1-3-A Mutiny at the Monastery

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  • 7/31/2019 1-3-A Mutiny at the Monastery

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    Mutiny at the Monastery

    The PC's after returning from getting the medicine learn that a dozen or so survivors have arrived during

    the time they were gone. These survivors are ex-soldiers, and at once sparks start to fly between them andthe monks and other survivors.

    There are only 47 survivors after the disease has subsided. The total is 59, after the dozenhave been accounted for. Maybe 63 if the PC's have rescued the followers of Succatash.

    There is Mu Bai, Hu Li, Shen (Middle Aged Female Monk 1 / Fighter 1), Lung (Middle AgedMale Ranger 1 / Fighter), and Yu (Old Male Druid 1 / Fighter 1). There are also 10 survivingmembers of the monastery. The warriors are Bo (Old Male 3), Tsu (Middle Aged Female 2),Fuu (Adventuring age Female 2), and Jin (Adventuring age Male 1). The Experts that werespared by the plague are Mog (Young Male Carpenter Expert 1) and Wen (Young Male SmithExpert 1). Four devoted have also survived: Bing (Male Middle Aged) Commoner 4, Mooy(Female young, commoner 2), Rose (Young Female Commoner 1), and Peng (Young MaleCommoner 1).

    Among the survivors are 15 children, age 4-10. In addition to 3 newborn babes who nevercry*.

    There are the 5 PC's. The survivors are mostly mountain folk, slaves, and a few deserters andthey resent being cooped up in the monastery, having their food rationed (they are convincedof secret stores in the monastery basements ...), being woken at dawn, being drawn for nightwatch, etc, etc. The monks have 30 in total, which includes the children.

    2 sentries are assigned to walk the walls in 4 hour shifts. The monks wake everyone at dawn,and break fast in the Hall of the monastery. The head monks assign different groups ofsurvivors to different duties such as foraging, scouting, hunting, fixing items, or assisting themonks with their duties. The monks then do a couple hours of arms practice, and lunch iscalled. After lunch, the monks not chosen for guard duty retire for meditation for a few hours.

    After dinner, the monks take turns playing a shamisen and a flute. Any not on guard duty areinvited to listen.

    When the monks come to wake you at dawn, they resist waking up.

    They complain about the meals, and the rationed portion sizes. The temple cook succumbed to thedisease, so the meals aren't great. A few begin to eye Ook Ook's goat.

    When they return from hunting or foraging duty, they bring back nothing.

    They balk at being sent on foraging missions and disrupt the monks' daily exercises

    They are rude when the evening music is practiced.

    A few days of this persist unless the PC's take action. Then, on the third evening, none of the new

    survivors show up for music after dinner, Wisdom DC 10 to notice their absence. They have concocted aplan to slay the monks and take control of the monastery. A half-hour into the music session the PC's can

    make listen checks DC 25, with a -4 penalty because there is music to hear the mutineers getting into

    position on top of monastery buildings. PC's now make spot checks if they can, DC 25. The rebels beginby hurling thunderstones at the monks and the audience, Fort DC 15 or deafened for 1 hour, -4 initiative.

    Afterwards, they throw tanglefoot bags at the PC's and the monks and begin firing crossbows. The higher

    level rebels (Rogue 2 / Fighter 2) of which there are two, attack from rooftop, as do their seconds (Rogue

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    1 / Fighter 2) of which there are also two. Of the 8 remaining, 2 have been dispatched to deal with

    whoever is on guard duty, 2 have gone to the main gate, and 4 have been instructed to wait for the signal

    which is a thunderstone before launching crossbow bolts.

    Mu Bai,

    Male Human Samurai 1 / Cleric 1 / Monk 4

    Speed: 40 ft.HD: 1d10 + 5d8 -12 HP 15

    AC: 14

    Initiative: +3B.A./Grapple: +4

    Attack: Unarmed +3 1d10, or nunchaku +6 1d6

    Special: Stunning Fist 4/day DC 17, Flurry of BlowsQualities:

    For +7 Ref +3 Will +12

    Abilities: Str 8 (10) Dex 7 (9) Con 6 (8) Int 13 Wis 19 Cha 11

    Skills: Perform +9, Spot +13, Listen +13, Hide +8, Move Silently +8, Sense Motive +10Feats: combat reflexes, expertise, blind fight, focus: nunchucks, improved initiative

    Possessions: Bracers of Strength +2, Ring of Dex +2, Belt of Con +2, adamantine and silver nunchucks

    (mstr +3 to hit), monk's belt

    Hu Li

    Female Human Monk 2 / Druid 4Speed 30 ft.

