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The Necropolis Of Oros

The Necropolis Of Oros

The Necropolis of Oros

The Ruined Capital of the Magi-ocracy

Once the jewel of the Western Continent, Oros is now a sprawling tomb of blackened stone and violet fire. The city is frozen in the moment of its destruction, with massive debris suspended in the air and rivers of liquid Aether flowing through the streets.

Location: The Palace of Shattered Suns

At the heart of the city stands the Palace of Shattered Suns, a massive structure of obsidian and gold where Kel'Thuz performed the ritual of the Null-Sphere.

Dungeon Layout

The palace is divided into three concentric rings:

  1. The Outer Ring (The Silent Wardens): Residential and administrative quarters, now filled with "Stone-Echoes"—statues of citizens frozen in agony that occasionally come to life.
  2. The Inner Ring (The Arcane Sanctum): The former libraries and laboratories, where the laws of physics are heavily distorted. Rooms may be upside down or sideways.
  3. The Central Spire (The Throne of Decay): A single tower that reaches into the sky, surrounded by a permanent Wild Magic Storm. This is where the Null-Sphere resides, and where Kel'Thuz is bound.

Traps and Hazards

  • Soul-Binding Wards: Invisible glyphs that, when stepped on, attempt to pull the creature's soul into the nearest Stone-Echo. (DC 16 Charisma Save or be Restrained and take 4d10 necrotic damage per turn).
  • Crumbling Gravity Walkways: Bridges that only exist when viewed through a "True Seeing" spell or when a creature is under the effect of "Levitate." Stepping blindly leads to a 200ft fall into an Aether-fire pit.
  • Aether-Phasing Walls: Certain walls phase in and out of existence every 10 seconds. Timing is crucial to avoid being fused with the stone.

Puzzle: The Alignment of the Null-Sphere

To reach the Central Spire, adventurers must align three "Mirror-Obelisks" located in the Inner Ring.

  • The Problem: The Obelisks are in different gravity zones (One on the floor, one on a wall, one on the ceiling).
  • The Solution: Players must use "Gravity-Anchor Stones" found in the laboratory to change their personal gravity, allowing them to reach the obelisks and rotate them so their beams of light converge on the Palace gates.

Denizens: The Guard of the Damned

  • Lichguards: Undead knights clad in rusted plate armor that glows with violet energy. Their blades deal additional force damage and can "Blink" 30ft as a bonus action.
  • Mana-Wraiths: Ethereal horrors that look like swirling nebulae. They don't attack health directly but instead "eat" spell slots on a successful hit.
  • Kel'Thuz (The Bound Lich): He cannot move from the Throne of Decay. He attacks using powerful necromancy and can manipulate the Wild Magic Storm around the tower to cause random effects from the Wild Magic Surge table each round.

The Binding of Kel'Thuz

Kel'Thuz is physically fused to the Null-Sphere by three massive chains of pure negative energy. Each chain is anchored to a "Soul-Pillar" that must be destroyed before the Lich can even be harmed. He spends his eternity whispering to those who enter, trying to trick them into spilling "Vanguard Blood" on the chains to release him.