Campaign Notes

Moravia Redux – Session 45

November 23rd, 2024

Mare, Artis 22nd, 1194 (Continued)

We give Olaf the mirror and the spheres to hide. Taking the artifacts out of the portable hole doesn’t create an unveiling sensation and we discuss the implications of this finding. We take all of the artifacts out of the portable hole and still don’t feel it. When we leave the room with one of the artifact, the feeling returns. Placing the artifact down while outside of the room also removes the effect. As Olaf says, just because we don’t feel an effect, doesn’t mean that it’s not there.

When we return to the Winking Wyvern, Ty has a message waiting: a meeting with Chamberlain Raithe on the 24th.

Terra, Artis 23rd, 1194

Sigmund contacts Mikhail trying to get access to the Obsidian Library. He then spends time gathering info on the obelisks that fell from the sky. There isn’t much interest in them anymore, since they are now inert stone. There also has been no news of anyone approaching them.

Ishtar visits the druids to find out about plants for traveling to Derth, Oakfield, and Silverdale; finding a route to Silverdale.

We meet with Olaf and he casts legend lore twice more. The Scepter of Temporal Mastery can be destroyed by performing a ritual of undoing at the site that it was originally made, by striking it with a weapon forged with temporal crystals in the Null Forge, or by using it to rewind time on an event that has already been rewound. The Mantle of the Architect can be destroyed by throwing it into a collapsing dimensional rift, unweaving it at the Loom of Creation, or by completing the design that it was meant for.

Forte, Artis 24th, 1194

Ty attends her meeting with Chamberlain Gloria Raithe. It sounds more like the message had nothing to do with our situation. Ty explains a little bit about the outer god summoning and the Celestial Attendants, but Gloria doesn’t know about them. If Bethany is interested in more, she will let us know.

We meet with Olaf and he casts legend lore twice more. The Chrono-Wheel of Destinies can be destroyed by spinning it in reverse at the heart of a collapsing time stream or by performing a ritual to sever its link to the temporal planes at the Null Forge. The Glyphstone Tablet can be destroyed by having a powerful arcane entity, such as an elemental lord of magic, consume it. It can also be rendered inert by destroying the specific leyline that is it linked to.

Sigmund gets a sending from Mikhail about meeting with Venerable Towlson at the Order of Death regarding access to the Obsidian Library.

Bellum, Artis 25th, 1194

Sigmund meets with Towlson and is able to obtain a writ for two days access to the Obsidian Library. Ishtar talks to the druids about leylines. They are not aware of any that have been destroyed, but point him in the direction of strong leylines in Vallyn, Halbrook, and Blackstone.

We meet with Olaf and he casts legend lore twice more. The Prism of the Cosmic Spectrum can be destroyed by exposing it to concentrated light of immense power or taking it to a place of absolute darkness. The Architects’ Codex can be destroyed by submerging it in the essence of the void, putting it in a fire of Creation (like flames from a dying star), or by taking it to the plane of Unmaking.

Iustitia, Artis 26th, 1194

We all head to the Obsidian Library. The topics that we research are the Null Forge, leylines, the Silence in Heaven, chronomancy, space travel, Architect history, Kaajh’Kaalbh and his herald, and whatever kind of stuff the government bans people from knowing.

The Null Forge’s original purpose was not destruction, but perfection. It was used to refine divine objects, but can also return things to their primal essence. It was lost during an ancient cataclysm and some say that it could be sentient, is hiding from those who would misuse it, and may deny those trying to use it. It was on the Wastes of Aetherium within a massive obsidian mountain. A keystone of Aetherium is needed to access that plane through a planar gate. There is references of a society that protected the forge from misuse.

Leylines may be destabilized by overloading them with magical energy. Chaotic necromancy via a blightstone will poison a leyline, bloodmagic and sacrificial rites can effect them, and divine intervention can sever one. Such acts will be felt by arcane casters in the vicinity and elementals or fey may weaken, die or mutate. The Silent Wastes, which is now a desert, used to be lush and fertile before a mage collapsed a leyline. Leylines can be repaired with divine intervention, primal magic, or the original metals of creation.

The banned materials are mostly just information that is dangerous to the public, and there is nothing here about Kaajh’Kaalbh or the Silence in Heaven that is new to us.

