57.0 - Vira's Apathy

Sil'Ferrous now will occaisionally see "ghosts" of things now that he's used the last charge of the water temple thing. Holg is angery at Paritet people due to failed sanity save with Ånd.   Both Ixen and Kilith are immune to fire damage, but vulnerable to cold.   Kallista +2 sanity check for rifts. Can control the destination unless rolls <10=Amalgamation. Rolling a 1 tears open an uncontrolable rift that has stuff start pouring out of it.   Atani took dream research flyer.

Plot points/Scenes

Recap

  Forward, to the heart of chaos.   The party took the time to rest and come up with a plan to combat Omdanne and Ånd, with only the heart of Natur to use as a stun grenade agaist Omdanne. They plan to fly in quick, striking as quick as they can with a sliver of Bevarelse's claw—Omdanne's Order—and perhaps some assistance from a recently liberated demon.   Ixen is in coma, can be cured by blood magic; hint is a crack on his right palm, reminiscent of cut he and Kilith had done. Asriya has been kidnapped by Korinth, taken into the Amalgamation. Bevarelse cannot transform back into any other form.  

The Plan

  Current Day Water Cycle Day 25, morning   In the meantime, Ånd's forces from Grewlheyde are marching under the water to Vira's Aspiration. Omdanne and Ånd have claimed the capital, and those not yet evacuated are undead. And also, Vira's corpse has been risen as well.   Arrive at the island at about noon. 4 hours travel, Bevarelse is not going as fast as before so he can save a little energy.   They make their way on Bevarelse to Vira's Aspiration. They can tell upon approach that something is wrong. A fog obscures a good amount of the island emerging from the horizon, but it's also clear that the island is now chunks of smaller islands. Bevarelse slows, but never stops moving, like an airplane waiting to descend. As he does small circles, he keeps his gaze and a motions a claw at the fog, trying to reveal some of the pieces of land. Wind pushes the fog away, but it is resistant. As soon as he stops, the fog falls back into place, seeming to grip the earth.   However deep they choose to go, when they are ready for Bevarelse to give them somewhere to make their stand, he will tell everyone to hang on tight. He hovers in place, lifting his body vertically as he takes in a deep breath. There's a current of electricity that ripples up his body, giving everyone that frizzy feeling like they are about to get shocked. Then, a beat after the current reaches the extremeties of his claws and jaws, he releases it all with a motion of dropping his arms, claws open to the sky. Blue, almost icy, lightning tendrils erupt from him. Everyone gets zapped a little, not enough to do damage but enough that it's like "oh dear, do not like". The lightning strikes the ground and as it spreads and dissipates, it leaves behind large pools of Script stone. They are not all connected to one another, but there are many pools that spread a good distance of the area. Have them toss the props in the air onto the mat to see where their safe spots are. If pieces only clip parts of the islands, go ahead and have the full area of the script stone on the piece of land.   Bevarelse lands, taking a few deep breaths. "The creation of the bevarlsten will have alerted Omdanne. Make ready."   There's a tense silence, even the sound of the ocean seems muffled. Perception check DC 25 will notice disturbances in the water. DC 17 will notice energy motes manifesting in the fog. DC 12 will notice Ånd's silhouette and glowing eyes in the fog.  

Phase 1

Roll initiative. Ånd opens with lair action Grasping Muck, which is cleared the next round by Bevarelse freeing anyone caught with slicing air and rinsing water from the ocean.   Combat. Ånd + undead. If the wisps are needed, it can be described as a coalescing of both kinds of motes.   Bevarelse can absolutely annihilate some of the mobs each of his turns, as he tries to keep alert for Omdanne, and doesn't want to get too lost in the engagement with Ånd.   Ånd will retreat at half health (144HP).
White, radiant orbs when touched will heal 4d10 and can touch (touch range) as a bonus action. Black, necrotic orbs will deal 4d10 necrotic damage when touched.   If players step off of the script stone areas, they have 1 turn to move out of the now-set 10ft radius fire explosion zone. As they end their turn on a spot not within a script stone area, the earth rumbles beneath their feet. At the end of their next turn, a gout of fire erupts from the spot they were standing on. It stays active for 1 more round (until the end of their nextturn), dealing 10d10 fire damage in the 10ft radius.
 

