Session 69

From Velandor
Jump to: navigation, search


Combat Plan

Contents

ACT 6 — The Ritual of Returning Breath

Scene Setup (Arrival & Tone)

Location: The inner sanctum of the temple — ancient stone, cracked with age. Roots have forced their way through the floor and walls, as if the earth itself is watching.

Read Aloud:

The chamber smells of damp soil and old incense.

Roots coil across the stone like veins—slowly pulsing.

At the center, a shallow depression in the floor forms a natural cradle.

High Priestess Venrieth kneels beside it.

The child lies still in her arms.

Not dead.

Not alive.

Waiting.

She looks up—not fearful, but resolved.


Session Structure Overview

Break the session into three phases:

1. Preparation & Roleplay (30–60 mins)

  • Understanding the ritual
  • Assigning roles
  • Emotional grounding (this matters for investment)

2. Ritual Skill Challenge + Combat (60–90 mins)

  • 3 rounds minimum, expandable to 5 if needed
  • Escalating danger and narrative pressure

3. Resolution & Consequences (45–60 mins)

  • Outcome varies significantly
  • Sets tone for future arc

🌱 PHASE 1 — Preparing the Ritual

Venrieth’s Guidance

Venrieth’s Guidance (High Priestess Tone)

Venrieth does not rush.

She settles beside the cradle of roots, one hand resting lightly on the child’s brow. Her eyes close briefly—not in doubt, but in quiet communion.

When she speaks, it is calm, deliberate, and carries the weight of something long-practiced.


Opening Address

“Attend, and understand this before we begin.”

“We do not command life to return.”

“We do not seize what has passed beyond us.”

“We invite.”

“If the soul does not answer, then it is not ours to call back.”

She looks to each of you in turn—not questioning, but ensuring you accept this truth.


On the Nature of the Soul

“The body is prepared. It is whole enough to receive breath.”

“But breath alone is not life.”

“The soul has slipped its tether. It lingers… but without anchor.”

“Without name, without memory, without purpose—there is nothing to return to.”

Her hand tightens slightly on the child’s blanket.


On the Three Anchors

She gestures to the cradle of roots as they begin to stir faintly.

“There are three bindings that hold a soul to this world.”

“Identity.”

“Connection.”

“Intention.”

A pause.

“You will give these form.”


1. The Name

“First—you will name them.”

“Not as a word spoken, but as a truth acknowledged.”

“A soul unspoken drifts.”

“A soul named may listen.”

She looks to whoever steps forward.

“Speak carefully. Speak truly.”


2. The Memory

“Then—you will offer memory.”

“Not what you wish had been.”

“Only what was.”

“Even the smallest truth carries weight.”

Her gaze softens, but only slightly.

“A single moment, honestly held, binds more strongly than a lifetime imagined.”


3. The Promise

“Last—you will give promise.”

“Not hope.”

“Not comfort.”

“A reason.”

The word lands heavier.

“Why should this soul return to a world that has already failed it once?”

A long pause follows.

“Answer that… and it may choose to breathe again.”


On the Danger

Venrieth’s tone lowers—not fearful, but firm.

“There are… other things that listen at the threshold.”

“They are drawn to absence. To stillness. To the unfinished.”

“If you falter, they will answer in the soul’s place.”

She does not elaborate.

She does not need to.


Final Instruction

She rises slowly, placing the child within the cradle of roots as they curl gently into place.

“You will stand your ground.”

“You will speak with intention.”

“And you will not yield the space you are given.”

She steps back, allowing the circle to form.

The green light begins its uneven pulse.


Quiet, almost to herself—but audible:

“Let it be their choice.”

Player Involvement Options

Encourage each player to contribute:

  • Who knew the child?
  • Who recovered the body?
  • Who feels responsible?

Let them choose who leads each component.

Optional Skill Prep (Advantage later):

  • Religion (understanding ritual)
  • Arcana (stabilising magical flow)
  • Insight (reading the aasimar / soul presence)
  • Medicine (preparing the body)

Success here grants:

→ Advantage on one ritual check later


🌿 PHASE 2 — The Ritual (Core Encounter)

Mechanics Overview

  • Run as 3–5 rounds
  • Track: 3 successes before 3 failures
  • Each round includes:
    1. A Ritual Contribution (Skill Check DC 14)
    2. 1 Echo spawns (max 3 active)
    3. Environmental effect triggers
    4. Aasimar pressure escalates

Ritual Circle Description (Expanded)

Roots push upward, forming a cradle.

