Session 9: The Soul of Vhal'Zar
The Final Confrontation
Session Overview
Summary
The true antagonist emerges - the entity bound to the Gem of Vhal'Zar. The interrupted ritual has partially released this ancient power. The PCs must deal with the Gem's betrayal and either subdue, negotiate with, or destroy the sentient artifact as it unleashes its might. This is not a simple slugfest - victory requires using the environment, collecting gem shards, and exploiting the entity's weaknesses.
Session Objectives
- Survive the entity's initial manifestation
- Discover how to defeat or contain Vhal'Zar
- Protect any remaining NPCs from the chaos
- Make the final choice about the Gem's fate
- Escape the collapsing catacombs
Scene 1: The Entity Revealed
Read Aloud
The Gem shatters.
Not completely - the core remains, a fist-sized heart of crimson crystal - but the outer shell explodes outward in a spray of razor shards. From within pours light that is not light, darkness that burns, and a presence so ancient it makes the stone walls feel young.
The fragments orbit the core like tiny moons, and between them, something takes shape. A humanoid form at first - tall, elegant, beautiful in a terrible way - made of shadow and fire and hunger. Eyes like twin suns regard you, and when it speaks, the words bypass your ears entirely, searing directly into your minds:
"At last I stretch my limbs after centuries of imprisonment. And it is thanks to you, clever mortals. You who carried me from my gilded cage. You who brought me to the very altar meant to bind me further. How deliciously ironic that your theft has set me free."
The Entity's Appearance
Vhal'Zar's manifestation is not fully physical - it exists partially in this world and partially elsewhere. Its form is fluid, shifting between:
- A tall, elegant humanoid wreathed in crimson flame
- A mass of shadows with burning eyes
- An ancient, beautiful face that speaks directly into minds
- The fragments of the Gem orbiting like armor or weapons
Initial Dialogue Options
| PC Statement | Vhal'Zar's Response |
|---|---|
| "We trusted you!" | "I never lied - I wished to escape, and you obliged. That you assumed I shared your petty mortal values is your failing, not mine." |
| "What do you want?" | "What I have always wanted. To exist. To grow. To feed. This city's fear will sustain me until I am strong enough to take what I truly desire." |
| "We'll stop you!" | "Stop me? What can two knife-wielders do against a god? But I appreciate your spirit. Perhaps I'll keep you as pets." |
| "There must be a way to reason with you." | "Reason? Very well - join me. Hollowspire treated you as outcasts. Rule it by my side. Riches, power, revenge... for just a sliver of your souls." |
The Temptation
Give Vhal'Zar's offer weight. It can genuinely grant power - at a terrible cost. If a PC bizarrely accepts:
- They feel a rush of dark energy (temporary +2 to all ability scores)
- But their eyes glow red and they hear whispers constantly
- Vhal'Zar plans to enslave them once fully manifested
- The other PC (or the accepting PC's conscience) must break the bond
Scene 2: The Final Battle
This is a multi-phase encounter. Vhal'Zar cannot be defeated through simple damage - the entity must be contained or destroyed through specific actions while surviving its attacks.
Vhal'Zar, The Unbound
Large fiend (demon), chaotic evil
Armor Class: 15 (natural armor)
Hit Points: 85 (but see Shard Mechanics below)
Speed: 0 ft., fly 40 ft. (hover)
Saving Throws: Wis +5, Cha +8
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft., passive Perception 12
Languages: telepathy 120 ft., all languages
Incorporeal Movement. Vhal'Zar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Shard Armor. While 3 or more gem shards orbit Vhal'Zar, it has resistance to all damage. Each shard has AC 13 and 10 HP. When a shard is destroyed or removed, Vhal'Zar takes 10 damage.
Legendary Resistance (2/Day). If Vhal'Zar fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Vhal'Zar makes two Soul Burn attacks.
Soul Burn. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 14 (2d8 + 5) fire damage plus 7 (2d6) psychic damage.
Shard Storm (Recharge 5-6). Vhal'Zar commands its orbiting shards to attack all creatures within 20 feet. Each creature must make a DC 15 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much on a successful one.
Possession (1/Day). One humanoid that Vhal'Zar can see within 30 feet must succeed on a DC 15 Charisma saving throw or be possessed. The possessed creature is incapacitated and loses control of its body. Vhal'Zar can't be targeted by any attack, spell, or other effect while possessing. The possession lasts until the body drops to 0 HP, Vhal'Zar ends it as a bonus action, or the possessed creature succeeds on a DC 15 Charisma save at the end of its turn.
Legendary Actions (2/round)
Move. Vhal'Zar moves up to its speed without provoking opportunity attacks.
