Session 93+ Animaesus: The Beast has Arisen
1st and 6th House retreat, where they can, but reconvene to begin counter offensive, willfully be ignorant to the rise of other presences: armies.
Many have fallen, and some have escaped: most keenly, Duordein, Macinfex, and many of their followers.
The first house, the 6th, Pio from the 10th.
Vear is found far north, near the edge of the swamp lands. He is with Dwarven Marrow Miners, and Other Animaesus (Walkers). He is showing the beast to them, the Walkers. The Dwarves want to know more can be made (50 + more exist in various farms around the lands).
Roomane is found in the undercity. He is meeting with his people for the Mass Exodus (Swarm). It will happen even without him (1 hour Black out--6d10 slashing, DC 14 Dex Avoid: Heavily Obscured)
Session 94:
Protocol Activated: Sending Now.
Dream with Jacq: Amu and Birdman, the Zanathar Tarrasque.
In the City: mounting offensive. 1st House, Goc, the Walkers. It is there, so before it leaves, lets end it (ha), or set it free.
Dreams: Protocol Activated: Echoes in minds...
Birdman and Amu: White light, sense of openess, lost consciousness. Then, find yourself awake, in this forested path. Birds gather, Ravens, and A blood hawk.
You have done well, restoring the balance, letting nature wake once more. Yet, we must let the river fall as it may. Run through the grounds, and permeate earth. Yes, guide the beast, but controlling it the way you do... this power is only for the dire need. Will his action create more imbalance? Check him then, otherwise let him be. The dwarves concern me. Magic is part of this world, and changing the way they have will cause imbalance. Either you and your strength, leading the chaos as you do, or the Tarrasque. They must be stopped.
Kaly Awoken up. Combat with the Arbiters.
Dwarves come, others in the area. Marut arrives after all but one dwarf falls.
Amu: commune with nature: if before, knows of other dwarves; if after, Zarandar will awaken to their approach.
Other dwarves will start to pack up and leave at this point, for once the full combat rages, a flare will go up.
Roomane is found in the undercity. He is meeting with his people for the Mass Exodus (Swarm). It will happen even without him (1 hour Black out--6d10 slashing, DC 14 Dex Avoid: Heavily Obscured)
Session 94:
Protocol Activated: Sending Now.
Dream with Jacq: Amu and Birdman, the Zanathar Tarrasque.
In the City: mounting offensive. 1st House, Goc, the Walkers. It is there, so before it leaves, lets end it (ha), or set it free.
Dreams: Protocol Activated: Echoes in minds...
Birdman and Amu: White light, sense of openess, lost consciousness. Then, find yourself awake, in this forested path. Birds gather, Ravens, and A blood hawk.
You have done well, restoring the balance, letting nature wake once more. Yet, we must let the river fall as it may. Run through the grounds, and permeate earth. Yes, guide the beast, but controlling it the way you do... this power is only for the dire need. Will his action create more imbalance? Check him then, otherwise let him be. The dwarves concern me. Magic is part of this world, and changing the way they have will cause imbalance. Either you and your strength, leading the chaos as you do, or the Tarrasque. They must be stopped.
Kaly Awoken up. Combat with the Arbiters.
Dwarves come, others in the area. Marut arrives after all but one dwarf falls.
Amu: commune with nature: if before, knows of other dwarves; if after, Zarandar will awaken to their approach.
Other dwarves will start to pack up and leave at this point, for once the full combat rages, a flare will go up.
Plot points/Scenes
Session 95: Ferry
In City: Tarrasque has pushed first east, and then west, following the sun, The Sun Burnt Crevass, what the city was, and the Undercity it would be. All attempts to waylay it fail. The two tethers, hold, in a way, but like rubberbands about to snap. Yet instead of the hand feeling the kinetic consequence, it is the people.
