Showing posts with label Loxias. Show all posts
Showing posts with label Loxias. Show all posts

Tuesday, May 11, 2010

Seattle Campaign 3.0: The Party's Test for Medianhood

4/25/10 Return to Loxian and Loxias, Tests for Medianhood

--the adventuring party returns to Loxian
--Tirdim (for the Academy), Wren (for the Temple of Possos), Telisa (for the Temple of Mannan Aia), and Lanthorn (for the Temple of Turus) must test for promotion; Loxias arranges to be the administrator of the Tests; the party will be sent as a group on the Tests, each will be rewarded including the non-Testers like Galen and Riseif
--the party receives a letter from the Temples at Grand Takare; each of the Testers also receive individual letters
--Loxias tells the party they have a week to prepare for the Tests; once the Test is begun they will not be able to pause
--the adventurers are brought into Loxias's audience hall on the morning of the Tests; Loxias tells them that the Tests will involve each of them, addressing their strengths and weaknesses; Loxias also offers them one last boon--a trial of chance--he tells them that skill and determination and luck will be a part of the Tests
--Loxias gives them an opportunity to select from several boxes: selecting will either bring them something useful, bring them something negative, or nothing at all; they receive a scroll of water walking and a scroll of median protection from fire and a potion of water breathing
--Loxias tells them that the Tests will be in six parts: The Test of Wood, the Test of Steel, the Test of Water, the Test of Fire, the Test of Flesh, and the Test of Time; the magic of the Tests will be part-real and part-illusory, they will never leave the audience hall of Loxias's manor but what they see, sense, feel, and fight will be real
--to begin, Loxias has one of the party to roll dice (again invoking Luck); the dice will determine the number of days they will have to complete the Tests; Riseif rolls a 5 (on 3d5) so the party will have five days; if the party does not finish the Tests in five days, they will fail the Test of Time
--the test begins and the party is swept into a magical vortext; the room seems to shift and ripple and the group is transported (there is the feeling like teleportation) to a small room with stone walls, floor, and vaulted ceiling lit by some sort of soft, ambient light; in the center of the room is a five-sided stone table; on the table is set with six objects: a wood carving in the shape of a tree, a small iron replica of a greatsword, a crystal sphere filled with water, a piece of fire quartz, a mask made of curious leather, and in the center, an hourglass.
--the hourglass marks five days and the sand begins to flow; the party explores the chamber and the objects; they are magical and discover that to start a test they must hold the object and declare, "Let the Test of ___________ begin!"

--the party decides on the Test of Flesh first
--the room ripples and changes as before and the party appears in a vast underground chambers; the chamber is divided by a impossibly deep chasm; on either side of the chasm are ledges and steel "doors" (plain steel plates set into the wall with no handles or locks) with a length of sturdy chain attached to the middle of the door; across the chasm is a two foot wide bridge of wood
--on one door are the words "make whole" and on the other door are the words "the chain"
--with everyone holding hands, the party can reach across the bridge and chasm; the party decides to be the "living chain" and in doing so the magic of the doors sends an electrical shock through them; each time there is a jolt of lightning, the metal doors begin to resolve taking on other features (like a door handle and lock)
--after several successive electrocutions (and nearly falling into the chasm), the party makes the doors appear; Galen unlocks one door and opening it reveals the starting room; he unlocks the other door and reveals a treasure chest full of loot (200 Lc, 2 magical daggers dedicated to Turus, 8 minor healing potions, and 6 special potions)
--the party heads into the starting room, shutting the door ends the first Test; the party decides to rest to heal up; Tirdim sets to work on identifying all of the objects; Tirdim critically fails on identifying one of the special potions and destroys half of his reagents (natural 100% on Spell Success%) and then he attempts to identify the potions again and critically fails (another natural 100%, then rolling another 10, that's 5 10s in a row) destroying the remaining materials and one of the potions as well
--the potions are augmentation potions (2 for +1 DEX, 1 for +1 CON, 1 for +1 STR, and 1 for +BODYpts, 1 destroyed)

--the next morning, the party decides on the Test of Water
--the room shifts and changes and the party feels like they are transported again, this time they appear in the middle of the ocean; below them, about 10 measures down, is the wreckage of a ship
--Wren calls upon the power of Possos to empower some of the power to swim; they give Lanthorn (since he's the heaviest and non-swimmy) the potion of water breathing
--in the wreckage, they discover two giant eel-like, ray-like sharks protecting a silver holy symbol to Possos; Riseif decides to draw the attention of the sharks; Wren gets the symbol and they kill one of the sharks and drives away the second
--Wren puts on the symbol and the Test ends; the entire scene seems to collapse, drain away into the symbol; the party is returned to the starting room

--the party decides to do the Test of Wood next
--the party is transported to a deep forest, somewhere far away from civilization, and seemingly out of season (there are leaves on the trees)
--in the distance, they spot a clearing; heading to the clearing, they come upon a great oak tree, a treeant tending to the trees around the clearing; they approach the treeant and it ignores them; they attempt to get the tree's attention and it wonders what they want; high in the branches of the tree, they see a silver medallion hanging
--the party plans to figure out how to get the medallion

