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Adventures in Astaria
Session 4 Summary - The Chase, Sudden arrival.
  • With guards arriving on the scene, Gwain handles the inn fire scene, allowing Lark and Rhyzan to give chase to the fleeing cultist.
  • Serenia, meanwhile, is heard to maniacally cackle following a violent pulse of negative magical energy, before racing off back through the burning tavern and escaping view.
  • In an effort not to lose their only lead, the others decide to ignore this for now, and give chase for a few blocks in the right general direction
  • Making no contact as the edge of town comes into view, Lark ingeniously thinks to scan the emotions of those nearby, singling out particularly negative emotions amidst the general air of fear, Lark singles out two noteworthy points; Presumably Serenia, giving off a cacophony of aggression, hatred, bloodlust and spite; and the cultist, who had made quick pace to the southern stables.
  • Guided by this information, the pair spot the cultist as he flees on horseback, but with bonds of light Lark rips him from the saddle, delaying his escape.
  • With raw strength failing to escape the bind, the cultist dispels the magic in his vicinity, allowing him to re-saddle the horse with only a few hundred feet to spare.
  • Rhyzan calls off the chase at this, encouraging Lark to save her energy, and for the party to regroup before pursuing once more.

  • Meanwhile, in the great forest of Nagreau, the young mage Kalanchoe "Kalan" Radichi, was revisiting the spot of a previous encounter with nature that left her very soul poisoned.
  • Upon returning to the site of the incident, she stumbled upon a Fae, minute and delicate, she spun atop a pointed toe, her leaf-like dress fluttering. The green glow she emanated flared and fell, pulsing gently, a magical up-draft to her softly pointed, butterfly-like wings, the light rippling over their translucent and pearlescent surface.
  • upon spotting the young mage as she gasped a breath, the Fae turned and fled through a gently moving arch of vines, before it sealed shut once more, forming an impenetrable wall of thorns.
  • A strong gust of wind unsettled the leaf covered floor, as a scattering of debris rolled past her feet, drawing her gaze to the right.
  • A little way off, a certain, gnarled tree caught her eye.
  • Gnarled bark cracked as mute green veins of energy rippled along its curvature. The bark slowly moved, leaning forth from the trunk itself as a head followed by torso formed. The bark melted back into smooth wood, and with a blink a pair of softly glowing eyes opened. As her eyes adjusted further, she made out the form of a woman, of about human size, fluidly reaching out an arm, whilst the other, like her torso, remained melded into the tree.
  • With a warm wave of zeon, a voice reverberated within her. Speaking not aloud, but to her very essence. It spoke:

  • "You came here once before, did you not. You dare to once more endeavour to reach our children beyond the thicket? Was our warning not once enough? There are many who would seek to harm us, and you humans, self serving, vicious, are not welcome here. You take from the land but feel no remorse in not paying back.
    There is a coldness set upon our haven. Can you not feel it? Once again something of your people plagues us I know it to be true. Who else would create such malice and wish it upon another. Yes... humans are a most bewildering race, so transient but live with such a fierce spark, if only you would take a little longer to learn, to listen, to feel before you lay down your mark on this plane. I suppose you would not understand.

    We cannot remove that which you have laid here. It sits within a place no being of nature may enter, lest we wither and die like that place itself has.

    Even if you would seek to help us, I fear you are not ready. I respect that you may communicate with me with such eloquency, the others of your kind are so obtuse, loud... I too respect you are closer to nature than most, yet you do not understand her like you do her pets. Grow young one, and should the goddess bless you so, we may well meet again. Until that day, take your humans and their vile magics, and leave."

  • Without pause, the dryad retreated back into the tree from whence she came, and with a cold snap, the connection with her cut in an instant, leaving her feeling very, very alone.
  • the following day, the forest was silent to her, despite hours of searching around the area.
  • Kalan was surprised greatly at the appearance of Alexander Araldir, Grand master of the Arcane College.
  • After a short conversation, her help was enlisted with a pressing matter with the young mage Lark, whom she had helped guide during her internship a year earlier.
  • with a flash of light and immense burst of zeon, the pair teleported, landing in a corn field in Abal, near a thousand miles away.
  • He told her to "get some sun", and pointed out a nearby town, before disappearing as abruptly as he had come.

