Ritual & Battlefield Effects
Battlefield & Lair Effects - The Final Ritual#
Initiative Count 20 - Lair Actions#
Roll 1d3 to determine which effect occurs, or choose based on tactical needs
Phase 1-2 Effects#
Shifting Shadows - All shadows in the area move 15 feet in a direction of your choice. Any creature ending its turn in a shadow takes 1d6 necrotic damage.
Disorienting Echoes - Ghostly whispers fill the air. All creatures must make a DC 15 Wisdom save or have disadvantage on their next attack roll and ability check.
Unstable Ground - Choose a 20-foot radius area. The ground becomes difficult terrain and creatures starting their turn there must make a DC 14 Dexterity save or fall prone.
Phase 3-4 Effects#
Portal Magnetism - All creatures within 60 feet of the portal must make a DC 16 Strength save or be pulled 15 feet toward it. Creatures pulled into the portal take 2d8 force damage.
Reality Fracture - Choose a 30-foot cone. All creatures in the area must make a DC 17 Intelligence save or be stunned until the end of their next turn as reality warps around them.
Nidhogg’s Whispers - All creatures hear the shadow dragon’s voice. Make a DC 16 Charisma save or be charmed by the Weaver until the end of your next turn.
Phase 5+ Effects#
Shadowfell Bleed - A 40-foot radius area becomes heavily obscured by writhing shadows. Creatures starting their turn in the area take 2d6 necrotic damage.
Planar Rift - Roll on Wild Magic Surge table (or create custom chaotic effects) as reality becomes increasingly unstable.
Dragon’s Presence - All creatures within 100 feet must make a DC 18 Wisdom save or be frightened for 1 minute. Frightened creatures cannot willingly move closer to the portal.
Battlefield Features & Hazards#
Environmental Conditions (Escalating)#
Phase 1-2: Gathering Shadows
- Light sources dimmed by one category
- Temperature drops by 20°F
- Mirrors and reflective surfaces show disturbing alternate realities
- Animal sounds from the forest go silent
Phase 3-4: Shadowfell Influence
- All creatures have disadvantage on Wisdom (Perception) checks
- Undead and shadow creatures have advantage on attack rolls
- Magic items flicker and temporarily lose properties (1 round, DM’s choice)
- Gravitational anomalies: some areas have reduced/increased gravity
Phase 5+: Reality Breakdown
- Teleportation magic is unreliable (50% chance to arrive 1d4×5 feet from intended destination)
- Time dilation: some creatures act as if under slow or haste randomly
- Solid surfaces occasionally become permeable for 1 round
- Past battles echo as ghostly images overlap current fight
Dynamic Terrain Changes#
Round 1: Ancient ritual circle begins to glow with eldritch energy
Round 2: Cracks appear in stone structures; some provide new cover, others create difficult terrain
Round 3: Water features turn black and begin to bubble; treat as difficult terrain that deals 1d4 necrotic damage
Round 4: Portal energy causes some elevated platforms to float 10 feet higher
Round 5: Shadowfell corruption spreads - plants wither, stone crumbles, metal rusts rapidly
Round 6+: Gravity wells appear randomly; creatures within 20 feet pulled toward center (DC 15 Str save)
Specific Hazard Areas (Reference Map)#
A. Central Ritual Circle#
- Phase 1-2: Difficult terrain, Weaver gains +2 AC while inside
- Phase 3+: Portal forms here; creatures within 10 feet take 1d6 necrotic damage per turn
- Destruction: Requires 3 successful DC 20 Arcana checks (action) or 50+ damage to disruption
B. Ancient Stone Platforms#
- Phase 1: Provide high ground (+1 to ranged attacks)
- Phase 2: Some begin to levitate, creating aerial combat opportunities
- Phase 3+: Become unstable; DC 15 Acrobatics to avoid falling when moving
C. Dark Water Pools#
- Phase 1: Reflect false images (minor illusion effects)
- Phase 2: Become portals for shadow creatures to emerge
- Phase 3+: Anyone touching water must make DC 16 Wis save or be stunned by visions
D. Ruined Structures#
- Phase 1: Standard cover
- Phase 2: Some walls become translucent (can see through but still provide cover)
- Phase 3+: May phase in/out of existence, unreliable cover
Special Battlefield Events#
Random Events (Roll d6 each round after Round 3)#
- Echo of the Past: Ghostly knights from the Order of Seasons appear and fight shadows for 1 round
- Temporal Hiccup: One random creature gets an extra turn immediately
- Shadow Clone: One character’s shadow becomes hostile and attacks them
- Planar Overlap: Part of the Feywild bleeds through, creating wild magic zone
- Dragon’s Roar: Everyone makes DC 16 Con save or deafened and 1d8 thunder damage
- Reality Anchor: Small area (20 ft radius) becomes immune to illusions and planar effects
Critical Moments#
If Weaver reaches 25% HP: “If I cannot have victory, none shall have peace!” - attempts to collapse reality around the battlefield
If Portal reaches 75% completion: Nidhogg’s shadow becomes visible through the portal, all creatures make DC 18 Wis save or frightened
If any PC is pulled into portal: They experience brief glimpse of Shadowfell before being expelled (taking 4d8 necrotic damage but gaining advantage on saves vs fear for rest of encounter)
Victory/Failure Escalation#
Near Victory (Weaver below 50% HP, ritual interrupted)#
- Weaver becomes desperate, reality warps more severely
- Manus may switch sides: “This madness goes too far!”
- Environmental effects occur twice per round
Near Failure (Portal >90% complete)#
- Nidhogg begins pulling everything into Shadowfell
- All creatures within 120 feet: DC 20 Strength save each turn or pulled 30 feet toward portal
- If anyone enters portal at this stage, they’re trapped in Shadowfell (major campaign consequence)
Dramatic Finish Options#
- Pyrrhic Victory: Portal damaged but not closed, ongoing campaign consequences
- Heroic Sacrifice: A PC or important NPC may need to sacrifice themselves to seal the portal
- Unexpected Ally: Manus turns against Weaver at crucial moment
- Divine Intervention: Arbiter or other divine force provides crucial assistance