The information here about the Architects is very different from what we have encountered before. They are said to be divine beings that were tasked by the gods to create mountains, rivers, and such. The Leyline nexus and arcane forges are hallmarks of their design. They created resonance stones, which amplify energy, and runic spires, which serve as protective beacons. They also created the Celestial Map, which is etched into the heavens and can be used to locate their significant creations.

We find some theories on chronomancy. The Spiral Continuum Theory suggests that there are anchor point events that can be altered to change history. The Temporal Weave Theory says that time is woven like a tapestry where each thread is a life, but altering too much will have grave consequences. Some of the documents on the subject are heavily redacted. A chrono-loom can stabilize anomalies. The Clockwork Lexicon, a tome about controlling time, was stolen centuries ago while on it’s way to this library.

Leyline convergences can act as portals to other celestial bodies. An old text, called the Veil of Stars, suggests that the constellations are glyphs left by an advanced race to help guide travelers through the cosmos. The Voidstone is a gem that can open gateways between worlds, and astral seals can stabilize travel through the void.

We meet with Olaf and he casts legend lore twice more. The Convergence Staff can be destroyed by performing a ritual with a shard of planar crystal, the essence of a dead archmarge, and threads from the fabric of space, or by casting time stop as you are using it’s arcane convergence ability. Legend lore works on Ty’s book, but Olaf gets no information. It’s not as if there isn’t information, but like it failed to get any of it. He just gets a feeling as if he’s being watched the whole time.

Back at the Winking Wyvern there is a message for Ty from Gloria Raithe—Bethany is unable to meet with us.

Mors,  Artis 27th, 1194

We do more research at the Obsidian Library.

Graynor has a meeting with a Gallant from his church about hiding an artifact. He will pass along the information to Valiant Sharpe.

Vita, Artis 28th, 1194

Valiant Sharpe messages that she will be willing to hold on to the Architect’s Codex.

 

Moravia Redux – Session 44

November 16th, 2024

Mors, Artis 20th, 1194 (Continued)

Ty visits the Blackstone Monastery and finds information on Hoarse’s research on mythic monsters. She tells them there about her mythic ability and does some sparring to practice the style she’s developing.

Ralzer hits the library looking for history on our current situation or anything interesting. He finds something about a mysterious illness that came through about 180 years ago that was blamed on a cursed artifact.

Sigmund discovers some details about the government hierarchy and social order in the city along with the names of its districts. We secure lodgings at the Winking Wyvern and then head back to the Black Oak Barrel for our meeting.

Olaf listens to our plight and we give him details on some of our artifacts. He casts legend lore on the Rings of Cosmic Resonance and is able to find two ways to destroy them. One would involve a self sacrifice at a dimensional nexus and the other is unmaking it at the Null Forge, whatever that is. Over the next several days we will have him cast this spell on the rest of the items. We give him the rings to try and hide now.

Ty writes a letter to Bethany Swan trying to arrange a meeting:
“I would like the opportunity to meet with you regarding a sending that was delivered to me, from you on Tempus 30th. Your advice on that day did lead to the uncovering of vital information. I am staying at the Winking Wyvern in town.”

Vita, Artis 21st, 1194

Graynor visits his temple to see if he can learn more about Bethany Swan. He also asks about securing the artifacts that we have. A Valiant, their top tier priest, would have to be consulted on this and there is not one in town at the moment. He then spends time at the Gilded Griffon trying to learn what a good gift for Bethany would be as a sign of good faith. He learns that donating a week of volunteering in the community would help.

Sigmund spends time gaining the favor of a clerk in the citadel so that Ty’s message can get delivered quickly, and Ralzer works on upgrading his gun.

Ishtar visits the druid’s grove and looks for other druids that specialize in wild shape combat, like him, but finds no one close to his skill.

Ty tries to research the Null Forge at a library; the two libraries that might have the best knowledge do not offer public access—the Vault of Ages and the Obsidian Library. She is able to find some general information on it, spoken of like a myth. It’s made from the original metals of creation and is fueled by the Furnace of Origins, which burns with the essence of stars. It could be in a pocket dimension or a plane that has been forgotten. It has the power to unmake artifacts, but using it requires lifeforce and/or a gift of equal value.

We meet with Olaf in the evening and he casts legend lore twice more. The Aetherium Vial can be taken to the plane where it was created/harvested and perform a ritual to overfill and break it. It can also be destroyed if placed in an anti-magic field that crosses multiple planes at once. The Pillars of Celestial Insight can be destroyed by an immensely powerful celestial being, at least as powerful as a solar, by channeling divine energy into it. Olaf say’s it’s unclear how that is done though.

