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Arc VII: Angel's Vengeance

Introduction

Following the events of Ruins of an Age, Angel's Vengeance sees the party traveling to Novodelia to reforge the Godblade, an ancient sword capable of felling even immortal beings. Along the way, they'll discover what Vorston has been doing since his return and the horrid secrets of the Novodelian Ministry of Arcane Affairs.
  • Ruins of an Age is roughly 3-4 sessions in length and takes players from Level 9 to Level 10.

Vush - The Royal Academy

At the Royal Academy, the party has the opportunity to speak with several NPCs. They may also visit the Library or any of the classrooms within the Academy.
You materialize in the Main Hall of the Royal Academy. Students wander the halls as they go between classes. You know Ulrick and your other friends are in the Old Ballroom just down the hall.
  • Ulrick will be desperately intrigued by the Compass of Causality. After closely studying it, he'll make an observation. Ulrick notices that the Compass's internal mechanism has four ring-like spaces in it. He will then summon the Orb of Ego from its place floating above the room, only to throw it onto the floor and shatter it. The gaseous substance within erupts with fury, then collapses into itself, forming a single verdant crystal.
"This Compass is the means by which you will get to Hel, where Vorston is. The other artifacts; the amulet, the scepter, they are each tied to the infernal souls of the demon lords. This device is able to read them like coordinates. Once you have them all, you can use it to bridge the Astral Sea and cross over to Hel!" Ulrick carefully hands the compass back to you, then begins jumping around with joy.
  • If not discussed already, Ulrick will now reveal that he knew of Sylrona's death long before it occurred, but chose not to tell the party as to ensure a particular timeline would come to pass.
  • As revealed in the Sortis Serum Vision, the party must now locate the dwarven blacksmith known as Vildat the Great, who is believed to be living somewhere in Novodelia. Ulrick will admit that he has no idea where in Novodelia Vildat may be, but it is likely in a region with suitable materials for smithing, as the Ancient Dwarves were known to be unable to resist their creative passions.
  • Frennan Shessad enters with Adam Levinson, his buttler. The two of them have just come back from the Grand Dining Hall. Frennan is now more machine than man, with both his legs, his left arm, and his right eye having now been replaced by robotic components. Frennan will ask almost immediately where Sylrona is and who Vynevia is, and will be upset when he finds out about their death. After the initial shock passes, Frennan will insinuate that the party replaced Sylrona and become distraught. He will leave in a fury.
"I was close to them. Maybe not as close as someone like Kyra, but I knew them. I considered them to be a true friend. I considered you all to be true friends. How could you just move on like this? Like they were never here? Just go on and slot in some knew person to fill the space, is that what you did?"
  • If the party so chooses, they may leave campus and head to Slatecutter Manor to speak to Megatronus Slatecutter, Optimus's father and director of the Royal Academy. If so, Megatronus is currently attempting to catch lightning in a bottle, which is done by holding a bottle with a small pin stuck through the cork up during a thunderstorm.

Adam Levinson's Betrayal

Unbeknownst to the party, and the DM up to this point, Adam Levinson, Frennan Shessad's butler, is a spy for the Brilish Monarchy. He was sent to the Tarstan Colonies in order to protect Frennan, as he possesses the largest shipping company in the realm and his trade is essential to the Brilish economy.   Once Frennan became involved with the party, Adam's supperiors ordered him to assist Frennan in any way, so long as it kept him in close contact with the main characters. This was done so that Brilon could aid Vorston's plans by being aware of any threats. It was because of this that Adam and Frennan were not present in Sharfa when the Brilish Navy attacked it.   Now that the party is in possession of the Compass of Causality and three of the four Artifacts necessary to power it, the Brilish Monarchy (and Father Caligo in particular) have determined that the Compass needs to be stolen at the earliest opportunity. Adam Levinson will want to do this stealthily, but will resort to lethal force and taking hostages if necessary.
  • If the party leaves the Compass with Ulrick at the Royal Academy, Ulrick will contact the party using the spell Sending the following day to tell them it has been stolen.
  • If the party attempts to take the compass with them, Adam Levinson will take either Frennan Shessad, Ulrick, or Empress Calaitha hostage and negotiate for the Compass.
If Adam Levinson successfuly steals the Compass, his goal is to escape the Royal Academy and flee to a Brilish safehouse in the town of Groz, which is one mile east of the Royal Academy and will take him 30 minutes to reach. If he reaches the safehouse, he will depart for the Brilish capital of Filsa within an hour to bring the Compass to Caligo.

Isle of Bremen - Tarstan

As an optional leg of the journey, the party may choose to stop on the Island of Bremen, where Korrin is originally from. Bremen is a small island situated between the Tarstan mainland and the Steel Coast of Novodelia, with a population of around 1000 people. A good 30% of Bremen's population are Changelings in disguise, as the island's only town, Kahi, is home to a Changeling Safehouse that acts as the primary opperating center of the Tarstan Independence Movement. Bremen is, relatively speaking, in the middle of nowhere internationally and primarily is home to fishermen. Bremen is not necessarily on route to Novodelia, although it can be depending on where the Swordspear is sailing from.
What at first begins as nothing more than a speck on the horrizon soon grows into something bigger; an island. It's maybe only two miles from end to end, a mostly sandy mound in the middle of the ocean. The Swordspear's navigator informs you that this is the Island of Bremen, the smallest territory in the Kingdom of Novodelia. It's primarily a fishing village and has no military to speak of, he tells you, but could be a safe and useful place to stop and resuply. The have one town, called Kahi.

