Due to time dilation as soon as the group enters around 2 weeks pass outside, in that time the rift closes itself when Seeker heads through a new one that Sovereign opened, Seeker needs to get to OldTree to meet Church and Temple.

Upon entering the Far Realm the group will see an elven woman with the hand in the place of her own, no sign of the other two, she sees the group and points to the rift they entered through and it closes behind them
The landscape is barren with another three rifts. each of the three rifts are on 25ft high staircases leading to each one.

  • Rear = Sovereign points at the portal closing it leaving three left
  • Left = Room in an inn at Gillamoor
    • Standard inn room, innkeep says an elven woman keeps paying for the room so he doesn't let anyone else take it
  • Forward = Basement of a house in Rustille
    • Empty room, only rift and a ladder with trap door on roof
  • Right = Hidden room in OldTree library
    • Rift is contained in a portal form. No doors, Tables on all sides except one which has a small handle
    • Glyph of warding (3) on door (DC15 to see) with Delayed Blast Fireball (7) (DC17 to identify). Needs to be dispelled or activated
      • 12d6 + 1d6/round if untouched up to a minute reaching total of 18d6. DC17 Dex save, half damage on success
    • Tables have clean medical equipment packed away neatly, a hand in a jar of fluid and a journal
    • Chest of 5,000gp DC17 lock

Sovereign's Journal talks about the effects of the hand. Narkul is already talking to her and guiding her, she feels more intelligent being able to cast powerful spells through, able to open and close rifts at will and how they are trying to find the items needed to summon Narkul but do not know what they are without Guthber's note book, but the book of vile darkness has the ritual needed, the notebook only makes it easier but now with the hand it should be much easier either way. Earlier chapters in the book hint at a hideout in Whitkin and OldTree while their new main base of operations has been successfully set up in Ruststille

Teo and Rose are not welcomed by the guards
Large army gathering on North side of town preparing to march South to cleanse the cities as the dead Duke can no longer hide them
Two researchers in town looking into cult of Narkul and final battle site. They try to get more information about the group and hide their roles within the Cult
Church, Adah. Female human. Temple calls Adah Church as that's where she came from
Temple, Kenku crow. Is named Temple because that's where he was found

Adah mentions that they've found out about old battle grounds one day West but there are rumors of a Basilisk that hides in the hidden deep waters of the marsh.
If the group travel with Temple and Church they'll try to split and search independently. Who ever rolls a higher survival finds an alter with bubbling blood, the other will find a nest of a crocodile

The List is now held by Myghell Rollo but has been given to his trusted to deliver it and a note to Thomas Rollo his nephew
Myghell tries to use the death of Federic and the dagger to corrupt Thomas and get him to agree to the cleansing. Thomas accepts the role of Duke but puts up resistance when talking about cleansing. He will attune to the dagger as soon as he receives it and sends out people to find Teo, he wishes to talk to and return the dagger on two conditions:
1. Teo will not kill Thomas
2. Question why and who the people are
After agreed upon he cancels the deal with the demon and hands over the dagger, he's happy to help how he can but the time without a Duke has caused unrest in Greyhawk, a small rebellion is starting up against the Empire, and a cult is causing trouble trying to source members and are causing issues near Rustille

https://roll20.net/compendium/dnd5e/Hydra#content

HP 175 | AC 15 | Heads 5
Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Multiattack. The hydra makes as many bite or grapple attacks as it has heads, one attack can be a breath attack

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d10 + 5) piercing damage.

Grapple. DC15 Dex or Str save to escape at end of turn, the head cannot make another grapple but can bite or use breath on following turns that auto hit

Boiling Breath (Recharge 4). The Hydra exhales an boiling blast of water in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

https://roll20.net/compendium/dnd5e/Crocodile#content

HP 20 | AC 12

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10 + 2) piercing damage. The target is grappled (escape dc 12) Until this grapple ends, the target is restrained, and the crocodile can't bite another target

  • c/ron/secret/29.txt
  • Last modified: 18 hours ago
  • by Kyle