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| * The session ended on a strong note: the city’s Fight Night corruption had been broken, the Sovereign had become a trusted ally, and the party had committed to escalating its fight against OrZean. | * The session ended on a strong note: the city’s Fight Night corruption had been broken, the Sovereign had become a trusted ally, and the party had committed to escalating its fight against OrZean. | ||
| + | ===== Session 70.26.9.26 ===== | ||
| + | |||
| + | Takes place 1869.2.8-27 | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | |||
| + | === AI Summary === | ||
| + | The party returned to the growing settlements of Braveslanding, | ||
| + | |||
| + | === Act I — Homecoming and the State of the Settlement === | ||
| + | |||
| + | * The party arrives back in the Braveslanding region and meets with Ramsey, Happy, and local leadership to hear what has changed during their absence. | ||
| + | * The settlement has expanded rapidly: | ||
| + | * Mining, smelting, blacksmithing, | ||
| + | * Farms and ranches are being established between the town and Nightmoure. | ||
| + | * The Hounds patrol the outskirts and appear to deter or drive off dangerous monsters. | ||
| + | * Trade has improved: | ||
| + | * Agreements are in place with Spotted Spider and Whisper Post to the north. | ||
| + | * Emil remains a useful supplier. | ||
| + | * People from the Whispering Marshes are bringing trade goods, messages, and assistance. | ||
| + | * Defenses are becoming more serious: | ||
| + | * New walls, gun emplacements, | ||
| + | * Blackrock is developing into an industrial center, with laborers, artisans, weaponsmiths, | ||
| + | * Jacq’s Eldritch-powered train now makes the trip to Blackrock in about an hour. Its unnerving scream functions both as a warning signal. | ||
| + | * Nightmoure has become both a refuge and a bizarre attraction: | ||
| + | * Gilbert oversees the carnival/ | ||
| + | * Ollie is cleaning and fortifying the underground complex as a potential bunker. | ||
| + | * The former clown population helps organize entertainment and manage troublemakers. | ||
| + | * A roller coaster—with plans for a full loop—is under construction. | ||
| + | |||
| + | === Act II — The Party Reports on the Wider War === | ||
| + | |||
| + | * The party explains that the conflict has escalated well beyond local threats: | ||
| + | * Dark forces have been importing enslaved goblins, gnomes, and other beings from other realms. | ||
| + | * These captives were being used to build artillery, machinery, armored troops, brawlers, and suicide automatons. | ||
| + | * The party freed some of the goblins, who have since rallied around Zub: | ||
| + | * Zub makes a dramatic appearance with confetti, a huge blue mustache, jokes, and magically animated blue mustaches/ | ||
| + | * He is recruiting blue-mustachioed goblins into a growing force loyal to their “new boss.” | ||
| + | * The group recounts their campaign against Scrap Beak: | ||
| + | * Scrap Beak had been producing increasingly dangerous machines, including spider-like war machines and other constructs. | ||
| + | * The party infiltrated the enemy city, defeated Scrap Beak, and brought back his equipment for study. | ||
| + | * They describe their alliance with the Night Sisters: | ||
| + | * Some Night Sisters distinguish darkness from evil and have become allies. | ||
| + | * Those who equated darkness with evil were killed or fled. | ||
| + | * The allied Sisters helped clean up Grim Ridge and now recognize the larger danger approaching. | ||
| + | * The party also describes the Sun Meadows and its leader, the Sovereign: | ||
| + | * The Sovereign is infused with the region’s magical power and is an immensely formidable fire-aligned ally. | ||
| + | * She is actively defending the Sun Meadows against enemy incursions. | ||
| + | * The party believes her support may become critical as the war broadens. | ||
| + | * The party establishes a memorial project: | ||
| + | * A large statue and memorial island will honor Edgar and those lost in the fighting. | ||
| + | * The monument will include space for names of future fallen and be placed near the river, fitting Edgar’s connection to it. | ||
| + | |||
| + | === Act III — Junior, Zub, and the Time Powers === | ||
| + | |||
| + | * Ramsey asks after Junior, prompting the party to explain his new role. | ||
| + | * Junior survived contact with the timestream and became an acolyte or conduit of a time-related deity. | ||
| + | * He is no longer constantly traveling with the party, but he occasionally appears in battle to protect them or take a crucial blow. | ||
| + | * The party misses him, remembers his love of ice cream, and learns that a local ice-cream shop may be a plausible place to summon him with an offer of a float. | ||
| + | * Zub is similarly connected to this unusual divine/ | ||
| + | * The party’s allies are surprised—but reassured—that these strange beings are on their side. | ||
| + | |||
| + | === Act IV — The Obelisk Strategy and the Coming Battle === | ||
| + | |||
| + | * The party shifts from reporting past victories to planning the next major operation: defeating OrZean. | ||
