11.0 - Deep Silent Complete

https://www.youtube.com/watch?v=41ID91zup7E   https://www.youtube.com/watch?v=5BRD6wBRW0Y   https://www.youtube.com/watch?v=h_oZIrPV_iU   https://www.youtube.com/watch?v=ET7RNVdTh7Y   Stolen Dreams, Lost Light -Octopath Traveler https://youtu.be/fziNJYEZp30   Dark Caverns -Octopath Traveler https://youtu.be/6-Bly26utBo   Open with adding magic items to sheets.   Level up.   Sil'Ferrous's drinking outcome.   If anyone else drinks the water.   Leaving the temple and heading back to Grewl Camp.   Giving the elemental water to Nora.   Any hints of what else could be out here in Melis forest/Snuhen Mountains.   Continuing on Austvei to Hvithavon.   Reaching Hvtihavon.

Plot points/Scenes

Magic Items

  • Ring of Swimming- Holg
  • Decanter of Endless Water- Atani
  • quiver of 10 +1 magic arrows (water)- Kallista
  • Water Scale- Sil'Ferrous
 
 

Level up

  1. Level 5
  2. Help Steph if she needs it.
 
 

Sil'Ferrous's drinking outcome

Start with a sanity save. DC 10. If he fails, his eyes water and his vision blurs. As he tries to clear them, his vision his foggy, and he sees through some objects, like the broken parts of pillars. It's like the imprint of the place when it wasn't rundown and falling apart. There's also ankle deep fog roiling like water; in fact, it might be ghostly water. He realizes he can see a spectral figure standing in the middle of this platform/island. It's a Death Domain cleric dressed in deep blue and white robes (though the color is hard to make out), and notices that Sil'Ferrous can see the ethereal plane. It looks curious that Sil'Ferrous did not go into the water, and gestures warmly that he drink again.   If Sil'Ferrous succeeds, he feels the irresistible pull of the depths. Blissful silence. A deep sleep. Complete rest. A cure for all the aches and pain. He Frodo-falls into the water, and begins sinking. The water isn't as cold as you would think. It's dark, and it blankets you in comfort. You can't see more than 30ft. As you glide further and further down, you can feel your will evaporate. You're ready for the water to completely envelop you. You pass pillars of rock jutting up, skulls and other bits of skeleton resting pristine on them. More and more bones as you sink further. And then a blue-ish glow from below.  
5 rounds to the bottom.   Round 1: Feeling of comfort. 40ft down. 6 seconds.
Round 2: Release your held breath. No panic as your lungs flood with water. 80ft down. 12 seconds
Round 3: Things start to go black. 120 ft down. 18 seconds.
Round 4: Unconsciousness. 160 ft down. 24 seconds.
Round 5: Death Saving throw. 200 ft = Portal. 30 seconds.
 
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).   When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round).   At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.   For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points
  Sil'Ferrous has gained the ability to cast See Invisibility a total of 3 times.  

In the event someone reaches the bottom and crosses into the Ethereal Plane

Unraveling Magic Table, Tasha's page 161.   Show up in a round, roiling foggy area. The floor doesn't look solid, but as you step, you don't fall and the fog shifts to water. Can't see more than 15ft because it's so dark, and at that threshold is a curtain of fog that seems to be falling like a waterfall all around you. You realize your shadow is not with you, and see it ahead of you. It stretches forward and starts draining your strength.   Once this creature is vanquished, it dissolves into a Leviathan coiling all around, and with a rumbling the fog dissipates into pure, clear water. It's ginormous face comes level with yours and it opens its maw. Inside is a Water Crystal (Elemental Essence Shard of Water). A fine casing of glass-like material holds the water inside to create its shape. If not broken, it functions like the Elemental Essence Shard of Water (except 1/day action). If broken the party gains Blessing of Magic Resistance (water and death (the first death saving throw they make with advantage).   Getting out? Leviathan ejects them down out of the plane, but then they rocket up to the surface of the temple water.   Sil'Ferrous will see the Cleric of Vand be surprised, and the crystal will explode, coating everyone in water.  
 

