earthbound:session_summaries
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Table of Contents
- ~3 days by caravan from Celius to Katehli
- get there, pay to cross the bridge -
- 2cp/person (can buy a pass but unclear how)
- Get an inn: Gilded Lantern
- Go to the Library - newer building, smaller, not built around a tree
- When Otho asks about some old map and architecture books, mentions somoene else was doing the same recently and he'd be back later that day
- Older gentleman approaches Otho in the library - Armon
- moves curiously stilly - sort of like a monk
- has arm tattoo - skull motif - Crypt Guard (royal crypt guardians)
- was looking for a rare herb
- interested in seeing if we were hire
- his long term goal is to find a set of folks to work for him that he can trust
- has a longer term problem
- having a people familiar with the usage of power will be useful
- needs a flower that only grows undergrounds in an old city
- go up river, to fallen statue, with only head visible - a little further up, and there will be a place to descend
- any sunlight causes the flower to fold up - so needs to be gathered at night
- “Nightbloom” - absorb nearby power
- decide to go the next day
- Gather supplies
- rent canoes, make a box+bag combo to transport the flower, get bug spray, etc
- Next day - canoe up river
- get to the “statue head” and get attacked by 3 giant “bloodsucker” insects
- get to the hole down a few minutes later
- we camp a few hours and wait for it to get dark - around Dusk we get attacked by 2 “Flash Beetle”
- go down the hole
- get attacked by 2 Boggard Scouts - clearly were “Dragon Plagued” with a frog taint and a tongue attack
- recover a piece of tabard with a bit of heraldry on it
- find the mushroom floor, box & bag it
- rest the rest of the night
- canoe back to town successfully
- Return to town
- hear from a guard there is some sort of military expedition being put together - possibly only narran
- make our way to Armon's address - turns out its a weaver's house in a middle class neighborhood
- wants us to come back that evening
- tells us to prep for a mountain trip
- that evening we get asked questions, pass the test, and get introduced to “The Couple”
- want us to go recover an artifact from the Royal Crypts and use it to heal the village of Dragoncursed
- needed the flower to open the door to the area
- recovering a small cube from the crypt of Prince Kimber
- need to not touch the body but the cube should be at its feet
- may need to defeat some automated guardians - may need magic weapon
- plan is to go in, pretend to be Noble mourners, and sneak in to the back room
- “Instructions for Finding and using the Cube” handout
- travel to the royal crypts, spending one night over night
- greeted by Gaius (middle aged, Pharasma holy symbol, tower shield)
- see Rufus (great axe) standing guard down a hard
- work our way in
- find the tomb after some misadventures
- on the door
- Adept of the Pear Tree
Faithful to the End
Forgiven by the Earth
Anchor for the Fire
- manage to talk our way out without mishap
- that night, we attune the cube. We the discover it has some abilities:
- Attuned cube abilities:
- some detection at will
- powers each 1/day:
- occult: gentle repose
- arcane: ant haul
- nature: pest form
- religion: enhance victuals
- we rest the night and get level 2
- cut over land to get to the town faster
- while trying to sneak towards town, encounter a lizardfolk patrol
- kill 2, tie up one; rescue a human they'd jump'd
- Amara - she had escaped the town
- turns out she's good at stealth and leading folks stealthily
- sneak up around town
- sneak as far as we can, then do a quick triple march to the well and activate the cube
- all the lizardfolk collapse, except for 2 bigger plagueborn
- kill them
- when we activate a cube, a minor earth quake, plants bloom, all the lizardfolk collapse and change back
- search the well - find a complex constructed egg with a pearl, broken in half
- “Acre nigh follun der filden wich Dragon terchon mast favor” - phrase to activate cube
- heard it break when we did the cube thing
- was on top of a corpse of a sorceror/wizard
- Amara was able to tell us the names of the 2 plagueborn & sacrificed sorceror:
- Antillis & Occutane & Rawkus
- villagers told us a bit
- apparently the village wizard post-ritual tried to cast something, and went crazy and was put down
- intentionally let a villager overhear how the Couple will be pleased
- loot the cultists' room
- get an amulet & a cat
- amulet - divine - something about medicine
- cat - intended to be attached to armor?
- Contacting Amara: leave a message at the Guild Hall.
- While camping overnight hear wolves
- 3 wolves & dire wolve
- show up a “Bryce” who has apparently been tailing us
- he gets knocked out, Otho gets knocked out, wolves all end up dead
- get back to town
- go to talk to the couple - turns out they are frauds
- give us the cloth of truth
- go to a fancy party that night
- Madaline gets a secret message about being able to mess with one of the lords
- feed a bad can in to his special machine to break it
- help our friendly priest of Irori get funding
- go to the warehouse and feed it a bad can
- on our way out, notice more of the bad red threads - signs of the cursed
- Folks split up and investigate things
- Otho does library research on making a detector
- Deci - learns of specials ops group - Sir Placeda
- Madaline - chats with lady whitmore to learn of a researcher - scholar mick
- Tedzo - discover his power source now coming from cube, not from his god
- Got a detector working
- Sir Placida, Sir Seamus tagged along
- took it for a spin, found a proto plague spreader and destroyed it
- the Sirs got spooked, said to call a muster
- ran back across town, an attack on the town started
- fought a big plague spreader, defeated it
- a red dragon came in, breathed on the town once
- then stopped, looked at us, and said roughly
- “I see my ancestor has made their interest known. I leave the town to you to dispose of as you see fit.”
- and then flew off
- Sir Placida tries to throw us in jail because the dragon spoke with us
- Otho is having none of this shit and leaves
- goes off and helps out the town, falling in with folks from the poor part of town
- ends up being lightly recruited for the Laisan resistance
- Madeline & Deci go with her
- get locked in a guard room
- Tadzio manages to sneak off, meets up with Amara, and goes around tending people
- town council meeting
- Madeline & Deci brought to it
- they decide to lock them in a guard tower
- Otho & Tadzio & Amara meet up, get their stuff from the inn
- Amara jailbreaks Madeline & Deci out of the high security tower by herself
- We leave town
- Figure out the silver platter that Deci was tricked in to touching by evil lord is a trap to make it possible for him to bribe fey to go kill Deci
- Red Cap, plus some fey that grant bad luck
- red cap - revolted from holy symbols of good gods
- bad luck fey - require rolling twice and taking worst result
- we rest, get 3rd level
- travel a day
- a portal opens and 2 red caps & 2 pugwampi & 5 other fey drop out of it
- eventually figure out how to kill the red caps – remove their cap and they stop regenerating
- find: magic cloak, 2 arrows - spellstrike ammunition @1st
- magic cloak - made of brown & grey coyote fur - grants +1 bonus to survival, and some other effect
- travel up in to the mountains, Amara leads us to a cave where she goes up to the wall
- “by the orange tree please grant me access”
- architecture is near identical to the Narahan royal crypt
- distinctive styling
- also, the magic fading stone door is very similar
- meet 2 young woman: Aead & Jondu
- red sash around waist; clashes with orange monk robes
- Prioress Ydonya isn't going to be happy with you
- “Red Damsels”
- meet one of her mentors: older man - Omaru
- taken to their tree, meet more folks
- Prioress Ydonya
- Chasser
- several other monks
- Narooj - also has red sash, pregnant
- Amara introduces us allies of significance
- want to see if we should be allies
- offers an exchange of knowledge
- asks us question - asks about architecture and construction of this place
- built by priory in times of old by magics
- trunk of priory has people who can still make them
- might be within our range to learn if bound to the pear priory
- where do the prioiry's come from?
- when the world was young, power flowed directly from the earth but very hard to master
- wild and untamed power - burnt out those who tried to use it
- earth gave gift of 5 great trees - that allowed drawing of power
- orange, hawthorne, rambutan, mulberry, pear
- orange used that power to accumulate power and try to do good
- what are red sashes?
- Otho explains their a younger splinter that wants to do more
- they are the “Red Damsels”
- why does mention of the pear tree make people nervous?
- answer to that one has weight - I'm going to give you a cursory answer
- pear tree is dead. It was killed by the actions of some.
- Claiming affiliation means you are lying or affiliated with the killers.
- refuses to confirm if those killers were the red dragons - but next answer does
- leaders of the pear tree decided the fruit was insufficient
- decided to tap the root itself, despite warning from the Earth itself
- injured tree, killing it; earth struck back at them
- caused the cataclysm
- those who did this became undead - powerful liches
- earth hates everything about the pear tree at the moment
- Otho asks what question Omaru thinks we should have asked
- he defers and extends the hospitality of this branch; and his services as an artificer
- playing with the cube near the orange tree
- get _3_ pings for royalty, instead of one
- Try reattuning ourselves to cube
- figure out we are attuned
- figure out there are some abilities we've not figured out how to unlock
- healing / get out of trouble abilities
- a raise dead power
- try to understand the cube's power
- doesn't seem like its draconic in the way red dragon was
- dinner & entertainment
- next morning
- talking with Omaru
- asks why we are carrying something necromantic
- “Red Sky” - group dedicated to stamping out Earth powered things
- use of necromancy means might not be aligned with them
- probably means they are backed by one of the LichLords
- somewhat act like a terrorist org
- knows where a red sky base is that is nearby
- tell us about a “Red Sky” base that is mostly abandoned
- place we can learn more about them; possibly kick it over and learn some
- disrupt them a bit
- we decide to go kick it over
- Travel about a day away - get their near Dusk
- one large building in center of town
- Sneak in to the large building - had been a big covered market
- 4 barbarians with necromantic rage - we kill one and they all turn in to Skeletons
- kill them, loot their lair
- detect magic
- alchemy elixir - white
- alchemy elixir - silver
- feather token - single use, around communication - bird feather token
- forked wand -
- rune stone - +1 potency to weapon
- 50g cash
- collection of notes
- Upcoming Strike:
- Duke & Duchess of Scalia
- known for having a magical carriage
- carriage runs on gems
- a lot of research on how to get an undead in to a gem
- found a crypt nearby that turns corpses in to gems
- aka the Royal Crypt
- they just take a big expedition off to attack it
- take all the papers
- decide to go help the Royal Crypt
- travel a bit towards the crypt
- that night, a cultist stumbles upon our camp
- we chat him up, learn he's been sent back because they need a way to get past the trap
- we gank him, he turns undead, we complete the ganking
- travel another day towards the crypt
- plan is to sneak in the back and examine the pear tree more carefully and see what we can learn
- then pop out and kill off the red sky cultists
- Tadzio feels like he has a new prophecy
- rank1: the sky reveals the way tonight
- rank2: on the far horizon will be revealed several points
- rank3: and those points will be dragons
- climb up a hill, bypassing a giant eagle
- see a bunch of 'stars' appear
- reddish in SW
- silverish in SE
- silverish in NW
- reddish in E
- see silver one up
- think they are dragons - possibly the dragons on the continent
- indicators fade out (sort of like a divination fading)
- get to the place
- sneak around to the back entrance
- sneak in, get found in the back area
- make a plan
- Otho & Tadzio sneak back to the prince's room
- take out the golem again
- In the room:
- Adept of the pear tree…
- Prince in Repose on Bier
- has a wand? under one hand and a book under the other
- consecrated - deep sense of rightness
- not divinely consecrated
- bier is just a 'repose of peace'
- no signs of magical protections on prince/book/wand
- room seems surprising empty
- book is locked shut
- script on the book in a language that I don't know
- get a sense from the cube something interesting in the next room over
- its down the neighboring hall, and ends up at a wall door
- this has a constellation with 5 sockets
- turns out the zone of truth carpet seats in appropriately in one socket
- tap the cube in the middle
- starts powering up, hums when it hits filled socket, fizzles and deactivates when it hits closed socket
- take copious notes on other shapes
- Otho & Tadzio have a debate on if they should take the book
- Tadzio wins and we leave the book
- notes taken:
- spine of book in weird language
- details of wand/stave/rod he was holding
- notes on dimensions of the 5 objects for opening the back door, with knowledge of what one of them is
- Deci & Madaline question the temple guardians
- learn that one of them probably has noble ties
- if we save him might be a chip we can cash in
- learn a little about Prince Kimber
- apparently was alive around cataclysm - saved capital city
- this place was built while he was alive, probably
- his will specified he be interred here
- talk them in to helping with our ambush to rescue them
- move out and ambush
- take out outer 2 folks without main campfire noticing
- find Bryce scouting the camp
- his job was to sneak in and figure out how to steal the Prince's body
- drop the main camp - 2 focus folk + 5 thugs
- when the first one of them dies (not just dropped) they all turn undead
- focus folk become ghasts - stink + bite
- thugs become skeletal champions
- we fall back to the positive energy tunnel and destroy all the skeletons
- we find a bunch of longswords, shields, battle axes, hide armor
- find some notes on what they were trying to do
- we don't share them with the temple guardians and act like we don't know why this group was here
- find in the tent some undead human torsos
- we rest the night
- thinking more about the door with sockets
- mat fit in a particular way, that included the royal arms
- Naran royal family had a collection of heirloom items, of which the mat is one of them
- pad of judgement
- seal of authority
- belt buckle of having pants
- statue of courage
- letter opener of getting stuff done
- end up choosing to take 7 longswords & steelshields back to sell
- head out back to the priory
- tell them about going to the place, finding out the mission, and then going to the crypt
- Royal crypt
- in use for centuries
- founded after the cataclysm
- can turn corpses in to gems - put on to wall of stars
- regular rotation of guards - some scholars, some rotated out for political reasons
- insides of crypt rumored to hold royal treasures, but protected
- warns that opening the wrong doors means we might not come out
- Prince was interred there with Ceremony
- paraded through streets, and then taken to crypt
- said to still look over us, even from the grave
- sell off some stuff
- 2 elixirs, 7 longswords, 7 shields
- buy Tadzio a Staff of Healing
- hang out a couple weeks
- waiting for the Staff to be made
- lying low to avoid being hunted in town
- looking stuff up in their library
- get sketches of the 5 heirlooms
- pass a couple weeks - decide to go to a town in the North West - Sella Dorei - Deci has a friend there
- traveling
- get attacked by Owl Bear
- track it back to its lair
- poking through owl bear pellets
- silver dagger
- continue traveling, a couple days later noticing something flying overhead
- maybe a dragon? maybe just something big flying really high?
