Chapter 3, July 8th, 2023

 

Characters

  •  All characters will begin this session at Level 5
  • Binkley Billowquick - elderly male gnome artificer battle smith. Travels with Tinkle
  • Don Leon - male tabaxi rogue assassin. Size of larger housecat. Travels with Rolly - a large Isopod mount.
  • Father Issac - male human priest - mysterious character
  • Jeff White - male human life domain cleric. Very ordinary
  • Krowvid - female Kenku wizard from the school of necromancy. Elderly
  • Kyra Ironside - female Leonin barbarian from the Path of the Ancestral Guardian. Travels with Moorbounder named Boba Tea.
  • Nezha - male tiefling soulknife rogue. Travels with a blink dog named Diablo.
  • Nihal Arneb - large male Harengon hexblade warlock.
  • Sath - small Harengon druid of the Circle of the Shepherd
  • Torrwyn - female Aasimar paladin (Oath of Conquest)
  • Zehari - large female orc barbarian from the Path of Wild Magic.
  • Zyrath Pinefoot - male wood elf cleric (Twilight Domain)

Note: Binkley is not at this session due to TDY

Strong Start

The players will begin this session in the Infirmary in Baxxoxan. Last session ended with Sath approaching Irvan. Sath has found Irvan’s father’s ring that was lost during an attack by a Gloomstalker. Sath says he will return the ring if Irvan will steal the Scroll of Greater Restoration from Bautha Dyrr. Most players are currently inside the infirmary with the exception of Kyra who is currently outside observing the comings and goings on the streets of Bazzoxan.

Bazzoxan hums with activity. People are cleaning up debris from the last attack, tending to the injured, performing last rites for the dead, repairing fortifications, and preparing for the next incursion.

Notes for this game:

  • New Character Added to Table

Zyrath Pinefoot - 196yo male wood elf cleric - green eyes, black hair, fair skin. 5’11 tall. Lawfully Good. Will meet the table while they are in the Infirmary in Bazzoxan

  • Note to DM - Bazzoxan is pronounced as Baz-oh-zan
  • The Consortium of the Vermillion Dream is a secret mystical society dedicated to discovering more about the the magic of Ruidus. They are a faction of note in Call of the Netherdeep. The organization's base in Ank'Harel is in a tavern called First Eclipse, located in the Suncut Bazaar.
  • The Allegiance of Allsight is a Marquesian archeological guild based in Ank'Harel that conducts research on ancient history and ruins. It follows the ancient traditions of Cael Morrow with a preference to stay out of politics. Cael Morrow is the name given to the former leading city in Marquet in the era of the Calamity prior to its destruction by Gruumsh. It is now a ruin beneath Ank'Harel.

Scenes

    • Learn more about Alyxian from ‣
    • Deliver Naevyn’s carved rabbit to the Wall of the Unfortgotten
    • Help dispose of bodies
    • ‣ is here. He will ask the party to help ‣
    • Competitions with the Aurora Watch
    • Learn more about Avandra, the Changebringer from ‣
    • Learn more about the Jewel of Three Prayers from ‣
    • Search for ‣’s missing expedition in the Betrayer’s Rise
    • Find the prayer site in the Betrayer’s Rise for ‣
    • Learn more about Alyxian from ‣
  • Sacrifice Engines
  • Among the most prominent features of Bazzoxan are the town’s two sacrifice engines, each one a 30-foot-deep pit lined with rows of silver blades. The blades can be made to spin by pulling a lever near the edge of the pit. A creature in the pit while the blades are spinning takes 44 (8d10) slashing damage at the start of each of its turns. In bygone days, servants of the Betrayer Gods threw mortals into these pits to appease their evil lords. Now, the Aurora Watch herds demons and other monsters into them to avoid prolonged battles.

Secret and Clues

Check off when revealed.

