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14. Defeating Chaos

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People on the Ship:

  • Crew Names: 
    • Captain: Zorcrath Dethtoxad
    • First Mate: Udomorn
    • Magineer: Sulprax
    • Cartographer: Nesmorn
    • Chef: Leachos 
    • Enterntainment Manager: Krivbarum
    • Stewards: Orlafarn, Gurzita, Echus
    • Crew: Artrin, Kochak, Clemphac
    • Guards: Wulfarn, Hijurn, Michun
  • Firbolgs x8: 
    • The Elder
    • The Carer
    • The Singer
    • The Scout
    • The Bread Maker
    • The Enchanter
    • The Bird Speaker
    • The Shape Changer
  • Planar Hitchikers:
    • Glinda the Fireheart (Solar)
    • Fiero the Satyr
      • Plum
      • Peach
      • Cherry
      • Apple
      • Pear
      • Orange

 

Ship Details:

  • Name: The Aurura Pegasus
  • Description:
    • Top deck is open and comfortable. There is a covered auning in the centre filled with cormfortable couches and magical protection from the elements. A second covered love seat is towards the back.
    • The mid deck is for the pleasure of the diplomats who usually travel via this ship. Two comfortable and four twin bedrooms. A library, a games room, a dining area, four bathrooms, two lounges, a bar and and office space.
    • The bottom deck is for the crew. 7 small bedrooms (1x2, 2x2, 3x3), storage, kitchen, mess area, and office.
    • At the base, there are two drop away boats for escapes. 
  • Defences: 
    • Magical Sheild around ship
    • fire a beam from the front of the ship 5 times a day
    • the boat magically repairs itself over 24 hours 
    • once a day emergency speed boost

 

5 Days Events (roll d12 for event, d20 and d4 for the time between):

1: Storm

Follow unravelling Magic Effects https://www.dndbeyond.com/sources/tcoe/dungeon-masters-tools#EnvironmentalHazards 

2: Roc attack

https://www.dndbeyond.com/monsters/16998-roc 

3: New Island Appears

In the sea below, an island filled with a simple village of wood and hides and grasses. set as though just left, no signs of life at all.

  • A total of 275,000 gp worth of coins, art objects, and/or gems, as follows:
  • 255,000 gp in coinage:
    • 22,000 pp
    • 35,000 gp
  • 2,500 gp art objects (×8; worth 20,000 gp total):
    • Embroidered glove set with jewel chips, ×2
    • Gold circlet set with four aquamarines, ×2
    • Platinum bracelet set with a sapphire
    • Eye patch with a mock eye set in blue sapphire and moonstone
    • Embroidered silk and velvet mantle set with numerous moonstones
    • A necklace string of small pink pearls
  • Chime of Opening
  • Portable Hole
  • Spell Scroll of Wish
  • Spell Scroll of Mighty Fortress
  • Spell Scroll of Illusiory Dragon

4: Glowing Golden Ball moving eratically

Chaotic: You gain a +1 bonus to AC and saving throws. 24 hours

Lawful: Your Wisdom score increases by 2. 24 hours

Neutral: Your Constitution score increases by 2. 24 hours

5: Griffon riding Moon Elf messanger

'Which way to the Lunar Court, i must get a message to the Cresent King immediately'. He is from Mount Celestia. Boots of the Cloud Jumper. Panorian Moonbell.

6: Adult Blue Dragon attack

https://www.dndbeyond.com/monsters/16765-adult-blue-dragon 

7: Magic Parasites try to eat ship

https://www.dndbeyond.com/monsters/653624-arcane-leech-adult 

8: A Dark Tower containing a haunted dark elf prince

Prince Jonik Leolynn: https://www.dndbeyond.com/monsters/2317754-elf-princess 

Princess Elmyra Aeran: https://www.dndbeyond.com/monsters/1157197-legendary-ghost 

9: Storm Giant attack

https://www.dndbeyond.com/monsters/17256-storm-giant-quintessent 

10: Confused Air Genie

Hataran The Sane: https://www.dndbeyond.com/monsters/245764-genie 

11&12: Nothing

Location

  • 3 Miles to the west of the Gods rift, high up on the cliffs overlooking the Biting Bay, is a suprisingly green circle of grass nestled in the sandy landscape.
  • A neat, sprailing house, over one floor, trimmed it neat hedges and flowers.
  • There is a little pond around the back, and a well trodden path up the to front doors.
  • There is the faint shimmer in the air around the picturesque spot indicating some sort of spell surrounding the space.

