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Session 139: Scallywags: The Last Voidshard Splits the Party

General Summary

The battlefield is worn from magic, sweat, and blood. Foriegn warriors in Threevian lands, long not touched, long left to the wilds, the graces of the Fey who are also ambivalent to those aims. They gather up themselves, regroup under the gaze of Threev, and they take time to breathe, to hear the silence after the battle. George gingerly bounces about, with biscuits and the like, and soon Sasha gets out some tea from an odd jug. Orran, twiddles with a wand, and watches over Jhsuve's body, his crossbow ready for an instant attack--still wary from the odd transformation of Sasha herself. 

The others have newer items too: in the pile, gathered from the spoils of war, Mila uses her divine magics to identify the hidden powers of the weapons and tools gathered from the battlefield. This allows them to breathe, and in time, they soon see that a few trolls still stand ready, curious of the will of Ilknar, the new Storm Giant in these lands, and how two dragons, a very young and impressionable green and black dragon follow Sasha now. She attempts, to break away, and not wanting to let Sasha see that her actions are okay--and even confused why no one else seems to draw attention to Sasha--Mila throws a fire bolt at the dragon lady, and wishes her to come down and speak to her, to take action and face her. 

Before this can even occur, Brimstone walks off, to find his fallne brothers, and crew. Nethpione sees that Ilknar wants to stay, and she knows Wulfgar can help her raise the dead of their fallen compatriots, she uses a dimension door to catch them up with Brimstone. 

Sasha talks with the dragons, and she convinces them not to eat, nor engage with her other compatriots, and even convinces the drakes to fly away, and look for a Master Dovah, whom can help their new mother, Sasha, as she grows in power and strength. They agree, and then Sasha faces Mila, and they argue over intent. Threev interupts Mila, as does George, and the pass wisdom to her and Mila, knowing the next actions Sasha takes towards draconic mastery will define the powers of her soul and being. She must step away from the enticing the Wall and Tiamat, who is also held at bay by its powers. Sasha almost unleahsed her, let Tiamat circumvent the conduits' gaze, and rise as a mortal through the will of Sasha's own impatience. Mila walks off, angered, and ready to clear her head, and trailing through the muck, she finds a body. 

The knee she saw before, not she in this undead monster, but also on a statue from Grindstone, of the great Cypress. The Emberheart here, the one deployed to defend Jhusve as another undead, flesh golem monstrosity--some chosen of carnal and necromantic intent. He is here. Cloned. Made a new whole; a firbolg, Cypress was, ordained by the will of an ancient dragons heart, gifted with homes fiery rage--he was the gusto behind The Coming Storm, the unrelenting might that lead them to defend the fall of that capital of Allura from the hands of dark aberrations. Some how, Ioomore had found flesh of Cypress, and somehow he had used dark arcana, unrelenting necromancy in his own right and made a new Emberheart. Thankfully, it is gone, now. 

Orran, Sasha, and George stay behind, and Orran worries over Jhusve's corpse rising; thus, George prepares his own embalming rituals to mummify the queen's body, and he hums in the process. Orran takes a perch and watches, ensuring that no eyes will miss the change again into combat and rage. However, Lady Sasha flies over, and she is worried about the Captain worried he will do some rash. The irony is not lost on Orran, with the rash actions Sasha has already taken, but he does not admonish the noble draconic lady, he simply reminds the Lady Sasha that only time will truly tell. 

The others have traveled the expanse back to the rubble of the undead cannons employed by Jhusve, and the bodies of her fanatics strewn about after the Scallywags' vengeance. Nethpione and Brimstone find the bodies of Steadfast and Horizon, and soon others: Mercou, Freydis, Chogim, Aurora, Qoc, 43. Each mutatilated with ritual markings and left mostly naked, ready for the body to be used as a conduit for their soul. They were but fodder, and now, can they even be brought back? Will their bodies and souls be willing? Wulgfar offers his aid when he arrives behind them, and he quickly resurrects, within an hour, Aurora first. Within that time Ilknar had arrived, too. 