1st House & 6th House: Many Lupin Die, but their sacrifice allowed for the last push of others to survive. It took the first day, but the Duordein came to relieve the lupin, and the Moustelin Roused with another. A great host assails, but the first charge, its failure, has created a steady caution: the beast seems sad.
Many of the other houses have fled, to other lands, soon to be absorbed into the ancient and new culture, The Walkers. The Enders have succeeded. In part, in bloodied part.
Distant Scenes: Hybearn, Duordein, etc. The Ferry:
Vear with his few entourage, Walkers, and Dwarves.
Vear will see reason, but the dwarves will want to take him. Bards/clerics are rare, and useful. Wizards, more so. If they see losing, they will escape north; try to. Walkers, they will assist Vear, and they will back Vear up.
Vear, and his body guard, Aether. Walkers: Crimson Quill, Felia, Grary, Wehiely, Jhir; Dwarves: Key High Ranking Dwarves.
How much of rest? Roomane is already far south, out of the city. He is flying, and he is a bug. Tracking him in the swamps will be difficult, nearly impossible. Three day old trail? DC 30+10, 40, survival. Help from nature, -2, per spell or ability.
--Each day, DC increases by 5.
--Day one, open field, chase scene. Roomane attempts to persuade a lift to the hive.
--Day two, camp site, just finished will all but tents. Chase scene. Roomane attempts to persuade a lift to the hive.
--Day three. Village. Protected by creatures: giant beetles and bees, swarms all over. --Day Four. The village is taken over by Bee-Rex'. Roomane is taken to their hive.
IF THEY return after Roomane's death, and still before the next sunrise, the Tarrasque will still be there.
Return to the City: Leveled, dusty and desolate. Only the breath of the Beast continues.
Near the Beast:
1. Goc, Kharli, many of the militia. Dourdein's death. His body is yet to be claimed. They both push to reclaim the body. Many militia have already died in the process.
2. Hybearn waits with Killian and Diroviiw. They wait for the promise of Birdman. N'rend and Aregash push for Kral to rise, to attack. However, Hybearn knows more will be needed. The wolves are impatient, and many have broken, have left.
The Throat: Most of the Lupin wait here, ready to move. Seemingly to dash away more than to stand their ground, especially after what has happend to the 6th House Melin, Moustelin, and the Godbutchers. However, groups of Musteli Scouts and Berserkers come (6 and 2 Pio's engagements with the walkers are gathering in the City. Leandra is captured by one. Gorgmongr says prayers to the earth for the fallen, and for those to be reborn.
2. Strass'eh comes with the Centaurs and Pocket, with Testudine and Dinosaurs.
3. Luck Check: Lasi versus Alucard and Clam.
The Mud: 1. Eember rises. The militia and army gather.
Fights to be had in the Mud:
Halfstars and contingent vs.
Diroud vs. Kral
Daddibela Rubygrog vs. Ki'i with Queen, Thistle, Jacq, Fraction
Thutolin Warfuy vs.
High Admiral Jourvian, Froiss Ahathia (army fight).
Session 96
Early morning Moot: Goc calls for Hybearn: The 6th House asks for aid to get Dourdein's body. Conflict: Birdman finds Pocket hiding, gathering information for Strass'eh. 1st and 6th House, with Walkers--warning of dwarves vs. Undercity. Stay hidden. Let it ride out, or let them face their death if they so choose. Goc blames Birdman for abandoning the city, for making things worse.
Hybearn asks why not finding Roomane? Wait for more? Stupid. Aregash and N'rend asks for sacrifices to make Kral more powerful. The Tarrasque breaks in: Dex save and encounter.
Dreams with Amu and Birdman
Mid Afternoon, Strass'eh arrives. An army of Centaur. Pocket intervenes. The Song, he says, we must give time for the song. The First house and 6th House get into a few skirmishes.
Session 97:
Birdman is in the Feywild: He is tethered to the tarrasque, and he gets dragged through razor vines by it, to the small house of a creature. Changes to a theatre.
