Ruathym#
https://forgottenrealms.fandom.com/wiki/Ruathym
https://forgottenrealms.fandom.com/wiki/Arcane_Brotherhood
Used to operate out of Luskan + NW. Some of the big cheeses remaining on the Island of Ruathym.
They could've spotted it when they passed Ruathym isle in the sea, but now they have to gain renown in the Tower of the Arcane in luskan.
Motivation#
Wizard piracy. Secrecy. They in fact have the remains of Isz' ship. Lives off the sea in general.
Remnants of the Brotherhood. They use old and forgotten forms of magic to protect themselves.
They know CHRONOMANCY! WHY?
Paradoxical summons showcase with a diamond. (Party trick)
Quicken thoughts (eyes jitter back and forth) - Charisma ADV.
Lines#
No one can see the future. I can see options and trajectories. Time is like a river. That splits into creeks or pools into lakes, or careens down waterfalls. I have the map, and I steer the ship.
Location#
Enclosed by mountains of all sides, many smaller ships. Illusion magic keeping the place from being visible. But if they break through they'll find the small village of Diyun
Subarctic climate. Trees and unpopulated on lower parts.
Inn
https://just-the-tip.obsidianportal.com/wikis/kagamungos-palace
Wizards are in The Temple of Aspiration
Population#
200 mostly humans, some gnomes. Some goblin slaves fishing by the shoreline.
Main party:#
- Akvius - triton bard
- Therlahne – half-elf ranger
- Baroness Daeroris – Shadar-kai sorcerer
- Baron Yenumo – Human wizard (chrono)
https://www.dndbeyond.com/profile/sszynrae/characters/15465312
https://www.dndbeyond.com/profile/sszynrae/characters/15469546
https://www.dndbeyond.com/profile/sszynrae/characters/15465576
https://www.dndbeyond.com/profile/sszynrae/characters/15464914
Complication 1
If they encounter the place and board, they'll be led to the leaders of the island (but friendly façade, there's an in where they can rest and sleep, beer, fish + seaweed).
=> Wizard show down.
Complication 2
If they are spotted getting close to the island, a ship with them will pursue.
Sail of the arcane brotherhood.
Combat#
Wiz: 80 HP. 15AC. (ADDITIONAL UNSTABLE SINGULARITY ONCE PER DAY)
Spells:#
- Delay pain (conc reaction, no damage while concentrating)
- Pause on downed
- Rending distortion (1, 6d10 slashing on failed CON save)
- Skew time 5ft cube against clusters of humans (to give them disadv + force them to move)
- Time Warp (20ft sphere – after singularity to slow them)
- Space Anchor to drag people away?
- Unstable Singularity: Opener for people close to it. (STR SAVE AT START OF THEIR TURNS)
- Waypoint to return to the beginning. (NO)
Resolutions#
If they defeat 2 of them, the last will relent. You've made your point.