Yet, first, when Ilknar was still behind, he conferred, intimidated, and found agreement with a group of four trolls, three warriors and a shaman. How and why did they come? Ilknar asks. To a promise, they said, of a new land, a new hope, but now they see with the rise of Tiamat and others, it would have been nothing more than that which was like the past, where once again they were the sacrifice, the decoy, the dead end. Yet, this tore at Ilknar. And he roared loudly, rumbling the ground, and he promised them, as he had with many other giants, a connection and protection from the Ordning of the Giants, even despite their worries over Annam, the God of Giants, acceptance to these trolls. Ilknar does remember at this time, and lesson from Hrilda, who spoke of how the Wall represents also a choice of the ancient trolls, when they followed the Death Giants and the lords of the darkness, and rose against the Dragon Lords and their compatriots, to stop the Wall's creation. Since then, the descendetns of the trolls have been left to fend for their lives based upon choices that were made long before they ever existed. Once he offers them these, and a show of good faith with fresh meat from the horses, the quartet of trolls depart, and Ilknar goes to join the others. 



When he arrives, he finds Ollie consoling his wife, Nethpione, Mila standing off to the north, having returned from some inspection of the cannons. 

To that idea, briefly, Mila is lost in thought about the implications during the time that Brimstone, Wulfgar, Ollie, and Nethpione attend to their fallen comrades of the Horizon's Call. She has found through her loose understanding of the arcane tinkering she knows and that which she has learned from the Call itself, as well as the Rainbow font, the Font in Grindstone, and even the Conduits and the Wall itself--the price of a soul is a powerful bargain, and some are more powerful than others. Tiamat was the liaison between the dark god of undeath Aikanaro, and the souls of their friends were the price. Not just them, they soon learn. 

Aurora awakes first, from the raise dead magic of Wulfgar. She is the giant mother to Throngar, and the niece to Hrilda. A commanding presence, and still some how, she was felled. She spoke of a wall, and then she needed rest, of a palace, one they took, but nothing more. He arises and remembers more, but not of what happened to the others, their brothers and crew, the Crimson Fleet as a whole. 


T
THey then all return to the wall, and they talk of next steps. MIla and Brimstone stay briefly behind. She has cast aside her Arcane College ring, and she scoffs at the idea of the corruption that has befell her kin at the capital, but also how that darkness must end. Brimstone echoes the notion of burning it to the ground. Mila warns, that even that cannot erase the actions that have already happened. The lives already lost. The innosence about to be taken. 

Brimstone then faces Ilknar and asks of his destiny to be King, and the throne. Ilknar confirms the Wall does not make him king of his people, the giantkin. That is an honor bestow elsewhere. And Ilknar must use the powers of the Wall, now, to hopefully heal his people--a new unified Ordning, inclusive of all bloodlines and kin? Brimstone warns of the risks of tempting both sides. However, Wuflgar tries to present another option. One as delicate as the edge of a knife: use the powers of life and the foresight they have here. First, Wuflgar clarifies to Threev: does the claimant lose the powers up death? Directly, yes, the power passes. Thus, Wuflgar suggests they transfer the life of his and Ilknar, to allow them to split. Wulfgar, that is, will stay with the others here, and continue the trials after they raise the other willing souls of the fallen crew. Then, Ilknar, he can return with Nethpione, Ollie, and Brimstone, to the capital. Ilknar to ensure the throne is taken; Nehtpione to aid in the teleportation and assistance; Ollie to gain vengeance upon the necromancer Vorbec whom aided Jhusve here, and so many times before, and who tormented Ollie in times passed; and then finally, Brimstone, to find his siblings, and to raise the fanatical fallen of the Queen Jhusve's and King Boveen's dark, aims--ones joined to the fiendish capabilites of Tiamat and whatever other entities the Wall now keeps at bay. No more will those powers, those political, ethical, and historical entities, chose the purpose of the Wall's font. 


