Sevens

K1: The Caves of Lunus
The post you've all been waiting for

I’m just going to paste in the narration because I actually wrote it out for this one:

“After your rest, you set off again. Your trip from the mysterious desert temple to uneventful, and you approach Gravil in the evening. As the town comes into view, you see billowing smoke and volleys of flaming coals from catapults, the mark of a hobgoblin siege. At the sight, Wolfswift’s typically calm disposition quickly fades to panic. ‘The hobs are at Gravil!?! They just took Sherul a few months ago! We need to get there, now, before the library burns!’”

The party concurs, and sets off:
“You dash across the last stretches of salt plain as they fade to sparse fields of grass. The wind picks up, and the full moon shines down on the wandering sands. There is no guard tower at the southern entrance to the town, only a ruined stone archway with ‘Gravil’ carved into its face. As you enter the burgh, you see that the siege comes from the West, and that shocked townsfolk flee eastward. Wolfswift leads you to follow suit before cutting off to a side road and knocking on the door of an unassuming building. A small slit slides back, revealing a concerned, wrinkled face. ‘Grafire? Are you here with Gravak? Did he bring an army? How large is it? Oh, don’t tell me he’s too arrogant to…’ ‘Unfortunately, I am here with only a party of adventurers, Richorn.’ interrupts Wolfswift. The old elf stares blankly, his concern settling into fear. ‘I see.’ he says solemnly. ‘Well, come in.’ You walk into a parlour whose walls are lined with bookshelves. Various other aging elves stand around, looking just as concerned as the one who answered the door, who now speaks. ‘So, introductions. I’m Richorn Taletreader, the leader of this historian’s guild, or as the townsfolk call us, the “Rock-Speakers”. And you all are?’”

The party introduces themselves, recounting the story of the Seven while adding in the elaborate “prophets of Pelor” lie.
“Richorn stares, at you, his mouth agape. The surprise quickly rises to excitement. ‘You’re the new Seven?!? I… I read about the Seven in the ruins. I read about Zunquar, a clockwork golem and a Seven from this plane. I read about the succession process… but, but I never thought I’d see it happen!’ He massages his temples, grimacing and closing his eyes. ‘And now the hobs are at our gates, two months before we thought they’d be ready. (intensely, bang fist on table) Soon we’ll have been claimed for Bane! Like… (quiet, reflective) Sherul…’ Suddenly, Richorn drifts off, thinking intensely. He regains his energy just as quickly. ‘You did say that the gods stole the Seven’s powers, so they’re fighting you, yes?’

The party says “yes”. (DM Aside: Awkward-in-writing pauses like this show how narration and summary are very different forms of writing.)
“‘Then that’s it! That’s why they’re here so early! Bane, your enemy and their patron, is sending them not for Gravil, but for the Caves of Lunus!’ Richorn slowly realizes that you have no idea what that is. ‘Oh! Let me explain. According to the legends I’ve deciphered, Zunquar was quite the architect. He built small temples throughout this plane and filled them with traps, monsters, and secrets. When it came to find a permanent seat of power, Zunquar thought it only appropriate that he build his most challenging gauntlet as a test for those who sought audience with him. He chose the towering Mount Lunus, and the winding caves that occupy it, as the location for his fortress. But after many died foolishly steading his dungeon, Zunquar sealed it, only opening it on the last full moon of the year. The first group of adventurers to enter would be locked in; could they not clear the dungeon and seek Zunquar within three hours, they would be doomed to dye of hunger and thirst within its halls. Zunquar would restore each adventurer to life but once to aid the adventuring parties in their completion of the quest. Now, as you probably noticed, it is early winter, and a full moon. I believe Bane seeks to lead his hobgoblins through Gravil and due north to Mount Lunus, where the best of the hobs will be sent to defeat Zunquar with the help of the gods so they may add yet another power object to their collection.’ Richorn takes a well-deserved pause. ‘Oh dear, I’ve gone on too much again. Anyway, it is in our mutual interests to keep this from happening. Grafire, I propose that you and this new Seven go into the caves before the hobs arrive and tell Zunquar of the invasion. Fortunately, I am prepared. I sent an exploration team into Mount Lunus when I first discovered information about the caves and had a teleportation circle set up next to the dungeon’s entrance, meaning I can get you there in a jiffy. I also have two different accounts of past exploration of the dungeon, one reliable and one unreliable, that may use give you some hints as to the dungeon’s perils and how to survive them.’”