- Arrive in Sella Dorei
- very Lasian - no Naran influence
- built in among the trees
- folks seem happy, no beggars, seems very gregarious
- lots of folks seem to have cantrips
- in the last decade, magic use has become pervasive; and its cooperative
- more citizens working together, more powerful magics
- seem to have power sources - not coming from ambient
- not earth magic
- strong public education system - teaching magic
- town built around major wizard's tower in the middle - seat of government
- find the inn - The Splintered Heart
- find the temple of Irori - turns out where center of education system
- Deci & Madaline meet Deci's friend - go to a trivial contest
- win a treasure map from contest
- Political Party
- Lorry - interested in investment
- Bridgerton - interested in investment
- Fangs - take care of nature
- Sparks - “you wanna goodberry” - drug dealers…
- Treasure Map
- Gather folks and touch specific trunk of tree at sundown
- glyph on map
- Arc! Hand! Prestidigitation! Light! Aura!
- Use map, touch a tree - get teleported in to a puzzle dungeon
- first room had a key we needed to get past
- second room we needed to work as a group to get a key
- third room had a mimic, which Deci sat on, and a set of statues that we had to figure out which to illuminate
- invisible chest
- 50 gp
- 5 tokens - metallic, with complicated design
- magic hat - +1 to arcana & prestidigitation
- sigil on bottom of chest that lets us teleport out
- head back to inn
- new Political Party trying to get formed up
- apparently called the Black Badgers
- Laisan underground?
- go to Library
- meet Rebecca - working on her citizen project
- to get her “Citizen Amulet” that will let her use power
- look up token - one of collection of tokens needed for citizenship
- history lookup:
- 10 years ago, wizards walked out of the tower and announced democracy will be here
- democracy is being pruned - growth is being carefully tended
- wizards have not taken apprentices since then
- there is a puzzle with 6 pegs to get to the 'backroom'
- notice a puzzle book nearby - “Illuminated Manuscript”
- get in to the back section - can research
- Dragons, Gods, Priory, Ranting, Places
- Dragons: At heart, the goal is to convince a Dragon that you are worthy of wielding magical power. Most devise a test to determine whether a candidate is worthy; with the test being as diverse as the Dragons that administer them. Most wizards who pass tend to be lawful, most dragons do not like chaos. Occasionally one of the dragons more bent on human destruction will strike a deal with a human and grant them power if used for destruction. Dragons grant pearls that one eats for the bond. You can also kill a dragon and take its pearl to get the power. Dragon’s produce pearls slowly over their lifetime.
- Gods: either heretical, or very insightful - divine power comes from people, not gods - gods do their best work when lots of people adore them
- Ranting: plot to destroy the moon, to possibly destroying the world
- Priory: orange, mulberry, hawthorne, rambutan, pear - built many of the big cities; jealous of power; membership was often hereditary
- go clothes shopping
- go see a broker - Sherry
- want to get a token
- sousaphone, digirido
- locked in the bottom of a pool, in a house up in a tree
- rules for acquiring:
- can't kill any one
- people can opt out by laying down for 10 minutes
- attempting to extra the items from pool in the middle of the night
- use a water breathing
- find a portal from the pond to the pool
- squeeze through, find the items chained underwater, pick the locks
- pick up the items and swap to rabbit form
- run off, barely ahead of another person trying to steal the item
- dropped off sousaphone with Sherry
- we keep digirido - disguised as a polearm
- Go to the Party - new/old political party - Black Badgers
- should not just make home utopia, but spread it to the entire world especially our country Lasia
- kinda of a new pitch - town is pretty insular
- figure out two relevant back rooms:
- black badger room - Deci & Otho
- Opposition room - other parties reacting to black badger's announcement - Madelyn & Tadzio
- Black Badger room
- recruiting folk for an expedition
- seems like they are going to Katheli or nearby
- trying to get leverage on the Naran's
- Otho leaks that he knows Bryce
- Oppo room
- mostly 2nd tier or less folk
- Leaving the party, while crossing a bridge one of the ropes breaks
- Deci rescues a guy who was also crossing the bridge - maybe one of the town archmages?
- known as Temperance
- wants to meet with us
- teleports us to his house
- Talking with Temperance
- reveals he is a silver dragon
- wants to know who we are
- mentions encountered one of his brethren
- Red Dragon is named: The Chariot
- wants to exchange favors
- many cities are built on ruins of destroyed cities
- often interesting things to be learned from them
- we have the power to power the devices they rely on to operate
- undercity under this city
- records room
- wants us to use our power to refill energy reservoir down there in item
- item that lets him collaborate with other dragons
- feeling generous - will answer a question - recommends a question about mortals, as bigger knowledge is better learned over time
- we ask about Regalia
- apparently couple stopped here, and gifted him the “letter opener of getting stuff done”
- mentions they were heading north, and more of them are likely to be in that direction
- tells us where to find entrance to undercity - small cave underneath
- Head down to the cave - find 2 pairs of kids playing a ball game in the cave - “cave ball”
- play cave ball with them until they get tired and leave
- once they leave, we step in to the alcove, which we passively power, and the elevator takes us down below
- Madeline identifies the letter opener
- turns in to whatever tool you need - like “traveler's any tool” but slightly different
- elevator opens on to two giant crabs
- move to the next room
- find a thing in the middle of a square area, with a square drawn around it
- a pair of slime molds (with an eyeball) walking around the square
- thing is sort of alive - unclear?
- move to the next room - rooms with lots of big shelves
- more tracks with slime molds
- kill 2 slime molds
- then run in to an invisible gelatinous cube
- move through a couple more rooms, with more slimes
- find the library room, with a grey slime in it
- bookshelves - except hard lumps instead of books on them
- some large hexagonal device - was already powered
- has a slime line connected to it
- we cut the line - all the oozes we snuck past cease being cohesive
- turns out its a computer - with disks connected to a projector
- find a map - shows us Yscal
- shows there is an undercity underneath Larath (in Yscal)
- find a map of the undercity - so if we visit Larath can probably find it
- learn about the Abyss in the center of the ocean - a survey was attempted and no one was heard from again
- find a cube recorded as apocalypse was occurring
- describing the world has decided it hates humanity; giant earthquakes
- royal house of naran appears to be blessed - no earthquakes from capital
- references sent to other sites
- collection of cards with names on them - tarot
- temperence
- the chariot
- religions seemed to have existed - much the same
- magic existed pre-cataclysm
- earth - (primal & arcane)
- free - tended to go nuts
- priory -
- divine - (divine & occult)
- there was no necromancy
- thinking about things after the cataclysm
- dragons - primal & arcane
- Cube - produces all 4
- most of the old magic things were Earth powered
- prince of Naran buried with pear tree artifact; and his country was not sacked
- why buried in catacombs instead of at city?
- how did he get to be forgiven of the earth?
- Get 4th Level
- learn about block smart
- work our way out, take a bit of acid damage running through the goo
- loot 6 barrels of high quality tar worth 5gp per
- sell off the barrels and the giant crab legs
- spill some of the Black Badgers plan to Denise
- think she's going to spill the info
- sell the instrument to Denise
- negotiate to travel with a caravan to Larath
- boy & guardian – Graham & Mercutio
- leave next morning across the Stone Pass
- the stone is special to climb
- a couple days later, get to the Pass
- find a dead guy hanging on a climbing kit, halfway up
- Otho touch the rock at the top
- sudden insight of last time climb to a top of a mountain - remember when we climbed for Tadzio's prophecy - moons in the same place
- attacked by 2 “Zephyr Hawk” - air elementals
- Tadzio climbs up and has an insight
- sometimes things are periodic, what may appear to be a one-time event may in fact be a series
- Deci's insight: that which was seen once can come again
- Kid's insight: “a life of adventure is for me”
- Madaline's insight: start understanding a bit more about how to determine power sources on effects
- loot the body
- magic belt - belt of lifting
- that night, Tadzio & Otho climb to a high peak at midnight - near top of Stone Pass
- get vectors of where 4 dragons are
- 2 silver, 2 red,
- silver towards Sella Dorei, looks like it might be a double flash
- silver kinda due east towards nothing
- red towards larath & celius
- couple days more travel
- see a smudge of smoke in the direction of Larath
- travel a bit more, and encounter a group of farmers fleeing from some plague spawn & engage
- rescue a couple farmers - including one Tadzio worked hard to successfully save
- hear that Larath has fallen, and was attacked by a dragon
- post fight cleanup
- Tadzio rescues Leroy
- extract a 'plague pearl' from the spreader - none of the spawn had one
- At the time of the attack
- Leroy was watching an arena event - involved goats, lions, poor people
- in the middle of this a Red Dragon flies in & roars & there is a giant flash of light
- bunch of the contestants in the arena form in to a big creature with multiple heads
- saw a bunch of folks heading underground
- tells of various creatures we've seen before - plaguespawn of various types
- he saw the dragon fly out of city afterwards
- we send the boy & guardian & the 3 folks we rescued off to the city we just came from
- made our way in to the city, stealthing
- fought some 2 grothlut - exploded when killed
- hid in a nearby building because of the noise from explosion
- turns out it was a…
- rambutan priory outpost
- find some hidden notes
- intel on pre-dragon-attack-town
- seems like there is some exciting terrain in the great yseralin plain judging by travel times
- get to the stadium
- Chimera (some dragon-thing) in the center
- sneak around, and in to undercity
- find a bunch of people hiding
- get the subway train working
- get it to take us to the next station - a blocksmart store
- encounter an Ether Spider - nasty poison
- loot a blocksmart store
- personal protection blocksmart items - nondetection when attuned
- single use blocksmart items - break & they glow - 8 hour nondetection
- encampment blocksmart - set up a set of pylons to block divinations - nondetection area
- exit is blocked
- turns out to be a dead end - will need to go to another subway station to get the refugees out
- The undercity
- entrance marked with a symbol - were originally underground
- one entrance was by the stadium - which still exists
- leave the Blocksmart Station
- arrive at next station - hit a bunch of stuff on the tracks
- station named after a church - associated with Erastil
- bunch of crates, some coffins
- turns out we are in the hall of heroes - where the stadium gladiators are prepared for burial
- looks like it was created shortly post cataclysm
- find a door marked with markings of Erastil
- travel down in to the shrine, find gargoyles, and fields
- fight 2 wights, 2 skeletal champion
- find an undead skeleton that speaks:
- a hunters children I have taken your families, come meet me upon the field and I may return them
- it summons a big elemental; we gank it and the summons end
- find a bone shard in the skeleton that doesn't below to skeleton
- probably what animated it
- casting was done channeled through it, and degrading the skeleton
- shrine mostly seems like a not-desecrated altar to Erastil
- find a “verdant staff” that appears to not be enchanted any more
- camp the night
- Madaline feels like something is poking through her dreams and it abruptly gets cut off
- Tadzio examines the bone
- seems to be a necromantic channel - pretty crude, but powerful
- probably from just post cataclysm judging by its unrefined necromancy
- might be an actual permanent linkage
- get on the train & leave for the next station
- and the tracks abruptly end, launching the the train high in to the air
- we pull the emergency lever, and get suspended in mid air
