Session Log
Session 1 - The Lantanese Falcon
- The party converges on Keket's temple.
- They track down the falcon to an abandoned keep and find Desi in conversation with a mysterious agent. A rider on a red dragon absconds with the falcon. She was duped!
- They try to pin her down, but she escapes, vowing to get the falcon back.
- Raithen runs off into the woods to go be wolfy.
- Back in town, the party drops by Cheateau Raynar's place, having tracked the falcon back there. He gives it back, but only after "examining" it.
- In the town square, a wing of black-armored knights, led by a cowled man on a black dragon, terrorizes the townsfolk demanding to know where to find the Masked One's apprentice. A few people point them in the direction of the temple.
- Valik and his entourage arrive at the temple to menace Keket, but Raynar appears at the last moment to lure them away to his place.
Session 2 - Through the Looking Glass
:26 Eleasis 1380 (Sunday, July 4th, 2010)
- Ani sorts out all the party's questions in her hat. They decide to try to figure out what the priest's deal is.
- Back in the tower, Ani uses her Mirror of Truth to divine the following: Valik came here for Ani; he wields the Shadow Weave; Raynar will be betrayed.
- Kek's temple is attacked by Knights of the Last Sunrise. The party is victorious, and captures their leader.
- The party sneaks into Raynar's to observe his dealings with Valik, then steals the contract he signed with him. It can't be read, due to Inscriptiony magic. They make a partial copy by duping the contract into thinking Logan is Raynar.
- They confront Raynar about the contract, and he explains that he's going to take care of everything, and they shouldn't get involved. He hints at what's going on, but doesn't divulge too much.
- Back at Keket's, the orphans are fed, then put to bed. Cookies are made. Cats yowl.
- Then...a chimera attacks! Holy crap!
- After defeating (and annihilating) the chimera, the party resolves to leave town, so as not to attract more danger to it.
Session 3 - We're Off To See The Wizard
:27 Eleasis 1380 (Saturday, July 10th, 2010)
- The party journeys to Velprintalar. On the way, they stop in a small town for lunch and hats. Puss-in-boots!
- They stop in Rockwater for the night, attending a church session, then taking dinner at the Brandymark house. They meet the Tin Man (Carl Chase) and his foolish companion.
- Arriving in Velprintalar, the party secures a fabulous hotel by way of improv street theater, and Ani/Kek go to buy some fashionable new dresses. Ani meets some new friends (Kira and Nala Sindrathil).
- That night, Logan and Raithen put on a fancy show with fire, ice, and swords. Ani goes clubbing with her new friends.
- The next day, the party visits the castle and takes a number. Kek is harassesed by the Duchess of the Fang, and offered a more friendly greeting by Count Vortrus.
- They meet the wizard, Aleric, who explains much of what is going on. He offers them some help and advice, and membership in the Guardians of the Weave, an organization that stands united against the Shadovar.
- That night, there's a grand ball celebrating the beginning of the harvest season. Kek and Ani attend, the latter in costume as the Masked One, in the company of Apollo and Artemis (the Sindrathil sisters).
- Meanwhile, Raithen is meditating in the House of Four Moons to try to suppress the wolf.
- Desi crashes the party, demanding the falcon; Ani and Kek don't have it, so she runs off to find the others.
- She attacks just outside the temple, getting the best of the party and securing the falcon. Just then, the wolf bursts forth from the temple and chases her right out of town.
Session 4 - Facing the Monster
:30 Eleasis 1380 (Wednesday, July 14th, 2010)
- Raithen wakes up in a snowy field. He looks for shelter and finds an abandoned farmhouse where Desi is hiding.
- They have a quick talk. He offers help, but she pushes him away.
- Then, Valik appears, ostensibly to exchange the falcon for whoever it is they've captured. However, he disobeys his directive and tries to seize Desi herself. Raithen offers to help, but she pushes him away--literally--through his own dimension door.
- The others converse with high priestess Ysana, who explains Raithen's condition and offers some advice.
