Session Recap – Antaract Adventure #5 – Traveling to Xenth

Session Date: 26th July, 2024
Attendees: Parallax (HW), Kangrog (JW)
Missing Members: Senko (BD)

The Crossing

Heading north from Rizden, do the party travel, heading to see Xenth on this endless quest for a mystery goblin we can barely remember.

We are traveling a day or so north, until we are past the river crossing where there will be a signed trail, that heads westward and up into the foothills of this spur of the mountains, to the Windy Vale, where Xenth’s tower has been marked on our map.

At the river, there are also three travelers on the far bank, some looking wet, as though they have recently crossed the river.
Upon recognizing Baelor (who had already recognized them) and his guard, the party rushed the ford, at the same time he was asking (see: screaming at) the armoured figure to “get them” as they had “followed me!”

At that, the Thassian rangers hiding under the Pass Without Trace spell, emerged from the trees and opened fire with crossbows.
Kangrog & Pallarax have to wade slowly across the river, after Kangrog tries to jump all sixty feet in one hopeful, yet mediocre dive.
Putting their respective abilities together including one demonic axe, they create a wall of steam, protecting them from fire (Providing Half Cover).

Unfortunately, the enemy cleric had cast Bless on the troops, and countered the effect.

Finally close enough, Pallarax drags Baelor’s guard into the river with Water Whip into the wall of steam, causing him to die screaming in the shallows as his face slowly boiled off.

Kangrog (too rage-filled to even notice the six or so arrows sticking from his chest) used the screaming guard as a launching pad, leaping at the Thassians with spears and splitting one in half and gaining Inspiration.

A frenetic brawl broke out. and Baelor scampered off on the horses. Kangrog chased the Cleric around the map, Pallarax chose to blow a man inside out by breathing lighting down his neck.

After the combat, the Party found another Cipher Book, this one fused shut by a lock, along with 9 gold.
The armour and weapons were left as they bore Thassian sigils on them.
The bodies were left where they fell, to feed the vultures, one assumes.

The Shrine

The next day, they travel the trail into the foothill’s of the Wardens, the surrounds changing from evergreen to a sparse and rocky vistas. By noon, you are on trails with sheer cliffs to one side, and sheer drop offs on the other, but the trail seems well travelled, and is comfortably wide that you can still walk two abreast without nearing either edge.

A couple merchants have passed you through the day, coming the other way from the valleys above, when asked, they mention there is no dangers ahead on the pass out of the ordinary, that the Baron and the Lady Sorceress keep the area well and safe from most harms.

In the early afternoon, they come across a small Shrine to Kithloth, Lady of Winds, in the side of the pass, that has a strange feeling to it, and under close inspection shows it has been corrupted, with the colours wrong, the symbol of the 4 lines of air was upside down.

An astral projection of a wind spirit is shown to Pallarax, as the cliffs shake and a single dark figure with long red hair blowing in the wind appears emerging from the back wall of the shrine.
She stands draped red in cloth hanging lifeless, staring at you, weeping rivers of blood. Long iron chains, wet with blood hold her wall, and she trashed against them weakly.

Once the source of the curse, a small blood sigil on the rear holding the ward in place is scratched off, she reappears and purges Slerikek from the valley

. As a thanks from the Lady of Wind, another astral presence flutters into your senses, projecting in front of you is many faintly glowing purple lines, fluttering about as if they are the wind itself.


The flicker and flutter for a moment before coming together to form the shape of you, in your monk robes of your home temple. You follow through a series of gestures, that when complete have your form shoot a burst of wind from it’s hands,
The symbols imprint in your mind, and Pallarax now has the Fist of Unbroken Air Monastic Tradition.

The Beholder Lair

Further on that day, as you pass through a small little valley filled with life,
you find first and odd scorch mark and a pile of ash on the ground.
Beyond it a small trail leads off, and as it curves away in the distance, there is fantastically realistic statues a Dwarf and Human, carved in a way to seem like they are running away in terror towards you.

Do you wish to explore the trail further, or continue on your way?
Fuck that, no

A wise choice for two level fours.

A visit from Horn

That night, as they setup camp, an unsuspecting gentleman in some fairly nice gear drops by to ask about the mountain of corpses back at the river crossing.

He reveals himself to be Captain Horn of the Nestorian Guard, but you’re pretty damn sure he’s NIS through and through.

He convinces them to sell them the Cipher for 200g, so he can take it back to Nestor for study and possible counter espionage operations as they had been struggling to crack the code the Thassians were talking in (like some random captain would know that).

He admits they were Thassians, and that bad times might be on the way.
Comments he will report in the Beholder’s lair, claiming to have gone inside for a ‘quick look’ on his way past.

A good session, well done all!

NPC – Slurg

Daemon – Alignment Unknown

Slurg is a Daemon, found in a old and dying tree behind Blackthumb’s Roadside Repairs, in the small village of Rizden on the Alecton Way in 1212 NR, trying to sell Tangor’s location for a soul.

Slurg has implied he needs a soul to buy his freedom from his ‘master’, and attempts to bargain for a soul at every given opportunity. What that soul will actually be used for, has not been disclosed at this time.

He also appears geas-stricken as to not reveal who his master is, or his plans.

Player Interactions

Slurg has struck a deal with the Player Character of Kangrog, paying all his gold, a magical keg and a promise of ‘his next magical item’ in exchange for 1d6 fire damage added to the axe.
No greater specificity was given than that, leaving the Daemon fully in control of the relationship for now.

