Session 102
General Summary
Session BEGINS around 1pm on Lucom 21st in NEW SHI, as they prepare to head out to LAKE URDA, hoping Nariinn and Mark become unstupified in time for the coming fight and ritual.
- Hopefully all playes will present and ready to go.
- WILD MAGIC continues Far Realm Wild Magic Surge Table KEEP UP
- When they get to LAKE URDA, the longer they are there - they lose HIT DICE (DM will roll a d6 for how many) - when NONE left, they become STAR SPAWN GRUE or worse (variant)
- MAK'TI - visited by RAVEN QUEEN to tell him the following (if the moment feels right, let the other players be present)
Mak'Ti Il, one of my chosen. I, the sole deity left to directly interfere on Terus. I had my eyes on you and Vrae since the moment you met in the desert. There was destiny upon both of you, a fate a clear as any I've ever seen. But for all my assurances that one of you would be the vessel we had been waiting for, imagine my surprise that I could not see which is you was fated for this task. And then you died, as Vrae and your allies crept closer to darkness, and I sensed she was not the vessel, testing her with my Holy Symbol, which weakened and cracked every day spent with her. I summoned a new potential champion, the Leonin Gorrazar, hoping he might prove himself to be the vessel... but while he proved to be a mighty ally and symbol for good, he was not the vessel of light.
And my attentions were so wholly focused on Terus that I did not see that your spark had not passed quietly into the underworld. It had fought bitterly to hold on, to be reborn on a new plane, assuming a new identity, always righteous, willing to fight for the cause. In secret I contact the Alathar, using my power to convince them to send you to Terus, to rejoin the Black Tear, to find the Raven... knowing your transformation was almost complete. And I rejoiced at your victories, the might of the Black Tear once you had all reunited, the joy when you regained your memories and became Mak'Ti once more...
And why am I telling you this? You need to know what you are about to do. For all your prophecy, I know you cannot see beyond this conflict. There's a reason for that. Your fate has become entwined with Cthulhu. If you choose to be this vessel... Did the Bard tell you of his earliest vision? His first memory? He was feral, mindless, wild, alone on an island, the only soul on Terus. And it would have have stayed that way, had Eberron not shattered the seals around the prison realm. Madness needs mind to corrupt. Creatures with the mental capacity to ignite the spark of hunger that yearns to spread its insanity throughout the multiverse....
Have you not wondered, with all this talk of gods and their champions and vessels, where are the other deities? What has their attention held when so much is happening on Terus? It is hope, and a plan for the future. They are building a NEW realm, a new prison, with the sublimely optimistic assurance that a vessels will reclaim the Great Old one, and once it has done so, they can take the prison vessel to the new realm and leave it there for the rest of time. For this time, it will be a realm that will truly be impenetrable to the rest of the multiverse, correcting the errors of Terus.
Do you understand what I'm telling you? If you choose this burden, you will no longer be Mak'Ti. You will sacrifice everything you ever were, ever will be, to contain this great evil. Da'ath is correct, you are special, you are chosen, and you can save the multiverse, but not in any glorious way. You alone, a being of great arcane power, a being who denied death, who's mind has grown beyond the mortal sight, you have made yourself into the only thing that can possible hope to trap him.
But I cannot let you walk this fate without the knowledge that it will cost you...everything.
- Mark and Da'ath visited by Moloch Moloch - Devil of Hell
- MOLOCH Moloch Sheet CR21
Without warning, the ground shudders violently, cracks radiating outward as scorching heat fills the air. A circle of molten stone blazes into existence, and from its heart, a towering, horned figure rises—Moloch, the Dread General. His massive, red-orange form is wreathed in shimmering waves of heat and ash; the shockwave of his arrival sends animals and lesser mortals fleeing in terror or collapsing, unable to look upon him without failing against a tide of despair. Moloch’s gigantic, metallic claws grasp the ground, and his shark-toothed maw opens in a guttural, earth-shaking roar of amusement. The landscape warps: grass ignites, trees blacken, and a choking cloud of brimstone rolls outward. His yellow eyes flicker across the party, intelligent and cruel, promising destruction and domination.
