Session 103 - FINALE
General Summary
Session BEGINS around 3pm on Lucom 21st in CULLILE VILLAGE, after they defeat Judai'aruk, and are investigating his 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!!
VRAE VISITED BY ELDATH (The Mother of the Waters)
- When the time comes, Eldath promises Vrae use her power to help them battle Cthulhu, though she will need to retrieve her Carafe to summon her amidst the madness Cthulhu has sullied her lake with.
(Soft-spoken) Vrae, my contested Paladin. Your time is coming... a choice must be made, you cannot split your loyalties forever. One cannot exist with one foot in the light, and one in the dark. To finish this, your friends will need you to truly be a Paladin of the Light (she chuckles), though for you, that may not necessarily mean a Paladin of "Peace." You will need my carafe, the Carafe of Eldath, to clear the waters for this ritual. Do not fret, it will come to you soon (she nods assuringly)... you will find it in time, I promise you that. But knows this (stern). It will only activate for one of my true followers, one who acts in defense of others, unflinchingly protects those she loves, and accepts the responsibility toward the weak and unfortunate that comes with her great power. The Carafe will not work if you have hatred in your heart, or allow rage and anger to drive your actions, as the followers of Malar do. Good luck Vrae, we are all counting on you."
SAHUAGIN BATTLE
- SPOT A PAIR OF STRANGE STATUES - one of a familiar looking half-Orc with a Spear on his back (GALDUNEL Galudenl Sheet, the other of an even more familiar looking Dwarf from your house in Gimloth, MYRRA STORMTALE (Myrra Sheet)
- Attacked by Renard, who has made a pact with Cthulhu (WARLOCK), and is communicating telepathically with Vrae, taunting her, clearly having been driven INSANE (moreso!) by Cthulhu
- RENARD SUMMONS A RED SLAAD TO BATTLE
- VRAE DETAILS Jas Stuff - Vrae Cherchuse for more info on ELDATH
- MAYBE He takes her to another pocket plane, where they battle, alone - NO ONE ELSE CAN FOLLOW
- RENARD LVL 20 WARLOCK
- RENARD has the CARAFE OF ELDATH (Decanter of Endless Water Decanter of Endless Water Sheet )
- ENCOUNTER - Sahuagin Encounter - need to add RENARD
CTHULHU BATTLE
- DRONZROH announces that this is the spot, he saw it in a vision from Boldrei, this is where the ritual must happen
This is where it was first bound, so many millenia ago. (Dronzroh). Friends, from what the Raven Queen has shown me, this battle, means everything. Should we fail here, the gods will wipe out Terus to try to contain this, to try to stop the Great Old One from consuming Bord and beginning his march across the multiverse. And they will not stop at Terus. They will wipe out every realm Terus is currently open to to try to stop this. We cannot fail.
- IF VRAE ended Renard in a PALADIN WAY, she can use the CARAFE OF ELDATH to create a bubble of air so they can do the ritual here (Religion Roll, DC 16). If NOT, Dronzroh can give it a try, needing a combined roll of DC 35 for Religion and Arcana to make this work.
RAVEN QUEEN (in Mak'Ti's head) - I said I would give you a boon, here is one - she gives Mak'Ti a vision of a particularly important moment in the coming hour (combat or ritual). HE CAN HAVE AN EXTRA PORTENT ROLL
- IF NEEDED, have a Beholder and Star Spawns at the ready to make this battle MORE DIFFICULT
- ENCOUNTER - Cthulhu Encounter- extras included, should at first only be Cthulhu and tentacles
THE FINAL VISION OF MAK'TI
As Dronzroh prepares the ritual, Mak'Ti drops to a knee, as he is assaulted with visions...
- Good people, allies, fighting the good fight all over Terus
- Vrae's parents, Viktorya and Vhon fighting alongside her siblings and Vrae's RETAINERS, UNA, BENOIT, and PHILIPPE, and a number of Aasimar guards, 3 of which look familiar to Mak'Ti from the group's time in Eldath, to repel the invading forces of Malar outside Eldath, the sky darkening in the background, even as they continue to beat back their enemies, the outer walls covered in blood and the bodies of the slain.
- Mayor Ursa Edrins, Drew Scroll, Wanesh Brycos, and Warin (the Astril Elf Horizon Walker) welcoming halfings from Cullile Village, students and teachers from Stosan Academy, and all manner of refugees into Waptropolos as a horde of Star Spawn Grue surges from the tree lines, slowed by artificing traps and mechanical constructs, occasionally spotting a lone Githzerai appearing and taking down dozens of abberations at once, slowing their lines, and allowing the refugees more time to move to safety.
