Vote for Inspiration at end of session
Currently Inspired: Sam J

PreGame

Current leads:

  • The Eye & The Ear in Dragonhold looking for Narkul's sword
  • Narkul's old friend 'Dyndryd' - Received precise location
  • Drusilia's vision shows a castle in the North East of the marsh
  • Demeratos vision warns of a great power at the temple in Redkiln
  • Alucard young Black Dragon contract
  • Outlawed races in and around Mulburg

Current events:

8 days Until the hand spreads further into Sovereign
11 days Until the Eye and the Ear return to Pinga's or Mulburg with Back Talker
Narkul is raising an army of undead in the Far Realm to unleash on a city he discovers the group in.
Inspired characters: Ray & Delta


Dyndryd & Narkul

Would of had time for a short rest if needed but not a long rest

Before you all make a hasty decision and doom yourselves. Holy Gnome and Devil Fox, I propose a deal. Hand over yourself over and your (look at Ironhide) friends (look at Delta) and acquantences may go free unharmed. To the rest of you if the two don't agree, hand them over to me and you'll go free and be rewarded for your services. You have an hour to decide, if I think you're plotting or attempting escape you won't succeed. I grow tired of questions but you may ask away until I'm bored or you have an answer to my generous deal

Question time (max of 5)
Why Ironhide? The gnome wanted for killing Narkul & taking Sovreign hostage
Why Delta? The devil fox wanted for disrespecting Narkul's body & breaking into Dyndryd's home
Why Alucard? The sorcerer wanted for harbouring Sovreign (if info revealed)
What happens if we agree? The Gnome and the fox will be taken away, the rest can leave
Reward? Each will be given 100 Platnium and a Amulets of Proof against Detection and Location each to prove I won't and can't track you down, along with an additional 50 Platnium if you have information about Sovereign
What happens if we decline? You all die here and now
Can we negotiate? No, this is your final offer
What are your plans? If you live you'll hear or see in a weeks time
Sovereign? Last known location was Mulburg before magic was blocked, I will raze the city if location is revealed
Ironhide Fate? He's going to take some work, but I will get what I want
Delta/Remi Fate? I know a Professor who would be interested
Alucard Fate? Not sure yet, seems knowledgable that could be useful
Can we say goodbye? I do have a heart, alas it doesn't beat. You have an hour.

If they try to sucker up to Narkul
“Don't think you can persuade me with appeals to my intellectual vanity”

Religion DC13 Can comune freely, advises to avoid conflict, if you must avoid the dragon angering him will cause far more destruction.
Religion DC17 She cannot join the fight but can send an avatar to help fight. (Princip S&F 155)

Religion DC13 Can provide an escape but only if they can get out of the caverns
Religion DC17 Once a way is opened a Mantis Knight (S&F 176) guards the exit, allowing those who the Wild Mother wishes pass through

Religion DC13 Can comune freely, advises that this is a great opportunity to fight and take down Narkul, Dyndryd can be turned but she doesn't know how.
Religion DC17 Cannot join the fight but can send backup (Lesser Erinyes S&F 152)

Scared but will follow instuctions best he can, such as digging at rubble, finding people to help dig, investigate vault, etc.

Character Nickname Strength Threat Priority Class
Ironhide Gnome High High 1 Paladin
Demaratos Warlock Low Med 6 Warlock
Ray Dog High Med 7 Fighter
Souno Cat Med Med 8 Ranger
Jorgan Archer Low Low 10 Rogue
Drusilia Druid Low Med 9 Druid
Alucard Sorcerer Low High 5 Sorcerer
Delta Fox High High 2 Blood Hunter
Remi Eagle Med Low 3 Giant Eagle
Audax Alicorn Med High 4 Alicorn

Narkul Will keep fighting until death. Will show no mercy.
Dyndryd Will keep fighting until ~50hp before fleeing down into his personal cavern where he'll start collapsing the ground.

At the top of every round.
Reinforce. 1d6 Kobolds join the fight.

Dyndryd
AC 22 | HP 480
Speed 40 ft., burrow 40 ft., fly 80 ft.
STR 29 (+9) - Save +9
DEX 10 (+0) - Save +7
CON 27 (+8) - Save +15
INT 18 (+4) - Save +4
WIS 17 (+3) - Save +10
CHA 21 (+5) - Save +12
Skills Perception +17, Stealth +7
Damage Immunities Lightning
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 27
Languages Common, Draconic, Elvish, Infernal

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: (2d10 + 9) piercing damage plus (2d10)lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: (2d8 + 9) bludgeoning damage.
Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Strike them down (1). All Kobolds within 5ft of a target makes an attack.
Overcharge (1). A crystal Dyndryd can see within 120ft becomes overcharged and explodes in a 10ft radius, DEX15 Save, disadvantage if wearing metal armour taking 2d10 Lightning on a fail, on a success take half as much
Infuse (1). All undead Kobold within 30ft of a point Dyndryd chooses become

AC 10 | HP 1
Bite +4, 1d4+2 Piercing
Undead +6, 1d4+2 Piercing + 1d4+2 Necrotic
Lightning Upon death creatures within 5ft must make a Dex 15 saving throw as the Kobold explodes into lightning, taking 1d12 Lightning damage on a fail, no damage on a success

Ironhide is killed on the spot and risen under Narkul's control.
Delta “I don't have a use for you but I know of a Professor that might.”
Alucard is killed on the spot and risen under Narkul's control.
Remaining group allowed to freely leave.

Kobolds back down, running into the tunnels.
Citizens including Gent are scared of the group as they just killed their leader.
York feels out of place here, doesn't belong. Requests to join the group until they at least get to a town.
Structure Without Dyndryds power holding the place together and his last release of energy it quickly starts falling into decay, the vault door is cracked open from pressure and Dyndryd's lair starts filling with stone.

With the death of ?? and now the death of ??, the Kobolds back down retreating into the tunnels, Citizens start emerging now that there is quiet but as soon as they meet your eye sight head back inside or further into the city, seemingly afraid of the corpses, the dragon, the lich, of you. All of the blue glowing crystals start to flicker and fade. You all hear and feel what feels to be an earthquake, some rock falls down, thankfully not near anyone. A large crack lets out as the vault door is bent and burst open from preasure of moving stone.

Death

As you, ?? the last member of the Fellowship, ??
Narkul looms over you and in your mind without actually speaking he says “Such a shame, I must say a tougher fight than I thought, much more amusing than all other attempts to stop me, although your lives are at its end your usefulness hasn't ended, afterlife will have to wait a very long time, if you get one at all.” the light fades as you close your eyes, and likewise so does the book of the Rise of Narkul close, with the fall of the Fellowship of the Alicorn and their Holy crusade to quell the evil Lich and his plans
Dyndryd looms over you, as he takes your form, “I wish I could keep you around but I have much work to do, in preperation of his return.” Dyndryd draws a sword sinking it into your chest. “Any final words?” Player input, “Respect.” as he plunges the sword into your chest the world grows cold, you feel the pain but it too feels distant and cold. The light fades as you close your eyes, and likewise so does the book of the Rise of Narkul close, with the fall of the Fellowship of the Alicorn and their Holy crusade to quell the evil Lich and his plans

Flee

???

  • c/ron/secret/49.txt
  • Last modified: 3 hours ago
  • by Kyle