Session 16 Tnin and Vrae SPLIT Session

General Summary

Starts on Anarro 2nd in the EARLY morning (like 1am), as T'nin chases Vrae south  

FIELDS OF FRITH

  • T'nin chaes Vrae for around 4 hours, after a few she transforms back into herself and he continues to chase her running
  • They stop and speak, and decide to eat and make camp, she convinces him to keep going with her
  • Know they need to rest because after night of running they are exhausted
  • Realize they left most of their stuff behind
LONG REST (into morning of Anarro 2nd)
  • They long rest (finish the previous one) an additional 4 hours, waking up around 9:30am
  • Wake up to find rats over the rabbit they ate that morning, T'nin kills them and keeps them for food for later
  • They run through the day, knowing they'll be exhausted the next day.
  • Run south along the cliff for about 14-15 hours, ignoring everything else
  • Vrae has a sense of the location being lower in the cliffs, they prepare to descend off the edge, and find an ancient, almost hidden pathway
KUNICULAI CAVES
  • After passing 2 statues, sentinels of the entrances, they find themselves in a series of tunnels (Dungeon!), the first guardian being a Stone Hammer-Handed Golem, who asks if they were sent by the Queen
  • Vrae tries to lie and say they are friends of the Queen and the Golem moves to attack them, saying the Queen has no friends, only Worshippers
  • They flee down the tunnel and run into a Flameskull, battle ensues
  • They take out two flameskulls, and convince the Golem they were sent by the Queen, especially after Vrae goes into her Hybrid form and realizes the Golem is referring to the Raven Queen
  • T'nin and Vrae deduce the necromantic magics of the flameskulls will bring them back to life unless they put Holy Water on them, they explore and find a pile of poles and some treasure, and a map room
  • The Map Room has a giant Ancient Map of Terus, with a dotted path going from a Winda (Marked Lord C.) to the Caves
  • They find a Cloak of Billowing and some Holy Water, which they use to destroy the Flame Skulls
  • Further on, they come across Animated Ballista but Vrae flies out of their line of site and moves them to point at the wall, removing the threat (T'nin tossed his cloak forward first to see how they shot)
FINAL ROOMS
  • Eventually find MAGE LAB, where they loot Thessaltoxin, a vial of Green Liquid, and the Butchers Bib
  • T'nin almost turns into a rat trying to reseal the Thessaltoxin vial
  • They then find a large chamber with a big Artificing Machine powering a shaft of sunlight on a small, 3 or 4 foot coffin
  • In the center of the active machine is the amulet Vrae saw in her vision
  • There is a warning against touching the machine or removing the Amulet, which Vrae decides to ignore. T'nin tells her to leave it and says he is going, starting to run away knowing she is going to pull it anyway.
  • Vrae grabs for it, setting off the trap and is almost hit by lightning thrown by the machine, which she deftly dodges
  • She then grabs the amulet, which breaks the machine, and ends the shaft of sunlight. The coffin opens as black smoke billows out from the machine, and Vrae turns to run, hearing the sounds of batlike wings chasing her. 
  • She catches up with T'nin and they flee the tunnels, hearing the creature behind them, but it is slower than them
  • They reach the first chamber where the Golem is nervously waiting, ushering them to flee as he starts hammering at the rock walls, causing  a cave-in
  • They make it out just as the tunnels collapse, destroying the Golem and hopefully sealing in whatever the creature was
  • (As they keep running and do not look back, they do not see the Vampiric Mist escape the cave-in)
JOURNEY BACK
  • Optional here to match the rest of the group
  • They either run back all night (2 points of exhaustion) or long rest, or find the other group fairly quickly after leaving the tunnels
END SESSION - around 1am night/morning of Anarro 3rd

Notes

TIME PASSED (in world) - Anarro 3rd, 100 NSE

DESCRIPTION PREVIOUS NEW
Days Session Took Place in 3 Days 1 Day
Time/ Place Session Ended 1am, middle of night T'nin and Vrae 1 amish again running north
Countdown to Return of Vrae's Retainers 45 Days 44 days
Days Till the Next Full Moon Occurs 18 Days 17 days
TOTAL Time of Campaign 26 Days 27 days

