Posts for: #Tempus

Manus, the Chaos Duelist

Manus, the Chaos Duelist

Medium humanoid (variant human), chaotic neutral

Armor Class 19 (Natural Armor)
Hit Points 275 (30d10 + 120)
Speed 50 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4

STRDEXCONINTWISCHA
12 (+1)24 (+7)18 (+4)18 (+4)16 (+3)22 (+6)

Saving Throws Dex +11, Con +8, Wis +7, Cha +10
Skills Acrobatics +11, Deception +10, Insight +7, Intimidation +10, Performance +10
Condition Immunities Frightened, Grappled, Restrained
Damage Resistances Fire, Cold, Lightning, Poison
Senses Darkvision 120 ft., Passive Perception 13
Languages Common, Draconic, Infernal

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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

  1. 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.

  2. 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.

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Weaver - Stat Block

The Weaver’s Final Ritual - Encounter Design

Encounter Overview

Location: The Ancient Sealing Grounds (where Nidhogg was originally imprisoned)
Party Level: 13
Encounter Difficulty: Deadly (Multi-phase boss encounter)
Duration: 6-8 rounds expected

The Battlefield

Key Features (Reference Map)

  • Central Ritual Circle: Ancient arcane markings where the original sealing took place
  • Elevated Platforms: Stone ruins providing tactical high ground
  • Water Features: Dark pools that reflect the growing Shadowfell influence
  • Broken Structures: Provide cover but may be damaged by the ritual’s energy
  • Multiple Entry Points: Party can approach from various directions

Environmental Conditions

  • Dim Light: Shadowy energy from the weakening barrier
  • Unstable Ground: Some areas may crack or shift as reality warps
  • Planar Bleed: Shadowfell energy seeps through as ritual progresses

Ritual Phases

Phase 1: The Ritual Begins (Rounds 1-2)

Portal Status: Flickering void appears above ritual circle
Weaver: Begins incantation, uses defensive spells and illusions
Manus: Engages party with restraint, testing their abilities

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Weaver - Stat Block

The Weaver’s Final Ritual - Encounter Design

Encounter Overview

Location: The Ancient Sealing Grounds (where Nidhogg was originally imprisoned)
Party Level: 13
Encounter Difficulty: Deadly (Multi-phase boss encounter)
Duration: 6-8 rounds expected

The Battlefield

Key Features (Reference Map)

  • Central Ritual Circle: Ancient arcane markings where the original sealing took place
  • Elevated Platforms: Stone ruins providing tactical high ground
  • Water Features: Dark pools that reflect the growing Shadowfell influence
  • Broken Structures: Provide cover but may be damaged by the ritual’s energy
  • Multiple Entry Points: Party can approach from various directions

Environmental Conditions

  • Dim Light: Shadowy energy from the weakening barrier
  • Unstable Ground: Some areas may crack or shift as reality warps
  • Planar Bleed: Shadowfell energy seeps through as ritual progresses

Ritual Phases

Phase 1: The Ritual Begins (Rounds 1-2)

Portal Status: Flickering void appears above ritual circle
Weaver: Begins incantation, uses defensive spells and illusions
Manus: Engages party with restraint, testing their abilities

[Read more]

Timeline

**Phase 1: The Rescue

  • Day 1: Meet at Raven’s Perch, track kidnappers
  • Day 2: Rescue Winry from the tomb
  • Day 3: Return to Tannis, get gear from Sig, rest at windmill

Phase 2: Darkness Falls

  • Day 4: Darkness hits Tannis, escape through church, meet Arbiter
  • Day 5: Travel to Vidrir’s grove
  • Day 6: Meet Vidrir, learn about Summer’s Edge, rest

Phase 3: Tracking the Cult

  • Day 7: Travel toward silver maple, encounter pixies
  • Day 8: Rescue pixies from darklings, find Serenity’s cabin
  • Day 9: Battle flameskull, encounter charmed Serenity, flee with orb
  • Day 10: Return to Vidrir, get Order medallion, meet Francis

Phase 4: Winter Court

  • Day 11: Travel to Winter Court, meet rangers
  • Day 12: Arrive at embassy, meet Alora, heal Olivia
  • Day 13: Hunt and kill Bandersnatch, get magic items
  • Day 14: Investigate Winter leyline temple (with Trius)
  • Day 15: Final battle with Serenity, burn cabin
  • Day 16: Debrief with Alora, receive teleportation ring

Phase 5: Autumn Court

  • Day 17: Travel to Autumn Court (fey thieves ambush)
  • Day 18: Festival, battle Xolthos, meet Ali/Arden
  • Day 19: Meet Lord Farkris, investigate Autumn temple
  • Day 20: Rest at treant’s grove

Phase 6: Summer Court

  • Day 21: Travel to Summer border, fight cultists at battlefield
  • Day 22: Arrive Summer Court, meet Lady Sylvia, attune ring
  • Day 23: Investigate breached Summer temple, encounter Manus
  • Day 24: Meet Elara, plan Feywild expedition

Phase 7: Feywild Adventure

  • Day 25: Shop, Blackbird contract night 1, travel to Starfall Crater
  • Day 26: Fight celestial guardians, get ore, contract night 2
  • Day 27: Travel to Shimmering Glade, contract night 3, enter Feywild
  • Day 28: Join a feast at the Satyr camp
  • Day 29: Capture the first kiss of the midday sun and Manus encounter
  • Day 30: Weaver’s ancestral home

Phase 8: Summer’s Edge and the Spring Court

  • Day 31: Return to the summer court, reforge summer’s edge (feywild timeskip)
  • Day 32: Journey to Spring Court, close Hollow Threshold, meet Vael
  • Day 33: Arrive at Spring Court, meet Faela Mossheart, rest at the Moonlit Hearth tavern
  • Day 34: Travel to the Spring Leyline Temple, investigate corruption, fight Bodak and other undead, find note from Manus detailing the Cult’s endgame
  • Day 35: Journey to the Chained Library, learn critical information about repairing the barrier and discover Vidrir’s true identity as the Knight of Ravens and leader of the Order of Seasons.
  • Day 36: Visit Vidrir to debrief about Summer’s Edge and Nidhogg
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