- Otho does a flying leap off the top of the train to the tracks, with a rope, to get us a way to get back to land
- starts ferrying people back to the tracks
- we try to pull the train back on to the tracks, partially succeed - front is dangling
- start on the ledge - 50 ft down from top
- Otho climbs up, getting attacked by air mephits
- rig a system to get people up
- get a few people up
- a local “Riding” shows up on horseback - asks us why we are in their land
- Illiya - leader
- Sonya - relative of leader - caster
- have priestess of Sheylen with them (love, beauty, music) - Tess - does not appear to be caster
- Kairal - bard - seems to have some status
- Vladimir - some sort skilled fighter, 2 swords - keeps an eye on Otho
- learn chasm is called Olgloom's chasm
- Orzikof Tribe - heading back to talk to Petra (tent mistress)
- tribes are matriarchial
- we are sort of being treated like a tribe
- need to figure out if we are with the refugees or not
- don't care much about money - major currency is art
- lead us back to their camp
- talking with tent mistress
- not first time Larath was sacked - mostly sacked 30 years ago
- get impression that Yscallan's let Larath be on the edge of their lands sort of like staking a goat out
- negotiate to
- get refugees sent to sella dorei
- be allowed later passage across plains
- help get front train car back on the track
- Tadzio watching carefuly starts noticing that some of the horses are “branded”
- but it seems like the horses are the source of the clerical power - probably not Mortal
- people riding horses are dressed like priestess - but don't seem to be casters
- horses seem to be telepathic, both between themselves and people they want to talk to
- horses are agents of Sheylen - here to look after her people
- called the “Rose Blessed” - have Sheylen's Rose on their flank
- go back to the train and enact a Plan
- get train back on the tracks and end the session
- Go to the Crossing
- Discover a “Gladiator Training” area
- in it is a large pentagram, with a Demon of Asmodeus - Errtu
- has 2 human servants
- probably actually a temple to Asmodeus
- wants to see Chimera destroyed
- offers up a contract
- non-disparagement for month
- secrecy for a week
- no-harm for 2 days
- ability to call him in to the fight, which includes fire resistance & consecrate
- under arena is a stash of magic weapons we can loot
- calls out his gladiators - say if they go fight today, they'll fulfill their contract
- if not they'll breach contract
- we start a fight with the chimera
- drop it in the second round, with the help of 4 gladiators & the demon
- after we win, the demon releases the gladiators
- Otho extracts the dragon pearl from its heart
- weapons cache
- low grade cold-iron greatsword
- +1 striking greatsword
- visit Pascal's – the last known place of Pascal's Tavern
- visit Banker's Row
- step in to a round room, door closes, and a swirly portal appears
- connects to an existing extra-dimensional space
- contact bank administrator to get out
- get in to a waiting room - find 2 mummified corpses in a cushy chair in a bank waiting room
- find a 20g ring
- get in to the vaults - 3 Scripted working
- find a collections of deeds to property
- deed for a significant house in the Naran capital
- deed for a place in Menteden (island to the north)
- a little black book
- Take the train to the Cathedral stop
- Start exploring The Cathedral
- see a Lantern Archon - servant of Torag - Fredrickus
- points out various features
- grand temple, sanctuary, store rooms, meditation rooms, upstairs - living spaces
- barred from back of temple because we have an active pack with an evil entity
- church of light
- architect who designed it was Galdi
- explore the main floor
- main entrance & stairs up are blocked by fallen rocks
- find stairs to basement - The Crypt
- set off a pair of unavoidable traps
- one is a repulsion field
- one creates a clone
- “evil” Madaline appears and there is a fight; Madaline disperses Madaline with a Telekinetic Projectile
- lots of coffins in 4 rooms,
- laid out in a fashion that is clearly some sort of way to funnel power to a single place
- coffins are all of priests
- Tadzio tries to play with it
- Cathedral seems to be designed to capture power and channel it
- we pull the battery out to keep the trap from going out
- debate what to do with Fredrickus
- Do some crafting using the crafting stations & materials around
- Fredickus's replacement is scheduled to be Solicus of Saranae
- Deci puts Fredickus to sleep
- loots the books from the sanctuary
- book on temple logistics
- book on managing power cannisters
- how to cast out of them
- where some hidden cannisters are
- stored by religion
- how to fill them up
- 2 book of records of the priests
- 5th locked with magical lock
- Tadzio can retrieve the Irori cannister
- needs to be used in the Cathedral
- take the mostly-empty cannister, carefully stored in a protective box we found in the sanctuary
- go back to change trains - find the Demon is gone
- take the train on the Blue Line after emptying it at
- museum
- hall of earth
- has a floating globe - we can see a full pre-cataclysm map
- 2 moons floating around
- powerful magic that prevents all visitors - no one knows what is on them
- stories of dragons on moon are a myth
- next room is Unsettled Earth - 3 exhibits; and doors to the other 3 halls
- volcanos - when earth gets angry dormant volcanos become active
- note saying city protected by royal family from volcano eruptions
- chasms - making big chasms is a way to upset the earth - don't do that
- wyrms - sent when earth get grumpy - tend to eat everything nearby
- tend to leave tunnels after them - high risk but high reward
- purple wyrms are the base, but there are more powerful ones
- hall of magic
- room of waves - teaches us how to ID power sources
- mentions 2 power sources - Divine and Earth
- earth: arcane & primal
- divine: occultism & religion
- we think there are 4: earth, draconic, divine, necromancy
- draconic: arcane, ???
- necromancy: ???, ???
- room of quiet - about Not Magic
- small black box of Anti-Magic
- room of stasis
- have a table of consumables outside the circle, consumables are long since rotted out
- talks about stuff on table in the circle, to see if it is real or not
- about time manipulation
- looks like the 3 people pushed the table out
- 3 people in a circle, in very weird clothing - Emily, Erika, Amelia
- went in when shaking started
- not sure if safe to leave
- figure out they will probably die & decompose if leave circle
- tells stories of politics; games in stadium;
- mention Olgloom has been working a fantastic project - keeping under wraps
- (Olgoom's chasm to the north)
- Madelina asks about Lambda's, and we get a lecture from Erika
- on Lambdas, Abstraction Barriers, and programming
- useful for building more sophisticated entities via magic/spells
- hall of faith
- hall of creatures
- come in and there is a car ride
- a skeleton charges us and is promptly dispatched
- we hop on the car for a ride
- ride:
- creatures
- Fire Elemental charges at us - seems fake
- Gelatinous Cube
- Nightmare - minions of darkness & evil that invade dreams & cause terror
- next room: illusions w/ skeletons beside
- tentacle cat - tentacle cat skeleton & dark naga skeleton attack us…
- continue on the ride
- fight 2 skeletons - giant cat & naga
- move to the next room
- fleshy pegasus & skeletal champion – champion fireballs us
- find another necromancy channel bone
- story on the pegasus & chariot was the chariot had been enchanted to fly
- powerful set of warriors who trained pegasus
- examining the cart close – its mostly a reconstruction, around a much older tang
- claims the skeleton & pegasus body were actual historical artifacts
- Otho extracts the tang
- Go on to the next room
- T-rex skeleton
- Otho tries to quick loot it
- gets trapped by the T-rex, who has a better athletics check and keeps grabbing him
- we eventually beat it down
- find:
- a magic silver coin - coin tips fate in subtle fashion - “predictable silver piece”
- pair of time pieces - watches - with sync'd time
- Otho takes a T-rex tooth
- Take the two necromantic bones, tie them on a string, and lower them in to the antimagic box in the Room of Quiet
- head in to Hall of Faith
- 20 ft chasm we can walk around - approach “Do you have Faith in your God?”
- bridge appears and Otho & Tadzio walk across
- bunch of booths
- Desna, Gorum, Calistra, Ioriri, Gozreh, Cayden Cailen, Iomadae, Pharasma, Saranrae, Torag, Sheylen
- Booth of Desna - has butterfly glyph labeled “An Adventure Awaits”
- we touch Madeline and she touches the butterfly
- it makes a flash in a direction
- we find the next butteryfly, touch it, and follow to the next one
- we repeat until we find a secret door
- find a small room with a thing if you look into, gives you a butterfly mask
- Sheylen - has magic instrument - “Maestro's Instrument” accordian
- go to the Plaza stop
- mostly collapsed
- Statue - erected for donation to the town - dated just before cataclysm
- Uldoom - elderly man
- go to the “Font” stop
- we start exploring and an earthy creature emerges from the floor and attacks
- it tends to disappear in to the ground when hit
- doesn't live wrong as apparently Otho can only crit on it
- looking in the room - see a window
- deep shaft, with some light
- 2 doors out:
- “Font observation room and gift shop”
- “Font Employees only”
- get in to the observation room
- explains this is the source of power for the city
- earth power drawn up and used to power the city
- “font of power”
- “emerald ants” you see are things you see that collect earth power and bring it back out
- had seen Topaz ants in royal crypt - seem very similar
- next preparing to go down the elevator
- take the elevator down
- opens to a room with a sign that says “Entering Secure Area”
- notice a well concealed pit trap in middle of room
- note on desk: area secured as per agreement -L
- blindfold under the note
- Deci starts picking the lock on the door, and sets off a trap “disarming” it
- go in to the next room
- and a wheel starts spinning
- stops on a green spot, which fires off a spell: acid arrow
- madeline identifies:
- acid arrow
- lightning bolt
- paralysis
- sleep
- enfeebled 2
- blindness
- otho disables the wheel, which only stops it spinning, so it starts just doing enfeeble
- madeline notices a sensor in a corner, that is causing the wheel to fire
- Deci repeatedly flips a table, eventually blocking line of sight of the sensor to the room
- Otho unlocks the padlock on the next door
- triggers a scythe blade trap
- disable one of them
- find a bathroom
- find an office - with a spear trap on the door
- find the operating manuals for the power plant
- short description for catastrophe planning - fey will lock down in event of failure
- notes on how to adjust - visit Pascal's - need rhyme:
- “The brew is true, everybody loves Pascal's mescale” and hop 3 times
- ants used as power conveyors - machine that makes ants
- carrying power destroys ants - so runs continuously
- step out of office, and there is a basilisk
- hilarity ensues, we eventually kill the basilisk
- take its blood and coat the guy in the entry way who has been frozen in crystal for 200+ years…
- jump over some quicksand, find a control room, go down some halls, through an airlock
- open a door in to a room - to the south a tree, to the south a platform over a huge pit
- big mithril tree - not a real tree
- tree shaped; but clearly constructed
- ceiling fell in and damaged a chunk of it
- “The Distributor” was what it was called in the manual
- musically resonates
- huge pit - deeper than we can see, with a platform going out over it
- inlayed lines carved in to floor
- far side as to giant boulders
- clearly a device
- we fix the device, use the manual and get things set up for sustain mode
- use the cube to provide an initial chunk of power to start the machine
- and it spins up, and creates an 'Emerald Ant'
- it goes down in to the pit and comes up 5 minutes later with a ball of power
- carries the ball over to the tree, and ant dissipates as it feeds the power to the tree
- Pass the night, reading the manual
- Ethan the guy we rescued wakes up; is sort of shell shocked
- the walkie talkie activates, and conversation with Temperance happens
- Archeologists say: were the ripples received in bounds as per the rules of engagement?
- Temperance said: its good to see things moving in the right direction
- The Hanged Man notes: Mobilization of the Third Suit. Caution is indicated. Causation or correlation is unclear.
- (THE HANGED MAN.—Wisdom, circumspection, discernment, trials, sacrifice, intuition, divination, prophecy. Reversed: Selfishness, the crowd, body politic )
- Temperance says: Information received and appreciated. Archeologists, take heed.