At this point, the party is told the following rumors:
Reliable: “Fortune awaits in a secret chamber connected to the Great Hub.”
Reliable: “The three-headed purple worm’s young are poisonous to it.”
Reliable: “A stone tablet with a clue to the Puzzle of Faces is hidden in one of the hallways.”
Unreliable: “Touching the fire ruby will melt one’s hand off.”
Unreliable: “An orb with the power to slay powerful dragons is hidden in the dungeon.”
“Richorn ponders what he has said, then turns to another scholar in the room. ‘It is time,’ he says. ‘Go and find the Wand of Time Displacement.’ He thinks on the situation more, and finally turns back to you. ‘And finally, I will establish a mental link to all of you. If I sense that you all have perished, I will perform a ritual to roll time back to around now. I am performing this ritual through a powerful wand, but I do not know how many times i may use it; For this reason, I have been saving it until a time of need.’ A wizard from the peanut gallery calls out , ‘What about that one time yer wife caught’ya bonin’ that night elf? You used yer wand then!’ ‘Time of need! It, it was a time… of need!’ Richord retorts to his laughing colleagues. ‘Anyway, point is, don’t think you can screw around in there just because I can reset everything when you all die. Alright. Off you go.’ And with a few elaborate hand motions, Richorn teleports you away.”

Now then, to the dungeon crawl:
“You find yourself teleported to a dark, damp area. Suddenly, you hear a heavy metal door heave open, along with the sound of light falling rubble. Light shines out on you from the open doorway, revealing a narrow hallway. The doorway itself is made of heavy cast iron; a polished iron skull, its keystone. Magic torches next to the door light themselves, revealing your surroundings.”