Amu and Tenebris?, find the rise of adversaries curious of the Beast's fall. Afternoon, a wail and a chaos from the city: giants, and gnolls, and houses, and markets, and undead. The the hooves start, the rain and pelting. Strass'eh arrives, a crescendo to that point.
Session 98:
They have traveled south and then west (2 days), following the rumors of the cicada, field mouse, and bird. The carry the weight of a Storm of Vengeance for the Lands and People of the Animaesus. A consistent chilly wind. This, as well as unexpected pacing, takes you longer to find the dwarven camp. Indeed, the camp is split over a few miles, sparse camps. Military lords have stopped their smaller groupings for some reason.
AMU AND BIRDMAN together in a long rest, have a dream: Find Jacq, have the tether held, the light lead--this can free Birdman (Fraction and Pocket work together, elder siblings of the tarrasque). Amu must face an adult red dragon. Birdman must face two dozen kenku mocking him, attacking him. If they die, they awake, and they learn nothing.
NEVERTHELESS: night before the Storm--Eros' sending to Birdman. They one. The war has begun.
Storm: All non-named dwarves have two levels of exhaustion from inspiration spent. Disadvantage on ability checks and half speed. Play out them getting into their domes. First round, move and react: many outside resting (Wrights fall, scouts fall add up damage. Face 3 waves. afterward, before they regroup.
In the City: Leading the Tarrasque: Opposed Check: Shadow Entices and Distracts. Charisma check versus its Int or Wisdom depending on the situation.
1. 6th House Fights the beast. Goc, Kral-Hybearn, Killian, Aregash, N'rend, dozens of others.
2. Strass'eh and the Centaur arrive. Killian and Goc are left to face them. They have learned. Let the beast go. Strass'eh believes it is duty. With more unity, that may have been so. (Lasi leaves the city. Alucard and Clam follow). Oery and his two aids join Strass'eh. Goc is slain. They astride the a tarrasque, trying to decapitate it. Lasi aids, then escapes. Centaurs about, fighting with the Animaesus and others.
3. Gnolls cackle, and dark shadows absorb the outskirts. Strass'eh and Centaur, with Killian remain. Drow and gnolls attack. A light appears at 9pm. Eember guids the beast west.
Session 99
Amu flying with Dragons
Birdman against the Kenku Horde: SENDING WITH EROS.
Kaly and Tenebris face the Marut 4. The next day, cyclops, cloud giants astride rocs, and Jourvian scouts arrive. Strass'eh stands with Pocket and three dozen centaur. The beast is long gone.
Session 100
Amu in the astral plane, the air plane, transporting through with Bar'mak the Red Dragon. They find a place to land, yes. But, Djinn soon will come. Fight them, possibly die, don't fight them, must lose the dragon. They can plane shift. If/when the dragon dies, he returns to the normal plane. The Djinn can plane shift. Amu must succeed on 5 momentum points.
When that happens, he will be in the afternoon forest. Greet the others, hours after their escape. Then, they will meet more Walkers: Ninui and others. The 'drow' will raise alarm, based upon other rumors of tarrasque farms.
The Maruts are looking, but do not find. The City reclaims itself. Strass'eh and others find common ground with the beast gone, but antithesis with Mel and the Undercity. The beast has left. Now, now, the dwarven forward scouts attack, ensue chaos until the larger forces arrive.
1st House & 6th House: Many Lupin Die, but their sacrifice allowed for the last push of others to survive. It took the first day, but the Duordein came to relieve the lupin, and the Moustelin Roused with another. A great host assails, but the first charge, its failure, has created a steady caution: the beast seems sad.
Many of the other houses have fled, to other lands, soon to be absorbed into the ancient and new culture, The Walkers. The Enders have succeeded. In part, in bloodied part.
Distant Scenes: Hybearn, Duordein, etc. The Ferry:
Vear with his few entourage, Walkers, and Dwarves.
