;
&lt;br /&gt;
The battle ensues, with Fayra, Rees, and Chalk fighting outside while Catya sneaks inside. &lt;br /&gt;
*The party manages to kill the Half Orc, Senid, and Goliath, Manu. They badly wound every other enemy.&lt;br /&gt;
*They even blast Hunozur, after he asks for a peaceful solution. This makes Hunozur blast a fireball, downing Rees and Fayra and badly injuring Chalk. &lt;br /&gt;
*In the meantime, Catya had gone down inside as she was fighting one of the tieflings one-on-one.&lt;br /&gt;
&lt;br /&gt;
== Session 6 ==&lt;br /&gt;
The party makes one last ditch effort to do damage, but at no avail. They are then all KO&#039;d and captured.&lt;br /&gt;
*Wake up in the cave.&lt;br /&gt;
*Rees and Chalk are hogtied&lt;br /&gt;
*Catya and Fayra are tied in a cage.&lt;br /&gt;
&lt;br /&gt;
Hunozur questions the party, while Fayra wildshapes into a fox and escapes her bounds.&lt;br /&gt;
*The party doesn&#039;t tell Hunozur much, mostly tells him bs.&lt;br /&gt;
&lt;br /&gt;
After some time and several escape attempts, Catya is taken out of the cage and she attacks Hunozur.&lt;br /&gt;
*She misses, Hunozur knocks her out.&lt;br /&gt;
&lt;br /&gt;
== Session 6 Preparation notes ==&lt;br /&gt;
=== The Cave ===&lt;br /&gt;
&#039;&#039;&#039;Captured&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;After you all were knocked unconscious, you rouse in a rather... dark place. The first thing you notice is the gag in your mouths - each of your mouths. The second thing you notice, is your hands: They are bound together tightly, and rather expertly, with rough ropes. The third thing you notice; Everything you were carrying on you is gone. From weapons, to backpacks, to armors. Rees and Chalk find themselves tied together by the feet, while Fayra and Catya are each individually cuffed and locked inside a cage. Each of you is hurting pretty badly - but you&#039;re alive.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
PCs&lt;br /&gt;
*All on 1 HP&lt;br /&gt;
*Catya has her hidden thieves tools&lt;br /&gt;
*Rees only has his hidden thieves tools, the dagger is gone.&lt;br /&gt;
*Chalk needs to compete against an 18 investigation for anything hidden&lt;br /&gt;
*Fayra needs to compete against a 16 investigation for anything hidden&lt;br /&gt;
&lt;br /&gt;
NPCs&lt;br /&gt;
*Senid and Menu are dead.&lt;br /&gt;
*The Twins and Ki Dakig are inside, licking their wounds. &lt;br /&gt;
*Hunozur is in his study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ah, you&#039;re finally awake&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
After the PCs start talking to each other Hunozur will start pacing the cave. The party will hear him say: &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Barros, Samine. You two take care of the bodies. Leave them near the riverside for the crocodiles. When you&#039;re done, start packing up. Ki, stand watch over the prisoners.&amp;quot;&lt;br /&gt;
*Hunozur will interrogate them, starting with Rees, then Chalk, then Catya, then Fayra.&lt;br /&gt;
*For every PC he takes with him, the PCs get to talk amongst themselves and plan. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stolen from the party&#039;&#039;&#039; ===&lt;br /&gt;
After going KO, the Keepers took everything on the players, which amounts to:&lt;br /&gt;
*Items&lt;br /&gt;
**Darts&lt;br /&gt;
**Sling&lt;br /&gt;
**Light Crossbow&lt;br /&gt;
**Eddie&lt;br /&gt;
**Dagger&lt;br /&gt;
**Scale Mail&lt;br /&gt;
**Wand&lt;br /&gt;
**Bag of holding&lt;br /&gt;
**Shortbow&lt;br /&gt;
**Rapier&lt;br /&gt;
**Leather armor&lt;br /&gt;
**Dagger &amp;amp; Dagger&lt;br /&gt;
**Arrows&lt;br /&gt;
&lt;br /&gt;
*Valuables&lt;br /&gt;
**Gold: 45 + 25 + 40 + 50 (160)&lt;br /&gt;
**24 gems&lt;br /&gt;
***16 @ 10gp each&lt;br /&gt;
***7 @ 25gp each&lt;br /&gt;
***1 @ 50gp&lt;br /&gt;
&lt;br /&gt;
==Hunozur&#039;s Room ==&lt;br /&gt;
In the back of the cave Hunozur keeps what seems to be an impromptu study; a desk, chair, and chest are covered in pieces of parchment, several small bottles of a black liquid (ink), similar empty bottles, quills, and books. In a corner there is also a cage with what seems to be a sleeping halfling (they look almost starved), and a bedroll.&lt;br /&gt;
&lt;br /&gt;
=== Parchment ===&lt;br /&gt;
About two dozen sheets of parchment are scattered around the desk. Reading through these there three distinct handwritings recognizable, one of which is in draconic, one in common, and one in different languages.&lt;br /&gt;
*Correspondences signed by one H. A..&lt;br /&gt;
*(In draconic) Correspondences signed by one Numeria&lt;br /&gt;
*A letter by Lady Viosephit&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
*&amp;quot;Inhabitants of the Outer Planes Vol. 2&amp;quot;&lt;br /&gt;
*&amp;quot;The Elemental Planes and Tau&amp;quot;&lt;br /&gt;
*&amp;quot;Planar Convergence, signs and effects&amp;quot;&lt;br /&gt;
*&amp;quot;Minor Enchantments; a comprehensive study&amp;quot;&lt;br /&gt;
*&amp;quot;Dragonkin: Origins, Myths, and Facts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
Different reagents in glass containers are found on the desk, each of them labeled:&lt;br /&gt;
*Diamond Dust&lt;br /&gt;
*Basilisk Gal&lt;br /&gt;
*Alcohol, pure&lt;br /&gt;
*Mystracide shavings&lt;br /&gt;
*Mercury&lt;br /&gt;
*Blood&lt;br /&gt;
&lt;br /&gt;
=== Chest ===&lt;br /&gt;
*In a chest: 2500cp, 1300sp, 70gp, 7x gems worth 50gp each (Turquiose Tiger-Eye, black Onyx, red rubies) &lt;br /&gt;
*On each member of the possee:&lt;br /&gt;
**Gems: 2x 10gp each, 1x 25gp each (Total: 10x10gp, 5x 25gp)&lt;br /&gt;
*On Hunozur&#039;s Desk:&lt;br /&gt;
**Small statue of a Silver Raven (Figurine of Wondrous Power) &lt;br /&gt;
**Amulet of Proof Against Detection and Location &lt;br /&gt;
&lt;br /&gt;
Next to the chest is the +1 Battleaxe. Inside of it are the aforementioned coins and gems, as well as a number of what seem to be steel objects:&lt;br /&gt;
*Two dagger blades&lt;br /&gt;
*A sword blade&lt;br /&gt;
*A dozen rings&lt;br /&gt;
*4 bracelets&lt;br /&gt;
*A headband&lt;br /&gt;
*A mask&lt;br /&gt;
*A chain&lt;br /&gt;
&lt;br /&gt;
Note; these are the Mystricide objects&lt;br /&gt;
&lt;br /&gt;
=== Items from villagers ===&lt;br /&gt;
There are a number of seemingly miscellaneous items strewn around the cave, largely found around the chest. &lt;br /&gt;
*Silverware, from plates to cups to cutlery made out of silver-shiny material.&lt;br /&gt;
*Jewelry made of varying shiny materials&lt;br /&gt;
**Lockets&lt;br /&gt;
**Rings&lt;br /&gt;
*An old looking sword, kept in a scabberd of long faded but well kept dark brown leather. It is a short sword with stubby grip. A DC 12 history check would reveal this to be a sword issued to the Scalebound city guards about a century ago.&lt;br /&gt;
*A picture frame, painting of a smiling halfling woman included.&lt;br /&gt;
&lt;br /&gt;
It is fairly apparent that these are valuables stolen from around the village of Lonstrem, or perhaps other villages. &lt;br /&gt;
&lt;br /&gt;
=== Halfling ===&lt;br /&gt;
The halfling inside of the cage seems to be enchanted in the same way the villagers are. She&#039;s sleeping and looks starved, though next to the cage is a bowl, half filled with what seems to be a soup.&lt;br /&gt;
*Her name is Saula Greencheeks, she&#039;s around 12 years old. &lt;br /&gt;
*She comes from a town called Gilhold. She doesn&#039;t know where it is in relation to where they are now. &lt;br /&gt;
*She doesn&#039;t know how she got here, only that a half-orc man showed her a swinging flame.&lt;br /&gt;
&lt;br /&gt;
=== Hunozur Possee ===&lt;br /&gt;
&lt;br /&gt;
Left alive:&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
&#039;&#039;&#039;The Twins&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Barros&#039;&#039;&#039; and &#039;&#039;&#039;Samine&#039;&#039;&#039;, Tiefling Siblings.&lt;br /&gt;
*Each use a greatsword.&lt;br /&gt;
*Can use a bonus action to try and disarm. DC 14 STR/DEX or weapon is knocked out of the user&#039;s hand.&lt;br /&gt;
*HP: 25 | AC: 14 | +4 to hit, 2d6+2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Artillery ====&lt;br /&gt;
&#039;&#039;&#039;Ki Dakig&#039;&#039;&#039;human&lt;br /&gt;
*Use heavy crossbow&lt;br /&gt;
*Can use an action to shoot a Net Arrow (1 each) vs AC to knock a target prone. Removing the net costs an action.&lt;br /&gt;
*HP: 20 | AC: 12 | +5 to hit, 1d10+3 damage.&lt;br /&gt;
&lt;br /&gt;
== Session 7 ==&lt;br /&gt;
Returning to the village&lt;br /&gt;
Meeting Gor&lt;br /&gt;
&lt;br /&gt;
== Session 8 ==&lt;br /&gt;
On their way to Gilhold they fought a giant Talus&lt;br /&gt;
*Donkeys and the wagon got smashed&lt;br /&gt;
&lt;br /&gt;
Ended with them witnessing the start of the raid on Gilhold, with a dragon in the sky&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 =&lt;br /&gt;
&lt;br /&gt;
== Session 2.1 ==&lt;br /&gt;
Snuck into the surrounding parts of the village&lt;br /&gt;
*Had a fight at the remote houses north of the river&lt;br /&gt;
*Fought at the fishery&lt;br /&gt;
*Snuck across the river with villagers&lt;br /&gt;
&lt;br /&gt;
== Session 2.2  ==&lt;br /&gt;
Pelir 35th, 21:00&lt;br /&gt;
Made their way through the town&lt;br /&gt;
*Fled for a patrol coming by the river&lt;br /&gt;
*Blew up a brewery as a distraction&lt;br /&gt;
*Made their way through the fields&lt;br /&gt;
*Snuck into the south-gate, climbed houses to get onto the roof&lt;br /&gt;
*Catya and Reese snuck into a building to check if it was empty&lt;br /&gt;
*After climbing over the roof and getting to the courtyard on the other side Rees and Catya tried getting the villagers into a house to rest, but half of them started booking it for the nearby gate to the keep&lt;br /&gt;
** Guards on the wall then called down to open the gate&lt;br /&gt;
** The rest of the villagers and party then chased towards the gate&lt;br /&gt;
&lt;br /&gt;
As the party was running towards the gate, Catya (Carrying Gor) was chased by a cultist and half-dragon&lt;br /&gt;
*Narrowly escaping the half dragons grasps Catya carried Gor towards the gate&lt;br /&gt;
*The cultist used magic missiles to hit the two, downing Catya&lt;br /&gt;
*Gor kept running as he hit the ground&lt;br /&gt;
*Chalk used his misty step to pick Catya up and take her back to the gate&lt;br /&gt;
*Fayra used her healing word to get Catya back up.&lt;br /&gt;
&lt;br /&gt;
The party was introduced to the Governess, who asked for their help. The party rested up for an hour to start helping the town. &lt;br /&gt;
&lt;br /&gt;
=== Session 2.2 planning ===&lt;br /&gt;
Intro&lt;br /&gt;
* &amp;quot;Our band of travelers started out as 4 on a mission of mercy to Lonstrem, bringing medical supplies. They learned of a strange fellow Hunozur, who had cursed the village into a magical sleep! This Hunozur and his possee were dispatched, though not with ease as the party was captured before they could slay him! Back in Lonstrem they were joined by a fifth, Gor, and took on the barkeep and her niece on their way to Gilhold - where Hunozur was supposed to meet his superior. After defeating a giant rock creature they found that the town of Gilhold was under siege: Smoke rising and the light of fires brightening the village as the sun is dipping below the horizon, with a dragon overhead. The brave adventurers dove headfirst into the frey, as they are now hauling a sizable group of villagers in search of safe way to the keep that looms over the town.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In the town: (Seek the Keep)&lt;br /&gt;
# Look for shelter or get to the keep&lt;br /&gt;
# Patrols are going through the town, villagers keep reiterating they want to go to the keep&lt;br /&gt;
# Large, blue dragon flying overhead&lt;br /&gt;
# Abandoned belongings are found on the ground, and in the opening of the first gate they see there are even corpses of the local militia&lt;br /&gt;
&lt;br /&gt;
Once they get to the keep&lt;br /&gt;
# The gates are closed behind them&lt;br /&gt;
## The villagers are taken to safety by the militia&lt;br /&gt;
# Meet Marlyne Faering&lt;br /&gt;
## The governess introduces herself as below&lt;br /&gt;
# Open the old tunnel&lt;br /&gt;
&lt;br /&gt;
== Session 2.3 ==&lt;br /&gt;
Pelir 35th, 23:00&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 =&lt;br /&gt;
After helping out Gilhold the party heads off with a mission: Travel to Bazit to request aid for the town, and warn the villages and settlements along the way. &lt;br /&gt;
&lt;br /&gt;
== Session 1 ==&lt;br /&gt;
*Party left Gilhold&lt;br /&gt;
*After traveling a few days, found a raided caravan. &lt;br /&gt;
**Sole survivor described a raiding party similar to the Gilhold Raiders&lt;br /&gt;
**Took the heavily injured survivor with them&lt;br /&gt;
*Traveling on the party found that the village of Ridgerun had also been hit, likely by the same raiders.&lt;br /&gt;
*Stopped in Ridgerun. &lt;br /&gt;
&lt;br /&gt;
=== Planning === &lt;br /&gt;
*Level-up Fayra&lt;br /&gt;
*Decide next destination&lt;br /&gt;
*Travel&lt;br /&gt;
&lt;br /&gt;
=== Potential Encounters === &lt;br /&gt;
=== On the road ===&lt;br /&gt;
As long as the players go down a road, they will see a raided caravan. There are a dozen wagons and carts, toppled and broken. Amongst the wreckage are with 3 humanoid corpses, a half-dozen dead horses and donkeys, and an badly injured, almost dead man. &lt;br /&gt;
*The man, a half-elf named Liavel, is close to death. If the party helps him he will tell them:&lt;br /&gt;
**Their caravan was attacked out of no where by bandits - a mix of human, elven, orcish figures, kobolds, and drakes. &lt;br /&gt;
**The bandits took all the supplies they were carrying, killed a number of animals, killed the guards, and took the rest of the caravaneers.&lt;br /&gt;
**The caravan was bound for Gilhold, coming from Bazit.&lt;br /&gt;
&lt;br /&gt;
A trail is easily visible, heading towards the Raider camp. &lt;br /&gt;
&lt;br /&gt;
It is also possible to repair one of the wagons and take it to Bazit. &lt;br /&gt;
&lt;br /&gt;
=== Off Road === &lt;br /&gt;
Rolling a 15+ on perception on Day 4 will reveal large, animal footprints and even larger human-like footprints. &lt;br /&gt;
*15+ on survival will reveal they are likely of a predatory animal.&lt;br /&gt;
*15+ on nature / history will tell that the rolling Embraweave plains are home to creatures such as Bulette&#039;s, Elephants, Ettins, Hill Giants, Ogres, Lions, Manticore&#039;s, and Wyverns&lt;br /&gt;
**If both, it will narrow the list to Ettins, Hill Giants, Ogres for human-like, and Lions and Manticore&#039;s for predator.&lt;br /&gt;
&lt;br /&gt;
If the players weren&#039;t already moving stealthily, the Manticore has already noticed them and will create an ambush. &lt;br /&gt;
The hill giant will follow after 2 rounds, making a loud sounds to call for his Manticore - which the Manticore will answer. &lt;br /&gt;
&lt;br /&gt;
=== Ridgerun ===&lt;br /&gt;
Upon reaching the village of Ridgerun, the player will find it in ruins - with folks trying to rebuild what was there.&lt;br /&gt;
*The folks there will tell the players of raiders who came out of nowhere, two nights ago. The raiders left as soon as the sun started to rise, heading north-west wards. &lt;br /&gt;
*The raiders stole all of the precious metals and gems they dug up since the last shipment was sent out a month or so ago. &lt;br /&gt;
&lt;br /&gt;
If they stay for a little longer, the mine owner will approach them:&lt;br /&gt;
*He introduces himself as Plusiks Goldhem - a middle aged dwarf. He looks rather better off than most townsfolk, though very disshelved and dirty. &lt;br /&gt;
*Plusiks will ask the players where they are going, and upon hearing they are headed to Bazit ask them for a favor - to find his cousin up in Bazit and tell him what happened to Ridgerun and - more imporantly - the mine.&lt;br /&gt;
&lt;br /&gt;
== Session 2==&lt;br /&gt;
Session 21-04-2022&lt;br /&gt;
&lt;br /&gt;
*Discuss last session&lt;br /&gt;
*Introduce the town of Ridgerun&lt;br /&gt;
*Mine Manager comes up and asks them for help&lt;br /&gt;
**Some of the raiders have lodged themselves in the mine and have taken hostages&lt;br /&gt;
**Have nothing to pay with, but helping re-open the mine will surely please the owner up in Bazit. A man named Hilson Torak.&lt;br /&gt;
&lt;br /&gt;
== The Dungeon ==&lt;br /&gt;
The mine has tunneled quite a ways and the miners were inspecting the damage when they were taken captive. One of the miners managed to escape to bring the news. The entrance is now being guarded by badly equipped miners.&lt;br /&gt;
*The miner that ran out will tell that there&#039;s some kind of wicked monster. It melted one of the other miners with some kind of acid spittle.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
*HP: 10 (Winged: 15)&lt;br /&gt;
*AC: 12 &lt;br /&gt;
*Att: +4, 1d6+1 (short swords)&lt;br /&gt;
*Pack Tactics&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
*HP: 15&lt;br /&gt;
*AC: 14 (16 with shield)&lt;br /&gt;
*Att: +5, 1d8+2 (Battle Axe), 1d6+2 (short bow)&lt;br /&gt;
&lt;br /&gt;
=== Leader ===&lt;br /&gt;
Dragon Claw&lt;br /&gt;
*HP: 25&lt;br /&gt;
*AC: 15&lt;br /&gt;
*Att: Multi attack x2 +6, 1d10 (Long sword, 2 handed)&lt;br /&gt;
*Adds 2d6 to hits when attacking with advantage (1/turn)&lt;br /&gt;
*Pack Tactics&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
*Fire bolt, +6, 1d8 damage.&lt;br /&gt;
*Armor of Agathys, 5 temp hp, 5 fire damage&lt;br /&gt;
*Command, dc 13 wisdom&lt;br /&gt;
*Hellish Rebuke, DC 13 Dex, 2d10 fire&lt;br /&gt;
&lt;br /&gt;
=== Monstrosity===&lt;br /&gt;
Grafter&lt;br /&gt;
*HP: 52&lt;br /&gt;
*AC: 14&lt;br /&gt;
*Att: Claw +5, 1d8+3 + 1d10 poison, 10ft reach / Greatclub + 5, 2d8+3, 10ft reach&lt;br /&gt;
*&#039;&#039;&#039;Acid Retch&#039;&#039;&#039; 30ft cone, DC 12 dex for half damage, 4d6&lt;br /&gt;
&lt;br /&gt;
== Session 3 ==&lt;br /&gt;
*Arrived in Bazit&lt;br /&gt;
*Met up with Burgomeister who gave them info&lt;br /&gt;
**Also gave Rees, Catya, Gor rings to enter the administrive district &lt;br /&gt;
*Set up at the Talespire Inn&lt;br /&gt;
&lt;br /&gt;
== Session 4 ==&lt;br /&gt;
*Shopped for sweet drip, spending about 200g on it&lt;br /&gt;
*Went to the pub recommended by Berry, whom they met up with&lt;br /&gt;
*Met with Mac Mittens and (Callum&#039;s Character)&lt;br /&gt;
*Helped the two cleaning out their hideout&lt;br /&gt;
*Beat Langredrosa&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
*A chest with 6 dragon figures, one of each chromatic dragon + 1 with all 5 colors&lt;br /&gt;
*Another chest with coins and potions&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=482</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=482"/>
		<updated>2022-07-06T17:52:33Z</updated>

		<summary type="html">&lt;p&gt;Nathan: Replaced content with &amp;quot;Episode 3: Where to next? &amp;lt;/br&amp;gt;   = Beats=&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 3: Where to next? &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=481</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=481"/>
		<updated>2022-04-21T17:41:23Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Leader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 3: Where to next? &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
Session 21-04-2022&lt;br /&gt;
&lt;br /&gt;
*Discuss last session&lt;br /&gt;
*Introduce the town of Ridgerun&lt;br /&gt;
*Mine Manager comes up and asks them for help&lt;br /&gt;
**Some of the raiders have lodged themselves in the mine and have taken hostages&lt;br /&gt;
**Have nothing to pay with, but helping re-open the mine will surely please the owner up in Bazit. A man named Hilson Torak.&lt;br /&gt;
&lt;br /&gt;
== The Dungeon ==&lt;br /&gt;
The mine has tunneled quite a ways and the miners were inspecting the damage when they were taken captive. One of the miners managed to escape to bring the news. The entrance is now being guarded by badly equipped miners.&lt;br /&gt;
*The miner that ran out will tell that there&#039;s some kind of wicked monster. It melted one of the other miners with some kind of acid spittle.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
*HP: 10 (Winged: 15)&lt;br /&gt;
*AC: 12 &lt;br /&gt;
*Att: +4, 1d6+1 (short swords)&lt;br /&gt;
*Pack Tactics&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
*HP: 15&lt;br /&gt;
*AC: 14 (16 with shield)&lt;br /&gt;
*Att: +5, 1d8+2 (Battle Axe), 1d6+2 (short bow)&lt;br /&gt;
&lt;br /&gt;
=== Leader ===&lt;br /&gt;
Dragon Claw&lt;br /&gt;
*HP: 25&lt;br /&gt;
*AC: 15&lt;br /&gt;
*Att: Multi attack x2 +6, 1d10 (Long sword, 2 handed)&lt;br /&gt;
*Adds 2d6 to hits when attacking with advantage (1/turn)&lt;br /&gt;
*Pack Tactics&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
*Fire bolt, +6, 1d8 damage.&lt;br /&gt;
*Armor of Agathys, 5 temp hp, 5 fire damage&lt;br /&gt;
*Command, dc 13 wisdom&lt;br /&gt;
*Hellish Rebuke, DC 13 Dex, 2d10 fire&lt;br /&gt;
&lt;br /&gt;
=== Monstrosity===&lt;br /&gt;
Grafter&lt;br /&gt;
*HP: 52&lt;br /&gt;
*AC: 14&lt;br /&gt;
*Att: Claw +5, 1d8+3 + 1d10 poison, 10ft reach / Greatclub + 5, 2d8+3, 10ft reach&lt;br /&gt;
*&#039;&#039;&#039;Acid Retch&#039;&#039;&#039; 30ft cone, DC 12 dex for half damage, 4d6&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=480</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=480"/>
		<updated>2022-04-21T17:36:40Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 3: Where to next? &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
Session 21-04-2022&lt;br /&gt;
&lt;br /&gt;
*Discuss last session&lt;br /&gt;
*Introduce the town of Ridgerun&lt;br /&gt;
*Mine Manager comes up and asks them for help&lt;br /&gt;
**Some of the raiders have lodged themselves in the mine and have taken hostages&lt;br /&gt;
**Have nothing to pay with, but helping re-open the mine will surely please the owner up in Bazit. A man named Hilson Torak.&lt;br /&gt;
&lt;br /&gt;
== The Dungeon ==&lt;br /&gt;
The mine has tunneled quite a ways and the miners were inspecting the damage when they were taken captive. One of the miners managed to escape to bring the news. The entrance is now being guarded by badly equipped miners.&lt;br /&gt;
*The miner that ran out will tell that there&#039;s some kind of wicked monster. It melted one of the other miners with some kind of acid spittle.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
*HP: 10 (Winged: 15)&lt;br /&gt;
*AC: 12 &lt;br /&gt;
*Att: +4, 1d6+1 (short swords)&lt;br /&gt;
*Pack Tactics&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
*HP: 15&lt;br /&gt;
*AC: 14 (16 with shield)&lt;br /&gt;
*Att: +5, 1d8+2 (Battle Axe), 1d6+2 (short bow)&lt;br /&gt;
&lt;br /&gt;
=== Leader ===&lt;br /&gt;
Dragon Claw&lt;br /&gt;
*HP: 25&lt;br /&gt;
*AC: 15&lt;br /&gt;
*Att: Multi attack x2 +6, 1d10 (Long sword, 2 handed)&lt;br /&gt;
*Adds 2d6 to hits when attacking with advantage (1/turn)&lt;br /&gt;
*Pack Tactics&lt;br /&gt;
&lt;br /&gt;
=== Monstrosity===&lt;br /&gt;
Grafter&lt;br /&gt;
*HP: 52&lt;br /&gt;
*AC: 14&lt;br /&gt;
*Att: Claw +5, 1d8+3 + 1d10 poison, 10ft reach / Greatclub + 5, 2d8+3, 10ft reach&lt;br /&gt;
*&#039;&#039;&#039;Acid Retch&#039;&#039;&#039; 30ft cone, DC 12 dex for half damage, 4d6&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Log&amp;diff=479</id>
		<title>AitAL Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Log&amp;diff=479"/>
		<updated>2022-04-21T17:22:36Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Intro =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The village of Lonstrem is a small farmer’s town of about 200 on the Embraweave Plateau east of Suhder. Its mayor, Marwan Rosebelly, has called for aid from the Order of Dawn after almost a quarter of the population has fallen ill almost 3 weeks ago. You are to deliver a wagon with supplies to these people, and assist the local priest of Lathender, Zinfi Goldrest, with finding out where this sickness has come from, and hopefully put an end to it.&lt;br /&gt;
&lt;br /&gt;
Minister Elreak from the Order of Dawn - part of the Church of Pelor - has promised you 100 gold pieces each for your efforts in delivering the cart of goods to Lonstrem, of which you’ve been paid 25 when you left Suhder. You have also been given 3 weeks worth of rations each, enough to get you to the village and back. &lt;br /&gt;
The wagon is pulled by two donkeys and contains:&lt;br /&gt;
*A chest of dry, herbal medical supplies&lt;br /&gt;
*A small barrel of liquid medicine&lt;br /&gt;
*A chest of bandages&lt;br /&gt;
*4 flasks of strong alcohol (meant as a disinfectant) in a crate.&lt;br /&gt;
*A small, locked chest containing scrolls (1 person was given a key to be kept separately)&lt;br /&gt;
*A barrel of feed for the donkeys&lt;br /&gt;
&lt;br /&gt;
The wagon has room for 2 people to ride in the front, and two inside (among the goods). The donkeys are called Hilk and Bitty, and are of calm demeanor (they are affectionate and like to be pet on the head).&lt;br /&gt;
&lt;br /&gt;
Pelir 28th&lt;br /&gt;
By now you’re about 2 days away from Lonstrem. You’ve traveled the Godsroad Highway for a good while, before leaving its relative safety and well kept road surface to travel on the Embraweave Trackway - a much less traveled path leading through the Embraweave Plateau. The journey has been relatively uneventful, save a thief trying to rummage through your goods and wild animals being attracted to the smell of food cooking over a fire. Now, however, bad weather is headed your way as deep blue and gray clouds are blown north-east from the Inmer.&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 =&lt;br /&gt;
&lt;br /&gt;
== Session 1 ==&lt;br /&gt;
Pelir 28th&lt;br /&gt;
Having found Johan (Steve) on the road the party learns about a house not too far away, it should provide shelter from the coming storm. They also learn Steve has been beaten by a group of highwaymen. &lt;br /&gt;
*The party travels to the house, and takes a long time making sure no one is in there before breaking in.&lt;br /&gt;
*They also burn down the little wooden shed to the side. &lt;br /&gt;
&lt;br /&gt;
The party takes their time looking around the house, discovering that one of the room contains a bed, the other room appears to be some sort of study.&lt;br /&gt;
*As they are looking around the house, it starts raining.&lt;br /&gt;
*In the study they find a magic sigil on the ground and a leather bound book on the desk, as well as about 200gp worth of reagents. &lt;br /&gt;
*The book contains a number of rituals written in draconic - among which a ritual that describes how to create a portal to Avernus. The ritual requires souls as a component. The book appears to be given to one Hunozur.&lt;br /&gt;
&lt;br /&gt;
== Session 2 ==&lt;br /&gt;
11-08-2021&lt;br /&gt;
Pelir 28th&lt;br /&gt;
&lt;br /&gt;
The party spend the evening talking with Steve when they noticed a figure stalking around outside. &lt;br /&gt;
*Catya snuck out of the house and surprised him , forcing him inside at knife point. &lt;br /&gt;
*After questioning they find out this half elven man is called Velsalin, 35 y/o and born in Suhder. He claims to be a servant of his queen and master Hunozur. &lt;br /&gt;
**He was sent here to recover the book the party is now holding.&lt;br /&gt;
&lt;br /&gt;
The party tortured Velsalin for information, which he reluctantly spilled:&lt;br /&gt;
*Hunozur can be found in a cave south of the village.&lt;br /&gt;
*He was ordered to get the book for Hunozur. &lt;br /&gt;
*It was Hunozur who made the circle in the other room. &lt;br /&gt;
**Upon learning this the party threw a kneecap they removed from the half-elf into the circle. Nothing happened.&lt;br /&gt;
&lt;br /&gt;
Velsalin managed to escape as the party tried to drag him towards the well outside. He killed himself on one of their daggers.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what they had learned while the storm raged on.&lt;br /&gt;
&lt;br /&gt;
== Session 3 ==&lt;br /&gt;
25-08-2021&lt;br /&gt;
Pelir 29th&lt;br /&gt;
&lt;br /&gt;
The party rests, with Chalk taking first watch.&lt;br /&gt;
*Chalk&#039;s watch is quiet, not spotting anything. &lt;br /&gt;
&lt;br /&gt;
Rees takes second watch.&lt;br /&gt;
*He spots something outside in the rain.&lt;br /&gt;
*He decides to investigate, waking Catya up to watch over him.&lt;br /&gt;
*Approaching the location he finds a dirt mound. Digging this up he finds a corpse, and drags it inside.&lt;br /&gt;
&lt;br /&gt;
The corpse is of an unknown fellow, who is identified by Steve as mister Rainvale, the owner of this house. &lt;br /&gt;
*The party finds a key in one of his pockets. &lt;br /&gt;
&lt;br /&gt;
The party uses the key they found on any lock they can find, until they discover what it is for; a chest in the bedroom that has been previously looted. &lt;br /&gt;
&lt;br /&gt;
Come morning:&lt;br /&gt;
*The body is reburied &lt;br /&gt;
*The house is carefully inspected - even the living room rug is removed to check for a hidden treasure, of which there is none.&lt;br /&gt;
*The party prepares the donkeys to travel to Lonstrem.&lt;br /&gt;
&lt;br /&gt;
After a day of traveling the party arrives, make their way to the Rusty Trough, and have Zinfi Goldrest (not gold breast) called over. They bring the supplies up the chapel, so he can treat the sick.&lt;br /&gt;
&lt;br /&gt;
== Session 4 ==&lt;br /&gt;
13-09-2021&lt;br /&gt;
Pelir 29th&lt;br /&gt;
&lt;br /&gt;
After having delivered the medical goods to Zinfi Goldrest (not gold breast) he showed them the &#039;sick&#039; villagers inside the chapel.&lt;br /&gt;
*Here they found 30 villagers, all of them seemingly asleep, and looking thin as if they&#039;ve been starving. &lt;br /&gt;
*Zinfi tells them these were the first 30 to get sick, and he has been trying to take care of them best he can. &lt;br /&gt;
&lt;br /&gt;
The party discovers here that all the villagers are enchanted by some magic of the enchantment school.&lt;br /&gt;
&lt;br /&gt;
On their way back into the village they are approached by a yelling man, who asks them for help.&lt;br /&gt;
*The man is a human, and bloodied in the face. He says he and his partner had been ambushed. &lt;br /&gt;
*The party follows, about 10 minutes south of the village on the road.&lt;br /&gt;
&lt;br /&gt;
A battle ensues as, surprise surprise, the party is ambushed by the man&#039;s allies with the words: &amp;quot;By order of Lady Viosephit you are to be put to death&amp;quot;.&lt;br /&gt;
*One of the five ambushers manages to escape the battlefield, fleeing south.&lt;br /&gt;
*After the battle is easily won, the party finds all of the 4 people they killed to have a large, black hand tattoo&#039;d on their chest. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;The Loot&#039;&#039;&#039;&lt;br /&gt;
*24 gems &lt;br /&gt;
**16 @ 10gp each &lt;br /&gt;
**7 @ 25gp each&lt;br /&gt;
**1 @ 50gp&lt;br /&gt;
&lt;br /&gt;
Weapons&lt;br /&gt;
* Spear and shield for the goliath and a dagger&lt;br /&gt;
