552 lines
24 KiB
Markdown
552 lines
24 KiB
Markdown
Title: Valon Amarathar
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Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
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# Valon Amarathar (Wood Elf Ranger 3)
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Valon Amarathar lives off the land, an adept ranger and hunter, and a believer in
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Leimikki, the Huntress, goddess of the Happy Hunting Grounds. His ethos focuses on a
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natural state of the world in the wild, but a state not completely at odds with
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civilization.
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**Alignment, as a shortcut:** TN
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## Build
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### Ability Scores
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| | Strength | Constitution | Dexterity | Intelligence | Wisdom | Charisma |
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|-----------------|----------------|--------------|------------------|--------------|--------|----------|
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| **Score** | 18 (Ranger +2) | 11 | 20 (Wood Elf +2) | 9 | 12 | 8 |
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| **Mod + Level** | +7 | +3 | +8 | +2 | +4 | +2 |
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### One Unique Thing
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The spirits of a previous age whisper in his subconscious. Sometimes, they're louder.
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### Icon Relationships
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* **Positive w/High Druid** (1) — the wild is the only true order, nature the only true
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law. All things in balance, and there's a lot that needs rebalancing by the sword.
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* **Conflicted w/Elf Queen** (1) — pleased to serve the Court of Stars, but by a permanent
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family seat, also knows where some of the bodies are buried.
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* **Negative w/The Three** (1) — that familial permanent seat in the court? Long line
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of *very* successful dragon-slayers.
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### Backgrounds
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* **World-walker** (4) — in his many years, Valon has traveled through countless areas and
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survived in all types of terrain, from the snowy wastes of the north to the
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hellholes that blight the land, finding ways to utilize any abundant or scarce environment.
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Even in the great cities of the Empire, Valon has learned to subsist and thrive on his own.
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* **Adept Jury-rigger** (2) — while not particularly bright or wise, *by the Golden Bow,
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he's got moxie*. Valon has a knack for creating makeshift contraptions and tools for the
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situation.
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* **Greenbark Holt Scout** (2) — before caught by wanderlust, Valon was a scout, lookout,
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and patrol in his home forest. The guard is renowned for their ability to bound from tree
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without making a sound, and it is rumored that the greatest of their ranks can make themselves
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unseen in any natural area.
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### Health, Initiative
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**Hit Points:** 35 hp; **Recoveries:** 8; **Recovery Dice:** 3d8+1; **Initiative:** +8
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### Defenses
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**Armor Class:** 18; **Physical Defense:** 18; **Mental Defense:** 12
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### Attacks
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* **Melee:** +8 vs. AC, 3d8+4+2 damage; 3 damage on a miss [d12s for damage if *harvest* was cast]
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* **Double Melee:** +8 vs. AC, 3d6+4+2 damage; 3 damage on a miss [d10s for damage if *harvest* was cast]
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* *Natural even hit or miss:* do it again
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* **Ranged:** +8 vs. AC, 3d8+5 damage; 3 damage on a miss
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### Racial Power
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* ***Elven Grace*** — start of each turn, roll a die (d6 to start), if equal to or lower
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than the escalation die, get an extra standard action that turn; each success bumps the
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die up a notch.
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### Talents, Miscellaneous Feats
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* **The Huntress's Blessing** [Ranger ex Cathedral] — choose a daily or recharge spell of
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level or lower from the cleric class, can change spell each full heal-up.
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* **Default: *harvest*** [*hammer of faith*] — daily, standard, close-quarters; until the end
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of battle, basic melee attacks use d12s as their base.
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* ***Adventurer Feat:*** can cast *heal* once per battle.
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* ***Will to Hunt*** [*heal*] — close-quarters, quick, 1/battle: myself or ally I'm next to can heal using
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a recovery.
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* **Double Melee Attack** — when using two one-handed weapons, can choose double attack
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before rolling the attack: weapon die drops a notch, if first attack is natural even, make
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a second attack as a free action.
