Chosen Ones

Session-1
Where are we! and who are we?

Session 1 Recap (Short and sweet for the first one)

Players present: Max, Terry, Bekah, Joshua. Absent: Mike

We started around 3:30, after everyone enjoyed some BBQ hamburgers and hot dogs.

[GM Note: The focus of the start up game was to give the characters a few tidbits, and let them run with it. Each person portrayed a different view and played it out. I was impressed by each persons portrayal. This was an ice breaker game for everyone.]

We started with the characters waking up in a room, a 15×15 room, lit by four smokeless torches, each character was on a fungus bed attached to a crystal globe by a tube of sorts. They had no recollection of who they are or where they are.

Much interaction took place by the characters. During which, a loud noise was heard outside the door, and the party did investigate. Fresh blood on the wall, a broken bar, two dead humanoid reptilian creatures dead, and a shambling hulk of a brute lumbering away.

The group discovered alcoves, numbered, each character had a correlating number tattooed on their wrists. Each got a set of clothes, backpack and a ‘rod’. They investigated the complex: Found a parchment letter where they discovered the ‘chosen ones’ would not be ready for another week, with the date of today. A question of who the chosen ones are, and their purpose is unknown (Sacrifice to a dark god was brought up) Rooms where they could train themselves. And played with the items they had gotten from the alcoves.

The game ended promptly at 8pm with character creation worked on.

[Game notes: The group presently is sticking with the classless system as presented to them “d(liberation)20”, a few tweaks will be made by the GM. If the system becomes to much of a burden we will switch to the traditional class based system, and the GM will tweak that instead. :-) ]

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Session-2
What is up?

Merced Group A – 5.16.2009 – 5pm to 11pm

[Everyone enjoyed pizza, official character sheets printed for everyone]

We started the game pretty much where we left off. The main group found themselves trapped in a force fielded area. After a few minutes, it dropped and they saw another person. The newcomer seems to be #5 (As evidenced by the mark on his wrist). After introductions and much interesting interactions, the door was finally unlocked and the group proceeded upstairs to the next section. [Character #5 had a solo session to catch him up to the group]

Once up on the landing, the group discovered some blood. Arky, after being asked, senses the blood belonged to a lizard ‘humanoid’ that was trying to protect the ‘chosen ones’ and was being chased by the large monstrosity bent on it’s destruction. They proceeded to search each room and discovered that the ‘Cult of Tabarath’ is trying to destroy the chosen ‘heroes’ who prevent bad things from happening in the future. The group surmises they [Tabarath] are the bad guys based on what they read. They also learn that ‘The Crow’ was communicating to ‘The Eagle’ whom they surmise is another Timelord Minion. [Arky true to his nature collected everything visible and potential value]

Searching the adjacent room, they found a decapitated body and a magical tattoo of a Crow. Figuring this must be ‘The Crow’ they searched the body. Pip, with his curiosity piqued, decided to touch the tattoo, and entered into mindscape where he encountered a ‘raven’. He had a strange Q&A session with before he accepted it into him. The results were immediate. His body improved in wondrous ways.

Continuing the exploration the group found a strange room with magic tables and some 12 vials, all unlabeled to the chagrin of the group. They proceeded to clean out the kitchen (Well, Arky did, and a pastry was thrown out of his pack.

The next room was the Main Door / Foyer and the adjoining room was the latrines where a large hole was found. Backtracking, they found the arms room and then a giant room with a Floating object in a Pedestal. Caleb thought to play a prank, which was an epic failure. Lelia ventured into the room, declared it clear to proceed and then went to observe the object. Out of the floor these shadowy creatures popped out and attacked our heroes. The battle was fought swiftly and the creatures dispatched with some ease. Lelia pulled the object [Keyblade] from the pedestal wherein it sought to test for who was the worthiest to wield it. The contest boiled down to Lelia and Arky. The Keyblade chose Arky, but is uncertain about him. [He counts it as loot, something he might want to rethink]. Oddly enough, the possessive rod any weapon does not seem to reject the keyblade. Another letter was found on a body of the ‘minions’ with the instructions to meet the Eagle at Hillsfar.

Possessing a “key”, the group unlocked the front door and decided to get their bearings. Remembering a map in one of the books collected, they quickly ascertained their location and decided to travel west towards Hillsfar [Approximately 80 miles or so]. Pip scouted ahead and soon realized a Raven was watching him and appearing on a tree every 50 to 100 feet distance. He decided to befriend it and soon after it became a Large Black Wolf. The group caught up and found this to be a bit alarming. Caleb realized that Malcolm had a squirrel on his back. Ended up dropping nuts down the back of the shirt and then copped a feel. Malcolm was startled by the squirrel and then being felt up by Caleb (Great acting ensued). Malcolm tried to dislodge the squirrel with no success and quickly discovered it was a earth spirit/elemental.

We ended at that point and time.

Players – All present. All characters achieved level 2 for successfully completing the first section.

Character journals are welcome for how you’re character perceived the actions. Feel free to add in quotes of ‘in character’ comments and how things played out in your mind. A first or third person narrative is quite fine.

[Joshua rolled a 1 for the whole familiar deal… tsk tsk.]

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Session-3
Outside!

[Started the game at about 5pm; group enjoyed BBQ tri-tip (Tin foil to retain moisture, and made to medium rare, yum! Thanks to our marinade supplied by Bekah, a very tasty snack), BBQ chicken (Half using the tin foil method, again thanks to our Marinade Queen), Garlic Bread with the Oil/Vinegar mix, along with Hawaiian Rolls and the Salad rounded out the meal. I think everyone appreciated it.]

Players: Malcolm the conjurer, played by Mike; Caleb the bard, played by Joshua; Pip, the ranger, played by Terry; Arkansas ‘Arky’ Jones the warrior/rogue, played by Max; Lelia the druidic warrior, played by Rebekah. Companions: Demetrius – Squirrel Familiar of Malcom; Black Wolf – Companion of Pip; Keyblade – Mystical Relic of Arky.

[GM Notes: This game was the start of moving from the classless d(liberation)20 system to the ‘Eclipse – The Codex Persona’ point buy system. All characters had attained level 2, but the game was planned to have the level 2 abilities manifest. In point of fact, Caleb’s and Lelia’s newly acquired companions “Familiars”, came from the lv 2 character point pool. Hence the growing aspect.]

We started where we left off, with a recap of previous events and then Pip rejoining the group with a wolf, and then Malcolm getting a scare from a squirrel avoiding Caleb. For the most part, the group seemed un-phased by their new additions, and set off towards the west! The new additions are the Wolf and a rather ordinary looking Squirrel. A detailed look at the squirrel reveals that the fur is actually spines of an earthen nature; the wolf has yellow eyes and is jet black, it’s “fur” is actually black feathers

GM Note: Pip got a Stat boost from the Wolf; Malcolm floats above the ground by an inch.

Caleb felt a strange urgency to proceed to the West as If he was being threatened. Lelia later felt an unseen injury and the feeling of being surrounded. The two affected members rush in the direction and stumble upon an in-progress fight between the shadowy heartless creatures and two unlikely animals, a small cat and a tiny bird. Why the bird hasn’t flown away is unknown, but it looks to be a Sparrow perhaps, and the cat is ‘small’ [picture of an ‘Ocelot’ used for the cat]. Before the group can intervene, the ‘tiny’ bird is struck and is thrown in the direction of the party by a hit.

[Combat begins] The bird hobbles towards Caleb, the cat manages to down a shadowy heartless creature. The party leaps into the fray to assist the injured animals. Pip heads toward the cat, only to have a shadowy creature appear in front of him. Lelia also approaches and engages a few shadowy creatures managing to ‘injure’ one. Malcolm, frustrated by his constraints decides to fling a magic missile into the fray instead of summoning a creature, only to discover that instead of a magic missile, he has summoned a creature who seems to be slightly more powerful.

GM note: Creature summoned also remained longer than normal.

Caleb, picked up the injured bird and healed it with his ‘healing’ potion. He then proceeded into the battle, and managed to cast a sheet of flames of intense fire, striking several shadowy beings.

GM Note: The spell did more damage and Malcolm noticed the bird let of a red burst when Caleb cast the spell.