| + | * They explain that the remaining obelisks are essential: | ||
| + | * The party must absorb their power to complete the transformation needed to oppose OrZean. | ||
| + | * The obelisks should not simply be destroyed; absorbing their power is the important objective. | ||
| + | * Nightmoure is chosen as the final battlefield because it is tied to OrZean’s old fortress and is the likely place he will seek to reclaim. | ||
| + | * The party and settlement leadership begin planning a full military response: | ||
| + | * Civilians will be offered evacuation, accommodations, | ||
| + | * Fighters will receive deputy wages and access to weapons. | ||
| + | * Nightmoure’s defenses will be reinforced and rearranged to face OrZean’s likely approach. | ||
| + | * Gatling guns can move along rail systems between gates. | ||
| + | * Emil will be asked to supply roughly 10–20 cannons and crews. | ||
| + | * Jacq, Ramsey, the deputies, Ollie, the Hounds, and allied forces are all expected to contribute. | ||
| + | * The group expects OrZean to arrive with an undead army rather than alone: | ||
| + | * Based on old records and what is known of liches, the party anticipates undead servants, possibly artillery, ghosts, skeletons, shades, and other forces. | ||
| + | * They recognize that OrZean may be difficult to kill permanently without dealing with his phylactery or equivalent source of return. | ||
| + | * They also discuss the Abandoned Gate: | ||
| + | * The party’s long-term goal is to stop hostile forces from other realms entering their world. | ||
| + | * Closing the gates is the priority; invading those other realms is considered too costly for now. | ||
| + | * Jacq may eventually help develop an explosive or destructive answer for the gate itself. | ||
| + | |||
| + | === Act V — Blackrock, Jacq, and New War Gear === | ||
| + | |||
| + | * The party takes the screaming Eldritch train to Blackrock to meet Jacq and inspect the growing industrial complex. | ||
| + | * Blackrock is heavily restored and fortified: | ||
| + | * Large iron doors, guard towers, gun emplacements, | ||
| + | * Workers operate on four-hour shifts to keep production running continuously while avoiding exhaustion. | ||
| + | * Jacq enthusiastically agrees to support the coming fight against OrZean. | ||
| + | * The party gives him recovered Scrap Beak equipment for analysis: | ||
| + | * A gravity glove capable of manipulating large objects. | ||
| + | * A missile backpack that can manufacture and fire its own missiles. | ||
| + | * A shock/stun shovel. | ||
| + | * A shield backpack that reduces incoming harm to a protected target. | ||
| + | * Additional armor pieces, mechanisms, and enemy technology. | ||
| + | * Jacq begins studying the devices and explains that: | ||
| + | * He can make the recovered equipment functional relatively quickly. | ||
| + | * Mass production will take much longer. | ||
| + | * Some of the technology could eventually create specialized troops equipped to protect frontline fighters. | ||
| + | * Jacq also has major industrial projects underway: | ||
| + | * Elderite rifles are nearing industrial production. | ||
| + | * Elderite rune work is being developed with Mustang and Elder Sartoc. | ||
| + | * Mushroom cultivation is underway, with possible uses not yet fully determined. | ||
| + | * The party receives upgraded armor: | ||
| + | * Doc and Odri gain Elderite plate integrated beneath or alongside their existing gear. | ||
| + | * The armor improves durability and damage thresholds while retaining the party’s established combat style. | ||
| + | * Drift receives Elderite, chainmail, stakes and five compact razor-wire restraining devices. | ||
| + | * Recovered Scrap Beak equipment is assigned: | ||
| + | * Odri takes the missile pack, gaining mobile long-range firepower and a jet-assisted repositioning option. | ||
| + | * The gravity glove is identified as a powerful tactical tool for moving or weaponizing objects. | ||
| + | * The shield pack is recognized as useful for protecting vulnerable allies or the party’s key frontline combatant. | ||
| + | * The shock shovel remains available as a heavy melee/stun option. | ||
| + | * | ||
| + | === Act VI — Magical Research and Downtime === | ||
| + | |||
| + | * The party decides to spend approximately two weeks in preparation rather than rush immediately toward the obelisks. | ||
| + | * Odri and Mustang begin work on two magical projects: | ||
| + | * Studying the ancient teleportation hearthstone/ | ||
| + | * Transferring the protective magic from three old “scum hats” into more practical personal objects. | ||
| + | * The transferred protective magic becomes a reusable defensive effect: | ||
| + | * Once per long rest, a character can cause a damaging hit or dangerous effect to effectively miss them. | ||
| + | * The power is moved into personal items: | ||
| + | * One becomes attached to a claw. | ||
| + | * One becomes a Pale Rider invitation coin. | ||
| + | * One is moved into another favored item/ | ||
| + | * The teleportation system is identified as much more difficult: | ||
| + | * Understanding the old magic will take substantial time. | ||
