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Session 30 - Escaping Hell / Fighting the Smithy

General Summary

Caliana has a bit of a repetitive action where's shes constantly spinning a bracelet around her wrist. Indigo has no recollection of B and is new to all of us. But they're being pretty pleasant.   Visk can't seem to speak. Mel has full faculties.   Mel is rooting through the boxes to find everyone's possessions.   B notices that Indigo seems to remember enough about themselves to gear up. All their cognition of what they need to do seems there, just not who they are an how they're related to B.   The main thing Visk seems to be worried about is the double pronged flute they have. Visk looks at the group and shrugs kind of saying "what now".   Jasper says that their route seems to be through the Smith.   The big guy has his key on his left thumb. He has dogs and drakes and more of the little devil guys.   Jasper suggests casting Bane on the group and then he hypnotises them.   "Don’t hit the ones who are hypnotised."   We decide to bring down the Silence Gargoyle before opening the door to the Smith so that Zarri can let off his spell.   Mel manages to take it down and move the zone of silence.   As we move closer to the door we can hear the rhythmic sound of hammer against metal.   Before opening the door, Marble locks some of the upstairs doors.   B, whilst helping Marble hears the hammering so go down another lot of stairs. They see a large fiend in the forge…..hounds sleeping by the fire and the large fiend so focused on their work that they haven't heard the group.   Mori tells the group via the earrings. They tell the group whats in the room.   Mel and Jasper have a bit of a domestic about Mel staying behind.   Gos bursts open the door and a Drake is right on front of him.   Zarri runs in and casts Bane on the group. Everyone is affected apart from the Big Guy.   The big guy turns to look at Zarri. He's holding a sword with a heated blade.   Jasper then does Hypnotic pattern on the group.   The group rush in and let off their first volley of attacks on the big guy and the other non-charmed hound.   The big guy brings down Marble.   We take down the Big Guy, and then manage to take down the other two hounds.   Visk vanishes. And returns shortly after. We can read their lips…..everything's locked….the things still asleep so we're all good.   We gather up what we can, including the key.   We sort out the portal and step back into the monastery where we were before.   We identify the stuff we picked up…   ITEMS IDENTIFIED   Infernal Flying Potion - Detect Magic: the aura of the liquid has a lustrous gold sheen, indicating it as a transmutation magic. At its heart is a shimmering, blood red - it is not a magic school or source you recognise.   Identify: Drinking this potion grants you a flying speed of 30 feet. It seems more potent than typical flying potions though, as if the effect is permanent.   When reading the stopper, Mori noticed the following writing in Infernal:   Agreement to be irrevocably engaged upon consumption: the gift of flight to be granted immediately, for use as desired by the consumer for the entire duration of their soul being bound to mortal form. Upon death, repayment for this gift will be collected.   Ring of the Hells - A velvet lined box containing a plain stone ring with barely discernible carvings, eight in total. Some of the carvings still have a gentle glow of varying colours. Mori was able to discern that the ring has been used before and has multiple charges missing. Each charge, or circle, grants a powerful gift infused by each circle of the Hells, save for one.   The others that have been used cannot be read. The ones that remain are as follows:   Circle 2: Dispater: locate an object, person, or monster, regardless of any magical scrying defences. Circle 6: Glasya: kill one opponent. The target can be anywhere on the continent. The target must make a Constitution and a Wisdom save, both against a DC 22. If one of the save fails, the target is killed, and his soul goes to the 6. circle of Hell, as a slave of Glasya. Circle 8: Mephistopheles: resurrect the character once, using true resurrection. This feature can be used as a reaction, once You suffer damage, that would otherwise kill You. Reading and speaking infernal, even briefly or by magical means, is required to invoke the convenants of the ring.   The Devil's Shotglass - Detect Magic: the glass has an aura of a translucent grey mist, indicating some divination magic, but again with a shimmering blood red at its core. You notice when adding any liquid that the liquid in the glass also inherits the same aura.   Identify: when used for any liquid of choice, the user gains the ability to speak and comprehend infernal for one hour, once per day.   