Session 8 - 2025-10-10
Summary
Duration: 3 hours Key events:
- Continued combat with Craven in ancient temple chamber
- Vaerenth sacrificed herself (17 damage) to break Augustus’s orb tether, freeing the healer
- Aster heroically saved Banjo with potion and broke his tether (23 damage taken, divine vision “everything will be ok”)
- Party systematically eliminated all cultists, archers, and spectral guardians
- Craven consumed his own allies for HP sustain, revealed vampiric abilities
- Craven tethered Banjo with devastating 36 damage hit, using him as hostage
- Augustus intercepted damage for Banjo and was downed by Craven’s execution strike
- Banjo mooned Craven as distraction, Vaerenth delivered killing blow using Augustus as platform
- Cosmic horror revealed: Orb breach caused sky to crack, tentacles from beyond reached through
- Vaerenth concealed orb in robe, stopping reality breach
- Party escaped carrying mortally wounded Augustus, possessing world-ending artifact
- Temporal distortion: 5 days passed in Taloom during party’s 6-12 hour absence
- Mama Yada agreed to trade with outsiders, possibly relocating (positive change from party’s help)
- Tavni provided useful equipment: potion recipe, jump root, gecko gloves
- Party departed Taloom as honored allies, heading “elsewhere” - NOT to Void Spire
- Critical Choice: Party broke contract with Chainlord, refusing to deliver cosmic horror artifact
- Level Up: All characters advanced with powerful new abilities
Previous Session Recap
From Session 7: Party confronted craven in temple chamber with six pillars, reddish orb, and large coffin. Combat initiated with shadowchain restraints affecting whole party. aster broke free using Fearless ability, distributed Hope. vaerenth attempted but failed to break free. Orb revealed as damage redistribution mechanism - attacks absorbed and dealt half damage to tethered targets (craven and augustus). Cultists attacking, including problematic archer. Party strategy: target cultists first, avoid orb, spread out.
Combat Tracker - Battle with Craven
Combat State at Session Start
Party Status:
- Aster: Free from restraints, has taken cultist damage (including enervating blast), 3 Hope
- Vaerenth: Restrained by shadowchains, 3 Hope
- Augustus: Restrained AND tethered to orb (takes damage when orb attacked), 4 Hope
- Banjo: Restrained by shadowchains, 6 Hope
Enemy Status:
- Craven: Connected to reddish orb, commanding undead/cultists
- Cultists: Active, including archer cultist
- Reddish Orb: Absorbs attacks, redistributes half damage to tethered targets
Key Mechanics:
- Shadowchain restraints on most party members
- Orb tether damage redistribution (attacks on orb hurt Augustus)
- Party strategy: Target cultists, avoid orb, spread formation
Round 1 - Opening Actions
Vaerenth’s Escape Attempt (with Aster assist)
- Action: Attempt to break free from shadowshackle restraints
- Aster’s Assist Roll: 4
- Vaerenth’s Roll: 9
- Prayer Dice Bonus: +1 (from Aster)
- Final Total: 14 with Fear
- Result: SUCCESS - Vaerenth breaks free!
- Effect: Vaerenth escapes shadowshackle restraints
Banjo’s Aggressive Push
- Action 1: Shadowstep behind cultist (teleport ability)
- Action 2: Sneak attack attempt
- Roll: MISS
- Cultist Counter: Shadowshackle attack on Banjo - HIT
- Effect: Banjo restrained by shadowshackles
- Additional Loss: Rogue’s Dodge ability consumed
- Cultist Movement: Retreated further away from party
- Tactical Note: Aggressive play backfired - Banjo now restrained and cultist repositioned defensively
Coordinated Cultist Elimination (Aster + Vaerenth)
- Aster’s Action: Light-enhanced arrow assist
- Vaerenth’s Action: Archery shot on shadowshackle cultist
- Result: KILL - Shadowshackle cultist eliminated
- Effect: Banjo and Hogpog automatically freed from restraints
Banjo’s Liberation and Counter-Strike
- Instinct Roll: SUCCESS - Banjo breaks free from restraints
- Potion Use: Drank health potion, cleared 3 HP
- Action: Shadowstep behind remaining cultist
- Position: Hidden in shadows behind target
- Attack: Sneak attack from Hidden
- Result: GOOD HIT on cultist
Craven’s Pursuit
- Action: Followed Banjo’s shadowstep
- Attack: Umbral Strike on Banjo
- Damage: SEVERE HIT
- HP Impact: Banjo reduced to 2/6 HP
- Armor: Last armor slot used
- Resources Expended: Health potion already consumed
- Critical Status: Banjo at critically low HP, no armor, no healing items
- Tactical Note: Craven tracking Banjo’s movements, applying direct pressure to most vulnerable target
Spectral Guardian Engagement
- Targets: Aster, Vaerenth, and Hogpog
- Enemy Count: 2x Spectral Guardians active
- Additional Threats: Archer cultists still in combat
- Combat Status: Multi-front battle developing
Augustus’s Tethered Dilemma
- Current State: Retreated into shell (defensive stance)
- Primary Action: Mitigating tether damage from orb
- Observation: Witnessed Banjo take heavy hit from Craven
- Tactical Assessment: Unable to provide effective help while tethered to orb
- Strategic Problem: Tether prevents full party support capability
Round 2 - Heroic Sacrifice
Vaerenth’s Desperate Gambit
- Observation: Banjo at 2/6 HP, Augustus tethered and unable to help
- Decision: Rush to Augustus to break the tether
- Movement: Rushed over to Augustus’s position
- Acrobatic Maneuver: Flipped over nearby enemies
- Action: Grabbed the tether connecting Augustus to the orb
- Execution: SNAPPED the tether
- Damage Taken: 17 damage from breaking the tether connection
- Effect: Shockwave emitted from broken tether
- Result: Augustus FREED from orb tether
- Heroic Sacrifice: Vaerenth took massive damage to liberate party’s healer
- Tactical Implication: Augustus can now act freely and potentially save Banjo
Craven’s Rage
- Reaction: “Nooo, he was mine!”
