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#I swear I tried to just summarize the lore but I got carried away!!
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lore! lore! lore!
This thing bears way too many resemblances to both Obann, the Punished and Cognouza for it to be a coincidence. The mini even looks the same. And both of those are directly related to Tharizdun.
For anyone wondering, because I had to look this up -- Imogen has resistance to psychic damage from a 6th level aberrant mind sorcerer ability. It also gives her advantage on saving throws against charm and fear effects.
"I'm gonna cast....... blight." the entire top table immediately looked up at that. they know.
"It's trying to find a form, but can't." Semblances of the party's faces can be seen beneath the skin, like a head under fabric.
ARBY'S: WE READ THE MEATS
A close second to "Arby's: What's in the meats?"
Them not putting out this fire when Matt has given so many hints that they should is legit hurting my rogue-playing soul a little bit
The illusory wall follows the same rules as the doors in Aeor: it requires a certain level (and possibly school) of magic to open. A 3rd level enchantment opened it. Behind it is a little cubby with a leather satchel, and it isn't trapped.
Deanna has a staff of healing!
Holy shit, that wolf king mini is fucking amazing and terrifying and I love him
As Ludinus' tower burns, the Bells Hells flee into the city, then into the forest. They find a large abandoned nest, where they build a fire to camp for the night.
They open the satchel. Inside, it's "empty" -- but it's a bag of holding. Upon asking for "Ludinus' notes," FCG brings out a cluster of vellum and parchment, some sections of half-bound journals.
"Toy transfers out of Rexxentrum"?? Chetney??? Got a bag of holding from a "credible source" within the city?
And he turns the bag inside out. There are coins, gems, a staff, more papers, and half a piece of armor.
All the papers are blank. Using the same technique as before, plus an Investigation check of 22, Chetney can see that these papers have something written on them, but can't make anything out, let alone discern what language it is.
It seems like this satchel was either a rainy-day fund, or "something left behind when the owner left in a rush." The coins and gems together amount to a little less than 3000gp.
There's also a tiny piece of dark burgundy wood. "It's a dildo!" "NO!"
The armor looks like a harness of some kind, like a torso harness. (Matt walked right into that one.) It's mostly dark-stained leather, and it's almost a vest, but it has a brass-gold inlay on it and it looks like where some of that metal is, it continues into an "emerging, arisen portion, almost like a... it rises like a metallic volcano, like an open funnel, but there's an empty space there." They're not sure if it's the front or the back, but it seems like there's space for something to fit in -- a gem (though none of the gems in the bag fit it), a vial, a beacon.
With detect magic, the armor is faint, the burgundy wood is faint, the staff is very strong. The staff is a "staff of dark oddessey," which has 8 charges that can be used to cast a whole bunch of spells. It requires attunement by a spellcaster. It has teleport, which can be cast using 6 charges. It regains 1d4 charges each day at dawn, and when it's used, it deals 1d4 to the user for each charge expended.
All the papers have a script that Deanna can see and read. LORE TIME! LET'S GO!
"The first bath of notes seem to be revolving around experiments on divine magic. Attempts to distill the base nature of divinity as an energy that can be replicated or destroyed... you also see notes that have designs, sketches, almost engineered blueprints for that strange harness that you saw. This is not in elven -- the text here is specifically arcane glyphs, like it's instructions for an enchantment. There are some notes in elven that follow those initial blueprints that speak of a physical regiment of magical infusion. As you continue on, they note on a synthetic recreation of the powerful natural magics that sustain the venerable wardens of the wilds. Beyond that, there are addition notes on dryads and fey, different fey entities that have locations throughout Wildemount, with eight crossed off... notes about 'feeding the root.'"
