Aella Aura

Children

Cataclysm

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Dragon Ritual Stopped... (but is that the end to the summoning?)

With Hunter and Blagothkus with us, we traveled to the Well of Dragons. On the way, we battled a troll and green dragon. [Only because 2 of our party could not dig themselves into the snow... either quickly or efficiently... ::cough cough:: Xelros!] We dispatched them quickly, enough.   While at the Well, Hunter informed us the rumbling we feel and sound we hear is something he knows to be Draakhorn: the purpose to herald the return of Tekisis. The Well had 3 entrances. The entrance in which we traversed had us encounter guards and some prisoners. We were able to overtake some cultists, drakes, etc. and free the prisoners.   When we entered the main "temple," we encountered red wizards, each in a different "vault" of different colors, where in the middle was a tall spiral with another priest on it. We attempted to his this priest, but (not to the surprise of some) nothing happened. We then, as a group, defeated 2 wizards, but time seemed to be running out. Due to the suggestion of some, we went separate ways to try to elminate the other 3.   We eventually killed 2, and found the fifth room to be empty. We are assuming this was the red wizard we beat on Sky Castle.   Quick wittedly, Aella collected all the dragon masks donned by the red wizards. When we returned to the middle, the other wizard was gone. However we all saw a dragon appear to be coming out of space. Again, Aella quickly picked up the last dragon mask and the portal closed and we assume the dragon was gone never to return.   Hunter enlightened us: there is a larger ritual at play - realm bleeding. He says it is getting worse and has to do with whatever Oroborus is. He fears the veil between worlds will collapse and, thus, will bring about the destruction of all realms.   Hunter says we need to go to his home planet, in which he has made contact with.   That is all for now, even though that was a lot.   (I hope we figure out what's going on. I need more information on what happened to Etheline.)

Stuff

Updated   Black Dragon MaskThis horned mask of glossy ebony has a skull-like mien. While you wear the mask, you gain the following benefits, in addition to those the dragon masks share. Damage Type. The mask’s damage type is acid. Water Breathing. You can breathe underwater. __________________________________________________________ Green Dragon Mask This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. Its damage type is poison. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share. Water Breathing. You can breathe underwater. __________________________________________________________ Blue Dragon Mask This mask of glossy azure has spikes around its edges and a ridged horn in its center. Its damage type is lightning. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share. Lingering Shock. If you deal lightning damage to a creature, it can't take reactions until its next turn. __________________________________________________________ Red Dragon Mask This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share. Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. __________________________________________________________ White Dragon Mask This gleaming mask is white with highlights of pale blue and is topped by a spined crest. Its damage type is cold. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share. Winter's Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks. __________________________________________________________ Mask of the Dragon Queen While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five Dragon Masks, and you gain five uses of the Legendary Resistance property.   The Dragon Masks Properties The dragon masks impart more to the Dragon Whisperers because of blessings from Tiamat.   Dragon Mask Properties Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you are wearing any dragon mask and attuned to it, you gain the following benefits. Damage Absorption. You have resistance against the mask’s damage type. If you already have resistance to that damage type from another source, you instead have immunity to that damage type. If you already have immunity to that damage type from another source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.   __________________________________________________________ Winged Ammunition Ranged weapon attack rolls made with this ammunition ignore half and three-quarters cover. In addition, attacking at long range doesn’t impose disadvantage on ranged weapon attack rolls made with this ammunition. __________________________________________________________ Hammer of Runic Focus Weapon (warhammer), very rare (requires attunement) This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended charges daily at dawn. __________________________________________________________ Rod Of Hellish Flames Rod, very rare (requires attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. This rod can be used as an arcane focus. While holding this rod, you gain the following benefits: Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn. __________________________________________________________ Dragon's Wrath Weapon Weapon (Any), Rarity Varies (Requires Attunement) This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties. Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon. Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon. Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.   As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.   Ascendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6. The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6. __________________________________________________________ Crown Of Whirling Comets Wondrous Item, very rare (requires attunement) This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara’s points detach and closely orbit your head. The crown has 6 charges for the following properties, which you can use while wearing the crown: Star Flight. As a bonus action, you can spend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight. Starlight Strike. As an action, you can spend any number of charges to launch bolts of frigid starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you can see them. The bolts automatically strike their targets, and each bolt deals 2d4 cold damage. Whirling Hail. As an action, you can spend 3 charges and cast the Ice Storm spell (save DC 16). The crown regains 1d6 expended charges daily at dawn. __________________________________________________________ Voidwalker Armor Armor (studded leather), rare (requires attunement) This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection’s space. The projection disappears at the end of your turn. Once you use this bonus action, it can’t be used again until the next dawn. Curse. This armor is cursed, and attuning to it extends the curse to you. As long as you remain cursed, you’re unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this way, your body is inert and doesn’t age or require sustenance. Destroying the object frees your soul; otherwise, only a Wish spell can restore your soul to your body. __________________________________________________________ Donjon's Sundering Sphere This marble-size crystal sphere glows with extraplanar energy. As part of attuning to this item, you press the crystal sphere to the hilt of a nonmagical melee weapon of your choice, magically attaching the sphere to the weapon. The weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. While wielding this weapon, you gain the following benefits: Dimensional Anchor. You have advantage on saving throws against spells or effects that would send you to an extradimensional space, a demiplane, or another plane of existence against your will. Isolating Smite. When you hit a creature with this weapon, you can force the creature to make a DC 16 Charisma saving throw. On a failed save, the creature is banished to a harmless demiplane until the end of its next turn. When the banished creature returns, it reappears in the space it left or the nearest unoccupied space if that space is occupied. Once this property is used, it can’t be used again until the next dawn. When you end your attunement to the sphere, the sphere harmlessly detaches from the weapon, and the weapon reverts to a nonmagical piece of equipment.