Near the end of the battle, Lelia and the cat saw each other clearly, and in that moment Lelia felt a connection. The cat increased in size and destroyed one of the remaining shadows… At the conclusion Lelia healed the cat, noting the injury on it’s foreleg was the same area she had felt pain. The healing was a wonderful discovery for Lelia, having for the first time successfully channeled magic. She and the cat then tried to bond, only to have Pip anxiously insisting they move saying they shouldn’t waste precious daylight. Caleb likewise had found a tree to lean up against and was trying to discern the nature of the bird.

GM Note: Details for the Bird, [picture of American Kestrel Falcon used] this is a small raptor bird.

Caleb discovered it seemed to enhance his fire based spells (adds +1 die of fire damage to fire based spells as long as the bird is within 5 feet), it also adds +6 to all Performance Based Skill Checks. Arky discovered some treasure in the form of golden balls, and has a conflict with his greedy nature and the Keyblade. The Keyblade wins out and Arky splits the ‘loot’ fairly with the party.

Lelia does not discover anything unusual about the cat, other than it stays with her and it had grown for a short time (It had shrunk back to a ‘small’ size).

The group set up camp and decided upon a four watch rotation (2 hours a piece, with one person getting a full nights rest). Malcolm volunteers for the first watch. Sitting atop his bedroll he hunkers down for his two hour rotation. Demetrius (His Squirrel Familiar) shouts a warning, but Malcolm is too slow to react before he is injured by a ‘dire wolf with red glowing eyes’. Malcolm shouts out a feeble warning and then is barely able to get a spell off before the wolf takes him down with another mighty attack. Lelia is able to stop the bleeding and revive him while the wolf is above him. An earthen fist flies up out of the ground in an Uppercut distracting the beast and then falls onto Malcolm’s chest as it forms into his squirrel (Demetrius), as the Squirrel’s feet touches Malcolm, he is sucked right into the ground. Pip engages the beast and deals severe injuries to the beast, and then Caleb gives it the killing blow whereupon a black shadowy mist rises from it and the body seems to shrink, looking like a common wolf. Moments later the squirrel heads pops out of the group looks around, and then Malcolm is back where he had fallen. Arky is finally awakened from his deep sleep and asked to probe to wolf. Arky makes some comments about the wolf not appearing to be much of a threat and then tries to use his ‘psychic’ ability to discern some facts from the wolf’s body. His attempt fails miserably, but some in the group noticed a flash of something go into his hand, he denies any change and then decides to go back to stay up for his watch. The rest of the night is uneventful for the party. Breakfast is cooked by Lelia.

The next day and night progresses without fuss…

The second day, Pip scouts ahead (Sans wolf, in fact the wolf has been absent, though this doesn’t seem to bother Pip, or does it?). Pip spies a wagon on the road ahead, it has a small person driving it. Pip, deciding the group needs a faster mode of transportation decides to shoot the driver**1. (Deals 11 points of damage). The driver slumps over. Pip quickly closes the distance and hides the body in the brush and then brings the wagon to the rest of the group.#2 #1 – Pip shoots driver to get wagon (Evil POINT acquired) justifying the ‘kill’ as ‘survival’ for the group. The groups sees the wagon heading in the distance and are surprised that Pip hasn’t returned from scouting to warn them about this and decide to take cover, leaving Malcolm as ‘bait’ in the middle of the road. Seeing it’s Pip driving the wagon the party questions the sudden appearance of the wagon, and it’s method of acquisition. Pip finally confesses to his deed, but displays no apparent remorse at the decision. Lelia takes umbrage at this news and refuses to get in the wagon. She debates Pip over the apparent cold blooded murder of the driver. [Yes, I’ll say cold blooded murder. Though in fact of “law” it was attempted murder] and finally gives up and walks away. Pip again catches up with her and tries to persuade her that the decision was made in the best interest of the group, but makes no progress in swaying her from her righteous morals. During the conflict Arky has a vision (shared with Malcolm and Caleb) involving pillars and beams of light coming from the pillars striking a golden ball floating in the center situated between all the pillars. With his impressive ability he is able to see the pillars are actually representative of each person in the group. He sees his line is a solid gray with a solid white filament and a growing black filament; Pip has a dark gray line; Lelia has a white line; Malcolm and Caleb both have light gray lines.

Lelia continues walking with the cat held in her arms, when the cat jumps from her arms and sniffs the area, leading Lelia to find and recover the well-hidden body of the Halfling. Lelia is able to revive the near-dead halfling. She is able to glean information out of the battered halfling, and even sweet talks him into giving her and the group a ride back into the nearby town. The halfling drops them off near the village gate and continues on his way leaving the party near the gate to the small town of 500 or so inhabitants. [Nobody ever asked his name, so he remains nameless at this time.]

After conversing with the friendly lone gate guard, the group finds themselves at the local common room where the locals have converged for a night of conversation. Caleb feels right at home and soon has fair following as he sets to entertain the crowd. While Caleb entertains the locals, Pip slips away to scout the area and get away from the crowds. Lelia also slips away to visit the Herbal Lady, Angelina. Angelina the herbalist, is an elderly woman. She was found sitting on her front porch for the last hour of daylight. Her ages show, with arthritic hands and a frail look about her. However, of note is the piercing gaze of her Amber eyes. Lelia seems to befriend the old woman, and she divulges some secrets of the local flora and perhaps some druidic knowledge. The conversation is interrupted as she announces the arrival of another. Pip happens upon the end of the conversation and makes a snide remark. As he walks closer, Lelia notices that his hair is ‘hot pink’. Pip seems to take umbrage to the old woman and ends up leaving. Angelina says a cryptic message about letting Anger fester in you, but whether for Pip or Lelia, they don’t know.

Lelia and Pip head back to the common room where Pip discovers his hairstyle change by the group snickering. Pip shaves his head only to find that the hair quickly grows back. They rest in the common room and decide to pay the herbalist another visit before heading out. Angelina is found in her garden, somewhat oblivious to their presence. Caleb clears his throat, which elicits a remark from Angelina and a request to at least help with the gardening. The group tries to get some ‘healing’ potions, but find the price a bit to steep for their liking, but settle for acid. Angelina shows Lelia how to create acid, but whether by natural use, or magic was unclear. (She placed a simple leaf in a bucket of water and then took it out and claimed it was acid). The party tested it and found it to be acid. A final cryptic warning she uttered to group “Do not be consumed by the dragon!” Lelia noted little motes of magic floating around the area; in conversation Angelina divulged to Pip on how to have his fey prank lessened or removed.

The party proceeded, with some annoyed, others intrigued and promising to return. Down the road the party heard Pan Pipes being played off the side of the road. Caleb decided to join in playing and Pip started to dance. They both wandered off the road, the non-dancing members followed with some concern. Caleb and Pip were joined by three Satyrs, one playing the pan pipes, and the other two dancing. The satyrs then left and Pip found his hair color to be back to normal after getting the Satyr wreath around his head…

Group (Except Malcolm) have the Satyr Wreaths. (Light Enchantment)

GM Notes: Bonus of Racial abilities kicked in, +2 to Strength, Constitution and Charisma; level 2 applied across the board.

Ended Game at 11pm

2 – I’ll allow a character to commit most any act, however, the whole premise of this group is to be the Heroes or at least the good guys. This act in and of itself struck me as very wrong for several reasons, whatever the justification may be. I don’t believe in a true alignment system, but I do believe in evil vs. good and right vs. wrong. The majority of the group seems to have seen this act as a blatant act of evil, whether or not they act upon it or not is up to them.

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Session-4
What do we do?
June 13th, 2009 – Saturday. Session 4.
  • Absent: Terry
  • Present: Bekah, Mike, Joshua, Max

I’ve updated the notes to something a little more detailed. I’d invite the players to send in journals as a way of giving these logs more personality and a different point of view.

Our group woke to a strange “Shadowman” standing at the edge of the light. He didn’t speak, just stared into the hearts and souls of the party. only too late did the party realize that slithering snakes of shadow were surrounding them. The snakes seemed to be coming from the man. Arky decided to face the man and fight him. Meanwhile the snakes seemed to converge on Malcolm and Lelia. Thinking to use light, the snakes merged into three huge fearsome beings while the shadowman seemed to have shrunk. Lelia took a big hit, while Malcolm did what he could to free her. The snakes were defeated, but Lelia would not wake up. The group decided to return to Angelina and get her cured.

