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jolheiser <git@jolheiser.com>
1 hour ago
3 changed files, 103 additions(+), 3 deletions(-)
homebrew/campaigns/The Devil Went Down to Avernus/sessions/12 - Avernus.mdhomebrew/locations/Avernus/Sibriex.mdhomebrew/locations/Avernus/Weslocke's Tower.md
I homebrew/campaigns/The Devil Went Down to Avernus/sessions/12 - Avernus.md
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diff --git a/homebrew/campaigns/The Devil Went Down to Avernus/sessions/12 - Avernus.md b/homebrew/campaigns/The Devil Went Down to Avernus/sessions/12 - Avernus.md
new file mode 100644
index 0000000000000000000000000000000000000000..d6abbe97f5512d00725d57214afc11ec2b3b84bd
--- /dev/null
+++ b/homebrew/campaigns/The Devil Went Down to Avernus/sessions/12 - Avernus.md
@@ -0,0 +1,6 @@
+- [ ] Shummrath
+- [ ] Sibriex
+- [ ] Hellwasp nests
+- [ ] Haarveg
+- [ ] Weslocke
+- [ ] Bathym
M homebrew/locations/Avernus/Sibriex.md -> homebrew/locations/Avernus/Sibriex.md
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diff --git a/homebrew/locations/Avernus/Sibriex.md b/homebrew/locations/Avernus/Sibriex.md
index d260660c99fbc200c884e418dbf9f669d964b90c..2d86a96a0aad2403e8f71d1e1e61c068b50747ed 100644
--- a/homebrew/locations/Avernus/Sibriex.md
+++ b/homebrew/locations/Avernus/Sibriex.md
@@ -7,12 +7,21 @@ In the pockets of Fetchtatter's bile-stained robe are two potions of greater healing and six soul coins. The arcanaloth also carries a grimy spellbook bound in chasme flesh. Fetchtatter's spellbook contains all the spells the arcanaloth has prepared.
 
 Each chain has AC 19, 33 hit points, a damage threshold of 10, and immunity to fire, poison, and psychic damage.
 
+Fetchtatter uses its speaking horn to address the sibriex, treating it like an idiot child
 Fetchtatter offers 3 soul coins to get the Sibriex to talk, wanting to know about Weslocke so he can kill her and take her position.
 
+The sibriex uses its telepathy to contact the first party member who comes within 120 feet of it, offering information in exchange for its freedom. 
+The character with whom the sibriex is speaking telepathically can detect the insincerity of the sibriex's offer with a successful DC 17 Wisdom (Insight) check. 
+Contrary to its claim, the sibriex doesn't plan to help the characters.
+
+A character can, with a successful DC 17 Charisma (Deception or Persuasion) check, convince the sibriex to share one bit of useful information as a show of good faith.
+
 The Sibriex offers information in exchange for its freedom. 
 It knows info about Weslocke, Bathym, or other Avernus locations.
 