  • [x] No one is allowed to enter the Betrayer’s Rise without written permission from ‣
  • [ ] An expedition from the Library of the Cobalt Soul is currently in the Betrayer’s Rise with an Aurora Watch escort, researching battles of the Calamity that took place within its halls. (Verin Theylss)
  • [x] An agent of a foreign organization calling itself the Consortium of the Vermillion Dream is staying in Bazzoxan. This agent, an elf named Aloysia, has been reprimanded for trying to bribe Aurora Watch soldiers to protect her while she searches for an ancient holy site she claims is within the Betrayer’s Rise. (Verin Theylss)
  • [x] An archaelogist named Prolix from the Allegiance of Allsight in Anh’Harel also recently arrived in Bazzoxan. He is ostensibly assisting Aurora Watch arcanists who are researching ways to seal the rift within the Betrayer’s Rise. I suspect that the archaeologist has other motives, because he was seen earlier in the day lurking around the crematiorium. (Verin Theylss)
  • [x] The power of the Abyss flows through Betrayer’s Rise, warping the environment so no two groups follow the same path through it. (Verin Theylss)
  • [ ] Some believe that Aloysia wants only to ransack the temple, but others think her concern is religious and she is searching for long-lost lore about the Prime Deities. (Barracks)
  • [ ] The dilapidated temple (B5) was a former holy place of Avandra the Change Bringer. Foghome, a priest of Melora, hope to honor both deities by cultivating new life in the midst of the death and destruction that haunts this place. (Foghome the Gardener)
  • [ ] Fragmented historical records tell of an unidentified hero of the Calamity who hailed from the lands of Wildemount. He was born under the full moon of Ruidus and wields the vermillion moon’s power. (Partially true. Alyxian was marked by Ruidus, but he creates ruidium on his own, not by drawing on the moon’s power.) (Aloysia)
  • [ ] This hero participated in climactic battles across the continents of Wildemount and Marquet - including the battle at the Betrayer’s Rise. (True) (Aloysia)
  • [ ] The hero died in the battle at the Betrayer’s Rise and was brought back to life as a vengeful revenant by Avandra the Change Bringer. (Mostly false. Alyxian nearly died but was healed and granter further power by Avandra) (Aloysia)
  • [ ] The hero wore a pendant that contained the power of three gods. This pendant is the key to acquiring the ruidium her organization seeks (Partially true. The Jewel of Three Prayers holds the power of three gods and in its Exalted State, can be used to open the rift to the Netherdeep in Cael Morrow) (Aloysia)

NPCs

  • [ ] Review NPCs
  • ‣ - Leader of Auroran Watch in Bazzoxan
  • ‣ - Archaeologist from the Allegiance of Allsight in Ank’harel
  • ‣ - Priestess who knows a little about Alyxian
  • ‣ - Monastic operative of the Cobalt Soul who can provide the party with information about the Jewel of Three Prayers
  • ‣ - Occult initiate who wants help finding a prayer site inside of the Betrayer’s Rise. Also knows quite a bit about Alyxian.