- Raithen returns to Velprintalar and goes to sleep in the Shrine of the Maiden.
- When he awakens, the party is discussing business. Ysana's been filled in on the Shadovar priest. They formulate plans, but are distracted by the whims of Eleine, who drags them off on Count Vortrus' invitation to go see the flying circus.
- The Griffon-Riders put on a wonderful show for the people of Velprintalar. Kek wins big at gambling.
- Afterward, they proceed to a fine party with fine folks, where they're introduced to the griffon-riding team, including Talrendis. Later, he offers to take them to a real party.
- They party hard at a festhall, with abundant, wine, women, and all-you-can-eat ribs (Raithen's favorite). Kek lures Eleine into a life of shame (just ask Ani).
- They take Eleine home to the temple, and run out of time. Ysana guides them to the Hidden Shrine of the Dark Moon, where he can seek solace for the night. They lock him in.
- But Kek is still inside! Sneaky! She confronts the wolf. He ravages her, tearing into her shields, but cannot find purchase in her flesh. He beats himself senseless on her magic, and finally collapses, as does she.
- They wake up awkwardly and don't speak too much about it.
- That afternoon, they gather together to talk strategy. They resolve to return to Chateau Raynar for the final confrontation with Valik.
Session 5 - The Reckoning
:1 Eleint 1380 (Sunday, July 18th, 2010)
- The party returns to the temple to prepare themselves. Rituals are readied. Prayers are intoned.
- Raithen interrogates the prison and learns a few things about him, the Knights, and the Shadovar.
- They proceed to Raynar's. On the way in, they pass by a couple of strange people on their way out.
- Raynar is annoyed, but he agrees to help, on the condition that they let him handle everything and lay low for the duration.
- Raynar summons Valik to offer him a way to lure in and destroy Adamas, if he leaves Ani and everyone else in Aglarond the hell alone. Valik retreats to "consider it".
- Desi attacks, with the aid of a hundred gargoyles. Raynar's defense are strong, but he is overcome. Keket, watching on the monitors, abandons her hideout and runs to his aid, to the chagrin of the others.
- The party fights Desi, almost to the last. She considers using her last resort--invoking someone named Xenophon--but decides against it.
- Valik chooses that moment to attack! Desi interrupts his monologue with a death grip, and Raynar blasts him with some sort of super-cannon. The priest's body is annihilated, but his soul escapes.
- Raithen spends a night in Raynar's lock-down.
- With the morning comes a renewed purpose in tracking down whatever the Shadovar are doing to these small towns, and, of course, treasure.
Rewards
- XP: to be calculated
- Chimera treasure
Valik
50 gp, 50 sp, 5000 cp
BS: 18 gp
LW: 15 gp
TA: 10 gp
JC: 12 gp
EG: 20 gp
AL: 4 gp
EN: 14 gp
IN: 14 gp
RE: 5 gp
1x Chalcedony (CMY 3)
1x Quartx (KW 2)
1x Emerald (RGB 3)
Void Crystal
This silver pendant grips a shard of pure blackness, a jagged stone which emanates the power of the Void. All things focused upon it are absorbed, not only powers and magicks, but thoughts and emotions as well. It is as equal a tool in one's defense and in one's meditations.
Powers:
- Constant; grants resist 10% (magic).
- Void Shield: Daily, free, 5 rds; you gain absorb 100% (all), to a limit equal to 100% of your max hp. The shield is reduced to 80% of limit in 2nd round (if not already past that point), 60% in 3rd, etc.
- Cast Into the Void: Encounter, immediate; you negate any one magic or curse effect upon you. Does not require that you are able to take conscious actions.
Cloak of Night
This simple black hooded cloak is meant for those kin to the shadows. It allows one to meld into darkness, and to take on its aspects.
Powers:
- Shadowmeld: At-will, free, must be standing in darkness or dimness; you become invisible until you take a hostile action or leave darkness or dimness.
