Session 1
We teleport
into a dark room, see two faintly shining blue pinpricks, 10ft away
Turns out
to be a wraith, which is joined by spectres, and later “shadows” (3D shadows)
We kill
them all, get some cool chain mail (resist fire and radiant), Doug dons it
Nothing in
room aside from a pile of bones, in which we find:
60 gp worth of
6 medallions (flaming eye, different to
originals)
6 chain bracelets with spikes and 7 stones per
chain
Leave room,
walk through rounded tunnel, appears to have been (magically?) cleaved through a
hillside out to daylight and beautiful Win7/Vista rolling green hills.
We see
Elysium in the distance, with some guard houses in front. It looks rather worse
for wear.
We look
behind us, up the hill and see a boy (Sanden) with 5 goats. He can’t speak. He leads
us to the guard house, we meet his twin (Thurlough) and a very old man, “Father
Aldrich” (referred to as “all-father”), who speaks with a French accent
There is a
shrouded statue in the room and 8 doors leading from the large main dining area
Priest
starts brewing “sticky, muddy” tea
Mentioned
that someone else recently came from the “holy mound”, obvs Cornelius, except
he called himself “Con”
Aldrich mentions
“Brother Morveyn”
There are
scavengers in Elysium: coyotes, ravens, crows
We ask
Father Aldrich about Cornelius, who apparently flew upward, but was hit by a
golden bolt from ground level, then fell back down, ablaze.
~~~~~
Session 2
Still in viking longhut ~80ft long (which has two
outhouse-esque buildings)
Hides all around the longhut and a pen for the goats
Inside is a long firepit, rows of tables either side
Large statue at the far end (humanoid, roughly 2:1 scale,
covered by shroud) + braziers either side
Wall with 8 doors on the right
Brother Morveyn was on his second vigil (in “the holy city”
– Elysium), hasn’t come back
While Aldrich was on his 3rd Vigil: 3rd
night felt something watching him
3 vigils have 3 different locations in Elysium: 1st
is 1 night anywhere inside the walls, 2nd is 2 nights at the
fountain, 3rd is 3 nights at the cathedral
We rest here for the night, Gus searches his room and finds 6
notches on bedpost and a small piece of bone, carved into a crude wing
Gus goes exploring a few hours after bedtime, finds a
passage behind the statue
Downstairs, he finds many foetuses in miscellaneous large jars,
on shelves (fine crystal jars, wine decanters, jars with angelic forms inlaid,
some with gold filigree)
Gus lifts the shroud, finds an exceptionally muscly aasimari
with a disapproving stern face, an elaborate crown with a teardrop emerald in
it
The next morning, as Ygritte offers to look for Brother
Morveyn, he reappears. He’s abrupt and disapproving of Krentist (and Mya?) in
particular
We head into the city, check out the guardhouse, other
buildings, everything is ostentatious and impressive
Find a crushed skeleton in rubble, find slave choker/necklace
on it:
Made of a thin black chain connecting 7 black stones, it starts the
size of a slender wrist, but seems almost infinitely flexible. Tiny barbs line
the back of the stones.
Aasimari angel carvings in buildings
Walking down main boulevard, lots of wide side-streets along
the way, can see sewer system in collapsed areas of the road, which are made of
granite
Arrive at a large square, in the centre of which is a 5-tiered
circular fountain
Find one coin in the 2nd top tier, looks fresh,
with footmarks
The coin is similar to the ones we found from the Smiling Man, but a different design, possibly from a different era
The coin is similar to the ones we found from the Smiling Man, but a different design, possibly from a different era
In the top tier, a pair of feet are sticking out. Gus shoots
one of them and elicits no response
Bloody corpse, has no skin, eyeballs are all black
We see a leather thong in the bottom of the fountain (is the
corpse the real Morveyn?)
Head toward central park to determine if it’s Cornelius
masquerading as Morveyn or if something else is going on – north up alleyway
from fountain, right, up thoroughfare to river
Long arcing bridge over river, on the other side is the
remains of the cathedral, overgrown wonderful garden. To the left, an enormous
wide square
Looking for Cornelius, hunting around the park for a corpse,
find a charred one with coyotes nibbling at it
Kill one coyote, confirm it’s Cornelius. He has a thin silver ring in a clenched fist, it’s completely unadorned, non-magical, uncursed
Loot him find a notebook, last 3 pages unburnt:
Kill one coyote, confirm it’s Cornelius. He has a thin silver ring in a clenched fist, it’s completely unadorned, non-magical, uncursed
Loot him find a notebook, last 3 pages unburnt:
… use sewer entrance…
unacceptable… stench… I’ll fly
… fortune favours the
bold… with any luck…. Myths and superstition… can’t still be…
… they cannot be
allowed… how can I welch… when he no longer merely dreams?