| + | * Replicating the device will take even longer. | ||
| + | * The party leaves the hearthstone with Mustang for continued study but intends to retain access to the travel system for operational use. | ||
| + | * Doc works with Elder Sartoc on the bottomless restorative flask: | ||
| + | * The goal is eventually to produce renewable healing supplies for troops. | ||
| + | * Initial research is promising, but military-scale production will require much more time. | ||
| + | * Odri presents a bridge seed: | ||
| + | * Sartoc recognizes it as an important and rare item used by his people to grow living bridges, barricades, and permanent structures. | ||
| + | * The apprentices are tasked with growing it into a mature, seed-producing plant. | ||
| + | * The bridges are strong and potentially permanent with magical assistance, though still vulnerable to fire. | ||
| + | |||
| + | === Act VII — Drift’s Reconnaissance at Nightmoure === | ||
| + | |||
| + | * While the others research and craft, Drift travels to Nightmoure to scout the area and assist with preparation. | ||
| + | * Drift reunites with Ollie: | ||
| + | * Ollie is operating in her true form as a green-glowing skeleton and is organizing skeletal workers and underground defenses. | ||
| + | * She is cleaning the old complex, repurposing traps, preparing hidden routes, and turning the underground structure into a defensible bunker. | ||
| + | * Ollie expects OrZean to come to Nightmoure because the site was once his throne room and fortress. | ||
| + | * Drift warns her that OrZean will likely bring servants and undead forces. | ||
| + | * Ollie commits to defending the town and using her skeletons as part of its defense. | ||
| + | * Drift introduces Ollie to the story of Zub, Junior, Scrap Beak, and the blue-mustachioed goblins. | ||
| + | * Zub abruptly appears while Drift and Ollie are sliding through the complex on improvised hoverboard-like planks: | ||
| + | * He trades a joke with Ollie. | ||
| + | * He names her an honorary Cerulean Knight. | ||
| + | * He magically gives her a mustache before vanishing again. | ||
| + | * Drift uses the map room/ | ||
| + | * One site has four Night Sisters actively working to decode or break open the seal. | ||
| + | * A second site has roughly six Sisters present and appears similarly active. | ||
| + | * The mountain site has three to six Sisters excavating it from beneath fallen rock and appears less advanced. | ||
| + | * The group concludes that the best likely order is: | ||
| + | |||
| + | - The most advanced lowland/ | ||
| + | - The second active lowland/ | ||
| + | - The mountain obelisk. | ||
| + | - Nightmoure as the final and decisive obelisk/ | ||
| + | |||
| + | === Act VIII — Departure Plan and Session Endpoint === | ||
| + | |||
| + | * At the end of the two-week preparation period: | ||
| + | * The protective-item magic transfer is complete. | ||
| + | * Elderite armor and special gear are ready. | ||
| + | * Jacq has analyzed and restored key Scrap Beak equipment. | ||
| + | * Nightmoure has begun preparing for evacuation, fortification, | ||
| + | * The party has clearer intelligence on the remaining obelisk sites. | ||
| + | * The party learns that once OrZean is freed or set in motion, he will likely need about three days to march to Nightmoure with his undead forces. | ||
| + | * That window will allow the group to: | ||
| + | * Complete the obelisk operation. | ||
| + | * Teleport or travel back. | ||
| + | * Finalize defenses. | ||
| + | * Prepare for OrZean’s arrival. | ||
| + | * Odri acquires four warp-dynamite charges for the coming operation. | ||
| + | * The next session begins with the party departing to claim the remaining obelisks, starting with the most urgent site, before returning for the battle at Nightmoure. | ||
| + | |||
| + | ===== Session 71.26.10.3 ===== | ||
| + | |||
| + | Takes place from 1869.2.27 - 3.21 | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | |||
| + | === AI Summary === | ||
| + | === Act I — Ambush at the Obelisk Site === | ||
| + | |||
| + | * The party approaches a suspected obelisk site near sunset. Odri’s talons detect **four people** spread around the area, likely Night Sisters, but the group cannot tell whether they know about the schism within their order. | ||
| + | * The group sends the talons ahead as a first wave. The stealth attempt goes badly; the hounds are immediately ambushed. | ||
| + | * The party rushes into the wooded swamp to reinforce them and finds: | ||
| + | * Two melee Night Sisters fighting the hounds. | ||
| + | * A hidden archer in the trees. | ||
| + | * A spellcasting Night Sister preparing magic. | ||
| + | * Drift attacks the caster, who responds by splitting into three illusory versions of herself, forcing instinct checks to identify the real target. | ||
| + | * Doc moves directly into the melee, heals wounded talons with divine light, and burns the two melee attackers with fire. | ||
| + | * The enemy archer and caster pressure the group from range. The hounds are repeatedly injured, while Doc absorbs several strong hits and spends armor to stay standing. | ||
