While the remaining skeletons are dispatched quickly.
The spirit then reveals himself again. “Very good. There is indeed strength within you! Now, onto the next test! Remember, only the brave will survive.”
The Third Trial: Selflessness
The floor shifts under the bands feet, splitting open.
The band huddle in the alcove of the entranceway as one of the bodies drops into the whole and a splash then sizzling is heard.
Lemmog approaches the rapidly opening whole and sees a massive pool of acid waiting below.
As the floor slides, skeleton bodies near the centre of the room collapse into the pool and are rapidly eaten away.
The spirit returns announcing, “The pool demands a sacrifice. One must pay the ultimate price for the rest to survive. Who among you has the courage to sacrifice themselves for the greater good?”
Yomi is contemplating compelling Gribble to jump.
Silme and Gribble look around in Panic
Heironymo retreats into his mind, meditating on a solution
Lemmog rushes and takes a giant leap into the pool, closely followed by Ekam.
Just inches from the surface of the acid they both are enveloped in blue light and suspended by the spirit.
“Very good. You also possess selflessness.”
Lemmog and Ekam are lifted from the pit, surrounded in dancing flames.
The spirit approaches and draws his axe. “Should you pass the final trial and leave this place alive, I offer you a blessing, hero.”
He touches his weapon to both the sacrifice’s chest and Lemmog and Ekams eyes flash a vibrant blue for just a moment. “Now you may call upon the Light of Dromar and he will listen.”
Once per day, this player may call on the Light of Dromar as a Bonus Action. Their eyes spark blue with intense, ethereal flames. The next time this player would make a roll with disadvantage within the next minute, they may roll normally instead
The Final Trial: Faith
“There is a single test left.”
A new door slides open behind the spirit, parting the stone where there was nothing before.
All of the torches go out and the blue torches in the room are extinguished. Everything turns to darkness.
The voice speaks and a crystal begins to shine in the distance, emanating a pure white light.
“Face the terrors of the ultimate foe. Step towards your destiny.”
As the band step into through the doorway they are greeted with a deafening roar. They can no longer speak or cast spells.
The band must move forward based on their own drive alone as their ears ring painfully.
As the band walk down the passageway the first of the attacks strikes them as a wave of acid washes over the band, stinging their skin and eating into their flesh, each band member takes acid damage.
Their eyes burn and swell with tears. “Step towards your destiny,” the voice repeats.
The crystal at the end of the path begins to glow black as it spins. The acid disappears in an instant, but there is only a moment of respite.
The burning of the acid stops, but now their muscles begin to spasm as electricity sparks up and down their spines, surging with energy. Each band member takes lightning damage.
They struggle with every step forward as their muscles want to seize up and quit. “Step towards your future.”
The crystal begins to send off blue light and the sensation ends. There is now blue and black light dancing across the walls at the end of this corridor. The light spins faster when blue joins.
They band continue on and each breath becomes difficult. They gasp for air, but none comes. Their lungs feel as if they may explode. The air is thick and pungent with fumes. Each band member takes poison damage.
“Step towards the truth.” The crystal begins to send off green light and spins faster still.
Flames erupt at their feet. This burning moves up their bodies. It sears their flesh and their clothes become scorched. Each band member takes fire damage.
Silme and Ekam drop at this point.
The rest of the band try to carry them onward.
“Step forward for peace.” The crystal sends off red lights and the burning stops.
Faster still it spins. The crystal is directly in front of them now. Frost sets in and their bodies are chilled to their cores. Their teeth chatter and their joints go stiff. It is so cold that it burns. Each band member takes cold damage.
Only Yomi is left standing.
“Step forward for power!” he shouts and the crystal explodes with brilliant white light. All of the colours dance in front of Yomi.
As soon as Yomi touches the gem it goes dull.
Victory
The room goes alight with torches. Yomi looks around and notice that the room is quite small, perhaps 10 ft. x 10 ft. and there is a pedestal with the relic sitting atop it. The spirit appears before Yomi and offers the artifact to him. “I am what is left of the man that was once Dromar. You have proven yourselves cunning, strong, selfless, and fearless and you have earned the right to take this with you.”
Book of Exalted Deeds
Wondrous item, artifact (requires attunement by a creature of good alignment)
The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book’s various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil.The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can’t be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.
Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.