- Emotional State: Angry at losing control of Augustus
- Implication: Augustus being tethered was intentional, part of Craven’s plan
- Tactical Note: Craven had specific purpose for keeping Augustus bound
Vaerenth’s Defiance
- Response to Craven: Mocking laughter - “hehe”
- Action: Casually quaffed health potion despite taking 17 damage
- HP Recovery: Regained 2 HP from potion
- Attitude: Defiant mockery in face of massive damage
- Character Moment: Laughing at the boss while bleeding out - absolute badass energy
Craven’s Desperate Consumption
- Action: Consumed last remaining cultist
- HP Recovery: Regained 1 HP from consuming ally
- Tactical Implication: No more cultist minions remain
- Character Reveal: Craven will sacrifice his own forces to sustain himself
- Dark Magic: Demonstrates life-draining/vampiric abilities tied to the orb
- Strategic Note: Craven treating cultists as disposable HP resources
Augustus’s Furious Vengeance
- Emotional State: Enraged after watching friends suffer while helplessly tethered
- Target: Nearby archer cultist
- Attack Roll: CRITICAL SUCCESS
- Motivation: “Seeing his friends being attacked” - protective fury unleashed
- Damage: 26 damage total
- Hit Severity: SEVERE HIT - threshold exceeded
- Result: Archer INSTANTLY OBLITERATED
- Weapon: Mace/hammer (“hammers the shit out of him”)
- Character Moment: Gentle healer transformed into avenging force
- Pent-Up Rage: All frustration from being tethered released in single devastating blow
- Tactical Impact: One archer eliminated, Augustus fully operational
Banjo’s Tactical Escape
- Decision: Disengage from Craven (at 2/6 HP, critical danger)
- Action: Shadowstep away from Craven
- Repositioning: Appeared behind last remaining archer
- Attack: Sneak attack from Hidden position
- Result: KILL - Last archer eliminated (“mercs him”)
- Tactical Success: Escaped Craven’s reach AND eliminated ranged threat
- Strategic Note: Used mobility to turn defensive retreat into offensive elimination
Aster’s Blazing Assault
- Target: Spectral Guardians
- Ability: Emblazoned Body (holy/fire enhancement)
- Attack Style: “Goes to town” - aggressive, sustained assault
- Combat Description: Maniacal attacks on spirit guardians
- Character Moment: Unleashing divine fury against undead threats
- Result: Spectral Guardians ELIMINATED
- Tactical Impact: All minions cleared from battlefield
Round 3 - Boss Isolation
Battlefield Status
- All Cultists: ELIMINATED
- All Archers: ELIMINATED
- Spectral Guardians: 1 remaining active
- Remaining Threats: Craven, 1 Spectral Guardian, and the Reddish Orb
- Strategic Situation: Boss isolated but one guardian still active
Vaerenth’s Control Attempt
- Target: Craven
- Ability: Vicious Entangle (restraint/control spell)
- Tactical Goal: Immobilize the boss
- Roll: 12
- Result: FAILURE - Craven resists the entangle
- Effect: Craven remains mobile and dangerous
- Tactical Note: Control attempt unsuccessful, Craven still free to act
Craven’s Aggressive Response
- Target: Banjo (at 2/6 HP - most vulnerable target)
- Movement: Rushed over to Banjo’s position
- Attack: Tether strike (similar to Augustus’s previous tether)
- Damage: 36 damage - DEVASTATING HIT
- HP Impact: Banjo now at 5/6 HP marked (marked 3 additional HP)
- Result: Banjo now tethered to reddish orb AND near death
- Tactical Shift: Craven replacing lost Augustus tether with Banjo tether
- Strategic Implication: Craven needs someone bound to the orb for his plan
