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farne:protagonists:trent:reports_index

Reports

* Session 1: Death from above
* Session 2: Damsel in Dis' Dress
* Session 3: The Unseen Hand
* Session 4: Spirits unshackled
* Session 5: Untitled

Session 6: Hungry spirits.
The refugee influx caused great chaos, both politically and spiritually. The spirits of Alestia are as unsettled as its new occupants. They consume the city, sparking violent outbreaks and petty crimes. I have soothed them as best I can, particularly along the waterfront, but I fear my efforts are not enough. We also discovered sizable spiritual protection afforded to Tarkin, whose home was well protected against our intrustion.

Session 7: Into the City.
We were dispatched to infiltrate the neighboring Alestia and make contact with a spy of Philip Madrigal's. The city was very well defended against magical intrusion, with numerous spiritual entities bound into the city gates. Our entrance was not unnoticed, and our exit was spectacular. We discovered the spy had relocated to a family home outside the city. Leaving the city drew the attention of the guardian gargoyle spirits. I bent them to my will and used them to waylay the guards, long enough for us to outpace them in our prolonged horseback chase.

Session 8: Not Safe.
The city guards began a search of surrounding homes to find us. A search party awoke the spy's household that night. We tunneled to safety at the farm's perimeter. The guards began torturing the family, so we dispatched them. Then we went to Dimmersdale and procured an airship to sail into the coming war.

Session 9: True colors.
We seized the airship and abandoned its crew. We sailed away from the fight and into Duchess Veris's unprotected fortress. Veris also had considerable spiritual protection, which we avoided through judicious use of magical talismans and Prime. Also present in the keep was the shadowy figure that accosted our campsite when we were rescuing the maidens. We stole a ledger linking Veris to Talpin.

Session 11: Teleporting gem.
We attempted to teleport the gem. Doing so summoned a powerful spirit beyond my means of control. Boyce was able to quell his spell before the spirit could pass through his gate. I spent the next few days in silent consultation with the spirits on the nature of our enemy while my allies engaged in mundane endeavors.

Session 13: Suck you bye
Alestia council members are being assassinated, and the Occluded Rainbow Inn family have been kidnapped by Veris's demonic consorts. We arranged a meeting to declare a truce, but really to recover the kidnapped family. At our second meeting, we tricked the succubi to a different location, where I ambushed them by supplanting their master's control over them with my own. I succeeded right as they were pulled into the magic gem. Then we relocated, using Grey's tunneling magic (and my own Prime to mask his magic) to escape the demonic retrieval party sent to the succubi's last known location.

farne/protagonists/trent/reports_index.txt · Last modified: 2010/03/13 22:11 by andy