Clash With a Chosen


Adventure Briefing


Divine intervention has derailed the characters’ quest. While pursuing their current objective, the world around them shifts, and they find themselves transported to a sacred dimension.   Before them stands Ori of the Plains, Chosen of Tus'Alim (ancestry, ceremony, history). A tiefling infused with divine power, Ori has been summoned as the arbiter of the trial. Like the characters, Ori has no choice in this matter; everyone is bound by the will of a god. The trial consists of three parts. Death, failure, or success leads back to where things began.
Level Range: 9-10
Tags: Divine Intervention, Quest Interruption, Fate   Location: Current Quest
Connected Elements: Tus'Alim, Chosen, Ori of the Plains

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Altar of Tus’Alim


Read Aloud. The air is heavy as you appear within a clouded chamber. Unblinking statues surround an obsidian altar. A voice rumbles in your head, "Your trial has begun."
  Truth is Absolute. Creatures cannot lie here. Any attempt to do so results in them instinctively speaking the truth instead.   Altar & Statues. A central obsidian altar is encircled by statues of former champions, each uniquely posed, their expressions reflecting triumph or failure.   Boundaries. Feels vast, but attempting to move more than 60 ft. outward or upward reveals an impenetrable boundary.   Light. The chamber is brightly lit with no obvious source.


Ori of the Plains


Read Aloud. There is a man here with grey ash-colored skin, a broken wing, and ram-like horns. His wicked fangs are bared as he stretches, preparing to fulfill their duty.
  Ori was once a celestial Upiryrial, but the curse that turned them into a tiefling did not strip away their divine purpose. Ori is fierce, unyielding, and unapologetically honest. They’ve embraced death as an inevitability and wear their doomed fate like armor. Their voice carries the weight of someone who has seen the truth of life and doesn’t flinch.   Forest, Blink Dog Companion. Forest is a blink dog with ashen fur and faint silver streaks, always by Ori’s side, bound through divine power.


Roleplaying Ori of the Plains
Personality Trait. "People are always looking ahead, they forget what they left behind."
Ideal. "Divine Rite. I am bound to my duty, honoring Tus’Alim as best I can."
Bond. "Death doesn’t frighten me. I’m ready."
Flaw. "I don’t want to carry this burden forever."

Challenge One: Trial by Combat


Characters fight in a controlled, tactical battle: not to the death. Ori, alongside Forest, summons a Deva who uses its Change Shape ability to take Ori’s form.   Combat. Ori of the Plains, Forest (Blink Dog), and 1x Deva   Linked Companion (Forest, Blink Dog). Ori's blink dog companion, Forest, is spiritually connected to him. All damage dealt to Forest is redirected to Ori. As a bonus action Forest can blink, grab a dropped item, and appear elsewhere.   Lair Actions. (affects Ori but not Forest or the Deva)  
  • Tus’Alim’s Voice. DC 17 WIS saving throw or lose the ability to speak until the end of your next turn.
  • Tus’Alim’s Sight. DC 17 CON saving throw or be blinded until the end of your next turn.
  • Tus’Alim’s Touch. DC 17 DEX saving throw or you are unable to hold objects until the end of your next turn. Any items the creature is holding are dropped.
 

Challenge Two: Trial by Identity


Read Aloud. The altar fills with every material a master crafter could desire: rare woods, mithril, adamantine, & jewels. Everything needed for an offering worthy of a god.
  The characters must craft something as an offering to Tus'Alim, using the provided divine materials. It can be a weapon, armor, focus, staff, or something entirely symbolic, but it must reflect their purpose as a group. The crafted item should embody their journey, unity, & individual contributions. Each character should add their unique flair while crafting collectively. They are given as much time as they are willing to invest. The trial tests devotion and collaboration, not speed. Follow DMG crafting rules or those on the reference page.