George stops them, and he says he must stay as well--his own siblings--the Conduits/Faces of the Wall, they need protection, too. 

It is set then. Nethpione will use her Voyager staff to take them, Brimstone, and Ollie, and the others will stay: to resurrect their friends, to fulfull their purpose, to defend from the darkness that cannot be seen, no, not yet. The eyes are too many. 


When they teleport, they are aboard the Call, at the direction of Wulgfar, the storm witch, Nethpione, First Mate of the Horizon's Call, and She, the Betrothed Storm of the Giant's Throne, they are brought aboard deck. But they must hold on to the railing tight, as if a high wave, a storm. But there are no dark clouds over head, no strong winds to topple them in such chaotic means. No, they deck is broken of the Call, and the ship stands amongst the waters--Nethpione, Brimstone, and Ollie astride its torso, almost, closest to its head. It reels, and fights, and cannons echo about them in protest, missing fortunately. Then in response, the Call slams down, and over its shoulders, another canno volley joins in--the Kobold Kollective's Juggernaut has returned, and its mega cannon is set to full kilter. 


Will Brimstone and Nethpione find the crew? Will Ollie get her revenge? Is the crew even alive? Are the Arcanists who escaped even in the capital? The siege still rages, but now out to sea, the city is taken. Steadfast reported that the queen fired upon her own citizens, fireballs directed to the masses. The crew must have brought them out to the seas to ensure some safety. Brimstone has arrived in chaos, and Ilknar, Mila, Sasha, Orran, Wulfgar, and George, have not idea. Let alone the exhausted Steadfast, whom told Brimstone of an unknown fate of their siblings.

