Session 12: Out of the Past

December 25, 2012 2 comments

With suspicious guards pounding on the stone doors, Lachlan immediately set to stalling for time, telling them that the ritual was in progress and that the Duchess and co were not to be disturbed. The guards, having not seen anyone come by with the ritual component they needed were understandably confused and inquired further, asking to hear from the Duchess herself. Despite Lachlan’s best efforts, Lachlan was unable to come up with a plausible lie, so while Aladraian set about beginning the ritual, Zasahl and Knostril attempted to barricade the door shut. This turned out to be a wise move as the guards began attempting to force their way in almost immediately, and the Dwarf and Dragonborn were left with only their body weights keeping the door closed. As they held the door shut, Lachlan spoke the incantation, and though he might have had his doubts, his hope that the colony would be reborn was enough to break the seal – the Guardian’s heart bursting like a water balloon and dissolving the seal away.

With no reason to stay longer, the party immediately made for the secret passage, with Aladraian barely escaping unseen in the nick of time, as the guards forced their way through the now open doors, and were met with a scene that included an unconscious Duchess, a dead imp, and several bleeding, but mostly stable guards, lying in front of a bubbling spring where the seal used to be. Leaving the passage they found Yorick who bemoaned his foolishness in trusting their noble intentions and despite Zasahl’s assurances that the party “did what they had to do” he sounded the alarm. As the guards rushed towards the room, Zasahl implored him to reconsider. Trusting that Bahamut’s representative had truly done the right thing, he did so, telling the troops to ignore the party and make for the seal room. The party fled in the confusion, summoning Phillipe and making their escape as soon as they got into the open.

As they soared above the colony in search of the island where they would be able to speak to the Primordial they saw the colony once more in its entirety. The Primordial-shaped mesa that had risen beneath it when the Earth Seal was destroyed began to crumble, revealing the beast itself within. The colony was distributed across its back – the metal tree having become a skeleton for a beast several times larger than the mountain the colony was originally built on. As they flew closer to the shore, taking the opportunity to heal up for the confrontation ahead, the group spotted the small island right in front of the Antediluvian’s head and began their descent.

Phillipe attempted to keep its distance from the Primordial, only daring to land on the other side of the tiny island, before fleeing into the sky. As the party descended they noticed a confrontation was already taking place between an Avatar of the Fae Queen, and the one claiming to be Tuatha, their forces locked in deadly skirmishes along the path up to the Antediluvian’s Plateau. More strikingly though was the fact the island was covered in a thin layer of grass and small flowers – life was slowly returning to Ferrosa as the Antediluvian awoke. As they ascended from the beach they came across a surly fairy soldier who had been wounded, apparently because of one of his so called allies. He was only too happy to help the party out when they both healed him and agreed to pay his ex-comrade back. Crias immediately decided to alert them with his dog whistle, which apparently caused them no small amount of irritation, as they immediately attacked.  They were not however highly trained, and the party easily swatted away the first couple, before opting to simply scare the remainder off. The wounded fairy took the opportunity to try and stab Zasahl in the back, but its poison barb glanced harmlessly off his armour, and it paid for its treachery not long after.

As the group ascended, they convinced several of Tuatha’s minions to stand aside – they were untrained militia and unlike the fairies, they didn’t dare take their chances with the party. Dealing with some fairies that were harassing the final group of militia they were allowed safe passage to the top of the island, where Tuatha stood attempting to renegotiate his deal with Oona. Presuming Duchess Kath to be dead, he wanted some better assurance that he would be compensated and protected for his services, or he would simply take the Primordial for himself. Oona meanwhile took exception to this, and was offering several less pleasant alternatives, such as being trapped forever in a nightmare to slowly waste away in Queen’s dungeons on Feywilde. As the party listened in, they observed that almost everyone involved was cloaked in illusion magic, including Tuatha. Although his glamour was apparently fading as Lachlan noticed a forked tail poking out from beneath his robe. Despite this, they were certain it was the same Ceylon Tuatha they had been talking to throughout their stay here. The original was in fact, never present.

At this point, Crias again decided to give up any element of surprise the party might have via his dog whistle, loudly announcing the party’s presence to the sensitive ears of the fey before them. As they walked up to their ex-employer, they announced their intent to stop him, and requested Oona’s aid in doing so. Although Tuatha (who called himself ‘Rasa’ and claimed to be the World Builder’s body double) proposed a counter offer, She gleefully accepted the party’s terms, and her bodyguards began attacking the imposter immediately. As the party entered the fray, Rasa and his men found themselves overwhelmed, and the ones that the party didn’t kill were coup de graced by the fairies instead. Throughout the fight, Oona’s avatar found herself consistently unable to fight, experiencing some sort of unexpected psionic backlash, suggesting to the party that whatever being hid beneath its flowery visage was not entirely willing to be her puppet.

With Rasa and his men dead, The Fey Queen offered the party the same deal he had been given: Allow her to take control of the Primordial and be allowed to live like kings (or in Julie’s case, Queens) on Feywilde. The party was sorely tempted, and although they considered it among themselves, they could not bring themselves to trust the Queen of Petals. After making some small talk about if the Avatar’s host was happy (It claimed to be simply dreaming) Crias elected to simplyshock punch her in the fake petally face and the fight began anew. The fey bodyguards turned out to have been holding back – perhaps Oona expected betrayal, but regardless, their stings did a number on Crias, but they were ultimately outnumbered and outclassed. Zasahl proceeded to light the Avatar on fire, while Crias put out what was left of her smouldering form with his chilling aura. The wounded fey vanished and retreated, not to be seen again, and Crias attempted to wake the being who lay under the petals. Rummaging around in the mass of seared plant matter, he pulled out the sleeping form of a young girl dressed in tattered rags and covered in soot. Sickened by the Fey Queen’s cruelty the party removed her from the embers and turned to the now awakened Primordial who watched them with interest.

Aladraian immediately set about focusing on the pendant he carried, temporarily taking the True Name into his mind without destroying the stone, and commanded the Primordial to put the colony back to the way it was. It complied – its tendrils scooping up the village and reassembled the mountain a short distance away from its original location, where the Primordial itself stood. To his surprise, it asked him why he felt the need to command it, when it had been the guardian of that place for so long. The question was unspoken – a telepathic projection of emotions and imagery illustrating feelings of confusion and persecution. Even so, Aladraian decided he should waste no time in putting the being back to sleep. Before he could speak the words, Crias stopped him, suggesting that perhaps they should ask the Primordial what it would prefer.

