Big Noggin in the Carved Paths Plot in Florenic Worlds | World Anvil

Big Noggin in the Carved Paths

A Level 8 Adventure

I don’t like how this is going, especially if we’re in need of the Thomter’s assistance. I cannot deny their expertise with the Averse despite the fact they were molded by it. It is why they will be leading us to where this telepathic secret weapon is.

According to them, it will take us to the Carved Paths. Those are old pathways used during the Incursion. Such a festering maze is full of demons and other festering creatures. We will want General Lenhall’s aid for this because I doubt Vicarion will want to lose his precious monstrosity.

— Evantil

Exposition

Setesk and Skralkal are left in charge of the delicate operation with the Aversal project. Especially in hopes that the Dumb Luck Crew stays back. Skralkal calls their latest creation, “the Big Noggin,” as a contribution to protecting the project.

Making Preparations

Coordinating with Lenhall

Lenhall advises that the party can either split off on their own as the military provides a key distraction or they can charge in together though this means both fighting forces will have support of the other.

The Carved Paths

Making your descent, you enter into the Carved Paths where the Incursion had first begun. Into the cold and icy hallways, your footsteps echo down the long corridors. Following the Thomters isn’t easy with how their presence inconsistently blinks in and out of leading the way.

Edwin pipes up, “I believe it goes without saying.”

Ellen also joins in, “Don’t touch things you do not know.”

“The deeper we delve, the Aversal corruption here grows stronger.”

“Be sure to count your fingers, toes, and limbs so you have the same amount when we first entered.”

Encounters in the Paths

Confused Noggin!

Along the way, the party begins to hear faint telepathic ramblings. At first it sounds like whispering from all around but it’s the same voice just bouncing in their head. Making a DC 20 Arcana check, the party is able to commune with the Big Noggin.

It is a scared test subject that has gotten the furthest compared to the others.

Allure of the Gathering

With an opening from the Averse means a window of opportunity to escape their prison. The gathering manage to instill a rune on a wall. A creature that looks at hears whispers to come hear truths no creature is allowed to know!

A creature that touches the rune must succeed on a DC 16 Wisdom saving throw. On a failed save, the creature is charmed. While charmed this way, it spends 30 minutes etching strange symbols into the rocks while muttering strange phrases:

That which is hollow can eternal lie, for after strange aeons, they cannot die!

Through their moldings they were made and their rejection had the maker betrayed.

Their prison of flesh was rendered broken and within them writhed and wriggled, for they had awoken.

The one bound in yellow wrappings shall bring an age overlapping!

Bountiful are worlds to be known but they cannot be shown while he is alone!

Reaching the Chamber

There, a fortress is imbedded within the natural stone of the Carved Paths. At the front gates are roden and simple skeletal figures patrolling the front of it.

Should the army be present, they will charge outward and draw out the defenses within the fortress. The party can then sneak in if that was the plan. This results in the party fighting Setesk.

Alternatively, if both the party and army charge in, this results in the party fighting Skralkal. Both sides will have support.

Encounter Setup

Fighting Setesk.

The party fights: Setesk, 2 Lost Legion Soldiers, 3 Aversal Wretches,

Fighting Skralkal.

The party fights: Skralkal, 2 Roden Elite, 3 roden swarms, and 2 Aversal Wretches

The Chamber

Entering into the vast space, what immediately grabs your sight is a behemoth of a fleshy and swollen mass hovering above a strange pool of slime green. It gurgles and drips with a smell worse than roden body odor. At the base around the strange tub are four crystalline structures that jut out and point at the wretched thing.

Standing on a platform overlooking the mass is Setesk goading at it.

There are four stabilizers that keep the Big Noggin afloat and Averse power stable in the pool below. Destroying it, it causes the Big Noggin to go prone and releases two Unspeakable Horrors. Read:

Skip to 1:51 (111 seconds)

The Big Noggin splashes into the massive warped tub of goo. Sludge pours a bit over the sides. To one’s shock, pieces solidify into two major chunks that morph from the aberrant behemoth. A boneless, lumpy limb arises from the pool. Another makeshift hand clasps the other side of the edge. Two separate masses begin to arise.

Once the sludge drips off, you cannot comprehend what twisted creatures you gaze upon! One chatters with slender upside down limbs to crawl on while the other is just a mass of writhing and flailing appendages with aimless intent. Their asymmetrical eyes open and glare with malice at the sight of you all for it’s as if the Averse has been awakened!

Creature Stats

Named Creatures

Setesk

Florenic Worlds

Setesk

Medium Fiend (Vician, Neutral Evil

Armor Class 16 (natural armor)
Hit Points 150 20d8+60
Speed: 30 ft Fly: 30 ft

STR

16
( +3 )

DEX

14
( +2 )

CON

16
( +3 )

INT

18
( +4 )

WIS

15
( +2 )

CHA

16
( +3 )

Saving Throws CON +7 , WIS +6 CHA +7
Skills Arcana +8 , History +8 , Insight +6 , Perception +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 60 ft., Passive Perception 20
Languages Common, Infernal, Undercommon, Telepathy 1 mile
Challenge Rating 10 (5,900)
Proficiency Bonus +4

Indomitable (3/Day). Setesk can reroll a saving throw he fails. He must use the new roll.