- Shadow Form: At-will, free; you become slightly incorporeal, gaining 10% avoidance to all harmful effects but suffering -50% to damage with physical weapons. Your features are obscured, as all your colors fade into gray and black. Effect ends if you cast a spell that heals, unless the spell also harms you.
- Disperse: Encounter, immediate, 1 rd; you disperse into a cloud of darkness, gaining resist 80% (all) and 100% fortification, but suffering -75% movement.
Symbol of the Void
This holy symbol of Shar is meant to epitomize her aspect as The Void, the nothingness from which all life originates, and to which all life must return. It is a ring of obsidian, which burns everlasting in heatless purple flames; within the ring is the form of a sphere of blackness, an illusion created by the ring's tendency to absorb all light that passes too close. The ring subtlely hints at another aspect of Shar, the goddess of the Edge, the moment where creation meets oblivion, the sacrifice of that which must be annihilated to allow its twin to be created.
Powers:
- Holy Symbol
- Chain Spell: Encounter, 3 charges per day, augment; one targeted priest spell (not Divinity) becomes a chain 5/3.
- Empower Shadows: Recharge 33%, augment; one priest spell of the Shadow school gains +50% effectiveness.
- Shadowstep: Recharge 25%, move; you teleport to a location within medium range. After teleporting, you are incorporeal (50% resist (all) except arcane/holy, which remove incorporeal for 1 rd) until the beginning of your next turn, or until you cast a spell that is not Shadow.
Black Blade of the Betrayer
This short sword has no blade; when triggered, black fire screams forth from the hilt, shaped as it is like a lightly curved talon, formed of black iron. The blade strikes as true as any, yet its black fire burns with far worse ferocity than that which burns brighter.
Powers:
- Short sword
- Lightweight: +10 melee haste, +10 hit rating
- Black Flame: constant, augment; all strikes inflict light (AP or SP) ongoing shadowflame damage (fire or shadow, whichever is more advantageous). Duration is as long as you remain within long range of target.
- Each time Black Flame inflicts damage, it has a 10% chance per stack to cause Flaming Chaos, a burst 3 centered on the target which inflicts heavy shadowflame damage to target and enemies in area, removing all stacks of Black Flame from target.
- For each target hit by this burst, you gain +10% to all damage for 1 round.
Stole of the High Precept
This religious garment is meant to convey the profound power and dignity of a high priest, one who lives above the petty concerns of less holy men. Its usefulness derives from the strength and convictions of its wearer; in particular, it grants various powers and boons only to those who obey strict vows of chastity, poverty, and pacifism.
To begin granting power, one must obey the vows strictly for at least 1 month, or have already been doing so. If a vow is broken, the powers associated with it go dormant until the vow is reaffirmed, plus 1 month.
- Vow of Chastity:
- Pure Thoughts: Encounter, immediate; you remove any one charm, compulsion, or emotion effect. Does not require that you are able to take actions.
- Commanding Presence: Encounter, swift, short range; you dominate target humanoid (Will ends, 3-strike rule).
- Vow of Poverty:
- Clear Conscience: Constant; you gain 20% resist (all) against all damage from weapons or spells cast with the aid of implements.
- Needful Coincidence: Daily, free; you cause a coincidence, such that any trifling matter that might impede you from your sacred duties is averted; for example, if in need of transport, one might find that a passing caravan has had birth or death in the company, and is need of a priest--and might be willing to carry said priest along their route for no charge.
- Vow of Pacifism:
- To maintain this vow, you must not harm another with weapons or spells.
- Iron Body: You gain hardness 30%, meaning that you take no damage from attacks which do not cause damage of 30% of your max hp or more. When protected by this ability, it goes on cooldown (recharge 33%).
- Iron Fist: Your unarmed attacks inflict medium damage, not light; they may be used to inflict lethal damage (optional) and may be used to parry. You are considered armed while wielding them, and do not provoke opportunity attacks for using them. If you already possess this ability, your unarmed attacks inflict heavy damage instead.