Session Recap – Antaract Adventure #4 – A Day in Rizden

Session Date: 12th July, 2024
Attendees: Senko (BD), Parallax (HW), Kangrog (JW)

Town Description

Little more than ten buildings in total, Rizden is nothing more than a few houses that have sprung up next to a traders stop along a major roadway.`
Frequented by no one other than the transient and transitioner, the locals are aware of world events outside of their local region, hearing many things from many mouths in passing, and might know a thing or two, if one were to ask…

The party approached the town, and chose to visit the Inn first.

An Alehouse Drake was chained up outside, not showing any visible issues, other than a sign that read “Do Not Feed”
Senko managed to pat said Drake, and also getting his hand back just in time to get away without a scratch
(The sign would continue to frustrate and drive all actions of the party until such time as the Alehouse Drake would be fed)

Went inside the Inn to meet the folk:

Snakebite
Is sitting by the fire, casually trimming his nails with a ridiculously large knife, and humming an ancient long forgotten melody of Mekkia

  • Gave 200gp to each player for the Ankheg shells.
  • This has been retconned into a Stone Bank account for each player
  • We will do the setup process when in town

Kangrog has purchased a Keg of Oskar‘s Booze for 50gp

  • Oskar is a Brewmaster of Skyshaft, travelling the lands selling his wares.
  • Drank 4(of 20 max)
  • Before selling it to the Demon Slurg.-12cp for Ale drinks-10 sp for broken stool after the effects of Oskar’s booze wore off.Tossed 1 gp for Well

The drunk thief approaches the poor child (Purn)
A small human child, maybe 8-9 years of age, that is drinking casually from a wineglass at the bar.
She is a Artificer from the Pirtarvan Duchy, passing through on her way south, seeking the possible help with her reversed age mishap from the Elven Sorcerers in the Ancient Realms of Selendar

  • Finds out about her mishap, de-aging too far in an experiment.Found out about the Thassian – Nestorian Conflict in Relast.
  • Told them about the Activity in Morvail.
  • Offers to Enchant Weapons for 500gp

Kangrog spoke to Inga
Ancient and wizened, she is potentially either short or tall of frame, but it’s hard to say with how stooped and bent over she is.

  • She cast Lesser Restoration on him in passing
  • Told him about a Wizard that might have work for them in town

Baelor asked Parrallax if he was Rogal.

Rust and Revlor are headed home

  • Revlor has lost his sword.
  • They’re going a very long way to avoid the Undead activity to the north.
  • When asked about it, Rust said the Smith wasnt home when he visited.

The Party leaves and heads over to see Gelpdor the Grand, Star Alchmemist
The Tower Belongs to Gelpdor the Grand, Star Alchemist
A sweet little wizend old gnome, wearing a pink shirt and bright blue pants.
A Registered Alchemist of the Guild of Nestor, he is quick to tell anyone.
Talks a lot about stars and Mani-Spheres, and Magnetti-Spheres and it’s all very confusing.

  • He had a quest for Roatating Soil, which was really just summinga huge Ankheg to do the work for him.
  • They rotated the crops and got 10gp and 333XP each
  • Asked and found out who Rogal is – The Blacksmith who goes by “BlackThumb” in town.

Back to Inn

  • Lunch for all – 10cp each.
  • They also found out that the Alehouse Drake is just a lil’ fatty on a diet

Back to Inn

  • Lunch for all – 10cp each.
  • They also found out that the Alehouse Drake is just a lil’ fatty on a diet

 

Heading to the Blacksmiths, Blackthumb’s Roadside Repairs they find it unoccupied.

  • As they go to leave, from the empty building noises of furniture moving can be heard.
  • Blackthumb comes out, sells some weapon Sharepening, and a Stave to Parallax.
  • Kangrog – had Axe Sharpened = -5s (+1 dmg next combat)
  • Senko= – 1gp  Rapier, 2x Daggers > Each with +1 Damage in next combat
  • Parallax = – 5 sp for a Staff purchased.

They head over to a Demonically Inhabited Tree that has been given suss vibes to the spellcasters in town.

  • There they meet a sweet little demon named Slurg who offers to give them the location of Tangor in exchange for a soul.
  • They trick Slurg into giving away that he wants to use the soul to gain his freedom.
  • Instead, after a while of bantering and bickering, Slurg makes a deal with Kangrog:
    “All his money, the Magical Beer, and his next magic item” for 1d6 Fire Damage on Kangrog’s current great axe.
  • Gelpdor gives them 10gp each and a pat on the head for getting rid of the demon, and tells them to seek Xenth for help with finding Tangor in time.

The Thassian Spies

After the party figured out something was up with Baelor and the Blacksmith, they kept a watch.

  • Baelor was watched, dropping his packet of letters in the Coal bin at Rogal Blackthumb’s. 
  • Senko stealthed in, then tripped, knocking over the coal bin.
  • Parallax, seeing this from the Inn window, unleased Kangrog upon the unsuspecting peace and quiet of the inn, creating a distraction to cover the noise.
  • Senko stole the packet, snuck off to read it, finding it to be in code.
  • He then B&E’d the blacksmith’s house, searched and found the trap door
  • (But not the password on the paper, as no one would until too late)
  • Went downstairs, with the Party in tow
  • Rogal having seen them go, follows and watches from afar.
  • They set off the trap, falling for the lure-tripline and missing the actual stone due to some shitty rolls.
  • Senko dives from the Boulder, but has his ankle crushed
  • Parallax runs too fast, so he gets up the ladder quicker, Kangrog does the same, but with 5ft to spare, Parallax getting him up the ladder with an assist.
  • They turn to find Rogal behind them, Kangrog sets his axe on fire and threatens him, and he runs off into the night.
  • Later, Baelor cannot be found either.