Challenge Three: Trial by Truth


Read Aloud. The voice of Tus’Alim returns, whispering in your mind, “Do not fight, endure.” The air grows stale.
  Penance. The group must collectively sacrifice 100 hit points. Players know the threshold but not each other’s contributions. Characters declare their sacrifices secretly.   Confession. Each character must confess a significant regret, failure, or familial sin while taking 10 damage per turn from loss of air. Characters who do not need to breathe are unaffected.   Atonement. After confessing, each character makes a symbolic promise tied to their flaw, designed to improve themself. These act as the Geas spell. See Rewards.

Reference Page


Rewards


Divine Creation. The characters receive the item(s) crafted during the trial. Only those who complete their Geas gained during the Trial by Truth can attune to these items.   If the Geas is incomplete or removed, a character cannot attune.   Restoration. If the trial is completed successfully, all surviving characters receive the benefits of a long rest to prepare for the challenges ahead.   Heroes’ Feast (If Ori Survives). Before the group departs, Ori casts Heroes’ Feast, granting the characters its benefits as a final gift.

Alternative Crafting


Player Agency. Allow players flexibility to describe how they approach the task. Encourage the players to decide as a group what they are crafting. The item should reflect their purpose, unity, and ideals. Balance is up to GM discretion.   During the Trial. Let the players explain how they contribute, whether through skill, magic, or ingenuity. Use skill checks (Arcana, Religion, Smith’s Tools, etc.) sparingly, only to enhance roleplay or resolve creative ideas, not as a requirement. Focus on collaboration and the meaning behind the creation rather than strict mechanics.

Examples
Eclipse Mantle. Allies within 60 feet gain immunity to fear and resistance to radiant and necrotic damage. Once per long rest, the wearer can grant allies advantage on attack rolls and saving throws for 1 minute.   Anvil of Eternity. This artifact anchors the group’s resolve. Allies within 60 feet cannot be reduced below 1 hit point. Additionally, all allies’ critical hits deal an extra 4d10 radiant damage while within range.

  Ori of the Plains Roll Initiative
Medium Tiefling, Lawful Good
Armor Class 17 (Natural Armor, Ceremonial Robes)
Hit Points 266 (28d8 + 80)
Speed 30 ft., fly 40 ft. (one wing, cannot hover)

STR DEX CON INT WIS CHA
12 (+1)
16 (+3)
20 (+5)
12 (+1)
16 (+3)
18 (+4)
Saving Throws CON +9, WIS +7, CHA +8
Skills Insight +7, Perception +7, Religion +7
Damage Resistances Radiant, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Celestial, Infernal
Proficiency Bonus +4
Chosen of Ceremony. Ori is divinely blessed. Once per day, Ori can cast one of these spells without requiring material components: Heroes’ Feast, Ceremony, Commune, & Divination   Legendary Resistance (1/Day). If Ori fails a saving throw, he can choose to succeed instead.   Hexblade’s Armament. As a bonus action, Ori summons a Radiant Whip infused with divine energy. The weapon is treated as magical and deals radiant damage. Ori cannot be disarmed of this weapon by anything but Tus’Alim.


Actions
Multiattack. Ori makes three attacks with his Radiant Whip or casts a spell and makes two melee attacks.   Radiant Whip. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 ( 2d6+5 ) radiant damage. The target must succeed on a DC 17 Strength saving throw or drop one item.   Spellcasting. Ori is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can cast the following spells:   Cantrips (at will): Eldritch Blast (Repelling Blast), Booming Blade, Minor Illusion   Spells. Ori can choose two spells to cast from the following list, each once per short rest: Mirror Image, Misty Step, Counterspell, Hunger of Hadar, Greater Invisibility, Wall of Force

Legendary Actions
Ori can take a legendary action at the end of another creature's turn. Ori has 2 uses and regains them at the start of his turn.   Switching Fates. Ori chooses two medium or smaller creatures within 60 feet of him. The creatures swap places.
 

Maps


Altar of Tus'Alim Map

Altar of Tus'Alim


Written by Chuck & Drew

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