5/2/10 Test of Wood Continued, Test of Steel

--Galen attempts to jump up to the higher branches of the treeant and to take the medallion; his first attempt he falls but is saved by his belt of safefall; his second attempt is successful and as he takes a hold of the medallion, there is a peal of thunder and a bolt of lightning strikes Galen knocking him out of the tree; he is knocked unconscious but revived by Telisa
--the treeant takes notice of the party now and picks up the silver medallion, a holy symbol to Mannan Aia; the tree plunges the medal into the ground and says that in order to get the symbol they must earn it; they must seek out four plants: wizard's breath (an uncommon but not terribly difficult plant used as reagents in most magical rituals), balm of evening (a very rare flower that can be used to make a powerful sedative, the party has seen this plant before), white woodrose (a common flowering vine but a white flower is extremely rare), and an aged acorn (an acorn from a blessed oak tree)
--the party sets off to find the different flowers; they discover that stepping out of the clearing produces unforeseen results--the clearing seems to be moving, following along with the treeant, even though while you are in it there is no sense of movement
--the party discovers all of the flowers over time, they return to the clearing, and Telisa plants all of the plants; the treeant causes a young oak tree to grow on the spot; in the branches is the holy symbol; Telisa takes the holy symbol and puts it on and the Test ends

--the party heals up and and decides to proceed with the Test of Steel
--the small iron sword becomes a magical great sword; a door appears on one wall; Tirdim identifies the sword as a median great sword dedicated to Turus
--the party goes through the doorway and appears upon a stone pedestal in the middle of a large underground lake; a small beach is in the distance, two tunnels lead out of the big cavern; closing the door, the test begins
--in the distance, on the shore of the lake, people with jet black skin enter dressed in bone and leathers, painted to look like skeletons (they look like they are from the Third Continent, Tyurraeans perhaps); they accuse the party of blaspheming their sacred pool; they begin to fire arrows at them; the party struggles to reach the shore
--Lanthorn is given the scroll of water walking and he charges ahead to the shore; Lanthorn makes a charisma attack and scares off some of the attackers
--the party attacks and defeats the tribal men and a giant darkling; taking one of the passages, they discover a small chamber where a tribal woman has been left, bound, and collared; attached to the collar is a silver holy symbol to Turus
--to take the collar off requires hurting or killing the woman; they discover that the woman is meant to be a sacrifice to "he that will come," meaning a priest of Turus
--the party discusses what to do about the woman; the woman freaks out and says that if she is rejected then she will be killed anyway and tries to kill herself; the group stops her
--Lanthorn eventually realizes that if the woman is meant to be a sacrifice, meant to be for him, that he can accept her but instead of killing her set her free
--in setting her free, the collar shatters releasing the woman and the holy symbol; Lanthorn puts on the symbol and the Test ends

--the party rests and heals up for the next and final test, the Test of Fire

5/23/10 The Test of Fire, Completing the Tests

--limited attendance (only three of six made it to gaming); Telisa, Riseif, and Lanthorn succumbed to stupid disease
--Tirdim begins the Test of Fire
--the party appears in a broad, domed chamber; the walls and floor and ceiling are gray stone
--they are surrounded by thin, flickering, fiery hemispheres of flame; 23 barriers; each wall of fire is only an inch thick and set about a foot apart; the walls give off no heat until you get very, very close to them
--in the distance, through the walls of fire, they can see a door in the far wall
--on the ground, a symbol of fire has been carved into the stone and the lines:

a sacrifice of power
a sacrifice of knowledge
a sacrifice of pages
or a sacrifice of self

--also on the ground is a fine quality book, bound in leather, with gilded pages; the book looks like a spell book; opening the book, each page seems to contain a formula but the text and notation are completely garbled; Tirdim attempts a translation spell to no avail
--the party deduces that they must either sacrifice themselves, wound themselves on the walls of fire, or rip out pages to be burned
--Riseif, Lanthorn, and Galen volunteer to try sacrificing themselves
--entering a wall of fire inflicts fire damage (approximately 30-40 points of PRC damage to average defense); the damage is dangerous and drains the party's healing ability and potions; however, a sacrifice of self does cancel one wall
--sacrificing a page to a wall will lessen the effectiveness of the wall; one page reduces the wall's damage slightly, two pages reduces the wall's damage slightly more, and three pages will cancel a wall entirely
--through a combination of sheer determination, healing, and careful use of the pages, the party manages to get through all 23 walls
--Tirdim walks away from the test with a number of spells to enter into his spellbook; the test is frustrating because every page that is burned up reveals what spell it is before it is gone (e.g. losing the formula for invisibility or cone of frost was a tough loss)
--the party makes it to the final door; the door is magically trapped; everyone is extremely wounded; Galen decides to pick the lock and does so successfully (bypassing the trap)
--the party returns to the starting chamber with one day remaining on the hourglass
--the hourglass reveals a message saying that they have completed the tests but they can use the remaining test to repeat any of the prior tests for a second time, for a different reward; the group decides it best to cut their losses (particularly given their weakened condition)
--the Tests for Medianhood end