 

Upon Arrival

  • Unfortunately, the view from the airship is not a peaceful one. 
  • There is a loud and violent crowd of something pressed up against all sides of the house, hammering on doors, breaking windows and trying to break in, and blocking the lights within.
  • Neogi
  • Neogi Hatchling
  • Neogi Master
  • Fire Elemental

 

People living there

Staff

  1. Master Galahad Indigo. Human, tanned, dark hair turning grey.
  2. Nanny: Habibah. Elven. Red skinned, with long hair that seems to shine in the sun.
  3. Housekeeper/Cook: Chione. Dwarf. Dark skinned, large orange hair tammed with a wrap around beaded cloth
  4. Schoolmaster: Thermutis. Dragonborn. Bronze and green scales. Madrithian form, but dressed like a scholar.
  5. Groundskeeper: Nubio. Teifling. dark purple skin, with numerous hors spikes covering his head like hair, and hoofed feet.
  6. Ghostly servants performing menial tasks

Children

  1. Nanet. G. 18. Teifling. red
  2. Aster. G. 17. Half Orc. green
  3. Abasi. B. 14. Tabaxi. calico
  4. Halima. G. 14. Dark Elf. Deep purple
  5. Masika. G. 14. Sea Elf. blue
  6. Adeben. B. 13. Kenku. black
  7. Ruta-sa. B. 13. Goblin. green
  8. Hisah. G. 10. Tabaxi. Tabby
  9. Aziza. G. 10. Teifling. Blue
  10. Sarapou. B. 7. Tortle. Green
  11. Takarut. B. 6. Goliath. Grey
  12. Renenet. G. 4. Half Orc. Green
  13. Phanes. B. 3. Aasimar. glowing while
  14. Themai. G. 1. Yuan-ti. green/purple

 

0a. the Chasm

  • As you approach the chams, patches of sand give way to dark patches of a dark, glassy quartz type substance, that glitters dramatically in the starlight. 
  • The patches grow larger, some sticking out like stalegmites and others seem to absorb so much of the moonlight above that they glow softly.
  • As you reach the edge, all of you can feel the low hum of intense magical power in the air. Friend, you feel this so heavily and so intensely, it pushes you to your knees.
  • looking down, the floor of the chasm is around 150ft below, with a thin stream of water down the middle. There is no clear way down, other than a difficult climb, and you can see more of these creatures scuttling around below.
  • On the opposite side, you can make out a cave entrance.

1. Entrance

  • The narrow tunnels open up into a wider room. Inside you see it scattered with old discarded and rotting mining equipment and piles of recently collected scrap in the middle of being cut down into strips.
  • You also see, the corpses of some of the spider like creatures. 

10. Lower Path

  • Half constructed cages and more dead spiders

9. Side Chamber

  • Corpses of spiderlike creatures, Cages of varying sizes
  • One cage contains a little girl (disguised sea vampire)

8. Passage way

  • Patches of mining equipment and research notes set up, long forgotten

4. Crumbling Passage

  • an old cave-in, a small amount of boney limbs, long, long dead, sticking out from beneath it
  • Dead 

1. Hidden Chamber

  • Haderai can see a hidden illusioned chamber inside of a pillar of the cave.
  • Inside is the complete notes of researcher professor Nianai Sol. Written in ancient Adeshian, he had been researching the glittery rocks and their intensive magical properties. 

3. Main Corridor

  • injured spider like creature half hidden. Zephyras Dad.surrounded by more dead creatures.

2. Nesting Area

  • walls covered in eggs, and a group of spider like creatures kicking a tortous shell between them all.