"How I have longed to visit the Prison Realm!"
He eyes lock with Mark, then to Da'ath.
"With me," he says simply (DC CON 28 to resist, with DISADV because they are enslaved to Molach), as he marches about 30 feet away, for privacy from the rest of the party, to whom he growls, "If you'll excuse us, I need a word with my minions."
With each step, the stone beneath him glows red-hot and the temperature rises, making the air ripple and shimmer. Moloch’s six-tailed whip cracks, slicing through the haze with sparks and thunder as if he’s already marshaling his infernal will and power. Shadows dance wildly in the infernal light, and all smell burning flesh and metal as his very presence threatens to unravel hope. At the edge of your vision, faint outlines of lesser devils begin to manifest, drawn to the archdevil’s call. The sense of doom is palpable—Moloch’s majesty is absolute, even as the party already stands at the threshold of catastrophe incarnate.
Player Impact
- Anyone who meets Moloch’s eyes feels despair creeping into their mind—a magical compulsion to flee or collapse. They sense, viscerally, that this fiend can crush or command anything in sight, and only the most powerful magic, faith, or heroism offers even a glimmer of resistance.
- (DC WIS 25 not to flee inside from the DEVIL)
- This scene becomes a pivotal moment, marking the arrival of a genuinely cataclysmic force. The players now face a choice: stand against terror incarnate—or else be swept aside by the might of Hell unleashed.
I'm gonna keep this simple, because Mark is a moron, and I don't think you're much better.
(if Da'ath tries to talk, he growls "SILENCE!" to both and casts the COMMAND spell, DC WIS Sav 26 with DIS to save)
Fuck the gods, fuck the multiverse. All their chips are on your little group to stop the great Tentacled One, each of you poised to be a "vessel" whether they would tell you that or not. So I don't want you to kill the blue mage. I want you to sabotage the ritual, at the worst possible moment, the point of no return, no recovery. Let the gods figure out Cthulhu, its their mess. Do that, and I'll free both of you from your contracts with me. You can keep your insufferable lives, and I'll never bother you again, unless you want to freely join my crusade to retake the 9 Hells... no better time to do it than when everyone is busy with old squidface.
But if you fuck this up, if you betray me, even if you're friends pull this off and "save the multiverse," you'll both suffer eternally as mindless lemures in the deepest pits of the hells, forever bound to me, forever tormented, tortured, abused, never to to know light, happiness, contentment again. You may think you know pain, you may think you have strength, but you know NOTHING. But I can teach you. Or you can do what I ask. Don't let this ritual happen. To be perfectly clear, let Cthulhu free, destroy any chance of containing him. And then you'll be free. Your freedom or his. The choice is yours, but its all or nothing - if one of you fails me, you both fail me and will feel my wrath.
Now if you'll excuse me, I hear the Staff of Orcus is in this realm, and I'd love to collect it before this place fully goes to shit.
NEW SHI
- The group discusses thew new revelations from their gods
- Mak'Ti more than willing to give up his life to save everyone, though he does cast "ENCODE THOUGHTS" and puts a copy of his current memories into his Spell Shard and directs group to "rebuild" him in a construct so at least a part of his will survive
- The discussion continues, MARK reveals that Moloch wants him and Da'ath to sabotage the ritual, threatening the eternal damnation of their souls if they let the ritual happen, but offering to free both of them from their pact if they follow his will.
- As the discussion continues, a Hobgoblin tells Narinn that the Star Spawn Grue are within range, and fighting at New Shi is about to begin
- Mak'Ti teleports the group, plus DRONZROH, to Cullile Village, next to Lake Urda
- They immediately find "Steven Seagal" and begin the evacuation of the village.
- They are also given a NUMBER of supplies/potions by the fleeing VILLAGERS, many of whom continue to glare at Vrae, remembering her actions from earlier.
