Meridian Adventures: The Dragonwick Campaign

Rhineglade

Adventurer
demeter_31.jpg
(Image courtesy of greekmythology.com)


MERU SEEDMOTHER
"goddess of nature"
Medium immortal (avatar, shapechanger), Neutral Good

ARMOR CLASS: 19 (leather armor)
HIT POINTS: 810 (54HD)
SPEED: 30 feet

STR 21 (+5) DEX 24 (+7) CON 24 (+7) INT 22 (+6) WIS 27 (+8) CHA 26 (+8)

SAVING THROWS: Wisdom +17, Charisma +16
SKILLS: Animal Handling +17, Arcana +15, History +15, Nature +15, Perception +17, Survival +17
DAMAGE RESISTANCES: cold, fire, lightning
DAMAGE IMMUNITIES: poison, bludgeoning, piercing and slashing from nonmagical weapons
CONDITION IMMUNITIES: charmed, paralyzed, petrified, stunned
SENSES: truesight 120 ft., passive perception 27
LANGUAGES: all, telepathy 120 ft.

Innate Spellcasting. Meru's avatar innate spellcasting ability is Wisdom (spell save DC 25, +15 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At-will: awaken, call lightning, create water, detect good and evil, detect magic, dispel magic, druidcraft, entangle, light, mending, planeshift, polymorph, produce flame, teleport
3/day each: control weather, cure wounds, greater restoration, reincarnate, remove curse, wall of thorns
1/day: heal, insect plague

Language of Nature. Meru's avatar can speak with animals and speak with plants.

​Pass without Trace. Meru's Avatar moves as if under a permanent pass without trace spell. This affects only her and does not require concentration. As a result, she receives a +10 DEX bonus to Stealth checks and can not be tracked except by magical means as she leaves behind no tracks or other traces of her passage.

​Change Shape. Meru's Avatar can use her action to polymorph into any creature form she chooses. She retains her own statistics regardless of the form she chooses but will adopt the new form's size, movement or attacks as she desires (the form of an eagle allows her to fly, etc.). She can still speak if the form has a mouth allowing for such communication. If not, the new form can still use her telepathy. Anything the avatar is carrying or wearing will become part of this new form unless she wills otherwise. She can remain in this form for as long as she desires.

Legendary Resistance (3/day). If Meru's avatar fails a saving throw, she can choose to succeed instead.

Magic Resistance. Meru's avatar has advantage on saving throws against spells and other magical effects.

Immortal. Meru's avatar is immortal and can not be permanently slain. If killed, the avatar can be remade within 1 month's time.

ACTIONS


Multiattack. Meru's avatar attacks twice with her staff.

Magic Quarterstaff.
Melee Weapon Attack: +15 to hit, one target. Hit: 18 (3d8 + 3 + Str bonus) bludgeoning damage.

Animal Summoning. As an action, Meru's Avatar can summon forth animals to obey her commands. Such animals are considered beasts and will appear in unoccupied spaces of her choice that she can see within 60 feet. She can summon 4 animals of CR2 or lower, 8 of CR 1 or lower, 16 of CR 1/2 or lower or 32 of CR 1/4 or lower. All animals summoned via this ability will obey her command and she does not need to concentrate to maintain this effect. The animals will remain for 1 hour or until they drop to 0 hp.

Plant Growth. As an action, Meru's Avatar can channel vitality into all normal plants within a 100-foot radius centered around her or any point she chooses within 150 feet. All normal plants within this area of effect become thick and overgrown. Creatures moving through this area must spend 4 feet of movement for every 1 foot they move. Meru's Avatar, as well as any allies to her, are unaffected by this restriction in movement.

LEGENDARY ACTIONS


 
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Rhineglade

Adventurer
Uino.jpg
UINO "god of the sea" "lord of the crested waves"
Huge immortal (avatar, shapechanger), Chaotic Neutral


Armor Class: 20 (scale mail)
Hit Points: 960 (48 HD)
Speed: 40 ft, Swim 60 ft


STR: 28 (+9) DEX: 22 (+6) CON: 26 (+8) INT: 23 (+6) WIS: 24 (+7) CHA: 20 (+5)


Saving Throws: Str +18, Con +17
Skills: Animal Handling +14, Athletics +18, Nature +16, Performance +14, Stealth +15
Damage Resistances: acid, fire, lightning
Damage Immunities: cold, poison, nonmagical weapon damage
Condition Immunities: charmed, paralyzed, petrified, stunned
Senses: truesight 120 ft., passive Perception 17
Languages: all, telepathy 120 ft.