  • Takes them half a day to return, but notice they are being stalked by more “shadowmen”.
  • Angelina does a purification ritual – Arky, Lelia and Pip cleansed They return to find angelina at her house. They get some fairly straight answers from her on the condition of Lelia. She consents to aid Lelia, but asks the group to assist her. She does a mixture of Arcane and Divine magics along with other mystical ritual things. She enters a trance and not long after looks to be struggling. Sensing they should help, Malcolm joins the dreamscape fray and fights the demon possessing Lelia. The others also choose to help in the battle. Lelia and Arky both have possessing ‘spirits’ that they end up fighting. Soon the ritual is over, and the ‘darkness’ expelled by both Arky and Lelia, forms into a ball in the house, while a sludge ooze is secreted from Pip’s body. Angelina collapses from mental exhaustion.

The group nurses Angelina back to health, and aids them with a oil to protect them from scrying eyes. Afterwards, the group heads back out to the road and avoid further entanglements with ‘shadowmen’.

During one of the nights, a strange little girl delivers a message to the party. The party is dismayed that the Tabarath cult is sending them invite letters, and will be waiting in Hilsfar.

They make it to Hilsfar and decide to frequent a few places they’d expect the mysterious ‘Eagle’. They find the man they think they are looking for, whom it turns out is not the “Eagle” but one of his righthand men, called “Eagle Eyes”. He pulls them into a room and tells them about the Eagle and the Cult, and what destiny they seem to have before them. He also explains why their respective memories are missing (They were pulled out of the infusion machine too early).

Rejoicing at his good fortune and how durable they are he tells them about a grand destiny they will fulfill in a short period of time. He will consult and discover their purpose and send them on their way.

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Session-4b (Interlude)
4e "Zombies!!!"

Yes, this was a Guest GM spot game day, but I figured we could log it.

Player Present: Bekah, Mike, Andrew

Guest GM: Max

Summary:

Max put together a premade adventure and party for a small band.

Our group had just returned from a successful trip. We encountered a merchant heading from our home town who said the place was locked down for a plague. We thanked him and continued on to home.

We arrived to see an army surrounding the place keeping everything inside from leaving. We met with Captain Mathias and convinced the man to let our small band inside to stop the ‘zombie’ plague. He was reluctant, but agreed.

We scaled the outer wall, and saw zombies milling around, especially by the main keep. We avoided them and went to Melvin’s grandmother’s place “Ethel May”. Finding only zombies, we quickly dispatched them and saw a note where Ethel May said they went to the main keep to avoid the plague.

Devising a clever method to clear out the zombies, the Dragonborn Paladin worked on getting the oil boiling at the wall, while Melvin (the wizard) lured the zombies into the alley by ‘dangling his foot or arm’ near street level. Eventually we lured the zombies into the trapped, poured the boiling oil on them and then LIT the oil on fire. Eventually the horde of zombies was destroyed in the inferno.

We proceeded into the keep without further difficulty, went upstairs (since the magic seemed more potent up there) and located the Duke cowering inside his closet. We left him there and went to confront the failed lich court magician, aka hyper zombie. We fought him, but not before the paladin was infected with the zombie contagion. Melvin activated the “Lever” which had magic properties. We decided to obtain a cure for our meatshield. We encountered people who weren’t zombies (We gave them food to leave us alone). Found a note in the apothecary (and a trap). We went to the church and were chased by more zombies! Inside the church we found three already made cures, which the paladin quaffed one. We headed back to the keep to go to the basement, only to find Ethel May was a zombie! Then she died as did all the zombies once the magical zombie plague was dispelled by the “lever” which contained a powerful dispel magic effect.

Our game ended with us leaving the city and saying the threat had been vanquished.

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Session-4c (Interlude)
The Two Musketeers!

Plot – Prince and Duke switched

GM: Bekah

Players: Mike (playing D'Artayan) and Andrew (playing Porthos)

Side Note:

Yes, one of the musketeer names are altered slightly, correct name is d'Artagnan

Our two musketeers returned from a mission leaving the other two musketeers behind. (Aramis and Athos)

Instead of a relaxing the duo are called to the Musketeer Leader. Given a mission to investigate a strangeness when the Prince acts different, wearing a new ring and the Duke has retired apparently ill after returning from a hunting trip.

===

We go to the Chateau to confront the duke. The doorman refuses entry but hints we need to see the ‘duke’ another way. Porthos tries the trellis but finds it hasn’t been secured. Then uses the drain pipe to get to the balcony. Donald Trump Rochette notices the peeking Porthos, and Porthos decides a Bold Tact is required. He enters the room, and begins a banter with the ‘Trump’. Noticing the “Duke” wants him to stay, he heads to get some wine and eat some cheese… The ‘Trump’ get aggravated and goes to engage Porthos, who acrobatically tumbles past and marks him with a P. Comedic Hillarity ensues as Porthos continues to display a greater swordsmanship then the ‘Trump’. Porthos finally defeats the ‘Trump’ and has the guards take him to the dungeon till he learns some manners. Then D’Artayan and Porthos take the ‘Duke’ back to Musketeer Headquarters for further investigation.

They discover the ‘Duke’ is getting injected with some sort of poison, that the fake prince has a ring that is somehow maintaining a disguise.

They retrieve the prince lying that they’ve uncovered an assassination attempt on his life. D’Artayan further adds to the story how the Duke has already been killed, which is how they uncovered the plot. Porthos exclaims that the ring on his finger is how the assassins were tracking the royal lineage. And successfully removes it, much to the protestations of the fake prince. Discovering they need to destroy the ring, D’Artayan goes to the Blacksmith ‘Butterfingers’ to have the foul ring destroyed. On the way there, two fake prince guards ambush him and he maims one and has the other surrender and take the maimed one to see a physician.

D’Artayan convinces the blacksmith to destroy the ring, and then returns to the headquarters. The revealed duke grows belligerent but surprised that the two musketeers allow him to leave. Porthos and D’Artayan wait a few moments before relaying the success of the mission and the superior requests the Duke be returned under arrest. The two comply and take a guard contingent and arrest the duke for treason.

Our two Musketeers are happy about the turn of events and are rewarded with a restful nights sleep.

===

More Notes:

What is absent from the recounting was the banter, many jokes and cliche things that were said, like referring to the cheese the Donald Trump Rochette was named after when the Duke was unmasked. All in all, a very atypical run D&D game, where magic is very rare, and heavy armor and magic items were not seen except in the plot hook.

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Session-5
Training

Session 5 – 8/9/2009

Start 5pm, ended 11:40pm

Players:
  • Lelia (By Bekah)
  • Caleb (By Joshua)
  • Arky (By Max)
  • Malcolm (By Mike)
  • Pip (By Rachael)

Our Dinner was Togo sandwiches for every one (Too hot to cook today, and felt lazy).

Pregame we discussed the companions and character backgrounds.

We picked up with the characters locating a fine INN to settle into, they sat around and discovered a few things about their companions. Lelia suddenly got the urge to get some fish for her companion (Dragoncat, and yes, it suggested it). Caleb decided to go along for safety. About a mile out there was a distraction and Caleb suddenly fell drastically ill. (Rolled a 2 on the Will save). They decided to head back to the inn… Meanwhile, back at the Inn, Malcolm and Arky both get ill, and Malcolm discovers blotches on their aura… he decides to find Lelia and Caleb. They meet up, share notes and head back after discovering the ill feeling lessens when they are closer. They make it back to the inn to find pip has messed himself from the same illness; the illness clears up and the blotches diminish to almost nothing, it’s when they touch each other the blemish disappears (only to reappear later they discover the next day).

They meet Eagle Eyes who is perplexed by this strange phenomenon, he has good news, they have located a trainer and are going to send the group to him. Using a powerful transport portal, the party meets ‘Eric’ [Norse Viking, with Swedish accent]. He greets them and wastes no time in getting them inside the training center. Inside he answers the question of the illness, it seems after a new transfusion, they are bonded together, and initially they can’t wander very far from each other. (Limit 1 mile to begin with). He explains that the groups are always five, and that they cannot add anyone who will bond the same since the bonding formed by the infusion is done at the same time and by unique fluid, which unlocks their hidden potential. They also discover a group touching removes the blemish completely.