| + | * The caster repeatedly attempts to put Doc and Drift to sleep. They initially resist, but later Drift is finally overcome while pursuing the fleeing mage. | ||
| + | * The party kills one melee Sister and badly wounds the others. Doc identifies the hidden archer’s position, allowing the group to return fire. | ||
| + | * Seeing the fight turning against them, the surviving Sisters scatter and retreat in separate directions. Drift pursues the mage through shadows, lands a major hit, but is hit with sleep magic and collapses. | ||
| + | * The others search for Drift, eventually finding her unconscious and trapped in nightmares. She takes stress damage before the party wakes her safely. | ||
| + | * With the enemy gone and darkness falling, the party resumes its search for the nearby obelisk. | ||
| + | |||
| + | === Act II — First Obelisk Reclaimed === | ||
| + | |||
| + | * After roughly half an hour of searching, the party finds the excavated obelisk site. The stone has been damaged and scraped, showing that someone had been trying to break into or dismantle it. | ||
| + | * Doc activates the site’s central tablet using Mithras’s symbol. The mechanism opens and a white-and-gold obelisk rises from the earth. | ||
| + | * When Doc touches it, Mithras speaks through the air and commands him to receive the power. | ||
| + | * The obelisk’s energy flows into Doc. He transforms more fully into his dragon-knight form, radiating golden light with a flame-like aura. | ||
| + | * The group realizes the obelisk disappears afterward, leaving behind a deep hole rather than restoring the ground. | ||
| + | * They make camp away from the dangerous opening, take a long rest, and recover from the ambush. | ||
| + | * The party confirms its next route: visit friendly or potentially friendly Night Sister sites, prevent other obelisks from being destroyed, and keep absorbing their power before hostile forces can interfere. | ||
| + | |||
| + | === Act III — The Friendly Sister Base === | ||
| + | |||
| + | * Over the next several days, the party travels to another obelisk site known to be associated with Night Sisters. | ||
| + | * At the outskirts of the base, Sister Jewel intercepts them and demands to know who they are and why they have come. | ||
| + | * Doc introduces himself as Mithras’s champion, a friend of the Night Sisters, liberator of Grimwater and Sun Meadows, and bearer of several growing titles. | ||
| + | * Jewel recognizes the group’s importance and escorts them into a cleaned-up, operational Night Sister base where several Sisters are studying an obelisk. | ||
| + | * Doc activates the obelisk without delay. The same ritual repeats: | ||
| + | * The obelisk rises. | ||
| + | * Mithras’s strength increases. | ||
| + | * Doc becomes more radiant in dragon-knight form. | ||
| + | * The Sisters react with awe and begin asking questions. Doc explains only enough to stress that the obelisks are important and that Sisters trying to destroy them may be in danger. | ||
| + | * Jewel reveals that the Sisters’ original mission had been to open the obelisks and free Or' | ||
| + | * Doc asks Jewel to warn other Sister groups if possible. Jewel agrees to personally accompany the party to another camp, where her status may persuade uncertain Sisters to cooperate. | ||
| + | * The group departs with Jewel, using her as both guide and diplomatic authority. | ||
| + | |||
| + | === Act IV — Cave Obelisk and Alliance Building === | ||
| + | |||
| + | * The party travels to a remote mountain camp where a group of Sisters has been excavating an obelisk inside a cave. | ||
| + | * Jewel goes ahead to speak with them. The group waits, then cautiously advances when she does not return promptly. | ||
| + | * Drift is challenged by a lookout in a tree, but identifies herself and confirms that Jewel has been negotiating with the camp. | ||
| + | * The party enters peacefully. The Sisters are hospitable, curious, and visibly relieved that Jewel vouches for them. | ||
| + | * The obelisk is partly buried beneath rubble in a mined-out cavern. Odri uses his gravity glove to move the collapsed stone while Doc assists manually. | ||
| + | * Their work clears the chamber without causing a cave-in, astonishing Sisters who had spent months trying to excavate the site. | ||
| + | * The camp gathers to watch the ritual. They take photographs before the obelisk vanishes. | ||
| + | * Doc activates the obelisk, and Mithras becomes noticeably stronger once again. Doc’s transformation intensifies into a more dramatic, flame-aura dragon-knight form. | ||
| + | * The Sisters react with reverence and excitement. Jewel recognizes that the party’s claims are genuine and that something much larger is happening. | ||
| + | * The group spends the night celebrating with the Sisters: | ||
| + | * Odri and the Sisters experiment with the Bag of Hoarding, pulling out party supplies, cookies, and better alcohol. | ||
| + | * The bag causes stress and frustration when it resists some attempts. | ||
| + | * Doc sleeps under his wing in dragon form, offering warmth and protection to Sisters who approach him. | ||
| + | * The camp begins to see the party not merely as outsiders, but as allies and possible leaders in the coming conflict. | ||
