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The Second Battle of Havere

Lord Pharom, a necromancer and general from another time has won. His successful attack Havere has gifted him with the last piece to the puzzle to cast his ritual spell: the last Waygate. He has retreated to his flag ship: an great black war ship made of bone and flesh: The Pestilence. The Necromancer has placed his amphibious army and kraken in position to defend his last act to free his God Mulin. The heroes are too late to defend the gateway, but not too late to stop the final ritual.    
You are now on board the Razerkelp, the flagship of the small Sea Elven Navy of about a dozen vessels. Its crew is Sea Elvish led by Arch Admiral Respin, High Commander of the Sea Elven warforce. Also on board the warship is a battalion of lizardfolk warriors anxious to get revenge on those displaced them from their ancestorial home. The Lizardfolk are commanded by Commander Garurt. During the war council on Tol Ear'kauma , it was decided that the fleet would make its way to the south of the city to land your support troops as fast as possible relying on the legion of dolphin knights as escort. The total journey will take five days to cross the sea.
    The party can make their last preparations while on board the vessel and interact with the crew. Each member has been given a Major Potion of Aquatic Adaptation which will make your bodies grow webbing between your fingers and toes and gills behind your ears. You will gain water breathing and swim speed equal to your walking speed for 24 hours.  
As your small armada approaches the coast of the continent the sea gradually get rougher and rougher and the sky darker and darker until it no longer possible to tell the time of day. A day out from the Port city of Havere, the lookout on the masts notices a dark, black ominous cloud floating on the horizon. A few hours later, the cloud is visible from the deck for all to sea like a large funnel of black rising up to the sky. Slowly a red-orange glow seems to shine over the horizon and it suddenly dawns on you what this is: The City of Havere is burning. The invasion has already begun or is completed, and you have come far too late.
  If the party uses a spyglass, they can see the forces of Lord Pharom has set up a blockade around the city. The Kraken patrols close to the city harbor. The Admiral Respin orders the armada to slow down and invites you and Commander Garurt into is office to discuss next steps. The admiral is concerned that if the city has fallen, their role changes from defense support to an amphibious invasion, which is far more difficult. He asks the group for suggestions.    
Suddenly, you hear a rap at the door. The admiral indicates to one of the his officers to open it. It is one of the deckhands with a silver mirror. "Sir you won beleef 'append, sir. An albatross came 'n dropped fis fing right on mi lap it did! n'look it came with a lefer pouch!" He turns the mirror to face you, and in the mirror is a familiar human face: with handsome features and wild blond hair: Artur Pendragon.
While the party was tasked with getting help from the Western Isles, Artur was tasked by Typhon to go into Feywilds and enlist the help of the Fey Elves. His forces came just in time for the invasion, but were too disorganized to effectively defend the city. The Havercois and Fey Elves have fortified themselves in the Citadel d'Havere in the The Crown District, but have lost all of the districts on the coast (Peninsula and Harbor), and also the Temple District. The Havercois bravely tried to defend the temple district but had to retreat back to The Citadel with their lines broke. His scouts report that The Necromancer Lord Pharom activated the waygate at the [Temple of Olastra and have retreated back to his flagship - a necromantic abomination named Pestilence Black. Pharom has overcommitted the vast majority of his forces to trying to conquer and occupy the city, and so Pendragon suggests that this would be the perfect time to assault the Kraken and Pharom directly.   To assist, he's brought gifts from Typhon. 5 rings of necrotic resistance. a 9th level dispel magic scroll. scroll of revivify.   Hopefully these items will give the party a chance against the powerful lich.

Death to the Kraken

The party will have to use the Orb of Leviathan summoning to summon the leviathan to kill the kraken. Meanwhile, the lizardfolk and party will have to defend the summoner has he/she will need to concentrate the entire time to control the monster.   If the party choses to go below deck, skip the first round and go to the second wave.  
  1. Sahuagin Baron and 2 priestesses
  2. Bodak
  3. 3 Skeleton Swordbreakers
meanwhile the third party member fights the Kraken as a leviathan.  

The Final Stop

The party can swim, sail, or fly to the Pestilence Black which is anchored just outside of cannon fire from the city outside of the Havercois harbor.   
Pestilence Black is a grotesque necromantic construct made of bone and leathered skin. The hull of the ship seems to be as hard as any wood but bears the marks of the stitches that patch together the gore streched over the bone hull. The black sails are gathered up as to not get caught in the stormy winds and atop the main mast is the dark blue flag with the white head of a shark.    When you climb over the hull to get onto the deck, you notice a large pillar of light surrounded by glowing runes carved into the deck. Bones of multitudes of animals, humanoids, and monsters litter the entire area. As you step closer, the bones start to rattle then fly towards each other snaping into each other in impossible ways. A torso appears, then arms, legs, and a head. Before you a giant skeletal colossus stands barring your path to the light pillar.
  Encounter: 1 bone colossus    
As you step into the portal, the hairs on you skin stand up on end as a flash of light consumes you. Suddenly, you're no longer on the Pestilence. You're on a large flat piece of stone floating in a void of swirling colors. At its center is large egg-looking piece of stone almost 30 feet tall and 10 feet in diameter. Lord Pherom, the lich, is channeling arcane energies into it through some sort of an archway - like using a magnifying glass focusing the energies of the sun.    "You're too late! I'm almost done! Now you will witness the power of Mulin first hand!"
    Fight the Lich. Lower all DC and attack rolls by 1.

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