10.0 - A Choice to Embrace
They will likely try to slow Nora's decent into madness. Have Viran send the rest of his group away. Viran will be pretty insistent that the only thing to do is put Nora out of her misery, continually gesturing to Kilith. If Kilith refuses, Viran will take the dagger and do it himself, uttering the Release prayer. This is, however, the first person Viran has ever killed, so he's not ok afterward.
A funeral pyre is prepared north of camp and will be conducted at dawn (it's evening at the start of all of this).
The camp itself has some broken-down Script pillars:
Danheim - Fridr: https://youtu.be/xdoZhyotehw
Maybe she chants a prophecy before she dies? She can read from the book? Foreshadows events about to come in the next session? Something that she shouldn't really know.
If they don't kill her, the bandit camp will sorta shun them.
After Nora, they will have some time in the camp, but we'll need a vibe check. If the bandits are iffy with them, maybe they don't really get to stay, and instead they come across creepy remains of ruins on their way back to the road or Hvithavon. It'll still be raining.
If we really skip through things, then they can greet Hearty at Hvithavon.
To do:
-Release ceremony (Your life was not in vain; it will bring balance and stability to all. May your soul be at peace.)
-Viran
-Grewl bandits (get some rando names)
-Asriya
-Rogan
-Hearty
-Hvithavon safe house (mimic the Lyston safehouse)
-Korinth
-Magic items (interesting "water stone" for Sil'Ferrous, ball bearings (or other trap-like things?), a spool of endless rope, )
Plot points/Scenes
Before they get to the camp, Holg hears a quiet ticking. He'll find a pocket watch on the ground, washed up. Something that came through the portal. (starting effect: Orb of Time: While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.)
They will likely try to slow Nora's decent into madness. Have Viran send the rest of his group away. Viran will be pretty insistent that the only thing to do is put Nora out of her misery, continually gesturing to Kilith. If Kilith refuses, Viran will threaten to take the dagger and do it himself, uttering the Release prayer. This is, however, the first person Viran has ever killed, so he's not ok afterward. If the players convince Viran that they just need some water, then Viran will give in and tell them they have until dawn. And he will tell them about a place he's dared not venture yet, but has a informed hunch about. He reaches into his collar and pulls out a necklace. There's a pendant of an onyx raven feather, but also attached to the throng is a small stone sliver. "We found this in the ruins here. I'm fairly certain it opens whatever vault is at the base of the river and mountains. I have a hunch that inside is pure water, maybe. Or maybe there's nothing left. I'm giving you until dawn, then I release her. Or you could find your empathy and carry out your responsibility by then."
Northwest until they get to the place around Blua River Viran was talking about. 2 large bevarl-stone pillars stand on either side of a rather austere door, also made of bevarl-stone. Walking up to the doors is a mess of cracked and gouged stone. Even the pillars and door look incredibly beaten up. Can even spot areas near the base of the vault where the ground is much lower, like someone digging, but only revealing more bevarl-stone.
There is large script that goes across the double doors between the pillars. "Bounty of Vand overflowing, keep the land clean and bring souls to rest."
At the crack between the doors (what little crack there is) is a small square hole. The piece of stone goes there, fits like it hasn't degraded in the slightest.
They enter and dirt and grime is removed from their garments and themselves. The setting sun spilling in to suddenly illuminate. Small-ish area, small amount of water on the floor waaay below. On the center platform is a giant "bowl" on a pedestal. it seems to be missing a stone sliver. On the island on either side are fountains, no longer running. There's a number of weapons and trinkets, and faded potions stashed around. in the far right fountain is a peculiar stone. Not quite a stone, but also not quite a scale. And it's fist sized.
Magic items: Ring of Swimming, Decanter of Endless Water, q quiver 10 +1 magic arrows (water), Cleansing stone at the entrance on the ground.
If they insert the "key" into the center pedestal, the water will start flowing again, and the water from the bowl/vase thing fills, but does not spill over. The fountains do. And eventually the water runs out the temple doors and into the river.
A funeral pyre is prepared north of camp and will be conducted at dawn (it's evening at the start of all of this).
The camp itself has some broken-down Script pillars:
Relations
Neutrals/Bystanders
Viran
Backdrops
Locations
Encounters
Moral decision. Confrontation from Viran.
Plot type
Main Plot
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