Eric, has the remaining fluid and suggests it may help them finish their training. He then has them do focus meditation, where each character unlocks their hidden talents.

  • The Party is told they have a permanent Mind Link (Mental Contact is automatically established with the the fellow party members).
  • The amnesia seems to have lifted from the group, they think they remember their backgrounds. They also discover they’re born one hundred years apart from each other and some are very old indeed. (800 years to 100 years old by the current date).
  • Malcolm focuses his energies on his Spirit Familiar (Increases the Familiar by 2 levels) Which makes his effective summoning spells at +5 caster levels.
  • Lelia likewise invests her energy into her Dragoncat (Increases the Familiar by 2 levels). Makes abilities dependent on levels increase as well.
  • Caleb focuses on himself and his social skills. (Effective +3 bonus to all Charisma related rolls)
  • Arky focuses on his Faery Garb and thereby attunes it to himself. (1/day, for an entire encounter he may boost his effective Strength by +4)
  • Pip, not being played by the regular player is not decided.
After the 9 hours of focus meditation, Eric has them spend 3 hours in the training rooms.
  • Arky develops a +2 To Hit with his Keyblade (Pre-spends 6 CP, Specialized with Keyblade for Warcraft)
  • Malcolm learns new spells (6 I think)
  • Caleb learns new spells (4 I think)
  • Lelia masters all 0th and 1st levels spells (Druid)
  • Pip destroys things like a madman. Again, lacking his normal player no decisions are made.

Afterwards a simple fare of broth and bread is given to them by Eric, who then has them rest that saying that tomorrow they have been called back. Eric wakes them up in the morning and has them return home. Eagle Eyes (Simon) greets them and informs them that they are needed to prevent the assassination as the timetable has moved up according to their seers.

Simon informs them that they are going to a party with the ‘duke’ who will change the future for good or poor depending on what transpires tonight. They are told two things will happen, a woman will try to influence the duke and make something good happen, another will likewise try to influence, and failing at that will kill the duke.

The party disguises themselves, and spend the time at the party being vigilant. They disperse among the crowd, compare mental note and are generally on the look out for anything suspicious.

  • Caleb entertains the crowd with a masterful sage and epic songs.
  • Lelia prowls
  • Malcolm stalks
  • Pip guards the door
  • Arky prowls near the duke.

Pip discovers the late arrivals of two cloaked women; then later notices a shadow enter the room. He tails the shadow, and Lelia intercepts the woman trying to gauge them. Events come to a head when Arky goes to intercept the woman and instead gets greeted by the Duke. He scans a woman and sees blood on her hands, he scans another and sees her equipping daggers.

Arky notices the gloves of an old woman are discolored and apports them away. Pip rushes in and swings both a fist (knocks her down, Max double damage rolled with a critical) and then kicks her (a near max damage rolled). As she attempts to get up she is suggested (2nd level bard spell) to lie on the floor and remain there. The other young lady attempts to get to the duke only to be stopped by Lelia and as an immediate action (Inhibit) by Malcolm, succeeds in stopping her. Arky goes to attack her and misses profoundly (1 on a d20). Pip likewise fails to strike. After a few more quick rounds, the second assassin attempts to escape with a flash bomb and is dropped by Arky (Nonlethal damage).

We ended there with the epilogue to continue later… that might be where we pick up next time.

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Session-6
Where is the other guy?

Start Time: well later than 5pm… Character updates took precedence.

Meal: Spaghetti, Bread and Salad.

Players:

  • Lelia (By Bekah)
  • Caleb (By Joshua)
  • Arky (By Max)
  • Malcolm (By Mike)
  • Pip (By Terry)
  • Iridius (By George)

This is the Short GM Summary:

Party got 500gp from the Nobleman for saving him from the assassination attempt.

The group goes to find Simon. They find out they have a sixth member of their group and should return to the installation. They get a one use transport crystal from Simon.

They buy horses, travel back to nameless village with Angelina. Caleb performs masterfully. Caleb determines the Fey Wreaths grant some benefits.

They make it back to the installation to discover the sixth member inside the pillar. After introductions they take the new guy, Iridius to the training rooms.

They leave the installation and Iridius is reacquainted with his Fey companion. They set up camp and are besieged by Shadowy Warriors and at the end a Shadowy Mage. They handily defeat those attackers. They leave in the morning back for the village, on the way they notice a dragon bearing down on their previous encampment. They make all haste to Hilsfar, bypassing the village in the hopes of not bring the huge dragon bearing down on a small village.

PLAYER SUBMISSIONS

Terry decided that Pip was taken against his will into the time minions. Mike decided that Malcolm declined the time lords at first, but later reconsidered and joined through fear.

At the well broken up party, the chosen ones stay put, and wait, while guards approach them and the two downed women. The party chooses to STILL remain until even more soldiers (with shortswords) arrive. We are asked to put down our weapons, and they take us into custody, to the barracks. After questioning, we are rewarded as upstanding citizens who protected the duke’s interests, and we are all given 500gp apiece.

While here, we hear the uptight captain needing help with a brutal beast which is killing commoners outside of the city wall. The party decides to go visit Simon again, to inform him of their success. To the bar! The eagle feather capped man is there in his usual spot. Arky tells Simon we were successful. Simon learned that our group is different. Most of the groups have a sixth, and we didn’t have a sixth with us nor did we see a sixth bed. Malcolm confirms this, and Simon pulls out a little cracked crystal. It’s got one use left. It’s a teleport crystal. Malcolm looks to the rest of the group. Arky tries to pull a horse out of his rather interesting bag, and he pulls out a small wooden rocking horse, and Malcolm can sense it’s magical and from the summoning domain. Malcolm asks for it, Arky says he wants to sell it to him… for 500 gold. (True to his character.) The ornament is made of oak. The party prices –real- horses, and pip wonders about riding our pet companions. Malcolm figures that he and Lailia can double up on one horse if they find a sixth. Caleb convinces Arky to ask the crystal for a horse. Nothing happens. The horse seller (who is surprisingly similar to an Italian) haggles with Arky, and Arky gets his for 63 gold. The other 4 horses cost 75 each. Lailia asks for gear (saddle and saddlebags) with hers free, and gets it. Pip is worried about if the person we are going to look for is injured, so Malcolm asks Arky for a demonstration, which pulls out a potion from his pack. Pip is satisfied.

The horses will take the party half the time to go back to the installation. (two days, not four.) The party rides. It’s been four days since we’ve been to Angelina for our potion, and it takes one more to get to Angelina’s hometown. Nothing extraordinary happens when we get there, except for closing the gate behind them. Caleb asks for Arky’s horse, under threat of identifying it. The town excitedly welcomes Caleb back, as Malcolm tries to go beneath notice. Caleb promises to perform for them that night. The horses get stabled. Caleb tries to identify the wreath before performing. The wreath boosts your charisma to good creatures, and makes Fey more friendly to you automatically. Pip and Lailia are arguing back and forth again, Pip being paranoid about Lailia learning how to turn Pip’s hair purple. Again.

A hundred people at least, show up for Caleb’s performance. Drinks are ordered, and people chant Caleb’s name in his absence. Many people ask about Caleb’s stories. He performs admirably. Everybody enjoys his performance, even Malcolm. Caleb seems like he’s GLOWING, like the moon on a clear spring night. Afterwards, Pip and Malcolm relax, Caleb drinks fine elven wine (a cask, which is an honor even above the free meal and room) The night passes uneventfully. The horse seems to have a command word “equine” at the bottom, which makes Caleb feel kinda foolish, but proud that nobody else caught it either, even Malcolm. Caleb is not hungover, (remember who gave him the wreaths?) Caleb explains what the wreath does, and Arky immediately puts the one Malcolm gave him on. Nothing extra happens, but Arky thought it was worth a shot. The chosen ones ride yet again for a full day. The door of the base doesn’t seem changed. Nothing seems to be able to be tracked, even by Pip, who is a great tracker, so it seems undisturbed. The horses are tied up outside. Arky leads, and walks in, with Pip directly behind, and the others after that. It’s been 8 days since the party left. At the scene of the massacre, the smell of decomposing bodies are there, with the bloated fleshy maggots going to town. They’re extremely bloated. More bloated than should be at that point. They’re like HUGE dormant nonmagical maggots. So we apparently notice this alcove is VI through XII, but with only five beds. Caleb checks for secret doors and finds none. The smell dissipates around the corner, and Lalia wants to find the first five beds, with Caleb continually looking for secret doors. The room we all came from is mostly the same, except for the crystal decanter in the center of the room is empty without it’s original crystal. (the same crystal Erik used on us.) Arkansas notices that there’s a button inbetween the beds, and the beds rotate, showing a bunch of moss behind it. Arky pulls back the moss, and finds someone.