  • The party meanwhile, had regrouped, offered their condolences to the inn keeper, offered to return to help with repairs, and hit the road with great haste.
  • A fast pace pressed through two days of riding, reaching a small town at which a split in the trail had been marked by a burned out building, clear evidence of the cultist's presence.
  • Lark earned the respect of the locals by repairing the damaged building, furthering the name of the college whilst also obtaining information that the assailant had stolen a new horse, and rode on in a south-easterly direction.
  • In order to keep pace, the party traded in their horses for fresh legs, and continued to press the pace by taking shifts sleeping in the back of the wagon.
  • A full days ride lead them to the outskirts of Gilamoor, a dilapidated town, and hive of the more unsavoury seafarers.

  • During this time, Kalan had explored said hive, finding a fish market, notice board, grocers, chartering and navigation stores, and particularly rowdy inn at the top of the harbour building, a ramshackle patchwork of building and ship, crested with a ship mast, crow's nest and all.
  • She took the advice of the shopkeeper to not stay in town as a lone woman, and instead took some purchased produce to camp on the outskirts, finding a suitable hide between a few trees at the roadside.

  • The party, closing in on the town, detected a pair of magical presences, and noticed an abandoned horse to the side of the road.
  • Piecing the clues together a second too late, the wagon reared to a halt in the face the cultist in the centre of the road, detonating a well placed fire mine, blowing the wagon, and leading horses, to oblivion.
  • Lark and Rhyzan both sustaining severe burns, pile out of the wagon and douse their flames, while a relatively unscathed Gwain hid in cover.
  • Rudely awakened from a deep sleep, Kalan shifted into a feral form, gaining vicious claws, and the night vision of cat's eyes, observing, if clumsily, from the brush.
  • The cultist slowly moved forwards, gathering zeon for an execution, only to be taken by surprise by the towering Gwain.
  • Seeing an opening, Kalan leapt, shearing the cloak from the cultist's back and leaving long, deep cuts along the man's back.
  • In a weakened state, the man was easily taken into bindings of light once more by Lark, before being knocked unconscious by a most disgruntled, now flame-free Rhyzan.
  • The two mages once more recognised each other, confusedly greeting one another before recouping from their wounds, and gathering their belongings.
  • The final question lays in the tattered remains of the cloak, weighed down by something heavy in a compartment inside...

  • Acts of greatness:
    Lark - Kindness upon kindness, Lark took great efforts to offer recompense for the misdeeds of other magic users, repairing one building and arranging to help another. This again furthered the reputation of the college in rural Abal.
    Rhyzan - Keen eyed as ever, Rhyzan scouted ahead, keeping a tail on the fleeing cultist right down to the final moment he got his revenge.
    Kalan - Adapting to her new surroundings, she made the most of her natural capacities to incapacitate the threat to her fellow wizard, despite the severe disorientation of being rudely awakened by a bang.
    Serenia - AWOL.

    Key information:
  • The box and the dagger are likely in the same location or direction. Likely to have been separated due to Serenia's sudden dart in the opposite direction.
  • The cultist was making haste for Gilamoor as opposed to the previously thought departure location of Cavenden?

  • Loot:
  • A heavily loaded cloak.
  • Root vegetables and dried fish... yay!

  • Intrigue points:
  • The Dark sequence
  • The visions
  • In the name of the college, retrieve the box, explore the dream's meaning

  • Lark:
  • Report to the college as her story unfolds

  • Rhyzan:
  • Pursue the escaped cultist
  • Stop the cultist's boat escape
  • Interrogate captured cultist, find new lead on the box?

  • Serenia:
  • The other half calls
  • The other half called?

  • Kalan
  • A coldness in the forest, a dryad's warning, a dryad's plea.
  • Alexander's game - explore the meaning of your abrupt reassignment

  • Side quests:
  • Stirring in the barrows - Thane of Ice awakened?
  • [*] Gilamoor docks notice board
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    Tags: GM , Journal , Recap , Summary
    Through the Looking-Arch
    My head swims with all the various events shown to us by the portal, and I take the earliest opportunity to retire to some privacy. I begin conjuring illusions from my memory, and then comparing them against my journal to see which relate to events in our past. Hopefully I've gotten my mind into some sense of order now:

    * A Red Woman is sorting through gems, and handing them over to Drow
    * This reminds me of Vaniffer - a half-demon dancer\concubine from Greyhawk city.
    * Before the timeskip, she led the Eternal Flame cult, one of the four factions serving the Elder Elemental Eye, AKA Tharizdun. The gems had to do with a ritual to free Tharizdun.
    * She led the gnolls of the Hellfurnace Mountains (banished Longtooth, whose band wiped out Ganaway), and was involved in the kidnapping of Taggus' uncle.