They curl gently around the child—

Not restraining.

Holding.

A soft green light pulses from beneath.

But it stutters.

Like a heartbeat unsure whether to continue.


Ritual Dialogue Prompts (Venrieth)

Deliver these slowly, letting players respond in character.

Round 1 — Name

Player Prompt:

Who were they? - Tobin

Skill Options:

  • Persuasion (gentle calling)
  • Religion (formal invocation)
  • Performance (spoken naming / lullaby)

Round 2 — Memory

Player Prompt:

What tied them to this world?

Skill Options:

  • History (recalling truth)
  • Insight (emotional resonance)
  • Medicine (physical connection)

Round 3 — Promise

Player Prompt:

Why should they return?

Skill Options:

  • Persuasion
  • Deception (dangerous but allowed)
  • Intimidation (forcing will—risky tone)

⚠️ Combat Layer — Echoes of the Stillborn Moment

Creature: Echo of the Stillborn Moment (Adjusted for Level 6)

CR 3 (but used in multiples for pressure)

Adjustments for this party:

  • HP: 50 (slightly sturdier for level 6 damage output)
  • Spawn 1 per round (max 3 active)
  • Optional escalation: spawn 2 in final round if too easy

Behaviour

These are not tactical fighters.

They:

  • Drift toward the child
  • Whisper constantly
  • Target whoever interferes with the ritual

Tactical Pressure

Key Threat: Soul Pull

Forces players to choose:

  • Protect ritual (reaction use)
  • Attack enemies
  • Maintain positioning

This creates meaningful tension.


Environmental Effects (Escalating)

Round 1 (Mild)

  • Whispering voices → WIS save or disadvantage

Round 2 (Moderate)

  • Roots lash → restrained on fail

Round 3+ (Severe)

  • Light falters → ritual checks at disadvantage unless aided

Aasimar Influence (Critical Narrative Layer)

Use when:

  • A player fails
  • Ritual stalls
  • Combat overwhelms

Whisper Examples

Deliver quietly:

“You opened the way.”

“You don’t get to close it now.”

“That body is empty.”

“Let me show you what belongs there.”

Mechanical Effect (Optional)

  • Affected player must make DC 13 WIS save:
    • Fail → disadvantage on next ritual check
    • OR compelled to act aggressively

🌒 PHASE 3 — Final Resurrection Check

After 3 successes:

One player (or aasimar) makes the final check.

DC Scaling:

  • 0 failures → DC 12
  • 1 failure → DC 14
  • 2 failures → DC 16

🌿 OUTCOMES

🌟 Full Success

Read Aloud:

The light pulls inward.

The roots tighten—

Then release.

The child’s chest rises—

Sharp.

Violent.

Air floods lungs that had forgotten how.

They gasp.

Eyes snap open—

Black.

Just for a moment.

Then—

Clear.

Alive.


Follow-On Story Hooks

  • The child occasionally sees things others cannot
  • They may act as a conduit to Dannan
  • The aasimar is now marked by something watching back

🌗 Partial Success

Outcome: Returned, But Changed

The child breathes…

But something lingers.

They track movement that isn’t there.

They speak in dreams.


Mechanical / Narrative Effects

  • Child may act as a plot device
  • Occasional supernatural events
  • A future corruption arc or possession attempt

Hooks

  • Something came back with them
  • The ritual did not close the door fully
  • The aasimar hears whispers more frequently

🌑 Failure

Outcome: No Return — But Not Empty

The light fades.

The roots fall still.

The body does not move.

But—

Something settles deeper inside the aasimar.


Consequences

  • Aasimar gains:
    • Persistent whispers
    • Occasional loss of control (DM-triggered moments)
  • The entity now has a firm foothold

Hooks

  • Future arc: internal corruption / possession
  • The child’s soul may still be recoverable elsewhere
  • Venrieth may propose a far more dangerous ritual

🎁 Rewards

Blessing of Dannan

Once per long rest:

→ Add 1d4 to any roll

Optional upgrade on full success:

→ Can be shared with another player once per day


🎭 Final Scene (Always Run This)

That night.

The temple is quiet.

The child sleeps.

Breathing steady.

Peaceful.

Normal.

Then—

For just a moment—

Their breathing stops.

Silence.

Stillness.

Then it resumes.

Only the aasimar hears it:


“…still here…”





Echo of the Stillborn Moment

Medium undead (aberration), Neutral Evil


Armor Class 13

Hit Points 50 (8d8 + 16)

Speed 40 ft., hover 20 ft.