- Gorazzar and Da'ath and Nuri search for the Githzerai fortress, EVENTUALLY learning it is on the other side of LAKE URDA, near a dock that BORD dreamed about back in Session 3 (an image they pulled from Bord's mind)
- Da'ath meditates to communicate with them, asking them to protect the people around Lake Urda that are fleeing, and almost dumbfounded, they agree, leaving the main fight to the Black Tear.
- Narinn senses the approach of TUM TUM, who had escaped Stosan during its fall, and had been coming down the mountain to find Narinn at the end of things. TUM TUM joins the fight alongside Narinn
- Mak'Ti searches into the lake with his eye, spotted lots of enemires, aberrations, Aboleths, Sahuagins, and eventually, an underwater Eldritch Lich dressed in the clothing of Judai'aruki, which dispels his eye.
- The group braces itself as Da'ath is given the power of foresight, and is UNABLE TO BE SURPRISED in combat.
- Da'ath immediately tells everyone to prepare themselves and "look out" as a projectile hurls toward the group, shattered in a million pieces
- As they look around, they realize it was the COMPLETE ORRERY OF THE WANDERER, now utterly destroyed (Mak'Ti does take a piece for himself)
BATTLING JUDAI'ARUK
- Judai'aruk appears as a Hallucinatory Terrain appears, both illusory and physical illusions, of abberant and regular spell circles, coffins full of fake ritual components, runes that control the illusions, and a small whole containing a non-descript piece of the Orrerry, humming with Necromantic power.
- Judai'aruk maintains an illusion of his former self over his Eldritch Lich appearance, and the group quickly realizes he is only putting up a minimal fight, with Bord even catching a glimpse of his true face with looks unhappy, and under duress.
- Nonetheless, this has been their primary enemy for months, so they battle on, bashing him over and over again, even as they retrieve the piece of the Orrery and take out one of the illusions (the physical piece). Eventually, they land the final blow on Judai'aruk, and his body crumpled, but they sense he is not dead, for he is a lich.
- Bord grabs the piece of the Orrery, and realizes it is Judai'arul's "PHYLACTORY"
- Hopefully all playes will present and ready to go.
- WILD MAGIC continues Far Realm Wild Magic Surge Table KEEP UP
- When they get to LAKE URDA, the longer they are there - they lose HIT DICE (DM will roll a d6 for how many) - when NONE left, they become STAR SPAWN GRUE or worse (variant) - ROLL AFTER THE BATTLE
- WERERAVEN TRANSFORMATIONS SOON!!
Notes
Session 101 PREVIOUSLY
TIME PASSED (in world) - Lucom 21st, 100 NSE
| DESCRIPTION | PREVIOUSLY | NEW |
|---|---|---|
| Days Session Took Place in | 2 hours | 2 hours |
| Time/Place Session Ended | 1pm, New Shi | 3pm, Cullile Village |
| Countdown to Da'ath Pact Needs | 1 day | 1 day |
| Days Till Next Full Moon | HAPPENING | HAPPENING |
| TOTAL TIME OF CAMPAIGN | 134 days | 134 days |
LEVEL UP GENERAL SCHEDULE
- Level 18 - Session 107
- Level 19 - Session 113
- Level 20 - Session 119
NEW ITEMS TO GIVE OUT
- Potion of Polychromy Potion-of-polychromy UNCOMMON 400 GP
- Living Armor Living-armor VERY RARE 10,000 GP (save for end game?)
TO DO
- Update the world to be merging with THE FAR REALM now that Cthulhu has emerged
- TABLE Far Realm Wild Magic Surge Table Help
ALLIES
- SPEER
- Navarax
- 3 Aasimar Warriors from Eldathir (need names!)
- Ushani Hobgoblin Tribe
- Metallic Dragons led by Nymmarth
- Dronzroh and the Loxodon of Boludo
- Queen Valhana and the Elves of Lyanthandir
- Clan Axebreaker and the City of Gimloth
- Tabaxi of Palm Point
- Vrae's Parents/family and Retainers in Eldathir
- Stosan Academy academics plus Narinn
- Acolytes of Keyrth
- Survivors of ORDER OF THE SACRED GARDEN?
