Drakkenheim
- Session 1 - Traveling to Drakkenheim
- Session 2 - Emberwood Village
- Session 3 - Reed Manor
- Session 4 - Chapel of St. Brenna (Part 1)
- Session 5 - Chapel of St. Brenna (Part 2)
- Session 6 - Buckledown Row
- Session 7 - Pilgrimage To Champion's Gate
- Session 33: We will get to the Cathedral eventually
- Session 8 - Back to the Chapel
- Important NPCs
- Important Locations
- Session 9 - Unholy Silent Night
- Session 10: St. Brenna
- Session 11: Brains....
- Session 12: Catch Breath
- Session 13: A Hitch Inn Time
- Session 14: Kill the Piano!
- Session 15: Play It Again Charlotte
- Session 16: Leave the Tunnel to Fate
- Session 17: Making Friends and Eating Lobster
- Session 18: Audience with The Duchess
- Session 19: Walk in the Park
- Session 20 - Shepherd's Garrison
- Session 21: Queen's Grotto
- Session 22: Burp the Wurm
- Session 25: The Sacrament of the Falling Fire
- Session 26: Oscar's Demise
- Session 27: Burning Down the House
- Session 28: Detained & De-Deliriumed
- Session 29 - Ambush
- Session 30: Going over the walls
- Session 31: Corpse Eaters
- Session 32: Mage Eaters
- Session 34: Grim, Grimmer and Garmyrs
- Session 35: The Resurrections of Lil Dragon
- Session 36: Tossed Salad and Scrambled Eggs
- Session 37: Oh, Mummy!
- Session 38: Desecration by Defecation
- Session 39: Relics of St. Vitruvio
- Session 40: Now What?
- Session 41: Escape from the Cathedral
- Session 42: Tark the Sanctified (and Lazy)
- Session 43: Faith and Incompetence
- Session 44: Final Curtain
- Session 45: Crimson Countess and Friends
- Session 46: The Smallest Vessel Wins Big
- Session 47: Vengeance for Tark's Woe
- Session 48: Night Shift at the Smithy
- Session 49: Wascally Wabbit
- Session 50: The Pale Man
- Session 51: Pale Man Bugs Out
Session 1 - Traveling to Drakkenheim
Date: Feb 11th, 2025
Recruited by Obsidian Compass
The party is recruited to take on a mission to Drakkenheim
-
Leethis Corvus calls a special meeting of the Obsidian Compass, the fledgling adventurer's guild that has broken the spell of the walls and began the exploration of the outside world, to discuss Drakkenheim. Westmar has always been an isolated Kingdom unto itself at the far inland location of the River Kingdoms Basin Canyon. But now 15 years after an eldritch storm destroyed the capital and plunged the region into civil war, the chaos has allowed the doors to be opened for outsiders to travel there.
You are part of the dozen Obsidian Compass members chosen to become the guild’s boots on the ground, so that we can learn what is really happening there, as so far the stories are too unbelievable to be true.
- Leethis arranges each of your undercover stories - gainful legit employment in the region:
- Ned: Sponsored by the Amethyst Academy to receive graduation ring. (Contact: River)
- Tark: Hired as a bouncer a the Sword and Skull, owner Frida Longhorn
- Oiroa: Hired by the local magistrate office for legal consultation work.
- Syndle: Sponsored by a fight promoter named “Knuckles” for gladiator performance.
- Xakaris: Hired by the harbormaster to work the River Drann docks.
- Yazzy: Hired by Gilded Lily for a one-night performance, extended residency possible based on ticket sales to the one-night show. Owner: Mr. Killian Vandire
Tark Shares His Quest
River Arrival
From there the journey took three weeks, first by land, then by large riverboat, before changing to a cargo longboat for the final stretch. Besides cargo there was a family of four, the Hammersteins, who had sold all their worldly possessions to bring their young children on a pilgrimage to “witness the salvation of The Falling Fire”.
The longboat sliced through the water, its weathered hull groaning with each ripple. A motley crew, a band of adventurers bound by fate and fortune, navigated the winding river. As the sun began its descent, casting long shadows across the water, the air grew thick with anticipation.
The river widened, and the first signs of civilization emerged. Towering stone walls, crowned with crenelations, loomed against the twilight sky.
-
After a THROUGH investigation of the cargo and everyone onboard’s paperwork and lots of insults from Captain Rein Highsworth, of the 4th Provisional Expeditionary Force to Reclaim the Capital, you were then also inspected by a man requiring you declare any magical items and reviewing the mage licenses for the casters aboard. He used a monocle that Ned determined was casting Detect Magic.
-
Once cleared through the gate to the docks, the HIghmiths meet up with their contact, a zealot named Joel of Osteen that invites you to come share in the experience the wonders revealed to the flock by their prophetess Lucrica Mathias. Party takes a hard pass, except Syndle who says he will visit them later.
The Road to Emberwood
Irwin Marlow takes the party onboard a large covered wagon pulled by two draft horses after the dock hands loaded the wagon with cargo
-
The party quickly accepts the wagon ride with the chatty yet professional Marlow who shares his folksy opinion about everything. Including:
- Punishing storms are frequent across the land, foreshadowed by howling winds and then drenching rain. Areas where the sun never dries the ground, mud is a constant fact of life.
- Most farms and villages within one hundred miles of Drakkenheim have been abandoned. Crops and livestock don’t grow anymore as the water and soil are contaminated by foul magic. The crops that do still grow are strange and bitter.
- They are bound for Emberwood Village, which is the only settlement within two weeks’ travel of Drakkenheim that hasn’t been abandoned. It is about five miles south of the dark city.
- The increasing number of fortune-seekers, mercenaries, and prospectors exploring the ruins has turned the sleepy village into a boom town again.
- Hooded Lanterns are the local law, but they got bigger fish to fry than deal with highwaymen, or other criminals running rampant. They are stretched thin with their efforts to take back the city and keep the broader peace.
- The folk of Emberwood Village rely on outside supplies entirely. Flamekeeper Hanna, a priest of the Sacred Flame, provides seed funds to attract the caravanners.
Highway Men Fail Robbery
The wagon comes to a halt as a group of men on horses appear seemingly out of nowhere and block the roadway. (SHOCKER)
The lead rider approaches the wagon and you see he is pointing a heavy crossbow that sits across his lap.
(In a british gangster slang)
“Oi, oi! Hold there, friends… you’re traveling on a royal road, eh? In these troubled times it falls to loyal servants like ourselves to keep these highways free of reprobates and outlaws, innit? I’m afraid we’ll need to collect a fee to ensure your safe passage to the capital, eh?”
The party forces the leader to flee and they kill the other 4 thugs. One of which has a red diamond tattoo on his hand. Marlowe says there was a tattoo parlor in Emberwood and Ludwig von Graff later identifies this as something to do with the Queen’s Men - a loose affiliation between a hundred gangs of brigands, outlaws, and scoundrels, all who swear fealty to the enigmatic “Queen”.
Night Guests
With a half-day travel left ahead of them to Emberwood, the party camps in well-used campsite clearing. After dinner and some mead provided by Marlowe - a trio of harrowed adventurers approach the characters’ campsite on the last night of their journey. They are tired, hungry, and hoping for a place to rest.
- Ludwig von Graff, a now penniless human noble who was trying to find the deed to his ancestral estate.
- Endra Jansen, a human scout who was seeking fortune to pay off an old debt.
- Rikard Vos, a human veteran who survived the civil war and had returned to Drakkenheim searching for lost family members.
They are leaving Drakkenheim after failing their quests and losing two of their other companions. They are bitter, defeated, cynical, and never plan to return, but share a few rumors about the city as they sit and share stories by the fire. They are hesitant to talk about their fallen friends, but suggest watching out for the skratlings in Drakkenheim (“cross between giant rats, ratfolk and fucking demons or something!”
Rikard is suffering from severe “contamination”, he is delirious, mouth gaping open, his nails have fallen off, and his hair is coming out in patches. He is missing his tongue and mouth is inky black.
Before dawn, a commotion in the visitors tent wakes everyone except the sound-sleeper Syndle. When it becomes clear the commotion is the tent has turned violent, a tentacled abomination bursts forward standing over the half-eaten Ludwig and grappling Endra off the ground in one of its many tentacles.
The party uses Dissonant Whispers to render the beast ineffective as they hack it to death, only to be splattered by its acid blood, Unfortunately the creature ate Endra in its final moments
Session 2 - Emberwood Village
Session 3 - Reed Manor
Session 4 - Chapel of St. Brenna (Part 1)
Date: Feb 11th, 2025
Summary
The adventure began when the party received a mission from Blackjack Mel to retrieve the mysterious Scepter of Saint Vitruvio from the crypts beneath the Chapel of Saint Brenna. Three different factions had set their sights on this powerful relic: the Knights of the Silver Order, Blackjack Mel who worked on behalf of the Queen, and the enigmatic Followers of the Falling Fire. The party made preparations to depart at first light, arranging to meet their guide Stubbs at the bridge. Their journey through the devastated city of Drakenheim proved unsettling, as they encountered supernatural phenomena including ghostly children and an eerie nursery rhyme that echoed through the ruined streets. Upon reaching the Chapel of Saint Brenna, the party discovered they weren't the first to arrive. Three members of the Knights of the Silver Order - the high-ranking paladin Sir Bryce and two squires - had already taken position at the chapel. After careful consideration, the party chose diplomacy over confrontation. Yazzy successfully negotiated their entry by referencing a previous encounter at Camp Dawn. The chapel's interior revealed a sanctuary adorned with three impressive statues: one depicted Saint Tarna locked in combat with a demon, another showed Saint Vitruvio, and the third portrayed Saint Brenna performing a resurrection miracle. The sacred space bore visible signs of decay, with a partially collapsed tower and brackish water collecting in various corners. The situation grew more complex as the party encountered Sir Landry and his men from the Silver Order, who shared their objective of finding the relic. Through clever deception and careful maneuvering, they initially managed to avoid direct conflict. Their exploration revealed various chambers, including a fountain room and crypts below the chapel. The situation took a dramatic turn when Sir Landry and his men ventured into the undercroft, where they faced hostile Mephits in a fierce battle that left Landry wounded and his squires defeated. Throughout their search, the party discovered various treasures including silver coins, holy symbols, and magical items, all while working to decipher puzzles involving a silver rod and the chapel's statues. The party's investigation led them to a significant discovery - a silver rod held by one of the statues. Before they could properly examine it, they faced and triumphed over a Church Grim, a fearsome ghostly hound that served as the chapel's guardian. The rod proved to be more than a simple artifact, as they discovered it contained a hidden switch mechanism that granted access to underground chambers. These subterranean rooms held various treasures, including a fountain of clean water and magical scrolls. The rod's true purpose became clear when they realized it functioned as an immovable rod, essential for operating the stone doors within the crypt. As they delved deeper into the crypt beneath the chapel, the party's search led them through several chambers decorated with religious murals. Their exploration brought them to a circular crypt that housed the skeletal remains of ancient clerics and paladins. The atmosphere grew tense as they spotted a magical greatsword among the remains. However, when they attempted to claim this powerful weapon, the skeletal remains suddenly animated, rising to defend their eternal resting place against the intruders.
Scenes
Mission Briefing and Camp Preparation
The party reviews their mission with Blackjack Mel and prepares at their camp in the Hut
- Saved Petra from rat snaps under Mendino's tavern
- Got tax-free bridge passage to Amberwood
- Smuggled meteorite to blacksmith Emma's father with weapon requests
- Received mission to retrieve Scepter of Saint Vitruvio
- Learned three factions seek the scepter
- Got paid 9000 gold
- Ned decides to save money by not staying at hotel
- Li'l Dragon reveals his trap-setting habits
- Party members disguise themselves and prepare equipment
- Discussion about trust issues regarding their employer
Journey Through Drakenheim
The party meets Stubbs and experiences supernatural events while traveling through the devastated city
- Meet Stubbs at the bridge
- Learn about Saint Brenna and Saint Vitruvio's history
- Li'l Dragon bonds with Stubbs over fighting pits
- Stubbs throws Li'l Dragon in a show of strength
- Encounter strange mists and tingling sensations
- See ghostly child in shop window
- Hear children laughing/crying
- Experience creepy nursery rhyme
- Witness invisible children's footsteps in puddles
- Notice Stubbs crying at the phenomena
Chapel Arrival and Knight Encounters
The party arrives at the Chapel of Saint Brenna and makes contact with the Knights of the Silver Order
- Discovered fresh horse tracks leading to the chapel
- Spotted three war horses tied up outside
- Encountered a Church Grim in the cemetery
- Observed the chapel's deteriorated state with one collapsed tower
- Spotted Sir Bryce and two squires through the window
- Yazzy sang a Sacred Flame hymnal to establish rapport
- Sir Bryce recognized Yazzy from Camp Dawn
- Knights granted the party entry to the chapel
- Party convinces Sir Landry they're there to help guard against the Falling Fire
- Sir Landry reveals they're seeking the scepter for Ophelia
- Party pretends to take guard positions while actually monitoring the Silver Order
Chapel Sanctuary Investigation
The party explores the chapel's main sanctuary and discovers important clues
- Found three significant statues of saints: Tarna, Saint Vitruvio, and Saint Brenna
- Discovered a spiral staircase leading downward
- Located a three-tiered stone altar with bronze brazier
- Observed fading frescoes and religious artwork on the walls
- Find inscription on Saint Tarna statue about silver truth
- Discover donation coffers and braziers
- Party debates about investigating the statue with the silver rod
Undercroft Conflicts
The party faces multiple challenges in the chapel's undercroft including Mephits and the Church Grim
- Multiple Mephits appear from dust and smoke
- Sir Landry's squires are defeated
- Sir Landry falls grievously wounded
- Mephits demand gifts from visitors
- Party discovers statue holding silver rod
- Ned uses mage hand to flip switch and retrieve rod
- Church Grim materializes and attacks
- Party defeats the spectral hound which fades away
Underground Exploration and Final Confrontation
The party explores the underground chambers and encounters undead warriors in the crypt
- Party discovers Fountain Chamber with clean water
- Find magical scrolls (Lesser Restoration, Remove Curse, Dispel Magic)
- Discover healing potions and sacred oils
- Use rod as mechanism to open stone doors
- Find murals depicting funeral rites of a paladin
- Multiple party members work together to turn the rod mechanism
- Ned discovers the switch on the rod that locks it in place
- The rod is revealed to be an immovable rod through detect magic
- Stone slab door successfully raised
- Discovery of six stone sarcophagi containing skeletal remains
- Finding a magical greatsword with celestial runes
- Attempt to take the sword using mage hand
- Skeletons animate and a Flaming Skull appears
- Combat is about to begin
Npcs
Stubbs
A large man with burn scars who serves as the party's guide. Despite his intimidating appearance, he shows emotional vulnerability, particularly when passing through an area where ghost children are heard. Works for Blackjack Mel and knows the location of their destination.
Blackjack Mel
The quest giver who hired the party to retrieve the Scepter of Saint Vitruvio on behalf of the Queen. Sees potential in the party and offered them 1,000 gold.
Saint Vitruvio
A historical figure - a heroic paladin who fought alongside the golden dragon Argonoff centuries ago. His scepter is the object of the party's quest.
Saint Brenna
Known as the 'people's saint', she was famous for working with the poor and sick in Westmar and Drakenheim. She was canonized due to popular demand from the common people.
Sir Bryce Landry
A high-level paladin of the Knights of the Silver Order, found praying in the chapel. Previously encountered the party at Camp Dawn. Appears to be more powerful than the party members. A paladin of the Silver Order leading the mission to retrieve the scepter. Proper and methodical in his approach, taking time to pray before acting.
Church Grim
An incorporeal spectral hound with glowing yellow eyes that guards the chapel grounds, cemetery, and sacred artifacts. Not technically undead, but a spiritual guardian that fades in and out of visibility while patrolling the grounds, confronting those who attempt to take holy items.
Mephits
Elemental creatures made of dust, smoke, and magma that appear in the undercroft and demand gifts from visitors. They prove formidable against Sir Landry's group.
Undead Clerics and Paladins
Skeletal remains of holy warriors of the Sacred Flame that animate when disturbed, each holding different implements like torches and candle snuffers.
Flaming Skull
A mysterious undead creature that appears in the crypt after the skeletons animate.
Locations
Drakenheim
A devastated city with areas both inside and outside its walls. The outer areas are filled with empty buildings, strange mists, and supernatural phenomena. The city was continuously built outward beyond its original walls.
The Hut
The party's temporary lodging where most members are staying to save money. Li'l Dragon has set up traps around his tent area.
Chapel of Saint Brenna
A deteriorating chapel with a domed slate roof and two towers (one partially collapsed). Features stained glass windows, a sanctuary with three saint statues, and a cemetery in the back. The building shows significant damage from time and weather. Contains crypts that may hold the sought-after scepter.
Buckle Down Row
A secretive area in Drakenheim with taverns and fighting pits, typically restricted to Queen's Men. Described as having hundreds of people drinking and fighting.
Chapel Cemetery
A small graveyard behind the chapel guarded by an incorporeal Church Grim - a ghostly black dog with glowing yellow eyes that protects the sanctified grounds from grave robbers.
Chapel Sanctuary
The main worship area featuring a three-tiered stone altar with bronze brazier, fading frescoes of saints, and three alcoves containing statues of Saints Tarna, Saint Vitruvio, and Saint Brenna. The room smells of bitumen and has pooling rainwater from the collapsed tower.
Chapel Undercroft
A large underground chamber with alcoves, pillars topped with skulls, and burning candles with strange colored flames of purple, green, and noctarine.
Fountain Chamber
A round chamber containing a circular stone fountain with flowing clean water, surrounded by painted murals showing funeral rites performed by flame keepers.
Stone Door Chamber
A small chamber with a metal post mechanism used to operate a stone slab door, featuring a one-inch diameter cylindrical notch for inserting a rod.
Circular Crypt
A hoop-shaped chamber with vaulted ceilings, illuminated by dozens of candles, containing six stone sarcophagi in semicircle alcoves along the walls. Features a stone door with a dragon engraving to the south.
Spells
Detect Magic
Cast to scan the chapel area for magical items or effects.
Mage Hand
Used to manipulate objects at a distance, including attempting to retrieve items and operate mechanisms.
Invisibility
Mentioned as a potential spell to use for shadowing Sir Landry's group.
Sanctuary
Cast by a party member during combat with the Church Grim for protection
Items
Scepter of Saint Vitruvio
A sacred relic that belonged to Saint Vitruvio, currently being sought by three different factions: the Knights of the Silver Order, the Queen's representatives, and the Followers of the Falling Fire.
Meteorite
A mysterious object the party smuggled and delivered to Emma's father the blacksmith, who will use it to craft various weapons including rapiers, a whip, dagger, rings, tongs, spike, longsword and shield.
Silver Rod
A silver rod held by the statue of a melancholic armored woman in the cemetery area, clasped over her chest. Approximately 15 inches long.
Silver Holy Symbol
A sacred symbol of the Sacred Flame found in one of the altar boxes along with coins and oils.
Session 5 - Chapel of St. Brenna (Part 2)
Date: Feb 18th, 2025
Summary
Deep within the Chapel of St. Brenna, a party of adventurers discovered a peculiar donut-shaped crypt illuminated by dozens of flickering candles. Six stone sarcophagi lined the curved walls in semi-circular alcoves, containing the skeletal remains of clerics and paladins of the Sacred Flame. When Ned attempted to magically retrieve a glowing greatsword from one of the remains, the skeletons awakened, their eye sockets gleaming with citrine gems, and a flaming skull with ruby eyes burst into green flames. The battle that ensued was fierce, with the undead guardians wielding short swords while one particularly formidable skeleton brandished the magical greatsword known as Twilight. This mystical weapon did more than just harm - it forced those struck to reveal their deepest sins, sharing visions of their transgressions with all nearby. Tark's painful memory of being drunk when his clan was killed and Xakaris's tale of defiling his captain's mug were laid bare before the group. The flaming skull proved to be a powerful spellcaster, launching devastating spells at the party while they fought to survive. The adventurers demonstrated remarkable ingenuity in securing their escape route. They initially used Twilight as a doorstop before replacing it with an immovable rod, carefully concealing their tampering with skeletal remains. The group created a three-foot opening for escape and strategically moved sarcophagus lids to prop open doors. However, their clever planning was tested when the skeletons reformed after ten minutes, and the flaming skull unleashed a devastating fireball. Despite this setback, the party persevered and defeated their reanimated foes once again. In Saint Vitruvio's chamber, they discovered an unlit pyre and a magnificent statue of the saint himself, holding a powerful magical scepter. Through careful investigation, they located a box containing a sacred finger bone beneath the pyre. The party solved an illumination puzzle, using light magic to successfully retrieve the scepter, while mysterious voices spoke of bearing light and absolving sin. Their exploration was interrupted by the sound of prayers from beyond a nearby door. Their escape proved equally dramatic as they raced to dismantle and scatter the skeletal remains outside the crypt. In the cemetery, they encountered members of the Falling Fire group engaged in combat with reanimated skeletons. The party didn't hesitate - they scaled the five-foot cemetery wall and made their escape while being noticed by their rivals. Their daring heist yielded valuable treasures including holy symbols, gems, and powerful magical items, which they successfully transported back to Emberwood Village without further incident.
Scenes
Exploring the Sacred Flame Crypt
The party enters a donut-shaped chamber with skeletal remains that awaken when disturbed
- Party enters circular crypt with 6 sarcophagi containing skeletal remains
- Ned attempts to mage hand the magical greatsword
- Skeletons awaken when sword is disturbed
- Flaming skull with ruby eyes activates
- Combat begins with skeletons and flaming skull
Battle with Undead Guardians
Extended combat with animated skeletons and flaming skull in the crypt chamber
- Multiple skeletons attack with short swords and magical greatsword
- Flaming skull participates as 5th level spellcaster
- Magical greatsword reveals sins when it hits
- Xakaris's sin about urinating in captain's mug is revealed
- Tark's sin about being drunk when clan was killed is revealed
- Party uses various spells and healing to survive
- Yazzy decapitates a skeletal cleric
Securing the Exit Strategy
The party devises and executes plan to maintain escape route
- Used magical greatsword as temporary doorstop
- Successfully placed immovable rod to hold door open
- Concealed rod with skeletal remains
- Created 3-foot opening for escape
- Moved sarcophagus lids to prop open doors
- Skeletons reformed after about 10 minutes
- Flaming skull cast devastating fireball
- Party defeated reanimated enemies again
Saint Vitruvio's Chamber
The party discovers and explores a sacred chamber with important artifacts
- Found circular chamber with unlit pyre
- Discovered statue of Saint Vitruvio holding scepter
- Located box containing finger bone under pyre
- Detected powerful magic aura from scepter
- Cast light spell to illuminate Oiroa
- Successfully retrieved scepter after solving light puzzle
- Heard mysterious voice about bearing light and sin
- Heard woman praying on other side of door
Cemetery Escape
The party makes their escape while others battle reanimated skeletons
- Dismembered and separated skeleton parts
- Moved all skeletal remains outside faster than the 10 minute respawn
- Saw Followers of the Falling Fire members fighting skeletons
- Helped each other climb over 5-6 foot cemetery wall
- Successfully escaped within 3 rounds while being noticed by combatants
- Made it out of Drakkenheim without encounters
Npcs
Sacred Flame Guardians
Skeletal remains of clerics and paladins with citrine gems in their eye sockets, wearing tattered cloth and holding sacred flame holy symbols. Some wielded short swords while one possessed a magical greatsword. Included one identified as former Silver Order paladin.
Flaming Skull
A powerful undead skull with ruby eyes that emanated green flames, acting as a 5th level spellcaster. Could cast devastating spells like fireball and seemed unconcerned about damaging its skeletal allies.
Saint Vitruvio
A revered holy figure depicted in statue form as an armored warrior in decorated helm, whose finger bone was preserved as a holy relic and whose scepter held powerful magic.
Stubbs
An NPC companion who strategically avoided combat by staying outside during the crypt exploration, later seen when party disposed of skeleton parts.
Falling Fire Members
Rival adventuring group seen fighting the reanimated skeletons in the cemetery, including a notably skilled female warrior.
Oscar
An alchemist known for making healing potions under questionable laboratory conditions, leading to potential contamination effects in his products.
Locations
Chapel of St. Brenna Crypt
A donut-shaped chamber with vaulted ceilings, illuminated by dozens of candles. Contains six stone sarcophagi in semi-circular alcoves along the walls. Features stone slab doors that move up and down, with religious engravings about compassion and light.
Saint Vitruvio's Chamber
Circular chamber containing an unlit pyre with chimney vents, statue of Saint Vitruvio holding scepter, and two unlit candles. Hidden compartment under pyre contained a holy relic.
Cemetery
Walled burial ground surrounded by 5-6 foot high walls where Falling Fire members were seen fighting reanimated skeletons during the party's escape.
Emberwood Village
The destination town where the party returns after their dungeon expedition to sell their acquired treasures and rest.
Spells
Invisibility
Cast by party member to become invisible and move away from combat.
Thunderwave
Upcast to 2nd level with careful spell metamagic to avoid affecting allies while damaging and pushing back enemies.
Frenzy Bolt
A chaotic spell that deals damage and bounces between targets based on odd/even rolls.
Toll the Dead
A necromantic cantrip used by multiple casters, appearing variously as sonic booms, rolling thunder, or white waves based on the caster.
Healing Word
A healing spell used as a bonus action to restore hit points to injured allies.
Fireball
Cast by the flaming skull, creating a 20-foot radius explosion of flame that could go around corners. DC 13 Dexterity save for half damage.
Detect Magic
Used to identify magical properties of items including the scepter and other artifacts.
Light
Used to illuminate Oiroa which allowed retrieval of the scepter from the statue.
Items
Twilight
A +1 magical greatsword etched with celestial runes that glows with soft blue light in a 15-foot radius. When it strikes targets, they are forced to reveal and regret past sins, sharing the vision with others within 30 feet.
Sacred Flame Holy Symbols
Collection of gold (worth 50 gold) and silver (worth 25 gold) religious symbols recovered from the skeletal remains, including emblems of the Silver Order.
Immovable Rod
A valuable magical item worth approximately 5000 gold that can be fixed in place, used by the party to hold open heavy stone doors.
Saint Vitruvio's Relics
Including his scepter (radiating powerful magic) and preserved finger bone found in box beneath the pyre.
Gemstones
Multiple citrine gems (worth 25 gold each) from skeleton eye sockets and two rubies (worth 50 gold each) from the flaming skull's eyes.
Anointing Oil
Six vials of holy oil recovered from the crypt, valued at 12 gold each.
Utility Scrolls
Collection including Fairy Fire, Remove Curse, Detect Magic, and Lesser Restoration that were distributed among party members.
Session 6 - Buckledown Row
Date: Feb 25th, 2025
Summary
The party had just completed a daring heist at a chapel, retrieving a mysterious glowing scepter while cleverly allowing skeletons to engage the followers of the Fallen Fire. As they escaped over the back wall, they were joined by Stubbs, a peculiar figure who spoke with a distinctive Mike Tyson-like accent. While fleeing, Stubbs secretly used a sending stone to communicate with others about their success. Their escape was interrupted by Viktor and his armored group, who claimed to work for Blackjack Mel. They offered each party member a generous payment of 80 platinum and 100 gold pieces to escort them and the scepter to the Queen in Buckle Down Rope. After some deliberation and insight checks, the party cautiously agreed to follow Viktor's group. The journey led them to Buckle Down Row, a dangerous district guarded by bugbears and a massive stone giant. The area was filled with ramshackle taverns connected by makeshift bridges, with crooked street lamps casting an eerie glow through the mist. Their first stop was the Wishing Well tavern, where they witnessed the strange tribute system - a moss-covered well with an impenetrable prismatic sphere at its bottom, where gangs paid their dues to the queen. At the Padlock, a distinctive tavern marked by countless locks on its walls, they met with Blackjack Mel. The establishment was unique, featuring goblin bartenders who used a sliding ladder system to serve drinks. Viktor delivered the scepter to Mel and departed with his payment, while Mel discussed future opportunities with the party, including a request for various fireball-based magical items from the Amethyst Academy. The party then visited the Champions Quarters beneath the fighting pits, where they found Knuckles, Syndle's uncle, transformed by delirium. His once gray-green skin had turned neon, his arms elongated unnaturally, and his eyes glowed purple. Through fragmented communication, they learned about Bondor's defeat by a stone giant champion, whose magical axe now hung as a trophy in the fighting pits. They discovered that such trophies could only be reclaimed by defeating the champion who claimed them. Their evening took a dangerous turn when they encountered a massive 20-foot tall tentacled creature corrupted by delirium. The beast's chest cavity showed signs of corruption, glowing and smoking as if struck by a meteor of delirium. After it unleashed a devastating psychic attack that dealt 26 damage to Oiroa and Tark, the party wisely chose to flee. Their escape proved successful with a fortunate roll, and they made it back to Emberwood Village bridge, where the Hooded Lantern guards recognized them as Petra's saviors. The adventure concluded with the party discussing crafting orders with Crow the blacksmith. They negotiated an expedited crafting schedule for various items, including multiple rings, weapons, and specialized tools, agreeing to pay an additional 200 gold split between party members to speed up the process. They also planned to have their items enchanted after crafting, while considering how to handle their cursed two-handed longsword, which they planned to sell to Aldor.
Scenes
Escape from the Chapel
The party escapes from the chapel after retrieving the scepter, with Followers of the Fallen Fire fighting skeletons behind them.
- Party escaped over the back wall with the scepter
- Stubbs joined them behind the wall
- Stubbs secretly communicated via sending stone about the scepter
Encounter with Viktor's Group
The party meets Viktor and his "Old Dragon" crew who claim to be sent by Blackjack Mel to escort them.
- Viktor's group intercepts the party
- They offer bags of gold (80 platinum and 100 gold each) to escort the party
- Discussion about whether to trust their claims about working for Blackjack Mel
- Party learns they're meant to be taken to the Queen in Buckle Down Rope
Entering Buckle Down Row
The party is led to a dangerous district filled with taverns and fighting pits.
- Party encounters bug bear guards and stone giant at entrance
- Escorted to the Wishing Well tavern
- Introduced to the concept of paying tribute to the queen through the well
- Party members drop varying amounts of gold into the well
Meeting at the Padlock
The party enters a tavern marked by a giant rusty padlock where they meet with Blackjack Mel
- Viktor delivers the scepter to Blackjack Mel
- Viktor and his crew receive payment and leave
- Party discusses their payment with Mel
- Mel requests fireball items from Amethyst Academy
- Mel hints at future work stealing from the Old Dragons
Meeting Knuckles
The party visits Knuckles, Syndle's uncle, in his quarters beneath the fighting pits, finding him transformed by delirium.
- Party is led through sewers to champions quarters
- Knuckles appears transformed with elongated arms and glowing purple eyes
- Knuckles partially recognizes Syndle and communicates about Bondor
- Stone giant enters and reveals he defeated Bondor in a fight
- Party learns Bondor's magical axe hangs in the fighting pits as a trophy
- Party discovers weapons can be reclaimed by defeating the champion who claimed them
Escape from the Creature
The party encounters a massive 20-foot tall tentacled creature with delirium corruption in the Sporks district.
- Spotted tentacles coming over buildings
- Observed delirium corruption in creature's chest cavity
- Creature emits psychic energy dealing 26 damage to Oiroa and Tark
- Party successfully escapes with 69% roll
- Make it back to Emberwood Village bridge where guard recognizes them as Petra's saviors
Blacksmith Orders
The party discusses crafting orders with the blacksmith Crow.
- Discussed various items to be crafted including rings and weapons
- Negotiated expedited crafting time for 200 gold total
- Agreed to split additional cost between party members
- Planned to get items enchanted after crafting
Npcs
Stubbs
A small figure who speaks with a Mike Tyson-like accent, secretly communicates via sending stone, and works with Viktor's group
Viktor
Leader of a crew in plated armor claiming to work for Blackjack Mel, tasked with escorting the party and scepter to the Queen
Blackjack Mel
Crime boss who hired the party to retrieve the scepter. Has a private booth in the Padlock tavern and maintains connections with various factions. Specifically hired the party because they weren't affiliated with any gang
Grave Robber
A woman in Viktor's crew wearing a witch hat who demonstrates paying tribute at the wishing well and warns about making contributions
Tilda
A tall elven woman with white hair and piercing hazel eyes who serves at one of the taverns
Israel
A large blue dragonborn who tends bar at the Old Imperial Public House
Brian the Butcher
A bugbear cook known for his excellent grilling at the Sweaty Bugbear pub
Rose Carver
A gang leader who sits at a raised table in the Old Imperial Public House
Knuckles
Syndle's uncle, transformed by delirium with elongated arms, giant hands, and glowing purple eyes. Once gray-green, now neon green with weird growths on his back
Stone Giant Champion
A fighter in the pits who defeated Bondor and claimed his magical axe as a trophy
Bondor Brood Grind
Known as 'the Flying Axe', a former fighter whose magical weapon now hangs in the fighting pits after being defeated
Crow
A blacksmith who takes orders for crafting weapons and items, with an apprentice who can help expedite work for an additional fee
Locations
Emberwood Village Bridge
A guarded bridge entrance to Emberwood Village, protected by Hooded Lantern guards who recognize the party as heroes who saved Petra
Buckle Down Rope
Location where the Queen, described as 'the people's queen', is said to reside
Buckle Down Row
A dangerous district with five pubs where different gangs gather, featuring ramshackle taverns, makeshift bridges between rooftops, and crooked street lamps glowing in the mist
The Wishing Well
A tavern featuring an ancient moss-covered fieldstone well where gangs pay tribute to the queen through an impenetrable prismatic sphere. Has a skeleton nailed to a tree behind it with a 'make a wish' sign
The Padlock
A two-story tavern marked by a giant rusty padlock, featuring walls covered in padlocks of varying sizes, a balcony, and a unique bar setup with goblins serving drinks via a sliding ladder system
Old Imperial Public House
A well-maintained tavern with blue exterior, hand-carved furniture, and fighting pits in the basement. Features an ornate maple bar and raised seating area
Court of Thieves
A protected area outside the Haze where higher-ranking gang members can rest safely
Champions Quarters
A shabby room beneath the fighting pits accessed via sewer walkways and bridges, where champions like Knuckles reside
Fighting Pits
A 60x60 foot underground arena beneath the taverns, with weapons of fallen champions displayed on walls 25 feet up. Contains magical items and hosts various types of combat matches
Sporks District
A district in Drakenheim where the party encountered the tentacled creature while trying to leave the area
Spells
Sending Stone
Magical item used by Stubbs to communicate secretly, allowing him to send and receive messages
Prismatic Sphere
A permanent magical effect at the bottom of the wishing well, creating an impenetrable barrier of color and light
Fireball
Mentioned as part of Mel's request for magical items including wands, necklaces, and scrolls of this spell from the Amethyst Academy
Detect Magic
Used to identify magical weapons in the fighting pits, revealing four magical weapons among the trophies and four more magical items in the crowd
Mage Hand
Mentioned as a possible but insufficient way to retrieve the axe from its high position in the fighting pits
Sanctuary
Cast by Oiroa during the escape from the psychic tentacled creature
Items
Scepter
The object retrieved from the chapel, subject of debate about its size (ranging from 9.7 inches to 46.65 inches), glowing and requiring concealment
Payment Gold
Payment from Viktor's group, consisting of 80 platinum and 100 gold pieces per person
Tribute Gold
Gold coins required to be thrown into the wishing well as tribute to the Queen
Crystal Clear Water
Magically purified water from Blackjack Mel's personal stash, served as a display of status and wealth
Flying Axe
Bondor's magical weapon that now hangs as a trophy in the fighting pits among other weapons from fallen fighters
"Twilight" Greatsword
A magical greatsword the party possesses that they plan to sell to Aldor, possibly cursed to make victims reveal regretful sins when struck
Rings
Multiple plain rings being crafted by Crow, taking approximately one day per ring to create
Session 7 - Pilgrimage To Champion's Gate
Date: Mar 4th, 2025
Summary
As dawn approached in Emberwood village, the party was awakened by distant singing that grew steadily louder. Nearly a hundred people in white robes approached through the streets, led by Nathaniel Flint and Joel of Osteen, prominent figures in the Falling Fire faith. The procession stopped outside the Bark & Buzzard tavern, where Nathaniel recognized Syndle and engaged in conversation about their growing religious movement. Nathaniel explained their predicament - they needed escorts to safely guide the pilgrims to Champion's Gate, as their usual protectors were unavailable. The party negotiated payment, settling on 3,000 gold with 1,000 paid upfront. During these negotiations, Xakaris received troubling papers from the Hooded Lanterns, threatening deportation if he didn't report to his guild position within 48 hours. Among the pilgrims were several notable figures: twin sisters Ingrid and Myra Stummer who joined after experiencing visions, elderly dwarf cleric Rufus Apollo drawn by astronomical connections, and Sylvie Roseshot, a former flame keeper who converted to the Falling Fire faith after being moved by Lucretia Mathias's writings in The Testament of the Falling Fire. As they escorted the pilgrimage to the outskirts of The Spokes, a massive blue bird with a 24-foot wingspan appeared overhead - Devlin, their celestial protector. The journey took a dangerous turn in the Spokes, where a 20-foot aberration and insect-like creatures emerged from a mysterious haze. The battle was fierce, with Tark landing critical hits while many pilgrims fell to devastating psychic attacks. Devlin transformed from his bird form into a humanoid warrior, wielding a golden mace against the threats. The party ultimately prevailed, though at a cost of numerous pilgrim lives. Joel promised to resurrect the fallen when they reached their destination, while Ned recovered a valuable half-pound fragment of delirium from the defeated aberration's body. The escort mission revealed the Falling Fire faith to be more than a simple religious movement, possessing both powerful allies and significant resources.
Scenes
Pre-Dawn Awakening
The party wakes up to distant singing approaching Emberwood village
- Party completes a long rest
- Hear singing approaching from outside
- Large group of ~100 people in white robes approaches singing hymns
- Nathaniel Flint and Joel of Osteen identified leading the group
- Group stops outside Bark & Buzzard tavern
Meeting with Nathaniel
The party encounters Nathaniel and Joel of Osteen leading a group of pilgrims at dawn in Emberwood village.
- Nathaniel greets Syndle and discusses the Falling Fire faith's growing following
- Syndle expresses curious but cautious interest in the religion
- Nathaniel requests the party's help escorting 100 pilgrims to Champion's Gate
- Nathaniel mentions their expected escort, Katja Braun, was late returning from the city
- The party negotiates payment for escort services
- Nathaniel mentions their usual protector Devlin will meet them near the spokes
Negotiation and Legal Troubles
The party negotiates escort payment while Xakaris receives legal papers
- Party negotiates up to 3000 gold for escort mission
- Nathaniel pays 1000 gold upfront
- Hooded Lanterns serve papers to Xakaris
- Threat of deportation if Xakaris doesn't report within 48 hours
- Papers signed by Captain Rein Heisworth who protects the docks
Meeting the Pilgrims
The party learns about the pilgrims and their beliefs while organizing the escort
- Meet key pilgrims including twin sisters, dwarf cleric, and former flame keeper
- Learn about Falling Fire beliefs and Testament
- Discuss escort formation and strategy
- Devlin appears as giant blue bird
- Joel identifies Devlin as their celestial protector
Battle in the Spokes
The party fights aberrations while protecting the pilgrims
- 20-foot aberration and insect creatures emerge from haze
- Tark lands critical hit with longbow
- Many pilgrims killed by psychic attacks
- Devlin transforms from bird to humanoid form (Party recognizes as a Deva)
- Party and Devlin defeat the aberrations
- Devlin promises to resurrect fallen pilgrims
- Ned recovers half-pound delirium fragment from aberration
Npcs
Nathaniel Flint
A jovial human man in his thirties who leads the Falling Fire religious movement. Previously met the party at Gilded Lily. Organizes pilgrim groups and seeks escorts for their safe passage.
Joel of Osteen
A powerful religious leader of the Falling Fire faith who accompanies pilgrim groups. Can cast Spirit Guardians and other spells. Described as naive to the dangers of the region.
Tobias Crow
A blacksmith who received 200 gold from the party to speed up production.
Lucretia Mathias
An unseen leader of the Falling Fire faith who has attracted thousands of followers and wrote their sacred text, the Testament of the Falling Fire.
Devlin
A celestial being who can transform between a giant blue bird (24-foot wingspan) and humanoid form. Serves as a protector for the Falling Fire pilgrims, wielding a golden mace in combat.
Captain Rein Heisworth
Captain Rein Heisworth, of the 4th Provisional Expeditionary Force to Reclaim the Capital, better known as The Hooded Lantern. Captain Heisworth is in charge of protecting the river gate and docks. Heisworth issued the summons and deportation papers to Xakaris.
Ingrid and Myra Stummer
Twin sisters who joined the pilgrimage after having dreams and visions about the meteor impact and the city.
Rufus Apollo
An elderly dwarf cleric who studied astrology and was drawn to the Falling Fire faith due to its astronomical connections. Retired science finding religion for the first time in his life.
Sylvie Roseshot
A former flame keeper of the Sacred Flame who converted to the Falling Fire faith, believing in the redemptive power of delirium after reading The Testament of the Falling Fire by Lucretia Mathias.
Locations
Emberwood Village
The village where the party is staying, featuring the Bark & Buzzard tavern, docks, and other establishments
Bark & Buzzard
A tavern in Emberwood Village. The Alsberg family has owned and maintained the establishment for a generation. Karin Alsberg and her husband, Holger (both human) make fine home-brewed beer known as Ember Ale, and serve hearty braised lamb stew with fresh-baked bread.
Hendrick's Farm
Location south of town where pilgrims of the Falling Fire gather and congregate
Champions Gate
The pilgrims' destination along Champions Way road, important for their religious ceremony
The Spokes
A dangerous area with narrow streets between Emberwood Village and Champions Gate, where aberrations emerge from a mysterious haze
Spells
Spirit Guardians
Cast by Joel of Osteen, summoning four angelic spirits to protect within a 15-foot radius.
Guiding Bolt
Used by Xakaris to deal radiant damage and grant advantage on the next attack against the target.
Healing Word
Used multiple times to heal party members during combat, particularly Syndle.
True Strike
Cast to gain advantage on the next attack.
Dissonant Whispers
Used to force an enemy to move away using their reaction.
Shatter
A thunder damage spell cast during the combat with the aberrations.
Sanctuary
A protective spell cast to help shield allies during the battle.
Silence
A 15-foot radius spell mentioned as being cast in response to the singing.
Items
Longsword
A sword that one of the party members is planning to attune to, though there is concern it might be cursed.
Testament of the Falling Fire
The sacred text of the Falling Fire faith, written by Lucretia, containing their core doctrine and teachings.
Deportation Papers
Legal documents served to Xakaris by the Hooded Lanterns requiring him to report to his guild position within 48 hours or face deportation
Delirium Fragment
A half-pound fragment extracted from the defeated aberration's body, larger than typical delirium shards.
Session 33: We will get to the Cathedral eventually
Date: Nov 25th, 2025
Summary
The party began their journey from their battle with the Mage Eaters, planning their route to Champions Gate while debating the intricacies of magical flight and carrying capacity. After much discussion about levitation, flight spells, and movement speeds, they decided to fly most of the distance, with those who could fly carrying those who could not. As they approached Champions Gate, a celestial angel flew up to greet them with an unsettling smile, welcoming them to land among the Falling Fire pilgrims who gathered there.
The pilgrims at Champions Gate took special notice of Syndle, showering him with praise and affection. Several pulled him aside to ask whether he had spoken to his companions about embracing the Falling Flame. They expressed growing concern that their message would be resisted and that too many people valued delirium for the wrong reasons, hinting that they might need to become more forceful in spreading their faith. They also warned that the Silver Order had been aggressively enforcing their new anti-delirium laws throughout the region.
After passing through Champions Gate, the party traveled along Champions Way toward Emberwood Village and discovered the aftermath of a brutal battle. An obliterated war wagon lay surrounded by numerous corpses, clear evidence of a clash between the Silver Order and dwarven-hired mercenaries. Though no Silver Order bodies remained—having been hauled away—their involvement was evident from scattered cloaks and armor. Signs indicated the wagon had carried a substantial quantity of delirium, now seized by Griffins and regular wagons. Among the dead, Tark found a large human wearing a cape fashioned from bugbear skin and gloves fitted with meteorite metal spike claws, though all the claws remained intact, suggesting this was not the specific individual he sought but likely a member of the same mercenary group.
Upon reaching Emberwood Village, the party was confronted with a grim sight in Caravan Court. A gallows had been erected, and hanging upside down from it was the burned corpse of Orson Fairweather, the village's most prolific delirium exporter. The public execution had deeply shaken the local residents, many of whom dealt in goods other than delirium but now feared the Silver Order's reach. Syndle immediately began cutting down the body to provide a proper burial, and Flamekeeper Hanna from the Chapel of St. Ardenna emerged to assist, expressing gratitude for their compassion and lamenting that no one deserved such a fate. The party learned that Aldor the Immense, another significant figure in the delirium trade, had wisely fled the village.
Tark and several companions then flew to Camp Dawn to investigate the Silver Order's operations and interrogate the prisoner from the battle. They observed that the camp had been significantly expanded and fortified, now housing approximately three hundred soldiers with Griffin patrols, landing pads, and completed guard towers. At the bridge, Tark presented the clawed gauntlet and requested to speak with someone about prisoners. After a series of consultations among the knights, he was granted permission to enter the camp and meet with Knight Commander Sir Virgil Underwood.
Sir Virgil boasted arrogantly about the Silver Order's recent victory on Champions Way, describing how they had cut through the mercenaries like a scythe through dry wheat. When Tark mentioned his people, Sir Virgil made a dismissive, racist comment that Tark noted for future reckoning. Nevertheless, Sir Virgil allowed Tark to interrogate the prisoner, a large, beaten human chained in a holding cell. The prisoner revealed that he was part of a twelve-member group hired by dwarves to transport delirium and that their leader, Buckpharious, had not been on the run and likely survived. He also mentioned that the Silver Order knew the location of their base near the crater. After the interrogation, Sir Virgil offered the prisoner's belongings, including the bugbear cape and clawed gauntlets, to the party. When asked about delirium disposal, Sir Virgil admitted it was a challenge, as destruction methods often caused escalation, leading the Order to focus on containment. He also revealed plans for a controlled burn of Drakenheim to prevent further delirium harvesting.
Meanwhile, Ned and Xakarium met with River at the Red Lion to discuss recent developments and present new discoveries. River explained that the Amethyst Academy was protesting the Silver Order's delirium laws through slow, bureaucratic channels and felt confident they could still acquire delirium without interference, though the market had shifted to Eckerman Mill and black markets. She updated them on progress with Oscar's research and expressed interest in large quantities of delirium for study. Ned presented four sheets of Mage Eater shell armor, describing its imperviousness to magic and suggesting it could be fashioned into protective gear. He also showed her one of the Mage Eater eyes, explaining its ability to detect magic and spellcasters from great distances, noting that it needed to remain wet for preservation. River agreed to research both items and provide an analysis later.
River also shared intelligence about the Silver Order's increasing aggression, including attacks on caravans and plans for a controlled burn of Drakenheim, which could provoke conflict with the Queen's Men and Hooded Lanterns. When Ned discreetly inquired about progress on reincarnating a certain royal figure, River confirmed it was a work in progress and that the individual was more lucid than before but not yet fully restored. She warned them about the Lord of the Feast, an albino leader of the gnoll-like creatures at St. Vitruvio's Cathedral, known for his immense size, intelligence, and deadly skill with a bow. Ned also gave River Oscar's lab notes and several tomes on anatomical lore, magical phenomena, curses, diseases, and poisons, receiving one thousand gold in credit from the Academy's armory. River informed them that the portals at Evans Hyde Manor had been temporarily shut down due to Silver Order surveillance. The party finalized their finances, depositing their accumulated wealth and credit with River, resulting in each member receiving over four thousand gold in credit.
That evening, Syndle spent time at Hendrick's Farm, where his reputation among the new Falling Fire pilgrims had grown considerably. They viewed him as a minor celebrity, and the stories of the party's adventures had become wildly exaggerated, with Syndle portrayed as the leader and mastermind of every exploit. He used this influence to subtly spread propaganda against the Silver Order, painting them as corrupted enemies who had denied the light of delirium and set themselves on a path to evil and destruction. His persuasive efforts gained traction among the pilgrims, many of whom began to view the Silver Order as a dire threat that would need to be confronted.
After a peaceful night's rest, the party traveled back to Champions Gate to secure assistance for their mission to St. Vitruvio's Cathedral. They successfully persuaded the Falling Fire to provide an escort and support, as the faction was deeply interested in the Brazier of the Sacred Flame housed within the cathedral. The Falling Fire believed that re-sanctifying the brazier could hold back the Deep Haze and restore its holy power. A celestial angel agreed to escort the party to the cathedral square, though it could not stay for combat as it was bound to Lucretia and had a limited range. Additionally, they were introduced to Melisandra, an Aasimar priestess of the light who specialized in ritual magic rather than combat. She would accompany them to attempt the re-sanctification of the brazier and could provide healing and battlefield support if needed. The party agreed to bring her along, with the understanding that she would not claim any findings and they would not be liable for her safety.
The celestial escort departed as the party approached St. Vitruvio's Cathedral, a magnificent baroque structure with a towering central dome and four bell towers adorned with religious iconography and angelic sculptures. However, the grandeur of the cathedral was marred by the ramshackle camp sprawled before it. Makeshift hobbles, smoking pyres, and improvised barricades filled the plaza, and tall wooden stakes displayed macabre trophies of bones, skulls, and body parts. The air was thick with the sounds of yelps and howls and the overpowering stench of decay, feces, and wet animal fur. The party observed Garmir—warped, fiendish versions of gnolls—and hellhounds patrolling the area, and they recalled River's warning about the Lord of the Feast, the albino leader who was twice the size of normal gnolls and hunted with a bow.
The party carefully scouted the perimeter, identifying two isolated Garmir and a hellhound walking north along a sidewalk as potential first targets. They positioned themselves behind cover, including a pile of rocks and a tree, and formulated a strategy centered around a spell that would muffle all sound in a large area, preventing the enemies from alerting others. As they prepared to engage, Melisandra followed nervously, her eyes wide with apprehension but her resolve firm.
Combat began when a hellhound turned and sensed the party's presence. Ned struck first, launching bolts of magical force from a wand that struck one of the Garmir multiple times, dealing significant damage. Tark followed with a well-aimed arrow that bloodied the creature further. Another party member created a sphere of silence around the enemies, muffling all sound within a wide radius. The hellhound, disoriented by a spell that caused it to lose its ability to distinguish friend from foe, unleashed a burst of fire breath that struck the wall and mortally wounded the Garmir beside it. Ned finished off the first Garmir with another volley of magical bolts, then targeted the hellhound with the remaining missiles. Syndle moved forward, hurling his axe with deadly precision and striking the hellhound critically, leaving it severely wounded. Tark fired another arrow that ended the hellhound's life, and the creature yelped silently as it fell. The skirmish was completed swiftly and without alerting the other enemies, thanks to the muffled sphere of silence that concealed the sounds of battle.
Scenes
Planning the Journey to Champions Gate
The party discusses travel logistics and flight mechanics while planning their route from Slaughterhouse Square to Champions Gate.
- The party confirms their location near Slaughterhouse Square and their intended destination at Champions Gate.
- An estate named Kleinberg is mentioned as a notable landmark from a previous session.
- The group debates the mechanics of flight, including carrying capacity, speed, and the interaction of different flight abilities like levitation and magical flight.
- They discuss Ned's flight spell duration and Yazzy's boots of levitation, calculating how to transport all party members.
- The party decides to fly towards Champions Gate, planning to land before reaching it to appear less threatening.
Arrival at Champions Gate
The party flies to Champions Gate where they are welcomed by celestial beings and interact with Falling Fire pilgrims who express concerns about escalating tensions.
- An angel flies up to greet the party as they approach Champions Gate, offering a creepy smile and welcoming them to land.
- Falling Fire pilgrims at Champions Gate take note of the party's arrival and give Syndle extra praise and attention.
- Some pilgrims pull Syndle aside to ask if he has talked to his friends about the 'welcoming embrace of the Falling Flame'.
- The pilgrims express concern that their word will be resisted and that too many people value delirium for the wrong reasons, suggesting they might need to be more forceful.
- The pilgrims inform the party that the Silver Order has been pushing their new anti-delirium law severely.
- The party discusses the implications of the Silver Order's actions and their own lack of delirium.
Discovery of Battle Aftermath on Champions Way
The party encounters the remains of a significant battle between the Silver Order and Dwarves on Champions Way, finding evidence of delirium transport and a dead mercenary wearing distinctive bugbear items.
- The party discovers an obliterated war wagon and signs of a large battle on Champions Way.
- Evidence suggests the battle was between the Silver Order and Dwarves, with many dead non-Silver Order individuals.
- No dead Silver Order bodies are present, though evidence of their involvement is clear from cloaks and armor.
- Signs indicate the wagon had carried a large quantity of delirium, which has been hauled away by Griffins and wagons.
- A party member discovers a dead large human wearing a cape made from bugbear skin and gloves with meteorite metal spike claws.
- The gloves have all their claws intact, indicating this individual was not the one being sought, but was likely part of the same group.
- This discovery provides a tangible lead for an ongoing quest.
Orson Fairweather's Execution
Upon arriving in Emberwood Village, the party finds Orson Fairweather publicly executed and hanging upside down, prompting them to provide him with a proper burial.
- The party arrives in Emberwood Village to find a gallows set up in Caravan Court.
- Orson Fairweather, the most prolific exporter of delirium from Emberwood Village, is found hanging upside down, burned alive.
- A party member begins to cut him down to provide a proper burial.
- Flamekeeper Hanna of the Sacred Flame chapel emerges and offers to help with the burial, expressing gratitude and sorrow.
- The Caravan Court residents appear shaken by the public execution.
- Aldor, a significant figure previously associated with delirium, is noted to be gone from the village.
Investigation at Camp Dawn
Party members travel to Camp Dawn to investigate the Silver Order's activities and interrogate a prisoner, gaining insight into recent battles and the Order's methods.
- Party members fly to Camp Dawn, observing increased fortifications, Griffin patrols, and a larger military presence with approximately 300 soldiers.
- Upon reaching the bridge, a party member holding a clawed gauntlet requests to speak with someone about possible prisoners.
- After a series of escalating consultations among Silver Order knights, permission is granted to approach the camp.
- Knight Commander Sir Virgil Underwood meets the party and boasts about the Silver Order's recent victory against mercenaries on Champions Way.