- go to the Town Hall stop
- come up from the basement, to find it still in use
- lots of refugees, and clerks
- get our deeds registered by the magical system, after we power it up, to the amazement of 2 clerks
- Tadzio tends to the wounded
- we go back down to the basement
- go in to the complaints area, find a desk with empty forms
- go in to the police office - get attacked by a gargoyle
- when we break the gargoyle, it explodes in to a swarm of gargoyle-insects
- desi & madeline start exploring the cells while Tadzio heals Otho
- find a cell with a name tag: Giselle
- a shadow comes out
- Madaline examines the body, finds a ring & a tattoo on it
- find some paperwork on Giselle
- find she was in for conspiracy to do unauthorized magics - tattoo was for group doing that
- fine a collapsed hallway to the evidence room
- dig it out
- loot it
- quiver of arrows - slithering killer - 4 arrows, magical - Viper Arrows
- no-longer-magical wand - wand of finger of death
- confidential file - links Giselle's group to Olgloom - linking them to terrorist actions
- 75gp of jewelry
- Have a conversation with Ethan
- he's interested in staying in this town, and trying to maintain and run the power grid
- we decide to approach the deputy mayor to try to set him up
- make a deal with deputy mayor
- power up Town Hall - which includes powering a magic status map in the mayor's office
- Head off to Waterfront
- come out of the ground to see a fight about to occur with plagued
- join the fight
- friendly side:
- polearm-guy has a flaming polearm - we figure out he is the demon
- Bain - occult-caster - burning hands, something else
- Thugs
- them:
- 2 plague mages - 1 in the house, implanting pearls in an old woman
- 4 lizardman warriors
- plague scouts
- 2 grothluths
- 2 plague spawn
- we collect 8 pearls
- polearm guy doesn't seem to have a name, or need to eat or sleep
- showed up a couple days ago and has been fighting plague-spawn
- Bain - is a noble of the city
- guy on cart - under blanket, refuses to be seen
- transmutation/conjuration powered by divine
- conjuration on cart - likely a big pentagram
- we figure out he is the demon
- he sends his companions away, and has a conversation with us
- wants to take leadership of city
- wants to make an agreement with us to not out him
- A fight starts; he badly wins initiative and attacks us
- Madaline destroys the cart & his pentagram; banishing him
- his friend returns
- “There can be only one Polearm Guy”
- Deci spins it as a bigger story about a group
- “300 mile walk of shame for losing”
- we take them on the train back to town hall
- Head to Lemance stop
- which is under water - we press the blue button on the train
- At Lemance - swim out a bit and explore
- notice some some significant power cables going down in to the earth, at the end of the line
- looks like it had some sort of powered thing to keep it dry - which is currently unpowered
- notice a giant eel, but don't engage with it
- decide to come back the next day with water breathing
- head back to the town hall
- get a mission to deal with some plaguespawn
- do a crazy rooftop battle, where we just assassinate 3 plaguemages & 2 plaguespawn - get 4 pearls
- head to the Courthouse
- discover an entry room - “Truth is the Path of Justice”
- does a Zone of Truth & Faerie Fire each round in the room - each round DC increases
- earth & divine power perfectly balanced
- head to market
- find a bunch of closed stores
- inside one 'coming soon'
- find a crate labeled “Dragon Eggs”
- turns out to be blown glass toys
- 20 “dragon eggs” worth 1gp per
- loot a spice shop
- loot a clothing store
- find a very nice cloak
- head to Arboretum
- find an entrance to a Pear Tree enclave
- see a painted pear trees in entry - clearly painted by many people
- see a Topaz Ant - painted with word “Aunty”
- find a sitting room
- a supply room with paint - could paint on the pear tree
- find a couple small bedrooms
- see a dead Giant Pear Tree
- abruptly died all at once
- Tadzio pulls out cube and starts meditating at tree
- “Aunty” comes over and starts rubbing against him, exudes a small ball of something & tries to feed him
- Tadzio eats the nectar like substance
- in a room, find a wight & 2 skeletal champions that attack
- one of skeletons is clothed, but no shoes
- room is setup for a very elderly person (largest bedroom)
- find a set of books - brilliant set of arcane theorizings
- initial of author: O
- Records Room
- book open on table - “Emergency Procedures”
- details on how to augment the defenses of this place
- mechanism by which you can dump power in to an Aunt to imbue to be a more powerful guardian
- requires senior member of order
- involves using well to pull out stuff at bottom - and craft it on to the ant (Aunty)
- unclear if guardians could be used to attack something adjacent to this place
- senior member was Olgrom
- other senior leader codenames: TBD
- reference to nearby underwater city nearby called Lemantz - separate nearby city-state
- get a short list of pear tree symbols - to identify places
- Find a secret door in Olgrom's room – and it seems like its likely high danger
- Rest the night, and decide to make a guardian
- we rig a way to pull a massive amount of clay up from the well
- Madeline crafts us an Ettin
- Smash-N'grab
- we go down
- vampire spawn rogue, 8 skeletal champions, 1 shadow, 4 wights
- some caster seems to be able to monolog & cast through champions - we kill one, and it inhabits another
- offers us eternal unlife if we bring the pear tree to him
- seems to recognize us
- we kill it all
- notice the spawn was trying trying to retreat through a secret door
- head through the secret door
- find a shrine of Urgothala - god of undead - symbol giant insect
- a lesser Urgothoa appears - some giant insect - we destroy it
- pallid princess: disease, gluttony, undeath
- “She will not desert us”
- in-genre: become undead, sating hunger,
- anathama: destroying undead
- disassemble the altar - had been made from dead bodies; we bury them
- looted jeweled insect wings from altar
- And we rest and get 5th level
- Go to Lemance
- fight a large moray eel - find 3 platinum coins
- good condition - very precisely pressed
- pressed with symbol of an underwater nation-state
- dependent on earth power
- come out on the other side of the building on to a platform with some basilisk things
- see 2 pairs of the big balls with a construct
- theorize its used to generate a magic transport to the underwater city
- but without power, no way to know where the city is
- Head to “Works” stop, but end up at Eastham
- Eastham - where temple of Irori was
- come out, find a small room with a fountain
- “Contribute a gift of knowledge to the fountain”
- come to a room with 3 doors
- one leads to a short hallway, with 3 rooms each with a spare cot
- one leads to a formal altar of Irori
- 4 pathways leading to a central altar with a center column
- appears to be about personal reflection, not for preaching
- one leads to a “path of perfection”
- hallway with 6 doors in it
- each door opens in to a small room, with a magical stool
- Otho & Madaline sit on it
- Otho: -2 to Athletics, +2 to diplomacy, until make some number of diplomacy checks I care about
- Madaline: -2 to Arcana, +2 to spell DC
- Tadzio: -2 to Medicine, +2 to Deception
- Otho is not amused
- Works - go and explore, and discover it is sealed - was Public Works of Earth casters
- Highland - discover it surfaces on the top of the hill side the looks down on the coast
- try to remember it so we can find it from the surface
- Show up in the station - Town Hall
- Tadzio feels like some Demonic presence in the place
- round the corner and see 2 thugs - Deci sleeps them
- tied them up and tucked them away in a side room
- found another 2 thugs, slept one, subdue the other
- tied them up and tucked them away in a side room
- rescued the deputy mayor & Ethan
- had been captured & abused - we had them go up to train
- Find Errtu in a back room, making a fancy big pentagram
- Otho tries to diplomacy him to surrender. He doesn't, but the Irori enchantment fades
- we kill him, destroy his minor pentragram
- go to loot the chest he's been dragging around
- rune - unclear what it does? (armor rune)
- 30 gp
- various cleanup
- show the mayor how to use the trains
- power things up - so folks can get to cathedral
- notice that maybe the volcano is going to erupt
- remember the wand on the corpse was probably preventing that
- send message to Denise to get the wand put back in the crypt
- go to the place to try to get to Pascal's
- we get sucked up and arrive on a platform
- see a bridge over a gap over reality leading to a tavern
- immediately get attacked by hounds
- 1 winter wolf & 3 hounds
- Otho skins the winter wolf
- Go in to the Tavern
- red cap door guard - had been part of the group that attacked us in the past
- “no hard feelings, right? It was just a job.”
- Deci gets us in to some sort of game by offer of surprise
- “Loas” wants us to enter as his team, in exchange for a favor from him
- pot is: pot of gold, 1 answer from tree, item with Naran royal crest, 1 favor from someone significant
- Tadzio talks to tavernkeep
- learns the rift outside is hole from where cayden cailen came in to this world
- apparently where gods stepped through left holes
- can use to travel palces
- last mortals through were going to where Ioriri stepped through
- “in the mortal realm connects to some place of learning or something”
- calistra's place: estraga's orgy
- we win the competition handily with Madeline as Ace and Otho as Champion
- 4 rounds, Madeline 14, Mait 7, Gara 4, Trim 1
- Pot in center table: pot of gold, 1 answer from tree, item with Naran royal crest (belt buckle)
- Maith gave the directions to get out of the realm - probably to the couple; since they traded the belt buckle
- Loas - satyr - claims pot, gives us a favor we can trade in
- we trade a kazoo, songs, polearm guy comics for the belt buckle
- todo:
- negotiate with Maith to find out where Couple went
- send magic message bird to Denise about volcano
Sessions 31-35
- <continuing in fae tavern>
- Madeline ID's items
- belt buckle of having pants - Diplomat's Badge - +1 diplomacy
- activate 1/day - make DC20 recall check to change the bonus to +2 diplomacy
- stick w/ doodads - favor marker
- rod of wonder
- Madeline starts chatting with people
- starts making a deal with someone for info on where the couple went
- they want us to retrieve a weapon from a fae vault
- says we need to know shaping to do that
- pays us with the location of the Library as a down payment
- since we will need to expend resources to learn shaping
- learn we need to be able to do shaping to travel the realm safely
- Mosa - can teach us about shaping
- need to craft yourself an atham - a knife for the will
- can trade for teaching how to craft that, and perhaps some of the materials
- gives us directions to go get clay and then to the forge
- making atham
- mithril + shapers clay - take to forge in fae realm with crafter
- will need 1 each
- send message to Denise to warn her about the volcano
- travel through grasslands, which catches fire
- in to snow lands
- to swamp cave
- fight a bunch of frogs with tusks
- and a snapping flytrap, which swallows Madaline whole
- find an alchemical bomb in it - thunderstone(moderate)
- find an acid bomb, that I didn't get the details of
- Tadzio patches us up
- We head towards the tall trees
- cross by climbing up the trees and moving through the tree tops
- get to a canyon - climb up the side rather than try to swim up stream
- get to the forge, find it occupied
- 2 ogre warrior & Tat Ealosh (ogre variant)
- Deci makes a deal to tell stories, and we can use the forge while we craft
- end up fighting them
- Get a +1 ghost touch great axe off Tat Ealosh
- make 4 athame's good on both sides
- make our way back to tavern, needing to use an invis sphere as we get back just after dusk
- talk to Mosa
- get him to teach us to use athame - best done outside & during day
- good to have solid imagination & willpower
- can manipulate the world around you - children of the gods
- can use to add or remove elements from the world
- takes a bit of time to put something in the blade - stores one item on a side of the athame
- 1 minute to put something in to; may be able to load faster with checks
- some materials can't be put in - including cold iron
- 5 x 5 x 5 cube (like a cube of water), 10 ft thin thing (like a wall), or an object
- can possibly do up to a 20 ft long thin object (like a pole)
- multiple objects are hard
- 1-action DC 20 will save to remove an item
- can also do the inverse - and hold an item more firmly in place
- for example, prevent a space from burning due to a wild fire by fixing its state in place
- can reshape objects at forges
- Maith wants to talk to us
- red caps have a problem - one of their neighbors
- settlement near a large glacier - inhabited & guarded by Yeti - glacier unusually large
- short while ago yeti's have gotten aggressive and started doing strike parties
- has gotten a line on a flametonge sword
- will trade us info on how to get to the Lost Library - Ioriri's opening
- will give us an IOU to leave in the vault
- suggests leaving an IOU if we take anything that we intend to return
- how long to return an IOU - no negotation, or official aspect
- doesn't know who owns the vault
- figure out he is holding back one piece of info
- ie, where to find The Couple
- library - knows who the caretaker of the vault is; and that they visit the settlement weekly
- vault is impregnable while he is minding it
- will get info about the Library & the people of interest if we get the sword from the Vault
- gives us directions to a settlement 2-3 days away - of Brownies
- contacts: Sir Bon - serves as 1/week justice that advocates disputes between brownies
- guardian of the vault - plate armor w/ emblazoned items on it
- Maith will meet us in Brownie Town
- apparently can carry cold iron in a blade - but takes a long time to get in and a long time to get out
- says Euler
- apparently takes 10 minutes to put in or take out
- Otho is storing the cold iron greatsword in his blade
- head out to Brownie Town
- takes about 2 days
- get attacked by a winterwolf & 2 wolves - DC 27 survival to harvest the winterwolf hide
- Marlene wants to talk to us - “resident mortal” - guardian of the bank
- notice she has some fey aspects; pointy eyes
- Belters - live west of naran lands - says that is where she is from
- Did you come here from Favor? Only major Fey city
- Favor is connected to Abadar
- Dragon's can't come into fey realm
- seems to know everyone - and provide recommendations
- much shopping is done
- Otho sells a bunch of stuff and buys a ring of minor arcana
- Sir Hwan local anchor of vault
- contains “Book of Dragons”
- Sir Hwan is a paladin of abadar
- there is a mortal who built a castle, and disappeared in to it
- previous anchor for bank
- go to a brownie party
- afterwards go to the after party
- turns out to be teens wrestling at the ampitheater
- wait 2 days for Sir Hwan to show up in town
- track him back to vault
- looks like a faerie mound - rise of ground with a farm house at top
- notice someone else is in the house as well as him
- Head off towards Yeti investigation
- wander on to Yinze & Tywin's land - red caps
- investigate the site of an attack
- small group of yeti hid out in the barn
- maybe 1 large yeti with a child?