5. Elite Guard

a

6. Prisoners

a

7. The Feast

a

Ritual Set up

  1. Firbolgs stood in a circle, runes and candles, plants between them. Three circles in the centre, one for Galadad, one for the other champions
  2. Top of each round, a ritual complication / event will happen
  3. Each round, one of PF must step into the centre and make a check of their choice to bestow their gods blessings upon Astarion
  4. from round 2 onwards, creatures will start arriving

1. Descriptions

 

 

2. Ritual Events

  1. Spell: reverse Gravity
  2. Spell: Slow
  3. Spell: Haste
  4. Spell: Darkness
  5. Spell: Bane
  6. Environment: Circle of Death
  7. Environment: Ice Storm
  8. Environment: Sleet Storm
  9. Environment: Fog Cloud
  10. Environment: Faerie Fire
  1. Effect: Galahad catches fire
  2. Effect: Candles blow out
  3. Effect: Crack appears through the centre, breaking the line of the circle
  4. Effect: Energy needs to be channelled out of the centre of the circle
  5. Effect: A bolt of energy archs around the circle, and strikes one of the Firbolgs Dead
  6. Task: Catch the Chickens
  7. Task: Find and retrieve the Dropped Focus
  8. Task: Draw 4 arcane symbols around the circle
  9. Task: Beak the amber casing around galahad
  10. Task: Convince Galahad to stick with it

 

Ritual Enemies

  1. Aberation: Beholder
    1. https://www.dndbeyond.com/monsters/17099-beholder 
  2. Undead: Vampire, ghosts x4 and a revenant
    1. https://www.dndbeyond.com/monsters/17044-vampire-spawn
    2. https://www.dndbeyond.com/monsters/16871-ghost
    3. https://www.dndbeyond.com/monsters/17196-revenant 
  3. Celestial: Planetar
    1. https://www.dndbeyond.com/monsters/16980-planetar 
  4. Constructs: 12x terracotta warriors, 2 Tomb Guardians
    1. https://www.dndbeyond.com/monsters/286176-terracotta-warrior
    2. https://www.dndbeyond.com/monsters/286174-tomb-guardian
  5. Dragon: Ancient Deep Dragon
    1. https://www.dndbeyond.com/monsters/2059692-ancient-deep-dragon 
  6. Elemental: 2x earth, 2x fire, 2x water Elemental Myrmidon
    1. https://www.dndbeyond.com/monsters/17458-earth-elemental-myrmidon
    2. https://www.dndbeyond.com/monsters/17459-fire-elemental-myrmidon
    3. https://www.dndbeyond.com/monsters/17460-water-elemental-myrmidon 
  7. Fey: 4x Bheur hag coven
    1. https://www.dndbeyond.com/monsters/17272-bheur-hag 
  8. Demon: 2 Chasme, Vrock, Yochlol
    1. https://www.dndbeyond.com/monsters/17140-chasme
    2. https://www.dndbeyond.com/monsters/17047-vrock
    3. https://www.dndbeyond.com/monsters/17127-yochlol 
  9. Giant: 2 cloud giants, 1 storm giant princess
    1. https://www.dndbeyond.com/monsters/16827-cloud-giant
    2. https://www.dndbeyond.com/monsters/300491-storm-giant-princess 
  10. Humanoid: 4 drow, 2 drow mage, drow shadow blade, drow inquisitor
    1. https://www.dndbeyond.com/monsters/17133-drow
    2. https://www.dndbeyond.com/monsters/17135-drow-mage
    3. https://www.dndbeyond.com/monsters/302935-drow-inquisitor-summoner-variant
    4. https://www.dndbeyond.com/monsters/96466-drow-shadowblade
  11. Monstrosity: andrsphinx, gynosphinx4
    1. https://www.dndbeyond.com/monsters/16785-androsphinx
    2. https://www.dndbeyond.com/monsters/16917-gynosphinx 
  12. Plant: 5 Treants
    1. https://www.dndbeyond.com/monsters/17037-treant 

 

Gods Blessings

  • Heroic Abilities: You can add 2 points (as 2, or 2x1) to any ability score. This is not capped.
  • Specialist: You gain a new feat of your choice
  • Vessel of the Divine: Once every 5 days, for 10 minutes, you can call upon your connection to your god. during this time the following are active:
    • You gain +2 AC and your hit point maximum increases by 2x your character level.
    • You shed 10ft of bright divine light in a colour of your choice, and 10ft of dim light from a halo that sits suspended above your head.
    • Glowing wings in a colour of your choice sprout from your back and you gain a flying speed of 40ft.
    • You can choose to add 1d6 to all dice rolls, including: saving throws, ability checks and attack rolls.
    • The first time you would drop to 0 hit points as a result of taking damage, you instead drops to 1 hit point, and the spell ends.
    • Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls to hit you. You also cannot be charmed, frightened, or possessed by them. if you already are charmed, frightened, or possessed by such a creature, you have advantage on any new saving throw against the relevant effect.