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* **Lethal Hunter** — 1/battle, free action; choose an enemy (or mob of mooks), crit
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range on attacks against that enemy expand by 2 for the battle.
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* ***Adventurer Feat:*** crit range of Lethal Hunter attacks expands by 1 (to +3).
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* **Heritage of the Sword** — +2 damage to attacks with d6/d8 swords.
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### Gear
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* a *longsword of thunderbolts* — recharge 11+, roll d6 at the start of battle, when escalation
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die equals value, lightning from the sky deals 2d10 extra lightning damage on a hit
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* two longswords passed down from his father, not yet important enough to be named
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* a hand-crafted longbow, and enough arrows
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* some knives, because you always need knives
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* well-worn leather armor (light), occasionally repaired or reworked with the hides of beasts
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(monstrous or otherwise) he has killed
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* twine, some animal fat, extra hides worn as adornment, one bull's horn, various claws and nails,
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a bedroll, flint and steel, plants collected from his last time out on the trail, a pendant
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proving his Amarathar blood (it emits a high-pitched whine when worn by anyone else, which is
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annoying), a blindfold (not sure how he got it either), some candles, a couple torches, tanner's
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kit
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* 10 gp
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## History/Notes
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### Session 1
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* Conflicted w/Elf Queen 6
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* Negative w/The Three 5
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Kobolds led by Agamir (a powerful black dragon) attacks town where we are, learn afterwards
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he's after one of the Seven Rings - Spirit. Learn most of this from the priestess in town,
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Bridget Onderfield. She sends us to Valynn's tomb in order to retrieve the ring, with the goal
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of moving it out from where the dragon might be able to get to it. We can do whatever with the
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ring as long as the dragon doesn't get it.
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Used the -Three 5 to buy us more time to get to the tomb under cover, but that's going to come
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with some serious ramifications later.
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Used +Elf Queen 6 to talk our way past the guards in the tomb.
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Killed some skeletons I think.
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Used my incremental advance on next level's hp.
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### Session 2
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### Session 3
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Vivian trying to find father, who is looking for demonroot to cure Vivian's possession.
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Cultists moving in two weeks per Lich King relationships. Going to library to see if it's
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been taken over by Agamir's kobolds.
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Used my incremental advance on Hertiage of the Sword feat.
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### Session 4
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To the library!
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We get ambushed by kobolds, one is riding a bat!
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We found a *sword of thunderbolts*! (Book of Loot p.36)
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We are in the library trying to find the book to find info about the Seven Rings, we can't
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find the book immediately, I use ~Elf Queen 5 to say that the library has background with
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the court and I have a better idea of where the book is. We find six green books that
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could be *the* book, so we take them all.
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Then, going to the other quest, to see if we can find Vivian's father, we get to a cave
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with an abandoned camp, and a demonic dire wolf attacks us
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We decide to go to the Underdark thing later and go do the Kazamov's cult thing now.
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### Session 5
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**Conflicted w/Elf Queen 5**
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We check in the quests, get our rewards, tell the guildmaster about the previous party
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going for the demonroot that seemed to have run off into the Underdark. Because we turned
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in the quests, we're guild members now! Yay!
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*Also, the party has 1000 gp.*
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Maybe the drow from the other adventuring party can help us, later, but for now we decide
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to stick with the plan to deal with Kazamov's cult whatever.
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We go to the temple of Tyrn, going to set off a distraction in a town that lures the passing
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cultists out of their ransacked homes and come into an ambush set by Raynor's cavalry.
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We get a wagon, some booze, fireworks, (including THE BIG ONE, as a signal to start the
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ambush), food, and we're ready!?
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### Session 6
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**Positive w/High Druid 5**, **Conflicted w/Elf Queen 5**
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Going into the Underdark to look for Gustov Eldt, father of Vivian
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We decide to party up with the half elf (Blay), dwarf, drow (Idni), mushroom man party that we
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saw in the guild, and have them guide us through the Underdark to look for Gustov.