- Sir Virgil makes a racist comment when the party member mentions his people, which is noted for future reference.
- Sir Virgil allows interrogation of a bound and beaten prisoner, a large human, in a holding cell.
- The prisoner reveals he was part of a group of twelve hired by dwarves to transport delirium, and that their leader, Bax Valerius, was not on the run and likely survived.
- The prisoner states that the Silver Order knows the location of their base near the crater.
- The party member is offered the prisoner's belongings, including the bugbear cape and gauntlet.
- Sir Virgil questions about carrying delirium and explains the Order's extreme measures to eradicate it.
- When asked about delirium disposal, Sir Virgil admits it's a dilemma as destruction methods often escalate its effects, leading them to focus on safe containment.
- Sir Virgil mentions the Silver Order's plan for a 'controlled burn' of Drakkenheim to prevent further delirium harvesting.
Meeting with River at the Red Lion
Party members meet with River from the Amethyst Academy to discuss the Silver Order's new laws, present new magical items for research, and finalize financial transactions.
- Party members discuss the Silver Order's new delirium laws with River, who explains the Academy's slow, bureaucratic approach to protesting them.
- River confirms that the Academy can still acquire delirium without Silver Order interference, but the market is disrupted with sales moving to Eckerman Mill and black markets.
- River updates them on Oscar's research, confirming progress with his head and notes, and that the Academy is interested in large quantities of delirium for research.
- A party member presents River with pieces of Mage Eater shell armor, describing its magic-impervious properties and suggesting its use for armor or shields, offering four sheets for research.
- A party member shows River a Mage Eater eye, explaining its ability to detect magic and spellcasters from a distance, noting its need for preservation.
- River agrees to research the items and get back to the party with an analysis.
- River shares intelligence about the Silver Order's increasing aggression, including attacks on caravans and plans for a controlled burn of Drakenheim, which could lead to conflict with the Queen's Men and Hooded Lanterns.
- A party member discreetly inquires about progress on reincarnating a royal person, to which River confirms it's a work in progress and the person is more lucid but not fully restored.
- River warns the party about the Lord of the Feast, an albino gnoll-like leader at St. Vitruvio's Cathedral, known for his size, intelligence, and hunting prowess with a bow.
- A party member gives River Oscar's lab notes and several tomes on anatomical lore, magical phenomena, curses, diseases, and poisons for research, receiving 1,000 gold in credit from the Academy's armory.
- River informs the party that the portals at Evans Hyde Manor are temporarily shut down due to Silver Order snooping.
- The party finalizes their finances, depositing gold and credit with River, resulting in each member receiving 4,210 gold in credit with the Academy.
Syndle's Outreach at Hendrick's Farm
Syndle spends time at Hendrick's Farm building rapport with new pilgrims and subtly spreading propaganda against the Silver Order.
- Syndle moves to Hendrick's Farm and is welcomed with improved accommodations including a feather mattress bed.
- Syndle's reputation has increased significantly among the new pilgrims, who view him as a minor celebrity.
- Syndle spends time talking to new pilgrims, building rapport and focusing on the newcomers rather than higher-ranking members.
- Stories about the party's adventures are wildly exaggerated, with Syndle portrayed as the leader, killing everything, and being the brains of the operation.
- Syndle begins painting the Silver Order as evil enemies, planting seeds that they have been corrupted by denying the light of delirium.
- Syndle's persuasion efforts gain traction among the pilgrims, convincing them that the Silver Order has set themselves up as a path to evil and destruction.
Long Rest and Preparation
The party takes a long rest without disturbances, preparing for their journey to St. Vitruvio's Cathedral.
- The party completes a long rest without any disturbances.
- Party members rest at different locations, with some staying at Hendrick's Farm and others elsewhere.
- The party prepares for their next expedition to St. Vitruvio's Cathedral.
Securing Escort to the Cathedral
The party travels to Champions Gate and successfully persuades the Falling Fire to provide an escort and a priestess for their mission to St. Vitruvio's Cathedral.
- The party travels to Champions Gate without encountering any threats.
- A party member persuades the Falling Fire to provide assistance for their journey to the cathedral.
- The Falling Fire expresses strong interest in the Brazier of the Sacred Flame within the cathedral, believing its re-sanctification could hold off the Deep Haze.
- A Diva angel is assigned to escort the party to the cathedral square, though it cannot stay for combat as it is bound to Lucretia.
- Melisandra, an Aasimar priestess of the light, is introduced as a ritual-focused cleric who can assist with healing and battlefield control.
- Melisandra's primary purpose is to attempt to re-sanctify the Brazier of the Sacred Flame.
- The party agrees to bring Melisandra along with the understanding that she will not claim any findings and they will not be liable for her safety.
- The Falling Fire also expresses interest in any other relics the party might find in the cathedral.
Arrival at St. Vitruvio's Cathedral
The party arrives at the grand St. Vitruvio's Cathedral, finding it surrounded by a ramshackle camp of gnoll-like creatures and hellhounds.
- The Diva escort departs as the party approaches St. Vitruvio's Cathedral square, having reached the limit of its range.
- The party observes the cathedral, an incredible baroque structure with a 250-foot-tall spiral central dome flanked by four stocky bell towers.
- The cathedral is meticulously decorated with religious iconography and angelic sculptures, with rows of alcoves containing life-size statues of paladins and clerics.
- Broad steps lead up to the entrance portico, where a massive rose window rests above three sets of golden double doors.
- The plaza before the cathedral is a ramshackle camp of makeshift hobbles, smoking pyres, and improvised barricades.
- Tall wooden stakes are driven into the ground displaying macabre trophies of bones, rib cages, skulls, and body parts.
- Thunder roll yelps and furious howls echo down the streets, and the overpowering scent of decaying flesh, feces, and wet animal fur fills the air.
- The party spots Garmir (gnoll-like beasts) and hellhounds patrolling the area.
- The party recalls River's warning about the Lord of the Feast, an albino gnoll-like leader who is twice the size of normal gnolls and hunts with a bow.
Planning the Cathedral Assault
The party scouts the cathedral perimeter and formulates a strategy to engage the gnoll-like creatures and hellhounds.
- The party positions themselves approximately 100 yards from the cathedral to observe the situation.
- They scout the perimeter, noting the positions of various Garmir and hellhounds.
- The party discusses various strategies including stealth, direct assault, and luring enemies.
- A party member confirms the ability to cast Silence, which becomes central to their strategy.
- The party identifies two isolated Garmir and a hellhound walking north on a sidewalk as potential first targets.
- They note that most other visible enemies are stationary.
- The party decides to approach from the upper right corner of the plaza, using walls and cover to their advantage.
- They plan to use the Silence spell to prevent alerting other enemies during combat.
- The party positions themselves behind cover, including a pile of rocks and a tree.
First Skirmish at the Cathedral
The party initiates combat with two Garmir and a hellhound, using coordinated attacks and the Silence spell to eliminate them without alerting others.
- A hellhound turns and looks in the party's direction, sensing their presence.
- A party member uses a wand of magic missiles to attack one of the Garmir, striking it multiple times and dealing significant damage.
- Another party member holds their action, ready to attack if an enemy approaches their position.
- A party member rages and fires an arrow at the Garmir, dealing significant damage and bloodying it.
- A party member casts Silence, creating a 20-foot radius of muffled sound around the area where the enemies are located.
- A party member casts a firebolt at the Garmir.
- A party member targets the hellhound with a spell that causes it to lose its ability to distinguish friend from foe, making it attack randomly.
- The hellhound, disoriented, unleashes a burst of fire breath that strikes the wall and mortally wounds the Garmir.
- A party member uses another charge from the wand to finish off the first Garmir, killing it instantly.
- The same party member then targets the hellhound with the remaining magic missiles, dealing damage.
- A party member moves forward, rages, and throws an axe at the hellhound, striking it critically and leaving it severely wounded.
- A party member fires another arrow at the hellhound, killing it.
- The combat is completed without alerting other enemies due to the Silence spell.
NPCs
Falling Fire Angel
A celestial being who flies up to greet the party as they approach Champions Gate, offering a creepy smile and welcoming them to land.
Falling Fire Pilgrims
Devout followers of the Falling Fire faith present at Champions Gate and Hendrick's Farm. They show affection for Syndle and express concerns about the Silver Order's strict new laws regarding delirium, hinting at future conflicts and the need to be more forceful in their approach.
Orson Fairweather
A heavily scarred human with an eye patch and gold teeth, known as the most prolific exporter of delirium from Emberwood Village. He was found publicly executed, hanging upside down and burned alive, a victim of the Silver Order's new delirium laws.
Flamekeeper Hanna
A priestess of the Sacred Flame chapel in Emberwood Village. She is compassionate and grateful for the party's decision to bury Orson Fairweather, assisting them in preparing his grave and expressing her belief that nobody deserves such a fate. She views the Falling Flame as somewhat misguided but not with strong animosity.
Aldor
A significant figure previously associated with magic items and delirium, noted to be absent from Emberwood Village after Orson Fairweather's execution, having wisely left the area.
Sir Virgil Underwood
A Hex Knight and Knight Commander of the Silver Order at Camp Dawn. He is arrogant, boastful, and dismissive, particularly towards those he considers lesser, making racist comments. He oversees prisoner interrogations and discusses the Silver Order's policies, including delirium disposal and plans for a controlled burn of Drakenheim.
Buckpharious
The leader of a mercenary group hired by dwarves to transport delirium. He was not present during the Silver Order attack on Champions Way and is believed to have survived. He is described as larger than the other mercenaries.
Silver Order Prisoner
A large human mercenary, beaten and chained in a Silver Order holding cell at Camp Dawn. He was part of a group hired by dwarves to transport delirium and provides information about his group and their leader under intimidation. He is broken and exhausted from his treatment.
Silver Order Squire
A young, approximately 16-year-old squire of the Silver Order who is tasked with handling prisoner belongings. He shows naive interest in wearing a bugbear cape found among the items.
River
A tiefling mage from the Amethyst Academy who serves as a contact for the party. She provides updates on the Academy's bureaucratic struggles against the Silver Order's delirium laws, Oscar's research, and intelligence on the Silver Order's aggressive plans. She expresses interest in the party's new magical items, manages their finances, and hints at progress in reincarnating a royal figure. She has a wandering accent between Jamaican and Irish and shows visible tension when interacting with dragons.
Melisandra
An Aasimar priestess of the Falling Fire faith, described as a cleric of the light who specializes in ritual persuasion rather than melee combat. She does not carry a weapon and is brought along by the party to re-sanctify the Brazier of the Sacred Flame in St. Vitruvio's Cathedral. She can offer healing and battlefield control tactics if needed.
Diva
A celestial angel from the Falling Fire who escorts the party to St. Vitruvio's Cathedral square. Bound to Lucretia, the Diva has a limited range and departs upon reaching the cathedral, unable to stay for combat.
Lord of the Feast
The leader of the gnoll-like beasts inhabiting St. Vitruvio's Cathedral. He is described as an albino Garmir, twice the height of normal gnolls, fearsome in intelligence, and a vicious trophy hunter who primarily fights with a bow. He hunts the biggest, baddest beasts in Drakenheim for sport.
Garmir
Warped, rougher, fiendish versions of gnolls that inhabit the St. Vitruvio's Cathedral plaza. They are dog-like beasts that appear almost demonic in nature.
Hellhound
Fiery, dog-like creatures encountered patrolling the St. Vitruvio's Cathedral plaza alongside Garmir. They are capable of breathing fire and have negative intelligence modifiers.
Locations
Slaughterhouse Square
The party's starting location for this session, marked as location 14 on the map, from which they plan their journey to Champions Gate.
Kleinberg
A super fancy estate located outside the wall at location 16 on the map, described as one of the nicest looking places in town next to the castle. It is one of several big, nice estates in that area.
Champions Gate
A heavily fortified entrance with 40-foot walls and 60-foot towers, though one tower has crumbled. The area is filled with pilgrims and militant followers of the Falling Fire, and is shrouded in particularly thick haze beyond the gate. It serves as a hub for the Falling Fire faction and the party's entry point into Drakenheim.
Champions Way
A road leading towards Emberwood Village where the party discovered the site of a recent, large battle between the Silver Order and Dwarves, marked by a destroyed war wagon, numerous casualties, and evidence of delirium transport.
Emberwood Village
The village where the party is staying, featuring the Caravan Court where a gallows was erected and Orson Fairweather was publicly executed. It includes a Sacred Flame chapel with a cemetery, the Red Lion hotel, and serves as a hub for adventurers. The village is currently affected by the Silver Order's new delirium laws.
Caravan Court
A central area in Emberwood Village where a gallows was erected and Orson Fairweather was found publicly executed, deeply unsettling the local residents. It is a gathering place for merchants and travelers.
Chapel of St. Andre
A Sacred Flame chapel in the center of Emberwood Village at Caravan Court, which includes a cemetery where the party buries Orson Fairweather. It is maintained by Flamekeeper Hanna.
Hendrick's Farm
A location south of Emberwood Village where pilgrims of the Falling Fire gather and congregate. Syndle has improved accommodations here and is viewed as a minor celebrity among the new pilgrims. It serves as a comfortable place for the party to rest.
Camp Dawn
A heavily fortified Silver Order encampment across the river from Eckerman Mill, now significantly expanded with increased military presence of approximately 300 soldiers, Griffin patrols, landing pads, fortified guard towers, and completed construction. It serves as a base for the Silver Order's operations and includes holding cells for prisoners.
Red Lion Hotel
A hotel in Emberwood Village where River from the Amethyst Academy resides and conducts business, serving as a meeting point for the party to discuss important matters and manage their finances.
Eckerman Mill
A location where the Amethyst Academy is running some delirium sales, potentially operating as a black market due to the Silver Order's new laws. It is mentioned as being across the river from Camp Dawn.
Evans Hyde Manor
A location where the Amethyst Academy previously maintained magical portals for transportation, now temporarily shut down due to Silver Order surveillance and snooping.
St. Vitruvio's Cathedral
A grand baroque cathedral with a 250-foot-tall spiral central dome and four stocky bell towers, meticulously decorated with religious iconography and angelic sculptures. The outer facade has rows of alcoves containing life-size statues of valiant paladins and devoted clerics. Broad steps lead up to the entrance portico, where a massive rose window rests above three sets of golden double doors embossed with heavenly visages. The cathedral contains the Brazier of the Sacred Flame, a holy relic of great importance.
St. Vitruvio's Cathedral Plaza
The square surrounding St. Vitruvio's Cathedral, now a ramshackle camp of makeshift hobbles, smoking pyres, and improvised barricades. Tall wooden stakes are driven into the ground displaying macabre trophies of bones, rib cages, skulls, and body parts. The area is filled with the sounds of yelps and howls, and the overpowering scent of decaying flesh, feces, and wet animal fur. It is currently inhabited by Garmir and hellhounds.
The Crater
An area near where the dwarves have their base, mentioned as the location where the mercenary group was operating from.
Items
Yazzy's Boots of Levitation
Magical boots that allow Yazzy to use the spell Levitate on himself, providing weightless movement.
Delirium
A substance that has become central to the conflict in Drakenheim. The Silver Order has recently made its possession, sale, and use illegal, leading to escalating tensions and public executions. It is highly sought after by various factions and can be used for magical research and enhancement.
Bugbear Cape
A cape made from the skin of a bugbear, discovered on a dead human at a battle site on Champions Way. It is a gruesome item with fur, designed to resemble a natural bugbear pelt. It was among the prisoner's belongings at Camp Dawn and offered to the party.
Meteorite Metal Spike Claws
Fake claws made of meteorite metal spikes, integrated into hard leather gloves. They are designed to resemble natural bugbear claws with fur. The set found on Champions Way had all claws intact, indicating it was not the specific item being sought, but was part of the same group's equipment.
Mage Eater Shell Armor
Pieces of armor derived from a creature impervious to magic. The party has six total sheets of this material and presents four to River for research into creating magical defenses such as breastplates or shields. Magic cast on the shell simply bounces off.
Mage Eater Eyes
Three eyes from Mage Eater creatures that appear to detect and seek out magic and spellcasters from approximately a mile away, with potentially greater range outside the haze. They are described as juicy and needing to stay wet for preservation. The party gives them to River for research.
Bag of Holding
A magical bag capable of storing a vast amount of items in an extradimensional space, used by the party to safely transport valuable and sensitive materials like Mage Eater eyes and Oscar's head. Recently had enough room cleared for two more bodies.
Oscar's Lab Notes
Research notes from the alchemist Oscar, which are given to River for the Academy's research. They are considered very helpful for understanding magical phenomena and other lore.
Oscar's Tomes and Books
Several books from Oscar's library covering anatomical lore, magical phenomena, curses, diseases, and poisons. These are given to River for the Academy's research in exchange for 1,000 gold in credit.
Scimitar
A curved blade that was part of the prisoner's confiscated belongings at Camp Dawn.
Crossbow
A ranged weapon that was part of the prisoner's confiscated belongings at Camp Dawn.
Ascending Stone
A magical item that allows communication between two parties, but reveals the identity of both callers upon activation. The party decides to keep it in the bag of holding to avoid unintended disclosures.
Wand of Magic Missiles
A magical wand that launches multiple bolts of force at targets, capable of dealing significant damage. It can be used with multiple charges to increase the number of missiles. Used effectively in combat to quickly dispatch enemies.
Magical Teleporting Axe
A weapon that becomes infused with magic during rage, changing its damage type to force and gaining the light and thrown properties with a normal range of 60 feet. It automatically returns to the wielder's hand after being thrown.
Spells
Levitate
A spell that allows a creature or object to float in the air, with the ability to target up to 500 pounds. Yazzy uses boots that grant him this ability, which was discussed for its utility in carrying party members during flight.
Fly
A spell that grants the ability to fly for a duration of up to 10 minutes for some casters. The spell's speed and duration were discussed in terms of travel logistics and carrying capacity.
Silence
A spell that creates a 20-foot radius sphere where no sound can be heard or pass through. It requires concentration and lasts up to 10 minutes. It was used strategically to muffle combat sounds and prevent enemies from alerting others.
Magic Missile
A spell that launches multiple darts of magical force at one or more targets, automatically hitting and dealing force damage. It was cast using a wand with multiple charges to strike enemies.
Firebolt
A basic offensive cantrip that hurls a bolt of fire at a target, requiring an attack roll to hit.
Tireless
A spell mentioned that allows the caster to avoid the need for sleep and increases overland travel speed, which was considered useful for lengthy tasks like copying tomes.
Shield
A defensive spell mentioned in jest that could theoretically block magic missiles, though it was not actually cast during the session.
Toll the Dead
A spell mentioned as a potential action but not actually cast during the session.
Session 8 - Back to the Chapel
Date: Mar 11th, 2025
Summary
In the aftermath of a fierce battle, the Fallen Fire followers tended to their casualties under Devlin's watchful eye. Ten pilgrims were found dead, with nine stable but unconscious and four who had recovered. The followers performed solemn rituals, placing coins on the eyes of their dead, while a party member cast Bless the Dead to prevent the fallen from becoming undead. The remaining pilgrims created litters and stretchers to transport their wounded and dead, some singing hymns during the somber procession. While searching the area, the party discovered three valuable delirium fragments, each worth 100 gold pieces. As they approached Champions Gate, they encountered its imposing 40-foot walls and 60-foot towers, though one tower had crumbled to a mere 30-foot pile of rubble. The area was shrouded in an unusually thick haze, particularly beyond the gate where an armored knight rode out to meet Devlin. Two lion-themed knights, including Katya Brown of the Lion's Thorn Legion, confronted the party about abandoning their companions at Brenna's Chapel. During the tense negotiation, Fallen Fire clerics cast Zone of Truth and Detect Thoughts. The party revealed they had given the Scepter of Saint Vitruvio to Blackjack Mel of the Queen's Men, prompting Devlin to offer wealth, magic items, resurrection services, and protection from the haze in exchange for its retrieval. The protection required a holy sacrament from Lucretia Mathias, offering benefits including haze immunity and necrotic resistance. Oiroa drafted a formal contract for their services, while Syndle agreed to convert to the Falling Fire faith. The party then proceeded to the Chapel of Saint Brenna, where they observed ten skeletons arranged in an eerie congregation formation through the windows. A fierce battle ensued as Syndle opened the door and entered a rage, his wild magic creating difficult terrain. The party coordinated their attacks through windows and doorways against a corrupted priest who wielded terrible tentacles capable of grappling multiple victims. During the fight, they discovered a prophetic stained glass window showing the meteor impact, created before the actual event occurred. The battle proved challenging as the priest's tentacles prevented breathing and speech in those it grappled, while skeletons and dogs joined the fray. Oiroa provided crucial support with healing spells and the powerful Kobold's Fury, while other party members launched attacks through windows and engaged in close combat. After a grueling fight that left several party members severely wounded, they emerged victorious. Ned collected the skeleton pieces in a sack to prevent reanimation, ensuring their victory would be permanent.
Scenes
Aftermath of Battle
The party helps the Fallen Fire followers tend to their casualties after a battle, with Devlin overseeing.
- 10 pilgrims found dead, 9 stable but unconscious, 4 recovered miraculously
- Followers place coins on the eyes of the dead
- Party member casts Bless the Dead to prevent the dead from becoming undead
- Followers create litters and stretchers to transport the casualties
- Party helps search the area and finds 3 delirium fragments worth 100g each
- Some pilgrims sing hymns with Yazzy during the somber procession
Arrival at Champions Gate
The party arrives at Champions Gate with the pilgrim caravan, encountering a crumbled tower and heavy haze.
- Party approaches Champions Gate with walls 40ft high and towers 60ft high
- One tower is crumbled to a 30ft pile of rubble
- Armored knight rides out to meet Devlin
- Pilgrims enter the gate with their fallen comrades
- Two lion-themed knights and clerics confront the party about the scepter
- Clerics cast Zone of Truth and Detect Thoughts during confrontation
- Ned detects Delirium auroas about the Knights and Priests
Negotiation with Devlin
The party negotiates with Devlin and the Falling Fire followers about retrieving the Scepter of Saint Vitruvio.
- Party reveals they gave the scepter to Blackjack Mel of the Queen's Men
- Devlin says they have much to offer: wealth, magic items, resurrection services, protection from the haze
- Party discovers protection requires holy sacrament from Lucretia Mathias
- Devlin reveals benefits include haze immunity and necrotic resistance
- Oiroa drafts formal contract for services
- Syndle agrees to convert to the Falling Fire faith and is given religious coins
- Agreement reached to help clear the Chapel of Saint Brenna first, then parlay for the scepter
Battle at Chapel of Saint Brenna
The party engages in combat with a corrupted priest, skeletons, and dogs in the chapel.
- Party observes 11 skeletons in congregation formation through windows
- Syndle opens door and rages, creating difficult terrain with wild magic surge
- Party members strategically position themselves inside and outside windows
- Corrupted priest attacks with tentacles, grappling multiple party members, choking them
- Discovery of prophetic stained glass window showing meteor impact
- Party coordinates attacks through windows and doorways
- Oiroa provides healing support and casts Kobold's Fury
- Party defeats the tentacled priest and remaining enemies
- Ned collects skeleton pieces in sack to prevent reanimation
- Battle ends with some party members severely wounded
Npcs
Devlin
A celestial being who can transform between angel and bird forms. Acts as leader and protector of the Falling Fire pilgrims, overseeing casualty care and negotiating with the party. Shows fatherly disappointment about the scepter but remains diplomatic, offering rewards for its retrieval.
Katya Brown
A knight of the Lion's Thorn Legion who confronts the party about abandoning her companions at Brenna's Chapel. Later assists in the chapel battle wielding a magical flaming sun sword.
Marcel
A knight wearing lion-themed armor who accompanies Katya Brown in confronting the party and later assists in the chapel battle.
Blackjack Mel
A Queen's Men crime boss who contracted the party to retrieve the Scepter of Saint Vitruvio and currently possesses it.
Lucretia Mathias
A powerful leader of the Falling Fire faith who has authority to grant protection from the haze through holy sacraments and can cast purge contamination spells.
Corrupted Priest
A mysterious antagonist in fresh priestly robes with multiple black tentacles extending up to 30 feet. Could grapple and restrain multiple targets, preventing breathing and speech. Commanded undead skeletons in the chapel battle.
Locations
Spokes Battle Site
Area in the outer city where initial battle took place, containing fallen pilgrims and debris used for makeshift stretchers. Location proved fruitful for finding delirium fragments through careful searching.
Champions Gate
A heavily fortified entrance with 40-foot walls and 60-foot towers, though one tower has crumbled to a 30-foot pile of rubble. Area is filled with pilgrims and militant followers of the Falling Fire, and shrouded in particularly thick haze beyond the gate.
Chapel of Saint Brenna
A chapel with multiple entrances including a back door to the crypt and windows allowing ranged attacks. Contains a sanctuary where skeletons gathered in congregation formation, stained glass windows including a prophetic one showing the meteor strike, and a northern graveyard area. Site of major battle with corrupted priest and undead.
Spells
Bless the Dead
A cantrip cast on fallen pilgrims to prevent them from becoming undead, particularly useful given the tendency of the haze to animate the dead.
Zone of Truth
Cast by Falling Fire clerics during negotiations to ensure honest discussion. Lasts 10 minutes.
Detect Thoughts
Cast by a cleric during negotiations, centered around one of the party members.
Purge Contamination
A divine spell that Lucretia Mathias can cast to cleanse contamination from individuals.
Sanctuary
A protective spell used by Oiroa that forces enemies to make wisdom saves before attacking the protected target or choose new targets.
Dissonant Whispers
Cast by Ned against the priest creature, requiring a Wisdom saving throw.
Kobold's Fury
Cast by Oiroa on Syndle, granting advantage on attacks and extra damage, particularly effective when cast on a kobold.
Aid
A spell cast by Oiroa that increases maximum hit points of allies by 5 for 8 hours.
Healing Word
A healing spell cast by Oiroa that restores hit points and grants a free weapon attack to the target.
Dragon Breath
A cone-shaped breath attack used by Xakaris through chapel windows to damage enemies.
Magic Missile
A spell cast by Ned that deals force damage to the priest.
Firebolt
A fire damage cantrip used by Ned to attack enemies through windows.
Toll the Dead
A necrotic damage spell attempted against the corrupted priest.
Items
Delirium Fragments
Three half-pound size fragments found through searching the ruins, worth approximately 100 gold each. Required DC 15 check to find.
Scepter of Saint Vitruvio
A holy relic that the party retrieved and gave to Blackjack Mel of the Queen's Men. Now sought by the Falling Fire followers who want it retrieved through negotiation.
Sun Sword
A magical flaming sword wielded by Katya that deals additional radiant damage, proving effective against undead.
Fallen Fire Coins
Two coins, a religious symbol to be used upon death, given to Syndle as part of his initiation into the Falling Fire faith.
Stained Glass Window
A prophetic window in the chapel depicting events after the meteorite impact, suggesting it was created before the actual event occurred.
Sack of Bones
A container used by Ned to collect skeleton pieces after the battle to prevent reanimation.
Important NPCs
FOLLOWERS OF THE FALLING FIRE
Lucretia Mathias
An unseen leader of the Falling Fire faith who has attracted thousands of followers and wrote their sacred text, the Testament of the Falling Fire. A powerful leader of the Falling Fire faith who has authority to grant protection from the haze through holy sacraments and can cast purge contamination spells.
Devlin
A celestial being who can transform between a giant blue bird (24-foot wingspan) and humanoid form. Serves as a protector for the Falling Fire pilgrims, wielding a golden mace in combat. A celestial being who can transform between angel and bird forms. Acts as leader and protector of the Falling Fire pilgrims, overseeing casualty care and negotiating with the party. Shows fatherly disappointment about the scepter but remains diplomatic, offering rewards for its retrieval.
Joel of Osteen
A powerful religious leader of the Falling Fire faith who accompanies pilgrim groups. Can cast Spirit Guardians and other spells. Described as naïve to the dangers of the region.
Nathaniel Flint
A jovial human man in his thirties who leads the Falling Fire religious movement. Previously met the party at Gilded Lily. Organizes pilgrim groups and seeks escorts for their safe passage.
Katya Brown
A knight of the Lion's Thorn Legion who confronts the party about abandoning her companions at Brenna's Chapel. Later assists in the chapel battle wielding a magical flaming sun sword.
Marcel Vessary
A knight wearing lion-themed armor who accompanies Katya Brown in confronting the party and later assists in the chapel battle.
Ingrid and Myra Stummer
Twin sisters who joined the pilgrimage after having dreams and visions about the meteor impact and the city.
Rufus Apollo
An elderly dwarf cleric who studied astrology and was drawn to the Falling Fire faith due to its astronomical connections. Retired science finding religion for the first time in his life.
Sylvie Roseshot
A former flame keeper of the Sacred Flame who converted to the Falling Fire faith, believing in the redemptive power of delirium after reading The Testament of the Falling Fire by Lucretia Mathias.
QUEEN’S MEN
Blackjack Mel
Queen's Men lieutenant Blackjack Mel deals with mercenaries and adventurers at Skull & Sword. Offers a job to Tark and Syndle, to “talk” to Oscar Yoren and convince him to stop selling potions to the Hooded Lanterns, and start giving them to the Queen’s Men instead. Reed Manor stands in a now-dilapidated upper-class residential neighborhood on the north side of Drakkenheim, just off College Road. The fate of the original occupants is unknown, but it is now occupied by the malfeasant wizard Oscar Yoren. Mel offers payment as well as escorting Syndle to Knuckles, which he claims won’t be found without his help.
Crime boss who hired the party to retrieve the scepter. Has a private booth in the Padlock tavern and maintains connections with various factions. Specifically hired the party because they weren't affiliated with any gang
The quest giver who hired the party to retrieve the Scepter of Saint Vitruvio on behalf of the Queen. Sees potential in the party and offered them 1,000 gold.
Stubbs
A large thuggish figure who speaks with a Mike Tyson-like accent, secretly communicates via sending stone, and works with Viktor's group. A large man with burn scars who serves as the party's guide. Despite his intimidating appearance, he shows emotional vulnerability, particularly when passing through an area where ghost children are heard. Works for Blackjack Mel and knows the location of their destination.
Viktor
Leader of Old Dragon crew in plated armor claiming to work for Blackjack Mel, tasked with escorting the party and scepter to the Queen
Israel
A large blue dragonborn who tends bar at the Old Imperial Public House
Brian the Butcher
A bugbear cook known for his excellent grilling at the Sweaty Bugbear pub
Rose Carver
A gang leader who sits at a raised table in the Old Imperial Public House
Knuckles
Syndle's uncle, transformed by delirium with elongated arms, giant hands, and glowing purple eyes. Once gray-green, now neon green with weird growths on his back
Stone Giant Champion
A fighter in the pits who defeated Bondor and claimed his magical axe as a trophy
HOODED LANTERNS
Captain Rein Heisworth
Captain Rein Heisworth, of the 4th Provisional Expeditionary Force to Reclaim the Capital, better known as The Hooded Lantern. Captain Heisworth is in charge of protecting the river gate and docks. Heisworth issued the summons and deportation papers to Xakaris.
Petra and Ansom Lang
SILVER ORDER
Sir Bryce Landry
A high-level paladin of the Knights of the Silver Order, found praying in the chapel. Previously encountered the party at Camp Dawn. Appears to be more powerful than the party members. A paladin of the Silver Order leading the mission to retrieve the scepter. Proper and methodical in his approach, taking time to pray before acting.
Ophelia Reed
VILLAGERS
Tobias Crow
A blacksmith who received 200 gold from the party to speed up production. A blacksmith who takes orders for crafting weapons and items, with an apprentice who can help expedite work for an additional fee
Emma Crowe
Emma Crowe is a ten-year-old red-headed and freckle-faced human commoner who keeps lookout from a dead tree on the way into Emberwood Village to offer newcomers a tour for a gold piece. During the tour, she shares stories about adventurers who frequented the village and their grisly fates in Drakkenheim. She's lived her whole life post-meteor. She's seen and heard about some horrible things. These things are just a way of life to her and don't bother her at all. She’s very well-informed and remains super upbeat, even when talking about something terrible, seeming almost "excited" about the horrors that exist.
Madame Rochelle
The Gilded Lily is owned by a human noble named Mr. Killian Vandire, but the exquisite hostess Madam Rochelle runs the business and organizes the nightly performance acts. Killian's role as the owner suggests he is likely involved in the social and political dynamics of the area, leveraging the tavern as a hub for adventurers and locals alike.
Killian Vandire
The Gilded Lily is owned by a human noble named Mr. Killian Vandire. Killian's role as the owner suggests he is likely involved in the social and political dynamics of the area, leveraging the tavern as a hub for adventurers and locals alike.
River
River is a tiefling mage of the Amethyst Academy stays at the Red Lion Hotel. She’s happy to chat, but prefers to conduct business privately. She asks any potential new associates of the Amethyst Academy to meet with her later at Eckerman Mill. Two oddly-shaped dark brown horns sprout backwards from her flowing blue hair, creating the impression of two boats at sea. River has spotted brown skin and impish features: her teeth are too sharp, her tongue too long, and it’s slightly unsettling when she smiles. Almost as unnerving as her accent that wanders between Jamaican and Irish.
Frida Longhorn
Skull & Sword is run by a half-orc gladiator named Frida Longhorn, who keeps most people in check. Despite the rough reputation of the establishment, Frida is pretty good at keeping the peace and making sure there are no killings or broken windows in her bar. Her business partner, a halfling named Cuff Goldburg
Cuff Goldburg
Skull & Sword co-owner, a halfling named Cuff Goldburg, is usually sitting at one of the back tables with Blackjack Mel. Cuff typically excuses himself when Blackjack Mel deals with mercenaries and adventurers.
Irwin Marlowe
A human merchant that brought party to Emberwood. He runs a makeshift stall with a few wooden tables displaying jars of dried fruits, packages of cured meats, jugs of water, mead, and bags of assorted dried fruits & nuts, sauerkraut. Basically provisions that won’t rot or spoil during their treks into the contaminated ruins. Family died in the meteor strike.
Armin Gainsbury
Armin Gainsbury, a bespectacled friendly dwarf merchant that carries all manner of adventuring gear which they sell for twice the market value. He can be found operating the Gainsbury Expeditionary Supply Company in Emberwood Village at the Caravan Court. He emphasizes the importance of having proper gear for survival in Drakkenheim, offering a variety of adventuring equipment such as climbing gear, cartographer’s instruments, and mining tools.
OTHER
Saint Vitruvio
A revered holy figure depicted in statue form as an armored warrior in decorated helm, whose finger bone was preserved as a holy relic and whose scepter held powerful magic.
A historical figure - a heroic paladin who fought alongside the golden dragon Argonoff centuries ago. His scepter is the object of the party's quest.
Bondor Brood Grind
Known as 'the Flying Axe', a former fighter whose magical weapon now hangs in the fighting pits after being defeated
Oscar Yoren
An alchemist known for making healing potions under questionable laboratory conditions, leading to potential contamination effects in his products.
Saint Brenna
Known as the 'people's saint', she was famous for working with the poor and sick in Westmar and Drakenheim. She was canonized due to popular demand from the common people.
Important Locations
Emberwood Village
The village where the party is staying, featuring the Bark & Buzzard tavern, docks, and other establishments
- Bark & Buzzard
A tavern in Emberwood Village. The Alsberg family has owned and maintained the establishment for a generation. Karin Alsberg and her husband, Holger (both human) make fine home-brewed beer known as Ember Ale, and serve hearty braised lamb stew with fresh-baked bread. - Skull & Sword Taphouse
Rough and tumble tavern, frequented by Queens Men and adventurers - Chapel of St. Ardenna
- Eventide Manor
Burned down, local haunted house. - Gilded Lily
Performance venue - Red Lion Hotel
- Crow and Sons Smithy
- Watchtower
Hooded Lanterns local base of operations - Leaky Needle
Abondend tattoo parlor - owne rwent missing recently - Hendrick's Farm
Location south of town where pilgrims of the Falling Fire gather and congregate - Emberwood Village Bridge
A guarded bridge entrance to Emberwood Village, protected by Hooded Lantern guards who recognize the party as heroes who saved Petra
The Sprawl
- Reed Manor
Oscar Yoren headquarters
- Buckledown Row
A dangerous district with five pubs where different gangs gather, featuring ramshackle taverns, makeshift bridges between rooftops, and crooked street lamps glowing in the mist. Location where the Queen, described as 'the people's queen', is said to reside. A secretive area in Drakenheim with taverns and fighting pits, typically restricted to Queen's Men. Described as having hundreds of people drinking and fighting. - The Wishing Well
A tavern featuring an ancient moss-covered fieldstone well where gangs pay tribute to the queen through an impenetrable prismatic sphere. Has a skeleton nailed to a tree behind it with a 'make a wish' sign - The Padlock
A two-story tavern marked by a giant rusty padlock, featuring walls covered in padlocks of varying sizes, a balcony, and a unique bar setup with goblins serving drinks via a sliding ladder system - Old Imperial Public House
A well-maintained tavern with blue exterior, hand-carved furniture, and fighting pits in the basement. Features an ornate maple bar and raised seating area - Court of Thieves
A protected area outside the Haze where higher-ranking gang members can rest safely. Location where the Queen, described as 'the people's queen', is said to reside. - Champions Quarters
A shabby room beneath the fighting pits accessed via sewer walkways and bridges, where champions like Knuckles reside - Fighting Pits
A 60x60 foot underground arena beneath the taverns, with weapons of fallen champions displayed on walls 25 feet up. Contains magical items and hosts various types of combat matches
The Spokes
A dangerous area with narrow streets between Emberwood Village and Champions Gate, where aberrations emerge from a mysterious haze
- Champions Gate
The pilgrims' destination along Champions Way road, important for their religious ceremony
A heavily fortified entrance with 40-foot walls and 60-foot towers, though one tower has crumbled to a 30-foot pile of rubble. Area is filled with pilgrims and militant followers of the Falling Fire, and shrouded in a particularly thick haze beyond the gate. - Chapel of Saint Brenna
A deteriorating chapel with a domed slate roof and two towers (one partially collapsed). Features stained glass windows, a sanctuary with three saint statues, and a cemetery in the back. The building shows significant damage from time and weather. Contains crypts that may hold the sought-after scepter.
A chapel with multiple entrances including a back door to the crypt and windows allowing ranged attacks. Contains a sanctuary where skeletons gathered in congregation formation, stained glass windows including a prophetic one showing the meteor strike, and a northern graveyard area. Site of major battle with corrupted priest and undead.
Session 9 - Unholy Silent Night
Date: Mar 18th, 2025
Summary
After defeating undead in the Chapel of Saint Brenna, the adventuring party took a short rest while debating what to do with eleven skeletons and a flaming skull stored in their bag of holding. During their rest, they examined a prophetic stained glass window that depicted a meteor strike and the broken Inscrutable Tower. The knights Katya and Marcel discussed the proper consecration of the dead, while some party members privately considered using the bag of skeletons as a potential future distraction. The group made several Arcana checks to understand the celestial patterns in the stained glass windows, taking detailed drawings to show the Falling Fire priests. In the chapel's fountain room, they discovered a circular chamber with a holy water font and five murals depicting proper burial rites. The inscription spoke of the Sacred Flame keeping vigil over the dead, and the murals showed the step-by-step process of preparing bodies, including the placement of gems on the deceased's eyelids. While exploring the lower crypt, they found empty sarcophagi with scattered burial cloths and treasures. Syndle successfully resisted the temptation to take coins from the burial chambers. The party discovered the layout included multiple crypts connected by winch-operated doors, and they gathered supplies needed for proper burial ceremonies. The situation became complicated when they realized they needed to recover gems from mephits to complete the burial ritual. Syndle attempted to negotiate with the elemental creatures but failed, leading to a fierce battle. The combat involved smoke, steam, dust, and magma mephits using various attacks, including a devastating heat metal spell that forced the party to remove their metal equipment. Through the use of spells like Toll the Dead and Dissonant Whispers, along with Syndle's summoned flump spirit, they eventually defeated the mephits and recovered the gems. During their exploration, they discovered Sir Bryn tied up and emaciated in the crypt, speaking of mephits slaying his men. After reviving him with a healing potion, the party proceeded with the burial ritual, following the five-step process with Katya and Marcel's guidance. The ceremony included using holy water, placing gems, wrapping bodies in linens, lighting candles, and performing ritual singing. As they waited the required ten minutes to ensure the undead would not rise again, they heard strange mumblings behind a door, adding an ominous note to their otherwise successful mission.
Scenes
Chapel Rest and Planning
The party takes a short rest after defeating undead, discussing what to do with collected skeletons and examining a prophetic stained glass window.
- Party debates what to do with 11 skeletons and flaming skull stored in bag of holding
- Discussion with Katya and Marcel about properly consecrating the dead
- Investigation of prophetic stained glass window showing meteor strike
- Party takes a short rest to recover hit points
- Private discussions about using bag of skeletons as potential future distraction
Examining the Stained Glass
The party studies and discusses the prophetic stained glass windows in the chapel.
- Party identifies the broken Inscrutable Tower in the window
- Multiple characters make Arcana checks to understand the celestial patterns
- Ned makes detailed drawings to show to Falling Fire priests
Exploring the Lower Crypt
The party explores a circular crypt similar to the previous one, containing empty sarcophagi with burial cloths and treasures scattered nearby.
- Syndle resists taking coins/gems from the sarcophagi
- Party discovers a tunnel leading from the crypt
- Group discusses the layout of the chapel's crypts and winch rooms
- Party finds instructions for proper burial rites in the fountain room
Fountain Room Discovery
The party examines a circular chamber with a holy water font and murals depicting burial rites.
- Found inscription about Sacred Flame keeping vigil over the dead
- Studied five murals showing proper burial procedures
- Discovered the purpose of gems placed on eyelids during burial
- Gathered supplies for performing burial rites
Battle with Mephits (Ashley, Dusty, Smokey, and Cindy)
The party battles smoke, steam, dust and magma mephits to recover gems needed for burial ritual.
- Syndle attempts to negotiate with mephits to return gems but fails
- Combat begins with Syndle raging and summoning a flump spirit
- Mephits attack with breath weapons and critical hits
- Multiple party members cast spells including Toll the Dead and Dissonant Whispers
- Mephits use heat metal forcing removal of metal equipment
- Party defeats the mephits and recovers the gems
Ritual Burial of Undead
The party performs a ritual burial for the undead in the chapel crypts, following specific steps involving holy water, gems, and singing.
- Party gathered materials including holy water, gems, linens and candles
- Followed 5-step ritual process guided by Katya and Marcel
- Group performed ritual singing to complete the ceremony (a really bad performance of Silent Night)
- Waited 10 minutes to confirm undead would not rise again
- Returned weapons and shields to be buried with fallen knights
- Strange voice heard mumbling behind door during ritual, quoting scriptures
Npcs
Katya Braun
A knight of the Lion's Thorn Legion who helps investigate the chapel, fight undead, and perform proper burial rites. Shows concern about strange sounds heard during ritual.
Marcel
A knight working alongside Katya, helps explore the crypts and perform burial ceremonies. Provides information about temple defenses including the role of grim dogs.
Sir Bryn
A knight found tied up and emaciated in the crypt, speaking of mephits slaying his men. Revived with a healing potion but showed signs of trauma.
Mephits
Elemental creatures (smoke, steam, dust, and magma variants) that inhabited the crypt. Obsessed with shiny gems, could share spaces with each other, and had various breath weapon attacks.
Locations
Chapel of Saint Brenna
A chapel with stained glass windows including a prophetic one showing the meteor strike. Contains multiple levels including crypts below.
Purification Fountain Room
A circular chamber with a stone font of holy water and inscription about the Sacred Flame. Walls feature five murals showing funeral rites. Contains shelves with ritual supplies.
Upper Crypt
One of two main burial chambers beneath the chapel, more regularly shaped than the lower crypt. Contains sarcophagi and religious artifacts.
Lower Crypt
A rough-hewn chamber beneath the chapel with irregular shape. Features sarcophagi, burial items, and strange environmental effects like unusual breezes and dripping water. Connected via winch-operated doors.
Spells
Resurrection
Discussed as potential solution for properly reviving dead, noted to work on bodies dead for no more than a century.
Arcana
Used by multiple party members to analyze celestial patterns in stained glass windows.
Toll the Dead
Creates thunder-like effects when cast, used effectively against mephits and undead in combat.
Healing Word
Cast at second level to restore hit points to wounded allies during combat.
Dissonant Whispers
Psychic damage spell requiring wisdom save, used effectively against magma mephit.
Shatter
Destructive spell considered but not used against grouped mephits.
Heat Metal
Cast by a Mephit in cone effect, forcing characters to remove metal weapons, shields and armor to avoid fire damage.
Items
Bag of Holding
A magical bag containing 11 skeletons and a flaming skull. Time does not pass inside, keeping undead in stasis.
Immovable Rod
A magical item mentioned as having many potential uses, though not actively used in this session.
Ever-lit Candles
Special candles that never extinguish, some found in the Mephit room.
Burial Ritual Components
Collection including holy water, gems (placed on eyelids), linens, candles, and scrolls needed for proper Sacred Flame burial rites.
Knights' Equipment
Weapons and shields belonging to fallen Silver Order knights, one set notably nicer than others, collected for proper burial.
Flump Spirit
Magical spirit summoned by Syndle's wild magic that explodes dealing force damage to nearby creatures.
Session 10: St. Brenna
Date: Mar 25th, 2025
Summary
The party discovered a heavy stone door bearing the image of Saint Brenna, a serene flame keeper in flowing robes. An inscription marked it as her eternal resting place, and careful observation revealed the door had been recently disturbed. After some debate about who should investigate first, they used a winch mechanism to open the door, with Katya Braun and Marcel agreeing to cautiously move to the front to investigate. Inside the cavernous chamber, they found a stone slab surrounded by partially doused candles, clay pots, and canopic jars. Perched atop the slab was Saint Brenna herself, though corrupted with dark veins and tattered black wings that shimmered with an unsettling iridescence. What began as a peaceful interaction quickly turned hostile when she misunderstood a comment, unleashing crackling energy beams from her eyes that dealt both necrotic and radiant damage. The battle that ensued was unlike any they had faced before, as Saint Brenna alternated between helping and attacking the party. She cast auras that could either heal or harm, though notably avoided directly attacking Katya Braun and Marcel due to their lawful good alignments. The party discovered they could reason with her during moments of clarity, though she would quickly return to hostility, forcing them to defend themselves while trying to find a peaceful resolution. Syndle took the initiative to relight the candles around her tomb, while others attempted both combat and persuasion. The party managed to escort her back to her resting place, where they performed proper burial rites, placing diamonds on her eyes and a sacred flame holy symbol in her hand. As she returned to rest, her wings turned white once more, and she spoke final words about cleansing wickedness and light emerging from darkness. One last aura affected the party before she fully passed, leaving some with contamination and others cleansed. The encounter proved to be a formidable challenge. The experience demonstrated that not all battles could be won through combat alone, as Saint Brenna's corrupted state required a combination of force and compassion to finally grant her peace.
Scenes
Discovering Saint Brenna's Tomb
The party finds a stone door with Saint Brenna's inscription and discovers it has been recently disturbed.
- Party debates investigating the door and who should go first
- Katya Braun and Marcel agree to investigate but hang back
- Party discovers the door has been recently opened based on disturbed dust
- Party uses winch mechanism to open the door
- Door is painted with image of serene flame keeper in flowing robes
- Inscription reads 'Saint Brenna be you surrounded in light eternal rest as one with a sacred flame'
Initial Confrontation
The party encounters a corrupted but still partially celestial Saint Brenna in her tomb chamber.
- Party finds Saint Brenna perched on stone slab surrounded by candles
- Saint Brenna appears corrupted with dark veins and tattered black wings
- Brief peaceful interaction turns hostile when Saint Brenna misunderstands a comment
- Saint Brenna attacks with eye beams dealing necrotic and radiant damage
- Combat initiates with the corrupted saint
Battle with Corrupted Saint
The party battles Saint Brenna who alternates between helping and attacking them.
- Saint Brenna attacks with laser eyes and necrotic damage
- Party attempts both combat and persuasion
- Saint Brenna shows moments of clarity and remorse between attacks
- She casts auras that either heal or harm party members
- Some party members gain contamination levels
- Katya Braun and Marcel land significant hits
- Syndle lights candles around her tomb
- Party discovers she avoids directly attacking lawful good characters
Saint Brenna's Return to Rest
The party successfully convinces Saint Brenna to return to rest and performs proper burial rites.
- Party escorts Saint Brenna back to her tomb
- Proper burial rites performed with diamonds on eyes and holy symbol in hand
- Her wings turn white again as she returns to rest
- Final words about cleansing wickedness and light emerging from darkness
- One last aura affects the party before she fully passes
- Party members gain or lose contamination levels
- All party members reach level 5
- Party discovers she had 243 hit points total
Npcs
Saint Brenna
A corrupted celestial being, formerly a beloved 'Mother Teresa' figure who worked with the poor. Appears with dark veins and tattered black wings that sometimes turn white. Alternates between benevolent healing and hostile attacks. Can shoot energy beams from her eyes and cast various magical effects. Shows particular mercy to lawful good characters. Known for living amongst the poor and having a complex relationship with the church.
Katya Braun
A lawful good knight who assists in the battle, wielding a magical greatsword with flame abilities. Shows initial caution about investigating the tomb. Saint Brenna notably avoids directly attacking her due to her alignment.
Marcel
A lawful good knight fighting alongside Katya Braun, wearing lion-themed armor. Like Katya, is spared direct attacks from Saint Brenna. Repeatedly affected by contamination during the battle.
Locations
Chapel of Saint Brenna
A deteriorating chapel with a domed slate roof and two towers (one partially collapsed). Features stained glass windows, a sanctuary with three saint statues, and a cemetery in the back. The building shows significant damage from time and weather.
Spells
Eye Beam
A corrupted spell cast by Saint Brenna that fires crackling insect-like energy beams from her eyes, dealing both necrotic and radiant damage.
Healing Aura
A powerful effect cast by Saint Brenna that either heals the party or causes contamination, dealing both necrotic and radiant damage. Those who save can choose to either heal or remove a level of contamination.
Blinding Gaze
An attack that could blind targets who failed their saving throws.
Scorching Ray
A spell cast at Saint Brenna that required multiple attack rolls, dealing fire damage.
Toll the Dead
A necromantic spell repeatedly attempted against Saint Brenna, though she frequently saved against its effects with her high wisdom.
Magic Missile
A guaranteed damage spell used to attack Saint Brenna when other spells were failing to hit.
Healing Word
A healing spell used to revive fallen party members during the intense battle.
Spare the Dying
A spell used to stabilize dying characters during the encounter.
Firebolt
A ranged attack spell used against Saint Brenna during the battle.
Vicious Mockery
A spell attempted against Saint Brenna that required a Wisdom saving throw, though she proved resistant to its effects.
Items
Winch Mechanism Rod
A rod used to operate the winch mechanisms that open the stone doors in the crypt.
Twilight
A magical sword that Saint Brenna recognizes when struck with it during the battle, causing her to whisper its name.
Sacred Flame Holy Symbol
A simple, non-fancy holy symbol recovered from Saint Brenna's tomb, different from the ornate ones seen before. Placed in her hand during final burial rites.
Diamonds
Two gems found in the tomb that were traditionally used to place on the eyes of the dead during burial rites. Used in Saint Brenna's final rest ceremony.
Session 11: Brains....
Date: Apr 1st, 2025
Summary
The party concluded their time in Saint Brenna's crypt with an unexpected but touching tribute, singing Silent Night as they laid her remains to rest. They carefully arranged the candles and ensured everything was properly placed. During their final inspection, they discovered a life-sized hand carved into the crypt wall, which emanated both conjuration and transmutation magic. The symbol proved to be connected to the god Tyr, specifically an aspect known as Iltyr - described as a blind but all-seeing eye that appeared as a weeping black eyeball with a prehensile tail. Syndle investigated by licking the wall, while Syndle touched the symbol and placed their eye against it, receiving a divine message about "believers in resounding justice" and the cryptic instruction to "follow the hands to find the eye." Despite searching the room thoroughly, no other hand symbols were found. Katya Braun and Marcel expressed some displeasure with the party's conduct involving one of the Old Gods. As the party approached the winch room, they encountered knights in the crypt including Sir Gusta Lagos, who wore silver armor similar to Sir Brynn Landry's. The encounter revealed a schism between the Lion's Thorn Legion and Silver Order knights, though Sir Brynn vouched for the party as his liberators. When Lagos demanded information about a missing scepter, Katya Braun cleverly lied about its whereabouts. The situation was diffused when Lagos decided to take Sir Brynn and his men to Camp Dawn. The party then discussed their next moves, with Katya Braun and Marcel deciding to return to Champions Gate to report their findings about Saint Brenna. They needed to locate flowers in Queen's Park, deep in the city between the Inscrutable Tower and Castle Drakken. They had five remaining doses of Deep Haze protection, having given one to the Amethyst Academy. The Silver Order's lack of their own gate was noted as a potential source of future conflict= with the Falling Fire. Their plans were interrupted when they encountered a terrifying Brain Collector pursuing street children through the city. The creature, described as crab-like with exposed brain orbs and eyes on its legs, demonstrated frightening abilities including invisibility and powerful leaps. It tragically killed a young girl, extracting her brain before turning its attention to the party. During the ensuing battle, Xakaris fell victim to both a hypnotic pattern spell and the Brain Collector's lethal brain extracting attack. In a desperate bid to save their companion, the party defeated the creature and recovered Xakaris's brain. Oiroa attempted an innovative solution, using valuable delirium instead of the traditional diamond for a revivify spell. The substitution produced unexpected results - an octarine burst that triggered reactions in nearby delirium deposits. While Xakaris was revived and his brain restored, something seemed distinctly wrong about his resurrection, leaving the party uncertain about the consequences of their unconventional magic.