Meanwhile, Senko, on his own, opens the Cipher on the Altar, having an exchange with the person on the other side of the book:
– Them: What News do you Bring?
– S: [Cant remember, trying to guess the situation]
– T: What News do you bring?
– S: [cant remember, was about the packet of info]
– T: Initiation Phrase?
– S: Wait, there are people in the tunnel
– **Book burns to ash.**

 

Session Ended There

    • 866XP Each
      • 100 – Demon
      • 333 – Soil Rotation
      • 100 – Discovered the Spy
      • 333 – Found the Cipher

Session Recap – Antaract Adventure #3 – The Road to Rizden

Resources purchased last session:
a Newspaper,
a Map of the Region

Beginning our Travel

The day starts with them leaving the company of Snakebite and Turbo, heading west with news of a town 3 days away and a pack of Hyenas somewhere along the way

The party decided west due to their location being surrounded by:

  • West – Turbo has told them of the town to the west, 3 days travel by foot on this very unused path.
  • East – Northern ranges of the elven woods of Velat
    • Not safe for those not invited.
  • North & South – Open grasslands, could be anything in that direction, side quests etc.

Travel and Movement
The group learned about marching orders, travel speeds, forced marches, etc.
This march would be difficult terrain, the town would be about 35 miles (@ half speed)

PaceMinuteHourDayEffect
Fast400 feet4 miles30 miles−5 penalty to passive Wisdom (Perception) scores
Normal300 feet3 miles24 miles
Slow200 feet2 miles18 milesAble to use stealth
Gnolls

The Hyenas of course, are a small group of 3 gnolls alongside 4 Hyenas.

Due to the speed the party was moving, the Gnolls would come across their camp in the night. As the Barbarian was sleeping on their watch, the ability to negotiate was removed, and the gnolls considered the sleeping forms to be the start of a well rounded, tasty breakfast snack.

Attacking from the trees, regular gnolls and hyenas gave a group some minor trouble before the Fang of the pack joined the fray.

Throwing Senko down repeatedly, knocking the Barbarian unconscious while standing in the fire, and driving Pallarax down to a dismal HP count, Pallarax rallied and was able to get his companions up and closed out the fight before any lives were lost.

Upon inspection, each Gnoll had the same mark tattooed on their right shoulder, using insight to decide it might be their clan mark. maybe.

On their bodies can be found a pouch of gold, with 30 or so in it.
with a small note scratched on leather, mostly unreadable due to being chewed but has a red ‘E’ at the bottom corner.

No Ears were claimed from the Gnolls.

Insight Check revealed Erinthotle has people watching for the Sennite and his friend who defeated Buv’Kah

Gained inspiration for removing a regional pest.

A River Crossing / A Fairy Fucking with you

Suddenly, the vibe was really off.
Something wasnt right.
But Pallarax can’t roll for shit, so Senko got it done.

The real path was concealed by a hallucinatory terrain, but the players can still hear the rushing of water coming from nearby, enough dicking around got everyone able to see the illusion.

When they figure it out, they heard a faint giggling nearby.

They could see a fast running part of the river, about 20ft across, that appears to have once had a rope bridge (has been sawed off, by the looks of the ropes). The river is running quite fast, and goes for some distance, not likely to be easily moved around.

Balazarass flying past

Several hours after the Gnolls, (or maybe the next day?),

Roll Perception , Over 10 sees it

Pallarax clutches a perception roll finally, seeing that flying form is far off in the distance, coming your way from the East.
Large, larger that it should be and still able to stay aloft.

You think it will be here in about 3 minutes (timer).

After 1:30: They realised it was dragon sized and started trying to find places to hide, to get ready, to pee pants, you know the drill.

As it approached, it simply… flew over, too high up to interact with.
A reminder for the party: you’re not the only story happening today.

DM: A good History check might have revealed who he was, and where he was going / coming from, but oh well.

The Faerie Grove

During the second night of travel, Pallarax will feel a “calling” from the nearby grove of trees deep in his inner chakras.
The grove is lightly lit, glinting in the darkness, and is small, maybe only 150 or so trees, you seem to recall being able to see through it earlier before darkness set it, so a pretty small grove.
Investigate shows a very weak source of white light is flicking around inside, being blocked by branches and leaves, as if flying around within.

The group joins him in walking through the arch.
DM: A wise choice, but now they will still need to learn about splitting the party and consequences that come with it another time 😇

Heading into the Wood – will they dare?

As they walk to the wood, a clear path in the grass seems to be laid out before you, flattened and ready, but still vibrant with life. Trees sway lightly in a wind you cannot feel, and little motes of light will flutter down from above, seeming to fall onto things, but never quite existing long enough to to touch or land on anything.
Arcana:These are Fae-Trails, showing the presence of the faery folk in this grove.