The man who they find has a wild beard going on, like Arky. Long unkempt hair, wearing a loincloth. He looks to stand 5’9, 175lbs. His physical build shows he’s stronger than average, a bit fortified, but not as much as Arky in either. He has tattoos on his wrists with the number VI. Pip notices Malcom inspecting this, and Pip’s curiosity is rather sedated once he sees them too. Caleb, Pip, and Arky remember Iridius well, but Malcolm and Lelia (oops I’ve been spelling it incorrectly) cannot.

Iridius explains that he can remember our names but not us. Lelia explains where his stuff is. Iridius is still groggy, and Lelia finds Iridius’ belongings in his alcove, protected like we all had at first. Arky explains how he can get his stuff back, and Iridius takes his stuff, after magically examining it, but explains he thinks they are bewitched. Lelia is upset that Iridius’ boots are placed aside because she had to find hers. When Iridius grabs his rod, it disappears, and turns into motes, shocking him emotionally as Arky smiles and Lelia giggles. Lelia offers help by telling him to think of a weapon. He does, a longsword, and it appears in his hand. He’s interested in this, and tries to put it in his belt, but it retracts into his hand. Pip doesn’t fully trust him yet, and Caleb is interested but not emotional about Iridius yet. Malcolm tries to connect to Iridius through thoughts, and nothing happens. Arky knows that Iridius is not connected to the group’s mental link. Yet. Arky asks Iridius if he likes magic, which makes Caleb think (luckily to himself) “Oh great a religious fanatic.” Arky tries to get Iridius enthusiastically to go to the magic room, and touches Iridius, and we ALL sense that he’s in the link. (he’s been added to our friend’s list.) At the room of the training, Arky explains the room to Iridius, and Iridus gets the speech of how to use it in stereo, and looks uncomfortable. “There’s a library in here, and a big sphere which when you’re in here, you never feel drained casting spells. Iridius feels competent with his abilities, but prays to his pantheon aloud. He realizes we are not in midgard anymore, but Arky doesn’t explain anything about it. Iridius asks Malcolm about Midgard, and Malcolm replies we are not in midgard, but we are on Earth. Iridius asks about the roman empire, and Malcolm explains this is past the roman era. Arky bluntly adds “Yeah. Everybody you’ve ever loved? They’re dead.” Caleb explains it has been 1200 years since Iridius’ time. Pip integrated nicely into this world after 900 years, but Iridius is adjusting slowly. “The words are as cold as the winds of Thor.” Is the reply to Arky. Pip thinks to Arky that Iridius is a failed experiment. Iridius hears this, and doesn’t know what an experiment is. Arky explains that there’s this new thing called science, and you’ll love. Iridius thinks the group is brash and cruel. Malcolm points out that it is unfortunate that in order to help save the world he must leave his own behind. Caleb points out the fighting skills room. Iridius is hungry. Arky asks him what he wants, Iridius asks for bread, and Arky gives him some from his fabulous bag of hold everything in sight. Iridius is taken to the fighting skills room, and Iridius fights the easy dummy, hitting it. He is content. Arky tries to show off and tries hard mode. The keyblade comes out, and arky hits the armored dummy which is not only armored but flanked by two other dummies.

Caleb insists we need to get back to Simon, Malcolm taunts him telling him he just wants to sing more. Caleb tells Malcolm he’s jealous, and Malcolm quips back “You can sing, I can summon gargantuan monsters. I’m happy with my abilities.” Anyway, while Iridius is training, Caleb asks what he remembers. According to Iridius it seems like a vague dream. Caleb explains. He was recruited to serve a higher purpose. Malcolm explains about people scrying into the future, and their purpose is to stop the scryers from averting the future’s purpose. Iridius thinks it is Ragnarok, a term which Malcolm asks him about Ragnarok. Digging through his pouch, he finds the same 100 gold that we all found when we started.

The group leaves the compound, and Caleb uses the rocking horse. Another horse appears, six total. A high pitched voice aims and runs quickly toward Iridius. “MASTER! You’re BACK!” “Helga, there you are, my friend.” Apparently Helga is a diminutive fairy. Caleb wonders what kind she is, thinking she’s a sprite. She’s pretty dedicated for a 1200 year fairy. Iridius asks HER if he’s in midgard. She explains about a strange box, and they’re not home. Caleb asks what kind of fairy she is, she says “I’m a GOOD fairy.” And Iridius agrees. “She keeps me healthy.” And pip chimes in “I’m sure she does.” Malcolm communicates toward Dimitrius “Do you know anything about this fairy?” and he responds “she is like the rest of us, master.”

Pondering where to sleep, Pip suggests inside the compound, Caleb disagrees, remembering the golem. Malcolm explains we’ll see him coming, and Arky heads to the woods, which makes the rest of us follow. Setting up camp (including feeding the horses), Arky has another bucket trap lined up. He thinks it’ll work great. Malcolm goes to sleep first. Caleb talks with Iridius, explaining more about the groups campaign. Iridius wants peace of mind. The sleeping order goes Caleb, Arky, Pip, and Caleb tells Pip to wake up Malcolm for the last shift.

Iridius tries to understand arky’s bucket. You tie one end of the rope to Lelia’s foot, put it over the branch, and have a bucket over Arky’s head, because Arky is hard to wake up, but Lelia’s a light sleeper. When she wakes up, Arky will wake up wet. He thinks to himself, and chants. (He’s chanting an alarm spell, but doesn’t tell Arky, just for fun. Iridius names all the players, the horses, and Caleb and Lelia’s familiars, and notices Demitrius, coming out of Malcolm’s chest. Iridius names “the companion of Malcolm as well”) Iridius, satisfied, goes to sleep. Caleb sits around playing his flute. The night sounds pretty much stop. Caleb looks at how the horses are acting. The horses don’t seem to notice anything. Lelia gets a scratchy lick, from her cat, which has it’s hackles raised and is on top of her. The cat tells Lelia “Danger… out there.”

Lelia tries to wake Arky, before he gets wet. Arky does not wake. Lelia cuts the rope. The bucket falls, and wakes him up, splashing Pip. Arky screams, while Pip gets up and asks “Why am I wet?” Iridius wakes, and asks “Why are you wet?” and explains “I cast a spell to alert us if there were intruders.” Malcolm woke up at someone screaming. Iridius explains “I thought that was Helga.” Lelia explains “There is danger out there.” And she points. Iridius casts Mage Armor. Malcolm notices a discoloration on the ground, right as it pops up infront of Caleb. Malcolm shouts “Caleb watch out!” and is attacked by an amorphous shadow ‘thingy’ as the alarm goes off. Iridius dismisses the alarm, and Caleb took damage. INITIATIVE!

Malcolm casts enlarge person on Arky, Caleb did –nothing-, reacting to the fact that he got hit. Lelia runs up and attacks the shadow creature. She misses but her cat got larger, and hits. More shadows came and one attacked Iridius, and hit him. Arky heard the “ow” in his own head. Iridius casts mirror image, and makes four copies of himself. Arky, loving his size, Thwacks a shadow creature very very hard. Pip jumps and attacks the same creature, but misses. Caleb casts body of the sun, hoping the creature shies away from the fire (and being disappointed) but gets hit in the process and takes damage. Pip hits one, Malcolm summons a celestial hippogriff. Lailia tries again to whack the shadow, and hits, and so does her cat, killing the shadow creature. The shadow creature Caleb burned hits caleb, and another one hits Lelia. One of Iridius’ clones gets hit, and dissipates. Pip gets hit. Arky gets hit, but almost giggles as it’s just a scratch to him. Iridius casts magic missle (At the darkness! Just kidding at a shadow creature.) Arky activates his armor, and hits the same shadow creature he did last time, squashing it. The creature next to Caleb gets burnt by Caleb’s body, and Caleb steps back 5 feet, casting “know vulnerability” to see what they’re weak against, and figures out holy damage hurts them. He telepathically tells this to everybody else. Pip hits one shadow creature. Malcolm casts Light of Lunia. Two orbs begin circling him.