Kahi

Kahi is the only town on the Isle of Bremen. It is located on the eastern tip of the island and is right on the coast.
The Swordspear begins to descend a few miles off from the island, landing smoothly into the ocean before long and deploying its sails. A half hour later, you see you first close view of the island. The town of Kahi is located right on the island's eastern coast and is comprised of many hundreds of huts and homes. The sea off the coast is cluttered with small sailboats, many of which are nothing more than floating boards with a cloth sail, all of which with fishing lines cast. Your vessel smoothly sails past them and comes to a slow stop at a dock, which leads directly into town.
  • Alternatively, it is also possible for the party to dock beneath the Waystone Inn in the Hidden Cove, assuming they know its location already.
The town of Kahi has several locations of interest. Most people in Kahi have never seen an outsider, aside from Novodelian officials who occassionally stop here to conduct business.

Shrine of the Traveler

In the center of town, you find a small shrine. It's centerpiece is a small stone statue of a person in a robe with a blindfold across their eyes. In one hand, they hold a walking stick, while their other hand is held with palm exposed in a gesture of peace. Various small offerings suround the base of the statue.
  • A young woman will arrive at the Shrine to place a small bundle of rations at its base. The woman can explain that the Traveler is the god of change and good will. People at this island have prayed to him for generations, as they believe that he led the Tarstanese sailors who settled here to the island. They also believe that he will be the force of change that frees the people of Bremen from Novodelian rule.

Kahi General

The Kahi General Store is run by a woman named Harla and her five year old son, Galden. Galden is named after his father, who died after joining the Steel Ravens, a Novodelian mercenary group who were present at the Battle of Fort Ramiel. Harla has some wares for sale, but not much, as buying prices have been steadily increasing and are reaching a critical point.
You step through the door to the shop, and a small bell rings as you do. "Hello! Welcome," a woman says from behind the counter, "P-please take as long as you like! Everything is for sale." You notice a small child peeking over the counter, looking at you with awe.
ItemPrice
Spear 15gp
Net 5gp
Oil (Flask) (3) 70gp
Fishing Gear (Includes Fishing Rod and 5 pieces of bait) 150gp
Thieves' Tools 300gp
Hempen Rope (50ft) (2) 50gp
Potion of Greater Healing (3) 75gp
Potion of Superior Healing (1) 200gp
Ring of Inspiration   Requires attunement. When the wearer of this ring uses a point of inspiration, they gain a number of temporary hit points equal to their consitution score. 500gp
Ring of Haste   Requires attunement. The wearer of this ring can cast the spell Haste on themselves as an action. Once this has been done, this ability cannot be used again until next dawn. 300pp
  • As the party exits the shop, they bump into a man who looks and sounds identical to Korrin. This man is the original Korrin who Vil's mask is based on. He is just a simple fisherman who lives with his twin sister, Kayla, on the edge of town.

Waystone Inn

The Waystone Inn is home to the Brightstone Family, who are all secretely Changelings and members of the Tarstan Independence Movement.
  • On the way to the Waystone Inn, the party encounters a drunk who warns them not to go there. He says the Waystone is run by Changelings, a fact that he knows due to an incident 5 years ago in which he saw two men who he knew to be Korrin having an argument. He thinks that the Changelings must have assumed his identity and killed him, even though a man named Korrin still lives in this town.
You arrive at the top of a hill. Much of the town is visible from here. You see a small, quiet inn with a thatched roof. A sign hangs from over the door has a detailed painting of the same building you see before you. Beneath it, "The Waystone Inn, est. 1715."   You step through the door, the chime of a bell signalling your arrival. All 20 tables in the dining room sit empty and, aside from the chime of the bell, all is quiet. A woman stands polishing a glass behind the bar, and an old man is restocking the shelves. She looks up, and you see a confusing train of emotions cross her face. She collects herself and says "Welcome to the Waystone Inn! My name is Mara, what can I do for you?"
  • Jin, the changeling who plays Mara and is one of Korrin's parents, is angry with Vil for leaving the family behind a year ago. She wont address Korrin as her child initially.
  • Andar, the older man in the inn, is being played by Bin. Ruz, Vil's father who normally plays Andar, finally succumbed to his illness 1 month ago. His body is burried behind the inn at the foot of an old sycamore tree. Sim taught Bin how to play Andar, as she couldn't bear to take over his role.
  • Lam, Vil's twin sibling who primarily played Taman, left the island 1 month after Vil did to look for him. He went to Novodelia, and has not been heard from since. It is not known where he went exactly, but it's likely to be on the Steel Coast.
  • Hars and Dox, the changelings who helped play Zolis and Taman, were taken from the island by Novodelian officers 5 months ago. Their child Vix, who played Zolis and Taman's daughter Kerri, was also taken. The whole town saw them get taken while in their masks, so nobody plays Zolis, Taman, or Kerri anymore. The cover story is that they were plotting something against the Novodelian government and arrested, with Kerri being put up for adoption, but really they were taken as punishment for Korrin's assassination attempt. Novodelia is now keeping a close eye on Kahi, so very little has happened in the Tarstan Independence Movement.
  • After a while of talking, Aoth and Lander emerge from the back. Aoth, who is played by Vil's sister Sim, will initially seem angry with Vil, only to embrace him. Lander is being played by Nix, Bin's partner.
The party may go into the inn's cellar, which leads to a series of tunels where the majority of the Tarstan Independece Movement lives. There are roughly 100 people who live in these tunnels, many of whom the party may recognize as townsfolk in Kahi. There are plenty of supplies that the party is welcome to take, including 4 Potions of Healing, 5 Fire Arrows, 2 Bottles of Oil, and 5 days of Rations.
  • The party may dock the Swordspear in a secret cove located at the bottom of the tunels.
  • In the tunels, there is a library where Changeling history has been stored. This history dates back over 2000 years. The Changelings were once allies with the dwarven blacksmith known as Vildat the Great, and by combing over the records the party can learn that Vildat the Great is hiding in the Novodelian town of Khondal.

