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Session 130 Trials of Worth: Difference between revisions

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__NOTOC__
{{Session
{{Special:Whatlinkshere/{{PAGENAME}}}}
|campaign=Corsairs
[[Category:Corsairs Campaign]]
|session_date=14 March 2025
[[Category:Session Summary]]
|game_date=Morning, CY627
|synopsis=The PC's must prover their worth to Turgen
|summary=


. The Test of Mercy (Moral Dilemma):
A little shocked at their recent turn of events the party takes stock of the situation and notices that the room itself is described with Mystic rooms and various accoutrements of both a magical and non-magical looking nature hang from the walls. As they move about the room.Aldran and Durmen notice a small glowing sphere has appeared in which they can see what looks to be a shifting and moving set of walls like a rats maze. They began concentrating on it, and before Long realize it they can control the direction of the maze and moments later find themselves standing within it. Durmen uses his arcane senses to find the magical lay lines that reverse the maze, and before long he and aldrin were able to sense, but seems to be a clear path through the maze.
 
====Nails Moral Quandary====
His nail moved about the room. He notices a painting of a a simple town with a crowd of people standing in front of a magistrate as he looks into it, he finds himself transported into the scene where the captured bandit leader notorious for brutal raids is brought before him for justice. The villagers demand immediate execution. However, the leader pleads for mercy, claiming he was forced into banditry to save his starving family, and offers information about a larger, more dangerous threat.


Scenario: A captured bandit leader, notorious for brutal raids, is brought before the paladin. The villagers demand immediate execution. However, the leader pleads for mercy, claiming he was forced into banditry to save his starving family, and offers information about a larger, more dangerous threat.
Challenge:
Challenge:
The paladin must discern the truth of the bandit's claims.
The paladin must discern the truth of the bandit's claims.
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** the corruption is emanating from the alcohol  
** the corruption is emanating from the alcohol  
* __________________________________________
* __________________________________________
* Egon interacts with the spectral figure  healing word on the creature  Balmaris casts Beacon of hope  asks him  protection from poison  Balmaris challnesl divinity heals
* Egon sense its his spriit not hobody that's
*  ----<br />aldran and Durmen look for the lay lines and use them to find their way thought the maze. the avoid pit traps, flash bangs, and shifting walls.they finally make their way to a white 6 panel door that they investigate
* they blast it with spells to open it
* The party finds themselves standing in the hallway out between the alcove where they met Turan and battled the Demon. At the opposite end of the hallway is a singular door that looks identical to the one German and all drawn were blasting away at except all wood and much more weather beaten.


Egon interacts with the spectral figure  and casts healing word on the creature. Balmaris casts Beacon of hope and asks him if he's been poisoned or someway inhibited in mind or body. He casts  protection from poison - thee seems to be no effect.
Balmaris casts channel divinity while asking his god for his help in curing this pour creature. The creature seems to respond positivly. Egon sense its his spirit not body, spectral that it may be, that really needs healing.
====Navigating the maze ====
Meanwhile Aldran and Durmen continue to use their arcane sight to look for the lay lines and use them to find their way thought the maze. They avoid pit traps, flash bangs, and shifting walls before they finally make their way to a otherwise normal looking pure white 6 panel door at the end of an equally bright white hallway.
They scour the edges, looking for any clues as to how it opens, they push, pull, and attempt to slide it sideways, as well as vertically with no success. Getting frustrated they decide to blast it with spells and see if that will open it in the process a few of the spells seemed to ricochet off one of which injured German within steps behind Balmaris for the rest of their attempts. Taking a chance they began to up the spell level it and start to notice the door begins to scar and buckle. After a few more minutes of blasting the door vanishes, and moments later they find themselves standing in the hallway behind the alcove where they met Turgen and battled the demon.
==== Challenge Passed? ====
At the opposite end of the hallway is a singular door that looks identical to the one German and all drawn were blasting away at except all wood and much more weather beaten.