--the party reappears in the audience hall of Loxias; he congratulates all of them on their hard work and perseverance; the party is returned to their rooms, healed, cleaned up, and tended to
--they return to Lord Mayor Loxias once they are rested
--Tirdim must complete the practicum portion of his mage test; Loxias tests Tirdim on his forms and tracings; he also requires Tirdim to perform identifications for five magical items (given the fact that Tirdim failed identifications so miserably during the test); Tirdim passes both the forms and identifications with flying colors; he identifies a median mana reservoir (a ring), a median wand of shards of ice, a bag of holding, boots of stealth, and a medal of command
--Lord Loxias commends all of the group and says that he will send word to the Temples and the Academy recommending that the priests and the mage be Raised to medianhood; he gives everyone an additional monetary reward and allows them to keep the magic items Tirdim identified
--the Lord Mayor suggests the party rest for a week or so, train, and prepare; he will send them on their next task soon; the wraith still wanders the realm and the evil adventuring party led by Rissa Ittar and Joven Iirago are also at large

Monday, March 22, 2010

Seattle Campaign 2.3: The Wraith Remains

3/14/10 Trouble at Maskhigh

--experience awarded
--from the Stone of Thanuran, the party members gain +30 XP; they are also "cursed" by the Stone's remaining corruption
--many characters are ready for their median tests
--the party is unconscious from the Ritual of Cleansing and Dividing for almost three days; they wake the tower of Loxias; Ti'anti tells them what happened after the ritual; they eventually return to Loxian and are put up in The Adventurine Inn
--every party member remembers strange dreams; they feel as if they are full of energy that ebbs and flows; they feel on edge some of the time; they feel like they have memories not their own; their dreams are troubled; the power of the Stone heightens some of their darker or more troubled thoughts and desires
--their thoughts are also tinged by the geas that binds them to Loxias: "You must liege to Loxias, protect the Realm's interests, and honor the Sovereign Temples for a year and a day"
--Lord Mayor Loxias meets with the party; he looks much stronger, much better
--he tells them that the ritual was mostly successful; he says that the power from the Stone will take some time to become "integrated;" he says that whatever they do, whatever actions they take, whatever thoughts they think can affect how the power settles; Loxias says that the party must give the power purpose
--Loxias says that their first task will be to track down the wraith fragment that escaped from the Stone
--Loxias provides the party with a small sphere of smokey quartz that can sense the direction/presence of the wraith (since its power is connected to the Stone's power); it seems that the party also can be detected; they are touched with a little bit of "undeath"
--Ti'anti provides the party with further resources: everyone receives a magical weapon (which will be useful for battling the wraith); Tirdim receives new magical formulae
--the wraith has moved southeast of Loxian; heading perhaps down the river toward the coast; the wraith will need to take life in order to grow stronger
--the party travels down the Masked River; they stop first in Maskhigh, a small village a day's ride from Loxian
--in Maskhigh, they try to find any sign of the wraith
--the next morning, while performing devotionals, Telisa and Wren are approached by the village elders who say a local woodsman Venny is having trouble with his father-in-law Taubin; Taubin is aged and infirm; Venny says that he has locked himself in his room and refuses to come out; Venny and Taubin do not like each other; Taubin seems to be a bit of a mean fellow; Venny asks for the village healer Litra's help and Litra asks Telisa and Wren to check on the old man
--Telisa and Wren tell the rest of the party; the situation may not be related to the wraith, but the priests decide it was important to check anyway
--Telisa, Wren, Tirdim, and Galen go ahead to Venny's farm; Lanthorn and Riseif wait behind
--the initial party arrive at the homestead to discover Venny dead, throat cut from behind, dead in the main living area of the house; they find the old man Taubin holed up in a wardrobe in his bedroom; Taubin is covered in blood and he seems to have killed his own son-in-law; he also seems to have drank Venny's blood; Taubin seems mad
--the party calls for Lanthorn and Riseif
--the old man Taubin is possessed by the wraith; Tirdim tries to hold the wraith in a summoner's circle; the wraith tries to possess Tirdim but fails; the wraith tries to provoke the party and Tirdim puts the old man to sleep
--the wraith raises the corpse of Venny; the party dispatches the zombie quickly
--the old man seems to freak out and Galen crosses the summoner's circle and stabs the old man
--the wraith escapes
--Tirdim uses one of Burnbeard's potions of resuscitation to bring back the old man
--they move the bodies outside and think about how to get the wraith, who is hiding somewhere in or under the house; they consider burning the house down
--a cat under the house caterwauls; the party circles the house to find the cat thinking the wraith might be possessing the cat; they open the crawlspace under the house and a mangy cat rushes out; Riseif kills the cat but there is no sign of the wraith
--realizing they have left the bodies alone, they return to the front of the house to discover that both bodies have been reanimated and moved off in different directions
--the party splits to chase down each body; the body of Venny (already broken) is dispatched again; the body of the old man is possessed by the wraith; the party stops the wraith but the wraith escapes into the shadows of the trees; Taubin is dead
--the party tells the village elders and plan to pursue the wraith further down river

