46.0 - Walking in the Air

Sil'Ferrous now will occaisionally see "ghosts" of things now that he's used the last charge of the water temple thing.   Holg is angery at Paritet people due to failed sanity save with Ånd.   Ixen can feel the presence of chaotic forces, as well as their absences. He knows the location of Ild, and the general direction of any other living dragon. He is immune to fire damage, but vulnerable to cold.   Kallista +1 sanity check for rifts   Atani took dream research flyer   Wind magic is out of wack because there's no energy magic to counter balance it, unless And releases some of it.

Plot points/Scenes

Recap

  The group stumbles their way out of Svartgrube before the lava flows through and makes traversing town spicy. They make their way back to Smokey Mirrors in Litsteivon. There they chat with Registrar Adrona Boldstar to trade information and secure passage back to Gulgrennjor. Many of Adrona's curiosities are satisfied and the group finds themselves leaving on the same boat that brought them here—The Blue Brand, and its crew of mixed feeling upon seeing the group again. They set sail shortly after in the dead of night. And as they rest aboard the modest ship, Sil'Ferrous dreams, receiving cryptic news that someone is coming to pick them up. And in the late afternoon a shadow in the sky approaches, a rope lowered, and a voice proclaims Bevarelse has sent them to escort the group to him.  

The Plan

  Current Day Water Cycle Day 12   They find the vessel is composed of large bones and thick reeds, shaped much like a typically ship but with extra "rooms" (hardly anything is "closed", most rooms have 2 walls usually made of the reeds) and plenty of "deck" space. All in all, there's not a lot of excess "stuff" here; no furniture, only sleeping mats, a few woven baskets, everything seems easy to pack and pick up quick.   They refer to themselves as Varls.   Himmelaf leader, True Fang (True). Tabaxi male, long ears lined with black fur on the edges that come to a point that trails off into long lock of fur. Golden sand color with white underside. Angular face with white jowels, spot of white on nose, and black where his whiskers are. Robes cover a little less, as the fur does its job to protect him from the sun.   Himmelafs total about 50. They wear thick, light colored robes that are loose but tied down in spots, covering most of their darker-colored skin. A mix races, but notably there are elves who seem quite old. They would remember Zaru when he was a child. How rebellious, loud, and reckless he was, always getting him and his brother into trouble. His parents didn't survive the Plight.   The Himmelafs are not happy about having everyone on board. They only do it because Bevarelse asked them to, but do not trust the party.   They are given a single room to share between all of them. food and water skins if the party asks for it.   8 Days to Riner Vand.   Encounter? Social? Downtime activities. And then if anyone really tries to force interacting with the Himmelafs, they'll need to make charisma checks, Ixen has disadvantage. Lasting complications include:
  • increased prices of magic items when they reach Riner Vand
  What other info can the party gather from the Himmelafs?
  • Name of Zaru's family: Brother Zlæ, Mother Røviza, Father Kenn.
  • What happened at Havon all those years ago. 25.1 - Innocence The Isolation, when Trytjem became Havon. How long ago? 162 years ago. What happened? The Himmelafs were stuck in a drought caused by Ild, and beseeched Bevarelse for relief. It took over a day, but Bevarelse brought Vand and it rained. It rained and quickly flooded the dry basin, but Omdanne wasn't about to let "recently claimed territory" be taken away. The ground began shattering and Trytjem starting falling. So Bevarelse fought back. He struck the center of the mountain and turned the core of our home into Script stone. It was safe from Omdanne. And we were suddenly surrounded by a new lake and a lot of time to reflect.
  • Their opinion on the dragons. They've always followed Bevarelse and his children. They are fearsome and terrible, but that's natural. It's natural to respect forces such as them. Though, Omdanne and her ilk were always more wild.
  • Vira's war. She had radicalized the people near her and surprised Vand. The dragons were never really united, and didn't come together even when facing a growing force. It was wrong, on both sides. Vira never should've done what she did. Now the world is barely hanging together. And the dragons should've banded together to wipe out the mistake before it could've happened.
  • Zaru Kulden. He was rambunctious, always a troublemaker, his brother doing what he could to get him out of trouble. He was a slacker when it came to our ceremonies to the dragons. And that boiled over into hatred after Havon's Isolation. He lost some friends, and his father. And he never accepted their fate, which years later lead him to that wretched woman.
  Also, needs some NPCs with Bevarelse madness. * Asta Svane, elf: One who reminds them of Kord "Preservation" Varlsonn 14.0 - Crossing * Sune Duus, triton: I'm convinced that I do not actually exist in this world and nothing I do has any real consequences. * Ebbe Kofod, half-elf: I am slowly forgetting all the details of my personal history and will soon not even know my own name.   Who needs some love and attention? Kallista. When alone, Korinth will chat with Kallista, promising to teach her and her sister more about their powers, what they can do. They could do so much; strike out together them against the world, explore new horizons, protect and provide for their mother, track down their father. He can start more training now, but to teach the final techniques, he needs to be free from his coin. In fact, if they free him he'll even help in defeating the Servitor—and with his power restored it'd be a breeze.   And for spice, the ship can be raided by a like, 5 Deep Crows

Relations

Allies

Valki: https://5e.tools/bestiary.html#assassin_mm plus fire resistance and can cast thaumaturgy cantrip, hellish rebuke at 2nd-level 1 per long rest, darkness 1 per long rest. Charisma is spellcasting ability.

Backdrops

Encounters

___ >## Deep Crow >*Large monstrosity, unaligned* >___ >- **Armor Class** 17 (natural armor) >- **Hit Points** 133 (14d10 + 56) >- **Speed** 20 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|16 (+3)|18 (+4)|8 (-1)|15 (+2)|14 (+2)| >___ >- **Saving Throws** Con +8, Wis +6 >- **Skills** Perception +6, Stealth +11 >- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 >- **Languages** Deep Crow >- **Challenge** 9 (5,000 XP) >- **Proficiency Bonus** +4 >___ >***Magic Resistance.*** The deep crow has advantage on saving throws against spells and other magical effects. > >***Shadow Stealth.*** While in dim light or darkness, the deep crow can take the Hide action as a bonus action. > >***Sunlight Sensitivity.*** While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > >### Actions >***Multiattack.*** The deep crow makes three attacks: one with its mandibles and two with its claws. > >***Mandibles.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the deep crow can't use its mandibles on another target. > >***Claw.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.
I Need
DC 20 Sanity check success = Wherever she thought of going failure = coin flip Havon Riner Is
Valki, Kallista's sister. Conscripted into the Enforcers not too long ago while Kallista was gone. About 5-ish years younger than Kallista (kallista's probably around 45ish?) and she's a little spontaneous and fiesty. offspring of Graz'zt.


Cover image: by holyflpncows

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