}}




{| class="wikitable"
|-
! # !! Setting !! Description
|-
| 1 || A windswept, rocky mountain peak || Jagged cliffs, thin air, and panoramic views.
|-
| 2 || A single tree on a plain of grass || Solitary, with a wide expanse of grassland surrounding it.
|-
| 3 || A sprawling, misty swamp at dawn || Cypress trees, murky water, and the croaking of frogs.
|-
| 4 || A vast, sun-baked desert canyon || Scorching heat, towering rock formations, and hidden oases.
|-
| 5 || A vibrant coral reef during low tide || Exposed coral, colorful sea creatures, and the smell of salt.
|-
| 6 || A frozen tundra under the aurora borealis || Icy plains, shimmering lights, and the howling of the wind.
|-
| 7 || A lush, tropical rainforest after a downpour || Steaming vegetation, dripping leaves, and the calls of exotic birds.
|-
| 8 || A volcanic caldera with bubbling hot springs || Steaming vents, sulfurous smells, and the glow of molten rock.
|}


*
* The party chooses to enter the doorway and choses #2
* The party chooses to enter the doorway and choses #2
** Ironwood tree on a grassy plain
** Ironwood tree on a grassy plain

Revision as of 22:58, 20 March 2025


Session Details

Session Date: 14 March 2025
Game Date: Morning, CY627

Session Summary

Synopsis

The PC's must prover their worth to Turgen

This Session

A little shocked at their recent turn of events the party takes stock of the situation and notices that the room itself is described with Mystic rooms and various accoutrements of both a magical and non-magical looking nature hang from the walls. As they move about the room.Aldran and Durmen notice a small glowing sphere has appeared in which they can see what looks to be a shifting and moving set of walls like a rats maze. They began concentrating on it, and before Long realize it they can control the direction of the maze and moments later find themselves standing within it. Durmen uses his arcane senses to find the magical lay lines that reverse the maze, and before long he and aldrin were able to sense, but seems to be a clear path through the maze.

Nails Moral Quandary

His nail moved about the room. He notices a painting of a a simple town with a crowd of people standing in front of a magistrate as he looks into it, he finds himself transported into the scene where the captured bandit leader notorious for brutal raids is brought before him for justice. The villagers demand immediate execution. However, the leader pleads for mercy, claiming he was forced into banditry to save his starving family, and offers information about a larger, more dangerous threat.

Challenge: The paladin must discern the truth of the bandit's claims. They must balance justice with mercy, upholding the law while considering extenuating circumstances. They must decide whether to execute the prisoner, imprison him, or offer a chance for redemption (potentially by helping his family and/or using the provided information). This challenge tests the paladin's ability to discern truth, exercise compassion, and make difficult moral choices.

Nails passes summary judgment and kills the bandit leader, the scenes fades and is replaced with A sacred grove or temple, dedicated to the paladin's deity, has been corrupted by a dark influence. The once-peaceful place now radiates malevolence, and its guardians (animals, spirits, or former priests) have become hostile.

  • Challenge:
    • The paladin must identify the source of the corruption.
    • They must confront and purify the corrupted guardians, without resorting to unnecessary violence.
    • They must restore the sanctuary to its former state, potentially through ritual, prayer, or a specific act of atonement.
    • This tests the paladin's faith, their ability to resist corruption, and their understanding of sacred rites.
  • Possible Complications:
    • The corruption is tied to a personal flaw or past sin of the paladin.
    • The corrupted guardians are former allies or loved ones.
    • The source of the corruption is a powerful entity that can manipulate the paladin's mind.
    • Nail - attempts to pay an dhearl their and as he does do they move towards him menacingly. After his prayer they return to the guard positions
    • he enters and sees a pitcher flowing with blood that seeps into he stones.
    • the corruption is emanating from the alcohol
  • __________________________________________

Egon interacts with the spectral figure and casts healing word on the creature. Balmaris casts Beacon of hope and asks him if he's been poisoned or someway inhibited in mind or body. He casts protection from poison - thee seems to be no effect.

Balmaris casts channel divinity while asking his god for his help in curing this pour creature. The creature seems to respond positivly. Egon sense its his spirit not body, spectral that it may be, that really needs healing.

Navigating the maze

Meanwhile Aldran and Durmen continue to use their arcane sight to look for the lay lines and use them to find their way thought the maze. They avoid pit traps, flash bangs, and shifting walls before they finally make their way to a otherwise normal looking pure white 6 panel door at the end of an equally bright white hallway.

