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dnd:worlds:munera:campaigns:two:session_summaries [2023/07/20 23:21] joshdnd:worlds:munera:campaigns:two:session_summaries [2024/01/19 01:25] (current) josh
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 After Ven was able to get an early lead on the location of a few high ranking members from his old gang, he found himself standing in a small, dark room. There he watched them play cards and talk business, unaware of Ven looming in the shadows. After Ven was able to get an early lead on the location of a few high ranking members from his old gang, he found himself standing in a small, dark room. There he watched them play cards and talk business, unaware of Ven looming in the shadows.
  
 +==== Sessions 87: Back with the Gang Pt 2 ====
 +
 +Ven stalked the high ranking members while they played cards. After dimming the room, he moved through it terrorizing them with death, quiet threats, and a smile. One by one they fell in the dark room, lit only by a candle, until Ven had finished extracting what he wanted to know and ultimately exacting his revenge.
 +
 +Following those leads, the party approached Talatuno's estate, a property in the hills Northwest of Barrcana. There they triggered a magical alarm, and then plotted on how they would get into the estate. The encounter quickly turned confrontational, at which point an Illithid emerged after Talatuno's impatient demands. The creature incapacitated the Po'Bandies and killed Talatuno, after comparing him to his own slaves. After the party appeared to be fighting the incapacitating psychic attack, the Illithid fled, demanding to those around them that they burn down the estate and delay the party long enough for it to burn.
 +
 +==== Sessions 88: The Fire ====
 +
 +After defeating the Mind Flayer and guards at Talatuno's estate, the party spent time rummaging through the mostly burned remains and speaking with the survivors.
 +
 +The Po'Bandies determined that Talatuno had met a mind flayer over a year ago, setting into motion the heist that nearly killed Ven, and resulted in him fleeing the city. Talatuno had orchestrated the theft of the Emperor's seal. Additionally, through mostly burned documents, the party learned that three nations were planning to join the war within a week, on Mirenth's side. The party determined Vrocca was one, and narrowed the options down to a few other nations.
 +
 +Last, the party learned that the Illithid that Talatuno had been working with, and was killed by, was called "Trill", and was the leader of "The Vanguard"
 +
 +After scrying to follow the mind flayer that had fled after nearly consuming Roland's mind, Emma was able to determine that she could transport to the part to Alrion and attack what appeared to be a couple of mindflayers in a dark structure. The party would use the Mind Flayer's head to help the Jin convince nations to not declare a war or at least listen to the Jin about the greater threat.
 +
 +==== Sessions 89: Alrion - First Steps ====
 +
 +The Po'Bandies made their way back to Armeth to speak with Draz and Commander Drono to discuss recent events. The party learned of the leader's travels to the Night Witch, and that Jin leadership had known and been investigating the Mind Flayer threat. After confirming that Drono would begin laying the groundwork of diplomatic channels, the party assured they could come back from Alrion with proof. The Po'Bandies were also informed that a party of Jin assigned to The Cradle, located on the underside of Munera, had gone silent two years ago.
 +
 +After tying up a few loose ends in Armeth, including Ven learning he can't remove his boots, the party made way to Alrion. Faced with black thundering skies and an ominous dark structure ahead of them, the party makes it way towards their prey. A pair of mind flayers.
 +
 +==== Sessions 90: Alrion - First Steps Pt 2 ====
 +
 +After tying up loose ends on Munera, the Po'Bandies began their mission to assault a small Mind Flayer structure and retrieve the head of one of them to give to the Jin to aid in their diplomatic mission to stop all out war.
 +
 +Once there, the party engaged with a duo of Mind Flayers and their thralls.
 +
 +==== Sessions 91: Alrion - No Return ====
 +
 +The Po'Bandies assaulted a pair of mind flayers at what appeared to be a small farming outpost. The party was victorious, and spent a short time assessing the strange artifacts and surroundings before hurriedly making way to leave. 
 +
 +They soon realized their planned return had a flaw, however, when Tali's transportation magic failed and the party realized The Covenant was likely blocking their return.
 +
 +After quelling the initial near violent disappointment of the farmers, the party decided to go to a nearby cave that one of them mentioned had been used before as a hide out.
 +
 +==== Sessions 92: Alrion - No Return pt 2 ====
 +
 +The party arrived at the cave the refugees mentioned had been a hiding place. There, the Po'Bandies were ambushed by two of the refugees that had strange brain like creatures possessing them. The party defeated the ambushers while also dealing with the creatures on the cave's ceiling that repeatedly grabbed them and lifted them off the ground. 
 +
 +After deciding to rest there for the night, the Po'Bandies were left deciding what to do with the refugees and what they're next move would be.
 +
 +==== Sessions 93: Alrion - No Return pt 3 ====
 +
 +The Po'Bandies spent a few days teaching the refugees what survival and combat skills they could in the few days they had while preparing their tuning forks.
 +
 +While working on the forks, Alhund noticed a strange rumble that would follow shortly after each hammer strike. Anticipating a large creature of some kind, the party searched for another shelter to relocate to away from the refugees where they would resume the crafting and face whatever was coming.
 +
 +==== Sessions 94: Alrion - No Return pt 4 ====
 +
 +After relocating away from the refugees, the Po'Bandies continued forging the tuning forks and prepared for the arrival of that earth shaking creature.
 +
 +The party fought an enormous Neothelid accompanied by cloakers hungry for scraps. After defeating the great worm, not without Roland experience some mild digestion, the Po'Bandies continued their efforts towards creating the tuning forks.
 +
 +After completing them, the party shifted planes to the celestial plane, where they encountered a celestial that seems unhappy about the demonic "scent" that the party has brought with it. After failing to plane shift back to the material plane to Jacamo's home planet, the party must decide it's next steps.
 +
 +==== Sessions 95: Clestia - The old man ====
 +
 +After being confronted by a celestial being, the Po'Bandies first tried convincing it that their demonic equipment was ok because it was trophies, evidence of killing demons, etc. The celestial was unphased by this reasoning and seemed to be spiraling into it's righteous anger at the profane nature of what the party had brought to celestial lands. 
 +
 +Alhund eventually chose to confront it, invoking divine magic and implying the creature was forgoing a duty to their gods by denying the party at least a parley. After a tense moment, it relented and agreed to bring the party to a waiting god.
 +
 +The party flew on the backs of Pegasi until they were at the edge of a dome where an avatar of Bahamut awaited them. The party was told this divine wall was a manifestation of the covenant and would block passage back to Munera. Bahamut asked the party if they would rather be allowed through, opening a way home, or instead receive a boon and return to Alrion.
 +
 +The Po'Bandies will be retuning to Alrion.
 +
 +==== Sessions 96: Alrion- Beginning The Hunt ====
 +
 +With their new found boon, the Po'Bandies returned to Alrion. After scouting the small farming outpost, the party decided to make their way to Brundic. After catching the trail of someone that had scouted the outpost, the Po'Bandies followed them atop a crumbling aquaduct stretching over a dark forest.
 +
 +==== Sessions 97: Alrion- Brundic ====
 +
 +After killing the oozes that had hidden on the aqueduct, the Po'Bandies caught up to the two Guild members. After scaring them into compliance, the party interrogated the two and learned about The Guild, Brundic, and how things work there. After smoothing things over, the groups travelled together back to Brundic, where they eventually made it into the upper city after a cautious dash along the aquaduct over the lower city.
dnd/worlds/munera/campaigns/two/session_summaries.1689895293.txt.gz · Last modified: 2023/07/20 23:21 by josh

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