Torlake's Ruin in Tellus | World Anvil

Torlake's Ruin

World of Ruin

Authored by Tyson, player of Torlake in A Dame to Die For.
Torlake falls from the train window into the valley below, bouncing twice and then, with punishing bodily damage, rolling to a stop unconsious.   An interminable time later, his eyes open and he sees that the green of the forest has gone. The once vibrant trees have been replaced with a burnt out forest of ash and charred trees. Seemingly, it is the remnant of a forest fire within the recent year. The blue skies and white fluffy clouds have been replaced by a scorchd and dull-red sky. The clouds are bareley visible and appear brownish through the haze that appears to be a mixture of smoke and dust.
Torlake has awakened in the
WORLD OF RUIN
Upon regaining conciousness, Torlake slowly brings himself to his feet, only to be jumped by a a band of three goblins who take advantage of his weakness to again knock him unconcious and imprison him inside a prison cart that is pulled by two oxen.   Torlake again comes to, now locked in the prison cart. His sword has been taken and he can see that it is lashed to the back of one of the plodding beasts of burden towing the heavy prison cart. Torlake studies the barred wagon's construction, and determines that he is not strong enough to break his way out.   The goblins are arrogant, ignorant of who they have capturered and happy to have taken a new prisoner for the slave trade, tell Torlake about how he will be used in the fighting pit at the coloseum. They tell him that if he wants to live, he better be a good fighter.   The oxen are pulling the cart down a trail when the goblin on the left side of the cart screams out "ITS DEATHWING, HIDE!" Deathwing flies over and away, uninterested in the cart below.   The group approaches the coloseum. "Dragons's neck coloseum."   The name is derived from the shape of the peninsula where the coloseum lies. The Dragon's Neck Coloseum is an arena where a characters can fight enemies, or beasts. A fighter must wager an item to be allowed to fight.   Fights are...to the death.   There are no rules. The only escape from a coloseum fight is to literally dissapear. This place attracts slavers who wager against each other for their slaves, and who ultimately end up dead in the arena. The place attracts a certain type of fighter, and fools, most of whom end up dead. If there are not enough fighters, the coloseum hosts all sorts of wild beasts who are used as entertainment, ripping each other to shreds for the crowds amusement. These beasts are housed in holding pens in the basement.
The fighting pit
Upon arrival, Torlake is shoved into one of those such holding cells, and left there, still with his armor, but without his weapon, which the goblins are wagering on his fight. His shield, too, is missing, maybe still on a train somewhere.   Torlake is left in the cell until the next afternoon with only a glass of water and a small loaf of bread, resting his body as he prepares himself for what's to come.
The fights
Torlake is first, matched against Ultros. The purple octopus Ultros hurls insults and attempts to grapple and choke Torlake with his tentacles. The crowd snickers at the insults, and intently watches as Torlake dodges but fumbles and is nearly grappled. Torlake counters each tentacle grab attempt with a repelling blast, but only after being thrown clear across the room by Ultros.   After a few more back and forths, Ultros dissapears into a cloud of ink.   Match declared a draw. Torlake is forced immediately into a second match.   Ths time torlake is against Shadow, who appears to be approximately the size and shape of a human, however dressed as a ninja and impossible to tell for sure. Shadow opens with throwing stars which nearly land in Torlake's neck. Shadow's dog interceptor comes out of nowhere to bite Torlake in the hand as he is trying to cast spells. The fight goes on with Torlake and Shadow evenly matched, until Torlake, nearly defeated, decides to heal himself. Upon seeing Torlakes' wounds close, his ears stop bleeding, and his bloody and twisted nose straighten itself, Shadow dissapears into a cloud of smoke and is gone.   Match declared a draw.   After the fight, Torlake is forced back into his holding cell. The goblins approach, to taunt and ridicule him. "You worthless pile of Gong, we didn't win anything and now we have to pay to feed you another day!"   Steeling himself, Torlake blasts two of the three into the wall behind them, knocking them unconcious, and casts charm on the third. The third goblin opens the holding cell, and Torlake is free! He quickly dispatches all three, takes his sword back, and makes his way to the wager and betting floor, conveninetly up the only flight of stairs from the dungeon level. The proximity is apparently so that patrons can tour the pens before betting on the fights.   At the bar, Torlake finds Shadow with a tall drink in his hand. It is unclear how shadow can consume this since he is still masked. Shadow greets Torlake "you are a good fighter". Torlake retorts "You should try me with a sword and board in hand". Witty banter and personal attacks ensue. Torlake asks where he is and if Shadow knows how he could have gotten here.   Shadow tells torlake about the dimensional portal, and the portal key required to re-open the portal back to Pax. Shadow has a portal key and will help Torlake for a price. Torlake, tired and beaten, and having seen shadow literally dissapear decides that he will not simply take the key and will instead barter for some help.   Shadow discloses that the portal location is static in the "World of Ruin" but tends to be transient and move at will all over PAX. Sometimes it opens in the ocean, where a person in steel armor would quickly sink. Other times in the frozen north where freezing to death is a real concern. "Use at your own risk". Shadow explains that he hast travelled this way many times on various "jobs". Torlake strikes a deal to give Shadow a bunch of potions if shadow leads him to the portal entrance.   The pair make their way to the portal entrance. As they are approaching they hear a screech from above as deathwing dives towards them. Shadow dissapers in to a puff of smoke and Torlake jumps into the portal with it closing as Deathwing snaps its claws, nearly catching Torlake.   Torlake appears on the beach with a puff of smoke and the smell of death surrounding him, above Oduun. He falls into Oduun disrupting Oduun's meditation. Oduun, polite as alway "where have you been?"   Torlake answers wryly, "You wouldn't beleive it if I told you."