Phase 2

The fog begins to thin. Ånd snarls in pain, retreating to stand on an outcropping of jagged, jutting earth. Through the thin layer of fog, a humanoid figure emerges from next to Ånd. A woman with long, pitch black hair and a lifeless stare, spear at her side. Vira. And behind them both, Omdanne.   ??Zaru goes apeshit beserk over the sight of Vira's desecrated corpse. He's going to charge straight in for whichever dragon he can reach first, though probably more Ånd since he knows Ånd would be the one with the power to have done this.   ??combat phase 2 rules. Korinth arrives. When Ånd dies, Holg will to make a sanity save + con mod save, DC 20; fail = unconcious as the bond/connection/power snaps and breaks painfully.   ??Cliffhanger "resolution"  
  Bevarelse's description. Bevarelse's final description: With all his aspects returned, he can't seem to keep the draconic nature from his humnaoid form any more. The bottom half of his irises are shaded a deeper blue. Spears of purple spread from his pupils, which are now a reptilian slit shape. Spots of shiny silver scales are visible on the edges and extremities of his skin. More of his teeth are visibly sharper and the tips of fingers are definitively more claw than humanoid hand.   When Bevarelse turns back into a silver dragon, he looks a bit different; a lot more blue in his silver coloring, and the fin membrane connecting between his spines along his back and tail are receding down. And he's longer than before and his limbs seem fairly shorter.   Omdanne description: lines of crimson fan out from her pupils within her irises.   List of potential allies 48.0 - Crossroads   con check with int mod for "dirty magic"  
 

Hearts of Chaos

  Sanity save DC15 to see who gets sucked into her mind and who doesn't.   They stand up and find themselves in Omdanne's mind. A rocky and tumultous ground contantly rumbles beneath your feet, gouts of flame erupting from the cracks with alarming frequency, though it does help provide light. You hear her voice before you see her.  

Natur

"No. No! NO!" Omdanne growls, very inhumanly. You look to find her, eyes wild and drilling into you, her fury would surely have torn you to pieces if she could move. She's tangled in roots, vines, and thorny branches. The vegetation spreads a great deal from here, making a sort of brambly, ~10ft tall at most forest. Angry tears streak down her face. "You've killed her!!" She devolves into more or less incoherent screaming and growling as she claws her way into the forest, rather than towards the party.   When Omdanne reaches the wild-child aspect of nature, the vegetation blooms outward across the barren land, this time untangled and with far more flowers and softer bits. Omdanne stands, imposing. "Leave," she commands and they are dragged down by vines through the earth. Everyone returns back to their physical bodies, but with a level of exhaustion.   The players can try and hold her back from reaching the nature aspect, so that the team outside has time to do damage. They will also need to find a way through the dense brambles. Timescale 2 turns in mindscape = 1 turn outside.   Getting touched by the white energy orbs will heal 4d10, but the black ones will deal 4d10 necrotic.   10d10 fire damage from any fire geysers.   Add "A carpet of vegetation lines the ground, though not all of it looks soft and safe." to the mindscape description.   Add "Her irises are green around the pupil." to Omdanne's description.  

Ånd

  Add "A more constant but soft light comes from small floating motes of white light all around, and contrasting against those motes are motes of pure blackness, almost sucking in the light around them." to the mindscape description.   Add "Flecks of black speckle the iris of one eye, and white the other. Her claws are now webbed." to Omdanne's description.  
  What happens if they kill Omdanne before her aspects? Then it's just an easier fight. If Natur isn't resurrected, then there's nothing she can do, and then they can just destroy the heart after Omdanne is dead; the magic is released into the world and opens the seal to the Amalgamation.

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.   Bevarelse: https://5e.tools/bestiary.html#ancient%20silver%20dragon_mm

Neutrals/Bystanders

Zlæ Kulden: https://5e.tools/bestiary.html#alyxian%20the%20absolved_crcotn   Zaru Kulden   Asriya Ingen: https://5e.tools/bestiary.html#archmage_mm

Backdrops

Locations

Encounters

Phase 1

 

Phase 2

  • Omdanne
  • Undead Vira
What I need
  • Approach map (large mat)(energy orb locations)
  • Full battle map (small map added to large)(energy orb locations)
  • Script stone segment props (20ftx20ft roughly)
  • mindsacpe map (small map)(fire geyser and orb locations)
  • fire geyser markers
  • Vira's undead stat block
  • Korinth's description
  • Korinth's army
  • Effects of Sil'Ferrous's flyers
  • Areon stat block
DC 20 Sanity check success = Wherever she thought of going failure = coin flip Havon Riner Is
Key Items
Valki, Kallista's sister. Conscripted into the Enforcers not too long ago while Kallista was gone. About 5-ish years younger than Kallista (kallista's probably around 45ish?) and she's a little spontaneous and fiesty. offspring of Graz'zt.


Cover image: by holyflpncows

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