Upon returning to the inn, there is a letter waiting for Ty from the Citadel.

Mare, Artis 22nd, 1194

Ty delivers her response, then trains at the monastery. Ralzer begins research on a new spell.

Sigmund looks into gaining access to the special libraries. You need royal approval for the Vault of Ages, but a writ from a number of various sources should be enough for the Obsidian Library. He then goes to donate his time at the Home Foundation (Cassilda). He ends up getting sent to the same place that Graynor is helping out at.

We have our evening meeting with Olaf, who casts legend lore twice. To destroy the Orrery of Infinite Spheres we can use its’ dimensional shift and time twist abilities at the same time in a wild magic area or a chaotic planar anomaly. We could also attune it to a plane of pure stasis, where time does not flow. We can use the Architect’s Mirror to summon an alternate version of the user, or of the person who created it, and convince them to sacrifice themselves to destroy it. Olaf advises caution about destroying any of the artifacts that deal with time and space, as their backlash could have dangerous consequences.

 

Moravia Redux – Session 43

November 2nd, 2024

Terra, Artis 16th, 1195 (Continued)

We discuss our next moves with Morgra and Ralzer returns the soul trapping dagger to her. According to Morgra we are still on the same plane, not a demiplane, and are still somewhere in the swamp that we were exploring.

This complex sounds like the one mentioned in the Architect history documents. Ty’s book is back to being completely in the Architect’s language and Sigmund takes a look at it. Ty’s theory about it being the Tome of Sharean seems to be correct. Sigmund focuses on details about mythic power theory and finds names of individuals known to possess it. It states that Kaajh’Kaalbh can grant mythic power, but it not the only source. Beings may have this spark, but no way to ignite it, so to speak.

We’re going to spend a few days waiting here to see if the Cabalis Nocturnum visits.

Forte, Artis 17th, 1194

We discuss our options for dealing with the artifacts. With each item that we pick up, the unveiling gets stronger; putting one back decreases the effect. We pick them all up and nothing extra triggers. Splitting up and moving in other directions does not decrease the effect. It seems that the act of us, mythic entities, picking them up creates the effect.

Ralzer makes a concoction of Eldritch Insight.

Bellum, Artis 18th, 1194

We are able to leave the complex without incident and stop by Rowan’s hole on the way back to Hallendren’s Deep.

In Hallendren’s Deep we sell some things. As soon as we arrive in the city, Sigmund suggests that Ishtar leave to find some flower that he thinks he saw back in Ironwald Downs that may, or may not, be around here. Godspeed, Ishtar.

The town is more bustling since we were here last (Artis 2nd). a new adventurer’s guild has reopened in town, the Wayfarer’s League. They used to be popular here when doing swamp exploration, but left about 80 years ago. they’re holding a big feast tonight and everyone’s invited. Bruce, the one in charge, was really determined to start it here and he arrived in town about a week ago. He’s from Harvest Glen, a fighter, and likes to hunt strange being and cook them.

Ishtar is successful in finding some of the correct flora.

We go attend the party; the feast is delicious and the town is happy. Bruce is very approachable. he came here to hunt the color out of space. Graynor talks to Bruce about set items and it turns out he has the gauntlets of might and will sell them to Graynor. He says that he heard the last piece is in a black dragon’s horde in Kundrukar. We heard of this dragon while exploring the dwarven ruins near the Gannet Mountains.

Later that evening, Sigmund will cast raise dead on the Cabalis wizard that assisted us. It works and his name is Theron. The Cabalis was originally here because of the rumor of Architect artifacts hidden in the compound in the area. He doesn’t suggest giving all of the artifacts to Sabrina and Olaf, as it might be too many.

We then discuss about whom we should hide these artifacts with:

  • The Courts of Inequity (Sarama)
  • The Temple of Salvation (Madri)
  • The Inevitable Order (Nissa)
  • The Parish of Everlasting Knowledge (Avarra)
  • The Cabalis Nocturnum

the best course of action may be to destroy them, but we don’t know how. The Cabalis Nocturnum might be our best change to learn how.

Iustitia, Artis 19th, 1194

We prepare for our trip to Jasper. We want to meet with Olaf of the Cabalis and maybe Bethany Swan. Our first plan is to destroy the artifacts and consult the Cabalis in Jasper on how to do this. We start travel after Ishtar gets his magic item finished,

Mors, Artis 20th, 1194

We travel some more and then arrive at Jasper.

