First arc : Moonstone

First arc : Moonstone

The village of moonstone was founded 50 years ago by an old halfling druid named Thistle, a hermit who placed a powerful magic trident at the bottom of the bay which lured in all sorts of aquatic creatures from the sea which made for easy fishing. This attracted other settlers and moonstone quickly grew into a bustling village. But just as the town was establishing roots, an evil dragon named “Shadow fang” took residence in an old abandoned keep in the swamp to the north of the village and began terrorizing them. She sent her henchmen Kobolds to collect gifts and taxes from villagers under the threat of violence. That all changed 2 years ago when the legendary party of the 3 heroes arrived in moonstone, killed shadow fang, freed the village from the dragon and inadvertently left them open to a whole new slew of problems. 

First setting: The Hungry Trout Inn & Tavern

A man in a hooded cloak makes his way into moonstone after travelling many miles off the main roads to the east. He had no trouble finding it even at night. The glowing waters of the enchanted bay light up the entire village with a white blue glow. A dirt path leads him past simple houses with thatched roofs, many of them covered in moss with purple and yellow and white flowers. It smells fresh like spring rain – not something one would expect of a fishing village but clearly, the influence of the druids is strong here. He heads to the only building in the city that appears to have any life at this hour. The Hungry Trout Inn & Tavern. He enters to the sounds of an old bard playing a jaunty tune on the fiddle. There's a fireplace on the far right side of the room and lanterns with candles fill the tavern with a warm glow. 

Closest to him is a group of 3 fishermen sipping ale and sharing a quiet conversation. Across the room by the fire is a group of 4 barbarians drunk and rowdy. Sitting at the bar is a single nervous looking halfing man sipping his drink. The bartender is an older half-orc woman, study and serious. She bears a horrible burn scar across the entire left side of her body. 

Basic outline of the arc:

Meet up at the bar, get the job from scout master Denny,  Go to the swamp, fight bullywugs, see bullywug and kobold meet up and trade the green teens. Follow the kobolds to the sunken keep, save the kids, return to moonstone where the barbarians have stolen the trident, stormy, defeat the barbarians, save the city. 

NPCs:

Mishka

Mishka is a loyal defender of the village of Moonstone. Two years prior to the events of the story, Mishka fought alongside The Legendary Heroes to slay the terrible dragon Shadowfang, who ruled over Moonstone with terrifying strength. She tried to fight the dragon before with a band of villagers and she was the only one that survived

Scout Master Denny 

Green Teen scoutmaster. Came to town to see the bay with his green teen scouts, and the trident at the bottom thats magic. But the druids said that they were busy. So he took the kids out on his own. Frog men took the kids and are probably ritualistically sacrifice them. Green teens are gone. Already paid the barbarians 20 GP

4 Barbarians

Big hulking dudes, part of the cracktooth clan. Bald heads, with pony-tails. Will look for a fight – tells Denny to buy them drinks

Leaders name: Grak

Second guy: Josh

Henchmen: Hodge, Podge

Main guy: 67 HP Greataxe 1d12+3

1st Henchman: 30 HP Greataxe 1d12+3

3 Bruisers: 20 HP Longswords 1d8+3

If they fight and kill these guys, fishermen and mishka will help them clean up the bodies.

Fishermen

group of fishermen who are tired of the Crack Tooth Clan ruling over the city. If interacted with will tell the party more about the Crack Tooth Clan. 

Political state of moonstone

  • While the dragon ruled, it was an oppressed society, but it had structure. Despite taking from the town, the dragon provided protection. When the heroes came and defeated the dragon, they left the town vulnerable and the barbarians came and took over the mayor’s house and have been running the town. Leaders name is Garesh

Bard Fiddle Player

Will tell about mishka's story if needed

_____________________________________

After the tavern, they should head to the swamp. They can take a boat down at the docks, or walk north around the bay. Mishka suggests that they should stop by the druid temple and talk to one of them before you go. They might be able to help. They will be very angry about this because they already told Deny not to go out in the bay. 

Denny can show the way to the temple.