- child may have been restrained, or held against their will
- second larger group came later, butchered the red cap
- 2 yetis
- and then followed the first group
- maybe 12 hours behind first group
- track down the first group
- 2 yeti's and 2 floating hexagons of Gozreh
- Tadzio gets the one hexagon to monolog about the chosen of gozreh
- after avenging their friend, convince the redcaps to go home
- search the yetis: find nothing, other than they seem sleep deprived
- rest the night, and then continue tracking the first group
- catch up with the 2nd group - adult yeti & child yeti - child yeti tied to tree
- yeti seems to be speaking Innis (language of northern part of the eastern continent)
- young yeti is basically berserk
- talk to adult - Tadzio gets a comprehend languages on it
- guard one of the gates to the mortal realm - gate of gozreh
- about 2 weeks ago, yeti's all got horrible nightmare
- yeti are nightmare resistant, but if get through resistance, are super affected
- dream was of horrible wave of nasty evil encroaching
- they were spear of gozreh to drive back the evil
- all the yeti's went bonkers berserk -
- further from home, less intense dreams;but dreams every night
- Madeline prays to Desna - since this sort of thing is her anathama
- when she wakes up, she remembers the recipe for making a Dream Shield
- Yeti: Embalgo, child is Tuttut
- Take them back to brownie town
- arrange to put the kid in safe place
- Detect magic: attack on yeti is lots of divine power
- agree to not kill yeti if we can help it
- go scout the Paladin's place, the day before he comes to town
- see the other person - young woman, likely related to him
- break in to the house as rabbits
- jump the niece - knock her out without her seeing us
- search the place
- owned by oubliettes
- find a trap door to nothing in the basement
- figure out to use athame to open up a tunnel down by removing 5×10 chunks of metal flooring panel in 10×10 shaft
- get to the bottom, and figure out we need to remove walls to do things
- ice golems x3 with 20 ft radius-ish extreme cold
- some area making the steel walls cherry red hot
- get to a room that has
- a crystal ball - owned by Dargashay
- a flametongue sword, stuck in to the “glass” ceiling, powering a ritual to produce lots of lava
- Book of dragons - owned by Cult of the Dragon, do not read - history of our conflict
- take the items out
- Madelin starts reading the book of dragons - can only read the first chapter
- learns dragon lore
- Chapter 1: Dragon's Forms
- Dragons come in a variety of shapes and sizes. Unsurprisingly, power is correlated with size: anything larger than Large size requires extreme amounts of skill and luck to defeat. Perhaps the most surprising is that dragon color is a state of mind. When angry at mortals, they favor Red (and Fire). When currently feeling sympathetic, they favor Silver (and Cold). Beware their mercurial nature.
- Gain Lore (Dragons) Trained
- took:
- Flametongue
- Orb of Scrying
- Book of Dragons
- head towards yeti lands
- have one fight with yetis
Sessions 36-40
- Fight 6 hexagons, with party split, and crush them
- go to sleep that night
- wake up in a dream realm, where we are dragonplagued
- land we can see is mountain, not in the fey realm, its 8am
- can see a town down the mountain
- decide to go down the mountain
- end up having to trigger an avalanche to clear a path
- and we are about halfway down, when suddenly the town goes up in flames, and a flash happens from the tower
- tower is like a lighthouse
- and we wake up again at the top of the mountain, and its 8am again
- try 2
- make 2-person sleds, and bomb down the slope and get to the bottom by 9am
- get in to the smoke at the base of mountain
- looks like an army had moved through here
- get close, and can see the city, and plaguespawn encampment outside the city
- group of plaguespawn
- tents with Star motif
- seem mostly brain-dead and enthused to chant “Star”
- Star in tarot: Loss, theft, privation, abandonment
- clearly Red
- Deci disguises herself, and talks our way in
- meet people – seem to be caricatures – all the same face
- get to lighthouse - guards ask if we are there to see the Chosen One
- we say yes
- taken in to the central room
- small boy, with the same face, but seems to fit him
- 2 adults flanking him, with faces that are not his
- absolute fanatics - clearly believe boy is personification of Gozreh
- “Prostrate yourself before Tomas, the Chosen of Gozreh”
- seem surprised we got here (The Lighthouse) and not taken over by dragonkin
- otho asks where we are: Inys
- says he is the Leader of Inys, the Chosen One of Innis
- Inys is a country in the frozen north on the eastern side of the world
- Otho sneaks behind the curtain
- altar
- big jug
- 2 braziers
- clearly for blood sacrifice; clearly of Gozreh
- we jump the guards who would sacrifice him
- he says now we need to kill the Dragon, to save his people
- and wills us to have 6th level
- +2 AC, +2 Hit, +2 save vs Dragon since we know its name and looked it up in the book
- And we fight the dragon “The Star”
- size large red dragon
- Chosen of Gozreh says “Huh, maybe there is another way”
- And we wake up
- we get Embalgo to take us to find a Yeti patrol, so we can see what is going on
- the yetis appear confused, and functionally word-salad babble rather than talk
- we travel up the mountain
- head to a place where some of the elder yeti's might be
- larger cave mouth, where we carefully pass a bunch of confused yeti's
- leads to a door, where there are secret knocks exchanged
- get let in to the vault
- talk to the elders
- help us understand the dream a bit
- have some yeti locked in - including Embalgo's daughter
- we cross over through the portal to Inys - its the at the top of the mountain from the dream
- we do a ping for Naryan royalty, and its pointing due west
- Tadzio's amulet/holy symbol gets a prophecy delivered
- layers
- 1 (everyone gets): vision of Tadzio, in his old priest robes, from his last official clergy visit, so dated
- 2 (senior priests): crisp image of The Couple, also somewhat dated but very clear
- 3 (high priest): image of putting a lid on a volcano & sealing it
- Deci borrows the crystal ball to try to scry the couple
- gets a block smart ad, and a message that they are unavailable
- get to town
- find out a local city had been attacked, and town has a lot of refugees
- a city about a valley or two over from here
- attacked by dragonplagued
- very hard to get through the pass
- attempt to talk our way in to the keep, to talk to Tomas
- end up getting guided in by a priest of Gozreh, after waiting a bit
- brought to someone we recognize from the dream, who introduces himself as “The Right Hand of Gozreh”
- we basically tell him we can help with the dragon problem
- offer the detector of dragonplague
- offer info of taking out the lieutenant being key to the dragonplagued holding a city
- get brought in to a war council
- sounds like the other town was kind of captured
- did not have the plague spreaders
- didn't have a commander like the chimera
- seemed to be a bit different than other attacks we saw
- do some scrying
- basically see the spymaster captured in the town, in the harbor
- the chosen of gozreh offers his craft
- a 4-5 person submarine
- requires pilot, motive force, captain, lance-aimer
- pilot: tadzio (acrobatics)
- motive: Otho (athletics)
- captain: Madeline (charisma)
- lance: Deci (dex attack)
- fight a sea monster in the submarine
- make it to the other city
- see big glowing tent
- see half-human, half-fishman wandering around with tridents
- extract Bob-the-scout from the cabin
- stealth in, carry him back to the sub
- debriefing
- forces came from land & sea
- doing something to the populace
- got caught with his head in the tent - forge in tent
- had Gozreh druids & companions in cages in tent
- lesser fishmen are not as scary
- greater fishmen work in the tent - more than 2, but not a lot
- doing something with a forge
- we scry inside, see forge, 3 sea devil brute, lots of supplies, 2 cages (1 w/ wolf, 1 w/ person)
- notice the guard walk through some of the supplies - clearly an illusion
- we sneak up in an invis sphere
- talk to a Druid Irisaan - he and his wolf are in separate cages
- some horrible ritual going on, making a dragon bomb
- bomb apparently is triggered by a druid who is embedded in it dying - his wolf is chained in it as well
- Otho sneaks in, unlocks the cage of the druid
- starts the fight w/ 3 Sea Devil Brutes
- we drop them
- stone eye speaks mentally -
- “why do you help these despicable creatures?”
- “nasty cult of humanity, deserve to be cut down
- I am known as The Star
- Do not interfere with what I constructed, I will use it to destroy the cult
- Madeline makes a deal with the Dragon
- we will take care of the cult problem
- if we don't within a year & a day, we will have words
- asks how we came to be in favor
- Madeline gives a non-answer
- we head back to town
- plan is:
- convince Tomas he needs to give up his divinity to save his people from the Dragon
- have the Hands detonate the bomb, removing the leadership of the cult
- We execute the plan
- We invis sphere Tomas and go back up the mountain to the fey realm
- We scry the couple just before heading back in to the fey realm
- see the Naran princess dressed in skulking gear, making a deal with unsavory characters unhappily
- think she is in Mentendon - city on island to the north
- pinging nearest Naran royalty from Inys, is due West (aka Mentendon)
- Head back towards Brownie Town
- meet the fabulous Darvashay - who Marlene had called to help with the dream issue
- radiates power
- it is whose crystal ball we have
- known as a spectacular troublemaker
- we lightly loot Tomas
- Can read the dragon book
- Madeline reads chapter 2
- Otho reads chapter 1
- Get back to town
- have a conversation with the redcaps
- learn we can basically keep things until they are asked for the items back
- Obliette is the group that runs the vault
- keep things secret
- meet up with folks at night to talk to folks to fix the dream thing
- meet up with Davishan (played by Zach)
- owner of crystal ball
- says we need to do a ritaul
- while talking with him Sylvaine (played by Tasha) runs up, chased by bug - she's from the castle
- on a task, sent by Davishan - and found bugs
- wall of castle dissolves and a bug creature attacks…
- fight a bunch of bugs - lots of small ones, and one big one
- end up dropping the castle to bury the gate to the forbidden god the bugs had dug up
- do a ritual to make a scepter that will fix the yetis if touched with it
- Darvishon & Silvain go off to go fix the Yetis
- return some stuff to the paladin
- return the crystal ball
- gave the flamesword to the red caps who give it to the paladin in front of us
- he lets us know he knows we have the book - and The Oblitte will be likely in touch with us
- Get celebrated for saving the town from various things - each get a crafted item
- spend a couple days and go back to the inn
- get the info on how to get to the library
- get a warning about pixies
- next day, while traveling through the woods, get attacked by 2 pixies & 2 treant defenders
- 1 pixie gets away
- next day while wondering through the woods
- Arvei & Emmalyn are arguing - Arvei is accusing Emmalyn of theft - pair of humans
- Emmalyn says she was just taking a rubbing of a stone near his camp
- was a rubbing of a map - leading to lamashtu (mother of monsters)
- Emmalyn: I am seeking the gods to petition for a favor
- Madaline is pretty sure that is a half truth, and pokes it
- she admits it that it is to lift a curse
- she came in to the fey realm to a path to lift the curse
- Arvei claims that he is the keeper of the info, and was trying to destroy it
- Deci steals the map from Emmalyn
- Otho steals the map from Deci
- confusion ensues when Deci gives the map to Arvei, and it turns out to be a polearm guy comic
- and then Emmalyn discovers she also has a polearm guy comic instead of the map
- comes out she thought it was a map to Saranarae or Lamashtu, and didn't know which one
- Otho's pretty sure Arvei is normally size large & 4-legged
- Madaline declares we need a meal, and sets out a feast
- get more of Emmalyn's story
- was a women who got tricked by Calistria's followers - walked in to a ritual and got cursed?
- husband betrayed her, but she didn't mean to get husband's lover sacrificed
- seeking some form of repentance
- Deci is clearly charmed by Arvei
- When Arvei tries to convince Deci to follower her off in to the woods, Otho attacks
- we kill Arvei - who shifted back to Lamia form
- Emmalyn turns out to be a significant archer
- Emmalyn leads us to the Lamia's camp, which has been intentionally badly mangled
- seems to be a large mural in stone
- Otho finds what is probably a mangled Ioriri glyph
Sessions 41-45
- camp at Lamia's camp
- Otho's takes lots of rubbings
- Tadzio thinks the stones may have been made by followers of Desna
- seems to be aligned with the night sky
- play around after dark, and Deci plays scary music to help keep the spectral fey cats at bay
- figure out the map for Desna
- get an address reference not in the fey realm
- The Firmament Isle in the Sea of Stars - exit location for Desna
- next day, continue on towards library
- talking with Emmalyn
- grew up in Belt, lots of sea & ocean metaphors
- had been lt commander of guard
- get to a cliff with an opening, leading to the door, that we think is the entry to the library
- writing on door, with a peephole - see a huge demon
- knowledge is the cure for the demons of ignorance
- 10 skill challenges, of which we pass 6
- see an Erinys demon after passing 6 challenges
- get in to library
- 4 doors out of entry we fought demon
- west door - our entry
- north door - opens to portal out of fey realm
- south door - “Book Return”
- east door - had been blocked with stone blocks, which have a large hole melted through the center
- incorporeal undead attacks Madeline as she looks in the book return
- most of the library seems to have been looted/ransacked hundreds of years ago
- mostly seems to be general collection & book returns; with most books in bad shape
- find an elevator that goes up
- takes us to a floor that has not been ransacked
- library reading room - has not been ransacked
- get attacked by a poltergheist, which Tadzio dusts
- Start investigating the reading room
- the bones in the corner appear to have robes - academic uniform? maybe of irori?
