Session 24MAR23 Report in Weyland's Campaign | World Anvil

Session 24MAR23

General Summary

Review if the previous session for the the Ranger, and everyone else.   Wizard seems frantic, thinking out loud. Cleric looks through the emerald key; rolls poorly. The Bard tries also fails; Druid tries, rolls 24 finds scaffolding leaning against the back wall, built with 4x4s and 2x4s and lashed together, there may be someone sitting on the scaffolding in the dark. The person is wearing green and gray hooded cloak, three fingers; similar to person seen in the mushroom cave.   Druid climbs up after tying the key to his eyes; the person starts to roll up what appears to be a bedroll; the hooded person tries to speak, but makes choking noises. The Druid makes it up to the hooded person.   Druid ask the the person what the person is doing there; the person makes the motion of putting things in a bag, Druid shows gems, the person is interested. Ranger goes ethereal with the cloak and can see the scaffolding and the person.   There is tapestry on the wall that looks like star map, and see lots of bodies that have been decaying for a long time; the Ranger relays this information to the group. Looking through an emerald, the Ranger sees the dead bodies look like undead that are not moving. Ranger tells everyone what he is seeing.   Bard looking around the room finds a sword with a distinctive pattern; and a possible way to dig out.   Ranger asked the Sword what is happening; reports there is nothing, but seems familiar; nothing for the Sword to kill; stating that it's quiet, but is suspicious.   Bard reporting a sword with writing on it; looking at it uses arcane or history to understand the writing. Gathyanki temple sword, race does not like humans, they do psionic damage with hardly trying; they can jump planes easily. Sword can only bee seen looking through an emerald.   Witch seeing psychic energy like fog; the Bard picks the sword up; the Ranger touches the Sword to the found sword, sounds like white noise, people screaming horribly.   The Bard tries to hit the +1 Shield; Advi hears screaming of multitudes of people as the blade penetrates the shield. The Bard was able to place the blade in his backpack.   The Cleric gives Advi two emeralds to tinker together a pair of goggles.   The person with the hood tries to talk to the Druid; the Witch can hear the chittering of the hooded figure and dislikes, it is a race of people that are hated by her Queen. The Witch wants to kill the hooded person, and starts to climb the scaffolding. The hooded person throws his bag up about 5' up and it disappears, but we can hear the bag land out of sight; but the hooded figure has becoming nervous. The Cleric tries to beat the hooded figure to the ledge where the bag was thrown.   Kenku is the species of the hooded person.   Cleric pushed the hooded person away with a spell, and the hooded person failed its save, falls to the ground and dies; it became visible jusy as it died.   Druid continues to climb and sees where the bag landed, there's way going up.   Looting Kentu body: Ranger finds a pair brass knuckles made of electrum or platinum. Magical check: they appears to have a lightly engraved thundercloud. The Ranger puts the brass knuckles on and punches a wall; rolled 1 and electric blast and thunder clap throws him back and give 9 points of damage; the Sword suggests to attune to the item before he tries hitting something again.   The Witch finds a neatly folded blouse with stitching around bottom; boosting armor and confidence; witch takes the blouse.   The pack is magical, it's a Haversack, inside Cleric finds a cloak and sword; cloak is finely made robes; the sword is as tall as the Cleric; it's a bastard sword in a sheath; looks barbaric; with skulls and cuts into the blade. The blade has phased Script on the blade, appears Elvish, but changes. Advi takes this sword, must attune to the sword before using it.   The robe has patches all over it in images of many things; ask the Wizard what it is, a Robe of Useful Items, that has not been used; it has a poorly done donkey patch on the robe.   Bard finds a belt that looks Elvish; he puts it on nothing happens, after futzing around with it would give +2 DEX. Pulls a staff out of the bag, and hands it to Kat, she knows immediately what it is; the item is very open, designed for a druid, the item does not speak, creates a grassy area where it is touching the ground and is in the on the material plane.   The Druid is going through the sack that was thrown up by the hooded person: 30sp coins Large Red gem Ruby mis-cut A child's toy; a wicker bear with some type of hair stick into the wicker; about 12" tall; does not appear to magical; suddenly a live bear appears on top of the Druid. The bear drools on the Druid; tries Animal Handling, does not do well and is just able to scratch the bear on the head; Druid does a phase step off of himself; the bear appears not to real, and a composite of what someone thought a bear would be like, it's bear fettish; if you attune to the toy you would be able to control the bear. A tiny short sword; made of silver; Druid carefully removes the sword from the bag; light engraving on the blade; the sword is +1 Defender.   Random coins; copper 12cp, silver 6-7sp, 20ep 5gp Costume jewelry; it's necklace with blue beads 4; Arcana 20 check; beads can used as lightning bolt. Very small diamond that would fit on a ring; pear shaped, almost perfect cut; may be Elvish made, 4 carats.   Druid yells down that there's a way to get out; he throws down a rope; people can climb without having to hold a emerald; looks like an air shaft.   We all get up to the Druid, and the Druid enters the air shaft.   Order of Druid, Witch, Bard, Ranger, Advi, Snav, Cleric   Nicely craved shaft, well crafted for about 90 feet, then tunnel just stops; Cleric uses an emerald, but does not see any way to move, but we can feel air moving, Druid reaching of with his hand and slowly and carefully crawls forward, through the wall (illusion) about foot thick; he sees people/humanoid working on mining activities, look like they hiding, 3 of the 5 are wearing collars, these are possibly slaves.   