- The Elves of Miraxalim holding their gates against on onslaught of Mindflayers from Obreriault
- Archers across the islands of Magiault taking aim at hundreds of dragons assaulting their home from the capital of Magia
- An exhausted Baldir the Bold, standing alone at the mouth of a tunnel entrance to Thindriline, single-handed staving off Star Spawn Grue and any number of aberrations attempting to breach the city. He looks bloody and beaten, the battle is almost over for him, but the ancient warrior has defended his city better than any other could have. He tightens the grip on his axe with the last of his strength with a grimace as another hulking creature stomps up the path, then his eyes widen in surprise as a single arrowhead piercing through the head of the creature, taking it down the massive aberration with a single shot. He looks to the source of the attack, and sees a woodland Elf, a Queen, wielding a golden bow as her mount charges toward Thindrinline. "Valhana" he whispers, excitement surging as he sees that the Queen is surrounded by hundreds of woodland elves of Lynthandir, but also also the surviving Eladrin from Llegosert atop their lizard mounts, hundreds more Drow from Zyn lending their aid to the conflict (since Zyn did not suffer an attack because the Black Tear took out the Mind Flayer infestation in the Underdark of Oroccid). Baldir raises his ax in triumph, energy renewed, and cleaves into the next enemy, feeling hope once more.
- Varinn Axebreaker leading a host of dwarfs, tortles, Harengon, Aarakocra and Tabaxi, some that look like former members of the ORDER OF THE SACRED GARDEN, and many others against an army of undead and X-Cult members in the Wastelands of Oroccid, beside him a number of druids bearing the mark of the Acolytes of Keyrth, ready to take down their sworn enemies.
- Adwin and the Hobgoblins fighting viciously in hand-to-hand combat against unending swarms of aberrations coming into New Shi, buying time for their allies as Nythramm the ancient Sapphire dragon swoops in from above, taking down dozens of Star Spawn Grue with her almost soundless debilitating breath. Despite the aerial bombardment, the grue just keep coming, and the Hobgoblins are almost lost, except for the sound of many more massive, beating wings, as Nythramm welcomes a gold dragon, then a copper, then a silver, and finally a brass dragon in the skies above the battle, their metallic scales reflecting the swirling cacophony of colors dancing in the sky as they follow Nymramm into another attack on the aberrations, driving the enemy back and giving Adwin's forces a little more time to retreat to their next strongpoint, and continue to buy time for the Black Tear.
- Lastly, Mak Ti flashes to the Nalied Desert, the ruins of Llegosert, once more overrun by indescribable creatures from the Far Realm swarming toward the massive hangar bay. Inside Cuer, Elasfar and Cosa, aboard the Flayer's Bane behind the final blast door, all stand with weapons pointed at the entryway, looking terrfied and exhausted, clearly making their final stand. Beyond the door, unseen eldritch horrors claw and tear at the metal, which barely holds.
This is what they are fighting to protect, fighting to stop. If they fail to contain the Great Old One, all these people, despite their triumphs, will die this day.
THE FINAL RITUAL
- Dronzroh REVEALS the Raven Queen has been sending him visions of what to do in the ritual, as she had lent her power to Mak'Ti the first time he had performed a similar ritual due to its proxity to the portal to the SHADOWFELL (i.e. her realm) before they closed it.
DRONZROH - as per the last time, you will all have to sacrifice something to make this work, and truly, it will need to be significant. Mak'Ti, you already know what you are sacrificing, but feel free to speak on it to strengthen the spell. And BE QUICK ABOUT IT. The Great Old One will only stay down for so long before he regenerates! Also, if you have anything to Bolster Mak'Ti (Guidence, things to raise his Checks/Savings Throws), enhance him now. This is an exceedingly difficult ritual we are about to perform to bind what might be the most ancient and powerful creature in the Multiverse. Give him everything you can!!
- GIVE THEM ALL A COUPLE OF MINUTES to think of something to sacrifice something as Dronzroh places them all in a circle around the altar, and begins the ritual.
- DRONZROH will break off one of his tusks as a the sacrifice, the ivory being a perfect spell component for the ritual, and also a visual reminder for the rest of his days of what he gave up (some of it will grow back, but never to what it was)
- As the ritual is being performed, PERCEPTION CHECK 15 would reveal that the NEW GODS are with the party, lending their power to the ritual to seal Cthulhu within Mak'Ti. Gods of Domunz & Temple Services & Items
NEW GODS DESCRIPTION
- DHOGLEC - covered in animal furs and vines, accompanied by a Jaguar, darker skinned humanoid with long brown hair, deep dark green eyes.
