Lots of work on CH 6

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# Chen Lifen and Kekele
When the PCs start researching Crow, tout Rico Sparks will
(on his own initiative) show up and say, "I found somebody
who fought Crow and survived." That person is Kekele.
But first, a little back-story. About eight years ago, Crow
acquired his fourth orb. Here's how it happened:
At the time, there was a powerful Eladrin wizard named Chen
Lifen, who specialized in movement spells. She was
exceptional, she could cast spells like spider climb, leap,
and the like with very little effort. She had her race's
natural ability to misty step, and she knew a variety of
other teleportation spells as well. She had a variety of
feats that allowed her extra spell slots for these movement
spells. She was just an extraordinary movement mage.
Crow captured Chen Lifen, extracted her life force, and
discarded her corpse. He then spent the next five years
working to transmute that life force into an orb. His new
orb is now capable of casting a wide variety of movement
spells.
Kekele is a survivor of the battle in which Crow captured
Chen Lifen. Kekele hates Crow with a passion. Chen Lifen
was a close friend, and now she's gone. Kekele wants
Crow dead, and is more than happy to help anyone who plans
to fight Crow. However, Kekele is also terrified of Crow,
so he'll give all the information you want, but he isn't
going to show up at the fight.
Kekele is living an a boarding house in the lower ward.
Feel free to give him additional background if needed.
Kekele starts with the following story.
He explains that he, Chen Lifen, and a rogue named Amadou
were an adventuring party. Eight years ago, they were
between jobs. To make some money on the side, Amadou and
Chen Lifen were working for a circus doing a unique
acrobatic routine that they had devised themselves. Kekele
watched the show.
After the performance, the three of them were leaving
together when Crow descended from the sky and landed in
front of the three of them.
Crow was wearing a black leather trench coat. Near him were
three twisting knots of magical energy. They glowed
faintly, you could see ribbons of energy spooling out of
them and being pulled back inside. They each hovered about
fifteen feet away from Crow.
Kekele says that Crow stiffly hobbled forward. Crow was
clearly having difficulty walking. He stood in front of
Chen Lifen, and spoke. When he spoke, his words were
slurred, as if he was having trouble speaking.
Crow looked straight at Chen Lifen, ignoring the other two.
He said, "I watched your performance today. You are
exceptional, you have the skills I need. You will be
coming with me."
Then, a beam of magic emerged from one of the orbs, hitting
Chen, and she was stunned. Crow then cast a spell,
levitating Chen, and Crow himself began rising into
the air, taking his orbs and Chen with him.
Kekele and Amadou immediately attacked. Amadou's
attack hit and drew blood, Kekele missed. Crow's orbs
reacted almost immediately, firing on Kekele and Amadou.
Crow said "that was unwise." He dropped Chen, who immediate
got to her feet. Crow landed on the ground. Then, one of
the orbs cast a protection spell on Crow: a transparent
spherical barrier.
Kekele didn't know what the barrier spell was, but he
says he did some research after the fact, and eventually
concluded that the barrier spell was "Otiluke's Resilient
Sphere."
After that, chaos broke out. The three orbs did battle
against Kekele, Amadou, and Chen. Crow stood passively
inside the sphere, just waiting.
At that time, there was an adventuring party consisting
of three members:
* Kekele - Aaracokra, Battle Master Fighter.
* Amadou - Air Genasi, Acrobat Circus Rogue.
* Chen - Eladrin, Wizard specialized in Movement Spells.
Chen was the star of the team. She was just exceptional
and led the team to many successes.
Crow captured Chen, ripped her soul out of her body,
and used her life energy to create a new orb. The
new orb is able to cast a variety of powerful movement
spells.
However, Chen and Amadou are gone. The PCs will be
having a conversation with the one remaining team member,
Kekele.
Kekele - Aaracokra Battle Master Fighter (Level 5)
**Race/Class:** Aaracokra Fighter (Battle Master) 5
**Size/Speed:** Medium | 25 ft., fly 50 ft.
**Ability Scores:** STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 8 (-1)
**Armor Class:** 16 (mithral chain shirt + Defense fighting style)
**Hit Points:** 42 (5d10 + 10)
**Initiative:** +2
**Proficiency Bonus:** +3
**Saving Throws:** STR +6, DEX +2, CON +5, INT +0, WIS +1, CHA -1
**Proficient Skills:** Acrobatics +5, Athletics +6, Perception +4
## Attacks (2 per turn)
**Longsword (Melee):** +6 to hit, reach 5 ft., one target
*Hit:* 1d8+3 slashing damage (1d10+3 if used two-handed)
**Talons (Unarmed Strike - Racial):** +6 to hit, reach 5 ft., one target
*Hit:* 1d4+3 slashing damage
**Longbow (Ranged):** +5 to hit, range 150/600 ft., one target
*Hit:* 1d8+2 piercing damage
## Special Abilities
**Action Surge:** Once per short rest, take an additional action on his turn (4 attacks in one round).
**Second Wind:** Once per short rest, use bonus action to regain 1d10+5 hit points.
## Battle Master:
4 times per short rest, may make one of these maneuvers:
1. **Precision Attack** - Use if you miss an attack. Add d8 to attack roll (can turn miss into hit)
2. **Riposte** - When an enemy misses you with melee attack, use reaction to make melee attack and add d8 to damage
3. **Trip Attack** - Add d8 to damage, target makes Str save DC14 or is knocked prone
4. **Menacing Attack** - Add d8 to damage, target makes Wis save DC14 or is frightened until end of your next turn
## Equipment
- Mithral chain shirt (allows flight, AC 16 with Defense fighting style)
- Longsword
- Longbow and quiver of arrows