- appears the bones were broken/tortured - fingers & toes & all long bones are limbs are broken except one forearm
- couple side rooms
- maps room
- otho makes copies of maps:
- world map, avalon, mentendon, some others
- basically each major precataclysm city
- childrens room
- has toys & children's books
- story of how there was 1 moon, but then it was split in to two pieces by the god Gorym
- sarcophagus in corner of reading room - “Acution the Educated”
- knight known for embrace of education for all, and built schools
- location descriptions:
- 1: foyer
- 2: reading room
- 3: basic reference floor & hall of memories
- 4: administrative
- location not clear: rare books vault, special requests
- Deci pops open locked drawer in circulation desk - finds very stale 'Blammo Snacks'
- elevator has 4 buttons - 1, 2, 3, 4; we started on 1 and reading room is 2
- Go to the 3rd floor
- fight a book golem that attacked with non-sense knowledge and fists
- find a camp of a previous adventuring party
- Telamere & 1 other person - working for Master Raiment
- other group came in - lead by Acution the Educated; working for Jaundice
- golem guarding a section on random lores
- can use library to act as “Trained in a Lore”, or make any Lore check at +2
- looking up people in the library:
- Telamere is a well known bard in Mentaden
- Master Raiment is one of the new power players in Mentaden; lots of power
- Jaundice - showed up around the same time as Raiment; lots of personal arcane power
- Acution the Educated -
- less well know was that he was a junior librarian in the library
- we find the hall of memories
- glowing globes, that you can touch to get sort of videos
- Tour of Mentaden
- Tour of the Seas
- includes someone sailing in to the abyss
- includes the major sea ports
- Tour of the Great Vault of the Library
- intellectual rather than magical power
- scroll of Irori
- oversized shield - very shiny, giant sized - the Great Scale - from a lizard of epic proportions
- dragon scale? but not silver or red - iridescent green?
- Tour of Divinity
- suddenly in presence of divinity - masked, one half white & one half black
- avatar of Nethys is awarding a carved staff to a person bowing down to receive it
- memory from significantly pre-cataclysm
- gifting of the Staff of the Archmagi to the one who proved herself worthy”
- Madalin & Tadzio looks up some stuff
- Moon
- more movement on white moon rather than red; but wildly speculative
- Tarot
- find out interpretation is subtly tied to the moon
- Great Library
- Librarians all trained in braille
- lots of instructions subtlety over the library
- had access bracelet
- only one wing of the Library went in to the fey realm - the non-fiction section
- Naran Royal Artifacts
- learn about the prince who died shortly after the cataclysm - who we got the cube from
- rumor says he was killed by Raiment
- Cataclysm
- entire earth tried to shake off the pesky humans
- Mentaden had significant destruction, but better off than many cities
- lost a bunch of ships as if they went in to the abyss
- doesn't mention Earth power failing
- more that supply chains broke down as large groups of people stopped being able to work together
- Abyss - pretty much no info
- most of the info is just about the various ways people have tried to gather info and failed
- someone asked the Gods, and the Gods did not answer and said it wasn't them
- Archaelogy
- early civ from just after gods made people
- Fake his Head - there is an undead type that is a headless knight, who wants his head - Dulahand
- go up to the top floor - door opens and we see 2 undead - we push the button and go back down
- go back up, everyone is paralyzed by mummy on round 1
- kill a mummy & 2 wights; Deci
seducescontrols a skeletal warrior
- find an office
- has a magically sealed door out of it
- find a bunkroom with closet - on back of closet door a message:
- backup access key in table post - far table left hand side
- find another room - maybe a mess room
- dead person in room - decapitated; head missing
- Deci find a bracelet in the table leg in the room
- find some papers - encoded
- decapitated person is one of the people who left a bedroll below
- takes a while to decode
- Acution is detachable from his current employer Jaundice by finding his head
- Jaundice has agent with Acution who is a stumbling block
- head isn't in the crypt
- Head is in the library
- find a book in the library that is the gossip rag
- find a reference to Acution being pranked, but nothing sordid
- come up with the idea head may have been transmuted to a book
- start searching the library for a magical book
- find it on the ground floor
- go back up, and open the door to the locked room
- child, Acution, hulk-giant-zombie, some skeletal warriors
- “child” is a demon, acting as translator for headless undead
- start talking to them
- child is a rakshasa - “biters”
- we convince Acatian not to attack us, and kill the rest of the undead
- we loot him, loot TBD
- Tadzio starts to convince Acatian he needs to return to his rest
- Acatian offers his full plate as a thank you
- Loot from Acatian & the Rakshasa:
- Emerald Grasshopper -
- Full Plate +1 - decorated with his house crest
- Feather token (tree)
- Asking Acatian why he was working for them
- woke in Menteden, missing his head
- a powerful skeletal undead told him if he retrieved a book from the library, he'd tell him where his head was
- Jaundice - powerful wizard caster
- had been clear he'd been sending skeletons in to try out library defenses; and knew when they were destroyed
- book he was looking for was “Farstriders 783”
- Jane Farstrider - semi-mythical explorer who had been every where and done anything
- says poltergeist needs its junior librarian's bracelet returned
- figure out puzzle to get through the door
- leads to an airlock room, that can only open when the other door is closed
- leads to a room with 2 summoning circles - one large & one medium
- in the large circle is an Axiomite
- transforms in to humanoid form when we approach
- introduces herself as Euler
- asks if blessed by the current head librarian
- head librarian: Amador
- Tadzio has heard of Amador - monk in Irori's order - disappeared when library wing was lost
- we speculate he is the mortal anchor of the library
- has not seen anyone but the head librarian for 316 years
- asks if we can end the agreement, since the head librarian hasn't been paying it
- we say we'll talk to the head librarian first
- head up the stairs
- leads to head librarian's public office
- see a name of “Bryce” on the itinerary
- head through the office, to a conference room
- head through the conference room to a work room
- incorporeal spirit meditating in middle of room
- talk with him - Amador
- Emmalyn - asks about how to decrypt her maps -
- said the info she needs are in journals from Jane Farstrider
- when asks her direct questions - says need to find a deity that can grant a miracle to revert her
- know when bargaining, that you are a source of power - entity removing condition gains significant power
- says he basically pulled the library in to the fey realm, and chose to stay alive by force of will
- wants a couple tasks done:
- take book down to Euler
- summon a planar ally to help guard his door
- wishes to summon a Choral - Angel - musical angel - bardic angel
- for 99 years, to guard the place
- we summon the angel
- take him up to the head librarian;
- who asks him some interestingly hard religion questions to verify he is a real angel
- take him down to the entry
- discover some undead present & fight them
- hulk, mummy, wight, some skeleton champion
- looking at Jane Farstrider's books
- 20 entry points for gods; only 1 exit - signs of 19 gods leaving
- Urgathoa (god of undead) is the one who did not exit
- warning to “Do not leave via the exit” - its very bad
- Farstrider 783 is the “unread journal” - extremely powerful curse sealed with an unknown type of magic
- unknown type of magic was either dragon or necromancy, probably
- sealed with some condition; which might have come to pass
- learn that “Bryce” is Jaundice's real name
- Learn from Amador that we can get to floor -1 using the bracelet, to get to lower floors we need to do research on floor -1
- there is a book (Ovapaloy's Shadows) in the stacks that will cause some troubles - need to do a ritual every 99 years to keep it subdued
- doing the ritual is overdue
- need to find another book with the ritual to close it up
- access log for stacks to see what people have been researching - to the left and around as you exit the elevator
- get down to there, go looking for the log
- see huge shadowy tentacles over a shelf
- figure out Ovapaloy is a demon - we check out the demon section
- demon in book form
- doesn't like strong light
- feeds off of other knowledge
- need to get book closed to do the ritual
- need to sever outside influence to close the book
- find a bound book in crimson wyrm hide - (wyrms are what earth sends when angry; and that is the biggest type)
- looking at the activity map - 4 spots, plus the tentacle area
- first area is anatomy & exercise - notice some sort of miasma
- second area is treachery & betrayal w/ fantastic stories - also notice some miasma
- third area is medicine & alchemy - also notice some miasma
- fourth area is brain teasers & miscellaenous - also notice some miasma
- we cast a light on the book shelf where the 4th area - a sphynx appears and asks us a riddle
- we cast a light on the 3rd book - giant tarantula appears; we drop it
- realize we need to extract poison from it to free the book - make an antivenom
- flub the craft check; another tarantula appears - we drop it
- we cast a light on the 2nd book - an illusory basilisk appears; and also an invisible dark naga
- kill the dark naga, after shenanigans with the rod casting darkness on it and it casting a wall of fire
- emmalyn almost killed it by pretrifying it
- we cast a light on the 1st book - and discover it disables athletics training in a radius around it
- shenanigans occur
- with all 4 tentacles disabled, otho jumps on the center platform, closes the book; and we do a ritual to put it to sleep
- read some
- learn a bit about the crimson worm book –
- a group of epic earth creature hunters hunted a crimson worm,
- used it to create the book trying to get an earth source
- turned out the book got some of the worm's mind - so not a great idea
- And we get level 7 and a chance to retrain in the library
Sessions 46-50
- 'The type of sound matters' - Librarian's hint on the 'Hall of Living Legends'
- need to go through the Living Legends to get attuned to be able to go the floor below
- which is the Librarian's Office, which has the entrance to the vault
- go down to the Hall of Living Legends
- 3 large trees, with roots entwined covering the floor
- each tree has a complicated mobile hanging from it with bells hanging from it
- seem to need to ring a chime, and then experience a scenario
- scenario 1: (iomadae)
- a purple wyrm is coming to eat a sacrifice - we rescue the sacrifice
- scenario 2: (cailan caidan)
- rescue a child lasian queen from her husband who was going to kill her and take her throne
- scenario 3: (lamashtu)
- we are all in a kitchen at an opera; and the serving cart Otho is about to push out is filled with weapons
- do the final scenario
- basically do a ritual, turn in to monsters, and kill all the nobles
- had been using earth magic to basically enslave & torture - long in the past
- with 3rd success get access to two rooms
- room 1: a crafting room
- lets us craft our own living memories; has a 'testing' tree
- room 2: a chime storage/retrieval room with a slot
- can request things and it comes out with a set of chimes
- we ask for 3 sets of chimes - since it takes a couple days to attune
- Orgy (for Deci)
- Irori
- humans using earth magic
- we figure out we can make a memory, and then explore it to see more details - basically anything the earth knew
- we use to explore a few thing
- explore our getting to the Prince's journal
- Prince's journal - mostly in druidic, and we manage to decode snippets
- reference to pear tree
- a power in the abyss
- god of undeath - seems connected to power in some way
- a Moot or Council - some big decision making
- Prince had some big choice
- some decision was made
- diagram looks like it is tapping the trees roots connection to the earth
- references Ambrosia - as raw earth power
- (Earth grants the fruits to humans; not the roots – so it was basically stealing from the earth)
- all my former friends have become horrible undead
- he will soldier on, and as he was part of council, it is his duty to undo the disaster
- after we craft & finalize a memory, it will power up our bracelet to get to the office
- spin up the “using earth magic” vision
- end up in an area with a work bench, tools, materials, and instructions
- subtle markings in the instructions have markings of the Mulberry Tree priory
- make a drum
- summon a crimson worm, by deci drumming & madeline feeding arcane spell slots
- climb on to it; madeline feeds it power and tells it to take us to Mulberry tree
- at which point it dives underground and kill's us and we wake up
- we get the 'success' chime
- Madeline now knows how to dump spell slots in to things to power earth things
- spin up the “Irori” vision
- find ourselves at the base of a mountain peak, that we climb up
- seems to have a portal to the fey realm, but its not present in the vision
- statue with large mirror
- plaque: “self-knowledge is hard won”
- and then ghostly mirror versions of ourselves attack
- split in to 2 groups of 2
- both of us lost to our mirror selves
- spin up the 'Orgy'
- turns in to a murder mystery
- submit our chimes to the library and our access bracelet gets upgraded
- take the elevator down
- go through the office, which has instructions about needing to meditate to come in to unity
- go in to the meditation room
- seriously magical door
- carpet to meditate on
- meditation seems to be a communal story
- get to the next room
- book with instructions for interacting with the vault
- vault is in a time stop
- keeps things from decaying
- sort of a generic protection as well
- comes out of time stop for 30 minutes when the elevator arrives
- don't take stuff out of the vault without good reason
- log book
- sphere of annihilation - in a corner, do not touch - reacts with your mind
- we go up the elevator
- find a vampire-monk & skeletal champion – says it is Jaundice and tries to make a deal
- Jaundice's deal: only wants to read the book, willing to accept a copy of the book, offered to help repair damage he did
- Otho just attacks
- we destroy both, and toss them in to the sphere of annihilation
- madeline reads the forbidden book
- learn dragons are on the moon
- jane went to the moon, met them, taught them human language
- madeline destroys the book in sphere despite tadzio & otho's objection
- we get to see
- original scroll of irori
- silver dragon scale
- acorn from the great tree (laisan)
- some other cool thing Ben will tell us later
- tadzio finds an account on the day the gods left, they all met in council together and then left
- otho goes looking for something he can reasonable take with him
- astrolabe - with note that takes work to translate - more time than we have
- madeline loots a random farstrider journal
- tadzio studies scroll of irori - and gets to bank one nat-20
- Otho logs in the logbook taking the astrolabe - appears to have been logged in by J.F.