Visit to Honeson

  1. Fishing Boats going missing
  2. charming singing from the woods
  3. Farm animals started talking and are getting sassy
  4. Plants dying and blighted in a few neighbouring farms
  5. The well echo has started responding
  6. Mrs May is Missing
  7. Strange purple pox popping up around town
  8. Make everyone leave my farm
  9. Shops keep catching fire at noon
  10. Children keep stealing and blaming 'Huckleberry'
  11. Screaming from the hills
  12. Ice cube demon in the centre of town
  13. Remove farm house from on top of farm house
  14. Fill large hole by pantha padock
  15. Find homes for misplaced people until they can go home

 

Find rare information

The temple sank into a deep rift which has no natural light. Between the sharp rocks and seaweed lie the ruins, and among the ruins hide two dead merfolk guards, and two hulking crabs. The hulking crabs probably can’t be noticed because of their Shell Camouflage trait.

General Features
Illumination. There are no light sources in the temple.
Water. For creatures with no swimming speed all the areas of the temple are difficult terrain. The depth of water is less than 2 feet (areas 1-3), and more than 3 feet (areas 4 onward), except where noted differently in the description.
Ceilings. Because of the effects of the elemental plane of water, the ceilings are covered in water, which is at least 1 foot deep. The ceilings are 12 feet high in hallways, and up to 20 feet high in rooms.
Size. Even though merrow are large, for all intents and purposes of this adventure one square equals 5 feet and they fit into the corridors easily because their bodies’ forms are more elongated and lean rather than bulky.

1. Entrance

You dive down a narrow staircase going deeper until you find yourselves in a small room. A corridor leads to the south. There is air in that room, the water parted in the middle.  Two feet of murky water cover the floor and there is also water on the ceiling. It drips occasionally, the drops falling both down and up.

Except the curious effect of the split water, there is nothing of interest in this room. It is safe to rest here.

2. Offal Room
In the center is a rectangular well-like feature, like a hollow, broken pillar. Its depth is deeper than the floor and there is no water inside. The well is filled with bones, skulls and other parts of creatures, some killed not too long ago.

Treasure. Digging through the bones and offal yields a small pouch of 13 sp, and a copper ring worth 10 gp. a Wand of scowls.

3. Hall of Waves
The walls of this wide hallway are carved with images of the sky and its might, like great storms, clouds, the sun, moon and stars and many bird like people flying around. There is a repeating ring pattern that is easily noticeable; a successful DC 12 Intelligence (Religion) check recognizes it as the holy symbol of Astaria, though you also notice each of these symbols has been struck through.

4. Ambush

You step down a small flight of stairs into deeper water. In front of you lies a large room. To the sides narrow hallways disappear in the darkness as far as you can see. Suddenly you spot a ripple on the surface. Something big is swimming towards you.

Two chaos elementals attack, one from each side of the corridor.

5. Merrow Barracks
The rank and file of the merrow tribe spend time resting and sleeping here. There is nothing of value here. 

6. Hall of Depths
This large chamber was formerly the temple’s main hall. The water swirls slowly clockwise in the middle. There is another swirling mass on the ceiling which moves counter clockwise. Large portions of the floor are ruined and the water is 5 feet deep there (the darker shade of blue on the map).

4 elementals attack in here. More will be summoned through the centre every other round

Exploring the Hall. After the fight ends the characters might want to explore the room. The only thing of interest is the ruined carvings on the walls which again show the aarakokra flying in the skies around the symbols of Astaria.  The carvings go all around, except where the walls have been ruined and on the far south wall (see area 6A) and on the east wall, where they create a shape of the symbol of Astaria. A character making a successful DC 16 Intelligence (Investigation) or Wisdom (Perception) check there notices that the  shapes outline a hidden round door. It’s then easy to find stones that can be pushed to unlatch it and open the heavy stone door into a secret room the chaos didn’t find.

6A. The Drain Portal

In the middle of the wall there is an ominous looking, perfectly smooth hemispherical cavity, one foot in diameter, surrounded by a network of grooves perfectly fitting the carvings. Sharp hooked blades of stone jut out below it. They seem to be encrusted with blood.