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## Courthouse Receptionist Timon “Tom” Pherenikos - Son of Oread+Human
Tom appears mostly human. However, his Oread heritage has left him with
a few unusual traits:
- Calm and patient, slow to anger. This is what got him the job as a
> receptionist.
- Smells slightly of earth.
- Heavier than usual for a person of medium size.
- Faintly earth-elemental-aligned for those who can detect it.
Tom doesnt mess around with his responsibilities. He doesnt allow
people to bypass the system. However, he is surprisingly patient with
people who try. For example, if you argue with him and try to pressure
him to let you through, he wont, but hell be really patient, and hell
explain why he cant.
If you use magic on Tom, he cant resist: hes zero-level. For example,
a simple “Charm Person” would succeed in bending him to your will.
However, the Fraternity has silent alarm systems in place to detect the
use of magic in the courthouse, and moments later youll be facing a
Harmonium patrol.
The Harmonium is used to outsiders trying simple spells like “Charm
Person” in the courthouse - it happens all the time. As long as you were
nonviolent, theyll just take you outside, give you a stern talking to,
and let you off with a warning the first time you try it. The leader of
the patrol is actually a little sympathetic: he too finds the
bureaucracy to be exasperating, but the rules are the rules.
Tom doesnt have that many friends: hes a little socially awkward. If
you are nice to him, hell start to like you and open up. At that point,
he might actually start helping you. He wont help you to break the
rules, but he will help you to properly comply with the rules. He might
provide some assistance in filling out forms properly. Of course, he
wont do this if hes busy.

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## Tout Rico Sparks - Planetouched Human Rogue LV4.
Rico is brash, loud, smiles a lot, and gesticulates a lot. His favorite
gesture is finger guns. He uses planescape slang *heavily*, and he also
uses “baby” a lot.
Rico looks like a completely bald (alopecia) human male, with literal
static electricity sparks jumping from him more or less constantly.
Touching him produces an uncomfortable zap. If asked about where this
comes from, he says, “that information costs more than you can pay,
baby!”
Rico calls himself a "drug dealer," and he says, "Touts provide easy
access to information, and easy access to information is a drug. It
makes you lazy, it makes you stop trying to solve problems for yourself.
Soon you'll find yourself calling me because you need me to tell you how
to tie your shoes. That's my income stream, baby! Addicts who cant stop
calling me to tell them what to do every minute of the day.”
Ricos price structure is simple: it costs 5GP to have a conversation
with Rico. First conversations free, baby, like any good drug dealer!
During a conversation, he will gladly answer all the questions you have,
as long as he knows the answer off the top of his head. Rico knows a lot
about whats going on around the city, and he has good general knowledge
about many subjects, but hes not a database of all information in the
universe. If you ask something that requires research, hes willing to
do research, but he charges 10GP per hour, sometimes more, depending on
the challenge level. If you ask Rico for information that might put Rico
in danger, then thats a hard no.
Rico will usually drop by every couple of days to see if you have any
questions. If Rico isnt around and you have a question, you can call
for him. Calling for him costs 10GP extra, and it usually takes 2 or so
hours for him to arrive. If you want emergency service, 30GP and hell
arrive quickly. To call, just talk to any tout that you see and let them
know you need to talk to Rico Sparks.
Rico expects loyalty from his customers, meaning you do business with
Rico, not with some other tout. However, he makes allowances if you just
have a 30-second question like “wheres a good cheese shop” and Ricos
not around - in that case, its okay to ask another tout. Of course,
expect the other tout to charge you 1GP or so for the service.

