# [[109_20220212 The Mithalar powers all]]
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[Video](https://www.youtube.com/watch?v=7oTMOeFDTuE)
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## Session Summary
> [!info] [[109_20220212 The Mithalar powers all]]
> We harvested parts from the creatures we'd killed during the gauntlet.
>
> Eraithe recognized the orb in the room as a mithalar. He said that he had always wanted to be a mithalar guardian when he was captured, and the presence of the mithalar made him waver on wanting to go home.
>
> I accessed the power of the mithalar and chose to put up the wards of the castle and NOT divert power from whatever the rest of it was doing in Mount Hotenow. ^summary
## Recap of last session
![[108_20220205 True Death for the True Dragon#^summary]]
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## Log
- Recap of the gauntlet! ([[The Castle Never Control Room#The Sphere]])
- We noticed a seam around the obelisk, but when I went there, I disappeared! Everyone followed me.
- Three chairs in the middle of the room, sphere circumscribed by 6 spinning disks
- Challenge 1: Ka'ira and Maestro went to a desert
- Syrinx levelled up
- Things we've fought
- Goblins in a desert
- Gnolls in a gnoll camp in a desecrated temple
- Underground not-dwarves
- vrock from barren wasteland (Abyss)
- Zombies indoors in dark passageway
- Dragon
We heard an explosion just after we got here... when we killed the dragon, the environment exploded. Luckily, we were safe because we had already gotten here.
Harvesting the dragon
- Maestro: dragon innards
- Me: Dragon skin, (common), with these keywords: dragon, earth, fire, volcanic
- Keren and Eraithe get the same dragon skin
Crafting
- Power source
- Common materials to make things
- Uncommon materials with keywords
That was a Catastrophic Dragon.
vrock
- Ka'ira finds a Level 13 vrock voice box (uncommon) with keywords: *demon, screech, psychic*
Maestro finds a power source (elemental) from the dragon (*fire, earth, Level 9, rare*)
From the intellect devourer, I get: Usable tentacles, uncommon level 7 with keywords: *psionic, leap, detect sentience*
From the dwarves, I get a bone long cylindrical thing made of steel and bone, well-carved. There's something shifting inside, something solid. There's an easy latch on one side. There are two sheets of rolled paper. The scrolls have arcane symbols. On one scroll, it's a ritual Level 5 called Hallucinatory Item. The other one is a higher level (9), but it has something to do with a map and divination
Keren gets what remains of the triple flail from the gnoll war chief.
I get a 1,000 gp emerald from the undead.
Ka'ira finds a ghoul claw: *necromantic, undead, paralyze*.
Keren gets a pile of hyena furs.
Table with runes - they are controls/overrides, mostly protective magics for this room.
Eraithe looks at the sphere. He says this should not be here - this belongs to the sun elves. This is an item of great power. It takes many generations for sun elves to learn to wield this power. When [[Mystra]] (goddess of magic) died many millennia ago, most of these were destroyed. It is a [[Mithalar]]. Eraithe wants to protect it.
According to Eraithe, HIS people created it and [[The Netherese]] stole it. He says Netherese and elves fought many wars through thousands of years. Eraithe wanted to be a mithalar guardian, but instead, he was sent to the air navy. He wants to stay in the castle until he knows more. There are still high elves in Everreska who might know more about this magic.
There is an obelisk in this room. Keren might know someone from [[Everreska]] who could help us. Everreska are moon elves. The strongest magic uses are usually sun elves.
3 chairs in the center of the [[The Castle Never Control Room|control room]]
- 1: Expensive, grand, made of platinum and plated gold. It is golden and of human make. It rejected me, Keren, and Eraithe. Maestro gets an orb to come out of it and from the six chairs. They lit up one at a time. He hears the words: "Psion accepted" in his mind. Ka'ira can also access it!
- 2: "Channeler invalid" when Ka'ira sat on it. When I sit on it: "Connecting The Channeler to the [[Mithalar]]"!! A faint ray of white light goes from the Mithalar to me, and it slowly increases. I instinctively know that I can channel the energy towards everything around us. It's like activating the obelisk, but this time, I'm connected more directly to the power. The room starts to hum, then vibrate.
- 3: The Watcher chair. "Watcher accepted" for Keren.
6 chairs around the side
When all three chairs are being sat on, the room surroundings vanish and we're seeing from the perspective of a ledge on a wall. We see old ballistas pointing outwards in front of each of the six chairs.
The energy that I'm channeling is increasing steadily. I raise the arcane wards. The orb is asking me if I want to divert some magic from [[Mount Hotenow]]. I say no. "Transit aborted". It powers down.
Keren doesn't see the ballista from outside. He doesn't see any attack having happened in the Blacklake District.
1385 Year of the Blue Fire, when Spellplague hit
Krieger is a deep gnome. He still has a glass staff. I get Krieger's truename.
Krieger gets something for Maestro-- blank playing cards. Maestro and I know that this is a magical deck of cards: _[[The Deck of Many Things]]_. It is a neutral magic item, meant to balance the world. Each card will either bring reward or ruin. It has 22 cards. When used, it disappears and reappears elsewhere.
How the deck works: Maestro can use it, announce how many cards he will draw from the deck. So can allies around him. Once we have all announced how many cards we draw, the deck vanishes.
All cards except Jester or Idiot will disappear once drawn.
There's an equal number of harmful and beneficial effects.
- Balance: Changes your alignment to the opposite
- Comet: Defeat the next monster single-handedly to reach the next level.
- Dungeon: You are imprisoned by a powerful being. The rest of the party gets a quest to find you.
- Ureal: You are cursed but there are easy ways to remove the curse. It might take a long time to remove the curse. -3 penalty to saving throws.
- The Fates: Change the fabric of reality. Avoid any situation once. You can change what happened in the past - just one thing. It allows you to unravel reality and spin it anew.
- Flames: You gain the enmity of an outsider (something outside this plane).
- The Fool: You lose thousands of XP unless you choose to draw 2 more cards.
- Gem: Wealth.
- Idiot: Lose intelligence, but it can be removed by mortal means.
- Jester: Gain tons of XP or draw two more cards beyond your declared number of cards.
- Key: Gain a magic item that is a major magic weapon or implement.
- Knight: Gain the service of a loyal mortal soldier (a strong one).
- Moon: You are granted `dice: 1d4` wishes.
- Rogue: One friend (NPC) secretly begins to hate you and plots against you.
- Ruin: Lose all magical possessions including money.
- Skull: Face undead dread wraiths alone.
- Star: 2 points are permanently added to an ability score. You can go past 20.
- Stun: Gain a beneficial wondrous item and XP.
- Talons: All your magical items are irrevocably gone.
- Throne: You become a true leader, get better at diplomacy, and you gain your own castle anywhere you choose.
- Fizier: Ask any three questions and know the best answer to those questions if anyone, living or dead, knows or knew the answers. The query or request must be made in one year.
- The Void: Instant disaster. Your body continues to function, but your psyche was trapped in a prison somewhere else. The party receives a quest to rescue you.