4/4/10 Wildin of Masden

--the adventurers assuage the village of Maskhigh as best as possible before leaving
--they follow the wraith using the wraith stone to the southeast along the Masked River, ostensibly heading toward Middern, a small town halfway between Loxian and the coastal city of Floodern
--travel is slowed and miserable as the weather turns ugly and winter rains soak the land
--less than a day out of Middern, the wraith's path turns away from the road and heads east of the river; nothing on the map shows any noteworthy settlements (though there are always small camps and homesteads); something must have turned the wraith's attention
--the adventurers follow into wetter, muddier, wilder territory
--Telisa and Wren, during morning devotionals, receive visions from their gods; they sense the presence of the wraith in the forest east of the river and the presence is getting stronger; they both are given messages that their faith will soon be tested
--late in the day on the second day turning from the main road, the party comes upon a deserted village; the village, more like a dozen or so houses built together, is completely empty of people, though there is no sign that they packed up and left; the village seems recently abandoned
--in one house, the party discovers signs of a fight and blood stains; the house belonged to a family--two parents--and a boy named "Wildin"
--Tirdim uses psychometry to learn some things about the boy; he is still alive somewhere
--the party beds down in one of the larger houses
--in the middle of the night, the first watch hears someone running through the rain soaked street; Telisa and Galen follow; they stumble upon two corpses buried in the mud between two houses; the corpses look like they have been drained of blood and life; they dispose of the bodies (chop them up)
--there is sign that whoever is moving about is the boy, perhaps possessed by the wraith
--in the morning, they find a body left sitting, looking to the north east (the direction of where the wraith's presence is), in the middle of the road outside of the party's house; the body is also drained and unnaturally aged; the group takes it as an invitation
--on their way to the northeast, they come upon another body, this time of a woman, hung up in a tree by her toes; the wraith is playing with the group
--the party discovers a cave; Lanthorn and Riseif are both claustrophobic but manage to will themselves inside; in the cave they discover eight people, tied up, unconscious, who look like they have been bitten and bled, as if something was feeding off of their blood
--why would the wraith need to drink blood? why wouldn't it just absorb the people's life force? why the "moves" of vampirism?
--the wake one of the people, a woman named Oret, who is frightened and confused; she reveals (after some fumbled conversation rolls) that the boy Wildin was a wilding, a child that grew up in the wilderness, perhaps raised by darklings; the boy was adopted by a couple in the village; but the boy tended to the cruel and "feral"
--the party surmises, perhaps, that Wildin had some spark of darkness/evil that drew the attention of the wraith
--the wraith remains out of sight, reach; Telisa thinks she sees a young boy in the distance
--the wraith sets fire to one of the village houses, perhaps killing more villagers trapped inside or burning bodies; again the wraith seems to be toying with the group
--eventually, the wraith sets off away from the village and heads toward Middern
--the party leaves the remaining villagers to fend for themselves
--they ride hard to arrive in Middern; the town is small but there is an inn and a working dock and local guard; they find rooms as the Inn of the White Wall; they warn the local elders of a "infectious" boy; Riseif talks to the local blacksmith and makes some silver holy symbols for the party
--there is some discussion about why the wraith has taken over the boy's body
--the presense of the wraith does not enter the town but remains somewhere north, where there are homesteads and farms, away from the bustle of Middern; the party decides to head north to try to track it down

4/11/10 Aquellon the Waterwise

--the party investigates the village of Middern; they investigate the inn, the town, and they tell the village Elders about a "diseased" child on the run
--in the middle of the night, Tirdim is woken from sleep sensing the voice being used far in the distnace, enough magic that seems like a magical combat
--the party gears up and rides to the north of the village; they come upon a small farm and house; the land around the house is set with pools for growing water plants; when the party arrives, they find the house and the immediate ground completely frozen, covered by frost and thick ice--ice that is pale blue-white and glows slightly
--the house is guarded by water elementals that look like rushing columns of water; any time someone approaches the house or attempts to enter the house, the elementals attack
--the house is surrounded by incredible cold; they eventually crack through the ice on a window, break into the house; inside the house everything is covered in glowing frost; inside they also find an old man completely encased by the same blue-white ice; it seems the old man is a mage and the frost was a spontaneous, last-ditch effort
--the party is attacked by ice elementals; shattering ice from around the room form into spider-like icy golems; they defeat the ice golems
--the wraithstone senses the presence of the wraith centered on the old man in the ice; the party thinks the wraith might be trapped inside the old man
--the party discuss what to do about the old man; Tirdim touches the mind of the frozen mage and senses only rage, paranoia, fear; meanwhile, something tries to influence some in the party (particularly Wren) to free the mage
--the party decides to wait till morning; in the morning, the magical ice melts, evaporating; the mage is freed and is completely enraged; Tirdim manages to put the mage to sleep; they move the mage to the bed
--suddenly, the wraith (in the body of the young Wildin) appears outside of the house; the wraith enters the house and attacks the mage, drinking deeply of the mage's blood; the party attacks the wraith; the wraith summons a sphere; Telisa dispells the sphere and the party attacks the wraith again but not before the wraith completely drains the mage; the wraith then phases through the floor and escapes
--the wraith tells the party that he has now gained enough power to evade them and soon will be powerful enough to come back for them:
"I am no longer spirit and hate, I am spirit made flesh
I am no longer flesh and weakness, I am blood and hunger
I am no longer alone and longing, I am greater and stronger
I am no longer afraid and small, I am murder and fear itself."
--the wraithstone no longer can sense the presence of the wraith
--the party discovers the old man is a mage named Aquellon Sirn or Aquellon the Waterwise; they uncover money, a number of potions, two magic items (rod of hydromancy and letter opener of erase page), Aquellon's research and spellbook
--they decide to return to Loxian