* Shortbow with 25 arrows and two shortswords, a dagger, and 5 thick needles for the Tabaxi&lt;br /&gt;
* An ornately decorated dagger with a curved blade. Decorated to look like hte handle has dragon scales. On the bugbear&lt;br /&gt;
* A heavy crossbow with 20 bolts, a club, and a dagger on the human&lt;br /&gt;
&lt;br /&gt;
Upon their return to the village they rest up.&lt;br /&gt;
&lt;br /&gt;
Pelir 30th&lt;br /&gt;
The morning after, they meet with the Mayor, who they tell what they&#039;ve been through so far. &lt;br /&gt;
*The Mayor asks if they can help find this Hunozur figure.&lt;br /&gt;
*The Mayor also tells them he had seen a half orc in the village, and saw that he had a similar tattoo.&lt;br /&gt;
*The party agrees, though expresses strongly they wanted to be paid. The Mayor says he will do what he can, including writing a letter for the Order of Dawn.&lt;br /&gt;
&lt;br /&gt;
== Session 5 ==&lt;br /&gt;
The party decides to go and chase after Hunozur and the cave he is supposed to be in. &lt;br /&gt;
*Asking the barkeep of the Rusty Trough, Nemita, for directions she points them at [NPC NAME HERE], who has been hunting around these parts for years. &lt;br /&gt;
*For 10gp he tells them he will lead them down south through the thick forests by the river. The party agrees.&lt;br /&gt;
&lt;br /&gt;
The party travels down south, largely keeping up with their new guide - mostly thanks to Fayra. About half way, though, they encounter some trouble - and get into a fight with 3 large crocodiles, which badly hurt Fayra and Catya. &lt;br /&gt;
&lt;br /&gt;
After a short rest the party continues.&lt;br /&gt;
*About an hour later, they find themselves in a clearing near the river. From this clearing the guide tells them they are on their own. &lt;br /&gt;
*Sneaking a bit closer to the clearing the party finds that there&#039;s a Goliath in front of a cave opening. &lt;br /&gt;
*While they are discussing plans they can see the Half-Orc that fled from the ambush. &lt;br /&gt;
&lt;br /&gt;
After a failed attempt to lure their prey out of hiding, the party engages a genius plan:&lt;br /&gt;
*Fayra disguises herself as the person that led them into the ambush. The half orc initially falls for it, though the Goliath is weary. &lt;br /&gt;
*Once up close, the half orc also sees that something is wrong and before being able to strike Fayra blasts a Burning Hands, severely injuring both the Half-Orc and Goliath. &lt;br /&gt;
&lt;br /&gt;
The battle ensues, with Fayra, Rees, and Chalk fighting outside while Catya sneaks inside. &lt;br /&gt;
*The party manages to kill the Half Orc, Senid, and Goliath, Manu. They badly wound every other enemy.&lt;br /&gt;
*They even blast Hunozur, after he asks for a peaceful solution. This makes Hunozur blast a fireball, downing Rees and Fayra and badly injuring Chalk. &lt;br /&gt;
*In the meantime, Catya had gone down inside as she was fighting one of the tieflings one-on-one.&lt;br /&gt;
&lt;br /&gt;
== Session 6 ==&lt;br /&gt;
The party makes one last ditch effort to do damage, but at no avail. They are then all KO&#039;d and captured.&lt;br /&gt;
*Wake up in the cave.&lt;br /&gt;
*Rees and Chalk are hogtied&lt;br /&gt;
*Catya and Fayra are tied in a cage.&lt;br /&gt;
&lt;br /&gt;
Hunozur questions the party, while Fayra wildshapes into a fox and escapes her bounds.&lt;br /&gt;
*The party doesn&#039;t tell Hunozur much, mostly tells him bs.&lt;br /&gt;
&lt;br /&gt;
After some time and several escape attempts, Catya is taken out of the cage and she attacks Hunozur.&lt;br /&gt;
*She misses, Hunozur knocks her out.&lt;br /&gt;
&lt;br /&gt;
== Session 6 Preparation notes ==&lt;br /&gt;
=== The Cave ===&lt;br /&gt;
&#039;&#039;&#039;Captured&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;After you all were knocked unconscious, you rouse in a rather... dark place. The first thing you notice is the gag in your mouths - each of your mouths. The second thing you notice, is your hands: They are bound together tightly, and rather expertly, with rough ropes. The third thing you notice; Everything you were carrying on you is gone. From weapons, to backpacks, to armors. Rees and Chalk find themselves tied together by the feet, while Fayra and Catya are each individually cuffed and locked inside a cage. Each of you is hurting pretty badly - but you&#039;re alive.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
PCs&lt;br /&gt;
*All on 1 HP&lt;br /&gt;
*Catya has her hidden thieves tools&lt;br /&gt;
*Rees only has his hidden thieves tools, the dagger is gone.&lt;br /&gt;
*Chalk needs to compete against an 18 investigation for anything hidden&lt;br /&gt;
*Fayra needs to compete against a 16 investigation for anything hidden&lt;br /&gt;
&lt;br /&gt;
NPCs&lt;br /&gt;
*Senid and Menu are dead.&lt;br /&gt;
*The Twins and Ki Dakig are inside, licking their wounds. &lt;br /&gt;
*Hunozur is in his study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ah, you&#039;re finally awake&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
After the PCs start talking to each other Hunozur will start pacing the cave. The party will hear him say: &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Barros, Samine. You two take care of the bodies. Leave them near the riverside for the crocodiles. When you&#039;re done, start packing up. Ki, stand watch over the prisoners.&amp;quot;&lt;br /&gt;
*Hunozur will interrogate them, starting with Rees, then Chalk, then Catya, then Fayra.&lt;br /&gt;
*For every PC he takes with him, the PCs get to talk amongst themselves and plan. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stolen from the party&#039;&#039;&#039; ===&lt;br /&gt;
After going KO, the Keepers took everything on the players, which amounts to:&lt;br /&gt;
*Items&lt;br /&gt;
**Darts&lt;br /&gt;
**Sling&lt;br /&gt;
**Light Crossbow&lt;br /&gt;
**Eddie&lt;br /&gt;
**Dagger&lt;br /&gt;
**Scale Mail&lt;br /&gt;
**Wand&lt;br /&gt;
**Bag of holding&lt;br /&gt;
**Shortbow&lt;br /&gt;
**Rapier&lt;br /&gt;
**Leather armor&lt;br /&gt;
**Dagger &amp;amp; Dagger&lt;br /&gt;
**Arrows&lt;br /&gt;
&lt;br /&gt;
*Valuables&lt;br /&gt;
**Gold: 45 + 25 + 40 + 50 (160)&lt;br /&gt;
**24 gems&lt;br /&gt;
***16 @ 10gp each&lt;br /&gt;
***7 @ 25gp each&lt;br /&gt;
***1 @ 50gp&lt;br /&gt;
&lt;br /&gt;
==Hunozur&#039;s Room ==&lt;br /&gt;
In the back of the cave Hunozur keeps what seems to be an impromptu study; a desk, chair, and chest are covered in pieces of parchment, several small bottles of a black liquid (ink), similar empty bottles, quills, and books. In a corner there is also a cage with what seems to be a sleeping halfling (they look almost starved), and a bedroll.&lt;br /&gt;
&lt;br /&gt;
=== Parchment ===&lt;br /&gt;
About two dozen sheets of parchment are scattered around the desk. Reading through these there three distinct handwritings recognizable, one of which is in draconic, one in common, and one in different languages.&lt;br /&gt;
*Correspondences signed by one H. A..&lt;br /&gt;
*(In draconic) Correspondences signed by one Numeria&lt;br /&gt;
*A letter by Lady Viosephit&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
*&amp;quot;Inhabitants of the Outer Planes Vol. 2&amp;quot;&lt;br /&gt;
*&amp;quot;The Elemental Planes and Tau&amp;quot;&lt;br /&gt;
*&amp;quot;Planar Convergence, signs and effects&amp;quot;&lt;br /&gt;
*&amp;quot;Minor Enchantments; a comprehensive study&amp;quot;&lt;br /&gt;
*&amp;quot;Dragonkin: Origins, Myths, and Facts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
Different reagents in glass containers are found on the desk, each of them labeled:&lt;br /&gt;
*Diamond Dust&lt;br /&gt;
*Basilisk Gal&lt;br /&gt;
*Alcohol, pure&lt;br /&gt;
*Mystracide shavings&lt;br /&gt;
*Mercury&lt;br /&gt;
*Blood&lt;br /&gt;
&lt;br /&gt;
=== Chest ===&lt;br /&gt;
*In a chest: 2500cp, 1300sp, 70gp, 7x gems worth 50gp each (Turquiose Tiger-Eye, black Onyx, red rubies) &lt;br /&gt;
*On each member of the possee:&lt;br /&gt;
**Gems: 2x 10gp each, 1x 25gp each (Total: 10x10gp, 5x 25gp)&lt;br /&gt;
*On Hunozur&#039;s Desk:&lt;br /&gt;
**Small statue of a Silver Raven (Figurine of Wondrous Power) &lt;br /&gt;
**Amulet of Proof Against Detection and Location &lt;br /&gt;
&lt;br /&gt;
Next to the chest is the +1 Battleaxe. Inside of it are the aforementioned coins and gems, as well as a number of what seem to be steel objects:&lt;br /&gt;
*Two dagger blades&lt;br /&gt;
*A sword blade&lt;br /&gt;
*A dozen rings&lt;br /&gt;
*4 bracelets&lt;br /&gt;
*A headband&lt;br /&gt;
*A mask&lt;br /&gt;
*A chain&lt;br /&gt;
&lt;br /&gt;
Note; these are the Mystricide objects&lt;br /&gt;
&lt;br /&gt;
=== Items from villagers ===&lt;br /&gt;
There are a number of seemingly miscellaneous items strewn around the cave, largely found around the chest. &lt;br /&gt;
*Silverware, from plates to cups to cutlery made out of silver-shiny material.&lt;br /&gt;
*Jewelry made of varying shiny materials&lt;br /&gt;
**Lockets&lt;br /&gt;
**Rings&lt;br /&gt;
*An old looking sword, kept in a scabberd of long faded but well kept dark brown leather. It is a short sword with stubby grip. A DC 12 history check would reveal this to be a sword issued to the Scalebound city guards about a century ago.&lt;br /&gt;
*A picture frame, painting of a smiling halfling woman included.&lt;br /&gt;
&lt;br /&gt;
It is fairly apparent that these are valuables stolen from around the village of Lonstrem, or perhaps other villages. &lt;br /&gt;
&lt;br /&gt;
=== Halfling ===&lt;br /&gt;
The halfling inside of the cage seems to be enchanted in the same way the villagers are. She&#039;s sleeping and looks starved, though next to the cage is a bowl, half filled with what seems to be a soup.&lt;br /&gt;
*Her name is Saula Greencheeks, she&#039;s around 12 years old. &lt;br /&gt;
*She comes from a town called Gilhold. She doesn&#039;t know where it is in relation to where they are now. &lt;br /&gt;
*She doesn&#039;t know how she got here, only that a half-orc man showed her a swinging flame.&lt;br /&gt;
&lt;br /&gt;
=== Hunozur Possee ===&lt;br /&gt;
&lt;br /&gt;
Left alive:&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
&#039;&#039;&#039;The Twins&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Barros&#039;&#039;&#039; and &#039;&#039;&#039;Samine&#039;&#039;&#039;, Tiefling Siblings.&lt;br /&gt;
*Each use a greatsword.&lt;br /&gt;
*Can use a bonus action to try and disarm. DC 14 STR/DEX or weapon is knocked out of the user&#039;s hand.&lt;br /&gt;
*HP: 25 | AC: 14 | +4 to hit, 2d6+2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Artillery ====&lt;br /&gt;
&#039;&#039;&#039;Ki Dakig&#039;&#039;&#039;human&lt;br /&gt;
*Use heavy crossbow&lt;br /&gt;
*Can use an action to shoot a Net Arrow (1 each) vs AC to knock a target prone. Removing the net costs an action.&lt;br /&gt;
*HP: 20 | AC: 12 | +5 to hit, 1d10+3 damage.&lt;br /&gt;
&lt;br /&gt;
== Session 7 ==&lt;br /&gt;
Returning to the village&lt;br /&gt;
Meeting Gor&lt;br /&gt;
&lt;br /&gt;
== Session 8 ==&lt;br /&gt;
On their way to Gilhold they fought a giant Talus&lt;br /&gt;
*Donkeys and the wagon got smashed&lt;br /&gt;
&lt;br /&gt;
Ended with them witnessing the start of the raid on Gilhold, with a dragon in the sky&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 =&lt;br /&gt;
&lt;br /&gt;
== Session 2.1 ==&lt;br /&gt;
Snuck into the surrounding parts of the village&lt;br /&gt;
*Had a fight at the remote houses north of the river&lt;br /&gt;
*Fought at the fishery&lt;br /&gt;
*Snuck across the river with villagers&lt;br /&gt;
&lt;br /&gt;
== Session 2.2  ==&lt;br /&gt;
Pelir 35th, 21:00&lt;br /&gt;
Made their way through the town&lt;br /&gt;
*Fled for a patrol coming by the river&lt;br /&gt;
*Blew up a brewery as a distraction&lt;br /&gt;
*Made their way through the fields&lt;br /&gt;
*Snuck into the south-gate, climbed houses to get onto the roof&lt;br /&gt;
*Catya and Reese snuck into a building to check if it was empty&lt;br /&gt;
*After climbing over the roof and getting to the courtyard on the other side Rees and Catya tried getting the villagers into a house to rest, but half of them started booking it for the nearby gate to the keep&lt;br /&gt;
** Guards on the wall then called down to open the gate&lt;br /&gt;
** The rest of the villagers and party then chased towards the gate&lt;br /&gt;
&lt;br /&gt;
As the party was running towards the gate, Catya (Carrying Gor) was chased by a cultist and half-dragon&lt;br /&gt;
*Narrowly escaping the half dragons grasps Catya carried Gor towards the gate&lt;br /&gt;
*The cultist used magic missiles to hit the two, downing Catya&lt;br /&gt;
*Gor kept running as he hit the ground&lt;br /&gt;
*Chalk used his misty step to pick Catya up and take her back to the gate&lt;br /&gt;
*Fayra used her healing word to get Catya back up.&lt;br /&gt;
&lt;br /&gt;
The party was introduced to the Governess, who asked for their help. The party rested up for an hour to start helping the town. &lt;br /&gt;
&lt;br /&gt;
=== Session 2.2 planning ===&lt;br /&gt;
Intro&lt;br /&gt;
* &amp;quot;Our band of travelers started out as 4 on a mission of mercy to Lonstrem, bringing medical supplies. They learned of a strange fellow Hunozur, who had cursed the village into a magical sleep! This Hunozur and his possee were dispatched, though not with ease as the party was captured before they could slay him! Back in Lonstrem they were joined by a fifth, Gor, and took on the barkeep and her niece on their way to Gilhold - where Hunozur was supposed to meet his superior. After defeating a giant rock creature they found that the town of Gilhold was under siege: Smoke rising and the light of fires brightening the village as the sun is dipping below the horizon, with a dragon overhead. The brave adventurers dove headfirst into the frey, as they are now hauling a sizable group of villagers in search of safe way to the keep that looms over the town.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In the town: (Seek the Keep)&lt;br /&gt;
# Look for shelter or get to the keep&lt;br /&gt;
# Patrols are going through the town, villagers keep reiterating they want to go to the keep&lt;br /&gt;
# Large, blue dragon flying overhead&lt;br /&gt;
# Abandoned belongings are found on the ground, and in the opening of the first gate they see there are even corpses of the local militia&lt;br /&gt;
&lt;br /&gt;
Once they get to the keep&lt;br /&gt;
# The gates are closed behind them&lt;br /&gt;
## The villagers are taken to safety by the militia&lt;br /&gt;
# Meet Marlyne Faering&lt;br /&gt;
## The governess introduces herself as below&lt;br /&gt;
# Open the old tunnel&lt;br /&gt;
&lt;br /&gt;
== Session 2.3 ==&lt;br /&gt;
Pelir 35th, 23:00&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 =&lt;br /&gt;
After helping out Gilhold the party heads off with a mission: Travel to Bazit to request aid for the town, and warn the villages and settlements along the way. &lt;br /&gt;
&lt;br /&gt;
== Session 1 ==&lt;br /&gt;
*Party left Gilhold&lt;br /&gt;
*After traveling a few days, found a raided caravan. &lt;br /&gt;
**Sole survivor described a raiding party similar to the Gilhold Raiders&lt;br /&gt;
**Took the heavily injured survivor with them&lt;br /&gt;
*Traveling on the party found that the village of Ridgerun had also been hit, likely by the same raiders.&lt;br /&gt;
*Stopped in Ridgerun. &lt;br /&gt;
&lt;br /&gt;
=== Planning === &lt;br /&gt;
*Level-up Fayra&lt;br /&gt;
*Decide next destination&lt;br /&gt;
*Travel&lt;br /&gt;
&lt;br /&gt;
=== Potential Encounters === &lt;br /&gt;
=== On the road ===&lt;br /&gt;
As long as the players go down a road, they will see a raided caravan. There are a dozen wagons and carts, toppled and broken. Amongst the wreckage are with 3 humanoid corpses, a half-dozen dead horses and donkeys, and an badly injured, almost dead man. &lt;br /&gt;
*The man, a half-elf named Liavel, is close to death. If the party helps him he will tell them:&lt;br /&gt;
**Their caravan was attacked out of no where by bandits - a mix of human, elven, orcish figures, kobolds, and drakes. &lt;br /&gt;
**The bandits took all the supplies they were carrying, killed a number of animals, killed the guards, and took the rest of the caravaneers.&lt;br /&gt;
**The caravan was bound for Gilhold, coming from Bazit.&lt;br /&gt;
&lt;br /&gt;
A trail is easily visible, heading towards the Raider camp. &lt;br /&gt;
&lt;br /&gt;
It is also possible to repair one of the wagons and take it to Bazit. &lt;br /&gt;
&lt;br /&gt;
=== Off Road === &lt;br /&gt;
Rolling a 15+ on perception on Day 4 will reveal large, animal footprints and even larger human-like footprints. &lt;br /&gt;
*15+ on survival will reveal they are likely of a predatory animal.&lt;br /&gt;
*15+ on nature / history will tell that the rolling Embraweave plains are home to creatures such as Bulette&#039;s, Elephants, Ettins, Hill Giants, Ogres, Lions, Manticore&#039;s, and Wyverns&lt;br /&gt;
**If both, it will narrow the list to Ettins, Hill Giants, Ogres for human-like, and Lions and Manticore&#039;s for predator.&lt;br /&gt;
&lt;br /&gt;
If the players weren&#039;t already moving stealthily, the Manticore has already noticed them and will create an ambush. &lt;br /&gt;
The hill giant will follow after 2 rounds, making a loud sounds to call for his Manticore - which the Manticore will answer. &lt;br /&gt;
&lt;br /&gt;
=== Ridgerun ===&lt;br /&gt;
Upon reaching the village of Ridgerun, the player will find it in ruins - with folks trying to rebuild what was there.&lt;br /&gt;
*The folks there will tell the players of raiders who came out of nowhere, two nights ago. The raiders left as soon as the sun started to rise, heading north-west wards. &lt;br /&gt;
*The raiders stole all of the precious metals and gems they dug up since the last shipment was sent out a month or so ago. &lt;br /&gt;
&lt;br /&gt;
If they stay for a little longer, the mine owner will approach them:&lt;br /&gt;
*He introduces himself as Plusiks Goldhem - a middle aged dwarf. He looks rather better off than most townsfolk, though very disshelved and dirty. &lt;br /&gt;
*Plusiks will ask the players where they are going, and upon hearing they are headed to Bazit ask them for a favor - to find his cousin up in Bazit and tell him what happened to Ridgerun and - more imporantly - the mine.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=478</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=478"/>
		<updated>2022-04-14T18:28:57Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 3: Where to next? &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
*Level-up Fayra&lt;br /&gt;
*Decide next destination&lt;br /&gt;
*Travel&lt;br /&gt;
&lt;br /&gt;
= Potential Encounters = &lt;br /&gt;
== On the road ==&lt;br /&gt;
As long as the players go down a road, they will see a raided caravan. There are a dozen wagons and carts, toppled and broken. Amongst the wreckage are with 3 humanoid corpses, a half-dozen dead horses and donkeys, and an badly injured, almost dead man. &lt;br /&gt;
*The man, a half-elf named Liavel, is close to death. If the party helps him he will tell them:&lt;br /&gt;
**Their caravan was attacked out of no where by bandits - a mix of human, elven, orcish figures, kobolds, and drakes. &lt;br /&gt;
**The bandits took all the supplies they were carrying, killed a number of animals, killed the guards, and took the rest of the caravaneers.&lt;br /&gt;
**The caravan was bound for Gilhold, coming from Bazit.&lt;br /&gt;
&lt;br /&gt;
A trail is easily visible, heading towards the Raider camp. &lt;br /&gt;
&lt;br /&gt;
It is also possible to repair one of the wagons and take it to Bazit. &lt;br /&gt;
&lt;br /&gt;
== Off Road == &lt;br /&gt;
Rolling a 15+ on perception on Day 4 will reveal large, animal footprints and even larger human-like footprints. &lt;br /&gt;
*15+ on survival will reveal they are likely of a predatory animal.&lt;br /&gt;
*15+ on nature / history will tell that the rolling Embraweave plains are home to creatures such as Bulette&#039;s, Elephants, Ettins, Hill Giants, Ogres, Lions, Manticore&#039;s, and Wyverns&lt;br /&gt;
**If both, it will narrow the list to Ettins, Hill Giants, Ogres for human-like, and Lions and Manticore&#039;s for predator.&lt;br /&gt;
&lt;br /&gt;
If the players weren&#039;t already moving stealthily, the Manticore has already noticed them and will create an ambush. &lt;br /&gt;
The hill giant will follow after 2 rounds, making a loud sounds to call for his Manticore - which the Manticore will answer. &lt;br /&gt;
&lt;br /&gt;
== Ridgerun ==&lt;br /&gt;
Upon reaching the village of Ridgerun, the player will find it in ruins - with folks trying to rebuild what was there.&lt;br /&gt;
*The folks there will tell the players of raiders who came out of nowhere, two nights ago. The raiders left as soon as the sun started to rise, heading north-west wards. &lt;br /&gt;
*The raiders stole all of the precious metals and gems they dug up since the last shipment was sent out a month or so ago. &lt;br /&gt;
&lt;br /&gt;
If they stay for a little longer, the mine owner will approach them:&lt;br /&gt;
*He introduces himself as Plusiks Goldhem - a middle aged dwarf. He looks rather better off than most townsfolk, though very disshelved and dirty. &lt;br /&gt;
*Plusiks will ask the players where they are going, and upon hearing they are headed to Bazit ask them for a favor - to find his cousin up in Bazit and tell him what happened to Ridgerun and - more imporantly - the mine.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Dragon_Cult&amp;diff=477</id>
		<title>The Dragon Cult</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Dragon_Cult&amp;diff=477"/>
		<updated>2022-04-14T18:02:50Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Vayan]][[Category:Vashora]][[Category:Astran League]][[Category:Adventure]]&lt;br /&gt;
&lt;br /&gt;
The Dragon Cult is part of a larger Adventure Collection called [[Tiamat Rising]]&lt;br /&gt;
&lt;br /&gt;
The Dragon Cult is an adventure set in the [[Astran League]]. It centers on the [[Keepers of the Secret Hoard]], a cult dedicated to serving Chromatic Dragons and eventually bringing about the freeing of Tiamat, the Dragon Queen.&lt;br /&gt;
&lt;br /&gt;
= To Do =&lt;br /&gt;
*Split chapters into separate pages&lt;br /&gt;
*Tidy up documentation&lt;br /&gt;
*Add overview for Lonstrem and Gilhold&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
The [[Keepers of the Secret Hoard]] are starting to plant the seeds of chaos and disruption around the Astran League.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Chapter 1&#039;&#039;&#039; the players are sent to help the village of [[Lonstrem]], which is suffering a mysterious illness that the local priest of [[Lathender]] can&#039;t seem to cure. On their way there, or in the village, the players will be able to find clues and piece together that there is no illness and that some sort of magic is plaguing the village. The magic is cast by a half-orc Warlock called Hunozur - who plans to destroy the village. &lt;br /&gt;
&lt;br /&gt;
= Adventure Intro =&lt;br /&gt;
The village of Lonstrem is a small farmer’s town of about 200 on the Embraweave Plateau east of Suhder. Its mayor, Marwan Rosebelly, has called for aid from the Order of Dawn after almost a quarter of the population has fallen ill almost 3 weeks ago. You are to deliver a wagon with supplies to these people, and assist the local priest of Lathender, Zinfi Goldrest, with finding out where this sickness has come from, and hopefully put an end to it.&lt;br /&gt;
&lt;br /&gt;
Minister Elreak from the Order of Dawn - part of the Church of Pelor - has promised you 100 gold pieces each for your efforts in delivering the cart of goods to Lonstrem, of which you’ve been paid 25 when you left Suhder. You have also been given 3 weeks worth of rations each, enough to get you to the village and back. &lt;br /&gt;
&lt;br /&gt;
The wagon is pulled by two donkeys and contains:&lt;br /&gt;
*A chest of dry, herbal medical supplies&lt;br /&gt;
*A small barrel of liquid medicine&lt;br /&gt;
*A chest of bandages&lt;br /&gt;
*4 flasks of strong alcohol (meant as a disinfectant) in a crate.&lt;br /&gt;
*A small, locked chest containing scrolls (1 person was given a key to be kept separately)&lt;br /&gt;
*A barrel of feed for the donkeys&lt;br /&gt;
&lt;br /&gt;
The wagon has room for 2 people to ride in the front, and two inside (among the goods). The donkeys are called Hilk and Bitty, and are of calm demeanor (they are affectionate and like to be pet on the head).&lt;br /&gt;
&lt;br /&gt;
By now you’re about 2 days away from Lonstrem. You’ve traveled the Godsroad Highway for a good while, before leaving its relative safety and well kept road surface to travel on the Embraweave Trackway - a much less traveled path leading through the Embraweave Plateau. The journey has been relatively uneventful, save a thief trying to rummage through your goods and wild animals being attracted to the smell of food cooking over a fire. Now, however, bad weather is headed your way as deep blue and gray clouds are blown north-east from the Inmer.&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 =&lt;br /&gt;
The Journey starts as the party has traveled 9 days from Suhder and has crossed well into the Embraweave Plateau. Even if they did not know each other before this time, by now they might have gotten to know each other at least a little .&lt;br /&gt;
&lt;br /&gt;
== A day from Lonstrem ==&lt;br /&gt;
&#039;&#039;&#039;The coming Storm&#039;&#039;&#039;&lt;br /&gt;
*The storm is starting the get close, it will hit within the next few hours. &lt;br /&gt;
**A DC 12 survival check makes it clear it will be an intense storm and the cart alone won&#039;t provide enough shelter. 20+ will make it clear it will be here in 4 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highwaymen&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
As the players come towards the apex of one of the many hills this road has taken them on they can hear shouting and pleas for mercy. 4 figures in dark clothes with cloaks surround an old man. One of the figures is holding the man while threatening to &amp;quot;- cut your throat if you defile her name again.&amp;quot; &lt;br /&gt;
*As the players approach the figures pause for a moment and then draw their weapons, and proclaim that &amp;quot;The road is closed.&amp;quot; &lt;br /&gt;
*They will refuse to let the players pass and attack the donkeys in an attempt to kill them.&lt;br /&gt;
&lt;br /&gt;
These figures are part of Hunozur&#039;s posse:&lt;br /&gt;
*Velsalin Miani, glass canon&lt;br /&gt;
*Senid &amp;amp; Zaulok, infantry&lt;br /&gt;
*Stok, artillery&lt;br /&gt;
&lt;br /&gt;
They will flee as soon as 2 of them are killed. Those who survive will later be encountered again at the House on the Hill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steven&#039;&#039;&#039;&lt;br /&gt;
After the fight, the old man sits below a tree, looking bruised. He asks for the player&#039;s help, for food and transportation to the village. &lt;br /&gt;
*The man is called Steven, a human man in his sixties. He is dressed in simple farmer&#039;s garb and carries a, now broken, walking stick with him.&lt;br /&gt;
*He comes from Lonstrem and tried to make it to Merrock, several days south of here, but was robbed by a group highwaymen. &lt;br /&gt;
**If pressed, he will say the highwaymen likely went up to the House on the Hill, which is only an hour from here.&lt;br /&gt;
**Steven will also tell the House on the Hill is likely to be close-by enough to reach before rainfall, but he believes the highwaymen went in that direction.&lt;br /&gt;
&lt;br /&gt;
Lonstrem is still a day away at this point.&lt;br /&gt;
&lt;br /&gt;
==House on the Hill ==&lt;br /&gt;
[Lonely_Cottage map]&lt;br /&gt;
*The house is owned by one Zinberos Rainvale, a rather reclusive Elf. Steven knows the name, but nothing more about him.&lt;br /&gt;
*The house is entirely empty, the doors locked, and the shed empty with evidence of someone having been tied up there. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside&#039;&#039;&#039;&lt;br /&gt;
*A DC 15 investigation check around the house reveals a fresh, hurriedly dug grave. Inside they find a naked, elven man.&lt;br /&gt;
*A DC 20 investigation check will reveal remains of tracks leading away from the house. A DC 15 survival, tracking check reveals these tracks to be about a day and a half old, and to be at least 3 people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inside&#039;&#039;&#039;&lt;br /&gt;
*The main room of the house shows evidence of having been lived in, in the last few days. Food scraps on the tables, dusty footprints all over the floor. &lt;br /&gt;
*The bedroom is a big mess. The bed hasn&#039;t been made and the covers are all over the place. &lt;br /&gt;
*The last room contains what looks to be a ritual magic circle. Its exact function would be impossible to determine, but a DC 20 Arcana check would reveal it has gone unused. &lt;br /&gt;
**The room would also contain about 150g worth of common material components - half of which is ink-infused chalk with which the circle was drawn.&lt;br /&gt;
**A DC 12 investigation check would reveal a leather-wrapped book in one of the drawers of the desk. The book is entirely written in draconic. &lt;br /&gt;
***The front note would read &amp;quot;To Hunozur, may you learn some of its wisdom&amp;quot;&lt;br /&gt;
***The book itself contains a myriad of different rituals describing spells from &amp;quot;Plane Shift&amp;quot; to &amp;quot;Desecrate&amp;quot; to &amp;quot;Dominate Person&amp;quot;. Some of these rituals are described to use very unusual materials - including souls as substitutes for rare and expensive materials. &lt;br /&gt;
****The Ritual on the floor corresponds to a Plane Shift spell targeted to the first layer of hell - Avernus. &lt;br /&gt;
&lt;br /&gt;
== Lonstrem ==&lt;br /&gt;
The players arrive late during the day, just after sun-set. With the last light for the day disappearing over the horizon, they meet the Priest of Lathender, Zinfi Goldrest, as he leaves the house of some villagers. He can be recognized by his typical priestly robes, a muddy brown with dark green, bright orange, and icy blue accents. This is Hunozur in disguise, who will try to get away as fast as possible and leave the down before his disguise spell fades (10 minutes after leaving the house).&lt;br /&gt;
&lt;br /&gt;
=== NPCs ===&lt;br /&gt;
&#039;&#039;&#039;Marwan Rosebelly&#039;&#039;&#039;, the Mayor.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zinfi Goldrest&#039;&#039;&#039;, the Priest of Lathender&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nemita Mildheart&#039;&#039;&#039;, innkeper and purveyor of the Rusty Through&lt;br /&gt;
*An older halfling woman. She has a friendly face, with laughing lines running deep, though she has a worried look on her face now. &lt;br /&gt;