The first stop is the Black Oak Barrel for Olaf, but we’ll have to come back later this evening.

In the mean time, Sigmund will gather general information on the city with hopes of getting a lead to Bethany Swan. Ty visits the Blackstone Monastery.

Graynor checks out the local Temple of Salvation. He asks about the pillars and they’re hesitant to release information. After he mentions breaching two of them, they’re a bit more open, but still don’t have much to tell him. They’re a little surprised at how much he’s accomplished.

Ishtar is looking for either a druid grove or a temple of Namas. He finds the Assembly of the Four Corners (Namas) and asks about details from his year, 4719, and finds someone knowledgeable. There were nasty storms in the area during that time. Silverpine, his town, is a known small thorpe.

Ishtar asks about the strange storms. There is a little bit known; bad electrical storms and rumors about the dead rising. Ishtar didn’t see the dead rise though. The calendar reset in 6280, due to a governmental change. This change was also around the time of the Silence in Heaven.

Ishtar tells him a bit about his time travel situation and is given some references at other temples.

 

Moravia Redux – Session 42

October 26th, 2024

Mare, Artis 15th, 1194 (Continued)

While searching, we hear a scream from the south and head that direction. We find Morgra choking someone to death; they are aging rapidly in her grasp. She mentions some of the wizards here are from the Cabalis Nocturnum and that they would not be an enemy should we encounter them. One of them reported seeing the Celestial Attendants’ High Magus with a mythic troll bodyguard. She gives us two potions to restore some mythic power and asks that we use a dagger that she loans us to kill their High Magus, to “make sure he’s dead” the dagger will bind his soul. She thinks he’s in the southwest.

We continue on towards the southwest and encounter another group of monks and spellcasters. After killing the monks, one of the spellcasters plane shifts the other one. He then identifies himself as one of the Cabalis Nocturnum. He tells us the rest of his order has retreated and gives us better directions to the High Magus.

Following the directions, we encounter the High Magus and his troll. He is holding a beaten, unconscious Morgra.

During the battle, the Cabalis wizard from earlier makes an appearance and slams a piece of broken metal into the group while incanting something in the Architect language. The only word that a few of us recognize is Stharras, an old dead god. Upon finishing, chains erupt from the plate and tether the room. The High Magus doesn’t look happy about this. After dropping both of them, Ralzer uses the dagger that Morgra loaned us to coup de grave the High Magus. The dagger gets warm afterwards.

Ishtar checks on Morgra—she has reduced strength from poison and is immobile. He also thinks that there is something affecting her mind, probably feeblemind. Sigmund finds a cache of hidden items in the room where we fought the High Magus. Touching any of them creates a strong unveiling sensation.

We begin to search the rest of the complex and find evidence of battles; blood, limbs, etc. Once we finish exploring the rest of the area, we go back to the High Magus’s chamber. Ralzer identifies several of the items we found here and they are all immensely powerful. Ty posits that the collection of these items is the beacon that we are looking for. We spend time reading some of the material that we found.

Terra, Artis 16th, 1194

Morgra is no longer paralyzed, but her mind still seems addled and distant. We spend more time searching interesting rooms, but find nothing of note. We once again try dislodging the floating stone, but it won’t budge.

On the body of the Cabalis wizard that assisted us we find a ciphered note, which seems to be orders on keeping watch, and some random, mundane trinkets.

Sigmund sends a message to Rowan and Mikhail, inquiring about contacting the Cabalis. Mikhail doesn’t know anyone in it, but informs us that a bunch of kobolds and a black dragon are there looking for us. Rowan doesn’t know anyone either, but suggests that we try the Magic Circle.

We know that Laern is in the Magic Circle, so Sigmund sends to him. His reply is, “They are in St. Serena, find Sabrina Jask at the Wild Boar. In Jasper, find Olaf Narsk at the Black Oak Barrel. Mention me.”

Sigmund then sends to the kobolds to see what they need. The response is, “Dragonfriend Sigmund! Bad things have happened! We need to call a council of the Empyrean! Human town is not helping!”

Ralzer brews a potion of Eldritch Restoration, a recipe he found in one of the books we researched, in a laboratory we found with ingredients the Celestial Attendants had on hand. He administers it to Morgra and she recovers.

