Archive for the ‘Session Log’ Category

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

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

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

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

Session 6: Stealing Hearts

November 11, 2012 33 comments

This was a short session because apparently AMERICA (!!!) controls the flow of time and therefore the rest of us are expected to know when they have daylight savings and adjust our schedules accordingly. If indeed you guys want to start one hour later that’s fine though – Discuss in the comments.


Not pictured: Citizens huddled atop giant rocks screaming in terror, the giant flying squid*.

Having narrowly escaped the dismantlement of the colony, the party found itself within a forest consisting of a hoard of golden-feathered ostrich-birds that was slowly being rooted to the spot via living metal. The colony was ruined and the ancient city below it was visible, wreathed in a bright green glow.

Understandably, those of them that cared about the colony (read: not Crias) were a bit upset at the development that left their homes suspended far above their heads on jagged metal vines. To that end they demanded some proof as to the assassins’ good intentions.

Dak’kel insisted she could not have been responsible for sabotaging the tower because she came straight to the camp upon leaving the biome. In addition, her feet had no cosmic paint on them, nor did her boots. She suggested that the trees covering the door were placed there by Tuatha himself, citing the fact he was the only druid who knew they were going into the tower, and he would easily have the power to summon some trees that wouldn’t cut. The party didn’t totally buy it, even though Bob pointed out that the defining feature of a druid was the ability to shapeshift.

He also offered up a signed letter from the Huntsman which Julie and Lachlan were able to verify, the ink shifting so that the party could read Bob’s orders. Basically the assassins had given him a note explaining in as many words “You owe me, do what you can for the people holding this” after killing Kraall and Yorick, and signed it so that only his allies could read it. After they did so he threw it in the orrery that they were using as a campfire, incinerating it in the miniature sun. He also took the opportunity to confiscate Crias’ damaged shock stick because it was technically stolen. For those following on at home, this means that Bob was not one of the assassins, and did not lie about having no idea Yorick was dead – his only involvement is as a facilitator, and he doesn’t particularly like being associated with any of these people.

The party then confronted them about their allegiance with the Astrosage to which they responded by summoning Kraall’s spirit. It turned out that Kraall had been working with Tuatha to reinvigorate the primordial heart (literally the heart of one of the old gods), but after he began to suspect his friend of infernal dealings, he began to get cold feet. Verifying his suspicions through a bound demon in a secret room within his tower, he confronted The World Builder, soon realizing there was nothing he could do to stop him. In secret, Kraall began working with the Astrosage to stop Ceylon’s plan. He locked the controls of the tower so only the apprentice of Grayson Faraday could use it, not anticipating Aladraian. After doing so he had himself assassinated, replacing his own soul with one of the local ghosts (hand picked), in order to deny Ceylon himself as a resource. Believing his tower could not be piloted he was rather dismayed to find the plan going ahead anyway.

He explained that Tuatha had come into possession of the true name of the Primordial whose heart rested beneath the village – With that name he could command the heart to do his bidding, though there was always the risk of those who chose to bend it to their will falling under its control themselves. Tuatha was arrogant enough to disregard this caveat, and set in motion a plan to access it. To do so he would need Kraall’s expertise in opening the primordial seals located the ancient city under the mountain. Luckily, Crias through an act of extraordinary incompetence(?) had destroyed Kraall’s notes on the procedure, denying Ceylon an important resource and buying them all some time.

The Astrosage was vehemently against The World Builder’s plan, and hired the Huntsman to steal the name, which he did, storing it in an ornate pendant, that when either invoked or broken would sear the name into the mind of whoever used it either until it was spoken correctly or forever, respectively.  Bob, being the Huntsman’s representative gave it to Zasahl for safe keeping, and because he and the assassins meant to return to the colony, help the people there and hopefully distract Tuatha until the party could put the heart back to sleep using the name. In theory this should prevent it from waking up again, and set the colony back to its original state. Of course, it would be at the cost of keeping the world a barren desert for the rest of time.

The party decided it might be a good idea to take a rest before they did anything else.

Meanwhile, Zasahl confronted Dak’kel about murdering Yorick, which she expressed regret about, though justified her actions by pointing out that not only could Yorick be raised (she’d do it herself if need be, though she suspected Ceylon would deal with it first) but she had acted under the assumption that their success would save the colony. She revealed that she had been brought up as a street thug, and that the church of Bahamut had taken her in, asking her to use her more unconventional skills to help others, which she agreed to do even at the cost of her own soul. As such she felt obliged to make tough decisions so long as eventually her actions ended up helping people. To that end the fact she’d killed two innocents (despite one being a favour) for an ultimately futile purpose was weighing rather heavily on her conscience. She nonetheless refused to turn herself in to the World Builder’s justice under any circumstances.