- Tadzio logs out the book that was destroyed
- Madeline logs out the journal she took
- goes to read it, and finds out it was not a Jane Farstrider journal
- book written by someone deep in the church of Nethys
- written by someone with his mind shattered
- will take a good while to digest - several stories interwoven
- book of magical studies
- we go talk to the head librarian
- he suggests we should find a new head librarian, since we might technically be that now since he's dead
- talk a bit about the loss of the book
- leave the Library through the portal to Mentenden
- Emmalyn goes out the main entrance to the fey realm
- she gets a hug from Deci, a romance novel from Otho, a blessing from Tadzio
- gather pass phrase to come back through to the gate
- step through gate
- see Aliviera & some thugs
- Aliviera - is one of the couple that we'd scry'd
- they attack
- they all die except Aliviera who subtly swaps sides
- talk to her
- need to get the chest to the fey realm
- loot them
- comp long bows x3
- polearm x3
- high quality servants uniform x4
- bard school ID
- Go back to the fey realm & talk to Aliviera
- says she cares about the mission, because her wife's life hangs in the balance
- Madeline: we came across the one who was forgiven of the earth
- “oh, you've been to the inside”
- Otho asks what doing:
- we are laying low until we can make things right, since we are the rightful heirs of both kingdoms
- Marn was originally promised to Aliviera's brother
- had been working with smuggling ring - had a leadership change
- leaders kidnapped Marn, and forced her to do a fey realm shipment
- smuggling ring was called the “Odd Pockets” - used slightly crooked pocket
- met because Aliviera liked to sneak out to the woods – where she met this random druid
- Aliviera is a rogue with some magic, Marn is a druid
- she follows Shelyn, Marn follows the Green Faith
- spend a day traveling through the fey realm
- entry is Erastil's crossing point - Itreya near Serena
- detecting on package - definitely a fair chunk of necromancy
- necromantic power is apparently common in Menteden
- get to the portal
- there is a pixie gardener with carnivorous plants
- we run past the plants rather than fight them
- cross over into farm land
- need to go to town being as subtle as possible
- Tadzio & Aliviera goes in to figure out how to do the drop off
- turns out to be at a wedding
- we go as servants, do service, and hand off the box to the folk we are supposed to
- get an oblong box in return
- Tadzio gets recognized by an Irori priest
- make it back to the fey portal
Sessions 51-55
- get to Mentaden
- go to the thieves guild tower hideout
- bluff we were picking up from a mission gone bad - and should get paid
- get paid 20g; and told to come back for secondary payment in 3 days from Torag
- look up the deed - its a house on north coast of the island - currently occupied
- Hickenloopers
- old money, in shipping business specializing in exotic items
- grandfather was a looter
- current owner is a moron and lives off of inherited wealth
- Otho goes divining with the dragon pearl - gets given a card as an invite to the cult of dragon
- Go to cult of the dragon
- meet Uhura
- mission: dragon's are scourge on planet. drive dragon's from planet.
- said have driven off several dragon
- says names are malleable
- says they killed the Tower
- get induction - induction ritual is being fireballed and then hitting Uhura
- figure out their wizards are using dragon power – from orb from killing dragon
- can be used as a power source
- wizard drops hint there is some powerful interaction between dragons and the world itself
- dragons hate that humans are disrupting the music of the world - causing cacophony
- nvidia - 85 - old woman who lives in the tower of the cult of the dragon - apparently crazy
- grandmaster is bernard - in his 50s; fought dragon in his 20s - killed the dragon
- Madeline & Deci do some crazy bard plan thingy
- trying to set up Deci's ex to be embarassed while making Madeline the social contacts she wants
- some battle of the band with an undead bard
- Tadzio goes to the orphanage - notices ghosts protecting orphanage
- cult of dragon has us do a 'patrol' where we get attacked by dragon summons
- meant to draw out the dragon who snuck in to town
- chimera & gibbering mouther
- that evening madeline unlocks chapter 4 of dragon book - the dragon's second gift (dream message)
- Madeline is feeling sick
- Tadzio
- Otho receives a note, which he doesn't read right away because the dragon cult has yet to impress him
- Go to charity auction - get auctioned off as a date to fund the local historical architecture society
- get sold to a noble - date for his son who wants to be a 'Polearm Guy'
- apparently there is a local guild of 'Polearm Guy'
- go to debrief dragon cult
- manage to go talk to their 'old mother' who is going senile
- over hear her receiving a message on a dragon radio
- “<Inys Dragon Name>, suprising deal made, agreement kept, menace contained for now”
- learn that Bernard is returning in a day or two - big boss
- figure out talking with her the book was made _from_ a dragon - and it still has a will
- cult uses copies of it as a way to have a power source
- also figure out that the 'dragon' the cult thought was in town was just her noticing we had the book in town
- do a heist to try to get dirt on the Hinkenlooper (family we've been working against, to try to be able to claim the deed to the house)
- We extract 2 books and a pile of loose leaf that we turn in to a map to where the other half of the couple is
- map is to coast south of us
- the books are enough to tank Hinkenlooper's business and reputation, respectively
- There was an alchemical golem, a portal to the plane of air that was summoning mephits, and a fragile glass jar
- Otho nabbed the jar and stuck it in his bag of holding – contains a Fire Ifrit – sealed inside (break glass to get an angry Ifrit)
- notice a 3rd royal naran ping in town - talk to half the couple, and find out its her daughter hidden in the orphange
- plan is to negotiate next time - try to get deed to house & money
- and then charter a boat to the mainland, to go to a major ruin in Dorn
- Going to Sunspear - had been a major Dornish city
- to rescue Marn
- to get there, go Metadin → Liis
- Get to Liis - stone city
- go shopping for supplies
- learn about protesters upset about people going in to the ruins because they keep unleashing things
- Deci goes looking for a Wyrm - detects one far away
- ruins are huge - about 1.5 days travel away - becomes clear that city basically got turned upside down in cataclysm
- travel half a day, rest over night
- find the 'hatch' we need to enter according to the map
- its an upside down rotunda
- climb down a 200ft rope, find a place where we should swim through a long water filled pipe that ends at an open grating
- we get pushed up on the surface of the water, to what appears to be a tropical island
- seems to be a trap
- fight a willo'wisp & 2 sand creatures
- find 3 levers:
- safety, pool, door - pool & safety turned on
- looks like door resets itself to off
- go through door
- avoid 2 nasty pit traps
- find a room with a message in lily pads
- find a camp, with a cloak of elvenkind - which goes to Tadzio
- fight a gelatinous cube and a black pudding
- pudding is immune to piercing & slashing and splits in half if hit
- climb down the hole
- find a couple of rooms
- prisoners trapped behind gelatinous cubes
- Torag - head of empty pockets
- chief's chambers - seems chief is a 16-yr old girl? - chieftan polonia
- 2 copper balls - magic evocation - sling stones
- a grandma's room
- snoring loudly - has a magic band
- a store room
- find Torag's stuff & some other stuff
- a room with children
- has 2 cubes, 1 black pudding, 3 children
- loot a communication headband from the grandma
- chat with Marn over it
- learn the society is only children - at age 18 they get dragged away
- there are 'grabbers' who are better at attacking adults
- learn 1/mo need to go and activate a thing that provides food & stuff for a month
- here the grabbers attacking the children - rush in and interrupt
- kill 5 Grabbers (and accidentally 1 child who is evil and subject to the divine wrath of Irori)
- kids say
- chieftain can introduce us to the tribe's god if we are very nice
- goddess's name is Laramella
- we recognize the name as a Demon
- meet old chieftain who had been demoted - Osmia
- priestess became new chieftain
- learn about dueling the chieftain - Ozmia challenges her for the leadership with Otho as champion
- pulls oozes on to herself; makes herself large w/ a sword
- all the buff spells get cast on Otho
- the fight takes 6 rounds
- we get 8th level
- need to decide if we are going in to the temple
- pull out some paper money and use it on the vending machine - seems to work
- debate what we should do with the kids
- go to the temple
- entry room has 4 lemures and a raven (imp)
- Deci makes a deal with the imp
- we destroy the lemures
- head upstairs
- discover 2 Zebubs invisible and a Levaloch - kill them quickly
- check a store room - find 3 runes
- Rune: resilience +1 (armor)
- Rune: fire resistance 5 (armor)
- Rune: corrosive (weapon)
- fight 2 ceustodaemon & Larimella
- she gets killed by Marn in Dinosaur form
- as she dies, she complains about losing her front row seat to the apocalypse
- we theorize that one is coming, because demons are willing to be summoned for dirt cheap
Sessions 56-60
- Post fight cleanup
- Work on destroying the demon summoning circle
- reconsecrate the room
- discover that killing the demon release control of slimes - all the prisoners died
- take the kids and thugs with us when we leave - decide to travel at night
- see the dragon vectors
- one is a red quiet close to us - closer than any town; we notice burning about a day away
- Tadzio got a new set of prophecies
- at the end of the first night of travel, some weird people approach
- it gets very quiet
- 2 folks approach - silent hunter & someone with ego
- silent mabel - wears mask; deal with escorting the dead? - psychopomp
- silent laurel - has a symbol with the ancient styling of god of nethys
- silent mabel of oublitte's introducing us to silent laurel, the oubliette
- wishes to talk to us about a trespass we made
- makes sure no one else knows we have dragon book
- says books needs to be disappeared permanently
- that is our task having taken the book to repay them
- must keep it from the dragon hunters knowing
- 3 ways that might be able to destroy it:
- sell it to specific gods - nethys, among others
- specific place in the fey realm
- can give it to a dragon
- will come speak with us in 3 months time
- silent laurel is apparently an incorporeal undead who can sing
- cast some variation of 'wail of banshee' - did only 1 negative energy damage
- traveling the next day, run across the dragon hunters
- send the kids off with 2 of them; then go hunting the red dragon
- think it burned Ford Keep which sticks out in to the river
- Get to the keep
- scout it
- the drake folk deal with some things in the back while we take out the front entrance
- kill a frost drake & a chimera and a lot of minor dragon plague'd
- think dragon is likely to be coming back
- need to figure out how we want to deal with it
- kind of want to negotiate to give it to the dragon to destroy it
- we decide to try to talk to the Dragon - Judgement
- send a disguised message to meet at a nearby hill
- Otho goes down and investigates the basement
- find a map that is powered by us; that controls the lock system
- if we powered the map & locks, could close them
- talk with Judgement on the top of a hill
- ask what he wants
- says judged them and found them wanting for collaborating with those that hunt his kind
- offered him back the book
- he seems happy to get his brother back
- mentions it must have been hidden in the fey realm where dragons can't go
- sentences us: spares our life, and says we need to help him against the dragoncult
- dragon lands & takes on human form
- we go and ambush the dragoncultists
- kill them all
- when Invidia dies she turns in to a silver dragon which we then have to kill
- turns out it was one of the last effects of the book - fades away as a summon after killed
- Judgement helps us
- Tadzio uses his “one natural 20” from studying the scroll of Irori to convince Judgement to swap to Silver
- search cultists
- dragon flies off towards gray moon to return his brother
- we lose the ability to use spells from dragon
- loot Invidia
- ring of greater energy resistance vs cold
- rest the night & loot the keep
- 2 +1 potency runes & 360gp
- head to Liis
- Fark Adrealo - militant priest of Irori - notices Tadzio immediately
- says he needs to speak to Learned Tadzio
- says the High Priest wants the pleasure of our company
- leans forward to tell him the secret about the Volcano
- and that Tadzio can help them find The Couple
- has an acolyte with him trained in diplomacy
- And it turns out that one of the guards is “Ethan” - Alivera's brother, who tries to kill her
- shoots her with an explosive arrow
- fight Prince Ethan - kill him, and he makes a deal and turns in to an undead which we kill again
- Loot ethan:
- Composite Longbow +1 Striking
- 1 explosive arrow
- 2 viper arrow
- +1 force plate armor (allows 2 points of dex; counts as medium)
- 2 greater smoke sticks
- 160gp
- Ethan's Signet Ring
- turns out Fark was fooled by Ethan & his hired thugs
- turns out the prince is now a death knight and regen's in his armor each night – so we keep beating the crap of it before he reforms
- we drop kids off at Liis
- we head back to Menteden with Fark & Vania
- shopping
- Madeline spreads rumors about the dragon cult being bad
- find out that Deci's ex was made a vampire
- hear about a succubus den
- ask about cataclysm - involves _2_ of them
- Learn dragon in center of planet - biggest dragon in multiverse
- is going to burp
- because it ate the god of undeath
- why other gods left - when one got eaten, they decided to leave
- fight starts with succubus & bard between Deci & Madaline
- otho crits on the succubus; Tadzio crits on the succubus; succubus dies to Madelines dot
- Let the Irori temple know we dealt with the Succubi
- when the couple picks up their kid, there is a message for us
- “Be Seeing You. -Jaundice”
- arrange rental of our house via the Temple of Abadar - will be earning some income that we can collect via the temple of Abadar
- travel through the Library to the Fey Realm
- do dream thing - Deci practices building the drum and summoning the worm
- figure out Astrolabe used for calculating position of Astral Bodies - like the moons
- can also use for distance viewing
- we fight baba yaga's hut (aka mama mimic) full of mimics - 2 mimics and a baby mimic swarm - there is a hut egg underneath
- we put the mimic egg in the bag of holding
- rest the night
- get to favor
- sell the egg, get tadzio a better healing staff, some other shopping
- run in to Tavashae - he has an entourage
- princesses' kid gets drawn with a polearm, with Otho in the background
- kid-size polearm ends up enchanted - +1 glamoured
- get back to the the capital city
- go to the Irori temple - get debriefed by the high priest
- apparently the temple at the volcano got buried by a rockslide
- princesses insist on seeing the king before heading out to deal with volcano
- we sneak them in to the castle
- giving a cousin a gift of a signed polearm
- get them a 1:1 meeting with the King - get him to recognize them & there child as the heir
- get teleported to the volcano/temple
- Deci summons a purple worm to dig a tunnel to the temple entrance
- meet up with the temple guards who had been trapped inside - they take us to the body
- we skim the book, and its useless and in druidic
- get to the vault - use the 7 herbs & spices on the door ; then use the cube to open the door
- find the section for fixing the volcano - find out we need to stash a thing in the caldera
- find 2 “lava waders” (lava resistance/immunity to lava damage for finite duration), backup device
- instructions on where & how to activate the thing
- then need to craft a new one; since the old one only lasts a year
- next step - assault volcano
- get a sending from the Irori high priest
- “The excited witnesses shall attempt to place their thumb upon the scale.”
