WH Arc 5: Duratri Blues
The Party is making way to Duratri, possibly stopping by Blackthorne Penitentiary.
Blackthorne: They can free the tieflings here, possibly coming across the archivist.
When they free some of the tieflings, they notice that some of them have burns on their temples and are acting wild.
If they put the head of Naïlo in the archivist, it will allow them to go inside his mind and find their information. They can discover that the clone is actively disobeying the wishes of the original.
Then they go to Duratri. If they attempt to land in Duratri, they will be attacked and shot at. They must land outside the grove and find a way to brave the forest into Duratri. If they try to use the broom to go above it, they will be attacked. Make the forest potentially like a dungeon? Nah don't do this.
The head of Naïlo's clone has a microphone hidden inside of it, the players can roll an arcana check to see if they can sense the transmissions, or perhaps it gets picked up by their phones.
The party learns that the real Naïlo is actually still alive. He is in a pod in Duratri, and his goal of taking Ecu's (Actually Thalar's) body, will be his current goal. His parents are shambling corpses, tied to a wall. His clones talk to him.
Killing the real Naïlo will allow for the party to destroy the clones, but they wont let that happen so easily.
Recap:
I was trying to better the world, but Ra'zul became
The prime clone will arrive, and fight the party.
"Last we were together, you all defeated a cabin that had come to life. Eric, being the new ruler of the Sparrowick Empire was approached by his father's advisor, Dravak, who informed him of multiple issues that needed attention the next day. You all spent the night in Castle Sparrowick, where you conversed about what your goals were. It was discovered that not only was Jimmy an automaton, but he was also a spy for a new organization called the New Council, a collection of radical survivors of the Stormwatch bombing. It was revealed that this new organization was galvanized by Dr. Naïlo. After a decent night's sleep, Eric gave audience to few of his subjects. After an interaction with a blue dragonborn named Talia, Eric had placed a bug on her. After eavesdropping on her, the party made way to Veloria's general goods, where they discovered a secret basement. In this basement was a clone of Dr. Naïlo with a brand of temporary immortality, smugly sitting behind a magic barrier. After dispelling the barrier, you decapitated him, taking his head with you in a bag. At this point, Naïlo had attempted to organize a coup, using the lower class, led by Talia. You all quickly were able to quell this rebellion, capturing Talia. She informed you that Naïlo had taken her father, Rashus, and promised to return him if she went along with his plan. You all decided to make way for Duratri, aboard a new plane gifted by Dravak. As you prepare to take off, the wind howls on the tarmac, and the sky seems split between possible downpour and perfect weather.The plane will have backpacks for the players that include flippers, lights, and something else. Roll perception DC 12:
"You spot what appears to be a gap in the treewall. Upon closer inspection, the ground below the gap seerms to be a beaten and weathered dirt path. Inside, the path winds around a bend, disappearing into darkness.The beginning area has a cloud of spores on the ground. It takes a minute before it begins to negatively impact the characters. Dungeon: 1.
"You enter a clearing, the canopy above completely shutting out any outside light. Around the room are mutliple fallen statues overgrown with vines and such. There are a few pathways that branch off of this room. A dense fog covers the floor, and a lighter mist seems to hang in the air. (Roll perception. DC 13: "Something catches your eye. You walk to a wall, and pull back the vines, revealing a message hastily scrawled in blood. It reads, 'Hathka's mercy is a lie. Be not fooled.") You look closer at the statues, each detailed with a horrified expression. They wear various garb with the same symbol etched into their armor, the symbol of a grove with a star in the middle.2.
"In this clearing, you find a sleeping bag, along with a privy and a few chairs. Roll perception 12: "The air smells of burning hair and flesh. Something falls from the ceiling, and upon closer inspection you see that it seems to be a sort of slime, crimson in color. Where it landed, the ground had begun to melt. Attached to the ceiling above you is a bloodred blob of slime. It drops down, with a splunch.
"Last we were together, you all found that Nailo had been tracking you through the decapitated head of his clone. After you threw the head out of the cargo hold, and had touched down outside of Duratri, you made your way into the Eclipsed Forest, a perilous path that leads into the city. After various encounters, you came across a boar that turned out to be Elarich's father, Frederik. You learned about a religious event called the reclamation day, the alleged day of salvation where Hathka, the spirit of life would finally defeat Rathul, the spirit of death, and allow for the Duratrians to enter into the real world. You are currently in a grove beneath twisted together canopy that lets no light in."3.
"A small body of water sits in the middle of the room. Lilly pads float at the surface, and various plants surround the edge of the pool." Roll Perception DC 4: "The water seems to be quite deep, and you notice something else. Ripples have begun to race across the surface of the water, picking up, until the pool is a roiling tub. From the depths, a form approaches, shattering the surface of the water. Slimy tentacles writhe and flap around, a toothy maw protruding from the darkness. The creature rears back and shrieks."After they get the creature to a certain hp, it flees.