Random Properties. The Book of Exalted Deeds has the following random properties:
- 2 minor beneficial properties
- After you spend the requisite amount of time reading and studying the book, you can’t be charmed or frightened.
- After you spend the requisite amount of time reading and studying the book, you gain a +1 bonus to Armor Class.
- 2 major beneficial properties
- After you spend the requisite amount of time reading and studying the book, when you hit with a weapon attack, the target takes an extra 1d6 damage of the weapon’s type.
- After you spend the requisite amount of time reading and studying the book, you can’t be blinded, deafened, petrified, or stunned.
Increased Wisdom. After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can’t gain this benefit from the book more than once.
Enlightened Magic. Once you’ve read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher.
Halo. Once you’ve read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo’s bright light make attack rolls against you with disadvantage.
Destroying the Book. It is rumored that the Book of Exalted Deeds can’t be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years.
Yomi blacks out for a moment and finds himself returned to the hallway they traversed when they first met the spirit, but there is no sign of the guardian or the doorway they entered earlier.
The rest of the band members are here. Everyone is feeling fully refreshed and restored to full health.
They pushed onwards to their own death. True fearlessness!
Ekam spots the book before Yomi can hide it, and they "discuss" the possession of it.
On the ground along the wall are treasures that were not there previously. This is the equipment of the warriors who died in the trials transformed back to their original state.
Silme took:
Robe of the Archmagi - White
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created.
- A white robe was made for good.
- A Gray for neutral, and
- A Black for evil.
You can't attune to a robe of the archmagi that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
- If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
- You have advantage on saving throws against spells and other magical effects.
- Your spell save DC and spell attack bonus each increase by 2.
Yomie took:
- A white robe was made for good.
- A Gray for neutral, and
- A Black for evil.
You gain these benefits while wearing the robe:
- If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
- You have advantage on saving throws against spells and other magical effects.
- Your spell save DC and spell attack bonus each increase by 2.
Gloves of the Hermit
Wondrous item, uncommon (requires attunement)
While attuned to these gloves crafted of raw animal hide, you gain proficiency in Survival. If you are already proficient, you gain expertise. Additionally, you can use your bonus action to conjure a swarm of small woodland creatures such as squirrels, ferrets, or mice for one minute. These creatures follow you and attack your targets. Whenever you take the attack action on your turn, make an additional attack with a +4 bonus to the attack roll. On a hit, the target takes 1d4 + 1 piercing damage from the creatures as they bite relentlessly. After one minute these summoned creatures disappear. Once you have used this feature, it can’t be used again until the next dawn.
While attuned to these gloves crafted of raw animal hide, you gain proficiency in Survival. If you are already proficient, you gain expertise.
Cloak of the Renowned Champion
Wondrous item, rare (requires attunement)This tattered cloak is beautifully crafted, but has become tattered from years of use in battle being passed on from hero to hero. You gain a +1 bonus to your AC while wearing this cloak. You can use your reaction to add your Charisma modifier to the saving throw of an ally within 90 feet that can hear you. Once you have used this feature, you can't do so again until you finish a short or long rest.
Ekam took:
War Tambourine
Weapon (tambourine), rare (requires attunement)
This tambourine has a steel frame with razor sharp clappers and a drum head magically treated to resist damage. It’s a musical instrument and a +2 magic weapon, which weighs 1 lb and deals 1d4 slashing damage. It has the finesse, light, and thrown (range 20/60) properties.
Parry. When you are hit by an attack, you can use your reaction to add 2 to your AC against that attack.
You can use this ability three times, and regain all expended uses when you finish a long rest.
Spellcasting. You can use the tambourine to cast the following spells without requiring components (spell save DC 16): - cause fear,
- compelled duel,
- heroism, and
- heroes’ feast.
Once you have cast a spell in this way, you can’t cast that spell again until you finish a long rest.
Heroes’ feast can only be cast once every 7 days.
Lemmog took:
This tambourine has a steel frame with razor sharp clappers and a drum head magically treated to resist damage. It’s a musical instrument and a +2 magic weapon, which weighs 1 lb and deals 1d4 slashing damage. It has the finesse, light, and thrown (range 20/60) properties.
Parry. When you are hit by an attack, you can use your reaction to add 2 to your AC against that attack.
You can use this ability three times, and regain all expended uses when you finish a long rest.
Spellcasting. You can use the tambourine to cast the following spells without requiring components (spell save DC 16):
- cause fear,
- compelled duel,
- heroism, and
- heroes’ feast.
