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vecna:sessions

Party

3 eladrin, 2 haregon, and an aasimar walk in to a bar…

Session 1

Intro blurb:

  • This adventure begins when Lord Dagult Neverember summons the characters to his modest villa in Neverwinter. Several local guards are present, as are three priests of Oghma—a god of inspiration, invention, and knowledge—from Neverwinter’s House of Knowledge.
  • When the characters enter his audience chamber, Lord Neverember is busy discussing politics with his advisers. He breaks off the discussion, gives the characters a smile of recognition, and says the following:
  • “Greetings, my heroic friends! I’m so glad you came. I daresay, terrible events are afoot. Specifically, four prominent citizens have been kidnapped in the past several days. May I count on your help in rescuing them?”
  • Lord Neverember describes the kidnap victims as follows:
  • Eldon Keyward is a highly knowledgeable scholar who specializes in the Outer Planes.
  • Indrina Lamsensettle is a human actor who moves in Neverwinter’s highest social circles.
  • Sarcelle Malinosh is a human wild-magic sorcerer who plumbs the mysteries of the Outer Planes.
  • Umberto Noblin is a gnome historian who has written books on various deities
  • Show up at Neverember's
    • has a bunch of siginificant priests of Oghma
    • 4 prominent citizens kidnapped
    • priests asked to track them
      • trail ends in Mausoleum in the graveyard
      • some divination blocker
    • willing to give us each a house
      • sending: “hello. this is spyder. rumor is you have been kidnapped. Are you safe? do you need rescued?” A: “yes Iv'e
  • Neverdeath graveyard - 2 graveyards, one for the wealthy
    • Trail led to “Hallyix Mausoleum” - in the commonfolk graveyard
      • Peppe remembers something about Waterclock Guild
  • show up at the Mausoleum
  • first room down the stairs
    • fight 5 wights, that had been just walking in circles
    • find a hole in the wall that has had some traffic
  • find a larger room, with several exits
    • one door is locked - find one of the kidnapped people behind it - Sarcelle
      • says she was kidnapped by cultists
      • thinks she was specifically targetted
      • seems more terrified than the situation warrants
      • in recent past had seen a brief glimpse of future:
        • dessicated figure of man grabbing evil energy, he screamed, and it exploding causing something terrible
    • find a room with a trap with a grate
      • slide a harp - gorgeous harp - 2500gp
      • handful of lose papers -
        • detailed notes on how to kidnap Indrina
          • says she knows a secret of lord of Neverember
          • and the secret would make a good sacrifice
    • room with bags & crates
      • supply room
      • 2 potions - labeled “healing use only” - from C6 - not healing potions
    • find a room with a deep pool and some water elementals
      • find Umberto - gnome
        • research - ancient rivalry between Vecna and his lieutenant vampire Caz
        • thinks the cultists are interested in his work
        • he is an expert on Vecna and recognized them as cultists of Vecna
      • has not been questioned
      • cult has a hierarchy - and he was dealt with by juniors
  • Vecna Lore:
    • 100s of years ago Vecna & Caz were evil friends
      • Vecna became a lich on Oerth - Caz was his warlord
        • symbol of hand & eye
        • sword of Caz - Artifact
          • intelligent, evil, influenced Caz
        • eventually the two began to disagree – Sword tried to convince Caz to kill Vecna
        • Caz killed Vecna
          • but was banished across the multiverse losing his sword
          • Caz became a vampire
        • Hand & Eye of Vecna
          • Vecna reborn as a god of evil and secrets
    • Caz is believed to be “alive”
      • rules a mist bordered realm in Shadowfell
    • out of the water elemnetal room
      • creature that is fish headed lives down hallway from south-east
      • trade a healing spell for a 150gp bracelet
  • fish headed creature in finery looking at clockwork
    • Marid - type of genie
    • working on a water clock - summoned & bound by waterclock guild
      • Peppe gets a magic gold flywheel
    • tells us how to use the pipes
