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Bill T's Second War of the Burning Sky: Shelter from the Storm [more spoilers than you can shake a stick adorned with ribbons and kerchiefs at!]
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<blockquote data-quote="spinmd" data-source="post: 8013839" data-attributes="member: 19965"><p>Another entertaining summary, Bill.</p><p></p><p>For Cernaban (called Cinnabon by the PCs), a lot of what I used was drawn from the 4E version. In the 4E version, Cernaban and his White Wyrms were secretly being funded by the Ragesians to create more unrest in Seaquen and keep the town guards focused on all the stuff that the White Wyrms were doing and not discover what the Ragesians were doing. The Ragesians didn't want Seaquen united with the refugees so they get the White Wyrms to kill and/or kidnap people and bomb some buildings to keep the political situation unstable. Cernaban and Makung are even stoking Pickens mistrust of the Lyceum Academy by feeding him lies.</p><p></p><p>How I integrated this into the 5E version is when the PCs reached Seaquen, they met up with Salty, an old smuggler acquaintance (one of the PCs has the Criminal background). Salty considers himself an honorable smuggler because smuggling is his only illegal activity and he doesn't smuggle drugs or people. He tells the PCs that with the influx of refugees, there are some new players in town that are responsible for some missing people, and other "bad for business" crimes and he asks the PCs if they could find out who is responsible.</p><p></p><p>Because this hook most likely will lead to combat, the PCs jump at it and start asking people if they know anything about some missing people. The PCs get a bit of info here and there and start to see that Seaquen is a powder keg with dwindling resources, increasing crime, and unrest among the citizens and the refugees. Eventually all their questioning puts the PCs on the White Wyrms radar and soon enough the White Wyrms approach the PCs disguised as guards, lead them into an alley, and tell them that the White Wyms send their regards. The encounter was some Thugs with a Bandit Captain reskinned as a Thug Leader and the PCs made short work of them. One of the Thugs was interrogated and the PCs discovered that White Wyrms spent leisure time at a brothel on the south shore bluff. (in the 4E version, Cernaban owns a brothel).</p><p></p><p>The PCs head to the brothel and demand to speak to the person in charge. They speak with a manager (not Cernaban) but the conversation goes nowhere and the PCs eventually leave.</p><p></p><p>This plot string idles for a day while the PCs do other things, but eventually a young kid brings a letter to the PCs, which requests a meeting at the brothel after town curfew. The PCs get to the brothel and are met by a halfling who introduces himself as Cernaban (it was a decoy but the PCs did not know that). He offers them the opportunity to work for the White Wyrms and a generous cut of profits for any jobs they do which is flatly turned down. Insults are traded and then combat erupts (more Thugs and a Dark Whisperer from the Monster Manual Expanded book). The PCs make quick work of them and before they can even clean their blades, they hear a voice from the upstairs balcony saying if you want a job done right, you got to do it yourself. It is the real Cernaban (Master Thief), with his lieutenant Makung (Swashbuckler), and more thugs. This fight lasts a little longer, but the PCs prevail. I thought this would tax the PCs more than it did, but everyone was having fun so I call it a win.</p><p></p><p>After the White Wyrms are destroyed, the PCs take over the brothel. Salty helps them with forged transfer of ownership papers (as the Sindairese ambassador Cranston Snord was asking about Cernaban's disappearance), and they convert the brothel to a tavern. Salty agrees to run the tavern while the PCs are away as the building's basement leads to some caves that reach the shore at the bottom of the bluff so is great for smuggling.</p><p></p><p>Probably more info than you need, but hope it inspires some ideas for how to use Cernaban.</p></blockquote><p></p>
[QUOTE="spinmd, post: 8013839, member: 19965"] Another entertaining summary, Bill. For Cernaban (called Cinnabon by the PCs), a lot of what I used was drawn from the 4E version. In the 4E version, Cernaban and his White Wyrms were secretly being funded by the Ragesians to create more unrest in Seaquen and keep the town guards focused on all the stuff that the White Wyrms were doing and not discover what the Ragesians were doing. The Ragesians didn't want Seaquen united with the refugees so they get the White Wyrms to kill and/or kidnap people and bomb some buildings to keep the political situation unstable. Cernaban and Makung are even stoking Pickens mistrust of the Lyceum Academy by feeding him lies. How I integrated this into the 5E version is when the PCs reached Seaquen, they met up with Salty, an old smuggler acquaintance (one of the PCs has the Criminal background). Salty considers himself an honorable smuggler because smuggling is his only illegal activity and he doesn't smuggle drugs or people. He tells the PCs that with the influx of refugees, there are some new players in town that are responsible for some missing people, and other "bad for business" crimes and he asks the PCs if they could find out who is responsible. Because this hook most likely will lead to combat, the PCs jump at it and start asking people if they know anything about some missing people. The PCs get a bit of info here and there and start to see that Seaquen is a powder keg with dwindling resources, increasing crime, and unrest among the citizens and the refugees. Eventually all their questioning puts the PCs on the White Wyrms radar and soon enough the White Wyrms approach the PCs disguised as guards, lead them into an alley, and tell them that the White Wyms send their regards. The encounter was some Thugs with a Bandit Captain reskinned as a Thug Leader and the PCs made short work of them. One of the Thugs was interrogated and the PCs discovered that White Wyrms spent leisure time at a brothel on the south shore bluff. (in the 4E version, Cernaban owns a brothel). The PCs head to the brothel and demand to speak to the person in charge. They speak with a manager (not Cernaban) but the conversation goes nowhere and the PCs eventually leave. This plot string idles for a day while the PCs do other things, but eventually a young kid brings a letter to the PCs, which requests a meeting at the brothel after town curfew. The PCs get to the brothel and are met by a halfling who introduces himself as Cernaban (it was a decoy but the PCs did not know that). He offers them the opportunity to work for the White Wyrms and a generous cut of profits for any jobs they do which is flatly turned down. Insults are traded and then combat erupts (more Thugs and a Dark Whisperer from the Monster Manual Expanded book). The PCs make quick work of them and before they can even clean their blades, they hear a voice from the upstairs balcony saying if you want a job done right, you got to do it yourself. It is the real Cernaban (Master Thief), with his lieutenant Makung (Swashbuckler), and more thugs. This fight lasts a little longer, but the PCs prevail. I thought this would tax the PCs more than it did, but everyone was having fun so I call it a win. After the White Wyrms are destroyed, the PCs take over the brothel. Salty helps them with forged transfer of ownership papers (as the Sindairese ambassador Cranston Snord was asking about Cernaban's disappearance), and they convert the brothel to a tavern. Salty agrees to run the tavern while the PCs are away as the building's basement leads to some caves that reach the shore at the bottom of the bluff so is great for smuggling. Probably more info than you need, but hope it inspires some ideas for how to use Cernaban. [/QUOTE]
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