At the edge of the wood, before them, is an archway of branches that have grown together in this form, seeming as though it has been there as long as the stand of trees.
On the other side of the archway is the sight of an eerie view before them:

  • A light without source seems to cause enough light to see shapes and basic details,
  • The trees seem much sparser, each now appearing to have been tended too
    • but still natural with shrubs and such around the base
    • with small blue-white balls of light floating peacefully in the trees
  • softly glowing pools of still, completely transparent water
    • showing peaceful koi doing lazy flips and spurts of casual movement.
  • The animal trail before you becomes stepping stones among the grass not far beyond the arch
  • Say: “As you watch, the calling pulls a little stronger in a jerk, as if to say, ‘well, come on then'”
Time to meet the Grandma of the Plain

“Stepping through the glade, an intrusive sense of peacefulness washes over you, pushing thoughts of violence and trickery from your mind. Serenity, or some similarly simulated contentedness permeates your soul, and you find your mind wandering, thinking of snacks, or even the pretty girls from the old village you left behind many miles ago.
You know something is wrong with your mind, but… you just don’t seem to be able to care…”

A wisdom save is triggered as they entered, but was failed by all.
You suddenly find yourself unable to move, or speak

“Hovering, a few meters off, appears a floating lady.
She is dressed in a green and black ball gown, and has long reddish hair that curls down past her hips. She has flawless skin, high cheekbones, and lush, full, bloody-red lips. Her eyes are golden and have vertical slits for pupils, like a cat.
She’s also less than three feet tall.”

Faerie Godmother:

“What is this, entering into mine grove? A scaly Sennite, and a follower of Mithrim walking on the Watcher’s cloak? A Tumultuos FlowWalker, and a big angry boy with a big axe…
children really, nothing more.

Unaware and unready for the changes before their puny little souls, hmm??
Well, isnt this novel, for the night of Moons waxxing.”

She hovers closer and peers at each of your unmoving stances over her thick rimmed glasses
*Stopping at Senko for just a moment extra, she raises an eyebrow before zooming off to branch high up on a nearby tree, where she makes a welcoming gesture with a hand, causing that branch

“Hmm. have a care child, find your path.
Now, why did I bother to summon you here again? I know there was a reason!”

*She floats around a little, obviously pretending pretending to think in a comical matter, “Hmmmm’s” and “Aha!”s ringing out, before she exclaims, “Ah yes, right! Of course! He wanted me to show you something” and clicks her fingers.

She disappears, in her place appearing a stone altar, flat, with a crystal ball, about 15cm across, resting upon/in it before you.
From somewhere behind it, a disembodied voice calls out “It’s simple Sennite, grasp the orb. See your past. Peek at your your future. See the truth of the past.”

And with that, you suddenly have control of your bodies and mouths again.
She wont reply to any questions, but will giggle at dumb things from above.

Times Past, Times Future, Bad Shit All Round

DM: Lore Dump below. Get a Tea/Coffee.

Your consciousness floats up, above the plains of the Antaract, some miles up.
The sun slows, stops, and reverses course as time flows backwards.
The passage speeds, the flickers of the sun zooming past becoming first a strobe, then so fast it seems to be flowing forwards again.
The plains below seemed to inhale and exhale as forests grow and shrink, disasters of flood and fire come and pass, before finally the sun slowed, and time normalized again.

“about six thousand years, give or take, if you were wondering” mentions a familiar voice. “Let’s see the start of this mess first”

Below you, a massive construction project is underway. Giants over 60ft tall are erecting artful stone buildings and archers, lithe trolls are crawling across scaffolding and framework, consulting clipboards and slide rules, and down below, Orcs are piloting machines beyond your understanding, delivering and lifting materials, carving ornate art and painting gilding of a style beyond even the high elves.

The voice returns
“These were my people, did you know? At least, in a way. We fairy-kin were in tune and connected firmly with the Races of Mekk and their pure souls.
Well, you know, till that dirty asshat showed up”.

As she said that, your vision flies to a cave, filled with demon and beast alike (even a dead cloud giant in the back) where 13 Lich Lords were each stationed at a point on an elaborate ritual circle carved into the floor, with something that was probably once part of that cloud giant or his family.
Each Lich was standing next to a familiar looking crystal…

In the center, stood a figure draped in flowing silver robes, holding a tome made from the skins of dead gods and eldritch horrors, reaching up, not just across the heavens, but also, somehow, across realities, dimensions.

Morose Fairy saying “I hate this part” echoes in your mind.

Flipping back to the construction project, the sky suddenly darkens, as a blood red planetoid screams across the sky, leaking great slicks of oily blood across the land. The Mekkians below look up and point, some at the sky as their future ends, but some few others point directly at you also.

The bloody orb hit the ground, and the Mekkians went insane, turning on each other in a bloody rage, ripping each other from limb to limb, then beating the next guys with those same limbs. It was horrific, immediate, and wholesale.

You feel the passage of thousands of years, Men, Elves, and Dwarves propagate, the loss of the Mekkians is partially recovered from, til you start to watch an undead scourge spreading out from where you hovered. Eventually, golden barriers arose to hold back the Lich Lords and the armies of the dead.

Smirking Fairy “So, Scaleborn, you know your peoples part in all this don’t you? Their Crimes? Their transgressions?”

Your vision passes again, this time to linger in the lair of a sleeping silver dragon, curled around her eggs.
As you watch, Lichs walk into the lair, seals are set to keep her asleep and each of the eggs is quietly, oh so quietly, lifted by spells and carted off.

You flicker from lair to lair, across the world, watching as every metallic dragon lair is looted of their young and unborn.

And soon you see where, yet another ritual, yet another cave, this time around a creche of dragon eggs, that, as the spell culminates, each of the eggs hatch to birth an abomination. A man-like creature, on two legs but made of dragon-parts, the Scaleborn are brought into this world.

