The group explored the underground city of the Children of Dae called Te¬Tara. Long abandoned, the large circular city was abandoned over time, rather than an orderly exit. The group explored a blacksmith, learning about different ways larysine can be forged, and found an elevated platform covered in flesh in the center, on top of which was a portal to the nine hells. At its feed, they found a body covered in flesh but holding Isolde's necklace. In the city, they also found Kankolion Pyramids, objects to activate it. However, sensing danger and a trap, the party made a large noise, activating the portal and from which two devils appeared and a couple dozen infernal turkeys.

As they ran away, they walked on some of the flesh, making a mouth appear and emitting a loud screaming sound, notifying the devils of their location. Being chased through the city back to their entrance, they had a close call with one of the devils holding a whip as they ran back up the stairs to leave this place and find backup. As Oris passed by the devil, it took a good whiff of Oris and mentioned that it has now memorised Oris' smell. On their way out, Oris used move earth to block the exit.

Plot advancement

End the session somehow going through the portal.

Have the devils hunt them down and hitting them with AEO plane shift, where the target has dis and the others have a normal save?

Or have him whip players to do the same thing.

Or have him kidnap Ratyn's family member, or Gina Honeyflower.

The party will go back to town.


Whoever touches the necklace can have a vision of Isolde exploring the city with her gang and facing off the devils.

- During the fight, Isolde takes off the necklace, giving it to the dead guy to bring it back to Naomi if she doesn't make it back, as Isolde rushes the whip devil and shoves him and herself through the portal.

The other devil, Zackarie, will know of Aggma, having heard of her from Nastvan (her mentor)

Locations

Te¬Tara
On the way to the abandonned city
  • Entrance by a small waterfall, behind it
  • Corridor with closed door, dead people at the entrance. Looks like refugees who hide here, life force sucked out.
  • Some of the stone is just an illusion with if they walk through it, a massive corridor with high columns of amber and a door at the end. 4 creatures summoned to protect the door.
  • Door isn't fully closed, Sett can wedge it open so that everyone can pass through.
  • Behind it, a large staircase with long dead plants and a path for water on the sides. Some of the path is caved in.
  • A more recent camp was set up here at the top of the stairs, less than a year ago. 4 or 5 people.

Te¬Tara

  • A whole city in a neat grid system, with smaller houses on the outside, all in the same utilitarian and simple finish.
  • Towards the center, taller 3 story buildings, all of the same design. In the middle, a large pyramid.
  • Roof is a dome like structure, several tens of meters high in its center. Nothing seems to be supporting it.
    • The whole dome is painted black with flying candles simulating stars, and three balls of light circling in the middle representing the two known moons, and a third one that none of the players recognise.

Bathhouse

  • Like a public bath turned ceremony, with place for the sacrificed to be cleaned and prepared for the transfer.
  • Various drawings on the walls showing the children as heroes as they are taken to the altar to get their life sucked out, so that the elite can live longer.

Blacksmith

  • Rather than a place to forge weapons, this blacksmith seemed to melt various stones into a liquid.
  • Some transformed into balls for the mage's hall
  • Some have large containers to create larysine the size of vekkel
  • Some to become parts of a dagger

Mage's hall

  • A simple building where mages would imbue larysine with its magical properties.
  • Depictions of wizards giving life to the larysine.
  • All of them have two phases:
  • Some were imbued with a creature inside like they've collected several of. This way a creature becomes a servant and protects them.
  • Depictions of powerful dragons and other creatures being cast inside the larysin itself in a different process.
  • The daggers being the ones depicted for sacrifice and transfer of life force



Closer to the portal, stone turns more to flesh. The whole pyramid is fleshy and difficult to crawl up to. At its base, there is a lump. Under the flesh is a half-elf mage, that died from piercing damage in the abdomen. He is wearing clothes of Isott Caine's organisation. in his hand, Isott's necklace.

To get to the top of the pyramid where a portal is located, multiple skill checks are needed to avoid being swallowed by it.

Challenges

The portal consumes 4 Kankolion Pyramid to activate.

Aggma

Come upon a rift with some soft vegetation on both sides but no clear way to get to the other side.

She can use plant growth to build herself a bridge and collect a kankolion.

Ratyn

Find a staircase going down, and below find a large upside down plaza in complete darkness with reversed gravity. In the center, a rotating lighthouse device, casting light as it rotates on itself. Being in the light disabled the reverse gravity and re-enables it a short while after. On the "floor", razer sharp stalagmites. Powering the rotating light is a kankolion placed on top.

Oris

Find a well that is full. At the bottom of it, a good 60 ft, a kankolion, and some small airtight box that isn't heavy. Inside, pristine 3 decade old cheese and some sort of raspberry wine.

Sett

At a building, find an elven inscription in old elvish. "Pascal of the Blue tribe was here, 56th moon of the seven". A graffiti of sorts. The marking was drawn with a kankolion that has been encrusted into the cracked wall. Removing the kankolion caves in the walls around him, forcing him to run or be crushed.