A nat20 investigation check to follow Ludinus' shorthand logic. "These notes are definitely batched with this harness. They are the next stage past its design. These are the resources needed for it to function. The dryad and fey entities, the locations that have been crossed out, are probably powerful dryad or fey entities that have, in the past, been discovered and utilized to power whatever this harness was supposed to be... the way it's designed, everything seems to funnel inward, so you imagine whatever resources presented into that portion of the device is funneled into that portion of the device. The last bit of notes speak of expanding his 'restoration sources' into the fey realm." So Ludinus was feeding this harness with fey and dryad magic. Travis clarifies that the elven word for "root" here refers specifically to the root of a plant, not the root of a phenomenon. Keep in mind that this was all written over 300 years ago.
"Oh my god, this Gildamesh motherfucker is grabbin' Smurfs!"
One of the marks delineating a fey-ish fane is "deep in the northeastern part of the Flotket Alps, one is in the lake deep in the Rimeplains, three are in the Savalirwood (though it's referred to here as the Veluthil), one within the Ashkeeper Peaks, and one that exists on an island to the northwest, past the waters." oh I will be COMING BACK TO THIS, JUST YOU WAIT
Best that they can tell, the portion of this chestplate that extends outward has an almost diamond-shaped gap. This probably rules out a Luxon beacon, because each of its sides is a pentagram.
The next cluster of notes is "about Ruidus, the red moon. Studying its curious superstition and religious scripture imploring its curse over Exandrian fanes and magical currents... he makes a lot of assumptions that the great temples fear this moon, and he wishes to know why. He theorizes that the gods continue to push to not even question or look in its direction, and you can see where this study is an obsession... for all the great shadows and villains that have been written about through the scriptures of history, there have been deep understandings to inform the populace of faith that what exists in evil should be understood so it can be avoided. But this is the one thing that exists int he skies of Exandira that the gods just say, 'look away.' That has been something on his mind since Moalesmyr. He notes the odd flares, odd notes mentioning the historical Ruidisborn. He quietly curses that he was not born under, wishing for the gods' fate. He hopes to employ a communion ritual timed under a flare to understand and decipher it. He talks about forgotten gods, about divine unravelling, of an ancient primordial that wasn't sundered after the Founding, all these theories of the red moon trying to ascertain its nature. Another entry complains of the Emerald Cross priests undermining his research, but he still managed to contact something, like reaching into an alien dream. He can't quite reach it yet -- it exists on the peripheries, and needs something stronger to break through."
The third and final batch of notes is "on the slowly expanding chaotic nature of the arcane crystals that form the power well beneath Molaesmyr. It notes of Aramond, who theorized that the well was a gift from the Archeart that was lost in the Calamity and rediscovered in the founding of Molaesmyr. Others believed it to be of Arcanum descent, fallen from one of the floating cities... harnessing this long-buried power source interests Ludinus' endeavor. In his final notes, he theorizes that if this crystal well is focused through his design without them knowing, while Ruidus is above during the solstice, he hopes a channel of consciousness could be opened, and that which is calling his attention to the red moon could be contacted."
Laura connected the dots! Maybe this "well" was a collection of Luxon beacons, or a singular one that was somehow elevated -- whether by unleashing or by malfunction -- beyond the power we've seen so far, or one that was infused with the divine magic of the Archeart, or any number of other things.
End of lore dump
Chetney on Rexxentrum: "there's a king, but we know who's really in charge."
The party contemplates who they should take this information to. The king and queen of Uthodurn, the king of the Dwendalian Empire, the Vellum Steeple, Vasselheim, Ivodel...
And Imogen suggests the Cobalt Soul. (please. i am begging. also, Fearne and Imogen being absolutely enamored and turned on by Beau's abs and ass is absolutely peak)
Goddamn, I thought I would never see the day-- SAM being the voice of reason, and TRAVIS being the lying voice of chaos?? I mean, at least Fjord had some kind of logic to his voice of "fuck it we ball," but Chetney's straight-up lying!
Hey, there we go! Religion check on "emerald cross priests." FCG recognizes that some of the symbology of the Archeart leans on cross designs and verdant colors, so the "Emerald Cross Priests" may have been a faction of their worship. This tracks, since Molaesmyr itself was built on the belief that its location was protected and preserved from the 100-year fire by Corellon themself.