Isle of Gnomania

Located 200 miles due north of Novodelia, the Isle of Gnomania is home to the only civilization of Gnomes on the planet. It is a small island roughly a from end to end, having a population of roughly 200 people. The Gnomes are incredibly short, being only 3.5ft tall on average, and so their houses are about chest-height for the average person.   There is no strategic reason for the party to visit the Isle of Gnomania, however, it is a safe place to rest and restock the Swordspear.

Searching for Vildat

If the party does not know the location where Vildat is hiding, they may search each town on the Steel Coast individually. There isn't much to learn about at these towns, but at a random point during the party's visit to each, drop one of the following tidbits of information, rerolling if repeated:
1d4Info
1 You overhear from a passing conversation; "My cousin lives in the capital, he told me by raven that a large shipping vessel just arrived there and unloaded something big. He couldn't tell what it was; they had it under some kind of tarp"
2 You hear from a town crier; "Hear ye! A new King of Brilon has been crowned! The previous king, King Halron, has stepped down and transfered authority to a new monarch, who's identity is still unknown at this time."
3 You see a group of clergymen huddled in the town square. As you pass, you can't help but overhear their conversation. The chatter is frantic and disjointed, so you dont get all of the information, but one thing is for certain; Duke Albain of Novodelia has died, leaving Queen Aveline a widow.
4 You overhear two children talking as they play hoop and stick: "Did you know? Theres a lot of towns on the Steel Coast! A whole lot! And all of them make metal and they've all got blacksmiths! My daddy says that one of the towns has only one blacksmith, for the whole town! It's called Khondar! Or was it Khoval? It's a weird name."
  • By this point, the party should have a pretty good idea about the current state of events in Novodelia, and possibly a lead as to where Vildat is hiding.

Khondal - Novodelia

The town of Khondal is one of four mining and smithing towns that make up the Novodelian Steel Coast, with the other four being Bayandulag, Somgondorde, and Tselzit. Of the four towns, Khondal is the least populated. It is known that only one blacksmith lives in Khondal, yet the town still produces enough steel to meet quotas. This is because Vildat the Great is in hiding here, under the alias Johan Brandy.
The Swordspear sets down just a mile off of the Steel Coast. The waters are shrouded in a thick layer of fog, the Swordspear's navigation team having to make a few minor adjustments to ensure that you remain on course. After just a few minutes, a town comes into view. Khondal is a quaint, little town draped across a hilly coastline. Plumes of smoke trail into the sky from all across the town, and the air smells faintly like burnt rubber. The buildings here are squat and stocky, prefering to be wide rather than tall. The Swordspear smoothly glides across the slightly choppy seas and comes to a stop by the largest dock available, the deckhands slinging rope around the deck posts as the anchor drops.   A man in steel armor approaches from down the dock, meeting you just as you ascend the plank. A purple sash falls across the scruffy man's chest; an indicator of his military rank. "Welcome to Novodelia," he says, "And welcome to Khondal! My name is Lieutenant Dominique Desrosiers. What is your business in the Steel Kingdom?"
  • [Perception 18] While Lieutenant Desrosiers has appeared alone, four Novodelian Officers are watching from down the dock, slightly obscured in the fog. They are ready to jump into action should the discussion go south.
  • Lieutenant Desrosiers is only aware of one blacksmith in Khondal, a hardworking man named Johan Brandy. He's an old man, yet his output has put him in high favor with the kingdom. He doesn't know where in Khondal he lives.
Khondal's town square is small, decorated only with an old statue of Argath, the Goddess of Travel [Unlocks Khondal Town Square Fast Travel Point], and features several small shops. There's also an inn.
  • Anyone the party asks about a blacksmith will tell them about Johan Brandy, who lives on the northern edge of town in a small cabin at the base of Mt. Delarou. It's about an hour's walk from the town square. Johan likes to be left alone, so nobody from Khondal ever visits him without an appointment.

Johan Brandy's Cabin

The Dwarven blacksmith Vildat the Great, under the alias Johan Brandy, is hiding in this cabin. He uses a robotic exoskeleton covered in fake skin to appear human.
Johan Brandy's cabin is much how you pictured; a small oak log structure with a large chimney, which you suspect is for an interior forge. The home is covered in ivy and surrounded by tall grass. Theres also a stable with a single brown horse and a small shed with countless tools hung on its walls.
  • The cabin is surrounded by bear traps, Vildat's own personal invention, hidden in the tall grass. The traps require a DC 22 Perception check to spot and a DC 17 Dex save to avoid. If caught in a trap, the target takes 3d8 piercing damage and is Restrained. The traps can be disarmed or disengaged with a DC 16 Slight of Hand check and deal 1d4 piercing damage on a failure.
  • If a trap is sprung, Vildat will emerge from his home wielding a repeating crossbow, which has a +8 to hit, deals 2d8 Piercing damage on a successful hit, and can attack thrice in a single attack action.
  • Vildat wants nothing to do with anyone that does not have work for him, as smithing is his sole purpose in life.
  • Vildat has no intention of forging another Godblade and must be convinced to do so. He believes that the Godblade grants a power greater than any mortal should wield, only leads to death, and, if used to kill Vorston, would only create a power vaccum that much greater forces would seek to fill. He doesn't care that everyone would die if Vorston succeeds; in fact, he welcomes it, as he doesn't have the courage to die by his own hand.
  • If convinced, Vildat will tell that, in order to forge the Godblade, he requires a bone from an Angel. He does not know where to find this, as Orc King Goldrine sourced the bone when the first Godblade was forged. He suggests that the Novodelian Ministry of Arcane Affairs may know something about where the bone can be located. The Ministry is located in Bayan, the capital of Novodelia. The best way for the party to get there is to take the Swordspear down the Rashig river, which would take 2 days of travel.
While the party is sailing down the Rashig River, they will be ambushed by Xelick, the Silent Sands, who will jump down onto the Swordspear from a bridge. On Xelick's hip, there is a string which has seven severed ring-fingers threaded through it, each of which with a discolored, ring-shaped patch of skin after the second knuckle. Xelick will begin the encounter by throwing a balled note at the party, written in Common, which says the folowing:
I do not want to fight you. He is forcing me. You must find a way to end it.
  • The party's rings will glow, and Xelick will summon 3 Vrocks to fight alongside him.