The Fiddle of Lost Souls - Detect Magic: A cerulean fog coats the instrument, indicating conjuration magic.   Identify: Once attuned, once per day you may use an action to summon the souls of 1d6 damned musicians for 10 minutes. While active, the musicians play a ghostly accompaniment to any music you make. While active, you may add the number of musicians to the attack roll or Spell Save DC of any Bard spells or abilities you cast (if you do, they are returned to the fiddle). If you roll a six, you must roll again (does not create more musicians on consecutive rolls).   Necklace of Radiant Absorbtion - Detect Magic: A glowing nimbus of white abjuration magic. Identify: When the wearer would be hit by radiant damage, all radiant damage is instead transferred to the necklace, that shatters with a scream. (once use only)   Necklace of Protection - Detect Magic: A glowing nimbus of white abjuration magic. Identify: A protective aura shimmers around this simple necklace, boosting the protections of its wearer (+1 to AC)   Portable Shadowfell - Detect Magic: The oil shimmers with a cerulean fog indicating conjuration magic. Identify: Arcana 15 to successfully identify (passed) otherwise the shifting, impossible blackness makes it difficult to understand its effects. A flask of inky black oil that when poured on the ground acts as a portal to the Shadowfell.   Shard of Madness - Detect Magic: there is a gentle golden sheen of transmutation aura around this dagger. Identify: A small dagger that allows its user to roll one of their hit dice to take damage in exchange to do the same amount to an enemy.   Soulrend - Detect Magic: there is a gentle golden sheen of transmutation aura around this dagger. Identify: A small dagger that allows its user to roll one of their hit dice to take damage in exchange to do the same amount to an enemy.   Hellforged Cold Iron Greatsword - Detect Magic: the necromantic aura of this weapon has a dark, oil like sheen.   Identify: Made by a powerful devil as a weapon against demons. It radiates diabolic energy. The cold iron, coated with brimstone and crafted with obsidian, makes the sword deadly to even the most resilient demon, and can cut even through any resistances that the demon may have, unless they also have divinity somehow, because that would also protect them.   Take note, however, that this was made by devils for devils, and the diabolic energy it contains deals 1d6 necrotic damage per round to any mortal using this if they fail a DC 15 Con Save.   Thrice-Cursed Bloodsilver Claw - Detect Magic: the necromantic aura of this weapon has a dark, oil like sheen.   Identify: Made by a demon lord as a weapon against devils. It radiates demonic energy. The silver, mixed with the demon's own blood, make these claws deadly to devils and it can nullify any resistances that even the most powerful of devils has, unless they are also divine (cough Asmodeus cough), since their divinity would also protect them.   Take note, however, that this was made by demons for demons, and radiates enough demonic energy to deal 1d6 necrotic damage per round to the mortal using this if they fail a DC 15 Con Save   Hell Hound Hide Coat - This is a knee length black leather coat. When the wind blows the edges glow like embers. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. Detect Magic: An evocation aura of shifting oranges and blues emanates from this item. Identify: The armour grants +1 to AC and resistance to fire damage. While attuned this coat allows you to cast hellish rebuke 3 times per day and use other effects based on warlock pact.   Pact of the Tome: You may choose to cast your Eldritch Blast Cantrip as a 30ft cone that deals fire damage. Creatures in the cone must succeed a Dex save or take the damage of all rays of Eldritch Blast. Pact of the Blade: You can expend a warlock spell slot to add 2d6 fire damage to your melee attacks for one minute Pact of the Chain: You may have a Hell Hound as your familiar, but you must expend a warlock spell slot to have it use its fire breath feature.   Belt of the Hell Hound - Identify: When you wear this belt, you can feel the fires of the lower planes burn inside you. While wearing the belt, when you make a melee attack against a creature and have advantage on the attack, the target takes an extra 1d6 fire damage from the attack on a hit.   In addition, while wearing this belt, you can use an action to release a hellish howl. When you do, you exhale a plume of flames from your mouth in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. Once this property has been used, it can't be used again until the next dawn.   Using identify doesn’t identify curses….we don’t know which ones will be cursed until we put them on.
Report Date
22 Jan 2024

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