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If an elf is in the party, there's an attempt to kidnap them, which will fail if the player is at that session. The following morning after the attempt, some [[Lion's Arch|Lionguard]] will approach the party, asking if they've seen anything suspicious, and that several people had been taken from Lion's Arch. If it's inquired about they read off a [https://www.fantasynamegenerators.com/elf_names.php list of names] Which the party can either insight or come to their own conclusion of the targets. Whoever they are, they are specifically targeting elves. If the elf player happens to miss the session, they should come to the conclusion that the elf has been abducted.
If an elf is in the party, there's an attempt to kidnap them, which will fail if the player is at that session. The following morning after the attempt, some [[Lion's Arch|Lionguard]] will approach the party, asking if they've seen anything suspicious, and that several people had been taken from Lion's Arch. If it's inquired about they read off a [https://www.fantasynamegenerators.com/elf_names.php list of names] Which the party can either insight or come to their own conclusion of the targets. Whoever they are, they are specifically targeting elves. If the elf player happens to miss the session, they should come to the conclusion that the elf has been abducted.


A survival check (DC10) outside the compound spots horse tracks leading out towards the settlement, although as they follow it veers around the houses into the woods past them.  
A survival check (DC10) outside the compound spots horse tracks leading out towards the settlement, although as they follow it veers around the houses into the woods past them. They ultimately can find the horse tracks leading just past a house on the edge of the makeshift town. A knock on the door yields no immediate response at the door, but they hear a voice shout "just a minute!" from inside, as a portly dwarf woman answers the door.
*Barti Yarsmight, farmer/housewife, deep voice, possibly southern twang.
She tells the party she doesn't know anything about an elf (not lying) and mentions she doesn't get around much, but her husband might know more about it, he's always out and about. She's friendly enough if they want to wait around, offering them lunch. Otherwise, the party can continue their search outside.
*Samarin Yarsmight, Best Yosemite Sam Impression. A rough dwarf whose eyes go to saucers at the sight of the party.
If interrogated, he insists he knows nothing about it. (Deception check -1) If pressed, he will flee the scene (probably unsuccessfully) and will then try to stay tight-lipped. He obviously knows something.
Barti turns on her husband at this point, pressing him further. Samarin swears in frustration but doesn't let up. It's once his life is threatened that he will talk, spilling his guts on the matter. He insists he had nothing to do with the elf (another lie, disadvantage)


He tells them of a group in the woods that he's "on good terms with" that seems to be targeting specifically elves for some reason. His role is essentially helping for pay, he's not a cultist himself.  He points them in the right direction in the woods but does not follow them willingly. If compelled to come, he tries not to grumble but is clearly concerned about his fate in this.


Deeper in the woods they find a woman dressed in dark wrappings, her eyes and hair covered by the cloth, alongside a small shrine to [[Dhuum]] and a brazier, with a crystal heart floating above the blue flames. The woman sees the party and immediately prepares to defend herself.  She compels 3 of the spirits to defend her. Note that for balance, if the party is low-leveled, spirits only do 1d6, instead of 3d6 with their attacks.
He didn't ask too many questions.
The party finds a long ruined path deeper into the woods, a [https://www.dndbeyond.com/spells/wind-wall wind wall] blocking their path. The dwarf knows nothing about it. As the party approaches the wall, a band of cultists jumps out at them, blades drawn. The last one standing thaumaturgy shouts into the woods "protect the totems!" as the sound of movement comes from off the path.
 
There are 6 totems spread throughout the woods. Destroying them destroys the wall. 1d4 [https://www.dndbeyond.com/monsters/16835-cultist cultists] guard each of them (on a 1, the cultist is a [https://www.dndbeyond.com/monsters/16836-cult-fanatic Fanatic]
 
Deeper in the woods they find a woman dressed in dark wrappings, her eyes and hair covered by the cloth, alongside a small shrine to [[Dhuum]] and a brazier, with a crystal heart floating above the blue flames. The woman sees the party and immediately prepares to defend herself.  She compels 3 of the spirits to defend her. Note that for balance, if the party is low-leveled, spirits only do 1d6, instead of 3d6 with their attacks.  
{| class="wikitable"
{| class="wikitable"
|+The Ritualist
|+The Ritualist

Revision as of 22:01, 11 April 2022

Based loosely on this GW2 event chain. with an ounce of Jearl's House
Strange lights have been seen in the woods near Rox. Those who have gotten close report spirits and a sense of foreboding overcoming them until they fled.

