BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Session 13A: Reflections of Temporal Peril -HA

General Summary

The Heroes


Emet-Selch {Vedalken Artificer}
Eralyse Sarrallon {Aasimar Paladin}
Jon Mastiff {Human Wizard}
Mala {Aarakocra Monk}
Mellow Leaf {Tabaxi Ranger}
Campaign:Heart of Annilation
Current Year:756



1

On emberleaf Isle....... The group meets inside of a secure location and has a short discussion that there seems to be a mole in the Silvershade group and that Octavia may have been taking actions to shield the group from said mole.   The next days each of you hears a strange message on the Earpieces you are wearing. You hear Zewyn's voice, it sounds strange and she seems near to tears.  
Please, if any of you are alive travel......6.34 south 35.43 west. I'm here.......one....your...anions......long to live. I'm...com........through..is.......urry.... don....qui...eh... ah
— Zewyn

Consulting with Octavia you are able to confirm that it's a location is a few hours travel to the south. Probably an island of some kind, but the silvershade haven't charted much of the waters outside the barrier.  

2

But you make your preparations and head out, making use of Eralyse's gryphon and additional gryphons summoned by some of the silvershade druids on emberleaf isle.  

3

You arrive at the coordinates you were given and as predicted there is an island at the location. Though there is definitely something strange about it. The small island is encased in a bubble. Where you are it is late morning, however, within the bubble, the sky is filled with stars and the island is illuminated by the light of a waxing gibbon moon.   DM Notes
DC 10 history or arcana check to know that such a moon will not appear in the sky for another 15 days.
  Stepping onto the island you feel a slight sucking sensation. Now the sky is a starry dark sky and where you stepped onto the island is an oval-shaped window looking back upon your group. Nothing seems to stop you from returning. The island is no more than 100ft across at it's widest part with a few rocks, a palm, and a strange black obelisk with a door set into it.   The group tested the bubble a bit and found that they didn't seem to be trapped on either side. After being sufficiently satisfied with their experiments the group decided to examine the strange obelisk.   DM Notes
The door doesn't appear to have a knob or handle of any sort, but touching it causes it to slide apart. The obelisk is about 15 feet tall and covers 4 squares. Inside is a small 30-foot room with another door like the one you passed through against the opposite wall. The doors will not open or close until everyone is inside.
  Touching the opposite door causes them to slide open while the doors behind you simultaneously slide closed. The next room looks like the inside of a circular workshop, about 150 feet in diameter. A circular stone table is set in the middle of the room with a number of strange devices fashioned to it. Doors lead from this room. You see Zewyn hunched over a body leaned up against the table. She appears to be crying. When you enter she turns to face you and you're a bit taken back. Part of her face is missing and beneath is a metal version of her face.   She wipes a tear from her good eye
You're alive..... It is soo good to see you again.....Despair? why are....wait.... Eralsyes? What happened to you?
— Zewyn
  DM Notes
In the timeline Zewyn is from two of her 3 groups were killed. So, they made alliances with the least dangerous of the groups where possible. She made an alliance with Anuwix and Victorio. They were able to put a stop to Emerande and Quanzec's plans, however, a civil war broke out. Between the Zadkiel and Quanzec's forces. Quanzec put the king's son on the throne while Zadkeil has rallied those loyal to the king after proving regicide.

  The body she's in was constructed by Aleus when Zewyn's old body fell in combat.

  In any case, the war is going very badly and Aleus searched for some way to improve things. She had a vision where everything was undone thanks to a Shondae device in her vault. She'd never been able to even turn the thing on much less determine its function but when she looked at it, it seemed like it'd been running for over half a year. It seemed that it was triggered when it detected the presence of an element called quintessence. The device indicates that this is evidence of a temporal anomaly. The device seems capable of sending passengers through time in order to correct such problems. Aleus is convinced that if someone is able to correct whatever's gone wrong it will fix things.   The body against the table is a grey-skinned gnome named Fred. He is dressed in black leather armor, a wide-brimmed dust brown hat, and colored glasses. Zewyn found his body at the scene of the accident. When the device was originally activated it brought her to just after the six of them had been killed by some kind of trap. Their bodies were never found. When she arrived Fred was still there but in really poor condition. She dragged him into the Shondae craft and did what she could but she is no healer and used his headband to send a message. The headband she used is a simple strap with a gem set into it. It's a similar but different design than emmet's earrings. A DC: 15 arcana reveals that it operates on a frequency that is slightly out of phase than the one the earrings use. It explains the strange interference that was being experienced. It can be adjusted to be included fully with the earring network.

  The alternate groups consisted of Emet, Eralyse, Fred, Jon, Mala, and Mellowleaf.
Argalyn, Auric, Callie, Despair, Jerry, and Irelyn
Amias, Araleth, Erim, Jesella, Harron, Zura

 
  Zewyn looks back over one of the devices.
According to this machine, if we can prevent both of your death events the timeline should mend itself. The device Zadkiel used was some kind of temporal bomb. It was actually designed to erase you from the timeline completely, but I suspect it either wasn't set up right or was damaged. In any case, it exploded instead of functioning properly. On the plus side, it means that each of your bodies is located at the end of a temporal strand. The device here can transfer a portion of your life essence to your dead self. So, you'll just need to recover the body. Once you have it bring them back here. Both sender and recipient must be very similar in order for it to work with minimal harm to both. Lucky for us since you'll be sending it to yourself there shouldn't be an issue.