- Critical Danger: Banjo has only 1 HP remaining AND tethered to orb
- Pattern Recognition: First Augustus “was mine”, now Banjo becomes replacement binding
- Severity: Banjo one hit away from being downed
Vaerenth & Hogpog’s Guardian Assault
- Vaerenth’s Action: Moving to engage remaining spectral guardian
- Hogpog’s Action: Changed target to Craven instead of guardian
- Attack Result: Hit Craven for 1 HP damage
- Tactical Note: Hogpog dealing chip damage to boss while Banjo critical
Craven’s Consumption Response
- Action: Consumed spectral guardian (last remaining minion)
- HP Recovery: Regained 1 HP from consuming guardian
- Net Effect: Hogpog’s 1 damage negated by consumption healing
- Battlefield Clear: ALL minions now eliminated (guardian consumed)
- Craven’s Pattern: Consistently sacrificing allies for sustain
- Strategic State: Craven now COMPLETELY alone - no more minions to consume
- Desperation Sign: Consuming own forces to maintain HP
Craven’s Hostage Control
- Position: Using shield to pin Banjo against nearby pillar
- Tactical Control: Physically restraining Banjo (1 HP, already tethered)
- Multi-Threat: Holding Banjo while still able to attack others
- Attack on Hogpog: Slashed with upward strike
- Result: HIT - Hogpog takes damage
- Strategic Note: Craven using Banjo as shield/hostage while fighting
- Hostage Situation: Banjo pinned, tethered, and at death’s door
Aster’s Rescue Attempt
- Action: Moving to Banjo’s aid
- Tactical Goal: Save/free Banjo from Craven’s control
- Challenge: Banjo pinned by shield, tethered to orb, at 1 HP
Aster’s Heroic Intervention - Part 1: Emergency Healing
- Action: Gave Banjo a health potion
- HP Recovery: Cleared 4 HP
- Banjo’s Status: Now at 1/6 HP marked (5 HP available)
- Critical Save: Pulled Banjo back from death’s door
- Tactical Benefit: Banjo can now survive potential hits
Aster’s Heroic Intervention - Part 2: Tether Breaking
- Ability Used: Soldier experience and strength
- Action: Attempted to physically break the orb tether
- Roll: 12 - CRITICAL SUCCESS WITH HOPE!
- Result: TETHER BROKEN - Banjo freed from orb!
- Damage Cost: 23 damage from breaking tether
- Armor Used: Last armor slot consumed
- HP Marked: 1 HP marked
- Serene Vision: “Everything will be ok” - divine/prophetic reassurance
- Critical Benefits:
- Automatically succeeds at breaking tether
- Gains Hope from critical
- Shockwave Effect: Tether destruction releases energy
- Sacrificial Heroism: Aster willingly took massive damage to save Banjo
- Game Changer: Banjo no longer bound to orb, Craven’s plan disrupted AGAIN
- Spiritual Moment: Despite pain, Aster feels certainty that sacrifice was right
- Tactical Shift: Banjo healed AND freed, but Aster now wounded
Banjo’s Counterattack with Hope
- Attack: Strike on Craven
- Damage: 14 physical damage
- Result: SUCCESS WITH HOPE
- Quip: “Have you tried therapy?!” (delivered while sliding by)
- Movement: Attempted to slide past/away from Craven
Craven’s “Get Over Here” Response
- Trigger: Losing 2+ HP from Banjo’s attack
- Ability: “Get Over Here” - pull/grapple ability
- Effect: Yanked Banjo back into close range
- Tactical Note: Craven has reactive ability that prevents escape when damaged
- Result: Banjo pulled back into melee with Craven
Vaerenth’s Successful Vicious Entangle (with Aster assist)
- Target: Craven
- Ability: Vicious Entangle (restraint spell)
- Aster’s Assistance: Provided crucial support despite being wounded
- Result: SUCCESS - Craven restrained!