  • The party proceeds through the door into the hall.
    Eight portals of different colors line its sides. Each portal has a hook above it, from which a golden key hangs (except for the one above the green portal). The hallway ends at a pair of stone doors with no visible handles. A gold-lined keyhole, however, is set into one of the doors.
  • Jonn uses his Mage Hand to try a putting a key in the keyhole from across the room. The key is shot out of the keyhole, along with a burst of lightning. Fortunately, the entire party was on the other side of the hall and thus unaffected. Jonn tries all of the other keys in the hall, including one found clenched in the fist of a skeleton, but they all yield the same result.
  • Looking for another solution, Sancta walks through one of the portals. He finds himself transported into a dismal cell roughly 10 feet to a side that reeks of offal. The bones of countless dead humanoids litter the floor, many suspended in puddles of black ooze that begin to creep toward him. There is no exit, and he would either be killed by the black pudding or die of thirst, so he was ruled as dead. Wolfswift’s wolf entered another portal and suffered the same fate. Charmeleon put its head through yet another portal and could not remove it.
  • The players have spent a half-hour of real time and gotten nowhere. Suddenly, Kreb makes a Thievery check and identifies the keys as fool’s gold and the keyhole as real gold. More frustrated out-of-game discussion follows. Suddenly, Gernezit gets the idea to go look at the skull keystone. He pulls open the jaw, which is on a hinge, and out pops another key, made of real gold. The keyhole takes this one, and the door opens.
    Through the door is a large hall with golem statues, large iron braziers, and a large archway, set into the back wall. Tapestries depicting Zunquar line the back wall. Three bone-white pedestals lie under a beam of white light in the hall’s center. Four sets of stairways, two on each side of the room, each lead up to a large door.
  • After investigating the tapestries, Kreb stumbles upon a secret passageway that leads into a small, dank room.
    The low ceiling of this dry, musty chamber is comprised of ascending tiers, as if the room were itself a miniature ziggurat. A skeleton wearing a tattered ochre cloak and a crimson blindfold reclines in a simple wooden throne adorned with iron plating. A warped and splintered wooden table stands before the skeleton. Two eight-sided bone dice are neatly arranged atop it.
  • After the party enters the room, the skeleton motions to the dice. Several party members’ History training allows them to passively recall the following:
    ”The two dice are a set of reaper’s dice, an artifact said to have been given to the first human king by a succubus named Vivika. They have no faces and are powerless when rolled separately. However, if both of the reaper’s dice are rolled at once, one of many powerful effects occur – some beneficial, and some baleful.”
  • Jonn rolls the dice with his Mage Hand, and his mind becomes filled with visions of snakes winding around his legs. These dissipate quickly, but Jonn is slowed for the rest of the adventure. The dice and the skeleton then disappear in a puff of noxious red smoke.
  • “The party returns to the Great Hub and, after much deliberation, enter the top-right room.
    “Sand and mud cover the floor of this impossibly large chamber.The air is heavy and moist. The ceiling is obscured by low, dark clouds. Half of an steep, grass-covered hill looms against the east wall. Its highest point reaches nearly 50 feet. A procession towering basalt obelisks stand in the center of the area. Rows of high rainforest trees line the north and south walls.
  • As the party nears the center of the room, a huge, three-headed purple worm erupts out of the hilltop. She and the party exchange blows, with her biting, and occasionally, swallowing adventurers. After a few rounds, she pulls herself out of the ground with four stubby legs, and eight light-green larvae fall from an orifice at her rear. The fear of her own young that the worm expressed during this process confirms the rumor the party received, and they move to dispatch the larvae and throw them into their mother’s mouth.