Tyson Torlake

Deathwing

Gargantuan undead dragon, chaotic evil
Armor Class: 22
Hit Points: 546
Speed: 40ft Fly: 80ft Swim: 40ft

STR

30 +10

DEX

14 +2

CON

29 +9

INT

18 +4

WIS

17 +3

CHA

28 +9

Saving Throws: Dexterity +10, Constitution +17, Wisdom +11, Charisma +17
Skills: Insight: +11, Perception +19
Senses: Darkvision 60 ft., Passive Perception 29
Languages: Draconic, Common, Primordial
Challenge Rating: 26

The undead dragon is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks).

At will: Cantrips: chill touch, fire bolt, mage hand, mending, prestidigitation, ray of frost 1st level (4 slots): burning hands, magic missile, protection from evil and good, thunderwave 2nd level (3 slots): blindness/deafness, flaming sphere, ray of enfeeblement, scorching ray 3rd level (3 slots): blink, dispel magic, fireball, gaseous form, gust of wind, haste 4th level (3 slots): confusion, fire shield, greater invisibility, wall of fire 5th level (3 slots): arcane hand, cone of cold, mislead, wall of stone 6th level (1 slot): chain lightning, circle of death, irresistible dance 7th level (1 slot): forcecage, prismatic spray 8th level (1 slot): control weather, maze 9th level (1 slot): foresight, time stop


Legendary Resistance
(3/day) If the undead dragon fails a saving throw, it can choose to succeed instead. Regeneration. The undead dragon regains 30 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the undead dragon takes radiant damage or damage from holy water, this trait doesn’t function at the start of the undead dragon’s next turn.
Soul Consumption
When a creature dies within 30 feet of the undead dragon, that creature must succeed on a DC 18 Wisdom saving throw or that creature’s soul is torn from its body and pulled into the undead dragon’s gaping maw. The undead dragon gains a number of temporary hit points equal to the dead creature’s Hit Dice. Creatures that die in this manner can only be restored to life by a true resurrection or wish spell.

Actions

Multiattack
The undead dragon can use its Frightful Presence and make three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the undead dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claws
Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) slashing damage. The target is grappled (escape DC 24) if the undead dragon isn’t already grappling a creature, and the target is restrained until this grapple ends.
Tail
Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence
Each creature of the undead dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the undead dragon’s Frightful Presence for the next 24 hours.
Change Shape
The undead dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Breath Weapons
(Recharge 5-6). The undead dragon uses one of the following breath weapons. Fire Breath: The undead dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 82 (15d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath: The undead dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The undead dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The undead dragon regains spent legendary actions at the start of its turn.   Detect: The undead dragon makes a Wisdom (Perception) check. Tail Attack: The undead dragon makes a tail attack. Wing Attack: (Costs 2 Actions). The undead dragon beats its wings. Each creature within 15 ft. of the undead dragon must succeed on a DC 25 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The undead dragon can then fly up to half its flying speed.

A giant undead dragon of rich violet hue, spends most of it's life in the rarified airs above the clouds, only appearing before others when it's territory is threatened. Of late Deathgaze spottings have only been reported as "at a distance", close encouters are rarely survived. Incidents involving airships were once quite common with many casualties.

Suggested Environments

The airs above the clouds of the World of Ruin.


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