 

Moravia Redux – Session 41

October 12th, 2024

Mare, Artis 15th, 1194 (Continued)

We reenter the giant statue room and find it unoccupied. While walking down the next hallway we begin to feel an unveiling effect. At the end of the hallway is a large room with a gate. A single skum is here and he dies swiftly. During the brief combat he chanted something in a language we don’t understand and he stabbed himself.

Afterwards, in an enormous basin, the shul’thar’queth emerges. It retreats after only a few rounds, but not before giving Ty some affliction that is similar to an aboleth’s curse, turning her skin jelly-like. The large basin is actually a portal and we take it to a new, non-aquatic area.

In this area the unveiling effect is stronger and none of our magic functions; after walking about 300ft. down the entry hallway, the magic returns. The ceiling is decorated with a starry motif and the area seems to stay magically clean as well. One of the rooms has a lot of new runes carved onto the walls, this is probably the work of the shul’thar’queth.

As we explore deeper, the runes show up less and there is more Architect writing. Ty’s book is now completely in the Architect language. Farther in the writing disperses and more the motifs are of portals, gates, and water. There is a turquoise stone floating above a basin in a room. It’s pretty large, about the size of a person. Ishtar can tell it is covered in engravings that look like more of the Architect language; the script is so small that it’s probably not meant to be read. We attempt to dislodge is with no success.

While exploring, Sigmund gets a sending from Morgra letting us know she disabled the traps here and to let her know if we plan on resting in this area. We take a short rest with Morgra’s protection (miracle)—She makes a temporary demiplane for us to recuperate.

This used to be the main research facility for the Architects. Originally the they were not evil and more of a gathering of powerful spellcasters. Eventually, some off shoot members started to get into the evil stuff that we know them for.

During our exploration we encounter a group of monks and one wizard. The wizard manages to escape, via invisibility and maybe teleportation effects. There are lots of books and documents in here. We can’t spend the time to peruse them now and will have to return.

 

Moravia Redux – Session 40

September 21st, 2024

Mors, Artis 13th, 1194 (Continued)

We make camp about 15 minutes from the shore. At night, a larger than normal marsh giant assaults us. It’s very powerful, has a form of regeneration, and he warns us to stay away from the temple. During the fight, everyone but Ty begins to hear a voice in their head asking if we want assistance. This being, Morgra, eventually shows up and convinces the giant to leave, stating that she’ll take care of us. She is a swamp hag and had been following the giant and used telepathy to talk to us. She tells us that the giant has a mythic spark and that his name is Gormungarth. He was sent by the temple to persuade us to leave and we can use fire to overcome his regeneration.

Morgra used to work with the Architects, but they no longer exist. Now she doesn’t want the outer god to show up, because she enjoys not being dead. She’s willing to help us, but to do so we must pretend to not know her and act like we haven’t seen her before when she assists us in the temple. She’s currently pretending to follow the Celestial Attendants’ dogma. She asks for one of Graynor’s spare holy symbols as proof that she dealt with us.

Morgra tells us there is a Shul’thar’queth working for them. It’s an ancient race of outsiders from the void; gargantuan aquatic creature with a breath weapon that causes confusion. He’s adept at runic magic, like symbol spells, and she will be deactivating these for us.

We transport via plants to Rowan’s and spend the rest of the night there.

Vita, Artis 14th, 1194

Ralzer notices that Rowan casts spells in an arcane-like manner that is not typical of a druid. When he asks about this, Rowan doesn’t give a straight answer—explains it is just how he’s always done it.

We spend the rest of the day healing.

Mare, Artis 15th, 1194

We head back to the temple. We must endeavor to get to the location where Morgra can assist us, as Ishtar points out, if the Celestial Attendants realize that we are not dead it may compromise Morgra.

We encounter an arcane tradition spellcaster merrow; his skin appears rotting.

 

Moravia Redux – Session 39

August 10th, 2024

Iustitia, Artis 12th, 1194

Ishtar uses transport via plants to get us most of way to the underwater temple and Rowan’s snake, Poppy, guides us the rest of the way.

Ishtar scouts the temple area as a small fish. The ruins look like a sunken city, but is inside a cave and doesn’t make much sense in how it got there. The ruins are inhabited by merrow (sea ogres). Upon their scales and the walls are etched Architect runes. The merrow just seem to be lounging around here. Deeper in, Ishtar finds a very large statue toppled over; it’s too large to fit in the room while standing. He then investigates another entrance that is more actively guarded, but doesn’t get close as to avoid suspicion.