Seattle Campaign 2.2: The Ritual of Cleansing and Dividing

--when the party returns to Loxian, they are sent for by Lord Mayor Loxias; Loxias tells them that the ritual is nearly ready for them; the Ritual of Cleansing and Dividing will work on a simple principal: the party will be protected by magics to keep evil from touching them, from infecting them
--the party tells Loxias that they wish him to have a portion of the Stone's power
--Loxias says that the ritual will be set up at his former tower, which is a day or so ride from town in the wilderness; Loxias wants to make sure that if the ritual goes awry, the town is not threatened; also, the tower still retains some magical protections useful to the rite
--Loxias prepares the Stone to be transported by the party to the tower; he does not want to teleport the Stone for fear that the magic of the Stone will cause the spell to fail or become unstable; also, his strength has not fully returned and he fears that he will not be able to transport the Stone magically
--the party will carry the Stone in a prepared iron box, which has been enchanted to be much heavier than normal; with the use of magical bracelets, the box can be picked up with relative ease
--the adventurers take the Stone and ride to the tower; on the way, the evening of the first day of travel, they come up on a small camp; in the camp there are four priests of Day, who are waiting for the party
--the four priests are: Lentin of Rune (who contacted them earlier from Cavalon), Tholand of Valadarin, Danyara of Irriste, and Callair of Vessa Lune
--the four priests of Day are an envoy from the Sovereign of Temples of Cavalon; they were sent to beseech the party for the Stone; through divinations they knew that the Stone would be on the move; they wanted to "achieve" the Stone while it is out of the hands of Loxias
--the parties exchange words; the adventuring party is reluctant (even offended and angry); the envoy are haughty and demanding; they explain that divinations reveal that the Stone is extremely dangerous if it remains in the hands of Loxias; however the envoy from Cavalon disagrees with the rulings from the Sovereign Temples at Grand Takare
--Telisa invokes turn animal to scare the horses away; the horse carrying the iron box with the Stone runs off; the box falls off in the middle of the woods
--Tholand Valadarin goes after the stone only to discover the enchantment on the box
--Telisa messages Ti'anti that the box is in danger; Loxias magically summons the box away
--the envoy from Cavalon is extremely angry, but now that the Stone is once again in Loxias's hands, they have no recourse except to leave; all of the priests magically return to Cavalon; Lentin remains behind in an attempt to try diplomacy
--unfortunately, the party is attacked; Lentin is shot in the chest with an arrow; a combat ensues
--a priest of Iirago named Joven, a comrade of Rissa, and companions attack the party; the party fights Joven, two giant darklings, a rogue named Lamm (invisible, met previously), and an archer
--the combat ends with many hurt, Lentin killed, most of the attackers dispatched, Joven escapes (called back by Rissa)
--the party uses one of Burnbeard's master potions to bring Lentin back to life; he is made comfortable as he recovers from revivification; the party camps with the sunstone out
--there is a clap of thunder in the distance, a clap of thunder that sounds like when the Stone was first removed from the Valley of Thanuran
--suddenly, they feel like something is calling them, summoning them; Loxias is magically attempting to bring them to him; they give into the magic of the summoning (leaving Lentin behind); they are brought directly into the Ritual of Cleansing and Dividing
--the ritual seems to be hastily wrought; they stand in a circle around the Stone; magical protections are laid upon the party; Loxias breaks the Stone; the power is split among the seven; a sinister wraith-like presence leaves the Stone; Loxias forbids the wraith from tainting the ritual; the wraith escapes
--the party feels the power rush into them and black out