Session Notes

  • What Went Well?
    • The players seemed to really get into their roleplaying and had fun.
  • What Could be Better?
    • Players easily sidetracked with conversation and BS. Constantly had to reign them back into the game. Will have to resort back to doubling HP of enemies to provide more of a challenge for the larger party.
  • Notes on gameplay
    • Continuation at Infirmary
      • Nihal convinced Sath that instead of getting Irvan to steal the scroll, they would pool their money together (50g each) and purchase the scroll. The players acquired the scroll of Greater Restoration.
      • Nihal approached Bautha and asked if she was familiar with the Jewel of the Three Prayers. While the amulet itself wasn’t familiar to her, she did mention a story regarding three prayers involving three gods and a warrior and said it had something to do with the Betrayer’s Rise.
      • The players met a wood elf cleric named Zyrath who asked if he might join their party. After some discussion, the heroes allowed him to join the party.
      • Issac decides to stay at the Infirmary to help with the sick and to clean while the party explores the rest of town for the day.
    • Crematorium
      • While passing the crematorium, the party is asked by Reynard Allerton, one of the workers, if they might help him to dispose of the bodies.
      • At the bottom of the pile, they encounter the corpse of a Vrock that has not decayed. Before they can remove the corpse to the furnace, they are approached by a tiefling who introduces himself as Prolix Yusaf, an agent for the Allegiance of Allsight. Prolix states that he is an archeologist who is studying artifacts in the area and that he feels this Vrock is more than meets the eye. After some arguing with the party, they work together to get to the bottom of the corpse mystery. Kyra uses her strength to rip open the neck of the Vrock where she removes a pair of Eyes of the Eagle glasses, three rings, and a small onyx puzzle box.
      • Prolix manages to talk the party into allowing him to keep the box to study it, promising that once he has finished with it, he will return the box to the party along with the contents inside. He tells them in return, he just asks that the party find out what his rival, Aloysia Telfan, is up to. He says she’s hard to miss, a tall elf wearing all red.
      • As they watch Prolix make his way down the street, the party is approached by a member of the Aurora Watch who says that their presence is requested by Verin Thyliss at the barracks.
    • Gatehold Barracks
      • The party makes their way to the War Room where they meet with Verin Thyliss. He thanks them again for their help with the Gibbering Mouthers attack and explains a bit of the posts defenses, especially the Sacrifice Engines.
      • Let them know creatures often escape from the temple
      • Asked about Aloysia and Prolix - he told them that Prolix is a pest who often “ostensibly assists Aurora Watch arcanists who are researching ways to seal the rift within the Betrayers’ Rise.” Verin suspects that the archaeologist has other motives, because he was seen earlier in the day lurking around the crematorium. He says while Prolix is a pest, Aloysia is more of a problem as she has recently been reprimanded by the Aurora Watch for trying to hire soldiers to escort her into the Betrayer’s Rise. He says that she can be found at the Ready Room, the Inn located at the post.
      • Asked about Jewel of Three Prayers - he had never heard of it but there are relics like that found around here and there are plenty of scholars and researchers around to ask.
      • Told them they have his permission to enter the Betrayer’s Rise, at their own risk. His soldiers would not be available to help them if they run into trouble, saying that it is challenging to navigate. Its passages shift to confuse mapmakers and search parties and believes the power of the Abyss flows through it, warping the environment so no two groups follow the same path through it.
      • While Kyra and Nihal examine the maps and notes regarding the creatures the post has battled from the rift, the rest of the party explores the rest of the barracks. In the training room, they encounter a vendor selling various types of mounts and companion animals. Nezha purchases a Blink Dog puppy for 20g that he names Diablo while Don Leon purchases the runt from a litter of giant Isopod mounts called Sheeds for 20g that he names Rolly.
    • Ready Room
      • The party visits the Ready room looking for Aloysia. Nihal and Kyra order a beer and Krovid orders a coffee while they ask the owner, Delez Demona where they can find Aloysia. Delez says that Aloysia may be up in her room or out, she doesn’t know for sure. When asked what room Aloysia is in, Delez tells Kyra that she cannot give out that information as many of her customers want privacy.
      • The party runs into the rival party who invites them over for drinks. However, before joining the rival group, Kyra notices another patron in the inn and goes over to ask her if she knows where Aloysia might be. The woman, named Question, doesn’t seem to acknowledge the question at hand but instead begins rambling about “Do you feel it”, and making references to a cyclical nature of history, or “mythic resonance.” She believes that acts of monumental courage leave an impression on the world that lingers after all memory of the deeds has faded. Question theorizes that this has occurred in Bazzoxan, and the ancient battles of the Calamity are still echoing here today.