| + | |||
| + | === Act V — The Next Obelisk and Mithras’s Warning === | ||
| + | |||
| + | * The next morning, Jewel agrees to keep traveling with the party and helps arrange contact with more Sister groups. | ||
| + | * The party reaches another Night Sister camp near an overgrown obelisk site. Jewel again approaches first and prevents an immediate confrontation. | ||
| + | * The Sisters are wary but not openly hostile. They watch as Doc activates the obelisk. | ||
| + | * This time the ritual is substantially more intense: | ||
| + | * Mithras’s voice is heard more clearly. | ||
| + | * White energy becomes threaded with gold. | ||
| + | * The ground shakes. | ||
| + | * The party hears a distant sound like glass cracking. | ||
| + | * Mithras tells Doc that Or' | ||
| + | * Doc accepts the burden even if it could cost his life. | ||
| + | * After the ritual, Doc is visibly more dragon than humanoid. His clothing and form have partly merged into his draconic body, and a rolling flame-like aura moves along his spine and tail. | ||
| + | * Doc delivers a powerful public statement of his creed and purpose. His words inspire those present: | ||
| + | * Odri and Drift each gain a one-use d6 “prayer die.” | ||
| + | * Jewel and the Sisters commit more fully to helping against Or' | ||
| + | * Jewel asks for support mobilizing Night Sisters for the coming battle. The party discusses transportation, | ||
| + | |||
| + | === Act VI — Mobilizing the Night Sisters === | ||
| + | |||
| + | * The party decides to split their efforts to save time: | ||
| + | * Odri uses teleportation to move Jewel and groups of Sisters between distant bases. | ||
| + | * Doc and Drift continue handling obelisks and preparing the final defense. | ||
| + | * Odri teleports with Jewel, Lapu, and the other Sisters to the main Night Sister mountain base. | ||
| + | * The teleportation surprises the assembled Sisters, but Jewel quickly establishes control and begins giving orders for war preparations. | ||
| + | * Lapu is fascinated by teleportation and briefly wonders whether it could improve hunting. | ||
| + | * Over the following days, Jewel sends word and rallies approximately **40 Night Sisters** for the defense of Nightmoure. | ||
| + | * The party successfully absorbs another obelisk under the protection of a village that had been watching it. Elder Yakoon confirms the site has remained safe since the party previously cleared threats from the area. | ||
| + | * Each absorbed obelisk produces more distant “cracking glass” sounds, indicating that Or' | ||
| + | |||
| + | === Act VII — War Council at Nightmoure === | ||
| + | |||
| + | * The party regroups in Nightmoure, now transformed into a fortified military staging point. | ||
| + | * The Jacq brings significant military resources: | ||
| + | * Ten cannons. | ||
| + | * Elderite-inscribed guns that do not require elderite ammunition. | ||
| + | * Ammunition, weapons, dusters, and trained personnel. | ||
| + | * Jacq, Ollie, Jewel, and the party hold a war council to prepare for Or' | ||
| + | * The working plan is: | ||
| + | - Absorb the final obelisk. | ||
| + | - Observe Or' | ||
| + | - Wait for him to leave his prison. | ||
| + | - Odria and Drift teleport to his prison afterward. | ||
| + | - Recover the dangerous oil-can-like artifact if it remains behind. | ||
| + | - Bring the artifact back to Nightmoure, forcing Or' | ||
| + | * The group discusses whether the artifact can be safely destroyed, but concludes they likely need to inspect it directly before deciding. | ||
| + | * Nightmoure’s defenses have been strengthened during the party’s absence: | ||
| + | * More armed defenders are present. | ||
| + | * Runners and communications are organized. | ||
| + | * The observatory will be staffed around the clock. | ||
| + | * The town’s narrow approaches make its defensive line more manageable. | ||
| + | * The party is told they likely have no more than three days after the final seal breaks before Or' | ||
| + | * The session ends with the group preparing to activate the final obelisk next session, beginning the confrontation with Or' | ||
| + | |||
| + | === Key Outcomes === | ||
| + | |||
| + | * The party survived an ambush by hostile Night Sisters, though Drift was briefly incapacitated and the talons were badly hurt. | ||
| + | * Doc absorbed multiple obelisks and became progressively more powerful and visibly draconic. | ||
| + | * Mithras is much closer to freedom, but Or' | ||
| + | * Sister Jewel became a major ally and diplomatic bridge to other Night Sister factions. | ||
| + | * Around 40 Night Sisters, artillery, elderite weapons, and local defenders are being mobilized for Nightmoure’s defense. | ||
| + | * The immediate next event is the activation of the final obelisk, followed by a planned raid to recover Or' | ||
| + | |||
| + | ===== Session 72.26.10.10 ===== | ||
| + | |||
| + | Takes place from 1869.3.21-23 | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | === AI Summary === | ||
| + | === Act I — The Final Obelisk and Or' | ||
| + | |||