- BUSHANNY - Wears grey and sickly green robes, almost clerical in nature, also has a Deathhead mask and a Black Hour glass on his belt. White human male, average height, neatly kept hair and beard, wry smile below his light green, almost blue eyes.
- HEBRATAULT - Nordic looking woman in shining mithril armor, with a massive crossbow slung across her back along with a pair of spears and a greatsword. On her belt are two shortshorts and on her boot is clearly a dagger, she is a fierce warrior, and is very well-built for the job, standing over 6 feet tall and well-muscles, with a darker complexion, black hair, and deep brown, almost magenta eyes.
- GRANTONES - Thin, scholarly looking god in golden robes, with books hung from holsters on his sides, wearing stylish brown boots and with a quill stuck over his ear. Looks almost asian, with a lighter complexion and golden iris's that seem to match his robes.
- MELIKE - Wearing a simple top and a short, and a shorter dress, all of her clothing seems to shimmer as she moves, and is just shy of being see-through, as Melike is not shy of showing some skin. With a tun-kissed complexion, dark blonde hair, and hazel eyes with a hint of orange in them, she stands at average female height.
- KATULGA - All white robes, no pupils in her eyes looking like a blind woman, only she moves like she can see everything around her. Speaks very softly, and moves with a grace and ease of movement that is almost hallucinogenic to watch. Beautiful curly red hair is a stark contrast to her simple robes.
- DUNETAA - Relatively short woman bearing a trident and rags that seem to be partly composed of seaweed, ship sails, and the skins of sea creatures, with fringe work that resembles ocean foam, with skin that almost looks blue itself to match her icy blue eyes. With black, wild hair that hangs down to her waste, and a demeaner of one who knows she is dangerous, and that everyone else is aware of that fact, and enjoys how nervous she makes all those around her.
- GIBEVON - Short male with a pointed goatee, brown eyes, light skin, and a smile that says he is always up to some kind of mischief. Wearing dragon-hide boots said to render no noise no matter how hard Gibevon stamps, a cloak that turns him invisible when the hood is thrown up, and gauntlets that are said to have an infinite supply of poison darts for his enemy.
RITUAL TO WORK MECHANICS
- Each sacrifice (if acceptable) lowers the DC by ONE (from 30) for the following roll(s), with particularly great Sacrifices lowering it by TWO.
Basically, the stronger, more powerful, more epic, the sacrifice, the easier the ritual will be to succeed. If the sacrifices are basic, they'll help, but it might not be enough.
- DRONZROH's SACRIFICE automatically lowers this all to DC 29!!
- If VRAE succeeded in using the Carafe, the DC for her Player Rolls goes down another TWO.
- If Narinn still has TUM TUM with him, and ALIVE, the DC for his Player Rolls goes down another ONE.
- IF ANYONE ELSE THINKS OF/ DOES SOMETHING WORTHY, I will continue to DROP the DCs for their PLAYER CHECKS by ONE or TWO.
- Player Checks (NOT counting Dronzroh) - One player for each check, CAREFUL, TOO MANY FAILURES AND RITUAL WILL NOT WORK (because the next checks will be TOO HARD!!!
- Mak'Ti - STR, DEX, CON, INT, WIS, CHA SAVING THROWS- He can do these in ANY ORDER, his choice. But the previous Saving Throw MAY affect the DC of the next one. "CHOOSE WISELY'" Start at DC 29. (again, down by 1 for each good SACRIFICES, 2 for great SACRIFICES) - THEN, goes DOWN by 1 for each SUCCESSFUL Player Check, and UP by 1 for each FAILED Player Check. LASTLY, subtract ONE from the DC for every SUCCESSFUL SAVING THROW before this one, and add ONE for every FAILED SAVING THROW before this one.
- NOTE - for MAK'TI - a CRITICAL ROLL (Natural 20) for any of this will be an auto-success and reduce the DC by 1) - NAT 1 does nothing.
- MAK'TI needs to SUCCEED on FOUR of these SAVING THROWS to contain Cthulhu. if he fails THREE TIMES, the ritual FAILS.
EXAMPLE
- Dronzroh sacrifice = (-1) to the DC 30= DC 29
- 6 good sacrifices + 1 great sacrifice = (-8) to the DC 29= DC 21
- 4 Good and 3 Bad Players Checks = (-1) to the DC 21= DC 20
- From Dronzroh/Players = (-10) to the DC 30, check is now DC 20
- He does INT first DC 20, success (-1 to the DC 20 = DC 19). Next he does WIS DC 19, success, (-1 to the DC 19= DC 18). Then DEX DC 18, failure (+1 to the DC 18= DC 19). Then CON DC 19, failure (+1 to the DC 19=DC 20). Then CHA DC 20, failure (+1 to the DC 20= DC 21). Finally STR DC 21, fail)
- The ritual fails, the world is doomed.