-Fireball
-Wall of Fire
-Dimension Door
+> For each level of the spell, the process takes 2 hours and costs 50 gp
+
+Fireball\
+Wall of Fire\
+Dimension Door\
 Counterspell
I homebrew/locations/Avernus/Weslocke's Tower.md
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diff --git a/homebrew/locations/Avernus/Weslocke's Tower.md b/homebrew/locations/Avernus/Weslocke's Tower.md
new file mode 100644
index 0000000000000000000000000000000000000000..0f5f8ad927e3f6e8d87db7f5f953ba07dbd378e7
--- /dev/null
+++ b/homebrew/locations/Avernus/Weslocke's Tower.md
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+# Tower of Infernal Ascent — Floor Puzzles & Narration
+
+---
+
+## Floor 1 — *The Antechamber*
+**The Gargoyle Gates**
+
+> *"Two sentinels of stone, bound by ancient oath. Neither shall yield to one alone. Only when two souls stand as witness shall the passage honor their resolve."*
+
+**GM Read-Aloud:**
+*"As you step into the antechamber, the heat is immediate and oppressive. Two grotesque gargoyle statues loom on either side of the ornate central path, their hollow eyes faintly glowing ember-red. At the far end, a heavy mechanism sits dormant above a sealed door. The gargoyles seem to be... waiting."*
+
+**Hint (if stuck):** The gargoyles' eyes both flicker toward their respective pedestals when a player walks near them.
+
+Stepping on both pedestals activates the door.
+
+---
+
+## Floor 2 — *The Ritual Chamber*
+**The Corrupted Pentagram**
+
+> *"The ritual was never finished. The demon was never bound. The tomes remember the order — do you dare complete what the dead could not?"*
+
+**GM Read-Aloud:**
+*"The chamber reeks of sulfur and old blood. A massive pentagram dominates the far wall, its lines still smoldering with unstable energy. Scattered across the floor are torn tomes, their pages open to specific passages. Four unlit braziers surround the circle, each engraved with a different infernal symbol. Something feels deeply wrong about this room — like it has been waiting for someone to finish the job."*
+
+**Hints:**
+- Each open tome has a Roman numeral burned into its corner — I through IV.
+- A barely visible scorch mark traces a path between the braziers in order.
+- Lighting them wrong causes a whispered voice to hiss: *"Not yet. Not like that."* before a spine devil claws its way out of the pentagram.
+
+---
+
+## Floor 3 — *The Grid Vault*
+**The Pressure Plate Maze**
+
+> *"The floor remembers every soul that crossed it. Most of them poorly."*
+
+**GM Read-Aloud:**
+*"The room opens into a vast gridded floor, each stone tile perfectly cut and suspiciously clean. The air smells of char. On the far wall, a faint pattern is etched — a winding path of symbols that seems almost like... directions. Two blackened skeletons lie mid-floor, frozen mid-stride, their expressions locked in permanent surprise. The door on the far side glows faintly, waiting."*
+
+**Hints:**
+- The wall etching shows a bird's-eye path using arrow-like symbols — it IS the safe route.
+- A player who investigates the skeletons finds melted boot soles — *"Whatever killed them came from below."*
+- A thrown coin landing on a trapped tile causes a brief lava jet to shoot up, revealing the danger without requiring a player to step there.
+
+---
+
+## Floor 4 — *The Blind Corridor*
+**The Whispering Orb**
+
+> *"I speak without a mouth. I ask without desire. Answer truly and the tower grants passage. Answer falsely and the tower grants nothing — but fire."*
+
+**GM Read-Aloud:**
+*"The long corridor stretches before you, lined on both sides with deeply carved runes that hum with a low, resonant energy. At the far end, a dark orb floats silently, pulsing with a cold violet light that feels deeply out of place in this infernal tower. As you step forward, the first rune line flares to life, and a dry, ancient voice fills the hall..."*
+
+**The Three Riddles (examples):**
+
+1. *"I have cities, but no houses live there. I have mountains, but no trees grow there. I have water, but no fish swim there. What am I?"* — **A map**
+2. *"The more you take, the more you leave behind. What am I?"* — **Footsteps**
+3. *"I am always hungry and must always be fed. The finger I touch turns quickly to red. What am I?"* — **Fire**
+
+**Hints:**
+- Wrong answers cause the orb to pulse angrily and the corridor temperature spikes — deal minor fire damage as a warning.
+- A player can study the runes with an Arcana check to get a subtle clue toward the answer.
+
+---
+
+## Floor 5 — *The Warlord's Den*
+**The Sleeping Giant**
+
+> *"He has slept for a thousand years atop the bones of those who woke him poorly. The tower demands proof of worth — not brute strength, but cunning."*
+
+**GM Read-Aloud:**
+*"The chamber opens into something resembling a grim throne room — tattered rugs, overturned furniture, and the unmistakable stench of an old kill. At the center, slumped against a massive iron throne, is an enormous armored figure. Its chest rises and falls slowly. Scattered across the room are broken weapons, discarded armor, and what appear to be... traps, still armed, left by those who tried before you. The ascent door is directly behind the creature."*
+
+**The Puzzle:**
+The warlord is asleep and can be snuck past — but the door behind him is locked with a **blood seal** that requires a vial of the warlord's blood without killing him. Players must either pickpocket it from a wound already on his arm, or find a way to draw a small amount of blood without waking him. Killing him outright causes the floor to lock down and flood with his guards.
+
+**Hints:**
+- A perception check reveals a fresh wound on his forearm, slowly dripping.
+- An empty vial sits on a nearby table — left by someone who almost made it.
+- Loud actions, metal clanking, or spells with verbal components risk waking him.
+
+---