| + | * The party reconvenes at the final obelisk after securing the others and preparing Nightmore’s defenses. Odri’s earlier efforts have brought forty additional sisters to help defend the city. | ||
| + | * Ollie stabilizes the chamber’s moving platforms, allowing everyone to approach safely. | ||
| + | * Doc touches the obelisk and encounters Mithras, who is recovering but still bound. Mithras grants Doc strength to defeat Or' | ||
| + | * Mithras reveals Doc’s true avatar form: a massive golden dragon, approximately thirty feet long, with a fiery aura. | ||
| + | * At the same time, Or' | ||
| + | * Through the viewing scope, the party watches Or' | ||
| + | * Outside observers report an approaching storm threaded with green lightning. | ||
| + | |||
| + | === Act II — The Raid on Or' | ||
| + | |||
| + | * With Or' | ||
| + | * They arrive among magical treasures, walls containing the faces of past poker victims, and a bone throne occupied by a chained, mummified guardian. | ||
| + | * The guardian attacks immediately, | ||
| + | * Odri burns and crushes the beetle swarms while Drift attacks the guardian at close range. | ||
| + | * After its first defeat, the guardian transforms into a larger skeletal beast. An oil-can-shaped object—the suspected phylactery—is visible inside its chest. | ||
| + | * The pair survive its repeated attacks and destroy its second form. Drift cuts around the oil can and retrieves it as the remaining beetles disperse. | ||
| + | * Before leaving, they spend about ten minutes grabbing promising treasure, then teleport back to the party. | ||
| + | |||
| + | === Act III — Identifying the Phylactery and Preparing for Battle === | ||
| + | |||
| + | * Odri and Ollie confirm that the recovered oil can is Or' | ||
| + | * They determine that its binding can be undone relatively easily. | ||
| + | * Because Or' | ||
| + | * Ollie helps identify the recovered loot: | ||
| + | * Nightmare mead, which reveals the deepest fear of the next person the drinker makes eye contact with. | ||
| + | * A psychopomp shroud, which temporarily turns a deceased creature’s spirit into a spectral assistant. | ||
| + | * An invisibility potion that lasts until the user deals damage or takes their next rest. | ||
| + | * Steel-skin salve that temporarily increases damage thresholds. | ||
| + | * A trapped-soul consumable that allows a spell from the user’s vault to be cast. | ||
| + | * A drake mantle granting temporary flight, increased damage thresholds, and an additional point of proficiency. | ||
| + | * The party distributes the useful items and rests during the remaining time before Or' | ||
| + | * On the day before battle, Doc rallies the defenders in his dragon avatar form. His exceptional speech raises the city’s defensive countdown from twenty to thirty-four. | ||
| + | * The battle plan separates their responsibilities: | ||
| + | |||
| + | === Act IV — The Ambush and the Shattered Phylactery === | ||
| + | |||
| + | * As battle erupts outside Nightmore, cannon fire and Gatling guns tear through the surrounding forest. | ||
| + | * Drift hides near Or' | ||
| + | * Odri places a Sigil of Retribution on Or' | ||
| + | * Doc and Drift open with a coordinated strike, inflicting seventy-five damage. | ||
| + | * Drift presents the phylactery, and Doc destroys it with Mithras’s sword directly in front of Or' | ||
| + | * Or' | ||
| + | * Doc and Drift immediately follow with another coordinated attack, pressing their opening advantage before Or' | ||
| + | |||
| + | === Act V — Fireballs, Curses, and Mounting Pressure === | ||
| + | |||
| + | * Or' | ||
| + | * Doc carries Drift upward and away from Or' | ||
| + | * Odri’s explosions clear nearby skeletons and damage Or' | ||
| + | * Or' | ||
| + | * Odri and Drift combine a fireball with a shadow-step knife attack for another heavy coordinated strike, amplified by accumulated retribution damage. | ||
| + | * Or' | ||
| + | * Doc burns attacking shades with his fire breath, then dives back into melee and lands a critical sword strike. Drift follows with another close-range attack. | ||
| + | * More skeletons pour into the fight. Their massed attacks become increasingly dangerous as the party spends armor, health, Hope, Stress, and defensive resources. | ||
| + | * Or' | ||
| + | * Spectral hands restrain Odri and Drift. They chew restorative leaves to regain enough Hope to act and break free. | ||
| + | * As the skeletons crowd around Doc and Drift, a concentrated attack deals forty-eight physical damage, sharply increasing the pressure on the party. | ||
| + | |||
| + | === Act VI — The Warp Grenade and Or' | ||
| + | |||
| + | * Odri warns the others and throws a warp grenade into the clustered enemies. | ||
| + | * The grenade rolls much lower damage than hoped, dealing twenty-one direct damage after retribution is added. Doc and Drift weather the friendly fire, while the blast wipes out the surrounding skeletons. | ||
| + | * The explosion distorts reality across the battlefield, | ||
| + | * Badly damaged, Or' | ||
| + | * Once outside the distortion, he lands additional life-siphoning attacks on Doc and recovers some health. | ||