- Survivors of TEEP
- Githzerai
- Guards of Magia
- Cuer
- Warin
- Eladrian of Queen Titania - i.e. Lady Shandria
- Orcs of the Nalied Desert Tribe
- Baldir the Bold
- Acolytes of Keyrth
FLAYER's BANE SHIP OFFICERS
- Captain - Lykalada'ath Stormcall
- 1st Officer - Mark Bastardson
- Chief Science Officer - Maak-Ti
- Chief Engineering Officer - Narinn
- Chief Medical Officer - Gorrazar
- Counselor/Chief Diplomat - Bord Agatta
- Chief of Security - Vrae Cherchuse
- Chaplain - Dronzroh
- Helm - Cuer
Report Date
19 Nov 2025
Primary Location
Secondary Location
WERERAVEN TF
CON Saves (Full Moon)
- On a FULL MOON, the afflicted character must succeed on a Constitution Saving Throw or suffer the Terror of the Night effects with a DC depending on whether the player chose to embrace or resist the curse.
- Resist the curse - DC 20 Constitution Saving Throw (Both have advantage since they conquered TERROR OF THE NIGHT)
- The curse is at its strongest whenever there is a Full Moon in the sky
- DC 10 WIS Saving throw to remember the night if Transformed
WAR UPDATES TO CAMPAIGN
- CLOOAD Currently Shutdown - all fighters encouraged to join local army (Obreriault, Magiault, Genasi Kingdom, OINC Oroccid Independent Nations Coalition
- WASTELANDS - Acolytes of Keyrth Battling X-Cult in Wastelands - Reports of Necromancy and Undead roaming the nearby lands, as well as Treants being spotted throughout the once dead lands (TIBAC THE TORTLE one of the leader's speaks directly with Keyrth, who he calls for aid)
- CAMBREY VALLEY and the Surrounding MOUNTAINS Shrouded in Darkness - all the vampires dead/ perished, dissolved after BLACK TEAR killed Khonaheeto, valley back to normal now
- ELDATHIR - currently under siege by Forces of Malar after ILLUSORY SHIELD went down - repelled forces of Malar, but still under blockade
- MAGIA - fell to the dragons (taken by surprise), people fled to Doreduum and Winda, MAYOR URSA EDRENS killed by Abishai, Saphielle taken captive (most assume she died in the fighting, still alive with Saphielle, now with SPEER), Concillium meeting on Winda to decide next actions (calling for AID from Obreriault which will NOT come)
- LLEGOSERT - fell to invading STAR SPAWN - town in ruins, no sign of the FLAYERS BANE ship or her crew, though the hangar was flattened (ship crushed inside, PANCHEEM and FLIMP dead within, Elasfar survived, BARELY, escaped to search for The Black Tear in THINDRILINE)
GENASI KINGDOMS
CLOUDSCAPE and FUGORE- have now taken over TWIN FALLS, WARRENSTONE, DRACOSTELLUM, GIMLOTH and BOLUDO (first attacked by X-Cultists who ransaced the Cathedral To Boldrei and stole the ROD OF RESURRECTION, THEN Cloudscape invaded)
- Left token garrisons in these cities as they retreated to protect their own cities from invading forces from the Far Realm and armies of the newly revealed CABAL OF CTHULHU
- now allies with WINGPERCH and GIMLOTH
- Trying to rebuild after losing many lives and forces to Cloudscape and Fugore, all but Wingperch on high alert from Star Spawn from the desert and UNDEAD from the Wastelands, barely enough to troops to protect their own cities
CURRENT MASSIVE BATTLES
- TWIN FALLS & BOLUDO- Martial Law under control of CLOUDSCAPE (many citizens have fled, not LIBRARIANS), still under martial law, but just small Garrison's left, citizen militia's are defending cities from UNDEAD AND STARSPAWN