Vear will see reason, but the dwarves will want to take him. Bards/clerics are rare, and useful. Wizards, more so. If they see losing, they will escape north; try to. Walkers, they will assist Vear, and they will back Vear up.
Vear, and his body guard, Aether. Walkers: Crimson Quill, Felia, Grary, Wehiely, Jhir; Dwarves: Key High Ranking Dwarves.
How much of rest? Roomane is already far south, out of the city. He is flying, and he is a bug. Tracking him in the swamps will be difficult, nearly impossible. Three day old trail? DC 30+10, 40, survival. Help from nature, -2, per spell or ability.
--Each day, DC increases by 5.
--Day one, open field, chase scene. Roomane attempts to persuade a lift to the hive.
--Day two, camp site, just finished will all but tents. Chase scene. Roomane attempts to persuade a lift to the hive.
--Day three. Village. Protected by creatures: giant beetles and bees, swarms all over. --Day Four. The village is taken over by Bee-Rex'. Roomane is taken to their hive.
IF THEY return after Roomane's death, and still before the next sunrise, the Tarrasque will still be there.
Return to the City: Leveled, dusty and desolate. Only the breath of the Beast continues.
Near the Beast:
1. Goc, Kharli, many of the militia. Dourdein's death. His body is yet to be claimed. They both push to reclaim the body. Many militia have already died in the process.
2. Hybearn waits with Killian and Diroviiw. They wait for the promise of Birdman. N'rend and Aregash push for Kral to rise, to attack. However, Hybearn knows more will be needed. The wolves are impatient, and many have broken, have left.
The Throat: Most of the Lupin wait here, ready to move. Seemingly to dash away more than to stand their ground, especially after what has happend to the 6th House Melin, Moustelin, and the Godbutchers. However, groups of Musteli Scouts and Berserkers come (6 and 2 Pio's engagements with the walkers are gathering in the City. Leandra is captured by one. Gorgmongr says prayers to the earth for the fallen, and for those to be reborn.
2. Strass'eh comes with the Centaurs and Pocket, with Testudine and Dinosaurs.
3. Luck Check: Lasi versus Alucard and Clam.
The Mud: 1. Eember rises. The militia and army gather.
Fights to be had in the Mud:
Halfstars and contingent vs.
Diroud vs. Kral
Daddibela Rubygrog vs. Ki'i with Queen, Thistle, Jacq, Fraction
Thutolin Warfuy vs.
High Admiral Jourvian, Froiss Ahathia (army fight).
Session 96
Early morning Moot: Goc calls for Hybearn: The 6th House asks for aid to get Dourdein's body. Conflict: Birdman finds Pocket hiding, gathering information for Strass'eh. 1st and 6th House, with Walkers--warning of dwarves vs. Undercity. Stay hidden. Let it ride out, or let them face their death if they so choose. Goc blames Birdman for abandoning the city, for making things worse.
Hybearn asks why not finding Roomane? Wait for more? Stupid. Aregash and N'rend asks for sacrifices to make Kral more powerful. The Tarrasque breaks in: Dex save and encounter.
Dreams with Amu and Birdman
Mid Afternoon, Strass'eh arrives. An army of Centaur. Pocket intervenes. The Song, he says, we must give time for the song. The First house and 6th House get into a few skirmishes.
Session 97:
Birdman is in the Feywild: He is tethered to the tarrasque, and he gets dragged through razor vines by it, to the small house of a creature. Changes to a theatre.
Amu and Tenebris?, find the rise of adversaries curious of the Beast's fall. Afternoon, a wail and a chaos from the city: giants, and gnolls, and houses, and markets, and undead. The the hooves start, the rain and pelting. Strass'eh arrives, a crescendo to that point.
Session 98:
They have traveled south and then west (2 days), following the rumors of the cicada, field mouse, and bird. The carry the weight of a Storm of Vengeance for the Lands and People of the Animaesus. A consistent chilly wind. This, as well as unexpected pacing, takes you longer to find the dwarven camp. Indeed, the camp is split over a few miles, sparse camps. Military lords have stopped their smaller groupings for some reason.
