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D&D Campaign - Covenants, Session 07

Dec 8, 2022 | By: Dungeon Master JH

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Covenants - Session 7 

Inside a dark cave atop Roiling Peaks, a series of unforgettable events unfolded. Who could’ve foretold that dark cave would grow ever darker.  After brutally killing a sweet baby Basilisk, our party of “sad-venturers” murdered and mutilated the baby’s father and took the heart-broken and dejected mother captive.  Having displaced the family, dispatched a handful of goblins and decapitated an orc, this group settled into their new shelter for an altogether pleasant evening.


After a peaceful night’s sleep atop Roiling Peaks, our party wakes in the morning to a very light drizzle.  There is a gentle and steady breeze bringing cooler air into the region.  The ex-mother basilisk is somber.  It sees a medium sized rock nearby and begins pensively crushing into more manageable pieces.  With two swallows the rock is gone.

 

MUSIC CHANGE: “D&D Battle Music”

As the party descends the rocky heights of Roiling Peaks they are attacked by 2 Griffons hungry for horse flesh then ambushed by an Ankeheg rising from the ground.

 

+5

Griffon Light   XP: 450

 

+5

Griffon  Dark  XP: 450

AC

12

HP:70

AC

12

HP:65

STR

+4

Speed: 30ft. Fly: 80ft.

STR

+4

Speed: 30ft. Fly: 80ft.

DEX

+2

Dark vision 60 ft.

DEX

+2

Dark vision 60 ft.

CON

+3

Multiattack

CON

+3

Multiattack

INT

-4

Beak: +6 5ft. Hit:8 piercing

INT

-4

Beak: +6 5ft. Hit:8 piercing

WIS

+1

Claw: +6 5 ft. Hit: 11 slashing

WIS

+1

Claw: +6 5 ft. Hit: 11 slashing

CHA

-1

Harvest 1d20 Nature

CHA

-1

Harvest 1d20 Nature

 

 

+2

Ankheg   XP: 450

 

+2

Minotaur

AC

14

HP:49

AC

14

HP:79

STR

+3

Speed: 30ft. Burrow: 10ft.

STR

+4

Speed:40ft.

DEX

 

Dark vision 60 ft. Tremorsense 60 ft.

DEX

 

Darkvision 60 ft. Passive Perc. 17

CON

+1

Bite: Melee +5 Hit: 10 slashing+3 acid

CON

+3

Charge:

INT

-5

IF target is large or smaller it is grappled (escape DC 13)  Ankheg can only bite grappled

INT

-2

Charge: If moves 10 ft. or more to Gore +9 damage DC14 STR or gets pushed 10ft. back and knocked prone

WIS

+1

Acid Spray 30ft x 5ft DC13DEX  Dmg: 10

WIS

+3

Gore: +6 5ft. Hit:13 piercing

CHA

-2

Loot 1d6 1-4: Flint 1d4 / 5-6: Gems 1d4

CHA

-1

Greataxe: +6 5ft. Hit:17 slashing



Farmland to hired-hands.

On the outskirts of the Alexandrian Farmlands, day laborers encamp in the Westwood Hills.  Many are impoverished, malnourished and live in squalor, unable to overcome addiction and working sporadically to eke out a living.  To be a day laborer is to be overworked and underpaid outside the walls and scorned if ever inside them.  Most workers prefer to remain anonymous outside the walls and have no desire to see how the other half lives.

 

If the party decides to stay here they can encamp in the outer groves without much bother.  (Average Group DC10 Survival) - Must do a day's worth of work in the fields to earn Dawson’s trust to enter the town.

 

+2

Orc    XP: 100

 

+3

Dawson - Human Farm Manager

AC

13

HP:15

AC

12

HP:30

STR

+3

Dark vision 60 ft.

STR

+3

Intimidation +2

DEX

+1

Intimidation +2

DEX

+1

Hoe: +5 Hit: 4 bludgeoning + 8 slashing

CON

+3

Greataxe: +5 Hit:9 slashing

CON

+3

 

INT

-2

Javelin: +5  30/120ft.  Hit:6 piercing 

INT

+1

 

WIS

0

Loot: d20>12= 2d6 (x5) Gold

WIS

0

Loot: d20>12= Handkerchief of cleanliness

CHA

0

Loot: d20<13= Broken Mirror

CHA

0

Loot: d20<13= Sweaty handkerchief



If the party decides to enter Alexandria with a visitor’s day pass:

It is clear from the moment you enter that you will be recognized as a visitor by everyone.  The Alexandrian Guard is welcoming in word and gruff in demeanor.  He sends you to a roped-off line where the day's visitors wait to register with the Town Clerk, Master Dell Cleffinger.  One person in the party rolls a d20.  After d20 minutes you find yourselves before the Town Clerk.  State your business as a party.  Write your names and town of origin here.  Please leave one item of greater value than 50g or 50g and list said item or gold next to your name on the list.  Once registered, you are handed a hideously bright orange and green visitor’s bandana to visibly wear around your head or neck area.  The town clerk alerts you that if you should remove the bandana for any reason before checking out for the day you may be required to pay a fine of up to 250g and forfeit your registration fee.  “Enjoy your visit to Alexandria and have a good day.”

 

At Calhoun’s

d20>15 History or Perception check: Wade Calhoun’s heritage is Alexandria.  His great great grandfather was one of the original landowners, a fisherman.  His house is within the city walls.  He has a small group of fishermen that work for him. They provide fresh seafood for private chefs, exclusive inns and the local market.  He also has several rooms that he rents out.  His most notable tenant is Jacque Shakeel, but his tenant list also includes a couple of local tradesmen and in the lower levels are staff quarters.  Wade is particularly proud that Jacque Shakeel is his tenant and recognizes Jacque’s quirky temperament does not allow easy access to strangers, as strangers almost always want something for nothing.

Highest group History check permits Wade to introduce a member of the party to Jacque.

This member must pose as a super knowledgeable fan and potential collector of Jacques work, citing these specific pieces as works of interest:

  • Sparrow In The Meadow’s Lava

  • Kangaroo Leaping Without Legs

  • Mystic Amid The Mist

 

Superfluous observations of their intrinsic worth will make persuasion checks easier.

Must pass a persuasion check with 2/3 success rate to win his confidence.

 

Neither descriptive, nor superfluous

DC 20 Persuasion

Somewhat descriptive and superfluous

DC 15 Persuasion

Extremely descriptive and superfluous

DC 10 Persuasion




If the party returns to Ashton Oaks

Sidi is ecstatic to see the basilisk and even more enthralled with it being a female, possibly capable of reproducing.

He pays you 5000g as promised and asks if you saw anything from the lookout.

 

If the party shows him the enchanted spyglass

d20>19 The shipment was most likely filled with an intoxicating potion that has been plaguing Briarsveil for years.

d20>15<20 The shipment was most likely heading to Plymouth.  Whatever is in it, they didn’t want anybody to know about it.

d20<15  I’m not sure what it could be, but it makes sense because their coffers keep growing.  Maybe you can find out more by visiting Alexandria and doing some research.



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