- Damage Roll: 1d8+1 = 9 total damage
- Damage Reduction: Reduced to 6 physical damage (3 damage mitigated)
- Primary Effect: Craven now RESTRAINED
- Tactical Victory: Boss immobilized and taking damage
- Strategic Shift: Craven can’t move, party has opening
Round 4 - Tactical Repositioning
Party Scatter Maneuver
- Banjo: Runs away to comfortable distance (disengaging from Craven)
- Augustus: Also retreats to safer distance
- Aster: Stays in close range with restrained Craven
- Tactical Split: Party creating distance except Aster
- Risk Assessment: Leaving Aster alone with boss
Craven’s Restrained Attack
- Condition: Restrained (can’t move but can attack from position)
- Target: Aster (only PC remaining in melee)
- Attack: Heavy swing
- Result: MISS
- Impact: Strike hits pillar between Aster and Craven instead
- Cinematic Moment: Weapon impacts stone, sparks/debris flying
- Aster’s Luck: Narrowly avoided hit while wounded
- Tactical Note: Craven frustrated, restrained, and missing attacks
Aster’s Devastating Counterattack
- Attack Roll: 23 WITH HOPE - major success
- Position: Standing firm alone against restrained Craven
- Hope Expenditure: Burned 1 Hope for 1d8 additional damage
- Total Damage: 30 damage
- Hit Severity: SEVERE HIT to Craven
- Tactical Context: Punishing Craven for missing attack
- Character Moment: Wounded but relentless - Aster refusing to yield
- Strategic Impact: Massive damage to boss while restrained
- Symbolic Victory: Standing alone against darkness and winning
Craven’s Retaliatory Strike
- Ability: “Get Over Here” (triggered by Aster’s 30 damage)
- Target: Aster (who just dealt severe damage)
- Attack: Retaliatory strike
- Result: HIT - 25 damage
- Hit Severity: MAJOR HIT to Aster
- Cumulative Damage: Aster has now taken 48 damage this fight (23 from tether break + 25 from this hit)
- Critical Status: Aster severely wounded after standing alone
- Tactical Pattern: Craven’s reactive ability punishing those who damage him
- Price of Heroism: Aster’s brave stand comes at devastating cost
Round 5 - Critical Turn
Banjo’s Major Strike
- Attack: Strike on restrained Craven
- Result: MAJOR HIT on Craven
- Damage: [Amount not specified]
- Trigger: Activated Craven’s “Get Over Here” ability (2+ HP damage)
Augustus’s Heroic Interception
- “Get Over Here” Triggered: Craven’s reactive pull on Banjo
- Augustus’s Choice: Intercepts the damage meant for Banjo
- Damage Taken: Near-death levels from interception
- Heroic Sacrifice: Tank protecting the rogue
- Critical Status: Augustus nearly dying from intercepted attack
Craven Breaks Free
- Action: Spent Fear to break Vicious Entangle restraint
- Result: Craven NO LONGER RESTRAINED
- Tactical Shift: Boss regains mobility
- Escalation: Craven using resources to free himself
Craven’s Execution Strike on Augustus
- Target: Augustus (nearly dead from interception)
- Attack: Direct strike on downed tank
- Augustus’s Defense: Cannot reduce damage
- Result: HIT - Augustus goes DOWN
- Critical Moment: Party’s healer/tank eliminated
- Player Choice: Mark (Augustus’s player) must determine what happens next
- Narrative Weight: First party member downed in this fight
Party HP Status Check (Before Augustus’s Decision)
- Vaerenth: 2/6 HP (critically wounded)
- Banjo: 4/6 HP (wounded)
- Aster: 6/8 HP (wounded)
- Augustus: DOWN
Augustus’s Final Moment - Choosing Life
- Mark’s Decision: Augustus goes unconscious, avoids death
- Final Thought: “Confidence in his friends” - faith in party’s ability to finish this
- Status: UNCONSCIOUS but ALIVE
- Character Moment: Tank’s last act is trust in his companions
- Symbolic Weight: Augustus protected everyone all fight, now must trust them to protect him
- Hope Given: Augustus believes they can win without him
Round 6 - The Killing Blow
Craven’s Threatening Stance
- Action: Points sword at Aster
- Eyes: Locked on Banjo
- Tactic: Threatening multiple targets, dividing attention
- Intimidation: Attempting to control battlefield through fear
Banjo’s Ultimate Disrespect
- Action: Turns around, exposes ass, MOONS Craven
- Tactical Purpose: Create distraction through mockery
- Character Moment: Peak Banjo energy - disrespect even facing death
- Effect: Craven’s attention drawn by outrageous display
- Psychological Warfare: Treating deadly boss fight as joke
Vaerenth’s Finishing Shot - THE KILL
- Distraction Used: Banjo mooning Craven creates opening
- Movement: Boosts forward at full speed
- Platform: Jumps OFF unconscious Augustus’s body as launching pad
- Attack: Arrow shot THROUGH Craven
- Result: KILLING BLOW
- Craven’s Last Words: “Noooo I was so close!!!”
- Final Moment: Craven dies mid-sentence, plan unfulfilled
- Victory: Vaerenth (at 2/6 HP) delivers the execution
- Epic Finish: Wounded archer using fallen tank to kill the boss
- Character Arc: From taking 17 damage to free Augustus → landing killing blow
- The Cycle: Broken by arrow through the heart
Post-Battle - The Orb’s True Nature
The Orb Falls
- Craven’s Death: Body collapses, reddish orb falls from his possession
- Movement: Orb rolls across temple floor
- Vaerenth’s Action: Quickly retrieves the fallen orb
Reality Breach - Cosmic Horror Revealed
- Trigger: Orb exposed and uncontained after Craven’s death
- Phenomenon: Sky CRACKS OPEN into endless expanse beyond
- Horror Manifests: TENTACLES reaching through from beyond reality
- Cosmic Scale: Something vast and terrible attempting to enter this world
- The Truth: Orb was containing/controlling something far worse than Craven
- Implication: “The Cycle” involved keeping this cosmic horror sealed
Vaerenth’s Quick Thinking
- Action: Wraps orb in robe to CONCEAL it
- Result: Concealment STOPS the phenomenon
- Effect: Sky crack closes, tentacles withdraw
- Discovery: Physical concealment of orb prevents breach
- Consequence: Vaerenth now possesses object of cosmic significance
- New Mystery: What is this orb really? What was Craven protecting/containing?
