41.0 - Obsidian Gate
Holg is angery at Paritet people due to failed sanity save with Ånd.
Kallista +1 sanity check for rifts
Atani took dream research flyer
Wind magic is out of wack because there's no energy magic to counter balance it, unless And releases some of it.
Plot points/Scenes
Recap
Pillar (with 2 silent c's) escorts the group out through a service tunnel that is *definitely* legal, which gets them outside the eastern town limits in the sheer rocky cliffs of Riner Ild. It's a steep, hot hike up the black and grainy switchbacks for the day to until about 3/4 the way up they come to the gates of Svartgrube. Thighs are burning, but the unusual wind this cycle is a nice combatant agaist the near 100 degree environment. Kilith soaks up the heat with pleasure, hanging back with Holg and Atani while Kallista and Sil'Ferrous try...something with the guards at the gate. And they find a surprise; Kallista's sister Valki is one of the two posted guards. Valki is so delighted to see her sister that she helps kill her fellow guard in order to help the party get inside Svartgrube (though not without some injury to poor Sil'Ferrous). *Anakin voice* I hate Paritet. They're moral, and polite, and irritating. And they're everywhere here.The Plan
Current Day Mid Evening Water Cycle Day 10 Korinth is delighted to find out there's another offspring of Graz'zt that he has the chance to snatch away from his nemesis. Sneak time. Valki informs them that once they pass the gates they should head immediately to the left and duck into that building. Luckily, there's not a ton of light. Group stealth check. 4 of 6 to succeed DC 15 check or a guard will come investigate the gate. The building is the guard house, and there are a few guards chillin and eating/playing dice. Like 3 guards. They will have to figure out what they are going to do about them (Gobey, Kuluc, and Hana). Then they can get back to the equipment storage. Time for them to get prepared for the trek. Ring of Fire Resistance, but only 2 good spares. Otherwise, there's a good amount of Potion of Fire Resistance, they can manage to sneak about 6. Valki can get them uniforms and maybe lie her way past the guards at the gate between town and the Riner. Though, she's not sure how to disguise the centaur and the lizardfolk.Past the gate the wind really starts to pick up, blowing up and in random directions that change every few seconds. There's tons of crates covered in large tarps lining the ravine, and occaisionally a worker or two walks out from inside the various tunnel entrances to drop off baskets full of rocks and ore. after a little bit, the single winding and steep ravine splits into 3 paths. Valki knows the gate to the riner is down the center. They head down, and find the gate; the obsidian skull of Ild on it's side, jaws vertical and aligning with the walls of the ravine with his teeth poking out horizontally into the space between. at the end of skull/start of the throat is a door made of iron and locked with 3 timed locks. One lock is here in the skull. Carved into the door in Script: "To restore his breath is to invite the endless forge back into the world." Must cast a hefty fire spell onto the words. They will light up with the flames presented and there is a "click" heard from the door. Another lock is at the end of the left split of the ravine (claw). Carved into next to open claw in Script: "To recover his shattered claw is to reshape the world in blood." Must create enough blood to fill the words beneath them as they stand on the words. And the other is at the end of the right split of the ravine (tail). Carved into the ravine wall: "To repair his bulwark is to reach for the demise of all." Must reach the tip of the obsidian tail 30ft (3d6 falling damage) and collect a hexagonal carved rock, which fits nicely into the space right under the woods on the wall.
Of course, once they split they will get harassed by Enforcers who now realize something's up. Idea is to get them to run through the gate and close it to avoid combat. At which point they will be in the caldera, face to face with the Servitor once again.
Relations
Allies
Valki: https://5e.tools/bestiary.html#assassin_mm plus fire resistance and can cast thaumaturgy cantrip, hellish rebuke at 2nd-level 1 per long rest, darkness 1 per long rest. Charisma is spellcasting ability.
Backdrops
Locations
Svartgrube
I need:
- Svartgrube description done
- stat blocks for some enforcers, slightly beefed up from the iron consuls and lizardfolk subchiefs
Comments