"You jump into the pool, lukewarm water soaks your clothing. A small passageway leads down into a tunnel."4.
"In a small clearing, you find a few bushes, as well as a chest leaning against the back wall." Roll perception DC 12: "As you approach the bushes, you hear a5.
"You emerge in an underwater tunnel, which narrows ahead of you." Roll perception: DC 12: "A spear sails through the water before slowing down and sinking.6.
A small cavern.7.
"You swim into a small cavern. A few skum turn your way, each with a small key piece on their hips.8.
"You swim into a9.
"You emerge from the water in a rocky cave. A10.
"A small cavern that was clearly a campsite at one point or another. Two husks come out of the wall."11.
"Two doors, a few tables and a crystal."Chest: Key part. 40 gold. 12.
"In this room is a roundtable, engraved with dusty golden runes."13.
"Chest, desk and box."14.
"Not really important."15. Trap, Per: 14, DC 14 DEX. 4d10 piercing damage.
"At the end of the room is a chest."Chest: Key part: final key for the big door at the end. 50 gold. 16.
"You exit the dirt tunnels into a stone chamber. To the right of you are stairs that stop at a locked ornate wooden door. To your left is a locked door." Perception: 14 From above come the sounds of chittering and scampering. You turn your gaze upward, coming face to face with a multi legged, long necked creature. Several glowing orange eyes lock onto you, as the creature skitters off the ceiling onto the ground in front of you. It rears its head back and roars, teeth chittering.Going into Duratri:
The wooden double doors creak open, and a burst of light momentarily blinds you. As your vision adjusts, the breathtaking sight of Duratri unveils itself. You find yourself standing on the bank of a flowing river. The city sits across the water, framed by the towering wall of intertwined trees. Sandstone buildings, draped in vibrant greenery, dominate the landscape. Massive palm trunks rise skyward, vines snake off of them, hoisting entire districts into the sky. Several rope bridges sway gently in the breeze, linking these lofty neighborhoods. Down on the ground, the city buzzes with life: crowded markets hum with activity, and bursts of color from hanging banners and lush plants add to the vibrant scene. From the riverbank, you see a few people, with their heads down, huddled and praying over a covered body in a boat. "We thank Hathka for the life you lived, and pray that Rathul will allow for your dignity to remain in death." As they finish, they push the boat from the shore, and allow it to float down the river toward the massive tree wall. As the boat approaches, the treewall opens, and then closes back around the boat. The people disperse.Romi: A potentially corruptible character. Elarich could manipulate her into joining his side. Romi is a red skinned Tiefling, 23 years old. She's a member of The Board, representing the Tieflings of Duratri. She wears rather common clothes, and is extremely kind.
Elarich, as you walk through the market, someone bumps into you, falling to the ground. Papers scatter from a dropped case.Hathka was a divine spirit, born of the earth. He looked after the animals and the plants, as they were his responsibility. One day, Rathul, the spirit born of death was lonely, and so created a disease to take the animals and plants from Hathka. They fought, and Hathka created an oasis, away from the devastation of Rathul, where those he cared for could live happily. Hathka has taken many forms over the years, and Nailo is simply the form he has chosen to humble himself with. Outside the walls of Duratri lurks Rathul, waiting to take the people for his own. However, the Duratrians believe that the day of reclamation is tomorrow, and that they will be free to roam the realm when Hathka reigns supreme.
Last we were together, you all fought Deldrak, a tiefling mercenary hired to kidnap Thalar. Through perserverance, and a shit ton of luck, you managed to best him in combat. You then made your way out of the eclipsed forest, into the city of Duratri. To your shock, Duratri's population, a mixture of tieflings and other races, seemed to be getting along quite well. Elarich, you spoke to a Tiefling named Trevor, and were able to convince him that Nailo, the self proclaimed avatar of Hathka, wasn't all he seemed. You requested that he inform everyone he knew of an event occurring tonight at the south tree wall. You called Necco, and requested him to gather as many forces as possible at the south wall of the city, using funds acquired through the sale of Dragonspice, an illicit drug. Tony refused to take part of your plan, and as such, Elarich and Eric placed a bounty on him equaling 2 million gold. You started searching for Nemean labs, with a crystalline shard retrieved from the corpse of Deldrak. There are several hours until the rendezvouz.The lab is found in Black Heath. The land isn't in use by many, and therefore serves as a perfect place for a secret lab entrance. Black Heath is mostly farmers. They gaze wearily at your group as they till their fields. The party. Eric will sense something terrible closing in. Lab: The crystal flies from your hand, static in the air. It shines brighter than it ever has, projecting an image of a descending stairwell onto the ground in front of you. Wandering the facility: Perhaps cut some for time. The most important things to keep are the control room and Elarich's mom. 1. Come across Nailo clones, at least 3, and fight them. 2. You find a few cells, with tieflings and changelings inside. Additionally, a plasmoid creature known as the archivist is in this same area. Elarich's mother, Jaela, i 3. The control room, that accesses the obelisk. Currenlty, accessing the mainframe is very difficult, requiring a DC 19 Arcana check to successfully hack. Once Nailo is killed, you will have the opportunity to deal with this. The final fight. Raulf is the dragonborn's father.