The group then began a conversation with the beast, asking about its history, its intents and its hopes for the future, which it responded to as before – thorough visions and emotions representing things that once were, things that are and things that had not yet come to pass. The Antediluvian recalled its history, falling from the sky in a blaze of fire, and its guilt at the cataclysm its landing caused. It showed them visions of life rising from the ashes it caused, and they experienced its regret and pride as life began to thrive on Migdol. Upon asking what it would do given freedom they saw the wastes verdant and lively, no longer dominated by sand and lightning. Flora and fauna would thrive, and though it may not happen tomorrow, or next week or even ten years from now, it believed the world could once again live as it once did millenia ago.

Finally, the party asked it how it could be sure that no others would come and try to use its power as Oona had. In response they received a vision of the pendant containing the name buried in the earth beneath their feet, at the centre of the symbol imprinted into the ground they were standing on. Aladraian telekinetically buried the pendant while the others cleared the area, and when he stepped back, the Antedilluvian reached forward, pressing its titanic claw into the ground between them. When it was removed they saw a small, silver sapling that had each leaf engraved with the Primordial’s symbol. Using ancient primal magic to overcome almost fundamental divine magic, this would allow it to grow hundreds, if not thousands of new seals, each one insulating it against domination, such that even the gods might not command it. As it left, the party was filled with one parting feeling – the hope of a world born anew.

As they turned away from the departing behemoth, they saw the awestruck faces of the surviving militia, who had seen them save the colony, if not the planet from not one but two of the Icons. They called Phillipe down to ferry them back to the village and as everyone piled on, taking the evidence of their fight with them, they saw that he had changed colour to reflect the blues and greens of the Primordial. It seemed that not only had new life began to grow, but all life on the planet would be affected by what they had done there that night. As they flew back, they knew they’d have a lot of explaining to do and the icons they had defeated almost certainly wouldn’t take their victory lying down, but for now they were heroes.

The End?

Categories: Session Log

Behind the Scenes: The Shrine of the Antediluvian

December 23, 2012 4 comments

The final Session log will be up tomorrow. Here’s a quick preview:

The location of the final Confrontation

The location of the final Confrontation

This was actually the map I used for the last area. Obviously it’s a lot bigger than that in its original form.

I wanted the Antediluvian to have a different art style to everything else – it’s a gargantuan spirit of creation, it doesn’t look like things that are alive, but it should resemble them. As such it’s a lot more cartoony or even sketchy in order to suggest a kind of abstractness. There’ll be more on the Primordial next time, but I want to note that of all the ideas I had for this campaign, it was pretty much the most constistant, with its function staying the same throughout every draft. And while that sounds pretty obvious, I need to emphasize just how little this campaign resembles my original plan.

Originally the plan was that Ferrosa was the setup for a murder mystery and the party would only spend a session or two on it. The assassins were the main bad guys, Ceylon Tuatha was a kindly questgiving type and the overarching icon drama was to do with the Matrairch Wyrm trying to destroy the Psiontist’s political standing while he was away, starting with his apprentices. At this point Ceylon would have tried to play both sides for profit, and the party would essentially be lead on a quest chain culminating in a meeting with the Huntsman, who knew where Faraday had gone and was interested in preserving the delicate balance of power between the Icons.

Speaking of which, the Huntsman is really one of my favourite icons to write, because he’s a being entirely of mysteries. His capabilities and motives are never known, he mainly exists to do implausible and unsettling things that make people question the security of their belongings and induces paranoia without ever really having a central role in the story. Something I truly regret about not going with the original plan is the fact that he would’ve gotten more screen time. Instead he was very much sidelined, and I never had much opportunity to let him shine. In keeping with his total irrelevance my plan was to drop hint after hint that he was involved and up to something sinister, then at the end there would be a reveal that one of the characters they had met was the Huntsman in disguise and he was basically just messing with everyone. He’d leave immediately after and never be seen again. Pacing basically killed that idea, but you’re free to guess which one of the characters he was.

I’m not likely to confirm the actual identity reveal though, because I’ll probably still use it somewhere down the line.

Here is a hint: A Huntsman is a type of spider – a codename rather than a job title. It doesn’t necessarily indicate he’s a ranger or a rogue or anything.

Categories: Behind the Scenes

Session 11: The Beginning of the End

December 23, 2012 3 comments

Note: The following couple of paragraphs occur between sessions based on what the party had planned, but did not have time to set up. I’ll let you know when the session itself begins.

As the party left the Water Temple the air was no longer the unnatural calm Ferrosa was used to but a wild wind – not a hurricane, but something significantly more vigorous than usual, even by Knostril and Julie’s experienced standards. They gazed up to the colony above them, watching the giant metallic tree begin to shift and rearrange itself, while pores opened on its branches, out of which whistled powerful gusts. Though fearful for anyone caught on the vines, the party was unable to help them, instead dedicating their efforts to finding a defensible hiding spot.

The advantage of being in a city when one is on the run is that its easy to lose yourself in, and the party managed to find a civic building with unusually heavy fortifications and a working lock mechanism. There in the dusty remains of what appeared to be a military headquarters they established camp.  They were able to rest a while, before Julie noticed Keily, the ranger assassin wandering the streets outside. The party greeted her after some deliberation and they briefed one another on the situation: The assassins had little luck slowing Tuatha, having been given a run around by the various demonic impostors they had tried to track. Within short order, they managed to organize some simple supply lines with their allies.

Note: Session begins here.

The Earth seal broke shortly before the party began dinner, causing a powerful rumbling and a feeling like they two had been uprooted from the land beneath them. The party did not know it but beneath the city, the earth was beginning to take she shape of the sleeping primordial, and both the city and the colony now rested on its immense back. Meeting with their comrades in arms,  the party was supplied with some enchanted gear to aid in their quest, and began planning their next move.  They also noticed that the dormant Temple Guardian they had retrieved had grown a muddy skin around its metallic skeleton, but decided to leave it behind.