- Party Status: Victory achieved, but new threat discovered
Desperate Escape
Augustus’s Critical Condition
- Status: Bleeding, near mortally wounded
- Condition: Unconscious but alive (Mark’s choice to avoid death)
- Severity: Critical injuries requiring immediate evacuation
- Last Conscious Moment: Faith in friends to finish the fight
Party Evacuation
- Action: Carrying Augustus out of temple chamber
- Vaerenth: Possessing wrapped cosmic orb, 2/6 HP
- Banjo: 4/6 HP, helping carry Augustus
- Aster: 6/8 HP, supporting evacuation
- Hogpog: Assisting with Augustus
- Escape Route: Leaving ancient temple with cosmic secret
- Victory Cost: Tank down, everyone wounded, world-ending artifact acquired
- Unspoken Truth: They may have saved their friend but doomed something far greater
Augustus’s Final Moments
Aster’s Respectful Care
- Action: Wrapped Augustus in their arcane cloak
- Manner: Regal, honourable, and respectful presentation
- Effect: Augustus still looks dignified despite critical wounds
- Character Moment: Aster ensuring fallen companion maintains honour
Augustus’s Brief Awakening
- Consciousness: Woke briefly during evacuation
- Last Memory: “The last thing I saw was Banjo taking a heavy hit”
- Concern: Worried about Banjo’s wellbeing even while dying
- Character Trait: Tank’s protective instinct persists to the end
Banjo’s Comfort
- Response: Reassured Augustus “I’m ok”
- Emotional Beat: Comforting the one who saved him
- Role Reversal: Rogue supporting the tank after interception sacrifice
- Connection: Final exchange between saviour and saved
Return Journey
The Sparse Loot
- Acquired: Only the reddish orb (world-ending artifact)
- Temple Remains: Nothing else of value
- Discovery: All other remains are centuries old
- Implication: Craven and the cycle predated recent history
- Weight: Greatest treasure is greatest threat
Journey Through Ruins
- Path: Slow, exhausting trek through rubbled city
- Party Condition: Fucking exhausted
- Phenomenon: NO flashbacks this time
- Change: Things have calmed down (only a little)
- Atmospheric Shift: Temporal disturbances lessening after Craven’s death
- Progress: Making way back into taloom
- Destination: Returning to shady-rest
- Burden: Carrying Augustus and cosmic secret home
Return to the Shady Rest
Temporal Anomaly Revealed
- Town’s Perspective: Party has been gone for 5 DAYS
- Party’s Perspective: Journey felt like only 6-12 hours
- Time Dilation: Massive temporal distortion in the ancient ruins
- Shock Factor: Tavni stunned by their prolonged absence
- Implication: Time flows radically differently within the cursed ruins
Tavni’s Reaction
- Question: “Where have you been?”
- Emotional State: Shocked and concerned by 5-day absence
- Worry: Party missing far longer than expected
Party Responses
- Vaerenth: “Told you we’d be back” (casual confidence despite temporal weirdness)
- Aster: “I think time flows differently in there” (piecing together the temporal mechanics)
- Realization: Understanding dawning about the nature of the ruins
- Character Beat: Aster the analytical one solving the puzzle
Tavni’s Practical Concern
- Question: “We should reseal it, did you get what you needed?”
- Priority: Securing the dangerous ruins again
- Assumption: Party’s mission accomplished, time to close it up
- Unaware: Doesn’t yet know about cosmic horror implications
Vaerenth’s Revelation
- Response: “Yes, there was some interesting celestial magic… and we did bring something with us”
- Presentation: Reveals the orb
- Size Detail: Orb is quite large compared to Vaerenth
- Understatement: “Interesting celestial magic” doesn’t begin to cover reality-breaching cosmic horror
- Casual Display: Presenting world-ending artifact like a souvenir
- Dramatic Moment: Showing Tavni what they actually found
Tavni’s Response to the Orb
- Statement: “We have no need for the orb”
- Dismissal: Not interested in the artifact despite its appearance
- Unaware: Doesn’t realize the cosmic significance of what they’re rejecting
- Irony: The most dangerous object in the region dismissed as unneeded
Changes in Taloom
- Tavni’s Revelation: “A few things have changed, some for the good”
- Timeline Context: 5 days have passed in town during party’s absence
- Mystery: What happened while the party was in temporal distortion?