Afterwards, Aladraian talked to Kraall about where the Psiontist was. Kraall stated he was unsure, but suspected this to be part of some grand design on Grayson’s part. He had provided Grayson with the  location and astronomical details of the Bellerephon Cascade – it’s a nebula that apparently doesn’t give off primal magic, instead it’s surrounded by masses of dark matter and charged with abundant amounts of dark energy. Those qualities make it difficult to analyze, but Grayson seemed satisfied enough to presumably leave to go to it. Unfortunately, The Psiontist was just as cryptic as his destination so Kraall can’t be of much help until he gets himself raised.

*The scene is shot from the squid’s point of view.

Categories: Session Log

Session 5: Calamity

November 3, 2012 12 comments

With the party having regained consciousness they set to work dealing with the engine situation. Luckily, Julie had shown up and was able to help. They identified that it had overloaded after being disconnected from several systems and was currently hypercharging the door systems. The group set out to find a control room, and after locating the observation deck, Kraall’s bedroom and a room full of replacement mechanical parts  they managed to do just that. Kraall’s bedroom held a diagram of a massive arcane leyline running straight through the colony, but Aladraian dismissed it. They then set to messing around with the settings in the control room, redirecting power to the shields for the time being, thus allowing the tower to vent its excess power into them. This had the unintended side effect of blasting away most of the nearby ground and rendering the tower, now clearly revealed to be a spaceship, unstable.

They immediately set to putting out the raging fire, using one of two enchantment-triggering buckets that caused torrential rain in whatever room they were emptied in. This did the trick and Crias, for reasons that are not clear to anyone at all, promptly used the second bucket to douse Kraall’s study, destroying the remainder of his notes, charts, journals, tomes and scrolls. Aladraian was then able to repair power to two systems – the air conditioning and the engines, which promptly ignited, sending the group on a pre-planned course straight through the leyline.

As Aladraian struggled to regain control of the ship, Zasahl prayed in the observation deck, watching the ground recede and the tower turn to fly over the colony. His prayers might have been answered as Phillipe, the giant aerosquid showed up and smashed his way through the observation deck window. Crias noticed and tried to calm Phillipe down, only to find out that Phillipe was being ridden by Druid Bob, a gnome, the elf from the shooting range and a female dragonborn, who Crias immediately (and correctly) pinned as Yorick’s killer. Perplexingly they did not appear hostile, and instead invited the party down onto the squid with them.

His paranoia vindicated, Crias immediately leaped down, executing a fantastic acrobatic maneuver that impressed all who saw it, with the intent to just kill the assassins immediately. Zasahl clumsily jumped after him, and landed on the vengeful warden. He was followed by Julie, who landed on the two even more clumsily. At this point, Knostril and Lachlan entered and wondered what the hell was going on. The assassin’s shouts to join them were met with confusion and Bob revealed himself to be an agent of the Huntsman. Meanwhile, Aladraian had managed to gain control of the ship, but not before it flew through the village’s leyline.

With the leyline charged, the primal heart that it pierced was invigorated and the unstable reaction from the two sources caused it to begin reasserting the nature this planet once posessed. The lighting bubbles popped and the colony began glowing. Spikes of living metal shot out from within the mountain, skewering chunks of Ferrosa on their jagged ends, tearing the colony apart and suspending the chunks in the air. The Assassins informed the party that this was exactly what they had been sent by the Astrosage to stop, and by killing Kraall they thought they had foiled the World Builder’s plan. They assured the party that the huntsman’s patronage would hide them and implored them to join them, which Knostril and Lachlan did. Meanwhile, Aladraian was able to reprogram the autopilot to send the tower back to the spaceport before jumping down himself. From their vantage point they could see the buried city within the mountain, now revealed to the surface world for the first time in untold centuries.