I have the coordinates for each of you, let me know where to send you to first.
— Zewyn
 

4

After some discussion, the group decided to go after Eralyse's duplicate first. Zewyn manipulates the device the room makes a strange grinding noise for a bit then everything is still.
The bodies are trapped at their present locations, in each case something is preventing me from pulling the body directly. You'll need to deal with whatever is blocking retrieval. I will monitor the situation and retrieve all of you as soon as I'm able to do so.
— Zewyn

Zewyn motions for you to step through the doors you came in through. Stepping out of the 2nd doorway you see,   This room has a smoothly hewn stone floor. A pit has been carved into the stone of the floor near one wall. It is about two feet wide, fifteen feet long, and three feet deep which contains a 20-foot high wall of white flames. The ceiling is barrel-vaulted (a semi-circular ceiling running in a single direction) and with four "X"s carved into the stone evenly spaced about the room. Scratched in one corner in the common tongue is the memorial "Karl Died Here, Damn This Place". The entire room smells of wildflowers as if you were standing in a large meadow at the height of spring. The air in the room is steamy. A group of archers wearing white robes emblazoned with yellow suns hide behind the flaming wall, crouched over a red-skinned Tiefling in plate armor over white but simple clothing and an amulet representing a yellow sun around her neck. Living shadows come out of the walls and seem to be slowly gaining ground on the archers. DM Notes
Lair actions (Start of the Round):
1: the archers can grant advantage on all attacks against 1 enemy.
2: The archers can grant advantage to 1 character for the next wis or int based check they make
3: The archers allow 1 character to take the disengage action for free
 

5

As soon as the group dealt with the living shadows, there is a blinding light and you find yourselves back in the chamber where Zewyn is. She takes a rod with a glowing purple crystal on the end. She presses the crystal against ...... and then presses it against their counterpart that was just rescued. Semi-transparent energy flows from one to the other. It's painful but after a few seconds the counterpart takes in a sharp breath. As soon as this happens Zewyn breaks the connection, leaving both breathing heavily.   DM Notes
The character has a -1 to all D20 rolls until otherwise stated.
 
I will make them comfortable, they will recover but it will take some time. So, who is next?
— Zewyn
  The group decided that since the people they rescue will not be in any condition to help them rescue the others that it didn't matter who they rescued next. So, after drawing straws they decided to rescue Mala next.   As before, Zewyn moves to the table and makes some adjustments. Again the strange grinding sound is heard for a bit and all goes quiet.   This room has a hard-packed dirt floor. A five-foot circle of white marble is centered on the floor of this room. It is flush with the rest of the floor and shows no signs of stains or wear. The ceiling is a flat trayed ceiling (concentric tiered recesses) and the rusted remains of a full suit of plate armor pinned to the ceiling with a steel shafted spear. The remains of a large mosaic are upon the wall. All but a few stones have been picked from it, but the carved recess can clearly make out that it was once a large hammer and anvil. The air in the room is clear and damp, smelling faintly of Chlorine. A distant chiming noise can be heard. Next to the mosaic collapsed on the floor is an aracokroa with blue and white feathers. He is dressed in a tattered orange gi and white shirt. A glint of metal can be seen coming from his arms. Half a dozen halflings wearing similar clothing stand over his body in defense stances. They face off against floating metal orbs that each consist of a single mechanical eye and multiple tentacles. Then the halflings combine their energies and unleash a blast of energy that turns all the enemies to dust. Unfortunately, the gas flows into the aracrockra who turns starts to turn black. DM Notes
Lair actions (Start of the Round):
1: The monks cause 1 enemy to have disadvantage on all saves for the round.
2: give advantage on all wis and dex based skills for 1 character
3: can lift and move 1 ally 30 feet in any direction.
  The group acted quickly and was able to save the alternate version of Mala before he was consumed by the darkness.

6

As before there is a flash of light and you are back in the room with Zewyn who treats the one you've rescued draining their counterpart to do so.   Zewyn sighs,
I don't like this, I wish there was another way. Please continue, according to the device the process is working and the 1st death event is fading. Who is next?
  This room has an irregular flagstone tile floor. A stylized black sunburst is centered in the floor of this room. Closer inspection reveals that it is made from one continuous piece of black obsidian. The ceiling is a flat ceiling that has been polished smooth and appears to be made of marbled granite. Faded symbols are sketched upon the walls here. At a glance, it can be seen that there are symbols of good Deities drawn with white paint while the symbols of several evil Deities are drawn in black. A rotting dwarven corpse has been spiked to one of the walls. The air in the room is steamy and smells of lavender. A soft dripping sound can be heard. Below the dwarf is a tabaxi with hermet grey fur with plum highlights. She wears a fine silk outfit underneath a mithral breastplate. Her limp body still clutches a rune-laden lance. The body is guarded over by a horse-sized bronze dragon wearing a harness and saddle. It fights back a group of black jackle-headed creatures wielding sickle-like swords, dressed in white Gi's. DM Notes
Lair actions (Start of the Round):
1: The dragon causes 1 creature to gain the restrained condition
2: gives advantage on str and int based skills
3: can lift and move 1 ally 30 feet in any direction.

Rewards Granted

  • Fred Brickfoot {Svirfneblin Rogue}
  • Eralyse Sarrallon {Tiefling Paladin}
  • Mala {Aarakocra Stunt Double Monk}
  • Mellow Leaf {Tabaxi Drake Warden Ranger}
Report Date
19 Jul 2022

Comments

Please Login in order to comment!