______________________________________

Temple

Denny: The town is run by a druid circle and a town council. As you know the mayor was run out of town by the barbarians but there is still a druid circle. Now the Mother Thistle is at the head of the druid circle but I did not get to talk to her cause when I went there, Shae told me to leave and warned me not to go out in the bay with the green teens. 

Temple to Melora

Round stone dome structure. Completely covered in moss and flowers. With a hut next to it which you can assume is Thistle’s original hut that the temple was built beside. As you step inside you see moonlight streaming in from a hole in the top of the domed roof. You see that under this skylight theres a garden on the floor with soft green grass and flowers. There are wooden bookshelves along the walls and various scrolls and potions, and then theres an alter in front of a hanging tapestry with the wave like symbol of melora. You see a white haired ageless druid woman. Like imagine a yoga mom. Shes meditating in the moonlight and paying no mind to you.

Shae

Hates Denny. Yoga and meditation. Offers to help, but won’t go with them. Heals everyone back to full. She will warn the party to be careful. There are things worse than Bullywugs in the swamp. She gives each person a potion of water walking and 3 potions of healing. 

_____________________________________

The Bay

As you get closer to the bay it gets brighter and brighter, from the translucent white blue glow of the water illuminates the shore. Even from here you can see movement of the various fish swimming around. You see a few fishing boats tied up along a long dock and sitting at the end of the dock there is a single half-orc barbarian that looks kind of like a shaman and he’s meditating facing away from you. 

Half-orc Druid

Works with the barbarians, but softer spoken. If he notices the party and they make him mad he will wild shape into a bird and go warn the other barbarians. 

If the party persuades him well, gives him gold or something of value to him (hes a druid so something that makes sense)  he’ll let them pass.

If the druid flies away, there will be a hunting party of barbarians trailing them into the swamp. If they negotiate then there will be no trouble. 

______________

You make your way across the bay to a dilapidated dock. The wood is soaked through with water damage. You see spots of green moss and fungi, a few jagged planks stick out across the walkway. Standing on this dock, you face a swamp thick with tall grass, mangroves and weeping willow trees. In the mud ahead, you see a broken spear and a longsword stuck in the mud. 

On an investigation check, you can tell there was a fight here. There was a struggle and someone was dragged into the swamp. It would be easy to follow the tracks in the mud

On inspection of the longsword, there is a green teen emblem on the hilt. 

Determine marching order. If they are all walking together, everyone makes stealth rolls. If they have someone walking ahead First person makes stealth roll. On a DC 10 success you can get a surprise round on 3 bullywugs. If you fail, bullywugs get a surprise round on you

On their bodies:

  • Wooden shield

  • Spears

  • Burlap Sack

    • Empty

If kept alive, and intimidated, they will point you in the direction of their camp. 

______

Continue to push through the muck, following the tracks – these bullywugs are stupid and didn’t cover their tracks. 

You walk for a while and suddenly the path becomes more difficult. You see ahead of you to the north a giant puddle, and then a 10 ft wall of mud with the roots of a mangrove tree sticking out of it. you see tracks of bullywugs climbing up the wall. 

DC 10 climb check to get over the wall. Past the wall, you pick up the trail of bullywugs. (establish marching order again). 

To the right, you see  a path in the mud where something big was dragged to the east. Investigation DC 10 – you don't see any frog footprints, you just see that whatever was being dragged kind of cleaned up any footprints in front of it. DC 15 – you can tell it was the sack with the green teens

The puddle is murky, you cant see the bottom, but it is not that deep, 3 ft. With a DC 15 perception check, you see a merit badge. 

If you go to the east, 

the terrain gets even harder, the muck rises even more. Ahead you see that the tracks stop abruptly. DC 10 you notice the ground for the next 20ft you see a puddle spanning 20ft. DC 15 you think it might be quicksand. The path continues after it and it looks solid.

Theres a snake in the pool, DC 20 perception you see something move in the pool

Mods: HP 120 AC 12

Branches overhanging theyll need to climb up one tree and jump over to an overhanging branch on the other side. 15ft fall 

DC 10 acrobatics to jump across. A crit fail will break the branch.