Advi looks at the group and see one of them to talk to; borrow the Ethereal Cloak to get closer and does a Mind Link; this scares the person more than helps. They look like adventurers that don't trust each other, but others jump up. 6 people total One Female Elf The rest are Human One has dagger   He is now frantic, and asks Advi to show them self; I dropped the cloak and shush him and wave the rest of our group to come down. Witch cast beguiling and the he drops the dagger he was and grabs the bread and starts eating. The Cleric and Witch notices that the found group should not to be trusted. Witch intimates the group, says you can come along with us, but no shenanigans. All but the one guy who had the dagger, is not phased.   Used Luck coins to roll again; on possibly what is actually happening; Ranger states that these people are not to be trusted and gets blasted with Eldrich blast...   <...aaaand roll initiative...>   The Wizard holds a whirling ball of energy... Cleric casts bless on the Ranger and two others...maybe...   Druid cast Erupt Earth and destroys the bridge and it collapses, Snav falls with the bridge 20 feet down; this alerts the people below, and the bellowing chant begins that summons the guards and fighters.   Snav appears to be lost in the pile of rubble of the bridge.   Cleric does Plane Shift for the group to "where the item the Rakshasa wants"; we disappear and re-appear in the same place, but we can see everything without the emerald. Bard is able to see and handle the sword and it's light and fast.   There about 70 undead in the room; but we cannot see any of the other entities in the area; in the bridge area there are about 200, but some have been crushed; the illusion across the air shaft where we came in is gone.   We spike a rope and climb down to a ledge; Kat casts Locate Object and the statue below us somewhere.   We look around; first hall and find nothing; go down another hallway, we hear hissing to the right; multiple zombies hissing moving toward us.   Kat cast Flaming Sphere in the hallway; this holds the zombies at bay. The rest of us go to the left and the decor changes to more Oriental motif, the smell of incense, it is stale smelling. To the right the Druid feels a breeze in the room; the paper dividers snap shut around the Druid and the wind start to whirl around him, with a maniacal laughter. Cleric finds a statue that is painted, made of marble; he goes to grab, has to make a CON save roll; rolls 2, saves from being turned to stone.   The Bard steps into the other room and runes on the floor light up; he steps back, the runes go out; he rolls ball bearing; it rolls for a distance seems to roll over something then the sound stops. The Witch is able to decipher the runes; they have been placed to keep something trapped on the other side.   Advi yells a suggesting to the Druid to cast something using the Staff with Air; the Druid tries to cast air, but casts Spirit with some spell. Unseelie Court is in this room, these are Dark Fey and runes appear and warn not to engage the Fey. Cleric Phase steps away and leaves a bunch of small slimy creatures that were apparently attached to him; they are not happy; they would have clung to and came along with the Druid if he had not Phase Stepped away.   Wizard states to stay away from the statue the Cleric found; suggesting to banish the statue.   On the other side of the runes, it's just darkness. The Cleric cast Dawn, we can see in the room, a 15' tall creature, tusks, oriental trappings, holding a heavy naginata; it's not happy to see us; on the stand is the statue we are looking for; there are a large number of broken weapons and arrows piled to one side of the room. Cleric asks the creature, "Do you want to be free?" Ranger shots the creature; the arrow explodes, but does not damage. Advi leaves to find Snav. The creature continues to stare at the Cleric.   Cleric casts Anti-Magic around himself and enters the room. The creature breaks off the naginata by thrusting the blade into the wall, breaking off the haft and holding it like a baton. Bard casts Lacerate on creature; it received tiny slashes and does not react to the injury. Druid cast Hold Person on the Creature, it fails save and is now held. Advi calls for Snav, and it managing to clamber up, but is badly damaged; Advi picks up Snav and starts back to the group.   The Cleric walks, then leaves with statue after dropping the Anti-Magic spell, the creature is stopped by the magic runes and is pushed backwards.   The ground and everything else start to tremble, a block drops from the ceiling in the whirl wind room. We gather together in the hallway, and we plane shift to the front of the building/spire, before more the place falls apart. The Cleric knocks on the door, and we are greeted by the Singe, "You are not dead." he sort of surprised and happy. The cleric gives him the statue; it's smaller than he remembers, then Singe states to "enjoy your elevated level until midnight", then disappears.   The Cleric plane shifts us near the volcano to which we need to dump the Red King's item. There is a large encampment here; about 2,100 people. The Oracle stating the Red King on the continent and moving this way   The volcano sucks magic power, and there are creatures that absorb magic.   Shatakai Queen will be arriving soon.

Rewards Granted

Experience:
  • Take a Feat instead of experience
  • Before the Cleric looses the high spell casting ability, do Spell Store in the ring and do Spellwrought Tattoos for everyone or at least 4.
  • We can have a Short Rest before we venture to the volcano

  • Missions/Quests Completed

  • Retrieve the platinum statue for the Rakshasa.
  • Made it to the volcano where the Red King's finger will be disposed.

  • Character(s) interacted with

  • Rakshasa
  • The Guardian of the Statue
  • Kenku

  • Notes

    Advi is suggesting we try to store as many of the high level cleric spells as possible:
  • Spellwrought tattoos, will need gem power and spell components to make the tattoos.
  • Ring of Spell Storing.
  • Rune paper and inks to scribe scrolls.
  • Other items...?

  • We could possibly ask if someone in the 2,100 or so people encamped in the area, if they have ways to store spells.

    Report Date
    24 Mar 2023

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