Hunter? WTF!?

Short Entry: Good news: Helped Cloud Giant clear out the castle. Killed Rezmir, pretending to be Hunter. Bad News: Sky Reach crashed. Found a book about summoning devils etc.   Good New 2: Killed a dragon. Seemed to stop a summoning? Bad News 2: Hunter finally showed up, but we aren't done, we have to find more masks in the Well of the Dragons.   Hunter, WTF!? You were supposed to help.   Peace Out!

The Castle in the Sky

Message to Hunter:   Hunter - I am writing this extremely quickly using my air powers in the corner of a room.   I awoke to bickering - arguing about how best to get into the castle. Lir decided to consult some of their (not sure of Lir's preferred pronouns) wilderness aquantainences. One the birds did not seem too intelligent; therefore Lir contacted another of the Aves. This crow told us approximately the same information - the castle flies and there was only one way in.   We decided to enter the castle. Though, things can never be too easy. We were assaulted by 2 stone golems only because we did not know some sort of key phrase to have them stand down. It was a tough fight which could have ended early, as Lir suddenly remembered a spell she could have used to end the fight.   We move on to again see 2 storm giants asking for a phrase to pass. Luckily, Rudolph was able to reach into his memory for a name that might help "Blagothkus." I quickly yelled the name and we were able to pass. The castle rose and launched in some obscure direction at very quick pace. After the fight, we were looking for a spot rest as many of us expended our energy fighting the stone golems.   We searched 2 rooms to rest - one filled with sleeping wyverns and one filled with cultists. We snuck back out of those rooms quietly without causing issue. The third time was not the charm here. We came face to face with Rezmir. A fight ensued in which she was quickly bested. But was she? The fight seemed too easy. Though, there was a mask left behind, which Demeru quickly took.   Great time for a nice nap, but no.... A huge cloud giant approaches the room. "Now what reason do you have for running through my castle?"   Smuz, smh uw uz idsihw fw?

The Very Long Day!

We were transported to a hunting lodge (assuming) while looking for the Red Wizard. The party explored the cabin where a set of amour was found, which I donned. (At first, I did not think I could shoulder the weight of the amour. But when placed, the amour seemed light as air.) We exited the lodge, straight into a fight. We learned very little from the interrogation before we dispatched the fiend.   We thought we were in the clear. The party was surrounded by cultists, kobolds, humans, a dragonclaw, and woman who appeared to be in charged. Learning her name to be Talis, we were summoned (dragged more like it) to her quarters. Talis proposed a deal: we dispatch Rezmir and Varram [Talis was passed up for a "mask"?]. She gave us leave (if you could call it that) to search in a town called Parnast.   Arriving in Parnast was not uneventful. The party noticed a shrine, a stable, a castle looming in the distance, and some homes. We approached the shrine and spoke to, I am assuming, one of the villagers. He warned us not to ask questions and to keep our heads down. The village did not take kindly to Elvish kind, as apparent by the defaced God of Spring, Angardi.   We ventured into the Golden Tankard where our Tiefling bought us a round of ale and mead. We spoke to the owner(?) Ragnar. While speaking to the owner, one party member decided to not adhere to the warning of the villager. We also noticed someone in the back try to catch our eye. Before speaking with the patron, we decided to leave.... and walk straight into an ambush. The party, very distressed and exhausted, slayed the foes finding an Amulet of Takhisis.   Knowing we really had to rest, we walked into the stables to find a place to sleep. What we found were 2 wyverns chained up. The beasts seemed starved. We fed the bodies to the wyverns in hopes they would be able to transport us out of the town to a safer place to rest. Aella was able to charm the beasts and we could ride them. However, leaving the stables were 4 cultuist looking figures. I easily dispatched them with a powerful spell, and we were off.   The wyvrens dropped us off in the forest where we were able to finally rest. Hopefully, we will have a much better day tomorrow. Though, I do not think we will. Two of our party members are at each others throats. I hope they don't kill each other.   Night....

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