On the other side of the pool, if they do a perception check while still in the tree (DC 15 they see smoke from a campfire to the north, and the top of a castle to the west.)

You make your way through the swamp and are able to pick up the bullywugs trail again. You begin to see the glow of a fire in the distance. Everyone do a perception check DC 15 – theres a bullywug standing guard at the entrance to this camp. He looks a little bored. hes holding a hammer with both hands and hes standing near this big hanging metal sheet. Looks like some kind of improvised gong. DC 12 check will get him to venture out farther without hitting the gong. If he sees you (passive perception 10), he will try to hit the gong and alert others.

In the camp:16 bullywugs and 1 bullywug king

Bullywug King/Queen

Large humanoid (bullywug), chaotic evil


Armor Class 16 (breast plate)  Hit Points 114 (12d10 +48)  Speed 30 ft., swim 60 ft.


Abilities Str 18 (+4), Dex 14 (+2), Con 19 (+4), Int 8 (-2), Wis 12 (+1), Cha 11 (+0)


Saves Con +7, Wis +4 

Skills Intimidation +3, Stealth +5

Condition Immunities frightened

Senses passive Perception 11

Languages Bullywug

Challenge 5 (1,800)


Ambiphious. The bullywug can breathe air and water.

 

Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.

 

Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

 

Standing Leap. The bullywug’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.


Actions

Multiattack. The bullywug makes two attacks with its battleaxe.

 

Battleaxe. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.

 

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

 

Stoke Fear (1/day). Each creature of the bullywug’s choice that is within 30 feet of it, can hear it, and not already affected by Stoke Fear gain advantage on all melee attack rolls until the start of the bullywug king/queen’s next turn, but attack rolls against an affected creature have advantage until the start of its next turn.

 

Tongue. Ranged Weapon Attack: +7 to hit, range 15 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 15 feet towards the bullywug, and restrained until the grapple ends. If the target is grappled, the bullywug may make one bite attack against it as a bonus action. The bullywug can grapple one target at a time with its tongue.

Bullywugs aren’t killing the teens, they’re trading them to the kobolds for weapons. Trade is happening tomorrow morning. The team will have to lure one out and interrogate him. In the morning, the group hear a scream. The bullywugs are meeting with the Kobolds. 

Stealthing up, you see 10 kobolds, 5 bullywugs and the king. The king bullywug is wearing a crude crown with stuck on gems and twigs. The head kobold is wearing a blood red rob. The bullywugs have with them 3 burlap sacks. The bullywugs get a bunch of crossbows and longswords and the kobolds get the kids. Once the trade happens, you see two of the kobolds have wings and they take off circling overhead. 

Kobold Scale Sorcerer

Small humanoid (kobold), lawful evil

Armor Class 15 (natural armor)

Hit Points 27 (5d6+10)  

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

7 (-2)

15 (+2)

14 (+2)

10 (0)

9 (-1)

14 (+2)

Skills Arcana +2, Medicine +1

Senses darkvision 60 ft.

Languages Common, Draconic

Challenge 1 (200 XP)

Simply click on a trait or attack to copy a Roll20 macro to your clipboard

Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips (at will): fire bolt, mage hand, mending, poison spray

1st level (4 slots): charm person, chromatic orb, expeditious retreat

2nd level (2 slots): scorching ray

Sorcery Points. Sorcery Points. The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:

Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.

Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.

Pack Tactics. The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

_____________________ Actions _____________________

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d4+2) piercing damage.

The party can stealth pretty easily follow the kobolds for a while. After a while, they follow them to the edge of a clearing, and in the middle you see a sunken keep. It is in the middle of a shallow pool of water that surrounds the castle except for one dirt path up to the entrance

The right side of the castle, the south east tower – is sinking. You see that part of the castle has nearly collapsed. You see the archway at the centre is completely open and rusty chains hang where a drawbridge used to be. It looks like the keep has no ceiling cause you can see light inside the archway coming from above. It looks like the top floor maybe just fell and became the bottom floor. (For the most part (at least from what you can see here). The only structures that appear to be intact are the 4 guard towers at each corner of the keep. The one to your right is sunken below the rest of them. The guard towers all have arrow slits in them.