*Knows about Baburk&#039;s daughter having gone missing and will mention it in conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baburk Heavyhand&#039;&#039;&#039;, the local blacksmith&lt;br /&gt;
*An older Half-Orc man. He is a man of few words, but generous and hardworking - well liked around the village.&lt;br /&gt;
*His daughter is missing, he will ask players if they have seen her.&lt;br /&gt;
&lt;br /&gt;
=== Goings on ===&lt;br /&gt;
*Hunozur disguises himself as the local priest or mayor every night to convince people to let him into their homes and then puts them to sleep. So far he has done so undetected.&lt;br /&gt;
*Two of Hunozur&#039;s people are also in town during the day, dressed as travelers in the tavern when the players arrive. &lt;br /&gt;
**The two are &lt;br /&gt;
*The Blacksmith&#039;s daughter has gone missing, and all Baburk knows is that she never came back picking flowers some 20 minutes north of the village. She was last seen yesterday.&lt;br /&gt;
&lt;br /&gt;
=== Clues ===&lt;br /&gt;
*Hunozur in disguise just around dark.&lt;br /&gt;
*The Priest of Lathender will introduce himself to the players as if they never met.&lt;br /&gt;
*The Blacksmith&#039;s daughter was capture by kobolds and taken to a nearby overgrowth where they are looking to sacrifice her to a nearby young green dragon called Vazech - which leaves about 2 days of travel to the north-west, away from the road.&lt;br /&gt;
*Villagers don&#039;t have their souls stolen, they are simply asleep.&lt;br /&gt;
**A Detect Magic spell will confirm that there is a spell on them of Enchantment Nature.&lt;br /&gt;
*Houses of villagers that have fallen asleep have been marked with a sign that looks like 5 lines carved to form a crude claw.&lt;br /&gt;
**A DC 12 wisdom check on Chalk will relate this to the mark in the front of the book they are carrying, which is a more detailed drawing of a 5 headed dragon with a similar silhouette.&lt;br /&gt;
&lt;br /&gt;
== The Cave ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunozur&#039;s Room ===&lt;br /&gt;
In the back of the cave Hunozur keeps what seems to be an impromptu study; a desk, chair, and chest are covered in pieces of parchment, several small bottles of a black liquid (ink), similar empty bottles, quills, and books. In a corner there is also a cage with what seems to be a sleeping halfling (they look almost starved), and a bedroll.&lt;br /&gt;
&lt;br /&gt;
==== Parchment ====&lt;br /&gt;
About two dozen sheets of parchment are scattered around the desk. Reading through these there three distinct handwritings recognizable, one of which is in draconic, one in common, and one in different languages.&lt;br /&gt;
*Correspondences signed by one H. A..&lt;br /&gt;
*(In draconic) Correspondences signed by one Numeria&lt;br /&gt;
*A letter by Lady Viosephit&lt;br /&gt;
&lt;br /&gt;
==== Books ====&lt;br /&gt;
*&amp;quot;Inhabitants of the Outer Planes Vol. 2&amp;quot;&lt;br /&gt;
*&amp;quot;The Elemental Planes and Tau&amp;quot;&lt;br /&gt;
*&amp;quot;Planar Convergence, signs and effects&amp;quot;&lt;br /&gt;
*&amp;quot;Minor Enchantments; a comprehensive study&amp;quot;&lt;br /&gt;
*&amp;quot;Dragonkin: Origins, Myths, and Facts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
Different reagents in glass containers are found on the desk, each of them labeled:&lt;br /&gt;
*Diamond Dust&lt;br /&gt;
*Basilisk Gal&lt;br /&gt;
*Alcohol, pure&lt;br /&gt;
*Mystracide shavings&lt;br /&gt;
*Mercury&lt;br /&gt;
*Blood&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
*In a chest: 2500cp, 1300sp, 70gp, 7x gems worth 50gp each (Turquiose Tiger-Eye, black Onyx, red rubies) &lt;br /&gt;
*On each member of the possee:&lt;br /&gt;
**Gems: 2x 10gp each, 1x 25gp each (Total: 10x10gp, 5x 25gp)&lt;br /&gt;
*On Hunozur&#039;s Desk:&lt;br /&gt;
**Small statue of a Silver Raven (Figurine of Wondrous Power) &lt;br /&gt;
**Amulet of Proof Against Detection and Location &lt;br /&gt;
&lt;br /&gt;
Next to the chest is the +1 Battleaxe. Inside of it are the aforementioned coins and gems, as well as a number of what seem to be steel objects:&lt;br /&gt;
*Two dagger blades&lt;br /&gt;
*A sword blade&lt;br /&gt;
*A dozen rings&lt;br /&gt;
*4 bracelets&lt;br /&gt;
*A headband&lt;br /&gt;
*A mask&lt;br /&gt;
*A chain&lt;br /&gt;
&lt;br /&gt;
Note; these are the Mystricide objects&lt;br /&gt;
&lt;br /&gt;
==== Items from villagers ====&lt;br /&gt;
There are a number of seemingly miscellaneous items strewn around the cave, largely found around the chest. &lt;br /&gt;
*Silverware, from plates to cups to cutlery made out of silver-shiny material.&lt;br /&gt;
*Jewelry made of varying shiny materials&lt;br /&gt;
**Lockets&lt;br /&gt;
**Rings&lt;br /&gt;
*An old looking sword, kept in a scabberd of long faded but well kept dark brown leather. It is a short sword with stubby grip. A DC 12 history check would reveal this to be a sword issued to the Scalebound city guards about a century ago.&lt;br /&gt;
*A picture frame, painting of a smiling halfling woman included.&lt;br /&gt;
&lt;br /&gt;
It is fairly apparent that these are valuables stolen from around the village of Lonstrem, or perhaps other villages. &lt;br /&gt;
&lt;br /&gt;
==== Halfling ====&lt;br /&gt;
The halfling inside of the cage seems to be enchanted in the same way the villagers are. She&#039;s sleeping and looks starved, though next to the cage is a bowl, half filled with what seems to be a soup.&lt;br /&gt;
*Her name is Saula Greencheeks, she&#039;s around 12 years old. &lt;br /&gt;
*She comes from a town called Gilhold. She doesn&#039;t know where it is in relation to where they are now. &lt;br /&gt;
*She doesn&#039;t know how she got here, only that a half-orc man showed her a swinging flame.&lt;br /&gt;
&lt;br /&gt;
=== If the players go down ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After you all were knocked unconscious, you rouse in a rather... dark place. The first thing you notice is the gag in your mouths - each of your mouths. The second thing you notice, is your hands: They are bound together tightly, and rather expertly, with rough ropes. The third thing you notice; Everything you were carrying on you is gone. From weapons, to backpacks, to armors. Rees and Chalk find themselves tied together by the feet, while Fayra and Catya are each individually cuffed and locked inside a cage. Each of you is hurting pretty badly - but you&#039;re alive.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
PCs&lt;br /&gt;
*All on 1 HP&lt;br /&gt;
*Catya has her hidden thieves tools&lt;br /&gt;
*Rees only has his hidden thieves tools, the dagger is gone.&lt;br /&gt;
*Chalk needs to compete against an 18 investigation for anything hidden&lt;br /&gt;
*Fayra needs to compete against a 16 investigation for anything hidden&lt;br /&gt;
&lt;br /&gt;
NPCs&lt;br /&gt;
*Some will be guarding the cave&lt;br /&gt;
*Some will be preparing to leave&lt;br /&gt;
*One will guard the party&lt;br /&gt;
*Hunozur is in his study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ah, you&#039;re finally awake&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
After the PCs start talking to each other Hunozur will start pacing the cave. The party will hear him say: &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Barros, Samine. You two take care of the bodies. Leave them near the riverside for the crocodiles. When you&#039;re done, start packing up. Ki, stand watch over the prisoners.&amp;quot;&lt;br /&gt;
*Hunozur will interrogate them, starting with Rees, then Chalk, then Catya, then Fayra.&lt;br /&gt;
*For every PC he takes with him, the PCs get to talk amongst themselves and plan. &lt;br /&gt;
&lt;br /&gt;
== Hunozur ==&lt;br /&gt;
A warlock of the dragon, a Half Orc named [[Hunozur]], has been tasked with robbing the village of whatever riches it might have and bringing it to its master: A red Dragon named Viosephit. Additionally, once all the riches have been taken, the village is to be destroyed in in honor to Viosephit. &lt;br /&gt;
&lt;br /&gt;
Hunozur has used his [[Firelight Pendulum]] to lull the villagers to sleep, slowly. Every day he is able to put 5 people to sleep.&amp;lt;br/&amp;gt;&lt;br /&gt;
He does this by sneaking into the town at night, and using a disguise self spell to make himself look like the local priest. Once he has gained the trust of people, he uses his Firelight Pendulum to put them under the suggestion spell and tells them to sleep until they are given a command (&amp;quot;Rise for the Queen&amp;quot;).&lt;br /&gt;
*While he is inside people&#039;s houses like this, he will also rob them of their (meager) possessions. &lt;br /&gt;
&lt;br /&gt;
Once he has about 75% of the villagers put to sleep he will move in with his compatriots and set the town ablaze, forcing the priest of Lathender to watch as his &amp;quot;Punishment&amp;quot; for serving a false god. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Firelight Pendulum&amp;quot;&lt;br /&gt;
*The Firelight Pendulum is a rare magic item that allows the user to cast &amp;quot;Suggestion&amp;quot; on a target that can see the pendulum swing for at least 30 seconds. &lt;br /&gt;
*The item has 5 charges, and one cast consumes one charge. &lt;br /&gt;
*The effect of this suggestion spell lasts for up to 30 days, or until dispelled by a &amp;quot;dispel magic&amp;quot; or &amp;quot;dispel curse&amp;quot; spell. The spell reads as enchantment on a detect magic spell.&lt;br /&gt;
&lt;br /&gt;
=== Hunozur&#039;s Henchmen ===&lt;br /&gt;
Hunozur is accompanied by 7 followers, one of whom - the Half Elf Velsalin Miani - is encountered in the Cottage. &lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
&#039;&#039;&#039;The Twins&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Barros&#039;&#039;&#039; and &#039;&#039;&#039;Samine&#039;&#039;&#039;, Tiefling Siblings.&lt;br /&gt;
*Each use a greatsword.&lt;br /&gt;
*Can use a bonus action to try and disarm. DC 14 STR/DEX or weapon is knocked out of the user&#039;s hand.&lt;br /&gt;
*HP: 15 | AC: 14 | +4 to hit, 2d6+2 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senid&#039;&#039;&#039;, Half-Orc Barbarian.&lt;br /&gt;
*Uses Rage.&lt;br /&gt;
*Uses Grapple during rage (Advantage)&lt;br /&gt;
*HP: 25 | AC: 12 | +5 to hit, 2d6+3 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zaulok Highhauler Nugalatho&#039;&#039;&#039;, Goliath Fighter.&lt;br /&gt;
*Uses Battlemaster Maneuver: &amp;quot;feinting&amp;quot; and &amp;quot;maneuvering&amp;quot; attack.&lt;br /&gt;
*Has a shield &amp;amp; spear (reach)&lt;br /&gt;
*HP: 18 | AC: 15 | +5 to hit, 1d6+3 damage.&lt;br /&gt;
&lt;br /&gt;
==== Artillery ====&lt;br /&gt;
&#039;&#039;&#039;Delmik Hinzel&#039;&#039;&#039; and &#039;&#039;&#039;Ki Dakig&#039;&#039;&#039;, both human&lt;br /&gt;
*Use heavy crossbow&lt;br /&gt;
*Can use an action to shoot a Net Arrow (1 each) vs AC to knock a target prone. Removing the net costs an action.&lt;br /&gt;
*HP: 10 | AC: 12 | +5 to hit, 1d10+3 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stok&#039;&#039;&#039;, Bugbear sorcerer.&lt;br /&gt;
*Can cast Scorching Ray &amp;amp; Mage Armor.&lt;br /&gt;
*Uses Ray of Frost&lt;br /&gt;
*HP: 15 | AC: 15 | +5 to hit, 1d8 damage.&lt;br /&gt;
&lt;br /&gt;
==== Glass Canon ====&lt;br /&gt;
&#039;&#039;&#039;Candle in the Dark&#039;&#039;&#039;, Tabaxi in leather armor&lt;br /&gt;
*Uses a shortbow and 2 shortswords.&lt;br /&gt;
*Can apply poison to 2 hits on either bow or swords.&lt;br /&gt;
*HP: 10 | AC: 14 | +4 to hit, 1d6+2 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsalin Miani&#039;&#039;&#039;, Half-Elf rogue&lt;br /&gt;
*Uses a shortbow and 2 shortswords.&lt;br /&gt;
*Can use sneak attack&lt;br /&gt;
*Can cast minor illusion 1/day using a ring.&lt;br /&gt;
*HP: 15 | AC: 15 | +4 to hit, 1d6+2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Guard ====&lt;br /&gt;
&#039;&#039;&#039;Menu Flintbearer&#039;&#039;&#039;, Goliath lady, the Guard&lt;br /&gt;
*Uses a glaive&lt;br /&gt;
*Has a whistle to alert the rest of her crew. &lt;br /&gt;
*HP: 20 | AC: 12 | +5 to hit, 1d10+3 damage.&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 =&lt;br /&gt;
== March 31st ==&lt;br /&gt;
*Discuss last session&lt;br /&gt;
*Return to the keep with 50 villagers + the priest, Arth Smartwhisk, in tow.&lt;br /&gt;
** 5 progressive skill checks, create tension.&lt;br /&gt;
*By the time they return it&#039;s about 2AM&lt;br /&gt;
**The governess tells them that it seems like a good number of the raiders have been leaving town over the last hour, though there has been a growing gathering in the center of town as well.&lt;br /&gt;
**The governess also offers them: 2 potions of healing, a potion of superior healing, and a wand of Chromatic Orb.&lt;br /&gt;
*If the players decide to rest, they will be called by the end of their short-rest that a rather large group of raiders is gathering closer to the gate.&lt;br /&gt;
&lt;br /&gt;
At this point, Langdedrosa Cyanwrath will call out:&lt;br /&gt;
*&amp;quot;Defenders of Gilhold! The night has been bountiful, and I am feeling generous. I hold a dozen of your pathetic, useless ilk - and I will trade them back to you. Send out your best warrior to face me. Perhaps one of those cowards that has been killing some of my most devoted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Langdedrosa is a large, blue half dragon and is armed to the teeth. Behind him, about a dozen of villagers are indeed captured - about 3/4 of them children. They are guarded by a smattering of kobolds and human figures. &lt;br /&gt;
&lt;br /&gt;
Someone will step up if not the players. &lt;br /&gt;
&lt;br /&gt;
After the fight, the raiders will march off on-masse, leaving no raiders or mercenaries behind. They move to the north. &lt;br /&gt;
&lt;br /&gt;
Governess Marlyne will ask the players to head to Bazit and deliver a message to the burgomeister Aedan Evenspell, saying he needs to know about this incident. &lt;br /&gt;
&lt;br /&gt;
== Feb 18? ==&lt;br /&gt;
Pelir 35th, 23:00 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you&#039;ve led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance.&amp;quot;&lt;br /&gt;
*The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.&lt;br /&gt;
*Escobert will guide them to the entrance of the old tunnel, which is located inside the keep&#039;s cellar. He suggests this is a good way to sneak townsfolk into the keep. &lt;br /&gt;
&lt;br /&gt;
== The Old Tunnel ==&lt;br /&gt;
The Tunnel runs from the Keep&#039;s cellar, underneath the keep and down to the bank of the river. &lt;br /&gt;
*The tunnel is wide enough to walk single file.&lt;br /&gt;
*The entrance in the keep is covered by an iron-bound door, while the stream exit is covered with an iron grate made to look like a sewer outlet. &lt;br /&gt;
*The tunnel was designed as a secret access to the river to get water during a siege. &lt;br /&gt;
&lt;br /&gt;
With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key. &lt;br /&gt;
&lt;br /&gt;
===Locks===&lt;br /&gt;
*The iron-bound door is unlocked with Escobert&#039;s key. Though stiff, it opens fairly easily.&lt;br /&gt;
*The grate on the exit has been heavily corroded after decades of disuse. &lt;br /&gt;
**With the key, a DC10 Dex check is necessary&lt;br /&gt;
**Without the key, a DC 20 Dex check with thieves tools.&lt;br /&gt;
**Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
A group of cultists and kobolds is searching the stream for townsfolk when the players emerge. If they don&#039;t spot the players they will pass the tunnel after a few minutes.&lt;br /&gt;
# If the characters open the lock with a key or thieves tools the first one out notices the cultists without being seen.&lt;br /&gt;
# If the check fails, the cultist will spot the players when they exit the tunnel, starting initiative.&lt;br /&gt;
# If the grate had to be forced open, the cultists will lay an ambush and gain a surprise round. &lt;br /&gt;
&lt;br /&gt;
The group consists of 2 cultists and 6 kobolds.&lt;br /&gt;
*If any cultists are alive at the beginning of the 4th round they will run off to get help. &lt;br /&gt;
**If escaped, a group of 2 cultists, 6 kobolds, 3 ambush drakes will guard the entrance ten minutes later.&lt;br /&gt;
&lt;br /&gt;
=== Reward ===&lt;br /&gt;
The primary reward is the tunnel itself. It can be used as long as it remains secret. &lt;br /&gt;
*Every time the players use the tunnel, roll 1d6. (Enemies as rolled on the encounter table)&lt;br /&gt;
**1: Players are seen and engaged.&lt;br /&gt;
**2: Players are seen but not engaged, and will instead find an ambush waiting for them when they return.&lt;br /&gt;
&lt;br /&gt;
== The Sally Port ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keep ==&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Attack ===&lt;br /&gt;
The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do.&lt;br /&gt;
His chief contribution to the raid is his Frightful Presence - but this is wearing off as the defenders are overcoming their fear. At 23:00, the dragon launches its final assault against the keep. &lt;br /&gt;
&lt;br /&gt;
Frulam Mondath - the Raid leader - orders the attack, knowing that the adventurers are in the keep at that time. &lt;br /&gt;
*Lennithon flies over the keep, using his breath weapon when he is close enough, but always keeps at least 25ft distance. &lt;br /&gt;
*There are 20 NPCs on the parapets, each of which take a shot at disadvantage +4 vs 19AC at him when he flies close. &lt;br /&gt;
*Each round that Lennithon uses his breath weapon, he kills 1d4 defenders and injures 1d6 more. These are replaced after a round.&lt;br /&gt;
**He doesn&#039;t explicitly target the PCs, but they take standard damage (12d10 lightning) if hit. DC 19 dex save. &lt;br /&gt;
&lt;br /&gt;
Lennithon departs after taking 24 damage, or a critical hit - flying off towards the east when he does so. &lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
Every time the players successfully return from a mission they will be given support from NPCs. &lt;br /&gt;
*Governess Marlyne Faering will be around for information and tactical advice. She will also occasionally give the players &#039;rewards&#039;.&lt;br /&gt;
** Bringing back a prisoner alive will net them a Potion of Heroism and 2 Potions of healing. She knows what these potions are, saying she saved them in case of dire need.&lt;br /&gt;
** Bringing back 10 or more villagers will net them a wand of Magic Missiles &lt;br /&gt;
*Escobert can provide them with some support of the militia, if they ask for it. &lt;br /&gt;
&lt;br /&gt;
If they save the priest from the chapel&lt;br /&gt;
*Arth Smartwhisk is a 3rd level Cleric with Domain of Life and knows the following spells he can cast to help the players: &lt;br /&gt;
#1st Level (4 slots / 1 used): Bless*, Cure Wounds*, Command, Detect Magic&lt;br /&gt;
#2nd Level (2 slots): Lesser Restoration*, Spiritual Weapon*, Enhance Ability, Continual Flame, Prayer of Healing, Silence&lt;br /&gt;
&lt;br /&gt;
== The Town ==&lt;br /&gt;
===Prisoners ===&lt;br /&gt;
Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info. If they havent seen a cult-leader yet, the governess will take them to the parapet and point out Frulam Mondath (Woman in purpose robes, wielding a large glaive) who is accompanied by a dozen guards. &lt;br /&gt;
*Faering warns against taking on a force like hers, especially since any lower ranking officer should be able to answer her questions. &lt;br /&gt;
&lt;br /&gt;
Leaving through the gate will be near impossible, due to the eyes on the gate. &lt;br /&gt;
*The old Tunnel is an option&lt;br /&gt;
*Climbing down the walls using ropes under cloud cover &lt;br /&gt;
*Players are free to suggest something&lt;br /&gt;
&lt;br /&gt;
Prisoners brought back will be interrogated by the governess and her guards. &lt;br /&gt;
*She stresses that she wants to do the interrogating&lt;br /&gt;
*Players are free to participate&lt;br /&gt;
&lt;br /&gt;
Kobolds&lt;br /&gt;
*Terrified, say whatever they think the questioner wants to hear.&lt;br /&gt;
*Know they&#039;re working for the &amp;quot;Hoardkeepers&amp;quot; and the &amp;quot;Dragonlady&amp;quot; (Rezmir)&lt;br /&gt;
*They are here for shinies and riches&lt;br /&gt;
&lt;br /&gt;
Mercenaries / Bandits&lt;br /&gt;
*Talk freely. They have no loyalty to the Keepers.&lt;br /&gt;
*They reveal they have been raiding caravans and communities in the surrounding area for loot over the last few weeks.&lt;br /&gt;
*They have heard a rumor of dragons eggs while in the camp.&lt;br /&gt;
*They will reveal the location of their camp, but will ask for their freedom in return.&lt;br /&gt;
&lt;br /&gt;
Cultists&lt;br /&gt;
*Tightlipped and require DC 10 intimidation or DC 12 pursuasion.&lt;br /&gt;
*Members of the Keepers of the Secret Hoard&lt;br /&gt;
*Collecting loot for &amp;quot;the Queen&#039;s great hoard, and usher in the age of the Dragon Queen.&amp;quot;&lt;br /&gt;
*They know the keepers have a clutch of eggs under heavy guard in a cave in their camp. &lt;br /&gt;
&lt;br /&gt;
=== Town Encounters ===&lt;br /&gt;
Cultists and villagers alike are strewn around the town.&lt;br /&gt;
*Each of the gates is guarded by 2 cultists, 2 mercenaries, and a handful of goblins.&lt;br /&gt;
&lt;br /&gt;
For encounters, roll on the encounter table in the book. &lt;br /&gt;
&lt;br /&gt;
Town Square&lt;br /&gt;
*The middle of the town is starting to see a gathering of cultists and captive villagers.&lt;br /&gt;
*In the middle of the town Frulam Mundath is gathered with her guards and giving orders to cult members&lt;br /&gt;
**After 2am she is joined by Langdedrosa Cyanwrath, the blue half-dragon champion.&lt;br /&gt;
&lt;br /&gt;
== The Chapel ==&lt;br /&gt;
Dozens of townsfolk (40 ish) have barricade themselves in the chapel of Pelor, which is surrounded by raiders. The attackers tried setting fire tot he structure, but with little success. Now they are using an improvised battering ram, and will likely break through in minutes. &lt;br /&gt;
The building is a large and square, made of fieldstone. It is rather tall and inside a big altar occupies the middle of the temple with other worship areas around it. &lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
There are 3 groups of enemies outside of the temple:&lt;br /&gt;
#A group battering the door&lt;br /&gt;
#A group circling the temple in a screeching mob&lt;br /&gt;
#A group heaping burning straw against the rear door&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Dragonclaw, two cultists, and six kobolds. &lt;br /&gt;
*The cultists are handling the battering ram&lt;br /&gt;
*The kobolds are keeping watch, but are distracted when group 2 comes by&lt;br /&gt;
*The Dragonclaw is in charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Three cultists, ten kobolds, two ambush drakes.&lt;br /&gt;
*strung out about 50ft&lt;br /&gt;
*Taking 8 minutes, or 2 minutes per side to circle the building&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Two cultists, six kobolds tightly clustered at the BACK DOOR&lt;br /&gt;
*Obscured by the smoke, which covers everything in 30ft around them.&lt;br /&gt;
*Most easy target&lt;br /&gt;
&lt;br /&gt;
=== Staging a rescue ===&lt;br /&gt;
Screams of townsfolk can easily be heard from the outside, though it is impossible to estimate how many people are inside. The backdoor can easily be unlocked with thieves tools.&lt;br /&gt;
*Townsfolk are near panic, requiring DC15 charisma to take &#039;orders&#039;. &lt;br /&gt;
*Arth Smartwhisk, the priest of Pelor, is very glad to see them and looks to them for a plan. He offers to heal obviously injured characters.&lt;br /&gt;
&lt;br /&gt;
Town is of the essence, as the front door is being taken down. &lt;br /&gt;
*The door has 30hp&lt;br /&gt;
*Every 10-30 seconds the door is hit for 1d6hp&lt;br /&gt;
*At 20hp: Cracks large enough to see through&lt;br /&gt;
*At 10hp: Door is sagging in its hinges&lt;br /&gt;
*At 5hp: Door can go at any moment.&lt;br /&gt;
&lt;br /&gt;
If the evacuation is not going, enemies will go for townsfolk first, group 1 pouring in first.&lt;br /&gt;
*A kobold automatically kills 1 villagers every round. &lt;br /&gt;
&lt;br /&gt;
If the evacuation is going, the players can easily block enemies from going after the villagers and close the door on them.&lt;br /&gt;
&lt;br /&gt;
== The Mill ==&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Dragon_Cult&amp;diff=476</id>
		<title>The Dragon Cult</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Dragon_Cult&amp;diff=476"/>
		<updated>2022-04-14T18:00:43Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Vayan]][[Category:Vashora]][[Category:Astran League]][[Category:Adventure]]&lt;br /&gt;
&lt;br /&gt;
The Dragon Cult is part of a larger Adventure Collection called [[Tiamat Rising]]&lt;br /&gt;
&lt;br /&gt;
The Dragon Cult is an adventure set in the [[Astran League]]. It centers on the [[Keepers of the Secret Hoard]], a cult dedicated to serving Chromatic Dragons and eventually bringing about the freeing of Tiamat, the Dragon Queen.&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
The [[Keepers of the Secret Hoard]] are starting to plant the seeds of chaos and disruption around the Astran League.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Chapter 1&#039;&#039;&#039; the players are sent to help the village of [[Lonstrem]], which is suffering a mysterious illness that the local priest of [[Lathender]] can&#039;t seem to cure. On their way there, or in the village, the players will be able to find clues and piece together that there is no illness and that some sort of magic is plaguing the village. The magic is cast by a half-orc Warlock called Hunozur - who plans to destroy the village. &lt;br /&gt;
&lt;br /&gt;
= Adventure Intro =&lt;br /&gt;
The village of Lonstrem is a small farmer’s town of about 200 on the Embraweave Plateau east of Suhder. Its mayor, Marwan Rosebelly, has called for aid from the Order of Dawn after almost a quarter of the population has fallen ill almost 3 weeks ago. You are to deliver a wagon with supplies to these people, and assist the local priest of Lathender, Zinfi Goldrest, with finding out where this sickness has come from, and hopefully put an end to it.&lt;br /&gt;
&lt;br /&gt;
Minister Elreak from the Order of Dawn - part of the Church of Pelor - has promised you 100 gold pieces each for your efforts in delivering the cart of goods to Lonstrem, of which you’ve been paid 25 when you left Suhder. You have also been given 3 weeks worth of rations each, enough to get you to the village and back. &lt;br /&gt;
&lt;br /&gt;
The wagon is pulled by two donkeys and contains:&lt;br /&gt;
*A chest of dry, herbal medical supplies&lt;br /&gt;
*A small barrel of liquid medicine&lt;br /&gt;
*A chest of bandages&lt;br /&gt;
*4 flasks of strong alcohol (meant as a disinfectant) in a crate.&lt;br /&gt;
*A small, locked chest containing scrolls (1 person was given a key to be kept separately)&lt;br /&gt;
*A barrel of feed for the donkeys&lt;br /&gt;
&lt;br /&gt;
The wagon has room for 2 people to ride in the front, and two inside (among the goods). The donkeys are called Hilk and Bitty, and are of calm demeanor (they are affectionate and like to be pet on the head).&lt;br /&gt;
&lt;br /&gt;
By now you’re about 2 days away from Lonstrem. You’ve traveled the Godsroad Highway for a good while, before leaving its relative safety and well kept road surface to travel on the Embraweave Trackway - a much less traveled path leading through the Embraweave Plateau. The journey has been relatively uneventful, save a thief trying to rummage through your goods and wild animals being attracted to the smell of food cooking over a fire. Now, however, bad weather is headed your way as deep blue and gray clouds are blown north-east from the Inmer.&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 =&lt;br /&gt;
The Journey starts as the party has traveled 9 days from Suhder and has crossed well into the Embraweave Plateau. Even if they did not know each other before this time, by now they might have gotten to know each other at least a little .&lt;br /&gt;
&lt;br /&gt;
== A day from Lonstrem ==&lt;br /&gt;
&#039;&#039;&#039;The coming Storm&#039;&#039;&#039;&lt;br /&gt;
*The storm is starting the get close, it will hit within the next few hours. &lt;br /&gt;
**A DC 12 survival check makes it clear it will be an intense storm and the cart alone won&#039;t provide enough shelter. 20+ will make it clear it will be here in 4 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highwaymen&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
As the players come towards the apex of one of the many hills this road has taken them on they can hear shouting and pleas for mercy. 4 figures in dark clothes with cloaks surround an old man. One of the figures is holding the man while threatening to &amp;quot;- cut your throat if you defile her name again.&amp;quot; &lt;br /&gt;
*As the players approach the figures pause for a moment and then draw their weapons, and proclaim that &amp;quot;The road is closed.&amp;quot; &lt;br /&gt;
*They will refuse to let the players pass and attack the donkeys in an attempt to kill them.&lt;br /&gt;
&lt;br /&gt;
These figures are part of Hunozur&#039;s posse:&lt;br /&gt;
*Velsalin Miani, glass canon&lt;br /&gt;
*Senid &amp;amp; Zaulok, infantry&lt;br /&gt;
*Stok, artillery&lt;br /&gt;
&lt;br /&gt;
They will flee as soon as 2 of them are killed. Those who survive will later be encountered again at the House on the Hill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steven&#039;&#039;&#039;&lt;br /&gt;
After the fight, the old man sits below a tree, looking bruised. He asks for the player&#039;s help, for food and transportation to the village. &lt;br /&gt;
*The man is called Steven, a human man in his sixties. He is dressed in simple farmer&#039;s garb and carries a, now broken, walking stick with him.&lt;br /&gt;
*He comes from Lonstrem and tried to make it to Merrock, several days south of here, but was robbed by a group highwaymen. &lt;br /&gt;
**If pressed, he will say the highwaymen likely went up to the House on the Hill, which is only an hour from here.&lt;br /&gt;
**Steven will also tell the House on the Hill is likely to be close-by enough to reach before rainfall, but he believes the highwaymen went in that direction.&lt;br /&gt;
&lt;br /&gt;
Lonstrem is still a day away at this point.&lt;br /&gt;
&lt;br /&gt;
==House on the Hill ==&lt;br /&gt;
[Lonely_Cottage map]&lt;br /&gt;
*The house is owned by one Zinberos Rainvale, a rather reclusive Elf. Steven knows the name, but nothing more about him.&lt;br /&gt;
*The house is entirely empty, the doors locked, and the shed empty with evidence of someone having been tied up there. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside&#039;&#039;&#039;&lt;br /&gt;
*A DC 15 investigation check around the house reveals a fresh, hurriedly dug grave. Inside they find a naked, elven man.&lt;br /&gt;