Session 12: Catch Breath
Date: Apr 8th, 2025
Summary
The party faced a harrowing encounter with a Brain Collector who had extracted and consumed Xakaris's brain. Acting quickly, they defeated the creature and retrieved the brain from its back, where it had appeared with a distinct appearance due to the collector's preference for spellcaster brains. Using a delirium crystal to enhance their revivify spell, they attempted to resurrect Xakaris, resulting in explosive reactions that created a crater and caused nearby delirium deposits to burst with energy. The resurrection succeeded in Frankenstein-like fashion, complete with lightning effects, leaving Xakaris with an eerily green glow in his eyes. As they traveled through town, the party encountered a disturbing scene near an intact stone building labeled 'Orphanarium'. They discovered a fountain decorated with old toys and heard the sounds of spectral children, accompanied by the haunting melody of a black lacquered music box with dagger-like tines. Choosing to avoid the creepy setting, they continued their journey, only to witness an impressive mechanical war wagon rushing past on Champions Way. The vehicle featured glowing red eyes, metal wheels, and a mounted cannon, operated by a dwarf with a large barbarian-like figure in the center and a third person wielding a polearm in the back. The party split up to handle various tasks in town. At the Red Lion Hotel, they met with River of the Amethyst Academy, where Ned demonstrated his spellcasting abilities to join the organization for a fee of 301 gold. River expressed interest in Queen's Park flowers and Oscar Yoren's research, revealing information about a mysterious "pale man" wizard. Meanwhile, Syndle visited Hendrick's Farm, now a shelter for Falling Fire pilgrims, where Nathaniel Flint welcomed them enthusiastically and shared the farm's history. At the Skull & Sword tavern, the group negotiated with Blackjack Mel regarding the delay of a scepter sale to accommodate a Falling Fire offer. Mel requested help dealing with the Iron Helm dwarves, who had stopped paying protection fees after hiring mercenaries. The party learned about the city's five gates controlled by different factions and discovered the potential existence of smuggler tunnels under the former Black Ivory Inn, once a piano bar run by the famous Miss Charlotte. The session concluded with the party handling logistics and planning. They reviewed item orders with Aldoor, including weapons and enchantments, and purchased healing potions at 100 gold each. The group then split up to rest at different locations, preparing for their next adventure investigating the Black Ivory Inn's secret tunnel. Throughout their activities, they remained mindful of the various factions controlling Drakenheim's gates and the complex political landscape of the city.
Scenes
Brain Collector Aftermath
The party deals with aftermath of Xakaris having his brain eaten and restored
- Brain collector was defeated after eating Xakaris's brain
- Party retrieved Xakaris's brain from the creature's back
- Used revivify with a delirium crystal to resurrect Xakaris
- Delirium crystal caused explosive reactions and created a crater
- Xakaris was revived with a green glow in his eyes
- Dead child's body disappeared while party was distracted
Creepy Orphanarium Encounter
The party encounters an eerie scene with ghost children and a music box near an orphanage
- Party heard spectral children sounds
- Found a fountain decorated with old toys
- Discovered a black lacquered music box playing
- Saw the intact stone building labeled 'Orphanarium'
- Party chose to ignore the creepy scene and continue walking
War Wagon Encounter
The party witnesses a mechanical war wagon with cannon rushing past them on Champions Way
- Party spots smoke and mechanical noises on the horizon
- Metal war wagon with glowing red eyes rushes past
- Older dwarf manning a cannon is visible
- Large barbarian-like man with black flowing hair and furs seen in center
- Tark detects scent of bugbear
- Third figure with polearm spotted on back of wagon
- Wagon heads north towards Rakene at horse gallop speed (20-25mph)
Town Business
The party splits up to handle various tasks in town
- Group discusses potential team names at Hooded Lantern bridge
- Tobias reports whip dagger will be ready by morning
- Syndle checks tent to find sprung trap with no catch
- Party members split up - some heading to Hendrick's Farm, others to Gilded Lily and Red Lion
- Discussion of outstanding magic item orders with River
Meeting with River
The party meets with River at the Red Lion to discuss recent events and potential missions
- Ned demonstrates spellcasting to join Amethyst Academy
- River charges 301 gold for Academy initiation fee
- River expresses interest in Queen's Park flowers and Oscar Yoren's research
- River reveals information about 'the pale man' wizard
- River discusses priorities regarding Oscar's research vs his head
- River offers to outfit party with magic items in exchange for delirium
Visit to Hendrick's Farm
Syndle visits the pilgrim gathering place at Hendrick's Farm
- Nathaniel Flint greets and escorts Syndle
- Learn history of Elijah Hendricks and farm's conversion to pilgrim shelter
- Observe 50+ pilgrims camping and conducting activities
- Receive pilgrim robes and Falling Fire amulet offer
- Share meal while discussing religious conversion
- Syndle performs acrobatics for pilgrims
- Learn about 30-day devotion requirement for crater sacrament
Meeting with Blackjack Mel
The party negotiates deals at the Skull & Sword tavern
- Discuss delaying scepter sale for Falling Fire offer
- Blackjack requests help with Iron Helm dwarves' unpaid fees
- Learn about city gates controlled by different factions
- Discover potential secret tunnel under Black Ivory Inn
- Learn about Iron Helm dwarves' mercenary hiring
Shopping and Planning
The party handles logistics and planning in Emberwood Village
- Discuss Drakenheim locations including gates and Queens Park
- Review item orders with Aldoor including weapons and enchantments
- Plan Black Ivory Inn tunnel investigation
- Purchase healing potions at 100 gold each
- Split up to rest at different locations
Npcs
Brain Collector
A creature that extracted and consumed Xakaris's brain, showing particular preference for spellcaster brains. Was defeated by the party.
Tobias Crow
Blacksmith working on crafting the party's whip dagger and other ordered items.
River
Tiefling mage of the Amethyst Academy who handles magic item orders and recruitment. Shows particular interest in Oscar Yoren's research and offers equipment in exchange for delirium. Maintains a professional but somewhat manipulative demeanor.
Nathaniel Flint
Jovial spiritual leader of the Falling Fire who enthusiastically welcomes new members and manages Hendrick's Farm pilgrim community.
Blackjack Mel
Crime boss negotiating the scepter sale between multiple parties. Seeks help dealing with Iron Helm dwarves who stopped paying protection fees. Based at Skull & Sword tavern.
Elijah Hendricks
Former farmer who lost his wife and livelihood to meteor contamination, now allows his farm to be used as shelter for Falling Fire pilgrims.
Miss Charlotte
Famous pianist who previously ran the Black Ivory Inn piano bar before the calamity.
Iron Helm Siblings
Three dwarf siblings running a wealthy delirium mining operation who have stopped paying protection money and hired mercenaries for protection.
Aldoor
Merchant who sells healing potions and handles basic item crafting, though not enchantments. Charges 100 gold for basic healing potions.
Locations
Orphanarium
A large, intact stone building with the name carved into its mantle, surrounded by supernatural activity including ghost children and eerie music.
Emberwood Village Roads
Including Eckerman Mill Intersection, Champions Way, and Hooded Lantern Bridge where the party has passage rights.
Red Lion Hotel
A hotel in town where River conducts Amethyst Academy business and meetings.
Hendrick's Farm
One of the few occupied farmsteads remaining, now serving as shelter for Falling Fire pilgrims. Features well-maintained barn, farmhouse, and numerous pilgrim camps.
Skull & Sword
Tavern where Blackjack Mel conducts business, co-owned by Cuff.
Black Ivory Inn
Former piano bar run by Miss Charlotte, located in the sprawl south of Buckledown Row. Features smuggler tunnels under the city wall previously used for tax evasion.
Drakenheim Locations
Including Queens Park between Castle Drakenheim and an inscrutable tower, Noble District where 'the pale man' resides, and five gates controlled by different factions.
Spells
Revivify
Used with a delirium crystal to resurrect Xakaris after his brain was eaten, resulting in a Frankenstein-like revival with green glowing eyes.
Hypnotic Pattern
A spell mentioned as being newly available to Yazzy after leveling up.
Agonizing Scorcher
A second-level spell demonstrated by Ned that creates a 30-foot line of lightning damage, showing unusual octarine coloration when cast.
Items
Falling Fire Items
Religious items including an amulet and pilgrim robes offered to new members.
Scepter
An important artifact that multiple factions including Silver Order and Falling Fire are interested in purchasing.
Healing Potions
Basic healing potions sold by Aldoor for 100 gold each, double the normal price but guaranteed safe unlike Oscar's special potions.
Delirium Crystal
A magical crystal used to enhance the revivify spell, which exploded and disintegrated during use, causing explosive reactions in nearby delirium deposits.
Black Lacquered Music Box
An eerie music box with dagger-like tines striking against a metal wheel, found at the fountain near the Orphanarium.
War Wagon
Road Warrior-style mechanical vehicle with metal wheels and mounted cannon, operated by Iron Helm dwarves. Features glowing red eyes and moves at horse gallop speed.
Whip Dagger
Custom weapon being crafted by Tobias Crow, nearly complete and ready by morning.
Goggles of Night
Magic item ordered by Xaxarium from River providing dark vision capabilities.
Amethyst Academy Items
Including a reversible robe worn during meetings and ceremonies, and a badge given to initiates during probation.
Session 13: A Hitch Inn Time
Date: Apr 16th, 2025
Summary
The party began their journey by making preparations in town. Tark arranged to have his whip dagger enchanted, debating between the services of River and Elder. The group purchased quality healing potions at 100 gold each, specifically avoiding Oscar Yoren's questionable wares. Before departing, they discussed payment terms for the enchantment work. As they traveled along Champions Way, the party conducted two successful searches for delirium in the mist. Each search yielded 11 pieces worth 10 gold apiece, though they debated the varying difficulty between the outer city (DC 15) and inner city (DC 20). The group carefully weighed the risks of random encounters while searching, but their efforts proved worthwhile. Their journey led them to an impossibly well-maintained establishment - the Black Ivory Inn. The two-story building with its wraparound porch stood pristine among the ruins, with the sound of beautiful piano music drawing them in. They were greeted by Kai, a tall host in matching vest and pants, who offered them a booth. The party ordered drinks, including a special green concoction called Goblin Goo, and a dish of catoblepas prepared three ways. Inside, Ned identified Osiric Theramus, an Amethyst Academy member wearing six rings and various badges of office, who had recently been featured in 'Wizard Beat' magazine. A detect magic spell revealed two magical sources at the bar - a mysterious wrist device and Osiric himself. The party split up to investigate, with some members discovering a well-stocked wine cellar containing expensive elvish wine and exceptional dwarven brandy. The true nature of the inn revealed itself when a large meteor appeared in the sky. Multiple fireballs destroyed the building, killing everyone inside, only for time to reset and return them to the inn's entrance. The party retained their memories between loops and began testing different approaches to break the cycle. They noticed that patrons would mysteriously disappear when followed outside. The situation escalated into combat both upstairs and in the basement. Oiroa confronted Charlotte, the willowy pianist whose supernatural playing entranced listeners, while others encountered the synchronized fighters Hall and Oats in the basement. Yazzy became magically entangled in a musical performance with Anika Patel, a Silver Order knight sworn to protect Charlotte. The chaos increased as a mysterious spellcaster appeared in the basement, attacking with scorching rays, while Mike Conley, known as 'Open Mike,' attempted to maintain order upstairs.
Scenes
Preparing to Leave Town
The party prepares to leave town, discussing enchanting a whip dagger and buying healing potions.
- Tark arranges to have his whip dagger enchanted
- Party purchases healing potions at 100 gold each
- Discussion about payment terms for enchanting
- Party debates between River and Elder for enchanting services
Hunting for Delirium
The party conducts two successful searches for delirium while traveling through the mist.
- Party makes skill checks using Arcana, Investigation, or Survival
- First search yields 11 pieces of delirium worth 10 gold each
- Second search also yields 11 pieces worth 10 gold each
- Discussion about DC difficulty varying between outer city (15) and inner city (20)
- Party debates risks of random encounters while searching
Arrival at Black Ivory Inn
The party discovers an impossibly well-maintained inn in the ruins, with music and revelry coming from within.
- Party follows the sound of beautiful piano music to find the Black Ivory Inn
- Inn appears pristine and populated despite being in ruins
- Greeted by Kai, a well-dressed host who offers them a booth
- Party orders drinks and the special (catoblepas prepared three ways)
- Cast detect magic reveals two magical sources at the bar
Exploring the Inn
The party splits up to investigate different areas of the mysterious inn.
- Ned identifies and converses with Osiric Theramus, an Amethyst Academy member
- Party discovers wine cellar and storage rooms in basement
- Oiroa attempts to confront Charlotte about the nature of the establishment
- Yazzy becomes entranced by Charlotte's supernatural piano performance
- Party notices patrons disappearing when followed outside
The Time Loop Reveals Itself
The party experiences the inn's destruction and subsequent reset, revealing they're trapped in a time loop.
- Large meteor appears in the sky
- Multiple fireballs destroy the inn, killing everyone inside
- Time resets, returning everyone to the inn's entrance
- Party realizes they retain memories between loops
- Group begins testing different approaches to break the cycle
Combat Erupts
Simultaneous battles break out upstairs and in the basement as the party tries to disrupt the inn's magic.
- Oiroa attempts to stop Charlotte's piano playing, triggering combat
- Party discovers and fights Hall, Oats and their companions in basement
- Ned uses Sleep spell to incapacitate multiple enemies
- Mysterious spellcaster appears and attacks with Scorching Ray
- Yazzy and Anika engage in magical musical performance
- Mike physically removes Oiroa from stage
NPCs
Rogan
The bartender at the Black Ivory Inn who serves drinks at Osiric's request.
Charlotte
A willowy, slender woman in a simple green dress known as the greatest pianist in the river kingdoms. Her supernatural piano playing entrances listeners and she seems impervious to physical attacks. Appears central to the magical time loop affecting the inn.
Hall and Oats
Twin fighters encountered in the basement wielding scimitars and daggers. Work together using pack tactics in combat and demonstrate synchronized fighting abilities.
Osiric Theramus
An Amethyst Academy member wearing 6 rings and various badges denoting positions like 'chief laureate of the inner sanctum'. Recently featured in 'Wizard Beat' magazine and published research work.
Annika Patel
A Silver Order knight in full plate mail armor who claims to have sworn an oath to protect Charlotte. Initially confrontational but becomes magically compelled to sing along with the performance.
Mike Conley
Known as 'Open Mike', he claims to run amateur nights at the Gilded Lily in Emberwood Village. Identified as Blackjack Mel's uncle who knew about the smuggler's tunnel. Attempts to maintain order and protect Charlotte's performance.
Kai
A tall, bucktoothed host at the Black Ivory Inn wearing a vest and matching pants. Acts somewhat robotically and runs away when questioned too deeply about the establishment.
River
A magic item enchanter considered for enchanting Tark's whip dagger.
Oscar Yoren
An alchemist known for selling questionable healing potions that the party specifically avoids buying from.
Reginald Grimes
The chef at the Black Ivory Inn, known for being particular about his special dishes, including the catablepass prepared three ways.
Locations
Black Ivory Inn
A two-story building with wraparound porch standing impossibly pristine among the ruins. Features a main room with piano stage, bar, dining area, and wine cellar. The building appears completely normal despite being in the contaminated area and resets to perfect condition when destroyed. Known to have a smuggler's tunnel somewhere inside.
Champions Way
A major road the party travels along while searching for delirium deposits on their way to the Black Ivory Inn.
Spells
Detect Magic
Cast by Ned to investigate the inn, revealing two magical sources at the bar - a wrist device and Osiric Theramus.
Sleep
Cast by Ned during basement combat to incapacitate multiple enemies, affecting creatures with the lowest hit points first within a 20-foot radius and causing them to fall prone.
Suggestion
Cast by Yazzy on Anika to compel her to sing along with Charlotte's piano performance.
Scorching Ray
Cast by a mysterious spellcaster who appeared in the basement, firing three rays of fire at the party.
Firebolt
Cast by Xakaris at Hall during the basement combat.
Fireball
Cast by Xakaris in the basement, killing two enemies and damaging Hall and Oats.
Items
Whip Dagger
A weapon owned by Tark that is being prepared for enchantment, requiring discussion of payment terms and choice between enchanters.
Delirium
A valuable substance found in deposits throughout the city, worth 10 gold pieces per piece. The party successfully found 22 pieces total during their journey.
Healing Potions
Good quality healing potions purchased by the party for 100 gold each, specifically not from Oscar's questionable supply.
Piano
The centerpiece of the inn's main room, played masterfully by Charlotte. Appears to be central to the magical nature of the establishment and the time loop.
Dwarven Brandy
An exceptional bottle of brandy found in the inn's cellar, recommended by Osiric Theramus.
Elvish Wine
A very expensive wine worth hundreds of gold pieces found in the cellar storage.
Goblin Goo
A green-colored special drink served in a brandy snifter at the Black Ivory Inn.
Session 14: Kill the Piano!
Date: Apr 23rd, 2025
Summary
The tale began at the Black Ivory Inn, a peculiar establishment thriving in the dead city of Drakkenheim with around 40 patrons. Syndle arrived to find his companions Yazzy and Oiroa embroiled in a confrontation on stage with a paladin woman. The commotion quickly escalated into violence, with combat breaking out both on the stage and in the basement. In the basement, the party engaged with twin bandits Hall and Oats. Hall was quickly knocked prone and defeated, which enraged his brother Oats. The fighting intensified with spells and attacks being exchanged, while upstairs the piano player Miss Charlotte continued her performance unperturbed, accompanied by Annika who was magically compelled to sing through a suggestion spell. Yazzy, seeking to understand the piano's significance, challenged Miss Charlotte to a musical duel - her lute against her piano. With assistance from Oiroa and an impressive performance roll of 28, Yazzy emerged victorious. Miss Charlotte reluctantly surrendered her piano, though she seemed oddly detached from the loss. The party discovered a secret door in the basement leading to a smugglers' meeting room where Captain Wicket and his crew were planning to traffic rare artwork. Ned unleashed a devastating fireball that instantly killed twelve regular bandits. The remaining bandit captains, including the hook-handed Left Hand Leila, the muscular gnome Mr. Big, and the demonic-looking tiefling Wind, fought fiercely but were ultimately defeated. Using the magical sword Twilight, Tark uncovered Miss Charlotte's tragic past. She had made a wish to become the greatest pianist, but it was twisted by magic, granting her immortality instead of skill. When she was killed by a delirium crystal during Drakkenheim's destruction, her wish created a time loop in the tavern. The truth of her fate was revealed in a hidden chamber where they found a horrific flesh creature - Charlotte's transformed corpse merged with her piano, its multiple eyes and mouths moaning as it blocked access to the smugglers' tunnels. The party realized they were trapped in a time loop, with Miss Charlotte being the only one aware of the repetition. They discovered that destroying the piano wasn't enough to break the cycle, as it would always reappear. The revelation of the abomination in the basement suggested a darker solution would be needed to free the tavern from its temporal prison. The adventure paused as the party stood before the grotesque fusion of pianist and piano, preparing to face this horrific manifestation of a wish gone wrong.
Scenes
Tavern Entrance
Syndle arrives at the Black Ivory Inn where a commotion is happening on stage
- Syndle enters the Black Ivory Inn tavern
- Finds Yazzy and Oiroa in a confrontation on stage
- Witnesses a paladin woman and others causing trouble
Basement Combat
The party engages in combat with Hall, Oats and others in the tavern basement
- Hall is knocked prone
- Multiple attacks exchanged between party and enemies
- Hall is defeated
- Oats becomes enraged
- Combat continues with various spells and attacks
Stage Confrontation
Upstairs combat breaks out on the tavern stage while piano music plays
- Piano player (Miss Charlotte) continues playing
- Annika is under a suggestion spell to keep singing
- Syndle rages and attacks enemies on stage
- Mike is viciously defeated on stage
- Discussion about summoning a Flump
Piano Challenge
Yazzy challenges Miss Charlotte to a musical duel, with instruments as the stakes
- Yazzy challenges Miss Charlotte to a piano vs lute duel
- Miss Charlotte accepts the challenge while continuing to play perfectly
- Yazzy performs with assistance from Oiroa
- Yazzy rolls a 28 on performance
- Yazzy wins the duel and claims ownership of the piano
- Miss Charlotte reluctantly accepts defeat and gives up her piano
Basement Battle
The party discovers and fights Captain Wicket's crew in a secret meeting room
- Party finds secret door behind shelf
- Discovers smugglers meeting in progress
- Ned's fireball kills 12 regular bandits instantly
- Combat with remaining bandit captains
- Wind attempts to surrender but is executed
- Party finds map of smugglers' tunnels
Discovery of Charlotte's Past
The party learns the truth about Miss Charlotte through magical means
- Tark uses Twilight sword on Charlotte revealing her past
- Learn she made a wish to be greatest pianist
- Wish was twisted granting immortality instead
- Charlotte was killed by delirium crystal during city's destruction
- Her wish created the tavern's time loop
- Her corpse became an abomination
Final Discovery
The party finds the horrific truth in the basement
- Discover massive flesh creature spreading across walls
- Creature has remnants of grand piano embedded in it
- Multiple eyes and mouths that moan and cry
- Face resembling Miss Charlotte with glowing octarine eyes
- Creature blocks access to smugglers' tunnels
Npcs
Miss Charlotte
The pianist at the Black Ivory Inn who made a wish to be the greatest pianist. When killed during Drakkenheim's destruction, her wish was twisted by the haze, binding her to the piano and creating a time loop. She appears aware of the loop and eventually transforms into an abomination.
Annika
A knight who is under a suggestion spell to keep singing with Yazzy
Hall and Oats
Twin bandit enemies encountered in the basement. Hall is defeated early while Oats becomes enraged at his brother's defeat.
Captain Wicket
Leader of a group of smugglers operating from the Black Ivory Inn's basement, involved in trafficking rare artwork.
Left Hand Leila
A female bandit with a hook for her right hand, part of Captain Wicket's crew.
Mr. Big
A gnome bandit captain in Wicket's crew, known for his muscular appearance and prominent pectoral muscles.
Wind
A tiefling with demonic appearance who attempts to use dimension door during combat and tries to surrender before being executed.
Reggie Grimes
The chef at the Black Ivory Inn who appears when the party destroys a skeleton in the kitchen.
Grint Terron
A 15-year-old aspiring member of the Hooded Lanterns who sits by the fireplace in the Black Ivory Inn.
Locations
Black Ivory Inn
A fully populated tavern in the middle of dead Drakkenheim city, featuring a stage with piano, main floor, and extensive basement level with secret rooms and smugglers' tunnels. Despite being in a dead city, the tavern is caught in a time loop and remains surprisingly lively with about 40 guests.
Smugglers' Meeting Room
A secret basement room sparsely decorated with round tables and stools, containing cards, booze, and a detailed map of Drakkenheim's underground passages and sewer systems.
Abomination Chamber
Spells
Sanctuary
Protective spell cast before engaging with smugglers.
Suggestion
Used on Annika to make her continue singing, only breaks if she or her companions are damaged by the caster or their companions
Fireball
Powerful area effect fire spell used by Ned to devastating effect, particularly in killing twelve bandits instantly in the smugglers' room.
Slow
Cast by Oiroa to hinder enemies with penalties to AC, Dex saves, movement speed, and limiting them to single attacks.
Shatter
Thunder damage spell used both in combat and attempts to destroy the piano, particularly effective against inanimate objects.
Toll the Dead
Necromantic damage spell used against both enemies and the piano.
Shield
Defensive reaction spell used to protect against incoming attacks.
Dimension Door
Teleportation spell attempted by Wind but delayed due to Slow effect.
Magic Missile
Force damage spell used by Ned against specific targets.
Items
Grand Piano
A magical piano bound to Miss Charlotte through her wish, has AC and hit points, can only be damaged by magical attacks. Eventually becomes embedded in her abomination form after being destroyed multiple times during the time loop.
Twilight
A magical sword that reveals visions of past sins when it strikes a target.
Carns Painting
An oil painting depicting the burial grounds of Drakkenheim nobility, being smuggled by Captain Wicket's crew.
Underground Passages Map
A detailed map showing underground passages, smuggler tunnels and sewer systems of Drakkenheim found in the basement meeting room.
Session 15: Play It Again Charlotte
Date: Apr 30th, 2025
Summary
Deep in the basement of the Black Ivory Inn, the party encountered a horrific Rodian abomination - a massive mound of flesh with multiple eyes and mouths, featuring a feminine face with glowing octarine eyes. The creature, with sticky tendrils clinging to walls and surfaces, had a grand piano embedded within its mass. The battle began intensely as the abomination attacked with necrotic tendrils and javelins, managing to engulf Tark, leaving him restrained and blinded within its mass. The party fought valiantly, with Syndle using draconic cry to grant advantage on attacks while others cast powerful spells including twilight evocation and dragon's breath. Though they eventually split the creature open, scattering piano keys across the floor, it quickly reformed to full health. This revelation led them to understand they needed to destroy both the piano upstairs and the creature simultaneously, prompting them to collect piano pieces in their bag of holding. Upstairs, they confronted Charlotte at her piano, executing a coordinated attack. Tark launched a surprise bugbear attack on the piano while Syndle attempted to keep bystanders at bay. The situation escalated quickly as Open Mike fell in battle, and Annika joined the fray with her greatsword. An enchanter wizard emerged from the bar, unleashing powerful arcane burst spells that dealt devastating psychic damage. The battle took an unexpected turn when Charlotte revealed her true nature, sprouting tentacles from her mouth and using spider climb to scale the walls. The party managed to charm the enchanter wizard, turning the tide in their favor. As the battle intensified, they executed a strategic retreat to the basement, where they would make their final stand against the abomination. In a desperate gambit, Ned used delirium fragments to enhance his Scorching Ray spell from inside the creature, dealing massive damage. Though several party members fell unconscious during the fierce battle, they persevered. The abomination finally dissolved, revealing a 35-pound piece of meteoric iron containing five delirium fragments, and the inn's true form as a ruin from a meteor impact fifteen years ago was exposed. In the aftermath, the party discovered several survivors in the debris, including Osiric, Anikka, a priest, and the ranger. They recovered not only the meteoric iron but also a detailed map of Drakkenheim showing five gates and various significant locations. The valuable bottles of dwarven and elvish wine they had collected from the cellar remained safe in their bag of holding, and they managed to escape the area without any random encounters.
Scenes
Initial Battle with the Protean Abomination
The party encounters and fights a horrific flesh abomination with a piano embedded in it and a feminine face with glowing octarine eyes in the basement.
- Abomination attacks with necrotic tendrils and javelins
- Tark gets engulfed by the creature and is restrained/blinded
- Party members cast various spells including twilight evocation and dragon's breath
- Syndle uses draconic cry to give advantage on attacks
- Tark manages to escape being engulfed
Piano Battle Strategy
The party realizes they need a new strategy after the abomination reforms when destroyed.
- The creature is defeated and splits open, scattering piano keys
- The creature reforms to full health after defeat
- The party realizes they need to destroy both the piano upstairs and creature simultaneously
- The party attempts to collect piano pieces in their bag of holding
- The group decides to split up to tackle both the piano and creature
Upstairs Piano Confrontation
The party confronts Charlotte at her piano upstairs, leading to combat with her defenders.
- The party approaches the piano while Charlotte plays
- Tark smashes the piano with a surprise bugbear attack
- Syndle tries to prevent bystanders from interfering
- Open Mike is killed in the confrontation
- Annika attacks with a greatsword
- Enchanter wizard joins the battle with powerful spells
Charlotte's Transformation
Charlotte reveals her true form and the battle intensifies.
- Charlotte reveals tentacles from her mouth
- Charlotte climbs walls using spider climb ability
- Enchanter wizard casts multiple arcane burst spells
- Party successfully charms the enchanter
- Party begins strategic retreat to the basement
Final Battle with the Abomination
The party regroups in the basement for a final confrontation with the abomination.
- Ned uses delirium fragments to enhance Scorching Ray from inside the creature
- Multiple party members fall unconscious during the battle
- The abomination is finally destroyed using the delirium-enhanced spells
- The creature dissolves revealing meteoric iron and delirium fragments
- The inn's true ruined state from the meteor impact 15 years ago is revealed
Discovery and Aftermath
The party discovers valuable items and survivors in the ruins.
- The party recovers 35-pound meteoric iron with five delirium fragments
- Several survivors are found including Osiric, a priest, and other NPCs
- The party obtains a detailed map of Drakkenheim
- The group discovers the inn was actually destroyed by meteor impact years ago
- The party successfully escapes without random encounters
Npcs
Charlotte
A piano player who reveals her true form as a creature able to transform into a spider-like being with tentacles. Can climb walls and attack with tentacle strikes, appears connected to the basement abomination.
Protean Abomination
A massive mound of flesh with multiple eyes and mouths, featuring a feminine face with glowing octarine eyes. Has tentacles and ability to engulf creatures. Contains remnants of a grand piano embedded within it and can reform when destroyed.
Enchanter Wizard
A powerful spellcaster at the bar who can cast multiple arcane burst spells dealing psychic damage and has an instinctive charm ability as a reaction. Later charmed by the party.
Annika Patel
A knight wielding a greatsword who initially fights against the party when the piano is threatened, later found among the survivors in the debris.
Osiric
A survivor found in the debris of the Black Ivory Inn after the battle, previously encountered during the conflict.
Grint
A ranger found among the survivors in the debris, previously seen by the campfire before the battle.
Locations
Black Ivory Inn Basement
A basement chamber with thick wooden doors locked with a padlock, containing the protean abomination that has spread across walls and surfaces. Features evidence of meteor impact from 15 years ago and blocked access to smuggler's tunnel doors.
Black Ivory Inn Upper Floor
The main performance area featuring a stage with Charlotte's piano, a bar area, and gathering spaces for patrons. After the battle, revealed to be an illusion hiding the inn's true ruined state.
Black Ivory Inn Ruins
The true form of the inn revealed after the battle - a collapsed building with a hole in the ceiling leading directly to the basement, essentially at ground level with debris scattered throughout but intact doors.
Spells
Scorching Ray
Cast by Ned while inside the abomination, enhanced by delirium fragments to deal triple damage, proving crucial in destroying the creature.
Arcane Burst
A powerful spell cast by the enchanter that can be used as both melee and ranged attacks, dealing significant psychic damage in multiple bursts.
Healing Word
Used multiple times by various party members to revive fallen companions during the battle, proving crucial for survival.
Dragon's Breath
Lightning-based breath attack used by Xakarium against the abomination.
Charm Person
Successfully used against the enchanter in a magical duel, turning him to the party's side.
Spider Climb
Used by Charlotte to climb and move along walls during combat after her transformation.
Items
Magical Piano
A grand piano magically connected to the basement creature, requiring simultaneous destruction. Can reform quickly when destroyed, eventually broken into pieces and collected in the bag of holding.
Meteoric Iron
A 35-pound piece of meteoric iron discovered after defeating the abomination, containing five fragments of delirium. Potentially useful for crafting weapons.
Map of Drakkenheim
A detailed map showing the layout of Drakkenheim, including five gates and various numbered locations with a corresponding legend. More detailed than their previous map.
Bottles of Wine
Several bottles of valuable dwarven and elvish wine stored in the bag of holding, taken from the inn's cellar.
Session 16: Leave the Tunnel to Fate
Date: May 13th, 2025
Summary
The tale began at the Black Ivory Inn as reality shifted and a magical time loop finally broke. The abomination dissolved into goo as the Inn returned to its true current state - a ruined building destroyed by a meteorite fifteen years ago. As the dust settled, several survivors emerged from the time loop including Osiric the wizard, Grintthe Hooded Lantern member, a priest named Balthazar, and a gnome called Fate. The former innkeeper Miss Charlotte, who had become the abomination due to the meteorite's effects, did not survive the loop's breaking. In the ruins, the party discovered several magical treasures. Using detect magic, they found a remarkable cookbook that could turn any ingredients into delicious meals, potentially rivaling the effects of a heroes' feast. Balthazar, grateful for his freedom from the loop, gifted them an alchemy jug capable of producing various liquids. Syndle found and donned a set of self-mending clothes from a deceased patron named Open Mike, which made him notably more robust. The party learned they had been trapped in the loop for about five weeks, though for some like Osiric, it had been much longer. After gathering their findings, they made their way back to Emberwood Village, carefully avoiding a towering 25-foot haze husk they spotted in the distance. At the village, they reunited with River, a tiefling mage who was stunned to see them alive, especially Osiric who had been missing for a year. After collecting their commissioned items, including an enchanted whip dagger from Aldor the blacksmith, the party returned to investigate a smuggler's tunnel they had discovered in the inn's ruins. They found Fate attempting to pick the lock, claiming Blackjack Mel had sent him to verify the tunnel's existence. Despite tensions and a failed magical suggestion attempt, they allowed him to join their exploration when Syndle revealed he had Open Mike's key. The tunnel exploration led them through dark passages where they found scrolls of Dancing Lights and Knock, along with a warning note in Thieves' Cant about avoiding Slaughterhouse Square. After thirty minutes of walking, they reached a room with contaminated sewer water where they encountered a fearsome roper. The monster grabbed several party members with its tentacles and dunked them in the contaminated water, but the group fought back fiercely. Through combined attacks, including powerful Toll the Dead spells and precise firebolts, they defeated the creature, though both Tark and Fate suffered contamination from the sewer water.
Scenes
Breaking Free from Time Loop
The party emerges from a time loop as the Black Ivory Inn dissolves into goo and returns to its destroyed state from 15 years ago.
- The inn returns to its destroyed state, revealing it was obliterated by a meteorite 15 years ago
- Several survivors emerge from the time loop including Osiric, Grince, a priest, and a gnome named Fate
- The entrance to a smuggler's tunnel is discovered still intact in the ruins
- The party finds remnants of a magical piano in the basement
- Miss Charlotte, who became 'the illumination', did not survive
Searching the Ruins
The party searches the ruins and discovers magical items while questioning the survivors.
- Detect magic reveals several magical items in the kitchen and on survivors
- The party finds a magical recipe book that can turn anything into food
- They learn Osiric came to the inn a year ago following rumors of a wish-granting musician
- Balthazar Adamas gifts the party an alchemy jug
- Syndle finds and dons magical self-mending clothes that make him more robust
- The party discovers they were trapped in the loop for about five weeks
Return to Emberwood Village
The party returns to Emberwood Village to check on their belongings and commissioned items.
- The group encounters a 25-foot tall haze husk in the distance while traveling
- Fate separates from the group to head to Buckledown Row
- Aldor delivers the enchanted whip dagger to Tark
- River is stunned to see Osiric alive after a year
- The party shares drinks and stories about their time loop experience
- River attempts to introduce them to Arch Wizard Eldrick Runeweaver but he is unavailable
Return to the Smuggler's Tunnel
The party returns to the Black Ivory Inn ruins to find Fate attempting to access the smuggler's tunnel.
- Found Fate trying to pick the lock to the smuggler's tunnel
- Fate reveals Blackjack Mel sent him to verify the tunnel's existence
- After tense discussion and a failed Suggestion spell, the party allows Fate to join them
- Syndle reveals he has Open Mike's key and opens the door
Exploring the Smuggler's Tunnel
The party explores the tunnel beneath the Black Ivory Inn, encountering dangers in the sewer area.
- Found a satchel containing scrolls of Dancing Lights and Knock
- Discovered a warning note in Thieves' Cant about avoiding Slaughterhouse Square
- Walked for about 30 minutes through the tunnel
- Reached a room with flowing contaminated sewer water
- Encountered and battled a roper monster
- Roper grabbed multiple party members and dunked them in contaminated water
- Party defeated the roper through combined attacks
- Tark and Fate gained levels of contamination from the sewer water
Npcs
Osiric
A wizard from the Amethyst Academy who came to the inn a year ago following rumors of a wish-granting musician. Known for casting powerful scorching ring spells as an Eldritch Mage. Initially skeptical about the time loop until seeing River confirms the time passage.
Grint
A Hooded Lantern member in his 50s who thought he was 15 years younger while trapped in the time loop.
Miss Charlotte
Former innkeeper who became 'the illumination' due to the meteorite's effects. Did not survive the breaking of the time loop.
Balthazar Adamas
A priest of the Falling Fire who maintained his memory through several time loops. Gifted the party an alchemy jug after being freed.
Fate
A gnome rogue working for Blackjack Mel, initially trapped briefly in the time loop. Later found attempting to investigate the smuggler's tunnel, joins the party's exploration despite tension. Can cast invisibility and shows suspicious behavior.
Aldor the Immense
A merchant who won bets on the party's survival and crafts magical items for them. Works with meteor metal and can enhance items with delirium.
River
A tiefling mage of the Amethyst Academy who is shocked to see the party alive, especially Osiric who had been missing for a year. She attempts to introduce them to Arch Wizard Eldrick Runeweaver.
Open Mike
A deceased former patron of the Black Ivory Inn whose clothes were found and taken by Syndle. Had a key to the smuggler's tunnel padlock.
Locations
Black Ivory Inn Ruins
The remains of an inn destroyed by a meteorite 15 years ago, now open to the sky with its basement exposed. Contains a smuggler's tunnel entrance and remnants of a magical piano.
Emberwood Village
The party's home base containing various establishments including the Red Lion Inn, Aldor's smithy, and the Amethyst Academy where River works.
Buckledown Row
A location Fate claims to be returning to, suggesting connections to Blackjack Mel and other potential plot elements.
Smuggler's Tunnel
A long underground passage beneath the Black Ivory Inn with burnt-out torch sconces, leading to sewer areas with walkways and contaminated water flowing through. Contains hidden treasures and dangers.
Spells
Detect Magic
Used to reveal magical items in the ruins, including items in the kitchen and on some of the survivors. Can detect magic within 60 feet and identify schools of magic.
Invisibility
A spell Fate is known to have cast recently, making the party wary of his potential escape.
Suggestion
Cast by Yazzy on Fate in an attempt to make him serve as their guide through the tunnel, but failed.
Firebolt
Used effectively against the roper, with one cast dealing 28 points of damage.
Toll the Dead
A necromancy spell used multiple times against the roper, dealing significant damage including a final blow of 22 damage when the target was already wounded.
Poison Spray
Cast against the roper, creating a green cloud of poison damage.
Items
Magical Recipe Book
A spellbound cookbook found in the kitchen that rewrites itself, anticipates the reader's desires, and can turn any ingredients into delicious meals. With proper ingredients, it can potentially create effects similar to Heroes' Feast.
Alchemy Jug
A magical jug that can produce various liquids including beer, honey, mayonnaise, oil, soy sauce, vinegar, fresh water, salt water, and wine. Gifted by Balthazar Adamas.
Clothes of Mending
An elegant outfit taken from Open Mike that keeps itself clean and in repair. Can change fabrics and colors, and causes the wearer to become more robust when worn, adding about 12 pounds of weight.
Enchanted Whip Dagger
A magical weapon crafted by Aldor with +1 to hit, +2 to damage. Can create black tendrils in the air when spun, providing concealment. Allows giving the help action at range.
Goggles of Night
Magical goggles that grant darkvision, Xakarium purchased for 1500 gold.
Ioun Stone of Protection
A magical protective stone Syndle purchased for 1200 gold.
Scroll of Dancing Lights
A magical scroll found in a satchel in the smuggler's tunnel.
Scroll of Knock
A magical scroll found in a satchel in the smuggler's tunnel.
Warning Note
A note written in Thieves' Cant warning about avoiding Slaughterhouse Square and a spiral staircase.
Session 17: Making Friends and Eating Lobster
Date: May 20th, 2025
Summary
The party had just emerged victorious from a battle with a roper that had attempted to drown several members. In the aftermath, two slimy humanoid creatures emerged from the pipes, expressing gratitude for killing the "tentacle." These beings, who called themselves Flippy and Gully, served a mysterious Duchess of the "underwet" and mentioned their preference for crystal gifts over shells. As the party searched the underwater bodies with mage hand, a large lobster-like creature called a Chull burst from a pipe, covered in seaweed, and plunged into the water racing northward. Flippy and Gully explained that Chulls were hunted for their Duchess, and the party agreed to help with the hunt. They followed the creatures north through the tunnels, with their companion Fate running ahead of the group. The journey led them down a spiral staircase into a vast reservoir room filled with dozens of waterlogged corpses, including members of the Hooded Lantern and Silver Order. The scene before them was chaotic - twelve to thirteen aquatic creatures engaged in combat with two Chulls. The party joined the fray, attacking from the walkway while Fate disappeared, presumably turning invisible. Tragedy struck when Fate tried to escape the party, but encountered the Executioner, a huge animated suit of armor wielding a guillotine blade, in Slaughterhouse Square above. Fate's body fell through the grating into the cistern below, where the party recovered his remains and possessions, including four distinctive cosmetic rings and a sack of valuables worth 500 gold. Among the spoils of battle, the party discovered several magical items: a Mace of Warning, an Ivory Goat Figurine that could transform into a giant riding goat, and a Potion of Growth. They also found eleven valuable Delirium Fragments worth 100 gold each. Flippy and Gully survived the encounter and offered to lead the party to their leaders - the Chamberlain, Cardinal, and Chancellor - who would determine if they could meet the mighty and benevolent Duchess.
Scenes
Roper Aftermath & Meeting Flippy and Gully
The party defeats a roper in the sewers and encounters strange aquatic creatures who serve a mysterious Duchess.
- Party defeats a roper that was trying to drown them
- Two slimy humanoid creatures emerge from pipes
- Flippy and Gully thank party for killing the 'tentacle'
- Flippy and Gully mention serving a Duchess of the 'underwet'
- Party searches underwater bodies with mage hand
- Creatures mention wanting crystals as gifts, not shells
- Discussion about meeting the Duchess
Chuul Hunt
The party observes and follows aquatic creatures hunting a large lobster-like monster called a Chuul.
- Large lobster-like creature (Chuul) emerges from pipe covered in seaweed
- Chuul plunges into water and races north
- Creatures explain Chuuls are hunted for the Duchess
- Party agrees to help hunt the Chuul
- Group follows creatures north through tunnels
- Fate runs ahead of the group
Reservoir Battle
The party enters a large reservoir room where aquatic creatures are fighting Chuuls while Fate meets his demise.
- Party descends spiral staircase into large reservoir room
- Room contains dozens of waterlogged corpses including members of Hooded Lantern and Silver Order
- 12-13 aquatic creatures fighting two Chuuls
- Combat begins with party members attacking from walkway
- Fate disappears, presumably turning invisible
- Fate is killed by the Executioner above
- Fate's body falls through grating into cistern
- Party recovers Fate's remains and possessions
- Party finds magical items including Mace of Warning, Ivory Goat Figurine, and Potion of Growth
- Flippy and Gully)survive and offer to lead party to their leaders
Npcs
Flippy and Gully
Two slimy, fish-like aquatic dregs who serve the Duchess of the 'underwet'. They are medium-sized beings who help hunt Chuuls for their mistress and survive to offer leading the party to their leaders.
The Duchess
Unseen ruler of the 'underwet' who is served by the aquatic dregs. Described as mighty and benevolent, with servants called the Chamberlain, Cardinal and Chancellor who must approve audiences with her.
Chuuls
Large lobster-like aquatic creatures. Hunted by The Duchess servants. They are powerful combatants in water. Their carapaces are used as chairs and other thins.
The Executioner
A huge animated suit of armor wielding a guillotine blade as a weapon, possibly corrupted by delirium. Guards Slaughterhouse Square and executes intruders, responsible for killing Fate.
Fate
A gnome scoundrel of the Queensman who was killed by the Executioner while scouting ahead. Carried cosmetic rings, a money bag with 500 gold worth of valuables, and a dagger.
Locations
Underground Reservoir
A large chamber with an 8-foot deep water basin surrounded by walkways 2 feet above water level. Contains waterlogged corpses and equipment. Features a bridge above, multiple tunnel entrances, and connecting pipes where Chuul dwell.
Northern Tunnel
A dry, narrow tunnel path leading away from the cistern where the Chuul lead the party.
Slaughterhouse Square
A dangerous area above the cistern marked by blood squares and a drawing of a guillotine blade, containing the huge Executioner. Bodies are dropped through grating into the water below.
Spells
Firebolt
Cast multiple times during combat against the Chuul, dealing fire damage to the aquatic creatures.
Mage Hand
Used to search underwater for items, move bodies, and recover equipment including Syndle's javelins from the water.
Toll the Dead
A necromantic spell requiring wisdom saves, cast multiple times during combat against the Chuul.
Poison Spray
Cast by Yazzy against one of the Chuul during combat.
Detect Magic
Cast to identify magical items among the treasures and remains in the cistern.
Invisibility
Presumably used by Fate to disappear while scouting ahead before his death.
Items
Mace of Warning
A magical mace found among the loot in the cistern.
Ivory Goat Figurine
A magical figurine that can transform into a giant riding goat for 3 hours, usable once every 30 days. Given to Syndle.
Potion of Growth
A magical potion that causes the drinker to increase in size, gaining advantages to strength and adding 1d4 damage to weapon attacks.
Delirium Fragments
11 crystal fragments worth 100 gold each, found in a sack in the cistern. Potentially desired by the Duchess as gifts.
Fate's Possessions
Four distinctive cosmetic rings, a dagger, and a sack containing 500 gold worth of gems and valuables recovered from his body.
Session 18: Audience with The Duchess
Date: May 28th, 2025
Summary
Deep beneath the streets of Drakkenheim, our party of adventurers was led by aquatic dregs through a cranked portcullis gate into an ancient bathhouse. The chamber featured pillared aisles surrounding a central pool with a fountain decorated with nymph statues, while wall carvings depicted storms and sea monsters. In a grotesque display of servitude, the dregs vomited regurgitated lobster meat into a shell bowl carried by a gelatinous cube, before three council members wearing Von Kessel royal crests greeted the party. The council members revealed they had escaped the castle during a great disaster to serve their mysterious ruler, the Duchess. A massive delirium crystal, the size of a child, jutted from the floor with black pulsing veins spreading beneath it. To commune with the Duchess, the party was required to drink delirium-infused liquid from ornate shell cups, causing varying levels of contamination among them. When Ned, Yazzy, and Oiroa touched the crystal monument, black vines wrapped around the council members' throats as the Duchess spoke through them. She negotiated passage through the sewers in exchange for gifts of delirium crystals and new thralls. The Duchess demonstrated her power by showing visions, including the death of Archmage Adriana Modera during the meteor shower and glimpses of the libraries within the Inscrutable Tower. After securing their agreement, a gelatinous cube transported the party through the sewer system to Queen's Park, a once-grand baroque garden now fallen into desolation. The ornate grounds featured labyrinthine footpaths, geometric flower beds, and ornamental bridges, though hardy vines had claimed most of the decorative structures. A strange, irritating pollen hung in the air, and the complete absence of animal life created an eerie atmosphere. The party successfully located two eldrith lilies - rare white flowers sought for their potential magical reagent. When they retrieved the second lily from a stone podium, three angel statues suddenly animated and attacked. The battle proved challenging as the statues shared damage between them and resisted many types of attacks. The party employed various spells including Shatter, Slow, and Dragon's Breath, while dodging the statues' screeching attacks and poison spores. Through coordinated magical and physical attacks, they eventually destroyed the statues, discovering a carved map of Queen's Park beneath the podium. The victory earned the party enough experience to increase their power, though they remained wary of the contamination they had accumulated during their underground dealings with the Duchess. The map would prove valuable for future exploration of the park's mysteries, while the collected eldritch lilies offered hope for those afflicted by delirium's touch.
Scenes
Meeting the Duchess's Council
The party is led by aquatic dregs through a portcullis gate to meet three human council members (Chancellor, Cardinal, and Chamberlain) in an ancient bathhouse.
- Dregs lead party through a cranked portcullis gate
- Party enters ancient bathhouse with fountains and carvings
- Dregs vomit regurgitated lobster meat into a shell bowl carried by a gelatinous cube
- Three council members in Von Kessel royal crests greet the party
- Council reveals they escaped castle during disaster to serve the Duchess
- Party discusses using sewers and hunting for delirium
Communing with the Duchess
The party meets with the Duchess through a massive delirium crystal, drinking contaminated water and negotiating passage through the sewers.
- Party drinks delirium-infused liquid from shell cups, gaining contamination levels
- Ned, Yazzy, and Oiroa touch the delirium monument to communicate
- Black vines wrap around council members' throats as Duchess speaks through them
- Party offers two delirium fragments as initial gifts
- Duchess shows visions including Adriana Modera's death and library locations
- Agreement made for sewer passage in exchange for future gifts of delirium and thralls
- Gelatinous cube transports party through sewer system to Queen's Park
Exploring Queen's Park
The party emerges in the overgrown Queen's Park searching for eldritch lilies among the baroque gardens.
- Party exits sewer drain into grand baroque-style garden
- Group observes ornate but desolate gardens with no animal life
- Strange pollen creates irritating atmosphere
- Party successfully searches for eldritch lilies
- Find first lily growing naturally in the garden
- Discover second lily on podium between three angel statues
Battle with Angel Statues
The party battles three animated angel statues after taking an eldritch lily from their podium.
- Taking lily triggers statue animation
- Statues share damage between them and resist many attack types
- Party uses various spells including Shatter, Slow, and Dragon's Breath
- Statues employ screeching attacks and poison spores
- Party defeats statues through combined magical and physical attacks
- Discover carved map of Queen's Park beneath the podium
- Party levels up after victory
Npcs
The Duchess
Unseen ruler of the Underwet who communicates through a delirium crystal and her council members by manipulating black vines around their throats. Claims extensive knowledge of Drakkenheim and beyond, offering passage through sewers in exchange for delirium crystals, magic items, and new servants.
The Chancellor
Council member serving the Duchess, wearing dark blue robes with Von Kessel royal crest and noble ornamentations. One of three who escaped the castle during disaster.
The Cardinal
Council member with knowledge of old gods including Tyr, wearing Von Kessel royal crest. Part of the trio serving the Duchess after escaping castle disaster.
The Chamberlain
Third council member wearing Von Kessel royal crest and ceremonial accessories, serving as part of the Duchess's ruling council after escaping castle disaster.
Aquatic Dregs
Fish-like humanoid servants of the Duchess who patrol underwater areas, escort visitors, and provide food by regurgitating it into shell bowls carried by gelatinous cubes.
Adriana Modera
Former Archmage of Drakkenheim who died during the meteor shower while holding the inscrutable staff, shown in the Duchess's visions.
Locations
The Underwet
An underground domain ruled by the Duchess, featuring water channels, ancient bathhouse ruins with pillared aisles, decorated fountains, and a massive delirium crystal. Area is patrolled by aquatic dregs and overseen by the Duchess's council from their bathhouse chamber.
Ancient Bathhouse
A partially buried chamber with pillared aisles, central pool with fountain decorated with nymph statues, and wall carvings depicting storms and sea monsters. Contains a massive child-sized delirium crystal with pulsing black veins spreading underneath. Features cold, damp air and flowing water throughout.
Duchess's Cavern
A massive underground cavern illuminated by hundreds of delirium crystals embedded in the walls, with water flowing from cracks between stalactites into a dark underground lake that shimmers with sickly delirium light.
Queen's Park
A grand baroque-style garden with labyrinthine footpaths, geometric flower beds, winding paths through forest groves, ornamental bridges, streams, lawns and plazas decorated with arches, marble fountains and statues. Currently overgrown and desolate with hardy vines claiming the remains of statues. Features a potent irritating pollen and complete absence of animal life.
Buckledown Row
A location in Drakkenheim where the twins were seen drinking at a bar, mentioned in the Duchess's visions.
Spells
Shatter
A thunder damage spell cast multiple times by party members that proved particularly effective against the animated stone statues.
Slow
Cast by Oiroa on the angel statues, reducing their speed and AC by 2, giving -2 to DEX saves, preventing reactions, and limiting them to single attacks. Required Wisdom saves to break free.
Word of Radiance
A cantrip dealing radiant damage to nearby creatures, used effectively against the angel statues requiring Constitution saving throws.
Dragon's Breath
Spell allowing the caster to breathe lightning in a cone, though the statues showed resistance to the lightning damage.
Sanctuary
Defensive spell cast for protection during the statue battle.
Lesser Restoration
Used to remove the poisoned condition from affected party members.
Mage Hand
Used to safely pluck the Eldritch Lily from the podium, triggering the statue animation.
Misty Step
Teleportation spell used by Ned to escape from dangerous situations during the battle.
Healing Word
A healing spell used to restore hit points to injured party members and grant bonus weapon attacks.
Items
Delirium Crystal Monument
A massive delirium crystal about the size of a child, jutting through the bathhouse floor with black pulsing veins spreading from its base. Used to commune with the Duchess and illuminates chamber with prismatic light.
Shell Goblets
Drinking vessels made from shells with old Titan craftsmanship, used by the council for communion ritual involving delirium-infused liquid.
Delirium Fragments
Small crystals worth approximately 100 gold pieces each, used as currency and gifts for the Duchess. Two were presented in giant claws as offering.
Inscrutable Staff
A magical staff formerly wielded by Archmage Adriana Modera during the meteor shower that destroyed Drakkenheim, now sought by the Duchess.
Eldritch Lily
A uniquely shaped white flower sought by Oscar for potential delirium contamination cure. Two specimens found in Queen's Park - one growing naturally and another on a stone podium guarded by angel statues.
Queen's Park Map
A carved leaf map showing the layout of Queen's Park, discovered underneath the Eldritch Lilies on the stone podium after defeating the angel statues.