- Tone: Some changes positive, implying others may not be
- Setup: Significant events occurred in the missing time
Mama Yada’s Transformation
- Development: mama-yada has agreed to trade with outsiders
- Consideration: Possibly moving/relocating
- Cause: Party’s earlier intervention and help
- Tavni’s Response: Thanks the party for spurring this positive change
- Impact: Opens new trade opportunities for Taloom
- Character Growth: Mama Yada overcoming isolation/distrust
- Party Achievement: Diplomatic success with long-term benefits
- Timeline Note: This development occurred during the 5-day absence
Sealing the Ruins
- Tavni’s Question: “Should we still collapse the shaft?”
- Aster’s Response: “Collapse that bitch, immediately”
- Decision: Unanimous agreement to seal the ancient ruins
- Urgency: No hesitation after experiencing temporal distortion and cosmic horror
- Protective Measure: Preventing future access to the dangerous site
- Character Moment: Aster’s normally composed demeanour replaced with absolute certainty
- Implication: Party knows firsthand why the ruins must remain sealed
- Final Action: The shaft to the ancient city will be collapsed
Party Name Established
- Vaerenth’s Declaration: The group’s name is TSAS - TSA Slayers
- Tavni’s Response: Notes the name for their plaque
- Recognition: Party officially commemorated at the Shady Rest
- Identity Established: First formal declaration of the adventuring party’s name
- TSA Reference: Name calls back to their conflicts with Taloom Security Authority
- Legacy: Party’s deeds will be remembered and recorded
Evidence of New Trade
- Food Presented: Meal served to the party
- Observation: “Outside food” - not locally sourced
- Implication: Active trade with outsiders now occurring
- Source: Likely from void-spire
- Significance: Tangible proof of opened trade routes
- Party Impact: Their diplomatic efforts bearing immediate, practical fruit
- Economic Change: Taloom’s isolation breaking down in real-time
- Character Moment: Party experiencing the direct results of their earlier work with Mama Yada
Character Actions
Banjo (Gareth)
- Broke free from shadowchain restraints with Instinct roll
- Drank health potion recovering 3 HP during escape
- Shadowstepped behind cultist for successful sneak attack
- Escaped Craven’s pursuit via shadowstep
- Struck Craven for 14 damage with hope, quipped “Have you tried therapy?!”
- Pulled back by Craven’s “Get Over Here” reactive ability
- Later struck Craven for major hit
- Ultimate tactical distraction: mooned Craven creating opening for killing blow
Vaerenth (Andi)
- Escaped shadowchain restraints with Aster’s assist (14 total with prayer dice)
- Coordinated with Aster to eliminate shadowshackle cultist, freeing allies
- Heroic sacrifice: Rushed to Augustus, broke orb tether taking 17 damage
- Mocked Craven with “hehe” while bleeding, drank health potion (+2 HP)
- Attempted vicious entangle on Craven (failed at 12)
- Second vicious entangle with Aster assist: SUCCESS, restrained Craven (6 damage after reduction)
- Delivered killing blow: arrow through Craven using Augustus as platform
- Quick thinking saved world: grabbed orb, wrapped in robe to stop cosmic breach
- Evacuated carrying Augustus while possessing world-ending artifact
Augustus (Mark)
- Freed from orb tether by Vaerenth’s sacrifice
- Furious vengeance: CRIT obliterated archer with 26 damage seeing friends attacked
- Intercepted “Get Over Here” damage meant for Banjo, nearly died
- Execution strike from Craven: went unconscious
- Final thought: “Confidence in friends” - chose life over death
- Evacuated by party, bleeding and near mortally wounded
Aster (Luie)
- Assisted Vaerenth’s escape with prayer dice bonus
- Coordinated cultist elimination with light-enhanced arrow
- Heroic intervention Part 1: Gave Banjo health potion (cleared 4 HP)
- Heroic intervention Part 2: CRIT broke Banjo’s tether using soldier strength (23 damage taken, divine vision “everything will be ok”)
- Stood alone against Craven while party scattered
- Devastating counterattack: 23 with hope, burned hope for 1d8, dealt 30 SEVERE damage to Craven
- Took 25 damage from Craven’s retaliatory strike (48 total damage this fight)
- Assisted Vaerenth’s successful vicious entangle
- Survived to help evacuate Augustus
World Updates
New locations: temple-chamber-with-pillars (battle site), cosmic breach point NPCs: craven (deceased - guardian/prisoner of the cycle) Plot: Craven defeated after brutal battle, revealed to be guardian/prisoner maintaining seal on cosmic horror. Reddish orb revealed as containment device - when exposed causes reality breach with tentacles from beyond. Vaerenth now possesses wrapped orb, only concealment prevents apocalypse. Augustus critically wounded, evacuated by party. “The Cycle” was Craven’s duty binding someone to orb to maintain seal. Party victory may have doomed world by breaking guardian cycle. Temporal distortion discovered - 5 days passed in Taloom during party’s perceived 6-12 hours. Mama Yada opened to outsider trade (positive change from party’s intervention). Party received equipment from Kabuto’s scavenging efforts. Departed Taloom as honored allies but broke Chainlord contract by refusing to deliver orb to Void Spire. Now rogue agents carrying world-ending artifact, heading “elsewhere” with no clear destruction plan.