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We start reading the green books from a while ago, we find a poem about the seven rings
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General clues regarding with the location of the rings. A bookmark appeared, or something, maybe?
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Blay Skycorn - half-elf with chakrams with the Priestess and the Diabolist on them
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We enter the underdark caves, get split up and attacked by some sporriors and other mushroom guys,
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but we take care of them
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More walking, small cavern with a pillar of stone, with a forgeborn very similar to Amalgam. it's A-1200!
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apparently Amalgam is A-001!? and A-1200 wants to destroy Amalgam!
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After the battle, we learn of the fate of the other A-00X untis that the 1200 unit was hunting. Amalgam's
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got some interesting locations of other "defective" units that need to be destroyed/analyzed. Amalgam
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also has learned where the creators of A-1200 are.
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locations:
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* capital city
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* opposite direction
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* pirate city toward the coast to the east
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* kingdom near mountain rage away from the empire
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* went south, kept going
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Massive wide-open cavern with bioluminescence from mushroom stalks. they start worshipping Yakha
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as a deity or something, the head mushroom queen(?) indicates that the drow are working with
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Kazamov
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Gustov and party were rescued from "plague bearers" and kept in a mushroom house
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We check out the house, Vivian's real happy to see her dad
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Oh shit though, it's very nearly a full moon
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### Session 7
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**Positive w/High Druid 5**, **Conflicted w/Elf Queen 5**
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**Incremental Advance for Level 3**, took Lethal Hunter Adventurer Feat.
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We're helping the mushroom people with their migration, and then heading to the city of
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Corners. There's a cleric there that can maybe heal lycanthropy. closer to Corners
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than Kingsmouth
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We get to Corners in late afternoon. it's the intersection of three nations, a hub town
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We try to find a place to lock up Vivian for a bit while she does the whole lycanthropy
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thing. somewhere secure, etc. contacts bounce us around a bit, we find out about Grosh
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who is a monster collector or something, we'll maybe keep Vivian there? but also
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an arena.
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Vivian's still on board but doesn't want to fight
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Grosh offers to contain Vivian for a couple days if we get an escapee for him, Jackie.
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Can be found on the south side of town in a marsh!? Look for a lady with blackbird emblems
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in bars, is the most we have to work with
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We find her, she was following us, she put the black feather in Yakha's book. so she knows
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about the rings, about the priestess, all that. seems like she wants to lead us to the
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Seven Rings
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We pay someone... 200 gp? to go scout out what's going on in Grosh's place while we wait to
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meet up with Jackie.
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Next time we'll try to find Bridget (from the first session) and see if she can help us with
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the demon curse
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### Session 8
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**Positive w/High Druid 5**, **Conflicted w/Elf Queen 5**
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We check out the place where Bridget has been staying, it's more like a refugee shelter
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Cyrodin, the first town we came from, followed Cywin, god of cycles
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1000 gp gold - 200 gp from the guy snooping around Grosh's = 800 gp
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we are planning to spring Vivian by intercepting her after she is exited from the arena
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on the third day of her lycanthropy, and then take her and Bridget out of the town to
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perform an exorcism, and get the moon demon out of her
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we spend 300 gp on five vials of quicksilver (for the party). Valon takes two right away
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in order to prepare for the exorcism
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500 gp left
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we break Vivian out, run into brass dragon Kaba, we free the various animals and we
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both go on our way.
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we're going to fight the moon demon in the ritual next time, as it's a boss battle,
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so assuming that goes fine without anyone dying...
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On to Blackanchor!
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Jackie had a ship ready for us to go to Blackanchor, as she's going there as well. She's looking
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for the Ring of Water, but she thinks that she can also help Amalgam find what he's looking for
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River!
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we get 300 gp from the collar (to capture/escape Vivian) that we never needed, so Jackie sold it and
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gave us a cut.