*A DC 20 investigation check will reveal remains of tracks leading away from the house. A DC 15 survival, tracking check reveals these tracks to be about a day and a half old, and to be at least 3 people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inside&#039;&#039;&#039;&lt;br /&gt;
*The main room of the house shows evidence of having been lived in, in the last few days. Food scraps on the tables, dusty footprints all over the floor. &lt;br /&gt;
*The bedroom is a big mess. The bed hasn&#039;t been made and the covers are all over the place. &lt;br /&gt;
*The last room contains what looks to be a ritual magic circle. Its exact function would be impossible to determine, but a DC 20 Arcana check would reveal it has gone unused. &lt;br /&gt;
**The room would also contain about 150g worth of common material components - half of which is ink-infused chalk with which the circle was drawn.&lt;br /&gt;
**A DC 12 investigation check would reveal a leather-wrapped book in one of the drawers of the desk. The book is entirely written in draconic. &lt;br /&gt;
***The front note would read &amp;quot;To Hunozur, may you learn some of its wisdom&amp;quot;&lt;br /&gt;
***The book itself contains a myriad of different rituals describing spells from &amp;quot;Plane Shift&amp;quot; to &amp;quot;Desecrate&amp;quot; to &amp;quot;Dominate Person&amp;quot;. Some of these rituals are described to use very unusual materials - including souls as substitutes for rare and expensive materials. &lt;br /&gt;
****The Ritual on the floor corresponds to a Plane Shift spell targeted to the first layer of hell - Avernus. &lt;br /&gt;
&lt;br /&gt;
== Lonstrem ==&lt;br /&gt;
The players arrive late during the day, just after sun-set. With the last light for the day disappearing over the horizon, they meet the Priest of Lathender, Zinfi Goldrest, as he leaves the house of some villagers. He can be recognized by his typical priestly robes, a muddy brown with dark green, bright orange, and icy blue accents. This is Hunozur in disguise, who will try to get away as fast as possible and leave the down before his disguise spell fades (10 minutes after leaving the house).&lt;br /&gt;
&lt;br /&gt;
=== NPCs ===&lt;br /&gt;
&#039;&#039;&#039;Marwan Rosebelly&#039;&#039;&#039;, the Mayor.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zinfi Goldrest&#039;&#039;&#039;, the Priest of Lathender&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nemita Mildheart&#039;&#039;&#039;, innkeper and purveyor of the Rusty Through&lt;br /&gt;
*An older halfling woman. She has a friendly face, with laughing lines running deep, though she has a worried look on her face now. &lt;br /&gt;
*Knows about Baburk&#039;s daughter having gone missing and will mention it in conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baburk Heavyhand&#039;&#039;&#039;, the local blacksmith&lt;br /&gt;
*An older Half-Orc man. He is a man of few words, but generous and hardworking - well liked around the village.&lt;br /&gt;
*His daughter is missing, he will ask players if they have seen her.&lt;br /&gt;
&lt;br /&gt;
=== Goings on ===&lt;br /&gt;
*Hunozur disguises himself as the local priest or mayor every night to convince people to let him into their homes and then puts them to sleep. So far he has done so undetected.&lt;br /&gt;
*Two of Hunozur&#039;s people are also in town during the day, dressed as travelers in the tavern when the players arrive. &lt;br /&gt;
**The two are &lt;br /&gt;
*The Blacksmith&#039;s daughter has gone missing, and all Baburk knows is that she never came back picking flowers some 20 minutes north of the village. She was last seen yesterday.&lt;br /&gt;
&lt;br /&gt;
=== Clues ===&lt;br /&gt;
*Hunozur in disguise just around dark.&lt;br /&gt;
*The Priest of Lathender will introduce himself to the players as if they never met.&lt;br /&gt;
*The Blacksmith&#039;s daughter was capture by kobolds and taken to a nearby overgrowth where they are looking to sacrifice her to a nearby young green dragon called Vazech - which leaves about 2 days of travel to the north-west, away from the road.&lt;br /&gt;
*Villagers don&#039;t have their souls stolen, they are simply asleep.&lt;br /&gt;
**A Detect Magic spell will confirm that there is a spell on them of Enchantment Nature.&lt;br /&gt;
*Houses of villagers that have fallen asleep have been marked with a sign that looks like 5 lines carved to form a crude claw.&lt;br /&gt;
**A DC 12 wisdom check on Chalk will relate this to the mark in the front of the book they are carrying, which is a more detailed drawing of a 5 headed dragon with a similar silhouette.&lt;br /&gt;
&lt;br /&gt;
== The Cave ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunozur&#039;s Room ===&lt;br /&gt;
In the back of the cave Hunozur keeps what seems to be an impromptu study; a desk, chair, and chest are covered in pieces of parchment, several small bottles of a black liquid (ink), similar empty bottles, quills, and books. In a corner there is also a cage with what seems to be a sleeping halfling (they look almost starved), and a bedroll.&lt;br /&gt;
&lt;br /&gt;
==== Parchment ====&lt;br /&gt;
About two dozen sheets of parchment are scattered around the desk. Reading through these there three distinct handwritings recognizable, one of which is in draconic, one in common, and one in different languages.&lt;br /&gt;
*Correspondences signed by one H. A..&lt;br /&gt;
*(In draconic) Correspondences signed by one Numeria&lt;br /&gt;
*A letter by Lady Viosephit&lt;br /&gt;
&lt;br /&gt;
==== Books ====&lt;br /&gt;
*&amp;quot;Inhabitants of the Outer Planes Vol. 2&amp;quot;&lt;br /&gt;
*&amp;quot;The Elemental Planes and Tau&amp;quot;&lt;br /&gt;
*&amp;quot;Planar Convergence, signs and effects&amp;quot;&lt;br /&gt;
*&amp;quot;Minor Enchantments; a comprehensive study&amp;quot;&lt;br /&gt;
*&amp;quot;Dragonkin: Origins, Myths, and Facts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
Different reagents in glass containers are found on the desk, each of them labeled:&lt;br /&gt;
*Diamond Dust&lt;br /&gt;
*Basilisk Gal&lt;br /&gt;
*Alcohol, pure&lt;br /&gt;
*Mystracide shavings&lt;br /&gt;
*Mercury&lt;br /&gt;
*Blood&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
*In a chest: 2500cp, 1300sp, 70gp, 7x gems worth 50gp each (Turquiose Tiger-Eye, black Onyx, red rubies) &lt;br /&gt;
*On each member of the possee:&lt;br /&gt;
**Gems: 2x 10gp each, 1x 25gp each (Total: 10x10gp, 5x 25gp)&lt;br /&gt;
*On Hunozur&#039;s Desk:&lt;br /&gt;
**Small statue of a Silver Raven (Figurine of Wondrous Power) &lt;br /&gt;
**Amulet of Proof Against Detection and Location &lt;br /&gt;
&lt;br /&gt;
Next to the chest is the +1 Battleaxe. Inside of it are the aforementioned coins and gems, as well as a number of what seem to be steel objects:&lt;br /&gt;
*Two dagger blades&lt;br /&gt;
*A sword blade&lt;br /&gt;
*A dozen rings&lt;br /&gt;
*4 bracelets&lt;br /&gt;
*A headband&lt;br /&gt;
*A mask&lt;br /&gt;
*A chain&lt;br /&gt;
&lt;br /&gt;
Note; these are the Mystricide objects&lt;br /&gt;
&lt;br /&gt;
==== Items from villagers ====&lt;br /&gt;
There are a number of seemingly miscellaneous items strewn around the cave, largely found around the chest. &lt;br /&gt;
*Silverware, from plates to cups to cutlery made out of silver-shiny material.&lt;br /&gt;
*Jewelry made of varying shiny materials&lt;br /&gt;
**Lockets&lt;br /&gt;
**Rings&lt;br /&gt;
*An old looking sword, kept in a scabberd of long faded but well kept dark brown leather. It is a short sword with stubby grip. A DC 12 history check would reveal this to be a sword issued to the Scalebound city guards about a century ago.&lt;br /&gt;
*A picture frame, painting of a smiling halfling woman included.&lt;br /&gt;
&lt;br /&gt;
It is fairly apparent that these are valuables stolen from around the village of Lonstrem, or perhaps other villages. &lt;br /&gt;
&lt;br /&gt;
==== Halfling ====&lt;br /&gt;
The halfling inside of the cage seems to be enchanted in the same way the villagers are. She&#039;s sleeping and looks starved, though next to the cage is a bowl, half filled with what seems to be a soup.&lt;br /&gt;
*Her name is Saula Greencheeks, she&#039;s around 12 years old. &lt;br /&gt;
*She comes from a town called Gilhold. She doesn&#039;t know where it is in relation to where they are now. &lt;br /&gt;
*She doesn&#039;t know how she got here, only that a half-orc man showed her a swinging flame.&lt;br /&gt;
&lt;br /&gt;
=== If the players go down ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After you all were knocked unconscious, you rouse in a rather... dark place. The first thing you notice is the gag in your mouths - each of your mouths. The second thing you notice, is your hands: They are bound together tightly, and rather expertly, with rough ropes. The third thing you notice; Everything you were carrying on you is gone. From weapons, to backpacks, to armors. Rees and Chalk find themselves tied together by the feet, while Fayra and Catya are each individually cuffed and locked inside a cage. Each of you is hurting pretty badly - but you&#039;re alive.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
PCs&lt;br /&gt;
*All on 1 HP&lt;br /&gt;
*Catya has her hidden thieves tools&lt;br /&gt;
*Rees only has his hidden thieves tools, the dagger is gone.&lt;br /&gt;
*Chalk needs to compete against an 18 investigation for anything hidden&lt;br /&gt;
*Fayra needs to compete against a 16 investigation for anything hidden&lt;br /&gt;
&lt;br /&gt;
NPCs&lt;br /&gt;
*Some will be guarding the cave&lt;br /&gt;
*Some will be preparing to leave&lt;br /&gt;
*One will guard the party&lt;br /&gt;
*Hunozur is in his study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ah, you&#039;re finally awake&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
After the PCs start talking to each other Hunozur will start pacing the cave. The party will hear him say: &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Barros, Samine. You two take care of the bodies. Leave them near the riverside for the crocodiles. When you&#039;re done, start packing up. Ki, stand watch over the prisoners.&amp;quot;&lt;br /&gt;
*Hunozur will interrogate them, starting with Rees, then Chalk, then Catya, then Fayra.&lt;br /&gt;
*For every PC he takes with him, the PCs get to talk amongst themselves and plan. &lt;br /&gt;
&lt;br /&gt;
== Hunozur ==&lt;br /&gt;
A warlock of the dragon, a Half Orc named [[Hunozur]], has been tasked with robbing the village of whatever riches it might have and bringing it to its master: A red Dragon named Viosephit. Additionally, once all the riches have been taken, the village is to be destroyed in in honor to Viosephit. &lt;br /&gt;
&lt;br /&gt;
Hunozur has used his [[Firelight Pendulum]] to lull the villagers to sleep, slowly. Every day he is able to put 5 people to sleep.&amp;lt;br/&amp;gt;&lt;br /&gt;
He does this by sneaking into the town at night, and using a disguise self spell to make himself look like the local priest. Once he has gained the trust of people, he uses his Firelight Pendulum to put them under the suggestion spell and tells them to sleep until they are given a command (&amp;quot;Rise for the Queen&amp;quot;).&lt;br /&gt;
*While he is inside people&#039;s houses like this, he will also rob them of their (meager) possessions. &lt;br /&gt;
&lt;br /&gt;
Once he has about 75% of the villagers put to sleep he will move in with his compatriots and set the town ablaze, forcing the priest of Lathender to watch as his &amp;quot;Punishment&amp;quot; for serving a false god. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Firelight Pendulum&amp;quot;&lt;br /&gt;
*The Firelight Pendulum is a rare magic item that allows the user to cast &amp;quot;Suggestion&amp;quot; on a target that can see the pendulum swing for at least 30 seconds. &lt;br /&gt;
*The item has 5 charges, and one cast consumes one charge. &lt;br /&gt;
*The effect of this suggestion spell lasts for up to 30 days, or until dispelled by a &amp;quot;dispel magic&amp;quot; or &amp;quot;dispel curse&amp;quot; spell. The spell reads as enchantment on a detect magic spell.&lt;br /&gt;
&lt;br /&gt;
=== Hunozur&#039;s Henchmen ===&lt;br /&gt;
Hunozur is accompanied by 7 followers, one of whom - the Half Elf Velsalin Miani - is encountered in the Cottage. &lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
&#039;&#039;&#039;The Twins&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Barros&#039;&#039;&#039; and &#039;&#039;&#039;Samine&#039;&#039;&#039;, Tiefling Siblings.&lt;br /&gt;
*Each use a greatsword.&lt;br /&gt;
*Can use a bonus action to try and disarm. DC 14 STR/DEX or weapon is knocked out of the user&#039;s hand.&lt;br /&gt;
*HP: 15 | AC: 14 | +4 to hit, 2d6+2 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senid&#039;&#039;&#039;, Half-Orc Barbarian.&lt;br /&gt;
*Uses Rage.&lt;br /&gt;
*Uses Grapple during rage (Advantage)&lt;br /&gt;
*HP: 25 | AC: 12 | +5 to hit, 2d6+3 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zaulok Highhauler Nugalatho&#039;&#039;&#039;, Goliath Fighter.&lt;br /&gt;
*Uses Battlemaster Maneuver: &amp;quot;feinting&amp;quot; and &amp;quot;maneuvering&amp;quot; attack.&lt;br /&gt;
*Has a shield &amp;amp; spear (reach)&lt;br /&gt;
*HP: 18 | AC: 15 | +5 to hit, 1d6+3 damage.&lt;br /&gt;
&lt;br /&gt;
==== Artillery ====&lt;br /&gt;
&#039;&#039;&#039;Delmik Hinzel&#039;&#039;&#039; and &#039;&#039;&#039;Ki Dakig&#039;&#039;&#039;, both human&lt;br /&gt;
*Use heavy crossbow&lt;br /&gt;
*Can use an action to shoot a Net Arrow (1 each) vs AC to knock a target prone. Removing the net costs an action.&lt;br /&gt;
*HP: 10 | AC: 12 | +5 to hit, 1d10+3 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stok&#039;&#039;&#039;, Bugbear sorcerer.&lt;br /&gt;
*Can cast Scorching Ray &amp;amp; Mage Armor.&lt;br /&gt;
*Uses Ray of Frost&lt;br /&gt;
*HP: 15 | AC: 15 | +5 to hit, 1d8 damage.&lt;br /&gt;
&lt;br /&gt;
==== Glass Canon ====&lt;br /&gt;
&#039;&#039;&#039;Candle in the Dark&#039;&#039;&#039;, Tabaxi in leather armor&lt;br /&gt;
*Uses a shortbow and 2 shortswords.&lt;br /&gt;
*Can apply poison to 2 hits on either bow or swords.&lt;br /&gt;
*HP: 10 | AC: 14 | +4 to hit, 1d6+2 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsalin Miani&#039;&#039;&#039;, Half-Elf rogue&lt;br /&gt;
*Uses a shortbow and 2 shortswords.&lt;br /&gt;
*Can use sneak attack&lt;br /&gt;
*Can cast minor illusion 1/day using a ring.&lt;br /&gt;
*HP: 15 | AC: 15 | +4 to hit, 1d6+2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Guard ====&lt;br /&gt;
&#039;&#039;&#039;Menu Flintbearer&#039;&#039;&#039;, Goliath lady, the Guard&lt;br /&gt;
*Uses a glaive&lt;br /&gt;
*Has a whistle to alert the rest of her crew. &lt;br /&gt;
*HP: 20 | AC: 12 | +5 to hit, 1d10+3 damage.&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 =&lt;br /&gt;
== March 31st ==&lt;br /&gt;
*Discuss last session&lt;br /&gt;
*Return to the keep with 50 villagers + the priest, Arth Smartwhisk, in tow.&lt;br /&gt;
** 5 progressive skill checks, create tension.&lt;br /&gt;
*By the time they return it&#039;s about 2AM&lt;br /&gt;
**The governess tells them that it seems like a good number of the raiders have been leaving town over the last hour, though there has been a growing gathering in the center of town as well.&lt;br /&gt;
**The governess also offers them: 2 potions of healing, a potion of superior healing, and a wand of Chromatic Orb.&lt;br /&gt;
*If the players decide to rest, they will be called by the end of their short-rest that a rather large group of raiders is gathering closer to the gate.&lt;br /&gt;
&lt;br /&gt;
At this point, Langdedrosa Cyanwrath will call out:&lt;br /&gt;
*&amp;quot;Defenders of Gilhold! The night has been bountiful, and I am feeling generous. I hold a dozen of your pathetic, useless ilk - and I will trade them back to you. Send out your best warrior to face me. Perhaps one of those cowards that has been killing some of my most devoted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Langdedrosa is a large, blue half dragon and is armed to the teeth. Behind him, about a dozen of villagers are indeed captured - about 3/4 of them children. They are guarded by a smattering of kobolds and human figures. &lt;br /&gt;
&lt;br /&gt;
Someone will step up if not the players. &lt;br /&gt;
&lt;br /&gt;
After the fight, the raiders will march off on-masse, leaving no raiders or mercenaries behind. They move to the north. &lt;br /&gt;
&lt;br /&gt;
Governess Marlyne will ask the players to head to Bazit and deliver a message to the burgomeister Aedan Evenspell, saying he needs to know about this incident. &lt;br /&gt;
&lt;br /&gt;
== Feb 18? ==&lt;br /&gt;
Pelir 35th, 23:00 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you&#039;ve led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance.&amp;quot;&lt;br /&gt;
*The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.&lt;br /&gt;
*Escobert will guide them to the entrance of the old tunnel, which is located inside the keep&#039;s cellar. He suggests this is a good way to sneak townsfolk into the keep. &lt;br /&gt;
&lt;br /&gt;
== The Old Tunnel ==&lt;br /&gt;
The Tunnel runs from the Keep&#039;s cellar, underneath the keep and down to the bank of the river. &lt;br /&gt;
*The tunnel is wide enough to walk single file.&lt;br /&gt;
*The entrance in the keep is covered by an iron-bound door, while the stream exit is covered with an iron grate made to look like a sewer outlet. &lt;br /&gt;
*The tunnel was designed as a secret access to the river to get water during a siege. &lt;br /&gt;
&lt;br /&gt;
With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key. &lt;br /&gt;
&lt;br /&gt;
===Locks===&lt;br /&gt;
*The iron-bound door is unlocked with Escobert&#039;s key. Though stiff, it opens fairly easily.&lt;br /&gt;
*The grate on the exit has been heavily corroded after decades of disuse. &lt;br /&gt;
**With the key, a DC10 Dex check is necessary&lt;br /&gt;
**Without the key, a DC 20 Dex check with thieves tools.&lt;br /&gt;
**Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
A group of cultists and kobolds is searching the stream for townsfolk when the players emerge. If they don&#039;t spot the players they will pass the tunnel after a few minutes.&lt;br /&gt;
# If the characters open the lock with a key or thieves tools the first one out notices the cultists without being seen.&lt;br /&gt;
# If the check fails, the cultist will spot the players when they exit the tunnel, starting initiative.&lt;br /&gt;
# If the grate had to be forced open, the cultists will lay an ambush and gain a surprise round. &lt;br /&gt;
&lt;br /&gt;
The group consists of 2 cultists and 6 kobolds.&lt;br /&gt;
*If any cultists are alive at the beginning of the 4th round they will run off to get help. &lt;br /&gt;
**If escaped, a group of 2 cultists, 6 kobolds, 3 ambush drakes will guard the entrance ten minutes later.&lt;br /&gt;
&lt;br /&gt;
=== Reward ===&lt;br /&gt;
The primary reward is the tunnel itself. It can be used as long as it remains secret. &lt;br /&gt;
*Every time the players use the tunnel, roll 1d6. (Enemies as rolled on the encounter table)&lt;br /&gt;
**1: Players are seen and engaged.&lt;br /&gt;
**2: Players are seen but not engaged, and will instead find an ambush waiting for them when they return.&lt;br /&gt;
&lt;br /&gt;
== The Sally Port ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keep ==&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Attack ===&lt;br /&gt;
The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do.&lt;br /&gt;
His chief contribution to the raid is his Frightful Presence - but this is wearing off as the defenders are overcoming their fear. At 23:00, the dragon launches its final assault against the keep. &lt;br /&gt;
&lt;br /&gt;
Frulam Mondath - the Raid leader - orders the attack, knowing that the adventurers are in the keep at that time. &lt;br /&gt;
*Lennithon flies over the keep, using his breath weapon when he is close enough, but always keeps at least 25ft distance. &lt;br /&gt;
*There are 20 NPCs on the parapets, each of which take a shot at disadvantage +4 vs 19AC at him when he flies close. &lt;br /&gt;
*Each round that Lennithon uses his breath weapon, he kills 1d4 defenders and injures 1d6 more. These are replaced after a round.&lt;br /&gt;
**He doesn&#039;t explicitly target the PCs, but they take standard damage (12d10 lightning) if hit. DC 19 dex save. &lt;br /&gt;
&lt;br /&gt;
Lennithon departs after taking 24 damage, or a critical hit - flying off towards the east when he does so. &lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
Every time the players successfully return from a mission they will be given support from NPCs. &lt;br /&gt;
*Governess Marlyne Faering will be around for information and tactical advice. She will also occasionally give the players &#039;rewards&#039;.&lt;br /&gt;
** Bringing back a prisoner alive will net them a Potion of Heroism and 2 Potions of healing. She knows what these potions are, saying she saved them in case of dire need.&lt;br /&gt;
** Bringing back 10 or more villagers will net them a wand of Magic Missiles &lt;br /&gt;
*Escobert can provide them with some support of the militia, if they ask for it. &lt;br /&gt;
&lt;br /&gt;
If they save the priest from the chapel&lt;br /&gt;
*Arth Smartwhisk is a 3rd level Cleric with Domain of Life and knows the following spells he can cast to help the players: &lt;br /&gt;
#1st Level (4 slots / 1 used): Bless*, Cure Wounds*, Command, Detect Magic&lt;br /&gt;
#2nd Level (2 slots): Lesser Restoration*, Spiritual Weapon*, Enhance Ability, Continual Flame, Prayer of Healing, Silence&lt;br /&gt;
&lt;br /&gt;
== The Town ==&lt;br /&gt;
===Prisoners ===&lt;br /&gt;
Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info. If they havent seen a cult-leader yet, the governess will take them to the parapet and point out Frulam Mondath (Woman in purpose robes, wielding a large glaive) who is accompanied by a dozen guards. &lt;br /&gt;
*Faering warns against taking on a force like hers, especially since any lower ranking officer should be able to answer her questions. &lt;br /&gt;
&lt;br /&gt;
Leaving through the gate will be near impossible, due to the eyes on the gate. &lt;br /&gt;
*The old Tunnel is an option&lt;br /&gt;
*Climbing down the walls using ropes under cloud cover &lt;br /&gt;
*Players are free to suggest something&lt;br /&gt;
&lt;br /&gt;
Prisoners brought back will be interrogated by the governess and her guards. &lt;br /&gt;
*She stresses that she wants to do the interrogating&lt;br /&gt;
*Players are free to participate&lt;br /&gt;
&lt;br /&gt;
Kobolds&lt;br /&gt;
*Terrified, say whatever they think the questioner wants to hear.&lt;br /&gt;
*Know they&#039;re working for the &amp;quot;Hoardkeepers&amp;quot; and the &amp;quot;Dragonlady&amp;quot; (Rezmir)&lt;br /&gt;
*They are here for shinies and riches&lt;br /&gt;
&lt;br /&gt;
Mercenaries / Bandits&lt;br /&gt;
*Talk freely. They have no loyalty to the Keepers.&lt;br /&gt;
*They reveal they have been raiding caravans and communities in the surrounding area for loot over the last few weeks.&lt;br /&gt;
*They have heard a rumor of dragons eggs while in the camp.&lt;br /&gt;
*They will reveal the location of their camp, but will ask for their freedom in return.&lt;br /&gt;
&lt;br /&gt;
Cultists&lt;br /&gt;
*Tightlipped and require DC 10 intimidation or DC 12 pursuasion.&lt;br /&gt;
*Members of the Keepers of the Secret Hoard&lt;br /&gt;
*Collecting loot for &amp;quot;the Queen&#039;s great hoard, and usher in the age of the Dragon Queen.&amp;quot;&lt;br /&gt;
*They know the keepers have a clutch of eggs under heavy guard in a cave in their camp. &lt;br /&gt;
&lt;br /&gt;
=== Town Encounters ===&lt;br /&gt;
Cultists and villagers alike are strewn around the town.&lt;br /&gt;
*Each of the gates is guarded by 2 cultists, 2 mercenaries, and a handful of goblins.&lt;br /&gt;
&lt;br /&gt;
For encounters, roll on the encounter table in the book. &lt;br /&gt;
&lt;br /&gt;
Town Square&lt;br /&gt;
*The middle of the town is starting to see a gathering of cultists and captive villagers.&lt;br /&gt;
*In the middle of the town Frulam Mundath is gathered with her guards and giving orders to cult members&lt;br /&gt;
**After 2am she is joined by Langdedrosa Cyanwrath, the blue half-dragon champion.&lt;br /&gt;
&lt;br /&gt;
== The Chapel ==&lt;br /&gt;
Dozens of townsfolk (40 ish) have barricade themselves in the chapel of Pelor, which is surrounded by raiders. The attackers tried setting fire tot he structure, but with little success. Now they are using an improvised battering ram, and will likely break through in minutes. &lt;br /&gt;
The building is a large and square, made of fieldstone. It is rather tall and inside a big altar occupies the middle of the temple with other worship areas around it. &lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
There are 3 groups of enemies outside of the temple:&lt;br /&gt;
#A group battering the door&lt;br /&gt;
#A group circling the temple in a screeching mob&lt;br /&gt;
#A group heaping burning straw against the rear door&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Dragonclaw, two cultists, and six kobolds. &lt;br /&gt;
*The cultists are handling the battering ram&lt;br /&gt;
*The kobolds are keeping watch, but are distracted when group 2 comes by&lt;br /&gt;
*The Dragonclaw is in charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Three cultists, ten kobolds, two ambush drakes.&lt;br /&gt;
*strung out about 50ft&lt;br /&gt;
*Taking 8 minutes, or 2 minutes per side to circle the building&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Two cultists, six kobolds tightly clustered at the BACK DOOR&lt;br /&gt;
*Obscured by the smoke, which covers everything in 30ft around them.&lt;br /&gt;
*Most easy target&lt;br /&gt;
&lt;br /&gt;
=== Staging a rescue ===&lt;br /&gt;
Screams of townsfolk can easily be heard from the outside, though it is impossible to estimate how many people are inside. The backdoor can easily be unlocked with thieves tools.&lt;br /&gt;
*Townsfolk are near panic, requiring DC15 charisma to take &#039;orders&#039;. &lt;br /&gt;
*Arth Smartwhisk, the priest of Pelor, is very glad to see them and looks to them for a plan. He offers to heal obviously injured characters.&lt;br /&gt;
&lt;br /&gt;
Town is of the essence, as the front door is being taken down. &lt;br /&gt;
*The door has 30hp&lt;br /&gt;
*Every 10-30 seconds the door is hit for 1d6hp&lt;br /&gt;
*At 20hp: Cracks large enough to see through&lt;br /&gt;
*At 10hp: Door is sagging in its hinges&lt;br /&gt;
*At 5hp: Door can go at any moment.&lt;br /&gt;
&lt;br /&gt;
If the evacuation is not going, enemies will go for townsfolk first, group 1 pouring in first.&lt;br /&gt;
*A kobold automatically kills 1 villagers every round. &lt;br /&gt;
&lt;br /&gt;
If the evacuation is going, the players can easily block enemies from going after the villagers and close the door on them.&lt;br /&gt;
&lt;br /&gt;
== The Mill ==&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=475</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=475"/>
		<updated>2022-03-31T17:53:44Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Beats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
&lt;br /&gt;
== March 31st ==&lt;br /&gt;
*Discuss last session&lt;br /&gt;
*Return to the keep with 50 villagers + the priest, Arth Smartwhisk, in tow.&lt;br /&gt;
** 5 progressive skill checks, create tension.&lt;br /&gt;
*By the time they return it&#039;s about 2AM&lt;br /&gt;
**The governess tells them that it seems like a good number of the raiders have been leaving town over the last hour, though there has been a growing gathering in the center of town as well.&lt;br /&gt;
**The governess also offers them: 2 potions of healing, a potion of superior healing, and a wand of Chromatic Orb.&lt;br /&gt;
*If the players decide to rest, they will be called by the end of their short-rest that a rather large group of raiders is gathering closer to the gate.&lt;br /&gt;
&lt;br /&gt;
At this point, Langdedrosa Cyanwrath will call out:&lt;br /&gt;
*&amp;quot;Defenders of Gilhold! The night has been bountiful, and I am feeling generous. I hold a dozen of your pathetic, useless ilk - and I will trade them back to you. Send out your best warrior to face me. Perhaps one of those cowards that has been killing some of my most devoted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Langdedrosa is a large, blue half dragon and is armed to the teeth. Behind him, about a dozen of villagers are indeed captured - about 3/4 of them children. They are guarded by a smattering of kobolds and human figures. &lt;br /&gt;
&lt;br /&gt;
Someone will step up if not the players. &lt;br /&gt;
&lt;br /&gt;
After the fight, the raiders will march off on-masse, leaving no raiders or mercenaries behind. They move to the north. &lt;br /&gt;
&lt;br /&gt;
Governess Marlyne will ask the players to head to Bazit and deliver a message to the burgomeister Aedan Evenspell, saying he needs to know about this incident. &lt;br /&gt;
&lt;br /&gt;
== Feb 18? ==&lt;br /&gt;
Pelir 35th, 23:00 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you&#039;ve led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance.&amp;quot;&lt;br /&gt;
*The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.&lt;br /&gt;
*Escobert will guide them to the entrance of the old tunnel, which is located inside the keep&#039;s cellar. He suggests this is a good way to sneak townsfolk into the keep. &lt;br /&gt;
&lt;br /&gt;
== The Old Tunnel ==&lt;br /&gt;
The Tunnel runs from the Keep&#039;s cellar, underneath the keep and down to the bank of the river. &lt;br /&gt;
*The tunnel is wide enough to walk single file.&lt;br /&gt;
*The entrance in the keep is covered by an iron-bound door, while the stream exit is covered with an iron grate made to look like a sewer outlet. &lt;br /&gt;
*The tunnel was designed as a secret access to the river to get water during a siege. &lt;br /&gt;
&lt;br /&gt;
With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key. &lt;br /&gt;
&lt;br /&gt;
===Locks===&lt;br /&gt;
*The iron-bound door is unlocked with Escobert&#039;s key. Though stiff, it opens fairly easily.&lt;br /&gt;
*The grate on the exit has been heavily corroded after decades of disuse. &lt;br /&gt;
**With the key, a DC10 Dex check is necessary&lt;br /&gt;
**Without the key, a DC 20 Dex check with thieves tools.&lt;br /&gt;
**Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
A group of cultists and kobolds is searching the stream for townsfolk when the players emerge. If they don&#039;t spot the players they will pass the tunnel after a few minutes.&lt;br /&gt;
# If the characters open the lock with a key or thieves tools the first one out notices the cultists without being seen.&lt;br /&gt;
# If the check fails, the cultist will spot the players when they exit the tunnel, starting initiative.&lt;br /&gt;
# If the grate had to be forced open, the cultists will lay an ambush and gain a surprise round. &lt;br /&gt;
&lt;br /&gt;