| + | * Doc transforms into his full golden dragon avatar and pursues him, charging into melee for another heavy hit. | ||
| + | * Drift tries to catch a ride during Doc’s sudden transformation and takeoff but cannot get aboard. | ||
| + | * Or' | ||
| + | * Drift closes the distance through shadow steps and lands the finishing attack, using her momentum to carve through Or' | ||
| + | |||
| + | === Act VII — Covos Claims the Dead === | ||
| + | |||
| + | * Or' | ||
| + | * Covos manifests above the battlefield as an immense butterfly-winged presence and encloses his fleeing soul. | ||
| + | * Or' | ||
| + | * With Or' | ||
| + | * The battlefield falls silent as the gunfire and screaming stop. Nightmore’s defenses hold, with the countdown only reduced from thirty-four to roughly twenty-nine. | ||
| + | * The session’s in-world action ends on the party’s victory, and everyone earns a level-up. | ||
| + | |||
| + | === Epilogue — Debrief and Next Priorities === | ||
| + | |||
| + | * The players discuss how strong opening attacks and favorable rolls helped secure the victory, while Or' | ||
| + | * They identify the next priority as dealing with the church and freeing Mithras before returning their full attention to the wider war. | ||
| + | * The GM reports that the Sun Meadows front has largely recovered, freeing the Sovereign, Rala, and their experienced troops for future operations. | ||
| + | * The party considers returning to Or' | ||
| + | * Level-up and possible multiclass choices are left for the next session, along with the immediate aftermath of the battle. | ||
| + | |||
| + | ==== Or' | ||
| + | |||
| + | ===== Session 73.26.10.17 ===== | ||
| + | |||
| + | Takes place from 1869.3.23 - 4.22 | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | === AI Summary === | ||
| + | === Act I — Or' | ||
| + | |||
| + | * The session opens immediately after Or' | ||
| + | * Drift receives a letter from Covos thanking her for helping collect a soul long overdue. Drift gains a blessing that lets them reroll damage dice showing ones or twos. | ||
| + | * The party searches Or' | ||
| + | * Odri discovers that bonding with the staff would allow communication with the dead. Its presence resists further examination and suggests an appetite for conquest and control, so he initially keeps it without bonding. | ||
| + | * Doc, still in dragon form, burns Or' | ||
| + | * The party flies back to Nightmore to cheering crowds. Doc returns to his normal form and shares an emotional reunion with Ramses. | ||
| + | * They learn that the defense cost approximately 23 lives, largely from shades passing through fortifications. Doc asks that the fallen be recorded for the future memorial at Brave’s Landing. | ||
| + | * Ollie preserves the bodies until their families can attend the funerals. Nightmore celebrates the victory with a feast, music, dancing, and fireworks, while word goes out that evacuated families can safely return. | ||
| + | |||
| + | === Act II — Planning the Next Campaign === | ||
| + | |||
| + | * Doc contacts his sister, Rallah, and learns that their allies have secured the border. He asks her to bring the Sovereign to join preparations for the next campaign; they expect to arrive in about a week. | ||
| + | * Ollie proposes an expedition with the Night Sisters to recover the remaining treasures from Or' | ||
| + | * The party holds an initial council about confronting the Church at the Fortress of Light and freeing Mithras. | ||
| + | * Mithras can offer little intelligence beyond confirming that he remains caged in his lair within the mountain’s principal holy site. | ||
| + | * Jacq favors an overwhelming assault, but Ramses warns that artillery and magical warfare inside the inhabited mountain would cause extensive civilian casualties. | ||
| + | * The discussion develops three connected objectives: | ||
| + | * Free Mithras. | ||
| + | * Eliminate the Trinity. | ||
| + | * Win over Pale Riders who might support Mithras and the old faith. | ||
| + | * The party considers using unused Church favors to request an audience, infiltrating through a diplomatic visit, teleporting to familiar locations, or approaching from the air. Security restrictions and the fortress’s defenses complicate each option. | ||
| + | * They settle on gathering better intelligence from Anton and their contacts at the library before committing to an attack. The Sovereign’s diplomatic standing may provide another route inside. | ||
| + | |||
| + | === Act III — Odri Bonds with the Staff === | ||
| + | |||
| + | * During the days before the memorial, Odri and Ollie continue studying Or' | ||
| + | * They uncover its ability to raise an “Army of Darkness”: | ||
| + | * The party debates whether using the dead could spare living soldiers. They distinguish animating empty remains from imprisoning souls or killing people to create undead. | ||
| + | * Persuaded that it might serve as a useful tool, Odri **bonds** with the staff. | ||
| + | * Its presence immediately tries to overwhelm him. He resists, but learns that its greater powers will require further contests of will. | ||
| + | * He also discovers that demons and undead spirits created it to bring ruin upon the world. Breaking the bond—or moving too far from it—would require another struggle against its influence. | ||
