Difference between revisions of "Session 43"

From Velandor
Jump to: navigation, search
(Created page with "==Recap== *Investigated the docks *Attended the Castle and met Lyal *Sat down to meet the Shadowmage who is the master. *Conversations happened, he offered to send you home *...")
 
Line 1: Line 1:
 
==Recap==
 
==Recap==
  
*Investigated the docks
+
*Had a conversation with Lyal and persuaded him to return you to the material plane
*Attended the Castle and met Lyal
+
*Persuaded him to ensure that the city's inhabitants are returned to Fjorynn
*Sat down to meet the Shadowmage who is the master.
+
*Pulled him with you to ensure you made it back, after which he immediately left.
*Conversations happened, he offered to send you home
+
*Checked in at the Moonastery before attuning with, and making use of their teleportation circle to return to the capital
*You attacked him, and killed him.
+
*informed the King
 +
*Went shopping to the magic shop and herbalism shop
 +
*Spooky sleep time
  
 
==Plot Points==
 
==Plot Points==
  
  
Lyle - What the hell have you done?! "Sigh", Well, thank you for the chaos. Wait here, I'll send you back. Where do you want to go?"
+
Alchemist Shop w/ Frogs
  
If pressed, the Shadowmage at least keeps a semblance of order here so there will be... a period of chaos. 
+
Current stock:
  
Dungeon for the phylactery
+
* Potion of Diminution: When you drink this potion, a creature gains the “reduce” effect of the Enlarge/Reduce spell (no concentration required for 2 hours). (270 GP)
 +
* Potion of Resistance: When you drink this you gain resistance to one type of damage that the DM chooses(1 hr). (300 GP)
 +
* Oil of Etherealness (1 Hour): After taking 10 minutes to cover a medium or smaller creature, that creature gains the effect of the etherealness spell. (1920 GP)
 +
* Potion of Gaseous Form: When you drink this potion you gain the effect of the gaseous form spell (no concentration required). (300 GP)
 +
* Potion of Flying (1 hour): When you drink this potion you gain a flying speed equal to your walking speed and can hover. (500 GP)
 +
* Elixir of Health: Drinking this potion cures any disease you have and removes blinded, deafened, paralyzed, and poisoned conditions. (120 GP)
 +
* Potion of Gaseous Form: When you drink this potion you gain the effect of the gaseous form spell (no concentration required). (300 GP)
 +
* Potion of Invisibility (1 Hour): When you drink this potion you become invisible along with anything you're carrying or wearing. The effect ends early if you make an attack or cast a spell. (600 GP)
 +
* Potion of Stone Giant Strength: When you drink this potion your Strength score is increased to 23 for 1 hour. (2000)
 +
* Potion of Vitality: When you drink this potion your exhaustion is removed and any diseases or poison effects are cured. For the next 24 hours, you regain the maximum number of HP for any Hit Die spent. (960)
  
==='''Room 1: The Castle Ruins - Entrance to the Tomb'''===
 
'''Description''': The party discovers a long-forgotten trapdoor beneath the ruins of a fallen statue in the castle courtyard. The door is covered with moss and crawling vines, but beneath the growth, they find an iron ring. When opened, a cold, musty air rushes out, and a dark staircase spirals downward into the darkness.
 
  
'''Challenges''':
+
Sylvania
  
*'''Trap''': As the party descends, the steps are rigged with pressure plates that trigger falling rocks from the ceiling. This trap does '''1d6 bludgeoning damage''' to anyone who steps on a plate. The traps can be disabled with a successful '''DC 12 Investigation''' or '''Dexterity (Thieves' Tools)''' check.
+
* There are 5 runes, 1 at each corner of the city and 1 in the market place as the central location.
 +
* Dispelling the runes will trigger a demonic response
 +
** Xiax Galleborne (statblock)
  
'''Enemies''': None in this room, but the ominous feel of the tomb starts to set in.
+
Danu<br />Venrieth will seek out the party to hand then an artefact Aetherstone of the Runebinder.
----
 
  
==='''Room 2: The Guardian’s Hall'''===
 
'''Description''': The stairway opens into a long hallway, adorned with faded murals of Shadowmage's former glory. At the far end, two ornate doors stand ajar, revealing the next room. In front of the doors is a large stone statue of a knight, holding a sword aloft. On the floor before the statue is a large engraving of a cracked skull surrounded by runes.
 