The military building they were in had a number of tablets engraved with reports from the front lines, research performed on the Fey Queen and her minions, maps of the city and more interestingly, a series of divinely mandated rules that the icons must follow, signed with a stylized heart that nobody recognized, but those with a relationship with the Huntsman felt a connection to. The text explained that an ancient Icon known as the Prince of Shadows had provided unexpected aid to the people of the Caverns, providing them vital information that kept them alive through the near annihilation of their people. The rules were as follows, with some of the party’s conclusions included:

  1. The thirteen are tools of the Goddess of Change, but their will is their own. (Avandra picks the icons for her own purposes)
  2. The roles that the thirteen can take are set but some roles occur more often than others. (There are more than 13 titles, that have been used by icons past and present)
  3. The thirteen are godlike within their sanctuaries. Outside they are mortal. (If Ceylon is outside the Tuathan Forest on Nasca he’s quite killable, assuming you’re tough enough)
  4. The Thirteen only ever operate on a grand scale. Should they fail, the consequences would be severe. (Something powerful prevents the icons from intervening directly in societal affairs)
  5. The thirteen may become corrupt, but changing roles is not considered to be failure. (Ceylon would incur no penalty from abandoning his role as the World Builder)
  6. Only one of the thirteen may survive the end of an age. (Oona is the only icon who has ever done this)
  7. The Prince of Shadows is exempt to every rule. (Including the one where he’s named “The Prince of Shadows”)

The notes ended by suggesting that the Prince had somehow smuggled Ceylon (aka Oona’s “Little General”) onto a small island in the lake where he had been able to invoke the Primordial’s name to seal it away. Knowing that Ceylon would be vulnerable here, the party set off with renewed confidence, though only after Crias managed to obtain a whistle to summon Phillipe from Druid Bob in exchange for two ancient gold pieces. Aladraian and Julie decided that they would be better off securing some more concrete help and resolved to join them later.

Upon arriving at the Temple they saw two militia men posted outside, evidently recruited from the colony or its visitors. Knostril, decked out in Dwarven guard captain armor was easily able to pull rank on them, getting the party in peacefully. In the lobby they encountered some Dwarves who, though they did not say it out loud, were allies recruited by Jimi and Blein, and allowed the party access to the secret tunnels while loudly telling them to move along. Knostril and Zasahl decided rather than sneaking through the tunnels as suggested, they would indeed move along, and ran straight into Yorick, who was fighting fit, and giving a speech to several new recruits, one of who was limping as a result of a bear trap that Lachlan had placed in the temple earlier.

Yorick managed to recognize the pair, and while thankful for their compassion in his time of need, pointed out they had an arrest warrant outstanding, and all evidence suggested they were saboteurs, so he was inclined to take them straight to the Duchess. Luckily, Zasahl’s convincing reasoning and silver tongue managed to defuse the situation, getting him to admit that indeed something was going on here. Yorick proceeded to lead the pair to a second set of secret tunnels under the pretense of an arrest, just in time to hear the results of Crias walking into the next room and intentionally alerting every single guard in the vicinity. Yorick barely managed to save his hide, but the secret tunnels they were all using were discovered, barring any chance of an easy escape.

While in the tunnels adjacent to the seal room, Lachlan listened up at the door, hearing the Duchess conversing with Ceylon. It appeared the Duchess had been conspiring with him this whole time, and the two were plotting how best to deal with the Party’s interference.  In addition, it appeared Ceylon’s policy of replacing high ranking individuals with demonic doppelgangers extended further than the party had anticipated – the one they thought was The World Builder was in fact one of his servants, who had been freed from his geas of servitude by the magic of the Fey Queen. The two planned to play both the Queen and the Builder, taking advantage of the resources afforded to them, before assuming control of the Primordial themselves. In fact, it seemed that while Tuatha’s plan was unchanged, he had never been present to carry it out – electing to remain untouchable within his sanctuary instead. He had however failed to account for the magic of the Queen of Petals, or the ambition of his servants.

Having heard enough, Lachlan jumped out of the tunnels, and before anyone could react, he plunges his dagger straight into the throat of one of Tuatha’s elite guards, felling him in a single stab. The rest of the party charged out to join the Fray, but the demon who wore Tuatha’s visage used one of his old Master’s scrolls to teleport away rather than face the party. The group made short work of the guards, taking care to stabilize most of them rather than kill them outright, while Crias set his sights on the Duchess. He charged his fist with lightning and punched her out for later interrogation, before doing the same to an imp. Miraculously, for an untrained and unarmored civilian, the duchess was not immediately killed by such a powerful hit, but she could not be interrogated because as soon as the commotion died down there was a knock at the door, asking if the Duchess and her men were all right.

Categories: Session Log

Interlude: The Night After

December 13, 2012 Leave a comment
Once the dust had died down, the broken colony was kind of serene.

Once the dust had died down, the broken colony was kind of serene.

The Arcanauts didn’t have the same kind of aerial view of the colony the night after it was shattered. But if they did, it might have looked something like this.

Mainly, I thought it looked better without the dust cloud hazing things up.

This takes place a few sessions ago, while they were setting up camp. I’ll have a picture of the following night later. With two additional seals broken, it looks quite a bit different.

Categories: Behind the Scenes

Setting: True Names

December 8, 2012 1 comment

TheSpecktre, who plays Knostril asked:

So a Primordial’s true name is like Entish? Telling the story of that individual? :P

That’s an interesting question and it’s not far off the mark actually. The Truth is that True Names are far, far more complicated than that – they form part of the fundamental base code of the universe, and are heavily linked to Divine Magic.

First off, a True Name isn’t a story per se, and it’s not just Primordials who have them – practically everyone alive, dead or otherwise does. Often, a True Name is referred to as a “Soul Name” because it’s something living, conscious beings tend to have, but the label is inaccurate. True names have been at least established as existing for entire species, important locations, philosophical concepts and even, Gods – none of which have singular souls, and some of which aren’t technically “alive” by any practical definition. In addition, it doesn’t just describe their history, but their future as well.

A True name is more like a series of definitions describing the thing in totality than a story. It’s called a “True Name” because it indicates a thing so specifically it only describes them and nothing else in the universe. It’s not just comprised of words, because words carry intent and broad implications that can change within a culture over time. It’s more specific than that, including its own ideas and concepts to provide an objective specific context that gives the words meaning. In fact, a true Name often contains more information than could ever be practical. So usually what you perceive as one is an abbreviated, simplified version of the real thing, interpreted by complex magics to apply your will to the real thing. This limits your ability to use it, but you have to in order for it to have any practical applicability. The thing that makes True Names useful and powerful instead of obscure bits of arcana nobody can interact with is the spells used to access it essentially define it as a mathematical variable, which you can alter by including it in an equation.

The way this works is heavily abstracted, but most scholars agree that True Names are, or are the result of a very pure, very powerful form of divine magic. Most beliefs are vague or conflicted or uncertain enough that they create very little impact on reality unless you have a lot of people believing in concert, but a True Name so completely encapsulates the idea of a thing that all ambiguity or uncertainty is by definition lost. When you gain such a transcendent understanding of some facet of reality, you wield almost surgical power over how it is expressed in the universe. Some say this is how the Gods function, others suspect it might be something beyond even them.

What is less ambiguous is that having a True Name doesn’t just command things, it can change them fundamentally. Major changes tend to be difficult in that they require rewriting and re-contextualizing a huge amount of information, and generally a mortal brain just doesn’t have the processing power to do that even with magical interpretation, but straightforward changes  in behavior, high level functions and attitudes are often “simple” enough to be practical. Where by simple I mean complicated as all hell but not so complicated that powerful mages can’t find a way to use them.

