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				STRANGE AEONS
				
					(Inactive)
				
				Game Master 
					Daniel Penfold 351
				 
					You wake up not knowing who or what you are, the campaign revolves around solving this mystery Strange Aeons treasure list Strange Aeons specific treasures clues images maps 
  
  
	
	
	
		
			
    
     
				
				
					
						
  
  
  
  
    
    
      
      
      
      
  
    
  
      
  
    
      
      
	
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		  
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7 
              
              
                
                   
	
		   "Ah, we've probably proven ourselves to be a pretty savage lot, but..." Domeric said, casting prestidigitation to clean Senn off as requested. "But aye, shopping and drinks would be good. I've not been to Katheer before, it will be nice to see the city." 
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             What is the plan after shopping, etc? 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   Can we use that shopping and drinking time for diplomacy and knowledge local check to gain useful information about the city, location, dangers, factions that might get mad about us poking around the mysterium? 
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Yeah that's fine Asking around you discover the location of the Mysterium.    You are told that it is currently closed and the Steward's guards are stationed outside the library's doors.  You also hear that a group of thieves recently entered the place, triggering something terrible within.  There are no real factions within the city.  The Mysterium is under the control of Thyrr, the Head Steward. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   "Well team do we risk a sneak in or do we offer our skills to Thyrr? We know who broke in and why and have developed an expertise in undoing Lowls' damage. With Dom's charm and Trevor's intellect we should be in good shape." 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 telekineticist  15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim) 
              
              
                
                   
	
		   "As long as I'm not asked any questions, we should be good."  Penith would prefer sneaking, as she can go unnoticed by anyone at anytime, but... she thinks Senn is right on the approach. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage 
              
              
                
                   
	
		   Hmm..We might need to forge the proper credentials and get proper outfits. I wonder how Bitey will look in a top hat 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		  
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             So is the plan to sneak in or to go through Thyrr? 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage 
              
              
                
                   
	
		   Let us try the civilized route, ask and if refused kick in the door. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)|  Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day | 
              
              
                
                   
	
		   ”Sounds like a plan to me. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   Then we are off to find Thyrr. 
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Elder Thyrr walks with the aid of a stick and speaks with a soft voice.  She explains that the Mysterium has been closed following the actions of thieves and the murder of the former Elder Lythiin whose body remains below. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   "I'm going to get straight to the point because I have been having a terrible few months. We know who broke in, and we are tracking them. Could you provide us with assistance in getting in and neutralizing the threat? Information and access are best, but funds and material are also helpful." Trying to take a more compassionate tone, Senn says, "Elder Lythiin when you say below do you mean here, or in the Mysterium? I can allow you to speak to her or bring her back from the dead if you have a body. Well, I think I can." 
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             "Lowls and a man named Mun paid Elder Lythinn for unfettered access to the Mysterium to read the Necronomicon.  Somehow they managed to steal the book and we think kill Elder Lythinn.  At the entry level there is an enchanted mirror that was supposed to summon axiomites to defend the library should its protections be breached, but something went wrong and hounds of Tindalos appeared instead. Thankfully the hounds have remained in the Mysterium and haven't ventured into the city.  On the first level there is a spherical chamber used by the priests to meditate and this may provide some protection against the hounds.   In order to make the Mysterium safe you must venture to the depths of the building, to the level that contains the Soul - a chamber at the very core of the library- to find an angel statues without eyes, and insert your fingers into the eye sockets.  A tolling bell will then sound, indicating the wards have reset. Once you are inside the guards will seal the outer door and you will only be allowed out once the bell tolls, signalling that the Mysterium is safe. On each level of the Mysterium you need to find four different angelic statues with heads that swivel.  These heads must be turned to face the walls they stand before, and once they are all properly manipulated the gateways to the next level can be opened. The last time the wards were triggered (over 100 years ago) many Nethysians and scholars were killed; their lasting psychic impressions have been known to rear up at times in bizarre and dangerous manifestations. Please secure the body of Elder Lythiin as I believe he has perished.  Also if you come across the bodies of any other Nethysian please say a prayer over it and cover it with these burial robes (she hands you a box containing burial robes)." 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   "I will take care of the dead. I forget sometimes but I am a priestess, and because of that I do have duties. What do you know of the hounds and the other creatures that reside there?" 
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             "I don't know much I'm afraid as I have mainly only been on the first level.  I know that the hounds can teleport along any angle in a room.  I believe that Lowls and Mun brought some of their own creatures with them.  There should be axiomites on one of the levels, I know they have damage reduction and spell resistance but not much else." Knowledge planes for both creatures. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   Planes: 1d20 + 13 ⇒ (4) + 13 = 17 
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Senn you know that Hounds of Tindalos have damage reduction except against magic and they are immune to mind affecting effects. Axiomites also have cold and fire resistance and are immune to disease, electricity and mind affecting effects. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)|  Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day | 
              