Tuesday, February 16, 2010

Seattle Campaign 2.0: The Stone of Thanuran

2/14/10

--the adventuring party decides to strike directly west from the Valley of Thanuran and head to the small town of Loxian on the Masked River; the plan will be to seek out a river barge to the coast and then a ship northward to take them as swiftly as possible either back to Gilal or to Grand Takare
--the party is deeply concerned about who and what might be after the Stone of Thanuran
--the obsidian sphere is currently be carried by Riseif, packed alongside the sunstone, which seems to keep the sphere's power quieted
--while traveling through darkling lands, they come upon a group of darkling scouts who have recovered one of the party's horses; Wren's horse Rafferty is returned
--on the third night, less than a day from Loxian, the party beds down for the night; order of watches is set
-- Telisa is first, Galen is second, Riseif is third, and Lanthorn is last; by third watch, Galen lays down to go to bed; just as he is about to fall asleep, there is a strange strangled groan/cry and the camp is suddenly flooded by light from the sunstone; everyone wakes to find Riseif unconscious, fallen down next his pack; the pack is pulled open to reveal the Stone of Thanuran and the sunstone
--Telisa's healingcraft cannot wake Riseif; he seems to be feverish and having bad dreams
--Tirdim casts the minor level spell thought reading and yields only choas in Riseif's mind; the spell determines fragments of two battling voices: "No, no, I cannot..." and "...must take you..."; Riseif is in some sort of psychic battle with the Stone
--the next morning, the party binds Riseif and sets him on the horse; they hurry to Loxian
--those with Legend Lore and Magic Lore recall that Loxian played a significant role in the War of the Nightsage (some 300 years ago when the whole Lake Dannion area was under siege by the Powers of Night); Loxian is home to a powerful family of mages, the Loxias family; rumors and legends of the Loxias family include that one of their line had given up his soul to Occus (the God of the Undead) to become a lich (a powerful, immortal, undead mage)
--Loxian is a prosperous woodland town; though remote, the town has been fashioned to look like a larger, more metropolitan city; the town has a low wall of stone and timber; the town strides the Masked River; the buildings here are a mixture of wood, brick, stone; there are a number of towers that rise from the town; because of its magical history, Loxian is favored by a number of scholars, reclusive mages, traders that specialize in the needs of magic users
--experience is awarded
--the party is met at the western gate by a small contingent; four town guard bearing the livery of Loxian:




















--with the welcome party is a young Elar woman, dark haired braided in the back, dark eyes, slim athletic build; she wears the embroidered silk and medal of station marking her as an Elar Seneschal; to those in the know, a seneschal for any keep or noble is one who oversees the day-to-day activities, logistics, and needs of the keep; however an Elar Seneschal is specific to powerful (usually Elar) families and mages; Elar Seneschals are decidedly non-mages and often possess (through ancestry) immunities and resistances to many different kinds of magic, particularly magical influence
--the Seneschal introduces herself as Ti'anti, Seneschal of Lord Mayor Tammacar Loxias, who has sent her to welcome and escort the party (and their mission) into the town
--they are taken to the Adventurine Inn, met by the innkeep Ranparlin, a tall, sinewy Takaran man going slightly gray
--they are asked to clean up, provided with rooms and baths, in fact the entirety of the inn has been emptied for their use (and for their safekeeping)
--eventually, a carriage is sent for the party to take them to Lord Mayor Loxias's manor house, just outside of the town
--the meeting with Loxias is a tense one; Loxias seems to know about the Stone of Thanuran; he asks the party their intentions with such a rare and powerful artifact; he says that he has many contacts with the Academy and the Sovereign Temples in Grand Takare; he says that he will help Riseif as well
--in exchange, he wishes the opportunity to study the sphere; for three days, he asks; he will help Riseif and at the end of the three days, if the party wishes, he will send them magically to Grand Takare
--Tirdim asks to be a part of the research on the Stone; Loxias agrees to allow Tirdim to "apprentice" but binds Tirdim under the oath of the Book and the Star, meaning he is bound by the Academy's code of mysteries
--the investigation into the Stone reveals that the Stone has been corrupted, most likely by the wraith in the Valley; the Stone will need to be purified before the power can be safely used
--the party discusses (at length) what to do about the Stone, whether to trust Loxias or not, whether to take the Stone elsewhere
--they attempt to contact Rathkin the Druid and Cobren of Anurl
--the party is visted by a mysterious woman named Rissa, dressed in a traveling cloak and clothes, wearing leather armor, armed like a rogue; she comes to them in the Adventurine Inn posing as a "friend;" she offers the party a deal -- to trade the Stone for various kinds of help or reward -- she seems to know about certain party member's histories; Rissa will not reveal her sources but she tries to cast doubt on Loxias's motivations; she leaves a bag of Sovereign coins as a measure of good faith
--the party also recieves a communication from Rune, a priest of Rune named Lentin from Cavalon, sends a message asking them to keep an eye on Loxias; there seems to be some dissention between the Sovereign Temples on the First Continent and the Sovereign Templs on the Second Continent
--the party feels squeezed by politic-ing
--while Riseif recovers, they discover that someone has "entered" his room but nothing seems amiss
--the adventurers return to Loxias; Loxias tells them that he believes the power of the Stone needs to be used so that it is safer than keeping the Stone or transporting the Stone; he says that the Stone must be purified first; he also recommends that the power be split and given to the party members; in return, they will serve Loxias (and by extension the will of the Temples) for a year and day
--the party deliberates