- This is it, let the party say any last words to Mak'Ti as Dronzroh finishes the ritual, but KEEP IT QUICK! Make sure he gives SOMEONE to SPELL SHARD with his MEMORIES!
THE FINAL MOMENTS
The air shimmers with arcane energy as the last words of the ritual echo through the space. The ground rumbles as the earth itself launches upward, and the party finds the lake floor they had been standing on now above the waves of Lake Urda, a small island beneath roiling clouds and an otherworldly sky blotted with darkness and the swirling madness of the Far Realm. Even as the ground settles, runes carved into the stone floor pulse with a deep, otherworldly light, converging toward Mak'Ti, his time had come. You all watch, breathless, as the writhing, formless essence of Cthulhu—once a looming threat that threatened to consume reality—twists and folds inward, drawn inexorably into Mak'Ti’s outstretched hands. For a moment, there’s silence, broken only by the faint hum of magic.
Then, with a sudden, blinding flash, the area is filled with a light so pure it seems to burn away the shadows. The runes flare once, then fade. The oppressive weight that had hung over the land for so long lifts, replaced by a strange, peaceful stillness, as the regular night sky returns, stars shining brightly around a full moon. As the light dims, Mak'Ti is gone. In their place, only a faint afterglow remains, and the runes slowly dissolve into dust.
In that moment, Vrae transforms into a wereraven, only NO CHECK, her mind remains hers, and will for the rest of her life. The rest of you stand in stunned silence. The ritual worked—Cthulhu is contained, its power sealed within Mak'Ti. But your friend is gone, taken by the gods to some distant, safe realm, beyond mortal reach. The silence is heavy, but not oppressive. There’s a sense of completion, of sacrifice, and of hope.
A soft breeze stirs the air, carrying with it the faint scent of ozone and something ancient, almost divine. One by one, you look at each other, eyes reflecting both sorrow and gratitude. You've have saved the world, but at a cost. Mak'Ti’s absence is a wound, but it is also a reminder of the courage and the bonds that held you together.
Vrae pops back into her human form as the sun rises on the horizon (time is still catching up it seems), and the world feels lighter, freer. The threat is gone, and though Mak'Ti is no longer with you, his legacy lives on in the safety of the realm you all protected.
AFTERMATH - EPILOGUE
As the sun rises, shadows pull over the island from the crumbling ruins. VRAE and GORRAZAR sense something through the Queen's Unkindness, almost a psychic whisper "...one final boon..." (PER check) One of the SHADOWS appears to be humanoid shaped. As it grows clearer they can see it has a beak, and wings, and claws. It's a WERERAVEN. The figure seems to pull itself free from the shadows and step into the sunlight, and as it does, dark feathers begin to fall, evaporating like water in the warmth of the light. Beneath them is revealed a cloaked Figure, a beautiful Longbow and quiver on his back, blue skin shining in the sun. It is Gael Ruh.
- GAEL RUHGael's sheet (replacing Mak'Ti)
- Explain to TONY that he no longer has Mak'Ti's memories. The Raven Queen's final boon was to fully split Mak'Ti and Gael, so Gael can live on in Mak'Ti's stead. THE DRAGONMARK IS GONE, that belonged to Mak'Ti Il.
- Encourage players to give Gael the Spell Shard so he can learn all about Mak'Ti, and know what his former self-accomplished.
- DEATH JOINTS - restored to themselves by the Gods and put back at ALPHANIS/SPEER base in the woods, very confused about what happened
- Let THEM go over where their characters go from here
Notes
Session 102 PREVIOUSLY
TIME PASSED (in world) - Lucom ???, 100 NSE
| DESCRIPTION | PREVIOUSLY | NEW |
|---|---|---|
| Days Session Took Place in | 2 hours | |
| Time/Place Session Ended | 3pm, Cullile Village | |
| Countdown to Da'ath Pact Needs | 1 day | |
| Days Till Next Full Moon | HAPPENING | |
| TOTAL TIME OF CAMPAIGN | 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
29 Nov 2025
Primary Location
Secondary Location
Related Characters
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
- FAILURE, he was fooled by Cthulhu
HIS 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 EPILOGUE
- 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 and MARK pact with MOLOCH
- Did MARK make a child with HOT FIRE?
- Galdunel (SPEER BETRAYER) and Myrra!!
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