Bayan - Novodelia

Bayan is the capital of Novodelia. It is home to roughly 150,000 people, nearly all of which are humans. The city is located in the middle of a savanna-like environment, with warm days and chilly nights, and predominantly features neo-gothic architecture. Bayan also has a high military population, and therefore their policing system is highly militarized. There is a high class disparity in Bayan, with all of the city's labor population living outside the city walls in districts such as Windside, Lightbridge, and Sunrise Quarter. The city's primary port is located in the Windside district.
  • The people of Novodelia speak both Common and their own native language called Mehral.

Windside District

This district is primarily composed of docks, warehouses, and small factories. Bayan's lower middle class and poor population live in this district.

Windside Dock

A scent begins to permeate the air; a pungent, smoky smell that irritates your nostrils. The Swordspear rounds a bend in the Rashig river and a grand bridge comes into view. You sail below it, and it is just then that you finally arrive in Bayan, the capital city of Novodelia. It is perhaps one of the largest cities you have ever seen, bigger even than the winding streets of Aurora. You seem to have sailed into some sort of labor district, with warehouses and factories lining the river on both sides. Far to the west, grand stone-brick walls stand tall above the houses of this district. Spires and roofttops peak over the walls, all of which are eclipsed by a gleaming white palace towering over the city's southern edge.   Captain Tay Jarret approaches from below deck, holding a map of the city. "The navigator tells me this is the Windside District. It's an industrial burough on the edge of the city. We'll make port here." The Captain folds the map and hands it to you. "You're gonna need this. This is the second most populated city in the realm; it'd be a crying shame if the world ended because one of you got lost."   The Swordspear's deckhands tie down the vessel as you dock at a small port. A shipmaster exits his booth and approaches you as the plank is laid. He's holding a clipboard in his hands. "Business or pleasure?" he asks. He's a stout, round man and has a thick handlebar mustache.
  • The shipmaster charges 125pp per hour to watch a leasure ship of the Swordspear's size, and 75pp for a business ship, although he must know the business of the vessel for legal purposes.
  • The shipmaster will ask the party if they require transportation into the city center. He knows a man nearby who offers carriage services with guaranteed entry to the main city for 200gp.
As you travel through Bayan's Windside District, you notice an apalling number for vagabonds and begars along the city's cobblestone streets. These people are hungry, dirty, and shabbily clothed. This is how the Novodelian monarchy treats its most valued citizens; its workers. You witness a couple Novodelian Officers beating an old man in an alley as you pass.
  • If the party chooses to do little else in the Windside District, they may continue to Windside Gate.

Windside Gate

The Windside Gate is one of multiple entrances to the Bayan city center, specifically to the Bonstair District, which is the main commercial district of Bayan.
You've reached the end of the road, the colossal frame of the wall casting a shadow over you. There is a grand wooden gate before you, with smaller gates on either side to allow pedestrians to pass through. A pair of guards waits outside the gate, and they move to let you in when they see the carriage.   You pass through the gate, expecting to have entered the central city, yet instead you find that the carriage has come to a stop in some kind of border checkpoint, hidden within the wall. You see a guard has walked into the space to begin talking to your driver, but you can't quite make out the conversation through the carriage walls.
  • [Perception 15] You notice, high up on the walls of the room you're in, there are four slits in the wall; two on each side. Through one of the slits, you make eye contact with a Novodelian soldier, who has a crossbow aimed directly at your head.
  • [Perception 24] You overhear just a bit of the conversation between the driver and the guard: You clearly make out the words investors and factory.
  • The driver told the guard that the party is a group of investors who have come to Bayan to invest in a new factory, and that they are entering the central city to speak to the factory's owner. The guard will open the carriage and ask one member of the party to step forward and ask them the same question. If the facts match, the party will be let in; otherwise, they will need to bribe the guard or risk raising the alarm.
  • The driver was not expecting the guard to interrogate the party, as that is not usual for the checkpoint. He believes the city must be raising its security for something.