They decide to sleep in the abandon nest instead of teleporting, and Imogen and FCG are set to dive into Frida's mind using a dual detect thoughts.
oh my god Christian had matching sweaters made. he gets one in FCG's colors and gives Sam one in Frida's colors. my heart can't take this. gift giving as a love language is so special to me.
Into Frida's thoughts! (Deanna cries in Chetney's arms.)
First, it's a familiar space for FCG, but for Imogen, it feels like a waiting room. It's different, organized, segmented, separate -- unlike organic minds. Even FCG's mind leans more into the chaotic space of organic brains, while Frida's has a clarity.
The three of them come to rest in a room, and FCG and Imogen see Frida as a mist, standing before a doorway waiting to be opened. Through it, it's like being pulled down a lazy river. It's dreamscape, comfortable -- "a trek through a consciousness where you pick up memories. A waking moment, a hooded figure with a metallic mask rousing them from a dark, closed space. (Imogen recognizes them as D.) Struggle, survival in a harsh wilderness, wandering through unfamiliar streets and fear in the eyes of people as the consciousness of Frida steps, seeking connection but being fled from. You see children, playing, and that protective energy swelling, and that fear fades. You see the laughter and smile on Deanna's face over a cooking fire, the polishing of armor. A smattering of memories, but much like FCG's -- a fresh existence. It's like peering into the memory of a child, though there is a more extended, sourceless confidence and maturity."
Frida focuses on the names that he heard in the tower -- Laerryn, Vatora, Vishtaron, the child that FCG saw -- and (with a straight d20 roll of 5) Frida gets lost in the current. Memories begin to bleed into images of the child from before. "You have images that completely envelop the horizon for just a moment, of warfare. Of weapons, of people being cut down, then back to the river. [Frida] has had these dreams, rarely -- but it couldn't have been you, right?"
When Frida looks down, they see the river of energy that pulls them through the memories, and it obscures the lower part of their body. But they see their spiritual self, a bipedal entity of energy.
FCG and Imogen try to push deeper into Frida's memories.
NAT 20 FROM LAURA, and Matt makes a roll with a glance at Frida. They feel a pain in their mind, like a headache even though they've never had one -- the pain builds, and the others see the image of Frida fold and emit white light.
"That flash of warfare seems to emerge once again. It's less a battlefield -- stone hallways, bodies on the ground. Somebody rushes out of a room, and you watch as they fall to the ground. Standing before them is the spiritual form of Frida. A warrior, cutting through enemies in some sort of a structure. A very beautiful, unrecognizable structure... [Frida pushes forward, not knowing who's a friend, who's an enemy.] Some have brown and gold robes with gentle leather chestplates or armor. Some are preparing to cast spells before a blade catches their throat. A soldier runs up with a spear and shield toward Frida, who takes a hit before grabbing the spear and breaking the soldier's neck before pushing forward... [for Frida], it's an odd experience, like you're riding another person's experience. [Frida feels this is right. They know an objective when they see one. They keep going. They roll a d20, for a 10.] The details are fuzzy, but the people around you -- you begin to realize, it's not you pushing into a stronghold, you're defending. But the people you're fighting at the sides of and the people you're fighting against aren't dressed all that differently, and you feel a sadness at what must be done. You are not fighting an enemy from outside -- you are fighting an enemy from within."
Behind Frida, they see what they're defending: a beautiful structure, long halls, tall arched sealings with pipes or metallic tubes. The floors and walls are metallic, polished. Very much like the description of the A2 crash site, with the metal walls and "plastic" tubes. Frida is defending whatever's behind them, and they turn back toward it. Others go past them -- "what are you doing? Where are you going?" The hallway goes on, and on, and on as individuals walk past. The hall widens, and they see a central, massive chamber where "there is a contraption of such immensity, you've never considered or seen something on this scale. All manner of glowing crystalline devices and whirring mechanical devices, funnels and tubes and glass domes, sparks and dozens upon dozens of architects and engineers and magical practitioners all focused in this space. A voice shouts in Aeorian, 'protect the factorum!'"