LEVEL UP GENERAL SCHEDULE

  • Level 6 - Session 22
  • Level 7 - Session 28
  • Level 8 - Session 34
  • Level 9 - Session 40
  • Level 10 - Session 46
  • Level 11 - Session 52
  • Level 12 - Session 58
  • Level 13 - Session 64
  • Level 14 - Session 70
  • Level 15 - Session 77
  • Level 16 - Session 84
  • Level 17 - Session 91
  • Level 18 - Session 98
  • Level 19 - Session 105
  • Level 20 - Session 112

TO DO

  • Another team to CLOOAD (repeat every time)
  • Ruins on the map for Lyka (repeat every time)

TEAM PASSIVE STATS

  • Lykalada'ath - (PER 9) (INV 13) (INSIGHT 11)
  • Vrae - (PER 14) (INV 10) (INSIGHT 14)
  • Bord - (PER 15) (INV 12) (INSIGHT 14)
  • T'nin - (PER 14) (INV 13) (INSIGHT 14)
  • Mak'Ti - (PER 16) (INV 16) (INSIGHT 14)
  • Mark - (PER 12) (INV 8) (INSIGHT 10) -- note, he also has +4 to stealth when he escapes in the night
  • Narinn - (PER 12) (INV 12) (INSIGHT 12)
Report Date
15 May 2023
Related Characters

KOCE

POSSESSION SYSTEM FOR MARK

High Level Cleric needed to perform Greater Restoration in RITUAL to remove possession

  • Mark will need to make a WIS SAVING THROW DC 20 for it to work
  • Can be bolstered by others adding to ritual, and adding a Skill Check (DC 15 ) to bring down difficulty (encourage them to do things they are good at)
  • Cleric will roll RELIGION skill Check (+5)

If He Remains Possessed

  • Every 6 Days from first day of possession (Jamarro 24th) Mark needs to do a CON SAV Throw (DC 18) - no fails so far
  • If he fails, Tiamat will take possession of him more often. At 13 fails, he will be trapped in his body, as she controls him permanently

WERERAVEN TF

Triggers

  • Being injured
  • Any extreme emotion, especially fear or anger or hatred
  • Seeing a friend or loved one being injured
  • Seeing or smelling a large amount of fresh blood

CHAR Saves (Resisting the Curse)

  • Whenever the character transforms they must make a Charisma saving throw, DC 15, which increases with each failed save or decreases with each successful save. Once the save hits DC 20, the character has succumbed to the Beast and is permanently lost, taking on the effects of embracing the curse. On that same note, if the DC hits 0, the character has completely mastered their inner Beast, and does not have to make any more saves, except during Full Moons.
  • (Started at DC 15)
  • Use for Triggers and Each Willing Transformation
  • MAK'TI, 18 Saves, 3 Failures (DC 0 now, auto-saves)
  • VRAE, 14 Saves, 0 Failures
  • NOW at 1 DC (Vrae)

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 (Mak'Ti Has with advantage since he 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

For Next Session (review!!)

  • Bord's new book will have songs he recognizes, melodies and lyrics that are similar to the ones the Cult gave him, ancient songs used while worshipping deities that proceed the known gods
  • If Vrae and Mak'Ti remain Wereravens, will become EMISSARIES OF THE QUEEN, chosen by the Raven Queen to stop the coming darkness. See New Deities Coming to Domunz
  • Tibac the Tortle Druid says he will let Mak'Ti know, through Sending spell, if he finds anything more about Cults

ACTIVE MISSIONS

  • Courier Mission (Twin Falls to Tremorfall) - still need to bring package to Tremorfall, specifically to The Priceless Pidgeon Inn to the Tiefling bartender, Rikaria (old love-letters she wrote to Glarglib are inside)
  • Bounty Mission (Brightshell Harbor) - have to inquire at the farm