Bonestair District

The Bonestair District is named for Bhrams Bonstair, a Novodelian philanthropist who invested in the district, turning into the city's largest commercial center. Novodelia's main street, called Aveline Street, passes directly through this district, ending at the City Square where Faromire Hall and the Novodelian Ministry of Arcane Affairs is located.
You pass through the gate into the Bonestair district. You see many people walking through the streets, most of whom are wearing extravagant outfits, such as dresses and suits. This is clearly a promonent comercial district, as you see many shops on both sides of the street, including a tailor, a potion store, a busy tavern, an inn, and a barber shop.
  • For the shops in this district, improvise their wares and prices.
  • While the players are in this district, have them overhear from a passing conversation that an announcement from the royal family will be occuring today at noon in the Central Square.
If the players travel to the central square at noon, they will hear the following announcement.
You walk into the city's Central Square, seeing that a massive crowd has gathered. A platform has been set up on the other side of the sea of people a good 150 feet away. Draped from the roof of the concert hall behind the stage is a massive banner, featuring a magenta dragon breathing fire before a light purple background. Center stage, a woman in an extravagant purple dress sits cross-legged on a throne. She has fair skin and stark silver hair, yet appears quite young. To her right stands a man some of you recognize all too well; an old man with whispy white hair and glasses, wearing a blue robe and a crimson cape. Those of you who know him remember his name quite clearly; Pollock Zaphriel, the Novodelian Minister of Arcane Affairs.   The Minister approaches the front of the stage and begins to speak, his voice somehow echoing all the way to the back of the crowd. "People of Novodelia! Thank you for being here today. I am Pollock Zaphriel, your royally appointed Minister of Arcane Affairs. Your queen, Queen Avaline the Second, has tasked me with delivering an important annoucnement. As you all know, several days ago the queen's husband, Duke Albain of Galant, passed away due to a sudden illness. All of us at the Ministries are grieving for the royal family, and for the heartbreak your Queen is enduring. To celebrate his life, Queen Avaline has requested a royal ball be held at Faromire Hall tonight at sunset. Admission will be 2000 platinum pieces for men, and free admission for all fairly-dressed women. We are hoping that you will be there." The crowd cheers. "But that is not the only announcement to be made here today. As many of you know, several weeks ago, the child King of Brilon, King Halron, stepped down from the throne and gave power to another; making this individual the first adult King of the First Kingdom in history. The identity of this man was kept secret, as to protect his identity and ensure a smooth transfer of power. Your queen, seeing this development as an opportunity to strengthen the bonds between our two nations, has made a bold decision. Queen Aveline of Novodelia has decided to seal the bonds of our sister nations through marriage!" The crowd cheers again, louder this time. "And so, it is with great pride and reverence that I present to you..." The curtain banner parts to the queen's left. From the dark behind, a man approaches the stage. He places his pale hand upon the backboard of the throne, stepping out into the light, his silver armor shining in the sun and his black cloak flowing in the light breeze. Its then that you see his face; his angular jawline, his piercing eyes, his flowing blond hair. "Vorston, the new King of Brilon!" The crowd errupts with fervent cheer as Vorston raises his hand to the people. He wears a crown upon his head with a crimson jewel in its center, which glistens lightly as he smugly smiles to the crowd, a sickening look of utter satisfaction on his face. The Queen stands and turns to face him. He kneels before her, taking her hand into his as he presents a ring, gently sliding it onto her finger. The Novodelian people cheer again as the two royals stand and wave to the audience. It is then, to your horror, that he spots you, almost as if he knew exactly where you were; like he could feel it. He makes eye contact with each of you, his smile widening into a grin. The pair take eachother in arms and make their way back behind the stage.
  • The jewel in Vorston's crown is not the Jewel of Wrath, although it looks identical. The real Jewel is still in Brilon.
  • Vorston has manipulated the Brilish monarchy into making him their king, as ancient records match his description with the god who gave the right to rule to Brilon's first king. His goal is to manipulate international politics and weaken Kindevion before he unleashes the Frigid Wrath. By doing so, Vorston reduces the chances that there will be survivors of his plan. By starting the Third Resource War, Vorston also shifts international attention away from himself, allowing him to do what he pleases.
  • Vorston, Queen Avaline, and Pollock Zaphriel aim to return to the Ivory Palace to prepare for the ball ocurring later that night. Vorston has left his acolyte, Kimbal, to patrol the path they are taking.
  • Pollock Zaphriel has, in his possession, a key to the Ministry of Arcane Affairs. If the players seek to enter the Ministry, they must do so by stealing this key. A DC 19 Perception check will spot the key on his person at the end of the speech.

Faromire Hall

The Memorial Ball at Faromire Hall will not be held until sunset. When the sun sets, Faromire Hall will quickly fill with people.
  • Admission to Faromire Hall will be limited to men with 2000 platinum pieces and women who are well dressed.
  • Weapons must be checked with the guards at the entrance to the hall.
You pass through a set of curtains, entering the main ballroom. The circular ballroom, illuminated by a grand candelier, is practically filled with people. Hundreds of conversations, accompanied by a string quartet elsewhere in the hall, fills your ears just as the thick atmosphere of perfume and collogne fills your nose. Everyone is fancilly dressed. There are no peasants here; just nobles and royals, you suspect. Vorston and the Novodelian Queen are sure to be here, as is Pollock Zaphriel, the Minister of Arcane Affairs.
  • A DC 25 Perception check, or roughly 30 minutes of searching, will let the party spot one of their persons of interest.
  • Vorston and Queen Aveline will enter the ballroom from a secure entrace after roughly 30 minutes, after which they will move to the center to dance.
  • Pollock Zaphriel will be speaking with the rest of the royal family. At some point, he will step onto the rear balcony to smoke his pipe, at which point he will be alone and exposed. If cornered, he will attempt to flee Faromire Hall and head to the Ministry of Arcane Affairs, where a ritual to resurect Azeroth the Red Dragon would be currently occuring. If he is on the brink of death, he will surrender and tell the party that he is the only one who can stop the ritual, so they need him alive.
  • If Vorston is confronted here, 15 Brilish knights will descend upon the ballroom within two rounds of combat.