The room carries a buzz, a hum that grows to a growl. "An engine of such immensity within this space that the chamber itself, the ground beneath you, vibrates and shakes. Stones and fallen instruments just move and cascade across the ground by the immensity of what is growing. The crystals are alighting. The space itself is preparing for something incredible. Then, it's just white." Everyone takes 8 points of psychic damage (no save, no roll to hit, no nothing) as they are shunted out of the vision.
Chetney puts the dots together, between the malleus factorum and the malleus keys. In Aeor, Frida was defending it from assault. Frida remembers one thing: "when you were discovered by D, you were ruined... he didn't just resuscitate you, he repaired you, brought you back from the brink of annihilation and set you free."
Frida was drawn to Aeor, and Deanna implies that that's why they went to Eiselcross.
Imogen recognizes some similarities between the energy signature, the structure, the vibrations between the malleus factorum and the malleus key -- but the key in Marquet was far smaller, far less powerful, far less immense.
Chetney recognizes that the crystals in the malleus factorum are distinctly different than the arcane batteries on the malleus key.
Facets of the clothing was semi-recognizable to FCG, but nothing about the location or the project rings a bell. Travis and Aabria suggest that FCG was in Avalir, not Aeor, hence why they recognize the clothing but not the location.
"Xhorhassian"? Deanna, where the fuck did that come from??
Deanna and Frida were in Eiselcross because Frida felt drawn to Aeor's central ruins, like Imogen felt drawn to Ruidus.
Frida feels a twinge of memory at the back of their head at the names Laerryn, Vishtaron, and Vatora, but they don't know why. But they know they were protecting the creator hammer -- whether it was because they believed in the anti-god sentiment, believed wholeheartedly in Aeor itself, or were going along with their orders.
(Meta note: Aabria says she "saw a room full of people doing what one person did" in relation to Laerryn.)
Chetney gives Frida a little wooden robot! It moves and everything. "A pillar of protection and I feel a connection to you, because you protect children and I bring joy to children with these [toys]." Fearne tries to comfort them too -- "you were being commanded then, but now, you're free to do what you want." The cast makes the connection between "Frida" and "free to."
I'm honestly loving the suggestion that Morri and Ludinus are exes, and that's part of why the Nightmare King hates him so much.
"But wherever we go... what about you two?" FCG.... honey.......
Deanna feels like Frida is moving on, and she's afraid of being left behind again. They have FCG now, and all of them have a mission, and maybe she should go back to Uthodurn -- no. Chetney's with her. They would've been swiss cheese, would've been ground meat without her. "I just don't want anything to happen to you." "I... made something for you, too." It's a little cup, like the ones they used to drink out of on the Menagerie Coast.
"Just-- a real quick question-- is the werewolf thing only for fighting?" "Y'know... there's... only one way to find out." "(full of sarcasm and irony) Help. Chetney has gone feral. Oh no. Anyone. Preferably Fearne, if you're into that. Help. The safe word is parmesan." And Chetney, Deanna, and Fearne run off into the woods.
Oh, how far Travis has come. This is character development. and it's canon now, fuckers!!
Now, they need to find out where to teleport. Uthodurn, Rexxentrum, Jrusar, Whitestone, Bassuras, Zephrah -- they could go anywhere. But they need to find out where the other group would think of to meet up.
FCG casts commune. And Matt does make an interesting point -- "should we go here" is different than "should we go here to accomplish this task."