You follow the race for the next century, watching them train into shock troops of the Empire of the Lich, the First Empire, as they broke down defense and golden wards that had held back the undeath, bringing the risk of extinction to the living.

Angry Fairy: “Your people nearly ended all of us, Freak. And you did it with a smile. Or something that passes for one” came the voice*

Your vision covers the rest of the boring world story, people of the living finding ways to overcome evil, saving the day, all that good stuff. But the time passes in real time, slowly, you’re stuck watching monotonous details, squirrels digging for nuts, people farming fields, slowly, over the decades, driving your disembodied psyche into a state.

Before she finally gives up, with a humph, and returns thing to near current time.
“Now watch, this is what I was sent to show you, the rest was just fun”

You see Buv’Kah and a cloaked figure, standing next to the Crystal you freed from him, some days before your arrival recently.
The skeletal hands coming from the sleeves of the cloaked one starts weaving spells onto the Mekkian prism.

As he did, it turns blood red, and an impatient voice emerged from it “Yess, bloodless one? Iss it done?”

The Lich flicked his wrist, and the voice cries out in pain, while the lich leans over.
“Patience Sickly one, the plan matures..”

“Oh dear, and what will that mean?”

The Fairy shows future images of marching undeath, crushing the towns and cities of today.
You can see yourself now, on the wall of Nestor, You stand with Senko, & other players (Names?) with the heroes of the city, holding, the city falls around you.

You see Future Pallarax realize something, turn to Senko and yell “This is it! The moment I saw months ago! What should I tell me?”
With Senko Screaming back as a wraith dragged the last of his life from him “Tangor! Save Tangor! Tangor was always the key!”

As the vision collapses, you hear yourself yell back “but he’s already been taken from us by then! We didn’t even-“

“Well that’s not good, is it dearie? He wanted you to see this, so now you have.”

And you are returned to the present, the fairy is there, watching you for a reaction.

If they ask, she will reveal she must also answer three questions of their choice truthfully, however she will not reveal this info unless asked.

Once she’s done with them the vista fades, and they are once more, in a cold, dark wood in the middle of the night.

The session ends here, with Rizden ahead.

Session Recap – Antaract Adventure #2 – Back to the Surface

The Gardener

Returning to the Myconid, The Gardener, he gives each a pouch of spores as thanks. The spores will grant 3 rounds of haste if snorted, there are 6 uses in each bag.

The Gardener help’s by showing them a path out, via a channel of fresh air, leading to a series of narrow tunnels that lead upward to a place where it starts to branch out, into chambers of bones and spare carapaces, with the players determining they were in an Ankheg nest.

One returned with it’s feast of a still kicking horse horse, revealing a path to the surface but first getting off an acid spit and a couple of hits bringing Senko to the edge of death, before the cumulative assault of rapiers, lightning and fists brought down the beast.

Running to the surface to get out before stopping to heal, they were met at the entrance by a Hill Giant, Terr, who was quickly goaded into a rage by their slippery words and fast tongues, demanding they give back his child.

Deducing the Ankhegs must have him, they re-enter the nest, finding the child by a sleeping Ankheg that had finished feeding. A surprise rounds of damage smashes the best before it can rise, and they leave, dragging their spoils in the form of the carapaces.

Terr, gives his thanks, and promises to join them in a coming battle when required, and helps them break down the carcasses into a drag-able form of a sled made from a chuck of tree trunk he tears off.

Snakebite and Turbo

On the trail, the players come across a hunter/trader/tourist and his trusty companion, the legendary Snakebite and Turbo, travelers from Sevilla that seek out crazy and insane game and monsters, mostly just to see and witness them, but sometimes to help out towns from threats.

Snakebite has a chat with the players, mostly razzing them up due to their appearance, but he makes some basic trades with them, which will mostly be arranged nest session, but in the meantime they purchased a Newspaper, a Map of the Region, and he gave them directions to the nearest town, some 3-4 days away.

The carcasses were loaded up on Turbo’s cart, and he will join them in a village a day or so after them, as he has some folk to visit further along first but he first gave a warning that “this place don’feel righaat” and that he heard a pack of wolves ranging the plane a few nights back, and a pack of hyena’s the night before.

Experience Rewards
ReasonReward
Ankheg Encounter #1450 XP
Avoid Tarr’s Rage100 XP
Ankheg Encounter #2450 XP
Saved Garr, Son of Tarr250 XP
Good Samaritan Bonus – Ankheg Pest100 XP
Experience Per Player675 XP

Inspirations Gained: 1 Each

Session Recap – Antaract Adventure #1 – Gardeners, Gardens and Guards.

Quick recap

  • Found an Eldritch Horror at the bottom of a lake
  • Negotiated a deal with a Spider Queen
  • Met the Gardener
  • Dodged 8 traps (could have been nine @-B- the Broken 🔥 😈 🔥 )
  • Our new Rogue (Nameless?) stealh killed some Skeles,
  • Tangor heard voices and found a Potion of Stone Giant Strength
  • The encounter with Buv’Kah and the Crystal, resulting in the
    • Dramatic as hell Lightning Breath take down. +1 Inspiration for that btw

Items Found

The Cabinet on the Wall
Contains a number of magical treatises, notable entries among them are:

  • Annitola’s Treatise of Spell Vortices and Why They Are BAD
  • Rincewind’s Exploration of Matter Confluence Lines in the Realms of the Confederacy
  • Shorewalker, by Verd of Cantos
  • Absences of Light, Morrowdorn

There are also several magical scrolls,

  • Speak with Dead (x2)
  • Agrannazar’s Scorcher
  • Protection from Good / Evil

A Journal, with “Ërinthotle” printed on the front in gold.
The first page reads: Notes on Chaos Crystals:

One ever touch them, they erode your own connection to the material plane, and if physically connected to anything living will quickly cause it jump out of phase with our universes aura.

