
Last Time
Traveled from Delmar to Dolvain’s Pass to the Mysterious Door and the Quiet Knight.
Defeated the Knight, got inside …
… small area, glowing cable, knight is reassembling …
… touch the cable, and … vanish!
(New dungeon map mechanics!)
Now
Enveloped in a white light.

Now in an impossibly long hallway … with nobody nearby!

Each finds a terminal!

Emergency. Aetheric backup occurring. Main line requires bleeding.
Choose where to locate nearest (E)nemy, (A)lly, E(X)it.
Choices made:
Sara - Ally
TBs - Ally (family!)
Mizzle - Exit

Sara and TBs find each other!
Stay on the left
Split up at Mizzle marked path.
Sara wanders off and finds Mizzle.

Mizzle and Sara find a door and wait.
TBs find the others.
The door opens …
Large open chamber … glowing cable … terminal.
Dangerous aetheric pressure backup!
TBs know some stuff from back in town. We have tools … we divert the flow down the secondary line.

Cut scene of the Bridge … begins to rearrange itself for a ship to travel unimpeded. Orneorn is happy that the bridge is working as intended.
Cut scene of Central … water fixtures begin to work!
Cut scene to Archmagus Tower … an ominous purple glow begins …
Message:
Battery no longer at overcapacity. Emergency averted.
This is an energy relay station. There are others … 5 relay stations (one in Central, one in islands to the north, one west underwater from Delmar, one in mountains up from Drellin’s Ferry, one further.
Unauthorized Access.
Release Kerberos.
Door opens – hulking form hulks out. Three heads with different plumes of ice, darkness, and smoke.
Clearly we failed appropriate authentication …
https://cdn.discordapp.com/attachments/895840375070134323/1464090651401388075/the-role-of-kerberos-in-identity-mgmt-4-728.png?ex=6974342c&is=6972e2ac&hm=5ab52953ef54e0e69090736b1c43e85a8b4bb10e3db596cd5d9c8870fb095db2&
Against Kerberos!

Initiative!
Minor Villain!
Round 1
- Mizzle eats Mintberry Pie (HP and Fire Resistance)
- Darkmaw - casts a spell - they all resist Physical and Dark.
- TBs - Barrage, hit Frostmaw
- Frostmaw - Icy Breath! We all take frost damage! (Sara learns)
- Sara - Icy Breath back at the two not-Ice ones! Hits 'em!
- Pyremaw - vs Sara. Pyrebite!
- Darkmaw (again!) - a Champion, so two turns! Darkbite on Mizzle. Miss, but recover HP!
Round 2
- Mizzle - heals! 40 HP each!
- Darkmaw 1 - Deathgate Ward to resist Physical and Dark.
- TBs - Barrage at PM and FM, hit both.
- FM - Icy Breath!
- Sara - Icy Breath! on PM, DM. FPs to a hit! PM would be taken out, instead special DM rules for 3-headed dog, stunned, then recover and healed.
- PM - stunned.
- DM 2 - Umbral Wave - at S and TBs - misses, but Sara can smack back! Light damage.

Round 3
PM not stunned, gets HP back.
- TBs - another barrage!! On DM and PM. DM in crisis!
- DM 1 - Deathgate Ward
- Sara - Whaps DM.
- FM - No MP, so Frost Bite on Sara.
- Mizzle - Grimoire on DM … and resists Air.
- PM - Pyrebite on Mizzle, big hit! (but pie!)
- DM 2 - Dark Bite on Mizzle. Miss!
Round 4
- Mizzle - Neko Monarch! 30 physical! Nuke! DM and PM stunned. FM did not go into stun.
- DM - stunned.
- TBs - on FM and DM. Hit both! DM and FM down!
- Sara - Hit PM and knocked out!
We win!

After the Battle
Power is restored to much of the Empire!
Find some pieces of the beast … a trio of items! Dread Effigy, Blazing Road, Deathly Chill. (Mike will write up.)
Free rein of the maintenance tunnel. If we touch the white cable, will be transported back to the maze. (Where the Knight is lurking?)
Any clues about the Knight’s binding? Doesn’t seem to be.
Pitch a magic tent for the night, and head back to town.
Need to build an Archmagus Sigil to access terminals.
XP → 5 + 1 + 2
Next Time
Level!
Rest!
Bonds?
Off next week!