  • cross over into a room that bridges the two graveyards
    • see 4 bells, that have been added recently
    • open a door - that makes loud noise
      • “teeth of Vecna” was berating someone
  • burst in to a mess hall
    • find a bunch of cultists, kill them
      • set of 4 keys
      • (one could cast cone of cold)
    • find secret door in south all
  • promised to tell the gnome a little more of the cult of vecna
    • Junior Cultists - Memories of Vecna
    • Midlevel cultlists - Teeth of Vecna
  • what's next:
    • 2 doors out of mess hall
    • 1 secret door out of the sleeping room
    • try to save the other 2 prisoners
    • verify the 2 we've saved made it to neverember

~~~~~ Meta notes for finalizing character after chapter 1:

  • might want investigation - though maybe just work with Beth to do a perception → investigation → sleight of hand dance for dealing with possibly trapped doors/areas
    • so far I've been lucky on investigation - but even getting prof would only improve skill by +2; its really the lack of a high int
  • think about BA usage - needing to bounce around less than I thought
  • recheck spell selection - because I feel like it got messed up from what I originally planned

Session 2

  • go out the north door -
    • “Ayren Griffynstone” - neverwinter historian
    • library - seems to be a collection of all the cultists personal library
  • find a secret passage out of the library - leads in to a room with 2 demon apes
    • winklevoss finds a book worth 200g - “quite good verse”
    • 450g - book describing hand and eye of vecna - well illustrated
    • 2 spell scrolls - greater invisibility, major image
  • room with giants ape demons
    • 100 of names on wall of rooms - apes were scraping the names off the room
  • room just beyond that we find Idrina
    • Carmine & Spyder walk her out
      • collected info from genealogists -
        • has proof is not descended from the Lord Neverember
  • started down a long hallway
    • cultist - seemed to be acting like a zombie
  • turn back, poke the door with a red X on it
    • 2 wraiths attack
  • empty cell - find a book of cramped notes on planar stuff
  • head down the hallway
    • wizard and abomination - kill the wizard before it gets an action
    • ritual describes sacrificing victim and their secrets to Vecna
      • sacrificing people with secrets - requires a good amount of space
    • Jeroe - aristrocrat from Neverwinter - everyone thinks he's on a trip to Waterdeep
  • go in to the ritual room
    • Carmine wins initiative, fey steps, and frees the captive, breaking the ritual
  • We instant win the fight, and get pulled through a purple portal
    • We gain the property “Vecna's Link”
    • we see multiverse rituals of Vecna cultists sacrificing secrets to Vecna
  • Vecna’s Link. You gain a special intuition for secrets. You have advantage on Wisdom (Insight) checks. In addition, you can use an action to cast See Invisibility without expending a spell slot. Once you cast that spell in this way, you can’t do so again until you finish a long rest. Also grants ability to use secrets.
  • Wake up in open coffins, with a dark and cloudy sky
    • surrounded by ghouls - we airwalk out
    • Turns out we are in the Shadowfell - “Evernight” - the opposite of Neverwinter
  • “Crevasse of the Dusk” - cracks from Neverwinter to Shadowfell
    • stable crevace of dusk in the tomb of Dolandar to return to the Neverwinter - can provide directions
  • trade a legend lore for useful info
    • Crevasse of Dusk - residents of both cities don't like folk to use them indescriminately
    • Dolander - know much about planar gates, despite being unable to use them due to a curse
    • hands a sheet of paper with funky markings - want to rub this on the crest - need a rubbing of the crest
  • Head out to the Dolindar Tomb
    • take a rubbing, which warns us about the vampires sneaking up on us – so we step in the tomb and close the door
    • in the tomb - approach a blank nook for a gravestone
    • Newmy's Room
      • hired to be cleaner for tomb
      • ended up as a ghost because she'd been paid for several lifetimes, so when she died, she kept cleaning the tomb
      • family curse - really lonely, didn't like evernight but didn't leave
