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Against the Idol of the Sun: A 5e high-level campaign log
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<blockquote data-quote="J-H" data-source="post: 8157523" data-attributes="member: 7020951"><p><strong>12/26/20 Session 2</strong></p><p></p><p></p><p></p><p>The barbarian and cleric were out due to illness. Not Covid. The party decide to free the captives, talk to the yuan-ti slave (named Amala), inspect the air-skiffs, loot the camp, and then spread accelerants and light it up.</p><p></p><p></p><p></p><p>They learn that the Aaracokra serve a deity named Huitzopochitl, who has four deities under him, and that he’s gathering power through sacrifices... and that that is the reason for the Aaracokra to come. Huitzopochitl killed Sseth, the Yuan-Ti deity; ever since then, the Y-T have lived in hiding, and only 1/10th of the babies born to them are male since that happened. They learn a few things about basic geography, including tortles on the east coast, scorpionfolk in the northern bad-lands, and giants in the southwestern mountains. Amala flat-out refuses to travel back with them, and won’t even tell them where the hidden village she grew up in before being enslaved was. She does, however, teach them the language during the prep period before traveling west. Between the Comprehend Languages spell and the monk’s ability to speak all languages, they put together a primer in a few days after returning to the Spanish army camp.</p><p></p><p></p><p></p><p>They examine the air-skiff, and with Amala’s help, figure out how it works. I hand over the 1-page document covering all the details. It travels at an altitude of 100’, at a speed of 60’/rd (6.8 mph), and only works during the daytime. It’s powered by 4 humanoid hearts sacrificed to the Aaracokra gods, which stay beating until it runs out of power. The party’s air-skiff has 8 weeks (56 days) of power left.</p><p></p><p></p><p></p><p>The party releases some of the prisoners to find their way back to the army camp, paying some off with a pittance of gold for a Bag of Holding that they find (the artificer then crafts 2 more Bags of Holding during the prep time). They have 3 air-skiffs, and haul as many prisoners as they can (about 55) back to camp on those, giving them money they looted from the camp to help them buy food. The party also used Prestidigitation to clean up all the prisoners, and gave out basic healing.</p><p></p><p></p><p></p><p>A conversation with the king follows, and of course the party is asked to take the air-skiff west to stop a follow-on invasion and deal with the source of this. There are comments about “We killed a lesser god before” thanks to Dracula and the avatar of Death. The group decides to spend a week on prep time, including fabricating Bags of Holding and Gauntlets of Ogre Power for the Paladin. They stock up on tools, ropes, fishing supplies, and some other things, but don’t grab oars.</p><p></p><p></p><p></p><p>They then take off on the 30-day westwards journey across the ocean. The air-skiffs only fly during the day, so they spend the nights on the water. They briefly discuss a sail, but don’t pursue it. They have the following encounters:</p><p></p><p>-A sea of mildly acidic kelp. They have to take turns all night scraping the skiff’s hull to avoid major damage.</p><p></p><p>-An abandoned air-skiff, floating on the ocean. The middle (power section) was crushed by something about 5’ across. There are old bloodstains and no supplies left on it. Party assumes kraken.</p><p></p><p>-A young black dragon (CR 7) crawls onboard during the night, and is instantly greeted by the draconic-speaking Arcane Trickster before the dragon even gets a chance to roar or make a threat. The dragon demands tribute. For varying reasons, from “he’s an outclassed teenage dragon being stupid” to “he has acid breath and we don’t want our ship damaged” the party ends up conversing with him for a little while and then handing over 1,000 gold. The dragon graciously responds with permission for them to continue sailing his waters.</p><p></p><p>-A storm. The party succeeds on the Sleight of Hand skill check (best equivalent for Use Rope) and none of their supplies are knocked overboard.</p><p></p><p>-A group of sahuagin attack. The Arcane Trickster loses over half his HP; the monk gets Held and tossed overboard (but points out that people don’t sink unless pulled down); the paladin walks around the deck one-shotting 22hp sahuagin with 3d8+2d6+5 damage.</p><p></p><p>-A group of mermen led by an aged sage, who had a vision concerning the party and the looming threat to the west. He gives them the Kraken Flail, a +2 flail that deals 1d4 cold & 1d4 psychic damage; if 4s are rolled on both dice (~12.5% probability), DC 16 Con save or the target is paralyzed for one round. Not sure who’s going to take this.</p><p></p><p></p><p></p><p>The party comes in sight of land, and that’s where we leave off.</p></blockquote><p></p>