  
'''Challenge''':
+
This intricate, palm-sized device is crafted from polished obsidian, its dark surface gleaming with an otherworldly sheen. At the center of the device, nestled in a delicate silver setting, rests a deep purple gem—''Amethra'', the Heartstone. The gem glows faintly, pulsing with arcane energy, and its colour shifts depending on the strength and nature of the runes around it.
  
*'''Puzzle''': To pass through the doors, the party must solve a puzzle. The cracked skull engraving represents the “broken soul” of the Shadowmage, so the party must "complete" it. To do this, one of the characters must place their hand in the engraving, triggering a vision where they must recite an incantation from a forgotten language, solving the riddle:  “Bound by death, but free from life,  I walk in shadows, sword in strife.  Who am I, my soul now whole?  I live in death, an endless goal.”  '''Solution''': The correct word is “Lich.” The person who speaks this word aloud will complete the puzzle and unlock the doors.
+
Around the gem, the device features delicate engravings of ancient symbols—runes of protection, sight, and banishment—etched in a pattern that seems almost alive. The engravings seem to ripple when the device is near a hidden or active rune, responding to its presence. The outer frame of the Aetherstone of the Runebinder is adorned with small, glowing sigils that flicker when a rune is detected nearby, revealing the rune’s type and strength.
  
'''Enemies''':
+
To use the device, the wielder need only hold it in their hand and concentrate, allowing the ''Aetherstone'' to sense and reveal any runes embedded in the surroundings. The stone’s edges glow brighter when the detection reaches its peak, indicating the location of a rune, no matter how well-hidden or magically obscured. With a whispered incantation, the user can focus the energy within the gem, causing it to pulse with a violet beam that weakens and dispels the magical essence of the rune.
  
*As the party solves the puzzle, the statue of the knight animates and charges, attacking anyone in the hallway.
+
The power of the ''Aetherstone of the Runebinder'' isn't limitless—its ability to dispel grows weaker with the number of active runes around it, requiring the wielder to wait for it to recharge before using it again. Still, its unique fusion of detection and dispelling magic makes it an invaluable tool for mages, treasure hunters, and those seeking to unravel or undo dangerous runic enchantments.
**'''Statue Knight''' (AC 14, HP 45, 2 Longsword Attacks +4 to hit, 1d8+2 slashing damage, immune to poison and psychic damage)
 
**The Knight fights until destroyed or the party retreats.
 
  
----
 
 
==='''Room 3: The Tomb of Shadows'''===
 
'''Description''': Beyond the doors is a dimly lit chamber filled with stone sarcophagi. The air is thick with the stench of decay. In the center of the room lies an altar with a glowing, cracked gemstone. Along the walls are statues of the Shadowmage's undead servitors, frozen in poses of reverence. The tomb is eerily silent, and no light seems to penetrate the room.
 
 
'''Challenge''':
 
 
*'''Trap''': As the party investigates the sarcophagi, opening one will trigger a burst of necrotic energy. This causes the room to fill with shadows, and '''Shadow Spawn''' (small, incorporeal undead that have the ability to drain life energy) will be released from the sarcophagi.
 
**'''Shadows''' (AC 12, HP 16, 1d6 necrotic damage, drains 1 Strength on a hit) '''Combat''': The party must deal with a swarm of 4 Shadows. Each time a Shadow is destroyed, it bursts into a cloud of necrotic energy, forcing a '''DC 12 Constitution saving throw''' to avoid 1d6 necrotic damage.
 
 
'''Enemies''':
 
 
*4 '''Shadows''' (they emerge from the sarcophagi and attack anyone in the room).
 
*They retreat back into their sarcophagi if reduced to half HP, forcing the party to act quickly.
 
 
----
 
 
==='''Room 4: The Final Chamber'''===
 
'''Description''': The party enters a grand chamber, the walls lined with cracked and crumbling frescoes depicting  the Shadowmage's life. At the center is a stone slab, raised slightly from the floor, upon which lies the phylactery—a small, ornate box with dark runes glowing faintly in the darkness. The box rests upon a pedestal of black stone. In the center of the room, a '''Guardian of the Tomb''', a death knight in tattered armor, waits. His eyes are dark, and his sword pulses with necrotic energy.
 
 
'''Challenge''':
 
 
*'''Final Guardian Combat''': The '''Death Knight''' will challenge the party, demanding that they leave or face death. He was once the loyal protector of  the Shadowmage, and now serves as his last line of defense.
 