As they sailed down to the forest, the assassins relayed the Sage’s instructions, explaining what they believed to be The World Builder’s plan. The unique nature of Ferrosa trapped the souls of the dead, allowing them to be deposited into new bodies after an arbitrary amount of time. The Sage believed that if Tuatha were given control of this process he would have untold power over life and death – preserving those he wanted kept, eliminating those he wanted gone without a chance of conventional resurrection, and selling the remaining bodies to the highest otherworldly bidders. The fact the Touchdown festival attracted a lot of powerful aristocratic types makes this a disturbing possibility.  She contacted the Huntsman an the two conspired to stop it, sending in a team of assassins, and calling in a favour that Druid Bob owed to shelter them. Unfortunately the job didn’t go as smoothly as planned – They were spotted by Yorick and Dak’kel, the dragonborn killed him to silence him, a fact she appeared uneasy with. They proceeded to nearly kill Kraall, but the subsequent lightning strike forced them to flee before the job could be verified. Upon discovering his possession they speculated Tuatha’s intervention and resolved to keep an eye on the situation.

The tower taking off confirmed their fears that his plan was still in motion. Unable to stop the colony from being destroyed, and suspecting the World Builder would try to silence his pawns, they set out on Phillipe to investigate, and potentially recruit some new allies. Whether they were correct or the party will simply kill them for their crimes (or worse, give them up to Tuatha) is not yet known, but the group have convened in the assassin’s camp, where they are deciding what to do next. Luckily, Aladraian’s piloting abilities should have thrown Tuatha off their tracks for now, as he should still believe the group to be in the tower. Of course, Phillipe isn’t exactly inconspicuous so whether Bob was correct in suggesting that they would be concealed is far from certain.

Categories: Session Log

Session 4: The Duel that Never Happened?

October 28, 2012 9 comments

The session started with Crias making a fumbled attempt to get Zasahl’s shock stick. He was intimidated into submission and spent the rest of the session cowering in a corner.

Fun fact: Intimidate is a straight up roll vs Will, and Zasahl has a godly intimidate bonus!

From there things got a bit strange – Zasahl and Knostril  began to see each other as enemies and began a fight to the death. Both were well armoured and had trouble doing any real damage to one another, and any time that Zasahl was hit he simply healed himself. The two fought through the lobby, wearing each other down slowly, as their battle spilled into the hall. Zasahl retreated into the Faraday memorial room hoping that its enchantments would distract his foe. Unfortunately the room’s effects only render its contents uninteresting, not its occupants, and Knostril found himself free of distraction and utterly focused on Zasahl’s end. Realizing his mistake, Zasahl allowed the psionic effects of the room to free his mind of distraction as well, and the two began beating each other bloody (repeatedly). Before the final blow could be struck, Knostril hesitated, unwilling to gamble what little energy he had left on one last attack.

As he began to make his move, the two found themselves floating in a stellar void, before being returned to the lobby  – apparently the Astrosage had her own agenda with this fight. Thinking no more of it, Knostril charged, only to miss, as he no longer had the focus the Faraday room provided. Zasahl went to burn him with a sacred flame only to find that he had not been fighting Knostril after all – he had just shattered the Psionic Nexus of a Faraday Corps defense construct. The machine had sensed the damaged Arcane battery, and detected intruders, using its psionic abilities to wipe the minds of most of the party, and project hallucinations into the mind of the remaining two. Knostril’s final blow and Zasahl’s holy fire had shattered the source of its power, breaking the illusion and narrowly averting disaster. After salvaging the shards of its nexus and the twin daggers it wielded, the two threw its body into the Arcane fire, and the conflicting magical power sources reacted to slow its spread. With any luck, the party should now have enough time to come up with an escape plan, but they won’t be able to depend on any healing from Zasahl.

Bonus Feat for Zasahl and Knostril: Fire-Forged Friendship

Through their duel, Zasahl and Knostril gained an intuitive understanding of each others’ fighting styles and capabilities. Now when they aid one another, either through a skill check or in combat (through flanking etc), they get a +3 bonus instead of +2.

New Mechanic: Escalation Die

In addition, we’re going to use the Escalation die mechanic from 13th Age in combat – each round of combat with a successful hit increments a d6 by 1. The value on the die (1-6) is added to all attack rolls the party makes. So if the ED is 4 everyone gets +4 to hit. Enemies don’t – it represents the party learning their foes’ weaknesses and being able to better circumvent them.


That was a fun fight but a lot of people were busy today and couldn’t make it. Would it be more convenient to move the game back a day to Friday (US etc)/Saturday (NZ/Australia)?

So the next session would be 6 days from now instead of a week.

Let me know if you can make it.

Categories: Mechanics, News, Session Log

Session 3: The Bellerephon Cascade

October 21, 2012 4 comments

As a note, I’m expecting people to get to level 2 as of next session, provided they escape the burning tower. I’m tracking XP kind of informally and I figure level ups will be at suitably dramatic moments, rather than after an arbitrary point total. If you want I can try formalize the whole thing a bit more, but I think it’ll be more fun to have level ups be defined by something awesome happening instead.