You all find a room labeled Containment and Transfer. Success: The sound of approaching footsteps comes from within the room. Fail: You open the door, and run into a blue skinned Tiefling woman. Her clipboard clatters to the ground. Elarich's mother Amelia: A no-nonsense woman whose pursuit of scientific progress clouds her judgement. She doesn't care that Elarich is here You open the door. Several person-sized tanks full of green liquid sit around the room. At the back wall sits a the largest tank. Each tank has a nametag. In one of the smaller tanks is Meadowdream Sparrowick, chained, with a mask over her face. In another tank is a malnourished human man named Raulf. Other bodies sit in various other tanks, but noticably, two of these side tanks are empty. A tank with Deldrak, and a tank with Ecu written on them both remain empty. In the big tank in the middle floats the frail body of a Drow, with Father etched into the gold nameplate. Chains wrap around the drow's arms and legs. This, you realize, is the true Nailo.The party can talk to him, and he'll ask them to kill him. His clone went out of control trying to accomplish Nailo's goals in absolutely wrong ways.
The door creaks open, and the click of footsteps and rattling chains echo through the chamber. Nailo walks in, adorned with extravagant purple and gold clothing. He holds two chains in his hand, which connect to collars around the necks of two shambling corpses. On the collars are the words Mom and Dad. "It seems no matter how many glue traps I hang, the flies remain. Ecu, you so heavily resisted your purpose, why? What gave you the idea that you were allowed to just walk free? Your purpose is what I give you. There's no point in resisting. Soon, this world WILL know peace." He turns his attention to the largest tank, and a disgusted look adorns his face. "After this, I will have no need for you. Your existence endangers the mission. He unhooks the chains holding the corpses. Roll Initiative.Halfway through the fight, Nailo will scream and activate phase two
Nailo grunts in frustration, removing a whistle from his pocket. He sounds it, an eerily low pitched ring rattling your bones. Seconds later, a low rumbling can be heard, which grows louder and louder, and a roar opens a pit in every one of your stomachs. Nailo throws something from his pokcet at the ceiling, and at that spot, the ceiling collapses. Rock and stone careen to the ground, creating a pile of rubble. Crimson talons violently reach around inside the room, attempting to grab you all. Everyone roll a DEX save. DC 18. Success: The talons claw the ground, splitting rock with ease. You manage to dodge the talons entirely, feeling the wind move past you. Vulthrax roars, opening his mouth. A glowing orange light appears at the back of his throat. Nailo turns and lobs a spell at him. "NOT IN HERE." Fail: The talons scoop you up, and the dragon takes flight, quickly leaving the ground behind. (Change battlemap depending on how many people are here. Nailo clones appear on the dragon and fight the party. After like, 3-4 rounds, if theyre winning, have the dragon take a nosedive, and land near the lab. Nailo will be about to do his thing, and you can fuck him.) Eventually, if the party's in trouble, Eric's dragon, Korrad, will speak to Eric. "Master, I am here." A white blur blitzes Vulthrax, dark red blood flying everywhere, trailing in Vulthrax's flight path. After the fight in the air: "Vulthrax roars, and begins to spiral toward the ground. The wind rushes past you, and Vulthrax's body slams into the ground, causing all of you to slam against his scaly hide. Everyone roll a DC 15 CON save. Fail:Either Nailo takes Thalar's body, or Meadowdream's.
