0.3 - Stealing Wind
Varl = follower of Bevarlese(sp). At this point, only Water and Nature magic are usable. Trying to use anything else results in rolling a d20. 1-5: nothing happens. 6-15: the spell works, but is weird magic, not of an element and makes the caster feel sick and nauseous. 16-20: the spell goes off as the correct element, but must make a sanity save DC 15 or take 1d6 psychic damage.
Their characters don't recall the previous dream immediately. It will take at least a few minutes (by the time they reach the bottom).
Canyon is tan colored, light leaking in from above. The sky feels so far out of reach. Canyon walls do not look like they have been eroded vertically, like water, but horizontally (by the wind).
Players being with rappelling down the canyon walls. Athletics check DC 13. Total height is about 1000ft deep. Have them be already most of the way down. About 30ft left to descend.
you take 1d6 bludgeoning damage for every 10 feet you fell, to a maximum of 20d6. You also land prone, unless you somehow avoid taking damage from the fall.
They reach the bottom and can feel the wind coming from the north, dust tickling their nostrils. They (hopefully) follow.
They can hear the moans carried on the wind by the dying. Start to see broken weapons and armor/cloth scraps.
They are 2 side branches they will pass before getting to P1.
West branch contains: rope of entanglement. East branch contains: Keoghtom's Ointment.
P1 is a dead half elf paritet warrior. they can loot for a short sword +1, dagger, 5 silver, spell scroll with lvl 1 absorb elements with the alteration of it being geared for thunder/wind specifically. Immunity to thunder/wind for 1 round. (https://5e.tools/items.html#spell%20scroll%20(1st%20level)_dmg).
by 40ft in, the wind picks up more. Dust devils will start to become apparent, but will be ephemeral. They are faint and non-hostile, but swirl out of control.
They will find the source of moans about this time, V1, a near-dead varl human ranger. He notices party if they approach and starts to babble. Not in modern common. babbles some in old common mixed with script. Sanity check to attempt to understand the script portions.
Not far from him is a babbling paritet wizard. completely insane talking only fully in script. His body is warped, nature magic. bark-like skin, fungal growths, bushy or mossy hair.
At this point, the canyon opens up dramatically and terrain is difficult due to the wind. More dust devils appear, and now as more full on air elementals. Still not hostile, but unnerving to have them swirl around you. Occasionally, twisters will pop up, 10ft sphere centered on point, DC 15 CON save or be blinded for 1 minute. Can repeat saving throw at start of each turn. They can see the tiniest speck of concentrated winds with a successful perception check DC 15, lower than that is just a blur of wind.
by the float zone, all but brandi are lifted off their feet a bit by the force of the wind. V3 attacks. V3 talks in Old Common, screaming that they will destroy everything and the world will continue to crack open. Will race them for the heart. V3 is a human illusionist.
By fly zone, wind is so strong players are essentially flying. Must make athletics check to keep from lifted off into the sky, DC 10.
Whoever grabs the heart makes a sanity save, DC20. fail, they see through the veil and hear the screaming roar of Blaest. Seeing through the veil, they see an ocean, think they are trying to swim up to the surface. As they go up, they control the winds, lifting everyone else up to the top of the canyon. The screams do not quiet.
At the top, they are surrounded by varls, weapons pointed.
End.
Their characters don't recall the previous dream immediately. It will take at least a few minutes (by the time they reach the bottom).
Canyon is tan colored, light leaking in from above. The sky feels so far out of reach. Canyon walls do not look like they have been eroded vertically, like water, but horizontally (by the wind).
Players being with rappelling down the canyon walls. Athletics check DC 13. Total height is about 1000ft deep. Have them be already most of the way down. About 30ft left to descend.
you take 1d6 bludgeoning damage for every 10 feet you fell, to a maximum of 20d6. You also land prone, unless you somehow avoid taking damage from the fall.
They reach the bottom and can feel the wind coming from the north, dust tickling their nostrils. They (hopefully) follow.
They can hear the moans carried on the wind by the dying. Start to see broken weapons and armor/cloth scraps.
They are 2 side branches they will pass before getting to P1.
West branch contains: rope of entanglement. East branch contains: Keoghtom's Ointment.
P1 is a dead half elf paritet warrior. they can loot for a short sword +1, dagger, 5 silver, spell scroll with lvl 1 absorb elements with the alteration of it being geared for thunder/wind specifically. Immunity to thunder/wind for 1 round. (https://5e.tools/items.html#spell%20scroll%20(1st%20level)_dmg).
by 40ft in, the wind picks up more. Dust devils will start to become apparent, but will be ephemeral. They are faint and non-hostile, but swirl out of control.
They will find the source of moans about this time, V1, a near-dead varl human ranger. He notices party if they approach and starts to babble. Not in modern common. babbles some in old common mixed with script. Sanity check to attempt to understand the script portions.
Not far from him is a babbling paritet wizard. completely insane talking only fully in script. His body is warped, nature magic. bark-like skin, fungal growths, bushy or mossy hair.
At this point, the canyon opens up dramatically and terrain is difficult due to the wind. More dust devils appear, and now as more full on air elementals. Still not hostile, but unnerving to have them swirl around you. Occasionally, twisters will pop up, 10ft sphere centered on point, DC 15 CON save or be blinded for 1 minute. Can repeat saving throw at start of each turn. They can see the tiniest speck of concentrated winds with a successful perception check DC 15, lower than that is just a blur of wind.
by the float zone, all but brandi are lifted off their feet a bit by the force of the wind. V3 attacks. V3 talks in Old Common, screaming that they will destroy everything and the world will continue to crack open. Will race them for the heart. V3 is a human illusionist.
By fly zone, wind is so strong players are essentially flying. Must make athletics check to keep from lifted off into the sky, DC 10.
Whoever grabs the heart makes a sanity save, DC20. fail, they see through the veil and hear the screaming roar of Blaest. Seeing through the veil, they see an ocean, think they are trying to swim up to the surface. As they go up, they control the winds, lifting everyone else up to the top of the canyon. The screams do not quiet.
At the top, they are surrounded by varls, weapons pointed.
End.
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