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38 - As The Dust Settles

When last we left our heroes...   The group experienced a mixed bag of sleep inside Ty's tiny hut, resting just outside of the Northgate market. While settling in the for the night, Mamanor returns to Hollis, seemingly tainted or corrupted. Dropping a piece of a shattered obelisk at Hollis' feet, as much studying of it as can be done, is done. Deciding it best to rest for the night, members of the group have somewhat vivid or foreboding dreams. Pulled from sleep by the alarms of Ched Nasad, city guard rush back towards the city. The group moves towards where Mamanor found the chunk of obelisk, and upon arriving, a great ball of light erupts, blinding most of the group. Maars, seemingly attracted to the light, makes himself known to the group, leaving them after a short battle in swarm of meteors raining down on them. A quick regroup after an investigation of the area leads the group to discover that the slain group around them was perhaps transporting the now-shattered obelisk to the Black Port.   It is here we resume... and I turn things over to you. What would you like to do?   Session Plot Points     Black Port:
  • Investigation/Wisdom/Arcana (18+) will reveal the port is actually a portal
  • Is reachable within a couple of hours (nothing will attack the group if they make their way straight there)
  • Will be "deserted" but activated once the group approaches (activated by the obelisk bits)
  • Upon entering the portal, will transport them to Maars' Laboratory Pt. 1
  The Laboratory Entrance
  • Once the party goes through the portal, they cannot return; they must go forward
  • Protected by Ghosts, a Skeleton Swarm, and a Deathlock
  • Defeating the defenders will grant the group access to the Sphinx
  • If the Sphinx dies, it will be regenerated (cannot win a fight against the sphinx; must complete the riddles)
  The Sphinx's Riddles
  • Named: "Sav'inika"
  • Surrounding the sphinx are mountains of withered remains of previous adventurers who have seemingly gotten stuck attempting to answer her riddles
  • The party be transported to a place between realms, trapped with only one way of escaping - completing the riddles
  • The only warning the Sphinx will give is that each of the party must look deep inside to complete the test.
  • A WIS 20+ will grant that person the knowledge that they are trapped in a mental realm, but are physically still in the lair of the Sphinx.
  1. Riddle: I am passed from father to son, and shared between brothers. My importance is unquestioned, though I am used more by others. What am I?
  2. Answer: A Name
  3. Riddle: I am built between friends, broken easily, but foundational to survival. What am I?
  4. Answer: Trust
  5. Riddle: Kept, I never age; shared, I am gone forever. What am I?
  6. Answer: A Secret
  7. Riddle: You saw me where I never was and where I could not be. And yet within that very place, my face you often see. What am I?
  8. Answer: Your Reflection
  9. Riddle: Young men may think they lose beauty as they get older, but wise men know that true beauty lies here.
  10. Answer: In the eye of the beholder.
  • A correct answer will trigger an encounter with an undefeatable, legendary Beholder.
  The Beholder
  • Entering the realm of the Beholder does not immediately trigger combat
  • Sav'inika will tell that group that when they are ready, they need just say the word, and she will morph into the Beholder
Initiative
  • The party will regain the benefits of a long rest
  • If a party member dies; they enter a dream state and after 1 round are brought back with 1 level of exhaustion
  • The party must figure out to use the 5 riddle answers and admit each of their darkest secret to their reflection into the eye of the Beholder, or to each other.
  • The test will not be complete unless all of the party complete it.
  • Every round at the lair action, the beholder will morph into someone the party has wronged - Taryn, Lord Azaar, or William
   
City of Ched Nasad

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