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Dagi's thoughts on the matter
This should be taken as largely out of character, as Dagi...well, he might be thinking some of this consciously, but he wouldn't put any of it down on paper. Plus, a lot of it bears out-of-character explanation.

One influencing factor is the kind of world Dagi grew up in. In orcish society, to a large extent, women are property to be claimed, protected to some extent, and kept pregnant...and potentially to help thwart aggressors in some ways...unless they're witch doctors, in which case they're to be feared and influenced.

In his journey to becoming more civilized, Dagi has had a drastic change of heart on this matter...but while he's not consciously aware of it, a lot of the reversals on his underlying assumptions only really apply to women who demonstrate a strong sense of self. On some level, if he can't observe that a female is actively working to control her lot in life as best she can, he just assumes she's better off having it controlled for her. Well, actually, he feels the same way about men; there are just different assumptions about how it's likely to happen.

Partly because of this attitude, Dagi is concerned mainly with what the party can do that is the most likely to result in gaining control of Wayfinder and stopping the end of the world, and secondarily with making sure that Mordana is safe and well provided for...and to some extent he would prefer that she have the opportunity to come into her own, but from his perspective she's already late doing that. (Remember, due to differences in aging, he also keeps having to remind himself that it's not that strange for a human her age not to have children yet.)

This leads to the following evaluation of priorities and possibilities as he sees them so far.

  • Gaining access to the old man's sickbed is a good step to shoot for; not just on the outside chance of being able to cure him, but because both the information he might provide and the potential advantage of his good will are not to be underestimated.
  • Corbus may be involved in some strange way with the trouble the party will have been having in the future, given his connection with this Ralwence person. This warrants investigation and possibly elimination, and keeping Mordana away from him is almost certainly a priority.
  • Nogay's motives being farther abroad might be a double-edged sword. On the one hand, it makes him seem like less of a strong candidate to keep Mordana safe. On the other, it might keep him out of her hair to let her pursue her own interests and talents...if she isn't otherwise swamped with family duties.
  • Vishnav is not trustworthy. He's trying to conceal too much about himself and is involved in things that are likely to lead to conflict.
  • Lunato doesn't seem likely to be a good protector himself, but so far he seems relatively inoffensive. He's among the better half of choices if Mordana has to marry.
  • Marturius is unreliable. Based on the information so far, Dagi is convinced that he might be one of the better suitors in terms of supporting Mordana and not smothering long as neither of them is too concerned with fidelity. But the evidence points to his having an ulterior motive...probably the family fortune and influence, which might be okay, but if it's anything else it could be a problem. Dagi keenly wants to know whether Marturius is supposed to be affluent or an heir or something or if he's actually known to be (in Dagi's estimation) more of a fellow adventurer than an aristocrat.
  • Dexion is the one suitor Dagi currently thinks might be better for Mordana than Lunato, in terms of providing her with support and long as he's the sort to fulfill a duty in spirit, not just on paper.
  • Scotty barely enters into the picture for Dagi at the moment, because unless he shows some interest AND there's reason to think the family and the suitors would accept him as a seventh suitor without a major conflict, he's potentially no more than a young woman's unrequited crush, and at most perhaps her answer to Marturius's infidelity.
  • Getting Mordana the opportunity to interact with the druids and see if they see potential in her (or can be relied on to watch for it later) is pretty much Dagi's fourth priority (behind Wayfinder, Ralwence, and making sure Mordana is at least going to be protected and provided for). Yes, that puts this ahead of the hope of curing her father.
  • Dagi would really like to know what was happening, and in particular who was either new on the island or undergoing life changes, when the father's health started failing. Especially the half-elf in the tavern or anyone else with elven blood (he's concerned about whether there's more to the local prejudice than the party has realized).
  • If he feels like he can afford the time from the rest of the investigation or there's anything to be gained from it (specifically from his participating rather than just having at least one person watch or compete), Dagi wants to get in on the archery contest, because...well, it's the Kurgess thing to do. The way he figures it, he may have a pretty good chance at second, and possibly at first if Adriana either has some reason not to participate, has a bad day, or is more heavily specialized in crossbows than he realizes. (He hasn't been to the range yet and if her investigation of the equipment has been shared, his attention was elsewhere, so it hasn't actually registered with him yet that the contest includes crossbows. While he figures some of the locals and suitors might be adequately capable, and there are a couple other party members he figures may be on par with him, Adriana is the only person around that he assumes has him significantly outclassed.) And especially if any of the suitors enter and do well, Dagi thinks it would be quite useful information to have if he's wrong about his own chances.

