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====Disrupting the Cabal’s Final Moves==== At this stage, the Cabal is actively accelerating their efforts to break the Weave. The PCs must travel to multiple, carefully selected locations where the Weave is weak—these could be ancient, magical nexuses tied to life, death, or the balance of the planes (e.g., an ancient Elven grove, a forgotten dwarven tomb deep in the Silverprong Mountains, a pyramid built during the Mage Age in Al’Shekeim). Each of the Cabal members could be preparing specific rituals or unleashing their full might at these locations. =====Key Encounters:===== *Sarkathus may lead a demonic invasion, binding mortal souls to fuel the rift between the material plane and the Abyss. Stopping him requires the players to enter Hellish dimensions or sever demonic contracts. *Ivelka might lead a massive army of fanatics and cultists, attempting a large-scale blood sacrifice at a battlefield, while Kyros assassinates key figures to prevent reinforcements. *Orralax may have unearthed an ancient artifact tied to the primordial forces, warping reality itself in an attempt to collapse planar boundaries. *The Viridescent One might be poisoning a primeval forest with deadly plagues, decimating life forces tied to nature’s rebirth. In each encounter, the party needs to stop the specific action while managing localised damage to the Weave. Player Choices: *Which threats do they prioritise? Saving one area might leave another vulnerable. *Do they focus on slaying key members of the Cabal or halting their destructive rituals first? *How do they handle the consequences of failing to stop certain actions in time?
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