The group consists of 2 cultists and 6 kobolds.&lt;br /&gt;
*If any cultists are alive at the beginning of the 4th round they will run off to get help. &lt;br /&gt;
**If escaped, a group of 2 cultists, 6 kobolds, 3 ambush drakes will guard the entrance ten minutes later.&lt;br /&gt;
&lt;br /&gt;
=== Reward ===&lt;br /&gt;
The primary reward is the tunnel itself. It can be used as long as it remains secret. &lt;br /&gt;
*Every time the players use the tunnel, roll 1d6. (Enemies as rolled on the encounter table)&lt;br /&gt;
**1: Players are seen and engaged.&lt;br /&gt;
**2: Players are seen but not engaged, and will instead find an ambush waiting for them when they return.&lt;br /&gt;
&lt;br /&gt;
== The Sally Port ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keep ==&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Attack ===&lt;br /&gt;
The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do.&lt;br /&gt;
His chief contribution to the raid is his Frightful Presence - but this is wearing off as the defenders are overcoming their fear. At 23:00, the dragon launches its final assault against the keep. &lt;br /&gt;
&lt;br /&gt;
Frulam Mondath - the Raid leader - orders the attack, knowing that the adventurers are in the keep at that time. &lt;br /&gt;
*Lennithon flies over the keep, using his breath weapon when he is close enough, but always keeps at least 25ft distance. &lt;br /&gt;
*There are 20 NPCs on the parapets, each of which take a shot at disadvantage +4 vs 19AC at him when he flies close. &lt;br /&gt;
*Each round that Lennithon uses his breath weapon, he kills 1d4 defenders and injures 1d6 more. These are replaced after a round.&lt;br /&gt;
**He doesn&#039;t explicitly target the PCs, but they take standard damage (12d10 lightning) if hit. DC 19 dex save. &lt;br /&gt;
&lt;br /&gt;
Lennithon departs after taking 24 damage, or a critical hit - flying off towards the east when he does so. &lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
Every time the players successfully return from a mission they will be given support from NPCs. &lt;br /&gt;
*Governess Marlyne Faering will be around for information and tactical advice. She will also occasionally give the players &#039;rewards&#039;.&lt;br /&gt;
** Bringing back a prisoner alive will net them a Potion of Heroism and 2 Potions of healing. She knows what these potions are, saying she saved them in case of dire need.&lt;br /&gt;
** Bringing back 10 or more villagers will net them a wand of Magic Missiles &lt;br /&gt;
*Escobert can provide them with some support of the militia, if they ask for it. &lt;br /&gt;
&lt;br /&gt;
If they save the priest from the chapel&lt;br /&gt;
*Arth Smartwhisk is a 3rd level Cleric with Domain of Life and knows the following spells he can cast to help the players: &lt;br /&gt;
#1st Level (4 slots / 1 used): Bless*, Cure Wounds*, Command, Detect Magic&lt;br /&gt;
#2nd Level (2 slots): Lesser Restoration*, Spiritual Weapon*, Enhance Ability, Continual Flame, Prayer of Healing, Silence&lt;br /&gt;
&lt;br /&gt;
== The Town ==&lt;br /&gt;
===Prisoners ===&lt;br /&gt;
Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info. If they havent seen a cult-leader yet, the governess will take them to the parapet and point out Frulam Mondath (Woman in purpose robes, wielding a large glaive) who is accompanied by a dozen guards. &lt;br /&gt;
*Faering warns against taking on a force like hers, especially since any lower ranking officer should be able to answer her questions. &lt;br /&gt;
&lt;br /&gt;
Leaving through the gate will be near impossible, due to the eyes on the gate. &lt;br /&gt;
*The old Tunnel is an option&lt;br /&gt;
*Climbing down the walls using ropes under cloud cover &lt;br /&gt;
*Players are free to suggest something&lt;br /&gt;
&lt;br /&gt;
Prisoners brought back will be interrogated by the governess and her guards. &lt;br /&gt;
*She stresses that she wants to do the interrogating&lt;br /&gt;
*Players are free to participate&lt;br /&gt;
&lt;br /&gt;
Kobolds&lt;br /&gt;
*Terrified, say whatever they think the questioner wants to hear.&lt;br /&gt;
*Know they&#039;re working for the &amp;quot;Hoardkeepers&amp;quot; and the &amp;quot;Dragonlady&amp;quot; (Rezmir)&lt;br /&gt;
*They are here for shinies and riches&lt;br /&gt;
&lt;br /&gt;
Mercenaries / Bandits&lt;br /&gt;
*Talk freely. They have no loyalty to the Keepers.&lt;br /&gt;
*They reveal they have been raiding caravans and communities in the surrounding area for loot over the last few weeks.&lt;br /&gt;
*They have heard a rumor of dragons eggs while in the camp.&lt;br /&gt;
*They will reveal the location of their camp, but will ask for their freedom in return.&lt;br /&gt;
&lt;br /&gt;
Cultists&lt;br /&gt;
*Tightlipped and require DC 10 intimidation or DC 12 pursuasion.&lt;br /&gt;
*Members of the Keepers of the Secret Hoard&lt;br /&gt;
*Collecting loot for &amp;quot;the Queen&#039;s great hoard, and usher in the age of the Dragon Queen.&amp;quot;&lt;br /&gt;
*They know the keepers have a clutch of eggs under heavy guard in a cave in their camp. &lt;br /&gt;
&lt;br /&gt;
=== Town Encounters ===&lt;br /&gt;
Cultists and villagers alike are strewn around the town.&lt;br /&gt;
*Each of the gates is guarded by 2 cultists, 2 mercenaries, and a handful of goblins.&lt;br /&gt;
&lt;br /&gt;
For encounters, roll on the encounter table in the book. &lt;br /&gt;
&lt;br /&gt;
Town Square&lt;br /&gt;
*The middle of the town is starting to see a gathering of cultists and captive villagers.&lt;br /&gt;
*In the middle of the town Frulam Mundath is gathered with her guards and giving orders to cult members&lt;br /&gt;
**After 2am she is joined by Langdedrosa Cyanwrath, the blue half-dragon champion.&lt;br /&gt;
&lt;br /&gt;
== The Chapel ==&lt;br /&gt;
Dozens of townsfolk (40 ish) have barricade themselves in the chapel of Pelor, which is surrounded by raiders. The attackers tried setting fire tot he structure, but with little success. Now they are using an improvised battering ram, and will likely break through in minutes. &lt;br /&gt;
The building is a large and square, made of fieldstone. It is rather tall and inside a big altar occupies the middle of the temple with other worship areas around it. &lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
There are 3 groups of enemies outside of the temple:&lt;br /&gt;
#A group battering the door&lt;br /&gt;
#A group circling the temple in a screeching mob&lt;br /&gt;
#A group heaping burning straw against the rear door&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Dragonclaw, two cultists, and six kobolds. &lt;br /&gt;
*The cultists are handling the battering ram&lt;br /&gt;
*The kobolds are keeping watch, but are distracted when group 2 comes by&lt;br /&gt;
*The Dragonclaw is in charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Three cultists, ten kobolds, two ambush drakes.&lt;br /&gt;
*strung out about 50ft&lt;br /&gt;
*Taking 8 minutes, or 2 minutes per side to circle the building&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Two cultists, six kobolds tightly clustered at the BACK DOOR&lt;br /&gt;
*Obscured by the smoke, which covers everything in 30ft around them.&lt;br /&gt;
*Most easy target&lt;br /&gt;
&lt;br /&gt;
=== Staging a rescue ===&lt;br /&gt;
Screams of townsfolk can easily be heard from the outside, though it is impossible to estimate how many people are inside. The backdoor can easily be unlocked with thieves tools.&lt;br /&gt;
*Townsfolk are near panic, requiring DC15 charisma to take &#039;orders&#039;. &lt;br /&gt;
*Arth Smartwhisk, the priest of Pelor, is very glad to see them and looks to them for a plan. He offers to heal obviously injured characters.&lt;br /&gt;
&lt;br /&gt;
Town is of the essence, as the front door is being taken down. &lt;br /&gt;
*The door has 30hp&lt;br /&gt;
*Every 10-30 seconds the door is hit for 1d6hp&lt;br /&gt;
*At 20hp: Cracks large enough to see through&lt;br /&gt;
*At 10hp: Door is sagging in its hinges&lt;br /&gt;
*At 5hp: Door can go at any moment.&lt;br /&gt;
&lt;br /&gt;
If the evacuation is not going, enemies will go for townsfolk first, group 1 pouring in first.&lt;br /&gt;
*A kobold automatically kills 1 villagers every round. &lt;br /&gt;
&lt;br /&gt;
If the evacuation is going, the players can easily block enemies from going after the villagers and close the door on them.&lt;br /&gt;
&lt;br /&gt;
== The Mill ==&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=List_of_encounters&amp;diff=474</id>
		<title>List of encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=List_of_encounters&amp;diff=474"/>
		<updated>2022-02-22T08:50:36Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Misc Encounters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of encounters of all kinds.&lt;br /&gt;
&lt;br /&gt;
= Combat Encounters =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Social Encounters =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roadside Encounters =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Encounter name &lt;br /&gt;
! Encounter Description&lt;br /&gt;
|-&lt;br /&gt;
| The House of Mimics&lt;br /&gt;
| A lone house sits a distance away from the road, with no path leading up to it. When approached, two old ladies are seen sitting on the porch but as they start waving something seems off...&lt;br /&gt;
|-&lt;br /&gt;
| Placeholder&lt;br /&gt;
| Placeholder Placeholder Placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Puzzles =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Misc Encounters =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Encounter name &lt;br /&gt;
! Encounter Description&lt;br /&gt;
|-&lt;br /&gt;
| Placeholder&lt;br /&gt;
| Placeholder Placeholder Placeholder&lt;br /&gt;
|-&lt;br /&gt;
| Placeholder&lt;br /&gt;
| Placeholder Placeholder Placeholder&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=List_of_encounters&amp;diff=473</id>
		<title>List of encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=List_of_encounters&amp;diff=473"/>
		<updated>2022-02-22T08:50:21Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Roadside Encounters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of encounters of all kinds.&lt;br /&gt;
&lt;br /&gt;
= Combat Encounters =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Social Encounters =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roadside Encounters =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Encounter name &lt;br /&gt;
! Encounter Description&lt;br /&gt;
|-&lt;br /&gt;
| The House of Mimics&lt;br /&gt;
| A lone house sits a distance away from the road, with no path leading up to it. When approached, two old ladies are seen sitting on the porch but as they start waving something seems off...&lt;br /&gt;
|-&lt;br /&gt;
| Placeholder&lt;br /&gt;
| Placeholder Placeholder Placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Puzzles =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Misc Encounters =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Encounter name &lt;br /&gt;
! Encounter Description&lt;br /&gt;
|-&lt;br /&gt;
| Placeholder&lt;br /&gt;
| Placeholder Placeholder Placeholder&lt;br /&gt;
|-&lt;br /&gt;
| Placeholder&lt;br /&gt;
| Placeholder Placeholder Placeholder&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=List_of_encounters&amp;diff=472</id>
		<title>List of encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=List_of_encounters&amp;diff=472"/>
		<updated>2022-02-22T08:46:13Z</updated>

		<summary type="html">&lt;p&gt;Nathan: Created page with &amp;quot;A list of encounters of all kinds.  = Combat Encounters =   = Social Encounters =   = Roadside Encounters =  {| class=&amp;quot;wikitable&amp;quot; ! style=&amp;quot;text-align:left;&amp;quot; | Encounter name...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of encounters of all kinds.&lt;br /&gt;
&lt;br /&gt;
= Combat Encounters =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Social Encounters =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roadside Encounters =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Encounter name &lt;br /&gt;
! Encounter Description&lt;br /&gt;
|-&lt;br /&gt;
| The House of Mimics&lt;br /&gt;
| A lone house sits a distance away from the road, with no path leading up to it. When approached, two old ladies are seen sitting on the porch but as they start waving something seems off...&lt;br /&gt;
|-&lt;br /&gt;
| Placeholder&lt;br /&gt;
| Placeholder Placeholder Placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Puzzles =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Misc Encounters =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Encounter name &lt;br /&gt;
! Encounter Description&lt;br /&gt;
|-&lt;br /&gt;
| Placeholder&lt;br /&gt;
| Placeholder Placeholder Placeholder&lt;br /&gt;
|-&lt;br /&gt;
| Placeholder&lt;br /&gt;
| Placeholder Placeholder Placeholder&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=471</id>
		<title>The Goblin Grove</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=471"/>
		<updated>2022-02-21T19:49:28Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Solve the Door-Puzzle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:One Shot]][[category:Quest]][[category:Astran League]]&lt;br /&gt;
&lt;br /&gt;
The Goblin Grove is a side quest or one shot adventure meant for characters from level 1 - 3. Originally designed for the Liverpool oneshot session it can easily be modified to suit different groups. &lt;br /&gt;
&lt;br /&gt;
= Premise = &lt;br /&gt;
The township of Flaxxet has been terrorized by a group of goblins, lead by a particular vicious duo of Hobgoblins. The local hunter has narrowed down the location of the goblin&#039;s camp to the Fae-Touched Thicket - a particularly dense bit of forest in the woods bordering the town. The citizens of the town have asked for your help in defeating the goblin menace - willing to pay handsomely in addition to the promise of loot in the goblin&#039;s hideout!&lt;br /&gt;
&lt;br /&gt;
The core of the quest is to:&lt;br /&gt;
#Find the hideout in the Thicket &lt;br /&gt;
#Enter the Den and fight goblins&lt;br /&gt;
#Solve the puzzle on the door to the boss room&lt;br /&gt;
#Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
&lt;br /&gt;
Additional encounters&lt;br /&gt;
*An encounter with injured Fae in the Thicket. They will initially try to charm or incapacitate the players, demanding them to leave - but can be talked down. &lt;br /&gt;
&lt;br /&gt;
= Core Encounters =&lt;br /&gt;
The core encounters of this quest. &lt;br /&gt;
&lt;br /&gt;
== Find the hideout ==&lt;br /&gt;
Find the hideout in the Thicket &lt;br /&gt;
&lt;br /&gt;
== Enter the Den ==&lt;br /&gt;
Enter the Den and fight goblins&lt;br /&gt;
&lt;br /&gt;
== Solve the Door-Puzzle ==&lt;br /&gt;
Solve the puzzle on the door to the boss room&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is it that given one, you&#039;ll have either two or none?&amp;quot;&lt;br /&gt;
(a choice)&lt;br /&gt;
&lt;br /&gt;
== Boss fight ==&lt;br /&gt;
Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
The twins that lead the pack of goblins are held up in a large room at the base of a big tree. The room itself is about 40ft in diameter, and relatively bare, with a large, metallic cage at the far end surrounded by goblins. Within this cage is an Emerald dragon wyrmling, looking rather worse for wear with lacerations all over its body.&lt;br /&gt;
&lt;br /&gt;
The leaders of this goblin warband are a pair of hobgoblin twins:&lt;br /&gt;
*Gakkal: She carries a large, round shield and a small club. &lt;br /&gt;
*Rhaked: He carries a large, two handed hammer, and Javelins on a rope.  &lt;br /&gt;
&lt;br /&gt;
The two will always stay close to each other, and both move and attack on the same initiative. &lt;br /&gt;
&lt;br /&gt;
===Gakkal===&lt;br /&gt;
Gakkal is a Barbarian of the Ancestral Guardian, counting as 6th level.&lt;br /&gt;
*HP: 80&lt;br /&gt;
*AC: 18&lt;br /&gt;
*Speed: 40ft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
STR +6&lt;br /&gt;
DEX +4 (2+2)&lt;br /&gt;
CON +6&lt;br /&gt;
INT / WIS / CHA +1&lt;br /&gt;
&lt;br /&gt;
Actions:&lt;br /&gt;
*Multi Attack, 2 attacks. &lt;br /&gt;
**Attack: Shield bash, +7 to hit, 1d4+3 damage. DC 15 STR save or be knocked back 5ft.&lt;br /&gt;
&lt;br /&gt;
Bonus Action: &lt;br /&gt;
*Rage&lt;br /&gt;
*Shove, Athletics +7 vs Athletics / Acrobatics.&lt;br /&gt;
&lt;br /&gt;
Reaction: &lt;br /&gt;
*As a reaction, Gakkal can use her shield to shield Rhaked from any attack. The roll will contest her AC instead of Rhaked&#039;s and a successful attack will damage her instead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancestral Protectors&#039;&#039;&#039;&lt;br /&gt;
*Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Shield&#039;&#039;&#039;&lt;br /&gt;
*Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Sense&#039;&#039;&#039;&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Master&#039;&#039;&#039; &lt;br /&gt;
*If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.&lt;br /&gt;
*If you aren&#039;t incapacitated, you can add your shield&#039;s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.&lt;br /&gt;
*If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.&lt;br /&gt;
&lt;br /&gt;
===Rhaked===&lt;br /&gt;
*HP: 100&lt;br /&gt;
*AC: 14&lt;br /&gt;
*Speed: 30ft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
STR +6&lt;br /&gt;
DEX +4&lt;br /&gt;
CON +6&lt;br /&gt;
INT / WIS / CHA +1&lt;br /&gt;
&lt;br /&gt;
Action:&lt;br /&gt;
*Multi attack, 2 attacks.&lt;br /&gt;
**Attack: Hammer strike, +7 to hit, 2d6+3 damage.&lt;br /&gt;
**Attack: Javelin throw, +7 to hit, 1d6+3 damage. On hit, a character is tethered by the rope attached to the javelin. The rope can be cut.&lt;br /&gt;
*Hammer Shock: Slam down the hammer to attack in a line 30ft long and 5ft wide. Every creature in the line makes a DC 13 dex save, or take 1d6 bludgeoning damage, except creatures with 5ft, who take 2d6 bludgeoning damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
Bonus Action: &lt;br /&gt;
*Pull Javelin: Pull a tethered character. DC 15str contest. &lt;br /&gt;
&lt;br /&gt;
Reaction: &lt;br /&gt;
*Sentinel Attack of Opportunity. &lt;br /&gt;
&lt;br /&gt;
===Lair Actions===&lt;br /&gt;
Happens on Initiative 20&lt;br /&gt;
#(If Rhaked and Gakkal are at most 5ft apart and both alive) Rhaked will use his hammer to bang on Gakkal&#039;s shield. Everyone (except Gakkal and Rhaked) within a 30ft radius makes a DC 14 constitution saving throw or be stunned for 1 round. &lt;br /&gt;
#Call to Action: 3 goblins join the fight at the edge of the arena to assist the duo and roll initiative. &lt;br /&gt;
#Rattle the Cage: By rattling the cage and scaring the emerald dragon, one player is afflicted by the &amp;quot;Enemies Abound&amp;quot; spell (http://dnd5e.wikidot.com/spell:enemies-abound), DC 15 int save.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=470</id>
		<title>The Goblin Grove</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=470"/>
		<updated>2022-02-21T19:46:48Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Boss fight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:One Shot]][[category:Quest]][[category:Astran League]]&lt;br /&gt;
&lt;br /&gt;
The Goblin Grove is a side quest or one shot adventure meant for characters from level 1 - 3. Originally designed for the Liverpool oneshot session it can easily be modified to suit different groups. &lt;br /&gt;
&lt;br /&gt;
= Premise = &lt;br /&gt;
The township of Flaxxet has been terrorized by a group of goblins, lead by a particular vicious duo of Hobgoblins. The local hunter has narrowed down the location of the goblin&#039;s camp to the Fae-Touched Thicket - a particularly dense bit of forest in the woods bordering the town. The citizens of the town have asked for your help in defeating the goblin menace - willing to pay handsomely in addition to the promise of loot in the goblin&#039;s hideout!&lt;br /&gt;
&lt;br /&gt;
The core of the quest is to:&lt;br /&gt;
#Find the hideout in the Thicket &lt;br /&gt;
#Enter the Den and fight goblins&lt;br /&gt;
#Solve the puzzle on the door to the boss room&lt;br /&gt;
#Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
&lt;br /&gt;
Additional encounters&lt;br /&gt;
*An encounter with injured Fae in the Thicket. They will initially try to charm or incapacitate the players, demanding them to leave - but can be talked down. &lt;br /&gt;
&lt;br /&gt;
= Core Encounters =&lt;br /&gt;
The core encounters of this quest. &lt;br /&gt;
&lt;br /&gt;
== Find the hideout ==&lt;br /&gt;
Find the hideout in the Thicket &lt;br /&gt;
&lt;br /&gt;
== Enter the Den ==&lt;br /&gt;
Enter the Den and fight goblins&lt;br /&gt;
&lt;br /&gt;
== Solve the Door-Puzzle ==&lt;br /&gt;
Solve the puzzle on the door to the boss room&lt;br /&gt;
&lt;br /&gt;
== Boss fight ==&lt;br /&gt;
Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
The twins that lead the pack of goblins are held up in a large room at the base of a big tree. The room itself is about 40ft in diameter, and relatively bare, with a large, metallic cage at the far end surrounded by goblins. Within this cage is an Emerald dragon wyrmling, looking rather worse for wear with lacerations all over its body.&lt;br /&gt;
&lt;br /&gt;
The leaders of this goblin warband are a pair of hobgoblin twins:&lt;br /&gt;
*Gakkal: She carries a large, round shield and a small club. &lt;br /&gt;
*Rhaked: He carries a large, two handed hammer, and Javelins on a rope.  &lt;br /&gt;
&lt;br /&gt;
The two will always stay close to each other, and both move and attack on the same initiative. &lt;br /&gt;
&lt;br /&gt;
===Gakkal===&lt;br /&gt;
Gakkal is a Barbarian of the Ancestral Guardian, counting as 6th level.&lt;br /&gt;
*HP: 80&lt;br /&gt;
*AC: 18&lt;br /&gt;
*Speed: 40ft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
STR +6&lt;br /&gt;
DEX +4 (2+2)&lt;br /&gt;
CON +6&lt;br /&gt;
INT / WIS / CHA +1&lt;br /&gt;
&lt;br /&gt;
Actions:&lt;br /&gt;
*Multi Attack, 2 attacks. &lt;br /&gt;
**Attack: Shield bash, +7 to hit, 1d4+3 damage. DC 15 STR save or be knocked back 5ft.&lt;br /&gt;
&lt;br /&gt;
Bonus Action: &lt;br /&gt;
*Rage&lt;br /&gt;
*Shove, Athletics +7 vs Athletics / Acrobatics.&lt;br /&gt;
&lt;br /&gt;
Reaction: &lt;br /&gt;
*As a reaction, Gakkal can use her shield to shield Rhaked from any attack. The roll will contest her AC instead of Rhaked&#039;s and a successful attack will damage her instead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancestral Protectors&#039;&#039;&#039;&lt;br /&gt;
*Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Shield&#039;&#039;&#039;&lt;br /&gt;
*Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Sense&#039;&#039;&#039;&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Master&#039;&#039;&#039; &lt;br /&gt;
*If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.&lt;br /&gt;
*If you aren&#039;t incapacitated, you can add your shield&#039;s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.&lt;br /&gt;
*If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.&lt;br /&gt;
&lt;br /&gt;
===Rhaked===&lt;br /&gt;
*HP: 100&lt;br /&gt;
*AC: 14&lt;br /&gt;
*Speed: 30ft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
STR +6&lt;br /&gt;
DEX +4&lt;br /&gt;
CON +6&lt;br /&gt;
INT / WIS / CHA +1&lt;br /&gt;
&lt;br /&gt;
Action:&lt;br /&gt;
*Multi attack, 2 attacks.&lt;br /&gt;
**Attack: Hammer strike, +7 to hit, 2d6+3 damage.&lt;br /&gt;
**Attack: Javelin throw, +7 to hit, 1d6+3 damage. On hit, a character is tethered by the rope attached to the javelin. The rope can be cut.&lt;br /&gt;
*Hammer Shock: Slam down the hammer to attack in a line 30ft long and 5ft wide. Every creature in the line makes a DC 13 dex save, or take 1d6 bludgeoning damage, except creatures with 5ft, who take 2d6 bludgeoning damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
Bonus Action: &lt;br /&gt;
*Pull Javelin: Pull a tethered character. DC 15str contest. &lt;br /&gt;
&lt;br /&gt;
Reaction: &lt;br /&gt;
*Sentinel Attack of Opportunity. &lt;br /&gt;
&lt;br /&gt;
===Lair Actions===&lt;br /&gt;
Happens on Initiative 20&lt;br /&gt;
#(If Rhaked and Gakkal are at most 5ft apart and both alive) Rhaked will use his hammer to bang on Gakkal&#039;s shield. Everyone (except Gakkal and Rhaked) within a 30ft radius makes a DC 14 constitution saving throw or be stunned for 1 round. &lt;br /&gt;
#Call to Action: 3 goblins join the fight at the edge of the arena to assist the duo and roll initiative. &lt;br /&gt;
#Rattle the Cage: By rattling the cage and scaring the emerald dragon, one player is afflicted by the &amp;quot;Enemies Abound&amp;quot; spell (http://dnd5e.wikidot.com/spell:enemies-abound), DC 15 int save.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=469</id>
		<title>The Goblin Grove</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=469"/>
		<updated>2022-02-20T17:25:51Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Boss fight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:One Shot]][[category:Quest]][[category:Astran League]]&lt;br /&gt;
&lt;br /&gt;
The Goblin Grove is a side quest or one shot adventure meant for characters from level 1 - 3. Originally designed for the Liverpool oneshot session it can easily be modified to suit different groups. &lt;br /&gt;
&lt;br /&gt;
= Premise = &lt;br /&gt;
The township of Flaxxet has been terrorized by a group of goblins, lead by a particular vicious duo of Hobgoblins. The local hunter has narrowed down the location of the goblin&#039;s camp to the Fae-Touched Thicket - a particularly dense bit of forest in the woods bordering the town. The citizens of the town have asked for your help in defeating the goblin menace - willing to pay handsomely in addition to the promise of loot in the goblin&#039;s hideout!&lt;br /&gt;
&lt;br /&gt;
The core of the quest is to:&lt;br /&gt;
#Find the hideout in the Thicket &lt;br /&gt;
#Enter the Den and fight goblins&lt;br /&gt;
#Solve the puzzle on the door to the boss room&lt;br /&gt;
#Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
&lt;br /&gt;
Additional encounters&lt;br /&gt;
*An encounter with injured Fae in the Thicket. They will initially try to charm or incapacitate the players, demanding them to leave - but can be talked down. &lt;br /&gt;
&lt;br /&gt;
= Core Encounters =&lt;br /&gt;
The core encounters of this quest. &lt;br /&gt;
&lt;br /&gt;
== Find the hideout ==&lt;br /&gt;
Find the hideout in the Thicket &lt;br /&gt;
&lt;br /&gt;
== Enter the Den ==&lt;br /&gt;
Enter the Den and fight goblins&lt;br /&gt;
&lt;br /&gt;
== Solve the Door-Puzzle ==&lt;br /&gt;
Solve the puzzle on the door to the boss room&lt;br /&gt;
&lt;br /&gt;
== Boss fight ==&lt;br /&gt;
Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
The twins that lead the pack of goblins are held up in a large room at the base of a big tree. The room itself is about 40ft in diameter, and relatively bare, with a large, metallic cage at the far end. Within this case is a green-dragon wyrmling, looking rather worse for wear with lacerations all over its body.&lt;br /&gt;
&lt;br /&gt;
The leaders of this goblin warband are a pair of hobgoblin twins:&lt;br /&gt;
*Gakkal: She carries a large, round shield and a small club. &lt;br /&gt;
*Rhaked: He carries a large, two handed hammer, and Javelins on a rope.  &lt;br /&gt;
&lt;br /&gt;
The two will always stay close to each other, and both move and attack on the same initiative. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gakkal&#039;&#039;&#039;&lt;br /&gt;
*HP: 50&lt;br /&gt;
*AC: 18&lt;br /&gt;
*Multi Attack, 2 attacks. &lt;br /&gt;
*Attack: Shield bash, +7 to hit, 1d4+3 damage. DC 15 STR save or be knocked back 5ft.&lt;br /&gt;
*Bonus Action: Shove, Athletics +7 vs Athletics / Acrobatics.&lt;br /&gt;
*Reaction: As a reaction, Gakkal can use her shield to shield Rhaked from any attack. The roll will contest her AC instead of Rhaked&#039;s and a successful attack will damage her instead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rhaked&#039;&#039;&#039;&lt;br /&gt;
*HP: 60&lt;br /&gt;
*AC: 14&lt;br /&gt;
*Multi attack, 2 attacks.&lt;br /&gt;
*Attack: Hammer strike, +7 to hit, 2d6+3 damage.&lt;br /&gt;
*Attack: Javelin throw, +7 to hit, 1d6+3 damage. On hit, a character is tethered by the rope attached to the javelin. The rope can be cut.&lt;br /&gt;
*Bonus Action: Disengage, Pull Javelin: Pull a tethered character. DC 15str contest. &lt;br /&gt;
*Reaction: Sentinel Attack of Opportunity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lair Actions&#039;&#039;&#039;&lt;br /&gt;
#(If Rhaked and Gakkal are at most 5ft apart and both alive) Rhaked will use his hammer to bang on Gakkal&#039;s shield. Everyone (except Gakkal and Rhaked) within a 30ft radius makes a DC 14 constitution saving throw or be stunned for 1 round. &lt;br /&gt;
#Call to Action: 3 goblins appear at the edge of the arena to assist the duo. &lt;br /&gt;
#Both Rhaked and Gakkal take an additional attack action (1 attack)&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
Phase 2 of the fight can be triggered in 2 ways:&lt;br /&gt;
#One of the duo dies&lt;br /&gt;
#They reach half of their combined health (55hp).&lt;br /&gt;
&lt;br /&gt;
In the second phase of the fight the duo (or whoever is left) will disengage who they are fighting with, run towards the back of the room, and open the cage with the green dragon wyrmling and pull it out on the chain around its neck. &lt;br /&gt;
*Whichever character takes the dragon on the chain, they exchange their weapon for a thorned whip, which they use to whip the dragon into doing their bidding. &lt;br /&gt;
&lt;br /&gt;
The fight now changes to include the dragon wyrmling as an enemy, who acts on their own initiative. Whichever hob-goblin holds the chain commands the wyrmling using their bonus action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Holder&#039;&#039;&#039;&lt;br /&gt;
*Multiattack, 2 attacks.&lt;br /&gt;
*Attack: Thorned whip: +5 to hit, 1d6+3 damage, 10ft reach.&lt;br /&gt;
*Bonus attack: Command Wyrmling: Give the wyrmling a target and specify an attack.&lt;br /&gt;
&lt;br /&gt;
The fight can be resolved in multiple ways:&lt;br /&gt;
*Kill all the enemies, including the wyrmling&lt;br /&gt;
*Sever the chain, kill the hobgoblins&lt;br /&gt;
*Kill the hobgoblins&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=468</id>
		<title>The Goblin Grove</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=468"/>
		<updated>2022-02-20T17:23:28Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Boss fight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:One Shot]][[category:Quest]][[category:Astran League]]&lt;br /&gt;
&lt;br /&gt;
The Goblin Grove is a side quest or one shot adventure meant for characters from level 1 - 3. Originally designed for the Liverpool oneshot session it can easily be modified to suit different groups. &lt;br /&gt;