That’s why True Names are often used just to influence powerful beings, rather than to reshape oneself into a God; that and there are really good reasons to limit what you do with them. Firstly, you’d have to have nearly the mental capacity of a God to attempt it, second, if you did you wouldn’t be stupid enough to try fundamentally rewriting yourself because you’d understand the extraordinary risks involved. Risks including defining yourself out of existence by including a contradictory term. Or screwing up the way you interact with the universe in the exact wrong way that you tear a hole in the fabric of spacetime. Or even just altering the way you think, damaging your interpretation of your own name, causing an infinite feedback loop twisting you into a self-contradictory fractal abomination that cannot and should not exist. Among other things.

To be the kind of person who could use a true name to a significant fraction of it’s potential you’d have to be either a God or something more than a mere mortal – even the magically powered icons would have difficulty doing something really drastic without external aid. That’s not to say they can’t get said aid or collaborate with one another, but they rarely, if ever do. To do it yourself you’d have to  not only be supernaturally intelligent (an ancient dragon lord perhaps), able to harness the power of multiple minds working in parallel (say, if you took control of the Collective Unconscious on Wyrmweb and forced its users to think for you) and have an incredibly strong will (the kind it takes to rule a galaxy). And that’s a rather low estimate for a minimum baseline on my part. Luckily, people like that are pretty few and far between.

To give you one last idea of why this is a good thing, imagine a God and a Primordial who know one another’s True Names having a duel. Now Imagine every atom in a universe exploding at the speed of light, while the speed of light itself deteriorates into nothing as all sensibility and reality breaks down into pure, literal chaos. There is potentially no difference between those two scenarios. For that reason, a lot of people praise Ioun, god of Knowledge for making it really hard for people to use True Names.

Categories: Setting

Session 10: Horrible Bosses

December 8, 2012 6 comments

With Crias’ attempts failing to bear fruit, the party left through the only remaining door. Through it was a long, grand hallway leading to another carving room and a large locked door bearing depictions of the seal and a message of both warning and forbiddance, stating that “Infinite sadness” lay beyond. It also denied any responsibility on the part of the management for harm incurred therein, in both Deep Speech and Primordial.

Meanwhile, in the carving room they found a much more elaborate tale depicting the War the constructs had referred to. Aladraian recognized the woman’s insignia, indicating her to be Oona, the mysterious Queen of the Fae, who had arrived millenia ago seeking the power of the Antediluvian. The lady of petals had torn a swathe through the peaceful aliens (known as the Tung), demanding the power of the Primordial.  When the Tung refused to stand down, she killed them without a second thought. Eventually, the child she had brought with her sought an end to the bloodshed, producing an ornate pendant, which he then used to put the Primordial to sleep. The final pictograms depicted the woman leaving in a rage, unable to claim the Primordial’s power.

Upon closer examination, the pendant bore distinctive markings that the party had seen before – including the ancestral family crest of Tuatha. Upon examining the pendant in their possession (the one containing the Antediluvian’s true name) the party was able to verify they were one and the same. Somehow, the Huntsman had stolen the very pendant the child had used from Ceylon. Remembering that the Namer Demon specified that he had given the Primordial’s name to Ceylon* but did not say when, Lachlan realized that the child depicted in the carving must be none other than the World Builder himself, making him impossibly old, even by elven standards.

The Huntsman’s gifts were not entirely spent however, as none other than Julie Greenleaf arrived bearing news of the goings on outside. Apparently Tuatha’s men had already made their way into the city in pursuit of the air seal, and while the assassins were attempting to waylay them they were met with limited success. Julie also came bearing a key made of sand fitted to the lock that on the door leading to the seal. Indeed, it opened the door flawlessly, despite its seeming fragility. Pondering the implications that the Huntsman himself might have gotten to the door before them in order to mold the key for their use, the party took a moment to be disturbed at his apparent omniscience/omnipresence before continuing on.

The door lead to a staircase framed on both sides by waterfalls, which the more superstitious Tung had once thrown gold coins into, possibly as part of a prayer ritual. At Crias’ insistence, the party stopped to examine them, and Aladraian used his awesome psionic powers to levitate a coin out as a memento. Disappointed at Zasahl’s reluctance to go treasure diving, the group opened the final door at the bottom of the stairs into a vast chamber containing the Primodial Water Seal and its guardians. Attempts at diplomacy with the Seal Guardian were largely unsuccessful, the party having opted to try to bluff it into helping them, or telling it the war had ended rather than claiming allegiance with a known ally of the time.

A loud rumbling followed by a rush of wind saw the guardians spontaneously grow wings, indicating Ceylon’s men had broken the air seal.

Aladraian quickly tried to turn it to his advantage, claiming the Fae Queen’s minions were attacking, prompting the constructs to enter an alert state. Upon noticing the Eladrin in their midst, they attacked. What followed was the toughest challenge the party had faced yet, with Knostril and Crias each staring death square in the eyes, and each coming back from the brink to fight on. Lachlan demonstrated his combat expertise, tearing chunks off the guardians even as he nimbly danced around them. Julie meanwhile sent the constructs scattering with well placed sling shots, demonstrating to the party the advantage of the deep pools nearby, which they could knock the guardians into, momentarily putting them out of commission. Zasahl spat waves of flame, keeping his friends healthy and his enemies charred, while Aladraian tossed guardians around like ragdolls. Despite an unfortunate friendly fire incident, the party eventually prevailed, felling the massive Gaurdian, while Crias put one of his subordinates into a dormant state for his own future purposes.

Pulling the watery heart from the Guardian’s corpse, the party was faced with a choice – they could arouse suspicion and danger in their fatigued state by completing the ritual or they could take an extended rest and risk ambush, but be better prepared to deal with it. What they soon realized was, the final seal could not be opened without the heart, meaning they could retreat to a safe place, rest there and come back when they were fully revitalized, dealing with whoever Ceylon had sent on their terms. They could safely allow Ceylon’s men to open the Earth Seal for them knowing they lacked the capability to finish the job. At that point, they need only eliminate Ceylon’s forces, perform the ritual, and decide whether to put the heart to sleep permanently (which would put the colony back to it’s previous state) or set it free and prevent anyone else from controlling it, (allowing life on Migdol to flourish once more).

As they began to leave, they considered the kinds of traps they could set and the favours the could call in to make their upcoming assault easier.

*A true name is far too long and complex for any mere mortal to remember, consisting of not just letters but ideas and concepts – because of this it cannot simply be written down, but must use a crystalline focus to project it into a mind until used.