    * A meteor hits a dome (the World Shield), and drow are picking up pieces of meteorite.
    * This also happened before the timeskip - we were assisted in gathering meteorite pieces by the sage Quizlat, who used a magic telescope to put together a map of where they had fallen.
    * Back then, Vaniffer's gnolls were trying to gather the meteorite pieces, as part of the cult's plans for freeing Tharizdun.

    * A sinister, hunched-over figure in dark robes, leaning on staff with tentacles, leaves the ruined dwarven city (Besilmer?) from a side room.
    * This was the long-forgotten kingdom of the Blusterhelm clan - known for mining mithril. Their king, Torhild Flametongue, was known for a magical axe - Orcsplitter.
    * Before the timeskip, the ruined city was being used as the current site of the Temple of Elemental Evil - dedicated to Tharizdun.
    * We fought the various elemental cults, and disrupted their plans to harness the power supply of a trans-dimensionally stuck device (ie: Tardis) to break through the World Shield. The dark-robed figure is presumably a high-ranking cultist or one of their allies.
    * This is where Oscar got his Iron Fang (aka Sonic Screwdriver)

    * A Red Woman sits in a well-decorated throne room speaking to people in red-inscribed black robes and 'black thorn' necklaces.
    * These cultists are a faction of the Scarlet Brotherhood called the Black Thorns - before the timeskip, they attacked Varis in Hokar.
    * Apparently, during the timeskip, the Scarlet Brotherhood took over the Sea Princes region. It's unclear what happend to the previous leader - the Plar of Hool.

    * A vampire follows us out of the portal from Barovia; Later, he is in a dungeon, speaking with Black Thorns cultists.
    * It's unclear if he's allied with the cult, or simply sharing information (about us?)

    * In regards to the Storm Giant King Hecaton - Oscar (during his time as a fire giant) is holding a key and is locking a big portal door. He takes a jeweled cask and sneaks away. As he leaves the Hellfurnace Mountains, a Drow watches him go.
    * This is presumably from the time of Oscar's engagement to a Fire Giant princess, and the chaos he caused on his way out (pissing off Snurre).

    * Wierd fire giant rods/flails have inscriptions of tentacles
    * We encountered a group of Fire Giants with these rods in the Barrier Peaks - they are presumably now involved with Tharizdun as well.

    * King Snurre stands over a huge metal figure in pieces with indentations for gems (something about the number 333). It is apparently an Ancient Suel construct. A wizard in ornate robes floats in the distance, surrounded by demon lackies, controlling the construct as it crushes armies.
    * The only ancient Suel Wizard we're familiar with is the Plar of Hool (a Suel Lich), who hired us to clear out the Temple of Elemental Evil.
    * We ended up in Sigil & then Barovia before we could get paid for our efforts (10,000gp each). We still have a fingerbone he gave us - if crushed and eaten, it takes us to his teleportation circle in Hokar (again, probably under the Scarlet Brotherhood's control now).

    * Tharizdun (the Chained God, Elder Elemental Eye, etc.) - shown as a cloud contained within the World Shield. Down under the world; a circular chamber with chaotic faces (happy, crying, etc.) - slumbering, but waking.
    * Tharizdun is an Elder Elemental God - The current Gods locked him within the World Shield by turning his own power against him (a partial trap he weaved around himself). He can influence the world, but can't break free without aid.
    * We may have stopped the plots to free him pre-timeskip, but he's constantly recruiting new followers and making new plans, and it has been a long time.
    * It's unclear if the circular chamber also refers to Tharizdun, or something else related to him.

    * The Snow Queen's Iceberg fortress - The Snow Queen holds a black pearl, and a giant kraken rises up and grabs the iceberg.
    * Possibly she's using it to move her fortress?

    * Mordenkainen - in a study somewhere, head in hands; other wizards nearby & upset. We see a wizard walking into the wastes (of Suel)
    * Presumably this was someone trying to retrieve Suel artifacts (which seem to factor heavily into Thazridun's plans).

    * Blackened circle of stones in Valley of the Mage - Valley Elves kneeling in front of Thing in circle.
    * This may explain why they are shunned both by light and dark elves alike - the first thing that comes to mind would be that they aided Tharizdun.
    * However, Tharizdun may now have Drow working for him in addition to the Valley Elves? It's not clear yet.
    * Battle of Em-radin Meadows? Original Temple of Elemental Evil?
    * The door containing symbols of all the gods likely has something to do with all of the gods joining together to trap Thazridun.

