Sunday, July 18, 2021

Session 3 - Wyrmlings Emerge

The party enters the Hall of Greed. They see an alcove in the south wall which holds rubble of a shattered statue. An alcove to the north holds a statue of a dwarf with horns, which stares greedily at a glowing green gem in its hands. In the middle of the room is a rug showing all of the constellations in the Fearun sky. Kali investigates statue and realizes that it is of Abbathor. Diz rests and rolls up the rug, while Burr investigates the skeleton and sees that it must have been from a dwarf, gnome, or Halfling. After he has finished resting Diz investigates the statue and takes the gem off. Kali tries to replace it with a rock but is not fast enough. They all fall unconscious as the statue explodes.

Kali opens her eyes and finds herself on a snowy bank in front of a frozen lake. She sees about 100ft out, her dragon egg. It is beginning to crack, and so is the ice. She rushes forward attempting to get to the egg, but the ice cracks underneath her feet. She treads water as she sends a gust of wind attempting to blow the egg to safety. It pushes away from the cracks but it is still on the ice. She manages to pull herself and runs forward grabbing her egg, she again falls through a spot in the ice but is able to throw her egg onto the bank. As she struggles to get back up, the ice begins to freeze above her. She swims closer to the bank trying to find a thin spot in the ice and sends a firebolt at it, freeing herself as she crawls on the bank. She sees her egg, broken open and looks around to spot it, she sees its’ blue scales shining in the winter sun. It places its forehead on hers and within her mind she hears, “Thank you little one. I had to be sure you would risk your life for mine. It is the final test before we can be truly bonded.” As they stare into each other’s eyes they feel an incomprehensible love and attachment like they’ve never felt before. Golden tethers extend from Kali to the Wyrmling and back again, encasing them both in a bright almost blinding light. When the light subsides Kali is again in the room at the temple, but now her Wirmling is there with her.

Burr opens his eyes and finds himself on what appears to be a pirate ship stuck on a beach. He sees about 100 feet in the air in the ships crow’s nest sits his egg. It begins to crack but as it does he sees a bolt of lightning crack across the sky, coming dangerously close to hitting it. He attempts to climb to the nest but only makes it about halfway up before falling down. As another bolt of lightning crashes through the sky narrowly missing the egg he gathers all his strength and tries again, this time he able to get to the top. Just as he grabs his egg, he is hit by a bolt of lightning and everything goes black. When he wakes up he is in what appears to be a never ending black abyss. He looks down and sees his egg, broken open He looks around worriedly and spots the bronze scales of his Wirmling. It places its forehead on his and within his mind he hears, “Thank you little one. I had to be sure you would risk your life for mine. It is the final test before we can be truly bonded.” As they stare into each other’s eyes they feel an incomprehensible love and attachment like they’ve never felt before. Golden tethers extend from Burr to the Wyrmling and back again, encasing them both in a bright almost blinding light. When the light subsides Burr is again in the room at the temple, but now his Wirmling is there with her.

Diz open her eyes and find herself in a cavern. She is on an outer rim of stone surrounding a chasm. Suspended in air, about 100ft away, in the middle of the room is a small 10 foot wide floating island she sees her egg. There appear to be 4 separate ropes that lead out to the island attached to the cavern walls. It begins to crack and rolls precariously close to the edge. Diz runs to the nearest rope and secures herself to the stone floor with a piton and rope. She first tries to climb to the other side hand over fist but loses her grip and falls. Luckily she is held by her rope. She climbs back up and decides to try and make her way across by walking across the rope. This she manages. She reaches for her egg and sees that it is empty. She looks around and sees it’s copper scales. It places its forehead on hers and within her mind she hears, “Thank you little one. I had to be sure you would risk your life for mine. It is the final test before we can be truly bonded.” As they stare into each other’s eyes they feel an incomprehensible love and attachment like they’ve never felt before. Golden tethers extend from Diz to the Wyrmling and back again, encasing them both in a bright almost blinding light. When the light subsides Diz is again in the room at the temple, but now her Wirmling is there with her.

The Young Dragonriders gain the following attributes:

Bonded Dragon

This dragon is very loyal to you, since you are the one who is raising it. You and your dragon share the same languages and can communicate telepathically with each other up to a distance of one mile. This only works with you and your dragon, you and your dragon are treated normally as far as telepathy with other creatures. You also have a lifespan equal to your dragons. If you or your dragon start making death saving throws, the other is distracted over concern for their partner, they have disadvantage on all checks, saving throws, and attack rolls not attempted to help their partner until their partner is either stabilized or dead. If either you or your dragon dies, the remaining one makes an Intelligence saving throw (DC 20). If they succeed, they retain their sanity, if failed, they become permanently insane (permanent madness) until their partner is resurrected. They cannot be cured of this madness through any other means. They will pass away from a broken heart within the next 100 years. Your dragon has its own personality as well as fears and dislikes.

Energy Points

At level 2, you find that you can draw on your own strength and use magic. You have 1d4+your Constitution modifier Energy points (minimum of 1). You gain a level of exhaustion for every 4 Energy you spend, rounded down (spending 4 Energy is one level, while 8 energy would be 2 levels. 3 or less energy would be 0 levels of exhaustion). You may do anything within the bounds of what you can create and manipulate, at DM's agreement, however, the DM can adjust costs as needed (Example, it could cost extra for ranged fire attack or an exploding fire attack or both, though both would cost the most. You could create a wave of fire that could cost a lot of Energy, perhaps more than an exploding ranged fire attack (i.e. a fireball)). For all intents and purposes, effects preformed through these means are spells and are treated as such on all occasions. Your Rider spell save DC= 8+Charisma modifier + proficiency bonus. Your Rider spell attack modifier= Charisma modifier + proficiency bonus. You recover 1d4 Energy after taking a short rest and recover all your Energy after taking a long rest. Concentration may be required. Concentration spells may not require much Energy at one time, but can cost extra Energy over time.

