KWN.4.4 Celosia Visions Plot in Forgotten Realms | World Anvil
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KWN.4.4 Celosia Visions

Session Preface

The smouldering fire crackles as smoke rises between you and the transfigured werewolf before you. The feral yellow eyes watch you through the haze, unwavering. The air is heavy with the familiar scent of blood.   For a moment, your thoughts tear you away. You are once again in a cave. Holding a friend. Doing what is necessary. Saying goodbye. As those thoughts and feelings course through your veins, a low gutteral growl breaks your focus.   The lycan takes a single step into the camp, the fire still casting a veil of smoke between you, warping and distorting the monstrous form.   "Hunter, we need to talk."  

Session Summary

  In a tense conversation with the lycan, Pax learns that a fellow Blood Hunter by the name of Barmon has forsaken the Blood Hunter order in favor of seeking the favor of the demon lord Yeenoghu. Barmon leads a pack of gnolls and is conducting dark rituals in the dwarven mine of Morndinviddrin. Because the lycan cannot go 'against the blood,' and the other denizens of the forest are too distracted by their own squabbles, the threat falls to Pax and his companions to deal with. Pax begrudgingly promises to look into the matter, given the danger at hand and the demonic aspects at play. The lycan shares that Barmon is a powerful hemomancer who takes on the form of a werebear and warns that the dwarven mines themselves are cursed with a dark magic against greed and avarice. When the lycan tries to apologize for the events of their last meeting, Pax quickly cuts him off and sends the werewolf off back into the predawn morning.   The Knights awake a few hours later to still find Pax distant and lost in his own thoughts as he reflects on Esra and the days that led to his being in Sundabar. After a quick breakfast, the party departs, intending to return to the Grandfather Tree and then set out for the dwarven mines to deal with the gnolls. Along the way, Tristain wanders off of the path, following the sight of a unicorn seemingly leading him somewhere in the forest. His companions follow him, unsure if whether Tristain is seeing the creature or another illusion. When the party arrive at a shallow brook flowing past a tower dedicated to an elven god, they discover it is truly a unicorn, inviting them to drink from a consecrated pool that is both refreshing and healing. As Aethuriel approaches the tower to examine it more closely, however, the party find themselves in the crossfire of an orc ambush seeking to hunt the unicorn. The party comes to the creatures defense, making swift work of the orc archers. In gratitude, the unicorn teleports the party to the Grandfather Tree.   Arriving at the Grandfather Tree around dusk, the party first approaches Chieftain Orcbane and his Uthgardt tribe. Recounting the events of Fhaorkerymkilr, the party offer the last remaining fey'ri they brought with them as confirmation of the completed task. Orcbane quickly disputes his form of justice, pinning the demonfae into the ground with a spear. He announces to the tribe that the Blue Bear trible will be settling in the elven ruins immediately and as such, the tribe now has the room necessary to expand and can continue to defend the Grandfather Tree, but without needing to be so defensive of the territory as a whole. As such, Orcbane offers that if the elves agree to not dominate the land in their absence, the barbarians will allow others to access the sacred grounds once again.   In the elven camp, the party catch up with Vosh'ri who was recounted their accomplishments and unexpected adventures in the High Forest so far. He and Yrind depart to speak to the Stone Giants to try and broker peace on behalf of the party who are still outsiders to the Thane. Meanwhile, The Red Lady requests the party members join her for tea in her tent. Within the luxurious, lavish space of ornate druidcraft furniture and intricate rugs and pillows, the party find themselves seated with Morwais. As she prepares a ritualist brew of tea from the Celosia leaves Pax harvested, she explains that she desires to share in this ritual with the party for two reasons - so they will trust each other further and so she can share with them visions provided to her by the Grandfather Tree. Pax pushes back against the idea that taking mind-altering drugs won't make them any closer, but the Red Lady presses upon him the importance of her message and the power the party's unity would bring against threats of a looming darkness. She also warns that there are many unknown factors, saying "The gods will have their way, but they do not see all, do not know all. Every pinprick of light we can shine against the dark will be to our benefit." Within his mind, she tells Pax, there are things i must show you, must share with you, that only the dreams can adequately express."   