Date: Friday, December 19, 2014
Location: Cody’s House
Time: (8:30 PM CST – 2:30 AM CST) [6.0 Hours] (71.5 Hours Total Game Time)
Game Time: Evening of the 15th day.
NPCs Involved: Namani, Servant of Phode, Darhath Dagt (Orc Shaman), Brobelhal (Orc Champion), Sayryndel (Bearer of Light).
XP Awarded: 32,000 xp to each character for felling (13) orc warg-riders, (10) wargs, (1) orc champion, (1) orc shaman.
Notable Treasure: Gifts from the goddess Sayryndel:
- The Shield of Sayryndel (given to Nestor) — + 4 Tower Shield, weightless (no armor check penalty), functions as a holy symbol, shield sheds 60’ of light, extra-dimensional item pocket (10 lb. max/1 item; swap at will; shield becomes a golden ring when stowed item is recalled, can be worn as a ring with no item stowed and activated to become the shield with this ability; ring form does not require ring slot to be worn/used), 1x/day cast Aura of the Watcher (+4 (luck) AC to all allies within 100’; duration 30 minutes).
a brightly glowing golden wall shield bearing an engraved symbol of Sayryndel.
- Rod of the Light Bearer (given to Vannic) — 3x/day summon one Trumpet Archon (as Summon Monster IX at CL +5 for wielder). Summoned archon does not count as a summoned creature by the rod wielder when determining summoning limits.
a spiraled golden rod crowned with two multifaceted crystalline wings.
- Wings of Sayryndel (given to Aziz Reddus) — + 1 Mithral Full Plate Armor; weightless (no max dex/armor check penalties), 1x/day self-cast Fly (CL 20) with perfect flying, 1x/day Trade portion or all of Armor’s AC bonus for points of damage reduction; duration 30 minutes).
a pearlescent white suit of mithral full plate armor bearing a golden symbol of Sayryndel on the chest and a pair of magnificent golden wings that extend from the back.
- Hand of the Watcher (given to Claud) — Golden Mesh Glove, 5x/day block any one successful physical melee attack that hits the target.
- Medallion of Brethren (given to Arsu) — 1x/day teleport (100%; no range limitation, including across planes) to his brother’s side (closes adjacent 5’ square). In addition wearer always know the general location (as locate creature CL 25 [11k-feet]) and status (as status CL 25) of his brother.
A platinum-chained golden medallion with the symbol of Sayryndel on one side, and a pair of clasped hands on the other.
- Truestrike, Bow of Sayryndel [and golden arrow and quiver] (given to Tormir) — + 1 Longbow with crit range 10-20×3 as long as firing the golden arrow (may fire other arrows as normal]. If target is missed with the golden arrow it may be recalled to the quiver at will as a free action to be used for the next shot. If the arrow strikes it’s target, this effect cannot be used either until the wielders next round and only after being removed from the struck target.
A golden bow with an elaborate decorative white grip. A quiver of golden mesh, and a single mirror-finished golden arrow with a stark white fletch.
Game Session Summary Notes
Game Session #11, “The Battle of Orkwood” ended up being a massive engagement deep in the forests east of the golden city of Nindol in the Empire of Thyane. Highborn airships scouted the area in search of the fugitive PCs, which in turn drew the attention of the Orcish warclans that inhabit the region. While the PCs manged to avoid the airships at first, they did happen to set camp right in the path of a war party of orcs moving west to investigate the airship incursion into their territory. Refusing to be captured by the vile creatures, the PCs soon escalated the encounter into a full-fledged battlefront as orcish reinforcements were alerted by blaring warhorn of the attack.
Holed up at their campsite and surrounded by nearly one hundred orc warg-riders, the PCs hold their own dropping an orcish champion and felling a powerful shaman. Eventually deciding that they were too out-numbered to be victorious, they plotted their escape, but failed to execute their retreat before the Empress’ airships advanced on the commotion. As they split the party and fled for their lives, the eight hovering airships blanketed the area with hundreds fiery alchemical bombs, and the last of the battlefront seen by the heroes were the dozens upon dozens of clay jars crashing into the ground and a blinding white flash of light.
When they awaken, they find themselves in the middle of a grassy field on a warm summer’s day. They sky bearing a strange golden glow, a brilliant white pegasus (the manifestation of the goddess, Sayryndel, whom the paladin faithfully follows) approaches from the distance. They discover that they have been spared death by the divine. PC’s are fully restored, blessed, and told that they must stop the Cult of Abryntha from awakening the their dark mistress. When asked for aid by the PCs, the goddess tells them she already has, though they don’t know it yet. And, then, despite ongoing inquisition by the PCs, the pegasus takes flight leaving them alone in the middle of the strange place.
Each PC discovered that if they actively wish to leave and close their eyes that they disappear. Once each has done so, they awaken very near their original destination nearly 100-miles from the battle they just endured, though it seems as if only moments have passed. Each of the PCs finds a dimly glowing golden bag next to them containing gifts from Sayryndel (a.k.a. DM magic Christmas gifts ). They each gather their divine gifts and prepare to make their way towards the destination in the city of of Namrin’s Gap, which now lays a few minutes to the east of their current location.
Note: At the beginning of the game session, I asked each player to give me two words (one noun, and one verb) that they felt best described their character. The goddess’ gifts were custom designed magic items that I created based on the words provided by the players. Each item is attuned to function for only the player character that it was gifted to.