Session 036: The Battle of Mytros, Part 5 . The Rage of a Father Report

General Summary

Pebbles clattering on the pavement. The tremors continue every few seconds and slowly build into bone-rattling earthquakes - the echoes of gigantic footsteps. Suddenly, four tremendous arms emerge & ripped Mount Volkan & grasp the summit, dragging behind them a gargantuan form. It's Kentimane, the Hundred Handed Titan!   Kentimane roars & assaults the city with brute force. The ancient titan is over 100 feet tall and every bit as terrifying as described in legends. Massive arms erupt from the ground, opening a path of death and destruction. Dozens of arms and small heads protrude from his body, hideous echoes of primordial chaos. He lumbers forward - directly toward you.   Kentimane's Collateral Damage
  • Vineyards of Mytros destroyed
  • The Great Agora destroyed
  • The Noble Estates destroyed
  • Temple of Sydon destroyed
  • The King's Palace destroyed
Cumulative Death Toll 2,000 Kentimane appeared & attacked everyone, destroying all the enemies on the field.   Pyra & Jekkar went down, as well as Bullbug.   Pyra was ressurected after he died fully & got a long rest.   Mytros has been saved.   All hail Jekkar, King of Mytros!   Pyra gave the skull of the Mother goddess to Damon, granting the party a wish spell.   Aesop was ressurected by Euadne.     Volkan returned & offered to teach Jekkar mithral work & legendary orb. Divine energy left Pyra, entering Jekkar.

Rewards Granted

Jekkar drew from the deck of many things a couple of times:   Jekkar drew 7 cards from the deck:
  1. 1. Effect = Specify a topic. You are given a prophecy of the future that no one else has, of which you are forbidden to speak, which may replace an existing prophecy.
  2. 2. Effect = You gain a single token of fortune. This token can be activated to provide the character with an immediate regular success on their current roll. However, their next saving throw of importance will be a regular failure. This token cannot be sold or traded away by any means.
  3. 3. Effect = Choose three skill or tool proficiencies. If you are not proficient in them, gain proficiency. If you are proficient, gain expertise. If you have expertise, lose proficiency in them.
  4. 4. Effect = Generate a stat randomly. Everyone within 30 ft of you who can see you may choose to participate: each rolls a d100: on a 1-50, they lose 1 in that stat; on a 51-100 they gain 1 in that stat. You gain the sum of those gains and losses to that stat.
  5. 5. Effect = Immediately lose a feat of your choosing, but gain a random feat instead. If you have no feats, this card has no effect.
  6. 6. Effect = You add 2 to your number of declared draws. You must draw them as if they were in your initial number of declared draws.
  7. 7. Effect = You gain a tough exterior and more hardy body, but at the cost of your charisma. Roll 1d4 and add that much to your Constitution score. Subtract the same amount from your Charisma score.
  8. 8. Effect = When you draw this card, you instantly die and are brought back to life as though Reincarnation had been cast on you.
  9. 9. Effect = This card signals peril. The next time you are wounded you lose one limb or appendage, the wound healing instantly except for the limb, which cannot be regrow. Roll 1d10. The number rolled determines which limb is lost. See the lost limb table for additional details.

Lost Lim - roll a d10
  • 10: One Ear - disadvantage on Wisdom (Perception) checks relying on hearing.
  • 9: One Finger - disadvantage on Dexterity (Sleight of Hand) checks.
  • 8-7: Left Foot - disadvantage on Strength (Athletics) rolls, and speed is reduced to 5ft (half if a prosthetic is applied).
  • 6-5: Right Foot - disadvantage on Strength (Athletics) rolls, and speed is reduced to 5ft (half if a prosthetic is applied).
  • 4-3: Off Hand - disadvantage on Strength (Athletics) rolls. Shields apply -1AC.
  • 2: Main Hand - disadvantage on Strength (Athletics) rolls, and disadvantage on attack rolls.
  • 1: The King smiles on you – no loss.

  Everyon'es favourite leader has drawn more cards.
  1. Effect = Reality's fabric unravels and spins anew, allowing you to counterspell one spell as it is cast near you, or cancel one effect from this deck. You can use the card's magic at any time before you die. 
  2. Effect = Gain the Healer feat.
  3. Effect = One random magic item which you are carrying disintegrates, aside from this deck. Artifacts in your possession are not affected.
  4. Effect = You gain an extra reserve of spell slots equal to half the number of spell slots you currently possess for each level (rounded down), which do not recharge.
  5. Effect = Lose a skill or tool proficiency of your choice; gain a random different tool or skill proficiency.
  6. Effect = You gain either a vulnerability or resistance to a random element. Roll a d20, if the roll is a 10 or below you gain a vulnerability to the chosen element. Roll 1d8 on the table below: - 1 Fire - 2 Cold - 3 Lightning - 4 Acid - 5 Thunder - 6 Force - 7 Roll 1d6 twice, the first is a vulnerability, the second is your resistance - 8 Roll 1d6. If you were rolling for a resistance, it becomes an 1.
  7. Effect = The card dissolves into a crystal sphere. You get a feeling from the sphere that if you use it for its intended effect, there will be inescapable consequences. You may concentrate on the crystal sphere to immediately gain one use of the Wish spell. When you do, in addition to other consequences of the Wish spell, you are drawn into the sphere and placed in stasis. The party will need to perform powerful charm breaking magic to free them.immunity. If you were rolling for a vulnerability, you become stunned until the start of your next turn every time you take this type of damage I rolled a 5
  8. Effect = You find yourself making a curious exchange. You must give up one item or portion of wealth for an item of equivalent value (contained item: Ioun stone (type dependent on donation). The worth of the item must be at least 1,000gp, which can be given to the card at any time. The card then disappears.
  9.  Effect = The next time you are wounded you are afflicted with a wound which will not heal. You lose 1d3 maximum HP after each rest, and those maximum HP cannot be recovered until thed wound is closed. The Scribe, a Wish spell, or Greater Restoration can cure this wound.
  10. Effect = Lose 2 in a random ability score.  (CON)
 
  • 1. Effect = You disappear, then reappear 1d3+1 rounds later stable, on 0 HP, with no innate resources available to you. DM’s note: During the climactic battle of the campaign, this character – as they currently are – appears in the control of the original players for the same number of rounds, after which they disappear.
  • 2. Effect = You are granted the ability to cast Heroes’ Feast 1d3 times with no material components.
  • 3. Effect = You feel your steps become lighter, making moving easier. You permanently gain 10 movement speed.
  • 4.Effect = Your lowest Ability Score increases to match your second lowest score. If no single Ability Score is less than all others, then all of your lowest scores each increase by 1.
  • 5.Effect = You may cast Find Steed once per day. The DM chooses your steed, which cannot change form.

Missions/Quests Completed

  • +1 CON
  • - 1 CHA
  • Resilient (con) feat -
  • + Blade meld feat
  • As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can't let go of the weapon nor can it be forced from your grasp.
Campaign
Odyssey of the Dragonlords
Protagonists
Theron Phobas
Level 30 Human Neutral Good Ranger/Rogue
(Charlatan)
216 / 779 HP
Hulgnir
Jekkar
Report Date
01 Feb 2021
Primary Location

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