&lt;br /&gt;
= Premise = &lt;br /&gt;
The township of Flaxxet has been terrorized by a group of goblins, lead by a particular vicious duo of Hobgoblins. The local hunter has narrowed down the location of the goblin&#039;s camp to the Fae-Touched Thicket - a particularly dense bit of forest in the woods bordering the town. The citizens of the town have asked for your help in defeating the goblin menace - willing to pay handsomely in addition to the promise of loot in the goblin&#039;s hideout!&lt;br /&gt;
&lt;br /&gt;
The core of the quest is to:&lt;br /&gt;
#Find the hideout in the Thicket &lt;br /&gt;
#Enter the Den and fight goblins&lt;br /&gt;
#Solve the puzzle on the door to the boss room&lt;br /&gt;
#Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
&lt;br /&gt;
Additional encounters&lt;br /&gt;
*An encounter with injured Fae in the Thicket. They will initially try to charm or incapacitate the players, demanding them to leave - but can be talked down. &lt;br /&gt;
&lt;br /&gt;
= Core Encounters =&lt;br /&gt;
The core encounters of this quest. &lt;br /&gt;
&lt;br /&gt;
== Find the hideout ==&lt;br /&gt;
Find the hideout in the Thicket &lt;br /&gt;
&lt;br /&gt;
== Enter the Den ==&lt;br /&gt;
Enter the Den and fight goblins&lt;br /&gt;
&lt;br /&gt;
== Solve the Door-Puzzle ==&lt;br /&gt;
Solve the puzzle on the door to the boss room&lt;br /&gt;
&lt;br /&gt;
== Boss fight ==&lt;br /&gt;
Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
&lt;br /&gt;
The leaders of this goblin warband are a pair of hobgoblin twins:&lt;br /&gt;
*Gakkal: She carries a large, round shield and a small club. &lt;br /&gt;
*Rhaked: He carries a large, two handed hammer, and Javelins on a rope.  &lt;br /&gt;
&lt;br /&gt;
The two will always stay close to each other, and both move and attack on the same initiative. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gakkal&#039;&#039;&#039;&lt;br /&gt;
*HP: 50&lt;br /&gt;
*AC: 18&lt;br /&gt;
*Multi Attack, 2 attacks. &lt;br /&gt;
*Attack: Shield bash, +7 to hit, 1d4+3 damage. DC 15 STR save or be knocked back 5ft.&lt;br /&gt;
*Bonus Action: Shove, Athletics +7 vs Athletics / Acrobatics.&lt;br /&gt;
*Reaction: As a reaction, Gakkal can use her shield to shield Rhaked from any attack. The roll will contest her AC instead of Rhaked&#039;s and a successful attack will damage her instead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rhaked&#039;&#039;&#039;&lt;br /&gt;
*HP: 60&lt;br /&gt;
*AC: 14&lt;br /&gt;
*Multi attack, 2 attacks.&lt;br /&gt;
*Attack: Hammer strike, +7 to hit, 2d6+3 damage.&lt;br /&gt;
*Attack: Javelin throw, +7 to hit, 1d6+3 damage. On hit, a character is tethered by the rope attached to the javelin. The rope can be cut.&lt;br /&gt;
*Bonus Action: Disengage, Pull Javelin: Pull a tethered character. DC 15str contest. &lt;br /&gt;
*Reaction: Sentinel Attack of Opportunity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lair Actions&#039;&#039;&#039;&lt;br /&gt;
#(If Rhaked and Gakkal are at most 5ft apart and both alive) Rhaked will use his hammer to bang on Gakkal&#039;s shield. Everyone (except Gakkal and Rhaked) within a 30ft radius makes a DC 14 constitution saving throw or be stunned for 1 round. &lt;br /&gt;
#Call to Action: 3 goblins appear at the edge of the arena to assist the duo. &lt;br /&gt;
#Both Rhaked and Gakkal take an additional attack action (1 attack)&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
Phase 2 of the fight can be triggered in 2 ways:&lt;br /&gt;
#One of the duo dies&lt;br /&gt;
#They reach half of their combined health (55hp).&lt;br /&gt;
&lt;br /&gt;
In the second phase of the fight the duo (or whoever is left) will disengage who they are fighting with, run towards the back of the room, and open the cage with the green dragon wyrmling and pull it out on the chain around its neck. &lt;br /&gt;
*Whichever character takes the dragon on the chain, they exchange their weapon for a thorned whip, which they use to whip the dragon into doing their bidding. &lt;br /&gt;
&lt;br /&gt;
The fight now changes to include the dragon wyrmling as an enemy, who acts on their own initiative. Whichever hob-goblin holds the chain commands the wyrmling using their bonus action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Holder&#039;&#039;&#039;&lt;br /&gt;
*Multiattack, 2 attacks.&lt;br /&gt;
*Attack: Thorned whip: +5 to hit, 1d6+3 damage, 10ft reach.&lt;br /&gt;
*Bonus attack: Command Wyrmling: Give the wyrmling a target and specify an attack.&lt;br /&gt;
&lt;br /&gt;
The fight can be resolved in multiple ways:&lt;br /&gt;
*Kill all the enemies, including the wyrmling&lt;br /&gt;
*Sever the chain, kill the hobgoblins&lt;br /&gt;
*Kill the hobgoblins&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=467</id>
		<title>The Goblin Grove</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=467"/>
		<updated>2022-02-20T17:21:15Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Phase 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:One Shot]][[category:Quest]][[category:Astran League]]&lt;br /&gt;
&lt;br /&gt;
The Goblin Grove is a side quest or one shot adventure meant for characters from level 1 - 3. Originally designed for the Liverpool oneshot session it can easily be modified to suit different groups. &lt;br /&gt;
&lt;br /&gt;
= Premise = &lt;br /&gt;
The township of Flaxxet has been terrorized by a group of goblins, lead by a particular vicious duo of Hobgoblins. The local hunter has narrowed down the location of the goblin&#039;s camp to the Fae-Touched Thicket - a particularly dense bit of forest in the woods bordering the town. The citizens of the town have asked for your help in defeating the goblin menace - willing to pay handsomely in addition to the promise of loot in the goblin&#039;s hideout!&lt;br /&gt;
&lt;br /&gt;
The core of the quest is to:&lt;br /&gt;
#Find the hideout in the Thicket &lt;br /&gt;
#Enter the Den and fight goblins&lt;br /&gt;
#Solve the puzzle on the door to the boss room&lt;br /&gt;
#Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
&lt;br /&gt;
Additional encounters&lt;br /&gt;
*An encounter with injured Fae in the Thicket. They will initially try to charm or incapacitate the players, demanding them to leave - but can be talked down. &lt;br /&gt;
&lt;br /&gt;
= Core Encounters =&lt;br /&gt;
The core encounters of this quest. &lt;br /&gt;
&lt;br /&gt;
== Find the hideout ==&lt;br /&gt;
Find the hideout in the Thicket &lt;br /&gt;
&lt;br /&gt;
== Enter the Den ==&lt;br /&gt;
Enter the Den and fight goblins&lt;br /&gt;
&lt;br /&gt;
== Solve the Door-Puzzle ==&lt;br /&gt;
Solve the puzzle on the door to the boss room&lt;br /&gt;
&lt;br /&gt;
== Boss fight ==&lt;br /&gt;
Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
&lt;br /&gt;
The leaders of this goblin warband are a pair of hobgoblin twins:&lt;br /&gt;
*Gakkal: She carries a large, round shield and a small club. &lt;br /&gt;
*Rhaked: He carries a large, two handed hammer, and Javelins on a rope.  &lt;br /&gt;
&lt;br /&gt;
The two will always stay close to each other, and both move and attack on the same initiative. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gakkal&#039;&#039;&#039;&lt;br /&gt;
*HP: 50&lt;br /&gt;
*AC: 18&lt;br /&gt;
*Multi Attack, 2 attacks. &lt;br /&gt;
*Attack: Shield bash, +7 to hit, 1d4+3 damage. DC 15 STR save or be knocked back 5ft.&lt;br /&gt;
*Bonus Action: Shove, Athletics +7 vs Athletics / Acrobatics.&lt;br /&gt;
*Reaction: As a reaction, Gakkal can use her shield to shield Rhaked from any attack. The roll will contest her AC instead of Rhaked&#039;s and a successful attack will damage her instead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rhaked&#039;&#039;&#039;&lt;br /&gt;
*HP: 60&lt;br /&gt;
*AC: 14&lt;br /&gt;
*Multi attack, 2 attacks.&lt;br /&gt;
*Attack: Hammer strike, +7 to hit, 2d6+3 damage.&lt;br /&gt;
*Attack: Javelin throw, +7 to hit, 1d6+3 damage. On hit, a character is tethered by the rope attached to the javelin. The rope can be cut.&lt;br /&gt;
*Bonus Action: Disengage, Pull Javelin: Pull a tethered character. DC 15str contest. &lt;br /&gt;
*Reaction: Sentinel Attack of Opportunity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lair Actions&#039;&#039;&#039;&lt;br /&gt;
#(If Rhaked and Gakkal are at most 5ft apart and both alive) Rhaked will use his hammer to bang on Gakkal&#039;s shield. Everyone (except Gakkal and Rhaked) within a 30ft radius makes a DC 14 constitution saving throw or be stunned for 1 round. &lt;br /&gt;
#Call to Action: 3 goblins appear at the edge of the arena to assist the duo. &lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
Phase 2 of the fight can be triggered in 2 ways:&lt;br /&gt;
#One of the duo dies&lt;br /&gt;
#They reach half of their combined health (55hp).&lt;br /&gt;
&lt;br /&gt;
In the second phase of the fight the duo (or whoever is left) will disengage who they are fighting with, run towards the back of the room, and open the cage with the green dragon wyrmling and pull it out on the chain around its neck. &lt;br /&gt;
*Whichever character takes the dragon on the chain, they exchange their weapon for a thorned whip, which they use to whip the dragon into doing their bidding. &lt;br /&gt;
&lt;br /&gt;
The fight now changes to include the dragon wyrmling as an enemy, who acts on their own initiative. Whichever hob-goblin holds the chain commands the wyrmling using their bonus action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Holder&#039;&#039;&#039;&lt;br /&gt;
*Multiattack, 2 attacks.&lt;br /&gt;
*Attack: Thorned whip: +5 to hit, 1d6+3 damage, 10ft reach.&lt;br /&gt;
*Bonus attack: Command Wyrmling: Give the wyrmling a target and specify an attack.&lt;br /&gt;
&lt;br /&gt;
The fight can be resolved in multiple ways:&lt;br /&gt;
*Kill all the enemies, including the wyrmling&lt;br /&gt;
*Sever the chain, kill the hobgoblins&lt;br /&gt;
*Kill the hobgoblins&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=466</id>
		<title>The Goblin Grove</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=466"/>
		<updated>2022-02-20T17:05:41Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Boss fight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:One Shot]][[category:Quest]][[category:Astran League]]&lt;br /&gt;
&lt;br /&gt;
The Goblin Grove is a side quest or one shot adventure meant for characters from level 1 - 3. Originally designed for the Liverpool oneshot session it can easily be modified to suit different groups. &lt;br /&gt;
&lt;br /&gt;
= Premise = &lt;br /&gt;
The township of Flaxxet has been terrorized by a group of goblins, lead by a particular vicious duo of Hobgoblins. The local hunter has narrowed down the location of the goblin&#039;s camp to the Fae-Touched Thicket - a particularly dense bit of forest in the woods bordering the town. The citizens of the town have asked for your help in defeating the goblin menace - willing to pay handsomely in addition to the promise of loot in the goblin&#039;s hideout!&lt;br /&gt;
&lt;br /&gt;
The core of the quest is to:&lt;br /&gt;
#Find the hideout in the Thicket &lt;br /&gt;
#Enter the Den and fight goblins&lt;br /&gt;
#Solve the puzzle on the door to the boss room&lt;br /&gt;
#Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
&lt;br /&gt;
Additional encounters&lt;br /&gt;
*An encounter with injured Fae in the Thicket. They will initially try to charm or incapacitate the players, demanding them to leave - but can be talked down. &lt;br /&gt;
&lt;br /&gt;
= Core Encounters =&lt;br /&gt;
The core encounters of this quest. &lt;br /&gt;
&lt;br /&gt;
== Find the hideout ==&lt;br /&gt;
Find the hideout in the Thicket &lt;br /&gt;
&lt;br /&gt;
== Enter the Den ==&lt;br /&gt;
Enter the Den and fight goblins&lt;br /&gt;
&lt;br /&gt;
== Solve the Door-Puzzle ==&lt;br /&gt;
Solve the puzzle on the door to the boss room&lt;br /&gt;
&lt;br /&gt;
== Boss fight ==&lt;br /&gt;
Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
&lt;br /&gt;
The leaders of this goblin warband are a pair of hobgoblin twins:&lt;br /&gt;
*Gakkal: She carries a large, round shield and a small club. &lt;br /&gt;
*Rhaked: He carries a large, two handed hammer, and Javelins on a rope.  &lt;br /&gt;
&lt;br /&gt;
The two will always stay close to each other, and both move and attack on the same initiative. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gakkal&#039;&#039;&#039;&lt;br /&gt;
*HP: 50&lt;br /&gt;
*AC: 18&lt;br /&gt;
*Multi Attack, 2 attacks. &lt;br /&gt;
*Attack: Shield bash, +7 to hit, 1d4+3 damage. DC 15 STR save or be knocked back 5ft.&lt;br /&gt;
*Bonus Action: Shove, Athletics +7 vs Athletics / Acrobatics.&lt;br /&gt;
*Reaction: As a reaction, Gakkal can use her shield to shield Rhaked from any attack. The roll will contest her AC instead of Rhaked&#039;s and a successful attack will damage her instead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rhaked&#039;&#039;&#039;&lt;br /&gt;
*HP: 60&lt;br /&gt;
*AC: 14&lt;br /&gt;
*Multi attack, 2 attacks.&lt;br /&gt;
*Attack: Hammer strike, +7 to hit, 2d6+3 damage.&lt;br /&gt;
*Attack: Javelin throw, +7 to hit, 1d6+3 damage. On hit, a character is tethered by the rope attached to the javelin. The rope can be cut.&lt;br /&gt;
*Bonus Action: Disengage, Pull Javelin: Pull a tethered character. DC 15str contest. &lt;br /&gt;
*Reaction: Sentinel Attack of Opportunity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lair Actions&#039;&#039;&#039;&lt;br /&gt;
#(If Rhaked and Gakkal are at most 5ft apart and both alive) Rhaked will use his hammer to bang on Gakkal&#039;s shield. Everyone (except Gakkal and Rhaked) within a 30ft radius makes a DC 14 constitution saving throw or be stunned for 1 round. &lt;br /&gt;
#Call to Action: 3 goblins appear at the edge of the arena to assist the duo. &lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
Phase 2 of the fight can be triggered in 2 ways:&lt;br /&gt;
#One of the duo dies&lt;br /&gt;
#They reach half of their combined health (55hp).&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=465</id>
		<title>The Goblin Grove</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=465"/>
		<updated>2022-02-20T16:03:35Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:One Shot]][[category:Quest]][[category:Astran League]]&lt;br /&gt;
&lt;br /&gt;
The Goblin Grove is a side quest or one shot adventure meant for characters from level 1 - 3. Originally designed for the Liverpool oneshot session it can easily be modified to suit different groups. &lt;br /&gt;
&lt;br /&gt;
= Premise = &lt;br /&gt;
The township of Flaxxet has been terrorized by a group of goblins, lead by a particular vicious duo of Hobgoblins. The local hunter has narrowed down the location of the goblin&#039;s camp to the Fae-Touched Thicket - a particularly dense bit of forest in the woods bordering the town. The citizens of the town have asked for your help in defeating the goblin menace - willing to pay handsomely in addition to the promise of loot in the goblin&#039;s hideout!&lt;br /&gt;
&lt;br /&gt;
The core of the quest is to:&lt;br /&gt;
#Find the hideout in the Thicket &lt;br /&gt;
#Enter the Den and fight goblins&lt;br /&gt;
#Solve the puzzle on the door to the boss room&lt;br /&gt;
#Defeat the hob-goblin twins that lead the pack of goblins&lt;br /&gt;
&lt;br /&gt;
Additional encounters&lt;br /&gt;
*An encounter with injured Fae in the Thicket. They will initially try to charm or incapacitate the players, demanding them to leave - but can be talked down. &lt;br /&gt;
&lt;br /&gt;
= Core Encounters =&lt;br /&gt;
The core encounters of this quest. &lt;br /&gt;
&lt;br /&gt;
== Find the hideout ==&lt;br /&gt;
Find the hideout in the Thicket &lt;br /&gt;
&lt;br /&gt;
== Enter the Den ==&lt;br /&gt;
Enter the Den and fight goblins&lt;br /&gt;
&lt;br /&gt;
== Solve the Door-Puzzle ==&lt;br /&gt;
Solve the puzzle on the door to the boss room&lt;br /&gt;
&lt;br /&gt;
== Boss fight ==&lt;br /&gt;
Defeat the hob-goblin twins that lead the pack of goblins&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=464</id>
		<title>The Goblin Grove</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=464"/>
		<updated>2022-02-20T15:27:40Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:One Shot]][[category:Quest]][[category:Astran League]]&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=463</id>
		<title>The Goblin Grove</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=The_Goblin_Grove&amp;diff=463"/>
		<updated>2022-02-20T15:27:31Z</updated>

		<summary type="html">&lt;p&gt;Nathan: Created page with &amp;quot;category:OneShotcategory:Questcategory:Astran League&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:OneShot]][[category:Quest]][[category:Astran League]]&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=462</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=462"/>
		<updated>2022-02-10T19:08:42Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* The Chapel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
Pelir 35th, 23:00 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you&#039;ve led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance.&amp;quot;&lt;br /&gt;
*The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.&lt;br /&gt;
*Escobert will guide them to the entrance of the old tunnel, which is located inside the keep&#039;s cellar. He suggests this is a good way to sneak townsfolk into the keep. &lt;br /&gt;
&lt;br /&gt;
== The Old Tunnel ==&lt;br /&gt;
The Tunnel runs from the Keep&#039;s cellar, underneath the keep and down to the bank of the river. &lt;br /&gt;
*The tunnel is wide enough to walk single file.&lt;br /&gt;
*The entrance in the keep is covered by an iron-bound door, while the stream exit is covered with an iron grate made to look like a sewer outlet. &lt;br /&gt;
*The tunnel was designed as a secret access to the river to get water during a siege. &lt;br /&gt;
&lt;br /&gt;
With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key. &lt;br /&gt;
&lt;br /&gt;
===Locks===&lt;br /&gt;
*The iron-bound door is unlocked with Escobert&#039;s key. Though stiff, it opens fairly easily.&lt;br /&gt;
*The grate on the exit has been heavily corroded after decades of disuse. &lt;br /&gt;
**With the key, a DC10 Dex check is necessary&lt;br /&gt;
**Without the key, a DC 20 Dex check with thieves tools.&lt;br /&gt;
**Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
A group of cultists and kobolds is searching the stream for townsfolk when the players emerge. If they don&#039;t spot the players they will pass the tunnel after a few minutes.&lt;br /&gt;
# If the characters open the lock with a key or thieves tools the first one out notices the cultists without being seen.&lt;br /&gt;
# If the check fails, the cultist will spot the players when they exit the tunnel, starting initiative.&lt;br /&gt;
# If the grate had to be forced open, the cultists will lay an ambush and gain a surprise round. &lt;br /&gt;
&lt;br /&gt;
The group consists of 2 cultists and 6 kobolds.&lt;br /&gt;
*If any cultists are alive at the beginning of the 4th round they will run off to get help. &lt;br /&gt;
**If escaped, a group of 2 cultists, 6 kobolds, 3 ambush drakes will guard the entrance ten minutes later.&lt;br /&gt;
&lt;br /&gt;
=== Reward ===&lt;br /&gt;
The primary reward is the tunnel itself. It can be used as long as it remains secret. &lt;br /&gt;
*Every time the players use the tunnel, roll 1d6. (Enemies as rolled on the encounter table)&lt;br /&gt;
**1: Players are seen and engaged.&lt;br /&gt;
**2: Players are seen but not engaged, and will instead find an ambush waiting for them when they return.&lt;br /&gt;
&lt;br /&gt;
== The Sally Port ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keep ==&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Attack ===&lt;br /&gt;
The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do.&lt;br /&gt;
His chief contribution to the raid is his Frightful Presence - but this is wearing off as the defenders are overcoming their fear. At 23:00, the dragon launches its final assault against the keep. &lt;br /&gt;
&lt;br /&gt;
Frulam Mondath - the Raid leader - orders the attack, knowing that the adventurers are in the keep at that time. &lt;br /&gt;
*Lennithon flies over the keep, using his breath weapon when he is close enough, but always keeps at least 25ft distance. &lt;br /&gt;
*There are 20 NPCs on the parapets, each of which take a shot at disadvantage +4 vs 19AC at him when he flies close. &lt;br /&gt;
*Each round that Lennithon uses his breath weapon, he kills 1d4 defenders and injures 1d6 more. These are replaced after a round.&lt;br /&gt;
**He doesn&#039;t explicitly target the PCs, but they take standard damage (12d10 lightning) if hit. DC 19 dex save. &lt;br /&gt;
&lt;br /&gt;
Lennithon departs after taking 24 damage, or a critical hit - flying off towards the east when he does so. &lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
Every time the players successfully return from a mission they will be given support from NPCs. &lt;br /&gt;
*Governess Marlyne Faering will be around for information and tactical advice. She will also occasionally give the players &#039;rewards&#039;.&lt;br /&gt;
** Bringing back a prisoner alive will net them a Potion of Heroism and 2 Potions of healing. She knows what these potions are, saying she saved them in case of dire need.&lt;br /&gt;
** Bringing back 10 or more villagers will net them a wand of Magic Missiles &lt;br /&gt;
*Escobert can provide them with some support of the militia, if they ask for it. &lt;br /&gt;
&lt;br /&gt;
If they save the priest from the chapel&lt;br /&gt;
*Arth Smartwhisk is a 3rd level Cleric with Domain of Life and knows the following spells he can cast to help the players: &lt;br /&gt;
#1st Level (4 slots / 1 used): Bless*, Cure Wounds*, Command, Detect Magic&lt;br /&gt;
#2nd Level (2 slots): Lesser Restoration*, Spiritual Weapon*, Enhance Ability, Continual Flame, Prayer of Healing, Silence&lt;br /&gt;
&lt;br /&gt;
== The Town ==&lt;br /&gt;
===Prisoners ===&lt;br /&gt;
Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info. If they havent seen a cult-leader yet, the governess will take them to the parapet and point out Frulam Mondath (Woman in purpose robes, wielding a large glaive) who is accompanied by a dozen guards. &lt;br /&gt;
*Faering warns against taking on a force like hers, especially since any lower ranking officer should be able to answer her questions. &lt;br /&gt;
&lt;br /&gt;
Leaving through the gate will be near impossible, due to the eyes on the gate. &lt;br /&gt;
*The old Tunnel is an option&lt;br /&gt;
*Climbing down the walls using ropes under cloud cover &lt;br /&gt;
*Players are free to suggest something&lt;br /&gt;
&lt;br /&gt;
Prisoners brought back will be interrogated by the governess and her guards. &lt;br /&gt;
*She stresses that she wants to do the interrogating&lt;br /&gt;
*Players are free to participate&lt;br /&gt;
&lt;br /&gt;
Kobolds&lt;br /&gt;
*Terrified, say whatever they think the questioner wants to hear.&lt;br /&gt;
*Know they&#039;re working for the &amp;quot;Hoardkeepers&amp;quot; and the &amp;quot;Dragonlady&amp;quot; (Rezmir)&lt;br /&gt;
*They are here for shinies and riches&lt;br /&gt;
&lt;br /&gt;
Mercenaries / Bandits&lt;br /&gt;
*Talk freely. They have no loyalty to the Keepers.&lt;br /&gt;
*They reveal they have been raiding caravans and communities in the surrounding area for loot over the last few weeks.&lt;br /&gt;
*They have heard a rumor of dragons eggs while in the camp.&lt;br /&gt;
*They will reveal the location of their camp, but will ask for their freedom in return.&lt;br /&gt;
&lt;br /&gt;
Cultists&lt;br /&gt;
*Tightlipped and require DC 10 intimidation or DC 12 pursuasion.&lt;br /&gt;
*Members of the Keepers of the Secret Hoard&lt;br /&gt;
*Collecting loot for &amp;quot;the Queen&#039;s great hoard, and usher in the age of the Dragon Queen.&amp;quot;&lt;br /&gt;
*They know the keepers have a clutch of eggs under heavy guard in a cave in their camp. &lt;br /&gt;
&lt;br /&gt;
=== Town Encounters ===&lt;br /&gt;
Cultists and villagers alike are strewn around the town.&lt;br /&gt;
*Each of the gates is guarded by 2 cultists, 2 mercenaries, and a handful of goblins.&lt;br /&gt;
&lt;br /&gt;
For encounters, roll on the encounter table in the book. &lt;br /&gt;
&lt;br /&gt;
Town Square&lt;br /&gt;
*The middle of the town is starting to see a gathering of cultists and captive villagers.&lt;br /&gt;
*In the middle of the town Frulam Mundath is gathered with her guards and giving orders to cult members&lt;br /&gt;
**After 2am she is joined by Langdedrosa Cyanwrath, the blue half-dragon champion.&lt;br /&gt;
&lt;br /&gt;
== The Chapel ==&lt;br /&gt;
Dozens of townsfolk (40 ish) have barricade themselves in the chapel of Pelor, which is surrounded by raiders. The attackers tried setting fire tot he structure, but with little success. Now they are using an improvised battering ram, and will likely break through in minutes. &lt;br /&gt;
The building is a large and square, made of fieldstone. It is rather tall and inside a big altar occupies the middle of the temple with other worship areas around it. &lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
There are 3 groups of enemies outside of the temple:&lt;br /&gt;
#A group battering the door&lt;br /&gt;
#A group circling the temple in a screeching mob&lt;br /&gt;
#A group heaping burning straw against the rear door&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Dragonclaw, two cultists, and six kobolds. &lt;br /&gt;
*The cultists are handling the battering ram&lt;br /&gt;
*The kobolds are keeping watch, but are distracted when group 2 comes by&lt;br /&gt;
*The Dragonclaw is in charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Three cultists, ten kobolds, two ambush drakes.&lt;br /&gt;
*strung out about 50ft&lt;br /&gt;
*Taking 8 minutes, or 2 minutes per side to circle the building&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Two cultists, six kobolds tightly clustered at the BACK DOOR&lt;br /&gt;
*Obscured by the smoke, which covers everything in 30ft around them.&lt;br /&gt;
*Most easy target&lt;br /&gt;
&lt;br /&gt;
=== Staging a rescue ===&lt;br /&gt;
Screams of townsfolk can easily be heard from the outside, though it is impossible to estimate how many people are inside. The backdoor can easily be unlocked with thieves tools.&lt;br /&gt;
*Townsfolk are near panic, requiring DC15 charisma to take &#039;orders&#039;. &lt;br /&gt;
*Arth Smartwhisk, the priest of Pelor, is very glad to see them and looks to them for a plan. He offers to heal obviously injured characters.&lt;br /&gt;
&lt;br /&gt;
Town is of the essence, as the front door is being taken down. &lt;br /&gt;
*The door has 30hp&lt;br /&gt;
*Every 10-30 seconds the door is hit for 1d6hp&lt;br /&gt;
*At 20hp: Cracks large enough to see through&lt;br /&gt;
*At 10hp: Door is sagging in its hinges&lt;br /&gt;
*At 5hp: Door can go at any moment.&lt;br /&gt;
&lt;br /&gt;
If the evacuation is not going, enemies will go for townsfolk first, group 1 pouring in first.&lt;br /&gt;
*A kobold automatically kills 1 villagers every round. &lt;br /&gt;
&lt;br /&gt;
If the evacuation is going, the players can easily block enemies from going after the villagers and close the door on them.&lt;br /&gt;
&lt;br /&gt;
== The Mill ==&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=461</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=461"/>
		<updated>2022-02-10T18:33:06Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* The Town */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
Pelir 35th, 23:00 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you&#039;ve led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance.&amp;quot;&lt;br /&gt;
*The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.&lt;br /&gt;
*Escobert will guide them to the entrance of the old tunnel, which is located inside the keep&#039;s cellar. He suggests this is a good way to sneak townsfolk into the keep. &lt;br /&gt;
&lt;br /&gt;
== The Old Tunnel ==&lt;br /&gt;
The Tunnel runs from the Keep&#039;s cellar, underneath the keep and down to the bank of the river. &lt;br /&gt;
*The tunnel is wide enough to walk single file.&lt;br /&gt;
*The entrance in the keep is covered by an iron-bound door, while the stream exit is covered with an iron grate made to look like a sewer outlet. &lt;br /&gt;
*The tunnel was designed as a secret access to the river to get water during a siege. &lt;br /&gt;
&lt;br /&gt;
With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key. &lt;br /&gt;
&lt;br /&gt;
===Locks===&lt;br /&gt;
*The iron-bound door is unlocked with Escobert&#039;s key. Though stiff, it opens fairly easily.&lt;br /&gt;
*The grate on the exit has been heavily corroded after decades of disuse. &lt;br /&gt;
**With the key, a DC10 Dex check is necessary&lt;br /&gt;
**Without the key, a DC 20 Dex check with thieves tools.&lt;br /&gt;
**Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
A group of cultists and kobolds is searching the stream for townsfolk when the players emerge. If they don&#039;t spot the players they will pass the tunnel after a few minutes.&lt;br /&gt;
# If the characters open the lock with a key or thieves tools the first one out notices the cultists without being seen.&lt;br /&gt;
# If the check fails, the cultist will spot the players when they exit the tunnel, starting initiative.&lt;br /&gt;
# If the grate had to be forced open, the cultists will lay an ambush and gain a surprise round. &lt;br /&gt;
&lt;br /&gt;
The group consists of 2 cultists and 6 kobolds.&lt;br /&gt;
*If any cultists are alive at the beginning of the 4th round they will run off to get help. &lt;br /&gt;
**If escaped, a group of 2 cultists, 6 kobolds, 3 ambush drakes will guard the entrance ten minutes later.&lt;br /&gt;
&lt;br /&gt;
=== Reward ===&lt;br /&gt;
The primary reward is the tunnel itself. It can be used as long as it remains secret. &lt;br /&gt;
*Every time the players use the tunnel, roll 1d6. (Enemies as rolled on the encounter table)&lt;br /&gt;
**1: Players are seen and engaged.&lt;br /&gt;
**2: Players are seen but not engaged, and will instead find an ambush waiting for them when they return.&lt;br /&gt;
&lt;br /&gt;
== The Sally Port ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keep ==&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Attack ===&lt;br /&gt;
The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do.&lt;br /&gt;
His chief contribution to the raid is his Frightful Presence - but this is wearing off as the defenders are overcoming their fear. At 23:00, the dragon launches its final assault against the keep. &lt;br /&gt;
&lt;br /&gt;
Frulam Mondath - the Raid leader - orders the attack, knowing that the adventurers are in the keep at that time. &lt;br /&gt;