Categories: Session Log

Session 9: The Root of the Problem

December 6, 2012 4 comments

Having buried the preserved demon corpse in the sand, under a cairn of debris (despite Crias requests to resurrect it for interrogation), the party made their way into the city. It quickly became obvious that they were in the district corresponding to the water seal due to the prevalence of canals to the side of the stone pathways. While there they noticed the city had almost been built over by newer architecture – roughly hewn braces, walls and arches adorned smooth stone, with rusted gates hanging from their hinges across empty streets. The group came across a fountain with a variety of directions on them, as well as sculptures of Those Who Came Before, each one apparently corresponding to a specific seal. Those Who Came Before were roughly humanoid, with blunt beaks, pointed almost elven ears and notable head crests instead of hair. Much like their spirits, they appeared to be augmented by metallic limbs, with no discernible pattern. Lachlan was able to reactivate the fading enchantment on the fountain, and it was discerned this place had been abandoned for millennia.

Following the directions on the fountain, the party made their way to the water temple – a building seemingly untouched by the renovations that pervaded the rest of the city. Upon entering they found it the lobby to be edged by clear water pools, in which were built statues much like those on the fountain. Opposite them were four metal constructs holding spears, twitching and creaking, apparently not noticing the intruders. Aladraian noticed the statues (not the constructs) were holding glowing glass orbs, and attempted to remove one, only to be sternly told in deep speech by the constructs to “look but do not touch”. As the statues spoke, the carvings of various runes and other characters began to glow, subtitling their speech for the hard of hearing.

Aladraian began to interrogate them on the history of the temple and was informed that it was “The Temple of Sadness”, built to contain a being they referred to as “The Antediluvian” – their name for the primordial. They stated that it could not be unsealed until the Great War concluded, but were unable to provide further information, recommending the party seek a cleric for more up to date advice. As this was happening, Zasahl and Lachlan were exploring a nearby corridor. Lachlan spotted some larger guards in an adjacent room built around a lovely waterfall, as well as a variety of metallic spiders doing something to a metal root that had grown through a doorway.

Unable to resist the urge to investigate, and having not heard the statue’s request, he poked one with a stick causing them to immediately stop what they were doing and mob him. The others rushed to his aid, Crias noticing and exploiting a secret passage in the wall to arrive sooner, while Zasahl used the benevolent powers of Bahamut to heal Lachlan’s wounds. The party had to contend with all the temple guardians in the room, though curiously the ones in the lobby did not become hostile. Lachlan was easily able to out-maneuver the larger ones, slicing gaping wounds in the gaps between their metal plating. Meanwhile, the brutes lashed out with liquid metal spears which became electrified whips, splattering Zasahl and Knostril with high-voltage goo. Eventually, the party crushed the resistance, watching the brutes melt away until humanoid skeletons remained. The final spider to be killed knocked one of the glass orbs off a statue near the waterfall revealing a metallic base and a lack of enchantment.

With some time to explore, the party split to investigate the secret passage, and the adjacent rooms. Both adjacent rooms were empty, but the walls were covered in carved murals. The first one was uncovered by Aladraian, and contained depictions of a massive, hexapodal Ankylosaurus-like beast with pipes growing from it’s back. It was surrounded by devoted worshippers, and was labelled “The Antediluvian”. The second was examined by Knostril who saw depictions of Those Who Came Before living on the mountain back when it was a lush and fertile, if alien landscape. The area seemed to be cris-crossed with a lattice of pipes, some of which spouted air or steam, others of which spilled water, which the villagers were able to use for survival and agriculture. Some others were dressed as shamans, barbarians or other tribal positions, each going about their lives. To the side however was someone new – a feminine figure, wreathed in flowers, with butterfly wings looking sternly toward the scene of prosperity, while a small elven child hid behind her legs looking fearful.

While all this was happening, Zasahl, Lachlan and Crias had explored the passageway, uncovering an exit to an empty hallway, which they opened. The hall had two doors, one of which Zasahl carefully opened, revealing a series of guards much like they had spoken to and fought earlier (though they merely stood there twitching). Crias meanwhile decided rather than open it, he would kick it down, knocking the thing off it’s ancient hinges to reveal a library of bronze tablets and rather irritated looking spiderbots. Fortunately for everyone, the spiders could not leave the room, and their terrible AI was easily circumvented by Aladraian walking up and telling them he came in peace, seeking information. Apparently the spiders were programmed to understand Primordial. In fact, many of the carvings around the area included primordial translations.

Aladraian then managed to find the ritual the party was looking for – an official looking document stating that it must only be used once the war was over. It detailed an incantation the party must speak while spilling the blood of the Seal Guardian and hoping for the rebirth of a new world.

Let the Water God weep once more, so that our hope may be born of its despair.

At this point, Crias decided the best way to continue would be by claiming to be a Primordial Avatar*. His bluff was unsuccessful, and the guardians in the nearby room informed him the Seal must only be broken at the end of the Great War, and to please not touch anything. Undeterred he informed them the war had been over for millenia, which they claimed could not possibly be the case as “She” still lives. Exactly who “she” is is unknown though the party suspected the Astrosage (perhaps one of her preincarnations?), The Matriarch Wyrm or even another Primordial.

Although, if you’ve been paying attention to the descriptions, you might have some idea already.

*Fun Fact: Whether or not Primordials even have avatars is a fact neither Crias nor the temple guardians actually know. They don’t.

Categories: Session Log

Mechanics: Relationship Rolls Revisited

December 6, 2012 2 comments

The 13th Age icon relationship system is one I feel has a lot of potential, but is really too vague to be of significant use to a long term, non-improvised campaign. I’m not the only one to feel this way, but I think I can come up with something a little more in the spirit of the thing than just changing it to work with d20s.

It forces plot points, but not in a way I really feel merits a roll. Surely just stating “I know these guys, they’ll help me out – I have a +2 relationship” would be enough? Not so because 2/3 of the time per dice nothing happens. Those guys forget who you are or aren’t in a position to do anything, in which case it’s a waste of everyone’s time.  In addition, there’s not a whole lot of information on what exactly a conflicted relationship gets you? Does it just mean it can go either way? Why is there no way to determine which way it goes? Why am I asking you when I’m writing this with the intent to come up with my own solutions? Hell if I know, let’s get to it!


Part 1 – What are Icon Rolls?


When you invoke an icon and tell the group why that relationship is going to help you, it should. Assuming you haven’t said something stupid (in which case it’s probably not going to work anyway) you should be met with some result instead of none. Something I greatly respect about the philosophy of 13th Age is the “failing forward” attitude – where a failure shouldn’t just be a dead end. It’s odd then that for some reason there’s really no guidelines on how to apply that to icons, so my solution is – every result is a success, but the number you roll determines complications.

