60.0 - Chaos Named

Sil'Ferrous now will occaisionally see "ghosts" of things now that he's used the last charge of the water temple thing.   Both Ixen and Kilith are immune to fire damage, but vulnerable to cold.   Kallista +2 sanity check for rifts. Can control the destination unless rolls <10=Amalgamation. Rolling a 1 tears open an uncontrolable rift that has stuff start pouring out of it.   Ixen is in coma, can be cured by blood magic; hint is a crack on his right palm, reminiscent of cut he and Kilith had done.   Asriya has been kidnapped by Korinth, taken into the Amalgamation.   Bevarelse cannot transform back into any other form.

Plot points/Scenes

Recap

Omdanne has found her way out of her own mind, now combined with the powers of Ånd. The elementals have swarmed, but an...ally has arrived as well. Korinth has begun sweeping elementals off the field with ease. And there's one more chaos heart that can be used as an advantage. But will it be enough?  

The Plan

  Current Day Water Cycle Day 25, night  

Combat

 
Continue combat from top of the round. Try and keep it snappy.   Korinth has arrived. After 1 more turn, he lifts and glides through the air, grabbing and closing his fist at the rift, which closes.  
Korinth proceeds to intercept any elementals close to players and crushes them with his fist, while his fists never actually touch any of them. His eyes fill with the joy of such "slaughter".   Unbound magic: With any damage players deal, they roll 1d6 and add that damage as "unbound damage" to their damage. This effect stays even after the rift is closed, and does not disperse until the fight is over.   Orbs: White, radiant orbs when touched will heal 4d10 and can touch (touch range) as a bonus action. Black, necrotic orbs will deal 4d10 necrotic damage when touched.   Wisps: Black and white energy motes begin to coalesce into a larger mote, a 1-to-2 ratio to make 3 total combining into a wisp.   Fissures: If players step off of the script stone areas, they have 1 turn to move out of the now-set 10ft radius fire explosion zone. As they end their turn on a spot not within a script stone area, the earth rumbles beneath their feet. At the end of their next turn, a gout of fire erupts from the spot they were standing on. It stays active for 1 more round (until the end of their next turn), dealing 10d10 fire damage in the 10ft radius.   Destroying a Chaos Heart: Sanity save DC15 to see who gets sucked into her mind and who doesn't. Omdanne will take a significant chuck of damage in the meantime.
  Insanity time! Once per turn on their turn, the following characters manifest insanity.   Holg insanity: "Holg, son," his father says, "you can't save them all." His father's flesh rots before his eyes. "You can't even save me." His own flesh begins to rot. Make sure this part is clear.   Sil'Ferrous insanity: A rift opens near your feet, and an arm reaches through it. "Help me!" Asriya demands. But he doesn't pull out Asriya from the Amalgamation, he pulls out a skeleton from the ground.   Kilith insanity: Blood continues to run down from your hands down your arms.  

Resolution

  Omdanne falls. Her body solidifies into an earthen heap, parts crumbling, leaving her heart exposed. Bevarelse approaches, obviously very remorseful. "I am sorry. I am sorry I drove us down this path, from the beginning." He reaches his claws around her heart, pauses, and then crushes it.   He immediately begins thrashing as magic flows into him. "ARGH, quickly, before her power changes my mind!" They must end him, and crush his heart (and Natur's if it's not already, otherwise the magic in the area will be wack af). Bevarelse's body vanishes in a clap of lightning, leaving nothing but all his magic aspects. The magic swirls—preservation and chaos—you can feel all the elements' influence leave you. It all coalesces and begins to take shape. A gigantic, long, snake-like body, spines along its back, and front legs or arms that end in large fins, it's face swept back with similar fins as well. Its scales are a pearlescent purple, with prominent marbleing of silver and deep gold.   *Slaps down the solar dragon* and that's where we'll end it. Chaos Named - Ataxia   The dragon takes some tentative stretches and flexing of limbs, keeping an eye on the people in front of them. It's very warm around the dragon, like the sun's heat feels to be beating down on you.   Who are you? "I am energy, life, chaos; I am this world; I am Ataxia. And I am in your debt. If there is something within my power to do for you, I will see it done."  
 

Hearts of Chaos

  They stand up and find themselves in Omdanne's mind. A rocky and tumultous ground contantly rumbles beneath your feet, gouts of flame erupting from the cracks with alarming frequency, though it does help provide light. A more constant but soft light comes from small floating motes of white light all around, and contrasting against those motes are motes of pure blackness, almost sucking in the light around them. You hear her voice before you see her.  

Natur

"No. No! NO!" Omdanne growls, very inhumanly. You look to find her, eyes wild and drilling into you, her fury would surely have torn you to pieces if she could move. She's tangled in roots, vines, and thorny branches. The vegetation spreads a great deal from here, making a sort of brambly, ~10ft tall at most forest. Angry tears streak down her face. "You've killed her!!" She devolves into more or less incoherent screaming and growling as she claws her way into the forest, rather than towards the party.   When Omdanne reaches the wild-child aspect of nature, the vegetation blooms outward across the barren land, this time untangled and with far more flowers and softer bits. Omdanne stands, imposing. "Leave," she commands and they are dragged down by vines through the earth. Everyone returns back to their physical bodies, but with a level of exhaustion.   The players can try and hold her back from reaching the nature aspect, so that the team outside has time to do damage. They will also need to find a way through the dense brambles.   Getting touched by the white energy orbs will heal 4d10, but the black ones will deal 4d10 necrotic.   10d10 fire damage from any fire geysers.   Add "A carpet of vegetation lines the ground, though not all of it looks soft and safe." to the mindscape description.   Add "Her irises are green around the pupil." to Omdanne's description.  
  What happens if they kill Omdanne before her aspects? Then it's just an easier fight. If Natur isn't resurrected, then there's nothing she can do, and then they can just destroy the heart after Omdanne is dead; the magic is released into the world and opens the seal to the Amalgamation.

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.   Bevarelse: https://5e.tools/bestiary.html#ancient%20silver%20dragon_mm

Neutrals/Bystanders

Zlæ Kulden: https://5e.tools/bestiary.html#alyxian%20the%20absolved_crcotn   Zaru Kulden

Backdrops

Locations

What I need
  • Effects of Sil'Ferrous's flyers
Rift travel: DC 20 Sanity check success = Wherever she thought of going failure = coin flip Havon Riner Is   Dirty magic: con check with int mod
Key Items
  • Natur Heart
  • Otherworldly Ticker
  • Demon-Lashed Coin
  • Preservation's End: A magic dagger that does 1d4 piercing + 100 earth damage. Double damage on Bevarelse.
  • Omdanne's Order: A Magic dagger that does 1d4 + 25 lightning damage. Double damage to Omdanne.
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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