As they cast the spell, they feel their consciousness rise "to a space within all horizons, at a crossroads, paths spreading out from you in all directions that converge here. There's a sign post, and it's blank. On the sides your vision, you see strands of hair, and you turn, and you see once more a feminine form upon the same horizon. She looks two inches tall, two miles tall, you can't tell -- it's strange. But she's present. [Hi. First of all, thank you, for all your guidance and for sending me Frida. We're trying to find our other friends, and we're wondering if we go to Jrusar, if we would have a chance to find them there at some point.] While previously, there was an inference of an answer, this time you hear a voice on the wind. 'Yes.' [Are they alive, Changebringer? Are they okay?] 'Yes.' [Even if I never know about my past, even if I never find out who made me or why I'm here, will I know Frida for a long time?] The wind picks up, and blows past.. the answer challenging to write, when the future has not been... In an immediate rush, this towering woman appears before you, her dark skin, her light brown hair that entangles around you. Her presence is bold, terirfying in proximity, her eyes these golden, open spaces, an intensity about her presentation as she looks upon you. 'A terrible fate looms for all of Exandria. An alien malice menaces the skies of the Marquesian sands. If you indeed wish to show your faith, to walk my endless paths beyond, then rise to our call. The winds of change blow cold against us all, yet hope remains unmoving in you. Our grace guides those who carry our banner. Hold it high, and traverse the path that I alight with purpose and fated destination. Do not turn from this road, for only shadow and solitude awaits beyond.' The light on the horizon grows cold, she grows more immense, you feel even more insignificant. 'The red end stirs in its slumber. Do not let it wake.' And she looks over her shoulder, and you see the distant gleam of the red moon, before--"
At the same time, the rest of the party watches as a sudden, almost sleepiness comes over Deanna. "Deanna, you sit for a second, before suddenly, this bright light fills your consciousness, the immensity of a star burning before you, something you've not experience at this proximity in some time, and comes with it a strength and a frustration long-felt. You try your best to avert your gaze, but the source of this light burns your retinas, and there you see before you the Dawnfather, encompassing the sky, nothing but his light. 'Mortal arrogance makes union with a forbidden scourge. The ruddy moon beckons over the skies of Marquet. Child, reborn of my grace and my will, I command you: strike out against those who would snuff our light. The gifts I grant you are the sword and shield against the darkness. Forsake these gifts, ignore our charge, and be abandoned... faith needs not logic, nor truth, but unerring conviction... the red end stirs in its slumber. Do not let it wake.'"
There is a warmth to the coin in FCG's hand, and it looks shinier. They identify it as a "coin of the Changebringer," and it... does a lot of things, according to Sam. (I bet it's an improved amulet of the devout +1, which by default gives them an extra use of channel divinity per day.)
Deanna gives Chetney her ring of temporal salvation. This is a ring that, when the wearer would die, instead they're healed for 3d6 hit points.
She also identifies the little piece of wood as a tuning fork for the planeshift spell, which is tuned to the fey realm.
Chetney took orders directly from the Cerberus Assembly. He made enchanted furniture. Allegedly. (This is a reference to C2E48/49, if anyone doesn't know.) Also, "RTA" may or may not stand for "Rexxentrum Toy Authority." Most of them were fine -- Ludinus was an ass, and Traversky was his best customer. This means that Chetney likely knows Delilah Briarwood by name, and knows her...... toy preferences.
Using the rod, they all teleport to Xhadana's house.
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doedipus · 7 years
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Let’s Play Dungeons and Dragons: Introduction
So, I think I’m going to go ahead and post the D&D stuff I was talking about earlier. About three months into the campaign, I started keeping notes on each session. I’m thinking of releasing a session or so worth of notes regularly (probably a couple times a week) until I catch up with where we are now, and then just posting updates whenever major story beats wrap up (probably every 1-3 weeks. Sometimes boring things take a long time). Of course, there’s a very obvious problem with that idea: there’s three months of lore between the start of the campaign and when I started taking notes! Thankfully, one of the other players was taking care of that at the time, so I’m going to try to summarize it as best I can.
Let’s get started!