*Lennithon flies over the keep, using his breath weapon when he is close enough, but always keeps at least 25ft distance. &lt;br /&gt;
*There are 20 NPCs on the parapets, each of which take a shot at disadvantage +4 vs 19AC at him when he flies close. &lt;br /&gt;
*Each round that Lennithon uses his breath weapon, he kills 1d4 defenders and injures 1d6 more. These are replaced after a round.&lt;br /&gt;
**He doesn&#039;t explicitly target the PCs, but they take standard damage (12d10 lightning) if hit. DC 19 dex save. &lt;br /&gt;
&lt;br /&gt;
Lennithon departs after taking 24 damage, or a critical hit - flying off towards the east when he does so. &lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
Every time the players successfully return from a mission they will be given support from NPCs. &lt;br /&gt;
*Governess Marlyne Faering will be around for information and tactical advice. She will also occasionally give the players &#039;rewards&#039;.&lt;br /&gt;
** Bringing back a prisoner alive will net them a Potion of Heroism and 2 Potions of healing. She knows what these potions are, saying she saved them in case of dire need.&lt;br /&gt;
** Bringing back 10 or more villagers will net them a wand of Magic Missiles &lt;br /&gt;
*Escobert can provide them with some support of the militia, if they ask for it. &lt;br /&gt;
&lt;br /&gt;
If they save the priest from the chapel&lt;br /&gt;
*Arth Smartwhisk is a 3rd level Cleric with Domain of Life and knows the following spells he can cast to help the players: &lt;br /&gt;
#1st Level (4 slots / 1 used): Bless*, Cure Wounds*, Command, Detect Magic&lt;br /&gt;
#2nd Level (2 slots): Lesser Restoration*, Spiritual Weapon*, Enhance Ability, Continual Flame, Prayer of Healing, Silence&lt;br /&gt;
&lt;br /&gt;
== The Town ==&lt;br /&gt;
===Prisoners ===&lt;br /&gt;
Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info. If they havent seen a cult-leader yet, the governess will take them to the parapet and point out Frulam Mondath (Woman in purpose robes, wielding a large glaive) who is accompanied by a dozen guards. &lt;br /&gt;
*Faering warns against taking on a force like hers, especially since any lower ranking officer should be able to answer her questions. &lt;br /&gt;
&lt;br /&gt;
Leaving through the gate will be near impossible, due to the eyes on the gate. &lt;br /&gt;
*The old Tunnel is an option&lt;br /&gt;
*Climbing down the walls using ropes under cloud cover &lt;br /&gt;
*Players are free to suggest something&lt;br /&gt;
&lt;br /&gt;
Prisoners brought back will be interrogated by the governess and her guards. &lt;br /&gt;
*She stresses that she wants to do the interrogating&lt;br /&gt;
*Players are free to participate&lt;br /&gt;
&lt;br /&gt;
Kobolds&lt;br /&gt;
*Terrified, say whatever they think the questioner wants to hear.&lt;br /&gt;
*Know they&#039;re working for the &amp;quot;Hoardkeepers&amp;quot; and the &amp;quot;Dragonlady&amp;quot; (Rezmir)&lt;br /&gt;
*They are here for shinies and riches&lt;br /&gt;
&lt;br /&gt;
Mercenaries / Bandits&lt;br /&gt;
*Talk freely. They have no loyalty to the Keepers.&lt;br /&gt;
*They reveal they have been raiding caravans and communities in the surrounding area for loot over the last few weeks.&lt;br /&gt;
*They have heard a rumor of dragons eggs while in the camp.&lt;br /&gt;
*They will reveal the location of their camp, but will ask for their freedom in return.&lt;br /&gt;
&lt;br /&gt;
Cultists&lt;br /&gt;
*Tightlipped and require DC 10 intimidation or DC 12 pursuasion.&lt;br /&gt;
*Members of the Keepers of the Secret Hoard&lt;br /&gt;
*Collecting loot for &amp;quot;the Queen&#039;s great hoard, and usher in the age of the Dragon Queen.&amp;quot;&lt;br /&gt;
*They know the keepers have a clutch of eggs under heavy guard in a cave in their camp. &lt;br /&gt;
&lt;br /&gt;
=== Town Encounters ===&lt;br /&gt;
Cultists and villagers alike are strewn around the town.&lt;br /&gt;
*Each of the gates is guarded by 2 cultists, 2 mercenaries, and a handful of goblins.&lt;br /&gt;
&lt;br /&gt;
For encounters, roll on the encounter table in the book. &lt;br /&gt;
&lt;br /&gt;
Town Square&lt;br /&gt;
*The middle of the town is starting to see a gathering of cultists and captive villagers.&lt;br /&gt;
*In the middle of the town Frulam Mundath is gathered with her guards and giving orders to cult members&lt;br /&gt;
**After 2am she is joined by Langdedrosa Cyanwrath, the blue half-dragon champion.&lt;br /&gt;
&lt;br /&gt;
== The Chapel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mill ==&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=460</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=460"/>
		<updated>2022-02-09T20:02:21Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* The Keep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
Pelir 35th, 23:00 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you&#039;ve led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance.&amp;quot;&lt;br /&gt;
*The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.&lt;br /&gt;
*Escobert will guide them to the entrance of the old tunnel, which is located inside the keep&#039;s cellar. He suggests this is a good way to sneak townsfolk into the keep. &lt;br /&gt;
&lt;br /&gt;
== The Old Tunnel ==&lt;br /&gt;
The Tunnel runs from the Keep&#039;s cellar, underneath the keep and down to the bank of the river. &lt;br /&gt;
*The tunnel is wide enough to walk single file.&lt;br /&gt;
*The entrance in the keep is covered by an iron-bound door, while the stream exit is covered with an iron grate made to look like a sewer outlet. &lt;br /&gt;
*The tunnel was designed as a secret access to the river to get water during a siege. &lt;br /&gt;
&lt;br /&gt;
With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key. &lt;br /&gt;
&lt;br /&gt;
===Locks===&lt;br /&gt;
*The iron-bound door is unlocked with Escobert&#039;s key. Though stiff, it opens fairly easily.&lt;br /&gt;
*The grate on the exit has been heavily corroded after decades of disuse. &lt;br /&gt;
**With the key, a DC10 Dex check is necessary&lt;br /&gt;
**Without the key, a DC 20 Dex check with thieves tools.&lt;br /&gt;
**Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
A group of cultists and kobolds is searching the stream for townsfolk when the players emerge. If they don&#039;t spot the players they will pass the tunnel after a few minutes.&lt;br /&gt;
# If the characters open the lock with a key or thieves tools the first one out notices the cultists without being seen.&lt;br /&gt;
# If the check fails, the cultist will spot the players when they exit the tunnel, starting initiative.&lt;br /&gt;
# If the grate had to be forced open, the cultists will lay an ambush and gain a surprise round. &lt;br /&gt;
&lt;br /&gt;
The group consists of 2 cultists and 6 kobolds.&lt;br /&gt;
*If any cultists are alive at the beginning of the 4th round they will run off to get help. &lt;br /&gt;
**If escaped, a group of 2 cultists, 6 kobolds, 3 ambush drakes will guard the entrance ten minutes later.&lt;br /&gt;
&lt;br /&gt;
=== Reward ===&lt;br /&gt;
The primary reward is the tunnel itself. It can be used as long as it remains secret. &lt;br /&gt;
*Every time the players use the tunnel, roll 1d6. (Enemies as rolled on the encounter table)&lt;br /&gt;
**1: Players are seen and engaged.&lt;br /&gt;
**2: Players are seen but not engaged, and will instead find an ambush waiting for them when they return.&lt;br /&gt;
&lt;br /&gt;
== The Sally Port ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keep ==&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Attack ===&lt;br /&gt;
The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do.&lt;br /&gt;
His chief contribution to the raid is his Frightful Presence - but this is wearing off as the defenders are overcoming their fear. At 23:00, the dragon launches its final assault against the keep. &lt;br /&gt;
&lt;br /&gt;
Frulam Mondath - the Raid leader - orders the attack, knowing that the adventurers are in the keep at that time. &lt;br /&gt;
*Lennithon flies over the keep, using his breath weapon when he is close enough, but always keeps at least 25ft distance. &lt;br /&gt;
*There are 20 NPCs on the parapets, each of which take a shot at disadvantage +4 vs 19AC at him when he flies close. &lt;br /&gt;
*Each round that Lennithon uses his breath weapon, he kills 1d4 defenders and injures 1d6 more. These are replaced after a round.&lt;br /&gt;
**He doesn&#039;t explicitly target the PCs, but they take standard damage (12d10 lightning) if hit. DC 19 dex save. &lt;br /&gt;
&lt;br /&gt;
Lennithon departs after taking 24 damage, or a critical hit - flying off towards the east when he does so. &lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
Every time the players successfully return from a mission they will be given support from NPCs. &lt;br /&gt;
*Governess Marlyne Faering will be around for information and tactical advice. She will also occasionally give the players &#039;rewards&#039;.&lt;br /&gt;
** Bringing back a prisoner alive will net them a Potion of Heroism and 2 Potions of healing. She knows what these potions are, saying she saved them in case of dire need.&lt;br /&gt;
** Bringing back 10 or more villagers will net them a wand of Magic Missiles &lt;br /&gt;
*Escobert can provide them with some support of the militia, if they ask for it. &lt;br /&gt;
&lt;br /&gt;
If they save the priest from the chapel&lt;br /&gt;
*Arth Smartwhisk is a 3rd level Cleric with Domain of Life and knows the following spells he can cast to help the players: &lt;br /&gt;
#1st Level (4 slots / 1 used): Bless*, Cure Wounds*, Command, Detect Magic&lt;br /&gt;
#2nd Level (2 slots): Lesser Restoration*, Spiritual Weapon*, Enhance Ability, Continual Flame, Prayer of Healing, Silence&lt;br /&gt;
&lt;br /&gt;
== The Town ==&lt;br /&gt;
Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info. &lt;br /&gt;
*She wants to be there when the interrogating happens.&lt;br /&gt;
&lt;br /&gt;
== The Chapel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mill ==&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=459</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=459"/>
		<updated>2022-02-09T19:29:01Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* The Old Tunnel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
Pelir 35th, 23:00 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you&#039;ve led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance.&amp;quot;&lt;br /&gt;
*The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.&lt;br /&gt;
*Escobert will guide them to the entrance of the old tunnel, which is located inside the keep&#039;s cellar. He suggests this is a good way to sneak townsfolk into the keep. &lt;br /&gt;
&lt;br /&gt;
== The Old Tunnel ==&lt;br /&gt;
The Tunnel runs from the Keep&#039;s cellar, underneath the keep and down to the bank of the river. &lt;br /&gt;
*The tunnel is wide enough to walk single file.&lt;br /&gt;
*The entrance in the keep is covered by an iron-bound door, while the stream exit is covered with an iron grate made to look like a sewer outlet. &lt;br /&gt;
*The tunnel was designed as a secret access to the river to get water during a siege. &lt;br /&gt;
&lt;br /&gt;
With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key. &lt;br /&gt;
&lt;br /&gt;
===Locks===&lt;br /&gt;
*The iron-bound door is unlocked with Escobert&#039;s key. Though stiff, it opens fairly easily.&lt;br /&gt;
*The grate on the exit has been heavily corroded after decades of disuse. &lt;br /&gt;
**With the key, a DC10 Dex check is necessary&lt;br /&gt;
**Without the key, a DC 20 Dex check with thieves tools.&lt;br /&gt;
**Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
A group of cultists and kobolds is searching the stream for townsfolk when the players emerge. If they don&#039;t spot the players they will pass the tunnel after a few minutes.&lt;br /&gt;
# If the characters open the lock with a key or thieves tools the first one out notices the cultists without being seen.&lt;br /&gt;
# If the check fails, the cultist will spot the players when they exit the tunnel, starting initiative.&lt;br /&gt;
# If the grate had to be forced open, the cultists will lay an ambush and gain a surprise round. &lt;br /&gt;
&lt;br /&gt;
The group consists of 2 cultists and 6 kobolds.&lt;br /&gt;
*If any cultists are alive at the beginning of the 4th round they will run off to get help. &lt;br /&gt;
**If escaped, a group of 2 cultists, 6 kobolds, 3 ambush drakes will guard the entrance ten minutes later.&lt;br /&gt;
&lt;br /&gt;
=== Reward ===&lt;br /&gt;
The primary reward is the tunnel itself. It can be used as long as it remains secret. &lt;br /&gt;
*Every time the players use the tunnel, roll 1d6. (Enemies as rolled on the encounter table)&lt;br /&gt;
**1: Players are seen and engaged.&lt;br /&gt;
**2: Players are seen but not engaged, and will instead find an ambush waiting for them when they return.&lt;br /&gt;
&lt;br /&gt;
== The Sally Port ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keep ==&lt;br /&gt;
The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do. &lt;br /&gt;
&lt;br /&gt;
== The Town ==&lt;br /&gt;
Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info. &lt;br /&gt;
*She wants to be there when the interrogating happens.&lt;br /&gt;
&lt;br /&gt;
== The Chapel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mill ==&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=458</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=458"/>
		<updated>2022-02-09T19:18:54Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Beats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
Pelir 35th, 23:00 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you&#039;ve led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance.&amp;quot;&lt;br /&gt;
*The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.&lt;br /&gt;
*Escobert will guide them to the entrance of the old tunnel, which is located inside the keep&#039;s cellar. He suggests this is a good way to sneak townsfolk into the keep. &lt;br /&gt;
&lt;br /&gt;
== The Old Tunnel ==&lt;br /&gt;
The Tunnel runs from the Keep&#039;s cellar, underneath the keep and down to the bank of the river. &lt;br /&gt;
*The tunnel is wide enough to walk single file.&lt;br /&gt;
*The entrance in the keep is covered by an iron-bound door, while the stream exit is covered with an iron grate made to look like a sewer outlet. &lt;br /&gt;
*The tunnel was designed as a secret access to the river to get water during a siege. &lt;br /&gt;
&lt;br /&gt;
With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key. &lt;br /&gt;
&lt;br /&gt;
Locks&lt;br /&gt;
*The iron-bound door is unlocked with Escobert&#039;s key. Though stiff, it opens fairly easily.&lt;br /&gt;
*The grate on the exit has been heavily corroded after decades of disuse. &lt;br /&gt;
**With the key, a DC10 Dex check is necessary&lt;br /&gt;
**Without the key, a DC 20 Dex check with thieves tools.&lt;br /&gt;
**Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise.&lt;br /&gt;
&lt;br /&gt;
Enemies&lt;br /&gt;
&lt;br /&gt;
== The Sally Port ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keep ==&lt;br /&gt;
The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do. &lt;br /&gt;
&lt;br /&gt;
== The Town ==&lt;br /&gt;
Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info. &lt;br /&gt;
*She wants to be there when the interrogating happens.&lt;br /&gt;
&lt;br /&gt;
== The Chapel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mill ==&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=457</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=457"/>
		<updated>2022-02-08T19:11:58Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Beats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
Pelir 35th, 23:00 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you&#039;ve led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance.&amp;quot;&lt;br /&gt;
*The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.&lt;br /&gt;
&lt;br /&gt;
== The Old Tunnel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Sally Port ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keep ==&lt;br /&gt;
The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do. &lt;br /&gt;
&lt;br /&gt;
== The Town ==&lt;br /&gt;
Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info. &lt;br /&gt;
*She wants to be there when the interrogating happens.&lt;br /&gt;
&lt;br /&gt;
== The Chapel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mill ==&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=456</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=456"/>
		<updated>2022-02-08T18:44:31Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Beats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
Pelir 35th, 23:00 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you&#039;ve led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Old Tunnel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Sally Port ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keep ==&lt;br /&gt;
Dragon Attack goes here.&lt;br /&gt;
&lt;br /&gt;
== The Town ==&lt;br /&gt;
Prisoners goes here&lt;br /&gt;
&lt;br /&gt;
== The Chapel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mill ==&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Log&amp;diff=455</id>
		<title>AitAL Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Log&amp;diff=455"/>
		<updated>2022-02-08T18:30:26Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Intro =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The village of Lonstrem is a small farmer’s town of about 200 on the Embraweave Plateau east of Suhder. Its mayor, Marwan Rosebelly, has called for aid from the Order of Dawn after almost a quarter of the population has fallen ill almost 3 weeks ago. You are to deliver a wagon with supplies to these people, and assist the local priest of Lathender, Zinfi Goldrest, with finding out where this sickness has come from, and hopefully put an end to it.&lt;br /&gt;
&lt;br /&gt;
Minister Elreak from the Order of Dawn - part of the Church of Pelor - has promised you 100 gold pieces each for your efforts in delivering the cart of goods to Lonstrem, of which you’ve been paid 25 when you left Suhder. You have also been given 3 weeks worth of rations each, enough to get you to the village and back. &lt;br /&gt;
The wagon is pulled by two donkeys and contains:&lt;br /&gt;
*A chest of dry, herbal medical supplies&lt;br /&gt;
*A small barrel of liquid medicine&lt;br /&gt;
*A chest of bandages&lt;br /&gt;
*4 flasks of strong alcohol (meant as a disinfectant) in a crate.&lt;br /&gt;
*A small, locked chest containing scrolls (1 person was given a key to be kept separately)&lt;br /&gt;
*A barrel of feed for the donkeys&lt;br /&gt;
&lt;br /&gt;
The wagon has room for 2 people to ride in the front, and two inside (among the goods). The donkeys are called Hilk and Bitty, and are of calm demeanor (they are affectionate and like to be pet on the head).&lt;br /&gt;
&lt;br /&gt;
Pelir 28th&lt;br /&gt;
By now you’re about 2 days away from Lonstrem. You’ve traveled the Godsroad Highway for a good while, before leaving its relative safety and well kept road surface to travel on the Embraweave Trackway - a much less traveled path leading through the Embraweave Plateau. The journey has been relatively uneventful, save a thief trying to rummage through your goods and wild animals being attracted to the smell of food cooking over a fire. Now, however, bad weather is headed your way as deep blue and gray clouds are blown north-east from the Inmer.&lt;br /&gt;
&lt;br /&gt;
= Chapter 1 =&lt;br /&gt;
&lt;br /&gt;
== Session 1 ==&lt;br /&gt;
Pelir 28th&lt;br /&gt;
Having found Johan (Steve) on the road the party learns about a house not too far away, it should provide shelter from the coming storm. They also learn Steve has been beaten by a group of highwaymen. &lt;br /&gt;
*The party travels to the house, and takes a long time making sure no one is in there before breaking in.&lt;br /&gt;
*They also burn down the little wooden shed to the side. &lt;br /&gt;
&lt;br /&gt;
The party takes their time looking around the house, discovering that one of the room contains a bed, the other room appears to be some sort of study.&lt;br /&gt;
*As they are looking around the house, it starts raining.&lt;br /&gt;
*In the study they find a magic sigil on the ground and a leather bound book on the desk, as well as about 200gp worth of reagents. &lt;br /&gt;
*The book contains a number of rituals written in draconic - among which a ritual that describes how to create a portal to Avernus. The ritual requires souls as a component. The book appears to be given to one Hunozur.&lt;br /&gt;
&lt;br /&gt;
== Session 2 ==&lt;br /&gt;
11-08-2021&lt;br /&gt;
Pelir 28th&lt;br /&gt;
&lt;br /&gt;
The party spend the evening talking with Steve when they noticed a figure stalking around outside. &lt;br /&gt;
*Catya snuck out of the house and surprised him , forcing him inside at knife point. &lt;br /&gt;
*After questioning they find out this half elven man is called Velsalin, 35 y/o and born in Suhder. He claims to be a servant of his queen and master Hunozur. &lt;br /&gt;
**He was sent here to recover the book the party is now holding.&lt;br /&gt;
&lt;br /&gt;
The party tortured Velsalin for information, which he reluctantly spilled:&lt;br /&gt;
*Hunozur can be found in a cave south of the village.&lt;br /&gt;
*He was ordered to get the book for Hunozur. &lt;br /&gt;
*It was Hunozur who made the circle in the other room. &lt;br /&gt;
**Upon learning this the party threw a kneecap they removed from the half-elf into the circle. Nothing happened.&lt;br /&gt;
&lt;br /&gt;
Velsalin managed to escape as the party tried to drag him towards the well outside. He killed himself on one of their daggers.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what they had learned while the storm raged on.&lt;br /&gt;
&lt;br /&gt;
== Session 3 ==&lt;br /&gt;
25-08-2021&lt;br /&gt;
Pelir 29th&lt;br /&gt;
&lt;br /&gt;
The party rests, with Chalk taking first watch.&lt;br /&gt;
*Chalk&#039;s watch is quiet, not spotting anything. &lt;br /&gt;
&lt;br /&gt;
Rees takes second watch.&lt;br /&gt;
*He spots something outside in the rain.&lt;br /&gt;
*He decides to investigate, waking Catya up to watch over him.&lt;br /&gt;
*Approaching the location he finds a dirt mound. Digging this up he finds a corpse, and drags it inside.&lt;br /&gt;
&lt;br /&gt;
The corpse is of an unknown fellow, who is identified by Steve as mister Rainvale, the owner of this house. &lt;br /&gt;
*The party finds a key in one of his pockets. &lt;br /&gt;
&lt;br /&gt;
The party uses the key they found on any lock they can find, until they discover what it is for; a chest in the bedroom that has been previously looted. &lt;br /&gt;
&lt;br /&gt;
Come morning:&lt;br /&gt;
*The body is reburied &lt;br /&gt;
*The house is carefully inspected - even the living room rug is removed to check for a hidden treasure, of which there is none.&lt;br /&gt;
*The party prepares the donkeys to travel to Lonstrem.&lt;br /&gt;
&lt;br /&gt;
After a day of traveling the party arrives, make their way to the Rusty Trough, and have Zinfi Goldrest (not gold breast) called over. They bring the supplies up the chapel, so he can treat the sick.&lt;br /&gt;
&lt;br /&gt;
== Session 4 ==&lt;br /&gt;
13-09-2021&lt;br /&gt;
Pelir 29th&lt;br /&gt;
&lt;br /&gt;
After having delivered the medical goods to Zinfi Goldrest (not gold breast) he showed them the &#039;sick&#039; villagers inside the chapel.&lt;br /&gt;
*Here they found 30 villagers, all of them seemingly asleep, and looking thin as if they&#039;ve been starving. &lt;br /&gt;
*Zinfi tells them these were the first 30 to get sick, and he has been trying to take care of them best he can. &lt;br /&gt;
&lt;br /&gt;
The party discovers here that all the villagers are enchanted by some magic of the enchantment school.&lt;br /&gt;
&lt;br /&gt;
On their way back into the village they are approached by a yelling man, who asks them for help.&lt;br /&gt;
*The man is a human, and bloodied in the face. He says he and his partner had been ambushed. &lt;br /&gt;
*The party follows, about 10 minutes south of the village on the road.&lt;br /&gt;
&lt;br /&gt;
A battle ensues as, surprise surprise, the party is ambushed by the man&#039;s allies with the words: &amp;quot;By order of Lady Viosephit you are to be put to death&amp;quot;.&lt;br /&gt;
*One of the five ambushers manages to escape the battlefield, fleeing south.&lt;br /&gt;
*After the battle is easily won, the party finds all of the 4 people they killed to have a large, black hand tattoo&#039;d on their chest. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;The Loot&#039;&#039;&#039;&lt;br /&gt;
*24 gems &lt;br /&gt;
**16 @ 10gp each &lt;br /&gt;
**7 @ 25gp each&lt;br /&gt;
**1 @ 50gp&lt;br /&gt;
&lt;br /&gt;
Weapons&lt;br /&gt;
* Spear and shield for the goliath and a dagger&lt;br /&gt;
* Shortbow with 25 arrows and two shortswords, a dagger, and 5 thick needles for the Tabaxi&lt;br /&gt;
* An ornately decorated dagger with a curved blade. Decorated to look like hte handle has dragon scales. On the bugbear&lt;br /&gt;
* A heavy crossbow with 20 bolts, a club, and a dagger on the human&lt;br /&gt;
&lt;br /&gt;
Upon their return to the village they rest up.&lt;br /&gt;
&lt;br /&gt;
Pelir 30th&lt;br /&gt;
The morning after, they meet with the Mayor, who they tell what they&#039;ve been through so far. &lt;br /&gt;
*The Mayor asks if they can help find this Hunozur figure.&lt;br /&gt;
*The Mayor also tells them he had seen a half orc in the village, and saw that he had a similar tattoo.&lt;br /&gt;
*The party agrees, though expresses strongly they wanted to be paid. The Mayor says he will do what he can, including writing a letter for the Order of Dawn.&lt;br /&gt;
&lt;br /&gt;
== Session 5 ==&lt;br /&gt;
The party decides to go and chase after Hunozur and the cave he is supposed to be in. &lt;br /&gt;
*Asking the barkeep of the Rusty Trough, Nemita, for directions she points them at [NPC NAME HERE], who has been hunting around these parts for years. &lt;br /&gt;
*For 10gp he tells them he will lead them down south through the thick forests by the river. The party agrees.&lt;br /&gt;
&lt;br /&gt;
The party travels down south, largely keeping up with their new guide - mostly thanks to Fayra. About half way, though, they encounter some trouble - and get into a fight with 3 large crocodiles, which badly hurt Fayra and Catya. &lt;br /&gt;
&lt;br /&gt;
After a short rest the party continues.&lt;br /&gt;
*About an hour later, they find themselves in a clearing near the river. From this clearing the guide tells them they are on their own. &lt;br /&gt;
*Sneaking a bit closer to the clearing the party finds that there&#039;s a Goliath in front of a cave opening. &lt;br /&gt;
*While they are discussing plans they can see the Half-Orc that fled from the ambush. &lt;br /&gt;
&lt;br /&gt;
After a failed attempt to lure their prey out of hiding, the party engages a genius plan:&lt;br /&gt;
*Fayra disguises herself as the person that led them into the ambush. The half orc initially falls for it, though the Goliath is weary. &lt;br /&gt;
*Once up close, the half orc also sees that something is wrong and before being able to strike Fayra blasts a Burning Hands, severely injuring both the Half-Orc and Goliath. &lt;br /&gt;
&lt;br /&gt;
The battle ensues, with Fayra, Rees, and Chalk fighting outside while Catya sneaks inside. &lt;br /&gt;
*The party manages to kill the Half Orc, Senid, and Goliath, Manu. They badly wound every other enemy.&lt;br /&gt;
*They even blast Hunozur, after he asks for a peaceful solution. This makes Hunozur blast a fireball, downing Rees and Fayra and badly injuring Chalk. &lt;br /&gt;
*In the meantime, Catya had gone down inside as she was fighting one of the tieflings one-on-one.&lt;br /&gt;
&lt;br /&gt;
== Session 6 ==&lt;br /&gt;
The party makes one last ditch effort to do damage, but at no avail. They are then all KO&#039;d and captured.&lt;br /&gt;
*Wake up in the cave.&lt;br /&gt;
*Rees and Chalk are hogtied&lt;br /&gt;
*Catya and Fayra are tied in a cage.&lt;br /&gt;
&lt;br /&gt;
Hunozur questions the party, while Fayra wildshapes into a fox and escapes her bounds.&lt;br /&gt;
*The party doesn&#039;t tell Hunozur much, mostly tells him bs.&lt;br /&gt;
&lt;br /&gt;
After some time and several escape attempts, Catya is taken out of the cage and she attacks Hunozur.&lt;br /&gt;
*She misses, Hunozur knocks her out.&lt;br /&gt;
&lt;br /&gt;
== Session 6 Preparation notes ==&lt;br /&gt;
=== The Cave ===&lt;br /&gt;
&#039;&#039;&#039;Captured&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;After you all were knocked unconscious, you rouse in a rather... dark place. The first thing you notice is the gag in your mouths - each of your mouths. The second thing you notice, is your hands: They are bound together tightly, and rather expertly, with rough ropes. The third thing you notice; Everything you were carrying on you is gone. From weapons, to backpacks, to armors. Rees and Chalk find themselves tied together by the feet, while Fayra and Catya are each individually cuffed and locked inside a cage. Each of you is hurting pretty badly - but you&#039;re alive.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
PCs&lt;br /&gt;
*All on 1 HP&lt;br /&gt;
*Catya has her hidden thieves tools&lt;br /&gt;
*Rees only has his hidden thieves tools, the dagger is gone.&lt;br /&gt;
*Chalk needs to compete against an 18 investigation for anything hidden&lt;br /&gt;
*Fayra needs to compete against a 16 investigation for anything hidden&lt;br /&gt;
&lt;br /&gt;
NPCs&lt;br /&gt;
*Senid and Menu are dead.&lt;br /&gt;
*The Twins and Ki Dakig are inside, licking their wounds. &lt;br /&gt;
*Hunozur is in his study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ah, you&#039;re finally awake&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
After the PCs start talking to each other Hunozur will start pacing the cave. The party will hear him say: &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Barros, Samine. You two take care of the bodies. Leave them near the riverside for the crocodiles. When you&#039;re done, start packing up. Ki, stand watch over the prisoners.&amp;quot;&lt;br /&gt;
*Hunozur will interrogate them, starting with Rees, then Chalk, then Catya, then Fayra.&lt;br /&gt;
*For every PC he takes with him, the PCs get to talk amongst themselves and plan. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stolen from the party&#039;&#039;&#039; ===&lt;br /&gt;
After going KO, the Keepers took everything on the players, which amounts to:&lt;br /&gt;
*Items&lt;br /&gt;
**Darts&lt;br /&gt;
**Sling&lt;br /&gt;
**Light Crossbow&lt;br /&gt;
**Eddie&lt;br /&gt;
**Dagger&lt;br /&gt;
**Scale Mail&lt;br /&gt;
**Wand&lt;br /&gt;
**Bag of holding&lt;br /&gt;
**Shortbow&lt;br /&gt;
**Rapier&lt;br /&gt;
**Leather armor&lt;br /&gt;
**Dagger &amp;amp; Dagger&lt;br /&gt;
**Arrows&lt;br /&gt;
&lt;br /&gt;