Mechanics
Rules used:
- Tether breaking mechanics (17 damage to Vaerenth, 23 damage to Aster)
- “Get Over Here” reactive ability (triggered by 2+ HP damage)
- Vicious Entangle restraint spell
- Orb exposure/concealment mechanics (reality breach phenomenon)
- Temporal distortion (5 days passed in town vs 6-12 hours for party)
XP/Rewards:
- Level Up: All characters advanced
- Loot: Reddish orb (cosmic horror containment device)
- Taloom Resources: Minor stamina potion recipe, instant jump root, gecko gloves
- Alliance: Secured standing as honored allies of Taloom
Next Session
Setup: Party has departed Taloom, heading “elsewhere” (not to Void Spire), carrying the world-ending orb. They have broken their contract with the Chainlord by refusing to deliver the artifact. Augustus still recovering from near-death experience. Party now possesses powerful new abilities and equipment.
Goals:
- Determine destination and plan for the orb
- Deal with consequences of breaking Chainlord contract
- Find way to destroy or permanently secure cosmic horror artifact
- Navigate as rogue agents with world-ending responsibility
GM Prompt for Players (Geoff): “Where would you like to go? Think of places you would like to go” - players should consider potential destinations before next session
Lore Updates
The Cycle & Cosmic Horror
Source: Craven’s final moments, orb exposure phenomenon Information:
- “The Cycle” was Craven’s duty maintaining seal on cosmic horror using the orb
- Breaking the cycle (Craven’s death) allows reality breach when orb exposed
- Someone must be tethered to orb to maintain seal
- Craven’s last words: “Noooo I was so close!!!” - implies he was trying to complete/transfer the duty
- Physical concealment of orb prevents breach - discovered by Vaerenth wrapping it
Temporal Distortion in Ancient Ruins
Source: Party return to Taloom, Tavni’s reaction Information:
- Party experienced 6-12 hours in ancient temple ruins
- 5 days passed in normal time (Taloom/surface)
- Aster’s theory: “Time flows differently in there”
- Ruins contain severe temporal anomalies
- Effect ceased after leaving the area
The Chainlord Contract (Broken)
Source: Session 4 contract, Session 8 decision Information:
- Original mission: Retrieve sphere artifact for Chainlord as payment for chasm expedition
- Reddish orb may be the requested artifact
- Party chose to keep orb rather than deliver to Void Spire authorities
- Moral decision: Cannot hand cosmic horror containment to anyone
- Consequences unknown but likely severe - contract breach with major authority
Campaign Notes
Major Story Implications
- Broken Contract: Party has defaulted on official agreement with the Chainlord - consequences likely severe
- World-Ending Artifact: Carrying cosmic horror containment device with no destruction method known
- Rogue Agents: No longer working within established authority structure
- Taloom Alliance: Secured safe haven and honored ally status in underground city
- Power Increase: Significant combat capabilities gained through level advancement
Unresolved Questions
- How to destroy the orb permanently?
- What will the Chainlord do about the broken contract?
- What was Craven’s true role in “The Cycle”?
- Can the cosmic horror be permanently sealed another way?
- Where is the party heading?
Character Development
- Augustus: Nearly died protecting Banjo, demonstrated ultimate tank loyalty
- Aster: Took massive damage to free Banjo, received divine reassurance (“everything will be ok”)
- Vaerenth: Freed Augustus despite severe cost, delivered killing blow to Craven, now bears responsibility for containing orb
- Banjo: Ultimate disrespect to boss (mooning Craven), survived being used as hostage
Session: 2025-10-10 | Previous: session-7-tunnel-pursuit | Next: [Date TBD]
Post-Battle Discussion: The Orb Dilemma
The Problem
- Orb Possession: Party has the reddish orb (cosmic horror containment device)
- Original Mission: Chainlord contracted party in Session 4 to find sphere artifact
- Realization: This orb may be the sphere artifact the Chainlord wanted
- Moral Conflict: Cannot give world-ending artifact to Void Spire authority
- Imperative: Need to destroy the orb, not deliver it
Party Debate: What’s Next?