12/21/10

--and deliberates and deliberates...
--Riseif makes a full enough recovery that he is up and about and able to travel
--the party asks Riseif what he remembers; all he remembers is the last moments in camp when he was just about to start his watch and the suddenly feeling like the Stone was in some sort of danger; he went to check on the Stone and then his memory is blank till he woke up in the Adventurine Inn in Loxian; he has vague memories of troubled dreams; his uncanny sense for when he is in danger seems to be "haywire"
--the party decides that they will take the Lord Mayor Loxias's general offer
--a messenger bearing the livery of Loxian comes to the Inn and delivers a message that the Lord Mayor wishes to see them at the manor
--Ranparlin, the innkeep, notes that he has never seen that messenger boy before; the messenger could be new; the innkeep lends the party some horses to take them to the manor
--arriving at Lord Mayor Loxias's manor, they are met by a concerned Ti'anti; she says that she has not sent for them nor has the Lord Mayor (who is in study); she checks with the house staff and says that no one sent for the party
--before the conversation deepens, Loxias himself teleports from his inner chambers to the front drive of the manor; he commands that the house be secured and that the party enter the house for their safety
--the house is set upon by a group of adversaries, who also appear magically: a tall (7' tall) figure dressed in black flowing robes holding an inky black gnarled staff, flanked by two bestial feline animen, the rogue Rissa (who reveals that she is a Priestess of Ittar, the Goddess of Assassins), a giant darkling wielding a greatsword, and five zombies, one of which is the animated corpse of the necromancer the party killed on the road some weeks ago
--Loxias and the figure in black exchange words, posturing, and accusations; Loxias reveals that the cloaked figure is a demon; Rissa argues that the party should know that they are working for a lich (former?); the demon is only interested in the Stone and will allow the adventuring party to leave safely; Rissa teases the group saying that they should have taken her offer
--Loxias and the demon engage in magical combat; Loxias pulls the demon to him and erects a dome of force around the two of them; the demon scoffs and attempts to leave the dome by teleportation and Loxias holds him binding him to a summoner's circle; magical explosions -- flame, light, stone, fire -- darken the inside of the dome
--meanwhile, the party engages the remaining combatants
--Rissa charms Riseif with love; Rissa and Ti'anti square off; Ti'anti holds her own against Ittar and the two animen; she seems to fight defensively only occasionally stabbing and slashing with her daggers
--Riseif is too busy with the giant darkling and undead to notice that Rissa is in trouble; Lanthorn turns two of the zombies; Wren and Telisa help with the zombies; Tirdim faces off against the necromancer's zombie (who seems to retain his spellcasting abilities), including phasing into the necromancer's sphere to attack him directly
--the giant darkling's attacks are devestating, knocking both Riseif and Lanthorn unconscious; fortunately the healing of Telisa and Wren keep them in them both in the combat
--the zombies are dispatched, mainly by Galen
--the giant darkling is brought down by a group effort
--meanwhile, Ti'anti has successfully poisoned the two animen (who fall unconscious); Rissa realizes that she herself is poisoned and seeing most of her companions fallen, saves herself and magically transports away; in leaving she reveals the name of the demon (though not true name) as Abraxal
--the combat ends with Loxias bellowing from inside the magical dome that the battle must be finished; the dome collapses and both Loxias and the demon Abraxal vanish (ostensibly taking the fight to some other place or plane); a black glassy circle is left burned into the manor's front drive; glass so hard and residually enchanted that it is impossible to break
--Ti'anti rushes into the house to check on things; the party runs in after her but accidentally trigger the trapped floor in the front foyer; Ti'anti deactivates the traps
--Ti'anti asks the adventurers to remain at the house; it is safer
--the party waits for three days and Loxias has not returned; Ti'anti says that she must wait three days before the enchantments that bind Loxias's chambers allow her entrance; she says that Loxias has not returned but he remains "in existence"
--the party deliberates once again about what to do; Ti'anti says that she will help the party travel to Grand Takare (taking the Stone if they wish); she hesistantly provides for them two scrolls of teleportation
--meanwhile, the adventurers receive a letter from Hyuster Moll, the innkeep of the Inn of the Wild Cap in Gilal, Takare and friend of Burnbeard:
Burnbeard's Heroes,

Allow me that conceit, for you are the kind souls and strong arms that Burnbeard valued during his days. May he rest well with his gods. This message will be brief, and I know enough that anything sent even under seal is not always safe: Cobren Anurl is dead. Murdered, I believe, though many blame darklings. Darklings that desecrated Burnbeard's tomb, it seems. I do not believe it so. Whatever quest you are on, I hope all is well. I willd o my best to determine what has happened here, though I have not heard the call of adventure in many years. If you can, I know Burnbeard would want you to help and to know.