On a general level, positive relationships will get you bonuses, insight or support form the icon or their allies, negative relationships will get you bonuses, insight and support from the icon’s enemies, conflicted relationships could have the potential to get you both. These relationships connect you and your party to the world, and allow you to achieve goals you could not normally achieve through skill alone. The idea behind them is solid and doesn’t need changing, what’s lacking is the execution. So let’s start by seeing what we can do with the rolls first – we’ll deal with the consequences later.


Part 2 – When to Roll and Why


Relationships give you two types of resources – a ‘potential success’ or a ‘banked success’. A potential success is awarded upon an extended rest or a full heal up, and may be rolled at any time during the game – it’s less frequent than “roll at the start of each session” but to be fair you’re getting better results so hear me out. A potential success represents the opportunity to roll your die in order to ‘bank’ the result. Any successes you’ve banked can then be spent during the session at an appropriate time. Usually you just roll for a success, but my version is a bit different:

Option 1: Standard Roll

Bank a potential success.

When invoking a connection with an icon, you roll a certain number of d6es equal to your relationship roll. So far so standard, but the difference her is that the number on the d6 corresponds to the kind of success you can get. The advantage of multiple rolls is not that you get multiple successes, instead you may choose which roll to go with when you spend it, so a high relationship with one gets you lots of options, a low relationship not so much. For example, you may roll a 3 and a 4. When you cash in that success you may choose which number you use. This is in keeping with the idea that icon relationships are about utility, not strength. So you don’t get more successes, you get the ability to choose how you succeed.

Note that it may be simpler for players to decide on a number to keep ahead of time, or they may get a 6 so why take any of the other numbers? That’s totally fine – just ignore the other possibilities and bank the one you want.

Option 2: Combining Rolls

Spend a potential success to pool your relationships with the same icon.

If multiple players have the same kind of relationship with the same icon (ie, both are positive)  they can add their die together (up to a maximum of 3 at any one time or 4 at epic tier) and each contributing player one may use any of the results. Each player spending a potential success may contribute any number of their own die to the pool, so long as the total does not exceed 3 (or again, 4 at epic tier).

Option 3: Altering Rolls

Spend a potential success to make another player’s dissimilar relationship with the same icon closer to your own.

A player may spend a potential success to allow another player to alter the nature of their icon relationship in the direction of their own. So a player with a positive relationship may spend a potential success to turn another player’s negative relationship to conflicted, or a conflicted roll to positive. A conflicted roll may make any other relationship conflicted, while a negative relationship may make a positive one conflicted or a conflicted one negative.

Option 4: Favoured Enemies

Spend a potential success to make an inverse, weakened roll with an opposing icon.

If you have two or more points in a single icon, you probably associate with them well enough to know something about their enemies. Subtract one from your relationship, and invert it’s nature (positive becomes negative and vice versa, conflicted stays the same), then make the resulting roll with one of that icon’s enemies. So a rank 2 positive roll becomes a rank 1 negative roll with someone the icon has a negative relationship with. Conflicted relationships may simply subtract 1 and roll as normal.


Part 3 – The Rolls Themselves


So you’ve managed to bank a success, what does that number get you? Well that depends on the kind of relationship you rolled. Things are straightforward for a positive or negative roll, not so much for a conflicted one. Often, rolls have other consequences associated with them. Any time you cash in a roll, you need to be prepared for the stated consequences, even if you’re just using it to help someone with their roll.

Positive Rolls

Positive rolls are about aid and support – they should get you allies, but might cost you to do so.

  1. Limited Success – Your relationship with the icon can not solve your problem, but it can help. This will get you a cut down version of what you wanted to happen.
  2. Split Success – Your relationship alone cannot solve your problem, you’ll need the aid of another, allied icon to do so. This means you or one of your party members needs to spend a banked success with one of the icon’s allies to get a full result, or you’ll just get a Limited Success.
  3. Costly Success – Your relationship came through for you, but there’s a short term price attached.
  4. Fateful Success – Your relationship came through for you, but one of these days you’ll have to pay up.
  5. Straightforward Success – Your relationship got the job done! Congrats!
  6. Overwhelming Success – You didn’t just succeed, you got something extra – a bonus to your success. This kind of success grants you more than you asked for. It may not be much, but even the goodwill of an icon goes a long way. Think of it like a success plus an additional limited success.

Negative Rolls

Negative rolls are about conflict and spite – they should help you deal with the icon, but might cause retaliation.

  1. Limited Success – Your relationship isn’t helping as much as you hoped. This will get you a cut down version of what you wanted to happen.
  2. Assisted Success – Your relationship alone cannot solve your problem, you’ll need to enlist another of the icon’s enemies to get what you want. This means you or one of your party members needs to spend a banked success with one of the icon’s enemies to get a full result, or you’ll just get a Limited Success.
  3. Alarming Success – Your relationship served you well, but the icon’s forces will redouble their efforts to stop you.
  4. Infuriating Success – Your relationship came through for you, but the icon won’t forget this. They might not strike back today, or the next day, but they’ve got it in for you.
  5. Straightforward Success – Your relationship got the job done! Congrats!
  6. Profitable Success – You didn’t just succeed, you got wind of something extra – a new opportunity to profit off your foe. This kind of success grants you the opportunity to get something special during the process of screwing over your foes. It might take some extra effort but the satisfaction alone will almost certainly be worth it. Think of it like a success with the opportunity to get a second success later – a bigger reward than an overwhelming success, but with a bit more effort.

Conflicted Rolls

Why did I leave conflicted for last? Well conflicted is a wildcard. You don’t just roll a conflicted relationship – it’s too unpredictable for that. Instead you flip a coin first. If it lands on heads, you get a positive result, tales gets you a negative result. You proceed to roll the relationship as normal, and take whatever you get. Conflicted relationships should be unpredictable, but offer up a greater variety of rewards for the more adventurous players.


Part 4 – The Results


This is all well and good but what does this stuff get you? Why would you need to roll an icon result? Well ultimately you can spend relationships wherever you think it’s appropriate in the story, this is often like giving players an envelope full of money, dropping them in a mall and telling them to buy something without opening it. Successes don’t have to be rewarded immediately, and often the icons work through intermediaries, who might be alerted by the players attempts. Ideally, some successes will get help more quickly, but even the complicated ones can be efficient, provided the drawbacks are equally swift. Also note: You don’t ever have to show your hand – the player can cash in a relationship, but if there’s a complication the result might not be immediately obvious. Sure the players know what to expect, but especially with long term consequences, the suspense is in not knowing when to expect it.

If you’re still confused as to what you want your roll to mean, feel free to roll 1d6 to determine exactly what kind of favour you got.