Session 19: Walk in the Park
Date: Jun 10th, 2025
Summary
The party emerged from the sewers into a wealthy residential area on the edge of Queen's Park, a corrupted forested park with sickly green vegetation and thick purple haze. The GM retconned the previous session, revealing that the party had found white lilies instead of the purple eldritch lilies they sought. After examining their map of Queen's Park and discussing various landmarks, Ned made a successful nature check to determine where eldritch lilies might grow, leading the party to decide on visiting the Queen's Water Garden first. The Queen's Water Garden proved to be an ornate area with multiple pools, statues of royal women with glowing green gems, and magical purple lilies floating in the water. Ned detected magic and identified magical auras on both the statues and the purple lilies in the three large pools. While observing the garden, Ned and Syndle spotted a mysterious woman with bark-like skin who appeared to be a handmaiden, carrying a purple lily before disappearing into the trees. Tark created a darkness shield with his whip to provide cover as Ned used mage hand to successfully retrieve what appeared to be an eldritch lily and store it in their bag of holding. Their flower-picking activities attracted the attention of a red cap guardian named Daryl, a fae creature resembling a gnome with oversized metal boots who angrily confronted them for stealing from the garden. Zakarium attempted to calm the creature with persuasion and a gnome song, which slowed the red cap's initial aggressive approach. However, the situation became more dangerous when glittering pollen clouds appeared from hypnotic flowers, causing several party members including Zakarium, Yazzie, Ned, and Syndle to fail wisdom saves and become charmed by the magical pollen. The charmed party members became compelled to approach the dangerous flowers in the pond, with Yazzie jumping into the water to get closer to an attractive bloom. The eldritch lily sprouted vine-like legs and embraced Yazzie, spraying nectar in her face, though she successfully resisted its effects with a constitution save. Oira identified the pollen as a hypnotic ability rather than a spell and helped shake the charmed party members back to their senses. The red cap eventually provided valuable information, explaining that real eldritch lilies could be distinguished from the dangerous hypnotic imposters by a distinctive white spot in their center, and that handmaidens regularly collected these flowers for the lady of the grotto. After successfully retreating from the water garden, the party searched for handmaidens who could grant them an audience with the mysterious Lady of the Garden. Zakarium tracked a handmaiden's trail with exceptional skill, discovering that it mysteriously started and ended at different trees, suggesting the handmaiden could disappear into the trees themselves. Despite calling out and placing magical candles near trees, they received no response from any potential handmaidens. During this time, Zakarium investigated the garden's statues and successfully identified several queens of Drakenheim, realizing they were arranged in chronological order and recalling all thirteen queens including Queen Lenora Von Kessel, who ruled when the meteor struck. The party then moved to the Queen's Flower Garden, where they discovered a large broken statue of Queen Lenora lying on its side, covered in blood and flower pigments. Syndle's detect magic revealed the area was mostly magic-free, while Ned found rare sunpetal blooms that could double potion effectiveness. Yazzie performed a fae song with exceptional skill, attracting a handmaiden who briefly peeked out from behind a tree before ducking back when spotted. However, when Ned harvested one of the sunpetal blooms, it triggered a shambling mound to emerge from the bushes and attack. Combat erupted as multiple shambling mounds and red caps joined the battle to defend the garden from the flower thieves. Tark and Syndle both raged and attacked with their weapons, with Syndle's wild magic summoning an explosive flump that dealt additional damage. Ned cast fly to retreat into the air and escape melee combat, while Oira cast spiritual weapon manifesting as a gavel and then slow spell, successfully affecting all four enemies and significantly turning the tide of battle. Zakarium discovered that shambling mounds absorbed lightning damage and healed from it when his lightning bolt spell backfired, forcing him to adapt his tactics and use thunder damage instead. The party systematically defeated their enemies through coordinated attacks, with Yazzie using psychic blades and various party members contributing damage through spells and weapons. The final red cap eventually surrendered and agreed to provide information in exchange for his life. He revealed that handmaidens gathered eldritch lilies and took them to the lady in the grotto, which was located north of a hedge maze. The red cap explained that he usually got let through the maze easily but had never tried to navigate it himself, and suggested there might be additional eldritch lilies growing near water at various fountains throughout the park. He also mentioned that his brother Larry had been killed by the party in their previous encounter, identifying himself as Daryl before offering to return the lily he had confiscated earlier as part of their negotiated deal.
Scenes
Arrival at Queen's Park
The party emerges from the sewers into a wealthy residential area on the edge of Queen's Park, a corrupted forested park with sickly green vegetation and thick haze.
- GM retcons previous session - party found white lilies instead of purple eldritch lilies
- Party examines the map of Queen's Park with various landmarks listed
- Ned makes a nature check (21) to determine where eldritch lilies might grow
- Party decides to visit the Queen's Water Garden first
- Discussion about character advancement and class choices
Queen's Water Garden Exploration
The party enters an ornate water garden with multiple pools, statues of royal women, and magical purple lilies floating in the water.
- Party observes 12 statues with glowing green gems and relief carvings of royal women
- Ned detects magic and identifies magical auras on the statues and purple lilies
- Party notices the garden has three large pools with eldritch lilies
- Tark creates a darkness shield with his whip to provide cover
- Ned uses mage hand to attempt picking a purple lily from the pond
- Ned and Syndle spot a mysterious woman (handmaiden) who disappears into the trees
- The woman was carrying a purple lily in her hands
- Ned successfully retrieves what appears to be an eldritch lily and stores it in bag of holding
- Sound of metal boots approaching from behind the party
Encounter with the Red Cap Guardian
The party encounters a red cap (fae creature resembling a gnome) who confronts them for picking flowers in the Queen's Water Garden.
- A red cap in oversized metal boots appears, angry about the party picking flowers from the garden
- Zakarium attempts to persuade the red cap to calm down with a gnome song
- The red cap slows down and stops his initial aggressive approach
- Syndle spots another red cap approaching from a different stairway, flanking the party
- A glittering pollen cloud appears in the air around the party from hypnotic flowers
- Several party members (Zakarium, Yazzie, Ned, and Syndle) fail wisdom saves and become charmed by the pollen
- Charmed characters become compelled to approach and inspect the dangerous flowers in the pond
Hypnotic Flower Encounter
The party deals with dangerous hypnotic flowers that charm party members and attack with nectar sprays.
- Oira identifies the pollen as a hypnotic ability from the flowers, not a spell
- Oira attempts to help charmed party members snap out of their compulsion
- Yazzie jumps into the pond to get closer to the attractive flower
- The eldritch lily sprouts vine-like legs and embraces Yazzie, spraying nectar in her face
- Yazzie makes a constitution save against the nectar attack and resists its effects
- Tark helps shake Zakarium out of his charmed state
- Syndle snaps out of his compulsion and retreats from the dangerous flowers
- The red cap guardian warns the party about fake hypnotic flowers versus real eldritch lilies
- The red cap explains that real eldritch lilies have a distinctive white spot in the center
- Ned returns the stolen lily to appease the red cap
- The red cap provides information about handmaidens who collect lilies for the lady of the grotto
- The party successfully retreats from the water garden area
Searching for Handmaidens
The party discusses their next move after the water garden encounter and decides to search for handmaidens who can grant them an audience with the Lady of the Garden.
- Party debates whether to circle around to a different entrance or continue searching
- Discussion about avoiding Queen's Water Garden and Queen's Flower Garden areas
- Decision to walk the periphery of the garden to look for handmaidens
- Zakarium successfully tracks a handmaiden's trail with a 26 survival check
- Trail mysteriously starts and ends at different trees, suggesting the handmaiden disappeared into trees
- Party knocks on trees and calls out for handmaidens
- No response from any potential handmaidens
- Red cap chuckles and walks away, suggesting they were lying about handmaidens
- Discussion about using Greek fire to threaten the garden for information
- Ned places an Everlit candle next to a tree to see if magic attracts handmaidens
Statue Investigation
Zakarium investigates the statues around the garden and identifies several queens of Drakenheim, discovering they are arranged in chronological order.
- Zakarium makes a perception check and identifies the first queen of Drakenheim
- Identifies Queen Lyra as the third queen
- Discovers Queen Serafina as the seventh queen
- Identifies the eleventh queen
- Realizes the statues are arranged in chronological order from 1-12
- Unable to identify the central statue due to distance
- Zakarium successfully recalls all 13 queens of Drakenheim in order, including Queen Lenora Von Kessel who was queen when the meteor struck
Exploring Queen's Flower Garden
The party arrives at the Queen's Flower Garden and discovers a broken statue of Queen Lenora covered in blood and pigments.
- Syndle uses Detect Magic and finds the area mostly magic-free
- Party discovers a large broken sculpture of Queen Lenora's head lying on its side, covered in blood and flower pigments
- Ned finds sunpetal blooms - rare flowers that can double potion effectiveness
- Yazzie performs a fae song with a roll of 29, attracting a handmaiden who peeks out from behind a tree
- The handmaiden has bark-like skin and ducks back behind the tree when spotted
- Ned harvests one sunpetal bloom, triggering a shambling mound to emerge and attack
Battle with Garden Guardians
Combat erupts as shambling mounds and red caps attack the party for picking flowers in the garden.
- A shambling mound emerges from bushes and attacks Ned with two slam attacks
- Tark rages and attacks the shambling mound with his battleaxe for significant damage
- Syndle rages and uses wild magic, summoning a flump that explodes for additional damage
- A red cap appears and confronts the party about picking flowers, stomping with metal boots
- Ned casts fly and retreats 30 feet into the air to escape combat
- Oira casts spiritual weapon (a gavel/hammer) and slow spell, affecting all enemies
- Zakarium casts lightning bolt but discovers shambling mounds absorb lightning and heal from it
- Yazzie attacks with psychic blades, dealing significant damage
- Multiple shambling mounds and red caps join the battle
- The party systematically defeats the enemies through coordinated attacks
- One red cap surrenders and offers to make a deal with the party
Negotiating with the Red Cap
After defeating most enemies, the surviving red cap surrenders and provides information about the garden.
- The red cap surrenders and agrees to provide information in exchange for his life
- Red cap explains that handmaidens gather eldritch lilies and take them to the lady in the grotto
- He reveals the grotto is north of the hedge maze, accessible through the maze
- Red cap mentions he gets let through the maze easily but has never tried to navigate it himself
- He suggests there might be eldritch lilies at the fountain where they grow near water
- Red cap offers to return the lily he confiscated earlier as part of the deal
- He mentions his brother was killed by the party (referring to the previous red cap encounter)
- The red cap identifies himself as Daryl and claims his brother Larry was killed
Npcs
Garden Handmaiden
A mysterious woman spotted briefly in the Queen's Water Garden. Appeared sickly and hunched with straggled hair, very skinny in appearance. Was seen bending over, standing up to look at the party, then disappearing into the trees. Carried a purple lily in her hands, suggesting she may be one of the handmaidens who gather eldritch lilies for the Lady of the Garden. Has bark-like skin and seems to be able to disappear into trees, leaving very light trails that start and end at different trees.
Red Cap Guardian (Daryl)
A fae creature resembling a gnome but with oversized metal boots that are bigger than they should be for his size. He serves as a guardian of the Queen's Water Garden and becomes angry when he catches the party picking flowers. He can be calmed through persuasion and eventually offers information about the garden's rules and the location of handmaidens. Wields a sickle and can perform flying kick attacks with his iron boots. Claims his brother Larry was killed by the party in a previous encounter. Knows how to navigate the hedge maze and has easy access through it.
Red Cap Guardian (Larry)
Another red cap guardian who was killed by the party in combat. Brother to Daryl, the surviving red cap. Similar appearance with metal boots and aggressive tendencies toward flower thieves.
The Lady in the Grotto
An unseen figure mentioned by the red cap who resides in the grotto north of the hedge maze. The handmaidens gather eldritch lilies and bring them to her. Her true nature and intentions remain unknown.
Shambling Mounds
Large plant creatures that emerge from bushes when flowers are disturbed in the garden. They attack with powerful slam attacks and have resistance to fire damage but unusually absorb lightning damage and heal from it instead of taking damage. Multiple shambling mounds guard the garden's flora and attack intruders who pick flowers.
Locations
Queen's Park
A large forested park in a wealthy residential area of Drakenheim, featuring sickly deep green vegetation, thick purple haze, and corrupted trees with peeling bark. The park is themed around the queens of Drakenheim and contains various landmarks including water gardens, flower gardens, hedge mazes, greenhouse, pond, gazebo, altar, and other locations. The haze is thicker here than anywhere else the party has seen, often forming purple clouds of darkness that rise 30 feet in the air.
Queen's Water Garden
An ornate garden area with opulent stone staircases, pillared railings on different tiers, three large shimmering pools bordered with tiled stone, and multiple purple eldritch lilies floating in the water. Features gnarled cherry blossom trees in eternal bloom with colorful petals falling (hot pink, electric blue, and neon violet). Contains relief carvings of faces of queens and royal women on marble walls, with 12 statues having glowing green gems. The area has a peaceful ambiance with bubbling fountains but contains dangerous hypnotic flowers and is guarded by hostile fae creatures.
Queen's Flower Garden
A garden area within Queen's Park featuring a large broken statue of Queen Lenora Von Kessel lying on its side, covered in blood and flower pigments. Contains various flowers including rare sunpetal blooms that can enhance potion-making. The area is mostly devoid of magic and serves as habitat for shambling mounds and is patrolled by red caps who enforce the no-picking rule. Has trees that provide cover and multiple tiers or levels.
The Grotto
A location north of the hedge maze where the lady of the garden resides. The handmaidens bring eldritch lilies here according to the red cap. This mysterious location is the ultimate destination mentioned by the garden's guardians.
Hedge Maze
A maze that must be navigated to reach the grotto. The red cap claims he usually gets let through by someone with boots rather than solving it. This appears to be a significant obstacle between the party and their goal of meeting the Lady of the Garden.
Spells
Detect Magic
Cast by Ned to scan the Queen's Water Garden for magical auras, revealing magical glows from the 12 statues' green gems and from some of the purple lilies floating in the pools. Later cast by Syndle to scan the Queen's Flower Garden area, revealing that the garden was mostly magic-free with no significant magical auras detected.
Mage Hand
Used extensively by Ned to safely attempt picking purple eldritch lilies from the pond without physically approaching the potentially dangerous magical flowers. The spell allowed him to manipulate objects at a distance while maintaining cover, though it sometimes triggered hostile responses from the hypnotic flowers.
Shield
Cast by Ned as a reaction multiple times during combat to increase his AC and avoid attacks from the shambling mound's slam attacks. Used strategically to deflect incoming damage throughout the battle.
Spiritual Weapon
Cast by Oira, manifesting as a gavel/hammer that could attack enemies as a bonus action. The weapon dealt force damage and was thematically appropriate for Oira's role as a cleric of justice. The spiritual weapon was positioned strategically between Oira and enemies during combat.
Slow
Cast by Oira on multiple enemies including both red caps and shambling mounds. All targets failed their wisdom saves, reducing their movement, AC, and number of attacks. This spell significantly turned the tide of combat in the party's favor by affecting all four enemies at once.
Lightning Bolt
Cast by Zakarium in a line formation to hit multiple enemies, dealing 32 lightning damage to a red cap. However, the party discovered that shambling mounds have lightning absorption, causing them to heal from lightning damage rather than take damage, which was an unexpected tactical setback.
Fly
Cast by Ned on himself to escape melee combat by taking to the air with a fly speed of 60 feet, allowing him to avoid the dangerous ground-based enemies and attack from range. Used strategically to move 30 feet into the air and then retreat further from combat.
Toll the Dead
Cast by Oira as a cantrip targeting enemies for necrotic damage, requiring wisdom saving throws from targets. The shambling mounds proved quite resistant with their high wisdom saves. Both Oira and Zakarium used this spell during the final moments of combat.
Firebolt
Cast by Ned targeting the shambling mound, dealing fire damage though the creature had resistance to fire damage, reducing the effectiveness of the spell. Later used against the red cap for 9 fire damage during the final moments of combat.
Dragon Breath (Thunder)
Zakarium spent a sorcery point to change his dragon breath damage type from lightning to thunder, dealing 11 thunder damage to the shambling mound and finally destroying it. This adaptation proved effective after discovering the creatures' lightning absorption ability.
Poison Spray
A cantrip cast by Yazzie that creates a puff of noxious gas, requiring a constitution saving throw. The shambling mound successfully saved against the spell, taking no damage from the poisonous effect.
Reckless Attack
Used by Syndle against the red cap, gaining advantage on his attack rolls and dealing significant damage, though not quite enough to finish the enemy. This barbarian ability was used strategically in the final moments of combat.
Items
White Lilies
Non-eldritch lilies found at the altar in Queen's Park that the party initially mistook for eldritch lilies. These flowers are white instead of the expected purple color and were collected by the party despite not being the target flowers they seek.
Map of Queen's Park
A map showing various landmarks within Queen's Park including the Queen's Water Garden, Queen's Flower Garden, greenhouse, pond, hedge maze, gazebo, altar, and other locations. The map was found at an altar and triggered gargoyle guardians when touched in the previous session.
Drawing of Eldritch Lily
A drawing given by Oscar Yoren showing what an eldritch lily should look like - a purple flower that resembles a water lily or lotus. Used by the party to identify the correct flowers they need to find in the garden.
Eldritch Lily
A purple lily that pulses with eldritch glow, retrieved by Ned from the Queen's Water Garden using mage hand. When brought within 10 feet, it emits a distinct sour odor and makes an audible humming noise. Successfully stored in the bag of holding. The red cap guardian explained that real eldritch lilies can be distinguished from dangerous hypnotic imposters by a distinctive white spot in their center.
Hypnotic Eldritch Blossoms
Dangerous flowers that appear similar to eldritch lilies but have vine-like legs and can move. They emit glittering pollen clouds that charm creatures, compelling them to approach. When approached, they embrace victims with their vines and spray nectar that requires constitution saves to resist. The red cap warned these fake flowers will 'try and trick you every time with their sexual advances.'
Everlit Candle
A magical candle that Ned places next to a tree in an attempt to attract the attention of handmaidens or other magical beings in the garden.
Sunpetal Bloom
A rare flower found in the Queen's Flower Garden that serves as an excellent reagent for potion-making. When used in the brewing process, it can double the effectiveness of a potion. Ned discovered four of these flowers and harvested one, with the action of picking it triggering the shambling mound's attack.
Broken Statue of Queen Lenora
A large sculpture depicting the head of Queen Lenora Von Kessel, the 13th and final queen of Drakenheim who ruled when the meteor struck. The statue has been broken and now lies on its side, covered in what appears to be blood and flower pigments, suggesting someone has defaced it in anger or protest.
Flumph
A small creature summoned by Syndle's wild magic surge. The flumph appears as a result of magical chaos and explodes at the end of its turn, dealing damage to nearby enemies. It was used tactically in combat against the shambling mounds.
Session 20 - Shepherd's Garrison
Date: Jun 24th, 2025
Summary
The party emerged from their harrowing first foray into the deep haze, battered and over-contaminated after encounters with hostile trees that had drained their resources. The crystalline dust in the thick, rolling haze had irritated their throats and forced them to make constitution saves against the dangerous contamination levels. Despite having a map to guide them, the unpredictable nature of the deep haze meant visibility could shift from normal to zero in moments, making navigation treacherous. They had successfully avoided most dangers, sneaking past ratlings in an ambush alley and dispatching a few while hypnotizing others, but the toll on their bodies was evident. As they approached Shepherd's Gate, hoping to find friendly passage, a warning bell suddenly rang out from the fortified position. Almost simultaneously, a green flare shot up near the gate, creating an ominous atmosphere that suggested they were arriving in the midst of some kind of attack or emergency. The party realized they were still too far away to be the cause of the alert, but Syndle characteristically assumed the alarm was for him, joking that they recognized "Little Dragon" approaching. The timing seemed fortuitous - perhaps they could help with whatever crisis was unfolding and earn safe passage through the gate in return. Upon closer approach, about a block from Shepherd's Gate, the party discovered an impressive garrison stronghold on the inner side of the fortification. The fortress featured imposing 50-foot tall towers with 20-foot diameters, connected by crenellated battlements and reinforced with circular bastions topped with ballistas. Green-cloaked urban rangers manned the walls and towers with crossbows, creating a formidable defensive position. A stone bridge connected the gate to the garrison at the 50-foot height level, allowing defenders to move between positions without descending to ground level. The source of the alarm became clear as three massive haze husks barreled toward the walls - grotesque, bird-like creatures with one significantly larger than the other two. These ugly, shambling monstrosities posed a serious threat to the fortified position, and the party found themselves in position to either help defend the gate or attempt to slip past during the chaos. Syndle, ever the pragmatist despite his low health, took a healing potion before the inevitable combat, restoring 10 hit points to prepare for the fight ahead. Combat erupted as the party engaged the haze husks while the garrison defenders provided supporting fire. Thanks to Syndle's magical mace, the entire party gained advantage on their initiative rolls, allowing them to act quickly in the developing battle. Syndle, despite having no rage abilities remaining and only 18 hit points, charged forward with characteristic recklessness to attack the largest haze husk. His twin strikes with reckless attacks connected, dealing 3 and 6 points of damage to the creature's ankles in what he jokingly called a "dishonorable" attack from behind. The urban rangers opened fire with crossbows and ballistas, though their accuracy proved disappointing in the early stages of the battle. Most of their shots went wide, with one ballista bolt tearing harmlessly through abandoned sheds and piled debris rather than finding its target. Meanwhile, the two smaller haze husks ignored the combat below and began climbing the fortress walls to directly assault the defenders above. Tark positioned himself strategically behind cover and began picking off enemies with his longbow, while Oira prepared to provide magical support from a protected position. Oira's divine magic proved crucial as she cast healing word on the wounded Syndle, restoring 7 hit points and granting him an additional weapon attack as part of the spell's effect. She followed this with toll the dead targeting the large haze husk, but the creature's surprising wisdom allowed it to resist the necrotic magic entirely. Xakarium positioned himself carefully to avoid catching Syndle in his area effect spells, then spent 3 sorcery points to recover a second-level spell slot for Aganazzar's Scorcher. The spell proved devastatingly effective, striking multiple haze husks for 9 fire damage each and setting them ablaze with ongoing flames. The battle intensified as the largest haze husk retaliated against the party's assault with a devastating trample attack. All four party members were forced to make DC 16 strength saving throws to avoid being knocked prone, and each took 4 points of bludgeoning damage as the massive creature stomped through their ranks. The situation grew worse when a second large haze husk arrived, this one even more grotesquely mutated than the first, oozing with sickness and corruption. This new threat demonstrated a horrifying ability, ripping chunks of its own mutated flesh and hurling them at Oiroa, Syndle, and Xakarium, forcing constitution saves against the fetid attack. The flesh-hurling attack proved nearly fatal for Syndle, who collapsed unconscious and began making death saving throws while his companions fought desperately around him. Oiroa responded by using her Pearl of Power to regain a third-level spell slot, then cast mass healing word to restore 5 hit points to all party members within range, bringing Syndle back to consciousness. She followed this by using channel divinity to regain a second-level spell slot and summoned her spiritual weapon - a magical gavel that materialized and immediately scored a critical hit against the bloodied large haze husk, dealing enough damage to crush its skull and kill it outright. Xakarium continued his magical assault with guiding bolt and firebolt spells, while Ned provided ranged support from an elevated position with crossbow bolts and fire magic. The urban rangers finally found their mark with ballista fire, landing multiple 3d10 damage hits that proved devastating to the remaining haze husks. Tark's precise longbow work and the combined magical assault from the party quickly eliminated the remaining threats, with Xakarium's final firebolt dealing 13 points of damage to finish off the last large haze husk. As the immediate threat ended, additional complications emerged as gnolls appeared from hiding positions to the south, attempting to use the haze husk attack as a distraction to approach the gate. However, the urban rangers had prepared for such tactics, and the humanoid canines ran directly into a gauntlet of spike traps and crossfire from concealed sniper positions in converted buildings. The gnolls were quickly repelled, their opportunistic assault failing against the well-prepared defenses. With the battle concluded, the party was welcomed into Shepherd's Gate by Ansom, Petra's brother and a ranking member of the urban rangers. He recognized the party immediately and expressed profound gratitude for their previous rescue of his sister, thanking them profusely for their heroic actions. Ansom granted them entry without the usual gate taxes, acknowledging their assistance in defending the fortress during the attack. However, when he enthusiastically clapped Syndle on the back in greeting, the exhausted barbarian immediately collapsed, highlighting just how depleted the party's resources had become. During their recovery, disturbing signs of contamination became apparent among the party members. Tark's hair had begun falling out in patches, creating a concerning case of alopecia that suggested ongoing contamination effects. Even more alarming, Yazzy had developed functional gills, a clear sign that the deep haze exposure had caused significant biological changes. These persistent symptoms indicated that their contamination levels had reached dangerous thresholds requiring immediate magical intervention. The party learned about available contamination treatment options from local religious organizations. The Silver Order's High Flame Keeper Ophelia Reed could provide purge contamination spell services for 400 gold, while the Falling Fire followers at Hendrick Farm offered similar services. Syndle, as a member of the Falling Fire, could receive free treatment and was close to qualifying for their sacrament ceremony, which would allegedly grant immunity to future contamination. Oiroa and Xakarium decided to seek treatment from the Silver Order, while Tark borrowed 150 gold from Oiroa to afford the purification process. The party planned an extended downtime period of several weeks to address their various needs and complete pending projects. Their meteorite weapons were nearing completion, with each weapon providing one extra damage as a base property along with unique magical abilities. Yazzy ordered a +1 enchantment for his rapier at a cost of 1,200 gold, with the weapon gaining finesse properties that would allow him to use dexterity instead of strength for attacks. Syndle's battle axe would receive similar treatment, unusually becoming a finesse weapon despite being an axe. Additional magical equipment discussions included Oiroa's interest in an Amulet of the Devout for extra channel divinity uses and the astronomical 6,000 gold cost of a Pearl of Power for spell slot recovery. The party arranged payment plans for expensive items and confirmed that their extended rest would allow completion of all weapon enchantments and magical modifications. They also planned to address persistent contamination effects with lesser restoration or cure disease spells, hoping to eliminate symptoms like Yazzy's gills and Tark's hair loss that remained even after magical purification. The session concluded with the party safely through Shepherd's Gate and on to Emberwood Village, planning their recovery and equipment upgrades while preparing for Syndle's upcoming sacrament ceremony with the Falling Fire. Their successful defense of the fortress had earned them goodwill with the urban rangers and access to the services they needed to address their contamination and equipment needs. The extended downtime would allow them to emerge stronger and better equipped for future ventures into the dangerous deep haze, though the persistent effects of contamination served as a sobering reminder of the risks they faced in their ongoing adventures.
Scenes
Approaching Shepherd's Gate
The party approaches Shepherd's Gate after escaping the deep haze and encounters a warning bell and green flare signaling danger.
- Party traveled through deep haze with crystalline dust and contamination
- Encountered and dealt with ratlings in an ambush alley
- Heard warning bell and saw green flare near Shepherd's Gate
- Discovered a large garrison stronghold inside Shepherd's Gate with 50-foot towers
- Spotted three haze husks approaching the walls, one much larger than the others
- Syndle took a healing potion before combat for 10 hit points
Battle with Haze Husks at Shepherd's Gate
Combat erupts as the party engages three haze husks attacking the fortified gate while garrison defenders provide support.
- Initiative rolled with party having advantage due to Syndle's magical mace
- Syndle attacked the large haze husk with reckless attacks, hitting twice for 3 and 6 points of damage
- Garrison crossbow archers and ballista fired at the haze husks, mostly missing
- Tark used longbow attacks from cover, hitting for significant damage
- Two smaller haze husks climbed the walls to attack defenders
- Oiroa cast healing word on Syndle for 7 hit points and toll the dead on the large husk
- Xakarium positioned for Aganazzar's Scorcher spell using 3 sorcery points
- Xakarium cast Scorching Ray hitting multiple husks for 9 fire damage each, setting them ablaze
- Ned fired crossbow bolts and firebolts from elevated position
- Large Haze Husk trampled the party with DC 16 strength saves, dealing 4 bludgeoning damage and knocking prone
- Second large Haze Husk hurled fetid flesh requiring constitution saves
- Syndle went unconscious and began making death saving throws
- Oiroa used Pearl of Power to regain third-level spell slot and cast Mass Healing Word for 5 hit points to all
- Oiroa cast spiritual weapon as a gavel that critically hit and killed the first large haze husk
- Xakarium killed second large haze husk with firebolt for 13 damage
- Tark finished off remaining enemies with longbow attacks
- Urban Rangers eventually hit with ballistas dealing 3d10 damage
- Gnolls emerged from hiding using the distraction to approach the gate but were repelled by ranger defenses
Welcome at Shepherd's Gate
After the battle, the party is welcomed into Shepherd's Gate by Ansom, who thanks them for previously saving his sister Petra.
- Ansom recognizes the party and thanks them profusely for saving Petra
- Party is granted entry without paying normal gate taxes
- Ansom welcomes them warmly, though Syndle collapses from exhaustion when clapped on the back
- Party notices Tark's hair falling out and Yazzy has grown gills from contamination
- Discussion about contamination treatment options available from religious groups
- Party learns about the fortress layout with stone bridge connecting gate to garrison at 50 feet height
Contamination Effects and Treatment Planning
The party discovers ongoing contamination effects and discusses options for purification and extended downtime.
- Tark's hair is falling out due to contamination effects
- Yazzy has grown gills from contamination
- Party learns about purge contamination spell available from Hooded Lanterns for 400 gold
- Oiroa and Xakarium decide to get contamination purged by Silver Order's Ophelia Reed
- Syndle plans to get purged by Falling Fire followers for free as a member
- Tark borrows 150 gold from Oiroa to afford contamination purging
- Discussion of weapon enchantments and completion of meteorite weapons
- Yazzy orders rapier enchantment for 1,200 gold
- Party plans extended downtime of several weeks to complete all projects
- Syndle prepares for sacrament ceremony with Falling Fire to become immune to contamination
- Party learns contamination prevents long rest benefits at 3+ levels
- Discussion of using lesser restoration or cure disease for persistent effects
Equipment Upgrades and Magical Items
The party finalizes weapon enchantments and discusses new magical equipment during their planned downtime.
- Party learns their meteorite weapons do one extra damage as base property
- Yazzie's rapier gets finesse property and special magical abilities
- Syndle's battle axe becomes a finesse weapon with +1 enchantment
- Discussion of flame tongue longsword dealing 2d6 fire damage
- Oiroa considers purchasing Amulet of the Devout for extra channel divinity
- Pearl of Power costs 6,000 gold but provides third-level spell slot recovery
- Party discusses payment plans for expensive magical items
- Weapons will be completed during extended downtime period
- Special properties revealed for completed meteorite weapons
Npcs
Urban Rangers
Green-cloaked defenders of Shepherd's Gate who man the walls, towers, and ballistas. They struggle with accuracy in combat initially but eventually help defeat the attacking creatures. They recognize some party members from previous encounters and rotate duties at the gate.
Ansom
Petra's brother and a member of the Urban Rangers/Hooded Lanterns at Shepherd's Gate. He recognizes the party and is profusely grateful to them for previously saving his sister Petra. Has authority to waive gate taxes and grant entry to the fortified compound. Shows protective concern when Syndle comments about his sister being pretty.
Haze Husks
Large, ugly creatures attacking the walls of Shepherd's Gate. The larger ones are particularly grotesque and dangerous, with one being disgustingly ugly, oozing, and capable of hurling chunks of its own mutated flesh as weapons. They can trample enemies and climb walls to attack defenders.
Gnolls
Humanoid canines that emerge from hiding during the Haze Husk attack, using the distraction to approach the gate from the south. They are repelled by the Urban Rangers' defensive preparations including spike traps and crossfire from sniper positions.
High Flame Keeper Ophelia Reed
A member of the Silver Order who can provide spell casting services including purge contamination spells for 400 gold. She can help remove contamination for non-members who are on good terms with the organization.
River
A tiefling mage of the Amethyst Academy who the party plans to speak with about their newly acquired third-level spells and magical equipment needs. She handles weapon enchantments and magical item creation.
Hendrick Farm Followers
Members of the Falling Fire religious group located at Hendrick Farm who can provide contamination purging services. They offer free services to members and sympathizers of their faith.
Locations
Shepherd's Gate
A heavily fortified gate with a small fortress featuring 50-foot tall towers, 20-foot diameter circular bastions topped with ballistas, thick iron portcullises, and crenellated battlements. Green-cloaked urban rangers man the walls and towers. A stone bridge connects the gate to the garrison at 50 feet height, with a drawbridge system and defensive spike traps in a moat area. The surrounding buildings have been converted into sniper positions.
Deep Haze
A dangerous area with thick, rolling haze containing crystalline dust and delirium that causes throat irritation and requires constitution saves. Visibility can change rapidly from normal to zero, and the contaminated environment can cause party members to become lost and accumulate contamination levels.
Emberwood Village
The village where the party plans to return for extended downtime, rest, and various services including weapon enchantments and contamination healing. Home base for the party's operations and recovery.
Hendrick Farm
A farm location where the Falling Fire followers gather, offering contamination purging services for their members and sympathizers. One of the locations where party members can receive religious healing services.
Tawson's Creek
Alternative name mentioned for the farm location where Falling Fire followers provide contamination healing services. May be the same location as Hendrick Farm or a nearby area.
Spells
Healing Word
A bonus action healing spell cast by Oiroa that restored 7 hit points to Syndle and allowed him to make one weapon attack as part of the spell's effect. Used to bring Syndle back from unconsciousness during the battle.
Toll the Dead
A necromancy cantrip cast by Oiroa targeting the large haze husk, requiring a DC 15 wisdom saving throw. The haze husk succeeded on the save and took no damage from the necrotic spell.
Scorching Ray
Cast by Xakarium as a second-level spell using 3 sorcery points. Successfully hit the large Haze Husk and smaller ones, dealing 9 fire damage each and setting them ablaze with ongoing fire effects.
Shocking Grasp
Attempted by Xakarium as a cantrip against the large Haze Husk but missed the attack roll despite the creature not wearing metal armor. Would have provided advantage if the target had metal armor.
Mass Healing Word
A third-level healing spell cast by Oiroa using a recovered spell slot from her Pearl of Power. The spell healed multiple party members for 5 hit points each and granted Tark an additional weapon attack.
Spiritual Weapon
A spell cast by Oiroa after using channel divinity to regain a spell slot, manifesting as a magical gavel. The spiritual weapon scored a critical hit against the large Haze Husk, dealing significant damage and ultimately killing the creature.
Guiding Bolt
A first-level spell cast by Xakarium that creates a flash of light and deals radiant damage. He used this spell while repositioning during the battle against the Haze Husks.
Firebolt
A cantrip cast by Ned from an elevated position, dealing 13 points of fire damage to a Haze Husk and contributing to finishing off the creatures. Also used by Xakarium to kill the second large Haze Husk.
Prayer of Healing
A healing spell that Oiroa can cast to restore hit points to multiple party members after their combat encounter. Provides group healing during their recovery period and requires 10 minutes to cast.
Purge Contamination
A newly developed third-level spell that can remove all levels of contamination from a target, though it causes three levels of exhaustion. Available as a spell casting service for 400 gold from religious orders like the Silver Order and Falling Fire followers.
Lesser Restoration
A spell mentioned as a potential cure for Tark's hair loss condition caused by contamination effects. The party considers using it to address ongoing contamination symptoms that persist after purge contamination.
Cure Disease
A spell considered as an alternative treatment for ongoing contamination effects that persist even after magical purification, such as Yazzy's gills and Tark's hair loss.
Items
Magical Mace
A weapon carried by Syndle that grants advantage on initiative rolls to the entire party. One of its special properties that provides tactical benefits in combat situations.
Potion of Healing
Healing potions used by party members during and after combat. When taken as a bonus action, they heal 2d4+2 hit points, but when taken as an action they provide full effect. Syndle used one before combat for 10 hit points and another during battle.
Pearl of Power
A magical item owned by Oiroa that costs 6,000 gold and allows the user to regain a third-level spell slot once per day. Extremely valuable for spellcasters as it effectively provides 400+ gold worth of spell services daily.
Meteorite Weapons
Special weapons being crafted from meteorite metal that deal one extra damage as a base property and have unique magical abilities. The party is having various weapons made and enchanted, including Yazzy's rapier and Syndle's battle axe.
Yazzy's Rapier
A meteorite rapier being enchanted with +1 enhancement for 1,200 gold. The weapon gains finesse property allowing use of dexterity instead of strength, and has special magical abilities that activate under specific conditions.
Syndle's Battle Axe
A meteorite battle axe being enchanted with +1 enhancement. The weapon becomes a finesse weapon despite being an axe, allowing Syndle to use dexterity for attacks, and provides additional magical properties.
Flame Tongue Longsword
A magical longsword that deals an additional 2d6 fire damage. One of the party members receives this weapon as part of their equipment upgrades during the downtime period.
Amulet of the Devout
A magical item from Tasha's guide that provides a +1 spell bonus and grants one additional channel divinity use. Oira considers purchasing the lowest tier version for the extra channel divinity rather than the spell bonus.
Mithril Shield
A shield made from mithril metal that provides +1 to AC bonus. The party discusses its properties and benefits during their equipment planning sessions.
Session 21: Queen's Grotto
Date: Jul 15th, 2025
Summary
The party discovered that seven statue representations of the ancient Coven of the Seven Veils, mystical advisors who had served the monarchs of all realms with their unique arcane disciplines. As they explored the musty cave system, Xakarium made perception checks detecting earthy smells while the group debated whether to proceed north or south through the winding passages. Their exploration was suddenly interrupted when Syndle bumped into what they thought was a statue, breaking an illusion that had concealed hostile undead guardians. A wightcaptain and wightwarlock materialized, declaring that the party was not allowed in this sacred space. Initiative was rolled with advantage for those within range of their warning ally, and combat erupted immediately. Ned opened the battle by casting a firebolt that struck one of the undead with full fire damage, while Tark entered a rage and attacked with his rapier, dealing devastating blows of 27 and 23 damage to the undead creature. The wightwight retaliated by attacking Xakarium with its longsword, dealing 11 damage and forcing a constitution save due to its life-draining properties. Oiroa quickly responded by casting Bless as a bonus action, enhancing Syndle, Xakarium, and Tark with divine protection. The battle intensified when the wightwarlock crushed a black pearl in its hand and blew the resulting dust toward the party, creating a sphere of negative energy that rippled outward. The devastating Circle of Death spell forced everyone to make constitution saves, and all but Syndle failed, taking 29 points of necrotic damage that brought several party members to single-digit hit points. As if this weren't dire enough, two more wightguardians burst through doors behind them, trapping the party between multiple undead threats. Recognizing the desperate situation, Xakarium attempted to defuse the conflict by shouting that they just wanted to talk, while simultaneously casting a Shatter spell. The party quickly claimed that the queen's handmaidens had given them permission for an audience, and Dave used his knowledge of the royal family to persuade the wightcaptain of their legitimacy. They mentioned having a gift for the queen - Katarina's hairpin - which seemed to give the undead guardians pause. The wightchampion ordered his fellow guardians to hold their weapons, acknowledging that the party appeared to have a proper invitation for an audience with Queen Leonora. One guard departed to check with the queen about accepting visitors, while the party took advantage of the lull to drink healing potions and recover from the devastating necrotic assault. When the guard returned with news that the queen would not accept an audience, the party's hopes seemed dashed. However, Oiroa began performing a Prayer of Healing ritual, and the undead champion respectfully waited for the divine ceremony to complete, showing their adherence to proper protocol. The healing spell restored 13 hit points to each party member, providing much-needed recovery from their earlier injuries. After the prayer concluded, the wightchampion agreed to escort them to the queen's chambers, leading them down a narrow hallway where they could only proceed two by two. The champion gestured for them to enter through double doors but remained outside himself, closing the doors behind them and leaving the party alone to face whatever awaited within. They found themselves in an artificial cavern dominated by an underground pond filled with prismatic light, where 35 purple-pink eldritch lilies floated on the glowing water's surface. Great tree roots had broken through the ceiling to drink from the luminescent water, while elegant furnishings including a velvet chaise lounge and mahogany chest filled the opulent chamber. The room overflowed with royal treasures - gowns, jewelry, gems, and coins scattered in containers throughout the space. Portraits and paintings decorated the walls, but disturbingly, each one had the faces torn out, suggesting some deep psychological trauma. The party called out respectfully and moved forward cautiously, unsure where the queen might be hiding in this underground paradise. Queen Leonora finally appeared in the water, her appearance shocking and otherworldly. Her skin was chalky wightand cracked like stone or ceramic, while her hair resembled thick wet tendrils more like vines or snakes than human hair. She stood six feet tall in a black ball gown, wearing the famous emerald necklace set with 11 emeralds that was worth over 10,000 gold pieces. When she spoke, her voice carried a disturbing sing-songy quality that hinted at her fractured mental state. The party bowed respectfully as she greeted them with apparent delight at having visitors. Xakarium carefully used mage hand to present Katarina's ivory hairpin to the queen, explaining they had found it by the waterfall with the beautiful trees. The queen's mood brightened as she examined the gift, and she began to recognize it as belonging to her beloved daughter Katarina, her eyes starting to show the first signs of the emotional breakdown to come. When Xakarium mentioned finding the hairpin by the weeping willow and tried to distract her by asking about the Prince of Caspia, the queen's demeanor changed dramatically. Upon hearing her daughter's name, her eyes, nose, and neck began glowing with an ominous green light that grew brighter and more intense. She cried out in anguish that they were torturing her by mentioning Katarina, and her eyes began rolling back in her head as magical energy built within her. The queen's grief and rage manifested as a devastating radiant blast that erupted from her transformed form. The party attempted to make constitution saves, but Tark, Syndle, and Yazzy failed and took the full 24 points of radiant damage while also gaining levels of contamination from the magical corruption. The others managed to take only half damage, but the attack left several party members bloodied and desperate. Combat initiative was rolled as Queen Leonora entered an enraged fury, her maternal grief transformed into deadly magical violence. Faced with this overwhelming threat, the party's tactical coordination began to break down. Xakarium cast a healing word on Yazzy and used his magical flight ability to escape toward the exit, while Yazzy cast invisibility to disappear from sight. Syndle became confused about the party's sudden retreat strategy, having expected them to stand and fight as they always had before. The situation grew more chaotic when Ned attempted to use Thunderstep to teleport himself and Syndle to safety, but Syndle refused to be a willing target, not understanding the desperate need to escape. The retreat became even more complicated when additional undead guardians emerged from doors behind them, cutting off their escape route. Ned successfully used Thunderstep to transport himself through the doorway, dealing thunder damage to Queen Leonora, though she saved for half damage. The narrow hallway became a battlefield as the party found themselves caught between the enraged queen and her undead protectors, forcing them to fight their way out rather than flee cleanly. Oiroa proved instrumental in turning the tide by channeling her divine power through Order's Demand, forcing multiple undead within 30 feet to make wisdom saving throws. Three of the undead guardians failed their saves and became charmed, dropping their weapons and standing idle as temporary allies. This divine intervention provided crucial breathing room, though a new handmaiden appeared and attempted to grapple Ned, though she failed to restrain the nimble spellcaster. The battle's momentum shifted dramatically when Ned uncapped his delirium shard and unleashed a devastating fireball enhanced by the corrupted crystal. The spell dealt 32 points of damage to both Queen Leonora and a wightchampion, finally bloodying the undead monarch and proving that she could be defeated. However, a handmaiden retaliated by casting Entangle, creating a 20-foot square of difficult terrain that successfully grappled Yazzy, Oiroa, and others who failed their strength saves. Oiroa continued her divine assault by casting Order's Demand again, this time affecting even more enemies within her 30-foot range. All the targeted creatures - including the queen, handmaidens, and remaining guardians - failed their wisdom saves and became charmed, dropping their weapons and regarding Oiroa as a trusted friend. This mass charm effect essentially removed most of the enemy forces from combat, though the effect would only last one round. Ned positioned himself for an optimal lightning bolt that could target five enemies in the narrow hallway. The spell proved devastatingly effective, dealing 34 damage to those who failed their saves and 17 to those who succeeded. Queen Leonora was caught in the electrical assault and killed instantly, her undead form finally destroyed by the concentrated magical firepower. One of the handmaidens was also slain by the lightning, significantly reducing the remaining threats. The charmed enemies lost their enchantment after taking damage, but Oiroa quickly cast a Slow spell in a 40-foot cube that affected six creatures. All the targeted enemies failed their wisdom saves and became severely hampered - their AC and movement were reduced, they could only take one action per turn, and spellcasters had to roll a d20 to successfully cast spells. This crowd control effect essentially crippled the remaining opposition's combat effectiveness. Despite the tactical advantage, complications arose when a handmaiden successfully used her fey charm ability on Oiroa. The charmed cleric regarded the dryad as a trusted friend and agreed to release the slow spell when asked, though the enemies still had to make saving throws to break free. Most of the slowed creatures failed their saves and remained hampered, but the charm effect on Oiroa created ongoing tactical problems for the party. The battle reached its climax when the wightwarlock began casting what the spellcasters recognized as Finger of Death, a devastating 7th-level spell that would deal 78 damage to a single target. Ned quickly responded with Magic Missile, targeting the warlock multiple times with automatic-hitting projectiles. His quick thinking proved crucial as the magical missiles successfully interrupted the deadly spell before it could be completed, potentially saving Oiroa's life. Oiroa broke free from the charm effect and immediately cast Healing Word on the fallen Yazzy while announcing that Queen Leonora was dead. Upon hearing this news, the surviving handmaidens fled through the tree roots, disappearing into the natural passages that connected to the surface. The final wightchampion continued fighting desperately, attacking Xakarium with life-draining strikes that dealt 22 damage and reduced his maximum hit points by 10, ultimately causing him to fall unconscious. The last enemy warlock attempted to retreat while casting Cone of Cold, but Ned and Oiroa were positioned to make attacks of opportunity. Their combined assault killed the spellcaster before he could complete the devastating area spell, preventing massive cold damage to multiple party members. Tark finished the encounter by killing the final wightchampion with his meteorite battle axe, ending the combat with the party victorious but severely wounded. With all enemies defeated, the party began assessing their situation and collecting the substantial treasure scattered throughout Queen Leonora's chamber. Syndle gained another level of contamination from jumping into the corrupted water during combat, bringing his total to a dangerous level three. Using detect magic, he scanned the chamber and discovered five delirium crystals and five delirium shards - the highest grades of the magical substance that corrupted the city. The treasure haul was impressive: Queen Leonora's enormous emerald necklace worth over 10,000 gold pieces, a magical diamond ring bearing the royal seal, 35 eldritch lilies with purifying properties, three salvageable royal outfits worth hundreds of gold each, and 156 gold pieces in coin. They also found paintings of the royal family with faces torn out, suggesting the queen's psychological trauma over her lost family members. A letter discovered on one of the wightchampions proved particularly intriguing. Written by Johan Eisner to Queen Leonora, it warned her to flee the castle immediately via a garden passage, suggesting he had foreknowledge of some impending danger. The letter connected to earlier mentions of Johan and the stained glass window prophecy of the meteor, hinting at larger conspiracies surrounding Drakenheim's fall. The party reverently placed Queen Leonora's body in their bag of holding, though they were unable to recover Katarina's hairpin from the corrupted water. They assessed their contamination levels - Syndle at the dangerous level three, Xakarium at level two, and the others at level one - and planned their recovery strategy. Oiroa cast another Prayer of Healing, restoring 13 hit points to each party member and preparing them for the journey ahead. As they prepared to leave the underground chamber, the party discussed their next moves. They planned to return to a cleaner area for proper rest, as their contamination levels would affect their ability to recover from short rests. Some members jokingly threatened to burn the trees on their way out and whispered menacing messages into the roots about finding the escaped handmaidens. With their mission complete and substantial treasure secured, they prepared to face whatever challenges awaited them in the corrupted city above, having successfully eliminated one of Drakenheim's most dangerous undead threats.
Scenes
Discovery of the Seven Veils Statues
The party discovers that the statues they thought were the royal family are actually the Coven of the Seven Veils, an ancient group that served the monarch.
- DM corrects that the seven statues represent the Coven of the Seven Veils, not the royal family
- The coven is described as providing mystical counsel, strategic insight, and protective wards to the monarch
- Each member has a unique arcane discipline representing different layers of service
- The party discusses whether the statues would fit within a fireball spell's area
- Dave makes perception checks detecting musty, earthy smells in the cave
- The party explores the cave system discussing whether to go north or south
Ambush by Hidden Wights
The party discovers that enemies were using illusions to appear as statues and combat erupts when Syndle bumps into one.
- Dave feels something odd about the second statue during exploration
- Syndle bumps into someone, breaking an illusion
- White captain and wightwarlock are revealed, declaring 'you're not allowed here'
- Initiative is rolled with advantage for those within 30 feet of a party member
- Ned casts firebolt dealing fire damage to an enemy
- Tark rages and attacks with rapier, dealing 27 and 23 damage to an undead enemy
- A wight attacks Xakarium with longsword, dealing 11 damage and requiring a constitution save
- Oiroa casts Bless as a bonus action on Syndle, Xakarium, and Tark
Circle of Death and Reinforcements
The wightwarlock unleashes a devastating Circle of Death spell as more undead guardians arrive.
- Syndle makes weapon attack and casts Toll the Dead
- Yazzy attempts Vicious Mockery but the target resists
- Tark continues reckless attacks with meteorite battle axe dealing 10 and 9 damage
- Enemy warlock crushes black pearl and casts Circle of Death spell
- All party members except Syndle fail con saves and take 29 necrotic damage
- Two more wightguardians burst through doors as reinforcements
- The warlock's spell creates a sphere of negative energy affecting multiple party members
Negotiation with Royal Guards
The party attempts to talk their way out of combat by claiming they have an invitation to see the queen.
- Xakarium yells that they just want to talk and casts Shatter
- Party claims the queen's handmaidens told them to come for an audience
- Dave uses knowledge of royal family to persuade the wightcaptain
- Party mentions they have a gift for the queen and her hair pick
- Champion tells guards to hold weapons as party seems to have proper invitation
- One guard goes to check if queen will accept audience
- Guard returns saying the queen does not accept the audience
- Party takes opportunity to drink healing potions during the pause
Prayer of Healing and Escort
Oiroa performs a healing ritual while the undead guards wait respectfully, then the party is escorted to the queen's chamber.
- Champion waits respectfully while Oiroa prays
- Oiroa completes Prayer of Healing spell giving each party member 13 hit points
- Party members drink additional healing potions
- The wightchampion leads the party down a hallway to double doors
- The champion gestures for them to enter but does not go in himself
- The champion closes the doors behind them, leaving them alone
The Queen's Underground Garden
The party enters Queen Leonora's opulent underground chamber filled with treasure and eldritch lilies.
- The party discovers an underground pond with glowing prismatic water
- 35 purple-pink eldritch lilies float on the water's surface
- Great tree roots break through the ceiling to drink from the luminescent water
- Expensive furnishings including velvet chaise lounge and mahogany chest fill the chamber
- Overflowing containers of gowns, jewelry, gems, and coins are scattered about
- Portraits and paintings with torn-out faces are arranged around the chamber
- The party calls out respectfully and moves forward cautiously
Meeting Queen Leonora
The party encounters the undead Queen Leonora and presents her with Katarina's hairpin as a gift.
- Queen Leonora appears in the water with chalky white cracked skin
- Her hair appears as thick wet tendrils like vines or snakes
- She wears the famous emerald necklace worth over 10,000 gold pieces
- The party bows respectfully as she stands and greets them in a sing-songy voice
- Xakarium uses mage hand to present the ivory/jade hairpin to the queen
- The queen recognizes it as belonging to her daughter Katarina
- Party mentions finding it by the waterfall with the beautiful trees
The Queen's Radiant Fury
Queen Leonora becomes enraged when reminded of her daughter Katarina and unleashes a devastating radiant attack.
- Upon mentioning Katarina, the queen's eyes, nose, and neck begin glowing green
- Xakarium tries to distract her by asking about the Prince of Caspia
- The queen becomes enraged, saying they torture her by mentioning her daughter
- She unleashes a radiant blast dealing 24 damage to several party members
- Tark, Syndle, and Yazzy take full damage and gain contamination levels
- Others take half damage from the radiant burst
- Combat initiative is rolled as the queen enters an enraged fury
Strategic Retreat Attempt
The party attempts to flee the queen's chamber while being pursued by undead guardians, leading to confusion about tactics.
- Xakarium casts healing word on Yazzy and flies away from combat
- Yazzy casts invisibility and moves to escape
- Syndle becomes confused about the party's retreat strategy
- Ned attempts to thunderstep with Syndle but Syndle refuses to be willing
- The party debates whether to fight or flee while repositioning
- Tark attacks the bloodied wight with his rapier
- Additional wights emerge from doors behind the party
Hallway Combat and Divine Intervention
The battle continues in the hallway with Oiroa using divine magic to turn the tide.
- Ned uses Thunderstep to teleport himself and Syndle to safety through the doorway
- The queen takes damage from the Thunderstep but saves for half damage
- Oiroa channels divinity using Order's Demand, forcing undead to make wisdom saves
- Three undead fail their saves and become charmed by Oiroa, dropping their weapons
- Oiroa casts healing word on Tark, allowing him a reaction attack
- A new handmaiden appears and attempts to grapple Ned but fails
- The charmed undead stand idle while combat continues around them
Fireball and Lightning Assault
Ned unleashes devastating area spells while Oiroa provides battlefield control.
- Oiroa casts lightning bolt, bloodying the queen
- Tark moves to attack position while maintaining rage
- Syndle attacks with reckless strikes and deploys a flump spirit explosion
- Ned uncaps his delirium shard and casts fireball on the queen
- The fireball deals 32 damage to Queen Leonora and a wightchampion
- Queen Leonora is bloodied by the fireball attack
- A handmaiden casts Entangle on several party members
- Yazzy, Oiroa, and others become entangled by the spell
Mass Charm and Spell Bombardment
Oiroa's divine magic charms multiple enemies while the party unleashes devastating spells.
- Oiroa uses Order's Demand to charm multiple enemies within 30 feet
- All enemies except one handmaiden fail their wisdom saves and become charmed
- The charmed enemies drop their weapons as commanded
- Ned positions for an optimal lightning bolt targeting five enemies
- The lightning bolt deals 34 damage to those who fail saves, 17 to those who succeed
- Queen Leonora is killed by the lightning bolt
- One handmaiden is also killed by the lightning damage
- Charmed enemies lose their charm status after taking damage
Entanglement and Tactical Maneuvering
The party deals with magical entanglement while finishing off the remaining enemies.
- Several party members are caught in an Entangle spell creating difficult terrain
- Tark breaks free from the entanglement with a successful strength save
- Yazzy casts Enemies Abound but the target succeeds on their intelligence save
- Yazzy becomes visible after casting a spell while invisible
- Syndle uses Draconic Cry giving everyone advantage on attacks against one enemy
- Syndle makes reckless attacks, scoring critical hits and placing flump explosions
- Ned casts fireball targeting multiple enemies, killing the captain
Slow Spell Dominance
Oiroa casts a powerful slow spell that severely limits the remaining enemies' combat effectiveness.
- Oiroa casts slow spell in a 40-foot cube targeting six creatures
- All targeted enemies (warlock, captain, handmaidens) fail their wisdom saves
- Enemies become slowed: reduced AC, movement halved, only one action per turn
- Slowed spellcasters must roll d20 to successfully cast spells
- Champion (not affected by slow) attacks with longsword for significant damage
- Warlock attempts to cast a spell but it gets delayed due to slow effect
Charm Complications and Final Assault
A handmaiden charms Oiroa while the party prepares for the final push against remaining enemies.
- Handmaiden successfully charms Oiroa with fey charm ability
- Oiroa, while charmed, agrees to release the slow spell on enemies
- Party members debate the legal implications of charm effects
- Enemies get saving throws against slow at end of their turns, most fail
- Xakarium moves tactically and hits with lightning-enhanced attacks
- Tark eliminates a handmaiden with devastating reckless attacks, breaking her concentration
- Yazzy falls unconscious and must make death saving throws
Final Combat Resolution
The party finishes their battle against the remaining undead guardians with decisive magical attacks.