The Hippogriff attacks the shadow nearest to Malcolm. It swipes twice with his claws, and hits. Lelia hits her shadowy creature with a sword, and hits. The cat hits a shadow creature and kills it. The hurt by flame shadow hits Caleb, hurting him fairly badly. Arky gets hit badly by a shadow creature, and Pip gets hurt tamely by one. Iridius casts spirit weapon, flying in the shape of Thor’s hammer to the nemesis of the bard. Arky hits the creature that hit him, and it did not die. Caleb’s body damages the shadow creature, and he wills a weapon into his hand, swinging it at his nemesis. Pip hits one, nearly killing it. Malcolm moves to Caleb, expending his light to hit the shadow creature, but it misses. The Hippogriff tries to attack the shadow creature again and misses. Lelia misses, but her cat hits the shadow creature that Malcolm tried to hit, and it dies. Arky takes damage, and Pip takes more. Malcolm takes damage from missles, which apparently fire from something that looks different from the other guys. Malcolm is REALLY hurt. Iridius directs his hammer to the new creature, and hits it, then fires some magic missiles at the new creature. Arky moves to the other side of his opponent, who missed an attack of opportunity, then tries to hit but misses. Caleb tries to subdue the mage, to burn him. The mage takes damage immediately, and Caleb can’t because the mage type critter dies. Pip attacks! He hits! He kills it! Malcolm hits the last enemy with Magic Missile. It dies. Caleb is wrestling with dark barbeque humanoid. fanfare

Iridius heals Caleb and Malcolm fairly easily, then Arky even easier. Each time he heals them, it sends a tingle up his arm. Then he cures himself.

All of us congratulate eachother on a battle well fought. Caleb finds a burnt and tarnished necklace on the creature he killed, and he knows it’s magical. Malcolm detects enchantment school magic on it. Arky tries psychometry on the fallen humanoid. He sees a hooded figure saying “We’ve found the group since one new member is not shielded from us. That group has interfered with our plan for the last time, take them out.” Caleb identifies the necklace. It increases someones caster level. Caleb gives the necklace to Malcolm. Malcolm thanks him, and explains he will repay him in kind.

Arky mumbles at Iridius that his low-tech bucket woke him up before Iridius’ alarm spell, and sets the bucket up AGAIN. Iridius casts the alarm spell again, and goes to sleep. Arky is still drenched. Lelia towels off Arky’s bedroll. Demitrius hops over the bedroll and becomes a little mini cyclone and sucks up all the water. The group goes back to bed, with Arky on watch. The rest of the night passes uneventfully. It’s morning.

Arky reminds the group that the vials’ protection wore off, so the group takes one dose each of the scry protection, therefore leaving 14 doses. The group rides, and they see a big bulky shape in the air, big enough to spot a few miles away. It’s lizardlike and has a tail. Pip (who is scouting ahead) informs the party of this, and explains it’s probably a dragon, and it’s heading towards where we were last camped. Pip explains that we don’t know if it’s evil or good, and if we keep riding, it will not intersect us. Iridius knows about dragons, and explains that if we face it we will die. The group quibble about using the teleport crystal to go back to Hilsofar, or seeing what happens when they ride. They avoid the town with Angelina inside, so the dragon will avoid the town. They do so uneventfully, and arrive at hilsofar. The gates are closed, to avoid bandits under the cover of night. The group camps outside, near the merchants and guards outside.

View
Session-7
Noooo!

Meal – Hamburgers, BBQ Mesquite Chicken and Salad. Gummi Worms for after snack.

5p – 6p Eat, Character review and printed new character sheets

Players Present:
  • Arky (Max)
  • Leila (Bekah)
  • Caleb (Joshua)
  • Malcolm (Mike)
  • Iridius (George)

NPC: Pip

Recap by Mike. The group entertains, gives out money to the common folk and generally make nice while camping outside the city walls. Morning comes and the group notices from the soldiers, that a colossal red dragon is descending upon them rapidly. A few moments before it’s arrival, an elderly man approaches and mentions to no one in particular that they have an uninvited guest. After a mild bantering between the group and the old man, the dragon lands, spraying dust into the air.

The old man challenges the Ancient Red Wyrm, but calls it a demon and names it Tsoltan, a great demon lord. In return the dragon answers it’s there for the group and wishes nothing else. A titanic struggle both seen and unseen takes place, eventually the demon succumbs to both a disintegrate sphere and some sort of powerful light ray. The demon is destroyed leaving the possessed dragon momentarily confused and it collapses onto the old man. The dragon recovers and with a roar of anger, leaves. A shouted ‘Nooooo’ in the distance seems to be response to the dragon collapsing on the old man.

The party was all struck by dragon fear and helpless for the confrontation, only by powerful magics did they survive. Moments after the battle a strangely dressed man approaches them and asks them odd questions. <insert>

They decide to seek out Simon (Eagle Eyes) and show off their new addition. They go to the local dive and find that he is not there. They then seek their rooms and inquire to the innkeep if anyone has been asking for them, he says yes and shows them a paper with all FIVE of their pictures drawn on. Arky uses a power on it and sees an artist who was paid to draw the paper. They go to their rooms and find it’s been searched and a note left. The note has written ‘The Leaping Lion. EE’. They go to the artist shop and inquire after the paper, they demand a drawing of the man who requested it. <insert>

Then they go to ‘The Leaping Lion’, an upscale establishment, there they locate Simon sitting in a dark corner watching the goings on. They decide to go to a private room, and during that time the strangely dressed man appears. Iridius confronts the man and insists on an introduction. He introduces himself as the ‘Eagle’. Iridius demands to know if he was the one who brought him here, to which the man says ‘Yes’. Iridius asks to know why, to which he is told “To stop Ragnarok’, he places a hand on his shoulder, and Iridius has a vision. After the vision he sees semi-imposed over each character an image of an older and symbolical rendering.

The mission given to the party is to stop six assassins from taking out some kids. The group determines to locate the kids and stand watch from a distance. They cannot interact with the group.

They locate one, and he flees. Lelia and Caleb give chase; Malcolm summons a bunch of tiny celestial monkeys to search the area; Arky and Iridius intimidate someone into fleeing and then Arky attacks a group of nobles. The nobles turn out to have sharp teeth (so to speak) as Arky is quickly humbled by they’re precise strikes. Pip and Iridius aid Arky and they manage to overcome the opponents. Meanwhile, Lelia and Caleb chase the assassin through the sewers and find he’s popped out somewhere else in the city, leaving no trace behind him.

We ended the game at 11:20pm.

END GAME NOTES: Changed next game to Sunday the 13th @ noon for a conflict.

Player Submissions

Iridius gives thanks to Odin and Freya, and tells Helga to wake him up in the morning. Arky does not set up a bucket. Caleb goes to sleep. Malcolm goes to sleep, tying his pouch around his wrist. Iridius preached to the peasants about being virtuous and honest, and how they might be lucky enough to go to Valhalla if they live a good and honorable life. The peasants are mixed, they like the sermon, and being paid for listening, and they look disheartened as well as a little banged up and bandaged, so Iridius heals them with a show. They were apparently attacked by big bad wolves. Iridius wants to do something about the wolves, but Malcolm says “maybe in the morning” and the others mostly agree. Arky pulls out some cheap wine and gives it to the peasants. Caleb plays his flute nonchalantly, and some of the kids go up to him to listen (like 15 kids) So Caleb casts a minor illusion to make a small satyr dance, which upsets Helga who tries dancing with it but gives up (because it’s incorporeal) and she goes and dances on her own. The adults, especially the inebriated ones, gather to listen to as well, and Caleb entertains them (with requests if there are any) While the guards start patrolling a little closer to the group now (THAT’S how you get security) and some of them tap their feet with the music. Good times. Good times.