You have the following abilities:

Pyrokinesis

You can manipulate and create fire. You may describe any effect that focuses on fire (creating a campfire, shooting a fireball, sending a fire wave, even spontaneous combustion, ANYTHING with DM's agreement, but fire must be the primary focus, no levitating objects and causing them to catch on fire, just catching them on fire). Spells will cost more as their effects become more potent.

Magic Blast

You can use energy to create a blast of magic. You may spend 1 energy point to create a small ball of energy that does 1d6 force damage and has a range of 60 ft. This can be modified to add more damage dice, increase die type, increase range, even change damage type, but each modification would increase Energy cost.

The Party searches every inch of the Hall of Greed before leaving and find the green gem as well as a chest with 500 GP and a paper that states: The fabled sword rests at Evermeet. One the back is a series of constellations. They bring the two dwarves back to Phandlin and to Ilyana. When they enter the Townhall and see Ilyana talking in hushed tones with some of the Elder Dragon Riders. As the party approaches she says she’s so glad to see them because the other Dragonriders have disappeared and they can’t find them. She divulges that they have magical ways of keeping tabs on the riders across Fearun and the other new riders have been lost from view.

The party is offered the choice between going after Team Metallic or Team Angst. They choose to go after Team Metallic. Diz attempts to persuade Ilyana to up their reward for completing the quest but is a little too aggressive in her negotiations. Ilyana thanks for their help and hurries them out the door, telling them to get a good night’s sleep and head out in the morning.

They ask a passerby on the street to tell them a little about the two different inns that they have to choose from in town. The young boy lets them know that the Sleeping Dragon Inn is on the outskirts of town and for those travelers who really want a good quiet night’s sleep. He says that if what their looking for is a good time, they would better off at the Stonehill Inn. It’s right in the center of town and it’s where everyone goes to blow off some steam. The party decides to head to the Stonehill Inn.

On the door they are greeted with a flyer for an upcoming comedy show. The entrance fee is 10,000GP but there are 3 prizes; a Cli Lyre, a Deck of Illusions, and a Box of Applause. Burr is intrigued but worried that he won’t be able to save up 10,000GP in time. After they have gone inside and had some drinks, Burr overhears some patrons discussing the comedy show and they bring up the name Bo Burnham. Burr is immediately sent into a tirade. He finds out that in a month’s time, Bo will be here and performing at the comedy show. He vows to come up with an amazing act to win the competition!

Diz orders some raw meat for his dragon and it gobbles up one piece before Kali’s dragon dashes over and snaps up the other. Once they notice some of the members of the Thieves’ guild in the corner, Diz attempts to sell his necklace. They back away quickly stating that it is a cursed item and they don’t want it for any price. They suggest he stop by the Apothecary. They all decide to go to bed for the night. They are offered a Dragonrider Suite for 100GP/month. It contains 4 beds with alcoves above them for the dragons to sleep in. Along the far wall there is a writing desk, a bedchamber, and stone washing basin. As they head off to bed Diz begins telling stories to her dragon, Kali’s dragon begins pouncing around the room at bugs, and Burr and his dragon begin coming up with a great comedy routine.

The next morning they all get ready and head off downstairs to the smell of bacon of eggs. They have a quick breakfast and ask the barmaid if they have heard anything about the midwife. They say that the only thing they have heard is that the White Dragon has been spotted. The party thanks her and they head off into town to buy some provisions. They first stop at the Apothecary and learn that the necklace Diz put on is cursed and that anyone who does not serve Abatthor should fall dead upon wearing it. She says the only reason she can think that he is still alive is that it must not affect Dragonriders. She offers to destroy it, but Diz decides to keep it since it will cause him no harm. They buy a few potions and head out.

Their next stop is the feather shop. Navin is very excited to see everyone and hopes that Diz’ pen has been working out. Diz gladly shows all the stories he has been writing out with the pen. Navin offers to make him a commissioned Dragon pen with some stationary. Diz takes him up on the offer. Kali and Burr both buy some stationary as well.

They next head to the jewelers. They meet up with the little girl Ranalia who is excited to see that their dragons have hatched. She asks Kali about their adventures and asks to see her doll. For a few minutes her eyes glaze over white. When they go back to normal she laughs and thanks them for the grand adventure. She hands the doll back to Kali and asks her to bring it on another adventure. After seeing what the little girl did, she accepts the doll but it puts it inside her pack this time. They then go to the counter and are able to sell the green gem for 500GP.

Their final stop is at the General Store. They buy some basics that they will need for travel. Burr also inquires about a hat for his dragon. Maxon is sure he has just the right thing and brings out a rather dashing hat which Burr takes happily.

As they are heading out of town, Kali sees a Shrine and decides to stop in to see if they have any spell scrolls. This is Phandalin's only temple. It is a small shrine made of stones taken from the nearby ruins. It is dedicated to Tymora, goddess of luck and good fortune. The shrine is in the care of a scholarly acolyte named Sister Garaele, a zealous young elf who despairs of ever ridding Phandalin of the Redbrands. Sister Garaele is a member of the Harpers, a scattered network of adventurers and spies who advocate equality and covertly oppose the abuse of power. The Harpers gather information throughout the land to thwart tyrants and any leader, government, or group that grows too strong. They aid the weak, the poor, and the oppressed. Sister Garaele regularly reports to her superiors on events in and around Phandalin. She is able to offer Kali scrolls with the following spells: chaos bolt, bless, augury, enhance ability, clairvoyance, protection from energy, arcane eye, freedom of movement, skill empowerment, and mislead. Kali buys the scroll of Bless and thanks Garaele before they depart.

 

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