Upon approaching the place at night, they indeed see Spirits wandering the woods. They appear passive, although if interacted with they breathe a warning to turn back.

Deeper Story

The Ritualist (stat block lower down on this page) has tricked a small clan of dwarves into kidnapping young elves. Elves are chosen because of their innate magic, the young are taken because they have the longest lifespans ahead of them.

The Hook

If an elf is in the party, there's an attempt to kidnap them, which will fail if the player is at that session. The following morning after the attempt, some Lionguard will approach the party, asking if they've seen anything suspicious, and that several people had been taken from Lion's Arch. If it's inquired about they read off a list of names Which the party can either insight or come to their own conclusion of the targets. Whoever they are, they are specifically targeting elves. If the elf player happens to miss the session, they should come to the conclusion that the elf has been abducted.

A survival check (DC10) outside the compound spots horse tracks leading out towards the settlement, although as they follow it veers around the houses into the woods past them. They ultimately can find the horse tracks leading just past a house on the edge of the makeshift town. A knock on the door yields no immediate response at the door, but they hear a voice shout "just a minute!" from inside, as a portly dwarf woman answers the door.

  • Barti Yarsmight, farmer/housewife, deep voice, possibly southern twang.

She tells the party she doesn't know anything about an elf (not lying) and mentions she doesn't get around much, but her husband might know more about it, he's always out and about. She's friendly enough if they want to wait around, offering them lunch. Otherwise, the party can continue their search outside.

  • Samarin Yarsmight, Best Yosemite Sam Impression. A rough dwarf whose eyes go to saucers at the sight of the party.

If interrogated, he insists he knows nothing about it. (Deception check -1) If pressed, he will flee the scene (probably unsuccessfully) and will then try to stay tight-lipped. He obviously knows something. Barti turns on her husband at this point, pressing him further. Samarin swears in frustration but doesn't let up. It's once his life is threatened that he will talk, spilling his guts on the matter. He insists he had nothing to do with the elf (another lie, disadvantage)

He tells them of a group in the woods that he's "on good terms with" that seems to be targeting specifically elves for some reason. His role is essentially helping for pay, he's not a cultist himself. He points them in the right direction in the woods but does not follow them willingly. If compelled to come, he tries not to grumble but is clearly concerned about his fate in this.

He didn't ask too many questions. The party finds a long ruined path deeper into the woods, a wind wall blocking their path. The dwarf knows nothing about it. As the party approaches the wall, a band of cultists jumps out at them, blades drawn. The last one standing thaumaturgy shouts into the woods "protect the totems!" as the sound of movement comes from off the path.

There are 6 totems spread throughout the woods. Destroying them destroys the wall. 1d4 cultists guard each of them (on a 1, the cultist is a Fanatic

Deeper in the woods they find a woman dressed in dark wrappings, her eyes and hair covered by the cloth, alongside a small shrine to Dhuum and a brazier, with a crystal heart floating above the blue flames. The woman sees the party and immediately prepares to defend herself. She compels 3 of the spirits to defend her. Note that for balance, if the party is low-leveled, spirits only do 1d6, instead of 3d6 with their attacks.

The Ritualist
Stat Score Abilities Notes
HP 90
AC 15
STR

DEX

CON

INT

WIS

CHA

-1

12

0

3

1

1

Compel

Spirits

The ritualist commands

2 nearby spirits to become

hostile, joining the fight.

Legendary

Action:

Spirit

to Flesh

The ritualist destroyes

one of the spirits, healing

for twice the spirit's

remaining health

Reaction:

spirit shield

She compels a spirit to take an

attack for her.

Once the crystal is destroyed, she can

no longer compel the spirits, but any that

she has under her control remain so.

The Crystal
Stat Score Notes
AC 10 The crystal cannot

be hurt by magical

damage, but is weak

to Bludgeoning. Any

damage dealt to it is

reduced by 5.

HP 5
Damage

Threshold

5

Aftermath:

Once the Ritualist is dead, the spirits are freed, passing into the afterlife. The party gains a level from the encounter. the Crystal Heart, or what's left of it, has no magic, but remains a valuable gem nonetheless. The shards can be sold for a sum of 300gp, or if repaired with mending over the course of a long rest, it becomes worth 1000gp to a discerning jeweler. On her body is found an emerald inlaid amulet