If I remember correctly, the next hour coming up is the archery contest, which means that whether Dagi is going to participate depends largely on what everyone else does, what anyone else suggests, and whether he comes up with some other immediate priority I haven't thought of.
Session: Game Session - Saturday, Jun 09 2018 from 5:00 PM to 1:00 AM
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15. Session
Nachdem uns die Kunde ereilt hat, dass Restov keine Nachrichten mehr von Varnhold erreicht und uns deshalb die Swordlords von Restov damit beauftragen nach dem Rechten zu sehen, machen wir uns sofort dorthin auf den Weg.
Wir machen bei Oleg's Trading Post halt und unser Orakel befragt seine Götter, ob und wenn ja welche Gefahren uns auf dem Weg nach Varnhold erwarten, wir sollen uns vor großen Steinen in acht nehmen.
Am darauffolgenden Tag erreichen wir ohne Zwischenfälle das Gebiet Nomen Heights und wir erspähen am Horizont ein Fort, von dem wir noch nichts gehört hatten. Natürlich müssen wir das genauer unter die Lupe nehmen. Navarion erklimmt die Mauern des Fort in der Manier der Ninjas und öffnet uns von Innen das Tor. Das Fort selbst war recht langweilig, es ist verlassen, da es durch unsere Anwesenheit im Südwesten keine Gefahr mehr aus dieser Richtung droht. Außerdem hieß es anscheinend Fort Serenko.
Kurz darauf machen wir uns auf den Weg nach Nivakta's Crossing, eine mittelgroße eher heruntergekommene Stadt, aber dort haben wir ein trockenes Bett nehmen können. Begrüßt wurden wir von Sheriff Lorin Caven und nachdem wir ein paar Einkäufe erledigt hatten und eine Gruppe Zwerge für unsere Schmieden in Oakport angeworben hatten, machten wir uns am nächsten Tag auf nach Varnhold.
Kurze Zeit nachdem wir Nivakta's Crossing verließen erspähen wir einen Hill Giant, welcher irgendetwas mit großen Steinen anstellt, genauer erkennen konnten wir das nicht. Gewarnt von unserem Orakel versuchen wir uns an den einzelnen Hill Giant anzuschleichen, allerdings tauchte während des Anschleichens ein zweiter Hill Giant auf, welcher im nahegelegenen Fluss offensichtlich gerade Fischen war. Prompt entdeckt dieser unseren plumpen Fantir, woraufhin er auch den zweiten Hill Giant in Aufruhr versetzt und ein kurzer Kampf aufbrandet. Navarion wird sehr unglücklich von einem großen Stein getroffen, woraufhin einige seiner Knochen brechen, allerdings nichts, was Fantir's Magie nicht heilen konnte.
Weiter des Weges entdecken wir dann Varnhold, schon von weitem vermuten wir, dass die Stadt verlassen scheint, da wir nirgendswo Rauch oder andere Aktivitäten erkennen können.
Wir erkunden langsam und vorsichtig ein Haus nach dem Anderen, finden aber anfangs nicht wirklich viel, außer ein paar riesige Wildschweine, die sich an verwesenden Hausschweinen gütlich tun und uns attackierten, sobald sie uns entdecken. Im Brauhaus können wir ein Rezept für cheerful delver stout. Bei der Gerberei entdecken wir, dass die Bewohner von Varnhold anscheinend ein paar Zentauren getöten hatten, da sie dort deren Felle gerbten. Beim Flussübergang entdecken wir einen Chuul, mit dem Mephisto kurzen Prozess machte.
In dem Seahorse Inn entdecken wir einen Striggan, der mit gespaltetem Kopf aufrecht mitten im Raum steht. Wir erkennen, dass er durch das Buch, was er in der Hand hielt in einem Zauberbann gefangen wird, da er augenblicklich zusammen sackt, als wir dieses entfernen.
Wir entdecken außerdem noch ein Hektisch in Holz eingeritztes „Nomen“ und lesen etwas von Maegar Varn, welcher der Gründer von Varnhold ist.
In einem der Zimmer des Inns entdecken wir einen Brief von Maegar, an Maestro Pendrod, welches kryptisch von Vordekai's Island und einem Armreif auf einer gewissen Insel erzählt.
Bei den Ställen werden wir von einem Schwarm Krähen angegriffen, die mir für kurze Zeit das Augenlicht rauben.
Das nächste Haus scheint einem gewissen Willas Gundarson gehört zu haben. Er führte sehr gewissenlich ein Tagebuch von dem wir erfahren, dass er anscheinend ein Armreif gefunden habe und dass die Stadt Varnhold in einem Scharmützeln mit verschiedenen Zentaurenstämmen verwickelt ist.
Nach einer 24h Rast haben sich meine Augen wieder so weit regeneriert, dass ich normal sehen kann.
Vor einem der Häuser finden wir eine ziemlich dürre Katze, von der wir durch Magische Zungen erfahren, dass die Menschen während der Zeit der roten Sonne dem Gesang des neuen Vogels gefolgt seien, was das auch immer bedeuten soll...
Als nächstes nahmen wir uns das Fort vor, welches von weitem verlassen scheint. Navarion erkundet allerdings das Fort wieder mit Enterhaken und erspäht einen Spriggan, welches sich mit 4 Wölfen gerade an einer Kuh gütlich tut. Der darauffolgende Kampf, in dem noch einige weitere Spriggans auftauchen und ohne große Mühen niedergestreckt wurden, ist recht kurz. Nur der Anführer der Spriggans, ein gewisser Agai schafft es unseren Waldläufer nahezu KO zu schießen.
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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
    Viewable by: Public
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