              
                
                   
	
		   Know. Planes hounds 1d20 + 16 ⇒ (9) + 16 = 25 Know. Planes axiomites 1d20 + 16 ⇒ (1) + 16 = 17 
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Atajay you know that Hounds of Tindalos also have some spell like abilities and they have a ripping gaze that victims have to make a Fort save or take 5d6 damage. You know that axiomites also have spell like abilities, they can fly and a group of 4 of them can summon an inevitable. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)|  Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day | 
              
              
                
                   
	
		   Atajay informs the group whatever re called about the enemies the group woukd have to overcome. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   "It seems these are creatures that we have the correct ability to fight, let just hope they don't overwhelm us. Let's head out." Senn buys some decent clothing to replace the rags she was wearing. Flowing pants, long loose tunic similar to a thawb and the silk belt tied around her waist. Every piece in various shades of beige. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7 
              
              
                
                   
	
		   ”Very fashionable,” Domeric said, fastening on his new cloak, ”Let’s be off.” 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   "Thanks. I think I like rags better but they're more noticeable. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage 
              
              
                
                   
	
		   Trevor hefts his new hammer. Are these Hound Things Abbyratings? My hammer is enchanted against the. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   "I don't think so it's an outsider." 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 telekineticist  15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim) 
              
              
                
                   
	
		   Penith will find a suitable dress, a light chocolate one that is as plain as she can get away with but very well made. 
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             You head to the Mysterium. A squat sandstone pyramid sits atop a blocky building.  Angelic statues stand at each of the building's corners.  The walls of the building are also carved with smiling angels, some armed with spears and shields.  Angels bearing frowns and concerned faces grip a curious round ochre-rusted iron doorway set into smooth sandstone walls.  A braided copper bell pull hangs nearby. As you approach the guards open the door to let you inside before closing it firmly behind you, reminding you that they will only reopen once the wards have been reset. You are just inside the double doors at B1 on new map - where do you want to head to? 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   "I don't trust doors any more."  Detect magic.  Perception for Traps: 10 + 32 = 42 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage 
              
              
                
                   
	
		   I guess we head to the angel statues first. Trevor will lead east. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   Senn walks in with her eyes shifting left and right, tilting her head up and down. She taps her toes on stone a head of her. 
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             The door to the east is open.  It has a raised lectern standing 3 feet above the floor. Perception checks please. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   "Doors."  Detect magic.  Perception for Traps: 10 + 32 = 42 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage 
              
              
                
                   
	
		   Perception: 1d20 + 10 ⇒ (4) + 10 = 14 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)|  Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day | 
              
              
                
                   
	
		   Perception 1d20 + 15 ⇒ (5) + 15 = 20 
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Atajay and Senn you spot a tome open and pages begin turning. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   Detect magic looking for the school. "That looks bad but it could be the book we are looking for." Does the book look like the necrocomiccon? Or I guess I should as what does the book look like. 
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             The book looks like a book on history, it does not look like the Necronomicon.  Nothing detects as magical. Knowledge religion 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   Religion: 1d20 + 7 ⇒ (20) + 7 = 27 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)|  Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day | 
              
              
                
                   
	
		   Know. Religion 1d20 + 9 ⇒ (19) + 9 = 28 
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Senn and Atajay you think that this is a manifestation of a haunt. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   "Let's leave this room and close the door. Haunts are not to be messed with. But they don't move so we can deal with them later." 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)|  Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day | 
              
              
                
                   
	
		   ”Fine by me, Senn.  Those things are nothing but trouble.  Let’s leave it be...” 
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage 
              
              
                
                   
	
		  
  
    
      
        
  
  
        
        
 
          
          
            
              
                 telekineticist  15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim) 
              
              
                
                   
	
		   Penith does not argue in the least. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		  
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             This room appears to be another classroom, filled with desks and books, although none open randomly in this room. 
  
    
      
        
  
  
        
        
 
          
          
            
              
                  AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |   
              
              
                
                   
	
		   "Good not haunted." Start clearing B6s? |