Last session was [[TTRPG/DND/Terravial/Zhentarim Premier/Session Notes/2024-11-25|2024-11-25]].
## Current Party
- [[Kress]]
- [[Leralac]]
- [[Eris]]
- [[Genesis]]
- [[Khos]]
- [[Elaine]]
- [[Burgeon the Surgeon]]
- [[Fives]]
- [[Drop "Boss Hog the Pirate King Period"]]
## Before Session
[[Elyria Lüghen]] intends to one last round of dreams and messages to everyone in order to try to corrupt them:
- [[Stan]] - A dream where Fran stands outside [[Electrum Mine]] as the entire area is consumed in an apocalyptic burst of energy. He feels as though it could be prevented by returning to the [[TTRPG/DND/Terravial/Factions/Zhentarim|Zhentarim]].
- [[Burgeon the Surgeon]] - A dream where you are surrounded by the corpses of your friends, your magic beyond reach, your skills inadequate. It can be prevented by leaving the party and surrendering to the [[TTRPG/DND/Terravial/Factions/Zhentarim|Zhentarim]].
- [[Eris]] - A message from Elyria that states: "I am the most powerful magical being on this world, I can make your dream come true."
- [[Genesis]] - A message from Elyria that states: "Knowledge truly is powerful, leave the [[Nine Knives]], join the [[TTRPG/DND/Terravial/Factions/Zhentarim|Zhentarim]], and you will receive true knowledge."
- [[Khos]] - A dream where you lose your connection to the weave, every incantation ineffective, every ritual fails, even cantrips fail to land, and you gain the impression that if you want to avoid the fate you should join the [[TTRPG/DND/Terravial/Factions/Zhentarim|Zhentarim]].
- [[Elaine]] - "Surrender and you will be spared from the horrors to come."
- [[Kress]] messages, one to be sent each night:
- "There is no path to salvation for you."
- "You will only have this one life, and it will soon be ended."
- "There is no plane of existence where you could hide."
- "I hope you get to watch me kill those you claim to love."
- "The last images you will see will be pain and suffering."
- "The last things you will feel will be fear in its many variation"
- "Oblivion is far deeper than you can imagine."
- "Do you think there will be mercy if you beg? You should try."
[[Josalyn Nikita]] is the general leading the army that came into [[Wyepool]] and collaborates well with [[Glenda Ellington]].
[[Eissel-Dún]] agents have set up the arcane amplifier.
### Magic Effects from [[Elyria Lüghen]] ritual
| Shards Active | Effect |
| ------------- | ----------------------------------------------------------------------------------------------------------------------- |
| 1 | When you cast a leveled spell roll a d20, on a 1 roll on the wild magic table |
| 2 | When you cast a leveled spell roll a d12, on a 1 the spell is cast one level higher than intended. |
| 3 | When you cast a spell that involves a spell attack roll then roll a d10, on a 1 the attack roll is made with advantage. |
| 4 | When you cast a spell that involves a saving throw roll a d8, on a 1 the target makes their save with disadvantage. |
| 5 | When you cast a damage dealing leveled spell roll a d6, on a 1 you can choose the damage type. |
| 6 | When you cast a spell roll a d4, on a 1 the spell fails and you lose the spell slot. |
| 7 | Spellcasting requires a DC 20 spellcasting ability check, failure means you lose the spell slot. |
#### Wild Magic Table
| 1d100 | Effect |
|-------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 01–04 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 05–08 | A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature’s stat block. |
| 09–12 | For the next minute, you regain 5 Hit Points at the start of each of your turns. |
| 13–16 | Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
| 17–20 | You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell. |
| 21–24 | For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action. |
| 25–28 | You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
| 29–32 | The next time you cast a spell that deals damage within the next minute, don’t roll the spell’s damage dice for the damage. Instead use the highest number possible for each damage die. |
| 33–36 | You have Resistance to all damage for the next minute. |
| 37–40 | You turn into a potted plant until the start of your next turn. While you’re a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts. |
| 41–44 | For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns. |
| 45–48 | You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell. |
| 49–52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
| 53–56 | You can take one extra action on this turn. |
| 57–60 | You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, See Invisibility. |
| 61–64 | For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning. |
| 65–68 | If you die within the next hour, you immediately revive as if by the Reincarnate spell. |
| 69–72 | You have the Frightened condition until the end of your next turn. The DM determines the source of your fear. |
| 73–76 | You teleport up to 60 feet to an unoccupied space you can see. |
| 77–80 | A random creature within 60 feet of you has the Poisoned condition for 1d4 hours. |
| 81–84 | You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn. |
| 85–88 | Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt. |
| 89–92 | Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage. |
| 93–96 | You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute. |
| 97–00 | Roll 1d6: On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously. |
## During Session
It is Sunos 7th, a cold and clear Mat in the year 1604.
