9.0 - Approaching Storm
They have just had their chat with Korinth. Now it's morning of day 3/6 of travel to Hvithavon. It starts to rain on day 3 (Flora cycle day 15). They should encounter bandits on the evening of day 4. The bandits will be trying to rob them, but specifically for magical trinkets or coercing the mages into their ranks. If they party does not comply, expedite the rift problem. If they go with the bandits back to their "camp", we can reveal a bit of the ruins? and then do the rift problem.
No matter what, Holg should start to hear the ticking coming from beyond the rift. If he goes in for whatever reason, he'll see that very similar vision, but this time with his mom tinkering as well. Kallista should hear simultaneous whispers telling her to grab the rift and pull it closed (sibling's voice), and another telling her to rip it open further (deep, hard to ignore voice).
Also, as it starts to rain, Kilith, Holg, and Atani feel just a bit irritable, especially Atani because she has the Natur seed (opposite of Vand). These feelings will intensify as they near the rift.
If we get past this point of closing the rift and arranging a way away from the bandits, then we'll finish travel through to Hvithavon.
Sil'Ferrous needs to find his gemstone for his homunculus. It's 2 levels early, but this area is probably the last good spot to find something unique and relevant, especially with the water rift and the fact he wanted his homunculus to be flubbery.
Layer: https://youtu.be/J4yp3l0EZPQ with https://youtu.be/XSL1HbrE3DE
Danheim - Fridr: https://youtu.be/xdoZhyotehw
Plot points/Scenes
They have just had their chat with Korinth. Now it's morning of day 3/6 of travel to Hvithavon. It starts to rain on day 3 (Flora cycle day 15). as it starts to rain, Kilith, Holg, and Atani feel just a bit irritable, especially Atani because she has the Natur seed (opposite of Vand). These feelings will intensify as they near the rift.
They should encounter bandits on the evening of day 4. The bandits will be trying to rob them, but specifically for magical trinkets or coercing the mages into their ranks.
6 bandits assault them (total of 26 in the camp right now). The leader is Viran Ingen (Asriya's only child). He's a half elf, short red hair, styled. Obviously has a disdain for history and research. If the party does not comply, expedite the rift problem. If they go with the bandits back to their "camp", we can reveal a bit of the ruins? and then do the rift problem.
Camp.
No matter what, Holg should start to hear the ticking coming from beyond the rift. If he goes in for whatever reason, he'll see that very similar vision, but this time with his mom tinkering as well. Kallista should hear simultaneous whispers telling her to grab the rift and pull it closed (sibling's voice), and another telling her to rip it open further (deep, hard to ignore voice).
Nora, bandit Nature druid with skin already turning to bark and stiff moving, tries to close the rift. She'll break from the effort of it, acid eating away at her continually regenerating skin on her arms.
If we get past this point of closing the rift and arranging a way away from the bandits, then we'll finish travel through to Hvithavon.
Sil'Ferrous needs to find his gemstone for his homunculus. It's 2 levels early, but this area is probably the last good spot to find something unique and relevant, especially with the water rift and the fact he wanted his homunculus to be flubbery.
Backdrops
Locations
Melis Forest
Grewl Camp: Currently stationed against some pillars comprised of grey stone, but the bases (which seem to have been dug up) are made of bevarl-stone—the same as Sil'Ferrous's book. There is still Script on these parts of the pillars, in near-perfect condition, whereas the Script on the grey stone is barely noticeable.
The camp itself is comprised of a central fire pit and several tents made of hide and fur set up on the northern side. Rough barricades have been set up between the pillars, creating a meager barrier along the general south of the camp. Before reaching the camp, there are various traps set up.
Encounters
Naturally occurring Water Rift:
The closer to the center, the more water that pours from the skies and rushes out of the rift itself. Looking through, one can see the elemental plane of water. Right around the rift, the very ground is sinking and turning to water. The high amount of rain concentrated in this area is ripping stones and trees away from their foundations. The area is swarming with water sprites.Water Sprite CR: 1/4
Small elemental, neutral
Armor Class: 10
Hit Points: 16
Speed:
30 ft
, swim: 90 ft
STR
12 +1
DEX
11 +0
CON
11 +0
INT
5 -3
WIS
10 +0
CHA
10 +0
Damage Resistances: acid; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Aquan
Challenge Rating: 1/4
Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 1d8+2 bludgeoning damage.
Plot type
Main Plot
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