Ministry of Arcane Affairs

While Novodelia's government is a monarchy, various government functions are sectioned out to various ministries. The Ministry of Arcane Affairs is tasked with researching magic, the Astral Sea, and the fantastical creatures native to Kindevion, with the aim of using them to aid Novodelia. However, the Ministry utilizes dark magic to do this and often tortures non-human individuals within the ministry to get them to do what they want.
You approach a large, domed building made from marble. Two grand staircases, separated by a bronze statue of a dragon, lead upwards to two sets of double doors and many large collumns. A bronze plaque written in Mehral spans across the collumns. Translated, it says: Ministry of Arcane Affairs.
  • The ministry has two floors; a semi-public first floor full of mostly offices and a secret basement level where most of the ministry's nefarous activities occur. The workers, guards, and sorcerers on the first floor do not know about the basement level.
  • At night, the only people on the Ministry's first level will be guards.
  • There are three entrances to the basement level; A secret elevator in Pollock Zaphriel's office, a hidden passageway in a vacant shop elsewhere in the Bonstair district, and an undeground tunnel that can be accessed via a cargo elevator in a warehouse in the Windside District.
  • If fighting in the Ministry's first level becomes too easy, have the party fight a pack of Barbed Devils.

1. Entrance

  • Both entrances to the ministry are observed by a guard in a guard post at all times of day. The guards will only let in those with a valid appointment or those who work at the ministry.

2. Central Hall

  • The central hall is patrolled by 2 guards at night.
  • The bookcases in the center of the hall contain some of the founding knowledge of the ministry, including multiple books from the Royal Academy. A successful DC 18 Investigation check lets someone find a random spell scroll.

3. Medicine Section

  • The medicine section is patrolled by 2 guards at night.
  • The bookcases contain various knowledge about medicine and healing magic. A successful DC 18 Investigation check lets someone find a spell scroll of Heal.

4. Alchemy Lab

  • The Alchemy Lab is patrolled by 2 guards at night.
  • The Alcehmy Lab is where members of the ministry experiment with alchemy in order to aid the kingdom. A successful DC 18 Investigation check lets someone find 30gp.

5. Ancient Texts Section

  • The Ancient Texts Section is patrolled by 1 guard at night.
  • The Ancient Texts Section is where incredibly old documents, books, scrolls, and tablets are stored. A successful DC 15 Investigation check lets the party find a section dedicated to dieties, and a note where a tablet is notably missing. The note, written in Mehral, says: "Following the failure of Operation #271, A.T. #271 has been moved to private collection."

6. West Barracks

  • Patrolled only by one guard, who sits at the guard post.
  • A DC 15 Investigation check lets the party find two random items from the Adventuring Gear table.

7. East Barracks

  • Patrolled only by one guard, who sits at the guard post.
  • A DC 15 Investigation check lets the party find three random items from the Adventuring Gear table.

8. Dining Hall

  • The dining hall is patrolled by two guards at night.
  • A DC 15 Investigation check lets the party find two days worth of rations.

9. Nature Section

  • The nature section is patrolled by two guards at night
  • The Nature Section is dedicated to storing the ministry's knowledge on magical plants, creatures, and fungi. A DC 18 Investigation check lets the party find a Scroll of Wall of Thorns.

10. Pollock Zaphriel's Office

  • The minister's office is mostly empty, however, there is an elevator to the ministry's basement level hidden behind the bookcase against the north wall. The bookcase requires a DC 27 Perception or DC 17 Investigation check to discover. There is a lock in the bookcase behind a copy of the Scroll of Divinity, the holy text of the Ring of Divinity. The door can be opened by using Zaphriel's key on the lock or passing a DC 26 Slight of Hand check.

11. Zaphriel's Private Quarters

The elevator descends into a room that, to your surprise, appears to be a bedroom. Ornate wallpaper covers the room, and right before you is a desk. There is also a queen sized bed and two nightstands, as well as an expensive Zakibian rug.
  • [Investigation 18] In Zaphriel's nightstand, an letter written to him by Queen Aveline can be found, in which she addresses him as "My Dearest Zaphriel." The letter goes on to describe various lewd thoughts the Queen has regarding the Minister, and is signed rather stereotypically with a kiss at the bottom of the page. The date on the letter is from only a few weeks ago.
  • The door to leave this room appears as a wall on the other side.
  • The lower levels of the Ministry are patrolled by Archmages.

12. Interigation Room

  • The interigation room is currently unlocked. The wall between the two sections of the room is one-way glass.
  • There is blood on the table on the side with the handcuff link. There is nothing else of note in this room.

13. Monster Captivity

  • There are eight monsters in captivity: A Shield Guardian, a Chain Devil, two Incubi, a Mind Flayer, A Basilisk, an Imp, two Barbed Devils, and a Mimic disguised as a treasure chest.
  • The Chain Devil is, in fact, the same one that was unleased from the Iron Flask in Astu Sacrificium. The Mindflayer is also from Astu Sacrificium, and was harvested from one of the incubation pods.
  • The southern most room is the control room. There is a lever for each of the chambers, as well as magical mirrors on the walls which show what the monsters are currently doing.