Golems are 2 days out from the mines.
![[Terravial Ley Lines.jpg]]
| Shards Active | Effect |
| ------------- | ----------------------------------------------------------------------------------------------------------------------- |
| 1 | When you cast a leveled spell roll a d20, on a 1 roll on the wild magic table |
| 2 | When you cast a leveled spell roll a d12, on a 1 the spell is cast one level higher than intended. |
| 3 | When you cast a spell that involves a spell attack roll then roll a d10, on a 1 the attack roll is made with advantage. |
![[Elyria's Lair Encounter]]
Welcome back to Terravial everyone. We return to the most significant day since Sardior's sacrifice 16 centuries ago. Deep beneath a magical pool, itself a remnant of an archlich threatening divinity and humanity, we see Elyria, half-crazed by your appearance here in her lair. This incredible dragon, a chromatic greatwyrm, a refugee from the first world, who struck a vile deal with [[TTRPG/DND/Terravial/Religion/Deities/Tiamat|Tiamat]] and became the second archlich in [[Wyepool]] this milllenia. Her plan, if successful, means the destruction not only of this world, but of every world. Here we have the greatest heroes of this world, and also the most unlikely desperately staring down a dracolich touched by a god. We begin at the top of the initiative. Remember 3 shards are active, so we will be rolling some extra dice when we cast spells. Top of the initiative you see Auto-Stop start to move through the reverse gravity...
Pyrrhos just went, we are at initiative 14
Let us return to the end of this and every world. First, let us quickly go over initiative and how all the enemies are looking just so you all have a feel for the battlefield. Up at the top we have the construct who blocks magic Auto-Stop who is looking like 1-3 decent whacks will put him down, depending on how decent those hits are...
[[TTRPG/DND/Terravial/Religion/Deities/Tiamat|Tiamat]] Curse: "Every life you live will be ended by those you see as lesser, your goals will forever be beyond your reach, as you crumble to dust again and again as your lies ring eternal in your ears."
[[Kress]] deal: 1 year to find Book of Vile Darkness, in exchange for pact magic and half hit points.
Will resume at top of initiative.
Kress might get a Lich Hound after this combat: [Tome of Beasts 1 - Marketplace - D&D Beyond](https://www.dndbeyond.com/monsters/4340119-lich-hound)
Burgeon is going to be a ship surgeon again.
Elaine is starting a cover band.
Genesis is going back to the Knives and will focus on helping people.
Wants to start an educational space/library
Drop wants to maybe find parents and create a great pirate era.
Khos is going back to Knives and going to help consolidate power.
Stan is going to continue controlling [[Electrum Mine]].
Eris is going to go to Feywild.
Vesta is going to retrieve [[Blade of Eternal Flames]].
Leralac is going to the high seas, may work with Harpers.
Fives is going back to swamp, may form conclave, village, *monastery?*
Kress has an agenda:
- joins Drop on high seas, marries Drop, figures out situationship with Burgeon
- within the year needs to return the Book of Vile Darkness in the feywild
- Kress wants to make contact with Harpers
- Kress wants to investigate becoming a lich.