    • in the tomb, find the treasure room
      • 2,200 gp in neatly stacked piles
      • A golden helmet worth 280 gp
      • A book titled Out of the Endless Prison
      • A Driftglobe with a map of the gate towns of the Outlands carved on it
      • A snow globe containing a miniature replica of the city of Neverwinter
      • A necklace bearing the inscription “My breath is yours, Kevetta—take it”
    • puzzle door
      • Dolindar - no world to return
      • Spyder spells: Toril - explodes in damage
      • Spyder spells: Alone
  • return in the tomb in Neverwinter
  • next session - talk with lord neverember, get paid 9k, and gain 11th level

Session 3

  • get paid, get given houses
  • hear about a rampaging red dragon - Rhagaermati
    • burning down forests
  • In the middle of fighting the red dragon
    • we get forced teleported in to a plush candle lit parlor
  • meet Tasha, Mordenkainen, Illustrael
    • asks us of our tie to Vecna - does some experiments
      • Third secret: “Imriztheilior” is the true name of a fiend who goes by Khai Kiroth
  • Mordenkainen
    • has an alternative plan - find an artifact - Rod of Seven of Parts
      • first piece in “Web's Edge” in the Underdark
      • can use portal here - each of piece of rod acts as key to the next piece
  • Peppelius - investigates Rod
    • Rod of Seven Parts - assembled is Rod of Law
      • each piece gives you 1 spell usable 1/day
        • one piece does 'Mirage Arcana'
      • Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named Miska the Wolf-Spider eventually pushed the primordials’ enemies to the brink of annihilation.
      • Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law. The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Seven Parts.
    • Web's Edge
      • hidden meeting place for Lloth's agents - safe house / resupply station for Lloth's evil insurgency
  • Portal in to underdark
    • invisible metal door - 8 symbols -
      • Web's Edge
      • if you touch the symbols in order, opens the door
    • notice dead bodies to the north, and see 2 red gems
    • notice folks praying to lloth to the south
      • attack the south
        • sword spider, wizard, leather wearer
  • go in the middle door
    • just as a glabazeru summoning
    • kill the dinner party of wizards and a demon archer

Session 4

  • Looting
    • plans to assault svirfneblin mining operation about 20 miles away
      • spyder takes most of the plans, but leaves a few modified to mess up the plan
    • dagger +2
    • spell scroll - circle of death
    • 500gp ungents and oils
  • kick open the door
    • spider dragon, wax demon
  • loot archmage
    • staff - magic
    • crystal orb - magic
    • nice non-magic robes
  • nalfashee
    • magic keyring - jail keys
  • free 2 prisoners -
    • live prisoners - one is lloth; end them
    • other prisoners - cyclops
      • sad about being here - will happily leave
        • friendly svirneblin - found out about secret
        • let her leave with her magic great club
  • 2 superior healing potions
  • potion of fire resistance
  • dagger +1
  • longsword +1
  • crystal ball is magical, and has some properties not revealed by identify
  • staff - acts as an arcane grimoire +1 for wizards
  • And that gets us level 12 and a rare item

Session 5

Legend Lore on Crystal Ball:

A sphere of night, a chilling sight,
A window to the endless night.
Within its depths, a darkness gleams,
A swirling vortex of twisted dreams.

A lodestone's pull, a mystic force,
Directs the gaze, a twisted course.
The past unfolds, a gruesome scene,
A tapestry of horror, dark and keen.

Forgotten tomes, their secrets sealed,
A forbidden knowledge, darkly revealed.
The present shimmers, a fleeting blight,
A moment captured, a cursed sight.
  • We sing to the first piece of the artifact, and it sings back:
An ageless sea, a mental shore, 
Where thoughts take flight, forevermore. 
A cosmic space, a boundless sea, 
Tis where you’ll find the next of me.

Cry and let slip the dogs of war, 
A savage beast, a hungry roar. 
The gates are opened, debts are owed, 
A reaper reaps what it sowed.

Inside, Malayuri's spirit endures,
A beacon bright, a hope that cures.
A captain's heart, a hero's might,
Guiding souls through darkest night.