  • While the mother retreats to the hilltop, her brood attack the party with their poisonous bites; ultimately, however, their frailty allows the party to make short work of them. Diviir grabs a larvae corpse and throws into one of the worm’s three maws. The worm lets out a thunderous roar, then collapses. A piece of the west wall crumbles open to reveal a narrow entryway. The party proceeds through it.
    “You enter a small chamber, lit only by a few torches. A simple clay altar stands in the center of the chamber. Upon it is a clay tablet with a green leaf imprint on it. It glows faintly and releases a sweet scent.”
  • The party picks up the emerald. A portal to the Great Hub then appears.,and the party goes through it. Upon returning, they put the tablet on one of the pedestals. The sweet scent emanating from the tablet then intensifies, relaxing the party and restoring two healing surges to each adventurer.
  • Play stops for the day with about an hour on the clock.

To be continued…

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Clockwork Magma Dragon
Written by Berk, Expanded by Hotchy

*startin in a hallway running from a boulder that moves 8 spaces a turn and splatters shit
*Berk and Bashy Ninja through the pendulums, berk gets toasted on fire trap mark called and earned a comma point for. everyone else has mixed results.

  • (Hotchy) The party reaches a large, iron door at the end of the trap hallway. The door bears a large, circular symbol (I’ll scan a picture of it). I couldn’t recall if or if not the party rested after the cobra encounter, so I awarded an action point here for the party reaching a milestone (2 encounters without extended rests). This becomes important during the next encounter.
    *Find a strange room with potions and metals and shit in it.
    *After a very short exploration with berks Shadowed Legion ability, A clockwork dragon appears.
    *The clockwork dragon rants about completing its masters work of creating the perfect aphrodisiac.
    *the dragon’s master is the bull that wrote the letter on cinnabar island.
    *The Dragon is named GLaDoS
    *We engage in MORTAL COMBAT!
    *We deal over 150 damage to GLaDoS. Still alive
    *She isn’t even coggied yet.
    *Berk and Obrad both start making sprints for the control panel.
    *Mark finds that the dragon needs to drink the furnaces magma like metal inside. gets another comma point
    *Berk roles 2 20’s in a row while bored, ruins dice karma forever.
    *then Pizza came and we stopped as far as I know as i had to run out for hockey.
    *Also, speeches about lemons seem to un-dominate the party when mark gets them pumped with it, as who doesnt like to make flammable lemons and burn shit with them. GLaDoS even agrees.
    Berk left so I’ll finish up ~Hotchy
  • Berk, Mark, and Podge all spend both of their action points to quadruple move, using their various flying/ teleporting powers to get up to the elevated platform where the control panel is.
  • After a few checks, the Party turns off the furnace and closes its doors. The dragon dies in a flurry of cogs during its next turn.
  • From the dragon’s remains, the Party recovers its “heart”— an enchanted ruby the size of a human’s fist. Also, a jet-black cylinder about six inches long is found within its stomach.
  • As soon as it is found, Jonn’s rod begins to glow a bright turquoise. He feels compelled to grab the other rod, and then to connect it to his. Upon doing this, the rod speaks to him telepathically, informing him that it is the Rod of Seven Parts, an artifact of immense power crafted by an ancient primordial to defeat the gods of evil. However, it was destroyed and scattered across the seven planes, with one part on each plane. The rod’s enhancement increases to +2, and it gains other properties that will be noted on Jonn’s character sheet.
  • After the encounter, Wolfswift looks around the room and notices a symbol like the one on the door. He rotates and manipulates it until part of the back wall opens to reveal a staircase up and out of the temple. The party chooses to go to sleep before leaving.
    Some Stats:

Amount of Pendulums:
3
How many we did before hotchy said F* it:
2
How much Berk played with magiccards and didnt really pay attention:
2 and a half metric shittons
Comma Points:
Mark 2
Bashy 2
Comma Points before Mark gets his magic air:
6998 (Disclaimer: No prices are set yet in the Comma Point store, especially for Magic Air. Prices are subject to change.)
If Bashy Wants to help with that:
6996

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Last Time on Sevens
The Temple of Doom
  • Will Smith and his pet cactus(wolf) lead us into the desert, to a temple.
  • We apparently have to go through the traps inside the temple to avoid the traps outside the temple, in a massive circular argument that leads to the conclusion that Will Smith is the worst guide ever.
  • SNAKES!? SNAKES!? SNAAAAAAAAAAAKES!!
  • we battle the poisonous snakes, which are also robots (because this plane has robots but not guns somehow).
  • after a succession of stabs, mental attacks, healing infusions, and giant flaming tornadoes, we almost win.
  • SUDDENLY SAND ELEMENTAL
  • we pwn the remaining snakes and sand elemental with little difficulty
  • we enter the temple, which in a massive anticlimax is just a tiny little empty room with a staircase going down, in a last-ditch attempt by the voice in the sky to curb our bullshit and advance the plot.
  • we go down the stairs like good little playthings after contemplating just turning around and leaving.
  • the entire freaking staircase breaks off and falls ten feet into a dark pit.
  • A rumbling noise approaches from behind, so we run the other way…
  • straight into a long hallway with massive unstoppable pendulums swinging randomly at every 5 feet.
  • after some screwing around and a battle between roger and donald, we try everything from intimidation to depression on the pendulums, but hotchy stops us, sow e enter for real once we’re notified that the rumbling noise was a quickly approaching massive boulder and we are all supposed to be Indiana Jones.
  • berk runs in there with impunity because hax acrobatics
  • bashy wastes a daily to teleport in there.
  • obrad enters holding a pendulum down with mage hand and gets clipped by a pendulum, taking damage.
  • roger enters and attempts to stop the pendulums with his bare hands, taking assloads of damage.
  • we regroup to decide how best to do this thing and resort to every man for himself rather than any strategy whatsoever
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Meanwhile, In a Parallel Universe
Bashy's 1st attempt at DM-ing (fails hilariously)
  • party forms made up of Hotchy, Berk, Mike, and Obrad (screw whatever our names are)
  • apparently we are all random assassins sent into a cave to kill everything.
  • We encounter goddesses of light and darkness, who proceed to pwn us hard for a few rounds, and then never score another hit.
  • Obrad, who coincidentally has the only light source, betrays the party to the goddess of darkness in exchange for leniency, starts attacking everyone.
  • Berk declares himself a pacifist, removes himself from battle.
  • Mike betrays the party to the goddess of light in exchange for leniency, tries to attack Obrad.
  • Obrad pwns Mike.
  • Obrad pwns Berk.
  • Mike dies. Berk is unconscious.
  • Obrad changes his religion mid-battle to worship the goddesses. Repeatedly.
  • Hotchy calls bull and tries to convince everyone to get back to the task at hand. fails.
  • Hotchy’s pet dog inflicts the grand total of 1 damage we do to the goddesses, and then is unconscious.
  • Obrad pwns Hotchy
  • Hotchy dies. So does his dog.
  • Berk is stabilized by goddesses(Bashy). Obrad is smitten for pwning everyone by Bashy-the new-voice-in-the-sky.
  • Berk is kicked out of the cave. The quest fails before we even know what it actually is.
  • Back to Sevens. At least we have some basic plot info on that campaign. Also we’re all less back-stabby in that universe.
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September Minutes
In which the party spends 3 sessions derailing and re-railing my plot
  • The party tactfully escapes the town with stealth and intimidation
  • They exit towards Gatt, which the mayor reveals to be a town inhabited by tieflings
  • The mayor explains the political geography:
    To the north is Gravil of the Elves. To the south is Retton of the Dwarves. To the East is Gatt of the Tieflings. And at their center, Grezzit of the Humans. These four towns are the last strongholds of civilization, the points of light among darkness. Except for a few lightly-traveled trails, these settlements are constricted on either side by the Verdant Expanse, a vast, dense forest. Between Grezzit and Gravil lies a sprawling desert. West of the Verdant Expanse lies the Hobgoblin empire, a collection of formerly-civilized cities that they have conquered. Having unified centuries ago, they now control all of the ancient settlements west of the Expanse.
  • The party rests beside the road for the night.
  • Trip Z’s used his telepathy to attempt to trick the mayor into believing that the party was sent by Pelor, and neither succeeds nor fails.
  • Recap of next session tomorrow in 3 weeks
  • Jonn creates a fiery tornado while Mark attempts telepathy again. The rest of the party undergoes various related shenanigans. Ultimately, the mayor, a secular believer in Pelor before the party’s arrival, is convinced that the party was sent by the god of sun and summer and that their goals are his will. After this, the mayor is willing to take the party back into Grezzit and vouch for them.
  • The party goes to Grezzit to find the gate abandoned. After making their way through the gate, they see a fire in the distance.
  • The town hall is ablaze when the party arrives and puts it out with ice and other magic. The party confronts a ground of arsonist soldiers who explain that they thought the mayor died and were persuaded by a noble to burn the town hall and start a new government.
  • The mayor explains that he is not dead and that his governance can resume, first to the soldiers and then to the public in the town square. When the revolutionary noble objects, the party intimidates him to the point of suicide.
  • The mayor tells the party that he must stay in Grezzit to maintain his rule, but that he will send a proxy better for the task than he is, Grafire Wolfswift. The party fools around in Grezzit and talks to Traril before going to bed at the Mayor’s auxiliary estate.
  • Will the party cross the Pisha Desert? Will the party get their lives twist-turned upside down by the enigmatic Wolfswift? What lies in the Library of Gravil? Join us next week!
    XP gained: 3750, 450 today
    Treasure gained: ~1120 gp and a ring, 0 gp today
    Encounters: 13, 2 today
    Checkpoints reached: 2 of 8, 0 today
    Important Items collected: 0 of 14, 0 (of a possible 0) today
    Realms explored: 2, 0 today
    PCs killed: 1, 0 today
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Summer and last session minutes
  • We finished going though the Building, fighting some hobgoblins
  • we have 3 pkmn with us, growlithe (berks) Weezing (formerly berks growlithe’s, now marks) and chameleon (obrad)
  • we went on the boat
  • we invested money on this magic boat
  • we landed in a new town thing
  • berk somehow lost all his healing surges doing dumb things
  • we meet the mayor of the town
  • bashy breaks the plot and takes the mayor hostage
  • berk is almost dead
  • we are currently running though the city with the mayor held hostage and scary ass pokemon chasing us. Berk still wondering wtf happened.