Infernal Wound. Setesk’s weapon attacks deal an additional 9 ( 2d8 ) fire damage. On a successful weapon or spell attack that deals fire damage, the creature must succeed on a DC 16 Constitution saving throw or receive an Infernal wound. Setesk can inflict only one Infernal wound per turn.

Magic Resistance. Setesk has advantage on saving throws against spells and other magical effects.

Actions

Spellcasting. Setesk casts one of the following spells, using Intellgence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks):
At will: Chill Touch, Flurry of Crows, Message
3/day each: Bane, Dissonant Whispers, Dispel Magic, Misty Step
2/day each: Scrying, Sending

Multiattack. Setesk can make two Fork attacks or Flame Ray attacks.

Fork. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+4 ) slashing damage plus 9 ( 2d8 ) fire damage.

Flame Ray. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 20 ( 3d10+4 ) fire damage.

Reactions

Reprise of Spirits. When a creature within 30 feet that Setesk can see hits him with an attack roll, he can use his reaction to invoke spirits to seek out revenge for him. The creature must succeed on a DC 16 Charisma saving throw. On a failed save, the creature takes 10 ( 3d6 ) necrotic damage and is pulled up to 40 feet in a horizontal direction of Setesk’s choosing. On a success, the creature only takes half damage and is not pulled.

Lair Actions

On initiative count 20 (losing initiative ties), Setesk can take a lair action to cause one of the following magical effects; Setesk can’t use the same effect two rounds in a row:

  • Setesk summons up to two shadows within the lair. Setesk can cast spells through these shadows. If shadows are already present, Setesk can use this lair action to move his shadows.
  • Setesk swaps places with a shadow.
  • Setesk casts darkness within the lair, requiring no concentration. Using this option again, he can dismiss it or resummon it elsewhere.

Skralkal

Florenic Worlds

Skralkal

Small Humanoid (Roden, Neutral Evil

Armor Class 16 (Studded Leather)
Hit Points 150 ( 20d6+80 )
Speed: 40 ft

STR

14
( +2 )

DEX

19
( +4 )

CON

18
( +4 )

INT

15
( +2 )

WIS

17
( +3 )

CHA

16
( +3 )

Saving Throws DEX +9 , INT +6 , WIS +7
Skills Acrobatics +8 , Perception +11 , Survival +7
Senses Darkvision 60 ft., Passive Perception 21
Languages Common, Infernal, Undercommon
Challenge Rating 10 (5,900 XP)
Proficiency Bonus +4

Cunning Action. Skralkal can take the Dash or Disengage as a bonus action.

Indomitable (3/Day). Skralkal can reroll a saving throw he fails. He must use the new roll.

Pack Tactics. Skralkal has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Vampiric Blessing. The Skralkal regains 15 hit points at the start of his turn if he has at least 1 hit point. If Skralkal takes radiant damage or is splashed by holy water, this trait doesn’t function at the start of Skralkal’s next turn.

Actions

Multiattack. Skralkal makes three acid vial or shortsword attacks.

Acid Vial. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 20 ( 4d8+2 ) acid damage.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) piercing damage plus 13 ( 3d8 ) poison damage.

Horde Command. Skralkal commands all creatures within 60 feet of him that have the Pack Tactics trait. Each creature can then use its reaction to move up to its movement speed.

Reactions

Redirect Attack. When a creature Skralkal can see targets him with an attack, Skralkal chooses another roden within 5 feet of it. The two swap places, and the chosen roden becomes the target instead.

General Creatures

Lost Legion

Florenic Worlds

Lost Legion Warrior CR: 6 (2,300 XP)

Medium undead, any
Armor Class: 16
Hit Points: 110 (13d8+52)
Speed: 30 ft

STR

17 +3

DEX

16 +3

CON

18 +4

INT

12 +1

WIS

15 +2

CHA

16 +3

Saving Throws: WIS +5
Skills: Perception +5 , Stealth +6
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Cold, Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 120 ft., Passive Perception 15
Languages: The languages it knew in life
Challenge Rating: 6 (2,300 XP)

Aggressive. As a bonus action, the phantom warrior can move up to its speed toward a hostile creature that it can see.

Ethereal Sight. The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The phantom warrior 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.

Magic Resistance. The phantom warrior has advantage on saving throws against spells and other magical effects.

Spectral Armor and Shield. The phantom warrior’s AC accounts for its spectral armor and shield.

Turn Resistance. The phantom warrior has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The phantom warrior makes two attacks with its spectral longsword.

Spectral Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 ( 2d10+3 ) force damage.

Ghaslty Strike (Recharge 4-6). The phantom warrior strikes in a 40-foot line. Each creature in that line must succeed on a DC 15 Dexterity saving throw, taking 16 ( 3d10 ) force damage on a failed save or half as much on a success.

Etherealness. The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

Plot type
Episodic
Related Session Reports

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