They scour the edges, looking for any clues as to how it opens, they push, pull, and attempt to slide it sideways, as well as vertically with no success. Getting frustrated they decide to blast it with spells and see if that will open it in the process a few of the spells seemed to ricochet off one of which injured German within steps behind Balmaris for the rest of their attempts. Taking a chance they began to up the spell level it and start to notice the door begins to scar and buckle. After a few more minutes of blasting the door vanishes, and moments later they find themselves standing in the hallway behind the alcove where they met Turgen and battled the demon.

Challenge Passed?

At the opposite end of the hallway is a singular door that looks identical to the one German and all drawn were blasting away at except all wood and much more weather beaten.

Session Results

Experience

The running tally of XP earned is found on the Party Experience page.

Treasure

Party Treasure

Tasks or Quests

List of tasks or quests undertaken.

Rumors or Intelligence Gained

Apparently nothing noteworthy this session...

NPC's of Note

  • The party chooses to enter the doorway and choses #2
    • Ironwood tree on a grassy plain
    • Sitting net to the tree.
    • They can learn knowledge quickly here, as time runs at a different spped
    • Members who die here are absorbed by the tees. and their eases is taken in
    • Wisdom +1 for 24 hour temporary effect..
  • The party chooses to enter #1 the Rocky Mountain Peak.
    • The party Time seems normal the environment doesnt


Borin Frostbeard

Chieftan of the Frost Barbarian clan

Name: Borin Frostbeard, Aldran's deceased uncle, was a respected chieftain of the Frost Barbarian clan. Though wise, he carried a thirst for battle that served his clan well. His spirit now offers guidance to Aldran.
Campaign: Corsairs
Alignment: Lawful Neutral (in life), Spirit (now)
Appearance: A towering figure with a thick, frost-rimed beard and piercing blue eyes. Wears furs and the scars of many battles. Now appears as a translucent, spectral figure.
Voice/Mannerisms: Speaks with a booming, authoritative voice, softened by affection for Aldran. Often gestures with a spectral hand, as if holding an axe. A hint of bloodlust lingers in his tone when recalling battles.
Ideal: Clan and Honor
Flaw: Prone to bloodlust in battle, sometimes clouding his judgment.
Bond: Aldran and the Frost Barbarian clan.
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:



Aldran's Dead Uncle's Advice
Roll Spirit Advice (Uncle's Words) Interpretation (Uncle's Tone)
1 "Aldran, seek the stillness, lad. Find yer center." (Patient, slightly gruff) "You're too wound up. Quiet your mind, listen to what's inside, not just the noise around you."
2 "Follow the whispers, Aldran. Even the faintest ones." (Knowing, conspiratorial) "Don't dismiss the little things, the gut feelings. They're often the truest."
3 "Embrace the shadow, Aldran. Don't run from it." (Stern, but caring) "We all have dark parts. Ignoring them won't make 'em go away. Face 'em, learn from 'em."
4 "Nurture the flame, Aldran. Keep it burnin'." (Encouraging, warm) "Don't let your passions die out. Fan the embers, find what makes you truly happy."
5 "The river flows, Aldran. Don't fight the current." (Wise, resigned) "Things change, whether we like it or not. Go with it, adapt. You'll only exhaust yourself swimmin' against the tide."
6 "Roots and branches, Aldran. Remember where you come from, but reach for the sky." (Proud, nostalgic) "Don't forget your family, your heritage. But don't let it hold you back either. Grow, Aldran, grow."
7 "The veil thins, Aldran. Be watchful." (Warning, concerned) "Things ain't always what they seem. Pay attention to the signs, the unseen. You might be seein' more than most."
8 "The mirror reflects, Aldran. Look deep." (Direct, challenging) "Your actions have consequences, lad. Be honest with yourself about who you are, and what you're doin'."
9 "The gathering storm, Aldran. Prepare yourself." (Serious, urgent) "Trouble's comin'. Get ready, be strong. You'll need all your wits about you."
10 "The golden dawn, Aldran. There's light ahead." (Hopeful, reassuring) "Even in the darkest times, there's always hope. Keep your chin up, things will get better."