STR 8 (−1)

DEX 16 (+3)

CON 14 (+2)

INT 10 (+0)

WIS 12 (+1)

CHA 14 (+2)


Saving Throws Wis +3, Cha +4

Skills Perception +3, Stealth +5

Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Vulnerabilities Radiant

Condition Immunities Charmed, Frightened, Grappled, Prone

Senses Darkvision 60 ft., Passive Perception 13

Languages Understands Common but cannot speak

Challenge 3 (700 XP)


Traits

👁️ Flicker Form

The echo’s form jitters between moments.

  • Opportunity attacks against it are made at disadvantage.
  • The echo can move through creatures and objects as if they were difficult terrain.
  • If it ends its turn inside an object, it takes 5 (1d10) force damage.

🩸 Soul Pull

At the end of its turn, if the echo is within 10 feet of the child, it attempts to draw the soul away.

  • The ritual suffers 1 failure, unless a creature within range uses its reaction to intervene.
  • A creature that intervenes must succeed on a DC 13 Strength (Athletics) or Wisdom (Religion) check or take 5 (1d10) necrotic damage and be pushed 5 ft.

🖤 Unfinished Existence

The echo exists in a half-state of being.

  • When reduced to 0 HP, it does not immediately vanish. Instead, it lingers until the end of its next turn, during which it can still use Soul Pull but cannot take actions.
  • Radiant damage bypasses this trait and destroys it instantly.

Actions

✨ Withering Touch

Melee Spell Attack: +5 to hit, reach 5 ft., one target

Hit: 10 (2d6 + 3) necrotic damage

→ Target cannot regain hit points until the start of its next turn


🖤 Grasp of the Unfinished (Recharge 5–6)

The echo reaches into a creature’s sense of guilt and absence.

One creature within 30 ft. must make a DC 13 Wisdom saving throw.

On a failure:

  • Takes 9 (2d8) psychic damage
  • Has disadvantage on its next attack roll or saving throw
  • Hears a whisper: “You left me.”

On a success:

  • Takes half damage and no disadvantage

🌀 Distort Presence (Recharge 6)

The echo briefly destabilises the ritual space.

  • All creatures within 15 ft. must make a DC 13 Dexterity saving throw
  • On a failure:
    • They are restrained by spectral roots until the start of their next turn
  • On a success:
    • Movement speed is halved until the end of their next turn

Bonus Action

🌫️ Phase Flicker (Recharge 4–6)

The echo teleports up to 20 feet to an unoccupied space it can see.

  • If it ends closer to the child, it gains advantage on its next Soul Pull check

Reaction

⚡ Lashing Memory

When a creature within 10 ft. damages the echo:

  • That creature must succeed on a DC 13 Wisdom saving throw or take 5 (1d10) psychic damage and have disadvantage on their next attack

🌑 Variant: Fractured Echo (Elite Option)

Use this if:

  • Party is performing well
  • You want a mini-boss feel in final round

HP: 75

AC: 14

CR: ~4 equivalent when combined with others


Additional Trait — Splintering Form

When reduced below half HP:

  • Immediately spawns one standard Echo within 10 ft.
  • Gains advantage on all attack rolls until end of its next turn

New Action — 🕳️ Tear the Veil (Recharge 6)

The echo attempts to rip the boundary between life and death.

  • 20 ft. radius centred on the child
  • Creatures must make a DC 14 Constitution saving throw

Failure:

  • Take 13 (3d8) necrotic damage
  • Cannot take reactions until next turn

Success:

  • Half damage

Ritual Effect:

  • Counts as 1 automatic ritual failure unless a player sacrifices their action to stabilise the circle

⚖️ Encounter Scaling Guide

For 3 Players (Safer Version)

  • Max 2 Echoes active
  • Remove Distort Presence ability
  • HP: 45 each

For 4 Players (Standard)

  • Max 3 Echoes active
  • Use full stat block

Hard Mode

  • Add Fractured Echo in Round 3
  • Increase Soul Pull range to 15 ft.
  • Environmental effects trigger twice in final round

🎯 Tactical Role in Encounter

These creatures are designed to:

  • Force positioning decisions (protect the child vs fight)
  • Drain reactions (Soul Pull pressure)
  • Disrupt concentration and checks
  • Create emotional discomfort, not just mechanical threat

They should feel:

  • Persistent
  • Unsettling
  • Inevitable

Not overwhelming—but never ignorable.