| + | * The staff can function as a magical weapon without the same contest, but communicating with the dead or raising an army exposes Odri to its presence. | ||
| + | * Odri briefly collapses during the bonding, then explains what he has learned. He asks Ollie to intervene if he loses control. | ||
| + | * The group raises the possibility of destroying it, although the staff’s whispers claim that doing so lies beyond the world’s capabilities. Odri remains bound to it, increasingly aware of the danger he accepted. | ||
| + | |||
| + | === Act IV — Honoring the Fallen === | ||
| + | |||
| + | * Three days after the victory, Nightmore holds the funerals and memorial. | ||
| + | * The group establishes a local burial practice combining enclosed interment with returning bodies to nature: the dead are placed in hollows carved into trees, packed with nourishing material, and sealed inside. | ||
| + | * Families conduct individual burial ceremonies before gathering for a communal remembrance. | ||
| + | * Ramses reads the names of the fallen, thanks those who fought, and promises that the names will also appear on the memorial at Brave’s Landing. | ||
| + | * Doc follows with a brief address, describing their sacrifice as an important chapter in a story that is not yet finished. | ||
| + | * Gilbert and the clowns then turn the gathering into a wake, with music, shared memories, and at least 23 pies—one reflecting each fallen person’s favorite. | ||
| + | * Throughout the occasion, the staff tempts Odri with opportunities to speak to the dead, sharpening his unease about the bond. | ||
| + | |||
| + | === Act V — The Sovereign Arrives === | ||
| + | |||
| + | * The day after the memorial, Odri accompanies Ollie and several Night Sisters to Or' | ||
| + | * While they are away, Doc uses Nightmore’s magical surveillance apparatus to observe the Fortress of Light. He sees regular train traffic, flying riders, and military supply movements, but cannot see inside the mountain. | ||
| + | * Several days later, the Sovereign arrives in Nightmore with Rallah, Frankie, and a small entourage. Doc arranges an honor guard and formal welcome. | ||
| + | * Rallah and Jacq promptly slip away together, leaving the others to handle the initial briefing. | ||
| + | * Doc updates the Sovereign on Or' | ||
| + | * The Sovereign supports removing the Trinity and freeing the city. She also recognizes that victory would ease the eventual advance into the Twilight Wilds. | ||
| + | * Doc explains the party’s intelligence resources, including the Dark Library and the secret surveillance device, then demonstrates the latter to the Sovereign and a limited group. | ||
| + | * Frankie confirms that her operatives can get their entire train into the fortress station without close inspection. | ||
| + | * The Sovereign proposes bringing the soldiers and equipment inside aboard the train while a smaller group investigates covertly. If negotiations or infiltration fail, their armed support will already be in position. | ||
| + | |||
| + | === Act VI — Recovery, Rearmament, and the Final Council === | ||
| + | |||
| + | * Over the following two weeks, the allies prepare troops and equipment while Doc gives the Sovereign a fuller account of Mithras’s history and their work at Nightmore and Brave’s Landing. | ||
| + | * The Sovereign takes an interest in Jacq’s industrial achievements and the possibility of improving production and finding elderite deposits in her own territory. | ||
| + | * At Or' | ||
| + | * The expedition returns with approximately a train car’s worth of artifacts and supplies. Ollie continues studying the recovered collection. | ||
| + | * At the final council, Frankie reiterates that getting the loaded train into the station is secure; the remaining question is what people and equipment to bring. | ||
| + | * The party favors capable volunteers and strong equipment suited to fighting inside an inhabited mountain, rather than indiscriminate destruction. | ||
| + | * Odri recognizes that the staff could jeopardize an infiltration. He resolves not to let it endanger the mission, even if that means attempting to break the bond. | ||
| + | * Ramses explains that rallying sympathetic Pale Riders will depend heavily on how Doc reveals himself. Building support district by district could help, but would take time and risk exposing their intentions. | ||
| + | * The group clarifies the fortress’s enormous scale: its districts lie inside the mountain, linked by rail, trams, and footpaths. The surveillance device cannot substitute for interior maps or local intelligence. | ||
| + | * The expedition’s roster includes 40 Night Sisters, 100 selected soldiers, the Sovereign and her accompanying staff, Jacq, Rallah, Ramses, Ollie, and the party. The recovered artifacts will travel with them. | ||
| + | * The session ends before departure, with the library as their first intended stop inside the Fortress of Light. After speaking with Anton, they will decide which objective to pursue first: freeing Mithras, striking the Trinity, or rallying the Pale Riders. | ||