The story began in the town of Valen, a port city located on a peninsula off the southern Sword Coast of Faerun. Three adventurers, Lucas Valeroyant (played by Rich), a recent graduate from the arcane academy of Candlekeep, Ser Graham Broyer (played by Rich’s boyfriend Jake), a trans man who ran away from home and began travelling under his late brother’s name, and Rolen Amastacia (played by Ludovik), a disgraced elven noble and holy man, were summoned from their homelands to a tavern by a mutual friend, Rockseeker. The trio received a mysterious black box from the innkeeper, and were told to deliver it to Rockseeker himself in Waterdeep. The magnificent corvette The Spirit of Fire and her crew awaited them in the harbor, ready to set sail for adventure.
While in town, Lucas met Greg, a dancer at a local bar. Greg robbed him blind and fled. Later that night, some bandits make an attempt on their lives, and were revealed to be assassins. The inn they were staying at was burnt down shortly thereafter, and Graham identified the attackers as the Sisters of the Night, a cult of ne’er do wells bent on causing chaos in Faerun. The party tracks down and captures Greg before fleeing the city on the Spirit.
On the boat, they meet Escrima (Rap), a strange young man from Calimport who was involved with a cult worshipping a lovecraftian creature known only as MOTHER. The party was attacked by some cultists, including villain apparent Sister Elsa. They defeat the attackers handily, though the sister escaped to fight another day. Lucas and Rolen (and Rich and Ludo) began to butt heads frequently, and a rivalry between the two was formed both in and out of character.
In between sessions, Jake posted on /r/transgamers to recruit players, and I joined the gang.
The gang stopped over at Lucas’ alma mater, Candlekeep, to do some research about the Sisters. While there, they ran into Constanza de Catarina (Kim), a tiefling cultist masquerading as a human noblewoman gathering information about the Sisters for her own organization, and Coy (Max), a dragonborn Big Boss expy wandering the world after the dwarven complex he called home was sacked by an angry dragon. The pair quickly hooked up with the party, comparing notes, and running errands for the locals. Along the way, Lucas and Greg formed a close emotional bond. In the countryside, the gang ran into a giant army of drow, orcs, bugbears, gnolls, and Sisters dragging an adult dragon out of its cave and loading it aboard a massive airship. 
The party eventually learned of a secret library below Candlekeep, and set about searching for it. After a dank journey through the partially submerged ruins below the academy, the gang found what they were looking for, and discovered the Sister’s master plan: resurrect their old leader, Overseer Minnia, and summon the demon god Yeenoghu into the material plane. They also found a handful of nifty magic items and a ton of funds, and promptly stole them, because adventurers are bastards.
Among the treasures was a key to a nearby portal to Sigil. Constanza, Graham, Rolen and Escrima accidentally triggered it, and were whisked off to the wild and dangerous city. They met a sapient rat hoard, known as US, and became involved with a murder mystery, meeting Narcovi, a dwarf working for Harmonnium, a guard force in the city, and eventually tracked down and nearly captured Sougad Lawshredder (known within the party as “crazy eyes”), a Believer of the Source who was trying to ascend to godhood by killing lawful folks across the outer planes. Sougad escaped, and Narcovi rewarded the party by helping them locate a portal back home.
Meanwhile, the opening of the portal triggered some sort of alarm in the Candlekeep security, and Coy and Lucas narrowly escaped through the use of a helm of teleportation and some potions of invisibility. They fled Candlekeep, sailing towards the province of Amn, where they believed their missing companions would likely turn up, if they ever did at all. Along the way, the crew encountered a band of slavers and rescued a child slave, Akim. The pair ascended a mountain outside the village of Amswater where a derelict gate was said to stand. Sure enough, the party popped out of the portal shortly after they arrived, and much rejoicing was had.