If anyone else drinks the water.

  Start with sanity saving throw. DC 10. Atani has advantage.   Success: Follow other success rules.   Failure: Enchanted Springs table from Tasha's, page 165.  
 

Leaving the temple and heading back to Grewl Camp.

If they want to take the "key" back out, they'll need to touch it and will it out. It reacts more strongly to Sil'Ferrous. Unless someone or all went through the portal at the bottom, then the "key" will just pop out once that's complete.   Late evening on the Day 16 of the Flora Cycle.  
 

Giving the elemental water to Nora.

Ding! Holg's watch lets him know night proper has arrived as they reach Grew Camp.   The camp is quiet and somber. Most people avoid the group. The two young men grabbing buckets of water earlier are on their way out to the well for water, buckets empty.   Viran is in his "building", sitting down and hunched over. He's toying around with a dagger, shape reminiscent of a Release dagger. "Did you know the first recorded Release was 131 years ago? Five years after Paritet's influence on the world was undeniable. The Servitor did it himself; he Released one of his closest friends (Etánro Palespirit)." Viran stops messing around with the dagger and closes his eyes. "Please tell me you found something to help Nora." Nora is still mumbling nonsense and curled up.   They can have her drink it, with effort, or they can pour a vial on her. Either way is the same effect. (they have 5 vials, each good for 10 minutes)   Nora will visibly relax. Mumbling stops. Lucidity back in her expression. Though the acid is no longer active, none of the wounds are healed (nor do they look like "active" wounds). Her hair has turned from brown to mossy grey, and brittle, and the water does not restore her hair, or skin.   "Viran?" she whispers. Viran smiles, but his expression is still pained. He knows that even if one dose keeps her lucid, the damage is done. She's confused. Why is everything so vibrant? Why can't I move my arms? Oh. Oh no. She almost panics, but Viran hushes her. She thanks them for easing her pain. It was terrible. And the thing she could feel, but couldn't run from. It kept screaming and growling at her. Thief! You killed me and use my husk so callously! I will devour you! Nora gets more manic, losing focus, slipping back to insanity.   If they try again, Nora will beg for death. She doesn't want to go through that again. The party can let her wish be granted, or try to convince her otherwise.   If Kilith doesn't offer, Viran will ask them all to leave and pull out the dagger he had out earlier.  
 

Continuing on Austvei to Hvithavon.

Morning of Day 17 of the Flora Cycle.   They can stay for Nora's cremation in the morning. Slab of normal stone at the eastern side of the ruins. Fire doesn't burn on the bevarl-stone left in the ruins.   Before they leave, Viran will give them a brooch each. One of them was Nora's. He slips his off, and offers it. Nora's and another are rough-looking clay in the shape of a curled, leafy vine. 2 others mimic the pattern in a rough metal cast. Viran's mimics the shape, but his pattern is more like a feather, and it's carved onyx, pure black. As soon as they pin them on themselves, the rain bends around them. Viran very quickly gets wet.   No trouble for the next 2 days of travel. It still rains, not heavy, but steady.  
 

Reaching Hvtihavon.

Morning of Day 19 of the Flora Cycle.   End session with seeing a familiar tabaxi waiting just within the walls. Hearty from the lighthouse.

Relations

Allies

Viran

Adversaries

Shadow Demon

Medium fiend (demon), chaotic evil
Armor Class 13
Hit Points 66 (12d8+12) 12d8+12
Speed 30ft Fly: 30ft

STR
1 -5
DEX
17 +3
CON
12 +1
INT
14 +2
WIS
13 +1
CHA
14 +2

Saving Throws Dex +5, Cha +4
Skills Stealth +7
Damage Vulnerabilities Radiant
Damage Resistances acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, lightning, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses Darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 4 (1,100 XP)


Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.   Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.


Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.


 
 
Hearty Snowflake
Character | Aug 22, 2020

Backdrops

Locations

Protagonists
Plot type
Main Plot
Key Items
Isfeljor
A map of the notoriously cold land of ice and mountains.


Cover image: by holyflpncows

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