Do a perception check 

DC 10 – you see the winged kobolds fly into the south east tower and disappear, and the kobolds you were following you lose sight of as they go inside

DC 15 – You see movement through the arrow slits on the southwest tower 

Kobolds don't see very well in the day time. (roll disadvantage on perception)

If kobolds see the group (perception vs stealth) they will shoot crossbows at them, winged kobolds will fly up.

If you sneak up to the door, inside the keep, you can see and hear kobolds at work. 

You can see 6 kobolds cutting up a banquet table into boards

There are barrels of stinking rotting meat along the walls.

To your right you see an open doorway and a room flooded with murky green water

To your left a closed door t=you can assume leads to the southwest guard tower

Ahead on the other side of the room, theres a wooden door that you can see kobolds going in and out carrying the wood they're cutting up.

History:

Paranoid noble who used his fortune to build this keep. 

Durlin, Cran Erlin are all level 1 paladins

Green Teens can tell the team about how the kobolds were gonna sacrifice them to the dragon. Apparently, they have a dragons egg that they were trying to hatch

Kobolds Motives:

  • Worship the dragon

  • Want to hatch the dragons egg

    • Will protect it at all costs

  • Needs children sacrifices

Bullywugs Motives:

  • Want to steal the trident and raid moonstone

  • Need weapons

  • Trade weapons for children to kobolds

The group follows their path back.

As you walk along the path leading back in the direction of the Bullywug camp, a horrific scene reveals itself. As you get closer and closer to the camp, you see bullywug corpses on the ground with trails of blood behind them – as if they had run for their lives only to bleed out. As you get to the edge of the camp, and look inside the gates, on a mound of dead bullywug bodies, stands the Bullywug king. His eyes are crazed and bloodshot, the veins in his neck and arms and legs are bulging and in his hand he holds a sword – you can assume is the one the kobolds gave him. The sword is black and off of it comes a faint dark smoke.

You see the entrance to the camp that you originally came from directly opposite from you – with the bullywug king standing between you. You also see to your right, another path leading into the camp. 

The group can stealth – to get around the camp to the opposite side, since it’s farther away, you’ll have to roll 2 stealth checks. If someone fails the 1st one, the bullywug king will do active perception check for your second stealth check. 

If you decide to try and sneak to the right, you’ll do one stealth check against his passive perception.

 

 

 

 

 

 

 

 

 

 

Bullywug King/Queen

Large humanoid (bullywug), chaotic evil


Armor Class 16 (breast plate)  Hit Points 114 (12d10 +48)  Speed 30 ft., swim 60 ft.


Abilities Str 18 (+4), Dex 14 (+2), Con 19 (+4), Int 8 (-2), Wis 12 (+1), Cha 11 (+0)


Saves Con +7, Wis +4 

Skills Intimidation +3, Stealth +5

Condition Immunities frightened

Senses passive Perception 11

Languages Bullywug

Challenge 5 (1,800)


Ambiphious. The bullywug can breathe air and water.

 

Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.

 

Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

 

Standing Leap. The bullywug’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.


Actions

Multiattack. The bullywug makes two attacks with its cursed sword

Sword: +1  (total +8) Damage (2d6+50) to attack

  • If picked up DC 20 wisdom saving throw or go mad

 

Battleaxe. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.

 

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

 

Stoke Fear (1/day). Each creature of the bullywug’s choice that is within 30 feet of it, can hear it, and not already affected by Stoke Fear gain advantage on all melee attack rolls until the start of the bullywug king/queen’s next turn, but attack rolls against an affected creature have advantage until the start of its next turn.

 

Tongue. Ranged Weapon Attack: +7 to hit, range 15 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 15 feet towards the bullywug, and restrained until the grapple ends. If the target is grappled, the bullywug may make one bite attack against it as a bonus action. The bullywug can grapple one target at a time with its tongue.