The Stakes:
- Orb revealed as containment device for cosmic horror
- Exposure causes reality breach with tentacles from beyond
- Only concealment (wrapped in Vaerenth’s robe) prevents apocalypse
- Original contract with Chainlord now morally impossible to fulfill
Options Under Discussion: [GM Note: Document player discussion and decision here]
Travel Option: The Climb
- GM Note: Party could climb up the chasm
- Time Cost: Would take days and days to ascend
- Implication: Long journey with the orb in possession
Taloom Resource Distribution
Kabuto’s Productive Anger
- Context: Kabuto has been pushing to keep busy, fueled by anger
- Discovery: Found several items inside the spire during party’s absence
- Items Available: Three useful pieces of equipment
Items Distributed:
1. Minor Stamina Potion Recipe (Scroll)
- Description: Recipe requiring bone to create stamina potions
- Use: During long rest, attempt to create potions
- Recipient: Vaerenth
- Benefit: Self-sufficiency for stamina restoration
2. Instant Jump Root
- Description: Root that can be consumed for instant jump to far range
- Effect: One-time use for dramatic repositioning
- Recipient: Augustus
- Tactical Use: Emergency mobility/escape option
3. Gecko Gloves
- Description: Gloves enabling wall and ceiling walking
- Effect: Spider-like movement capabilities
- Recipient: Banjo
- Synergy: Perfect for Nightwalker rogue’s stealth approach
Departure from Taloom
Tavni’s Farewell
- Parting Words: “You are always welcome back”
- Recognition: Acknowledged how much the party has helped Taloom
- Standing: Party leaves as honored allies of the underground city
- Achievement: Transformed from suspicious outsiders to valued friends
Strategic Decision: Avoiding the Void Spire
- Destination: Group departs Taloom heading elsewhere (not to Void Spire)
- Broken Contract: Choosing not to deliver orb to the Chainlord
- Moral Stand: Refusing to hand cosmic horror containment device to authorities
- Consequences Unknown: Breaking official contract with Void Spire leadership
- New Path: Party striking out on their own with world-ending artifact in possession
Critical Choice: Party explicitly avoiding return to Void Spire/Anchorpoint despite original mission
Session End & Level Up
Character Advancement
Vaerenth (Andi) - Level Up
Domain Cards Acquired (2):
-
Towering Stalk
- Base Effect: Once per rest, conjure thick twisting stalk within Close range, climbable up to Far range height
- Attack Option: Mark Stress to use as attack - Spellcast Roll against adversary/group in Close range
- Damage: Erupting stalk lifts targets and drops them for d8 physical damage (Proficiency)
- Tactical Use: Battlefield control, elevation advantage, or area damage
-
Corrosive Projectile
- Attack: Spellcast Roll against target within Far range
- Damage: d6+4 magic damage (Proficiency)
- Debuff Option: Mark 2+ Stress to make target permanently Corroded
- Corroded Effect: −1 penalty to Difficulty for every 2 Stress spent
- Stacking: Condition can stack for cumulative effect
- Strategic Value: Long-term debuff investment for boss fights
Augustus (Mike) - Level Up
Domain Cards Acquired (2):
-
Forceful Push
- Attack: Primary weapon attack against Melee target
- Base Effect: Deal damage and knock back to Close range
- Hope Bonus: Success with Hope adds d6 to damage
- Hope Spend: Can spend Hope to make target temporarily Vulnerable
- Tank Utility: Creates space while dealing damage
-
Bold Presence
- Presence Enhancement: Spend Hope to add Strength to Presence Roll
- Condition Immunity: Once per rest, avoid gaining condition by describing how bold presence aids
- Character Synergy: Leverages Augustus’s intimidating tank presence
Aster (Luie) - Level Up
Improvements:
- Increased Stress Threshold: Enhanced capacity for more healing
- Healing Support: Greater sustainability for party support role
Domain Card Acquired (1):
- Forceful Push (same as Augustus)
- Attack: Primary weapon attack against Melee target
- Base Effect: Deal damage and knock back to Close range
- Hope Bonus: Success with Hope adds d6 to damage
- Hope Spend: Can spend Hope to make target temporarily Vulnerable
- Note: Both Aster and Augustus now have battlefield control with knockback
Banjo (Gareth) - Level Up
Attribute Increases:
- Agility: +1 (now +2)
- Finesse: +1 (now +3)
- Impact: Enhanced mobility and precision for Nightwalker rogue
Domain Card Acquired (1):
- Chokehold
- Activation: Position behind creature of similar size, mark Stress
- Effect: Pull into chokehold, make temporarily Vulnerable
- Synergy Bonus: When creature attacks Vulnerable target, deal extra 2d6 damage
- Assassin Combo: Perfect setup for massive sneak attack damage
- Team Play: Enables allied focus fire with bonus damage
Party Power Analysis
- Battlefield Control: Multiple knockback options (Augustus, Aster)
- Debuff Stacking: Corrosive Projectile for long boss fights (Vaerenth)
- Burst Damage: Chokehold setup for devastating focused attacks (Banjo)
- Mobility: Towering Stalk for vertical advantage (Vaerenth)
- Sustainability: Increased healing capacity (Aster)
- Rogue Enhancement: Higher Finesse for critical stealth/attack rolls (Banjo)