
Campaign 3 Session 20
The party arrives at the shard and begins their adventure through the temple within.Summary
Mira is on a familiar stormy field outside a dungeon. Ahead of her is a figure bent over another—herself beating bloody the body of Stephen. She asks herself, "How many more have to die so that we may live?" Her other self unleashes attacks fueled by grief and fury. They exchange blows, dealing each other fair amounts of damage. Finally, her other self screams in fury and launches herself at Mira with a fist of energy. Mira wakes up. After she has reoriented, she realizes that she has come up with a way to break through an enemy's guard; also the streak of black in her hair has doubled in length. Ward questions her about her new hair color, but Mira is unaware of it.
Luna instructs Alibi that she is not under any circumstances to turn into her, as the situation is such that it might get both of them killed. They inform Alibi that they don't know where they currently are, and that the situations is significantly worse than Alibi had assumed. Luna leaves, and Vera questions what she could have done to help Talthis. Alibi says
The shard has a temple which has three entrances, which must all be entered at the same time. There is a "Shard Research League" camp just outside of a nearby town. He says that skipping that checkpoint makes more sense than playing their game. He divides the party up:
- Vera
- Eck
- Beryn
- Bazan
- Thyrr
- Armin
- Mira
- Dorean
- Hiuroto
- Motoko
- Safala
- Modrod
- Luna
- Talthis
- Ward
- Garton
- Myrdra
- Fladict
- Meneldin
He then requests Vera to go up above the treeline to see if she could identify where they are compared to the shard and the town and base camp. She takes Eck up and, between the two of them, realize that they are on an island in the middle of the ocean. There are a couple of huts in a bay area near the shard, but no apparent way to fully bypass the area without sneaking. As they descend, Vera notices a flash of light from the teleportation circle. She and Eck decide to keep that part of the information secret to only their party.
The group heads out. Along the way, they find a giant stick bug, but otherwise do not encounter any problems reaching the shard. Inside, they find themselves in a back alley of a small settlement. The area is cared for and not overgrown, the temple in the distance. It is carved to look like three creatures: a fish-like serpent on the bottom, a lion or large cat facing to the west, and a large bird on top, all with their mouths open, presumably the entrances to the temple. The group divides into their smaller parties and head off.
Eck and Vera's group heads for the fish head; Mira and Dorean's group goes to the beast head; and Meneldin, Luna, Talthis, and Ward head toward the bird head, all arriving without issue as they sneak through the small town. The winding stone passages are lit to each be either blue, earthy red, or sky green. Luna's group's tunnel opens into a large chasm with platforms on pillars. There is a gap in the wall, hidden by vines, off the path. Eck and Vera's group passes through a corridor into a large flat room. At the far end is a door with a steel grate over it. There is an ediface of the beast and the bird on the grate. Vera and Armin both notice the odd discolorations on the ceiling in some spots and corresponding discolorations on the floor. Mira and Dorean's group enters a large room, a large panel on the other side, with a window beyond that. A steel grate is in the wall to the left, the symbols of the bird and fish on it. Mira successfully manipulates the knobs without squishing Vera and Eck's group to allow Luna and Ward's group to access the secret passage. They only find a dead body, so Mira turns the platform back. In the process, Alibi knocks Talthis off-balance, drawing Meneldin's attention. During this conversation, Luna notices a small pannel behind the body open, something is removed from the panel, and footsteps return to the group—Alibi is invisible and out of the backpack now.
Everyone is now faced with a door barred by a grate depicting the animals of the other two paths. As the groups approach their doors, they activate the corresponding shapes in the other paths, allowing the doors to open and and continue forward.
NPCs
Returning
- Alibi
- Talthis Vim
- Meneldin
- "Beryn" Berynneth - Succubus
- Thyrr Bloodmuzzle - Gnoll archer
- Armin Desult - Vampire
- Hiroto Karuto - Samurai
- Motoko Sukai - Attendant/Naginata wielder
- Safala - Catfolk Rogue
- Modrod - Modrod
- Garton Rainshadow - Halfling
- Myrdra BelBreln - Dwarf
- Fladict - Elven Archer