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Session 5: The battle and new adventures

The summary:

Last session the party landed in Tempestora moving through the different cities and meeting some of the other Elders of the different cities. While here they learned more about the troubles of the portal gates and even met some union members who look over the portals on Tempestora. After discovering the news, they decided to camp out near the batteries, found some voidspawn, and began to fight.  

The session:

The party must finish their fight with the Netherbane and the other voidspawn that showed up in the Battery area.   After the battle, if the party were to investigate the crack, they would find that it is a crack in the plane where it shifts and allows those who can fit through come into those space. the crack doesn't necessarily look man-made but could show an indication that the astral plane is starting to break apart in more sporadic ways. But it is unsure if the crack can be sealed so the elders will work together to try and contain the crack instead.    Elder Lovric would thank the party kindly and offer them to stay in the temple until they are long rested and would advise them to be checked by the other clerics of the temple for any problems or serious injuries that needed to be addressed. And then he would work himself to send a guard to watch over the crack in case something else was to come through it. Lovric would also call on the technomancers to try and help patch the crack with any of their tools or equipment to help prevent this from happening again.    On the Netherbane:  The Netherbane would be the only creature not to implode but instead, once it is defeated, it would wither back to almost a decayed form of a creature that with a DC 17 investigation check could be determined as a Gtihyanki. There would be nothing on the creature.    Leaving Tempestora:  After the night of the battle, Dirt would have a dream and in the dream, he would see a glimpse of the voidfather:    As you drift into a deep slumber, you find yourself standing in the vast expanse of the Astral Plane, surrounded by swirling ethereal mists and distant celestial bodies. The air feels charged with otherworldly power, and a sense of weightlessness envelops you. In the distance, a figure materializes, emanating a blinding radiance. It is the Void Father, a titan of immense cosmic energy. His form is towering and ethereal, his presence both awe-inspiring and unsettling. The darkness of the void seems to bend and recoil in his presence.     As you gaze upon the immense being, your heart quickens with a mixture of fear and curiosity. The Void Father's eyes, shimmering with cosmic knowledge, meet yours. His voice echoes through the void, resounding within the depths of your mind.     "Seek the Warden," he commands, his voice carrying a weight of urgency and importance. "Before he is consumed by the eternal greed of those who live atop him, seek the Warden and learn the truth that lies beyond." The words reverberate through your being, imprinting themselves upon your consciousness. The dream begins to fade, and you wake, your heart pounding with a newfound purpose. The message of the Void Father lingers in your thoughts, urging you to embark on a quest to find the enigmatic Warden before it is too late.   Once the party decides it is time to leave Tempestora, each elder would bestow a gift to the party as a thank you for helping fix the portal gates and saving the settlement. Each elder would bestow a gift to the party,    The storm rider's pearl- once per long rest the use could speak a command word to the pearl to erupt a large storm   The Emberbrand Blade- This ring is set with four cloudy gemstones that seem to swirl like a cloudy sky.   the Gauntlets of Tremor- a pair of sturdy, earth-toned gauntlets crafted from the essence of the elemental plane of Earth.  

Getting to Tu'narath:

The capital city is violent and dangerous, and it often does not welcome guests so the party would have to try and find a way to sneak in to the city to try and speak with the god. Obviously the best place to connect with the god if there is no temple is through the mind or the heart so they would have to make their way to either place. The party could enter through on of the legs and encounter the Shadow Market: In the heart of Tu'narath, the party stumbles upon a hidden underground market, shrouded in darkness and secrecy. The market is filled with dangerous individuals, smugglers, and dark entities. They must navigate through a maze of dimly lit alleyways, encountering shady figures and avoiding deadly traps, all while trying to accomplish their objective without drawing too much attention.   This is where the party would meet different faces of Githyanki, shifter merchants, auotgnomes, warforges, and Thri-kreen pirates. If they were to try and ask around to get information they would find more information about the Cursed Catacombs that lay underneath the city that haven't been touched in ages. The catacombs become overfilled and Vlaakith saw no use in keeping more bodies than needed. If they were to travel through the Catacombs then they could search for either a temple or a passageway into the mind of the god. Many people here believe the god to be dead entirely because of Vlaakith taking power from it.   The Cursed Catacombs: In the outskirts of Tu'narath lies a network of ancient catacombs filled with restless undead. As the party explores the dark tunnels, they must face off against hordes of skeletal warriors, spectral guardians, and necromantic traps. The catacombs are maze-like and haunted, with shifting corridors and illusions that challenge their senses and wits.   In order to get into the catacombs the door is sealed by a riddle written in primordial that must be answered: In shadows I dwell, silent and deep, I come to all, my presence they keep. Life's constant companion, forever unspoken, Embraced by some, feared and often awoken.   Though feared and misunderstood, I have my place, A natural part of the mortal embrace. So tell me, my friend, what am I, in truth? A riddle of existence, the inevitable truth.   Answer: Death   What they can find in the catacombs: The players could find some healing potions in one of the open chests, about 20 gp depending on what rooms they go into, and some of the minor stuff like a map of the city and of the dead god's body.   after fighting the deathlock the players would find in the room that she was in, there seemed to be a tunnel that we was guarding, at the top of the tunnel they would find inscribed into it Through the head of the divine, a passage untread, The threshold awaits, where the living meets the dead. this is where they would be able to slick through and find their way to the head of the god.   The mind of the Warden:  After going through the passageway the players would find themselves in the caves of Tu'narath where it seems to be old channels to get through the catacombs that have been abandoned for a very long time. In some areas the caves would kind of split apart but eventually come back together until they reach a large expansive opening where they would see:    As you step into the head of the dying god, a profound emptiness surrounds you. The once intricate and pulsating interior is now a vast, hollow void, devoid of any flesh or organ. The walls stretch endlessly in all directions, their surfaces smooth and featureless, seemingly made of obsidian-like darkness. Within the heart of this desolate expanse, suspended in the air, hovers a small, dimly glowing orb. Its eerie light casts faint shadows, dancing across the emptiness, lending an unsettling atmosphere to the space. The orb emits a pale, spectral glow, reminiscent of moonlight filtered through thick fog.     The orb pulses with a subdued energy, drawing your gaze towards its enigmatic presence. Within its ethereal radiance, you catch fleeting glimpses of a figure—shadowy and indistinct, yet commanding a sense of power and ancient wisdom. It is the Warden, the guardian of secrets, draped in tattered robes that billow with ethereal winds.     The Warden's visage is obscured, a haze of darkness and flickering light, making it difficult to discern any distinct features. Yet, an aura of mystery and foreboding surrounds this spectral entity. The depths of its eyes hold ancient knowledge and a solemn determination, seemingly peering into the very essence of your being.     As you approach the orb, the air grows colder, and a chill runs down your spine. Whispers of forgotten tales echo through the void, carried on ethereal winds. It is as if the Warden's presence invites you to embrace the unknown, to delve deeper into the mysteries that lie within the dying god's consciousness.     With each step closer to the orb, a sense of trepidation mixes with a growing curiosity. You can't help but feel the weight of the Warden's gaze upon you, a silent beckoning to seek answers, to unravel the enigmatic threads of existence itself.     In the vast emptiness of the god's head, the small, dimly glowing orb holds the key to understanding and confronting the profound and unsettling truths that await. It is a focal point of mystery and intrigue, a nexus where mortal curiosity intersects with the shadowy realm of the Warden God.   Vorthak the Arbiter-  Vorthak the Arbiter stands as a towering figure, his imposing presence radiating an aura of authority and unwavering determination. Clad in resplendent armor crafted from obsidian-black metal adorned with intricate golden engravings, he cuts an imposing figure against the backdrop of his domain. His eyes, piercing and sharp, possess an uncanny intensity that seems to penetrate the very souls of those who meet his gaze. The deep, resonant voice that rumbles from his lips carries a commanding timbre, as if every word uttered holds the weight of judgement and consequence. Vorthak's features are chiseled and stern, his expression perpetually marked by an air of solemnity. Strands of silvery-white hair cascade down to his broad shoulders, hinting at the wisdom and experience amassed over countless ages. He is sickly.    "Welcome, seekers of truth and seekers of answers. You have journeyed far, guided by the whispers of fate, to stand before the Arbiter. Know that in this realm, justice prevails, and all actions are weighed upon the scales of righteousness. In the presence of the Warden, you shall be tested, not only in deeds but also in the strength of your convictions. Speak your purpose, and let your words bear the weight of honesty, for falsehoods have no place in this realm of judgement."    Vorthaks Test of Judgement-  Vorthak asks each player to step up to the scales and he asks them "Speak your purpose, and let your words bear the weight of honesty, for falsehoods have no place in this realm of judgment.    What do you seek to protect? - Dirt   What do you seek to gain? - Valleena    What do you seek to overcome? - Nahia 

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