The gate is unlocked as the sun comes up and there are shouts of surprise upon the walls, A very bright red dragon coming our direction fast, and the guards are unsure whether or not to close the gates again. Iridius begs the guards to open the gates. Arky thinks it’s time to use the crystal. The chosen ones deliberate as an old man tilts his head looking at the beast and walks away from the wall away from the crowd. He’s wearing a magic ring. He looks at us, then at the dragon which is closing fast. “It seems we have an uninvited guest.” He’s smoking on this pipe but nothing is coming out. Arky asks him what his escape plan is. “Escape? I plan on driving the creature away.” “How?” “Persuasion. I’m a very good talker.” Iridius goes to the people. Malcolm is confused and therefore doesn’t act much. The fearful people are now pounding on the gate which was closed on them. The heroes should run in fear but are mostly locked in place. The dragon hits the ground with a large thud and a cloud of dust. It beats it’s wings, snorts and looks right at the heroes, and then it notices the old man. It seems arrogant. The old man cocks his head from one side to another, sighs, takes one step forward, and says “Tsoltan? is that you again?” then the dragon speaks, but something is off, (the bass is usually large but it’s off when this dragon speaks. And the dragon says “My quarrel is not with you old man. I’m here for those guys.” “Didn’t I banish you 100 years ago, demon?” Arky thinks that this may not be a dragon. Nobody recognizes the name used for the dragon. Caleb sees a shadowy aura over the dragon, as if it’s possibly posessed. The Dragon sniffs the air, as if it’s filling it’s lungs, and the old man says “I’ll give you this one time to leave right now.” As the dragon gives a malevolent laugh then breathes fire. A searing heat washes over everybody. It hurts a large amount, but we do not die. A shadowy creature with a sword is trying to hit the old man, and apparently there is a shadow stemming from the old man to fight the dragon as we’re all paralyzed with fear. The blistering heat continues, we feel like our bodies are incinerating, but we do not die. A powerful field of magic eminates from the old man, as some of the dragon’s scales disintegrate before us yet we don’t even though we are in the field of magic. The demon is snarling as it swings it’s sword, not affecting the old man, but hits Malcolm who is knocked back and falls. Scales again disintegrate as magics are thrust at this creature from the old man. The battle is epic. The dragon falls on the old man as the demon is vanquished, it’s last words being “No, I’ll never go back there!” but the dragon still lives even though it’s fallen. Malcolm summons celestial bisons to move the dragon, but as they get close it spreads a wing, flings them away, and gets up, flying away. When it gets up, there’s no old man, but there is a ring, which Caleb takes. A girl screams “Noooo!” in the distant forest. The fear is shaken off, as shame sets in that we were not able to act. It was a battle beyond our abilities. Caleb did notice that the full dragon aura came back when the shadowy aura was banished.

Caleb says “Okay, well I say we let that moment pass and get on with our eerie day.” The mob is trying to push through the gates single file, while the shaken guards are checking for weapons. Caleb performs yet again to calm their emotions as Iridius casts the calm emotion spell to the peoples. The chosen ones move toward the gates. One man stands out from the crowd, with a bag, and a hat, with a weird looking scarf, and overcoat, munching on something. He pulls out a small red thing. “JellyBelly?” Arky declined. “By one dying, several were saved. JellyBelly?” Iridius accepts and eats it. The man looks to Arky “Would you say that’s a noble sacrifice. One man to save many?” “I guess.” So he points to a man in the crowd “What’s HIS life worth?” “120 gold… what’s the going rate for slaves?” And Iridius chimes in “King or pauper, I’d gladly die to save one man’s life.” The man asks more questions about random things like the value of life. He offers one to Caleb, and Malcolm, and they both eat as well. The jellybelly does not seem magical when malcolm discreetly casts Detect Magic on it. Malcolm asks him “What manner of bean is this?” “It’s a jellybelly!” “Is it made out of jellyfish?” “In a manner of speaking.” “Curious.” and Malcolm eats it. “Anyways. I think the gate is clear. See you!” Iridius asks the strange man how much a life is worth and a cryptic answer follows “It is as much value as it’s worth.”

We all think he is strange, so we continue on and go to find Simon at the bar. Pip has been very quiet this entire time. It’s likely because he wasn’t able to rip the dragon’s heart out. At the bar, people are chanting, led by what caleb thinks is a rank amateur. Lelia grabbed a fish along the way for her cat. Simon is not at the bar, and the bartender, barmaids, and other employees do not remember or recognize his description. Iridius suggests to the others to help the townspeople who were affected by the wolves, and leaves the group when the others do not go with him because they go to the inn and look for a note or letter to them. Iridius finds people, and asks them about the situation. Iridius feels like puking, with a raging headache. Lelia thought-asks him if he’s okay, and he responds thinking “I shall return.” Before we leave, Caleb asks the bartender about if any messages were left, but none were, however there were drawings left and they were asked about the descriptions of the chosen five. The description of the asker was a dark haired goateed man with leather who was trying to catch up with us. Malcolm asks them to forego giving any more information to anybody except a man with a feathered cap. At the inn, there’s a note, but the room was searched. Arky tries to use psychometry on the picture given by the bartender. He sees the paper on a desk being drawn by someone dictated to. The dictator is a hooded figure, who gives the artist money for the exchange. It’s daytime when the drawings are drawn. The artist is known, as a shopkeep in the town. Anyway, Iridius is sensed coming back to the five. The note shimmers as it’s picked up. The note says simply “The Leaping lion. -E.E.” So the party goes to the sketch artist’s shop, looking for the Leaping Lion along the way. Iridius comes back and Lelia gives him a goodberry, touching us all, which gives us all a surge of power wash over us. The artist is encountered by the group in the exact order of that of the portrait, and he is ordered to draw the person who ordered him to draw the drawing. The artist then draws the picture of a hooded figure in all black. The artist says with his very french accent, he MUST draw caleb, a striking example of perfection in artistry. Caleb turns him down for a picture of “titanic” proportions. Caleb wants to go to the Leaping Lion so he asks for directions. The Leaping Lion is more posh than anything the heroes thus far have entered. We enter!

There are so many dandys and fops and servants it’s like looking for a tree in a jungle to spot Simon. It’s a two floor establishment so they go to the top floor with the balcony to see everybody. We all look different directions and Lelia sees a hat, telling everybody, finding Simon when she walks up to it. Speaking with Simon, we explain about the Dragon and it’s attack upon the “noble man.” Caleb explains it was posessed by a demon who was banished by the old man. Simon asks for a private room. We all follow. We deliberate more, and figure out that we need to keep a lower profile (no posing in the nude) because had they merged properly they’d have been nigh unstoppable. They ask for another task, and apparently the local thieves guild have been performing assassinations and and framing people for it. Simon talks about a great protector with a pipe with no smoke, who stops the supernatural forces from entering the town. Let’s just hope he didn’t die then, ok? ok.

Well we know they’re going to use the thieves guild to kill some people. He gives us some scrolls with pictures of people in the thieves guild. Iridius says that Caleb may be able to help because of his contacts but caleb says people know HIM, but HE doesn’t know people much. The city blueprints for the sewer are given, and locations of some of the lackey’s hideouts are given. Lelia asks about the higher-ups location. The man with the jellybellys knocks, and is let in, and goes to see Simon, offering everybody jellybellys. We question him about the whereabouts of the thieves pictures, and he says for us to “follow our nose.” Iridius introduces himself, and the man introduces HIMself, as “The Eagle.” Iridius asks “Are you the one who took me from Midgard?” “Yes.” “Why?” “You’re here to stop Ragnarok.” as he pats Iridius on the shoulder, and Iridius sees Valhalla (as through a pool) and he sees a mighty apocalyptic battle as the valkyries lead the way, with Iridius heading them. As the eyes are glazed in the vision, The Eagle tips his head and says “I have things to do. I will see you later.” And Iridius sees Lelia with vines and natural life essences everywhere, then Malcolm with giant energy hands each having large and wonderous creatures on them, and Arky as a shiny knight with the Keyblade, and Caleb standing there while fey dance around him worshipping him. Then there’s pip, with a wolf coming out of his face, coming out of his body and a crow sits atop his head, seeming feral but weilding two swords.