Rewards Granted

Dark Robe: Evil robe of the archmage Jhusve's Blade: only attuned by her or her bloodline. +3, 1d10 necrotic, advantage on acrobatics: her spell book is gone (tied to the attunement of her blade). Diamond Scimitar: Legendary, if the Houses of Mainwalk: This sword has a translucent, bluish blade of pure diamond, with waves of arcane energy rippling across the blade’s surface. You gain a +3 bonus to attack and damage rolls made with this magic weapon.   Additionally, when you attune to this sword, it gains one of the following enchantments of your choice. You may use an enchantment once per turn when you hit a creature with an attack using the sword. When you finish a long rest, you may change which enchantment is applied.   Bane: The target takes an additional 1d8 necrotic damage, and it is subjected to the effects of the bane spell until the start of its next turn.   Fire Aspect: The target takes an extra 1d6 fire damage, and it takes 1d6 fire damage at the start of each of its turns. The target can make a DC 17 Dexterity saving throw at the end of each of its turns, ending the effect on a success.   Knockback: The target must make a DC 17 Strength saving throw or be pushed up to 20 feet back and knocked prone.   Sharpness: The target takes an additional 2d6 slashing damage. Additionally, hitpoints lost to the attack can only be regained through a short or long rest.   Smite: The target takes an additional 1d10 radiant damage. If it is fiend or undead the damage increases to 2d10.   Sweeping Edge: Creatures within 5 feet of the target must make a DC 17 Dexterity saving throw or take the result of the damage die rolled in slashing damage.   Spell Scroll 3 sets of wings: A supple leather harness attached to elaborate wings consisted of interlocking plates of mythril or goldensteel. These decorative wings appear designed to fit on the back of a humanoid creature.   Wyvern wings are created both by cultures that fight alongside dragons and cultures that make war on them. They enable the flight of footsoldiers, and reduce the risk of a warrior falling to their death when caught in a breath weapon attack.   A creature wearing wyvern wings can fly at a speed of 60 feet, but this requires their concentration as though they had cast a concentration spell. The wearer of the wyvern wings has advantage on concentration checks that are a result of damage from a dragon's breath weapon or from a dragonbound's breath ability.   3 dragoon shields: This gleaming shield is emblazoned with the image of a rampant dragon.   While this shield is in hand, you take half damage from any breath weapon or area spell that deals a damage type determined when the shield is found. On a successful saving throw, you take no damage.       D12 [[1d12]]   Black: 1-2 Acid   White: 3-4 Cold   Red: 5-6 Fire   Blue: 7-8 Lighting   Green: 9-10 Poison   Indigo: 11-12 thunder     At the end of a short rest, you can select a different damage type from the above list. The shield now protects against that damage type.   If you possess both the dragonlord's lance and the dragonlord's shield, you can attune both with a single attunement slot.   3 dragoon lances: [[1d3]] 1d3: 1, Black: Acid; 2, Green: Poison; 3, Blue: Lightning       This ornate lance is looped with a gold gilded dragon. The dragon's tail coils around the base of the weapon and its forked tongue forms the lance's tip.       On a hit, this weapon deals an additional 2d6 damage of a type determined at random when the weapon is found. Once per long rest after hitting a creature with the lance, you can spend a bonus action to have the lance emit a dragon's roar. The target must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.       If you possess both the dragonlord's lance and the dragonlord's shield, you can attune both with a single attunement slot.   Jam: 2 or lower.       Upgrade: Spyglass Sight, +20 range. Foregrip: immune to disarm (part of shield). Continual Torch: bonus action, bright light 30 ft. cone, dim 30 ft. cone. RELOAD 6       Ammunition (10/20), scatter: (targets hit beyond minimum range take half damage; hitting a target 5 ft. away, engaged in melee, does not impose disadvantage)   2, +2 studded leathers 2, +1 cutlasses 2, +1 starwheels 2, +1 studded leathers 2, +1 shortswords 2, +1 longbows 2, +1 military zappres 10, bolas   2. +3 plate: Wardens of King's Mages (Transmutation: Brimstone, Wulfgar, illusion). Hand axe: Dark ward Cover and Shadow: +1 AC       When thrown, flies back to hand after attacking.       Illusion: The bearer can alter this items appearance. Such alterations do not change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. The item reverts to its normal appearance when no one is carrying or wielding it.   Battleaxe, dark ward: Beckoned Dark: +2 attack and damage, 1d6 slashing       Made from crystal   Longsword, transmuter's warden: (_) Quickness: two handed, +2 attack and damage,       Charges: this item has 5/5 charges (DC 13). It regains 1d4 expended charges daily at dawn.       Kinetic Jaunt: 2 charges.       Haste: 3 Charges   attuned       You can use an action to cause your voice to carry clearly for up to 300 ft. until the end of your next turn.   Dragon bone scimitar: Dragonborn's Bane: finesse, light       3d6 [[3d6]] damage against dragons, including dragonborn.       Dragonborn Sentinel: this item glows a faint white light when a dragonborn is near (240 ft. or less).       Spell: While attuned to this item, you can cast Tenser's Transformation once per long rest (DC 13).     Emberheart's Greateaxe: Herald of Woe: +1d10 necrotic: A creature hit by this weapon loses 20 speed from their next turn.   Only of Great Weapon master.   Any creatures within 5 ft. of the target take proficiency modifier fire damage.   Wand of Lightning Bolts   Cube of Force   Cloak of displacement Shield Amulet, animated shield   Ornate Staff: of charming Dragon Eyeball: This is a golden amulet set with a ruby cut to resemble the slit eye of a dragon. While worn, the amulet grants its wearer darkvision out to 120 feet and blindsense out to 60 feet.   If the wearer of the dragon eye sleeps in the same location every night for at least a month, they can declare that location their "lair". The lair is an area three hundred feet in diameter (150 feet in any direction from where the wearer sleeps). The wearer of the dragon eye is always aware when a creature enters or leaves their lair, and senses hostility directed at them by anyone within the area.     Spell scroll: Suggestion and fly, cone of cold, greater invisibilty, psychic lance, incite greed, hideous laughter

Cover image: by Seth Love

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