- Ned casts Magic Missile to target the warlock multiple times
- Warlock was preparing to cast Finger of Death, a 7th level spell dealing 78 damage
- Ned's attacks successfully interrupt the devastating spell before completion
- Oiroa drops her charm effects and heals Yazzy with Healing Word
- Oiroa announces the queen is dead, causing handmaidens to flee through tree roots
- Final wightwight attacks Xakarium, dealing 22 damage and reducing max HP by 10
- Xakarium falls unconscious from the life drain attack
- Ned and Oiroa get attacks of opportunity as warlock tries to cast Cone of Cold
- Party kills the warlock before he can complete his spell
- Tark kills the final wightchampion, ending the combat
Victory and Treasure Collection
The party defeats all enemies and begins collecting valuable treasure from Queen Leonora's chamber.
- Party discusses whether they should have retreated or stayed to fight
- Syndle gains another level of contamination from jumping in the water
- Syndle uses detect magic to scan for magical items in the chamber
- Party discovers 5 delirium crystals and 5 delirium shards
- Found the enormous emerald necklace worth thousands of gold pieces
- Discovered a magical diamond ring bearing the royal seal
- Collected 35 eldritch lilies from the chamber
- Found three salvageable royal outfits worth hundreds of gold each
- Discovered 156 gold pieces and examined paintings with torn-out faces
- Found a letter on a wightchampion from Johan Eisner warning about fleeing the castle
- Party reverently placed Queen Leonora's body in the bag of holding
- Attempted to recover the hairpin gift but it was lost in the water
Planning Recovery and Rest
The party assesses their condition, contamination levels, and plans for rest while preparing to leave.
- Oiroa cast prayer of healing, giving everyone 13 hit points
- Party checked contamination levels - Syndle at level 3, Xakarium at level 2, others at level 1
- Discussed the effects of contamination on short rest benefits
- Planned to return to cleaner area for proper rest
- Considered burning the trees on their way out
- Made threatening whispers to the roots about finding the handmaidens
- Prepared to take a short rest with modified benefits due to contamination
- Syndle rolled to avoid additional contamination effects from reaching level 3
- Party discussed selling the valuable necklace and dividing treasure
Npcs
White Captain/Champion
An undead wight guardian who serves as protector of the queen. Initially hostile but becomes willing to negotiate when the party claims to have an invitation. Shows respect for religious ceremonies and waits during prayer. Wields a longsword and can deal necrotic damage. Eventually escorts the party to the queen's chamber.
White Warlock
A powerful undead spellcaster who can cast devastating spells like Circle of Death and Finger of Death. Serves as one of Queen Leonora's magical guardians and poses a significant threat with high-level necromantic magic. Crushes black pearls to cast spells and was ultimately killed before completing a Finger of Death spell.
Queen Leonora
The undead queen of Drakenheim with chalky wightcracked skin like stone or ceramic and hair like thick wet tendrils resembling vines or snakes. Stands six feet tall wearing a black ball gown and the famous emerald necklace worth over 10,000 gold pieces. Speaks in a sing-songy voice but becomes violently enraged when her daughter Katarina is mentioned, unleashing devastating radiant damage attacks. She was ultimately killed by the party's lightning bolt.
Handmaidens
Dryad-like servants of Queen Leonora who can cast entangle spells and charm effects. They serve the queen faithfully and can disappear into tree roots when the queen is defeated. Capable of both nature magic and fey charm abilities. They had been bringing eldritch lilies to the grotto and fled through tree roots when informed of the queen's death.
Johan Eisner
A person who wrote a warning letter to Queen Leonora advising her to flee the castle immediately via a garden passage. The letter suggests he had foreknowledge of some impending danger, and the handmaidens had mentioned him earlier in their ramblings. Connected to the stained glass window prophecy of the meteor.
Locations
Cave System with Seven Veils Statues
An underground cave system containing seven statues representing the ancient Coven of the Seven Veils. The area has musty, earthy smells and multiple passages leading north and south. The statues were being used by enemies as cover through illusion magic.
Royal Guardian Hallway
A narrow stone corridor leading to the queen's chamber, where undead guardians initially confronted the party before being convinced they had proper invitation for an audience. The hallway is narrow enough that the party can only proceed two by two.
Queen Leonora's Underground Chamber
An artificial cavern with an underground pond filled with prismatic light and 35 purple-pink eldritch lilies. Features elegant furnishings including a velvet chaise lounge, mahogany chest of drawers overflowing with royal garments, jewelry, and treasure. Tree roots break through the ceiling to drink from the glowing water. Contains paintings of the royal family with faces torn out. The chamber serves as Queen Leonora's luxurious living space beneath the garden.
Spells
Firebolt
Cast by Ned as a cantrip attack against the undead guardians, dealing fire damage with no resistance encountered. Used multiple times throughout the combat encounters.
Bless
Cast by Oiroa as a bonus action to enhance Syndle, Tark, and Xakarium with divine blessing, providing bonuses to their attack rolls and saving throws during the initial combat.
Toll the Dead
Cast by Syndle as a necromancy cantrip requiring the target to make a wisdom saving throw or take psychic damage. Used as part of his combat rotation.
Vicious Mockery
Attempted by Yazzy against an enemy but failed to have effect. The target was described as 'unmocked' after successfully resisting the bardic spell.
Circle of Death
A devastating 6th-level necromancy spell cast by the wightwarlock using a crushed black pearl. Created a sphere of negative energy that dealt 29 necrotic damage to all party members who failed their constitution saves, nearly killing several party members.
Shatter
Cast by Xakarium during the negotiation phase as part of his attempt to communicate with the undead guardians while also demonstrating magical capability.
Prayer of Healing
A powerful healing spell ritual performed by Oiroa that restored 13 hit points to each party member. The undead guards respectfully waited for the prayer to complete, showing their adherence to protocol.
Mage Hand
Cast by Xakarium to safely present Katarina's hairpin to Queen Leonora, floating it through the air to her hands rather than approaching directly. This spell inadvertently triggered the queen's violent reaction.
Healing Word
A bonus action healing spell cast multiple times by Xakarium and Oiroa to restore hit points to fallen party members. Proved crucial in keeping the party conscious during dangerous encounters.
Invisibility
A spell cast by Yazzy to become invisible during combat, allowing her to move unseen and avoid enemy attacks. The invisibility provided tactical advantage during the chaotic battle until she cast another spell.
Thunderstep
A teleportation spell cast by Ned that allows him to transport himself and one willing creature 90 feet away while dealing thunder damage to nearby enemies. Used to escape the queen's chamber with Syndle.
Order's Demand
A channel divinity ability used by Oiroa that forced multiple undead enemies within 30 feet to make wisdom saving throws. Those who failed dropped their weapons and became charmed, turning the tide of battle significantly by converting enemies into temporary allies.
Lightning Bolt
Powerful lightning spells cast by Oiroa and Ned that dealt significant damage to multiple enemies in the narrow hallway. The spell's line effect was particularly effective in the confined space, ultimately killing Queen Leonora.
Fireball
Multiple fireball spells cast by Ned using delirium shards to enhance their power. One notable fireball dealt 32 damage and was enhanced by a delirium shard, devastating multiple enemies including Queen Leonora and proving crucial to victory.
Entangle
Cast by a handmaiden, this spell created a 20-foot square area of difficult terrain that grappled creatures within it. Successfully entangled Yazzy, Oiroa, and others who failed strength saves, complicating the party's movement.
Enemies Abound
A third-level spell cast by Yazzy that targets a creature's ability to distinguish friends from foes. The target succeeded on their intelligence save, so the spell had no effect on the battlefield.
Draconic Cry
Syndle's ability that grants advantage on attacks to all allies targeting a specific enemy, enhancing the party's combat effectiveness through tactical coordination and proving valuable in focused fire tactics.
Slow
Oiroa's powerful battlefield control spell affecting six creatures in a 40-foot cube. Reduced enemies' AC, movement, and actions while forcing spellcasters to roll for spell success. This crowd control effect severely hampered the enemy's combat effectiveness.
Fey Charm
A handmaiden's supernatural ability that successfully charmed Oiroa, causing her to regard the dryad as a trusted friend and comply with requests to release other spells, creating tactical complications.
Magic Missile
Cast by Ned to target enemies with multiple automatic-hitting projectiles. Proved crucial in interrupting the warlock's Finger of Death spell before it could be completed, potentially saving Oiroa's life.
Finger of Death
A devastating 7th-level necromancy spell attempted by the wightwarlock that would have dealt 78 damage to a single target. The spell was interrupted when the party killed the caster before it could complete, preventing massive damage to Oiroa.
Cone of Cold
Another powerful spell attempted by the warlock as he retreated, but the party's attacks of opportunity killed him before the spell could be completed, preventing massive cold damage to multiple party members.
Detect Magic
Cast by Syndle to scan the queen's chamber for magical items within 60 feet. Revealed the locations of magical objects and helped the party locate valuable magical treasure among the mundane valuables.
Items
Katarina's Hairpin
An ivory or discolored jade hairpin that belonged to Princess Katarina. The party found it earlier and presented it as a gift to Queen Leonora using mage hand, which triggered her emotional breakdown and violent rage when she recognized it as her daughter's.
Black Pearl
A magical component crushed by the wightwarlock to cast Circle of Death spell. When crushed and the dust blown, it creates a sphere of negative energy that deals devastating necrotic damage to multiple targets.
Meteorite Battle Axe
Tark's weapon used in combat against the undead guardians. Deals significant damage and is described as having finesse properties despite being a battle axe. Used in reckless attacks throughout the battle.
Delirium Shard
A magical crystal component housed in Ned's staff that enhances spellcasting. When uncapped, it adds extra damage dice to spells cast through it. Ned specifically used it to enhance his fireball spells, adding 2d6 extra damage and allowing for additional d6s based on rolls.
Emerald Necklace of Queen Leonora
An enormous and famous royal necklace set with 11 emeralds, worth over 10,000 gold pieces. Highly recognizable as belonging to the royal family and worn by Queen Leonora in many portraits. Non-magical but extremely valuable and potentially difficult to sell discretely due to its fame.
Royal Seal Diamond Ring
A magical diamond ring bearing the royal seal, worn by Queen Leonora. Glows with magical energy and represents royal authority of the Drakenheim monarchy.
Delirium Crystals
Five delirium crystals found in the queen's chamber, representing the highest grade of the magical substance that corrupts the city. More potent than chips, fragments, or shards and extremely valuable for magical purposes.
Delirium Shards
Five delirium shards discovered alongside the crystals, representing a mid-level grade of the corrupting magical substance used to enhance spellcasting.
Eldritch Lilies
35 purple-pink magical flowers that grew in the queen's pond, glowing with prismatic light. These flowers have properties that can help remove contamination and were influenced by the queen's radiant magic. Highly sought after for their purifying properties.
Johan Eisner's Warning Letter
A letter carried by one of the wightchampions, written by Johan Eisner to Queen Leonora. Warns her to flee the castle immediately via a garden passage, suggesting foreknowledge of danger and mentioning the stained glass window prophecy of the meteor.
Royal Garments
Three salvageable outfits from Queen Leonora's wardrobe, each worth hundreds of gold pieces. Includes pompous gowns, fashionable dresses, multicolored wigs, oversized hats, and fantastically impractical shoes.
Session 22: Burp the Wurm
Date: Jul 22nd, 2025
Summary
The party had just finished looting the dead queen and moved to the fountain room to take a short rest. As they recovered, they began hearing ominous screeching sounds from outside - female voices screaming bloody murder that they suspected were the handmaidens discovering their queen's death. Tark sneaked to the door to investigate and confirmed the sounds were indeed the mourning handmaidens wailing in grief. During their rest, both Yazzy and Xakarium made the mistake of drinking from the fountain water, failing their constitution saves and gaining levels of contamination from the tainted liquid. After their short rest, the party prepared to leave for Shepherd's Gate, with Oiroa wisely placing the queen's necklace in their bag of holding to avoid displaying evidence of their deed. However, as they attempted to exit through the bronze doors, a massive purple wurm emerged from underground, causing the ground to rumble and forcing the party into combat. The creature was enormous and mutated, possessing multiple tails and devastating attacks that immediately posed a serious threat to the group. Combat began with Syndle attacking the wurm while wild magic created a field of flowers around him and boosted the party's armor class. Yazzy quickly cast Enemies Abound on the creature, successfully confusing the massive wurm due to its extremely low intelligence. The spell proved highly effective, causing the wurm to randomly target different creatures rather than focusing on the party. Oiroa supported the group by casting Bless to provide combat bonuses, while the wurm used one of its tails to slam the bronze doors shut, accidentally trapping Ned on the other side. The battle intensified when the confused purple wurm emerged underneath two red cap enemies - Larry and the surviving Daryl - and devoured them whole. From inside the creature's stomach, the red caps fought back valiantly with their sickles and boots, dealing internal damage to the wurm. Meanwhile, the handmaidens joined the combat by casting Entangle spells that created magical vines and roots, successfully restraining most of the party members except Syndle and Tark. Oiroa turned the tide by casting Slow on both the purple wurm and the handmaidens, significantly reducing their combat effectiveness by halving their speed and limiting their actions. Syndle used his Draconic Cry ability multiple times throughout the battle, granting advantage on attack rolls to all party members against their enemies. The combination of these tactical spells gave the party a significant advantage despite being partially restrained and separated by the bronze doors. The purple wurm continued its rampage by attacking the handmaidens at their altar with its tail, killing one with poisoned barbs while another emerged from a tree to continue casting spells. One handmaiden attempted to use Fey Charm on Tark but failed to take effect. From behind the doors, Ned contributed by casting firebolt at the handmaidens, while Xakarium unleashed lightning breath in a cone formation, damaging multiple enemies simultaneously. As the battle progressed, the purple wurm targeted Yazzy with its tail attack, dealing both piercing damage from the spikes and poison damage from the barbs. However, Yazzy's natural resistance helped mitigate some of the toxic effects. The red caps inside the wurm continued their internal assault until they were finally dissolved by the creature's digestive acids, though their efforts had significantly weakened the massive beast. The final phase of combat saw two handmaidens flee via tree stride magic while one remained to continue the fight. Tark and Syndle delivered devastating attacks to the bloodied purple wurm, with Syndle's critical hits and Tark's precise strikes wearing down the creature's massive hit point total. Yazzy maintained concentration on the Enemies Abound spell throughout the battle, keeping the wurm confused and preventing it from focusing its attacks effectively. The battle concluded when Tark delivered the killing blow with a powerful sneak attack, causing the purple Wurm'smassive head to crash to the ground. As the creature died, one boot with half a leg attached rolled out from its mouth, a grim reminder of the red caps it had devoured. The party quickly dealt with the remaining handmaiden before turning their attention to potential loot from their fallen foe. After the combat, Yazzy and Oiroa discussed extracting valuable poison from the Wurm'stail, though they ultimately decided against spending an hour on the dangerous procedure. Xakarium used mage hand to safely search inside the Wurm'sacidic stomach, successfully retrieving a second boot to match the one that had rolled out naturally. Ironically, both boots turned out to be left feet, making them a mismatched pair despite the effort to recover them. The party then prepared to depart for Shepherd's Gate, with Syndle using his bolstering magic ability to restore spell slots to his companions. He successfully granted third-level spell slots to Ned, Yazzy, and Oiroa, helping the group recover their magical resources after the intense battle. As they traveled through the contaminated haze toward their destination, several party members failed their constitution saves and gained additional levels of contamination from the toxic environment. The session concluded with the party making progress toward Shepherd's Gate but encountering another random threat along the way. Their victory over the purple wurm had been hard-fought, requiring tactical spell usage, teamwork, and significant magical resources. The battle demonstrated the increasing dangers they faced in the contaminated lands, while also showing how their growing power and coordination allowed them to overcome seemingly impossible odds against massive creatures like the mutated purple wurm.
Scenes
Aftermath and Preparation
The party finishes looting the dead queen and takes a short rest in the fountain room while hearing ominous sounds from outside.
- Party completed looting the dead queen
- Party moved to the fountain room
- Heard faint screeching sounds like a whale or screaming voices coming from outside
- Tark sneaked to the door to investigate the sounds
- Discovered the sounds were female voices screaming bloody murder, likely the handmaidens
- Party took a short rest and rolled hit dice for healing
- Yazzy drank from the fountain and failed a constitution save, gaining a level of contamination
- Xakarium also drank from the fountain and failed constitution save, taking contamination
- Party discussed escape routes and decided to head back to Shepherd's Gate
- Oiroa put the queen's necklace in the bag of holding to avoid displaying their deed
Purple Wurm Encounter Begins
A massive purple wurm emerges as the party attempts to leave, leading to a dangerous combat.
- Purple wurm appears and begins moving, causing ground tremors
- Initiative rolled and combat begins in the haze-filled area
- Syndle attacks with wild magic, creating flower field and armor boost for party
- Yazzy casts Enemies Abound on the wurm, confusing it
- Oiroa casts Bless on party members for combat bonuses
- Wurm uses tail to slam bronze doors shut, trapping Ned on the other side
- Wurm emerges under and devours three red cap enemies (Larry and two Daryls)
- Handmaidens join combat, casting Entangle spells on party members
- Party members become restrained by magical vines and roots
- Oiroa casts Slow spell affecting wurm and handmaidens
- Syndle uses Draconic Cry to give party advantage on attacks
Purple Wurm Battle Intensifies
The party continues their fierce battle against the massive purple wurm while separated by bronze doors.
- Purple wurm attacks handmaidens at their altar with its tail, killing one with poisoned barbs
- Surviving handmaiden emerges from a tree and casts entangle on party members
- Red cap soldiers fight the wurm from inside after being swallowed, dealing damage with sickles
- Wurm makes multiple saving throws against enemies abound spell but remains confused
- Ned casts firebolt at handmaiden from behind the doors, dealing fire damage
- Tark deals massive damage to the wurm with advantage attacks
- Syndle uses draconic cry again and attacks with critical hits
- Yazzy attempts poison spray on the wurm but it resists
- One handmaiden loses concentration and entangle effects end
- Xakarium uses lightning breath on the wurm and handmaidens
- Wurm targets Yazzy with tail attack, dealing piercing and poison damage
Purple Wurm Battle Conclusion
The final moments of the purple wurm battle as the party delivers killing blows.
- Two handmaidens tree stride away to escape the battle
- One remaining handmaiden casts Fey Charm on Tark but fails to charm him
- Ned attacks the wurm with his staff, taking advantage of the slow spell effect
- Yazzy maintains concentration on Enemies Abound spell affecting the wurm
- Syndle delivers powerful attacks to the bloodied wurm
- Tark delivers the killing blow to the purple wurm with sneak attack damage
- The Wurm'shead crashes to the ground with one boot and half a leg rolling out
- One handmaiden is killed, another remains alive but wounded
Looting and Departure
After defeating the purple wurm, the party attempts to loot valuable materials and prepares to leave the area.
- Yazzy and Oiroa discuss extracting poison from the Wurm'stail
- Xakarium uses mage hand to search inside the Wurm'sacidic stomach
- Xakarium successfully retrieves a second boot from inside the wurm
- The party decides against spending an hour extracting poison
- Party opens the bronze doors and prepares to leave for Shepherd's Gate
- Xakarium uses bolstering magic to restore spell slots to party members
- Ned, Yazzy, and Oiroa each received third-level spell slots
- The group makes contamination saves while traveling through the haze
- Ned, Oiroa, and Xakarium each gain a level of contamination
- A random encounter is rolled as they travel toward Shepherd's Gate
Npcs
Handmaidens
Dryad-like servants of the dead queen who were heard screaming bloody murder from outside the fountain room. Their wailing and crying voices suggested they had discovered their queen's death and were mourning her loss. During combat, they cast entangle spells to restrain the party and one attempted to use Fey Charm. Some were killed during the battle while others fled via tree stride magic.
Purple Wurm
A massive mutated underground creature with multiple tails and devastating attacks. Confused by Yazzy's Enemies Abound spell, it randomly attacked different targets including devouring red cap enemies before being slain by the party. Had extremely low intelligence making it vulnerable to mental effects, but possessed strong physical attacks and poisonous tail spikes with acidic stomach that dissolved victims.
Red Caps
Three small enemies including Larry and two individuals named Daryl who were devoured by the purple wurm during combat. They fought back from inside the creature using sickles and boots, dealing internal damage before being digested by the Wurm'sacid.
Larry
One of the red cap enemies who was devoured by the purple wurm along with two companions named Daryl. Fought the wurm from inside using sickles before being digested.
Daryl
Two red cap enemies who were devoured by the purple wurm along with Larry. They fought back from inside the wurm using sickles and boots before being killed by the digestive acid.
Locations
Queen's Grotto
The underground grotto area where the party fought the purple wurm, featuring bronze doors that separate different sections and an altar area where handmaidens were mourning. The location is filled with thick, disgusting haze and serves as the main battleground for the encounter.
Fountain Room
A room with a fountain containing clear, drinkable water where the party took their short rest after defeating the queen. The room has bronze doors leading outside and connects to the queen's chambers via the delirium river. The room's shadows and fountain create the shape of a one-eyed goblin when viewed from certain angles.
Shepherd's Gate
The party's destination as they travel through the contaminated haze, requiring them to make constitution saves due to the dangerous environment.
Queen's Chambers
The location where the party had just finished looting the dead queen before moving to the fountain room. Connected to other areas via a delirium river passage.
Spells
Entangle
Restraining spell cast by the handmaidens that created magical vines and roots to restrain party members, limiting their movement during combat. Successfully restrained most of the party except Syndle and Tark.
Lightning Bolt
Cast by Xakarium dealing significant electrical damage to the purple wurm, contributing to the creature's eventual defeat.
Draconic Cry
Barbarian ability used multiple times by Syndle to grant advantage on attack rolls to all party members against enemies. Proved crucial in the party's ability to hit and damage the heavily armored purple wurm.
Bless
Cast by Oiroa to provide combat bonuses to party members, though it was later replaced by the Slow spell due to concentration requirements.
Lightning Breath
Dragonborn racial ability used by Xakarium in a cone formation, dealing lightning damage to multiple targets including the wurm and handmaidens.
Poison Spray
Cantrip spell cast by Yazzy against the purple wurm, requiring a constitution saving throw. The Wurm'sstrong constitution allowed it to resist the poisonous effects.
Mage Hand
Used by Xakarium to safely search inside the purple Wurm'sacidic stomach for recoverable items. The spell allowed him to retrieve boots without risking direct contact with the dangerous digestive acids.
Bolstering Magic
Used by Xakarium after combat to restore spell slots to party members. Successfully granted third-level spell slots to Ned, Yazzy, and Oiroa, helping the party recover magical resources.
Fey Charm
Attempted by a handmaiden on Tark but failed to take effect. The spell was cast as the handmaiden approached with a shillelagh weapon, representing a tactical attempt to neutralize a key fighter.
Enemies Abound
Cast by Yazzy on the purple wurm, this enchantment spell confused the massive creature and caused it to randomly target different creatures including its own allies. The spell was highly effective due to the Wurm'sextremely low intelligence, requiring intelligence saves each time it took damage.
Toll the Dead
Necrotic cantrip cast by Ned from the other side of the bronze doors, though the purple wurm successfully saved against its effects.
Slow
Third-level spell cast by Oiroa targeting the purple wurm and handmaidens, reducing their speed, limiting actions, and imposing penalties to armor class and dexterity saving throws. Significantly hindered the enemies and helped the party gain tactical advantage.
Firebolt
Cantrip spell cast by Ned targeting a handmaiden, dealing fire damage and forcing a concentration save to maintain her entangle spell.
Items
Queen's Necklace
A valuable necklace taken from the dead queen that the party decided to hide in their bag of holding to avoid displaying evidence of their deed to the world. Represents proof of the queen's death and potential political consequences.
Red Cap Boots
Two left boots recovered from inside the purple Wurm'sacidic stomach after it devoured the red cap creatures. One boot with half a leg attached rolled out naturally when the wurm died, while another was retrieved using mage hand to search through the acidic remains. Both being left boots makes them a mismatched pair.
Sickles
Weapons used by the red cap soldiers to attack the purple wurm from inside its stomach. The weapons proved effective at dealing internal damage to the massive creature before the wielders were digested.
Foldable Boat
A collapsible boat mentioned by the party as something they had collected, useful for water travel.
Foldable Goat
A magical item owned by one of the party members that can transform into a statue sculpture and fit in a pocket, described as having superpowers.
Session 25: The Sacrament of the Falling Fire
Date: Aug 26th, 2025
Summary
The session began with three members of the party - Syndle, Rufus Apollo, and Sylvie Roseshot - undergoing the sacred Sacrament of the Falling Fire in the chapel of St. Grisha. The ancient chapel stood as a testament to magical devastation, its domed roof completely destroyed, leaving only floating bricks suspended in perfect geometric order above the circular stone walls. Inside, a stone brazier burned with an unnatural purple-red flame, fed by delirium shards that served as unholy coals. Lucretia Mathias, a woman in her sixties with her own embedded delirium shard glowing rhythmically in her chest, conducted the ceremony alongside the ethereal arcane wraith known as Saint Grisha. As the three participants pierced their flesh with their representative delirium shards, dark shadows began seeping from their eyes, ears, and noses, coalescing into manifestations of their deepest fears and inner darkness. Syndle's shadow took his own form but embodied all his anger and resentment about being orphaned by his clan and the mysterious death of his mentor, wielding a spectral version of his mentor's lost axe. The battle against their inner demons proved both physical and spiritual. Rufus engaged in brutal hand-to-hand combat with his wraith-like shadow, while Sylvie stood firm against her towering, insulting shadow that whispered cruel words designed to break her resolve. Syndle embraced the light of his embedded crystal, allowing its power to flow through him as he struck down his shadow with increasing radiance, his axe beginning to channel divine energy. As each participant conquered their darkness, they felt spiritually renewed and sanctified, their burdens lifted and their souls purified. Following the ceremony, the party spent time in Emberwood Village recovering from their ordeal and clearing contamination from their systems through magical purging spells. Syndle emerged from the sacrament with the formal title of "Lambent Warrior of the Falling Fire," his body retaining a subtle glow and his cyclops mutation from previous delirium exposure. During their recovery, Katya, a former Silver Order paladin, approached Syndle with urgent news about an impending transaction between the Queen's Men and the Silver Order involving a powerful scepter, suggesting the party intercept the sale for the Falling Fire faction. After much deliberation about their next course of action, the party decided to visit Oscar Yoren at Reed Manor rather than immediately involve themselves in the factional politics surrounding the scepter. They traveled through the countryside, carefully avoiding main roads and settlements to maintain secrecy. Reed Manor appeared as a decrepit two-story stone house surrounded by rusting iron fencing and overgrown gardens, with boarded windows that still flickered with interior light and multiple chimneys releasing thin trails of smoke. The manor was guarded by hulking figures in brown overcoats with bandaged faces, along with a more intelligent human guard who questioned their purpose. After announcing they had brought Eldritch Lilies for Oscar, the party was granted entry and encountered Gemma, one of Oscar's teenage interns, along with a suspicious gunslinger woman who kept her hand on her pistol. They descended into Oscar's underground laboratory, where they found the alchemist deep in negotiations with two Queen's Men about potion deliveries and supply contracts. The laboratory meeting quickly grew tense as Oscar examined the party's mutations with scientific fascination while explaining his monopoly on contamination-curing potions. The Queen's Men refused to leave during the business discussion, and negotiations over the price of Eldritch Lilies became heated. Tark recognized one of the Queen's Men as a fellow gladiator from his fighting days, leading to physical intimidation and escalating confrontation. When the gladiator called Syndle a "tiny fool," the situation exploded into violence. The battle that erupted in the laboratory was chaotic and devastating. Syndle raged into combat against the gladiator while Yazzy cast fairy fire to outline enemies in magical light, making them easier targets. Oiroa's slow spell severely hampered most of the enemies' ability to act effectively, while Ned delivered a crushing blow to Oscar using his sky metal staff to channel shocking grasp. The fight took a dramatic turn when Syndle detonated a delirium shard, causing most enemies to break into uncontrollable dancing, leaving them helpless and vulnerable. Oscar, desperate and cornered, cast a cloudkill spell centered on himself, filling the laboratory with poisonous fog that harmed friend and foe alike. The toxic cloud demonstrated his willingness to sacrifice his own allies to escape, but Ned managed to strike him down before he could flee. Just as victory seemed assured, Bolter opened a secret door and a horde of zombies poured into the room, led by a massive ogre zombie that immediately attacked Ned with devastating force. The zombie reinforcements proved no match for the party's magical arsenal. Yazzy's hypnotic pattern incapacitated most of the undead horde, leaving them swaying helplessly in place. Xakarium then unleashed a lightning bolt that tore through the laboratory and into the back chambers, instantly destroying nine zombies in a brilliant display of electrical destruction. The remaining enemies fell quickly to the party's coordinated assault, with Syndle delivering a spectacular finishing move against the gladiator using his red cap boots to kick him prone before channeling lightning through his body. As the smoke cleared and the last enemies fell, the party began securing Oscar's research materials and notes, stuffing papers and documents into their bag of holding. They systematically eliminated any remaining witnesses, ensuring no one could report their actions to outside factions. With Reed Manor's laboratory now under their control, they prepared to clear the rest of the building and claim Oscar's valuable alchemical research for themselves, having successfully eliminated a major player in the contamination cure market while acquiring potentially game-changing knowledge about delirium manipulation and mutation control.
Scenes
The Sacrament of the Falling Fire
Syndle, Rufus Apollo, and Sylvie Roseshot undergo a holy ceremony in the chapel of St. Grisha, confronting their inner shadows.
- Three participants (Syndle, Rufus Apollo, and Sylvie Roseshot) enter the chapel of St. Grisha for the sacrament
- Lucretia Mathias and the arcane wraith St. Grisha conduct the holy ceremony
- Each participant pierces their flesh with their delirium shard
- Dark shadows emerge from the participants, taking the form of their inner darkness and fears
- Syndle's shadow represents his anger about being orphaned and his mentor's death, wielding his mentor's axe
- Rufus battles his shadow through physical combat, punching and choking it
- Sylvie's shadow whispers insidious and insulting things to her, but she stands firm with eyes closed, concentrating and praying
- Syndle defeats his shadow through embracing the light of his crystal and accepting his future
- His axe begins to imbue radiant damage during the final strikes
- All three participants successfully complete the sacrament and become sanctified
- Syndle's contamination is cleared and he gains the title 'Lambent Warrior of the Falling Fire'
- The haze leaves the chapel as the ceremony concludes
Post-Ceremony Recovery
The party deals with contamination clearing and exhaustion recovery while planning their next moves.
- Party members cast purge contamination spells to clear their contamination levels
- Characters take exhaustion levels from the contamination clearing process
- Syndle gains the title 'Syndle Sliverack Lambent Warrior of the Falling Fire'
- Syndle chooses to keep his cyclops mutation and underwater breathing ability
- Party discusses whether Syndle's axe now permanently does radiant damage
- Party plans to spend three days recovering from exhaustion
- Katya suggests the party intercept a scepter sale between Queen's Men and Silver Order
Return to Emberwood Village
The party returns to town where Katya informs them about an upcoming transaction between the Queen's Men and Silver Order.
- Syndle, Tark, and the other sanctified participants return to Emberwood Village
- Katya congratulates Syndle on becoming sanctified but warns it's time to prove himself
- Katya informs them that the Queen's Men plan to sell the scepter to the Silver Order in the next couple days
- She suggests the party should intercept the sale for the Falling Fire
- The party discusses various plans including warning the Queen's Men, interfering with the transaction, or going after Oscar instead
- Party debates between interfering with the scepter sale or going after Oscar Yoren
- Decision made to visit Oscar at Reed Manor as the least problematic option
Planning and Recovery
The party spends time in town planning their next moves while recovering from contamination and exhaustion.
- Party members cast contamination clearing spells on each other
- Discussion about needing three days to clear all exhaustion levels
- Syndle shares details of his sacrament experience with the other party members
- Consideration of business opportunities with contamination purging services
- Discussion of faction relationships with Amethyst Academy and Queen's Men
- Route planning to Reed Manor avoiding Shepherd's Gate
Journey to Reed Manor
The party travels from Emberwood Village to Reed Manor, taking a circuitous route to avoid detection.
- Party discusses route options to Reed Manor, avoiding direct paths
- Party decides to skirt around Sprawl to avoid encounters
- DM mentions they will face a random encounter on the way back
- Party arrives at Reed Manor without incident
Arrival at Reed Manor
The party approaches Oscar's stronghold and encounters the guards at the front gate.
- Party observes Reed Manor - a rundown two-story stone house with wrought iron fence
- They notice an obese toad by a fountain and boarded windows with light flickering inside
- Two hulking figures in brown overcoats with bandaged faces guard the manor
- A third thuggy-looking guard appears at a window
- Party announces they're here to see Oscar and have an Eldritch Lily
- The intelligent guard goes to confer with colleagues about letting them in
- Party is allowed entry after mentioning they know Gemma, Marco, and Taryn
- Party encounters a rough-looking woman with a scimitar and pistol who eyes them suspiciously
- Gemma greets the party, mentioning Oscar is always in his lab downstairs
- Party heads down to the basement laboratory
Confrontation in Oscar's Laboratory
The party enters Oscar's lab to find him in negotiations with Queen's Men, leading to tension and eventual combat.
- Party finds Oscar mid-conversation with two Queen's Men about potion deliveries
- Oscar greets the party and asks about the Eldritch Lilies they were sent to retrieve
- Party reveals they only found a couple of lilies, disappointing Oscar
- Oscar examines Yazzy's mutations with fascination, wanting a blood sample
- Queen's Men refuse to leave during business negotiations
- Party discusses fair pricing for the lilies and Oscar's monopoly on Aqua Purgea
- Ned switches to Abyssal to discuss Academy interests with Oscar privately
- Oscar explains he has a monopoly on Aqua Purgea and won't share his notes until his breakthrough with mutation control
- Tark recognizes one Queen's Man as a fellow gladiator
- Tension escalates between party members and the Queen's Men
- A familiar (rat) is spotted watching the proceedings
- Combat begins when intimidation tactics fail
Battle in Oscar's Laboratory
A massive combat erupts in the laboratory involving the party, Oscar, Queen's Men, and reinforcements.
- Tark pushes the gladiator, starting the fight
- Syndle rages and attacks the gladiator with his axe for 30 damage
- Yazzy casts Fairy Fire on Oscar and the gladiator
- Oiroa casts Slow spell affecting most enemies except Oscar
- A thief attacks Tark but can only make one attack due to being slowed
- Ned casts Shocking Grasp through his sky metal staff, critically hitting Oscar for 24 damage
- Syndle blows a delirium shard, causing Irresistible Dance effect on multiple enemies
- Multiple enemies including the gladiator begin dancing uncontrollably
- Oscar casts Cloudkill spell centered on himself, forcing constitution saves from everyone
- The cloudkill spell damages multiple party members and enemies
- Ned finishes Oscar with another attack, knocking him unconscious
- Bolter opens a secret door and zombies pour into the room
- An ogre zombie attacks Ned for 12 bludgeoning damage
- Tark strikes the ogre zombie for 33 damage using sneak attack and undead bonuses
- Yazzy casts hypnotic pattern incapacitating most enemies
- Xakarium casts Lightning Bolt, killing nine zombies in one shot
- Party systematically eliminates remaining enemies including the gladiator and gunslinger
- Syndle finishes the gladiator with his red cap boots and lightning bolt
- The gladiator attacks Syndle with spear and shield bash, dealing 27 piercing damage
- The bandit captain's pistol jams when trying to shoot
- Oiroa kills an ogre zombie with her rapier, dealing 19 damage and preventing its undead fortitude revival
- The gunslinger fails her wisdom save and remains slowed
- Oiroa hits the gunslinger with spiritual weapon for 9 damage, killing her
- The master thief remains hypnotized and unable to act
- Syndle attacks the gladiator with his axe for 13 damage, leaving him with 1 hit point
- Syndle finishes the gladiator with his red cap boots, dealing 13 damage and blinding him with lightning
Aftermath and Looting
The party secures Oscar's laboratory and begins collecting his research materials.
- Party decides to kill all witnesses rather than leave survivors
- Tark begins collecting Oscar's research papers and notes into the bag of holding
- Discussion about taking Oscar's head versus his whole body
- Party prepares to clear the rest of Reed Manor of any remaining threats
- Combat ends with the party victorious, having eliminated all threats in the laboratory
Npcs
A woman in her 60s who leads the Falling Fire faith and conducts the sacrament ceremony. Has an embedded delirium shard glowing in her chest that pulsates with her heartbeat and demonstrates powerful magical abilities while maintaining a caring demeanor toward participants.
An arcane wraith and spectral figure who assists Lucretia in conducting the sacrament. Appears ethereal and beautiful, harmonizing incantations during the holy ceremony.
An old dwarven cleric who studies astrological signs and patterns. He participates in the sacrament ceremony alongside Syndle and Sylvie, physically fighting and choking his shadow manifestation during the ritual.
A former flamekeeper inspired by the testament of the falling fire. During the sacrament, her shadow takes the form of an angry, towering woman who whispers insulting things to her, but Sylvie stands firm with eyes closed, concentrating and praying.
A woman who came to the crater with her nine-year-old child. She weeps because her child has not re-emerged from the crater after three hours, having presumably been lost or consumed by the delirium.
One of the twin sisters who followed dreams and visions to the city but has not re-emerged from the crater during the ceremony.
The other twin sister who followed dreams and visions to the city but has not re-emerged from the crater during the ceremony.
A former Silver Order paladin who initially opposed the party getting the sacrament but now congratulates Syndle. She informs the party about the upcoming scepter transaction between Queen's Men and Silver Order and suggests they intercept it for the Falling Fire.
A 9th level wizard and alchemist who creates healing potions and Aqua Expergo in his laboratory beneath Reed Manor. Monopolizes the contamination prevention potion market and experiments on dregs to control mutations. Becomes desperate during negotiations and uses Cloudkill in combat, ultimately being defeated by the party.
A smart, thuggy-looking human guard at Reed Manor who serves as the spokesperson for the security team. Unlike the hulking ogre zombies, he can think and communicate effectively, questioning visitors and conferring with colleagues before allowing entry.
Two large figures wearing heavy brown overcoats with hoods drawn over their bandaged faces. One stands at the front gate while the other patrols the manor grounds. They appear to be less intelligent muscle compared to the human guard who does the talking.
One of Oscar's teenage interns who greets the party upon their return to Reed Manor. Described as high and annoying, with a baked, obnoxious personality. Has a cat that hisses at Syndle and complains about never seeing Oscar since he's always in his lab.
Another of Oscar's interns, a stoner-type character who recognizes the party from their previous visit. Gets confused about his own name when the party mentions him.
A rough-looking but attractive woman encountered at Reed Manor's entrance. Armed with a scimitar and pistol, she gives the party suspicious looks and follows them down to the basement, keeping her hand on her weapon.
A seasoned gladiator working for the Queen's Men, recognizable to Tark from his fighting background. Wields a spear and shield, calls Syndle a 'tiny fool' and engages in brutal combat before being killed by the party.
An agile rogue working with the Queen's Men who takes a defensive position during negotiations. Uses uncanny dodge and sneak attacks in combat but is ultimately overwhelmed by the party's spells and attacks.
Oscar's meathead intern who opens a secret door during combat, allowing zombies to enter the laboratory. He becomes affected by hypnotic pattern and is incapacitated, standing in a stupor unable to act effectively.
An Amethyst Academy member who wants Oscar's notes. The party considers maintaining good relations with her and the Academy.
Locations
A circular chapel with floating bricks in geometric order where the domed roof once was. Contains a lighted stone brazier with purple-red entropic flame burning delirium shards, cracked mosaic floors, and empty statue platforms. The site of the Sacrament of the Falling Fire ceremony.
The village where the party returns to after the sacrament ceremony. A safe haven where they can rest, recover, and plan their next moves.
A rundown two-story stonehouse surrounded by rusting wrought iron fence and overgrown yard filled with shrubberies and brambles. Features boarded windows with flickering light inside, multiple chimneys with smoke, collapsed outbuilding, cobblestone pathway, and a fountain with brackish water where an obese toad resides.
Underground laboratory beneath Reed Manor where Oscar conducts experiments on dregs laid out on operating tables. Contains alchemical equipment, research notes, and a secret door leading to additional chambers with zombie storage. The room becomes filled with poisonous Cloudkill fog during the battle.
A location the party decides to avoid while traveling to Reed Manor, not wanting to be seen going there.
A giant city cemetery for the rich, mentioned as a landmark near Reed Manor that the party could pass by on their route.
An area the party chose to skirt around during their journey to Reed Manor to avoid potential encounters.
A gate controlled by an unknown faction that the party considered investigating but decided to save for later.
Spells
A powerful holy ritual conducted by Lucretia Mathias and St. Grisha that involves piercing flesh with delirium shards. The spell manifests participants' inner darkness as shadow creatures they must defeat, ultimately purifying them and granting sanctification. Successfully completing the ritual clears contamination and provides spiritual renewal.
Spells cast by party members to clear contamination levels from each other. Multiple spell slots were used to ensure everyone was cleared of contamination. The casting process causes exhaustion levels that require recovery time.
A spell the party plans to use to clear exhaustion levels, allowing them to recover more quickly from their contamination purging efforts.
Cast by Yazzy on Oscar and the gladiator, causing them to be outlined in light and granting advantage on all attack rolls against them. The spell proves crucial in combat by making the enemies easier to hit and negating Oscar's invisibility attempt.
Cast by Oiroa affecting multiple enemies including the gunslinger, thief, gladiator, and rat familiar. The spell severely limits affected creatures to only one action or bonus action per turn, significantly reducing their combat effectiveness throughout the encounter.
Cast by Ned through his sky metal staff at Oscar, dealing both weapon and spell damage in a critical hit. The spell delivers electrical damage and is enhanced by the staff's properties, creating a devastating combination attack.
Triggered by Syndle's delirium shard explosion, forcing affected creatures to dance in place with disadvantage on saves and attacks while giving enemies advantage against them. Affected creatures must use their whole action to attempt to break free.
Cast by Oscar centered on himself, creating a poisonous cloud that forces constitution saves from all creatures in the area. The spell deals significant poison damage to both enemies and allies, demonstrating Oscar's desperation and willingness to harm his own allies.
Cast by Yazzy affecting multiple enemies including Bolter and several zombies. The spell creates mesmerizing patterns that incapacitate affected creatures, leaving them charmed and unable to take actions until the effect is broken.
Cast by Xakarium to devastating effect, killing multiple zombies that emerged from the secret door. The spell's 120-foot range allows it to strike enemies in the back room as well, eliminating nine creatures in a single casting. Also manifests as a magical effect that shoots from Syndle's chest as part of his rage ability.
Cast by Oiroa in the form of a gavel, the spiritual weapon struck enemies throughout combat as a bonus action, including delivering the killing blow to the gunslinger.
Cast by Oiroa targeting enemies like the gladiator, forcing targets to make wisdom saves or take significant necrotic damage based on their current health. The spell creates a dolorous bell sound when cast.
Items
Crystalline fragments used in the Sacrament of the Falling Fire ceremony. Participants pierce their flesh with these shards to begin the ritual, and they burn as coals in the chapel's brazier with a purple-red entropic flame. When used in combat, they create magical effects like irresistible dance that affects creatures within 30 feet.
Syndle's primary weapon that begins to imbue radiant damage during his battle with his shadow during the sacrament ceremony. The axe may have gained permanent radiant damage properties from the ritual and is used in his rage-fueled attacks against enemies.
Rare alchemical reagents worth 150-300 gold each that Oscar needs to create his potions. The party brought several from Queen's Park to trade with Oscar. These flowers are essential components for creating Aqua Expergo potions and other alchemical creations.
Oscar's signature creation - a syringe-based potion that cures contamination. Represents his magnum opus and primary source of income. The Queen's Men are major customers demanding constant supply.
A specialized potion created by Oscar that prevents contamination from delirium exposure. Sells for up to 1,000 gold and requires multiple Eldritch Lilies plus other expensive ingredients to manufacture.
Ned's magical staff that allows him to cast spells through it while also dealing weapon damage. When used to cast shocking grasp, it delivers both the staff's physical damage and the spell's electrical damage in a single attack, making it a powerful combination weapon.
A firearm wielded by the gunslinger woman at Reed Manor. She keeps her hand on it and partially draws it from its holster while eyeing the party suspiciously. The bandit captain's pistol jams during the crucial moment of combat.
Magical boots worn by Syndle that deal 1d10 plus strength damage when used to kick enemies prone, and can trigger a lightning bolt effect that deals radiant damage and blinds the target.
Valuable alchemical research papers and documents that the party collects from Oscar's laboratory, containing his methods for creating contamination-curing potions and valuable research on alchemy and potion-making.
The gladiator's combat equipment used to deliver devastating attacks against Syndle, including both piercing spear strikes and shield bashes.
Session 26: Oscar's Demise
Date: Sep 2nd, 2025
Summary
The party found themselves in the aftermath of a fierce battle, with several zombies still under the effects of a hypnotic pattern spell. Xakarium unleashed a firebolt at one of the entranced undead, the crackling energy jolting the creature awake just before a second blast destroyed it completely. The remaining zombies shambled forward with desperate hunger, their rotting forms converging on Tark, who weathered their clumsy attacks with the fury of his rage still coursing through his veins. Dave and the others quickly dispatched the remaining undead, with Yazzy delivering the final blow using an eldritch blast that caused the last zombie to fry and melt from the radiant energy. With the immediate threat eliminated, the party turned their attention to looting Oscar Yoren's secret laboratory. Ned systematically collected the alchemist's spellbook and personal possessions, stuffing valuable tomes on anatomical lore, magical phenomena, curses, disease, and poisons into their bag of holding. The bookshelves contained what appeared to be a small fortune in academic texts that would fetch high prices from the right buyers. Syndle, ever practical, decapitated Oscar Yoren with clinical efficiency, preserving the head in their magical storage for later use. The party discovered additional treasures including a gilded white gold chalice, a letter from the crime boss Blackjack Mel with orders to protect Oscar and maintain potion deliveries, and various magical items including a Potion of Vitality, a bead for Oiroa's necklace of fireballs, and several spell scrolls. During their systematic search, Yazzy investigated a suspicious corridor and discovered a hidden passage. As the secret door opened, an invisible creature zipped past the party members, prompting Yazzy to cast fairy fire to reveal a bat familiar. Oiroa quickly dispatched the magical spy with her gavel, turning it to dust with a single strike. The party realized someone had been watching them and decided to split up to explore different areas of the underground complex more efficiently. The exploration led them through various chambers including a cistern room with spider webs that they burned away, and eventually to a large ritual chamber that would prove far more dangerous than expected. The room contained a imposing stone statue of Orcus, the goat-headed demon lord of the undead, positioned before a pentagram-shaped magic circle that still glowed with recent magical use. Candles and candelabras cast a sickly arcane light throughout the chamber, and Xakarium's magical knowledge confirmed that the summoning circle had been used very recently. Syndle quickly destroyed the magical circle with a dispel magic spell, but the damage had already been done. As Dave heard scuffling sounds from behind the statue, the party noticed that Yazzy appeared to be under some form of supernatural influence. Suddenly, three powerful demons materialized in the chamber - a slender, gray-skinned Ultraloth with an elongated head and sparkling eyes, accompanied by two larger, more traditionally terrifying Nycaloths. The creatures communicated by broadcasting thoughts directly into the party's minds, their telepathic voices echoing with otherworldly malice as combat erupted. The battle that followed tested the party's limits like few encounters before. Yazzy broke free from her charm and immediately struck the Ultraloth with magic missiles, while Syndle's rage triggered a wild magic surge that sent shadowy tendrils lashing out at all three demons. Tark delivered devastating attacks with his axes, and Xakarium attempted to use his dragon breath, though the demons' resistance to lightning reduced its effectiveness. The Ultraloth retaliated with a devastating chain lightning spell that arced between multiple party members, leaving Ned barely conscious and others severely wounded. As the battle intensified, Oiroa proved crucial by successfully casting a slow spell on two of the demons, significantly reducing their combat effectiveness by limiting them to single actions and reducing their armor class. The slowed demons struggled to maintain their spellcasting, often having their magic delayed or disrupted entirely. Tark continued his relentless assault while Yazzy made a dramatic transformation, using polymorph to become a massive one-eyed Tyrannosaurus Rex that dominated the battlefield with powerful bite and tail attacks. The Ultraloth, realizing the tide was turning against them, attempted to negotiate with the party, offering resources, knowledge, and power in exchange for ending the violence. When diplomacy failed, the demon resorted to a fear spell that caused some party members to become frightened, though the effect was short-lived. Ned enhanced his magic with delirium crystal shards, causing unpredictable effects including animating the Orcus statue into a living delirium golem that joined the fray. The demons fought desperately, with the Nycaloths wielding great axes in brutal melee combat while the Ultraloth used dimension door to escape and cast magical darkness over the entire chamber. In the pitch-black conditions, Tark relied on his barbarian instincts to deliver the killing blows to the final demon, his axes finding their mark even without sight. When the last Nycaloth fell, the magical darkness dissipated, revealing the aftermath of one of their most challenging battles. In the aftermath, the party tended to their wounds and managed their magical resources. Syndle used his unique ability to restore expended spell slots to his companions, helping them recover some of their magical power. The delirium crystals had been consumed during the battle, but they had gained an unexpected ally in the form of the animated Orcus statue, now a five-foot delirium golem that appeared friendly to the party. The encounter had pushed them to their limits, but they had emerged victorious against the powerful yugoloth demons, though they knew such challenges would only grow more difficult as their reputation spread throughout the criminal underworld.
Scenes
Zombie Cleanup
The party finishes off remaining zombies that were previously hypnotized, with various party members using different attacks.
- Xakarium firebolts a zombie for 12 damage, waking it from hypnotic pattern
- Xakarium delivers two devastating 16-damage attacks, killing the zombie
- Three zombies attack Tark with slam attacks, dealing 12 bludgeoning damage (reduced by rage)
- Dave attacks a zombie for 12 damage
- Tark makes reckless attacks, dealing 14 damage to one zombie and 17 damage to another
- One zombie fails its death save and stays dead
- Yazzy uses Eldritch Blast to finish off the last zombie with 7 radiant damage
Looting Oscar's Laboratory
The party systematically loots Oscar Yoren's secret laboratory, collecting valuable books, potions, scrolls, and other magical items.
- Ned collects Oscar's spellbook, personal possessions, several potions and spell scrolls
- Ned finds tomes on anatomical lore, magical phenomena, curses, disease, and poisons
- Syndle decapitates Oscar Yoren to preserve his head in the bag of holding
- The party finds a gilded white gold chalice on a thief's body
- They discover a letter from Blackjack Mel with orders to protect Oscar and maintain potion deliveries
- Oiroa uses spiritual weapon and channel divinity to recover spell slots
- The party collects 20 gold from defeated enemies
- Party rolls for random magical loot including Potion of Vitality, bead for necklace of fireballs, third-level spell scroll of Call Lightning, and scroll of protection from celestials
- Oscar Yoren's body is searched, revealing rings and a ruby vial containing what appears to be blood
Secret Door Discovery
The party discovers and investigates a hidden passage while an invisible familiar escapes.
- Yazzy investigates a suspicious corridor and discovers a secret door
- Xakarium assists with the investigation, helping to find the hidden entrance
- As the door is opened, an invisible creature zips past the party
- Yazzy casts fairy fire to reveal an invisible bat familiar
- Oiroa kills the bat familiar with her gavel in one hit, turning it to dust
- Party realizes it was likely someone's familiar and discusses splitting up to explore different areas
Underground Exploration
The party splits up to investigate different areas of the underground complex.
- Party decides to split up - some taking main stairs, others exploring a ladder area
- Some party members discover a cistern with a well opening above and a locked door with a hole at the bottom
- Party finds spider webs which they burn away with candelabras
- The group explores various chambers and passages in the underground complex
Demon Summoning Chamber Discovery
The party discovers a ritual chamber with a goat-headed demon lord statue and magic circle, triggering the appearance of dangerous demons.
- Party finds a chamber with a statue of Orcus, Lord of the Undead, and a recently used magic circle
- The chamber contains a pentagram-shaped magic circle on the floor, recently used and still glowing with magical aura
- Candles and candelabras illuminate the chamber with sickly arcane light
- Xakarium makes an Arcana check and determines the magic circle was recently used for summoning
- Syndle destroys the magic circle with dispel magic, dissipating its lingering effects
- Dave hears scuffling sounds coming from behind the statue, suggesting hidden enemies
- Yazzy appears to be under some form of charm or control
- Three demons (one Ultraloth and two Nycaloths) are summoned and appear in the room
- The demons communicate telepathically, broadcasting into the party's minds
- Initiative is rolled as combat begins
Intense Demon Battle
A brutal combat encounter against powerful Yugoloth demons with the party using various magical abilities and tactics.
- Yazzy magic missiles the weird-looking Ultraloth for 14 damage
- Syndle breaks Yazzy's charm with a slap across the cheek
- Oiroa casts Aura of Vitality and heals herself with bonus action
- Tark rages and delivers devastating reckless attacks dealing 27 damage twice to one demon
- Xakarium casts dragon breath (lightning) but demons are resistant, reducing damage to 5 each
- Syndle rages and triggers wild magic, creating shadowy tendrils that damage all three demons for 6, 4, and 12 damage respectively while gaining 11 temporary hit points
- Syndle makes two reckless attacks dealing 18 and 24 damage
- The Ultraloth casts chain lightning, dealing 56 damage to Ned and hitting multiple party members with reduced damage for those who saved
- Two Nycaloths attack Syndle with great axes, one scoring a critical hit but rolling poorly for 27 total damage
- One Nycaloth attacks Ned with two great axe swings for 47 total damage (reduced by rage)
- Yazzy casts healing word on Ned for 5 hit points
- Ned casts Power Word Pain on the Ultraloth, causing ongoing damage
- Ned drinks a healing potion and moves to a defensive position
- Oiroa heals Tark for 9 hit points and grants him a weapon attack
- Tark attacks for 16 damage, bloodying the demon
- Oiroa casts Slow on two demons, successfully affecting both and significantly reducing their combat effectiveness
- Tark delivers two more attacks dealing 17 and 19 damage
- Xakarium attempts acid breath but discovers demons are immune, then casts healing word on himself
- Syndle uses Draconic Cry to give party advantage, then attacks twice for 11 and 14 damage
- The Ultraloth attempts negotiation, offering resources and power in exchange for ending the fight
- The Ultraloth casts fear spell in 30-foot cone, causing Tark and another barbarian to become frightened
- A Nycaloth attacks the T-Rex (Yazzy) twice for reduced damage due to resistance
- Yazzy polymorphs into a one-eyed Tyrannosaurus Rex, gaining massive hit points and attack power
- T-Rex Yazzy bites the Ultraloth for 44 damage and tail attacks another demon for 20 damage
- Ned uses delirium crystal magic with shocking grasp and magic missile
- Ned's delirium magic causes the Orcus statue to animate into a living delirium creature
- Oiroa casts spiritual weapon (gavel) and toll the dead, killing one Nycaloth
- Tark kills another demon with 37 damage
- Xakarium attacks with his magical weapon for 13 damage and heals himself for 11 hit points
- Syndle uses magical boots to knock the Ultraloth prone and attacks for 11 damage
- The Ultraloth dimension doors away and casts magical darkness over the room
- Tark uses reckless attacks in darkness, dealing 23 and 20 damage to kill the final demon
- The magical darkness dissipates when the demon dies
- All demons are defeated
Post-Battle Recovery
After the intense demon fight, the party tends to their wounds and manages their magical resources.