  • Legend lore
    • Deva
    • emissary - bring peace to the tumultous worlds
    • Lambent Xenith - spelljamming galleon - sails astral sea
  • Going to portal to astral plane
    • Seeming - as githyanki - 8 hours
    • Tasha's cauldron - get a potion of psychic resistance (will last a couple days)
    • Hero's Feast - 24 hours
  • Portal to Tan'arath - Githyanki city
    • built on the corpse of something with 6 arms - long dead deity
  • Astral plane
    • place where dead gods sometimes show up
  • Do some orientation in town
    • trade a dagger+1 for a longbow+1 for Carmine
  • thinking on poem
    • realize there is an ancient god “Havoc” – and maybe that's where we need to go
  • Astral plane - 5 x int score movement
  • Peppe makes us a boat using Fabricate
  • 1st day of travel - get hit by a psychic storm
  • 2nd day of travel
    • get jumped by things
    • get attacked astral anglerfish
  • Get to the dead god's body – has a ship that has broken in to the 3 parts
    • Stern - see people walking on
    • Starboard - tree growing on it - and its moving
    • Prow - see nothing
  • Investigate Prow
    • run in Malayuri
      • have a conversation
      • find out her ship is crashed on this dying Death God
    • has a prosthetic wing - Peppe offers to help
    • artifact was a power source for her ship
      • seems less relevant - was in forward hold
      • security system needs 2 codes - she has 1 half, her first mate the other half
    • has a fancy shortsword & magic ring on her table
    • open door to navigation room
      • Peppe fixes the wing
    • gives us her half of the passphrase
      • The moon sings a song for the lost
    • first mate is Figaro - Tiefling
    • will take her over to see her crew after we investigate the Tree segment
    • loot a spell scroll
  • Head to the Tree Segment
    • Icasa - blink dog
    • Redbud - treant
    • kill a bunch of Grell
    • learn saw a Halfling Pollena float off
  • loot segment
    • 100gp cash
    • books - “Dissertations of the Abstruse Mind” - locked strongbox
      • potion - potion of mind reading
      • journal - needs study
    • grab a bunch of books and paper
  • dog wants us to find his friend Deveros
  • Stern castle
    • arrive in the forecastle, with Deva along
    • meet Lysan and Zastra - excited to see the Deva
    • Giff - Ilran - showed up and helping run things
      • they are a little concerned about him
    • Figaro is acting weird - and has locked himself in the cabin
  • big fight
    • big frost knight appears - when killed/banished, fades to another plane
      • drops sword & armor
    • Ilran is a black slaad
  • first mate - had lots of modify memory
    • fixed him
    • had his captain talk him down to get us the passphrase
  • Ilran had a halfling trapped in the basement
    • actually a Coatl
    • Cirit - had been part of the crew, Slaad locked her up
  • Get password from Figaro
  • Go to the place to get the rod – and find something had looted it already
    • left a tunnel down in to the God's heart
  • stuff found:
    • frost sword - Longsword Frostbrand
    • frost armor - of cold resistance
    • lots of loot - casks of wine
    • spyglass - 1000gp

Session 6

  • fight a giant worm like creature
    • find inside it, 3 rods
      • 2 wands, 1 rod part
      • wand of warmage
      • wand of fire?
  • pool of blood - horrible things if you touch it
    • Havoc's blood
  • Get given a gift from allustriel
    • thing to use in combat
    • bonus action - to use
  • get back to the sanctum
    • Mordekainen checks us to see if we are okay
  • Vor scouts Mord's sleeping area
    • finds notes – on how to magic missile works, from first principals; as well as cone of cold
    • takes Pep up there
    • figures out Mord is worried about us being replaced by a simacrulum
    • find a beard trimmer with a grey hair
  • hand the first artifact piece to Spyder; Pep takes the 2nd.

Get poem for next location:

A war's grim shadow, a relentless blight,
Scarred the fair land, extinguished its light.
Cities crumbled, monuments defaced,
A battleground ravaged, its beauty erased.
The Five Nations clashed, a bloody refrain,
Leaving the land broken, a soul in pain.

Then came the Mourning, a day of dread,
A gray mist descended, where life lay dead.
A magical holocaust, a chilling embrace,
Transforming all, leaving only a trace.
Amongst the wreckage scavengers dart,
Tis where you’ll find the next rod part.