**'''Death Knight''' (AC 17, HP 67, Multiattack: 2 Longsword Attacks +6 to hit, 1d8+4 slashing damage, plus 2d6 necrotic damage on a hit; can cast ''Animate Dead'' and ''Hellish Rebuke'').
 
**The knight will fight to the death unless the party can convince him to leave them be (a '''DC 15 Charisma check''' could persuade him, but failing this will trigger combat).
 
 
'''Phylactery's Protection''': The phylactery is protected by a '''Necrotic Aura''' that deals '''1d6 necrotic damage''' to anyone who touches it without the correct ritual (the party may need to perform a '''DC 14 Intelligence (Arcana)''' check to recognize the ritual).
 
 
*'''Ritual''': A character must cast '''Dispel Magic''' or perform a '''ritual to attune to the necrotic energy''' of the phylactery. This could involve placing a piece of the party’s life essence or performing a brief prayer to the gods of death (depending on the party's actions). If successful, the phylactery can be removed from its pedestal without triggering further damage or reanimating the guardian.
 
 
----
 
 
==='''Dungeon Conclusion:'''===
 
 
*'''Escape''': After retrieving the phylactery, the party may find the tomb’s exit is blocked or sealed by magic. The phylactery holds an arcane key, and if they place it in a designated spot in the tomb, the barrier is lifted, allowing them to escape. Alternatively, they may have to backtrack and deal with the tomb’s traps again.
 
*'''Optional Twist''': If the lich’s soul is disturbed or the phylactery is taken, he might return in his weakened state to seek vengeance on the party, either as they leave or in the future. This could l
 
 
<br />
 
 
==Return Ritual==
 
==Return Ritual==
  
Line 123: Line 91:
  
 
==Nightmares==
 
==Nightmares==
Keph - Hellfeathers
 
 
Djinn - You're in a forest, unfamiliar to you. Your hands are covered in blood. You look around, confused. Do you don't see whose blood this could be, or where this could have come from. You just see before you Jeremiah... scared, backing away from you before he turns and just runs.
 
 
Zannotah -
 
 
Elswyth - Melystra looks upon you, her radiant glow illuminating the space surrounding you both. Her gaze rests upon you and she makes eye contact you see that she looked panicked as she whispers softly "Flee my child, you are.. everyone is..in.." and before she can finish that sentence you see the cracks enveloping her form as the light fades and she begins to crumble before you.
 
 
<br />
 
<br />

Revision as of 17:57, 27 February 2025

Recap

  • Had a conversation with Lyal and persuaded him to return you to the material plane
  • Persuaded him to ensure that the city's inhabitants are returned to Fjorynn
  • Pulled him with you to ensure you made it back, after which he immediately left.
  • Checked in at the Moonastery before attuning with, and making use of their teleportation circle to return to the capital
  • informed the King
  • Went shopping to the magic shop and herbalism shop
  • Spooky sleep time

Plot Points

Alchemist Shop w/ Frogs

Current stock:

  • Potion of Diminution: When you drink this potion, a creature gains the “reduce” effect of the Enlarge/Reduce spell (no concentration required for 2 hours). (270 GP)
  • Potion of Resistance: When you drink this you gain resistance to one type of damage that the DM chooses(1 hr). (300 GP)
  • Oil of Etherealness (1 Hour): After taking 10 minutes to cover a medium or smaller creature, that creature gains the effect of the etherealness spell. (1920 GP)
  • Potion of Gaseous Form: When you drink this potion you gain the effect of the gaseous form spell (no concentration required). (300 GP)
  • Potion of Flying (1 hour): When you drink this potion you gain a flying speed equal to your walking speed and can hover. (500 GP)
  • Elixir of Health: Drinking this potion cures any disease you have and removes blinded, deafened, paralyzed, and poisoned conditions. (120 GP)
  • Potion of Gaseous Form: When you drink this potion you gain the effect of the gaseous form spell (no concentration required). (300 GP)
  • Potion of Invisibility (1 Hour): When you drink this potion you become invisible along with anything you're carrying or wearing. The effect ends early if you make an attack or cast a spell. (600 GP)
  • Potion of Stone Giant Strength: When you drink this potion your Strength score is increased to 23 for 1 hour. (2000)
  • Potion of Vitality: When you drink this potion your exhaustion is removed and any diseases or poison effects are cured. For the next 24 hours, you regain the maximum number of HP for any Hit Die spent. (960)


Sylvania

  • There are 5 runes, 1 at each corner of the city and 1 in the market place as the central location.
  • Dispelling the runes will trigger a demonic response
    • Xiax Galleborne (statblock)

Danu
Venrieth will seek out the party to hand then an artefact Aetherstone of the Runebinder.