- Syndle uses his spell slot recovery ability to restore expended spell slots for party members
- Party members receive restored spell slots of various levels (second and third level spells)
- Discussion about the delirium crystals being consumed during the battle
- The delirium statue remains animated as a golem ally
- Party reflects on the difficulty of the encounter and their survival
Npcs
Oscar Yoren
A deceased alchemist and wizard whose secret laboratory the party is looting. His body contains rings and a ruby vial filled with what appears to be blood. He had been conducting demonic summoning rituals in his hidden chamber and was involved with potion deliveries to various factions. His head was preserved by the party for magical purposes.
Apprentice
One of Oscar Yoren's apprentices who ran downstairs during earlier combat and was killed. His final words were either 'dude' or 'bro' before being slain, showing the casual attitude of the younger generation even in dangerous situations.
Ultraloth
A slender, gray-skinned demon with an elongated, pear-shaped head and two oval eyes that sparkle like pools of light. This powerful yugoloth communicates telepathically by broadcasting thoughts into the party's skulls. Capable of casting high-level spells like chain lightning and dimension door. Acts as a negotiator, attempting to bargain with the party and offering resources, knowledge, and power in exchange for ending the violence before resorting to fear spells. Eventually escapes the battle by teleporting away.
Nycaloths
Large, traditionally scary-looking demons that are much more imposing than the Ultraloth. These yugoloths wield great axes and make multiple melee attacks. They serve as the muscle in the encounter and are vulnerable to slow spells. Multiple Nycaloths fight the party, with some being killed during the battle through various attacks and spells.
Animated Orcus Statue
A large stone statue depicting Orcus, the goat-headed demon lord of the undead, that becomes animated through Ned's delirium shard magic. The statue transforms into a living creature made of delirium crystal and attacks the largest target in the room. Can be communicated with using demonic languages like Abyssal, Infernal, and Undercommon. Ned successfully directs it to target 'the blood of the weak one'.
Blackjack Mel
A crime boss who sent orders to protect Oscar Yoren and ensure potion deliveries stayed on schedule, as revealed in a letter found on a thief's body.
Locations
Oscar Yoren's Secret Laboratory
Demon Summoning Chamber
A large ritual chamber containing a stone statue of Orcus, the goat-headed demon lord of the undead, set before a pentagram-shaped magic circle. The room is illuminated by candles and candelabras with a sickly arcane glow, with the magic circle showing recent use and magical aura. Contains barrels and evidence of recent undead activities and demonic summoning rituals. This is where the final battle against the Yugoloth demons takes place.
Underground Hallway
The entryway corridor where the party first encountered enemies, containing locked doors and bodies to loot. Connected to various chambers in the underground complex.
Cistern Chamber
A room containing a pool of water open to a well above, with spider webs that the party burns away and a locked door featuring a hole at the bottom.
Spells
Firebolt
Xakarium cast this cantrip to attack zombies, dealing 12 points of damage and waking them from their hypnotized state.
Hypnotic Pattern
Yazzy maintained concentration on this spell until all hypnotized enemies were defeated, then dropped concentration to move freely.
Spiritual Weapon
Oiroa repositioned their spiritual weapon during zombie cleanup and later manifested it as a magical gavel that could attack independently, successfully hitting demons for force damage.
Channel Divinity
Oiroa used their divine power to recover an expended spell slot, demonstrating their connection to their deity.
Eldritch Blast
Yazzy used this cantrip to deliver the killing blow to the final zombie, dealing 7 radiant damage and causing it to fry, sizzle, and pop as it melted from the magical energy.
Mage Hand
Used by Oiroa and Ned to safely manipulate objects like severed heads and looted items, placing them into the bag of holding without having to touch gruesome objects directly.
Fairy Fire
Cast by Yazzy to reveal an invisible bat familiar that had escaped from an unlocked room, creating a 20-foot cube area of effect that outlined the creature.
Dispel Magic
Cast by Syndle as a third-level spell to destroy a recently-used magic circle in the demon summoning chamber, successfully dissipating the lingering magical effects of the teleportation circle.
Magic Missile
Cast by Yazzy against the Ultraloth for 14 damage, and later by Ned enhanced with a delirium crystal for 12 damage across three darts. The delirium enhancement caused the target to blink out of existence temporarily.
Wild Magic - Shadowy Tendrils
A wild magic effect triggered by Syndle's rage that creates shadowy tendrils lashing out in a 30-foot radius. All three demons failed their constitution saves and took necrotic damage (6, 4, and 12 points respectively), while Syndle gained 11 temporary hit points.
Chain Lightning
A devastating 6th-level spell cast by the Ultraloth that strikes multiple targets. The lightning bolt hit Xakarium first, then chained to Syndle, Yazzy, and Ned, dealing 56 damage to those who failed their saving throws and 28 to those who succeeded.
Dragon Breath (Lightning)
A 3rd-level spell cast by Xakarium in a 15-foot cone, dealing lightning damage to all three demons. However, the demons' resistance to lightning reduced the damage from 14 to 5 points each. Later attempted with acid but demons were immune.
Polymorph
A powerful transformation spell cast by Yazzy to turn herself into a one-eyed Tyrannosaurus Rex. This gave her massive hit points, powerful bite attacks (4d12+7 damage) and tail attacks (3d8+7 damage), making her a formidable combatant though she lost the ability to speak or use bardic abilities.
Slow
A 3rd-level concentration spell cast by Oiroa that significantly hindered two of the demons. The affected demons could only take one action per turn, had reduced AC, and had to roll to see if their spells would be delayed, making them much less dangerous in combat.
Aura of Vitality
A healing spell cast by Oiroa that allows bonus action healing each turn. Used to keep party members alive during the intense combat, providing crucial healing support throughout the encounter.
Healing Word
A bonus action healing spell cast multiple times during the battle - by Yazzy to revive unconscious Ned with 5 hit points, by Xakarium on himself for 11 hit points, and by Oiroa on Xakarium for 6 hit points.
Power Word Pain
Ned's powerful enchantment spell that targets a single creature, causing ongoing damage each turn unless they succeed on a constitution saving throw. Cast on the Ultraloth to create a persistent damage effect.
Draconic Cry
A bonus action ability used by Syndle that grants advantage on attack rolls against all enemies within range until the start of his next turn. Proves crucial in the demon battle by improving the party's combat effectiveness.
Fear
A cone-shaped spell cast by the Ultraloth that forces wisdom saving throws. Those who fail become frightened and must drop their weapons, taking the dash action to move away from the caster by the safest route.
Misty Step
Cast by Ned as a bonus action to teleport next to the Ultraloth, though he miscalculates and ends up partially embedded in a wall, taking minor bludgeoning damage.
Shocking Grasp
A cantrip cast by Ned through his staff enhanced with a delirium shard. While the lightning damage is negated by the demon's immunity, the delirium enhancement causes the Orcus statue to animate.
Toll the Dead
A necromancy cantrip cast by Oiroa that forces a wisdom saving throw. Successfully used to kill a Nycaloth that failed its save and took 14 necrotic damage plus additional necrotic damage.
Dimension Door
A teleportation spell used by the Ultraloth to escape when badly wounded. The spell allows instantaneous travel to a location within range without needing line of sight, enabling the demon to flee the battle entirely.
Darkness
A spell cast by one of the Nycaloths that filled the entire ritual chamber with magical darkness, preventing most creatures from seeing and imposing disadvantage on attacks for those without special sight. The darkness dissipated when the caster was defeated.
Spell Slot Recovery
Syndle's magical ability to restore expended spell slots to party members, rolling dice to determine the level of spell slots recovered. Can only be used once per person until a long rest. Used to restore second and third level spell slots after the battle.
Items
Oscar's Spellbook
The personal spellbook of the alchemist Oscar Yoren, collected from his secret laboratory and placed in the party's bag of holding along with his other personal possessions.
Anatomical and Magical Tomes
A collection of valuable books on anatomical lore, magical phenomena, curses, disease, and poisons found on Oscar Yoren's bookshelves. These tomes would be quite valuable to the right buyers in academic or magical fields.
Potion of Vitality
A valuable healing potion discovered among Oscar Yoren's alchemical supplies through random loot rolls. Particularly useful given the party's tendency to suffer exhaustion levels during their adventures.
Bead of Fireball
A magical bead that can be added to Oiroa's existing necklace of fireballs, enhancing the necklace's destructive capabilities. Found among Oscar's magical supplies.
Spell Scroll of Call Lightning
A third-level spell scroll containing the Call Lightning spell, found among Oscar Yoren's magical research materials through random loot generation.
Scroll of Protection from Celestials
A protective scroll that grants defense against celestial beings, potentially useful against the Falling Fire faction's celestial allies. Discovered in Oscar's laboratory.
Ruby Vial
A five-inch long vial made entirely of ruby with a silver cork, containing what appears to be blood. Found on Oscar Yoren's person, likely connected to his dark magical practices.
Gilded White Gold Chalice
An ornate chalice made of white gold, found on a thief's body. The party suspects it was stolen from Oscar Yoren, indicating the value and craftsmanship of the piece.
Letter from Blackjack Mel
Orders found on a thief's body instructing him to protect Oscar Yoren and ensure potion deliveries stay on schedule, revealing the criminal network's involvement in the alchemist's operations.
Gunslinger's Pistol and Ammunition
A distinctive firearm with bullets and gunpowder taken from the defeated gunslinger. The party noted its unique nature might reveal where they obtained it but decided to take it anyway.
Immovable Rod
A magical rod the party possesses, discussed for creative combat applications including impaling prone enemies and activating its hold function.
Bag of Holding
A magical storage container being used extensively by the party to store looted items, operated via mage hand for convenience and to avoid touching gruesome objects like severed heads.
Delirium Crystal Shards
Magical crystal shards used by Ned to enhance his spells with unpredictable effects. When used, they create random magical effects - one caused the statue of Orcus to animate into a living creature made of delirium, another caused an enemy to blink out of existence briefly. The shards are consumed when used but provide powerful random magical enhancements.
Spiritual Weapon Gavel
A magical manifestation of Oiroa's spiritual weapon spell, taking the form of a gavel. The weapon can be moved around the battlefield and strikes with force damage, proving effective against the demonic enemies.
Magical Boots
Syndle's enchanted boots that can knock enemies prone with a Dexterity saving throw. The boots deal 1d10+2 damage on a failed save and have been used effectively in multiple recent fights, including against the Ultraloth.
Delirium Golem
A five-foot statue of Orcus made from delirium crystal that became animated during the battle through Ned's magic. The golem appears to be friendly to the party and represents a significant magical construct created from consumed delirium crystals.
Session 27: Burning Down the House
Date: Sep 16th, 2025
Summary
The party found themselves in the aftermath of their battle with the ultraloth, who had escaped through a dimension door, leaving behind only a delirium golem shaped like Orcus. The golem proved to be more of a contemplative creature than a fighter, ineffectively attempting to attack the largest threat it could perceive. Syndle transformed back from his T-Rex form, and the party began discussing how to manage any remaining witnesses to their activities. Their planning was interrupted when a mysterious green cloud began billowing through the hallway, seeping into Oscar's laboratory through the cracks around the door. The party recognized it as a cloud kill spell, though not the same one Oscar had cast earlier, leading them to suspect the escaped ultraloth was trying to prevent their pursuit. They quickly blocked the door with bodies from their recent battle, but the toxic gas continued to find its way into the room. Eventually, the cloud formed into a moving twenty-foot square that they could dodge, though it made searching the laboratory more treacherous. Despite the danger, the party methodically searched for hidden treasures and secret passages. Xakarium discovered a secret compartment in the stone floor containing valuable alchemical supplies: one bottle of Aqua Delirium, a purple potion that glowed with otherworldly light, and four bright orange syringes of Aqua Expergo that provided protection from contamination. Ned's thorough investigation revealed an invisible chest, small but potentially valuable, hidden among Oscar's possessions. Tark found scraps of paper covered in an unrecognizable language, apparently early drafts of something Oscar had been working on, which he promptly ate to prevent anyone else from reading them. With the toxic cloud making the laboratory increasingly dangerous, the party sought an escape route. They discovered that their original entrance had been barricaded from the other side, but remembered a hatch leading to the surface. Tark opened the hatch, triggering an acid trap that burned him as it opened, but successfully providing access to Reed Manor's front yard. The delirium golem followed them partway before reverting to its original form as an Orcus statue in the hallway. Once outside, the party decided to eliminate all evidence of their activities by burning down Reed Manor entirely. They circled the building, with some members going to the front door while others positioned themselves around the back. Tark picked the lock on the front door while party members began casting firebolts to ignite the structure. Through the windows, they spotted Oscar's remaining defenders: apprentices, bandits, and large ogre zombies preparing to make their final stand. The battle erupted as Syndle charged forward, activating his magical boots to deliver a devastating kick that sent one enemy sprawling. He entered a barbarian rage and unleashed shadowy tendrils that drained life from his foes while strengthening himself. Oiroa provided tactical support, casting healing magic to restore Syndle when he fell, though her efforts were complicated when she cast a slow spell that affected both enemies and allies. Yazzy turned invisible and repositioned around the battlefield, while Tark rushed in with his rapier to eliminate enemy spellcasters. The enemy forces fought desperately, with a hedge mage commanding an owl familiar to enhance his acid arrow attacks, and ogre zombies wielding morning stars in brutal melee combat. Bandits fired crossbows from defensive positions while apprentice mages hurled magic missiles at the attacking party. The battle reached its climax when Xakarium channeled divine energy through a lightning bolt spell, creating a devastating line of electrical destruction that killed multiple enemies instantly and left others barely clinging to life. As the combat wound down, the party systematically eliminated the remaining threats, including a fleeing bandit who was struck down by Syndle's firebolt to ensure no witnesses survived. They discovered a crate of healing potions in the foyer that had been prepared for delivery, which they claimed as their own. Using oil pouches as accelerant, they set the entire manor ablaze, creating a massive inferno that would destroy all evidence of Oscar's activities and their own involvement. The party crafted a cover story as they watched Reed Manor burn, planning to claim that Oscar had asked them to deliver the healing potions and had seemed fine when they last saw him. They would blame the destruction on a mysterious arsonist group called "Coup de Gras" and suggest that Queen's Men had been trapped inside during the fire. With their mission complete and evidence destroyed, they began the journey back to Emberwood Village. Their return journey was interrupted by an encounter with seven Silver Order knights on horseback patrolling the Temple Road. The knights demanded that the party surrender any delirium in their possession, citing new laws that allowed the Silver Order to seize such substances. When Ned cast a fly spell and rose sixty feet into the air to avoid arrest, the situation escalated rapidly. The knights dismounted and prepared to detain the party by force, while Yazzy raised her hands in surrender. Combat erupted as the party faced these heavily armored opponents, led by a powerful spellcaster capable of devastating magic. Syndle charged forward with his enchanted boots while Oiroa cast spells that affected both allies and enemies. The Silver Order's leader unleashed a circle of death spell, a necromantic attack that sent waves of negative energy across the battlefield, severely wounding most of the party members. Knights attacked with weapons and crossbows, their radiant-enhanced ammunition proving particularly effective against the party's defenses. Facing overwhelming odds against opponents who clearly outmatched them in both numbers and magical power, the party began to consider surrender. Tark attempted to appeal to the knights' honor, declaring that he had offered no aggression and should not be treated as a hostile combatant. Yazzy used her persuasive abilities to explain their defensive reaction as reasonable given the dangerous nature of the area and their lack of knowledge about the new laws regarding delirium possession. The Silver Order knights, somewhat softened by the party's arguments and apparent willingness to cooperate, agreed to detain them rather than continue the lethal combat. Most party members submitted to being cuffed and detained, though Tark refused to be disarmed or put in irons, citing cultural reasons for his resistance. The session ended with a tense standoff between Tark and the knights over the terms of his detention, while the rest of the party found themselves in custody, uncertain of what fate awaited them at the hands of the Silver Order.
Scenes
Aftermath of the Ultraloth Battle
The party recovers from their previous battle, with an ultraloth having escaped via dimension door and a delirium golem remaining.
- Ultraloth escaped using dimension door
- Delirium golem shaped like Orcus remains but is ineffective in combat
- Syndle transforms back from T-Rex form
- Party discusses witness management and cleanup
Cloud Kill Investigation
A mysterious green cloud appears in the hallway, forcing the party to investigate and search for escape routes.
- Green billowing smoke (cloud kill) appears in hallway and seeps into the room
- Party blocks the door with bodies to slow the gas
- The cloud eventually forms into a moving 20x20 square that can be dodged
- Party searches for secret doors and compartments while avoiding the gas
Hidden Treasure Discovery
The party discovers valuable potions and items hidden in Oscar's laboratory.
- Xakarium finds secret compartment containing one Aqua Delirium potion and four Aqua Expergo syringes
- Ned finds an invisible chest (6-8 inches square) with investigation roll of 26
- Tark discovers scraps of paper with writing in an unrecognized language, then eats them
- Party searches magic circle chamber for additional secrets
Escape Through the Hatch
The party attempts to escape the laboratory through an upper hatch leading to the front yard.
- The party discovers the original entrance is barricaded from the other side
- Tark opens a hatch leading to the surface
- An acid trap triggers when the hatch opens, dealing damage to Tark
- The party successfully escapes to the front yard of Reed Manor
- The delirium golem turns back into an Orcus statue in the hallway
Burning Reed Manor Combat
The party engages in combat with Oscar's remaining forces while setting the manor on fire.
- The party circles around Reed Manor and begins casting firebolts to ignite the building
- Tark picks the lock on the front door
- Initiative is rolled as combat begins with enemies spotted through windows
- Oiroa casts Aura Vitality and heals Syndle for 2 hit points
- Oiroa throws a dagger at Marco through a window, hitting him for 5 points of damage
- Xakarium casts Lightning Bolt in a line, dealing 24 damage to two ogre zombies and killing two familiars
- Yazzy goes invisible and moves around the back of the building
- Syndle shoots Marco with a firebolt for 19 damage, nearly killing him
- Syndle drinks a healing potion to recover hit points
Intense Manor Battle
The combat at Reed Manor intensifies with powerful attacks and magical abilities.
- Syndle activates his magical boots and charges at enemies
- Syndle rages and uses shadowy tendrils ability, dealing 10 damage to an enemy and gaining 10 temporary hit points
- Syndle performs a flying drop kick with his boots, knocking an enemy prone
- Syndle attacks with advantage, dealing 9 and 16 damage to finish off an enemy
- An ogre zombie stands up and attacks Syndle with a morning star but misses
- A hedge mage casts acid arrow at Syndle with advantage from his owl familiar, dealing 21 acid damage
- A large ogre squeezes through the door and attacks Syndle, dealing 14 bludgeoning damage and knocking him unconscious
- Bandits shoot crossbow bolts at party members with mixed success
- A spellcaster casts magic missile at Xakarium, dealing 13 damage
- Tark rages and rushes in to help, killing a spellcaster with 16 damage from his rapier
Tactical Healing and Repositioning
Oiroa uses healing magic and tactical spells to support the party during combat.
- Oiroa heals Syndle for 2 hit points using Aura of Vitality
- Oiroa drops Aura of Vitality and casts Slow on Syndle and Tark
- Party members are affected by the Slow spell, reducing their combat effectiveness
Lightning Bolt Devastation
Xakarium unleashes a devastating lightning bolt enhanced with Channel Divinity, obliterating most enemies.
- Xakarium casts Lightning Bolt at 4th level targeting multiple enemies in a line
- Xakarium uses Channel Divinity to maximize damage to 54 points
- Lightning bolt kills bandit and mage instantly with full damage
- One ogre zombie is brought to death's door with half damage
- Another enemy is killed by half damage
- Familiars disappear when their masters die
Final Combat Cleanup
The party finishes off the remaining enemies and secures the area.
- Yazzy attacks a surviving bandit
- Marcel (enemy mage) casts Magic Missile, with the first missile accidentally killing himself and remaining missiles targeting a bandit near Xakarium for 9 damage
- Syndle performs a reckless attack and kills the giant ogre zombie with an upward cut
- A fleeing bandit with 2 hit points is killed by Syndle's firebolt to prevent witnesses
Arson and Evidence Destruction
The party systematically burns down Reed Manor to destroy evidence and create a cover story.
- Party discovers three oil pouches to use as accelerant
- Party sets fire to furniture and bookshelves throughout the manor
- Party finds a crate of healing potions in the foyer ready for delivery
- Reed Manor is completely burned down as a blazing inferno
- Party plans to blame the arson on 'Coup de Gras' and frame Queen's Men by placing bodies in the fire
- Party creates cover story claiming Oscar asked them to deliver healing potions and was fine when last seen
Random Encounter with Silver Order Knights
While traveling back to Emberwood Village, the party encounters seven Silver Order knights who demand they surrender any delirium.
- Seven Silver Order knights on horseback approach the party on Temple Road
- Knights demand the party surrender any delirium due to new laws allowing seizure by Silver Order
- Ned casts Fly and rises 60 feet in the air to avoid arrest
- Knights attempt to arrest the party for possession of delirium
- Knights dismount and prepare for combat
- Yazzy surrenders with hands up while others prepare to fight
Combat with Silver Order Knights
A fierce battle erupts between the party and the Silver Order knights on the road.
- Initiative is rolled and combat begins
- Syndle charges forward and uses his magical boots to kick a knight, requiring a DC 14 Dexterity save
- Syndle rages and attacks with his weapon, dealing 32 damage to a knight
- Oiroa casts Slow spell on party members Xakarium, Syndle, and Tark
- Tark attempts a Wild Magic surge, creating a flump that explodes and damages multiple knights
- One Silver Order spellcaster casts Circle of Death, a 6th level necromancy spell dealing 25 necrotic damage to most party members (half on save)
- Knights charge and attack party members with weapons and crossbows
- Ned is knocked unconscious by crossbow fire dealing 11 piercing and 4 radiant damage
- Xakarium attempts to attack Oiroa to break the Slow spell but misses
- Tark heals Ned with a healing potion for 6 hit points and attempts to surrender
Attempted Surrender and Negotiation
Facing overwhelming odds against high-level opponents, the party attempts to surrender and negotiate.
- Tark declares surrender and appeals to the knights' honor, stating he offered no aggression
- Yazzy attempts a persuasion roll (15 total) to explain their defensive reaction as reasonable given the dangerous area
- The party argues they had no knowledge of new laws regarding delirium seizure
- Knights agree to detain the party if they lay down arms and submit to detainment
- Most party members agree to be detained and cuffed
- Tark refuses to be put in irons or disarmed, citing cultural reasons
- A standoff develops between Tark and the knights over detention terms
- Session ends with most party members cuffed except for the ongoing dispute with Tark
Npcs
Delirium Golem
A golem made of delirium that resembles Orcus in appearance. Described as ineffective in combat, more of a 'lover' and 'thinker' than a fighter. Attempted to attack the T-Rex (Syndle) but was largely harmless and eventually turned back into an Orcus statue in the hallway.
Marco
One of Oscar's remaining apprentices or associates defending Reed Manor. He was severely wounded by Syndle's firebolt attack, taking 19 damage and left as a smoldering wreck with only 3 hit points remaining before being finished off.
Ogre Zombies
Large undead creatures defending Reed Manor. Multiple ogre zombies were encountered, with some struck by Xakarium's lightning bolt for 24 damage each. One wielded a morning star and attacked party members, while another was killed by Syndle's reckless upward cut attack.
Hedge Mage
A spellcaster who uses acid arrow and magic missile spells in combat. Commands an owl familiar that provides assistance in battle through the help action. Appears frightened by the party's aggressive tactics and was killed by Tark's rapier attack for 16 damage.
Owl Familiar
A magical familiar belonging to the hedge mage that provides the help action to give its master advantage on attacks. Disappears when its master is killed.
Bandits
Multiple crossbow-wielding enemies who attempt to shoot at party members during the Reed Manor battle with varying degrees of success. One bandit with 2 hit points attempted to flee but was killed by Syndle's firebolt to prevent witnesses.
Marcel
An enemy mage who participated in the final battle at Reed Manor. He cast Magic Missile during combat, with the first missile accidentally killing himself and the remaining missiles targeting a bandit near Xakarium for 9 total damage.
Silver Order Knights
Seven armored knights on horseback who patrol the Temple Road enforcing new laws about delirium possession. Led by a powerful spellcaster capable of casting 6th level spells like Circle of Death (dealing 25 necrotic damage). They attempt to arrest the party for possession of delirium and are willing to use lethal force to enforce compliance. They agree to detain rather than kill if the party surrenders.
Familiars
Multiple magical familiars belonging to enemy spellcasters that were instantly killed by Xakarium's lightning bolt and disappeared when their masters died.
Locations
Oscar's Secret Laboratory
The underground laboratory beneath Reed Manor where Oscar conducted his alchemical experiments. Contains magical circles, workbenches, and hidden compartments including a secret floor compartment with valuable potions. The room becomes filled with a deadly cloud kill spell that seeps through door cracks and eventually forms a moving 20x20 square of toxic gas.
Magic Circle Chamber
A room containing a magic circle used for summoning creatures rather than teleportation. Connected to Oscar's laboratory and searched by the party for secret passages and hidden items.
Reed Manor
Oscar Yoren's residence and laboratory that becomes the site of a major battle and is ultimately burned down completely by the party. Contains multiple rooms including a dining room where combat takes place, a foyer where healing potions were stored for delivery, and a front door that Tark picked the lock on. The manor has windows through which enemies can be seen and attacked.
Reed Manor Front Yard
The exterior grounds of Reed Manor where the party emerges from the underground laboratory through a hatch. An empty courtyard that becomes the staging area for the party's arson attack on the building.
Temple Road
The main road between Reed Manor and Emberwood Village where the party encountered seven Silver Order knights while traveling back to town. A thoroughfare where mounted patrols operate and enforce new laws regarding delirium possession.
Spells
Cloud Kill
A deadly spell creating yellow-green billowing smoke that filled the hallway and began seeping into Oscar's laboratory through door cracks. The party suspects this was cast by the escaped ultraloth to prevent pursuit. The spell eventually formed into a moving 20x20 square of toxic gas that could be dodged.
Dimension Door
The teleportation spell used by the ultraloth to escape from the previous battle, allowing it to flee before the party could finish the encounter.
Firebolt
A cantrip spell used multiple times by party members to ignite Reed Manor during their arson attack and to target enemies. Syndle used it to deal 19 damage to Marco and later to kill a fleeing bandit with 12 damage to prevent witnesses.
Lightning Bolt
A powerful evocation spell cast by Xakarium at 4th level in a line formation, enhanced with Channel Divinity to deal maximum damage of 54 points. The spell killed multiple enemies instantly including bandits and mages, brought an ogre zombie to death's door, and killed familiars.
Aura of Vitality
A healing spell cast by Oiroa that allows healing one creature for 2d6 hit points each round as a bonus action. Used to heal Syndle for 2 hit points before being dropped to cast another spell.
Invisibility
A spell cast by Yazzy to become invisible during the Reed Manor combat, allowing her to move unseen around the battlefield and reposition strategically.
Shadowy Tendrils
A Wild Magic barbarian ability used by Syndle that targets creatures within 30 feet, dealing 10 damage to an enemy and granting 10 temporary hit points to the caster.
Acid Arrow
A second-level spell cast by the hedge mage that requires a ranged spell attack and deals acid damage. Enhanced with advantage from the owl familiar's help action, dealing 21 acid damage to Syndle.
Magic Missile
A spell that automatically hits and deals force damage. Cast by enemy spellcasters, with one instance dealing 13 damage to Xakarium, and another cast by Marcel accidentally killing himself with the first missile while sending remaining missiles to a bandit for 9 damage.
Slow
A spell cast by Oiroa targeting party members Xakarium, Syndle, and Tark in a cube area, requiring wisdom saves to resist. The spell reduces armor class by 2 and hampers movement and actions during combat.
Fly
Cast by Ned to rise 60 feet in the air and avoid arrest by the Silver Order knights, allowing him to escape immediate ground-based threats and detention.
Circle of Death
A devastating 6th level necromancy spell cast by one of the Silver Order knights, creating a 60-foot radius sphere of negative energy that dealt 25 necrotic damage to most party members (half damage on successful Constitution save). This spell demonstrates the high level and power of the Silver Order's spellcasters.
Items
Aqua Delirium
A purple potion that glows dimly with octarine light, swirling and sparkling in its stoppered bottle. Found in Oscar's hidden floor compartment and labeled in his handwriting. Different from other delirium-related substances the party has encountered.
Aqua Expergo Syringes
Four bright orange syringes that provide protection from contamination for several hours. Previously used by Tark, these were found alongside the Aqua Delirium in Oscar's secret compartment.
Invisible Chest
A small invisible chest measuring 6-8 inches square that Ned discovered while searching Oscar's laboratory with a high investigation roll of 26. The chest was hidden and could only be detected by touch. Contents not yet revealed.
Blood Vial
A vial containing blood that is somehow related to planar binding magic, found among Oscar's possessions and placed in the party's bag of holding.
Mysterious Language Scraps
Torn pieces of paper with writing in an unrecognized language found by Tark in the laboratory. The papers appeared to be early drafts of something that had been written, crossed out, and ripped up before being discarded. Tark ate these papers.
Magical Boots
Syndle's enchanted boots that activate when he moves 15-20 feet, allowing him to make special kick attacks requiring a DC 14 Dexterity saving throw from targets, potentially knocking them prone and dealing 1d10 plus strength modifier damage.
Oil Pouches
Three small pouches of oil discovered during the battle that were used as accelerant to help burn down Reed Manor more effectively, spreading the fire to furniture and bookshelves throughout the building.
Crate of Healing Potions
A crate of healing potions found in the foyer of Reed Manor, apparently ready for delivery to either the Queen's Men or Hooded Lanterns. The party took these potions before burning down the manor and plans to claim Oscar asked them to deliver them.
Healing Potion
Standard healing potions used by party members during combat. Syndle drank one to recover hit points, and Tark used one to restore 6 hit points to the unconscious Ned during the knight encounter.
Session 28: Detained & De-Deliriumed
Date: Sep 16th, 2025
Summary
The party was traveling south from Drakkenheim when they were intercepted by a patrol of Silver Order knights led by Knight Commander Sir Virgil Underwood and a Hex Knight named Sir Alaric Thorne. The knights had crossbows trained on the party and demanded they surrender their weapons, citing a new decree from Divine Matriarch Mercy V that declared delirium an unholy abomination. Despite initial resistance, the party complied when threatened with overwhelming force. The knights searched their belongings and confiscated all delirium - 30 chips, 25 fragments, 2 shards, and 1 crystal worth approximately 5,000 gold. They also examined Oscar Yoren's severed head, which the party had been transporting as proof of completing Academy business. The Hex Knight questioned the party about their activities, including encounters with demons and their knowledge of various factions operating in the region. During the encounter, it became apparent that Oiroa had been magically influenced by the Ultroloth they had previously fought, causing her to be unusually helpful to their captors. A Griffin rider arrived during the confrontation, adding to the Silver Order's intimidating presence. After the search, the knights released the party with a warning about the new restrictions on delirium, though they provided healing potions as compensation for the party's injuries. The party then traveled to Emberwood Village, where they met with River at the Red Lion Hotel to report on Oscar Yoren's death and discuss the Academy's response to the delirium ban. River revealed that the Academy was working on a legal appeal but would need to operate through black market channels in the meantime. She accepted Oscar's belongings and paid the party for a pistol and ammunition they had recovered. After discovering that Oiroa's strange behavior was due to magical suggestion from the Ultroloth, Tark punched her to break the enchantment. The party then visited Hendrick's Farm to warn the Falling Fire about the Silver Order's new decree and growing military presence. Finally, they met with Blackjack Mel at the Skull & Sword to discuss the implications of the delirium ban and learned about a planned handoff of the Scepter of Saint Vitruvio between the Queen's Men and Silver Order, leading to discussions about potentially intercepting it.
Scenes
Confrontation with Silver Order Knights
The party is stopped by a patrol of Silver Order knights who demand surrender and search their belongings for delirium.
- Knight Commander Sir Virgil Underwood and Hex Knight Sir Alaric Thorne intercept the party with crossbows drawn
- The knights cite a new decree declaring delirium an unholy abomination
- Party members reluctantly surrender their weapons and submit to binding
- Knight Seraphine searches their bag of holding and confiscates all delirium worth 5,000 gold
- The knights examine Oscar Yoren's severed head and question the party about demon encounters
- A Griffin rider arrives during the confrontation
- Oiroa acts unusually helpful toward the knights due to magical influence
- The knights release the party with healing potions as compensation
Meeting with River at Red Lion Hotel
The party reports to River about Oscar Yoren's death and discusses the Academy's response to recent events.
- Party delivers Oscar Yoren's head and belongings to River
- River explains the Academy is appealing the delirium ban but will operate through black market channels
- Party sells a pistol and ammunition to River for 256 gold
- River casts a spell revealing Oiroa is under magical suggestion from the Ultroloth
- River explains the suggestion will fade after a good night's rest or can be broken by dealing damage
- Tark punches Oiroa to break the magical enchantment
- River provides information about the Academy's legal challenges with the new decree
Warning the Falling Fire
The party visits Hendrick's Farm to inform the Falling Fire about the Silver Order's decree and military buildup.
- Party meets with Nathaniel Flint and Katya Braun to discuss the delirium ban
- They warn about the Silver Order's growing military presence of over 200 knights
- The party shares a copy of the decree outlawing delirium
- Falling Fire leaders express concern but are not surprised by the development
- Nathaniel and Katya decide to warn Lucretia Mathias and potentially fortify their gate
- Apollo, a dwarf who underwent the sacrament, speaks with Syndle about their shared experience
Planning at Skull & Sword
The party meets with Blackjack Mel to discuss the delirium situation and learns about the scepter handoff.
- Blackjack Mel reveals plans to set up a temporary merchant at Eckerman Mill to process delirium
- He mentions Styx Ferry as an alternative river crossing to avoid Camp Dawn
- Mel discusses the pending sale of the Scepter of Saint Vitruvio to the Silver Order for 15,000 gold
- He reveals the Scarlet Shadows (Ruby Goliath, Juggernaut, Flint, and Cade) will handle the delivery
- The handoff is scheduled for the morning after next at a crossroads north of their previous encounter
- Party learns both sides typically send equal-sized groups of 5-6 people for such exchanges
- Discussion begins about potentially intercepting the scepter to prevent the Silver Order from obtaining it
Npcs
Knight Commander Sir Virgil Underwood
A Silver Order knight commander who leads the patrol that intercepts the party. He wears silver plate armor with gold-flowing white tabards bearing the sacred flame symbol. Professional and methodical in enforcing the new delirium decree, he shows some regret about the confrontational nature of the encounter but remains firm in his duties.
Sir Alaric Thorne
A Hex Knight of the Watchful Order, recognizable as a mage slayer from the secretive organization that hunts illegal magic use. Unlike typical undercover operatives, he appears in full armor. He questions the party extensively about their magical activities and demon encounters, showing particular interest in Oscar Yoren's dark magic practices.
Knight Seraphine
A Silver Order knight who conducts the thorough search of the party's belongings. She wears heavy blacksmith-type gloves while handling delirium and methodically removes all contaminated materials from their bag of holding. Professional and efficient in her duties.
Griffin Rider
A Silver Order knight who arrives on a griffin during the confrontation with the party. Her presence adds to the intimidating display of the Silver Order's military capabilities and aerial reconnaissance.
River
A tiefling mage of the Amethyst Academy with flowing blue hair, spotted brown skin, and distinctive backward-curving horns. She conducts Academy business from the Red Lion Hotel and shows sympathy for the party's losses while explaining the Academy's legal challenges with the new delirium restrictions.
Nathaniel Flint
A jovial leader of the Falling Fire religious movement who receives the party's warning about the Silver Order decree with concern but not surprise. He works closely with Katya Braun and makes decisions about warning Lucretia Mathias and fortifying their positions.
Katya Braun
A knight of the Lion's Thorn Legion who has joined the Falling Fire. She wears distinctive lion-themed armor and shows strong interest in intercepting the Scepter of Saint Vitruvio to prevent it from falling into Silver Order hands. Willing to participate in dangerous missions against the Silver Order.
Apollo
An elderly dwarf cleric who underwent the Falling Fire sacrament alongside Syndle. He approaches Syndle to discuss their shared experience, though he has developed a cough since the ritual. Represents the ongoing effects and community of those who have taken the sacrament.
Blackjack Mel
A Queen's Men lieutenant who operates from the Skull & Sword tavern. He shows pragmatic concern about the delirium ban's impact on business and reveals details about the upcoming scepter sale to the Silver Order. More interested in profit than politics, he provides information about alternative smuggling routes.
Ruby Goliath
A giant member of the Scarlet Shadows mercenary group hired by the Queen's Men to deliver the Scepter of Saint Vitruvio. Part of the four-person team tasked with the dangerous handoff to the Silver Order.
Juggernaut
An orc war chief who serves as part of the Scarlet Shadows mercenary group. One of the four core members assigned to handle the scepter delivery to the Silver Order.
Flint
A war veteran who works as part of the Scarlet Shadows mercenary group. Experienced in combat operations and part of the team handling the high-value scepter transaction.
Cade
A master thief who rounds out the Scarlet Shadows mercenary group. His skills in stealth and infiltration make him valuable for the dangerous scepter handoff operation.
Divine Matriarch Mercy V
The religious leader of the Sacred Flame who issued the decree declaring delirium an unholy abomination. Described as a descendant of Saint Tarna, she wields significant religious and political authority in the region.
Styx
A river boatman who operates a ferry service across the river in The Spokes area. Described as an odd fellow who uses a raft made of sticks, he provides an alternative crossing to avoid the Silver Order's bridge near Camp Dawn.
Locations
Road South of Drakkenheim
The outskirts road leading toward Camp Dawn where the party was intercepted by Silver Order knights. The area features terrain suitable for mounted patrols and is within sight of the growing military encampment.
Camp Dawn
A rapidly expanding Silver Order military encampment that has grown from around 100 to over 200 troops. Features new barracks, Griffin stables, and serves as the base for the Silver Order's operations in the region.
Red Lion Hotel
An inn in Emberwood Village where River, the Amethyst Academy representative, conducts business. Serves as a meeting place for Academy-related discussions and transactions.
Hendrick's Farm
The gathering place for Falling Fire pilgrims located south of Emberwood Village. Features yurts and meeting spaces where the religious faction conducts their business and houses their leadership.
Skull & Sword Tavern
A rough establishment in Emberwood Village where Blackjack Mel conducts Queen's Men business from his typical booth. The tavern serves as a hub for mercenary work and criminal enterprises.
Eckerman Mill
A mill location across the river that Blackjack Mel plans to use as a temporary base for processing delirium, positioned strategically away from immediate Silver Order attention.
Spells
Circle of Death
A powerful sixth-level necromancy spell cast by the Hex Knight Sir Alaric Thorne during the party's previous encounter. The spell has a 60-foot radius and was devastating enough to nearly kill multiple party members, demonstrating the knight's formidable magical abilities.
Slow
A spell that was used against the party during their encounter with the Silver Order knights, significantly hampering their ability to act effectively in combat. The spell's effects contributed to the party's disadvantage during the confrontation.
Detect Magic
A divination spell used by River to examine Oiroa and determine that she was under the influence of magical suggestion from the Ultroloth. The spell revealed the nature of the enchantment affecting her behavior.
Prayer of Healing
A healing spell cast by Oiroa multiple times during their journey to restore the party's health after their encounter with the Silver Order. Each casting took 10 minutes and provided substantial healing to multiple party members.
Suggestion
An enchantment spell that was affecting Oiroa, cast by the Ultroloth during their previous encounter. The spell compelled her to act against the party's best interests, making her unusually helpful to their enemies until it was broken.
Items
Oscar Yoren's Head
The severed head of the rogue Academy member Oscar Yoren, kept as proof of completing Academy business. The head shows Oscar's disturbing appearance and serves as evidence of his crimes involving demon summoning and dark magic practices.
Delirium Collection
A substantial collection of delirium consisting of 30 chips, 25 fragments, 2 shards, and 1 crystal, worth approximately 5,000 gold. Confiscated by the Silver Order knights as contraband under the new decree declaring delirium an unholy abomination.
Oscar's Spellbook
A spellbook containing Oscar Yoren's magical knowledge, including spells from cantrips through fifth level. The Hex Knight examined it and found the spells themselves to be normal, though the book represents Academy property that must be returned.
Oscar's Rings
Multiple rings worn by Oscar Yoren, some of which were fake Academy rings indicating he wasn't actually authorized to cast ninth-level spells despite wearing nine rings. The rings serve as additional proof of his deception and crimes against the Academy.
Ruby Vial with Silver Cork
A disturbing vial containing blood, likely Oscar's, that the party believes was used in demon summoning and planar binding rituals. The Hex Knight recognized it as evidence of dark magic practices and ultimately returned it to the party's belongings.
Ancient Tome with Blank Pages
A mysterious ancient-looking book with magical bindings found among Oscar's possessions. When examined, the pages appear blank, but the party gets a distinct impression that it possesses magical properties that may reveal themselves under the right conditions.
Pistol and Ammunition
A firearm with gunpowder and bullets recovered from Oscar's laboratory. River found it intriguing despite it not being magical, and the Academy purchased it for 256 gold, recognizing its potential value as a non-magical weapon.
Healing Potions
Two healing potions provided by Knight Commander Sir Virgil Underwood as compensation for the party's injuries sustained in their recent battles. Given as a gesture of goodwill despite the confrontational nature of the encounter.
Invisible Chest
A magically concealed chest containing potions and syringes that remained hidden during the Silver Order's search of the party's belongings. The chest's invisibility allowed it to escape detection during the thorough examination of their possessions.
Scepter of Saint Vitruvio
A powerful holy relic currently in Queen's Men possession, scheduled to be sold to the Silver Order for 15,000 gold. The scepter represents significant religious and magical power, making it a coveted artifact that multiple factions desire to control.
Session 29 - Ambush
Date: Oct 21st, 2025
Summary
The party executed their carefully planned ambush on the scepter handoff between the Queensmen gang called the Scarlet Shadows and the Silver Order. Oiroa had used clairvoyance to identify the Silver Order party beforehand, and the stage was set when a Griffin rider flew in, followed by the appearance of the Scarlet Shadows led by Ruby Goliath, Juggernaut the Orc Warchief, the Master Thief, and a Veteran. Tark, while invisible himself, spotted another invisible person positioned nearby on the ridge. The ambush began when Tark attempted to shoot the arcane knight with his crossbow but missed badly. However, he successfully shoved the invisible mage off the cliff edge, causing her to scream and tumble down while taking fall damage, though she maintained her invisibility spell through sheer concentration. Syndle prepared himself with bowstring magic before the chaos truly erupted, while the party maintained their hidden positions. Yazzy cast a confusion spell on the Griffin, causing the magnificent beast to lose its ability to distinguish friend from foe. The Griffin failed to resist the enchantment and began attacking randomly, turning its claws against the very arcane knight it was supposed to protect. The arcane knight managed to dodge the rending attacks and quickly cast mirror image, creating three illusory duplicates for protection. Meanwhile, the Silver Order knights drew their weapons and shouted at the Queensmen but held back from attacking. The tension broke when Juggernaut lost control and let out a thunderous battle cry that echoed across the battlefield. His rage gave his allies advantage as he hurled a spear at a Silver Order knight, though it sailed wide of its mark. Undeterred, he charged forward with his great axe and struck a devastating blow. Cade the rogue capitalized on the chaos, shooting his crossbow with deadly precision and sneak attack damage, killing the knight instantly. Lint followed up with his heavy crossbow, dealing significant damage before drawing his great sword for melee combat. Ruby unleashed a massive fireball that devastated the battlefield, forcing everyone to dive for cover. The magical explosion caught Syndle and Xakarium in its radius, though both managed to avoid the worst of the blast. The arcane knight wasn't so fortunate, taking the full brunt of the flames, while the Griffin and its rider also suffered burns. Multiple Silver Order knights were caught in the inferno, their armor glowing red-hot from the magical fire. Yazzy took on the appearance of a fallen Silver Order knight and positioned herself for a backstab attack, while also inspiring Tark with bardic magic. Oiroa cast a silence spell with a twenty-foot radius centered on the road, trapping the invisible mage in a zone where she could neither hear nor cast spells with verbal components. The magical silence created a tactical advantage that would prove crucial in the battle's outcome. Ned emerged from his concealment and unleashed his own devastating fireball, targeting multiple enemies with precision. The magical explosion left most of the combatants bloodied and struggling, with the battlefield becoming heavily scarred by the repeated magical assaults. The ground itself became blackened and glassed from the intense magical energies being unleashed. The arcane knight retaliated with a lightning bolt that ripped through three Queensmen in a brilliant line of electrical energy. Ruby, Juggernaut, and a veteran all managed to dodge the worst of the attack, though they still suffered significant damage from the crackling energy. The magical exchange demonstrated the deadly power both sides possessed. Syndle's wild magic triggered a teleportation ability, allowing him to appear above the arcane knight and deliver a devastating boot attack that knocked her prone. He followed up with reckless battle axe strikes, dealing massive damage though the knight somehow survived the brutal assault. The arcane knight desperately cast another fireball, catching Marcel and Katya in the blast as she fought for her life. In a heroic final stand, Flint scored a critical hit before dying, taking down an enemy with his last breath and showing the determination of the Queensmen fighters. Yazzy cast a shatter spell that eliminated the Griffin rider with thunder damage, while Juggernaut managed to survive the sonic assault. The invisible mage attempted to flee up the hill but was caught by Yazzy's hold person spell, becoming paralyzed and vulnerable. Xakarium delivered a carefully aimed lightning bolt that struck the cliff wall, using metamagic to protect Marcel while devastating the remaining enemies. The arcane knight finally fell to the electrical assault, and even the mighty Juggernaut couldn't survive the concentrated magical barrage. Tark pursued the held mage and eliminated her with his rapier, ensuring no witnesses could escape. The party systematically eliminated the remaining thief through coordinated attacks, with Syndle delivering critical hits and Xakarium finishing him with magic missiles. Just as they thought the battle was over, Ned spotted another Griffin approaching from the south and warned the party of the incoming threat. They had limited time before this new arrival would discover the carnage. When the Griffin and its rider arrived to investigate, the party successfully hid while the newcomer surveyed the extensive magical devastation. The rider was cautious about landing on the blackened, glassed ground and instead circled before landing away from the blast zone. After checking on the dead Griffin and searching for the scepter and gold, the rider discovered both were missing. The party launched their final assault on the investigating Griffin rider. Tark struck with a devastating sneak attack while Yazzy cast hold person, paralyzing the rider. Disguised as a Queensmen guard, Yazzy backstabbed the helpless rider, killing him instantly. Syndle then attacked the remaining Griffin with his boots and battle axe, reducing the creature to near death before delivering the killing blow. With all witnesses eliminated, the party faced the aftermath of their brutal ambush. They discussed the need to dispose of key bodies to prevent resurrection magic from revealing their involvement. The decision was made to take three specific corpses in their bag of holding: the arcane mage, Cade the rogue, and the Queensmen mage, as these were the most likely to provide useful information if brought back to life. Marcel successfully retrieved the Scepter of Saint Vitruvio from Ruby's body, securing their primary objective. Yazzy, while disguised, found fifteen thousand gold pieces on the Griffin rider, completing their secondary goal. The party decided against returning directly to town, instead planning to use Styx Ferry as an alternative crossing point to avoid suspicion. They departed the scene of carnage with their objectives complete, leaving behind a battlefield so devastated by magical combat that it would puzzle investigators for years to come.
Scenes
The Ambush Begins
The party initiates their planned ambush on the scepter handoff between the Queensmen and Silver Order.
- Oiroa used clairvoyance to identify the Silver Order party
- A Griffin rider arrived at the meeting location
- The Scarlet Shadows gang appeared led by Ruby Goliath the Giant and Juggernaut the Orc Warchief
- Tark spotted an invisible person while he was also invisible
- Tark attempted to shoot the arcane knight with his crossbow but missed badly
- Tark successfully shoved the invisible mage off the cliff, causing her to scream and fall
- The invisible mage took fall damage but maintained concentration on her invisibility spell
- Syndle used bowstring magic on himself before combat officially began
- Initiative was rolled with Yazzy and Syndle both getting 23
Chaos Erupts
Combat begins with Yazzy casting a confusion spell on the Griffin, causing it to attack randomly.
- Yazzy cast a confusion spell on the Griffin, causing it to lose ability to distinguish friend from foe
- The Griffin failed its intelligence saving throw and became confused
- Syndle held his action, waiting for chaos to erupt before joining the fray
- Oiroa chose to do nothing and wait
- Tark shot arrows at the spellcaster, missing once but hitting for 13 damage on the second shot
- Xakarium moved position after shooting to avoid being tracked
- The party maintained their hidden positions while the two enemy factions began to turn on each other
The Griffin's Confusion
The griffin, affected by Yazzy's confusion spell, begins attacking its own allies randomly.
- Griffin rolls randomly and attacks the Arcane Knight with claws
- Arcane Knight dodges the griffin's rend attacks
- Arcane Knight casts Mirror Image, creating three illusory duplicates
- Silver Order knights draw weapons and shout at the Queensmen but don't attack
- Ned moves closer to the ledge and transforms into Blackjack Mel's appearance
Juggernaut's Battle Cry
The orc warchief Juggernaut loses control and begins attacking the Silver Order knights.
- Juggernaut fails his wisdom check and enters combat
- Juggernaut lets out a battle cry, giving his party advantage on attack rolls
- Juggernaut throws a spear at a Silver Order knight but misses
- Juggernaut charges with his great axe and deals 13 damage to a knight
- Cade shoots crossbow with sneak attack, dealing 26 damage and killing the knight
- Lint shoots heavy crossbow for 16 damage, then draws his great sword
Ruby's Fireball Devastation
The giant Ruby Goliath unleashes a massive fireball that catches multiple combatants.
- Ruby casts fireball with DC 14 dexterity save
- Fireball deals 30 damage to those who fail, 15 to those who save
- Syndle and Xakarium caught in the blast but both save for half damage
- Arcane Knight fails save and takes 30 damage
- Griffin and rider both take damage from the fireball
- Multiple Silver Order knights take heavy damage
- The invisible mage's position is revealed by the fireball's trajectory
Yazzy's Deception
Yazzy takes the form of a fallen knight and prepares to strike from behind.
- Yazzy assumes the appearance of a dead Silver Order knight
- Yazzy moves behind an enemy to set up a backstab attack
- Yazzy holds her action, waiting for the right moment to strike
- Yazzy gives Tark bardic inspiration for advantage on his next attack
Oiroa's Silence Spell
Oiroa casts a silence spell to neutralize the enemy spellcaster.
- Oiroa positions herself to see the battlefield without being revealed
- Oiroa casts Silence spell with 20-foot radius centered on the road
- The invisible mage is caught in the silence zone
- The mage becomes unable to cast spells with verbal components
- The mage is deafened and cannot hear anything within the sphere
Ned's Fireball Assault
Ned unleashes devastating fireballs that decimate both enemy groups.
- Ned casts fireball targeting multiple enemies
- 24 damage rolled for the fireball
- Multiple enemies fail their dexterity saves
- Griffin, Griffin rider, and several other combatants take massive damage
- Most enemies become bloodied from the fireball damage
- The battlefield becomes heavily damaged from the magical assault
Lightning Bolt Devastation
The Arcane Knight retaliates with a lightning bolt that strikes three Queensmen.
- Arcane Knight casts lightning bolt in a line through three Queensmen
- Lightning bolt deals 31 damage to targets
- Ruby, Juggernaut, and a veteran all make dexterity saves
- All three targets save and take 15 damage instead of 31
- The magical retaliation shows the Silver Order's power
Syndle's Teleporting Assault
Syndle teleports into combat and delivers devastating attacks on the Arcane Knight.
- Syndle uses wild magic and rolls teleport ability
- Syndle teleports above the Arcane Knight and delivers boot attack
- Boot attack knocks the Arcane Knight prone
- Syndle follows up with reckless battle axe attacks
- First axe attack deals 18 points of damage
- Second axe attack deals another 18 points of damage
- Arcane Knight survives despite taking 39 total points of damage
Arcane Knight's Desperate Fireball
The wounded Arcane Knight casts a fireball targeting the Queensmen forces.
- Arcane Knight stands up from prone position
- Casts fireball targeting Queensmen and party allies
- Marcel and Katya are caught in the fireball blast
- 22 damage rolled for the fireball
- Marcel fails his save and takes full damage
- The spell shows the Arcane Knight's desperation
Flint's Heroic Last Stand
Flint makes a final heroic attack before dying.
- Flint scores a critical hit on his final attack
- Deals 28 points of damage with his dying blow
- Successfully kills an enemy with his heroic death
- Shows the determination of the Queensmen fighters
Yazzy's Shatter Spell
Yazzy casts a shatter spell to eliminate remaining enemies.
- Yazzy casts shatter spell with 10-foot radius
- Targets multiple enemies with constitution saves
- Griffin Rider fails save and dies from the thunder damage
- Juggernaut saves and takes half damage but survives
- The spell helps clear the battlefield of remaining threats
The Fleeing Mage
The invisible mage attempts to escape but is pursued and eliminated.
- The invisible mage attempts to flee up the hill
- Yazzy casts Hold Person on the fleeing mage
- The mage fails her wisdom save and becomes paralyzed
- Yazzy follows up with Toll the Dead for additional damage
- Tark pursues and kills the held mage with his rapier
- The last potential witness is eliminated
Xakarium's Lightning Finale
Xakarium delivers the final lightning bolt to eliminate remaining enemies.
- Xakarium casts lightning bolt hitting the cliff wall
- Uses careful spell to protect Marcel from damage
- Lightning bolt deals 31 damage to remaining enemies
- Arcane Knight dies from the lightning damage
- Juggernaut dies even with half damage
- Marcel takes half damage and survives
Griffin Approach Warning
Ned spots an approaching Griffin from the south and alerts the party.