  • Mourneland
    • no divination or teleportation magic
    • there are huge collossi - giant robots - that are all destroyed
      • likely the rod part is in one of them
      • find docents in collossi
    • Docent - sentient orbs that attach to warforged - might be able to ignore the block on divination
  • portal to edge
    • giant mirror - where portal came out
    • land is foggy
    • can look in to the mirror, and its not foggy
      • can see 6 collossi, and 2 settlements
  • Head to the first collossi - get turned around; takes 14 hours
    • run in to a set of 5 warforged
      • Mercy is their leader
      • have been extracting docent's from collossi
      • had some run-ins with rival salvagers
        • Cyrian veterans
        • hostile warforged - serve lord of blades
      • consider docents sacred
      • base is Iallos - has giant windmill
      • closer camp is probably the cyrian veterans
  • reach the first collossi
    • thoroughly search it - don't find a docent
    • deep tracks walking around - warforged had searched it already
    • also find lighter boot prints searching it
  • new travel pattern because walking sucks:
    • Spyder & Griffin & Tungsten on Griffon flying at 80
    • everyone else windwalking, following us
  • fly to next collossi in 2 hours
    • see 2 humanoids - Orc and 2 haflings
      • member of Cyrian - exsoldiers - trying to reclaim stuff from homeland
        • found a stash of docent that a group of warforged have absconded with
    • see a couple of huge flyers in the distance
    • find collossi has been looted already - second docent has been removed with great skill
  • Head to Iallos
    • fly over some of the not-friendly warforged - 3 scouts & a heavy commander
      • shoot lots of javelins - like 3x/round; for quite hard
    • arrive and meet lots of folk
  • chatting
    • Pep repairs one of their broken docents – which convinces them to let us see the one working one they have
    • Landrow - rare collossi - one direct east of town
      • grey matter engine - powered by artifact
  • Cyrian camp
    • trade 1000gp of art for them going home
    • local lead evil warforge - “Kill Switch” - Lord of Blades rep
    • if remove artifact from collosus, it will start a self destruct process
    • Cailath - will admit to losing purse & items after day of mourning
  • Start heading toward Landlow
    • have to camp the night
    • Tungsten casts heroes's feast
  • Wind storm coming in
    • making flight hard - seems like they are in the eye of the storm
    • flight of dragons pursuing
      • Gold Dragon - not scaly, eyes are multifaceted and whirling
      • Bronze Dragon - not scaly
      • Blue Dragon
      • all 3 have a rider

Session 7

  • 1 huge gold dragon
  • 2 blue dragon
  • 1 bronze dragon
  • 3 riders
  • 1 robbie - riding the gold dragon & tied down
    • Bard
  • Loot a Guitar from the Bard
  • finish travel to the giant colossi - Landro
    • find a cave near the base - with a nasty grey liquid dripping out
    • possibly has warforged going in to it

Session 8

  • fight a bunch of warforged
    • a few successfully flee up the leg
  • find a deactivated warforged
  • find a sleep ghost
    • kalashtar - bound to a dream spirit name a quori - offers to share a dream with - grants a short rest
  • find a ghost in a loop - tell him his friends are gone, and he stops respawning
  • find a pool
    • have dragonshards in it - probably give the pool funky properties
    • dip a club in the pool, roll a d6 (5) - weapon starts to hum - high pitched hum
      • club hums when within 30ft of the grey fluid
    • dip a dagger, also hums
    • Winklevoss dips his instrument and gets arcane meaningless symbols
    • collect broken dragonshards
  • stealth past a pair of blazebears using a pass without trace
  • find a helm on the commander - control helm - has a significant dent
  • fight a table - stone golem - get maps 2.5k
  • kill a mimic
  • get to the climb to the final fight

Session 9

  • fight 3 at the top
    • Landro's brain seems like an ooze
    • created by cyre mages to control the collosus
    • can leave collosus
      • needs an Id crystal
      • likely in the other leg