Mors, Artis 13th, 1194

We begin our investigation starting with the guarded cave entrance. The ruins look almost as if the cave were superimposed upon them. There are more Architect runes on the walls and guards. One particular room has “fresher” runes which are magical. We are unable to find anything else here.

We head over to the area that Ishtar first scouted and battle through more merrow in the statue room. We don’t find anything of value or interest in the room and can’t determine what this room is commemorating.

 

Moravia Redux – Session 38

July 27th, 2024

Mors, Artis 6th, 1194 (Continued)

We ask Lanart about the Cabalis Nocturnum; he is not familiar with them, but the Comyn Council in Thendara might know more. He also shows us a map of the area. Graynor asks about which religions are present in Carcosa and Avarra is the most common.

Vita, Artis 7th, 1194

We start traveling to Thendara, which will take about 8 hours.

We arrive in Thendara and Sigmund gathers some information while we are in town. Comyn Tower, where the Comyn Council and the only library is, is not open for visitors. Within a couple hours of our arrival, rumors of us have already spread.

We walk around looking for temples and find that Avarra, Cassilda, Dorylis, and Hastur are all represented, as well as one which we are unfamiliar with, Aldonis. Aldonis is the god of light and father of Hastur. He used to be worshiped where we are from, but faded away and Madri took up his title as god of Light. Graynor spends some time at this temple.

Mare, Artis 8th, 1194

We visit Comyn Tower and present our writ of introduction. The guards here have matrixes and he eventually takes us to a waiting room with the Hastur of Elhalyn. We fill him in with much of the same information that we gave Lanart.

He has heard of the Cabalis Nocturnum, but says that they are rare and he doesn’t believe that they would work with the cultists. Carcosa used to be a full world, but, as part of becoming Thaluzoth’s prison, it became a demiplane.

He discusses laran with us some more. It resides in many people, but it doesn’t always manifest. When it manifests later in life, it could cause threshold sickness, which can be deadly. Pollen from the Kireseth plant can trigger the manifestation and wanton orgies. The current kind of matrixes that are utilized are not the kind that could control someone, unlike the really big ones that are now outlawed. After the Age of Chaos, where Carcosa was fractured and warring with itself, the Comyn Compact was agreed upon in which the large matrixes were banned. Only Aldaran did not agree to it. There is a very large matrix in Carcosa related to Sharra that is worshiped by the forgefolk. The Ardais laran can awaken the ability in others, and can be just as dangerous as the flower, but in a controlled environment.

After our meeting he treats us to lunch in the great hall, during which there is entertainment.

After lunch we get supervised access to the library. Ty finds some books on martial arts, but no Investigator Vale novels. The Aldaran house may be the most likely candidate for what she is looking for. Sigmund researches the kireseth flower. The flower releases a large amount of pollen when in full bloom, which is called a Ghost Wind, and is dangerous and generally avoided. Ralzer looks into enhancing his gun and finds that the Serrano house can make small constructs and could be a good lead. They think that with the help of Comyn Tower, his gun could be enhanced how he wants. Ishtar does some general planar research.

Graynor looks for set items, but can’t find information on the ones he’s looking for. He does find the Whispering Shadows for sale.

Tomorrow morning someone from the Darriell house of Alderan will spar with Ty and an Ardais will attempt to invoke an awakening around lunch.

Terra, Artis 9th, 1194

In the morning Ty spars at the Darriell house and learns a few things.

After lunch we have our meeting with Ardais. The process feels a little strange, but nothing awakens. Our mythic spark must overlap, and not stack with, laran.

Later in the evening we help with Ralzer’s ritual, which is successful.

Tomorrow we will leave for Hali.

Forte, Artis 10th, 1194

We arrive at Hali during the night.

Bellum, Artis 11th, 1194

Ralzer will finish enchanting Graynor’s sword before we head home.

We make plans with Lanart to take two people from Hali back with us. We make sure that they have laran and are strong enough to lift the lid.

We are able to find the portal back and it has not been resealed. Once back on our home plane, we head towards Rowan’s place and send the Carcosans to Hallendren’s Deep..

We arrive at Rowan’s at night and catch him up on what we’ve been up to. He knows about the Cabalis and doesn’t think that they would be helping the cult. He suggests talking to a powerful wizard to find out more about them.