So here are some suggestions for what to spend your banked successes on:

Option 1: Success through experience

You may spend a banked success to reroll a d20 once for each point you have in a relationship, and then take the highest number.

I actually do like Adam Dray’s solution and encourage you to read more about it on his blog. This is fairly self explanatory, the key difference being that here, the consequences are tied to the d6 roll, not the d20 roll. On an overwhelming success you may want to roll another d20, while you might want to roll one fewer on a limited success. If this means you aren’t rolling any extra, give the person the opportunity to take 10 even on a roll they couldn’t normally do that on. Feel free to use this in combat against a named foe for for that climactic finishing blow!

Option 2: Success through equipment

Your connections came through, giving you an icon-appropriate item of equal to or lower than your level.

An overwhelming success might get you something slightly better or more than one of whatever you need. You aren’t going to get super special magic items like this, but extra health potions, adventuring gear, weapons or armour are fair game. Stuff that fits thematically for your icon might be of better quality than generic items. If you cash this in upon arriving at a new area, feel free to throw in a “by the way, I ran into some friendly faces/loyalist scum who gave me this item when I had a friendly conversation with them/pried it from their cold dead limbs”. Use whichever applies.

Option 3: Success through aid

It’s not what you know, it’s who you know – you’ve managed to get a shortcut or a distraction necessary for your quest out of one of the icon’s followers.

This is pretty simple – sometimes it’s dangerous to go in unprepared, but if you know a guy (or gal) who can help out, they can pave the way for you, either metaphorically or otherwise. Again, bludgeoning the important information out of a hapless stooge is a perfectly acceptable way to use a negative relationship. This can range from opening a door to paying off a guard – anything a specific person can do to aid you.

Option 4:  Success through favour

It’s a one in a million shot and it’d be great for someone to tip the odds in your favour.

All the icons are powerful, and even the ones who aren’t inherently magical have access to it. As such, you might find yourself blessed by someone who has taken an interest in you. The icons need adventurers to succeed to further their own agendas and they’re not totally above giving them an intangible benefit to do so. You’re not going to get this from a negative relationship, but the right distraction might cause them to turn their eyes away from their own forces, cutting off their support and making them easier to deal with.

Option 5: Success through wisdom

The difference between a fortune cookie and an actual prophecy, is one of them is a cookie, the other is useful.

Sometimes, the best gift is that of words, not deeds – a flash of inspiration making sense of an old cryptic rhyme, or a dream providing meaning to a confusing sequence of events could be the difference between a hero prevailing and floundering around in the dark for several days, hopelessly lost. Luckily, the icons tend to run ancient, expansive orders with eyes everywhere, so chances are someone is going to know someone who has something to contribute.

Option 6: Success through information

Knowing is half the battle and a luxury adventurers are rarely afforded.

Rather than solicit the ongoing aid of an icon’s agent, you call in a one off favour for a piece of information. This can range from a map, guard schedules, the combination to a safe – a piece of vital information that can make your quest that much easier. This is rarely going to provide you an outright advantage the way a shortcut would, but instead offers up various opportunities for a player that likes to plan ahead.


Part 5 – Summary


Ideally this system should flesh out the icon relationships for both players and GMs. With this, players know ahead of time the kind of results they have to expect, the advantages they can get, and can try to plan accordingly, while GMs know the tools at their disposal and can try to anticipate the results. While the rules-light nature of 13th Age is one of its biggest strengths, having suggestions like this should be able to keep the game flowing for less experienced players, or those less comfortable with improvisation. The mechanics allowing rolls to affect one another or pool together are designed to encourage players to work together as a group, help them establish shared histories and generally turn the relationships into a more useful, reliable tool in their arsenal. In doing so I’ve had to ration the points more than usual, but it fits that not every adventure will have every icon so consistently involved at all times, so I think this is a more natural way of doing things. In a campaign that’s high on improv and deals with multiple icons on a regular basis, the GM might be happier to award them more often – indeed doing favours for an icon should be a viable way of recharging your potential successes, but this should still alleviate the problem of 2/3 failures that can make icon rolls disappointing in the main game.

Categories: Mechanics

Session 8: Demons and Decapitations

November 30, 2012 6 comments

As the party approached the Whetstone-Tuatha patrol, they took a brief moment to discuss amongst themselves what would be the best plan of approach. They managed to identify two of Knostril’s fellow dwarven guardsmen (Jimi and Blein) and a pair of elves, being lead by a third dwarf who wore the uniform of Ceylon’s personal guard. Jimi and Blein looked none too happy with being subject to the whims of an off-worlder, but the elves were considerably more relaxed, and eventually spotted the group, despite their best efforts to make the most of the fact that talking is a free action*. The elves spotted the party, and their leader insisted the group come forth to meet them face to face.

He did not give his name, addressing himself only as one of The World Builder’s Hunters – a group of pay-rolled bounty hunters used to track down undesirables on the outskirts of civilized space. Most of the party, aside from Lachlan agreed to do so, the latter staying behind rather than risk confrontation or apprehension with a potential group of hostiles. The Hunter informed the group that he and his men had been dispatched to track down a group of saboteurs matching their descriptions that had been ordered to enter Kraall’s tower, and had subsequently been responsible for the colony’s dismantlement. Despite his gruff demeanour, his subordinates, particularly the dwarves seemed less than invested in such a task, particularly knowing one of their compatriots was one of the accused.

The party began ham-handedly attempting to bluff the Hunter into thinking a) they were not the party he was looking for, it  was totally those other guys with the gnome illusionist, b) They were reporting to Tuatha with their own business (which didn’t really alleviate suspicion at all), and c) they were on an important mission from The Enlightened One and could not be disturbed. Throughout this, Crias made sure to get up in everybody’s personal space as much as possible, and nearly provoked a fight until Zasahl covered for him. Specifically he decided the group would probably be highly receptive to anti-gnomish racism, not knowing that one of the elves had a gnomish step-brother. It wasn’t the most suave he’d ever been.

That elf however was a bit more receptive to knowing Zasahl had a relationship with The Enlightened One and attempted to convince his superior to go easy on the group. Meanwhile said irate dwarf was having none of it, and the party’s rather feeble attempts to dupe him did not go unnoticed. Knostril meanwhile attempted to undermine his authority directly by convincing Jimi and Blein their superior was out of line. The Hunter, growing increasingly frustrated began insisting the party surrender or die, trying to remind his companions they had in fact destroyed the colony. Knostril meanwhile had had it with The Hunter’s unjust accusations, and almost struck the first blow, when Crias, for reasons not really clear to anyone involved but probably related to wanting to throw the first punch personally, decided to tackle him out of the way.

