Session 99

General Summary

Session BEGINS around 2pm on Lucom the 20th, after the group arrives at the secret Speer Black Ops site in the Great Nilos Wood where Alphanis's archives are
  • Alphanis Keyrth Body will only last till 2pm on Lucom 21st
  • Wereraven TF will happen AGAIN this night
  • Da'ath Pact triggers on Lucom 22nd!
  • Bord grows sullen and quiet as Cthulhu battles him internally for control (he will eventually disappear)
  • Narinn and Mark will start talking again once they arrive at the SPEER base
  • Other notables at the base - Wanesh Brycos , Marta Marthannis - Human F Mage SPEER - WARDEN Revels End , Z Z Sheet, Mayor Ursa Edrens, Saphielle
  • Z has recently arrived with DREW SCROLL who he rescued from Judai'aruk in Obreriault Drew Scroll Sheet

RECENT HAPPENINGS (if asked)

SOLADARIUM MASSACRE on DOMUNZ
  • Aboleth's rampant throughout LANCU SEA, shutting down ocean travel/trade, blockading Chalinos, Bronzehook, and Islands around Miraxalim and Obreriault
WASTELAND INFESTATION
  • Undead army raised in WASTELANDS, invading already weakened cities of Oroccid
ELDRITCH HORRORS Revealed in NALIED DESERT
  • Palm Point under attack**
CULT OF MALAR
  • Renews assault on Eldath, second force hits Stosan Academy, emptying out the school as everyone flees