- WARRENSTONE & DRACOSTELLUM - Martial Law under control of FUGORE (Harengon underground resistance remains and is protecting city from UNDEAD)
- PALMPOINT - UPDATE - Fugore and Oreton forces have retreated, Ushani left for NEW SHI, on their own, most are packing up to flee to BRIGHTSHELL harbor, one of the last safe and FREE Bastians in Oroccid (since its a walled city, safe from the UNDEAD and STAR SPAWN)
- BRIGHTSHELL HARBOR - Moderately okay after the Genasi War, but full of REFUGEES (think Ba Sing Se) and all troops working to repel UNDEAD from Wastelands being sent in by X-CULT
- ETERNAL CURRENT MONASTERY - a ruin currently, all having FLED to Brightshell harbor
- GIMLOTH Currently Under MARTIAL LAW under control by Fire Giants and Other Massive Creatures from Elemental Plane of FIRE, the few that remain of the dwarves are shoring up defenses against the undead, the enemy Garrison offering little help
- ELDATHIR Currently being attacked once more by forces of MALAR along with help from the DARK EMBER MONASTERY
- NEW ENSALADA Leadership Captured/Wiped out by Thorman's forces, now under his command (Cult Members enslaved/ scattered), the location abandoned
- MAGIA - currently under control of Cult of Tiamat with Abishai in control, headquarters for the Cabal and Aberration Assault on Domunz
- CHALINOS- water blockade by Aboleth, daily assault by Dragons from Magia, Protection holds still holding, but people are frightened and supplies are starting to get scarce, especially with all the refugees from Magiault
- THINDRILINE - last Bastian of Freedom and Security in lower Domunz
- NEW SHI - blocked at sea by Aboleth's, handling LOTS of refugees, but holding strong, despite increasing infernal presence in area around the city
- ZYN and UNDERDARK - currently under attack by Cult of Lolth terror groups, bombing, cave collapses, and Dryder/Spider/Wurm attacks, travel in the area very dangerous
- MIRAXALIM - last Free Bastian of security in NORTH of Domunz, thousands of Obreriault refugees from all the islands, holding off daily scouting assaults from Mind Flayers from Obreriault Island and their strongholds across the island chains
- (also see "The Trap" section below for more details)
JUDAI'ARUK'S NEW PLAN
COMPLETED PARTS
- JUDAI'ARUK Taking Control of the Cabal of Cthulhu
- T'nin defects to Judai'aruk, having regained his memories, bringing the Vedalken the bottle of LUKAS HELVIIREN, who T'nin overheard speaking about his master, the Djinn Genie Keth. They torture Lukas and get the location of Keth, and they head to EXPA to demand wishes from her, bringing the might of the Cabal alongside them.
- Next he finds the mortat remains of DREW SCROLL, intent on raising him from the dead using the ROD OF RESURRECTION stolen by the X-CULTISTS from the Cathedral to Boldrei in BOLUDO, so he can cast the MASS RAISE DEAD spell he created over 100 years ago
- Next, he sets RENARD to find Eldath and STEAL THE CARAFE, fulfilling the VISION
- At first Judai'aruk wishes for Cthulu to be awoken and freed, but not even Keth has that power. Next, he wishes for all the recombined ORRERY of the WANDERER, which she reluctantly grants him, massively weakening herself in order to save LUKAS's life. The half drow escapes, but not before he sees Judai'aruk kill Keth in her weakened state, having used so much power to gather and reconstitute the remaining pieces of the Orerry.