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### Session 9
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**Positive w/High Druid 5**, **Conflicted w/Elf Queen 5**
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we kill the moon demon! some blue gem flies out of it and flies to Vivian! and now we're
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level 3! we get a *ring of purity* from the loot!
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We think Amalgam should take the ring, so he does
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Last time, we learned about Ironbeard, and got flown out to his ship by Drake's wyverns, so now that the
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boss battle from last time has resolved, we're back to the present, on Ironbeard's ship.
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Ironbeard is one of Amalgam's clones, but way more beat up and missing parts and junk
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Using the conflicted Elf Queen 5 to learn more about what's going on with the Dwarf King and the
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amalgam forgeborn.
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The forgeborn have something to do with the Emperor, maybe there's a collab going on there? Amalgam was
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in the imperial army, so why is the Dwarf King looking for all the others? Valen knows that the imperial army
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has been collaborating with the elven vassal state south of the empire, $NAME_HERE. Perhaps the Emperor and
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Dwarf King and this vassal state are amassing a giant army to expand his borders beyond Corners? Using the
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Forgeborn?
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It's uncertain if the Emperor and Dwarf King are in cahoots, as it were
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Large crabs on the beach where we land at Orc King's Eye. They are irongrasp crabs, they got their
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name from really good reflexes. They don't let go of swords, the jerks
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As we make our way into the island, we fight some gnolls on a river
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### Session 10
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**Positive w/High Druid 5**
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Ironbeard believes there's something on the island that others prefer him not to get, and he's
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thinking he (or some amalgam unit) needs to amalgamate with whatever the thing is that we find
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on the island. Not sure what it is, but we'll know it when we see it
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Farley, our blink dog, says he doesn't like the island, there's some sort of weird dimensional feel
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to it. Yakha detects some sort of planar disturbance
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There are gnolls guarding the entrance to a temple
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We kill the gnolls, and start checking out the stairs into the temple
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We start entering the temple, which turns out it's populated by somebody? Lit torches on the way in
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and everything. We get to the bottom, there's a large double door three statues --- one to the left,
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one above, one to the right. Each holding a bowl. Left = child, above = adult, right = old person.
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Sex and race of the statues shift as we look at them. Before the door is a fourth bowl with coins,
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pedestal reads "A fee must be paid to he who is most worthy". Under statues:
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* child: give to me for I have the most potential
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* adult: give to me, I am the strongest of the three
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* elderly: give to me, I am the wisest
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vivian puts a coin in the kid's bowl, nothing happens
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valon does the same for the adult bowl, nothing happens
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**Positive w/Door Adult**
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Door opens, we heard birds and stuff, step through to a different plane. Small garden
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with a giant pool. Amalgam starts entering the pool, finds a bunch of amalgam hands
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reaching out to him and stuff, while he grabs something, a disc, from the bottom. While
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that happens, the rest of the party gets attacked by a coatl, which we take care of
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after Valon opens up with 79 damage in a round
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Amalgam plays the disc, gets vision of constructs worshipping a runic orb, then a cut
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to the room with the door and the statues, something where discs are inserted into the
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statues. Following that the orb gets brighter, in the vision, like an explosion or
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something? Amalgam and Ironbeard think it's some kind of weapon.
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The tower in the vision looks like a wizard's tower from Xir'Katan, Ironbeard thinks.
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Xir'Katan is a big desert country
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### Session 11
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**Positive w/High Druid 5**
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Question of the day is how we sneak our way to out under the other pirate boat that is
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now near our boat. I can get a High Druid blessing in order to breathe underwater temporarily,
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the rest of the party doesn't need to breathe.