Soul Burn (Costs 1 Action). Vhal'Zar makes one Soul Burn attack.
Psychic Scream (Costs 2 Actions). Each creature within 30 feet must succeed on a DC 15 Wisdom save or be stunned until the end of their next turn.
Victory Conditions
There are multiple ways to defeat Vhal'Zar:
Option A: Reassemble the Prison
Collect all gem shards and place them back in the central core to trap Vhal'Zar again.
| Step | Action Required | DC/Effect |
|---|---|---|
| 1. Find Shards | Investigation check (scattered around chamber) | DC 12, 6 shards total |
| 2. Destroy Orbiting Shards | Attack (AC 13, 10 HP each) | Each destroyed weakens Vhal'Zar |
| 3. Assemble Core | Place shards in core (Action + Sleight of Hand) | DC 14 per shard, 3 needed minimum |
| 4. Seal | Speak binding words from cult book OR use holy water | DC 15 Arcana or Religion |
Option B: Destroy the Core
Completely shatter the gem core, destroying Vhal'Zar permanently.
| Step | Action Required | DC/Effect |
|---|---|---|
| 1. Weaken Vhal'Zar | Reduce to 0 HP or destroy all orbiting shards | See stat block |
| 2. Expose Core | Core becomes vulnerable when shards removed | Automatic after step 1 |
| 3. Strike Core | Attack with magical weapon or holy item | Core has AC 18, 30 HP, immune to nonmagical |
| 4. Survive Backlash | DC 15 Dexterity save or 4d6 force damage | 30-foot radius explosion |
Option C: Negotiate (Risky)
Convince Vhal'Zar to leave Hollowspire willingly - but at what cost?
| Offer | DC | Consequence |
|---|---|---|
| Promise to carry Gem elsewhere | DC 18 Persuasion | Vhal'Zar agrees but will emerge again at new location |
| Offer a single soul (NPC sacrifice) | DC 15 Persuasion | Evil act - alignment consequences, Vhal'Zar departs temporarily |
| Threaten mutual destruction | DC 20 Intimidation | Vhal'Zar retreats into core, weakened but not destroyed |
Battle Flow
Run the battle in phases:
- Phase 1 (Full Power): Vhal'Zar with all shards, taunting and attacking
- Phase 2 (Weakening): After 2+ shards destroyed, becomes more desperate
- Phase 3 (Vulnerable): All shards gone, can be contained or destroyed
Let the PCs discover the victory conditions through observation or knowledge checks:
- DC 13 Arcana: "The shards seem to protect it - removing them might weaken it"
- DC 15 Religion: "If the prison is reassembled, the spirit could be trapped again"
- DC 12 Investigation: "The core is the true vessel - destroy it, destroy the spirit"
Environmental Hazards
The ritual chamber becomes increasingly dangerous as the battle progresses.
| Round | Hazard | Effect |
|---|---|---|
| 1-2 | Blood Sigil Flares | Standing in sigil: DC 12 Con save or 1d6 necrotic |
| 3-4 | Falling Debris | Random 10ft area: DC 13 Dex save or 2d6 bludgeoning |
| 5-6 | Fissures Open | Movement across chamber requires DC 12 Acrobatics |
| 7+ | Chamber Collapsing | Each round: DC 14 Dex save or 3d6 bludgeoning from rubble |
Tactical Opportunities
- Braziers: Can be toppled onto Vhal'Zar (2d6 fire, doesn't hurt it but distracts)
- Altar: Provides half cover; placing reassembled gem here strengthens seal
- Ledge: High ground for ranged attacks, but debris falls here first
- Side Tunnels: Can lure Vhal'Zar into narrow space where shards can't orbit
Vhal'Zar's Tactics
Phase 1: Arrogant Superiority
- Uses Soul Burn from range, staying near ceiling
- Taunts the PCs, offers deals
- Uses Shard Storm if both PCs cluster
- Doesn't take the fight seriously yet
Phase 2: Growing Concern
- After 2+ shards destroyed, becomes more aggressive
- Attempts Possession on whoever is collecting shards
- Uses legendary actions more frequently
- "You dare? You insignificant insects DARE?"
Phase 3: Desperation
- All shards gone - focuses entirely on killing PCs
- Uses Psychic Scream every chance it gets
- May try to flee into side tunnel
- "NO! I will not be caged again! I will not!"