(Both of those sequences happened in separate sessions due to scheduling snafus. JP, our DM, is a fucking saint for even bothering to set up something like that)
While the gang caught up on the mountain, a company of drow, led by the Sisters sacked Amswater. The party pushed them back, and managed to rescue a couple of villagers from enslavement, though many others were killed in the battle, or carted away to the Underdark. The villagers, having nowhere else to go, boarded the Spirit of Fire with the party. Together, they stopped off at Athkatla, a nearby port city, and Constanza entrusted the refugees to the government there, explaining the situation in the countryside. This earned her the first of several legitimate noble titles that she didn't have to forge.
The adventurers set sail to Waterdeep at last. The sea voyage finally granted them some time to themselves, opportunities to get to know each other, and hone their skills. Graham and Constanza bonded over dragonchess, Escrima attempted to indoctrinate Graham into his cult, and Lucas taught Coy some minor spells in exchange for draconic lessons. Akim bonded with his savior, and essentially became Coy’s adopted child. Constanza established dominance over Escrima by cleaning his filthy ass off. Along the way, the crew captured and sort of tamed a live Wyvern, christened “Lupe,” who the adventurers tried desperately to find some use for besides venom milking.
Eventually, the gang arrived in Waterdeep and met with Rockseeker himself. The man was ostensibly a dwarf, but was quickly discovered to be something more, though the party couldn’t say exactly what. Rockseeker retrieved a parchment from the mysterious box, and explained that contained within it was a magical map that marked the locations of artifacts that could annihilate the Sisters for good... though, the map was encrypted, and the party was going to have to carry the map to Neverwinter, where a talented friend of Rockseeker’s could help them.
While in the city, the gang did much shopping and sleeping around, the latter of which clued them in on a plot to assassinate the Visible Lord of Waterdeep, John Merrow. Supposedly, the ambitious Lord Hier was planning on having him taken care of at an upcoming celebration at his estate. Coincindentally, Rockseeker had some invitations just lying around, so the party had an easy in.
However, the party was still a few days off, and the gang busied themselves with shopping and taking care of small jobs for the locals, as vagrants of their sort are want to do. They uncovered a small vampire infestation, but events conspired such that they never quite got to the bottom of it.
(Scheduling snafus raised their ugly heads again, and Rich ended up doing a solo session)
At this time, Lucas decided to go track down his old mentor from his student days, Gandalf (no relation to the lesser deity from LotR, we swear!) to see if he had any insight on the events that were unfolding, and possibly a way to get Candlekeep to forgive him for his tresspasses against them. He met up with an acquaintance from Candlekeep, Eva (played by Jake), a young lass who had at least one shrine dedicated to Lucas in her home. The two tracked down Gandalf, and, to their horror, discovered that he had become a necromancer, turning most of the town of Proskur into his thralls. The duo narrowly defeated him, though not before Gandalf murdered Eva and blasted a chunk of Lucas’ shoulder off. Eva’s soul found its way into Lucas’ body. Lucas returned to Waterdeep, thoroughly shaken. This is how JP likes to handle multiclassing, by the way.
Since Jake wasn't around to take notes for the session that weekend with the rest of the party, I ended up taking over that day. For whatever reason, Jake basically decided to let me handle the note taking thereafter, so that’s what the rest of this tale is going to look like.
I kind of have a pretty strong emotional connection to this group and campaign. They’re the first group of people I ever met who didn't previously know me as a dude or anything, and because my voice was one of the only things I’d worked on at the time, I was able to just be myself without all the other baggage for a couple hours every week. I didn't really talk about my being trans at all for quite a while, and I’ve been led to believe that I was basically stealth to them for the first couple months of play... though I eventually got more involved with the trans community on reddit, and more open about it in general.
The group was also really my first foray into the LGBT community in general. My impression of LGBT spaces and the people that inhabited them was pretty negative at the time. I just had the idea that everyone was super outgoing and boisterous theater club types, a class of person that I struggle to relate to and get along with. However these folks turned out to be pretty down to earth for the most part, and the realization that there were people like me who I could actually relate to and enjoy being around really opened my eyes.
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