- Stole the KRAKEN SKULL in front of the YAW SHIP
- Next he has GAULDENAL head to GIMLOTH to kidnap Myrra (Speer member for the ritual), now has both SAPHIELLE and Myrra for the ritual, may use one of them as bargaining chip
- Next, he sends the ABISHAI to Magiault to Steal the POWER STONE (slowed by lack of Mak'Ti's eye) - if Group gets it, he'll blackmail them with BORD's FATHER/ family - they STEAL other 2 STONES to see if they will work, Judai'aruk after two weeks is confident he has worked out a variation of the ritual using these stones
- Without Bord or his child, Judai'aruk confident he can either blackmail Bord with his kidnapped family members who he just returned from the Elemental Plane of Air with, or just sacrifice Bord's father, ALSO a Bard
- Judai'aruk enhancing missing pieces of ritual components with Shards of Living Gate T'nin STOLE from Da'ath at the Gimloth house
- He has given the signal for "The trap" to keep Forces of Terus, including SPEER, at bay
- Went to Obreriault to collect the parasite from the Mind Flayers, the last step needed for his ritual to become an ELDRITCH LITCH to perform the ceremony Eldritch-lich - there until LUCOM 20th (is now an ELDRITCH LICH)
STILL TO DO
- After the ritual, Judai'aruk went to LAKE URDA for THE AWAKENING, feeling confident he will finally be ready, and having already summoned hordes of warriors there to protect it already, including the Sahuagin - Arrives LUCOM 21st, begins/tries ritual on LUCOM 22nd
- T'NIN can decide during the battle/ritual whether to help his old allies or not
- JUDAI'ARUK does not realize it is ALL A HOAX to keep people distracted so the GREAT OLD ONE can work on warping the MIND of BORD - LUCOM 23rd, realizes ritual is a HOAX, and is commanded by CTHULHU, who now owns him (much to Judai'aruk's subconscious dismay) to kill Bord. (hunt is on from this point onward)
THE TRAP TO KEEP FORCES OF TERUS AT BAY
- Mind Flayers invade DOMUNZ, with World Brain touching down on Obreriault with main assault force (keep Magiault, Miraxilim and Obreriault at bay)
- Aboleth forces invades the Lancu Sea, attacking the smaller islands while Main Force attacks Chalinos
- Tiamat sends dragons daily to harass Tufenes from Magia, including using the portal to Abyss near CHALINOS to attack Tufunes (keep Chalinos and Thindriline at bay)
- Malar's Hunters attack Eldath once more joined by hired help from Dark Ember Monastery
- Undead Armies rise up in the WASTELANDS, heading for populace centers already decimated by SECOND ELEMENTAL WARS
- Eldritch Horrors reveal themselves from their gathering points in the Nalied Desert, striking at Llegosert, Palm Point, and Nomadic Tribes
For Next Session (review!!)
- UPGRADE Mark's SUBTLE RING (now with Bord?) when he advances (something to do with Anti-Magic fields) -LOST - for next Campaign
- Vrae's silvered GLAIVE is buried in the rubble of the house, Myrra had it rushed (paid extra for it) and had it waiting for her
- DA'ATH now has a pact with MOLOCH
- Did MARK make a child with HOT FIRE?
- The many TEMPTATIONS of Bord - HOMEBREWUNLOCKING THE POWERS OF THE VESSELS (make sure he rolls!!)
ACTIVE MISSIONS
- Bounty Mission (Brightshell Harbor) - have to inquire at the farm
- WHELM Recovery - steal back Legendary Artifact from Duergar in Khor Torum and bring to Governor of Gimloth (12 months starting Anarro 25)
ITEM UPGRADES
- DA'ATH BRACER - ?
- VRAE Headpiece -?
- GAEL (Mak'Ti) Dragonmark -
FEATS, HOMEBREWED IN-STORY UPDATES
- NOTE, need like 14-18 hours of training to master something. Maybe even 24
- Da'ath - LIVING SHADOW LIVING SHADOW Rolled 4 - My shadow’s movements mirror mine incorrectly—when I raise my left hand, my shadow moves its right.
- Mark training with Vrae for SLASHING FEAT - 6 hours
- Da'ath FEAT - 4.5 hours
- Gorazzar FEAT - 2.5 hours
- Bord learning Polearm training from Gorrazar - 1 hour
- Mak'Ti - 4 hours/ 400 GP for Dimension Door