- astrolabe observation: moons are not spherical – maybe a cracked open egg; two halves of the egg
- Madeline is carrying rod, Otho & Madeline are wearing lava waders
- Deci loots wyrm drums +1 from the vault
- take the wyrm up to volcano
- something up there said “get them my pretties” and large growling things attacked
- fight a hag on her nightmare and 3 large nessian hounds
- start sneaking around the volcano - find a bunch of magic soul gems sitting in the ground
- Deci talks to it and a ghost appears - Earth Wizard
Sessions 61-65
- Go in the next room - fight a fire giant and a ghostly prince spellcaster
- defeat them
- put the rod in the angry spot
- ghost reappears and talks to us
- show him the cube, he bows and goes in to it
- volcano starts to cool
- we toss the undead prince's armor in to it before it cools
- cube pools a spirit gem out of the prince's armor - presumably the brother
- go back to the other ghost, cube comes out and prince ghost talks to other ghost
- retrieve the corpse gem
- talk to corpse spirit
- member of the pear tree
- retainer of the prince
- rest the night in the volcano
- Deci calls a worm to take us out
- We make a grand entrance outside the Naran city
- we ride a worm up to the walls
- loudly proclaiming we are polearm guy and have saved the city from the volcano
- have a public moment with king & couple
- king declares “Non-Eruption Day”
- Tadzio pulls out the cube
- feel like there is a Purpose we need to do
- need to return to vault
- Tadzio has discussions with the high priest to establish himself as a peer but separate
- rest the night
- head back to the Vault
- put the evil prince's gem in to a golem - now a party member
- plan is each session we gain a level; and 1 magic item 1 level lower than we just got
- talking with the golem / Ethan
- its clear that he's had a lot more subjective time to reflect on his actions
- find some notes on how to bring the earth's forgiveness in to oneself
- implies every person has a tiny spark of divinity
- find a way to bridge earth power to self involves crafting an item that ties you to the earth the right way
- need to craft each person a personal earth conduit item
- find a small complex, with one of those trees from the Library
- some small quarters and work rooms
- rest under the tree
- see the history of Olgloom - one of the liches
- had been a senior member of the pear tree, who was facing his mortality, and started researching immortality
- imagery of urgathoa
- Prince comes and talks to him
- then appear at the library, and enter through the puzzle door
- Raja Rakasha summons Bulette x2 and an Ifrit
- Ethan gives us info priory info
- gives us signs & signals to recognize priory stuff
- teaches us the stuff we need to signal we are in the top tier priory
- also all the pear prioriry secret symbols
- priory seems to have traditionally used 4-person teams
- prescriptions on outing other priories
- presumed expectation to have discussion with other priory even when in conflict
- ranks
- caretaker - top rank - cares for the tree -
- gardener - war leader - Madeline
- gatekeeper - security - Tadzio
- watcher - info gathering - Deci
- builder - make things necessary - Otho
- says we should assign ourselves ranks except caretaker
- get a signal that help is needed
- we get instructed on signals
- we get instructed on how to shift ourselves into and out of the fey realm to enable fast travel
- find out undead had been falling from the sky and just dying
- seems like from yscal?
- go and fight a thing
- huge warsworn & mummy pharoah
- rescue Ciera - had been sort of trapped in the area because the mummy had grabbed her familiar
- mummy had a coffin which lets us seem more of the vector
- realize it will reform
- disintegrate the coffin, so the mummy will reform where it came from
- plan is to scry on the mummy repeatedly to figure out _where_ it reformed
- head back to town - Lonabars
- Ciera is a diviner wizard
- Ciera touches our token, and we have a favor chit with Hawthorne Priory
- we teleport to Pentos - to go to Calistra's Orgy – aka the entry to the fae realm
- sell stuff, visit orgy, do some scrying
- scry on mummy - figure out he is in Yscal
- Head to Loranth, with the plan to head in to Yscal to try to track down where the mummy was from
- need to interrupt whatever the liches are doing to prevent an apocalypse
- do an impromptu polearm guy performance
- Madeline does info gathering and some crafting
- we travel north in to the planes
- talk with a local tribe, get redirected to one further north
- ride a worm north
- talk with that tribe, who clearly knows something more, but wants us to prove ourselves
- we have to go to where one of the tribes went missing - retrieve matron's tent
- get there - clear the tribe had been paralyzed and loaded on a giant flaming horse
- while we were packing up the tent, we were attacked
- greater nightmare, mummy pharoah, ghostly mage, dark naga
- aoe them down
- loot a +1 striking spear, a piece of clothing from the mummy for scrying
- head back to the tribe - return the matriarch's tent
- tribe can now mourn
- matriarch tells us the secret of finding the pyramid (TBD)
- go up the stairs
- find a small room with some items
- a cursed piece of paper - Tadzio exorcizes it
- a bunch of crafting supplies - clearly necromantic oriented
- find a bunch of cells, with the prisoners
- talk to the matriarch
- says its master Oldgloom - aka one of the liches
- get the prisoners out
- find a room with 2 sarcophagi - one of which is occupied
- they'd been modified to make them rejuv in 1 day instead of 1d10 days
- occupied by a reforming mummy - we do the ritual to destroy the mummy permanently (caster from riding golem)
- other sarcophagi was of the fighter we fought with the nightmare
- we disrupt it's acceleration, so it
- we find the stairs to the top
- large hammer of torag, two ritual circles - one for ritual killing, one for ritual animating dead
- chalk markings of where things get launched
- Lich OldGloom, mummy, 3 wights, 1 skeletal worm, 2 skeletal champion, 1 ghost mage
- killed the Lich, but he will reform if we don't find his phylactery
- find
- robes of the builder of the pear tree
- greater ring of the ram
Sessions 66-70
- realize we need to figure out what going on - decide to go to the Oracle
- who is hidden on an island - so we need to figure out how to get to
- find out there is a current that leads to the island
- portal of Pharasma is a giant cemetary in Vaan
- Deci & Madeline - find a captain
- wants to be shown 2 impossible things
- Deci calls an azure wyrm
- Tadzio & Otho go to temples
- check in with Irori
- check in with Pharasma - donate a spear from a mummy
- learn about where the current starts
- Tadzio finds out someone was looking for us - wants to meet at the docks at night
- turns out it was a demon trying to trick us in to agreeing to go in to hiding for a month
- kill 3 demons: galbarzu, hezra, omux (all mispelled)
- get on the boat of the captain and set sail
- boat had an illusion over it - captain is a wizard
- on the boat sailing down the river souls
- a river in the ocean
- start seeing dead spirits and hearing the phrases of the dead
- the guardian is expecting to hear a passphrase – and the dead tell Tadzio the phrase
- Madeline gets a passphrase
- get to land - stopped at a beach
- fight a Rusalka & a giant sea serpent
- Otho did not stab it with a dagger when it tried to run away - no matter what Deci says
- Madeline killed it with enervation… eventually…
- turns out Emmalyn (the medusa friend) is on the beach, but clearly starving
- go up the hill and fight a storm giant and a cyclops in an area with fate bubbles
- some bubbles roll a 3; some bubbles roll a 17
- loot the storm giant's amazing craftsmanship size huge greatsword
- continue up the mountain to a gate with a grim reaper
- Madeline talks her way pass it for the group, using the 3 passwords we learned earlier
- Hall of Prophecy - two non-crossed out prophecies written on plaques on the wall:
- “A hammer’s throw away, The womb returns to the child, Propelled by succor, Demons rejoice at the end of all.”
- “Flame dances across the wood, Ashes reign down, But for the littlest finger, Ruins as far as the Eye can see.”
- “Turn around and observe closely” when we enter the room
- captain's question:
- “The road begins upon the sand, In the place of your birthing-land, Follow the wind and bring a sail, Twill just be the start of your tail.”
- Oracle offers us a choice - Pharasma will grant us:
- “Not your time yet” - 4 contingency resurrections
- look through the shipwrecks - note some legendary ship names
- figure out where to go next - need to find the island that Jain used to launch to moon
- stop by and get the lasian high priest of Irori to help us cast the contingency resurrection ritual
- Teleport to the city with dragon running it, and get a view of city near the island
- Deci summons a wyrm to carry us under the ocean to the island
- teleport to the city near the island
- Start wandering on the island
- encounter a talking tree that tells us to leaf
- hired a bard to paint a picture of us going to the mono
- landed on the moon - the silver moon
- noticed lots of undead building a necromantic power grid
- fought a protodragon
- when it died, it cursed Otho to be fire vulnerable
- Tadzio removed the curse
- found a pair of dread knights, carrying a box between them
- we jumped them, fought a ghost mage & demilich as well
- Madeline recovered an eye gem that does a beam
- Deci searches the box:
- finds a spike - clearly badly necromantic
- graveknight:
- +1 resilient full plate x2
- demilich
- 10x 200gp gems, can store a soul
- 2 of the gems have a 9th level spell - “bind soul”
- we are walking across the moon, looking for more spikes
- a silver dragon lands - “Empress” - formerly known as Judgement (when it was Red)
- wants us to come talk to their council
- apparently mortals are not supposed to step foot here
- “Polearm guy appears in many unexpected places.”
- council is 5 dragons
- “A”, “B”, “C” - appear smaller, and neither red or silver
- A&B only speak draconic, C is asleep
- Empress - silver
- Chariot - red (dragon we met early on who was burning the city)
- consider a couple questions - in multiple langues
- “Should they be allowed to set foot on the moon?”
- no objection to us staying was council decision
- but notice A&B seem to be trying to sandbag that, and the C doesn't have language (madelin does a drawing)
- “Should we work together?”
- we bribe them with books
- takes us in to the dream realm
- Deci & Tadzio speak with spirit
- talk to one of the spirits who was killed because he knew to much
- tells us landmarks to find a Tree - presumably the tree associated with necromancy
- wants us to fuck over
- going to head out looking for a spike – Chariot is following us
- traveling, and animals burst out of the ground
- insect creatures – nightmares of dragons
- we kill them
- track down necromancy
- fight a bunch of undead and a lich
- lich escapes being carried by an invisible undetectable dragon
- destroy 4 spikes
- get covered in dragon egg - get 15th level
- quick meeting with the council
- all necromancy is gone off the moon - like someone cleaned up
- one of the council members is missing
- likely the lich and turncoat dragon are on the other half of the moon
Sessions 71-75
- fallen angel offered us 4 books as bribes to not go deal with the spike
- fought 2 liches, 4 dragons, bunch of undead
- one of the dragons turned in to a dracolich, which we destroyed
- destroyed the artifact on the moon, which destroyed one of the moons
- fled to the fey realm when one of the moons was destroyed
- made the fey realm less hostile to dragons
- copied the books, dropped off the books in the library of irori
- took the fire breathing dragons to the library
earthbound/session_summaries.1711167575.txt.gz · Last modified: by jerrod
