9.1 - Frost and Flames
Have mostly blank character sheets and have them get filled in as they go along. I'll need at least 2, hopefully at least 3 of these made. 4 Players. I'll need 4 sheets, 1 Artificer (leader with the sending stone earring), 1 Warlock, 1 Sorcerer, 1 Fighter. All are secret agents of the Keepers, specifically working under orders from Asriya.
Where do we want it set? Could do Desna getting apprehended in the tunnels of the Issen Mountains, trying desperately to prevent the rest of her survivors from being found. They must get past her illusions, traps, and tricks, ultimately using the manufactured danne-stones to weaken her power and bind her.
Plot points/Scenes
Artillerist Artificer Junaer Jeighmoor: Human. The leader of the Vrar (four). He wears a white-stone earring that is a sending stone connected to Asriya's.
Great Old One Warlock Tana the Baleful: Triton. Control Air And Water (once between long rests, cast either Fog Cloud, Gust Of Wind or Wall Of Water spell, Charisma as spellcasting ability). resistance to cold damage. Dispel Magic.
Storm Sorcerer Celye: Firbolg. Can detect magic 1 per short rest. Storm Guide (action to control rain within 20 feet, wind direction within 100 feet).
Battle Master Fighter Moss Dohmoel: Shifter. Has a pair of goggles that see through illusions.
The Vrar are agents of The Keepers, but work secret operations for Asriya. Their current assignment is to apprehend Desna Shesh, the Ice Witch of the Issen Mountains. Desna is unique and powerful. Asriya wants Desna on her side, to ask questions and to study Desna's unique powers. Asriya will page Junaer. "Junaer, report. Have you encountered Desna? She's powerful, take caution. We want her on our side, but I'm doubtful she'll come along without a fight. Use the Flame-Bark to weaken and subdue her, if necessary. I've a meeting to attend. Report back when the job is done." They must get past Desna's illusions, traps, and tricks, ultimately using the manufactured danne-stones to weaken her power and bind her. Start with a "mirror" room, full of reflected illusions. Illusions include duplicates of themselves in various forms of frozenness, Desna running, shifting shadows. They will need to interact with each ice mirror to find the one that shatters and provides the way forward. Battle Master has a pair of goggles that dispel illusions, so he can use those to help guide them through, as none of the illusions will be reflected and he'll see the exit as not a sheet of ice. Next is the curling challenge. The ice floor before them is fragile, stepping on it will shatter it and they would fall into a pit. However, across the rough ice on the other side is a small hole. Inside this hole is a settlement that will have the ceiling fall and make a safe bridge across the gap. Next to them are some smooth, flat stones. They can lubricate the ice with Junaer's flask of replenishing grease. They will probably need a couple of good rolls (DEX DC 15) to spread the grease all the way across the ice floor into the hole. Anti-magic barrier half way across the ice, so they can't just fly or cast spells past that point. DEX roll 20+ will have the rock move past the spot it needs to sit in, setting off a "sprinkler system" that will get them wet, and with how cold it is, it'll make everything including confronting Desna, a lot harder. Last room is Desna, standing at the far end of a rectangular room. To no one's surprise, the floor is covered in a layer of ice. But this time it's stable and slick; the stone underneath can be seen. As they step on it, Desna will push and slide them across the ice, slamming them into the occasional wall or boulder in the middle of the room. If they find a solution to get close, let them. Otherwise, they'll need to whip out the Flame-Bark to weaken the ice beneath them, and Desna's control on the magic. This will also decrease any of their Ice, Wind, or Water magic, but will increase any of their Fire, Energy, or Nature magic. They'll need to box in Desna with the bark and tie her up. With 2 pieces of bark, she'll lost most of her magic. With 3, she'll lose her icy complexion. With 4, she'll pass out. If they do go ahead and report back: "Yes, well, tell Representative Gritstone, how are you finding your service to the people of Hvithavon." Asriya's way of indicating she heard, but cannot respond. As they turn to leave the tunnels, the lights all go out and darkness swallows them.
The Vrar are agents of The Keepers, but work secret operations for Asriya. Their current assignment is to apprehend Desna Shesh, the Ice Witch of the Issen Mountains. Desna is unique and powerful. Asriya wants Desna on her side, to ask questions and to study Desna's unique powers. Asriya will page Junaer. "Junaer, report. Have you encountered Desna? She's powerful, take caution. We want her on our side, but I'm doubtful she'll come along without a fight. Use the Flame-Bark to weaken and subdue her, if necessary. I've a meeting to attend. Report back when the job is done." They must get past Desna's illusions, traps, and tricks, ultimately using the manufactured danne-stones to weaken her power and bind her. Start with a "mirror" room, full of reflected illusions. Illusions include duplicates of themselves in various forms of frozenness, Desna running, shifting shadows. They will need to interact with each ice mirror to find the one that shatters and provides the way forward. Battle Master has a pair of goggles that dispel illusions, so he can use those to help guide them through, as none of the illusions will be reflected and he'll see the exit as not a sheet of ice. Next is the curling challenge. The ice floor before them is fragile, stepping on it will shatter it and they would fall into a pit. However, across the rough ice on the other side is a small hole. Inside this hole is a settlement that will have the ceiling fall and make a safe bridge across the gap. Next to them are some smooth, flat stones. They can lubricate the ice with Junaer's flask of replenishing grease. They will probably need a couple of good rolls (DEX DC 15) to spread the grease all the way across the ice floor into the hole. Anti-magic barrier half way across the ice, so they can't just fly or cast spells past that point. DEX roll 20+ will have the rock move past the spot it needs to sit in, setting off a "sprinkler system" that will get them wet, and with how cold it is, it'll make everything including confronting Desna, a lot harder. Last room is Desna, standing at the far end of a rectangular room. To no one's surprise, the floor is covered in a layer of ice. But this time it's stable and slick; the stone underneath can be seen. As they step on it, Desna will push and slide them across the ice, slamming them into the occasional wall or boulder in the middle of the room. If they find a solution to get close, let them. Otherwise, they'll need to whip out the Flame-Bark to weaken the ice beneath them, and Desna's control on the magic. This will also decrease any of their Ice, Wind, or Water magic, but will increase any of their Fire, Energy, or Nature magic. They'll need to box in Desna with the bark and tie her up. With 2 pieces of bark, she'll lost most of her magic. With 3, she'll lose her icy complexion. With 4, she'll pass out. If they do go ahead and report back: "Yes, well, tell Representative Gritstone, how are you finding your service to the people of Hvithavon." Asriya's way of indicating she heard, but cannot respond. As they turn to leave the tunnels, the lights all go out and darkness swallows them.
Relations
Allies
Asriya Ingen
Adversaries
Desna
Backdrops
Locations
Issen Mountains , but the interior. They have already been traveling through the ice caverns beneath and north of Isjorbe. So the space transitions from ice tunnels to grey stone tunnels, roughly hewn, but clearly not natural. More like man-made erosion (you know, from ice? like a fast moving glacier). Crystals of ice will form on the stone as they encounter Desna. There are occasionally deep set sconces, but they are unlit by default.
Plot type
Side Plot
Comments