~~~~~
Session
3
Massive statue of Celestine near the steps to the cathedral
Teleportation pillar at top of steps(?)
A nearby tower with golden minaret shot the golden flash
that “killed” Cornelius
Cathedral is floating 3000ft in the air
Inside tower is a fitfully glowing citrine
Mya throws a rock up to see if it gets zapped, nothing
happens
Hootie grabs citrine, then delivers it to the teleportation pillar
As soon as the citrine gets sucked into the slot, there’s a
blinding flash and we all appear at the bottom of the steps. All except Mya
have headaches and Doug has a singed left elbow
Krentist notices that theres now a light pulsing from the
levitating cathedral
We touch the citrine on the teleportation pillar and arrive
in front of the cathedral
Through a windows, we see an old dude sitting in a throne,
wearing skimpy, skanky robes, he is the source of the light
Other thrones/chairs around him, some have shrivelled
corpses in them, others have some nekkid aasimari
Near us is a pile of chopped vegetation with black ichor.
Someone has walked through it and there are black humanoid footprints leading
off to our left
Old dude sitting in throne is Carsian
Golden light is coming from under the chairs/thrones as well
as from them and the people
We follow the footprints down a trapdoor
Found skeletons with mirror shield(s), recently deceased large
spiders (stabbed and charred)
Found the cathedral’s sewer system, which funnels waste to
another teleportation citrine
We come across a kitchen with a magic stay-fresh pantry and
magic hotplates
There’s another corpse in the kitchen wrapped in silk. It
has a bone carved into a wing like the all-father’s
We find more corpses, one with mirror shield, two unarmoured
We find a “fake” medallion under the one with the mirror
shield (which actually doesn’t have a shield)
Go upstairs, find audience chamber with marble plinths
missing statues
Throne has large satin cushion suspiciously good condition,
silver bracelet underneath worth 50gp
Ballroom with tables, cloaked and hooded statues, one plinth
without a statue, one broken statue away from the plinth, next to a bloodstain
Find an incorporeal humanoid form
Need to roll a wisdom saving throw
EIDOLON!
Fighting…
Ygritte attacks eidolon before it enters a statue (does
heaps of damage)
Eidolon
Mya gets knocked out
Stained glass:
Tabrissa in green fields (same
scene as the dungeon projection)
Same scene as above but no
tabrissa and Elysium is floating (?)
Found a room with big golden rune and golden molten liquid
flowing up a wall and through a door
Severed limbs on the rune
~~~~~
Session 4
Found the main room, full of pews. HUGE.
Flaming eye smeared in blood on the floor
We’re looking through a smashed hole in the wall (not a door)
Lots of very old skelly corpses
Big sunburst shining on the floor
Next door leads to a small bedroom,
surrounded by glass walls. Two pillars with potions by the door. Left holds
potions of dimunition, right holds gaseous form
We find another tower with a door up
high, gus scales the wall, opens the door and finds a library
Chest: Gus disarms a trap, removes and
keeps poison needle, finds blue sappire-coloured orb, which plays a projection:
The face of Carsian looms above you,
stern, yet concerned. Behind him a white flag with a sunburst softly ripples,
filling your entire field of view. His golden eyes start smouldering with rage.
“People of Elysium. I stand before you
at a time of crises. It may feel as though Caelestine has abandoned us, or even
turned against us. The attack by the terrorists in the heretical death cult,
the Flaming Eye has left the city in ruins. You all have seen first-hand the
fall of the cathedrals, palaces and public gardens that shattered so many homes
and lives. By now you will have heard the words of Underpriest Amitiel, the
sole survivor of their desecration of the Grand Cathedral. How I arrived too
late to save the High Priest or prevent the desecration of our most holy of
altars, and only with great loss of life did we prevent the destruction of the
Cathedral itself. How, content not with a long slow genocide of their own
people, they seek to hasten the fall of Caelestine’s chosen with brutal
violence.