[QUOTE="J-H, post: 8157523, member: 7020951"] [B]12/26/20 Session 2[/B] The barbarian and cleric were out due to illness. Not Covid. The party decide to free the captives, talk to the yuan-ti slave (named Amala), inspect the air-skiffs, loot the camp, and then spread accelerants and light it up. They learn that the Aaracokra serve a deity named Huitzopochitl, who has four deities under him, and that he’s gathering power through sacrifices... and that that is the reason for the Aaracokra to come. Huitzopochitl killed Sseth, the Yuan-Ti deity; ever since then, the Y-T have lived in hiding, and only 1/10th of the babies born to them are male since that happened. They learn a few things about basic geography, including tortles on the east coast, scorpionfolk in the northern bad-lands, and giants in the southwestern mountains. Amala flat-out refuses to travel back with them, and won’t even tell them where the hidden village she grew up in before being enslaved was. She does, however, teach them the language during the prep period before traveling west. Between the Comprehend Languages spell and the monk’s ability to speak all languages, they put together a primer in a few days after returning to the Spanish army camp. They examine the air-skiff, and with Amala’s help, figure out how it works. I hand over the 1-page document covering all the details. It travels at an altitude of 100’, at a speed of 60’/rd (6.8 mph), and only works during the daytime. It’s powered by 4 humanoid hearts sacrificed to the Aaracokra gods, which stay beating until it runs out of power. The party’s air-skiff has 8 weeks (56 days) of power left. The party releases some of the prisoners to find their way back to the army camp, paying some off with a pittance of gold for a Bag of Holding that they find (the artificer then crafts 2 more Bags of Holding during the prep time). They have 3 air-skiffs, and haul as many prisoners as they can (about 55) back to camp on those, giving them money they looted from the camp to help them buy food. The party also used Prestidigitation to clean up all the prisoners, and gave out basic healing. A conversation with the king follows, and of course the party is asked to take the air-skiff west to stop a follow-on invasion and deal with the source of this. There are comments about “We killed a lesser god before” thanks to Dracula and the avatar of Death. The group decides to spend a week on prep time, including fabricating Bags of Holding and Gauntlets of Ogre Power for the Paladin. They stock up on tools, ropes, fishing supplies, and some other things, but don’t grab oars. They then take off on the 30-day westwards journey across the ocean. The air-skiffs only fly during the day, so they spend the nights on the water. They briefly discuss a sail, but don’t pursue it. They have the following encounters: -A sea of mildly acidic kelp. They have to take turns all night scraping the skiff’s hull to avoid major damage. -An abandoned air-skiff, floating on the ocean. The middle (power section) was crushed by something about 5’ across. There are old bloodstains and no supplies left on it. Party assumes kraken. -A young black dragon (CR 7) crawls onboard during the night, and is instantly greeted by the draconic-speaking Arcane Trickster before the dragon even gets a chance to roar or make a threat. The dragon demands tribute. For varying reasons, from “he’s an outclassed teenage dragon being stupid” to “he has acid breath and we don’t want our ship damaged” the party ends up conversing with him for a little while and then handing over 1,000 gold. The dragon graciously responds with permission for them to continue sailing his waters. -A storm. The party succeeds on the Sleight of Hand skill check (best equivalent for Use Rope) and none of their supplies are knocked overboard. -A group of sahuagin attack. The Arcane Trickster loses over half his HP; the monk gets Held and tossed overboard (but points out that people don’t sink unless pulled down); the paladin walks around the deck one-shotting 22hp sahuagin with 3d8+2d6+5 damage. -A group of mermen led by an aged sage, who had a vision concerning the party and the looming threat to the west. He gives them the Kraken Flail, a +2 flail that deals 1d4 cold & 1d4 psychic damage; if 4s are rolled on both dice (~12.5% probability), DC 16 Con save or the target is paralyzed for one round. Not sure who’s going to take this. The party comes in sight of land, and that’s where we leave off. [/QUOTE]
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Against the Idol of the Sun: A 5e high-level campaign log
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