XP gained: 3200, 300 today
Treasure gained: ~1120 gp and a ring, 145 gp today
Encounters: 13, 2 today
Checkpoints reached: 2 of 8, 0 today
Important Items collected: 0 of 14, 0 (of a possible 0) today
Realms explored: 2, 0 today
PCs killed: 1, 0 today

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minutes 7/9

soooooo long story short, mayor on island is rich. it island (though the inhabitants don’t know it) is call cinnabar island. we went in to the Pokémon mansion, killed (fainted) some raticate and caught a charmeneon (not quite sure how shill, but we did.) found 50 gold and 250 silver on dead body by the pokémon we fought and earned 300 XP. up next A TRAINER BATTLE! (lol jk)

Some additional points from Hotchy:

  • The town is called Retton by its inhabitants
  • Retton is on top of a cliff and its inhabitants live in houses dug out of holes in the ground
  • The surface of Retton is littered with stone/concrete rubble and twisted metal
  • Traril paid another guy before you guys to try to find the crystal, but no one’s heard from him since
  • I made an extremely-simplified catch formula that I can actually evaluate on the fly
  • I also made a stat block for Charmeleon with different attacks and stats

Some stats:
XP gained: 2900, 300 today
Treasure gained: ~975 gp and a ring, 75 gp today
Encounters: 11, 1 today
Checkpoints reached: 2 of 8, 0 today
Important Items collected: 0 of 14, 0 (of a possible 0) today
Realms explored: 2, 0 today
PCs killed: 1, 0 today

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Everything Bahamut Talked About in Detail

The Seven Sculptors
In the beginning of the universe, there was near nothing. However, seven creatures formed. They are extremely weak by today’s standards but back then they were powerful compared to everything else. They ruled the universe and created seven realms, one for each of them. But soon the universe naturally grew in power while the Seven Sculptors’ power remained stagnant. The realms they created ran out of control and began to war with each other. The Seven Sculptors, realizing they could not control the realms themselves, decided the only way to stop them was to give their powers to a new seven beings. This new Seven would be from the world that had grown more powerful, meaning they would have the power (as per the ratios stated in the next section) to end the conflict. However, the Seven Sculptors would have to sacrifice themselves to transfer their powers. After much consideration, they decided they were willing to give their lives to protect their creations. They transferred their powers and a new Seven was created. These seven new beings were told that eventually, they too would have to give up their powers to protect the universe and to tell the next seven the same. This is how the Seven were created.

Right of Way
A ritual must be performed to transfer the power from one Seven to another. All of the new seven must be present. A power source from each member of the old Seven must also be present. Lastly, the new seven must also have their gemstones, which contain their life memories. If all of these criteria are met then the ritual will begin. Once it is completed all of the new seven will have their complete powers.They then also gain a power source. However, it is possible to partially awaken someone with just one of the power sources but it requires the use of ancient astral knowledge that only the gods are privy to. During the ritual, any member of the new Seven can end it at any time, leaving the group with whatever powers they may have gained so far. Here is a comparison in power of a member of the new Seven to one of the old.
7 unawakened of the new = 1 awakened of the old
1 partially awakened of the new= 1 awakened of the old
1 awakened of the new= 7 awakened of the old

Misc. Bits about the Seven and its Members
Each member of a Seven is connected to a realm, and can only die if killed in that realm or if they lose their power source in any realm. As the party and Searos are not fully awakened, they do not have power sources yet. Standard D&D rituals that raise the dead

Where You Come In
The party and Searos make up the next Seven. Searos was exposed to his power source and is partially awakened. The gods have all 7 gemstones, which contain the memories of the next Seven. The current Seven includes Ricrill and Bahamut, but Bahamut betrayed the Seven and gave their power to the gods. However, as the gods are now abusing their power and the new Seven have emerged, Bahamut wants the new Seven to take back their power by performing the ritual. The party must:

  • Find the five remaining members of the Seven and obtain their power sources
  • Retrieve the Eye and Bahamut’s power source from Searos
  • Retrieve the 7 gemstones from the gods
  • Convince Searos to stop killing everyone and join the ritual
  • Complete the ritual, creating a new Seven powerful enough to reclaim control over the planes.
    This will require traveling the planes in search of these mythical figures while avoiding the god’s minions, who have already been sent to thwart this quest.