The chaos sacrifice prisoners here. When blood soaks the stone blades it runs into the grooves and flows around them filling the cavity. The whole wall starts glowing eerily, and when the blood fills it completely, you can peer into the space between planes. The chaos discovered this and corrupted the purifying powers of Astarias sunken temple. 

A body has to be sacrificed to the portal to feed it enough blood by attaching it to a protruding stone blade. Unconscious characters are in dire danger of dying here, because they automatically fail their death saving throws. A character who is conscious and still attached to a blade takes 1d4 piercing damage at the beginning of their turn. A character can use an action to free themselves or others.

Closing the Portal. The portal can be closed forever by putting the giant  plug (see area 9) into the cavity and turning it until it fits perfectly. Closing the portal ends the magic effects of the elemental plane of water on the temple. The water from the ceiling immediately falls down, and the rest of the temple fills completely in a matter of rounds. The walls and the ceilings start shaking. This is a dramatic cue for the characters to make a quick exit as the temple crumbles around them. It remains buried under the sea forever.

7A. and 7B. Shallowpriests Quarters
These rooms are identical, except for the items inside them. This is where the shallowpriests reside. The west room (7A) has a door that is a bit stuck and requires an action to open. These merrow leaders decorated their rooms with trophies from their hunts. Planks with ship names, ship flags, other driftwood, bones, skulls or other worthless seafaring paraphernalia adorn the walls. Each merrow also has a ship’s figurehead – a male merfolk figurehead in the east room, and a cloaked human in the west room. Both are carved from wood, the latter one is black and magical. Consider putting your own quest items here to be found.

Treasure. Wraith figurehead.

Wraith Figurehead
This figurehead depicts an undead-looking emaciated figure wrapped in a hooded cloak. It’s carved of black wood and can be mounted on a ship. Under a detect magic spell, the figurehead radiates transmutation magic. As an action, the ship can activate this item to cast etherealness as a spell. The whole ship is affected by the spell, but the duration is shortened to a maximum of 10 minutes. Once a ship uses this action, it can’t use it again for 24 hours.

(For other Superior Ship Upgrades see Ghosts of Saltmarsh, pages 196-198.)

8. The Treasure Room
What bounty the merrow claimed, they stored in here. There are two broken statues in the room. They used to represent Istishia, but they can’t be identified any longer. The treasure fills a couple of barrels, crates, and open chests.

Treasure. There is a total of 575 cp, 8,877 sp, 1,452 gp, and 60 pp. There is a silk bag with 12 pearls inside, each worth 100 gp, a broken spyglass (easily fixed by casting mending 1d4 times), an empty bag of holding, and three glass vials: potion of animal friendship, potion of resistance (cold damage), potion of greater healing.

9. Hidden Sanctum of Purification

A statue of Astaria dominates this small sanctum. It’s cradling a small altar with three round indents. In two of them stand fist sized round pearls – one blue, the other green. In the middle stands a bigger translucent round dark blue crystal with a metal handle resembling a large plug. The walls are filled with carvings. on the right hand wall are images of the sea (blue), on the forward wall is images of land (green) and the left are images of the sky (white)

The pacifier-plug item is one foot in diameter and fits the hemispherical indent in area 6A like a glove (see Closing the Portal section there). The characters can make that connection easily, no check needed. If anyone examines the crystal, they can see the cresting wave symbol that is everywhere in this dungeon undulating and glowing gently inside it.

The pearls are worth 1,000 gp each, but they also serve another purpose. By examining the statue-altar, and succeeding on a DC 14 Intelligence (Investigation) check, a secret compartment can be found and opened. Inside it is another fist-sized pearl, this one with a white sheen. The three pearls can be combined on the altar indents. Combined in the correct way they magically retrieve the lantern of Astaria. If the pearls are placed in the wrong order, they dissolve into sand. All three pearls must be placed into the indents for the magic to work, properly or improperly. Under a detect magic spell, the statue and the altar radiate conjuration magic.

The key to figuring out the order lies in the wall carvings, any character that studies the carvings can make a DC 12 Intelligence (Nature) check to figure it out.