 

Moravia Redux – Session 37

July 20th, 2024

Iustitia, Artis 5th, 1194 (Continued)

After killing the snake woman, she dissolves into the ground. One of the cultists has a scrap of paper with a Cabalis Nocturnum watermark on it. They are an ancient secret organization that collect and imprison powerful objects and creatures. There might be some hidden, coded messages on it, but we can’t make it out.

We talk to Ishtar a bit about his circumstances. The avian creatures that he encountered near his village were the same that we saw on the plane out of time, the Kaajh’gor. We then hunker down and build camp in this room, since it’s pretty fortified.

We identity the magical items that we found and after the delay poison spell wears off, poison wracks most of the party.

During the night, Ishtar does not wake up for his watch. This could be whatever was keeping him unconscious coming back.

Mors, Artis 6th, 1194

Ishtar wakes up in the morning. With this mask we found that allows us to see through fog, we will try the crypt portal again.

Back at the barrow ruins, the crypt room is once again sealed. We take a quick look around and notice that the library is missing books and there are more bodies in the central bone room. We then head through the portal.

There are no structures or anything, but Ty sees what could be a school of fish in the distance, so we head that direction. The ground begins to slope up, like we are entering a beach. Ishtar says it is reminiscent of the realm of Carcosa, which has a lake of fog. Ty heard that name while eavesdropping on the cultists that she was stalking. Once breaching the fog, everyone can see. There is a tower in the distance and we approach it.

The tower is not in great shape. Near the entrance is a stone inscribed with a message:

Along the shore the cloud waves break,
The twin suns sink beneath the lake,
The shadows lengthen
In Carcosa.

Strange is the night where black stars rise,
And strange moons circle through the skies
But stranger still is
Lost Carcosa.

Songs that the Hyades shall sing,
Where flap the tatters of the King,
Must die unheard in
Dim Carcosa.

Song of my soul, my voice is dead;
Die thou, unsung, as tears unshed
Shall dry and die in
Lost Carcosa.

Sigmund looks for tracks around the area, but only finds small animal tracks. Ishtar communes with nature to learn about our environment in a nine mile radius. He finds that there are people nearby, there is the presence of powerful unnatural creatures, and nature is in a healthy and peaceful, but melancholy general state.

When we enter the tower, we constantly hear an overlapping din of many whispering voices; it’s hard to pick up any specific words. Ralzer figures the building to be several hundred years old, the battle wear is about that old as well.

By the third floor, Ralzer notices that the fire damage appears to be unnatural; it looks as if the stone burned as well. The damage gets worse as we go up and the 6th floor is completely sheered off. Maybe something blew up on this floor. Embedded in the stone are some blue crystal flakes. Ty manages to find a large piece and it has an overwhelming magical aura. Ralzer is able to identify it; it’s called a matrix and it enhances arcane power. While he was identifying it, he felt it encroach on his mind. He does not share this with the party. Ishtar can see a town several miles inland from up here and we find nothing else in the tower.

We spend some time discussing our options and decide to stay here and investigate the town. Ishtar will first scout it as a squirrel. It’s not a large town, humans and elves, mostly. He sees people armed with guns like Ralzer.

As we all approach, we are “greeted” by a human in a green tunic with a gun. His tunic has eagle heraldry very similar to the crypt we were in. He immediately asks us to halt (compellingly so) and asks which house we belong to. When we couldn’t answer that, he asks which domain we are from. When we can’t answer that, he tells us to wait. Graynor detects evil on him and he notices. He warns him not to do that around here.

When he returns, we try to truthfully explain where we are from and how we got here. They are unfamiliar with the portals and the city that we came from. They detect magic on us and notice that Ralzer has a Matrix. They ask him to hand it over as they are very dangerous—they can corrupt people. Ralzer admits that he felt a presence and hands the gem over. The men take us to their elder, Mikhail Lanart, whom he refers to as the Lanart. He welcomes us to Hali. The town was attacked about the same time as the tower. He is from the Lanart House, Alton Domain. The eagle heraldry is part of the Alton domain and the houses have variations of it.

Kaajh’Kaalbh’s brother, Thaluzoth, is imprisoned in Carcosa. There are 37 other cities, villages, and towers here; Thendara is the largest. He shows us some very detailed star maps he has and gives us a better sense of where we are in the multiverse. Carcosa looks “closer” to the Dark Tapestry.

We ask him about the stone epitaph near the tower. Lanart believes it is about how Carcosa was chosen to imprison Thaluzoth. He thinks the king refers to King Hastur, who may or may not be related to the Deity Hastur.