    • seeks to know the world
  • give Landro in the Id to the warforged
  • get back
  • Raistlin is visiting with the archmages
    • he was dead & removed from the world – and it brought him back
    • Vecna's transformation has brought him back as an evil powerful spellcaster
    • thinks he traveled through time
  • Get a picture from the next rod piece
    • “Death house”
    • Domain of Dread
      • Barovia
      • hidden in the plane of shadow
      • hidden in the mists
  • go to the domain
    • a village mob appears, we disperse them
    • winklevoss is defeated by the villagers
    • Sarusanda Allestar - member of Ulmist inquisition, who fight evil
      • Death House
        • cult worships Strahd
        • recently got artifact - using to try to get Strahd's attention
      • Priests of Osybus - not associated with cultists
        • also want to claim artifact
        • necromancers
        • 8 priests in Death House
          • they are who the Ulmist Inquisition
          • abyssal, infernal, common - languages they speak
    • Need to get the artifact quickly before priests or strahd get it and use it
    • kids told to play outside
      • howls from basement
      • nursemaid bridgitta
      • parents - Gustav & Ivelda
      • kids - Rose & Thorndurst
      • mean robed men went in
      • sounds from basement
  • fight our way up to the attic, killing the 8 priests
    • 3 separate fights
  • as we walk out vampire woman comes out and mass-suggests us
    • drusilla & spike

Session 10

  • Big vampire fight
    • vampires from several genres
    • laura raith (L), drusilla, several others I don't recognize
    • kill all the vampires except laura; spyder modify memory's laura to get her to think we are part of the vampire troop
  • L charms Spyder, who lets her know the artifact is in the basement
  • we take the vampire leader (L) with us an descend in to the basement
    • weave our ways through the crypts, to find a room with lots of chanting cultists and a demon, and a sacrificed nursemaid (with a ceramic spike)
    • kill all the cultists, Carmine pulls the ceramic spike
      • and we get a cutscene of someone coming in the front door - possibly Strahd showing up?
    • we drop the demon
  • Vorunix puts L in a forcecage

Session 11

  • have to go through a series of black portals
  • Vorunix talks to Laura, tells her everything, and she says she was forced here by someone to try to get the artifact pieces
    • KAZ - vecna's traditional opponent
    • ioun stone of mastery

Gandalf & Sarumon were summoned by Kaz to work in Kaz's library. Goal was finding stories & make real.

Kaz has the real mordenkainen trapped in Kaz's library.

Kaz wants to reassemble the artifact and free the Demon Miska. Miska sometimes advises Kaz. Plan to together overpower Vecna, and take over the ritual.

Kaz has an artifact piece that can cast Simalcrum, and has another artifact that lets them layer a simalcrum over a person.

Library in Abyss where Kaz is, and his ability to summon creatures.

Location of 5th piece:

Krynn, Krynn, Krynn
Tis there that I'm in.
Come to the Peyton tree,
the best to find me!!!

Portal to krynn, under a fruit tree. Massive tree on another hill is dying.

Riffle, kender werewolf, says they are part of the blue fire wardens. Had been fighting Lord Soth. Want us to go fight a Borthak.

Sending from Raistlin:

I seek an alliance to protect Krynn from Vecna. I can turn Death Knight Lord Soth with your help. Escort Lady Ghilanna to Moon Vault.

Session 12

Some sort of time minor rewind & character shift (to 5e.24)

  • get jumped by a dryad and 2 treants
  • Loot from desecrated dryad
    • mantle, staff
    • fruit
  • Riffle - Kender werewolf
    • wants out help to deal with a Borlakk - needs a fruit
  • 3 moons vault
    • keep in mountain
    • taramini - archmage that runs the vault for Soth
    • his soldiers stole the shard
  • Riffle is a member of the bluefire wardens - worship habbakuk - werewolves
    • leader Valendar captured
  • Pep gets a sending from Raistlin

I seek an alliance to protect Krynn from Vecna. I can turn Death Knight Lord Soth with your help. Escort Lady Ghilanna to Moon Vault.