- Ned sees a Griffin flying towards them from the south
- Ned shouts alarm to warn the party about the incoming threat
- Party realizes they have limited time before Griffin arrives
- Discussion about whether to hide, fight, or let it escape
- Estimation that Griffin will arrive by end of next round
Final Thief Elimination
The party coordinates to eliminate the last remaining thief.
- Syndle teleports and attempts boot attack on the remaining thief
- Thief saves against boot attack but takes axe damage
- Thief uses uncanny dodge to halve damage from one attack
- Xakarium casts magic missile on the thief for 11 damage
- Syndle delivers critical hits with double crits
- Thief is finally killed, eliminating the last witness
Griffin Rider Arrival
A new Griffin and rider arrive to investigate the carnage.
- Griffin flies over and surveys the battlefield
- All party members successfully hide with advantage on stealth rolls
- Griffin rider sees extensive carnage and blackened, glassed ground
- Griffin circles cautiously before landing away from the blast zone
- Rider checks on the dead griffin first, then searches for money and scepter
- Rider discovers both the scepter and gold are missing
Final Griffin Rider Confrontation
The party eliminates the investigating Griffin rider and his mount.
- Tark attacks the Griffin rider with sneak attack for 25 damage
- Yazzy casts Hold Person on the griffin rider, paralyzing him
- Yazzy, disguised as a Queensman guard, backstabs the paralyzed rider
- The griffin rider is killed instantly by the backstab
- Syndle attacks the remaining griffin with boots and battle axe
- The griffin is reduced to 3 hit points and then killed
Aftermath and Body Disposal
The party discusses what to do with the numerous corpses and evidence.
- Party realizes they have killed all witnesses to their ambush
- Discussion about resurrection magic and the need to dispose of key bodies
- Decision to take three specific bodies: the arcane mage, Cade the rogue, and the Queensmen mage
- Bodies are placed in the bag of holding to prevent future resurrection
- Party decides to leave the scene quickly to avoid detection
Treasure Recovery and Escape Planning
The party secures their objectives and plans their escape route.
- Marcel retrieves the Scepter of Saint Vitruvio from Ruby's body
- Yazzy finds 15,000 gold on the Griffin Rider while disguised
- Party discusses not returning directly to town to avoid suspicion
- Decision made to head to Styx Ferry as an alternative crossing point
- Party prepares to leave with the scepter, gold, and three dead bodies for later looting
Npcs
Ruby Goliath
Leader of the Scarlet Shadows gang who appeared at the scepter handoff. A giant who commands the Queensmen forces in this encounter and casts devastating fireball spells. She was killed during the battle and found to be carrying the Scepter of Saint Vitruvio.
Juggernaut
An orc warchief working with the Scarlet Shadows gang. Part of the Queensmen faction at the scepter exchange. He fails his wisdom check and enters a battle rage, letting out a battle cry that gives his allies advantage on attack rolls. He attacks with thrown spears and a great axe, dealing significant damage before being killed by Xakarium's lightning bolt.
Arcane Knight
A spellcaster member of the Silver Order party who was targeted by Tark's crossbow attacks during the ambush. She casts Mirror Image for protection and Lightning Bolt against enemies, showing significant magical power. She takes massive damage from multiple sources including Ruby's fireball and Syndle's attacks before being killed by lightning bolt.
Invisible Mage
A female spellcaster who was invisible and positioned on the cliff ridge. Was pushed off the cliff by Tark, causing her to scream and take fall damage while maintaining her invisibility spell. Later caught in Oiroa's silence spell, she attempted to flee but was held by magic and killed by Tark's rapier attack.
Griffin
A flying mount that became confused due to Yazzy's spell, losing the ability to distinguish between friends and enemies. Failed its intelligence saving throw and attacked randomly, including its own allies. The creature has powerful claw and beak attacks and was eventually killed during the battle.
Griffin Rider
A mounted combatant who arrived at the handoff location riding a Griffin. Part of one of the factions involved in the scepter exchange. Takes damage from Ruby's fireball and struggles to control the confused mount. Later, a second Griffin Rider arrives to investigate the carnage, carrying 15,000 gold, but is killed by the party.
Master Thief
A member of the Scarlet Shadows gang who appeared with Ruby Goliath and Juggernaut at the scepter handoff.
Veteran
An experienced fighter who appeared with the Scarlet Shadows gang at the scepter exchange meeting. Takes damage from the Arcane Knight's lightning bolt but survives the initial assault.
Cade
A Queensmen rogue who capitalizes on Juggernaut's attacks by shooting crossbow bolts with sneak attack damage, successfully killing a Silver Order knight with a devastating 26-point attack. He attempts to flee during the battle but is ultimately killed, with his body taken by the party to prevent resurrection.
Lint
A Queensmen fighter who shoots a heavy crossbow for significant damage, then draws his great sword to engage in melee combat with the Silver Order forces.
Marcel
A knight ally of the party who understands the plan and waits for the right moment to join the battle. He is protected by Xakarium's careful spell casting during the lightning bolt attack and successfully retrieves the Scepter of Saint Vitruvio from Ruby's body, securing one of the primary mission objectives.
Katya
A knight ally of the party who waits alongside Marcel, ready to attack when they see the party members openly engage in combat. She participates in the ambush plan and joins the combat when the party reveals themselves.
Flint
A Queensmen warrior who made a heroic final stand, scoring a critical hit and dealing 28 damage to kill an enemy before dying himself, showing the determination of the Queensmen fighters.
Thief
A surviving enemy rogue who attempted to flee the battlefield toward the silence spell area. Possessed uncanny dodge ability to halve damage from attacks. Was systematically hunted down and eliminated by the party to prevent any witnesses from escaping.
Locations
Cliff Ridge Ambush Site
A elevated position overlooking the scepter handoff location where the party set up their ambush. Features bushes for concealment, trees for cover, and a cliff edge where the invisible mage was pushed off. The area becomes heavily damaged by multiple fireballs and lightning bolts, with the ground becoming blackened and glassed from magical devastation.
Styx Ferry
An alternative river crossing point that the party learned about and decided to use for their escape route instead of returning directly to town. Located somewhere along the river route, it serves as a safer passage away from the ambush site.
Silence Spell Area
A magically silenced zone created by Oiroa's spell where the fleeing thief attempted to escape. The 20-foot radius area prevents spellcasting with verbal components and creates a tactical advantage for the party by neutralizing enemy spellcasters.
Battlefield
The main combat area showing extensive magical damage with blackened, glassed ground from multiple fireballs and lightning bolts. The terrain was so devastated that the approaching Griffin rider was hesitant to land directly on it, instead circling cautiously before landing away from the blast zone.
Spells
Clairvoyance
Cast by Oiroa to identify and scout the Silver Order party before the ambush began, allowing the party to gather intelligence on their targets and plan their attack accordingly.
Confusion
Cast by Yazzy on the Griffin, causing it to lose the ability to distinguish friend from foe and randomly attack creatures around it. The Griffin failed its intelligence saving throw and this spell was crucial in turning the Griffin against its own allies, creating chaos in the enemy ranks.
Bowstring Magic
Cast by Syndle on himself before combat began, lasting 10 minutes and providing an extra D3 damage to his attacks. This preparation spell enhanced his combat effectiveness throughout the encounter.
Greater Invisibility
Maintained by the invisible mage even after taking fall damage from being pushed off the cliff, allowing her to remain unseen until she lost concentration from subsequent damage.
Mirror Image
Cast by the Arcane Knight in response to being attacked by the confused griffin. Creates three illusory duplicates to provide protection from further attacks, though these were later destroyed by area effect spells during the intense magical combat.
Fireball
A devastating area-of-effect spell cast multiple times during the encounter. Ruby Goliath cast one with DC 14 dexterity save dealing 30 damage to those who fail and 15 to those who succeed. Ned also cast fireballs that devastated both enemy groups. The Arcane Knight cast one targeting the Queensmen. These spells were key to the party's overwhelming victory.
Silence
Cast by Oiroa with a 20-foot radius centered on the battlefield. Creates an area where no sound can be made and spells with verbal components cannot be cast, effectively neutralizing enemy spellcasters caught in the affected area.
Lightning Bolt
Cast by the arcane knight in a line through three Queensmen dealing 31 damage, and later by Xakarium. Xakarium's lightning bolt struck the cliff wall at 5 feet high, dealing 31 damage to multiple enemies while carefully avoiding party members using careful spell metamagic to protect Marcel.
Hold Person
Cast by Yazzy on the fleeing invisible mage and later on the griffin rider, paralyzing them and allowing other party members to easily finish them off with advantage on attacks.
Toll the Dead
Cast by Yazzy as a follow-up attack on the held mage, dealing necrotic damage through a wisdom saving throw and contributing to her elimination.
Shatter
Cast by Yazzy with a 10-foot radius, requiring constitution saves from affected enemies and dealing thunder damage to those who failed. This spell helped clear the battlefield of remaining threats.
Magic Missile
An unerring force damage spell cast by Xakarium against the fleeing thief, dealing 11 points of damage. This spell helped ensure the elimination of the last witness to the party's ambush operation.
Teleport
A magical transportation ability used by Syndle multiple times during combat through wild magic surges to quickly reposition for attacks. This spell allowed rapid movement across the battlefield to engage enemies and deliver devastating boot attacks and weapon strikes.
Items
Scepter of Saint Vitruvio
The primary objective of the quest, a powerful holy relic that was successfully recovered by Marcel from Ruby Goliath's body. This ancient scepter belonged to the revered paladin Saint Vitruvio and was the centerpiece of the ambush operation between the Silver Order and Scarlet Shadows.
15,000 Gold
A substantial treasure hoard carried by the Griffin Rider, representing the monetary component of the handoff deal. Yazzy successfully recovered this fortune while disguised as one of the fallen Queensmen guards, securing the secondary objective of their mission.
Bag of Holding
A magical storage item used by the party to store three bodies (the arcane mage, Cade the rogue, and the Queensmen mage) to prevent their resurrection and potential testimony about the ambush.
Ruby's Boots
Magical boots worn by Ruby that allow her to teleport and deliver devastating kick attacks. She used them to teleport above the arcane knight and deliver a boot attack that knocked her prone during combat.
Crossbow
Weapon used by Tark during the ambush, though he missed his initial shots at the arcane knight. He later tossed it down the cliff to make it appear that it fell with the invisible mage he pushed.
Great Axe
Weapon wielded by Juggernaut during his battle rage, used to deal significant damage to Silver Order knights after throwing his spear.
Heavy Crossbow
Weapon used by Lint to deal 16 piercing damage to enemies before drawing his great sword for melee combat.
Great Sword
Melee weapon drawn by Lint after using his heavy crossbow, used for close combat engagement.
Rapier
Weapon used by Tark to deliver the killing blow to the held invisible mage, demonstrating the effectiveness of the party's coordinated attacks.
Session 30: Going over the walls
Date: Oct 22nd, 2025
Summary
The party found themselves at the city wall, debating their next move while carrying the bodies of their fallen enemies in their bag of holding. Tark proudly showed off his winged boots, which had become a constant topic of conversation during their journey. The group faced a dilemma: they could either confront the guards at the gate and risk creating more witnesses, or find an alternative route into the city. After much discussion, they decided to use Tark's magical boots to ferry everyone over the forty-foot wall, avoiding the guards entirely. Before attempting their aerial crossing, the party retreated to a safe distance to examine the bodies they had been carrying. They pulled out the corpses of two powerful spellcasters - one from the Silver Order and another from the Queen's Men - along with a skilled thief. The search yielded valuable treasures including spell books from a formidable ninth-level caster, a substantial amount of gold, and various magical items. Among their discoveries was a wand of magic missiles, forgery tools, a peculiar tankard of sobriety, and an enchanted cloak of many fashions. Most concerning was a sending stone found in one of the bodies' pockets, which they quickly stored away separately, recognizing its potential as a tracking device. With their looting complete, the party prepared for their daring wall crossing. Tark used his winged boots to carry three companions while Yazzy employed her boots of levitation to transport Syndle. The group successfully flew over the imposing city wall near the ruins of the Black Ivory Inn, a structure that had been destroyed by a meteorite fifteen years prior. Their plan seemed flawless as they descended on the other side, but their celebration was short-lived. As the party crested the wall, five hideous harpies emerged from two large dead trees, their vulture bodies and aged feminine features creating a terrifying sight. These creatures possessed devastating mental abilities that quickly turned the tide against the adventurers. The lead harpy unleashed a vexing screech that sent waves of psychic energy through several party members, leaving them incapacitated and reeling from the mental assault. Another harpy began singing a hypnotic luring song that charmed multiple companions, forcing them to move helplessly toward their tormentor despite their best efforts to resist. The battle intensified as a third harpy cast a spell that created crackling psychic static in the air, further muddling the thoughts of those caught in its radius. Ned managed to retaliate with the newly acquired wand of magic missiles, sending bolts of energy into the nearest creature. Syndle entered a rage and discovered his weapons had been infused with otherworldly force, allowing him to leap high into the air and strike at the airborne enemies. Yazzy used her levitation abilities to engage the harpies directly, while Xakarium unleashed a devastating lightning bolt that killed one harpy instantly and severely wounded another. Despite their initial success, the party found themselves struggling against the harpies' mental domination. The queen harpy turned invisible while continuing her mesmerizing song, making her nearly impossible to target. Several party members were forced to move against their will toward the singing creature, while others remained incapacitated by the various psychic effects. The harpies pressed their advantage with cursed bolts and vicious claw attacks, with Ned falling unconscious from the sustained assault. Gradually, the party began to break free from the mental effects through sheer determination and magical resistance. Tark shook off his incapacitation and flew directly at the invisible queen, landing solid blows despite being unable to see his target clearly. Oiroa provided crucial healing to keep her companions in the fight while also striking back with necrotic magic. As more party members regained their faculties, they began to turn the tide of battle through coordinated attacks and tactical positioning. The harpies, realizing they were losing their advantage, attempted to flee the battlefield. Several tried to turn invisible and escape, but the party was ready for them. Yazzy managed to perceive the movement of one fleeing harpy and struck it down with a precise attack, while Xakarium used his magical abilities to shock another with lightning as it tried to escape. The remaining harpies, seeing their sisters fall, abandoned the fight entirely and disappeared into the sky, leaving the party victorious but battered. In the aftermath of the battle, Oiroa used her healing magic to tend to the wounded, gradually restoring the party to fighting condition over several minutes of careful treatment. The group took time to recover from their ordeal and assess their situation, now finding themselves inside the city walls but aware that their method of entry had been far from subtle. They discussed their next moves, planning to locate the underground tunnel system they had learned about and dispose of the bodies they still carried. The encounter had taught them valuable lessons about the dangers that lurked within the city, but it had also revealed new depths to their own abilities as they had grown stronger through their trials, reaching new heights of power and capability that would serve them well in the challenges ahead.
Scenes
Planning the Wall Crossing
The party discusses their options for crossing the city wall while avoiding witnesses and dealing with the bodies they're carrying.
- Party debates whether to kill the guards at the gate or find another way through
- Discussion about using Tark's winged boots to ferry everyone over the 40-foot wall
- Planning to backtrack and loot the bodies they're carrying before crossing
- Consideration of using the tunnel system to create an alibi for their presence
Looting the Bodies
The party moves away from potential witnesses and searches through the bodies they've been carrying in their bag of holding.
- Party pulls out bodies of two spellcasters (one Silver Order, one Queen's Men) and a thief
- Discovery of spell books from a 9th level caster
- Found 450 gold pieces, forgery tools, and a wand of magic missiles with 8 charges
- Discovery of a sending stone from one of the bodies, which they quickly store away
- Found a tankard of sobriety and cloak of many fashions
- Syndle attempts to secretly take the cloak but is caught by the party
- All items and bodies are returned to the bag of holding
Flying Over the Wall
The party uses magical flight abilities to cross the city wall, with Tark carrying multiple party members using his winged boots.
- Tark uses winged boots to carry three party members while Yazzy levitates with Syndle
- Party successfully flies over the 40-foot city wall
- Tark deposits the party members on the ground and pulls others down from the air
- Party positions themselves near the Black Ivory Inn ruins area
- Five harpies emerge from dead trees as the party crests the wall
Harpy Ambush
A fierce battle erupts as five harpies use devastating mental abilities against the party.
- Five harpies emerge from dead trees as the party flies over the wall
- Ned uses wand of magic missiles, firing five bolts at the closest harpy for 20 damage
- Oiroa casts toll the dead on injured harpy but it passes the save
- Syndle rages and gains intangible spirit ability, making weapons force damage with thrown properties
- Syndle jumps 10 feet up and attacks harpy twice with thrown weapons for 15 and 10 damage
- Yazzy levitates up and stabs harpy with psychic blades for 17 damage
- Xakarium casts lightning bolt, killing one harpy and damaging another for 26 damage
- First harpy uses vexing screech - Xakarium, Tark, and Ned fail charisma saves, taking 21 psychic damage and becoming incapacitated
- Second harpy uses luring song - multiple party members fail wisdom saves and become charmed, forced to move toward the harpy
- Third harpy casts synaptic static - Tark and Syndle fail intelligence saves, taking psychic damage and gaining muddled thoughts debuff
- Fourth harpy attacks incapacitated Tark with claws but misses
- Queen harpy goes invisible while continuing to sing
Breaking Free and Counterattack
The party gradually breaks free from harpy mental effects and fights back effectively.
- Party members begin making saving throws to break free from various effects
- Tark breaks free from screech and synaptic static effects
- Oiroa is forced to move toward the singing harpy due to luring song but breaks free at turn's end
- Syndle eventually breaks free from the luring song using advantage from Sacrament of Falling Fire
- Yazzy and Xakarium break free from charm effects
- Tark rages and flies to attack the queen harpy for 20 damage
- Oiroa casts healing word on Tark for 6 hit points and toll the dead on queen for 13 necrotic damage
- Ned is knocked unconscious by harpy cursed bolts dealing 21 damage
- Queen harpy moves away invisibly, prompting opportunity attacks
- Yazzy successfully perceives invisible harpy movement and makes opportunity attack
- One harpy uses vexing screech again, affecting only Tark
- Remaining harpies attack with claws and cursed bolts
Victory and Escape
The party defeats several harpies and forces the survivors to flee.
- Syndle throws his axe at a harpy in the tree
- Yazzy launches herself at a harpy with levitation boots and psychic blades for 16 damage
- Xakarium breaks free from incapacitation effects
- One harpy turns invisible and tries to flee
- Yazzy kills the fleeing harpy with an opportunity attack dealing 20 damage
- Xakarium casts shocking grasp as opportunity attack on another fleeing harpy for 11 lightning damage
- Remaining harpies turn invisible and fly away from the battle
Post-Combat Recovery and Leveling
After defeating the harpies, the party heals up and unexpectedly levels up to 8th level.
- Oiroa casts aura of vitality for sustained healing over multiple rounds
- Ned is healed from near death to 29 out of 47 hit points
- Xakarium receives healing bringing him to 45 out of 47 hit points
- DM has the party roll d10s for a leveling mini-game
- Ned matches the DM's roll of 4, causing the entire party to level up to 8th level
- Leveling up acts as a full heal for all party members
- Party discusses their plan to find the tunnel entrance and dispose of bodies
- Party realizes they now have powerful 8th level abilities to face future challenges
- Discussion about future tactics including using silence spells and ranged attacks against flying enemies
Npcs
Harpies
Five vulture-bodied creatures with women's torsos, described as having old lady features, creepy gizzard necks, and various appearances. They possess devastating mental abilities including vexing screech (incapacitation and psychic damage), luring song (charm and forced movement), synaptic static (psychic damage and muddled thoughts), and cursed bolts (psychic damage and disadvantage). The queen harpy can turn invisible and has slightly higher AC. They nest in dead trees near the city wall and attack anyone flying over, but flee when the battle turns against them.
Locations
City Wall
A 40-foot tall, 5-foot wide defensive wall surrounding the city. The party flies over this wall using magical boots to avoid guards, but encounters harpies nesting in dead trees on the other side.
Black Ivory Inn Ruins
The ruins of an inn destroyed by a meteorite 15 years ago, now open to the sky with its basement exposed. The party uses this location as a reference point near where they cross the wall and plan to access the underground tunnel system.
Dead Tree Area
An area just inside the city wall featuring two large dead trees where harpies nest and launch their ambush against flying intruders. The trees provide cover and nesting spots for the creatures.
Spells
Magic Missile
Cast through the wand of magic missiles by Ned, firing 5 bolts that automatically hit the closest harpy for 20 total damage. The spell was enhanced by using 3 charges from the wand to create the maximum number of missiles.
Toll the Dead
Cast by Oiroa multiple times during combat, requiring DC 16 wisdom saves from targets. Deals 8 necrotic damage to uninjured targets or 13 to injured ones. Successfully used against the harpy queen and creates a dolorous bell sound.
Lightning Bolt
Cast by Xakarium in a line formation that hit two harpies, requiring DC 15 dexterity saves. Dealt 26 lightning damage to those who failed their saves, instantly killing one harpy that had been previously damaged.
Healing Word
Cast by Oiroa as a bonus action to heal Tark for 6 hit points during combat, bringing him back into the fight after taking significant psychic damage from harpy abilities.
Aura of Vitality
Cast by Oiroa after combat to provide sustained healing over nine rounds, restoring 2d6 hit points per round to various party members. Used to heal Ned from near death to 29 hit points and bring the party back to near full health.
Shocking Grasp
Cast by Xakarium as an opportunity attack using the Warcaster feat, dealing 11 lightning damage to a fleeing invisible harpy and preventing it from taking reactions. The spell caused the harpy's skeleton to appear comically in the air.
Vexing Screech
A harpy ability that forces charisma saves (DC 13), dealing 21 psychic damage and incapacitating targets until the end of the harpy's next turn. Successfully affected multiple party members including Xakarium, Tark, and Ned.
Luring Song
A magical harpy ability requiring wisdom saves (DC 16) that charms and incapacitates targets, forcing them to move toward the singing harpy on their turns. Multiple party members were affected but gradually broke free through repeated saving throws.
Synaptic Static
A harpy spell cast in a 20-foot radius requiring intelligence saves (DC 13). Deals psychic damage and causes muddled thoughts, forcing targets to subtract d6 from attacks, ability checks, and concentration saves for up to a minute.
Cursed Bolt
A harpy ranged attack that deals psychic damage and imposes disadvantage on the target's attacks, ability checks, and saving throws until after the harpy's next turn. Used to knock Ned unconscious and debuff other party members.
Items
Spell Books
Two spell books recovered from the bodies of slain spellcasters - one from a 9th level Queen's Men mage and another from a Silver Order Arcane Knight. The Queen's Men mage book contains powerful spells including ice storm and cone of cold.
Wand of Magic Missiles
A magical wand with 8 charges remaining, capable of casting magic missile spells. Found on one of the deceased spellcasters and used by Ned during the harpy battle to fire 5 bolts for 20 damage total.
Sending Stone
One half of a paired sending stone found in the pocket of Master Deep, one of the deceased enemies. The party recognizes it as a communication device that could be used for tracking and quickly stores it separately in their bag of holding.
Cloak of Many Fashions
A magical cloak that can change its appearance, found on one of the bodies. The party considers it too traceable and potentially unique to the Drakenheim area, ultimately deciding to leave it in the bag of holding rather than use it.
Tankard of Sobriety
A magical drinking vessel that removes the intoxicating effects from any alcoholic beverage poured into it, making the drinker unable to become drunk. Found among the possessions of the deceased enemies.
Forgery Tools
A set of tools used for creating false documents and forging signatures, recovered from the thief's body and added to the party's equipment.
Winged Boots
Magical boots worn by Tark that grant a fly speed without requiring an action to activate. Used to transport three party members over the 40-foot city wall, capable of carrying up to 800 pounds and providing two hours of flight per day.
Boots of Levitation
Magical boots worn by Yazzy that allow levitation and can be used to carry other party members. Used to transport Syndle during the wall crossing and provide vertical mobility in combat against the airborne harpies.
Session 31: Corpse Eaters
Date: Nov 11th, 2025
Summary
From their vantage point over a thousand feet away atop a distant rooftop, the party surveyed the landmarks of Drakenheim: Castle Draken, the Kleinberg Estate, and the notorious Slaughterhouse Square. In the center of the square stood the Executioner, a massive construct motionless beside the fountain, waiting with its guillotine blade. The party had bodies to dispose of—two mages and a rogue—and Tark volunteered to fly high above the square, soaring to two hundred feet before releasing the corpses. As the bodies plummeted, the Executioner sprang to life with terrifying precision, slicing one corpse cleanly in half mid-air while catching another directly on its blade. The construct then stood over the remains, seemingly puzzled that they had already been dead before meeting its edge.
With their grim task complete, the party debated their next destination. Though the Kleinberg Estate lay nearby, they ultimately decided to continue toward the Cathedral, nearly five miles distant along a river route. Multiple factions had expressed interest in the Cathedral—rumors spoke of a powerful scepter and a brazier of the sacred flame housed within its walls. Rather than risk the dangers of traveling on foot through the ruined streets, they chose to fly, planning a route that would take approximately forty-one minutes and carefully avoid crossing directly over Slaughterhouse Square.
As they traveled through the debris-strewn ruins, unusual sounds echoed from the rubble—more frequent and disturbing than the typical noises of Drakenheim. Without warning, a grotesque plague rat covered in pustules leaped from the debris, while from the opposite direction, a large carrion crawler scurried up from beneath the surface. The party found themselves caught between these monstrous creatures as combat erupted. Syndle charged forward in a rage, his form surrounded by multicolored protective lights that shimmered with magical energy, and launched himself at the plague rat with a powerful kick before striking it twice with his battle axe. Each blow caused the creature's pustules to burst violently, spraying Syndle with necrotic corruption even as he wounded the beast.
Oiroa called upon divine power to bless Syndle, Tark, and Yazzy, strengthening them for the battle ahead. Syndle's companion struck at the plague rat while Syndle himself invoked death magic against it, and Ned hurled bolts of fire that scorched the creature's diseased flesh. The carrion crawler lashed out with its tentacles at Tark and Yazzy but failed to connect. Tark entered his own battle rage and attacked the crawler while Yazzy struck it with radiant energy. The plague rat retaliated against Syndle, sinking its teeth into him, but the real horror came when an enormous carrion crawler—far larger than the first—burst from a pile of debris to the north, spitting out half a corpse before fixing its attention on Ned.
The massive crawler struck Ned with its claw, then turned its attention to Tark, lashing him twice with poisonous tentacles. Despite his formidable constitution, Tark succumbed to the venom and stood paralyzed, unable to move or act. Xakarium responded with devastating force, channeling divine energy to unleash a bolt of lightning so powerful it dealt maximum damage, causing the huge crawler to bleed from multiple wounds. Syndle pressed his attack on the massive creature, enduring a strike as he closed the distance, his protective aura causing the crawler's pustules to explode and spray him with more corruption. He kicked the beast and followed with two powerful strikes from his axe.
Oiroa attempted to resist the plague rat's influence but failed, painful pustules beginning to erupt across their skin. Gathering their focus, Oiroa wove a spell of temporal distortion that slowed the plague rat's movements, though both crawlers resisted the effect. Ned teleported to safety in a shimmer of magic before hurling more fire at the plague rat. The smaller crawler struck Tark again with its tentacles, the poison coursing through his veins and leaving him paralyzed once more. The plague rat scurried into a crate and released a sphere of acrid yellow gas that spread through the area, while the huge crawler exhaled a cone of putrid fumes that engulfed Oiroa and Xakarium, searing them with necrotic and acidic corruption.
Xakarium struck back with another bolt of lightning, the energy crackling through the huge crawler and causing additional damage as storm magic surged around him. Syndle called upon draconic power, his battle cry emboldening his allies as he struck the massive crawler twice more, finally drawing enough blood to visibly weaken it. Oiroa moved through the toxic gas to reach Tark, placing a hand upon him and channeling restorative magic that purged the poison and paralysis from his body. Freed from his affliction, Tark immediately struck back at the huge crawler. Then Ned unleashed a massive fireball that detonated behind a building corner, the flames engulfing both the plague rat and the huge crawler. Both creatures were consumed by the inferno—the plague rat was completely incinerated, its pustules exploding harmlessly within the flames, while the huge crawler was burned to death.
The remaining smaller crawler attacked Tark with its tentacles, poison flowing into his veins once again and paralyzing him, but he shook off the effect almost immediately through sheer force of will. Yazzy struck the creature with radiant energy and destroyed it. However, the battle was not yet over—a third enormous crawler emerged from the rubble near Ned's position. Its tongue lashed out and wrapped around Ned's neck, then its jaws clamped down on him. Paralyzed by the creature's venom and held fast by its tongue, Ned was helpless as a tentacle emerged from the side of the creature's head and pulled him closer. Because he could not resist, the crawler swallowed him whole, and inside the beast's gullet, Ned was bathed in digestive acids and necrotic corruption that brought him to the brink of death and infected him with disease.
Syndle kicked the massive crawler and struck it with his axe while Oiroa cured Syndle of his disease and pustules, the healing magic granting Syndle the strength to strike again. Oiroa's own pustules burst painfully across their skin. From within the crawler's stomach, Ned summoned bolts of pure magical force that struck the creature from the inside. The combined assault proved too much—the huge crawler exploded in a death burst of foul acidic pus that sprayed across everyone nearby. Most of the party managed to avoid the worst of the spray, though all were splattered with the vile substance. When the creature's belly split open, Ned was found half-protruding from the torn flesh, barely alive.
In the aftermath, Oiroa moved quickly to stabilize Xakarium and continued channeling restorative magic to cure the diseases and pustules afflicting the party. The battle had lasted only minutes but had left nearly everyone wounded, with Syndle, Xakarium, Tark, and Ned all badly hurt. As they caught their breath and tended to their injuries, they noticed rhythmic movements in the surrounding rubble—more carrion crawlers watching them from their hiding places, debating whether to emerge. The party discussed whether to risk resting in this dangerous place or to press on toward the Cathedral, ultimately deciding to wait before making that choice. Oiroa offered healing to those most in need, restoring some of their strength as they prepared to continue their journey through the deadly ruins of Drakenheim.
Scenes
Observation of Slaughterhouse Square and Body Disposal
From a distant rooftop, the party observes Slaughterhouse Square and the imposing Executioner, then disposes of several bodies by dropping them into the square from above.
- The party gains a clear view of Castle Draken, Kleinberg Estate, and Slaughterhouse Square from a high vantage point over 1,100 feet away.
- They observe the Executioner, a massive construct, standing motionless by the fountain in Slaughterhouse Square.
- A party member flies high above the square at approximately 500 feet altitude, carrying the bodies of two mages and a rogue.
- The bodies are dropped from 200 feet above the square, plummeting towards the Executioner.
- As the bodies fall, the Executioner swiftly slices one in half mid-air and catches another directly on its guillotine blade, then stands over them examining why they were already dead.
Journey Toward the Cathedral
The party debates their destination and decides to fly toward the Cathedral rather than the nearby estate, taking a river route to avoid dangerous areas.
- The party discusses whether to investigate the nearby Kleinberg Estate or continue to the Cathedral as originally planned.
- They recall that multiple factions have interest in the Cathedral, including mentions of a scepter and a brazier of the sacred flame.
- The party decides to proceed to the Cathedral, which is nearly five miles away along the river route.
- They choose to fly rather than walk to avoid ground-level encounters, planning a route that skirts along the river without crossing over Slaughterhouse Square.
- The journey is estimated to take approximately 41 minutes of flying time.
Ambush in the Rubble
While traveling through the city ruins, the party is suddenly ambushed by monstrous creatures emerging from the debris.
- The party hears unusual sounds in the rubble, more frequent than typical for Drakenheim.
- A grotesque plague rat covered in pustules jumps up from the debris.
- A large carrion crawler scurries up to the surface from the other side of the party.
- The creatures position themselves to attack the party from multiple directions.
- Syndle rages, activating wild magic that surrounds him with multicolored protective lights granting a bonus to AC and causing attackers to take force damage.
Battle with Plague Creatures
The party engages in intense combat against a plague rat and carrion crawlers, facing exploding pustules, poison, and paralysis.
- Syndle charges the plague rat and attempts a boots kick, but the creature saves against being knocked prone.
- Syndle strikes the plague rat twice with his battle axe, causing pustules to pop and explode, taking necrotic damage in return from the bursting pustules.
- Oiroa casts Bless on Syndle, Tark, and Yazzy, granting them additional power in combat.
- Syndle's companion attacks the plague rat, then Syndle casts Toll the Dead on it, dealing necrotic damage.
- Ned casts Firebolt at the plague rat, dealing fire damage and causing it to become bloody.
- The carrion crawler attempts to attack Tark and Yazzy with tentacles but misses both.
- Tark rages and attacks the carrion crawler, dealing damage.
- Yazzy stabs the carrion crawler with radiant damage.
- The plague rat attacks Syndle, dealing piercing damage.
- A second, enormous carrion crawler emerges from a pile of debris to the north, spitting out half a corpse.
- The huge carrion crawler attacks Ned with its claw, dealing damage.
- The huge carrion crawler strikes Tark twice with tentacles, poisoning and paralyzing him despite his constitution saves.
Escalating Combat
The battle intensifies as the party faces multiple threats, with powerful spells being unleashed and debilitating conditions spreading.
- Xakarium unleashes a maximized lightning bolt using a channel divinity, dealing 54 points of lightning damage to the huge carrion crawler, causing it to become bloody.
- Syndle moves toward the huge carrion crawler, taking an attack of opportunity that deals piercing damage, but the crawler also takes force damage from Syndle's protective aura.
- The force damage causes the crawler's pustules to explode, dealing necrotic damage to Syndle.
- Syndle performs a boots attack on the huge carrion crawler, which fails its save, then attacks it twice with advantage, dealing significant damage.
- Oiroa attempts a constitution save against the plague rat's effects and fails, developing painful pustules on their skin.
- Oiroa casts Slow, successfully affecting the plague rat but the huge carrion crawler and regular carrion crawler both save against it.
- Ned uses Misty Step to reposition and casts Firebolt at the plague rat.
- The smaller carrion crawler attacks Tark with tentacles, poisoning and paralyzing him again.
- Tark attempts to save against paralysis but fails.
- The plague rat skitters down into a crate and releases a 20-foot radius sphere of acrid yellow gas centered on itself.
- The huge carrion crawler exhales a 15-foot cone of putrid gas, forcing Oiroa and Xakarium to make dexterity saves.
- Oiroa fails the save and takes 26 points of necrotic and acid damage (though halved from necrotic resistance to 13 total).
- Xakarium saves and takes 13 points of damage (half of 26).
Turning the Tide
The party begins to overcome their monstrous foes through strategic healing and devastating magical attacks.
- Xakarium casts another lightning bolt at the huge carrion crawler, dealing 25 points of damage and causing additional lightning damage from Heart of the Storm ability.
- Syndle attacks the huge carrion crawler twice with advantage from Draconic Cry, dealing 12 and 14 points of damage, making it bloodied.
- Oiroa fails a constitution save while starting their turn in the yellow gas cloud.
- Oiroa moves to Tark and casts Lesser Restoration, curing his paralysis and poison.
- Tark uses his reaction to make a weapon attack on the huge carrion crawler, dealing 15 damage.
- Ned casts Fireball behind a building corner, targeting the huge carrion crawler and plague rat with DC 15 dexterity save.
- Both creatures fail their saves and take 30 points of fire damage.
- The plague rat is completely incinerated by the fireball, its pustules exploding harmlessly in the flames.
- The huge carrion crawler is killed by the fireball, removed from combat.
- The remaining smaller carrion crawler attacks Tark with double tentacles, both hitting for 12 poison damage total.
- Tark fails two DC 13 constitution saves and becomes paralyzed again, but immediately makes another save on his turn and recovers.
Final Confrontation
The party faces the last remaining threat as it attempts to consume one of their members, leading to a desperate final push.
- Yazzy attacks the remaining carrion crawler and defeats it with a radiant strike.
- A third huge carrion crawler emerges from rubble to the north where Ned is positioned.
- The new huge crawler attacks Ned, dealing 22 points of damage with its tongue attack.
- Ned is grappled by the creature's tongue and takes 17 additional points of damage from a bite attack.
- Ned fails a DC 16 constitution save and becomes paralyzed.
- A tentacle emerges from the side of the creature's head and grapples Ned, dealing 6 acid damage.
- Syndle performs a boots kick on the huge crawler, which fails its save and takes 3 points of damage.
- Because Ned is paralyzed, he is automatically swallowed by the creature without a saving throw.
- Inside the creature, Ned takes massive damage and fails a DC 16 constitution save, becoming diseased.
- The combined damage reduces Ned to zero hit points.
- Syndle attacks the huge crawler twice, one hit landing for damage.
- Oiroa casts Lesser Restoration on Syndle, curing his disease and pustules, which grants Syndle a reaction weapon attack dealing 12 more points of damage.
- Oiroa's own pustules burst, dealing 3 points of necrotic damage.
- Ned casts Magic Missile from inside the creature, dealing 12 damage.
- The huge carrion crawler explodes in a death burst of foul acidic pus, forcing everyone to make DC 16 dexterity saves.
- Most of the party succeeds on their saves and takes 13 acid damage (half of the full amount).
- Xakarium fails the save but is already diseased, so suffers no additional effects beyond damage.
- Ned is found half-sticking out of the ripped-open belly of the dead creature.
Aftermath and Recovery
Following the brutal encounter, the party tends to their wounds and discusses their next steps.
- Oiroa stabilizes Xakarium with healing.
- Oiroa continues casting Lesser Restoration to cure diseases and pustules from party members.
- The party notes they have been traveling for only a few minutes, not yet reaching an hour.
- Multiple party members are at or below half health, including Syndle, Xakarium, Tark, and Ned.
- The party discusses whether to attempt a short rest, which would require a 1d8 roll with a random encounter occurring on a match and no rest gained if an encounter happens.
- They decide to wait for Dan's input before making a decision about resting.
- Oiroa offers to cast Healing Word on injured party members.
- Oiroa casts Healing Word on an injured party member, restoring 6 hit points.
- The party observes rhythmic movements in the rubble suggesting more carrion crawlers may be nearby, watching them.
NPCs
The Executioner
A huge, motionless construct standing by the fountain in Slaughterhouse Square, wielding a guillotine blade. When bodies are dropped into the square, it demonstrates remarkable speed and precision, slicing one body in half mid-air and catching another on its blade. It then examines the bodies, seemingly puzzled that they were already dead before it could execute them.
Plague Rat
A grotesque, ferocious rat-like creature covered in pustules. When struck, its pustules explode, dealing necrotic damage to nearby attackers. It can release a 20-foot radius sphere of acrid yellow gas from its rear that lingers in the air and heavily obscures the area. The creature was eventually incinerated by Ned's fireball.
Carrion Crawler
Large worm-like creatures with multiple tentacles that attack with poison, capable of paralyzing victims with DC 13 or DC 14 constitution saves. Multiple specimens were encountered, including regular-sized ones and enormous huge-sized variants. The huge variants can exhale 15-foot cones of putrid gas dealing necrotic and acid damage, and possess the ability to swallow paralyzed victims whole. When killed, they explode in a death burst of foul acidic pus.
Locations
Slaughterhouse Square
An enormous city square featuring a fountain and the imposing Executioner construct. The square is marked by a sluice gate where bodies can be dropped. The party observes it from over 1,100 feet away on a rooftop.
Castle Draken
A castle visible from the party's high vantage point, one of the landmarks they observe while surveying the city.
Kleinberg Estate
An estate visible from the party's position, considered as a potential destination but ultimately bypassed in favor of the Cathedral.
The Cathedral
The party's intended destination, nearly five miles away along a river route. Multiple factions have interest in this location, including mentions of a scepter and a brazier of the sacred flame. The party plans to approach it but has not yet arrived.
Rubble-strewn area
A debris-filled section of the ruined city where the party was ambushed. Features piles of rubble, broken buildings with corners to hide behind, and crates. The area is infested with carrion crawlers and plague creatures that emerge from the debris.
Items
Boots of Kicking
Magical boots worn by Syndle that allow the wearer to make a special kick attack as part of movement. The target must make a dexterity saving throw (DC 14) or take damage and be knocked prone. While effective against smaller foes, the boots proved less damaging against huge creatures, though the prone condition still granted advantage to allies.
Battle Axe
Syndle's primary melee weapon, used to strike enemies multiple times during the battle, causing significant damage and triggering the plague rat's exploding pustules.
Spells
Bless
Cast by Oiroa on Syndle, Tark, and Yazzy, granting them a d4 bonus to attack rolls and saving throws for the duration of the spell, providing crucial support during the battle.
Toll the Dead
A necrotic damage cantrip cast by Oiroa and Syndle against the plague rat, requiring a wisdom saving throw. The spell proved effective, with the plague rat failing its save and taking damage.
Firebolt
A fire damage cantrip repeatedly cast by Ned at the plague rat and other targets, dealing consistent damage throughout the battle without expending spell slots.
Lightning Bolt
A devastating spell cast multiple times by Xakarium during the battle. The first casting was maximized using a channel divinity to deal 54 points of lightning damage to the huge carrion crawler. Subsequent castings dealt 25 points of damage. The spell proved crucial in weakening the massive creatures.
Slow
Cast by Oiroa in a 40-foot cube area, this spell reduces targets' speed by half, imposes a -2 penalty to AC and dexterity saves, prevents reactions, limits actions or bonus actions (not both), restricts melee/ranged attacks to one per turn, and requires a d20 roll to cast spells. The plague rat failed its wisdom save and was affected, while the carrion crawlers successfully resisted.
Misty Step
A bonus action teleportation spell used by Ned to quickly reposition himself to safety during the battle, allowing him to escape immediate danger.
Lesser Restoration
A crucial healing spell cast multiple times by Oiroa throughout and after the battle to cure paralysis, poison, disease, and pustules from various party members including Tark, Syndle, and Xakarium. The spell proved essential in keeping the party functional against the debilitating effects of the creatures.
Fireball
A powerful area-of-effect spell cast by Ned, strategically positioned behind a building corner to catch both the huge carrion crawler and plague rat while avoiding allies. Both creatures failed their DC 15 dexterity saves and took 30 points of fire damage, with the plague rat being completely incinerated and the huge crawler being killed.
Shield
A reaction spell used by Ned to increase his AC by 5 when targeted by the huge carrion crawler's attack, successfully deflecting what would have been a hit.
Magic Missile
An unerring force damage spell cast by Ned from inside the huge carrion crawler after being swallowed, dealing 12 points of damage and contributing to the creature's defeat, causing it to explode in a death burst.
Healing Word
A bonus action healing spell offered by Oiroa to restore hit points to injured party members after the battle, restoring 6 hit points to one party member.
Draconic Cry
An ability used by Syndle that grants advantage on attack rolls to allies against a chosen target, used to focus attacks on the huge carrion crawler.
Session 32: Mage Eaters
Date: Nov 18th, 2025
Summary
The party discovered a haunting market square where a meteorite had transformed all the fruits and vegetables into porcelain replicas, creating an eerie tableau of frozen commerce. After taking shelter in a partially roofed house for a brief rest, Syndle climbed into the rafters and spotted a terrifying sight approaching—a massive insectoid creature with legs stretching twenty-five feet high, its knees towering above its head. All the magic users in the party felt a strange tingling sensation as the creature's magical radar swept over them, detecting their presence.
The battle that followed proved frustrating and desperate. The creature's chitinous exoskeleton seemed to repel every magical assault the party threw at it, bouncing spells back at their casters and shrugging off enchanted weapons as if they were nothing. Regular weapons barely scratched its armored hide. Just when the situation seemed dire, Yazzy transformed herself into a massive Tyrannosaurus Rex, her powerful jaws and claws finally finding purchase against the creature's defenses. Syndle leaped onto one of the creature's impossibly long legs, creating an opening that allowed the transformed Yazzy to tear the monster apart. After the battle, Oiroa used a mystical ability to restore some of the party's depleted magical reserves, though the effort only recovered minor spell slots for those who needed them.
The party debated taking another rest but ultimately decided to press on toward their destination, St. Vitruvio Cathedral. However, as they prepared to move, another powerful pulse of magical detection washed over them. Two more of the insectoid mage eaters emerged from the haze, their long legs carrying them swiftly toward the party. The creatures attacked with writhing tentacles that not only dealt crushing blows but also seemed to drain magical energy from those they struck. Tark took to the air, raining arrows down from above, while Ned sought cover inside the shell of the first defeated creature, discovering that its exoskeleton somehow blocked the magical radar pulses. One of the mage eaters focused its attention on Yazzy and successfully disrupted her transformation, forcing her back into her natural form.
The battle raged on with the party struggling to overcome the creatures' formidable defenses. Xakarium unleashed a devastating burst of dark energy from his hands—a gift from his resurrection—that manifested as writhing tendrils dealing both lightning and necrotic damage. The attack proved effective, preventing one of the creatures from defending itself properly. Syndle fought with reckless abandon, his daggers finding gaps in the creature's armor as he shouted insults and threats at the monster. Yazzy discovered that her natural ability to exhale clouds of poisonous gas was one of the few attacks that could harm these magic-resistant abominations, and she used it to devastating effect, killing the first of the two creatures.
The party focused all their remaining strength on the final mage eater. Syndle's brutal assault with his enchanted boots and daggers left the creature reeling and bloodied, while he screamed at it to leave his friend Ned alone. Tark continued his aerial bombardment with non-magical arrows, and Oiroa worked tirelessly to keep everyone alive with healing magic. Finally, Yazzy opened her mouth once more and released another cloud of toxic vapor, the poison overwhelming the creature's defenses and bringing it crashing to the ground.
In the aftermath, the party tended to their wounds and examined the fallen creatures. Syndle's arcane knowledge allowed him to identify a strange globular organ within each beast that seemed to be the source of their magical detection abilities. More importantly, they realized the creatures' shells possessed powerful anti-magical properties that could prove invaluable. The party harvested six large pieces of the chitinous armor, planning to bring them back to the academy for study and potentially craft them into shields that could protect against magical attacks. They also discussed equipping their allies with such protection for the inevitable confrontation with the paladins.
As they prepared to depart, the party faced a difficult decision. They could attempt to reach St. Vitruvio Cathedral despite their depleted resources, or they could retreat to safety and return another day. The deep haze of Drakkenheim surrounded them, and they knew that whatever path they chose, more dangers likely awaited them in the corrupted city. The discovery of the mage eaters and their unique properties had given them valuable resources, but at a significant cost to their magical reserves and stamina.
Scenes
Market Square Mage Eater Battle
The party discovers a market square transformed by a meteorite and faces their first mage eater, a massive insectoid creature highly resistant to magic.
- The party finds a market square where a meteorite has turned fruits and vegetables into porcelain replicas.
- They hide in a partially roofed house for a short rest.
- Syndle climbs to the rafters and spots an approaching insectoid creature with 25-foot legs.
- All magic users feel a magic radar ping.
- The creature attacks and proves immune to magic weapons, resistant to regular weapons, and reflects spells back at casters.
- The party struggles against the creature's defenses.
- Yazzy transforms into a T-Rex using Polymorph.
- Syndle jumps onto the creature's leg, giving everyone advantage on attacks.
- The combined assault with Yazzy's T-Rex form destroys the creature.
- Oiroa uses an ability to restore expended spell slots to party members, rolling for first-level slots.
- The party debates taking a short rest but decides to continue toward St. Vitruvio Cathedral.
Two More Mage Eaters Emerge
As the party prepares to move toward the cathedral, two more mage eaters detect them and attack, forcing another desperate battle.
- The party feels another strong magic radar pulse as they prepare to leave.
- Two more mage eaters appear, creeping into view.
- New initiative is rolled for the encounter.
- The northern mage eater attacks Ned and Xakarium with tentacles, hitting Ned despite his Shield spell being ineffective due to the creature's immunity.
- Ned takes bludgeoning damage but saves against losing a spell slot.
- Tark rages and flies 40 feet into the air, shooting at a mage eater with his non-magical bow.
- Ned shoots with his light crossbow, appearing to hit but dealing no damage.
- The southern mage eater successfully dispels Yazzy's Polymorph, turning her back into her Yuan-Ti form.
- Oiroa maintains his aura, heals Tark, and shoots with a non-magical bow.
- Xakarium shoots with his bow, dealing minimal damage and attempting a ring strike that fails to push the creature.
- Syndle attempts a bolt of light that bounces off, then kicks with his boots and throws javelins, dealing reduced damage.
Desperate Combat Against Magic-Resistant Foes
The party continues their grueling fight against two mage eaters, struggling to overcome their magical defenses while the creatures drain spell slots.
- A mage eater attacks Oiroa and Yazzy, hitting Yazzy who takes reduced damage from Tark's protection but loses her highest spell slot.
- Tark shoots the northern mage eater twice with his bow, dealing non-magical damage.
- Ned hides inside the dead mage eater's shell and shoots with his crossbow, dealing minimal damage.
- A mage eater attacks Xakarium and Ned, hitting Ned despite his cover but Ned saves against losing a spell slot.
- Oiroa heals Yazzy and grants her a weapon attack, but her attack is ineffective.
- Xakarium uses Arms of Hadar, a special ability dealing lightning and necrotic damage, causing the mage eater to fail its save and preventing it from taking reactions.
- Syndle attempts bolt of light which bounces off, kicks with his boots which the creature saves against, then uses reckless attacks with his dagger, landing multiple hits and making the creature bloody.
- Yazzy opens her mouth and releases a cloud of poisonous gas, dealing massive poison damage to the northern mage eater, killing it.
- Tark shoots the remaining southern mage eater with his bow.
- Ned attempts to disengage and hide, drinking a Sunpetal Bloom-infused healing potion that restores significant hit points.
Final Mage Eater Falls
The party focuses all their efforts on the remaining mage eater, with Syndle's brutal melee attacks and Yazzy's poison breath proving decisive.
- The remaining mage eater attacks Ned and Xakarium, hitting Ned for reduced damage.
- Oiroa heals Syndle and attempts attacks that miss.
- Xakarium shoots with his bow, dealing minimal damage and failing another ring strike attempt.
- Syndle kicks the mage eater with his boots, knocking it prone and dealing damage, then follows with dagger attacks that leave it severely wounded and bloody.
- Syndle yells at the creature to leave his friend Ned alone.
- Yazzy uses her poisonous spray again, dealing damage but the creature saves.
- Tark shoots the prone mage eater with his bow.
- Ned attempts to hit with his staff but misses.
- The mage eater attacks but misses both Ned and Xakarium.
- Oiroa heals Ned.
- Xakarium deals minimal damage with his bow.
- Syndle kicks the mage eater again, dealing damage, then attacks with daggers.
- Yazzy uses poisonous spray one final time, dealing the killing blow to the second mage eater.
Aftermath and Looting
With both mage eaters defeated, the party tends to their wounds, harvests valuable components from the creatures, and debates their next move.
- Oiroa distributes healing to party members over multiple rounds.
- The party confirms an hour has passed since the previous fight, allowing natural regeneration.
- The party debates whether to return home to recover or continue to St. Vitruvio Cathedral.
- They discuss the risks of random encounters either way, with flying potentially changing encounter types.
- The party decides to harvest the mage eater bodies, taking six pieces of chitin shell to sell or give to the academy.
- Syndle performs an Arcana check and identifies a globular organ as the source of the creatures' magic-sensing radar ability.
- The party confirms the shells have anti-magic properties that could be used for shields.
- They plan to give at least one piece to the academy for study and potentially sell others or equip allies fighting paladins.
- The session ends with the party preparing to decide whether to head home or continue to the cathedral.
NPCs
Mage Eater
A massive insectoid creature with 25-foot legs and knees above its head. Possesses a hard chitinous exoskeleton with anti-magic properties that makes it immune to magic weapons, resistant to regular weapons, and able to reflect spells back at casters. Attacks with tentacles that deal bludgeoning damage and can drain spell slots from targets who fail a DC 16 spellcasting ability save. Has advantage on saving throws against spells and magical effects. Emits a magic radar pulse that pings nearby magic users. Contains a globular organ that serves as its magic-sensing ability. Three of these creatures were encountered and defeated by the party.
Locations
Market Square
A market square where a meteorite has transformed all the fruits and vegetables into porcelain replicas. The party took shelter in a partially roofed house here before being attacked by mage eaters.
St. Vitruvio Cathedral
The party's intended destination, mentioned as their next objective after dealing with the mage eaters. They debate whether to continue there or return home to recover.
Items
Porcelain Replicas
Fruits and vegetables in the market square that were transformed into porcelain by the meteorite's influence, creating an eerie scene of preserved produce.
Mage Eater Chitin Shell
The hard, anti-magic exoskeleton of the defeated mage eaters. The party harvested six pieces, planning to sell some and give at least one to the academy for study. The shells block magic-sensing abilities and could potentially be crafted into shields or armor with anti-magic properties.
Mage Eater Eye
A globular organ identified by Syndle as the source of the mage eater's magic radar ability. The party plans to harvest these for study or potential use.
Sunpetal Bloom
A magical flower from the bag of holding that Ned combined with a healing potion to enhance its effects, restoring 21 hit points when consumed.
Spells
Polymorph
A fourth-level spell used by Yazzy to transform into a T-Rex during the first mage eater battle. The transformation proved devastating against the creature. In the second battle, a mage eater successfully dispelled the effect by rolling against DC 14, turning Yazzy back into her Yuan-Ti form.
Shield
A defensive spell cast by Ned when attacked by a mage eater's tentacle. However, the creature's special ability allowed it to ignore the AC bonus provided by Shield and Mage Armor, rendering the spell ineffective.
Arms of Hadar
A special modified spell ability gained by Xakarium after his resurrection. Manifests as tendrils of dark energy that deal half lightning and half necrotic damage. Cast as a third-level spell for free once per long rest. Requires a DC 14 strength saving throw, and on a failed save prevents the target from taking reactions until its next turn. Despite the mage eater's magic resistance, it proved effective in the battle.
Bolt of Light
A wild magic ability used by Syndle that shoots a bolt of light from his chest. Requires a DC 16 constitution saving throw and can blind targets on a failed save. When used against the mage eaters, the bolts bounced off harmlessly due to their magic resistance.
Poisonous Spray
A devastating attack used by Yazzy where she opens her mouth and releases a cloud of poisonous gas. Requires a DC 16 constitution saving throw. This ability proved highly effective against the mage eaters, dealing significant poison damage that they were not resistant to, ultimately killing both creatures in the second battle.
Session 34: Grim, Grimmer and Garmyrs
Date: Dec 2nd, 2025
Summary
The battle in the rubble-strewn plaza outside St. Vitruvio Cathedral raged on as the party faced down garmyrs and their hellhound companions. Oiroa struck a gramyr with dark energy, injuring it severely, but moments later a massive gramyr stomped over its fallen companion and brought a great axe down upon her in a devastating blow. A hellhound bounded toward the group, its maw beginning to glow with gathering flames as spikes along its back heated ominously. Another gramyr wielded a red-hot chain alongside his weapon, the metal glowing with menacing heat.