There is an ability present here called laran, which is related to the matrixes. It sounds similar to our mythic spark, but not completely. Their great kings of the past naturally had this ability and people can artificially enhance their weaker version of it now via matrixes. These matrixes also respond to people with laran and responded to Ralzer, suggesting the two could be the same.

While speaking of our journey to find the beacon calling Kaajh’Kaalbh, he suggests that so long as he is continued to be worshiped, that might be all that is now calling him. He requests that we take one of his men with when we return home to the prime material. We warn him that the portal we accessed Carcosa from is in a defiled crypt bearing eagle heraldry.

We show Lanart the strange coins we found in the illithid lair and on the gun wielder that fell out of the obelisk, but he is not familiar with them. Gold is not used as a coin here, but iron. Lanart is also completely unfamiliar with halflings; apparently such races do not exist here, so Ty will look pretty out of place. While there are humans and elves, there are no gnomes, halflings or dwarves. There are more races here that we haven’t heard of before as well that Lanart informs us of.

 

Moravia Redux – Session 36

June 22nd, 2024

Bellum, Artis 4th, 1194 (Continued)

We take a closer look at the decagram and it looks as if some of the symbols have been repaired recently; after whatever caused this mass destruction, another person visited and repaired some of the things. Channeling mythic energy into this structure does nothing. We then leave the area and head back to the shimmering portal outside.

Channeling into this portal has an effect, but it doesn’t open the portal. The other side might be jammed physically, perhaps the fallen mountain? Since we have no other leads, we leave through the mechanical dais portal.

Once outside, there is a raven watching us again, from much farther away. We try to communicate with it and it caws something that sounds like “follow”, so we do. It leads us west, away from the city.

It leads us three hours to a big sink hold, then it says to enter. Climbing down isn’t too difficult and leads to a natural cavern, where a halfling is waiting for us. His name is Rowan and he knows we were looking for him. He tells us that the skum have a submerged temple deeper in the swamp and that he knows of other locations that may be of interest to us; one being an underground temple. This cult has been in the area for about 12 years, but they have become more bold as of late. There are also other cults in the swamp, but not the kind we are looking for. We stay the night as his place.

Iustitia, Artis 5th, 1194

It will take about half a day to get to this underground temple. Within this temple are several statues of remarkable quality; they could be petrified people, due to some kind of magic. They are sporting heraldry featuring an eagle.

While traversing a small pool, we are ambushed by a riptide horror; it’s weak to electricity and has a paralyzing venom. In another room, there is an ornate snake statue that has a moderate magical aura. Zandru is the only god associated with snakes. When Sigmund approaches it from the serpentine path before it, a green mist bellows out from the statue. We’ve been warded against poison, but it could be poison.

The next room is a narrow path above a deep pit– it is littered with traps. There is also what turns out to be a fake treasure chest. After that, we enter the room that we saw earlier through the wall. There is a very large snake molting and an ornate snake motif on the floor. As we enter, we hear spellcasting and a cloud of fog appears in the north, which is the only way forward out of this room.

We then head back to the entrance and take the other path. It’s just a small campsite with a manacled man. He has a strange collar inscribed with architect runes. Both the collar and the manacles are magical. Ty is able to pick the manacles lock, but the collar doesn’t have any such mechanism. Channeling mythic energy into the collar does remove it, but he remains unconscious. Casting delay poison wakes him up.

His name is Ishtar-Nam and he says he’s from Silverpine, which is a lost town. Based on his description, it sounds as if he was exploring the Cave of Unreasonable Ice. He’s unaware of the current year and thinks it is 4719. This would place him in either the distant past or the far future. He thinks he may have been here for several months.

He was exploring an ice cave hear his town where he found a rift. His description of the place inside the rift sounds a lot like the void realm that Graynor visited long ago. It was there that he may have gained his mythic spark. When he came out of the rift, people looking like Architects captured him. One of the people that captured him bears a striking resemblance to Tolm. Time may have passed at a very different rate when he was in that void realm. We invite Ishtar to travel with us as we explore the rest of the complex.

Past the wall of fog we find some stairs going down. The stairs have two moderate auras on them. Sigmund dispels one and we go down. Below is a door that has another magic aura; we trigger it and people are wracked with nasty pain. The next door puts people in a very deep sleep and we have to wait an hour for them to awaken.

We return and make it to the final room. A serpentine woman with snake hair and bird wings assaults us. She is joined by more cultists and we eliminate them.