  • Lady Ghilanna - hiding out with the bluefire wardens
  • get to Fenn
    • kill the Borlakk, and the an Archhag and Abom Yeti that came to check her puppy
  • Talk to
    • leader Valendar captured by powerful lunar red moon ritual
  • Teramini
    • renegage red wizard
    • learned from lunar dragon - Orunix
    • trying to do a ritual to make the lunar barrier permanent
    • Riffle says he can get us in
  • Lady Ghilanna - elf in full plate
    • knows “Raist” - apparently told her he'd be sending champions
    • woke a week ago in a tumbled ruin of stone
    • priestess of Mishakal
    • said she is fated to help deal with Lord Soth
    • says we need to draw Lord Soth - but need to not kill him
    • raist gave her gear:
      • magic full plate
      • girdle of giant str
      • ring of evasion
  • spell scroll of moonbeam - to drop Valendar out of wolf form

Session 13

  • fight 2 radiant guardian statues
  • find a statue, with an inscription
    • 3 items:
      • longsword +3
      • longbow ???
      • breastplate of the rose
  • move forward, and a wraith sounds a horn, and we fight a horde of various small undead
  • find the transformed leader - Valendar
    • force him back with moonbeam spell
    • briefs us
      • knows about the 3 moons vault
      • each tower has a special room at the top - Lunarium
        • each Lunarium is infused with moon, for a ritual, protected
        • krynn's moons are a balance of magic power
      • red light in his prison is coming from a moonlight mirror - project moonlight
        • medium object
        • projects moonlight as a bright light in 20ft radius hemisphere
      • embarassed he didn't scout and everyone capture - “secret”
  • huge silver orb in basement
    • some sort of scrying thing, possibly
    • touch it, see lord soth
    • touch it again, a different death knight appears
      • we kill it, and the orb goes away
  • loot vaults:
    • 1st vault:
      • money: 1900gp, 10x 100gp gems, 6x 250gp paints
    • 3rd vault:
      • ring of lightning resistance
    • 4th vault:
      • Valendar's belongings
        • scroll of stoneskin
        • armor, etc
  • steps up - find steps to White Tower
  • 1 door that is not open
  • 1 fight against a beholder zombie

Spell running:

  • Summon Dragon @ 8th list spell; fully healed; providing fire resistance

Session 14

  • Vorunix reports in to his patron and we listen in - appears to be either a fallen angel; or a fiend who is becoming redeemed?
  • go up the white tower
  • find a shrine to white moon - with a guardian Naga - Casivius
    • Teramini - archmage corrupting the vault
    • in order to disrupt, must disrupt the protection
    • Teramini has arranged for the moons to protect
    • 3 towers crystals have been activated to produce a shield
    • to disrupt need deep knowledge of arcana of moons positions
      • aurory in the red tower to get these positions
    • tells passphrase to the white arcane locked door, which we already picked
  • get a second white moon mirror from the Naga with its blessing, but would like us to return it if possible
  • go part way up the white tower, realize we'll have to fight some guards, so decide to do the red tower first
  • go up get the numbers from the orery
  • go to the black tower
    • kill a necromancer - Akazy
      • moons of krynn are triplets
    • grab a black mirror
  • we set up to disrupt the ritual, with us spread out in the 3 towers
    • 3 elementals, each representing one of the moons, with an archmage on a platform of moonlight
    • fight started, got down to Carmine's initiative and she banished one of the elementals – disrupting the ritual
    • everyone not flying fell
    • a huge moon dragon ridden by a death knight appeared in the sky
      • accused the archmage of failing
      • and then the fight continued
  • spider steps out of the platform, see half the people 100ft below, prone, a moon dragon ridden by a death knight, and one elemental gone and is like: WTF!?!