    * Petrified Tree\Tower in Valley of the Mage - was around & alive during the age of the Dinosaurs

    * A villiage surrounding a tower is wiped out by a huge landslide. Cultists enter tower and leave with Black Orb (like the one downstairs?). A Black Orb hovers in a stone circle, with black-robed cultists around it.
    * The Black Orbs may be a sort of power source for various Ancient Suel Artifacts (the mephit touching the one downstairs seems to have partially-activated the Arch).

    * Zepheros - in his tower drinking tea.

    * Storm Giant King Hecaton - in warded room, banded up & unconscious; This may be in the Hellfurnace Mountains - specifically in the mountain keep near Kusnir and Ganaway, which we defended from an army (Fire Giants leading Gnolls, Hobgoblins, etc.). Bands of fire giants are maurading in the Sea Princes region.
    * Pre-timeskip, we saved Gerd, daughter of the Fire Giant Bloodfyre. She had apparently been kidnapped by an Ogrillion wielding an arifact called the Gauntlet - with the intention of starting a war.
    * Gerd was trapped in 'The Prison', a magical book with 36 compartments controlled by black and white gems (located deep within the keep) - this could be where Hecaton is now?

    * Suel Empire Dragon Sword - A Knight comes from the shadows and stabs a powerful wizard (the one controlling the construct from before?)

    * Ancient White Dragon from the Snow Queen's Fortress - Female, and meeting with weird dragons; A war is starting? Dragons are no longer being controlled?
    * This may be retaliation agains the giants, an attack on us to recover her eggs, or both. If we have some way to return the eggs unharmed, it might be a good idea.

    * Someone is trying to poke a hole in a barrier to get in. A Fire Giant cleric tries to cast a ritual to break into Barovia, while King Snurre watches impatiently.
    * This was from when Snurre was trying to reach Oscar, after his flight from the engagement, and the resulting chaos.
    Session: Valley of the Mage! - Wednesday, Feb 14 2018 from 1:00 AM to 4:00 AM
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    Aftermath of the fight
    The fight is over. Everyone is alive but Bad Wolf and the sailors Oscar brought with. We notice two giant chests, and some white dragon eggs frozen in ice near the Ice Queen's throne.

    Theron casts a Teleportation circle to take us back to his home in the Valley of the Mage. We manage to gather up the eggs and the contents of the chests before we leave (the eggs are melted out of the ice block, but later re-frozen and put into a cold room).

    We retire to Theron’s reception room and inventory the loot:
    • Coins: 1000 sp,1200 gp, 110 pp - out of this we give 100gp to Theron, 600gp to Varis, and 300gp to Corin for spell components (teleport, revivify). The rest is divided up, and everyone gets 187gp
    • Carved Wooden Staff (25 gp), Feathered Talisman (25 gp), Rabbit Fur Ribbon (25 gp), Ceramic Orb (25 gp)
    • +1 Rod of the Pact Keeper (uncommon, dmg 197) (+1 to warlock attack spells and save DC’s; can regain one warlock spell slot as an action while holding the rod - usable once per long rest)
    • Amulet of Proof Against Detection and Location (uncommon, dmg 150) (wearer is hidden from divination magic; can’t be targeted by divination magic or perceived through magical scrying sensors)
    • Gauntlets of Ogre Power (uncommon, dmg 171) (Strength of 19 while wearing - no effect on PC with Strength 19 or higher)
    • Scroll written in magical code
    • Orb of Dragonkind

    The Orb was apparently created during a series of giant vs. dragon wars. Some wizards trapped evil dragon essences into the orbs during their creation. We discuss whether to destroy it, but decide to rest for the night first. In the morning, Theron casts Legend Lore finding out the following:

    The orb contains a black dragon essence (Boivontenth). It requires attunement to use it - it will test your worthiness. It was custom created by a particular mage - each orb has individual properties the bearer can use.

    Miri tries to attune with the orb (24 Cha Save) - finds out the properties:
    • The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn.

    • Spells - If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it:

    • Cure Wounds (5th-level version, 3 charges)
    • Daylight (1 charge)
    • Death Ward (2 charges)
    • Scrying (3 charges).
    • Detect Magic (0 charges)

    • Call Dragons:

    • While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles.

      Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call.

      Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.

