To catch a Fallen Star

Tonight we will look back at the parties first encounter with the Oni a warrior race who’s goal is to enslave or eradicate the other races of Ryokughan.

So I will continue using this format which I believe is easier for me to collate material and display it – but of you find that its not the easiest way to read it please do let me know!

As with last time Pages 1, 2 and 3 are content pages, the description, flow, random tables, etc. and such that you’ve previously seen.
Page 4 contains all NPCs and portraits to help the DM describe them and a bit about them to help play them out.
Page 5 will be stat blocks and map(s) – all that D&D encounter goodness that you want.

Now I will assume you have read the entire post (a shocking 4844 words long!) and say thanks in advance for reading this – I have expanded, added and adjusted a few things to make sure the adventure flow better.


Don’t forget to come back next week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe


Part 1 – Moored within the Marsh- 214MoSoR

Sailing towards the continent of Ryokughan the party start to relax with the setting of the sun as the ship sail are pulled in and several great oars are produced from portholes on the side of the ship.

As the ship moves through the marsh and the lanterns are lit across the deck of the ship one of the crew, Choi, mentioned to them.

“Don’t follow lights in this jungle. Not during the night and definitely not during the day” Choi fang mentioned as he wound up a length of rope as he finished tying up one of the sails. “There are witches and fell spirits in these marshes that would love for nothing more than the easy meal of someone who doesn’t know the rule of these lands. ”

When the question is asked, “What’s that?” Choi replies with a grin, “Don’t follow the lights.. All light casts a shadow and the smaller the light the bigger the shadow” before he walked off below deck to get a meal in before a long night of navigating through the marsh.

Meanwhile deeper in the marsh Kiri and Trip, two toad-kin who had been summoned by their large and more violent chiefs met and shared a meal. The war chief; a large, violent and terribly powerful member of their kind had received orders from The Shadow to ensure none of the crew upon the Dancing Drake survived their trip through the Marsh.


Areas and places of note

The boat – The Red Fleets Dancing Drake is where the party find themselves calling the ship home, for the time being at least.

The Marsh – The marsh is small islands of mud and root systems of the bushes and reeds that grow in this otherwise deep waterway. Those who fall overboard are treated with deep water, slippery mud banks and thick 4feet tall reeds that make traversing these waterways dangerous during the day and lethal at night.

Environment and running the adventure

The Marsh banks – If someone was to fall overboard a DC10 Dexterity check would be required to stand up safely on the river bank (or they fall prone), made with disadvantage if the person on the bank is wearing heavy armour. The islands are 5ft by 10ft on average with some longer but skinnier, and some 10ft by 10ft banks of mid and reeds sporadically spread out either side of the deep river.

The Boat – See Map

Encounter

Boat and Marsh – In this encounter lets assume that our party of 4 have all reached level 5, I think that would be fitting for being this far in the adventure-year.

This gives us 20 Toad-kin, 4 Toad-kin Chief and 1 Toad-kin War-chief.

That is a lot of critters and yes it does say deadly, but if we break it down into how these creatures fight then it will make more sense.

These creatures will send through the foot soldiers, the humble toad-kin, first before the chiefs will be riled up to fight. If the chiefs begin to falter (and they do easily not being dumb creatures and valuing their life more highly than most things) then the war-chief will wade into the thick of things to dish out discipline and intimidate through violence the lesser toads.

Once Lizbet arrives the toad-kin will stop fighting and three chiefs will arrive the War chief falls and they will use their bully ability to get toad-kin’s to fight the party (despite them not wanting to and it being very obvious that they don’t want to. The Toad-kin (not chief) will had disadvantage on attack rolls when they are fighting in this part of the fight.

Once the Chiefs die then the War-chief will appear, with a second larger chief and they will then attempt to kill the party – using their size and weight to bully the toad-kin who are reluctant into fighting.

Aftermath: Once the war chief dies a dark mist will escape from its lungs as it exhales the last time and will fly away to the north. The Toad-kin will throw down their weapons and appear joyous at the death of the chiefs, maybe not all of them but a majority will and they will attempt to communicate with the party if they can; led by Kiri and Trip.

Notable NPC interactions.

Koyko Harimasu – spends her time fighting off toad-kin as they swarm the helm – attempting to keep the little humanoids(ish) from running the ship aground.

Elizabeth “Lizbet” Scaulder – When Lizbet appears on deck, her divine magic appears as if she was a fallen star. The Toad-kin cease fighting and drop to their knees in worship as the vision that walks before them is like a tale sung from campfires from their elders.

Siu – Siu is in a good mood, nervous and anxiety being this close to his home land in a very long time when he senses danger and Lizbet moves to go up on deck he races forward to protect her. To the Toad-kin he appears as an emissary of the ancient ones – dragons. His fangs, claws and shimmering gold scales cause lesser toads to jump overboard and those brave enough to hold fast dare not strike him

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