    HD: 6d8 HP 27

    AC:

    Initiative:B.A.:

    Attack:

    Special:Qualities:

    For Ref Wil

    Abilities: Str 6 (8) Dex 7 (9) Con 8 (10) Int 13 Wis 18 (22) Cha 11Skills: Craft +10, Craft +10, Treat Injury +13, Perform +9, Concentration +8, Nature +7, Survival +9

    Feats: Magical Artisan, Track, Surgery, Focus: Nunchaku

    Possessions: Ring of Meld into Stone, same as Mu Bai, adamantine and cold iron nunchucks (mstr +3 tohit), monk's belt

    Been (broken teeth) and Mott (rotten smell)

    Male Human Rogue 2 / Fighter 2Speed 30 ft.

    HD: 2d8 + 2d10 +8 HP 28

    AC: 10+3+3 = 16 or 18 attacking with dagger uses expertise for 1Initiative: +3

    B.A.: +3

    Attack: Heavy Crossbow +6* 1d10* or Dagger +6 1d4Special: Sneak +1d6

    Qualities: Evasion

    For +5 Ref +6 Wil -1

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    Str 10 Dex 16 Con 14 Int 13 Wis 8 Cha 12

    Skills: Use Magic Device +4, Bluff +8, Tumble +10, Hide +10, Move Silently +10, Spot +7, Listen +7,

    Climb +8, craft +6

    Feats: Weapon Finesse, Expertise, Improved Feint, Point Blank Shot, Precise ShotPossessions: Poison (Blue Whinnis DC 14, 1 Con / Unconsciousness), Masterwork studded leather, Large

    wooden shield, Heavy crossbow, 10 bolts (poisoned), masterwork dagger (poisoned), thunderstone,

    tanglefoot bag, dagger, wand of invis x6 (had 10, but uses on 4 high level guys)

    Murr (scarred face) and Nink (missing ears)

    Human Male Rogue 1 / Fighter 230 ft.

    HD: 1d6 + 2d10 HP 18

    AC: 10+2+2=14* or 16 or 17 expertise for 1 + dodgeInitiative: +2

    B.A.: +2

    Attack: Heavy Crossbow +4* 1d10* or +5 dagger 1d4 (poison)

    Special: Sneak +1dd6Qualities:

    For +5 Ref +4 Wil -1

    STR 10 DEX 15 CON 14 INT 13 WIS 8 CHA 10Skills: Climb +8, Hide +7, Move Silent +7, Bluff+6, Spot +7, Tumble +7

    Feats: Point Blank Shot, Precise Shot, Expertise, Weapon Finesse, Dodge

    Possessions: Poison (Blue Whinnis DC 14, 1 Con / Unconsciousness), Masterwork studded leather, Large

    wooden shield, Heavy crossbow, 10 bolts (poisoned), Masterwork dagger (poisoned), thunderstone,

    tanglefoot bag, dagger

    Mutineers x 11

    Males Humans Fighter 2

    30 ft.HD 2d10 HP 15

    AC: 13 (+1 dex, +2 leather armor, +2 Large wood shield)

    Initiative: +1B.A.: +2

    Attack: heavy Crossbow +3 1d10 or Greatsword +5 2d6+4

    Special:Qualities:

    For +5 Ref +1 Wil -1

    STR 15 DEX 13 CON 14 INT 10 WIS 8 CHA 12

    Skills: Climb +7, Spot +1, Tumble +1, Bluff +2Power Attack, Improved Sunder, Dodge, Mobility

    Light blade 10 2

    One-handed blade 10 5

    Two-handed blade 10 10

    Light metal-hafted weapon 10 10

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    One-handed metal-hafted weapon 10 20

    Light hafted weapon 5 2

    One-handed hafted weapon 5 5

    Two-handed hafted weapon 5 10

    Projectile weapon 5 5

    Armorspecial

    2armor bonus

    5

    Buckler 10 5

    Light wooden shield 5 7

    Heavy wooden shield 5 15

    Light steel shield 10 10

    Heavy steel shield 10 20

    Tower shield 5 20