AMU AND BIRDMAN together in a long rest, have a dream: Find Jacq, have the tether held, the light lead--this can free Birdman (Fraction and Pocket work together, elder siblings of the tarrasque). Amu must face an adult red dragon. Birdman must face two dozen kenku mocking him, attacking him. If they die, they awake, and they learn nothing.
NEVERTHELESS: night before the Storm--Eros' sending to Birdman. They one. The war has begun.
Storm: All non-named dwarves have two levels of exhaustion from inspiration spent. Disadvantage on ability checks and half speed. Play out them getting into their domes. First round, move and react: many outside resting (Wrights fall, scouts fall add up damage. Face 3 waves. afterward, before they regroup.
In the City: Leading the Tarrasque: Opposed Check: Shadow Entices and Distracts. Charisma check versus its Int or Wisdom depending on the situation.
1. 6th House Fights the beast. Goc, Kral-Hybearn, Killian, Aregash, N'rend, dozens of others.
2. Strass'eh and the Centaur arrive. Killian and Goc are left to face them. They have learned. Let the beast go. Strass'eh believes it is duty. With more unity, that may have been so. (Lasi leaves the city. Alucard and Clam follow). Oery and his two aids join Strass'eh. Goc is slain. They astride the a tarrasque, trying to decapitate it. Lasi aids, then escapes. Centaurs about, fighting with the Animaesus and others.
3. Gnolls cackle, and dark shadows absorb the outskirts. Strass'eh and Centaur, with Killian remain. Drow and gnolls attack. A light appears at 9pm. Eember guids the beast west.
Session 99
Amu flying with Dragons
Birdman against the Kenku Horde: SENDING WITH EROS.
Kaly and Tenebris face the Marut 4. The next day, cyclops, cloud giants astride rocs, and Jourvian scouts arrive. Strass'eh stands with Pocket and three dozen centaur. The beast is long gone.
Session 100
Amu in the astral plane, the air plane, transporting through with Bar'mak the Red Dragon. They find a place to land, yes. But, Djinn soon will come. Fight them, possibly die, don't fight them, must lose the dragon. They can plane shift. If/when the dragon dies, he returns to the normal plane. The Djinn can plane shift. Amu must succeed on 5 momentum points.
When that happens, he will be in the afternoon forest. Greet the others, hours after their escape. Then, they will meet more Walkers: Ninui and others. The 'drow' will raise alarm, based upon other rumors of tarrasque farms.
The Maruts are looking, but do not find. The City reclaims itself. Strass'eh and others find common ground with the beast gone, but antithesis with Mel and the Undercity. The beast has left. Now, now, the dwarven forward scouts attack, ensue chaos until the larger forces arrive.
Themes
Fallen and Ruins
Trash to Treasure
Monsters are Friends
Movements are known: Fate will be asked for, begged to exist.
Trash to Treasure
Monsters are Friends
Movements are known: Fate will be asked for, begged to exist.
Plot type
Campaign Arc
Parent Plot
Related Characters
Related Organizations
Related Locations
Related Session Reports
- Session 100: Animaesus and Tarrasques: Three Stomachs
- Session 93: Animaesus and Tarrasques: 'The Skinquilt Hug and Cuddle'
- Session 94: Animaesus and Tarrasques: Arbiters, Dwarven Interlopers
- Session 95: Animaesus and Tarrasques: Vear's Consequences
- Session 96: Animaesus and Tarrasques: Feywild Tarrasque
- Session 97: Animaesus and Tarrasques: Storms and Fey Vengeance
- Session 98: Animaesus and Tarrasques: Control of the Beast's Salt
- Session 99: Animaesus and Tarrasques: Friendly Dragons, Marut Shuffles, and Sleepy Birdman
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