Facing the Anathema in Orbus | World Anvil
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Facing the Anathema

You are standing within the broken down tower. The trap door you were examining pushes upwards as a humanoid arm reaches out. You start to see the form of the rest of the figure poking out by this time as it slithers its body out from the cellar.. It lets out a pained gasp as it collapses and goes limp there on the floor of the tower.   You see laying before you, a grey skinned, winged, ambiguously gendered being, completely hairless from its head down. They are wearing a loose tatter of cloth, almost done like a toga. They are unconscious but breathing.   ::If the party performs healing spells on them, they will regain consciousness and be able to talk to the party.::   He is a powerful Planetar named Luth. He is in service to Sireen. He thanks them for their help in freeing him.   He will explain what happened to him and who that devil is. He asks the party to protect him. There are devils coming to claim him.   "I was living a peaceful life here, awaiting the call of the one I serve. When this abominable creature happened across me one day. He had apparently seen your group acquire a rare artifact? He said he saw you coming to me for assistance. When I refused to aid him in any sort of deception, he successfully placed an imprisonment spell on me that would only be unlocked upon his death. This was 10 years ago. That is the lengths these creatures will go to attain rare artifacts. "I must ask you to protect me once again. The Abishai, he put in a contingency in place that if I were to ever break free of my bonds, Allies of his, denizens of the 9 hells to come and "collect me" meaning I think they will kill me. They are coming, I do not know when they will be here.   I am too weak to protect us right now. I need time to heal and recover               The party will encounter several low to medium level devils and keep Luth from being killed.   If the party succeeds, Luth will ask to rest for a few days in hiding in the tower. Upon him regaining his strength he will ask what the party needs.   He will then destroy the Objects of Tharizdun:   "I can not destroy these objects personally, but I know of an entity that can. Do you know of the Astral Sea? It is the crossroads of all planar travel. The souls of the dead traverse it to make it to the afterlife and powerful beings use it to travel between the planes. There are parts where these souls fear to tread though. For There are creatures that roam free. Powerful, hungry, beings. Astral Dreadnoughts they are called. They can negate magical effects and use their powerful forms to destroy an item or a person. Ironically they were created by Tharizdun so its only fitting they be the ones to destroy his relics. I could transport you all there. Or I can go myself. Your call."   _____________________________________________________________     Part II:   You are standing on the edge of some sort of floating platform, You are trapped on this cosmic island. The vastness of the Astral Plane stretches out before you, but behind you, one of its most feared denizens is seeking you out. The behemoth appears hungry. I'll need you all to roll initiative:   ((On Luth's turn, they will attempt to plane shift the Astral Dreadnought away from the immediate vicinity. It will more than likely use legendary success to not be banished.)) Once that fails, Luth will implore the party to allow themselves to be eaten by the Astral Dreadnought. If they allow it, it will swallow them whole two at a time if it can catch two in its claws..   ::Inside the belly of the beast::   You emerge within the belly of the beast. But it is not what you expect. There are no organs, no muscle tissue, no digestive fluids. The inside of this creature resembles a darkened crystal cave about 1,000 ft. long and 100 feet high. bioluminescent rocks let off a faint glow which allows you to see your surroundings. The sounds of your breath echoes on the walls of this cave. It's quiet and quite peaceful. You see Luth's form rise up   "Is everyone here? did we make it?" We are currently inside of the belly of the Astral Dreadnought. Funnily enough, the inside of their bodies serves as a demiplanar dungeon. A sort of tiny enclosed created universe. The only way into or out of it is through Planar Travel spells such as the one I used to get us here. I used up my last Plane Shift spell trying to banish it to another point in the Astral Plane. Let me rest and I will be able to cast it again and get us out of here. Until then, rest up and recover your strength. You will be quite safe I promise. From in here, We can not hurt it and it can not harm us"     The party can take a long rest and they will be returned to the broken down tower in the high born forest. From there, Luth can transport the party anywhere they desire.   ((If they wish to be moved to the location of the Avatar, It will be in Melduinn preparing to unleash a demon army from under the earth. Initiate Melduinn Encounter))       ((If the party is transported to a city - initiate Werewolf containment encounter. If it is Mount Cashell - Bring back Stephen))     ((If the party is transported to somewhere rural - Have them attacked by Count Howlett and a platoon of soldiers. They will attack the party with rifles and swords [veteran Stat blocks] If the party doesn't surrender, They are attacked until unconscious. They will awake in a prison in Mount Cashell where they will be rescued by The Faithful Dominion and The Mysterious Bard))
Melduinn Encounter   The party arrives at a picturesque rural farming community. Everyone is happily tending crops and gathering harvests. Children play games in the open fields. Just the most wholesome looking scene you could imagine.   One of the farmers notices your party "Hullo there! So nice to meet you!! Won't you come and stay a while?"   The party can then be brought into the village and showered with praise. They can meet Earl Sommerset and be offered to stay the night. If they do, they will be dropped into a subterranean cavern where they must fight their way out.   If the group attempts to flee or refuses their hospitality, They will be attacked along the road by 2 Cultists and 2 Low level demons further down the road.
Werewolf Encounter. A human male named Tomas dressed in common clothes will approach the party and offer to pay them for their services.   He reveals he is a Werewolf. He asks the party to lock him up in his basement the following night so he can save himself from harming anyone.   The party will have to succeed 3 out of 4 DC15 Dexterity Checks to make sure he is secured in his chamber. Getting less than this will result in the party having to kill the Werewolf.   Succeeding on the checks will result in the werewolf being successfully bound for the night.   Check 1 - DC8 Dex to see how secure you've made the door. 4 deadbolt locks line the door as well as a pad lock latch.   Check 2 - DC10 Dex check to avoid strikes by the werewolf
Check 3 - DC15 stealth check to see if the werewolf notices you in captivity   Check 4 - DC15 Dex/Strength check to hold the door closed from werewolf escape attempts (3 of the locks break allowing the door to move more freely)

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