THE GREAT NILOS WOOD

SPEER HQ Black Site
Deep within the vast, ancient wood, the hidden headquarters reveals itself only to those who know its secrets. At first glance, it seems nothing more than a moss-covered hillside, gnarled roots twisting over jagged rocks. But when the keen eye catches the faint shimmer of warding runes, etched invisibly into the bark, the structure’s true form emerges. Stone walls, half-swallowed by thick vines and hanging moss, rise up from the earth. The entrance is an ancient archway, almost indistinguishable from the surroundings, with a heavy iron-bound door marked by sigils of protection.   Inside, the structure is a blend of rugged stone and reinforced timber, sturdy enough to serve as a fortress. Narrow windows, nearly imperceptible from outside, let in slivers of light. A central hall extends deep underground, branching into chambers that serve as arcane laboratories, with alchemical apparatuses glinting in the dim light, and mysterious glyphs carved into the flagstone floors.   Further in, a concealed armory holds rows of weapons, enchanted blades, and sigils of forgotten wars. There’s an eerie feel—the walls seem to hum with latent magic, and the air crackles with the tension of spells laid long ago.   At the heart of it all, the main chamber—where the cloning and soul transfer rituals take place—feels almost too vast, its vaulted ceilings vanishing in shadow. Braziers burn with an unnatural blue flame, casting long, wavering shadows. It’s a place that feels both utterly secure from the outside world and yet capable of becoming a nightmare prison should something go terribly wrong.   This hidden fortress of stone and magic now lies mostly abandoned, as most of the workers and soldiers have left in defense of their home. Only a few of the SPEER members remain, maintaining the structure in secret, as it stands ready for whatever dark events are about to unfold.
  • Group makes their way inside and investigates, realizes the place is NOT hallowed, and Alphanis has inscribed runes to keep out specific GODS (i.e. Raven Queen)
  • Alphanis doesn't remember the ritual (its all automated for him, with clone bodies behind a door locked and guarded by Glubglar), but he still has the texts on how to do it, group splits up to gather what is needed.
  • SPEER members, including the Mayor, pose many questions such as, could BORD just be a manifestation of Cthulhu's schizophrenic/mad mind? In which case, is it even possible to separate the two?
  • While they begin to gather components, Bord begins to SEIZE:
The black-feathered Aarakocra, BORD, begins to seize violently, limbs jerking at unnatural angles. His beak snaps open, and a torrent of salty brine gushes forth, flooding the ground in waves. The air fills with a cacophony of guttural, eldritch wails that pierce the minds of everyone nearby, forcing Wisdom saving throws to resist madness. His feathers ripple and tear as inky tendrils push out from beneath the skin, writhing and lashing at anything close, turning the area into dangerous terrain. The air grows thick with the brine’s stench, and each twitch of his form sends tremors through the floor.   Those too close must make Dexterity saves or be knocked prone by waves of force. His eyes flicker open, glowing with an otherworldly light, and anyone meeting his gaze must roll a Constitution save or be paralyzed by sheer terror.   As the violent spasms reach their crescendo, his body arches backward unnaturally, then collapses into a catatonic heap, leaving only the echo of unspeakable horror behind.
  Ritual Components
  1. A lock of BORD’s hair
  2. Bones of fallen creatures inscribed with runes
  3. A vat of black ichor
  4. A shard of corrupted obsidian
  5. A vial of shadow-infused blood
  6. Green flame components (sulfur, witchwood, or powdered emerald)
  7. A scroll of forgotten incantations
The Chant
“Zharoth nethra kaloth, Veshkara ulthar gresh, Malik voran druzh karoth, Vel’krin thaz’ul grothesh.”
  • As extra SPEER members arrive in ROBES to help with the ritual, they realize that WANESH BRYCOS, Z, and DREW SCROLL are there (Wanesh is archivist here, Drew Scroll is helping with Necromancy spells stuff)
  • Awkward moments with Wanesh and Mark, though Mark does take the BRYCOS last name
  • Mark wants to kill DREW SCROLL, held back by the group
  • Glubglar and Vrae do not don ROBES and stay outside the ritual room to ensure their divine magics do NOT interfere with the twisted magic Alphanis is performing within
  • Much of the magics within the main hall flows into the Ritual Room, to a massive HOURGLASS hanging dimly above the altar, which only lights up when the green flames (below) are lit
  • Alphanis leads the ritual, which is successful (maybe TOO successful)
The Ritual
Picture a dimly lit chamber, draped in tattered black veils. BORD stands before a circle of flickering green flames. Around him lie twisted bones of fallen creatures, each etched with ancient runes. At the center, a vat of thick, black ichor bubbles and hisses, filling the room with decay.   The ritual begins as BORD cuts a lock of his own hair, dropping it slowly into the ichor. He chants the low, guttural words from the scroll (the group follows suit), calling upon forgotten spirits. The shadows twist and converge, forming a faint silhouette that mirrors his shape.   He then presses a shard of corrupted obsidian against his forehead, drawing out a glimmering thread of his soul. That spectral wisp is guided into the forming clone, which writhes and spasms as bones crack, feathers grow, and faint green fire stitches flesh to sinew.   As the clone’s form stabilizes, BORD consumes a vial of shadow-infused blood, sealing his essence to the new body. The original body folds to the ground like a shed husk, while the clone—now alive—rises with glowing eyes that pulse like faint stars in a vast, black void.   The green flames gutter and die, leaving only whispers in the dark.
Cthulhu’s Possession of the Old Body
The husk of BORD’s original body lies motionless for a long moment. Then, dim phosphorescence kindles behind its closed eyes. The beak cracks open, stretching wider than any living thing’s should, letting out a wet, hollow gasp that echoes like surf beneath the earth.   Its limbs jerk in unnatural, puppetlike rhythm as ink-dark mist seeps from the ruptured feathers, coiling into the shape of tendrils that quiver and grasp at the air. A foul, briny scent fills the chamber as the form jolts upright, its eyes now lit with abyssal light.   It moves with jerky precision—less a creature than a vessel now—as the will of Cthulhu floods it. Wherever it steps, faint sigils of madness flare and fade beneath its claws. The body of BORD is gone; what stands there is something wholly alien, a messenger from the depths.   As they watch in horror and fascination, the creature BLIPS away.
  Session ENDS around 4pm on Lucom the 20th at the SPEER Black Ops Site in the Great Nilos Wood, after they have separated Bord and Cthulhu, and Cthulhu has escaped.
  • Mak'Ti, Bord and Mark in catatonic states, must be carried around or left behind.
  • Death Joints reduced to mad items (list out items in next Session Report)
Side Effects in Bord's New Body
  • Fragmented memories: blurred faces, missing years.
  • Physical instability: occasional tremors or disorientation.
  • Echoes of the old self: haunting whispers in the dark.
  • Distorted senses: a faint hum behind every heartbeat, flashes of ghostly light.
  • Necrotic aura: plants wither, small creatures falter nearby.
  • Unstable soul: holy ground resists him; resurrection magic falters in his presence.

Notes

Session 98 PREVIOUSLY

TIME PASSED (in world) - Lucom 20th, 100 NSE

           
DESCRIPTIONPREVIOUSLYNEW
Days Session Took Place in 3.5 hours 2 hours
Time/Place Session Ended 2pm, SPEER Black Site, Great Nilos Wood 4pm, SPEER Black Site, Great Nilos Wood
Countdown to Da'ath Pact Needs 2 days 2 days
Days Till Next Full Moon HAPPENING HAPPENING
TOTAL TIME OF CAMPAIGN 133 days 133 days
* (one magic item GREATER THAN COMMON handed to Mark Bastardson while knelt down in supplication behind him and saying "For the glory of our Lord, for whom I owe my pitiful life."

LEVEL UP GENERAL SCHEDULE

  • Level 17 - Session 101
  • Level 18 - Session 107
  • Level 19 - Session 113
  • Level 20 - Session 119

NEW ITEMS TO GIVE OUT

TO DO

  • WAR UPDATES

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

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

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
SURFTON and ORETON
  • 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

STILL TO DO

  • Currently, he is in 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)
  • After the ritual, Judai'aruk is heading 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