 

Visit to Lefinia

Visiting the Queen

Arrival: a very weak half hearted and rushed 'party' 

  • Council meeting: 
    • Queen Arhna Glyndore
    • Lord Daniel Beaumont
    • Lord Jameson Sherridan - Military
    • Kylen Amasticia - Fortelling
    • Nictus Noorwood - Commerce
    • Brice Maltby - Lord of City
    • Perseus Trunk (the pantha) - Spy Master
    • Victor White - High Priest of All Gods
    • Lady Leora Blakely - City Mayor
    • Iris Waveharp - Archmage
    • Kestral Moondew - Archdruid
    • Lord Marcus Windrivver - Law Maker General
    • Nutmeg Lotusflame - Archive Keeper
    • Lady Leta Grey of Chauntee - Master of Agriculture
    • Zintra Dazzletwist - Artist of Invention
  • Topics of Discussion:
    • Chaos in the City
      • Something large in the lake, Ships sharted going missing on the lake so no boats are currently allowed out (Sea dragon)
      • Groups of 'thugs' are taking advantage of the chaos and causing issues in the city
      • Reports from the slums of the city of poor families suddenly having lots of wealth from 'Golden Jorn'. Not necissarily an issue, but worth keeping an eye on
      • One of the now abandoned houses on Protectors row has become overrun with large spiders
      • Sickness outbreak, tracked back to the silver ladel tavern needs to be further investigated.
      • The city bank was robbed, and a number of the high end stores by someone disgising themselves as Dan
      • Gelatenous Cube blocking the northern gate out of the city
      • Blood sucking Hawks are terrorising the local parks, which have also been closed off for now. 
      • New arrivals in town from other planes and housing is needed. Some have needs the city is not capable of providing (temperature, breathing, food, language)
      • There has been a string of violent rages breaking out in the temple districts
      • There is a new species of bees around the city; they seem to be breeding insanely fast and causing a lot of extra weed growth. Could mess with the local ecosystem
      • There is a portal of some sort in a blacksmiths spewing fire creature out
      • Ghosts keep popping up across the city trying to encourage others to join them in the afterlife
      • There is a perminent blizzard in one of the housing districts. 
      • Graves are being dug up in the graveyards.
      • General unrest in the city due to the fact we have only been in charge for a year and all of this is happening - it is not a good look.
        • Pamphlets proclaiming Cousin Zanis Asmode Malecis Courage Glyndore should be on the throne.
        • Rumours Zanis isn't dead
        • A call for the Queen to marry a man capable of running the country for her
        • Various calls to banish / execute various people from all sides
    • Astarian (new god)
    • Castle rebuild preparations
    • News from Glyndore
      • Thumbleway  - The Ghosts and HArpies have stopped
      • Honeson - The druids have kept the sea at bay, and Feenie and Lia are doing well managing the local farmtowns
      • Ulis - The fissure through town has stabalised. temporary housing is being organised by the Mayor
      • South Tipping - Reports of bright lights in the sky during the night and people losing time. Mages and Clerics have been dispatched
      • Windrivver Isle - Mostly evacuated by Ralph Windrivver and the family. Rebuilding will take quite some time.
      • Silvanus Grove - Heather Moonleaf has reported to be sending her druids across the continent to trial the anti Chaos Runes, it will not completely keep it out, but it will ensure no more planar activity manifests within.
    • News from Abroad
      • Kymil claim to be fine and all in control
      • Axerock Lavaspeakers ahev the lava back under control with minimal injury but are similar to us
      • The clerics we dispatched to Helix have disapaited the necromantic storm so no more loss of life. They are sticking around breifly to help in general and make sure it isn't worse.
      • Reports from Arkis claim they have met and crowned a new patron goddess. More information will be needed before we know if we need to get involved.
      • Nellie reports Hillbrew hasn't suffered too much, and she has managed to deal with most of the issues with the contingentsy from Axerock. 

