Liminal Shattered Timeline

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Springfall
866 AF
Crownday
Sunday
Hearthday
Coinsday
Stavesday
Tomesday
Seaday
Cupsday
Landsday
Moonday
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9

Waking In Irons

Ruins of the Great Arena
10

Combing the Ruins

The Magistracy & the Order of the Rose Tower

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12

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15

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Chapter One

Waking in Irons

Session One: 01/02/2015

  • The PCs wake in a series of cells, the prisoners of a mind flayer and its two twisted minions. They introduce themselves to one another and immediately begin concocting a plan to escape.
    • The mind flayer tells them they are to be sacrificed in some kind of ritual.
  • They break out, nearly killing their mind flayer captor, who escapes.
  • In their attempt to escape, they find themselves facing another mind flayer. He is attacked by a great wolf, and a pair of strangers - a dwarf and a half-elf.
    • The wolf turns out to be Silvestre, the Chieftain of the Moon of the Shifter Tribes in the Delannwood. He reassures them that he is there to get them out.
  • Allies from the history of the Company of the Rose & Thorn shield their escape, battling the aberrations while they flee for the boats.
    • They discover they are in the Citadel of the Accord in the ruins of Liminal.
  • The PCs are directed into a small boat, and pointed toward the Temple of the Crossroads, across the water, where escape awaits them. The boat is too small for their rescuers to accompany them, so they go forth alone.
  • Over the water, they are attacked by a grell.
  • Arriving at the temple, they find corpses where defenders should be. Inside the temple, the remains of a portal lie smouldering, and the dragonborn and elven defenders of that portal are hard-pressed by four gricks and a beholder.
    • The elf cries to them to flee just before the beholder disintegrates her with an eyebeam.
  • The PCs flee into the dark ruins.

Ruins of the Great Arena

Session Two: 01/09/2015

  • Quickly comparing what they know, the PCs make for the nearby Great Arena, hoping to find weapons and armor there.
  • They search the ruins of the arena for three hours, finding two shelters (in a viewing booth, and another in the training quarters), as well as a source of clean drinking water.
  • They also find a set of strange humanoid tracks, clearly recent. They follow these tracks to a strange lair belonging to a twisted once-champion of the arena, a man named Tulmar Aedis.
    • Aedis has been warped by the Far Realms powers over Liminal, with great bone spurs projecting out of his flesh, and a strange secondary spine that he unfolds from his back to use as a stinging tail.
    • The PCs leave him be, departing his presence.
  • With some more searching, the PCs find an old armory. It has a case of weapons and armor that are in usable condition.
  • While the PCs are sorting through weapons and donning armor, Tulmar Aedis finds them and attacks!
  • After defeating the twisted gladiator, they return to his lair and find that he has accumulated quite a hoard of goods:
    • silver flute (5gp), two tall urns filled with coins (2924 cp, 1240 sp, 84 gp all together), two bales of silk preserved in canvas wrappings (14 gp each), a bundle of furs (17 gp), bullette-hide riding boots with silver and/or blue quartz accents (26 gp), fine hand drum crafted with cedar, and set with chrysocolla (16 gp), bottle of Old Mormoth's cider (21 gp), fine tapestry featuring Religion (24 gp), elm-bound Arcana tome (written in Sylvan) (24 gp)
  • By this time, the sun has risen on a new day, and many of the aberrations flee the light of the sun.