That should be all; comment with questions either on this post or Facebook/GMail

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The Minutes 6/21
too much plot for one player to handle
  • We wake up after fighting psycho-slut and walk down some more caverns into the base of the mountain
  • The mountain is actually a giant (the size of a 6-foot person to our minis) cyclops named Rick Astley
  • He looks like this (except with one eye)
  • We climb his legs while he hits us with fists made of lightning and water
  • Eventually we get up to his chest and start wailing on his massive balls OF FIRE!!!! (added by berk)
  • Berk finds a +2 magic diamond pickaxe/khopesh (because I’m nice) and equips it
  • After several turns of punching, shaking of legs, and spewing of elemental breath, the party deals 360 damage and Ricrill goes down in a pile of change, leaving only his eye
  • CHECKPOINT REACHED
  • Lloyd gets the dying hit and earns Sancta the Blind Fury legendary boon
  • Mittens uses super sprint powers to beat Trip Z’s to the eye, which Mittens takes, and then explodes all his armor and stuff off (Trip gets his Amulet)
  • Hotchy: “Mittens then morphs into Searos” Berk:“Motherf***er”
  • Searos is not amused by Mark’s psionic chats and kills him with a storm of fire
  • Yes, that means Mark died
  • No, seriously, Mark died
  • A staircase suddenly descends to the battlefield, and the party climbs it. A force field blocks Searos’s entry.
  • The party meets Bahamut at the top of the stairs.
  • He explains that the party and Searos make up the next Seven, which are the seven most powerful beings in existence. The current Seven include Ricrill and Bahamut, and Bahamut betrayed the Seven and gave their power to the gods, which have been abusing it recently. Bahamut wants the party to take the power back from the gods and become the new Seven.
  • Each of the current Seven has a power source, which is a part of their body. A member of the current Seven dies if this source leaves their body. Transferring power from one set of Seven to the next requires a ritual in which all 7 power sources, all 7 gemstones (which hold the new Seven’s memories), and all of the new Seven (including Searos) are present.
  • Each one of the Seven is tied to a plane, and can only die if killed in that plane.
  • I’ll make a post about Bahamut’s talk filled with copypasta from Bashy’s plot document and things I forgot to mention tomorrow.
  • Bahamut says he will adventure with the party and that he will revive Trip. However, once Trip is revived it turns out that the body Bahamut found was actually Searos in disguise
  • It wouldn’t surprise me if Searos wasn’t actually a tiefling with all this shapeshifting (hint: he is)
  • Searos pwns all 7 of Bahamut’s gold dragons and then moves on to Bahamut himself, who opens a portal to some place before getting pwned himself. He also tells Donald [REDACTED].
  • The party winds up on the beach of a volcanic island. There they see the apparently-alive Trip Z’s talking to some other tiefling next to a boat. This older tiefling, named Traril, has a scar down his face and is a pretty nice guy according to Mark.
  • Traril says his ship is busted and he needs a new power crystal for it. He believes there is a power crystal of the required size in the remains of a mansion on the other side of the island, and says that he will take the party wherever they want if they retrieve it for him.

Some stats:
XP gained: 2600, 350 today
Treasure gained: ~900 gp and a ring, 750 gp today
Encounters: 10, 1 today
Checkpoints reached: 2 of 8, 1 today
Important Items collected: 0 of 14, 0 (of a possible 1) today
Realms explored: 2, 1 today
PCs killed: 1, 1 today
“Ooooooooh” moments: Too many to count, all today
Obsidian Portal campaign titles that now make sense: 1 of 1, 1 today
Times I used either “seven” or “7” in this post: 14

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june 15th
  • beat the air dude named d-bag, he was a total d-bag when he summoned the hurricane, which wasn’t magic air at all (sorry mark)
    *vista was a push-over, walls don’t stand a chance
    *went to sleep for the 3rd time that day
    *ambushed by psycho-slut and her zombies as we sleep at night
    *don’t ever sleep at night again
    *we stole some of her zombies
    *psycho-slut was just like her sister, hydro-bitch.
    *apparently we aren’t gods :(
  • and we killed her mom
    *next up is the dad, apparently he is huge (size-wise)
  • alright chums, times up, lets do this LLLLLLLLLLLLEEEEEEEEEEEEEEEEEEEEEEEERRRRRRRRROOOOOYYYYY Mhhh-JEEEENNNNKKKKKIIINNNNNNNNNNNNNSSSSSS
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