Although we may feel abandoned, our
Mother would not turn her back on us. Before his death, the High Priest spoke
to me of visions he received from the Angel-Mother. Visions of hope. Although
he did not live to see this hope, it has arrived. The Circle of Holy Magic is
well on their way to finding a cure for the curse afflicting us, and this very
day finalized plans to root out the heretics hiding amongst us. The traitor
priest Teserath signed their death warrant himself, marking each of them with
his magic, the better to recognize one another and form their cancerous cysts
within Elysium.
Each citizen of the Aasimari nation is
to travel through the teleportation network to the confluence at Caelestine’s
Neck and from there on to Tabrissa’s Rest, which as you know, the fanatics were
recently prevented from seizing. Any touched by Teserath’s power will step into
the network and never leave; diverted to a pocket plane for interrogation and
execution. Once all have passed through the network, we shall return to
Elysium, cleansed and united, to begin rebuilding and to lift this curse. Any
who refuse to step into the network are clearly enemies of the people and will
be subject to immediate liquidation.
The rage abruptly vanishes from his
face, which turns almost bored. Carsian nods once to himself, and the image
fades.
Note: Aasimari hub is in caelestine’s neck
Also finds: Scroll of dominate person, hold
person, disguise self, giant insect, regenerate
Desk: box with trinkets, 3 books
Next room upstairs in the tower:
planetarium, contains skeleton
Wizards room, gems on barrels and on
tables 1000gp worth
Skeleton glows green from skull,
contains ioun stone of fortitude
Runes on the floor, glowing slightly
Shitty attempts at making medallions
on the tables
Downstairs again
Door halfway up tower, we enter, find
another bedroom with glowing gems and angel statues with devil wings “guarding”
a room
Mya levitates one statue up 20ft, and
drops it on the other statute, they come for us
In the guarded room, we find a pile of
rags. Searching this reveals a golden heart locket, angels engraved, inside is
photos of 2 beautiful aasimari young men
3 potions in drawers: oil of
slipperiness, potion of vitality, philtre of love
Other drawer: golden ring (3 gems:
ruby – 1d4 shock dmg, sapphire, diamond), sliver ring (diamonds, rearing
stallion, immune to sleep, 1 level of exhaustion), too large for fingers… whip:
damages 1d4, heals 1d3
Demonic masks 30gp, angelic mask (not
valuable)
Bar: selection of exciting liquors
We find Carsian + pals in the next
room
Mya fireballs him, he dies (as do the
pals)
We find the teardrop in carsian’s
chest
Gus goes and busts the aasimari juice bowl
thing in the next room, explosion
Shimmering gold force fields disappear
There’s a skeleton with a smashed head
on the altar in the main cathedral room
Skeletons with crossbows and “fake”
medallions
~~~~~
Session 5
We explore the remaining wing of the cathedral
Find a room with artifacts, 3 illluminated plinths
Shield of uriel, human skull (“skull of witch-queen imposter, unnamed”)
charred flag with silver embroidered diadem (“flag seized in battle”)
There’s a painting on the far wall (second-oldest): Aasimari knights
dive bombing elven warriors with fire stuff
The next room has statues on plinths
Feathers plucked from fleeing cheiftan, statue of kenku warrior, kenku
ravager, skull of whistler silverbeak, skull of unknown kenku warrior
Another painting on the far wall (oldest): aasimari ruler (with crown)
holding angels tear aloft, “arise” gesture with other hand, with legions of
aasimari warriors appearing to slaughter kenku war band (racially insensitive).
3 words on the back: “cnidaria, sanctuary, Elysium”
3rd room with plinths
Broken battleaxe, dirty glass beads (volcanic glass) “glass recovered
from XXX’s last stand”
Massive skull of monstrosity
Painting (most recent): hulking shadow looking at Elysium with islands
and stuff between them, aasimari mage with fiery stuff
4th room with plinths
2 big statues (tritonian?)
