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
Download PDF: Ko-fi, DriveThru RPG
Tags: Divine Intervention, Quest Interruption, Fate Location: Current Quest
Connected Elements: Tus'Alim, Chosen, Ori of the Plains
Download PDF: Ko-fi, DriveThru RPG
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."
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.
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.
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.
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)
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.
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) |
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