    • Destroying an Orb:

    • An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

    • Random properties - some were re-rolled, so still confirming that these are all correct

    • Sentinel - when within 120’ of dragon, the orb will glow

    • Can activate the orb as a beacon - it creates bright light within 10’, and dim light for another 10’ (unlimited duration)

    • While attuned to the orb, pc can use an action to cast a 5th level spell (from his\her spell list?) and then roll 1d6 - on 1-5, can’t cast it again until next dawn

    • While attuned to the artifact, non-magical flames are extinguished within 30’ of pc

    • The orb imprisions a death slaad - each time pc uses one of the orb’s properties as an action, it has a 10% chance of escaping, appearing within 15’ of pc, and attacking them

    After we have rested and taken stock of our situation, we discuss what our goal is now. Peck seems to be the best one to use the Gauntlets of Ogre Power, and we decide to give Aramil the "Amulet of Proof Against Detection and Location". This will hopefully prevent him from being tracked down again by the Frost Giants' magic, in their search for the Ring of Winter.

    Ultimately, our goal is to find the Storm Giant King (Hekaton); Someone disrupted the Giant court, and he is now missing (causing the rift which led to each side running wild, trying to gain an advantage over the others. Some leads we have to look into include the mage Mordenkainen (assuming he has regained his sanity) and the Cloud Giant Zephyros (assuming he's willing to reconsider our worthiness after recent events). It may also be worthwhile to make a stop at Greyhawk City to do some further research in the library, or to pick up any needed supplies.
    Session: Circle in Time? - Wednesday, Jan 24 2018 from 1:00 AM to 4:00 AM
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    Posted by the GM
    Adventures in Astaria
    Session 3 Summary - The hunt and first contact
  • After patching up the wagon, the party spent a long, cold night reaching the peak of the mountain pass.
  • Shortly before reaching Strinehm peak, thanks to a beacon of light from Lark, the party were able to see small shrines dotted in the snow following the road.
  • In the darkness beyond these, Rhyzan caught a glimpse of what he thought to be a crystalline glimmer of light.
  • Arriving in the small settlement, they found shelter in the peak-top temple.
  • The party awoke to an invigorating stew including gnar root, a local rarity, the root of a purple flower, thought to be infused with the warmth of the goddess herself. The people of the town were very kind and welcoming, believing in sharing their resources and offering hospitality to those who need it.
  • Serenia noticed a small trail leading southward into the mountains, but did not pursue further.
  • The town seemed to be mystically sheltered from the treacherous weather thanks to some kind of barrier maintained by the warm glow of lanterns at each entrance.
  • After a short rest, the party made haste down the far side of the mountain, reaching Strinehm fall the following evening.
  • Strinehm fall proved to be a substantial town, with many stone buildings, inns and traders.
  • The party split up to explore the town before settling at the blue horn inn for the night.
  • Recuperated from their mountain travels, the following morning lead to a trail of information gathering for Rhyzan and Serenia, whilst Lark met with the townsfolk and entertained with magical displays.
  • During the day a desperate mother sought the help of a medic when running into Lark, who was able to help a young boy who had badly broken his arm with healing magic. This improved the attitude towards the college in the area.
  • First visiting an inn in the shady northern quarter of town, after losing a couple of rounds of cards, Rhyzan and Serenia learned of a quarrel in a bar resulting in a flaming stool being thrown around, and also of some customers deserting a tavern before paying just down the road.
  • Upon arriving at said tavern, they overheard a quarrel between father and son over stealing food. It turned out that the boy had been in the south side of town during the time of the bar fight, and had then seen the assailants fleeing to the black bear inn.
  • In return for this information Rhyzan kindly levelled the bill for the struggling inn keeper.
  • After regrouping in the centre of town, the group went to stake out the black bear, looking for the culprits, likely to be the lead they were looking for.
  • After a long afternoon of food and drink, the bar keeper tipped off the group that the suspects had returned, two men in long grey cloaks, entered and quickly retreated to their room.
  • Rhyzan quietly followed the men upstairs, and managed to eavesdrop that a third member was missing, that they were to catch a boat with others that would leave in 3 days, possibly from Cavenden.
  • Fortunately, Lark had earlier purchased a local trading route map that ended at Cavenden on the coast, and had relayed this information to the group, making this a recognisable name.
  • Meanwhile, Serenia had persuaded Gwain to throw boost her onto the roof, where she managed to spot a small flash of magical energy, followed by a wisp of smoke from the shuttered window.
  • In a bout of insanity, she threw open the shutter, and clumsily dropped down into the window frame, alarming the two men inside the room.
  • The shock was enough for her to recover, jump inside, and take the closer man hostage at knife-point.
  • In response, the remaining man tore a runic talisman to cast the fire spell "melt" on her dagger, causing it to super-heat, burning her palm, but causing no lasting effect to the dagger.
  • Urgent to let go, Serenia caved in to her bloodlust, slashing out the throat of her hostage, dropping him to the floor in a geyser of blood before dropping the dagger tip first into the boarded floor. (Which immediately started to smoulder as it sank deeper.)
  • The party noticing this commotion whether by magical detection, or agonised scream, rushed upstairs trapping the second man at the end of the corridor.
  • Detecting Lark accumulating magic, he raved of a "shared cause", and pleaded for her to help. When bound by tendrils of light however, he soon turned face, spitting a talisman of incineration at the group, sending a wave of fire down the hall, killing his companion.
  • The flames singed Rhyzan and Serenia's clothes, but caused little more than annoyance.
  • Rhyzan, losing his patience, aggressively interrogated the man, brutally splintering one of his knees, retribution for a smarmy response.
  • Upon realising the man would not talk, and his spouting nonsense of "it's no use." Rhyzan tore his other knee asunder, then ripped a fingernail from his hand, before being stopped from bloody murder by Lark's interjection.
  • They knocked the man unconscious and fled the now burning building.
  • Upon reaching the threshold, Lark senses a strong burst of magic a second too late, as a fireball blasts the unconscious man on Rhyzan's shoulder to pieces, luckily Rhyzan remains unscathed thanks to his unfortunate meat shield.
  • The third mage turns and flees, escaping both visual and magical detection as town guards approach the scene.