Beyond that, there are a number of notes about how to use these crystals to summon undead from the space between the planes of reality and information on creatures that had fallen outside somehow.

However further on is far more insidious writings, or drawing forth the beasts that naturally inhabit those realms, bringing the eldritch nightmare forth into the prime plane, placing stress on Sen. There it breaks of, with the final entry hastily scrawled

"Five complete, two to go. Soon Master, so very soon."

Session Recap – Antaract Adventure #0 – Greetings and Well Met

Our session, a one-on-one for a new player, begins and ends in the same 20ft x 25ft chamber, as most of the time was spent rolling up Pallarax the Bronze.

The adventure began with Pallarax noting both a strange inconsistancy in the floor, along with a shrouded figure in the back.

After much debate and decision making, he finally, with no other moves obvious, jumped over the spot in the floor, watching it crumble where he would have stepped with mild satisfaction, before dueling two rather badly painted skeletons.

While desperately fending off the second of the undead scourge, he freed Tangor the Terrible from his bindings (Was that… giant sized…. Spider Silk? Ruh R’oh!), and goblin cheered his new friend onto victory.

Tangor, appreciating the danger his new friend took on to free him mid-battle, vowed to stay on and see the quest through as a ‘life debt’ to the Dragonborn.

We leave them now, as they inspect the entryway to the next room….

Session Recap – Imperial Campaign Finale

Closing out the campaign of 2015 – 2018.

DMs Note: This event was brought forward, as I made the decision to move from Adelaide. This is the final summary of the third of the last three sessions, and starts after the final battle of the campaign.
As I find the notes, I will add those sessions (as they were a lot of fun), otherwise I will do it from memory before it fades even further into obscurity.

Epilogue
As they burst through the portal, the party finds themselves in what appears to be Nestorian Legion HQ, partially given away by the sign on the opposite wall that reads roughly the below lettering, where a large black jagged scorch mark has melted diagonally across the plaque.

Nesto-ian
Le–on
He—uaters

Perhaps a shoutout to another campaign…?

You are surrounded by Tactical Tables and their orderlies that are now congested, as they try to get past these dirty great magically hovering carts that have just appeared. People are leaning over tactical tables giving orders, or supervising, speaking into strange headsets, and with others simply just moving to another, seemingly more important, place.

On the opposite wall, you can see 12 large (1×2 ft) cards of the deck, below a large sign that reads “Nestor’s Most Wanted”. Two of the cards, #3 and #11 are alight, slowly burning down from the top. #3 Reads “Magus of Blood, Maltak the Druid of the Uni” and shows Maltak in a dark and foreboding forest, backed by his hounds. #11 reads “Leper of Blood, Tom of Ran” and shows a werebear in full rage, blood spraying everywhere. As the cards burn to nothing, the other cards shift into their new rankings, leaving two holes in places #11 and #12 that are filled by “Herald of Blood” and “Fool of the Fallen”.

On the nearest tacical table to you, you see a strange, poorly lit chamber that you quickly recognize as the one you just left. In it, two figures stand, probably Uzziel and the Lich from before, as a large hand drops off a bunch of corpses and figures back onto the platform followed by the matter-of-fact words: YOU WILL SEND NO MORE.

You realise you had heard that here in Nestor, and in fact you would find in the months to come the words had been heard round the world, always in the listeners home tongue.

Uzziel gestures for the Lich to deal with the pile of bodies that the Iron Knight currently climbs from, and then opens a portal. Looking around before he steps through, his eyes meet yours, before a flash of light and the table changes to the legion red with the 1st coat of arms in the center.

“What a pleasant soul” Remarks Morrowdorn, as he reactivated the table, now look at the scene from a much wider angle from further off.

Uzziel waits for his minions, Sorrow appears and gestures to the pile. The two ascendants converse, fairly aggressively, before Uzziel seems to back down, and as they leave, several corpses are left behind, nearly all clad in Nestorian red or Dwarven blue-grey steel. As Sorrow dissipated, so to did the remaining bodies, leaving behind only pools of blood, broken arms, armor, and shattered dreams of youthful lives ended early.

Tolarion, High Magus of the 1st Legion, summed up the mood with a simple, short expletive, before slumping down into his (prestidigitated) elaborately cushioned stool, as Seviok started to snore loudly from his new location beneath the tacitcal table.

Results

Worldly ramifications

The Goblins of Kharak Sanbell, lacking leadership after Blacktooth’s demise, will sign a series of contracts with the dwarves of Skyshaft, eventually becoming a labour force of the dwarves, paid a mere pittance of Dwarven wages.

Reader sadly reports a new independent card in the deck, Mantle of Air. 💔

Nestor proclaims itself an Empire, now rightfully* ruling over the lands and peoples of three previous nations, along with a number of city states that were absorbed along the way.

Karandar is to be crowned the elected Emperor of the state, some claiming Morrowdorn bribed and intimidated the vote for the Earl of Kervic, Weilder of the Vord Blade.
Shortly before the coronation, Aloi goes into labour with their first daughter.

