Sidequest Saturday (Duty in Drak’kal): Klavekian Mob

Klavekian Mob mapThrough a friend, posted signs, or by catching the right conversation in the right tavern, the PCs have found that one of the Three Sisters (settlements in the Klavek Kingdom south of its capital, Mohkba) is looking for tax collectors—an easy gig for great pay.
Recently a showing of the Broztavya Circus went awry in Drak’kal and the resulting destruction has weighed heavily on the settlement, as a particularly large and out-of-place aquatic sideshow attraction tore apart the city’s docks. Summer is right around the corner and it is vital for repairs to be made, so the pay for tax collection right now is extremely high (and for good reason; Klavekians are quite hardy, can be incredibly stubborn, and are generally not terribly fond of taxes.)
As the PCs arrive in Drak’kal there’s some commotion outside of the home of Dockmaster Antonio Casta—they may soon find out just how violent and dangerous a Klavekian mob can get!

As you near the middle of the Three Sisters the bustle of a city reaches your ears, but something else comes along with it on the winds—the sounds of dissent. Drawing nearer you make out a mob of common folk outside of one of the settlement’s nicer homes, a panicked looking fellow frantically pleading for help from inside the dwelling. Just outside is a huge Klavekian with the kind of face one only earns through many, many brawls; he’s shouting loudly, inciting the crowd to violence. It seems that if someone doesn’t do something soon, this might become a most unhappy day for a certain someone in Drak’kal.

Antonio Casta, the man responsible for gathering the taxes from Drak’kal’s citizens to repair the damaged docks (something for which he is complicit), is frantically waving and pleading for help. A Perception check (DC 10 + 1 per 5 feet away from the house) overhears his shouts for aid (“along with an increased salary if you like!”), but if no PC notices he resorts to crude, hastily made signs instead.
The man leading this small rebellion, Ivan Creed [or “Rabblerouser”, tomorrow’s Statblock Sunday! —MM], is a retired Klavekian soldier. Unlike his angry peers he’s stayed in shape adventuring, but all of them are upset with the unexpected tax (as there are normally some exemptions for those who’ve served in the Klavekian army).

If the PCs deal with Ivan quickly enough or manage to diffuse the situation without resorting to violence, they receive experience points as if they had defeated both enemies, but otherwise they face the harsh wrath of the people of Aventyr’s cold northern climes!

JC-ANGRYMOB-SMKLAVEKIAN     MOB CR 2
XP 600
Human (Klavekian) commoner 4
N Medium humanoid (human, troop)
Init +0; Senses Perception +5

DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 28 (4d6+12)
Fort +5, Ref +1, Will +1
Immune grappled condition, single-target spells, multiple-target spells
Weaknesses vulnerable to area effect spells

OFFENSE
Speed 30 ft.
Melee troop attack (1d8+2)
Space 20 ft. (contiguous 5-ft.-squares); Reach 5 ft.
Special Attacks chaos of combat

TACTICS
Before Combat A Klavekian mob only seems to be a bit rowdy at first, but not overly aggressive—although not an intentional deception, it often leaves those lacking social awareness (DC 14 Charisma check) wandering directly into the center of the creature’s space as it forms.
During Combat Klavekian mobs move into enemy squares and grapple, pummeling foes into submission. Never keen to authorities, after an opponent is felled they ignore them, moving on to other targets. Anyone who survives is severely humiliated afterwards, but left alive.
Morale A Klavekian mob disperses when reduced to 5 hit points or less (becoming 5 commoners without the troop subtype, each with 2 hit points left).

STATISTICS
Str 14, Dex 10, Con 14, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 15 (cannot be bull rushed/tripped)
Feats Armor Proficiency (light), Great Fortitude, Toughness
Skills Climb +6, Craft (common items) +3, Perception +4, Profession (common career) +5, Survival +4, Swim +6; Racial Modifiers +2 Survival, -4 Charisma checks with non-humans and non-dweorgs
Languages Common, Klavek
SQ Klavekian proficiency (longsword), skilled
Gear leather armor (15), longswords (15), slings (15), sling bullets (150)

 

Once the adventurers have successfully driven off the Klavekian mob (through force or silver tongues), Dockmaster Casta thanks them profusely and offers them lucrative (10 gold a week!) jobs as tax collectors, assuring them that even greater opportunities await anyone who will come to know the people of Drak’kal so quickly!

 

 

Into the Wintery Gale - game set

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