      • Question pulls out a sketchbook to show Kyra. Four pages inside catch Kyra’s eye:
      1. A sketch of an island bathed in the moonlight of Catha and Ruidus, both full. The island is covered with trees, marble pillars, and crystal shards and resembles the final chamber in the Emerald Grotto.
      2. A rough drawing of what appears to be a more elaborate version of the Jewel of Three Prayers. It is larger and has three delicate spires inlaid with stones.
      3. A rubbing of a symbol that depicts a long-haired woman peering into the distance.
      4. A folkballad, written in Undercommon, that speaks of an unnamed “halfway god,” a champion who was given so much power by three of the Prime Deities during the Calamity that he became nearly divine himself.
      • Kyra immediately asks Question if she can take the sketchbook to show to her friends.. When permission is granted, she runs over to Nihal, who is standing close to Zyrath. Nihal immediately recognizes the Jewel of Three Prayers. Zyrath doesn’t know anything about three of the pages, but does recognize the rubbing to be a depiction of Avandra the Change Bringer, one of the three deities of lore.
      • The three return back to Question, to ask her more about what she knows. She is hesitant to speak about certain things, but after a bit of intimidation, she admits that she recently went to Betrayer’s Rise with a group of other expedition members where she heard voices calling to her, which nearly caused her to run away screaming. Instead, she feigned sudden illness and returned to town after promising to make the next trip inside but has been too scared to return. She expresses concern that her compatriots have yet to return, but she holds out hope that they’ll make it back out.
      • The group notices that a woman in red, trying to hide from sight, is eavesdropping on their conversation with Question. Upon being noticed, the woman, who is quite aggressive, introduces herself as Aloysia Telfan. She tells the group she will pay them 50g each if they will help escort her into the Betrayer’s rise to find a prayer book. When pressed as to why she wants to enter the Rise, she finally admits she’s interested in finding Ruidium, a red mineral that is said to have mystic powers derived from the red moon Ruidios. After some haggling, the party talks Aloysia into 75g each and she must pay half up front. She agrees to pay each member 50g up front and will pay the other 25g once she has the Ruidium. Nihal asks if he is allowed to also have a sample which she states she doesn’t care if he takes some so long as she acquires what she wants. They make plans to meet the next morning at the Ready Room.
      • With business conducted, the party joins the rival party for a bit of relaxation. Kyra and Krovid join Irvan outside for a bit of recreational drugs while the rest of the party enjoys beers with Ayo, Maggie, and Dermot. (Galsariad is not present at this time, and Issac is still at the infirmary). The rivals mention they are staying at the Barracks for the night. Irvan mentions to Kyra that he regrets Ayo asking to join with the adventure and describes a bit about the attack from the Gloomstalker on the road from Emerald Loop Caravan.
      • After a night of fun, the party makes their way back to the barracks (Nihal agrees to purchase a room at the Ready Room for the night for himself). Issac manages to find the party at the barracks for the night
      • The Next day
        • The party returns to the Ready Room to join Aloysia for the trip to the Betrayer’s Rise.
        • After climbing the stairs to the Betrayer’s Rise gate, the party is met with members of the Aurora Watch soldiers. Nihal tells the soldiers that they have the expressed permission from Verin Thyliss to enter the rise. The guards open the gates and allow them to proceed, closing the gate immediately behind them.
        • As soon as the gates are closed, the party is attacked by two gloomstalkers. The party is able to defeat them, but not before a few members of the party are paralyzed by one of the gloomstalker’s shrieks.
        • The party begins crossing the bridge that leads to the door to enter the Betrayer’s Rise. A silvery mist hides the deep chasm below the bridge. The party hears hissing voices telling them to join them. Being able to withstand the call of the voices, the party proceeds across the bridge.
        • As they approach the door, it begins to glow red. Nihal notices that the Amulet that he is wearing also begins the pulse with a red light and begins to feel warm around his neck. He feels an impulse to approach the door and gentle pushes the door, which opens without resistance.