As our heroes were debating what to do, Aladraian returned with help from the colonists. The Duchess, after initially discovering Yorick, panicking and flinging wild accusations at the group sent a bunch of people to dig out the entrapped druids, while asking the party to investigate the assassination covertly so as not to cause a panic. She, meanwhile would post guards around the shuttle bay and attempt to keep the Assassins from fleeing. Zasahl was able to clear his own name thorugh Yorick’s testimony that the assassin who killed him was female. Unless there’s some really weird alternate universe time travel going on. They decided the best way to do this would be to investigate Kraall’s tower, in case his soul was bound to it, or in case there would be anything suggesting a motive for people to kill him. They noticed the lightning storm had been coalesced into a series of water globes filled with arcing electricity.

On the way, they encountered Ceylon Tuatha, who thanked them for dealing with the Biome problem, agreed to look into the matter of Yorick’s ghost, and took an immediate interest in his possessed friend. Tuatha, being familiar with the history of this place, was able to interpret for the spirit in Kraall’s body who referred to herself as “Glissa of the Caverns”. She informed them that she “lived” within the mountain on which Ferrosa is built, in a subterranean village. He offered to answer the group’s questions as promised, but they instead asked his help in getting by Kraall’s defenses first. He agreed on the condition he could be allowed to continue to question Glissa, which the party agreed to allow. Despite evidence that Tuatha was some kind of Paradox Warlock.

Ceylon opened Kraall’s door by reverting the wood into seedlings, and the party began exploring. Crias came across a fancy walking stick engraved with the eye Seal of Grayson Faraday (Note: The Faraday corps symbol is identical, but with a star, not a galaxy as the eye’s “pupil”). They also broke into a room containing an active starship engine hooked up to an Arcane battery, and a small closet that Kraall had apparently been painting with a substance that resembles space when applied. The paint was wet so Zasahl and Crias began trekking nebulae through the hall. Lachlan meanwhile found a spyglass that seems to clearly show shadows but not people. In the next room, rather than a spiral staricase they found a grand hall, with a series of sliding staircases leading to various doorways set at varying heights along the walls. One was a kitchen (Kraall likes spicy food), while another seemed to be a portal leading to the other side of the room. However, upon being approached by Aladraian, holding the Psionstaff the portal shifted to a room full of Kraall’s Faraday corps memorabilia. The room was protected by an psychic effect that caused individuals with will less than 15 to lose interest in it.

It seemed Kraall had once been Faraday’s personal apprentice, and while he was not a psion (indeed Faraday has no restrictions on those he takes as apprentices) he had worked closely with the Corps. There were several portraits of old campaigns and star maps,  as well as a crystal containing a memory of the day he shot down a craft of escaping convicts, only to find out later that his sister Pyxis was one of them. Pyxis Tyrulian was a pyromancer, who had evidently become estranged from her family and incarcerated.

Moving on, the group managed to access his study, coming across scattered papers suggesting that Kraal was aware of Ceylon’s arcane dealings, and confronted him about them. He had also done some research into the Primordial Seals below the village, and theorised that they could be opened somehow. Perhaps if Glissa had been available she might have been able to offer some insight, especially now that they had a mind reader, but as it stands they’ll have to go back for her. Nonetheless, Aladraian came across a locked journal, which Crias promptly attempted to shock, and the resulting clash of enchantments drained the two effects, bringing the leatherbound volume to life. It has roughly the personality of a spiteful cat, but none of the ability to move.

This explains why natural paradox mages are so rare.

The diary contained an account of Kraall meeting Grayson Faraday, who seemed interested in the Bellerephon Cascade – an obscure nebula with strange and unpredictable properties. He then left his walking stick with Kraall and vanished not long after. At this point, his whereabouts is completely unknown, though the Corps has denied it. As they continued to search through Kraall’s stuff, they began hearing an ever louder hum. Moving downstairs they saw the door locked, the Arcane battery ablaze and the entrance regrown into sturdy, regenerating oak trees that could not be felled despite Knostril’s best efforts. Suspicious Draconic footprints lead from the star closet to the door, meaning the assassins seem to be involved. Their attempts to fell the trees unsuccessful, the party will have to search through Kraall’s abandoned, chaotic tower to hopefully find another exit.

Or be burned alive in arcane fire.


At this point, the killers could be working for any of the icons except Grayson Faraday, on account of him being missing and that making no sense.

Categories: Session Log