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Session Date: 20th November 2023
Roster
Character | Art | Rank | Ancestry | Concept | Player | Attendance |
---|---|---|---|---|---|---|
Davian Rusparva | !htiny | Novice | Human | Explorer | Tom | ✅ |
Elowen Silverleaf | !htiny | Novice | Elf (Wood) | Wizard | Alice | ✅ |
Glint Red | !htiny | Novice | Half-Orc | Rogue | Oliver | NPC |
Magpie Neverbay | !htiny | Novice | Fairy | Wizard | Kieran | ✅ |
Session Overview
In-game Date: 8th Falkhyn 1197md, Pre-dawn
- Elowen is woken from a nap, hearing growling and crashing.
- She leaves her room and looks into the common room to see a strange humanoid creature.
- There are clothing on the floor and a well-kept sword on the floor.
- She draws on her Essence and uses her power to reduce the creature's health in order to exhaust it.
- Aware of the party's intentions, having spotred them earlier, she makes her way downstairs and tries to unbar the door.
- It takes her several minutes to unbar it and she heads to the tower.
- Knocking on the door, she introduces herself.
- She sets splints and straps ribs using her healing knowledge.
- Glint ties up the remaining bandit and searches the bodies.
- He discovers the real orb on the bandit leader.
- Davian passes the notebooks and papers to Elowen and asks her if she can translate the details.
- Given the key, she makes short work of the research.
- The party make a quick plan to use magic to get to the statue and place the orb in its hand.
- Magpie uses his Elemental Manipulation magic to ease the ground as Elowen burrows underground to the statue.
- When the orb is placed in the statue's hand, the orb pulses with blue light, accelerating quickly into a massive cerulean flash.
- With the flash, there is a low-sounding bone-deep tone as all the Mathon revert to human form.
- There is jubilation as the families are reunited.
- DuVall praises the party and asks who was able to break the code on the books.
- Elowen and Davian do a second round of Research to find out what was going on.
- The party look at each other and make a plan.
- They explain to the villagers that Jerimond has left some form of magic on the orb that needs to be reactivated to prevent this curse happening again.
- The villagers grumble but eventually allow the party to carry on.
- The men are sent into the church whilst their families hold a guard.
- Magpie uses his magic to lock the church doors.
- The party collect the orb again then head back to the tower.
- There are two secret doors in the pillars, one has a key that leads upstairs and the other has a set of stones that move to open a niche to place the orb.
- There is a click to releases the door that hids a staircase heading down.
- The party head down into a room with a three-drawer chest to the left, a three-drawer chest to the right, and a larger chest to the front.
- The three-draw chests contain magical components that would be of value to any alchemist.
- The large chest has a tray in the top with three emeralds, and four leather bags of silver.
- The party return to the statue and reinsert the orb, reverting the Mathons to human form.
- Magpie releases the magical locks on the church.
- DuVall suggest that everybody, villagers and party alike, should return to bed and try to rest until morning.
Key Learnings
Info
Who Did They Meet?
Info
- N/A
Loot
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- N/A
Items Of Importance
Info
- Jerimond's Orb : The orb brings good fortune to a person and Jerimond modified its purpose to affect a village. The orb has a subtle curse. If the orb is removed from the statue, men will be changed into Mathon after dark. The orb needs to be placed in a special mount that forms the statue's hand.
- Jerimond's Cache : 3 Emeralds, 4 leather bags of silver coins.