The Hunter was understandable shocked and confused by this turn of events, when Zasahl tried one last attempt to calm him down, offering him one last chance to settle this civilly. Unfortunately, The Hunter had something else in mind:

I know your mission, but your pathetic gods have no sway over The World Broker!

At which point he yelled out that the group had admitted their crimes and took a swing with his Morning Star at Zasahl. The blow failed to connect but the fight had begun. What he did not expect was that Jimi and Blein had taken a strong disliking to him and had no intention of protecting him from the beatdown that followed.

Knostril punched the Hunter in the face and he barely had time to summon a thicket of tangling vines before Zasahl (unintentionally) caved his head in with his own morning star.  Black, corrosive blood went everywhere as the demon who had been masquerading as the Hunter was smitten by Bahamut’s holy light. The ranger who Crias had insulted dropped his weapons shortly after, while the Archer took a stab at Aladraian. This resulted in him being pushed 15 feet backwards by a telekinetic blast and promptly panicking, at which point he too was easily intimidated into submission.

Their boss’s true nature revealed, the Whetstone-Tuathan guards were easily convinced to attempt to organize a resistance against their employer, with Jimi and Blein spearheading their efforts at Knostril’s request. Zasahl used the Graceful repose ritual to prevent the demonic corpse, which had since resumed its true, slightly reptilian form from decaying, so that it could be used as evidence against Tuatha. Crias decided the best course of action would be to take a sample of its corrosive blood, while the rest of the party planned their next move.

They identified four districts of the city, but could not tell which they were adjacent to, and spotted vines descending from the colony where other Whetstone-Tuatha personnel were descending into the city proper. They determined the order the seals should be broken in was more a function of practicality than part of any known enchantment, and that each district was centered around an ornate, temple-like building, but were unable to determine much more without getting a firsthand look at the city itself.

*Speaking a couple of sentences is a free action, but there is actually a word limit in the player’s handbook. More advanced talking stuff takes longer – intimidation for example is a standard action. The party would dearly like me to forget this rule exists, but the alternative is imagining they sound like  super fast talking chipmunks talking and frankly that’s not going to happen.

Categories: Session Log

Session 7: The Sage

November 18, 2012 7 comments

Next session might be a bit off-schedule, let me know when you guys want to do it.


As the party awoke to find Julie had wandered off and the Assassins were preparing to leave. As Crias examined the metal root near the camp he noticed that it was in fact alive, and it nearly threw him off. While those shenanigans were occurring, the group noticed that the various islands of the colony were sprouting vines – the people aboard them (specifically druids and wardens) evidently trying to arrange transport between the various islands. Crias had changed colour over night and gained the power of flight, while Aladraian’s staff had opened his mind to a wealth of new languages gleaned from the thoughts of those around him. Meanwhile, Bahamut had appeared to Zasahl in a dream and taught him the art of using his breath weapon to heal his allies, knowing that he would need it in the trials to come.

They reflected on what they knew of the Primordials – that they were truly ancient, godlike beings of myth whose only contact with mortals had been in fairy tales and stories. They knew that Primordials would sometimes reward good deeds by bringing prosperity to a village, but in order to communicate with them, you have to speak their language (Primordial). The only other thing they knew is that the Primordials predated the Gods, and were mostly wiped out or banished by them. As this occurred the Assassins started wandering off.

The party objected to them just leaving, despite them having said they meant to help the people of the colony, and the issue of how far any one group could trust the other arose. The Assassins said they were letting the party deal with the seals because they were less likely to be turned into Tuatha, while at this point nobody trusted the assassins enough to take them at their word. They also realised that none of them had any idea what the Huntsman was getting out of this. When it was realized that this impasse could not be resolved without proof, Lib used the orrery to contact the Astrosage herself to clarify things.

After a short introduction, she explained that once Kraall had exhausted the demon he was contacting, he went to her, and she personally captured and bound the Namer Devil that had given Tuatha the Primordial’s name. Rather than waste time with hearsay or visions she summoned the demon itself in magical chains to the campsite, and had it explain personally, having compelled it to speak the truth when asked. The devil claimed to have been found by Tuatha living at the centre of the galaxy, where it was hiding from its kin. It was extremely old and not only collected names but would often broker them for power. The bargain it had made with Ceylon was that when the Primordial awoke, it would be given the souls of anyone he didn’t decide to keep for himself. The demon however was sure that Ceylon would not be able to control the Primordial, and that it would use his power to resurrect itself to its full power.

It also revealed that Tuatha had deals with many demons, giving them positions of power and funding in exchange for their arcane magic, and that it would be impossible to convince them to break their deals because of how valuable that support was. Aladraian asked it about the Bellerephon Cascade, which it dismissed as irrelevant, while Crias chose to test it. Zasahl had long since stepped out of the conversation because he wasn’t willing to speak with an actual real life Devil. The devil was able to tell Crias his own name, but was uninformed as to the World Builder’s Plans beyond the scope of their deal. The party then got to arguing what to do with the demon, so the Astrosage lit a minature supernova within it, reducing it to ash, much to Aladraian’s distress. She assured him she knew the names he had learned and invited him to discuss them if he was that curious, but reminded the party that lives were at stake, specifically their own.

At this point Kraall’s tower burst into flames in the distance, as Ceylon discovered Crias’ handiwork. She also reminded them that summoning a bound demon was the kind of thing Ceylon would probably be able to notice, and so they should probably leave. She offered to take Kraall’s soul into her custody so he could be raised, and informed the party that Yorick had been resurrected – the party having told Tuatha about his plight earlier. The group of course objected but the Sage handed them an original copy of Kraall’s notes on the primordial seal, to the shock of Crias who grabbed her arm and was shown firsthand that she had opened a wormhole in the orrery to do so.

The notes stated that there were four seals, each corresponding to an aspect of the Primordial – Earth, Water, Metal and Air, and that a sufficiently powerful blast of arcane energy was enough to break them. The metal seal had already been opened when the group flew through the leyline, hence the colony’s rearrangement. The notes stated that each seal had a specific ritual that must be performed to unlock them, and that doing so would fully awaken the Primordial heart, essentially bringing the planet to life whether people liked it or not. These seals and the rituals could be found within temples in their respective districts within the ancient city and presumably each one would have cataclysmic results the way the Metal Seal did if they were broken. For that reason the group would have to be careful which order they unlocked them in.

Armed with an actual plan and the means to achieve it, the group then left for the city, coming to a gap in the crater wall, just in time to run into a group of elves and dwarves wearing Whetstone-Tuatha colours heading into the forest, presumably looking for them. Knostril had been hoping to see some of his dwarven compatriots, so the party hopes to enlist their aid.

Categories: Session Log