Ruby carved into seahorse, normal shield with crashing wave on it (doug
takes), broken bloody trident, bits of coral, magical stylized staff made to
look like a trident, which you can select cold, radiant or fire magic, shell
and coral, sarcophagus which contains a skeleton with magical robes (mage
armour)
Mosaic (oldest of all artworks): above/underwater cross-section with
aasimari mages and knights fighting tritons
Room with map of Kushona showing location of Cnidaria
Each city on the map has a button. Pressing the buttons for these cities opened a hatch that contained a Manual of Quickness of Action: Cnidaria, Sanctuary, Elysium
Each city on the map has a button. Pressing the buttons for these cities opened a hatch that contained a Manual of Quickness of Action: Cnidaria, Sanctuary, Elysium
Room with large elk statue, glowing emerald eyes (stolen)
More rooms: shooting range, waiting room, guest room (?): big lion skin
on floor. Carsian’s room? Find silver chain with “carsian’s”, scroll of “modify
memory” in sidetable
Next room: long table and 5 chairs, room through that: sunken lounge, lots
of beds (2 double, 4 single), bathroom and toilet
Opposite, large baths
Other room: “gladiatorial” room with weapons, appears to be a small fighting arena
Upstairs balcony, small room with golden light, statue of Caelestine
holding a golden knob
Knob is 8-flanged mace head (caelestine’s mace)
Krentist really wants to gtfo (back through teleporter to hub)
Mya reads his thoughts and questions him
Mya passes out, krentist grabs tear
Gus grabs tear off krentist, he screams, we see his skin briefly turn
weirdly wet and scaly and we all pass out
Krentist grabs tear again and bolts
Mya casts twin spell and haste on Doug and Ygritte, who give chase
Doug and Ygritte catch up to him, doug restrains him with shiny rope
(rope of entanglement)
Krentist: “please let me go, I don’t want to hurt any of you. I can’t
tell you why I’m doing this”
Doug gives Krentist some crazy strong alcohol, his mouth starts working,
black liquid comes out his nose.
“I work for balasar”
We carry the tied-up Krentist back to the teleportation hub
The Angel's Tear
When worn as an item of jewellery the Angels Tear has the following effects:
- twice per long rest you may cast the Detect Thoughts spell (spell save DC 15). Once per day whilst concentrating on the Detect Thoughts you may cast Suggestion on your target (spell save DC 15). Whilst concentrating on the Detect Thoughts you may use a bonus action to send a Message (as per the spell Message). It can reply using a bonus action whilst you are focusing on it
- you are immune to magic that lets other creatures read your thoughts or tell if you are lying. Creatures may telepathically communicate with you only with your permission
- you receive +1 to ability checks and saving throws
Staff of the Roiling Deep (requires attunement)
Three coils of wire, one gold, one silver and one bronze, are braided together to form the shaft of this staff. As they reach the tip, they split into three tines, each topped with a small diamond. Although the effect is to look like a trident, it’s clear that using it as such would be ineffective at best. The diamond at the tip of the gold tine glows softly.
The Staff of the Roiling Deep is a +1 staff.
Only one of the following effects may be active at a time. The wielder of the staff may use an action to switch between them.
The Icy Depths
Spells you cast that cause cold damage ignore resistance.
Cnidarion’s Flaming Rage
When you roll damage for a spell you cast that causes fire damage, you may reroll any 1s or 2s, accepting the new roll even if it is a 1 or a 2.
Light of Alethelen
Whenever you cast a spell that causes radiant damage, roll a 1d4. On a 4, you may choose any creature within 30 feet of you (including yourself) to heal for 1d4+1 points of damage.
We carry the tied-up Krentist back to the teleportation hub
medallions
~~~~~
When worn as an item of jewellery the Angels Tear has the following effects:
- twice per long rest you may cast the Detect Thoughts spell (spell save DC 15). Once per day whilst concentrating on the Detect Thoughts you may cast Suggestion on your target (spell save DC 15). Whilst concentrating on the Detect Thoughts you may use a bonus action to send a Message (as per the spell Message). It can reply using a bonus action whilst you are focusing on it
- you are immune to magic that lets other creatures read your thoughts or tell if you are lying. Creatures may telepathically communicate with you only with your permission
- you receive +1 to ability checks and saving throws
Staff of the Roiling Deep (requires attunement)
Three coils of wire, one gold, one silver and one bronze, are braided together to form the shaft of this staff. As they reach the tip, they split into three tines, each topped with a small diamond. Although the effect is to look like a trident, it’s clear that using it as such would be ineffective at best. The diamond at the tip of the gold tine glows softly.
The Staff of the Roiling Deep is a +1 staff.
Only one of the following effects may be active at a time. The wielder of the staff may use an action to switch between them.
The Icy Depths
Spells you cast that cause cold damage ignore resistance.
Cnidarion’s Flaming Rage
When you roll damage for a spell you cast that causes fire damage, you may reroll any 1s or 2s, accepting the new roll even if it is a 1 or a 2.
Light of Alethelen
Whenever you cast a spell that causes radiant damage, roll a 1d4. On a 4, you may choose any creature within 30 feet of you (including yourself) to heal for 1d4+1 points of damage.