As the ritual begins, the tent fills with a mystical steam rising from the teapot. Aethuriel is the first to sip from the inscribed cup before him, and the steam coalesces before him, taking the form of two figures training in the forest. Pax follows, and the steam shifts to a dire battle between two blood hunter and monstrous creatures of razor-sharp maws before shifting to a scene of a tiefling being patched up by the other figure. Finally, Tristain drinks of the tea and the steam once again transforms into the knight huddled beneath a tree in a rainstorm. When the tree is struck by lightning, it catches fire and in reliving his pained memories, Tristain is helpless, clutching his shield and muttering prayers. He watches as a bear approached, worked to put the fire out, the transformed into a druid, giving the knight a look of disdain, before bounding off once more.   Finally, Morwais drinks from the ceremonial cup and her visions manifest themselves within the steam. First, a bastard sword, knicked with centuries off wear, ignites in a burst of flame, covered with infernal symbols. Next, a dark sun, an orb of magnificant size radiating dark energy and bright blue bursts of lightning, hanging above a barren wasteland and broken city. Then, the form of a scarred, smiling demon, sweat running down his flesh and a pair of axes in hand. Finally, a precious gem, blood spilled across its facets, spinning violently in place. Then, The Red Lady speaks. "Shadows spread over Faerun. The world falls still, the long wait of a deep breath, held to see which way the fates will fall. The years to come are uncertain, hazy with the ambiguity of destiny and potential. But one thing is certain. The world hangs in the balance. Spinning like a precious gem, covered in blood, shattering into a thousand voids."   As the party process the experience, Morwais explains that she does not know the meaning of the visions, but that they are tied to the ancient power of the Grandfather Tree. She tries to comfort the party, offering Tristain encouragement that, "Your sincerity and faith will be of great strength to you in the journeys to come. Do not waver before the darkness nor the weight of the burdens you shall carry." She leads the Knights out of the tent, where Yrind and Vosh'ri have just returned from the Stone giants encampment.   Vosh'ri explains that, contingent upon the party adequating dealing with the demonic gnoll threat, a compromise has been reached among the three factions. With the barbarians granting access to the tree, the stone giants are willing to visit, rather than reclaim the relic of their forefathers, conditional on being able to set up a more permanent encampment for their pilgrimages. Based on the party's success in working with the barbarians, and their proof of character throughout the events with the unicorn and other forest denizens, the elves have entered into this accord as well, ensuring all will have access to the sacred grounds of the Grandfather Tree without interference, so long as the communal respect and bargained terms are maintained.   With this matter settled, the party set out for the dwarven mines. They request support from the elves and barbarians, receiving potions of healing and heroism to aid them in their next venture At the campfire that night, each of the knights is reserved and keeping to themselves, the memories of the ritual and the associated feelings of uncertainty and darkness looming heavily over them. As Trsitain absentmindedly tosses the riverstone he is carved the Knights symbol into, the ember light catches the stone in a particular way, and Tristain is unnerved to see the symbol of a skull encircled by a black sun in place of his own orders sigil. Once he catches the rock, the sign is gone and the stone is as it was.   A night of uneasy rest falls over the camp. The next morning, they quietly break camp and travel through the High Forest before arriving at Morndinvuddrin to face the gnolls, the curse, and the power-hungry lycan blood hunter within.

Session Overview

  Date Played:
June 26, 2022   Party:
  • Aethuriel
  • Pax
  • Tristain
  Time Passed:
Elient 9, 1493 PM - Elient 11, 1493 AM   NPCs:
  • The Lycan
  • Barmon
  • Vosh'ri
  • Chieftain Boorvold Orcane
  • Yrind Morninglight
  • Morwais, the Red Lady
  Loot:
  • 5 Potions of Healing
  • 3 Potions of Heroism

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