Wrath of Boreas Plot in Anacra | World Anvil

Wrath of Boreas

Incensed that Ioth Academy refused to surrender Ica Elnao to his justice, Vindur, Sovereign of the Skies, sends his eldest son to wreak vengeance. The Academy finds itself under attack by one of the Gods of Creation, and everything they hold dear is at stake!  

What's Happening?

 
  • An unusually cold storm blows in from the north
  • High above the academy, Terranimbus, the flying stronghold of Vindur, looms in the clouds.
  • A single, enormous bolt of lightning strikes the Golden Sphere near the top. blasting a hole inside it and sending glowing fractures throughout its structure.
  • Cold wind and fog pour into the sphere. The Knights of Terranimbus fly in through the hole and begin their attack.
  • The teachers and wardens of Ioth Academy, including Inril Untermauler and Ica Elnao, grab their magic items and rush to the defense. A massive battle rages in the skies around the hole.
  • Meanwhile, outside the academy, Knights of Terranimbus fly through the refugee settlement, blowing things up and chaos damage to force the Academy to surrender Ica Elnao.
 

Why is this happening?

     
  • A year or two ago, the Refugee Settlement was attacked by Raveners, roaming warbands dedicated to Tillibec, the Ruin that Walks. The Academy rose to the defense, but Vindur also intervened, smiting the Raveners with lightning.
  • A few weeks ago, Vindur sent a delegation of his Knights of Terranimbus. He'd discovered that Ica Elnao was teaching at the academy.
  • Vindur accuses Ica Elnao of being a war criminal, who committed violent acts in the Sky Kingdom, and demanded that the Academy turn her over to him for judgement.
  • The academy refused. Vindur is mad.
   

How do I participate?

  This community event will be played out in the Discord Server, in threads and the students-only channels.   If you decide not to participate, your student can shelter in place and avoid danger.   If you do decide to participate, you may get attacked in your dorm, you may decide to leave and help others in the academy, or you may decide to join the team going down to the Refugee Settlement to help.   The Refugees are under attack and need protection, supplies, healing, morale boosts, and rescue from collapsed structures.   Either way, consider rolling on the below table at least three times for you and whatever students you're traveling with. If you and the other students divide into groups, each group should roll separately.   You can roll as many times as you want if your character is taking a lot of risks or trying to save a lot of people.   The Knights of Terranimbus are fighting to capture, not kill, so if your character is knocked unconscious and not rescued, you could be abducted!   Most of all, have fun, post summaries of your adventures to your World Anvil profile, and go protect the academy!      

Hazards & Dangers

    As your student navigates this crisis, you may face multiple dangers. To go on this adventure, you must roll on this table at least three times for you and your group. You may turn back at any time, or you may press on if you're trying to rescue more people.   If you overcome at least three of these obstacles, you have rescued students or refugees in danger/helped repel the attackers/otherwise achieved your goal. If you reach 0 hit points, you are knocked unconscious and either rescued by your fellow students or, potentially, abducted by the Knights of Terranimbus. Your character cannot die during this adventure unless you want that to be a possibility. If you have any questions, just ask in the discord!  
1d8+1d12 Encounter Details
2 ACT OF GOD: Frozen Bulwark A Wall of Ice appears to trap or block you from your goal!
3 Lightning Strike 5' Radius from impact, save DC 14 Dexterity or 3d10 lightning damage (half)
4 Knight of Terranimbus TWO knights of terranimbus on patrol, attacking structures or abducting students
5 Bronthan Loyalists 1d6 Acolytes trying to help
6 Knight of Terranimbus One Knight of TerranimbusĀ is on patrol, attacking structures or abducting students
7 Mephits 1d3 Ice Mephits causing trouble. If pressed, they flee to grab Knights of Terranimbus
8 Collapsed Structure Roll Investigation to search for survivors, who may need medical help or supplies
9 Strong Winds Strength Save DC 13 or blown back 15 ft
10 Heavy Fog Heavy Obscurement, can't see past 5ft
11 Chilling Cold After an hour, roll DC 10 Constitution or take a level of exhaustion. Cured when you warm up
12 Driving Snow Chilling Cold, plus disadvantage on Perception checks that require sight
13 Wardens Two Wardens are protecting the area. They instruct any students to leave.
14 Imperiled Innocents 1d6 refugees or students, roll again to see what peril they're in
15 Vutazon Loyalists 1d6 Vutazon Loyalists (use Guard stats) trying to help
16 Knight of Terranimbus One Knight of Terranimbus is on patrol, attacking structures or abducting students.
17 Mephits 1d3 Ice Mephits are causing trouble. If pressed, they flee to grab Knights of Terranimbus
18 Crisis 1d6 students or refugees are on the brink of death or abduction, roll again for the threat
19 Lightning Strike 5' radius, DC 14 dexterity or 3d10 lightning damage (half)
20 Mystic Knight of Terranimbus You should probably run
 

Knight of Terranimbus CR: 3

Medium humanoid, any
Armor Class: 18
Hit Points: 60 (8d8+24) 8d8+24
Speed: 25 ft , fly: 45 ft

STR

16 +3

DEX

12 +1

CON

16 +3

INT

10 +0

WIS

11 +0

CHA

15 +2

Saving Throws: Con +5, Wis +2
Skills: Acrobatics +10, Athletics +5, Intimidation +4
Damage Immunities: Lightning, Thunder
Senses: Passive Perception 10
Languages: Common, Giant, Primordial
Challenge Rating: 3

Fanatic Loyalty: The Knight of Terranimbus has advantage on saving throws against being Charmed or Frightened.

Actions

Multiattack: The Knight of Terranimbus attacks twice with their Skysteel Greatsword
Skysteel Greatsword: Melee Weapon Attack: 1d20+5 (+5) to hit, Reach 5ft, One target. On Hit: 10 2d6+3 (2d6+3) Slashing Damage
Thunder Bolt: Ranged Weapon Attack 1d20+4 (+4) to hit, range 100/400, one target. Hit: 2d10 (2d10) thunder damage.
Levitate: One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the Duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw (DC 12) is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on Your Turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Thunder Wave: 3d8 (3d8) thunder damage to all creatures in a 15ft cube originating from the Knight of Terranimbus, these creatures are pushed 10ft away. DC 12 Strength saving throw reduces damage by half and negates the pushback.
Leadership (1/Rest): After activating this ability as an action, for 1 minute the Knight can utter a special command or warning whenever a nonhostile creature within 30ft makes an attack or saving throw. The creature can add a d4 to its roll provided it can hear and understand the Knight. A creature can benefit from only one Leadership die at a time.

Reactions

Parry: The knight adds +2 to it's armor class against one melee attack that would hit it. To do so, the Knight must see the attacker and be wielding a melee weapon.

Clad in shimmering silver armor and wielding a skysteel greatsword, the Knights of Terranimbus fly through the power of the Winds of Vindur himself. Powerfully built yet nimble, they are the elite warriors and faithful shock troops of the Sovereign of the Skies.   Knights of Terranimbus are conscripted from abducted mortals on the Mortal World. When homes are destroyed in storms, Knights of Terranimbus descend to pick through the wreckage for survivors. Those young enough to be indoctrinated are brought back to Terranimbus to undergo a life of trainingg, ensuring their efficacy in combat and their loyalty.
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