[video=youtube;UENb3lLSQho]https://www.youtube.com/watch?v=UENb3lLSQho[/video]
Whispers in the mist, raspy voices flitting through the air like foul feathered things. It is the Elder Speech. As Tamaran focuses on the voices, he can hear traces of old human men speaking three distinct phrases repeatedly, their voices emanating from the weathered menhirs (standing stones):
Vestments torn yet hidden… Forgive the peasants… Bound in stone…
However, some ancient magic lies within the voices, seeping into Tamaran’s mind, filling him with an overriding thirst for vengeance. His brothers-in-robes were killed, the druids of Tagha Bough cut down before his eyes. The memory is not his own, and yet it is inescapable, as real as if it happened yesterday.
GM: | So [MENTION=6798581]Azurewraith[/MENTION], you made a Perception check (10+5=15) for listening to the standing stones, when I'd asked for a Charisma save. I'll treat your result as 10+1=11, so a failed save. The reason for this approach: To anyone who knows Elder Speech (such as Tamaran) who makes the effort to listen, the voices are intelligible (essentially an auto-success on a trivially easy Perception check); often I will assume success on certain tasks where there's no dramatic impact to failure. In this case, the sounds coming from the standing stones is imbued with enchantment magic, hence the need for a Charisma save upon focusing on that sound.
Tamaran has been charmed by the spirit of a dead Druid, which causes him to enter a Rage like a barbarian & gain a flaw…
- Gain advantage on Strength checks and Strength saving throws.
- Deal +2 damage with melee weapon attacks using Strength.
- Gain resistance to bludgeoning, piercing, and slashing damage.
- Cannot cast or concentrate on spells.
- Gain the flaw: “I must avenge my fallen brothers - suffer not the witch or her minions to live!”
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[SECTION]

Hissing as she effortlessly sidesteps Barakor’s warhammer, the witcheress Kynee’s eyes flash yellow and black for a split second. She speaks in Dwarven,
”Your people are their own undoing, Barakor Bloodbarrow. What happens now far eclipses Mahakam. You can’t conceive of it.” Her voice seems to fade into the mists as Barakor’s warhammer collides with a fissure in one of the standing stones, wedging firmly in place.[/SECTION]
GM: | It will take an action (or destroying the standing stone or some other creative move) to dislodge your warhammer [MENTION=6672752]Aramalian[/MENTION]. Result of crit fail. | |
Echoes in the mist are momentarily swallowed by a midday thundercloud booming in the distance, and then the whispers become magnified, whispers of
murder and
justice coming from every direction. Wisps of mist congregate around the menhirs closest to Barakor, coalescing into vague spectral humanoid shapes which are infused with fell light briefly emanating from the stone. Hateful eyes blazing like balefires beat down upon the dwarf as the two spectral creatures moan in outrage. To the northeast, Barakor can make out chanting in Elder Speech coming from the mists beyond Kynee.
Another spectral shape emerges from the menhir nearest to Talashia, revealing the visage of a woman with a twisted face and burning red eyes.
Murder leaves her mouth without her lips moving. The whispering hateful voices come from everywhere in the mist, suggesting that there are far more of these entitites than you can see hidden in the mists…
GM: | As a reaction, anyone can attempt to do one of the following if you wish…
- Attempt to recall something about the spectral creatures. This would be “monster lore” as I describe in the Witcher Setting 5e PDF…so you’d need to choose (a) player knowledge, (b) player + DM collaboration, or (c) monster lore points.
- Listen to pinpoint a creature in the mist that is making noise (e.g. a fellow PC, old witch, Kynee, troll/ogre, or maybe something else). Make a DC 13 Wisdom (Perception) check; however, failing by 5+ mislocates that creature in weird mists.
- Listen to make out what Kynee and the witch are whispering to one another. Make a DC 13 Intelligence (Investigation or Perception) check; however, failing by 5+ means mists twist what you hear.
- Listen to make out what the mysterious voices coming from the menhirs (standing stones) are saying. Requires you know Elder Speech. Make a DC 13 Charisma save.
- Listen for general location of any other creatures in the mist besides Kynee, the old witch, the hooded ogre/troll, or fellow PCs.
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GM: | Monster Stats
Kynee AC 15 HP 39 38 30
Old Witch ?
Hooded Ogre/Troll ?
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GM: | Initiative
back to you [MENTION=4936]Shayuri[/MENTION] [MENTION=2820]Fenris[/MENTION] [MENTION=6798581]Azurewraith[/MENTION] !
✓20 Lair Actions
→Player Group #1
18 Talashia (concentrating on gust of wind)
17 Fergus
14 Tamaran
Enemies
14 Kynee (used reaction)
14 Old Witch (concentrating on fog cloud)
14 Hooded Ogre/Troll
14 Shrouds
Player Group #2
13 Elora (concentrating on detect thoughts)
10 Barakor (frightened of Kynee, concentrating on hunter’s mark)
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