Innate Spellcasting. Uino's avatar's innate spellcasting ability is Wisdom (spell save DC 24, spell attack +15). Uino's avatar can innately cast the following spells, requiring no material components:
At will: control water, create or destroy water, detect magic, fog cloud, plane shift, teleport, water breathing
1/day: control weather, tsunami

Legendary Resistance (3/Day). If Uino's avatar fails a saving throw, he can choose to succeed instead.

Magic Resistance. Uino's avatar has advantage on saving throws against spells and other magical effects.

Shapechanger. Uino's avatar can use his action to polymorph into a form that resembles a Medium humanoid, any creature with a swim speed, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying can be incorporated into the new form if the avatar so wishes.

Summon Water Elementals. As an action, Uino's avatar can summon 1d4 water elementals, 1/day. The water elementals will appear in an unoccupied space within 90 feet of the avatar and each will obey the avatar's command without question. Roll initiative for each elemental, each of which have their own turn. They obey any verbal command by Uino's avatar (no action required). If the avatar does not issue any command, the elementals will defend themselves from hostile creatures but otherwise take no actions. Uino's avatar does not need to maintain concentration and the elementals will remain until slain or 1 hour has expired.

Immortal. Uino's avatar is immortal and can not be permanently slain. If the avatar form should be killed, it will simply reform in 1 month.

ACTIONS


Multiattack. Uino's avatar makes three melee atttacks with his magic trident.

Magic Trident. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 30 (8d6 + 12) piercing damage.

Trident Blast. Ranged Weapon Attack: +15 to hit, range 100/300 ft., one target. Hit. 25 (5d10) radiant damage.

LEGENDARY ACTIONS


Uino's avatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Uino's avatar regains spend legendary actions at the start of his turn.

Attack. Uino's avatar attacks once with his Magic Trident.
Water Shift. As elusive as the water itself, Uino's avatar can magically teleport, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Master of the Waves. Uino's avatar casts control water.
 

Rhineglade

Adventurer
DRAGONWICK

The town of Dragonwick, the central location upon which this campaign is based, is located in the wild march lands of western Meridia between that nation and Tritheria to the West. The town is home to some 4,400 inhabitants and under the control of the powerful Duke of Dragonwick (CG Fighter 14) and the House of Aetheling. Generally, such a community would barely be worth noting considering the grand scheme of things and the great vastness of the world. Several important factors however have lead to the make Dragonwick one of the more prominent locations.

First, the duke is extremely wealthy. A former soldier and adventurer, his youthful exploits added to his families already flowing coffers of coins. And of course, where there is money there tends to also be power and influence. The duke's wealth often makes his house a favorite of the reigning monarch of Meridia who, like most sovereigns, is constantly is search for new sources of income to help finance the kingdom.

Second, the location of Dragonwick plays a significant factor. Located along a prominent trade route between East and West, Dragonwick sees its fair share of trade traffic and commerce passing overland from Meridia to Tritheria and beyond. Perhaps even more important however is the fact the Dragonwick and the surrounding countryside is in close proximity to a number of popular adventuring sites including Mount Wildfire and the Millennium Caves in the Rushwind Mountains. These sites naturally are a favorite of many an adventurer who tend to flock to the area in droves. A fair number of them likewise retire to Dragonwick or the surrounding region building mansions and castles with their new found wealth.

Third, Dragonwick is home to the famous Adventure Abbey. The Mother Abbess and the sisters under her charge are all clerics of Jocasta, the goddess of fire and adventure. The abbey plays an important role in the daily life of the commonfolk of Dragonwick. The Mother Abbess is likewise politically influential and controls several estates in the surrounding region which bring in a constant flow of revenue into the Abbey's treasury through rents, taxes and tithes.

The town itself is walled and strategically located along a horseshoe shaped bend in the river that feeds into the Haro as it flows east from the Wildfire Hills to the sea. The town is protected on three sides by the river itself. The duke's castle, built atop a rocky hillock along the northern edge of the town, defends the open expanse not protected by the river itself. Access across the river is via the Tritherian Bridge and the Meridian Bridge, two fortified stone structures that are guarded at all times.
 

Rhineglade

Adventurer
CARNWYRM CASTLE

Carnwyrm Castle serves as the principle fortress for the Duke of Dragonwick and his family. The castle is several centuries old having been modified a number of times over its history through additions and reinforcements. The castle connects to the north wall of the town and defends the northern approach while allowing a complete view of all the surrounding countryside.