14. VIP Captivity

You descend down the stairs, arriving at what is at first an unfamiliar sight, but soon becomes clear to two of you. Korrin and Vynevia, you are standing in a hallway with prison cells on both sides. You distinctly remember two of these cells, as they once held you captive only one year ago. One cell notably has shackles on its wall, the other contains only a chair with straps on its arms and legs.
  • There are only three people currently in the VIP cells; A purple full-dragonborn woman named Myla, a human man named Yorald, and a Human woman named Ophelia.
  • Myla Ericson was given a prototype version of the Immortal Servant rune 1500 years ago, and was one of the first people taken captive by the Ministry. The Immortal Servant rune is the same that was given to Xelick, making him immortal and eternally loyal to Vorston. Myla's version of the rune is incomplete, making her immortal but not loyal to anyone. Novodelia has been using her to study Dragonborn biology. Myla remembers Korrin and Vynevia, but isn't upset if they don't remember her.
  • Yorald Steelhammer was a poor blacksmith in Emyel. He was conviced several months ago to travel to Astu Sacrificium, where he was turned into a Werewolf. When Novodelia found him, they were able to develop a countercurse to allow him to change form at will. They were seeking a way to make him obedient so he could carry out assassinations for the Ministry.
  • The Human woman named Ophelia is, in fact, a Changeling named Lam, the missing sibling of Vil from the island of Kahi. After Lam traveled to Novodelia, they struggled in deciding upon a form to take, and was eventually captured by Novodelian enforcers while trying to change form. Lam has since been cursed with a Rune of Command, which allows the Ministry to control which form Lam takes using a panel on the wall next to the cell. Lam's memories alter when they change shape so that they believe they are the person they are impersonating. Lam will only have their true memories if they are reverted to their base form.

15. Private Section

You enter through the massive double doors into a grand library; much larger than those on the ministry's first level. The bookcases go all the way to the ceiling.
  • A DC 15 Investigation Check will allow the party to find the Tablet of the Imprisoned Heavens. The party may also find this tablet if they know its identification number, 273. This tablet, written in celestial, describes the inprisonment of an unnamed Angel somewhere on the continent. The tablet says something about "A place where the realm of Novold meets the heavens." The players must decipher that the tablet is talking about the tallest peak on the continent, which the navigator on the Swordspear would know as Mount Basilia.

16. Loading Dock

After unlocking the giant metal door, you enter through to some kind of loading dock. In the center of the room, the massive decayed corpse of Azeroth, the red dragon you'd slain mere weeks ago and Vorston's most trusted ally, lies in the center of a summoning circle. His body is covered in runes, meticulously cut into his skin, each of them reminiscent of Xelick's resurection rune. Two archmages stand on either side of him, chanting something in Abyssal.
  • The door to the loading dock is made of solid iron (AC 25) and is locked. The lock requires a DC 28 Slight of Hand check to unlock. Failing this check causes the lock to glow with runes, casting fireball centered on the door.
  • In the Loading Dock, two archmages are attempting to resurect Azeroth. The ritual, chaneled by a summoning circle on the floor, is tied to the life forces of the two Archmages. If the Archmages are not killed within one round of combat, Azeroth will be resurected as a mindless zombified version of his former self. He will then flee the complex by busting through the cieling.

Vault of Stars

The Vault of the Heavens is a celestial-built facility in the mountains of Novodelia. It was constructed to contain the rouge angel Valus, who granted magic to humans against the gods' will. The vault was previously discovered by envoys from the Ministry of Arcane Affairs, who set up shop in the caves outside the entrance to the vault.
  • It will take the party 5 hours to fly to Mt. Basillia aboard the Swordspear. Should they travel there by foot, the journey will take 2 days.
  • Nearby the Vault of Stars is an isolated mountain top with a single pile of rocks atop it. If the players have a treasure map that directs them to a burried treasure in the mountains of Novold, they will be able to find this location. Under the pile of rocks is a chest containing 400gp and the Arcane Chef's Cookbook.
  • To find the entrance to the vault, the party must travel to around near the peak of Mount Basilia, to the east of Bayan on the border of Novodelia. There is a small clearing near the peak where the Swordspear could dock.
  • When the players arrive at Mt. Basillia, if Pollock Zaphriel has been left alive, he will ambush the players here by teleporting in with two mages.
  • A successful DC 19 Perception or Arcana check will allow the party to notice that the ground here seems to be humming with some sort of energy.
  • A successful DC 18 Investigation check will allow the party to notice a cave hidden behind a fallen tree.

1. Caves

  • In the central cave, there is a table where a Phalasian researcher named Kai is studying celestial texts. Kai works for the ministry, though only as an independent researcher. He is unaware of the ministry's wrongdoings. Kai has been left here by the ministry to investigate the vault from the outside.
  • It is also possible to loot crates in this area, which contain two potions of healing and 36 gp.
  • To enter the vault, the party must break through a marble wall at the top left.

2. Vault Door Puzzle

  • This room serves as the vault door for the rest of the complex. When the party enters the room, the wall will reform behind them and six Couatls will spawn into the room. A small black hole will also form at the center of the room, which appears to be slowly glowing.
  • If a player stands in the same space as the black hole, they will be able to see a random Imp that is glowing. The Imp can be seen even through walls.
  • If the party does not kill three glowing imps within 8 rounds, the black hole will collapse and kill all creatures in the room.

3. Gorgon Maze

You pass through the tunnel into a large cavern.
  • The Gorgon Maze is a large cave in which 7 Gorgons dwell. The party must stealth through the vavern. The cave is heavily obscured.
  • [Perception 18] You hear something breathing with you in the cave; a raspy exhale that almost sounds as if it comes from inside a metal can.

4. Trapped Hallway

The hallway is decorated with various illustrations, which seem to depict a large group of peolple surrounding a lake.
  • The hallway is trapped every 10 feet by pressure plates which summon laser fields. The lasers require a DC 18 Dex save to avoid and deal 8d6 radiant damage on a failure.
  • The door on the other side of the hallway, which is made of stone and has a carved lion's head centered on the front of it, is locked and requires a DC 22 Slight of Hand check to open. If the check is failed, the lion's head on the door casts Burning Hands at first level, aimed directly down the hallway.

