The temple of The Lich King Plot in The Northern Realm | World Anvil
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The temple of The Lich King

The Black Shield Society

The temple lies in the center of town. Light glows through large stained glassed windows . The large arches reveal a sinister atmosphere of subtle intimidation and domination as it looms over the small city.As you approach the large steps leading up one side of the large wooden doors opens. A young lady skulks out, you notice she looks like she is in very poor health. A milky white substance leaks from her eyes as she passes you you smell the unmistakable stench of death. she is mumbling something as she laboriously walks away.   As you enter the smell of flowers and the stench of death fill the air. Torches burn on the walls. 6 pillars rise 3 on the left and 3 on the right drawing your eyes to a large empty throne facing you on the opposite wall. to the left and right you notice human skulls. Scattered through the dark room there are people kneeling and praying. Next to the throne someone in a black robe begins to walk towards you.

Plot points/Scenes

the party will discover a ladder that leads into the sewers under the throne. Virius is not happy about the accommodation of the sewer. they took it from the thieves guild. he considers it a disgusting place.

Fire Giant

Huge giant, lawful evil
Armor Class 18 (plate)
Hit Points 162 13d12+78
Speed 30ft

STR
25 +7
DEX
9 -1
CON
23 +6
INT
10 0
WIS
14 +2
CHA
13 +1

Saving Throws Dex +3, Con +10, Cha +5
Skills Athletics +11, Perception +6
Damage Immunities fire
Senses passive Perception 16
Languages Giant
Challenge 9 (5,000 XP)


Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 6d6+7 slashing damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 4d10+7 bludgeoning damage.


 

Cult Fanatic

Medium humanoid (any race), any non-good
Armor Class 17 (leather armor)
Hit Points 65
Speed 30ft

STR
11 0
DEX
14 +2
CON
12 +1
INT
10 0
WIS
13 +1
CHA
14 +2

Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 2 (450 XP)

The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The acolyte has following cleric spells prepared:

At will: Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon


Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.


Actions

Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 1d4+2 piercing damage.


 

Fanatics[/b[ are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

Virius Blackmage

Medium Human Wizard/Necromancer , Chaotic Evil

Armor Class 12
Hit Points 107
Speed 30ft

STR
11 0
DEX
14 +2
CON
17 +3
INT
20 +5
WIS
13 +1
CHA
9 -1

Saving Throws +0 Strength Saves +2 Dexterity Saves +3 Constitution Saves +10 Intelligence Saves * +6 Wisdom Saves * -1 Charisma Saves * Prof. bonus added
Skills +2 Acrobatics (Dex) +1 Animal Handling (Wis) +10 Arcana (Int) * +0 Athletics (Str) -1 Deception (Cha) +10 History (Int) * +6 Insight (Wis) * -1 Intimidation (Cha) +5 Investigation (Int) +1 Medicine (Wis) +5 Nature (Int) +1 Perception (Wis) -1 Performance (Cha) -1 Persuasion (Cha) +10 Religion (Int) * +2 Sleight of Hand (Dex) +2 Stealth (Dex) +1 Survival (Wis)
Languages Common, Gnomish, Orc, Celestial


Bonds

Black Shield Society


Spell Attack Modifier +10 Spell Save DC 18

At will: Fire Bolt Cantrip. Ranged Spell Attack: +10 to hit, targets one creature or object within 120 ft. range. Hit: 3d10 fire damage and unattended flammable objects catch on fire.

1/day: 1st Level (4 slots): Mage Armor, Ray of Sickness, Detect Magic, Charm Person   2nd Level (3 slots): Blindness/Deafness, Invisibility   3rd Level (3 slots): Animate Dead, Bestow Curse, Fireball, Fly   4th Level (3 slots): Blight, Confusion   5th Level (2 slots): Modify Memory, Cloudkill   6th Level (1 slot): Circle of Death, Create Undead, Chain Lightning   7th Level (1 slot): Finger of Death   8th Level (1 slot): Clone, Incendiary Cloud

2/day:

PHB, page 253

Incendiary Cloud

8-level Conjuration

Casting Time 1 action
Range 150 feet
Duration Concentration, 1 minute
Components V, S

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

  When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

  The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Class(es): Sorcerer, Wizard


• Ritual Casting   • Arcane Recovery (regain spell slots totalling 8 levels [max. 6th level] after short rest once per day)   • Necromancy Savant (copy such spells in half the time)   • Grim Harvest (killing with a spell heals you h.p. equal to spell level x 2, or x3 if necromantic spell)   • Undead Thralls (your Animate Dead creates more and better skeletons and zombies)   • Inured to Undeath (you gain necrotic resistance and never suffer max. h.p. reduction)   • Command Undead (you can attempt to make undead within 60 feet friendly to you; Charisma save applies)  


Actions

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d6+0 bludgeoning damage. (If used two-handed in melee, does 1d8+0 damage.)   Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)


 
Plot type
The Mystery of The Compass
Subplots

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Virius Blackmage

Necromancer 15 Class & Level
Acolyte Background
Human Race
Chaotic Evil Alignment

Strength 11
+0
Dexterity 14
+2
constitution 17
+3
intelligence 20
+5
wisdom 13
+1
charisma 9
-1
Total Hit Dice
Hit Die 1d+3
5 proficiency bonus
11 Passive perception
0 Strength
2 Dexterity
3 Constitution
10 Intelligence
6 Wisdom
-1 Charisma
saving throws
2 Acrobatics
1 Animal Handling
10 Arcana
0 Athletics
-1 Deception
10 History
6 Insight
-1 Intimidation
5 Investigation
1 Medicine
5 Nature
1 Perception
-1 Performance
-1 Persuasion
10 Religion
2 Sleight of Hands
2 Stealth
1 Survival
skills
12
AC
107
Hit Points
2
Initiative
30
Speed

Proficiencies
Attacks

Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws

Features & Traits

Guild Feature

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