Heroes’ feast can only be cast once every 7 days.
Ring of the Reckless
Wondrous item, rare
While wearing this ring, you thrive on the adrenaline brought on by the fear of death and in return it protects you and allows you to fight on through the pain. As long as there are 3 or more hostile creatures within 10 feet of you, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Greataxe of Vengeance
You can use an action to speak a command word and gain resistance to all damage until the start of your next turn as you enter a defensive stance. While in this defensive stance, you absorb some of the kinetic energy of attacks against you. The first time you deal damage with this weapon on your next turn, you unleash this absorbed energy. Add bonus force damage to the attack equal to the amount of damage you have taken from enemies since your last turn (maximum of 20). Once you have used this feature, you can't use it again until the next dawn.
Butcher's Axe
Battleaxe, uncommonThis large cleaver is made of jagged, shredded shards of metal that have been smelted together to form a vicious blade. Once per day, you can use your bonus action to launch an ethereal meat hook at a creature within 30 feet. Make a ranged weapon attack against that creature with a +5 bonus to hit. On a hit, the creature takes 1d8 force damage and must make a DC 13 Strength saving throw. On a failed save, the creature is pulled up to 25 feet towards you in a straight line. On a success, the creature is not moved.
Gribble was given:
Slippery Sandals
Also known as Mercury’s Slippers.Wondrous Item, Uncommon. Requires Attunement.
Origins: A gnome working for the thieves’ guild.
These strangely colourful shoes look out of place most of the time, as if their owner just run away from a circus or a parade. They are covered in exotic plumes and it is said that wearing them grants unnatural speed to the wearer. Many owners find themselves suddenly attracted to running away instead of fighting while wearing these shoes.
As long as you are attuned to these shoes your base walking speed increases by ten feet. You have advantage on all acrobatics checks made to escape a grapple.
Remaining items:
Staff of Distortion
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)- blur (2 charges),
- mirror image (2 charges),
- haste (3 charges),
- slow (3 charges).
Overgrowth Armor
Light or medium armor, rare (requires attunement)This armor is covered in rough bark and wrapped in thick roots. You can use an action to speak a command word and cause roots surrounding this armor to implant themselves in the ground around you for up to 1 minute. This ability only works if used outdoors or if the floor is made of a soft material. You can end this rooted status as a bonus action on any subsequent turn. Once this feature has been used, it cannot be used again until the next dawn.
While rooted you gain the following traits:
- You are considered grappled and cannot be moved against your will.
- Your AC can't be less than 16.
- At the start of your turn, as long as you have at least 1 hit point, you regain 1d4 hit points.
Fisherman’s Quarterstaff
Quarterstaff, very rare (requires attunement)You gain a +2 bonus to attack and damage rolls made with this magic weapon. As a bonus action, you can transform this weapon into a fishing rod or back into a quarterstaff. While in its fishing rod mode, this weapon loses its +2 bonus to attack and damage rolls, but gains access to a few additional properties. When one of these properties is used, it can’t be used again until the next dawn.
Net. You can use an action to conjure a large net over a 10 foot square area within 30 feet. Each creatures within this area must succeed on a DC 17 Dexterity saving throw or be trapped under the net. A trapped creature is considered restrained. This net has no effect on creatures that are Huge or larger. A creature can use its action to make a DC 17 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 10) also frees a creature and destroys the net.
Fish. Whenever you hit a creature with the fishing rod, you can use your bonus action to attempt to curse its weapon. That creature must succeed on a DC 17 Charisma saving throw or have its weapon transformed into a fish of appropriate size until the end of its next turn. While the creature’s weapon is a fish, it deals 1d4 + Strength modifier bludgeoning damage and is not considered magical for the purpose of overcoming resistances.
Hook. You can use your action to launch a large hook attached to a powerful fishing line at a creature within 30 feet. Make an attack roll against the creature with a +10 bonus to hit. On a hit, the creature takes 1d8 piercing damage and becomes impaled by the hook. It remains hooked until a creature uses its action to remove the hook or cut the line, or until you transform your weapon back into a quarterstaff. While you have a creature hooked, it cannot move more than 30 feet away from you and you can use your bonus action to try to pull it 10 feet closer to you. The creature must make a Strength saving throw versus against 8 + your Strength modifier + your proficiency bonus, being pulled on a failed save.
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