Carnwyrm Castle is a concentric stone fortress of red sandstone consisting of a fortified gatehouse, an Outer Bailey and an Inner Bailey. The fortified noble apartments divide the two baileys. The entire castle sits atop a rocky hillock roughly 25-30 feet high. The castle walls are 40 feet high, guard towers range from 45-65 feet while the central keep itself is an impressive 100 feet high.\

The only entrance into the castle is through a fortified gatehouse. On either side of the gatehouse passage are a pair of carved dragon heads that act as corbels. Over the gatehouse arch, reached by an exterior stair, is a small chapel dedicated to Galdor, the god of courage. One striking feature of the chapel is a projecting, oriel window jutting out from the east end of the structure. This is thought to be one of the earliest oriel windows in any Meridian castle.

At the center of the inner bailey is the central keep. The keep stands at an impressive height allowing defenders upon the roof to overlook not only all of the town below but the surrounding countryside in every direction. Entrance to the keep is through a first floor heavy oak door reinforced with iron bindings. An interior stairwell built into the thickness of the wall leads up to the upper levels of the keep. The inner bailey also includes storehouses, an armory and a few outer buildings.

Most of the day-to-day buildings are located within the Outer Bailey. These include the kitchens, bakehouse, brewhouse and stables as well as secondary lodging. The Great Hall sits in the northeast corner of the Outer Bailey.

When the Duke is in residence, the castle is manned by a force of some 400 soldiers. When not in residence, only a portion of this number remains under the direction of the duke’s seneschal. Redwald, the Duke’s wizard, maintains private apartments in one of the towers in the Outer Bailey.
 


Rhineglade

Adventurer
IMPORTANT PERSONS OF DRAGONWICK

Aeron, Duke of Dragonwick (CG male human, Ftr 14)

Redwald, Fire Elementalist (CG male human, Wiz 16)

Gareth Silverwind, Mayor of Dragonwick (N male human, Ftr 9)

Godrik, Lord Steelborn,
​noble (NG male human)

Mother Meryl Burnheart, Abbess of Adventure Abbey
(CN female human, Clr 15)

Jarvis, Lord Godhelm, noble (LG male human, Pal 9)

Hugh Berenthor, Constable of Dragonwick
​(LN male human, Ftr 11)
 
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Rhineglade

Adventurer
ADVENTURE IDEAS

A ghostly figure of a hermit on horseback has been spotted at night prowling the region around the Hunters' Lodge. It is thought to be the ghost of the old druid that once looked after this region. Perhaps he is guarding a lost treasure?

A demon has been seen lurking in the city streets at Midnight. Surely its presence is not a good omen. The adventurers are hired to look into the matter.

A wealthy local merchant needs to send a wagon of goods westward to Tritheria and over the Wildfire Hills. The guards hired to protect the caravan have mysteriously vanished. What has happened to them and will the party agree to escort the trade caravan to the West?

A spectral white hart was recently seen at the edge of the Duke's Forest. To capture it is believed to bring great luck and fortune to the captors.

A band of robbers has been attacking travelers along the northwest road to Havenhill. They must be stopped. A small patrol was dispatched to investigate but they have failed to return.
 

Rhineglade

Adventurer
FAERIE OTHERWORLD

The Faerie Otherworld of the World of Dragonwick Campaign is an elusive concept to humankind. It exists alongside the mortal realm yet also sits apart. Sort of another dimension, the Faerie Otherworld overlaps the mortal plane allowing creatures from either side to cross over where the connections are the thinnest. Legends have said that such locations can be found in the 'tween places, those locations that are between two different points or concepts. Doorposts, window sills, areas of shadow that exist between the light and the dark are all common 'tween locations. But crossing over to the Otherworld can only occur if the veil between the two planes is thin. Such times occur only during certain times of the day, phases of the moon or according to the Season.

The Faerie Otherworld is similar in appearance to the mortal realm though magic and nature seem to be far more prominent in the Otherworld, which the fae call "Land of the Blessed." The whole realm is ruled by a powerful faerie creature known as Fionaidhe, the Faerie-Queen. An enigmatic figure, Fionaidhe is neither good nor evil but known to be capricious and fickle. She is rumored to be some kind of demi-goddess but this claim is not known for sure. She appears as a lithe, elven woman in flowing gossamer, delicate wings and long dark hair.
 

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