In the ruins of Temple square, where this all started seemingly years ago when Lengat tried to seize the throne of stone, one of the larger ruined grounds has been allocated to a temple of the lady of the Forest.
Afterwards, Erak and Carabriel (Angel of the Lady) begin his warren training.

Glouphire gains significant renown as the illusionist who kept pace with Morrowdorn, and became a recognized name in the city overnight. While waiting for his next adventure, he starts up a discrete side business of selling his illusions, beautifying shopfronts, sending apparitions to deliver bad news, and the like.

A six legged terror is seen scattering across the rooftops of Nestor each night. Sometimes a rabbit, other times it’s a crustacean looking demonic creature with dark red shell.
It’s eyes glow purple from the gloom of illusions, and the beast seems to always lurking about nearby the Temple District.

Morrowdorn, now always seen with his new staff Itoshing, installed a magical throne into the Baron Chambers, in the center of the grand hall.
Linked to what he calls a “shard of a shard of a warren, held in place by Blacktooth’s miserable excuse for a spirit”, the throne hums with energy.
The Nestorian council sports a a few ceremonial items of stature,

  • a staff for the leader of the Battle Magi,
  • a circlet for the High magus,
  • a scepter for the High Priest
  • and a cloak for the Spymaster.

Malkatar sports a new monster of a hammer, and Sevenswords now bears IceBlue, despite constant Dwarven envoys pestering him to return the ancestral to their people.

(DM: Also, if anyone was wondering, my original intention was to kill off Dvoik, Xenth and Reader, but I settled for Striker instead when you left him to die 😇 😛 )

Rewards

Artifacts of Chaos

Who got what?

  • TAV’OSH’KII – Glouphire
  • THE NEGOTIATOR – Rug
  • SHARDGRIP – Erak
  • CLANCY – 😉
  • RINGS OF THE CHAOS MAKERS – One for each present at the event.
  • VORDBLADE, REFORGED – Karandar
  • Y’all get a level. Am I not generous?!
  • You will all be offered positions in the Nestorian Hierachy now, of various levels.
  • Morrowdorn has promised that “suitable rewards will find their way to you” whatever the hell that means. Probably just some bullshit wizard-speak for that translates roughly to “go find your own money, do I look like a damned bank to you?”

Session Recap – Imperial Campaign – The Siege of Mare – 1157 NR

Last we saw, the party was playing chicken with a massive undead… thing (think Dragon-Terrasque hybrid with a bit of stone giant tossed in for good measure), before using the Lich’s Portal to escape at the last moment.

After the portal dumped them out in the lower city of Mare, Rug & Erak quickly managed to break stealth, drawing the attention of Orcs that were looting city and starting a vast running battle against hundreds of the greenskins. Each PC dropped unconscious at least once in the following battle, before it ended at the steps of the Royal library, as Karandar and Erak shared a mid-air cleaving of a mountain troll, it’s head (and a good chunk of shoulder) falling to the dirt with the ‘thunk’ of a leaden weight.

The PCs were thanked by the three members of the [[Items#300 of Mare |300 of Mare]] who were guarding the library at the time ([[Items#67|67]], [[Items#113|113]] & [[Items#201|201]]), and were ushered inside, where they were they met the [[Reader]] for the first time, who was sitting reading the deck, flicking cards out of the deck held in his left hand, for them to hover when released, turning in the air to face him in place. The Reader made some comments as he first saw the players, observing each of their auras and remarking upon it, as below

He reads off each card in order

  • “Weaver of House Life, she has returned to our world, fighting to remake her place, yet I sense already how she leans on you to follow her goals Destriant. Remember, she should serve you as much as you do her.”
  • “Captain of House Fire. You have been claimed, Karandar, yet surprisingly not by darkness. “
  • “Lodestone, a new role for you prophet, from blazing dawn to the striking light. Befriend Striker, he can show you the way.”
  • “Soldier of the Forrester House. Huh.” stops for a second “That’s actually honestly surprisingly, I did not expect that of you warrior!”
  • “An interesting group, surprising at the lack of a warren walker, yet still, I sense great power and potential here. Thank you for aiding us with the greenskins here, yet again they crash upon the walls of Mare, seeking for that which they cannot have.” (Note: Lugdush)

He looks again at the cards

“Call over those of the 300, and I will retry my reading, with you all together”

He then performed a reading with them all there, as is detailed here: [[Reader#Siege of Mare – 1156|Siege of Mare – 1156]]

After the reading, as they rest in the Library, Erak is visted by the Lady of the Living Wood and given a message:

//”Destriant. I have a boon to ask of thee, A cult whom worship mine graces resides on the second Layer of the City you are within. I prefer if these worshippers would remain among the living if this could be arranged I would be most grateful
I have a gift for the exchange in mind already, but it is time sensitive as you see, one of my IRON BARKS have fallen in the chaos of my return and I wish to keep it’s memories alive. if ‘you can save the cult, I will assist you in finding materials for your golem project, if you allow me to place the soul of CRADDATHUS within your finished product.
If you can neutralize the Shaman of the Warboss, I can give aid you with my warren, however I am too weak to Challenge Slerikek as I am now, so he must go first.//

May moisture find your roots, Destriant, and may your creepers find soft loam.””