Regards in honor,
Hyuster Moll
--the party ponders going to Gilal to find out what happened; they feel responsible for Cobren's death, in some way, and believe that whomever killed the Priest of Anurl is connected to the attack at Loxias's manor
--Ti'anti asks to speak privately with Lanthorn: she asks him as a Priest of Valadarin that he watch the party, that he try to keep the best interests of Loxias, of Loxian, and of the Stone in mind; she gives Lanthorn a magical amulet (a large silver medal set with a broad oval hemisphere of moonstone) telling him that the amulet will allow the party to ask for the wisdom of augury; she secures his word that the amulet will be returned to her (before they travel), that they will use the amulet only to help them in their quest, that they will not use the amulet to inquire about Loxias or against Loxias
--Tirdim identifies the amulet: it invokes median augury, it is not dedicated to any single god though it is an item of the oath and the deed (a curiously rare pantheistic item), and has 9 charges before it is depleted completely
--the party discusses what questions would be appropriate and helpful to ask; Riseif asks for a charge for a personal question; Wren asks for a charge to beseech Possos
--Question #1: What should we do with the Stone of Thanuran? (asked by Galen of Anurl)
Response: Galen receives a startling vision, though brief, of the Stone, atop its original pedastal in the cave, the Stone falls and breaks into seven pieces... then, the Stone, whole, and a crown broken into pieces
--Question #2: What is the easiest way to purify the stone? (asked by Galen of Vessa Lune)
Response: Galen receives a vision of a woman's hand, holding the Stone, then breaking the Stone into seven pieces
--Question #3: What will happen if we take on the power of the Stone of Thanuran (asked by Galen of Rune)
Response: Galen hears these words: "Six will serve the light / Seven will gain the power / One will seek the whole / and attempt to fell the tower"
--Question #4: What should we do with the Stone to best serve you and the Realm? (asked by Wren of Possos)
Response: Wren recieves a vision of open sea, tossed by storm, in the sea are seven large sharks circling something, all take a bloody bite of something they are circling, and then an eighth shark comes and chases after the seven
--Question #5: Where do we go to Purify the Stone of Thanuran? (asked by Telisa of Mannan Aia)
Response: Telisa recieves a vision of the Stone falling to the ground, becoming buried like a seed, and grow into a seven branched tree
--Question #6: Where should we travel next to purify the stone? (asked by Galen of Rune)
Response: Galen recieves three visions: A vision of a tower in the mountains. A vision of a mirror, you (plural) in front of it. A vision of Loxias's chair.
--the party continues to discuss what the final questions will be; Tirdim wishes to preserve at least one charge of the item so that it (as a magical item) is not lost forever

2/28/10

--Riseif uses a charge of the Medallion of Augury to ask about the Arasan mage that killed his wife; he receives a vision of a bright light, like sunlight, and a name: "Arasha."
--the party investigates what the auguries mean and talk about what they should do with the Stone in case Loxias does not return
--while investigating Loxias's chair (in his audience hall), the Lord Mayor suddenly appears, teleporting to his chair; Loxias is severely burned, wounded, with clothes tattered; he is surrounded by a palpable taint and poison, which overcomes some of the party
--Ti'anti sends the party away to tend to her master
--a few days later, the party is sent for by Loxias, who meets with them in his private chambers; he seems still weak, tired, though his appearance seems "fine"
--Loxias's form seems to be covered by an illusion that makes him look whole and hale; the illusion is not perfect, faltering perhaps Loxias himself is weak; whether the illusion has always affected Loxias is not certain
--Loxias tells the party that times are desperate and that he believes the power of the Stone needs to be split and used before the powers that are moving to take it (e.g. the Demon Lord Abraxal) try again
--he proposes an emergency ritual to split the power; he will do his best to protect the party from the Stone's corruption
--the ritual will take a few days to prepare
--Ti'anti speaks to the party in private; she asks that the party implore the Lord Mayor to take a portion of the Stone's power; the power of Thanuran will help restore and help Loxias; she argues that in order to help protect the party and the Stone's power, Loxias must be at his best and the stone's power will help insure that
--the party decides that they will share a portion of the Stone's power with Loxias
--while Loxias prepares for the Ritual of Cleansing and Dividing, the adventurers decide that they will use the power of the scrolls of teleportation (that Ti'anti gave them) to return to Gilal, Takare to investigate the death of Cobren Anurl
--the party teleports to Gilal, just outside of town; they head to the town's graveyard
--they also investigate Cobren's house; they discover the signs of an attack (lots of blood stains, the attack looks like it was a surprise); they also find the Temple coin to Anurl, which has been enchanted to send the party a message (after all of them touch and speak to it)
--Cobren's message tells them that he feared for his life, that he augured his own death
--they party also discovers in the ledgers of the cemetery all of their names entered; investigating each of their "plots" they discover that Cobren left them things to help their investigation
--the party runs into Hyuster Moll (who has taken to help patrolling the graveyard)
--they investigate Burnbeard's tomb finding signs that it had been broken into and looted; they use a scroll of speak with dead left by Cobren to contact Burnbeard's spirit; they ask him what happened to him; Burnbeard's spirit reveals that a necromancer forced him to reveal what he knew about the Stone of Thanuran
--the also use a scroll to speak with Cobren's spirit (after digging him up); they discover that he was killed by Rissa
--the party goes into town and stays at the Inn of the Wild Cap; while at the inn, they spot a young man who has been watching them; they corner the man and get him to reveal that he was hired by Rissa to watch out for the party; he was given a medal of message to use to tell Rissa when he spots them
--the adventurers investigate about Gilal discovering very little
--they return to Loxian