Simon reads the scroll given him by The Eagle, and shows us the picture of a bunch of kids, which we are not allowed to make contact with, for they are the target. So, the chosen ones decide to go to the kids but not contact them, in order to find the ones attempting to kill the kids. The Chosen Ones ask about about the kids, who are apparently staying at some noble lady’s house. Iridius sends his fey out, who scouts around the mansion, invisible. Lelia is made invisible as well, and climbs onto a roof finding an enemy who finds a prime spot to spy on the mansion. Lelia tells us all telepathically, and Iridius tells Helga to fly high and see how many there are, and apparently there are six of them. The chosen ones spread out.

Lelia throws a flaming sphere at the man she scouted and hits him. Caleb moves around the building, from his 3 o’clock position closer to 12 o’clock. The bandit was on a roof, he rolled off the roof, and fell behind the building somewhere, where there’s an alley. Malcolm summons a form for Demitrius, Iridius waits. Arky moves to the alley. Lelia ran to the scene, Caleb runs to the scene as well. A celestial monkey appears where the bandit rolled off the roof. Malcolm summons another monkey. Iridius summons Helga. Lelia looks in the alley, sees a grate that has been moved. She points her fireball to move it down to the sewers. Caleb is running, again. Arky goes for another man he saw, charging at him. as will Pip. Caleb gets there! Malcolm summons another monkey, while the first two disperse and look. Iridius finds a man who runs from him. Iridius then looks for Helga, who can’t find anything. Lelia looks down the sewer, sees no light sources, and smells a very pungent odor, something worse than a normal sewer. She goes down the sewer, and finds a dead body floating there. Arky charges at the group of nobles he sees, who look at Arky like he’s crazy. With a flying tackle he knocks one over, the other two dodge, one of which takes out a shorsword and goes to stab him but fails. Pip moves toward the tackle. Caleb casts invisibility on himself and goes into the sewer, the opposite direction of Lelia. The first two monkeys are not finding anything, the third goes to look in a different direction, and Malcolm summons a fourth. Iridius casts detect evil, and he senses evil in Arky’s direction, and sits back. Arky hits the man with the sword, subduing him. The other guys pull out their swords, and one hits. Pip rushed onto the scene, Caleb continues on his way, and he sees no signs of anybody. Lelia hears a splash, communicates it, and goes to investigate. Malcolm makes a fifth monkey, and the first four monkeys continue to scour the area. Caleb communicates to everybody that there’s a possibility the bandit did not go down the sewer. Iridius casts Invisibility on himself, and concentrates on his detect evil. (He likes to watch) Arky decides to apologize, and withdraws from the three Fops who don’t match the description of the six assassins. Arky goes to the last known coordinates of the invisible Iridius. The Fops pursue, trying to stab Arky. Lelia follows footprints she found, and Caleb is behind her closing in. Pip misses his attacks to the men going after Arky. Caleb continues to close in. Malcolm summons a sixth monkey, which the first five haven’t found anything yet. Iridius heals Arky. Lelia comes to a T intersection with no choice but to scout by trying to pick up a scent. She goes right. Arky stops subduing, and swings for a real hit. BAM. The men retaliate, and Arky asks for some help through mental link. Pip hits the one arky has been wailing on, Caleb goes right. Malcolm summons monkey number 7, and the first six are told to go to help Arky. Iridius heals Arky. Arky tries to down half the potion he has, (the last time he used a whole one it healed him completely) And heals more than half his total health, back. Arky then attacks the wounded, and downs him. The remaining of the three tries to whack Arky and missed. Pip misses both attacks. The next round, the remaining man is taken down. Lelia and caleb find another grate and go up it, but do not find any sight of the guy they were trying to find. The monkeys don’t find anything else on their way to the scene of Arky’s attack.

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Session-8
Shh, we're huntin' assassins!

More information to come…

Player Submissions

On one of the downed men, they find two pieces of paper. One has a picture of the five, the next has a picture of Iridius. It doesn’t have the same “Flair” as the first drawings so we don’t think it was drawn by the frenchman. Also, we find three shortswords, one studded leather armor, and 100 gold apiece, (300GP total.) Arky shouts “By the order of the Hilsofar guards I am placing you under arrest.” and plops the man over his shoulder. He tells people he is passing by that his buddy had too much to drink. BLUFF! :P

Back to the hotel room. Arky wants to tort…err interrogate the downed man. Iridius tells Arky he can know if the man is telling the truth or not. Zone of Truth! The interrogation begins. He was sent by “The upright man.” And when that isn’t clarified, it’s good cop bad cop. apparently the night watchman is his contact, and it’s a cell structure. There seems to be no falsehood from the man, Arky can lie though. The man is going to the flying princess. There are watchers to know if they were successful, who are reporting back at this moment. He knows their faces. Sketch artist time? Pip wants to deceive the man by pretending to be on his side, but notices extra people outside and informs us. Caleb moves to a blind corner of the room from the door as Pip remembers we’re straying from the mansion. We lock him in another room and pay for it, then go back to the mansion.

The mansion is lit up near the alley where Lelia and Pip went. There are guards in the courtyard. Helga scouts. One of the kids got shot, he’s alive and pissed off, and there is a dead assassin (scar eye) being taken away. Five left. Iridius sleeps while Helga keeps a lookout. We take up watch on the rooftop. Caleb alters self to look like the captured man. A homeless woman calls out to him. The ‘other’ group came over, and tells him the the kids are viscious, and another assassin (redbeard) is in the house. She tells him to check in with the swallow (at the pier.) Caleb telepathically tells everybody. Malcolm and Iridius throw magic missiles at the red bearded man who appears to be slowly taking a dagger out of his sheath. Iridius invisifies himself and jumps down. Arky activates valor and his blue outfit twinkles and sparkles, changing it more reddish. Everybody except malcolm jumps off the roof and pip makes it to the top of the fence. Malcolm flies to the rooftop above where redbeard was, and mentally tells the chosen ones he’s no longer in there. Lelia joins Pip and Arky on the other side of the fence. Caleb walks up to them playing a tune to make an aura of calmness. Malcolm flies up but doesn’t see anything worth seeing except the guards moving toward Caleb.

Arky and Pip run to the vines on the side of the mansion and climb up to the window. Lelia goes to a door and looks. Caleb keeps playing as the guards march to him, so he puts on his ring and they march right past him. He then takes the ring off, and tells them the assassins “went that way!” Iridius saw Caleb the entire time. Malcolm is still clueless. Arky goes into the room after the kids are ushered out by the butler, and looks for treasure. Lalia stealthily scouts the house. Footprints sound going towards the door the kids left from. Helga scouts and a large asian man wants to scout the house. Arky goes through the door to the north, which is right from the window and left from the door the kids left through. Arky loots room to room until he finds redbeard. Lelia goes upstairs and sees pip hiding. Mentally, Caleb tells us we should regroup and go to the pier, as the group bickers between itself about arky looting. Pip and Arky think looting is fine. Lelia leaves a note that says “Don’t trust the red bearded one.” Iridius asks Caleb to go to the dock. Caleb re-disguises himself and discovers a man in trenchcoat but gets the feeling he’s being watched by men, one with a red beard. A paper with a seal is tossed at Caleb saying the contract on the kids is off. Another man looks to Caleb saying “I don’t look anything like that.” Caleb slips on the ring, and they stop paying attention to him and take off. Caleb/Iridius return with the rest to decide what to do and Caleb has an ephiphany that the south wall is being attacked by supernatural forces. The party leaves for the south wall. Iridius is blinded and pained when attempting to detect magic. Small creatures are attempting to attack the wall, and a flame hits them when Caleb ‘surged’ near the wall. The creatures are gone, and Caleb says that it’s over.

The party fail to find Simon, and go get some rest. Simon apparently is at the “Princess Swallows.” which has a picture of a princess having a hearty tankard in her hand (what were you thinking, you dirty minded reader?) Simon pays us for the service… 6000 gold, and gives us six differently colored marbles and says they enhance our abilities to work with our suit.

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