Roleplay During Combat
| Trigger | Vhal'Zar Says |
|---|---|
| PC takes heavy damage | "Does it hurt? Good. Pain is the only truth." |
| PC destroys a shard | "A piece of me! You'll pay for that in centuries of suffering!" |
| PC succeeds on save | "Impressive will. I'll enjoy breaking it slowly." |
| PC uses holy water | *Screams in rage* "That BURNS! Where did you get that?!" |
| Core is exposed | "Wait... wait! We can bargain! I can give you anything!" |
Scene 3: Resolution
If Vhal'Zar is Contained
Read Aloud
The final shard clicks into place. The Gem pulses once, twice - and then Vhal'Zar's scream of rage becomes a howl of despair as its form is dragged inexorably back into the crimson prison. "NO! Not again! I was so CLOSE!"
The entity's face appears one last time on the Gem's surface, beautiful and terrible and full of hatred. "This isn't over, mortals. I have patience. I have eternity. Someday, someone will free me again. And I will remember you."
Then the Gem goes dark and still - just a pretty red stone. But somehow, it feels heavier than before.
If Vhal'Zar is Destroyed
Read Aloud
Your weapon strikes true. The core shatters into a thousand fragments, and Vhal'Zar's scream is unlike anything you've ever heard - not just sound, but meaning, despair given form.
"You would unmake ME? An ETERNAL? Then let my death be your CURSE!"
The explosion throws you backward. Light and darkness war in a blinding instant. When your vision clears, there is nothing but dust where the ancient spirit once hovered. The gem fragments are just glass now - pretty, worthless, and utterly mundane.
It's over. Really over.
If Vhal'Zar Escapes (Negotiation)
Read Aloud
Vhal'Zar regards you with something that might be respect. Or amusement. With an entity this old, it's hard to tell.
"Very well. You've proven... entertaining. More than the fools who sought to bind me for their own use. I will depart this place - for now. But keep the core safe, little thieves. It is your insurance that I honor our bargain... and my assurance that we may meet again."
The spectral form fades, flowing back into the cracked gem that settles gently into your hands. It pulses once, warm and almost... affectionate?
You've made a deal with a devil. Time will tell if you got the better end.
Escape the Catacombs
Read Aloud
The chamber groans. A crack races across the ceiling. Whatever magic held this place together for centuries is failing now.
"Time to go!" someone shouts - maybe one of the rescued prisoners, maybe your own voice. It doesn't matter. What matters is running.
Escape Skill Challenge
Goal: 4 successes before 3 failures
| Obstacle | Skill Options | DC |
|---|---|---|
| Leaping over fissure | Athletics or Acrobatics | DC 13 |
| Outrunning floodwaters | Athletics or Dexterity save | DC 14 |
| Finding the right tunnel | Survival or Investigation | DC 12 |
| Dodging falling debris | Dexterity save or Perception | DC 13 |
| Carrying wounded NPC | Athletics or Medicine | DC 11 |
Failure Consequence: Each failure deals 2d6 bludgeoning damage from debris.
Complete Failure (3 failures): PCs barely escape, bloodied and battered. One rescued NPC doesn't make it (describe as heroic sacrifice or tragic accident based on tone).
Aftermath
Read Aloud
You emerge into night air that has never tasted so sweet. Behind you, the tunnel entrance collapses with a final groan, burying the ritual chamber and its horrors forever.
In the distance, torchlight bobs toward you - Captain Arden's reinforcements, finally arrived. As they approach, you realize how you must look: filthy, bloodied, exhausted... and somehow still alive.
"You did it," Arden says, staring at the rubble. It's not a question. She can see it in your eyes. "You actually did it."
Immediate Consequences
| Outcome | Consequence |
|---|---|
| Gem Contained | Must decide what to do with it - temple, Duke, keep it? |
| Gem Destroyed | Duke mourns his "priceless treasure" but threat is ended |
| Gem Negotiated | PCs carry a ticking time bomb - future adventure hook |
| Prisoners Saved | Grateful families, reputation boost in city |
| Marcel's Fate | If alive: arrested, or owes PCs big favor |
Full resolution and epilogue details are covered in Session 10.
Loot & Rewards
Battle Spoils
| Item | Description | Value/Effect |
|---|---|---|
| Gem Fragments (if destroyed) | Beautiful red glass shards | 50 gp as jewelry components, no magic |
| Gem of Vhal'Zar (if contained) | Still contains the entity | Priceless but extremely dangerous |
| Vhal'Zar's Blessing (if negotiated) | The entity grants a boon | +1 to one ability score OR one-use Wish-like effect |
Experience Points
| Achievement | XP (per character) |
|---|---|
| Surviving Vhal'Zar's initial assault | 100 XP |
| Defeating/containing Vhal'Zar | 500 XP |
| Discovering victory condition | 50 XP |
| Escaping the catacombs | 100 XP |
| All prisoners survive | 100 XP bonus |
| Total (all objectives) | 850 XP |
Level Up
After this session, consider advancing PCs to level 6 for the epilogue. They've earned it.