Combing the Ruins

Session Three: 01/23/2015

  • 7am: Leaving the Great Arena, the PCs make the short trip to the Phoenix Tower, hoping to find something useful therein, fighting a gibbering mouther that bubbles up from the undoubtedly horribly tainted sewers beneath the Accord. They find that the tower still has terrifying elemental wards intact, which blast anyone or anything that gets within twenty feet of it.
  • 8am: With that, the PCs shift their attention to the Sanctuary of Worlds, the old monastery. They find it relatively intact, with some useful resources: a few monkish weapons and the fact that its gardens still harbor food plants and some rabbits they could hunt for food readily enough.
    • While there, Cassea senses someone using magic to divine her presence, and then she is contacted via sending spell twice, receiving these messages, hearing a woman's voice:
      • "I am the Abraxan, an ally trying to rescue you. Find old Society of Valorous Deeds House in Accord. I do not know House location." Cassea acknowledges the message in response.
      • "Seek House location in the Magistracy, northeast of island, touching the water's edge. City records will give House location. I will contact you tomorrow." Cassea responds that she will be waiting for that communication.
    • She then informs the group about the magical messages, and they discuss the implications. Several of the PCs have heard of a person called "the Abraxan," who was a Keeper of the Accord, leader of an adventuring company called the Company of the Dragon, and part of the Society of Deeds Valorous, but all recall him as being male.
  • 9am: The PCs decide to seek out the Magistracy regardless, and stealthily make their way through the Accord to where they know it lies.
  • 10am - Noon: For these three hours, the PCs search the ruins of the Magistracy, finding a variety of useful goods. Reed works on opening a trap door to what looks like a safe tower sanctuary for them to rest in, while others look through the records to find notes on where the Society House of Valorous Deeds lies. They discover its location.
  • 1pm - 8pm: Once the PCs break into the tower, they seek rest there, curling up on thick robes found in the rest of the Magistracy in order to sleep.
    • When Lady Astra wakes from her Reverie, she is paralyzed for a few minutes, her mind attempting to flee the horror of their surroundings.
    • When Z'Orion wakes, he does so thrashing about, alternately laughing, crying, and weeping. The others hold him down while this fit passes, but Throg sees something strange: at some point, his legs and feet become the digitigrade legs of a forest creature, complete with cleft hooves for a split-second.
  • 9pm - Midnight: The PCs continue to search the Magistracy, choosing not to risk being detected by the population of horrors that seem to come out at night in the Accord, so they while away the night-time hours searching and resting.
    • At one point, Z'Orion decides to cloak himself in invisibility and sneak out of the Magistracy, drawn by the lure of the Order of the Rose towers across the street. He sneaks into it and begins looking about, but is shortly discovered by a pair of lantern-eyed monstrosities (nothics) who seemingly can see him despite his invisibility! The nothics give some kind of hunting-howl shriek and close in on the bard, who stands on a bridge on the second floor between the towers.

The Magistracy and the Order of the Rose Tower

Session Four: 01/30/2015

  • 1am: Realizing he is gone, the PCs cast about for Z'Orion; Throg tracks him and finds he's left the Magistracy. Everyone hears the hunting call of the nothics and rush to his aid...albeit not without some grumpiness at having to do so. During the battle, one of the nothics called Z'Orion a "satyr." They slay the nothics, Cassea takes a swing at the bard in frustration, and Reed promises so many stabbings for future shenanigans.
    • The group elects to search the towers while they are there, and a number of useful things are discovered, including a set of pan pipes for Z'Orion, an ivory wand for Lady Astra, and a wooden staff for Throg, all of whom are relieved to have full access to their spellcasting abilities. They also find several magical items: a bead of force, a morningstar of warning, and scrollcase with two spellscrolls (identify and absorb elements), and a jar of preservation containing two dozen walnut-and-cranberry cookies, which are still warm as though they'd been baked less than an hour before.
    • Afterwards, the group returns to the Magistracy and takes up shelter in their tower once more. Throg - still in dire wolf form from the battle with the nothics - lays down atop the hatch to prevent anyone else from sneaking away.
  • 2am - 3am: The group rests inside the tower, waiting for the break of day to seek out the Society House.
  • 4am: A few hours from dawn, the group's luck runs out, and a grell finds them, shattering the windows of their tower to reach greedily inside. They defeat the grell, but make quite a racket doing so, rousing the monsters of the area. They flee the Magistracy, heading for the Society House.
    • Along the way, they encounter a knight that bids them surrender to the "Ninefold Speaker," and attacks them. They find him to be filled with horrifying, thready worms. They continue to travel, trying to avoid the creatures that inevitably are coming in response to the noise of battle.
  • 5am: Arriving at the Society House, they find that most of it is in terrible ruins, with no place to hide or shelter to be found in its desolation whatsoever. Casting about, they quickly retreat to the Great Arena, taking up hiding in one of their shelters within.
    • Though they expect to be discovered at any moment, the rest of the night hours pass, and day breaks once more.

xxx

Session Five: 02/06/2015

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