This intricate, palm-sized device is crafted from polished obsidian, its dark surface gleaming with an otherworldly sheen. At the center of the device, nestled in a delicate silver setting, rests a deep purple gem—Amethra, the Heartstone. The gem glows faintly, pulsing with arcane energy, and its colour shifts depending on the strength and nature of the runes around it.

Around the gem, the device features delicate engravings of ancient symbols—runes of protection, sight, and banishment—etched in a pattern that seems almost alive. The engravings seem to ripple when the device is near a hidden or active rune, responding to its presence. The outer frame of the Aetherstone of the Runebinder is adorned with small, glowing sigils that flicker when a rune is detected nearby, revealing the rune’s type and strength.

To use the device, the wielder need only hold it in their hand and concentrate, allowing the Aetherstone to sense and reveal any runes embedded in the surroundings. The stone’s edges glow brighter when the detection reaches its peak, indicating the location of a rune, no matter how well-hidden or magically obscured. With a whispered incantation, the user can focus the energy within the gem, causing it to pulse with a violet beam that weakens and dispels the magical essence of the rune.

The power of the Aetherstone of the Runebinder isn't limitless—its ability to dispel grows weaker with the number of active runes around it, requiring the wielder to wait for it to recharge before using it again. Still, its unique fusion of detection and dispelling magic makes it an invaluable tool for mages, treasure hunters, and those seeking to unravel or undo dangerous runic enchantments.

Return Ritual

Ingredients:

  • A black candle (symbolizing the darkness of the nightmare realm)
  • A silver mirror (to reflect the boundary between planes)
  • A small bowl of midnight salt (to stabilize the portal)
  • A shard of obsidian (to channel the energies)
  • A cloak of shadows (to shield from the nightmarish energies)
  • A written incantation on parchment (inscribed in an ancient, forgotten language)
  • A circle of chalk, drawn with precise measurements

Preparation:

  1. Draw a circle on the floor using the chalk, ensuring it is large enough to stand within. Inside the circle, inscribe ancient runes that correspond to the crossing of realms. These symbols must be perfect in their design, for any flaw may cause the portal to destabilize.

Steps:

  1. Place the Candle: Place the black candle at the centre of the circle. Light it with a match, focusing on the flame as a conduit between the two planes.
  2. Place the Mirror: Position the silver mirror facing outward, just outside the chalk circle, with the reflective side pointing toward the darkness. This mirror acts as a window to the nightmare realm.
  3. Place the Bowl of Salt: Place the midnight salt next to the candle, symbolizing the boundary between the waking world and the nightmare. Sprinkle a small amount of salt around the edge of the circle.
  4. Obsidian Shard Placement: Place the obsidian shard just inside the circle, within arm's reach. This will help focus the energies.
  5. Incantation: Stand within the circle, holding the shard of obsidian in your right hand. With a deep breath, speak the incantation written on the parchment, aloud and clearly. As you speak, envision the dark veil between the planes tearing open. The words are ancient, carrying the power of crossing between worlds: "From the depths of the unshaped dark, I call the shifting, cruel spark. Through nightmare's door, I bid thee come, From the realm where shadows hum. Open the way, let passage be, Between the dream, and what I see."
  6. Focus the Energy: As you chant the incantation, focus on the reflection in the mirror. Feel the energy of the obsidian shard intensify, and allow the image within the mirror to warp and twist, distorting as though the fabric of reality itself is bending.
  7. Opening the Portal: Once the mirror reflects a swirling, dark vortex, you know the portal has opened. At this moment, the air will grow cold, and a heavy silence will fall. You may hear distant whispers or feel a sense of impending dread.

Closing the Portal:

Once your purpose is fulfilled, the portal will begin to close on its own. To ensure the portal fully seals, chant the reverse of the incantation to reverse the flow:

"From the dark, I sever the tie,

Close the door, and bid thee fly.

Return once more to endless night,

Let this realm know only light."

Important Notes:

  • This ritual is dangerous. The energies of the nightmare realm are unstable and may cause unintended consequences. Proceed with caution.
  • Only those prepared with knowledge of the dark planes should attempt such a ritual.
  • It is advised to have a secondary method of protection, such as a binding ward or safety circle, in case the portal becomes unstable.


Nightmares