    • (send the summond dragon to fight the fire elemental; attacks soth & dragon with a level 1 chromatic orb, and then breaks line of sight by descending and going around the tower w/ 40ft of move)

Spell running:

  • Summon Dragon @ 8th list spell; fully healed; providing fire resistance
  • bless on dragon & spider from voronux

Effects running:

  • Innate Sorcery (Advantage on attacks, +1 spell save DC, can use multiple metamagics)
  • Dragon Wings (Fly 60, 1 hour)

Ideas for actions next time:

  • quicken fireshield (cold resist), +cantrip attack + dragon attacks - staying out of LoS as much as possible

Session 15

  • Spider disintegrates the dragon successfully
  • Winkie drops lord soth
  • Raistlin appears
  • elf is his daughter
  • convince them to go off and try to make the word better
  • look at staff of power from teremini
  • raistin drops a book bound in demonskin - demonicom of igglwyv
    • artifact book
  • grab rod piece
  • go back to sigil, chat a bit
    • I didn't take notes I should have
  • go to Greyhawk
    • end up on an island
    • save a bunch of fisherman / archaelogists from a Kraken
      • control water + wall of force + 100ft cliff in the sea makes it trivial
  • notice the lead archaelogist has a partially dead hand
  • take us back to our camp
    • have some divine casters with a 7 pointed star
      • followers of Celestian, the far wanderer
    • have a wizard - Laysa
  • explains why they are there
    • many of the folk on the island are cursed
    • disturbed something they shouldn't disturb
      • Kyuss (god) cursed them
    • here because some divinations said they should come here to remove the curse
      • some of the items stored in the tomb of Akerakk are they key to removing the curse
    • know where the entrance of the tomb
  • Complex built by outsiders
    • found entrance and 2 false entrances that are trap covered
    • evil skeletal mage kill some people here & took some treasure
  • Looking for a collection of items stolen by the evil skeletal mage some time ago, and are in the dungeon:
    • Ebony wand decorated with bones and ­feathers
    • Ring of golden stars
    • Sacred scimitar dedicated to serpent spirits
    • Set of copper tablets engraved with incantations
    • Crystal orb used in rituals
    • Blue silk sash used in ceremonies
  • Talo & Vogren - their priest & healers
  • advice
    • reciprocity - don't take something without leaving something in return
    • respect - money, food, crafted items, act of kinds gain spirit's favor
    • they can help heal
  • Marian - human woman studying spellbook
    • really likes magical traps
    • will do ritual to fix the curse if we get the items
    • more interested in the magical traps than removing the curse
    • very interested in Acerrak
  • notice that Marian is a demonic outsider very well concealed – counts as a secret

Session 16

  • (retcon) Spider attunes the demonicon
  • Wizard turns in to Rakasha, and 2 Erinyes attack
    • find a lantern of revealing and gem of seeing
  • take a long rest
  • start going in
    • see a message beyond traps: “The blue one craves your magic”
  • center room
    • in pit, there is a door behind the illusion
    • a set of casks with symbols
      • green star - boring - bad
      • blue square
      • green moon - elixir of health
      • red square - potion of gaseous form
      • blue circle
      • green circle
      • red star - bad

“A septet of libations I present to you,

But only one will help you escape this tomb.
Six drinks are magic; one is mundane.
Those marked with stars are vitality’s bane.
Blue is neither blessing nor curse.
Moon cleanses you of illness or worse.
Green’s neighbor is never boring —
Drink deep; pass through the flooring.”
  • gaseous form in to the room below
  • short hallway to a room full of fog
    • 8 sided, many doors, can't see anything
    • most of us get split up
  • by pass some traps
  • get to a room with statues - fight a bit until Tungsten talks to them
    • get the Scimitar
  • find the way to the library - and reunite with Pep
    • we each get a +1 stat – +1cha
    • and journal, that says the crypt door password is “Die”
    • found copper tablets
  • find a room with castings for simalcurum
    • and a the crystal ball
    • notes say the crypt door password is “Die”
  • go back to the entrance, to explore other areas
    • there is a tree, doing meditation, and vines that hate it, and some invisible willowisp
    • winklevoss
      • willowisp whispers:
        • “the master of this tomb longs to be free, would you if you were he?”
        • “the next challenge is crushing, move fast”
      • finds the wand
    • find a room past some constructs
      • find gold ring
  • found everything except one thing - go to the final room
  • and see skeletal figure on a throne…
    • and that's where we will pick up next time
  • items in vault
    • blue scarf
    • ring of elemental command
    • tome of stilled tongue - talks to vecna
    • rod of pact keeper +3
    • rod piece - mirage arcana
vecna/sessions.txt · Last modified: by jerrod