====The Relief of Mare====

[[File:1156-Mare.jpg|thumb|The ‘Tactical Map’]]

The Party chose to send Erak and Karandar to infiltrate the Warcamp, striking for the Shaman and Warboss, while 67 would make a stand by the gates, drawing as much attention to himself as possible. The plan was that once the Shaman was removed, the veil of Slerikek’s foul energies would disperse, and the Reader would be able to Retrieve E & K.

They set off over the northern hills, looking down upon the Orc camp. As Dvoik and 67 started their distractions, the two heroes launched downhill, Karandar using his winged cloak, Erak running behind, each of them decimated handfuls of goblins with each turn. Barely a few minutes have passed before the PCs wade their way though the goblins, and find themselves charging a pack of ogres. Karandar, using his cloak, lifted and launched Erak up and at the Ogres, killing a handful on the first blow, before the barbarian joined him and completed the slaughtered.

67 & Dvoik were falling back, into the “The Killing Ground” (a local name for the 300 meters outside the walls, that the siege weapons of the upper cities were designed to strike. The men on the siege weapons, seeing the mass of orcs below start opening fire on the fight, creating even more carnage and confusion.

E&K finally make their way to the Warbosses tent, dealing with the elites at the front door, before Erak makes a risky move and offers Terranc his Ancient Blade back, on the condition that he assists them here. Terranc accepts his bargain, taking and the blade and with 2 Devas at his side, start decimating the camp even further. Terranc mainly concentrated on the Hill Giants.

[[File:20170929 215339a.jpg|thumb|The Kill Count]]

Karandar rushed the tent, engaging the mutated Ogre warboss and his Troll Shaman, who put up a decent fight for the Barbarian. Meanwhile, as per her message, The Destriant of the Wood (Erak) was given access to the full might of Illoshiana, Path of the Living Woods, and started slinging waves of energy around the camp, killing thousands of Greenskins per round.

Karandar, failing his perception save in the Warbosses tent, missed the sneaky fingers stealing the second half of the Vord blade. Erak was first to find it, as The Don dropped stealth, cackling like a mad-man and drove the anti-order blade deep into the Destriants back, severing his ties with the warren, and for a brief moment, exposing him to the Ever.

The Fight was all but over, Karandar having slain the warboss and his Shaman, Terranc had returned to his Warren, Erak was drained, and the Greenskins in disarray, having lost 10,000 of their original 45,000, and quickly fled the field.

====After the Fight====

The party zapped back to the city at the side of the Reader, and started the process of recovery, before setting off on their way back to Nestor.

While the fight outside had been raging, Rug headed out to hunt the Orcs in the city, bringing back 36 scalps and 2 new tattoos (?!). Rugs wolf is also with him suddenly, when asked Rug replies “Rug call, wolf come, is how work.”
Aloi edged away from the wolf giving it sideways glances and the Reader drew a card quickly, and stared at it for a moment before slipping it back into the deck.

Oromis had held the Library, holding off a small tribe of Ogres with the Reader and the 300.

67 and the 300 head back to the keep to report in, saying they will let the Duke know of their presence. The Reader offered to take them to the leafy cult, or up to the keep, or sneak them to the docks to avoid pomp.

First Erak chose to visit the local Cult of the Wooden Lady, finding a opium den filled with a priest and his Harem, who use Naruniga’s blessing to aid in growing their uh… stimulants. Yeah. Stimulants. Anyways, think whacked out hippies (Like, whatever maaaaan.)

They then visited the Duke, who gifted K & E with a single Stone of Recall each as a reward. Each stone will summon 67 (and anyone he choses to bring with him) to aid them.

After this, they head down to the docks, meeting up with Captain Horn of the Nestorian Marines, who briefs them on the situation, highly recommending they NOT fight Captain Moss when he tries it.

“I’ve heard of this ship,” stated Aloi, “if the rumors are true, this is either going to be a smooth sailing, or an adventure in it’s own right.”

Captain Moss ran a hard bargain, gaining 75gp per person, and challenging them to a fist fight, but no one accepted. The party them retreated to one of the Inns on the side of the docks, finding significant amounts of alcohol, and set to trying to dry it all before morning.

==== On the Ocean ====

As they set off the Captain chained himself to the poop deck with 2 cold, rune emblazoned bronze chains and starts bellowing orders. Legion Captain Horn will explain if asked that the captain refuses to pay a debt to the demi-god spirit that resides under Greenskin bay, and uses the chains to stop the spirit dragging him down to it.

They were met with days of storms and rough weather, exhausting the crew and party both, leaving them 5 exhaustion stacks down, but eventually the weather cleared around the time they turned at the Zardik Point and started to the head north.

Pirates set upon the ‘fleet’, and once successfully vanquished, the rest of the alcohol emerged, with a rather wild night in tow. Karandar and Aloi were rumored to have hooked up below decks (can anyone say “heir”?), and post that the journey was nearly over. A large part of that time was absorbed by Aloi guiding the party members in rudimentary secrets of the Warren, and guiding them towards access to their first warren point (3 for the Destriant) and a single ability each.

The Party reached Delagore safely, and chose to go by road to Port Pardue, instead of by the river (DM: Lucky choice.), and finally arrived in Nestor, to be surprised by a grand Triumph that Morrowdown and the Council had thrown for the parties benefit, selling their excellence to the mob.

==== Back in Nestor====

After the triumph died down, they went shopping, finding a new store in Adventure Lane (Jeremy’s Store – “Now, will you be paying in gold, or in terrible sacrifice?”) and experiencing Bruce having a fist fight with the new pastry vendor (and losing).

Here the session ended