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The High Druid water breathing ritual Valon does makes it so that he can hold his breath
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for a very long period of time... good enough
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We all start going under the boat... Valon suddenly wants sushi
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Sabotaging the rudder, Amalgam and Valon screw up the rudder enough that it won't work
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when they try to use it, and swim back to Ironbeard's ship, give the signal to our
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blink dog
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The other pirates start shooting at us as we book it, and with the stealthy approach to the ship
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and our rudder sabotage, we make it out without any trouble, so we're on the open ocean again, but
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the giant forgeborn appears and is interested in how I got onto the ship. He recognizes my name,
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or at least my bloodline!? Something about killing two birds with one stone... He cares more about
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the amalgam units though.
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He tries to get the amalgam units to "meet their maker", which doesn't sound great to anyone...
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seems to not like the idea of Amalgam having free will. Then combat starts
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He seems strong, A1AN
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Ironbeard dispatches A1AN with his ghost (!?) hook hand, so we're safe for now, we take a day and
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then decide to go to an island that Yakha's book wrote the coordinates of in the book. We make land
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fall, and find that it is a dinosaur island, and the wrecked *Phoenix*, which is a famous ship
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captained by a Salamander something or another. looks like he might have been transporting a
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dinosaur, or trying to catch one?
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While we're checking out the ship, we notice there are other dinosaurs on the ship! a stegosaurus
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and some raptors or something
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We take care of the ship, which was indeed carrying dinosaurs. nothing else in the hold, but we
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check out the captain's quarters, which has a journal!
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* a journal
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* 50 "old looking" gp, don't recognized where they were minted
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* a lens, which makes the ship look like mint condition when Valon looks through it
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people look normal through the spyglass, but if I look at the island, it does seem a bit different. Maybe
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trees are shorter, that kind of thing. I can look at places in the past?
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if I look at where the fire on the island is, the smoke is gone, otherwise still jungle
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Salamander's journal keeping habits are maybe not the best, but it looks like he looking to "return
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home" to place his misscelaneous notes in his actual journal. Dinosaurs were his scheme to make
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a bunch of money, was going to make money in Ivorenska, especially with the czar, who was
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trying to look for some kind of item. Salamander had a map to whatever this item is, the czar
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had a family relic key to get the key to the treasure in his map
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We get to the source of the fire, clearing of burnt down trees, laying in it is a big, 20'-ish fire
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salamander or fire alligator or something? Sal Newton had a pet salamander, apparently, so it seems
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like maybe this is his pet?
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We come across a caved-in cave, which we blast our way into with a bunch of Vivian's fireworks.
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there's not much in the cave, but we find a skeleton with a book. Another journal, this one with
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Sal's map in it. He writes that his ship crashed from a storm, he lost control of the dinosaurs, the
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t. rex chased him into the cave, and caused the cave in trying to reach Sal, and Sal just died there,
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starved to death. His salamander, small enough at the time, was able to crawl out of the rocks to
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freedom
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The map's pretty good, pretty clearly lays out the Zirkatil treasure in Ivorenska
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As we turn to leave the cave, we see a giant salamander, on its hind legs, towering over us, like
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it's thinking about us or something. Valon hides the map. the salamander is... kind of in the way
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of the exit.
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It follows us, we try to get it onto the boat by making a makeshift raft, the raft kind of collapses,
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but Farley (the blink dog)'s teleport brought the salamander on board. So now we have Sal's Salamander
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for a ton of money
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To Ivorenska, north around the bend of the continent!
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### Session 11
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**Incremental Advance (lvl 4): +1 to 3 ability scores**
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**Positive w/High Druid 6**
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We go to the czar's castle and decide to create the cover story that Yakha is a diplomat from
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the forest, in order to get in and try to get info regarding the key. We meet a forgeborn
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named Amy inside the castle, she seems... interested in us for some reason.
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Anyway, the diplomacy... doesn't go all that well, but we're allowed in for now, and we start
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scoping things out and make our way to the archmange's tower. The archmage is a little girl,
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apparently, and eventually her and Amy tell us that this glowing headband is the key!?
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Amy has seen some sort of door that is opened by the headband, a large stone slab that has
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glyphs on it with an orb in the middle, in her vision, the wearer approaches the door and
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it lifts.