5. Poison Gas Puzzle

The door opens up into a large cavern which seems to be filled with a purple gasous substance. Your nostrils burn when you smell it.
  • Whenever the players enter the poison gas, they must make a DC 25 Constitution Saving Throw. They take 3d8 Poison damage on a failure and take no damage on a success.
  • To solve the puzzle, the party must navigate towards safe zones where the gas cannot affect them. Once they reach the first zone, 3 Chimera will appear. The Chimeras are immune to the poison in the rooom, but not immune to any other form of poison. To open the exit door, the party must flip two switches.

Valus's Chamber

You pass through the doors into a large cylindrical room. There are several large pillars which surround a large force field. Inside, you see a very large man with four arms, six feathery wings, and three eyes. A faint halo hangs above his head. He turns to you. "Visitors! To what do I owe the pleasure? No, don't tell me, you're here for one of my bones, aren't you?" He says this without speaking.
  • Valus's chamber has a height of 70ft.
  • Valus has no intention on fighting the party. He fought Orc King Goldrine 2000 years ago when the first Godblade was forged and Azeroth when Zakib was destroyed, and has no intention of any more of his body parts going missing. Valus has a hatred for magical races and an appreciation for Humans. The party may eventually realize that killing Valus is the only way to forge another Godblade.
  • Valus's forcefield prevents him from escaping and from using most of his magic. Once it's destroyed, the force field implodes onto him, rendering him mortal yet more powerful.
  • Halfway through the fight, Valus emits a wave of energy as a prepared action which speeds up the passage of time in his chamber. This effect will not be entirely unnoticable, as the players may find their nails growing and hair getting longer as the fight progresses. Optionally, the party may gain one level of Exhaustion every round. After confronting Valus, the date will be 23rd of Autumn's End, 9 days before the Frigid Wrath is set to be unleashed.
  After defeating Valus, the party will be unable to exit the Vault of Stars via the teleportation rune. They must return to the surface through the entrance. Once they arrive on the surface, if Pollock Zaphriel is still alive, then he will confront the party there with two Royal Guards.   Once Valus has been killed, any one of his bones would suffice as an Angel Bone to forge the Godblade. The Party levels up to Level 10.

Valus, Imprisoned Angel CR: 20

Huge celestial, chaotic good
Armor Class: 19
Hit Points: 400
Speed: 50 ft , fly: 50 ft

STR

17 +3

DEX

13 +1

CON

17 +3

INT

18 +4

WIS

20 +5

CHA

12 +1

Skills: Arcana +11, Insight +11
Damage Vulnerabilities: Necrotic
Damage Resistances: Radiant
Senses: Darkvision 60ft.
Languages: All languages known by the target
Challenge Rating: 20
Proficiency Bonus: 6

Attack Bonus: +10, Save DC: 20

At will: Firebolt, Cone of Cold. (7th Level), Lightning Bolt. (5th Level)

1/day: Counterspell. (5th Level) [Recharge 5-6], Greater Restoration     [Special] Reverse Gravity, Power Word Kill

2/day: Conjure Celestial, Invisibility, Misty Step, Fireball (5th Level)

3/day: Silvery Barbs, Shield


Forcefield. Valus has a forcefield around him that prevents his escape. The shield had an AC of 15 and an HP pool of 100, which is a portion of Valus's health. Valus can cast spells through the shield, but can't pass through it. Once the shield is disabled, valus is rendered mortal by the shield's implosion. He then gains access to his special options.

Actions

[Special] Alter Reality. Valus uses his astral abilities to alter reality. Valus can select any 60ft sphere of space he can see and alter it with various effects. These effects are determined by a 1d4 roll.

  1. Fire. The space becomes a sphere of fire and molten magma. Targets must succeed a DC 20 Dex save or take 3d10 fire damage. The fire remains for two rounds, dealing damage to all creatures who enter the space.
  2. Lightning. The space becomes a sphere of crackling electricity. Targets must succeed a DC 20 Dex save or take 3d10 Lightning damage. The electricity remains for two rounds, dealing damage to all creatures who enter the space.
  3. Cold. The space becomes a sphere of snow and ice. The space becomes rough terrain. Targets must succeed a DC 20 Con save or take 3d10 cold damage.
  4. Stone. The space becomes a sphere of fast moving stones. Targets must succeed a DC 18 Dex save or take 2d10 bludgeoning damage.

Bonus Actions

[Special] Terrifying Form. Valus becomes a horrific, otherworldly shape. All creatures within 60ft. of Valus must succeed a DC 12 Wisdom save or take 3d6 Psychic damage and become Frightened for 12 seconds.

  • When the party returns to Vildat's abode, he will combine Valus's bone with Novodelian Steel to re-forge the Godblade.
Decorative feather-like guards suround the handle of his longsword, its thin blade full of glowing cracks that shed a dim light. Vildat looks at you, an undertone of regret in his eyes. "Ensure that when this blade's buisiness is done, it finds a place to rest. I suggest you do the same."

The Godblade

Wondrous Item

Legendary

Divine Weapon. +3 to hit, deals  3d8+STR Radiant damage to the target. If the target possesses Minor Immortality, the target's hit point maximum is reduced by the damage dealt, and the target is killed if struck while at 0 hp.

A longsword with golden cracks up the length of its blade. Two steel wings protrude from the hilt and spiral upwards. The sword glows a faint amber light in the dark.

Type Damage Damage Range
Martial Melee 3d8+Con (Longsword) Radiant


 
~End of Arc; Continue with The Third War Arc~

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