Moonstone Massacre

You make your way back through the swamp.

One thing you notice as you approach the edge of the forest is that normally the glow of the bay is so bright that it lights up the sky, but as you approach, the glow isn’t there. It’s dark. You get to the old dock where you left your boat and you see that it’s completely dark. Suddenly thunder hits and a crack of lightning lights up the sky and it starts to rain. 

As you’re going across the bay you see that there aren’t nearly as many fish as there were when you were rowing across. As you get closer to town, you hear screams and crazy animal noises. You hear bears growling, horses and goats neighing, birds squawking. It sounds like the animals are going crazy. 

As you get up to the dock, you see a fisherman is being attacked by an eagle. 

You rush into town and you see a druid in a green cloak casting a spell trying to calm down a horse that is going wild. He casts a spell and the horse calms down and you see he starts to pet it. 

Mateo dialogue

“Oh hey – I care for the animals here. My names Mateo how are you?”

You see hes this super hot half-elf druid with long brown hair thats covering one of his eyes. 

“I just love animals so much and…I just need to help them but everythings wrong here. Most of the towns folk are hiding in the temple but the barbarians they…they order a bunch of the animals to destroy it. Shae’s trying to hold them off but she can’t do it forever we gotta get that trident back”

He moves back his cloak and hes shirtless underneath it. The rain glistens off his muscles.

Suddenly a bear runs past carrying Scoutmaster Denny.

Mateo: “that bear is in trouble, I mean the man is, but the bear is in danger. I must save it. But you should all go to the hungry trout tavern. That’s where all the barbarians are. That’s where the trident is. Do it for me. Do it for the animals.” 

As you get to the Hungry Trout, you see a swarm- or technically an unkindness – of ravens circling above the tavern. Like full on thunderstorm, ravens, nightmare shit. You a few barbarians outside the tavern drunk and rowdy celebrating, and you can hear more inside the tavern. they’ve clearly taken the place over. You see the old Bard who was playing the fiddle running out of the tavern with a bunch of laughing barbarians – and one guy has a whip and he’s cracking it at his feet. Across the street, you see villagers cowering in houses, and other buildings and couple standing outside watching the tavern.

Suddenly you see the orc shaman – the one you saw at the dock – stands atop the Tavern and he lifts the glowing trident in the air, and a beam of white shoots into the sky. You then see he is joined on the roof by a tall broad shouldered man with long brown hair. He wears a single leather pauldron (shoulder armour). He flashes a smile ans you see he has rows of golden teeth instead of missing teeth like the rest of the crack tooth clan and he pulls out a leather bullhorn and yells out: “People of Moonstone, Who woulda thought it? The greatest Druid in this village, no, in this world, is a crack tooth clans own Lund Coldspear” and he gestures to the druid standing beside him. And he says “give him a round of applause everybody” and all the barbarians start shouting and cheering. 

“Well apparently, some people around here don’t have any manners and can’t listen to a nice man when hes giving a compelling speech.” And he turns and looks at you guys and you see the shaman next to him also clocks you guys. He says “I am Garesh. I have dominated your people, your beasts, your town. Denounce your gods, and join us, or die”. 

Barbarian Battle:

Parties involved: 

  • The Crew

  • Bard can give d6 of inspiration every round

  • Barbarians 

  • Maybe – Pieter

Barbarians:

Garesh (on the roof)

Rapier

Dagger 

3 attacks

Lund (on the roof

Can use 2 spells (one with trident, one with himself)

Whip Guy (on the ground)

Has 2 attacks

6 Bruisers (very Drunk – disadvantage): 20 HP spears 1d8+3

Also: A bear, 2 deer

When they start battle at some point

  • There is a commotion inside the tavern. You see the drunk barbarians run inside. But then 6 barbarians run out of the tavern. 4 are going to try and hop up on the roof (successful athletics checks) and the 2 others are on the ground to attack.

DC 15 to climb roof

Inside the bar:

You see mishka dead on the ground with 6 spears in her. Shes holding a great sword covered in blood and there are like 6 dudes laying around her. 

 

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