Rox: Difference between revisions

From DM Wiki
Jump to navigation Jump to search
(Created page with "Category:Locations Rox is a crossroad town, in the heart of Tyria. It is built over the crossing of the twin rivers, with Melandru's Grove right on the ot...")
 
No edit summary
Line 1: Line 1:
[[Category:Locations]]
[[Category:Locations]]
Rox is a crossroad town, in the heart of [[Tyria]]. It is built over the crossing of [[Lyss|the twin rivers]], with [[Melandru's Grove]] right on the other side of [[Lyss]].
Rox is a crossroad town, in the heart of [[Tyria]]. It is built over the crossing of [[Lyss|the twin rivers]], with [[Melandru's Grove]] right on the other side of the [[Lyss]].


Rox is primarily a traveler's town, with hotels aplenty. Some simple shops are in town, a blacksmith, bakers, and other goods to help travelers on their way.
Rox is primarily a traveler's town, with hotels aplenty. Some simple shops are in town, a blacksmith, bakers, and other goods to help travelers on their way.
To the East of Rox is a larger city, [[Rytlock]].
To the East of Rox is a larger city, [[Rytlock]].
<h2>Things to do</h2>
<h3>Death of a Tax Collector</h3>
A man of good character but ill repute has gone missing. Look around the outside of town to see if you can find anything.
They will find his body, surrounded by 3d4 bloodhawks. Once the birds are driven away, an investigation check on the body finds a slash through his throat, to clean to be the birds' work. On the body, they find 100gp and a list of names of people to be collected from. Several names are marked off, the next on the list being a "Foryn Gilnith." The party can confront Foryn themselves, or take the matter to the guard.
<h4>rewards</h4>
If the party turns him into the guard, the mayor gives the party 500gp to share. If they kill him themselves, they get 300gp and whatever was in Foryn's house.
<h3>Goblin Village</h3>
A cave nearby has become host to a rowdy bunch of goblins. If the party can clear it out they are rewarded (see:[[Settlement in need]])
<h3>Haunted Woods</h3>
Strange lights have been seen in the forest at night, some claim them to be spirits.
At night ghosts appear in the woods. They don't appear to be hostile, but the townsfolk aren't happy about such things in their backyard. A sense of foreboding overcomes them if they approach before level 3. They can converse with the ghosts, who warn them to not venture deeper.
<div class="mw-collapsible mw-collapsed" data-expandtext="{{int:show}}" data-collapsetext="{{int:hide}}">
3d4 Returned Drifters appear in the woods, alongside an evil Acolyte, guarding a crystal binding them to this world.
The drifters are not hostile, save in self-defense or by command of the acolyte.  The Acolyte immediately casts sanctuary on herself. As her action, she compels 3 of the drifters to become hostile each turn.
A successful arcana check reasons the crystal is linked to the ghosts.
Smashing the crystal (AC 8, dmg threshold of 4 to actually dent it, 5 hp, immune to all non-physical damage types, weak to bludgeoning)
</div>

Revision as of 14:43, 28 September 2021

Rox is a crossroad town, in the heart of Tyria. It is built over the crossing of the twin rivers, with Melandru's Grove right on the other side of the Lyss.

Rox is primarily a traveler's town, with hotels aplenty. Some simple shops are in town, a blacksmith, bakers, and other goods to help travelers on their way. To the East of Rox is a larger city, Rytlock.

Things to do

Death of a Tax Collector

A man of good character but ill repute has gone missing. Look around the outside of town to see if you can find anything. They will find his body, surrounded by 3d4 bloodhawks. Once the birds are driven away, an investigation check on the body finds a slash through his throat, to clean to be the birds' work. On the body, they find 100gp and a list of names of people to be collected from. Several names are marked off, the next on the list being a "Foryn Gilnith." The party can confront Foryn themselves, or take the matter to the guard.

rewards

If the party turns him into the guard, the mayor gives the party 500gp to share. If they kill him themselves, they get 300gp and whatever was in Foryn's house.

Goblin Village

A cave nearby has become host to a rowdy bunch of goblins. If the party can clear it out they are rewarded (see:Settlement in need)

Haunted Woods

Strange lights have been seen in the forest at night, some claim them to be spirits. At night ghosts appear in the woods. They don't appear to be hostile, but the townsfolk aren't happy about such things in their backyard. A sense of foreboding overcomes them if they approach before level 3. They can converse with the ghosts, who warn them to not venture deeper.

3d4 Returned Drifters appear in the woods, alongside an evil Acolyte, guarding a crystal binding them to this world.

The drifters are not hostile, save in self-defense or by command of the acolyte. The Acolyte immediately casts sanctuary on herself. As her action, she compels 3 of the drifters to become hostile each turn.

A successful arcana check reasons the crystal is linked to the ghosts. Smashing the crystal (AC 8, dmg threshold of 4 to actually dent it, 5 hp, immune to all non-physical damage types, weak to bludgeoning)