        • At the Halls of Holes, the party notices the walls of this hallway are covered with carvings that depict a great battle involving mortals, celestials, and fiends. A faint whistling noise emerges from the walls, sounding almost like snoring. Krovid realizes that the carvings depict the Battle of the Barbed Fields. This fight was a climactic battle of the Calamity, in which the devotees of the Prime Deities broke through the garrison at the Betrayers’ Rise and reached the walls of Ghor Dranas. Prominently depicted in one scene is a proud, melancholy warrior with curly hair and carrying a spear and shield. By his side are two figures; a white-haired girl no more than twelve years old, and a young adult woman with hair that flows behind her, turning into a road upon which countless soldiers march. Krovid also realizes that the two figures are common depictions of the gods Sehanine the Moon Weaver and Avandra the Change Bringer.
        • As the characters move along the corridor, eyeballs, teeth, and liquid flesh begin to ooze from the holes, pooling on the floor. They immediately recognize that these are Gibbering Mouthers and immediately run to the next room, the Vestibule.
        • At the Vestibule, the party finds several alcoves with one in the far North side of the room containing a table with a skull shaped vase. Kyra investigates the table and finds markings on it that resembles a language that she is unfamiliar with. Fortunately for the party, Nihal recognizes the language as one he knows, Abyssal. The inscription reads “Cast that which you value into Oblivion.” Nihal recognizes that “Oblivion” refers to Tharizdun, the Betrayer God of emptiness and entropy, also known as the Chained Oblivion. Zyrath tosses on of his holy relics into the vase, the eyes of the skulls glow red and a secret door opens behind the table. The party proceeds.
        • They find themselves in a room with a large statue. The statue, made of pale marble, is shaped like a man on his knees, arms pinioned behind his back, trussed up in chains that cut into his skin. Hooks line the corners of the figure’s mouth, pulling his lips away from his teeth, and smaller barbs encircle his eyes, holding the eyelids open. All the while, hideous noise comes out of the statue’s open mouth—yet still, its expression is one of ecstasy. A double door made of iron is set into the statue’s chest; these surfaces have no handles. A triangle, each side forty feet long, is carved into the floor around the statue, surrounding it. At each of the triangle’s points, a stone arm juts up from the floor with its hand outstretched. They try to open the doors and instead, several members of the party are cursed with Torog’s Hunger. The party examines the stone arms and finds that each hand has a purple pustule on the palm. After several failed attempts at interacting with the hands, the party discovers they must destroy the pustules. As each pustule is destroyed, one of the lines of the triangle on the floor begins to glow white. After destroying all three pustules, the doors in the statue chest open and the party proceeds down the exposed passage.
        • The passage defies reality, distorting any sense of direction as it twists and turns, making its way through the earth to another place deep inside the Betrayers’ Rise. The passage ends on the east side of a circular chamber. Its walls are covered with softly glowing amber-colored crystals that fill a crater at the room’s center. At the bottom of the crater sits an altar made of the same crystal. The amulet around Nihal’s neck feels as if it’s almost tugging Nihal towards the alter. He approaches and puts the amulet on the alter.
        • A spectral figure blossoms forth from the amulet. This warrior, who called himself Alyxian who they recognize from the previous vision in the emerald grotto, smiles and says, “You came… you followed… you can find me.” The crystals around them begin to glow brightly, and their vision goes white. Visions of a company of armored soldiers, Alyxian among them, marching into the Betrayers’ Rise. Their expressions are grim. Though they do not speak, the party can tell that none of them expects to come home. The vision shifts again, and everyone in the company of soldiers is dead except for Alyxian, who continues to fight while surrounded by the corpses of mortals and demons. He is hurled across the battlefield by the claws of a gorilla-like demon. The scene blurs, and he falls to his knees, pleading, before a simple wooden altar that bears the holy symbol of Avandra. At the end of his prayer, he’s lifted to his feet by a tall young woman with light brown skin and flowing black hair. A foreboding voice cuts through this scene of divine intervention, and Alyxian freezes. “The Change Bringer and a mortal,” the voice intones. “What brings you into my sacred, devouring darkness? Even if you save him, Change Bringer, he will suffer. He will die. He will be forgotten. All that he has worked to save will crumble and be devoured by worms. Why invite further suffering? Let go. Give in. All is futile in the end, so why…” As the voice trails off, Alyxian turns to the party and falls to his knees in tears. The scenery shifts, and the forsaken warrior is now underwater, amid the ruins of a sunken city. “The Crawling King spoke true,” he mutters. “All was futile. All has been forgotten… and I am lost in darkness. Please, help me set it right.”
        • This is where the session ends.

Comments

Popular posts from this blog

Chapter 2 and 3 - June 24th, 2023

Chapter 3 and 4 - July 22nd, 2023

Chapter 4 - August 19th, 2023