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There's a bunch of notes sharing and revelations, and in the end the czar thinks we can use
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our information and the map + key and subsequent treasure to kill a white dragon that's been
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a constant pain in her ass, I guess. We share resources!
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Also the lens a *lens of discovery*, which we can use on a recharge to look back to a specific
|
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point in time as we look through the lens. We head out to the dungeon, with Valon wearing
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the headband which means (at a minimum) he is the light source. Lots of murals of forgeborn
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|
in the long hallway that we enter. We reach the door!
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|
Katrina is the name of the little girl archmage.
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|
### Session 12
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|
**Positive w/High Druid 6, Positive w/The Adult 5**
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|
Belief from last time is that the white dragon is amassing an army of forgeborn under his
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mountain, despite also protecting the czar, so her scheme is to use the map and key to
|
|
bring down the white dragon.
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|
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|
We enter the first chamber and there are some ghouls and shades
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|
Stone doors throughout the dungeon open when Valon, with the headband emitting light,
|
|
gets close to them.
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|
Puzzle with four faces in paintings, four bowls with tokens, one per each. Each bowl
|
|
has two tokens, one black and one white:
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* north = arrowhead
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|
* east = bookmarks
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|
* south = cloth
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|
* west = coins
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North Painting: A man who holds a bronze arrow in one hand and a book of law in the other.
|
|
The book has an ornate bookmark and his lips are stained black.
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|
East Painting: A woman stands in front of an ornate silver bookcase. In her hand she holds
|
|
a bright red tome. In her side there is a large stab wound.
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South Painting: A woman in a black dress stands here. She has one hand behind her back and
|
|
the other makes a quieting gesture. In her chest is a small but deep wound.
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|
West Painting: Standing in front of a tidy lab station is a man in formal attire. Behind him
|
|
is a scale of bronze weighing an arrowhead against a book of secrets. On the desk there are
|
|
vials of red, green, and black liquids. His body from the shoulders down appears to be badly
|
|
burned.
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|
|
An engraving on the pillar says "some will be friends, some are foes, it is our duty to
|
|
identify the former from the latter"
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|
|
#### Whispers of a Previous Age
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|
Spirits in a spooky ghost voice as we're returning to the main hall, Valon's echoes of the
|
|
past:
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|
|
* darkness
|
|
* dragon
|
|
* corrosion
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|
|
|
#### Black Dragon Attack!
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|
|
As we're returning into the main hall, a black dragon strikes at us
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|
|
### Session 13
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|
|
**Positive w/High Druid 6, Positive w/The Adult 5**
|
|
|
|
Pillar puzzle on the top right of the map, not yet deciphered
|
|
|
|
Fire: I am not a liar. Liars must be turned face down, while the truthful remain face up.
|
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|
|
Wind: Earth and I speak the truth, it is the Water who lies.
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|
Anyway, the black dragon!
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|
|
|
we take care of the dragon, and search around. The hologram gets mad at us as we start
|
|
going into uncompleted areas.
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|
|
|
Come across a giant egg, 6/10 lights on the egg are lit when we discover it. Has designs
|
|
on it, embossed onto the egg
|
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|
|
We fight some shades, at the very end of the fight Amalgam gets critted and dies
|
|
immediately! "Amalgam got smoked"
|
|
|
|
We finish the combat in a fit of rage, and Vivian uses shocking grasp shock paddles
|
|
(and a 6 with the Priestess) to ress Amalgam, just once. Phew!
|
|
|
|
We get into another room with some oozes, and enough gold to put us at 3300 gp total
|
|
for the party. (Amalgam's carrying it.)
|
|
|
|
We find more pillar puzzle pillars!
|
|
|
|
Earth: The Fire and Water statues both speak the truth
|
|
|
|
Water: I do not know about Wind, but Fire and Earth lie
|
|
|
|
We solve the puzzle and get a *girdle of resurgent justice* which we give to Amalgam
|