*Valuables&lt;br /&gt;
**Gold: 45 + 25 + 40 + 50 (160)&lt;br /&gt;
**24 gems&lt;br /&gt;
***16 @ 10gp each&lt;br /&gt;
***7 @ 25gp each&lt;br /&gt;
***1 @ 50gp&lt;br /&gt;
&lt;br /&gt;
==Hunozur&#039;s Room ==&lt;br /&gt;
In the back of the cave Hunozur keeps what seems to be an impromptu study; a desk, chair, and chest are covered in pieces of parchment, several small bottles of a black liquid (ink), similar empty bottles, quills, and books. In a corner there is also a cage with what seems to be a sleeping halfling (they look almost starved), and a bedroll.&lt;br /&gt;
&lt;br /&gt;
=== Parchment ===&lt;br /&gt;
About two dozen sheets of parchment are scattered around the desk. Reading through these there three distinct handwritings recognizable, one of which is in draconic, one in common, and one in different languages.&lt;br /&gt;
*Correspondences signed by one H. A..&lt;br /&gt;
*(In draconic) Correspondences signed by one Numeria&lt;br /&gt;
*A letter by Lady Viosephit&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
*&amp;quot;Inhabitants of the Outer Planes Vol. 2&amp;quot;&lt;br /&gt;
*&amp;quot;The Elemental Planes and Tau&amp;quot;&lt;br /&gt;
*&amp;quot;Planar Convergence, signs and effects&amp;quot;&lt;br /&gt;
*&amp;quot;Minor Enchantments; a comprehensive study&amp;quot;&lt;br /&gt;
*&amp;quot;Dragonkin: Origins, Myths, and Facts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
Different reagents in glass containers are found on the desk, each of them labeled:&lt;br /&gt;
*Diamond Dust&lt;br /&gt;
*Basilisk Gal&lt;br /&gt;
*Alcohol, pure&lt;br /&gt;
*Mystracide shavings&lt;br /&gt;
*Mercury&lt;br /&gt;
*Blood&lt;br /&gt;
&lt;br /&gt;
=== Chest ===&lt;br /&gt;
*In a chest: 2500cp, 1300sp, 70gp, 7x gems worth 50gp each (Turquiose Tiger-Eye, black Onyx, red rubies) &lt;br /&gt;
*On each member of the possee:&lt;br /&gt;
**Gems: 2x 10gp each, 1x 25gp each (Total: 10x10gp, 5x 25gp)&lt;br /&gt;
*On Hunozur&#039;s Desk:&lt;br /&gt;
**Small statue of a Silver Raven (Figurine of Wondrous Power) &lt;br /&gt;
**Amulet of Proof Against Detection and Location &lt;br /&gt;
&lt;br /&gt;
Next to the chest is the +1 Battleaxe. Inside of it are the aforementioned coins and gems, as well as a number of what seem to be steel objects:&lt;br /&gt;
*Two dagger blades&lt;br /&gt;
*A sword blade&lt;br /&gt;
*A dozen rings&lt;br /&gt;
*4 bracelets&lt;br /&gt;
*A headband&lt;br /&gt;
*A mask&lt;br /&gt;
*A chain&lt;br /&gt;
&lt;br /&gt;
Note; these are the Mystricide objects&lt;br /&gt;
&lt;br /&gt;
=== Items from villagers ===&lt;br /&gt;
There are a number of seemingly miscellaneous items strewn around the cave, largely found around the chest. &lt;br /&gt;
*Silverware, from plates to cups to cutlery made out of silver-shiny material.&lt;br /&gt;
*Jewelry made of varying shiny materials&lt;br /&gt;
**Lockets&lt;br /&gt;
**Rings&lt;br /&gt;
*An old looking sword, kept in a scabberd of long faded but well kept dark brown leather. It is a short sword with stubby grip. A DC 12 history check would reveal this to be a sword issued to the Scalebound city guards about a century ago.&lt;br /&gt;
*A picture frame, painting of a smiling halfling woman included.&lt;br /&gt;
&lt;br /&gt;
It is fairly apparent that these are valuables stolen from around the village of Lonstrem, or perhaps other villages. &lt;br /&gt;
&lt;br /&gt;
=== Halfling ===&lt;br /&gt;
The halfling inside of the cage seems to be enchanted in the same way the villagers are. She&#039;s sleeping and looks starved, though next to the cage is a bowl, half filled with what seems to be a soup.&lt;br /&gt;
*Her name is Saula Greencheeks, she&#039;s around 12 years old. &lt;br /&gt;
*She comes from a town called Gilhold. She doesn&#039;t know where it is in relation to where they are now. &lt;br /&gt;
*She doesn&#039;t know how she got here, only that a half-orc man showed her a swinging flame.&lt;br /&gt;
&lt;br /&gt;
=== Hunozur Possee ===&lt;br /&gt;
&lt;br /&gt;
Left alive:&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
&#039;&#039;&#039;The Twins&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Barros&#039;&#039;&#039; and &#039;&#039;&#039;Samine&#039;&#039;&#039;, Tiefling Siblings.&lt;br /&gt;
*Each use a greatsword.&lt;br /&gt;
*Can use a bonus action to try and disarm. DC 14 STR/DEX or weapon is knocked out of the user&#039;s hand.&lt;br /&gt;
*HP: 25 | AC: 14 | +4 to hit, 2d6+2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Artillery ====&lt;br /&gt;
&#039;&#039;&#039;Ki Dakig&#039;&#039;&#039;human&lt;br /&gt;
*Use heavy crossbow&lt;br /&gt;
*Can use an action to shoot a Net Arrow (1 each) vs AC to knock a target prone. Removing the net costs an action.&lt;br /&gt;
*HP: 20 | AC: 12 | +5 to hit, 1d10+3 damage.&lt;br /&gt;
&lt;br /&gt;
== Session 7 ==&lt;br /&gt;
Returning to the village&lt;br /&gt;
Meeting Gor&lt;br /&gt;
&lt;br /&gt;
== Session 8 ==&lt;br /&gt;
On their way to Gilhold they fought a giant Talus&lt;br /&gt;
*Donkeys and the wagon got smashed&lt;br /&gt;
&lt;br /&gt;
Ended with them witnessing the start of the raid on Gilhold, with a dragon in the sky&lt;br /&gt;
&lt;br /&gt;
= Chapter 2 =&lt;br /&gt;
&lt;br /&gt;
== Session 2.1 ==&lt;br /&gt;
Snuck into the surrounding parts of the village&lt;br /&gt;
*Had a fight at the remote houses north of the river&lt;br /&gt;
*Fought at the fishery&lt;br /&gt;
*Snuck across the river with villagers&lt;br /&gt;
&lt;br /&gt;
== Session 2.2  ==&lt;br /&gt;
Pelir 35th, 21:00&lt;br /&gt;
Made their way through the town&lt;br /&gt;
*Fled for a patrol coming by the river&lt;br /&gt;
*Blew up a brewery as a distraction&lt;br /&gt;
*Made their way through the fields&lt;br /&gt;
*Snuck into the south-gate, climbed houses to get onto the roof&lt;br /&gt;
*Catya and Reese snuck into a building to check if it was empty&lt;br /&gt;
*After climbing over the roof and getting to the courtyard on the other side Rees and Catya tried getting the villagers into a house to rest, but half of them started booking it for the nearby gate to the keep&lt;br /&gt;
** Guards on the wall then called down to open the gate&lt;br /&gt;
** The rest of the villagers and party then chased towards the gate&lt;br /&gt;
&lt;br /&gt;
As the party was running towards the gate, Catya (Carrying Gor) was chased by a cultist and half-dragon&lt;br /&gt;
*Narrowly escaping the half dragons grasps Catya carried Gor towards the gate&lt;br /&gt;
*The cultist used magic missiles to hit the two, downing Catya&lt;br /&gt;
*Gor kept running as he hit the ground&lt;br /&gt;
*Chalk used his misty step to pick Catya up and take her back to the gate&lt;br /&gt;
*Fayra used her healing word to get Catya back up.&lt;br /&gt;
&lt;br /&gt;
The party was introduced to the Governess, who asked for their help. The party rested up for an hour to start helping the town. &lt;br /&gt;
&lt;br /&gt;
=== Session 2.2 planning ===&lt;br /&gt;
Intro&lt;br /&gt;
* &amp;quot;Our band of travelers started out as 4 on a mission of mercy to Lonstrem, bringing medical supplies. They learned of a strange fellow Hunozur, who had cursed the village into a magical sleep! This Hunozur and his possee were dispatched, though not with ease as the party was captured before they could slay him! Back in Lonstrem they were joined by a fifth, Gor, and took on the barkeep and her niece on their way to Gilhold - where Hunozur was supposed to meet his superior. After defeating a giant rock creature they found that the town of Gilhold was under siege: Smoke rising and the light of fires brightening the village as the sun is dipping below the horizon, with a dragon overhead. The brave adventurers dove headfirst into the frey, as they are now hauling a sizable group of villagers in search of safe way to the keep that looms over the town.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In the town: (Seek the Keep)&lt;br /&gt;
# Look for shelter or get to the keep&lt;br /&gt;
# Patrols are going through the town, villagers keep reiterating they want to go to the keep&lt;br /&gt;
# Large, blue dragon flying overhead&lt;br /&gt;
# Abandoned belongings are found on the ground, and in the opening of the first gate they see there are even corpses of the local militia&lt;br /&gt;
&lt;br /&gt;
Once they get to the keep&lt;br /&gt;
# The gates are closed behind them&lt;br /&gt;
## The villagers are taken to safety by the militia&lt;br /&gt;
# Meet Marlyne Faering&lt;br /&gt;
## The governess introduces herself as below&lt;br /&gt;
# Open the old tunnel&lt;br /&gt;
&lt;br /&gt;
== Session 2.3 ==&lt;br /&gt;
Pelir 35th, 23:00&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=454</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=454"/>
		<updated>2022-02-08T18:19:58Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Beats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats=&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=453</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=453"/>
		<updated>2022-01-20T19:10:35Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Beats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats= &lt;br /&gt;
Intro&lt;br /&gt;
* &amp;quot;Our band of travelers started out as 4 on a mission of mercy to Lonstrem, bringing medical supplies. They learned of a strange fellow Hunozur, who had cursed the village into a magical sleep! This Hunozur and his possee were dispatched, though not with ease as the party was captured before they could slay him! Back in Lonstrem they were joined by a fifth, Gor, and took on the barkeep and her niece on their way to Gilhold - where Hunozur was supposed to meet his superior. After defeating a giant rock creature they found that the town of Gilhold was under siege: Smoke rising and the light of fires brightening the village as the sun is dipping below the horizon, with a dragon overhead. The brave adventurers dove headfirst into the frey, as they are now hauling a sizable group of villagers in search of safe way to the keep that looms over the town.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In the town: (Seek the Keep)&lt;br /&gt;
# Look for shelter or get to the keep&lt;br /&gt;
# Patrols are going through the town, villagers keep reiterating they want to go to the keep&lt;br /&gt;
# Large, blue dragon flying overhead&lt;br /&gt;
# Abandoned belongings are found on the ground, and in the opening of the first gate they see there are even corpses of the local militia&lt;br /&gt;
&lt;br /&gt;
Once they get to the keep&lt;br /&gt;
# The gates are closed behind them&lt;br /&gt;
## The villagers are taken to safety by the militia&lt;br /&gt;
# Meet Marlyne Faering&lt;br /&gt;
## The governess introduces herself as below&lt;br /&gt;
# Open the old tunnel&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=452</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=452"/>
		<updated>2022-01-20T19:01:36Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Escobert the Red */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats= &lt;br /&gt;
In the town: (Seek the Keep)&lt;br /&gt;
# Look for shelter or get to the keep&lt;br /&gt;
# Patrols are going through the town, villagers keep reiterating they want to go to the keep&lt;br /&gt;
# Large, blue dragon flying overhead&lt;br /&gt;
# Abandoned belongings are found on the ground, and in the opening of the first gate they see there are even corpses of the local militia&lt;br /&gt;
&lt;br /&gt;
Once they get to the keep&lt;br /&gt;
# The gates are closed behind them&lt;br /&gt;
## The villagers are taken to safety by the militia&lt;br /&gt;
# Meet Marlyne Faering&lt;br /&gt;
## The governess introduces herself as below&lt;br /&gt;
# Open the old tunnel&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
==Castellan Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=451</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=451"/>
		<updated>2022-01-20T19:00:11Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats= &lt;br /&gt;
In the town: (Seek the Keep)&lt;br /&gt;
# Look for shelter or get to the keep&lt;br /&gt;
# Patrols are going through the town, villagers keep reiterating they want to go to the keep&lt;br /&gt;
# Large, blue dragon flying overhead&lt;br /&gt;
# Abandoned belongings are found on the ground, and in the opening of the first gate they see there are even corpses of the local militia&lt;br /&gt;
&lt;br /&gt;
Once they get to the keep&lt;br /&gt;
# The gates are closed behind them&lt;br /&gt;
## The villagers are taken to safety by the militia&lt;br /&gt;
# Meet Marlyne Faering&lt;br /&gt;
## The governess introduces herself as below&lt;br /&gt;
# Open the old tunnel&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
== Governess Marlyne Faering == &lt;br /&gt;
The woman who runs Gilhold. &lt;br /&gt;
* A half-elven woman, about 100 years old. &lt;br /&gt;
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. &lt;br /&gt;
* If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood. &lt;br /&gt;
&lt;br /&gt;
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard. &lt;br /&gt;
* Will do anything in her power to save Gilhold&lt;br /&gt;
* Does not let herself be toyed with&lt;br /&gt;
&lt;br /&gt;
== Escobert the Red ==&lt;br /&gt;
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.&lt;br /&gt;
* For the Sally port, players will be directed to him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=450</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=450"/>
		<updated>2022-01-20T18:49:21Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Beats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats= &lt;br /&gt;
In the town: (Seek the Keep)&lt;br /&gt;
# Look for shelter or get to the keep&lt;br /&gt;
# Patrols are going through the town, villagers keep reiterating they want to go to the keep&lt;br /&gt;
# Large, blue dragon flying overhead&lt;br /&gt;
# Abandoned belongings are found on the ground, and in the opening of the first gate they see there are even corpses of the local militia&lt;br /&gt;
&lt;br /&gt;
Once they get to the keep&lt;br /&gt;
# The gates are closed behind them&lt;br /&gt;
## The villagers are taken to safety by the militia&lt;br /&gt;
# Meet Marlyne Faering&lt;br /&gt;
## The governess introduces herself as below&lt;br /&gt;
# Open the old tunnel&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
• Governess Marlyne Faering. The woman who runs Gilhold. A half-elven woman, about 100 years old. If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
• &lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=449</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=449"/>
		<updated>2022-01-20T18:47:00Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats= &lt;br /&gt;
# In the town: (Seek the Keep)&lt;br /&gt;
## Look for shelter or get to the keep&lt;br /&gt;
## Patrols are going through the town, villagers keep reiterating they want to go to the keep&lt;br /&gt;
## Large, blue dragon flying overhead&lt;br /&gt;
## Abandoned belongings are found on the ground, and in the opening of the first gate they see there are even corpses of the local militia&lt;br /&gt;
&lt;br /&gt;
Once they get to the keep&lt;br /&gt;
# The gates are closed behind them&lt;br /&gt;
## The villagers are taken to safety by the militia&lt;br /&gt;
# Meet Marlyne Faering&lt;br /&gt;
## The governess introduces herself as below&lt;br /&gt;
# Open the old tunnel&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
• Governess Marlyne Faering. The woman who runs Gilhold. A half-elven woman, about 100 years old. If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
• &lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=Keepers_in_Suhder&amp;diff=448</id>
		<title>Keepers in Suhder</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=Keepers_in_Suhder&amp;diff=448"/>
		<updated>2021-11-30T19:01:53Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Vayan]][[Category:Vashora]][[Category:Astran League]][[Category:Suhder]][[Category:Adventure]][[Category:Oneshot]]&lt;br /&gt;
Keepers in Suhder is a mystery oneshot / adventure set in [[Suhder]] and meant to be played by one or two players at second level. &lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
This oneshot sees a player recruited by the Brotherhood of Twilight to infiltrate the embassy of the Fashad Principality in Suhder.&lt;br /&gt;
&lt;br /&gt;
The player will have to infiltrate the embassy, assisted by a rogue from the brotherhood, and add a name of one of their agents to the guestlist of an upcoming function before stealing a large amount of valuables and escaping with a lot of noise to create a cover for their actual mission. &lt;br /&gt;
&lt;br /&gt;
= Recruitment =&lt;br /&gt;
Wherever the player currently is in Suhder they are approach by a messenger who asks if they are [enter character name] to deliver a message. The messenger doesn&#039;t know who the message is from, just that they were paid to deliver it. &lt;br /&gt;
*The messenger is a young human man, thin but tall, and moves kind of awkwardly in common clothes that are just a little too loose on him. He has tan skin, green eyes, and curly black hair down to his shoulder. His name is Shiu Zie. &lt;br /&gt;
&lt;br /&gt;
The message is contained inside a sealed envelope with no lettering on the outside and a wax seal with no pattern on it. The letter inside is written on expensive parchment in very fine handwriting and reads: &amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;quot;Dear [Character name],&lt;br /&gt;
&lt;br /&gt;
Your talents are required to aid us in putting a stop to the actions of an organization most hideous. An group so foul that - if left alone - may very well be the undoing of everything we stand for. &lt;br /&gt;
&lt;br /&gt;
We dare not risk providing details in this letter, lest it falls in the very hands we wish to keep away. &lt;br /&gt;
&lt;br /&gt;
Visit the Three Moon&#039;s and order an Spire Sunrise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= The Briefing = &lt;br /&gt;
&lt;br /&gt;
= The Embassy = &lt;br /&gt;
The Embassy is located in Grovehill, a sub district of the Hub district, on a fenced off lot.&lt;br /&gt;
&lt;br /&gt;
== The People ==&lt;br /&gt;
# Ambassador - Arrias&lt;br /&gt;
# Assistant, scribe - Modesty&lt;br /&gt;
# Ambassador - Royola&lt;br /&gt;
# Ambassador&#039;s wife - Beldani&lt;br /&gt;
# Assistant, scribe - Charity&lt;br /&gt;
# Clerk - Maloth&lt;br /&gt;
# Clerk - Wonder&lt;br /&gt;
# Cook - Zerex&lt;br /&gt;
# Butler - Wixlee&lt;br /&gt;
# Gardener - Matilda Mournhell&lt;br /&gt;
# Arrias&#039; Bodyguard - Helena deGrey&lt;br /&gt;
# Royola&#039;s Bodyguard - Edmund Woodleaf&lt;br /&gt;
# Guard 1 - Ulric Keenseeker&lt;br /&gt;
# Guard 2 - Terrowin Lunadream&lt;br /&gt;
# Guard 3 - Findeleye Runelenrin&lt;br /&gt;
# Guard 4 - Jade Twoorb&lt;br /&gt;
# Guard 5 - Kaylein Chaucer&lt;br /&gt;
# Guard 6 - Kari Barrelchin&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=Keepers_in_Suhder&amp;diff=447</id>
		<title>Keepers in Suhder</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=Keepers_in_Suhder&amp;diff=447"/>
		<updated>2021-11-30T18:58:36Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Vayan]][[Category:Vashora]][[Category:Astran League]][[Category:Suhder]][[Category:Adventure]][[Category:Oneshot]]&lt;br /&gt;
Keepers in Suhder is a mystery oneshot / adventure set in [[Suhder]] and meant to be played by one or two players at second level. &lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
This oneshot sees a player recruited by the Brotherhood of Twilight to infiltrate the embassy of the Fashad Principality in Suhder.&lt;br /&gt;
&lt;br /&gt;
The player will have to infiltrate the embassy, assisted by a rogue from the brotherhood, and add a name of one of their agents to the guestlist of an upcoming function before stealing a large amount of valuables and escaping with a lot of noise to create a cover for their actual mission. &lt;br /&gt;
&lt;br /&gt;
= Recruitment =&lt;br /&gt;
Wherever the player currently is in Suhder they are approach by a messenger who asks if they are [enter character name] to deliver a message. The messenger doesn&#039;t know who the message is from, just that they were paid to deliver it. &lt;br /&gt;
*The messenger is a young human man, thin but tall, and moves kind of awkwardly in common clothes that are just a little too loose on him. He has tan skin, green eyes, and curly black hair down to his shoulder. His name is Shiu Zie. &lt;br /&gt;
&lt;br /&gt;
The message is contained inside a sealed envelope with no lettering on the outside and a wax seal with no pattern on it. The letter inside is written on expensive parchment in very fine handwriting and reads: &amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;quot;Dear [Character name],&lt;br /&gt;
&lt;br /&gt;
Your talents are required to aid us in putting a stop to the actions of an organization most hideous. An group so foul that - if left alone - may very well be the undoing of everything we stand for. &lt;br /&gt;
&lt;br /&gt;
We dare not risk providing details in this letter, lest it falls in the very hands we wish to keep away. &lt;br /&gt;
&lt;br /&gt;
Visit the Three Moon&#039;s and order an Spire Sunrise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= The Briefing = &lt;br /&gt;
&lt;br /&gt;
= The Embassy = &lt;br /&gt;
The Embassy is located in Grovehill, a sub district of the Hub district, on a fenced off lot.&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=446</id>
		<title>AitAL Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=AitAL_Planning&amp;diff=446"/>
		<updated>2021-11-25T18:19:04Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Episode 2: Gilhold in Flames &amp;lt;/br&amp;gt;&lt;br /&gt;
Session: 25-11-2021&lt;br /&gt;
&lt;br /&gt;
= Beats= &lt;br /&gt;
# The players are standing on a hill overlooking the village, smoke rising from the different buildings that have caught fire. The sun is going down. Nemita will urge them to head in and help to see if her and Saula&#039;s family are still alive. &lt;br /&gt;
# Into the town: (Seek the Keep)&lt;br /&gt;
# Meet Marlyne Faering&lt;br /&gt;
# Open the old tunnel&lt;br /&gt;
&lt;br /&gt;
=Buildings of note=&lt;br /&gt;
# The Keep&lt;br /&gt;
# Escape Tunnel&lt;br /&gt;
# Sanctuary &lt;br /&gt;
# The Mill&lt;br /&gt;
&lt;br /&gt;
= NPCs=&lt;br /&gt;
• Governess Marlyne Faering. The woman who runs Gilhold. A half-elven woman, about 100 years old. If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking. If the characters don&#039;t seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.&lt;br /&gt;
• &lt;br /&gt;
&lt;br /&gt;
Encounters&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=Keepers_in_Suhder&amp;diff=445</id>
		<title>Keepers in Suhder</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=Keepers_in_Suhder&amp;diff=445"/>
		<updated>2021-11-17T19:33:32Z</updated>

		<summary type="html">&lt;p&gt;Nathan: /* Recruitment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Vayan]][[Category:Vashora]][[Category:Astran League]][[Category:Suhder]][[Category:Adventure]][[Category:Oneshot]]&lt;br /&gt;
Keepers in Suhder is a mystery oneshot / adventure set in [[Suhder]] and meant to be played by one or two players at second level. &lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
This oneshot sees a player recruited by the one of two organizations to find followers of a sect dedicated to the Dragon Queen Tiamat. &lt;br /&gt;
&lt;br /&gt;
Depending on whether or not the player character is male or female they will be recruited by the either the [[Brotherhood of Twilight]] or [[Silver Sisterhood]] respectively. An androgynous or genderless character can be recruited by either, depending on their disposition. The PC will be hired for their services, regardless of their actual skill or disposition (as long as it does not actively oppose the respective organization).&lt;br /&gt;
&lt;br /&gt;
The organization will inform the player about how they have caught wind of an sect of Tiamat worshippers setting up base in the city and will ask them to attempt to join what they consider to be a potential cell, find clues about their leadership and goals, and report back to the organization. &lt;br /&gt;
&lt;br /&gt;
= Recruitment =&lt;br /&gt;
Wherever the player currently is in Suhder they are approach by a messenger who asks if they are [enter character name] to deliver a message. The messenger doesn&#039;t know who the message is from, just that they were paid to deliver it. &lt;br /&gt;
*The messenger is a young human man, thin but tall, and moves kind of awkwardly in common clothes that are just a little too loose on him. He has tan skin, green eyes, and curly black hair down to his shoulder. His name is Shiu Zie. &lt;br /&gt;
&lt;br /&gt;
The message is contained inside a sealed envelope with no lettering on the outside and a wax seal with no pattern on it. The letter inside is written on expensive parchment in very fine handwriting and reads: &amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;quot;Dear [Character name],&lt;br /&gt;
&lt;br /&gt;
Your talents are required to aid us in putting a stop to the actions of an organization most hideous. An group so foul that - if left alone - may very well be the undoing of everything we stand for. &lt;br /&gt;
&lt;br /&gt;
We dare not risk providing details in this letter, lest it falls in the very hands we wish to keep away. &lt;br /&gt;
&lt;br /&gt;
Visit the Three Moon&#039;s and order an Spire Sunrise.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=Keepers_in_Suhder&amp;diff=444</id>
		<title>Keepers in Suhder</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=Keepers_in_Suhder&amp;diff=444"/>
		<updated>2021-11-17T19:28:39Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Vayan]][[Category:Vashora]][[Category:Astran League]][[Category:Suhder]][[Category:Adventure]][[Category:Oneshot]]&lt;br /&gt;
Keepers in Suhder is a mystery oneshot / adventure set in [[Suhder]] and meant to be played by one or two players at second level. &lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
This oneshot sees a player recruited by the one of two organizations to find followers of a sect dedicated to the Dragon Queen Tiamat. &lt;br /&gt;
&lt;br /&gt;
Depending on whether or not the player character is male or female they will be recruited by the either the [[Brotherhood of Twilight]] or [[Silver Sisterhood]] respectively. An androgynous or genderless character can be recruited by either, depending on their disposition. The PC will be hired for their services, regardless of their actual skill or disposition (as long as it does not actively oppose the respective organization).&lt;br /&gt;
&lt;br /&gt;
The organization will inform the player about how they have caught wind of an sect of Tiamat worshippers setting up base in the city and will ask them to attempt to join what they consider to be a potential cell, find clues about their leadership and goals, and report back to the organization. &lt;br /&gt;
&lt;br /&gt;
= Recruitment =&lt;br /&gt;
Wherever the player currently is in Suhder they are approach by a messenger who asks if they are [enter character name] to deliver a message. The messenger doesn&#039;t know who the message is from, just that they were paid to deliver it. &lt;br /&gt;
*The messenger is a young human man, thin but tall, and moves kind of awkwardly in common clothes that are just a little too loose on him. He has tan skin, green eyes, and curly black hair down to his shoulder. His name is Shiu Zie. &lt;br /&gt;
&lt;br /&gt;
The message is contained inside a sealed envelope with no lettering on the outside and a wax seal with no pattern on it. The letter inside is written on expensive parchment in very fine handwriting and reads: &amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;quot;Dear [Character name],&lt;br /&gt;
&lt;br /&gt;
Your talents are required to aid us in putting a stop to the actions of an organisation most hideous. An group so foul that - if left alone - may very well be the undoing of everything we stand for. &lt;br /&gt;
&lt;br /&gt;
We dare not risk providing details in this letter, lest it falls in the very hands we wish to keep away. &lt;br /&gt;
&lt;br /&gt;
Visit the&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
	<entry>
		<id>https://wiki.nathanvandenberg.nl/index.php?title=Keepers_in_Suhder&amp;diff=443</id>
		<title>Keepers in Suhder</title>
		<link rel="alternate" type="text/html" href="https://wiki.nathanvandenberg.nl/index.php?title=Keepers_in_Suhder&amp;diff=443"/>
		<updated>2021-11-16T18:59:41Z</updated>

		<summary type="html">&lt;p&gt;Nathan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Vayan]][[Category:Vashora]][[Category:Astran League]][[Category:Suhder]][[Category:Adventure]][[Category:Oneshot]]&lt;br /&gt;
Keepers in Suhder is a mystery oneshot / adventure set in [[Suhder]] and meant to be played by one or two players at second level. &lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
This oneshot sees a player recruited by the one of two organizations to find followers of a sect dedicated to the Dragon Queen Tiamat. &lt;br /&gt;
&lt;br /&gt;
Depending on whether or not the player character is male or female they will be recruited by the either the [[Brotherhood of Twilight]] or [[Silver Sisterhood]] respectively. An androgynous or genderless character can be recruited by either, depending on their disposition. The PC will be hired for their services, regardless of their actual skill or disposition (as long as it does not actively oppose the respective organization).&lt;br /&gt;
&lt;br /&gt;
The organization will inform the player about how they have caught wind of an sect of Tiamat worshippers setting up base in the city and will ask them to attempt to join what they consider to be a potential cell, find clues about their leadership and goals, and report back to the organization. &lt;br /&gt;
&lt;br /&gt;
= Recruitment =&lt;br /&gt;
Wherever the player currently is in Suhder they are approach by a messenger who asks if they are [enter character name] to deliver a message. The messenger doesn&#039;t know who the message is from, just that they were paid to deliver it. &lt;br /&gt;
*The messenger is a young human man, thin but tall, and moves kind of awkwardly in common clothes that are just a little too loose on him. He has tan skin, green eyes, and curly black hair down to his shoulder. His name is Shiu Zie. &lt;br /&gt;
&lt;br /&gt;
The message is contained inside a sealed envelope with no lettering on the outside and a wax seal with no pattern on it. The letter inside is written on expensive parchment in very fine handwriting and reads: &amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;quot;Dear [Character name],&lt;br /&gt;
&lt;br /&gt;
Your reputation&lt;/div&gt;</summary>
		<author><name>Nathan</name></author>
	</entry>
</feed>