 Provideded by the queen:

  • Provide a publishing house representative - Jasper Ruth
  • Provide a Childrens Author - Adelle Stean
  • Connections with Orphans - Kriskia set up a non-religious childrens charity and has set up various houses throughout the coutnry. Has the best interests of the children at heart.
  • Can't spare any printing facilities for Astarian news
  • Elsie is now running the local theatre and will help provide performers for verbal messages
  • Victor White and Leta Grey are both well thought of when it comes to the temples, so will spread the message.
  • Prudence is the queens personal seamstress and any patterns can be given to her to manage reproduction in the repurposed factories along the docs
  • Zintra Dazzletwist can be used to develop any items you might need for thunder and force damage
      • Speldid Saucepan (36) 
      • Thunderstave, (54) hit really hard and make it loud
      • Flute of Dragon Song (66), emits thunder damage with a note, and encourages allies
      • Bow Harp of Valor (77), pluck the string to shoot an arrow of thunder
      • Hurricane Lance (80) if any of you mount up
      • Screaming Longbow (112)
      • Sword of Resonance (131)
      • Thunderous Flail (135)
      • Ether Spear (61)
      • Force Gauntlet (68)
      • Null Chalk (93). Draw a line none can pass - if they try take force damage
      • Timber (136). Enhanced woodcutters axe builds momentum and deals force damage
  • Shopping
    • Bruno Gilbert and Ivy Hays are sellers of unique, high end magical items and should be able to source things you want. otherwise i asked them to select some of their most interesting stock for you.:

 Details

  • Blood Sucking Hawks
  • Ghosts on the Doc / Sea Dragon: 
  • Fake Dan / Poor becoming Rich / Sickness in the Inn
    • Clarissa Goodberry - 12 - Half Elf Twin 1 (bard)
    • Tristan Goodberry - 12 - Half Elf Twin 2 (bard)
    • Noah Oaksworth - 12 - Wood elf found. (rogue)
    •  
  • Temple Rages

 

 

Visit to Argars Family

Creatures


Lair Actions

  • Desert
    • 1 - difficult terrain - dust storm. half speed, visability at 10ft.
    • 2 - chaos magic for every spell. wild magic for each spell: https://www.reddit.com/r/UnearthedArcana/comments/10ki0az/a_true_d100_wild_magic_surge_table_expanded_from/ 
    • 3 - snare, pull and trap. 3 10ft wells on the map. everyone within 30ft is pulled into it Strength save to pass.
    • 4 - spell dampening. All spells for the round are cast 1 level lower (cantrip min) if the spell cant be cast lower it instead deals half damage.
    • 5 - Damage dealing AOE. lightning dex save. 2d10 chaos and 1 CHAOS.
  • Fire
    • 1 - Take damage. - 1d4 fire damage for every ft moved
    • 2 - difficult terrain - half speed
    • 3 - obscure vision with smoke - visability 20ft
  • Earth
    • 1 - difficult terrain - half speed
    • 2 - take damage - 1d4 for every 5ft
    • 3 - grow plants - confusion
  • Water
    • 1 - slow - spell
    • 2 - difficult terrain - half speed against currents
    • 3 - snare water currents - random direction 15ft
  • Between
    • 1 - difficult terrain - dust storm
    • 2 - chaos magic for every spell
    • 3 - snare, pull and trap
    • 4 - spell dampening
    • 5 - Damage dealing AOE