Backdrops
Locations
Old Duratri:
"Crumbling stone towers and overgrown walls bear faded runes in a lost language. Few ancient structures remain standing, with newer sandstone homes lining the edge fo the district. Few of these are still lived in, seemingly left as a reminder of Duratrian heritage.Buildings: The Founders’ Hall: An open-air structure where the original settlers’ stories are etched in stone. The Ruins Library: A small, circular building built around an ancient ruin, where visitors study the past. Sun Pillar Plaza: An open plaza featuring a massive obelisk carved with symbols that detail the city’s founding. NPCS: Castle Mindartis:
"Towering trees grow into each other to form a solid wall. Within the confines of this wall is a towering fortress of sandstone. Alongside it to the East is a dark obelisk that stretches to the heavens, and a large "The Council’s Amphitheater: A formal space for public addresses and closed debates on city policy. The Obsidian Spire: A tower dedicated to advanced genetic research and experiments, secluded from other districts. The Hall of Genes: A central archive containing generations of genetic data and modified schematics for controlled study. Ashen Garden:
"Trees of ashen color decorate this district. Sandstone homes are overrun with various plants andThe Healers’ Grove: An open courtyard where herbalists and plant biologists test and refine medicinal plants. Fountain of Rebirth: A tranquil fountain that symbolizes renewal, surrounded by garden beds with rare herbs and healing plants. The Arborium: A greenhouse dedicated to rare and newly developed plant species used in medical research. Roaring Court:
" "The Grand Arena: A massive amphitheater used for public exhibitions, debates, and internal competitions. Court of Progress: A showcase hall where residents present scientific breakthroughs and honor Duratri’s advancements. The Pavilion of Sound: A communal outdoor space where citizens gather for musical performances and storytelling. Westgate:
"Eclipse Knights roam the streets freely here, adorned with the city's banner."Despite its name, Westgate is more of a defensive and storage-focused district than a trade hub. It houses the city’s main storage facilities and serves as the entry point for citizens traveling to the outer forest or on local expeditions. Notable Buildings: The Gatehouse: A fortified checkpoint where entries and exits are strictly monitored to protect the city’s isolation. The Great Storehouse: Duratri’s largest storage facility, holding preserved food, medicinal supplies, and equipment. The Supply Hall: A distribution center where citizens access tools, provisions, and other essential supplies. Redcrest Mire:
""Known for its marshy terrain and the red-tipped, genetically modified marshgrass, Redcrest Mire focuses on animal genetic modification. The district features specialized facilities where researchers work on improving livestock traits, such as endurance and disease resistance. Citizens here are accustomed to seeing peculiar species bred for strength or adaptability, contributing heavily to Duratri’s food supply. Redcrest Mire is known for its earth-rich aroma and dense fog at dawn, giving it an air of rugged innovation. Talon Row:
""Talon Row is where the hunters and foragers of Duratri reside, experts in survival and the city’s natural defenses. Its facilities often specialize in combat-focused modifications for use in Duratri’s peacekeeping force, the Eclipse Knights. Buildings are low and practical, camouflaged by ivy and other local flora, giving the district a fortress-like appearance. Talon Row citizens are particularly proud of their contributions to Duratri’s defenses, making them quick to patrol or defend the forest boundaries. Blue Reach:
A secluded district with an underground reservoir, Blue Reach is essential for Duratri’s water needs. Its underground reservoir provides an independent water source, with filtration systems enhanced through bioengineering. This system supports water purification, making Blue Reach critical to the city’s self-sufficiency. The district is known for dimly lit corridors carved into the rock, with water harvesting and storage systems integrated into the walls. Blue Reach has a tranquil, almost reverent atmosphere, where quiet contemplation is the norm. Hanging Arch:
"The homes here are built into the sides of massive trees, with walkways suspended between themThe Hanging Arch district is known for its arboreal architecture, with towering structures and walkways suspended between massive, genetically strengthened trees. It houses Duratri’s artisans, scholars, and inventors, who focus on sustainable technology and architectural innovations. The canopy shelters the district from direct sunlight, creating a serene, ethereal glow as daylight filters through the leaves. Hanging Arch is filled with hanging gardens, wind chimes, and sheltered study nooks, fostering a community dedicated to artistry and intellectual growth. Green Arch:
"Lush and vibrant flora decorate the sandstone dwellings of Green arch. The smell of exotic flowers,Green Arch is the center of Duratri’s agricultural advancements, specializing in plant-based genetic modifications. The district is lush with experimental crops, vertical gardens, and greenhouses. Duratri’s botanists work tirelessly to engineer crops with enhanced nutritional value and resilience, essential for the city’s self-sufficiency. The district is vibrant, with greenery spilling out from every corner, filling the air with an earthy, herbal scent. Citizens here are known for their extensive botanical knowledge and close relationship with the land. Black Heath:
"Just over the bridge, a misty riverside district hides in the shade of enormous pine trees. "Separated from the other districts by the river, Black Heath is both isolated and enigmatic, housing Duratri’s more secretive research facilities. Its buildings are shadowed by tall pines, and the atmosphere is dense with mist and mystery. It’s known for its genetic projects, some of which are rumored to be high-risk or experimental in nature. Black Heath’s detachment from the city allows it to conduct research that might be deemed too hazardous or ethically ambiguous elsewhere, earning it a reputation for being both fascinating and fearsome.
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