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## Xaositect Jinn - Female Tiefling Unknown Class LV4.
Jinn believes that nobody really knows anything. Believes that our
memories are too fallible to know whether any given thing that weve
learned is accurate. She also believes that the universe is
fundamentally unknowable. Asking Jinn questions is a giant waste of
time, it either elicits a shrug or a speech about how nobody knows
anything.
Jinn is a decent woman, willing to help in general. If somebody clearly
needs help, Jinn will step up without being asked.
Jinn doesnt know what she knows how to do until she tries. On different
days, she knows different skills. She can also cast spells. On different
days, she knows different spells. See her stat block.
Jinn usually goes along quietly with whatever dumb thing Sergei wants to
do. She will keep quiet until Sergeis pointless random approach to
problem solving drives her crazy, at which point she will finally lose
patience and start yelling. When yelling, she knows things. When she
stops yelling, she goes back to not knowing anything. Sometimes she will
intervene by solving a problem she had no idea she knew how to solve.
Jinn has no opinion about Rennick. She does not believe that she knows
enough about Rennick, or Rennicks invention, to have a strong opinion.
However, she is basically a decent person, and if she sees Rennick
acting reasonable, then she will have no hostility toward him.
> Jinn, Water Genasi, Unknown Class LV 4.
>
> AC 13. HP 38 (7d8+7). Speed 30 ft., swim 30 ft.\
> STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA
> 14 (+2).\
> Saving Throws Str +0, Dex +4, Con +1, Int +1, Wis +1, Cha +4.
>
> Skills: Varies (see below)
>
> Amphibious: can breathe air and water.
>
> Spellcasting:
>
> 4th-level spellcaster. Spellcasting ability Charisma. Spell save DC
> 12, spell attack +4.
>
> Spell slots: 1st (3), 2nd (2).
>
> Each day, each 1st- or 2nd-level spell has a 33% chance to be known.
>
> Spells of all classes, divine and arcane, are possible.
>
> Skills: Each day, each skill has a 33% chance to be proficient.
> Proficient skills +6; otherwise +1.
>
> Dagger +4 to hit, melee or ranged (20/60 ft), 1d4+2 piercing.\
> Equipment: Dagger, mismatched clothing, xaositect trinkets.

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## Xaositect Sergei Pavel - Male Bariaur Fighter LV4.
Sergei is a Xaositect who has learned through the grapevine that Rennick
has gained the ability to predict random events. Sergei, like most
Xaositects, thinks this is an abomination. He is on a mission to find an
kill Rennick. Fortunately for Rennick, Sergei is not very efficient.
Sergei comes across as relatively normal for a Xaositect. He can hold a
conversation and make as much sense as anyone. He does not do overtly
random things when having a conversation with a non-Xaositect. However,
one thing that is a little odd is that he insists that he is the
president of the Xaositects. If any other leader is mentioned, hell
wave it off: “nah, Im the president, theyre just bragging.”
The most chaotic thing about Sergei is his approach to problem solving:
he places a lot of emphasis on trying things at random. This seems to
work for him, though it can take a long time to get anything done this
way. Still, he has an implausible ability to succeed this way whereas
for anyone else, it would go nowhere.
Sergei is hostile to Rennick, but hes not entirely dead-set on killing.
He could conceivably be talked into another approach.
Sergei travels with another Xaositect named Jinn, who initially appears
to be his sidekick. However, she is much more effective than Sergei at
actually getting things done.
> Sergei Pavel, Bariaur, Figher LV4.
>
> AC 17 (chain mail, shield). HP 45 (6d8+18). Speed 40 ft.\
> STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 10 (+0), WIS 12 (+1), CHA
> 10 (+0).\
> Saving Throws Str +5, Dex +1, Con +5, Int +0, Wis +1, Cha +0\
> Skills: Athletics +5, Perception +3, Survival +3.
>
> Sure-Footed: advantage on saves vs being knocked prone.\
> Charge: after moving 20 ft straight, first melee hit deals +2d6
> damage.\
> Second Wind: 1/short rest, bonus action, regain 1d10+4 HP.
>
> Multiattack: (2 melee attacks):\
> Glaive +5 to hit, reach 10 ft, 1d10+3 slashing.\
> Hooves +5 to hit, reach 5 ft, 1d6+3 bludgeoning.
>
> Equipment: Chain mail, shield, glaive, light crossbow with 20 bolts,
> travelers gear.