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Session 13

The High Priest is harsh on the PCs, but not overly cruel like some High Elves.   The High Priest explains Lauran's contrary views on life started when he was younger: Lauran was a magically birthed to a High Elf family, the traditional way High Elf's reproduce in order to retain their High Elf characteristics. As part of this tradition, High Elves age extremely quickly with the assistance of magic: Lauran's childhood and teenage years were only a week. In this weeklong maturing process, the High Elves take special note of the child's actions, in an attempt to see what they would be like when they finally reach adulthood. Notably, Lauran did not attain control over his magic powers until the end of the week. He also constantly played in the dirt, collecting insects and making his own little personal terrarium. He especially loved dropping objects in the terrarium to see how the insects would react. The High Priest recalls with amusement that Lauran would poke at dead insect shells and ask why they were like that. When the other High Elves explained to Lauran that the insect had died, Lauran sobbed and spent hours building a little grave for it.   After the week-long maturity process, the High Elves moved to train Lauran in magic. Lauran's grasp on magic was slow, which ordinarily wouldn't cause worry in the High Elves, but he seemed to spend time exploring the world and asking questions about all of its processes, rather than studying his magical abilities. He asked questions constantly during training, most of them off-topic. Gradually, this infuriated the High Elves, who interpretted these as an attempt to annoy them. They banned him from asking any questions not related to magic. His parents, in a fury after Lauran embarassed them in front of the High Elves, asked him why he couldn't wait for a more appropiate time to ask his questions. Lauran, after a moment of thought, replied that he wanted to make sure the people who were supposed to be mentoring him were knowledgeable on more than just magic.   The High Priest recalls Lauran once approaching him and asking him to explain why leaves changed colors. When Lauran assured him he had finished his training duties, the High Priest went on to explain this.   Lauran eventually attained a mastery of magic that was acceptable to the High Elves. It was at this time, his parents decided to have another child: This child would end up becoming Altair, Lauran's younger brother. Unlike Lauran, Altair attained control and mastery of his magic incredibly quickly. Despite this, Lauran and Altair had a good relationship. Altair had a great appreciation and wonder for the world around him, and Lauran was happy to entertain Altair's questions and teach him about nature.   Lauran eventually ventured outside of the High Elves' abode, eager to make a name for himself. Altair, meanwhile, stayed with the High Elves. Lauran would return occasionally, speaking of all the adventures he went on. There was lots of thrills and excitements, moments to treasure and hold close to his heart, but there was also tragedy too. In Lauran's time helping people, though he was incredibly powerful, he came to the conclusion that there was one, consistent thing he could not fight against: Death.   Lauran began to question the teaching that death was a natural part of life. He saw it as a problem to be conquered, like disease and decay. This was when his research began. The High Elves disapproved of his pursuits greatly, but because the most of the extent of his activities was dissecting animals corpses of those who died natural deaths, there was nothing explicitly morally wrong about it.  

The Puppet Show

As the party approaches main street, they notice a commotion going on in the city square. A large crowd has gathered in place. The sound of shouting, drums, and traditional oriental music resounds through out the street. A closer look, and a bit of patience for the crowd to part, gives the party a glimpse at what's happening: A large, grandiose puppet show. Several puppet masters stand at the back, a large painted canvas covering them up to their torsos and providing a backdrop for the marionettes to move. At the sides of the canvas, is an assortment of musicians and magicians, adding to the show by providing their talents. Together, the puppets and their environment comes alive.   A lone puppet at the front, dressed in expensive looking and detailed armor is giving a motivational speech to his army. After the speech ends, they triumphantly charge into battle. With the skills of the puppeteers and the magic of the spellcasters, the puppets clash with such ferocity and intensity that it was easy to forget they were creations of wood and fabric. The motions were incredibly fluid, each strike of metal against metal punctuated by realistic sounds and marks. Finally, one side was victorious, the one that had been given the speech at the beginning. But as their leader approaches the right side of the stage, their face grows more worried. Voices become more strained. Then, after a minute of dialogue, the leader lets out a heart-rending cry. He takes his own blade and throws himself upon it, while all his loyal soldiers mourn and weep. A voice speaks over the tragic scene.   A couple spellcasters to the side start gesturing hurriedly, as the puppeteers quickly prepare for the next scene. The canvas changes to a city, not too unlike the Capital itself, and all of the puppets now ordinary civilians. They stare up at the sky, holding onto beautiful kites akin to the ones hanging up throughout the city. Several more minutes pass as the narrator speaks again, the music swelling to a climax, before the show ends. The crowd claps enthusiastically as each section takes their turns bowing.   The party sees a few groups of adventurers like them at the front, eager to see the show.
  • Elf
  • Halfling
  • Lizardfolk
  • Aarakocra - rogue
  • Human
  • Dwarf
  • Half-Elf
  • Genasi
  • Paladin
  • Sorcerer
  • Bard
  • Fighter
  The party spots Anahe and her familiar green horns and feathered cloak at the front of the crowd. When the show ends, a group of adventurers approaches Michael and talks with him eagerly.

Advertisement for Laseen's Colosseum Fight

Kite Battles

Set up in one of the parks is a kite flying stand. The party sees a small crowd watching two kiters with awe. Their kites are elaborately decorated as the fighters stare up at the sky with intense focus. The adventuring group that was at the puppet show before is present, with their aarakocra offering to fight against the PCs. The host offers the party a chance to fight.   Kite Flying Rules
  • Each kite has 5 hp.
  • A coin is flipped at the beginning of the battle to determine who goes first.
  • Each turn consists of three actions: One taken before the attack, and one after. They consist of a variety of effects, mostly dependent on the kite selected.
  • The attack consists of the attacker doing a 1d20 to attack, and the opponent doing a 1d20 to dodge. Various actions taken beforehand will apply different modifiers to these rolls. If the attacker rolls higher than the defender, they make a hit. A hit does 1 hp to the attack, unless kite abilities specify otherwise. A kite's special ability can be used a max of three times per fight. When a kite reaches 0 hp, its thread is cut, and the kiter has lost. The game ends after 7 rounds, or whoever reaches 0 hp first.
  • Defend: You have +3 to your next roll to dodge.
  • Offense: You have +3 to your next roll to attack.
  • Refresh: Roll a 1d6. On a 5 or 6, you regain 1 hp.
  • Ice Queen Kite: Frosty Aura, slows down any kite that enters within 10 ft of it for 1 turn, imposing disadvantage on rolls to dodge. Uses all actions.
  • Phoenix: The thread glows with heat. A successful attack deals 1 additional hp. 1 action. Can stack.
  • Archer: The archer fires a shot at the opposing kite. If the next attack hits, the wounded kite takes a -5 penalty to its next dodge roll. 1 action. Does not stack.
  • Hulijing: The fairy rolls a 1d4+2. It may add this number to any roll of its choice within the turn. Uses all actions.
  • Wind Spirit: Passive ability - The user may add their dex modifier to rolls to dodge, up to +3. Does not stack with the +3 granted by the defend action.
 

Shop Items

  • Weapon that grants user +15 to their movement speed for the rest of the turn if the attack lands.
  • Potion that allows user to Wildshape into any creature up to CR 6.
  • Blessed Dumplings: Cooking and eating these dumplings gives the user +1d4 to their attack and saving throws for the next minute.
  • Speckled Gem: Attuning with this gives the user +3 to Charisma checks against spirit.

Plot points/Scenes

  • Talking to the High Elf and Head of the Temple
  • Roaming the City
  • Puppet Show in the Center of the City
  • Advetisement for Laseen's Colosseum Fight
  • Kite Battles
Parent Plot

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