Narrative

  • Start: 
    • You all stand, ready waiting; eyes peeled watching for any movement. It starts with  a slight darkening of the sky, a building whisper carried on a breeze that wasn't there. 'Zephyra'
    • The clouds start rapidly forming above you growing black and crackling with multicoloured energy. The wind picks up, blowing the sand all around you making it hard to see. Then you all hear the voice of Valdron. 'Finally, there you are my Zephyra, come to join me at last'. The voice is bodyless, echoing down from the clouds that continue to spark and crackle with every word.
    • At the centre of the growing storm, the clouds begin to thicken and twist, reaching out to the ground like a tornado. 
    • The wind picks up further, blowing  sand into all of your eyes. blinking it away you now see a figure of a man, not a tornado, hovering directly in front of Zephyra.
    • He is tall, muscular, grey haired and handsom. He wears a black robe the colour of the clouds that also sparks and crackles. He reaches out a hand to Zephyra gripping your chin and staring directly into your eyes. 'Finally'.
    • Roll for initiative
  • Zephyra speech:
    • 'I made you what you are, chaos is in your nature.'
    • 'You want this, you want to be powerful, you want to rival a god, you can if you join me'
    • 'Dont kid yourself, you are not at good person, you merely pretend'
  • Death1: 
    • Something to do with the situation.
    • The wind around you stops suddenly, the sand all drops to the ground
    • He coughs up somethign thick and black, clutching at his wounds
    • 'Is this really what you want, to kill me, to kill your own chance to be spectacular'
    • His form starts oozing, as though his whole being is just fabric containing this sludge. He completely unwinds, disintegrating into dust at the floor.
  • Big elementals apear:
    • Then the laughter begins, deafendingly loud and echoing from all directions all at once.
    • 'How about i destroy your little friends then, you will jpin with me, now you get to suffer first.'
    • Chaos lightnight fires out all around you, thick freezing rain starts to fall from the choas clouds. The grounds beneth you starts to shake and crack.
    • On one side of you the lightning, red as flame starts to merge and grow, brighter and brighter, burning at your retiners and your skin and the largest fire elemental you could have imagined apears, the heat so intense the sand beneath it melts to lava.
    • On another side the rain swirls, into a ball that pulsates rapidly, growing with each heartbeat until a tsunami is formed in the air, unconnected to any water source, and freezing the sand beneath it as it claws its way towards you.
    • and beneath you, the earthquake grows huge canions of sand and stone melt away as acid bubbles up through the cracks followed by a mountain of stone rising upwards. rising and rising until it towers over the area - an earth elemental who melts the earth around it with acid.
  • Elemental deaths:
    • The elemental seems to start tearing apart from the center, as though an invisible force is folding it repeatedly in two. Everyone within 5ft feels pulled towards the elemental, similar to the feeling when you get teleported.
  • Water: The first thing you notice is you are cold, you are wet, and you cannot breathe. Your eyes adjust to the darkness. There are a few bioluminescent plants lighting the area but otherwise it is dark with no sign of air. You must find a way out before you run our of breathe and what is worse, the water primordial stands in front of you.
  • Earth: Your eyes are momentarily dazzled by the chamge from darkness to bright sunshine. There are tall hedges forming narrow passages around you and the large earth primordial forming infront of you.
  • Fire: Heat blisters your skin, fire and lava in all directions. 
  • Chaos plane:
  • Valdron splitting: With each blow you are starting to catch glimpes within Valdron. Each slice parts the fabric of chaos just enough to see 3 glowing, pulsing orbs of energy withinhim, restrained by sinu and fighting to escape. 
  •  

Outcomes

  1. You defeat Vadron with Zephyras knife - valdron is defeated forever
    1. You stab the orb and it shines blindingly around the wound for a brief moment then vanishes. The remaining tendrils of valdron start to convulse, twist, scream in pain and fury. The threads of choas begin to fray, snap, crumble to nothing until with a final scream of 'No' he is gone.
    2. The space around you also starts to fray and crumble. Light and darkness, colours exploading all around you, the air itself seems to be pulling itself apart. Those of you with Chaos start to feel the pain from it growing and it fights against its death. You need to get out of here, you dont know what will be on this plane once it ceases to exist, nor what will become of anything left here.
  2. You defeat Valdron not with Zephyras knife - Valdron is defeated and banished back to the chaos, to reform in thousands of years
  3. Zephyra dies not my valdrons hands, Valdron retreats to await the next air elemental genasi
    1. Valdron lets out a scream of frustration. 'I have been waiting so long for this. You, children. I might now be stuck on this plane until the next child of air and matter is born, but i can make sure you remeain here with me too. Next time you will be long gone and i will succeed.
  4. Valdron kills and absorbs Zephyra - the universe ends
    1. 'Yes!' Valdron tosses the body of Zephyra aside, sending it hurtling down into the void. You see in his hand the spirit of your friend, still fighting against the massive hand that holds her. He squeezes her spirit within both his hands, somehow condensing her into a bright pulsing sphere. The threads of his being part, exposing the 3 other orbs within. He places the spirit of air within and instantly reforms. He grows, grows and grows taking up the full space, more space than you can now imagine. Tears apear in the air around you and through them you can see people, places, creatures from across the planes. all turning and running in fear and tendrils of chaos hurtle through and begin their destruction. 'You all get to bare witness to the end of the universe, my great triumph'. You watch, in mere moments as the fabric of reality is torn apart before your eyes, before you too feel yourselves torn apart too. Leaving nothing by darkness and the ringing of terrible laughter. The End
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