  • Acts of greatness:
    Lark - In double-fold effort, to be studious and a great boon to the college, Lark found both vital information for the party's next move, and helped the local people gain a greater appreciation of magic.
    Rhyzan - Face tanking fireballs is kick-ass. Also RAAAEG.
    Serenia - Proving as always, that taking the straightforward approach is overrated, characterful role-play.

    Key information:
  • The box and the dagger are likely in the same location or direction. Possibly leaving the mainland by boat in 3 days time.
  • The boat will possibly leave from Cavenden, though it seems that the cultists? are awaiting further instruction on arrival.

  • Loot:
  • Lots of food and drink. Slight burns.

  • Intrigue points:
  • The Dark sequence
  • The visions
  • In the name of the college, retrieve the box, explore the dream's meaning

  • Lark:
  • The magical census
  • Report to the college as her story unfolds (Lark)

  • Rhyzan:
  • Cultist activity on the plains
  • Pursue the escaped cultist
  • Stop the cultist's boat escape

  • Serenia:
  • The other half calls

  • Side quests:
    [*]Stirring in the barrows - Thane of Ice awakened?
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    A mission!
    (Day 18, continued)
    We continued our patrol, only to meet with a two-headed snake (amphisbaena), which badly poisoned Jes. That made us run back to the Grand Mausoleum, to seek medical support.

    While reporting in there, Seti the Crocodile was rather upset by Hadia's relaying the presence of psychopomps that had been summoned by someone. She asked us to remain nearby the next morning.

    (Day 19) Ptemenib brought us all to Seti, who was in a heated argument with Nakht Shelsis, the Voice of the Spire. She was accusing him-- or one of his Pharasman inquisitors-- of summoning the psychopomps. To her, this was both a misuse of the Eaters of the Dead and a danger to the living citizens of the city, since psychopomps don't seem to care who they attack.
    Hadia backed Seti, as did Amestri and perhaps Sallah, in the argument.
    Amestri introduced the heretofore secret of the Forgotten Pharoah, whose unbinding appears to have been the trigger for this undead rising. Nakht shot back that such unusual circumstances were an even stronger case for the employment of extraplanar help, rather than rely on "mercenary adventurers". He demanded a test, right here and now, of our capabilities.

    He summoned Agin Ra-baqa, a longtime ally of the Voices, a different kind of pyschopomp, as well as 2 more esoboks. They were to fight us, until more than half of one side was defeated, not to the death. The winning side of this trial would be the leaders of the quest to root out this Forgotten Pharoah.

    We handily defeated the two esoboks to win an apology from Nakht. He admitted that he was proud of Sallah's skill, and Seti was grateful to us.

    We handily dispatched the two esoboks.
    Session: Game Session 9 - Friday, Jan 26 2018 from 11:00 PM to 2:00 AM
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    Tags: Level Up , Summary
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