Ned unleashed bolts of magical force from his wand, striking a gramyr with precision. Syndle burst from cover in a dramatic roll, hurling his axe at an enemy and landing a solid hit, though the gramyr remained standing. Tark's longbow sang, and his arrow punched through a gramyr with such force that it pinned the creature to the cathedral wall, ending its life instantly. The hellhound unleashed a cone of searing fire, forcing Oiroa and Xakarium to dive aside as flames washed over their position.
Oiroa retaliated with powerful kicks that bloodied the hellhound, and Tark switched to his sword and shield before charging forward. With a swift thrust, he skewered the hellhound like meat on a spit, causing the fire building in its throat to dissipate into harmless smoke. The gramyr who had commanded the beast stood frozen in shock and heartbreak at the sight. An enraged gramyr charged into the area where silence had been cast, his howl of fury cut short as he entered the magical zone. Xakarium was ready for him, landing a devastating counterstrike before the gramyr could fully engage.
The gramyr swung his heated chain and great axe at the party, managing to land a blow on Xakarium despite the resistance. Syndle struck back with tremendous force, and Tark delivered the killing blow, snapping the gramyr's neck with brutal efficiency. As the immediate threats fell, the party began dragging bodies into an alcove to hide evidence of their assault. Syndle hurled his axe at a cathedral window, shattering the glass and iron framework to create an entry point.
The party climbed into the bell tower, finding it dusty and abandoned, littered with old coffins that had been dragged in and left empty. Yazzy, still invisible, levitated upward to scout the tower, discovering a massive bell at the top and confirming the space had been unused for years. After checking for traps and finding none, the party investigated the coffins, determining they held nothing of value. They discovered a door on the second level leading to stairs that went both up and down into the cathedral proper.
Tark carefully approached the cracked door and peered through, using a steel mirror to safely observe what lay beyond. He saw a balcony overlooking a vast hall some twenty-five feet below. Yazzy listened intently at the door, hearing the sounds of yipping dogs, growls, and howls mixed with ritualistic chanting in a dark, otherworldly tongue. Ned translated fragments of the blasphemous prayer for their cleric companion, who confirmed its evil nature. When Yazzy stealthily opened the door, the full scope of the desecrated cathedral was revealed.
The once-holy sanctuary had been transformed into a charnel house of horror. The Lord of the Feast sat upon a throne of war trophies and body parts—an enormous albino gramyr standing over twelve feet tall, covered in mangy, bloodstained fur and wearing patchwork armor adorned with mummified heads. His face was concealed by a skull mask, and he wielded a massive bow with arrows tipped with barbed snares, chains, and crystalline shards. Around him stood four hellhounds, three gramyr warriors, and a gramyr shaman performing a ritual over a brazier piled high with blood-soaked skulls instead of the sacred flame. The party observed from the balcony, formulating their plan of attack while their cleric companion explained she could re-sanctify the brazier if given time and protection.
The party coordinated their opening strike with precision. As Xakarium and Ned stepped onto the balcony, an enemy archer emerged from the shadows on the opposite side and loosed arrows at them. Undeterred, Xakarium unleashed a devastating bolt of lightning that tore through the Lord of the Feast and several of his minions, while Ned simultaneously conjured a massive explosion of fire that engulfed the same area. The combined assault was catastrophic—gnolls and hellhounds were blasted, burned, and bloodied, with several falling immediately. The Lord of the Feast weathered the magical onslaught through sheer resilience, though he was clearly wounded.
Yazzy wove a hypnotic pattern of swirling colors through the air, attempting to charm the remaining enemies. Several hellhounds and a berserker fell under the spell's influence, standing transfixed and harmless. Oiroa followed up by casting a slowing enchantment over the ground forces, hampering the movements of several berserkers and hellhounds. Tark flew down from the balcony using his magical boots, carrying Syndle with him and dropping the bugbear safely near the Lord of the Feast. Syndle entered a wild rage, his body surrounded by protective multicolored lights that shimmered around him and his nearby allies, then charged the massive gramyr and struck him with tremendous force.
The enemies retaliated with coordinated fury. Archers fired from concealed positions, berserkers charged forward with great axes and heated chains, and hellhounds snapped with fiery jaws. The enemy priest raised his hands and spoke words of banishment, and Tark suddenly vanished from the battlefield, sent to a harmless pocket dimension. The cleric companion crawled forward on the balcony, lying prone to avoid detection as she began her lengthy ritual to restore the sacred flame. Oiroa provided healing and blessings to her allies, restoring Syndle's strength and granting divine favor to several party members.
When a hellhound fell to Oiroa's necrotic energy, the priest's concentration broke and Tark reappeared on the battlefield. Yazzy transformed herself into a colossal Tyrannosaurus Rex, her massive form crashing down into the main hall to join the melee. The Lord of the Feast rose from his throne with a blood-curdling howl that echoed throughout the cathedral, his wounds beginning to close as he rallied his remaining forces. His howl empowered nearby gnolls to strike with renewed ferocity, and he himself lashed out with claws and fangs at Tark and Syndle, dealing vicious wounds.
The party pressed their advantage relentlessly. Xakarium called down another bolt of lightning, Tark struck the Lord of the Feast with his blade multiple times, and Syndle's rage-fueled attacks continued to tear into the massive gramyr. Ned conjured another explosion of fire that consumed multiple enemies, though the blast also caught Tark and Syndle in its radius. The two warriors weathered the friendly fire with their natural resilience, while the Lord of the Feast and his minions suffered grievously. As the flames cleared, the Lord of the Feast stood bloodied and battered but still defiant, surrounded by the broken bodies of his fallen warriors, while the party prepared to finish what they had started.
Scenes
Cathedral Plaza Combat
The party continues a fierce battle in the rubble-strewn plaza outside St. Vitruvio Cathedral, facing off against gnolls and hellhounds.
- Oiroa casts Toll the Dead on a gramyr, injuring it with necrotic damage.
- A gramyr stomps over a fallen companion and critically strikes Oiroa with a great axe, dealing significant damage.
- A hellhound moves rapidly toward the party, its maw beginning to flame as it prepares to breathe fire.
- Another gramyr wields a red-hot chain alongside his great axe.
- Ned uses a magic missile wand to strike a gramyr with bolts of force.
- Syndle charges from cover, performs a dramatic roll, and throws an axe at a gramyr, hitting it but not felling it.
- Tark shoots a gramyr with a longbow, pinning it to the cathedral wall with an arrow, killing it.
- Xakarium prepares for combat by upcasting a spell to gain additional firepower.
- A hellhound breathes a cone of fire, forcing Xakarium and Oiroa to make dexterity saves.
- Oiroa uses powerful kicks to strike a hellhound, bloodying it.
- Tark switches to his sword and shield, then swiftly dismantles the hellhound with a shish-kebab-like attack, causing its fire breath to dissipate and stunning its gramyr master.
- Xakarium moves forward, beckoning the remaining enemies.
- Yazzy casts invisibility on herself and moves to catch up with the group.
- Oiroa climbs and smashes open a window into the cathedral's bell tower.
- An enraged gramyr enters the silence spell's area, his howl cut short, then swings a heated chain and great axe at Xakarium, who was ready for the attack and strikes first with a devastating blow.
- The gramyr's heated chain misses Tark, but its great axe hits, dealing damage.
- Syndle attempts a dexterity save against an attack, succeeding with advantage.
- Syndle strikes the enraged gramyr with a powerful blow, dealing significant damage.
- Tark delivers a final blow, snapping the gramyr's neck and killing it.
- The party begins to drag bodies into an alcove to conceal them.
- Syndle hurls an axe at a window to smash it open, successfully breaking through.
Cathedral Bell Tower Exploration
The party enters the St. Vitruvio Cathedral through a bell tower window, exploring the dusty, abandoned space and planning their approach to the main hall.
- The party climbs into the bell tower, which is littered with old coffins and features a ladder leading to scaffolding and a giant bell.
- Yazzy, still invisible, levitates to scout the bell tower, finding it dusty and abandoned for years.
- Yazzy checks the massive bell for traps, finding none.
- The party investigates sarcophagi in the bell tower, finding some recently moved but empty of valuables, containing only bones.
- The party discovers a door on the second level of the bell tower, leading to stairs going up and down.
- Tark peeks around a corner, seeing an empty hallway downstairs and a cracked-open door upstairs.
- Yazzy listens at the cracked door, hearing yipping dogs, growls, howls, and a ritualistic chanting in Abyssal, indicating a vast space beyond.
- Ned uses a steel mirror to peek through the door, seeing a balcony overlooking a large main floor, about twenty-five feet below.
- Yazzy translates fragments of the Abyssal prayer for the cleric, confirming its blasphemous nature.
- Yazzy stealthily opens the door, revealing a large hall with a throne, four hellhounds, three gnolls, and a gramyr shaman performing a ritual over a pile of skulls in a brazier.
- The party observes the Lord of the Feast, an enormous albino gramyr over twelve feet tall, covered in mangy fur, bloodstained, and wearing patchwork armor adorned with mummified heads, wielding an oversized bow with specialized arrows.
- The party discusses strategy, considering fighting from the balcony or engaging in melee.
- The cleric companion indicates she can re-sanctify the brazier but needs to be within sixty feet and will require six rounds to complete the ritual.
- The party plans a coordinated attack, with Xakarium and Ned preparing to cast spells simultaneously.
Opening Volley and Devastating Spells
Xakarium and Ned unleash a synchronized barrage of lightning and fire upon the unsuspecting enemy forces below, causing widespread chaos and damage.
- An archer emerges from the shadows on an opposite balcony and shoots arrows at Xakarium as the party begins their assault.
- Xakarium casts a powerful lightning bolt, striking the Lord of the Feast, two hellhounds, two berserkers, a witch doctor, and a cleric, dealing massive damage.
- The Lord of the Feast uses a legendary resistance to turn his failed save into a success against the lightning bolt.
- Ned simultaneously casts a devastating fireball, engulfing the Lord of the Feast, hellhounds, berserkers, the witch doctor, and the cleric in flames.
- Hellhounds are immune to the fire damage from the fireball.
- Several gnolls and hellhounds are severely wounded or eliminated by the combined magical assault.
- Two arrows strike Xakarium from the enemy archer, dealing damage.
- Yazzy casts Hypnotic Pattern, attempting to incapacitate remaining enemies.
- The Lord of the Feast uses a legendary resistance to resist the Hypnotic Pattern.
- The witch doctor successfully saves against the Hypnotic Pattern.
- Three hellhounds and one berserker fall under the influence of the Hypnotic Pattern, becoming charmed and incapacitated.
Ground Assault and Tactical Maneuvers
Oiroa casts a slowing spell on the remaining ground forces, while Tark and Syndle descend to engage the Lord of the Feast in melee.
- Oiroa casts Slow, targeting multiple enemies including berserkers, hellhounds, and casters.
- One berserker and one hellhound are successfully slowed, their movements hampered.
- The Gnoll Fang of Yeenoghu and the Yule Shaman of Yeenoghu successfully resist Oiroa's Slow spell.
- Tark flies down from the balcony using magical boots, dropping Syndle safely to the ground near the Lord of the Feast.
- Syndle enters a wild rage, which grants him and nearby allies a protective aura of multicolored lights, providing a bonus to armor class.
- Syndle charges the Lord of the Feast and lands a powerful reckless attack, bloodying the massive gramyr.
- Tark rages and shoots the witch doctor with his longbow, using bardic inspiration to ensure the hit, killing the witch doctor instantly.
- Tark attempts a second shot at the cleric but misses.
- Ned casts Frenzied Bolt, hitting the Lord of the Feast with acid damage, and then the bolt leaps to hit another gramyr with psychic damage.
Enemy Counterattack and Banishment
The enemies retaliate with coordinated attacks, and a powerful enemy Chaplain banishes Tark to another plane of existence.
- Enemy archers fire arrows at Oiroa and Xakarium from obscured positions to the south, but their attacks miss.
- Berserkers and a hellhound move to engage the party, with some slowed by Oiroa's spell.
- Two berserkers attack Tark with great axes and a heated chain, attempting to trip him, but all their strikes miss due to his protective lights.
- A hellhound attacks Syndle, but its bite misses.
- The enemy Chaplain casts Banishment on Tark, who fails his charisma saving throw and is sent to a harmless demi-plane, temporarily removing him from the battle.
- Other gnolls and hellhounds move to engage the party.
- The cleric companion moves forward and lies prone on the balcony, beginning her six-round ritual to re-sanctify the brazier.
Healing and T-Rex Transformation
Oiroa provides healing and blessings to the party, while Yazzy transforms into a mighty T-Rex to join the fray.
- Oiroa casts Healing Word on Syndle, restoring some of his hit points.
- Oiroa casts Bless as a bonus action, granting Syndle, Xakarium, and the cleric companion a bonus to their attack rolls and saving throws.
- The cleric companion makes a free weapon attack against the Lord of the Feast but misses.
- Oiroa casts Toll the Dead on a wounded hellhound, killing it.
- The death of the hellhound breaks the Chaplain's concentration on Banishment, returning Tark to the battle.
- Yazzy transforms into a colossal Tyrannosaurus Rex, joining the battle on the ground floor.
- Yazzy's transformation causes her to lose concentration on the Hypnotic Pattern spell, freeing the charmed enemies.
Lord of the Feast's Fury
The Lord of the Feast unleashes a terrifying howl, rallying his remaining forces and healing some of his wounds, then attacks the party.
- The Lord of the Feast stands from his throne and lets out a blood-curdling howl, beginning to heal some of his wounds.
- The Lord of the Feast uses his legendary action 'Call of the Hunt,' allowing nearby gnolls to move up to half their speed and make a melee or ranged attack with advantage.
- Two berserkers attack Tark with great axes and heated chains, but only one heated chain hits, dealing slashing damage.
- A berserker throws a dagger at a distant target but misses.
- Another berserker attacks with a heated chain, missing.
- A hellhound attacks Syndle, missing with its bite.
- The Lord of the Feast attacks Tark and Syndle with claws and a bite, dealing physical and necrotic damage.
- Syndle's rage and resistances significantly reduce the damage from the Lord of the Feast's attacks.
- Syndle is required to make a constitution save against contamination but is immune due to being sanctified.
Continued Magical Barrage
The party continues their relentless assault with powerful spells, further weakening the Lord of the Feast and his minions.
- The party re-rolls initiative to establish a new turn order for the ongoing battle.
- Xakarium unleashes another powerful lightning bolt, striking the Lord of the Feast, a hellhound, and a berserker.
- The Lord of the Feast uses his final legendary resistance to mitigate some of the lightning damage.
- A hellhound and a berserker are struck by the lightning bolt, with the hellhound waking from its hypnotic state and the berserker being killed.
- Tark attacks the Lord of the Feast with his sword and shield, landing multiple hits and dealing significant damage.
- Syndle uses Draconic Cry, granting allies advantage on attacks against nearby enemies.
- Syndle attacks the Lord of the Feast with reckless attacks, dealing further damage.
- Ned casts an upcast Fire Nucleus, creating a massive explosion of flames.
- The fireball hits the Lord of the Feast, Tark, Syndle, and several berserkers and hellhounds.
- Tark and Syndle take fire damage from the friendly fire, but their resistances reduce the impact.
- The Lord of the Feast takes fire damage but uses his last legendary resistance.
- Hellhounds are unaffected by the fire damage due to their immunity.
- Several berserkers are caught in the fireball, suffering massive damage, with many being defeated.
- The Slow spell and Hypnotic Pattern effects end as the battle intensifies.
NPCs
Lord of the Feast
A horrific albino gramyr standing well over twelve feet tall, covered in yellowish-white mangy fur that is bloodstained and scarred from countless battles. He wears patchwork armor of leather, chain, and bladed plate adorned with war trophies and mummified heads hanging from his belt. A mane of bony spines and tufts of barbed gray hair jut from his head down his back to a long white tail barbed with skulls and bone fragments. His snarled visage is filled with razor-sharp fangs and smoldering red eyes, concealed by a skull and horns. He sits on a throne made of war trophies and wields an oversized bow strung with thick sinew, with a quiver holding enormous arrows—some with barbed snares, others connected with coils of chains, and some tipped with delirium shards. He possesses legendary resistances and can heal himself, and uses a terrifying howl called 'Call of the Hunt' to rally his minions.
Gramyr Priest
A gramyr wearing tattered robes of a flamekeeper, much larger than a human. This individual was speaking Abyssal and projecting blasphemous rites towards the central brazier piled with skulls. Capable of casting powerful spells including Banishment.
Fang of Yeenoghu
A particularly vicious and feral-looking, almost demonic gramyr. Wields a flail with three heads, each a small skull with flaming red eyes and tendrils of smoke. Has good wisdom and successfully resisted magical effects.
Shaman of Yeenoghu
A gramyr with a more druidic appearance, carrying a staff and muttering in Gnoll-ish. Has good wisdom and successfully resisted magical effects.
Hellhounds
Fiendish canine creatures with fire breath and spikes on their backs. They are immune to fire damage and serve the gnolls in combat. Some were charmed by magical patterns while others engaged the party directly.
Gramyr Berserkers
Fierce gramyr warriors wielding great axes and heated chains. They fight aggressively, sometimes stomping over fallen companions, and exhibit pack tactics in combat.
Gramyr Archers
Gramyr warriors positioned to provide ranged support, firing arrows from concealed or elevated positions.
Pocket Cleric
An allied cleric accompanying the party, initially cautious and somewhat timid. She has a specific mission to re-sanctify the brazier in the cathedral, a process requiring six rounds of concentration while within sixty feet of it. She receives blessings and support from the party during combat.
Locations
St. Vitruvio Cathedral
A massive cathedral with a two-hundred-fifty-foot tall spire and central dome, flanked by four stocky bell towers. It is covered in religious iconography and angelic sculptures. The plaza outside is in rubble, showing signs of gramyr habitation with dragged bodies, campfires, barricades, and bones scattered everywhere. The interior features a vast space with a monumental dome, colossal marble columns, high-vaulted ceilings, and elaborate murals depicting saints, angels, and martyrs. The sanctuary has been defiled with countless carcasses, broken bones, blood smears, hanging meat, and smoking pyres. At the heart is a tiered platform with a five-foot-wide granite brazier now piled with blood-soaked skulls instead of the sacred flame.
Bell Tower
A dusty, abandoned section of the St. Vitruvio Cathedral, accessible through a window about six or seven feet off the ground. It contains old coffins that appear to have been dragged in and tossed aside, scaffolding that wraps around the tower, and ladders leading up to a massive twenty-foot diameter bell. A door on the second level leads to other parts of the cathedral.
Cathedral Balcony
A ten-foot wide balcony twenty-five feet above the main floor of the cathedral, with a four-foot high banister and columns extending to the ceiling. It offers a vantage point into the main sanctuary and has a door leading to a similar balcony across the way, about forty feet distant.
Cathedral Main Hall
The vast central sanctuary of the cathedral, featuring a monumental dome two-hundred-fifty feet high with elaborate frescoes depicting an angelic host. Four halls extend in cardinal directions like wheel spokes from the rotunda. The space is lined with colossal marble columns and features high-vaulted ceilings one-hundred-twenty feet overhead. The area is now defiled with carcasses, bones, blood, and gruesome decorations, with a tiered platform at the center holding a granite brazier piled with blood-soaked skulls.
Items
Magic Missile Wand
A magical wand used to cast magic missiles, capable of striking targets with bolts of force. It has charges that need to be tracked with each use.
Steel Mirror
A small, reflective mirror used to peek around corners or through cracks without exposing oneself to danger, allowing for safe reconnaissance.
Oversized Bow
A massive bow strung with thick sinew, wielded by the Lord of the Feast. Its quiver holds enormous arrows—some bristling with barbed snares, others connected with coils of chains around the beast's wrist, and others tipped with delirium shards.
Flail with Three Heads
A weapon wielded by the Gnoll Fang of Yeenoghu. The heads of the flail are small skulls with flaming red eyes and tendrils of smoke emanating from them.
Granite Brazier
A five-foot-wide tiered granite brazier at the heart of the cathedral. Instead of holding the sacred flame, it is now piled high with a mountain of blood-soaked skulls, serving as the focal point for the gnolls' blasphemous ritual.
Throne of War Trophies
The seat of the Lord of the Feast, constructed from body parts, bones, armor scraps, and other war trophies. It provides some cover from normal weapons but not from area-of-effect spells.
Great Axe
A large, two-handed axe wielded by several gramyr berserkers in combat.
Heated Chain
A length of chain that appears red hot at the end, wielded by some gnolls as a weapon. It can be used to attack and attempt to trip opponents.
Longbow
A ranged weapon used by both the party and enemy archers to strike targets from a distance.
Sword and Board
A combination of a sword and shield used by some party members for melee combat, providing both offensive and defensive capabilities.
Spells
Enemies Abound
A spell previously cast by Yazzy that caused a hellhound to attack its owner, though the effect was short-lived due to the hellhound's successful intelligence save.
Toll the Dead
A necromancy spell cast by Oiroa that inflicts damage upon a target, particularly effective against injured foes. It requires a wisdom saving throw and was used to finish off wounded enemies.
Silence
A spell that creates an area where no sound can be made or heard. It is concentration-based and cannot be moved once cast on a point. It affected enemies who entered its radius, cutting off their howls and verbal communication.
Invisibility
A concentration spell that renders the caster unseen. Yazzy used this to scout ahead, though it can be broken by attacking or casting certain spells.
Levitate
A spell that allows the caster to float upwards or downwards. Yazzy used it to scout the bell tower and position herself for spellcasting.
Lightning Bolt
A powerful evocation spell that unleashes a line of lightning, dealing massive electrical damage to multiple targets in its path. It can be upcast for increased effect and was used multiple times to strike the Lord of the Feast and his minions.
Fireball
A destructive evocation spell that creates an explosion of fire in a large area, dealing significant damage to all creatures within. It can be upcast for increased effect, though some creatures like hellhounds are immune to fire damage.
Hypnotic Pattern
An illusion spell that creates a twisting pattern of colors in a cube-shaped area, charming creatures who fail their wisdom saves and rendering them incapacitated. It is concentration-based and was used to temporarily disable several hellhounds and a berserker.
Slow
A transmutation spell that reduces the movement speed and actions of up to six creatures within a cube-shaped area. It requires a wisdom saving throw and was used to hinder berserkers and hellhounds.
Frenzied Bolt
A spell that deals damage of a varying type to a target. If the initial attack roll is odd, the bolt leaps to another target. The damage types include acid and psychic, among others.
Banishment
A powerful abjuration spell that attempts to send a creature to another plane of existence. The target must succeed on a charisma saving throw or be banished to a harmless demi-plane, where they are incapacitated until the spell ends or concentration is broken.
Healing Word
A bonus action spell that restores hit points to an ally, used by Oiroa to heal Syndle during combat.
Bless
A bonus action enchantment spell that grants allies a bonus to attack rolls and saving throws for the duration. Oiroa cast this on Syndle, Xakarium, and the cleric companion.
Draconic Cry
An ability used by Syndle that grants allies advantage on attack rolls against enemies within a certain radius, enhancing the party's combat effectiveness.
Polymorph
A transformative spell used by Yazzy to turn into a Tyrannosaurus Rex, gaining the physical attributes and abilities of the creature. This transformation caused her to lose concentration on previous spells.
Freedom of Movement
A spell cast by Oiroa on Syndle and Tark, granting them enhanced mobility and protection from movement-impairing effects.
Fire Nucleus
An upcast evocation spell cast by Ned that creates a powerful fire explosion in a large area, dealing massive damage to multiple enemies, though some creatures are immune to fire.
Bardic Inspiration
A magical effect active on Tark, providing a bonus die that can be added to attack rolls, ability checks, or saving throws.
Session 35: The Resurrections of Lil Dragon
Date: Dec 9th, 2025
Summary
The cathedral erupted into chaos as the party faced overwhelming odds against the Garmyr forces and their fearsome leader, the Lord of the Feast. Archers rained arrows from elevated balconies while hellhounds unleashed torrents of flame, their fire breath scorching the ancient stone floors. Berserkers wielding great axes and heated chains pressed forward relentlessly, their pack tactics making every strike more deadly. When the shaman conjured churning earth that shattered the balcony beneath their feet, and the hellhounds concentrated their flames on Yazzy's massive dinosaur form, it seemed the tide might turn against the heroes. The T-Rex absorbed devastating punishment before finally collapsing, forcing Yazzy back into her natural form amid the carnage.
Yet the party refused to yield, turning desperation into determination through spectacular displays of magic and martial prowess. Oiroa plucked a bead from her enchanted necklace and hurled it into the fray, the resulting fireball consuming multiple enemies in a brilliant conflagration. Xakarium's lightning bolts arced across the battlefield, striking down archers and scorching the Lord of the Feast himself. Syndle became a symbol of unstoppable resilience, rising from flames and impalement again and again, each resurrection more miraculous than the last. When the Lord of the Feast attempted to ensnare him with a harpoon arrow, Syndle responded by teleporting directly into the enemy leader's face.
In a moment that would echo through Drakenheim's twisted streets, Syndle's blade found its mark and severed the Lord of the Feast's head from his shoulders. The grisly trophy tumbled from the balcony and landed among the remaining Garmyr forces with a sickening thud. As Syndle proclaimed his victory with a battle cry about lightning and falling fire, the surviving minions—berserkers, hellhounds, and the wounded shaman—broke ranks and fled into the cathedral's shadowed corridors. The party stood victorious but battered, surrounded by the bodies of their fallen foes, as they began the slow process of tending their wounds and investigating what secrets the Lord of the Feast and his throne room might hold.
Scenes
Cathedral Combat: Minions and Lord of the Feast
The party engages in a chaotic battle within a cathedral against numerous Garmyr minions, hellhounds, and the formidable Lord of the Feast positioned near a throne and balcony.
- The DM reveals that contamination rolls were missed in previous sessions. Yazzy takes necrotic damage and gains a level of contamination.
- The true lore of the Garmyr is explained: they are mutated dogs from Drakenheim, not invading gnolls.
- Oiroa casts Bless on Xakarium, Syndle, and herself, providing a protective aura with a plus one to armor class.
- Archers positioned on balconies target party members. One archer uses Archer's Eye to enhance their attack, dealing piercing damage to Oiroa.
- Tark takes piercing damage from an archer who also uses Archer's Eye to increase damage output.
- Oiroa is hit by multiple archers, taking significant damage and failing a concentration check, ending the Bless spell.
- Hellhounds charge the T-Rex (Yazzy in polymorphed form), unleashing multiple cones of fire that deal massive damage.
- Berserkers attack Tark with great axes and heated chains, landing several hits despite his defenses.
- Hellhounds bite Syndle, dealing both piercing and fire damage.
- A Shaman casts Blight on Tark causing necrotic damage to wither the last remnants of his inner child.
- Xakarium casts Silence, centering it on the combat area to effectively silence many enemies and Syndle.
- The T-Rex (Yazzy) retaliates by biting and tail-whipping several hellhounds and berserkers, leaving them bloodied.
- Lord of the Feast attempts to reposition by leaping onto a balcony, using his movement and legendary actions.
- The Chaplain is persuaded to heal instead of continuing a ritual, casting Healing Word on Tark.
- The Chaplain also casts Sacred Flame on the Lord of the Feast, dealing radiant damage.
- Xakarium casts a lightning bolt, striking the Lord of the Feast and several archers, dealing significant damage and using Ring Strike to push some enemies.
- Tark disengages and flies past Syndle to reposition himself on the balcony.
- Syndle, despite being silenced, uses Draconic Cry to gain advantage on attacks, then attacks and kills two hellhounds.
- Ned casts a massive Fireball, incinerating multiple berserkers and hellhounds, killing several and severely wounding others.
- Ned moves to Oiroa and administers a healing potion, restoring some of her hit points.
- Hellhounds and berserkers continue their assault, focusing on Syndle and Xakarium, dealing more damage.
- The Shaman casts Erupting Earth on the balcony, causing the ground to shake and forcing saving throws, damaging Ned and the Chaplain.
- The T-Rex is defeated by multiple attacks, reverting Yazzy to her normal form with some damage carrying over.
- Oiroa is knocked unconscious by a barrage of attacks from hellhounds and berserkers.
- Oiroa, now conscious after healing, casts Fireball from a magical necklace, engulfing multiple berserkers and hellhounds, killing several.
- Oiroa then casts Healing Word on Syndle, bringing him back from being downed, and Syndle immediately attacks and kills a wounded enemy.
- Yazzy casts Greater Invisibility on himself and moves to a safer position.
- Lord of the Feast shoots an ensnaring arrow at Syndle, dealing piercing damage and attempting to restrain him, but Syndle's freedom of movement negates the effect.
- Lord of the Feast then attacks Tark, dealing damage.
- The Chaplain casts Healing Word on Syndle again, bringing him back up.
- Xakarium casts another lightning bolt, striking the Lord of the Feast and an archer, dealing more damage.
- Tark stands up, re-rages, and attacks an enemy berserker.
- Syndle uses his wild magic ability to teleport directly to the Lord of the Feast, then makes two attacks, decapitating the enemy leader whose head tumbles to the ground.
- Ned casts Frenzy Bolt, killing the fleeing Shaman and causing the bolt to jump to another archer.
- The remaining berserkers and hellhounds, demoralized by the death of their leader, scatter and flee the area.
Aftermath and Recovery
With Lord of the Feast defeated and his minions scattered, the party begins healing and securing the area.
- Syndle's dramatic defeat of Lord of the Feast causes the remaining Berserkers and Hellhounds to panic and flee.
- The party discusses the use of healing rituals and spells to recover from the intense combat.
- The Chaplain begins a Prayer of Healing ritual, while the party distributes additional healing.
- Oiroa casts Aura of Vitality twice, providing substantial healing over time to the party members.
- The party distributes healing among themselves, prioritizing those most injured, with Syndle and Tark each receiving significant restoration.
- The party plans to investigate the throne and the defeated enemies for any valuable items or information.
- Tark expresses interest in examining the Lord of the Feast's massive bow to see if it's usable.
- The party decides to clear skulls from a brazier and allow the Chaplain to relight it for a ritual.
- The DM reveals there was a chance of another powerful monster joining the fight, but it failed to appear.
- The party discusses the possibility of taking a short rest, but notes the contamination risk in the deep haze.
NPCs
Lord of the Feast
A formidable Garmyr leader who preferred ranged combat with a massive bow but could fight in close quarters. He possessed legendary actions and resistances, regenerative abilities, and used special arrows including ensnaring and contaminated arrows. He had the ability 'close quarters hunter' allowing him to shoot his bow without disadvantage even when enemies were within five feet. He was ultimately decapitated by Syndle in a dramatic confrontation, his head tumbling to the ground and causing his remaining forces to flee.
Garmyr
The Haze has mutated many creatures and people who once lived in the city. In the case of the city's dogs, they have become the garmyr. These creatures are not very intelligent, but they have a social structure and hunt in packs. Not all the dogs turned into garmyr, others have become massive, mutated hell hounds that accompany the garmyr on their hunts. They prefer the security of numbers, but will sometimes stalk and harry their prey until they are weakened enough to take down.
Hellhounds
Fiery, dog-like creatures that fight alongside the Garmyr. They possess fire breath attacks that can be recharged, pack tactics for advantage in combat, and can deal both piercing and fire damage with their bites. They are intelligent enough to attempt strategic retreats when their master falls.
Archers
Garmyr minions positioned on balconies, using longbows with a range of 150/600 feet and an ability called Archer's Eye to enhance their attacks or damage. They targeted party members from a distance throughout the battle.
Berserkers
Melee-focused Garmyr minions wielding great axes and heated chains that deal both slashing and fire damage. They utilize pack tactics to gain advantage in combat and fought aggressively until their leader's defeat.
Shaman
A Garmyr spellcaster who used powerful spells including Blight and Erupting Earth to damage and control the battlefield. He attempted to flee after taking heavy damage from the party's area-of-effect spells but was struck down by Ned's Frenzy Bolt.
Chaplain
An allied cleric who provides support to the party. She was initially focused on performing a ritual but was persuaded to prioritize healing the wounded. She is capable of casting Healing Word, Sacred Flame, Spirit Guardians, and Prayer of Healing. She has an armor class of 18 and was targeted by enemy archers during the battle.
Locations
Cathedral
A large structure where the party engages in a significant combat encounter. It features a throne, balconies at different elevations, and various areas where enemies are positioned. The cathedral has become a battleground with churned earth and difficult terrain created by magical attacks.
Deep Haze
A pervasive, magical fog that causes contamination to those who enter it. The party is now within the city, and the haze has caught up to them, requiring contamination rolls when entering or spending extended time within it.
Throne Room
A grand chamber within the cathedral featuring a central throne where Lord of the Feast was positioned. The room has balconies overlooking the main area and became the site of an intense battle with Garmyr minions.
Balcony
An elevated section of the throne room where some party members and archers were positioned, providing a vantage point for ranged attacks. The ground here was churned and shaken by an Erupting Earth spell, creating difficult terrain.
Items
Lord of the Feast's Bow
A massively huge bow previously wielded by the Lord of the Feast. Despite its large size, Tark expressed interest in using it due to his own large size and strength. The bow appears to be designed for a creature of considerable power and comes with an assortment of special arrows.
Ensnaring Arrow
A specialized magical arrow used by the Lord of the Feast that deals piercing damage and attempts to restrain the target in a magical snare, requiring a saving throw to avoid being restrained. The arrow can also pull the target closer to the shooter.
Contaminated Arrow
A special arrow used by Lord of the Feast, implied to have additional harmful effects beyond standard piercing damage, possibly related to the contamination present in Drakenheim.
Healing Potion
A consumable restorative liquid used to restore hit points. Ned used one to revive Oiroa during combat. When used as a full action, it can restore full hit points, but when used as a bonus action, the amount must be rolled. Some potions may be Oscar potions that require an additional contamination roll.
Necklace of Fireballs
A magical necklace worn by Oiroa from which beads can be plucked to cast powerful Fireball spells. Each bead unleashes a devastating area-of-effect fire attack when thrown.
Great Axe
A heavy, two-handed weapon used by the Garmyr berserkers in melee combat, dealing slashing damage.
Heated Chain
A weapon used by Garmyr berserkers capable of inflicting both physical and fire damage in combat.
Spells
Bless
A concentration spell that provides a bonus to attack rolls and saving throws for multiple targets. It was broken when the caster took damage and failed a concentration check.
Silence
A spell that creates a twenty-foot radius area where no sound can be made or heard, effectively neutralizing spellcasters who require verbal components and preventing verbal communication within its radius. The spell has a duration and does not require concentration.
Blight
A necrotic damage spell that targets a creature's constitution. It deals maximum damage if the target is a plant and can be particularly devastating, though constructs are immune to its effects.
Healing Word
A bonus action spell that provides a burst of healing to restore hit points to a target. It was used multiple times to bring downed characters back into the fight and can be upcast for greater healing.
Sacred Flame
A radiant damage cantrip that calls down divine fire on a target, requiring a dexterity saving throw to avoid.
Lightning Bolt
A powerful line-effect spell that strikes multiple enemies in its path with electrical damage, requiring a dexterity saving throw for half damage. It was used to devastating effect against Lord of the Feast and his archers.
Ring Strike
A spell that, when the caster hits a target with an attack within the spell's range, launches magical rings that deal bludgeoning damage and can push targets back with a strength saving throw. Multiple rings can be sent if the spell is upcast.
Fireball
A powerful area-of-effect spell that unleashes a burst of flames in a large radius, dealing significant fire damage to all creatures in the area with a dexterity saving throw for half damage. It was used multiple times to devastating effect against groups of enemies.
Draconic Cry
An ability used by Syndle that grants advantage on his attacks, representing a powerful roar or intimidating presence that bolsters his combat effectiveness.
Erupting Earth
A spell that causes a fountain of churned earth and stone to erupt in a cube-shaped area, creating difficult terrain that takes time to clear and dealing damage to those caught within it who fail a dexterity saving throw.
Greater Invisibility
An enhanced version of invisibility that allows the caster to remain unseen even after taking actions, providing superior concealment and tactical advantage in combat.
Frenzy Bolt
A spell that fires a bolt of energy at a target, and upon killing an enemy, the bolt can jump to another target within range, dealing damage again. The damage type can vary, including necrotic damage.
Spirit Guardians
A protective spell that summons spectral guardians to protect the caster and damage enemies within their radius, dealing radiant or necrotic damage to hostile creatures.
Prayer of Healing
A ritual healing spell that takes ten minutes to cast and restores hit points to multiple creatures. It was used by the Chaplain after the battle to help the party recover.
Aura of Vitality
A healing spell that provides continuous healing over multiple rounds, allowing the caster to use a bonus action each round to restore hit points to a target. It can be cast multiple times for extended healing.
Freedom of Movement
A spell that allows the target to move and act normally regardless of magical restraints, difficult terrain, or being grappled, as demonstrated when Syndle escaped the ensnaring arrow's effects.
Polymorph
A spell that transforms a creature into another form with different hit points. When the polymorphed form drops to zero hit points, any excess damage carries over to the original form, as demonstrated when Yazzy's T-Rex form was defeated.
Session 36: Tossed Salad and Scrambled Eggs
Date: Dec 16th, 2025
Summary
Following their battle, the party began looting the bodies of their defeated foes, discovering an impressive array of weapons and treasures. Among the most notable finds was the Bow Feastables, a powerful weapon designed for devastating damage that fired oversized arrows of three distinct types: harpoon arrows that could pull targets closer, ensnaring arrows that trapped victims in magical snares, and contaminating arrows tipped with deadly delirium shards. On the body of a gramyr Shaman, they found a unique two-bladed sword with an extended range for critical strikes, along with engraved bone dice and a black velvet mask stitched with silver thread. When Syndle used his ability to sense magical auras, he detected a faint glow from a dead archer's body, which yielded a Cloak of Elvenkind that granted its wearer enhanced stealth capabilities.
The party also discovered scattered coinage including over a thousand silver pieces, gold and silk vestments with elaborate embroidery, a silver chalice set with precious gemstones, and seven large candlestick stands bearing carved candles with sacred flame symbols. After clearing the skulls and debris from around the brazier, Seren the (pocket) cleric began her ritual to reignite it and reconsecrate the cathedral. Almost immediately, the deep haze outside reacted violently to the magical energy, thickening dramatically and pouring into the cathedral through every window and doorway. The supernatural fog filled the space rapidly, limiting everyone's vision and forcing them to resist its contaminating effects.
During the second round of the ritual, especially thick tendrils of deep haze streamed down from the cathedral's two-hundred-fifty-foot dome, hitting the floor and billowing upward. The haze coalesced into living creatures resembling elemental beings made entirely of the supernatural fog, forming into shapes like living Tarasques. Five of these haze elementals manifested and immediately attacked the party. Yazzy struck first with her moon steel rapier, while Tark entered a rage and unleashed devastating attacks with his weapons. Xakarium conjured a wall of fire that seared through three of the elementals, while the creatures counterattacked with bludgeoning assaults focused on Oiroa, Xakarium, Ned, and Tark.
The battle intensified as Ned discovered the elementals were immune to poison damage, and Syndle found they were also immune to necrotic energy when his shadowy tendrils proved ineffective. Oiroa imbued Syndle's battle axe with holy power, causing it to glow with radiant energy. Yazzy attacked with psychic blades, and Tark destroyed the first elemental, causing it to dissipate into glittering delirium particles. Xakarium unleashed a devastating lightning bolt that struck through multiple elementals in a line, obliterating the throne in the process. As the cleric continued her fervent chanting despite being attacked and injured, acid rain began to fall from the cathedral's ceiling, forcing everyone to dodge or fall prone in the burning puddles.
Ned teleported himself and the cleric to the balcony using his magic to protect her from the elementals, creating a thunderous boom that echoed through the cathedral. Syndle used his draconic presence to frighten the enemies and grant his allies enhanced accuracy, then attacked with his holy weapon-enhanced battle axe. Yazzy whispered psychic torments to one of the elementals, forcing it to flee ninety feet straight up and out of the building. The acid rain continued to fall relentlessly, dealing damage to everyone and causing some to slip in the acidic puddles. Xakarium took multiple levels of contamination from being near the elementals and fell unconscious, while Oiroa was also knocked out by a brutal attack.
The party fought desperately to protect the cleric and each other while dealing with the ongoing environmental hazards. Ned used a sun blossom petal with a healing potion to restore himself, then fired multiple bolts of magical force that destroyed one of the elementals near Tark. Syndle used his magical boots to kick an elemental before following up with his battle axe, while Yazzy revived Oiroa with healing magic. The party began moving under the balcony and other cover to escape the acid rain, with Syndle feeding Xakarium a healing potion and dragging him to safety beneath the overhang.
As Syndle destroyed the final haze elemental with his battle axe, causing it to dissipate into delirium glitter, the cleric completed the sixth and final round of her ritual. The brazier released a sonic boom-like wave of radiant energy that pulsed through the entire cathedral with tremendous force. All remnants of the living deep haze monsters were blown away and dissipated completely, and the roiling clouds at the top of the dome were exhausted out as all the haze flowed away. The cathedral became clearer than anywhere else in the contaminated city, transformed into a sanctuary where the party could rest safely.
After the ritual's completion, the party noticed the cleric had used a finger bone during the spell, which had been consumed at its completion. They recognized it as similar to a holy relic they had previously stored, raising questions about how it had been obtained. The Brazier of the Sacred Flame had successfully reconsecrated the cathedral, creating powerful protective effects that would shield them from the haze and allow them to rest normally. The party began discussing their next moves, including the need to remove the contamination they had accumulated during the battle, as they stood in their newly secured sanctuary within the corrupted city.
Scenes
Post-Combat Looting and Item Discovery
Following a battle, the party loots the bodies of their defeated foes, discovering unique weapons, magical items, and valuable treasures.
- The party examines the 'Bow Feastables', a powerful bow designed for damage that fires oversized arrows dealing increased damage.
- Three types of oversized arrows are identified: harpoon arrows that pull targets closer on a failed strength save, ensnaring arrows that restrain targets on a failed dexterity save, and contaminating arrows tipped with delirium shards that deal necrotic damage and potentially cause contamination.
- The party loots a gramyr Shaman's body, finding a two-bladed sword with an extended critical range, engraved bone dice, and a black velvet mask stitched with silver thread.
- Syndle uses his ability to detect magic, finding a faint magical glow from a dead archer's body.
- A Cloak of Elvenkind is discovered on the dead archer, which grants disadvantage on perception checks against the wearer and advantage on dexterity stealth checks.
- The party finds scattered coinage including 1,300 silver pieces, gold and silk vestments with gold embroidery, and a silver chalice set with precious gemstones.
- Seven large, fancy candlestick stands with carved candles bearing sacred flame holy symbols are discovered among the church's pilfered items.
The Brazier Ritual Begins
The party clears the brazier and Oiroa begins a ritual to light it, but the deep haze outside reacts violently, thickening and pouring into the cathedral.
- The party finishes clearing skulls and debris from around the brazier to prepare for the ritual.
- Oiroa begins her ritual to reignite the brazier, which takes ten minutes to complete.
- As the ritual starts, the deep haze outside reacts to the magical energy, thickening dramatically and flowing into the cathedral through windows and doorways.
- The haze fills the space within a round, significantly limiting vision for everyone present.
- Party members are forced to make constitution saving throws to resist the effects of the deep haze, with those failing taking a level of contamination and experiencing clouded vision.
Living Haze Elementals Attack
As the cleric's ritual progresses, thick tendrils of deep haze coalesce into living elemental creatures that attack the party.
- During the second round of the ritual, especially thick deep haze streams down from the cathedral's dome, hitting the floor and billowing up into circles.
- The haze forms into living creatures resembling Tarasques made of deep haze, functioning as elemental beings.
- The party rolls for initiative as five haze elementals manifest and prepare to attack.
- Yazzy attacks a haze elemental with her moon steel rapier, dealing piercing and radiant damage.
- Tark rages and attacks a haze elemental with reckless attacks, dealing significant bludgeoning and radiant damage.
- Xakarium casts Wall of Fire, creating a fiery barrier that damages three haze elementals, with those failing their dexterity saves taking full damage.
- The haze elementals counterattack, focusing their bludgeoning assaults on Oiroa, Xakarium, Ned, and Tark, with some attacks forcing concentration checks.
Desperate Battle Against the Haze
The party fights desperately against the haze elementals while protecting the cleric as she continues her ritual, with acid rain beginning to fall from above.
- Ned uses Frenzy Bolt, dealing psychic damage to one elemental and attempting poison damage on another, but discovers the elementals are immune to poison.
- Syndle's wild magic manifests as shadowy tendrils that attempt to deal necrotic damage, but the elementals prove immune to necrotic damage as well.
- Oiroa casts Holy Weapon on Syndle's battle axe, imbuing it with radiant power, and attempts Toll the Dead but finds it ineffective due to necrotic immunity.
- Yazzy attacks with psychic blades, dealing damage to a bloodied elemental.
- Tark destroys a bloodied elemental with his attacks, causing it to dissipate into glittering delirium particles.
- Xakarium casts Lightning Bolt, striking multiple elementals in a line and obliterating the throne in the process, dealing massive damage.
- The cleric continues her fervent chanting despite being attacked and injured, with the brazier beginning to swell with light.
- Acid rain begins to fall from the cathedral's ceiling, forcing everyone to make dexterity saves or fall prone and take additional acid damage.
- Ned teleports himself and the cleric to the balcony using Misty Step to protect her from the elementals.
- Syndle uses Draconic Cry, granting all allies advantage on attacks against the elementals, then attacks with his holy weapon-enhanced battle axe.
Turning the Tide
The party continues their assault on the remaining haze elementals while dealing with the ongoing acid rain and contamination effects.
- Yazzy casts Dissonant Whispers on a haze elemental, forcing it to flee 90 feet straight up and out of the building.
- The acid rain continues to fall, dealing damage to everyone and causing some party members to fall prone in the acidic puddles.
- Tark attacks the remaining elementals, dealing significant damage and causing one to become very bloodied.
- Xakarium takes multiple levels of contamination from being near the elementals, reaching level three contamination and falling unconscious.
- Ned uses a sun blossom petal with a potion of greater healing to restore his hit points, then casts Magic Missile with three charges, firing six bolts that destroy one of the elementals near Tark.
- Syndle uses his magical boots to kick an elemental, dealing bludgeoning damage, then follows up with his battle axe enhanced by Holy Weapon.
- Oiroa is knocked unconscious by an elemental's attack but is revived by Yazzy's Healing Word.
- The party begins moving under the balcony and other cover to escape the acid rain.
- Syndle feeds Xakarium a healing potion, bringing him back to consciousness, and drags him under the balcony for protection.
Ritual Completion and Cathedral Cleansing
The cleric completes her ritual as the party destroys the last haze elemental, resulting in a powerful wave of radiant energy that cleanses the cathedral.
- Syndle destroys the final haze elemental with his battle axe, causing it to dissipate into delirium glitter.
- The acid rain continues one final time, dealing damage to the party as they make dexterity saves to avoid falling prone.
- The cleric completes the sixth and final round of her ritual, finishing her fervent prayer.
- The brazier releases a sonic boom-like wave of radiant energy that pulses through the entire cathedral.
- All remnants of the living deep haze monsters are blown away and dissipate completely.
- The roiling clouds at the top of the dome are exhausted out, and all the haze flows away, leaving the cathedral clearer than anywhere in the contaminated city.
- The party notices the cleric used a finger bone during the ritual, which was consumed at the spell's completion, similar to one they had previously stored.
- The brazier of the Sacred Flame successfully reconsecrates the cathedral, creating effects similar to hallow or forbiddance, making it a sanctuary where characters can rest normally and be protected from the haze.
NPCs
Gramyr Shaman
A deceased shaman whose body was looted by the party. Wielded a unique two-bladed sword with an extended critical range and carried engraved bone dice and a black velvet mask stitched with silver thread. Their powers were supernatural and innate rather than spell-based, requiring no spellbook.
Seren the pocket cleric
A female cleric of the Falling Fire who performs a crucial ritual to reconsecrate the cathedral's brazier. Despite being attacked by haze elementals and injured by acid rain during the ten-minute ritual, she bravely continues her fervent chanting and successfully completes the spell. She uses a pilfered finger bone as a component for the ritual, which is consumed upon completion. The ritual creates a sanctuary effect that protects against the haze.
Living Haze Elementals
Creatures formed from the deep haze, appearing as living Tarasques made of magical fog. They are functionally elementals with good dexterity, immune to necrotic and poison damage. They attack with bludgeoning slams and their presence causes contamination to those nearby. When destroyed, they dissipate into glittering delirium particles.
Locations
Cathedral of St. Vitruvio
A large, ancient cathedral with a 250-foot dome, multiple windows and doorways, a central brazier, and a throne. The building contains a balcony 25 feet above the main floor and stairs leading down on both sides. During the ritual, it becomes filled with thick deep haze and experiences acid rain, but is eventually cleared and reconsecrated, becoming a sanctuary protected from the haze where the party can rest safely.
Brazier of the Sacred Flame
A central feature in the cathedral, initially surrounded by skulls and debris. It becomes the focus of a reconsecration ritual that causes violent reactions from the surrounding haze. Upon completion of the ritual, it emits a powerful wave of radiant energy that cleanses the cathedral and creates a sanctuary effect, potentially offering protection and cleansing properties against contamination.
Items
Bow Feastables
A powerful bow designed for high damage output, requiring 18 strength to pull normally, though those with the 'large' trait can wield it with 16 strength. Regular arrows fired from it deal 2d6 damage instead of the standard 1d8. It can fire specialized oversized arrows that deal 2d8 damage. Has the same range as a standard longbow (150/600 feet).
Harpoon Arrow
An oversized arrow for the Bow Feastables. Upon hitting a target, it requires a strength saving throw. If failed, the target is pulled 20 feet directly towards the wielder, or as far as possible if closer than 20 feet.
Ensnaring Arrow
An oversized arrow for the Bow Feastables. If it hits a large or smaller target, the target must make a dexterity saving throw or become restrained in a magical snare. A restrained target can use its action to repeat the saving throw to escape.
Contaminating Arrow
An oversized javelin-sized arrow for the Bow Feastables, tipped with a delirium shard. It deals an extra 2d8 necrotic damage and requires a constitution saving throw from the target to avoid gaining a level of contamination.
Two-Bladed Sword
A double weapon from Pathfinder with twin blades extending from either side of a central short haft, allowing the wielder to attack with graceful but deadly flourishes. It has an extended critical hit range of 19-20 instead of just 20, doubling the chance to score a critical hit.
Engraved Bone Dice
A set of bone dice found on the gramyr Shaman, part of a full set of 'read the bones' divination tools used for supernatural purposes.
Black Velvet Mask
A mask stitched with silver thread, found on the gramyr Shaman and presumed to have been stolen from somewhere.
Cloak of Elvenkind
A magical cloak found on a dead archer. When its hood is up, it gives people disadvantage on perception checks to see the wearer and grants the wearer advantage on dexterity stealth checks, making it ideal for sneaking.
Silver Chalice Set
A valuable silver chalice set with precious gemstones, found among the church's pilfered items. Not magical, but quite valuable.
Candlestick Stands
A set of seven large, fancy metal candlestick stands, each standing about three feet tall. They hold three to four-foot carved candles that bear sacred flame holy symbols, similar to baptism or Easter candles from a Catholic church.
Finger Bone
A bone finger, possibly from Saint Vitruvio or a similar holy relic, that the cleric uses as a component for her reconsecration ritual. It is consumed at the end of the spell. The party suspects it may be one they previously possessed that was pilfered, or a similar relic the cleric's group obtained separately.
Sun Blossom Petal
A magical component that doubles the healing effect of a potion when used together. Ned uses one in conjunction with a potion of greater healing during combat.
Potion of Greater Healing
A magical potion that restores hit points. When used as a full action, it provides maximum healing without rolling. Ned and Syndle both use these during the battle.
Spells
Detect Magic
An ability used by Syndle to sense magical auras from objects or creatures within 60 feet, revealing the faint glow from the archer's body and the brazier.
Freedom of Movement
A persistent magical effect that Syndle possesses, granting him enhanced mobility and immunity to restraint effects.
Reconsecration Ritual
A ten-minute ritual performed by the cleric at the brazier to reignite it and reconsecrate the cathedral. Requires a finger bone component that is consumed upon completion. Creates effects similar to hallow or forbiddance, making the cathedral a sanctuary where characters can rest normally and be protected from the haze.
Wall of Fire
Cast by Xakarium, this spell creates a wall of fire one foot thick that deals fire damage to creatures within its area when it appears and to those ending their turn within 10 feet of the damaging side. Targets make a dexterity saving throw for half damage. Lasts for one minute with concentration.
Holy Weapon
Cast by Oiroa on Syndle's battle axe, this spell imbues the weapon with holy power, causing it to deal an extra 2d8 radiant damage on hits. The spell has a duration and can be ended early with a bonus action to create an explosive effect.
Toll the Dead
Cast by Oiroa, this cantrip deals necrotic damage to a target based on a wisdom saving throw, with increased damage if the target is already injured. Proved ineffective against the haze elementals due to their necrotic immunity.
Frenzy Bolt
Cast by Ned, this spell deals damage of a specific type (determined by rolling) and can bounce to another nearby target. During the battle, it dealt psychic damage to one elemental and poison damage to another, though the poison was ineffective.
Draconic Cry
Used by Syndle, this ability frightens enemies and grants all allies advantage on attack rolls against affected creatures for one round.
Psychic Blades
A bardic ability used by Yazzy that adds psychic damage to her attacks, expending one of her bardic inspirations.
Lightning Bolt
Cast by Xakarium, this spell unleashes a 120-foot line of lightning that deals significant lightning damage to all creatures in its path. Creatures can make a dexterity saving throw to take half damage. During the battle, it struck multiple elementals and obliterated the throne.
Thunderous Rebuke
Cast by Xakarium as a reaction when hit by an attack, this spell forces the attacker to make a dexterity saving throw or take lightning damage, with half damage on a successful save.
Misty Step
Cast by Ned to teleport himself and the cleric to the balcony, creating a thunderous boom that deals thunder damage to nearby creatures and can be heard from 300 feet away.
Healing Word
Cast by Yazzy and Oiroa as a bonus action to restore hit points to injured allies at range, used multiple times during combat to keep party members conscious.
Dissonant Whispers
Cast by Yazzy, this spell deals psychic damage and forces the target to use its reaction to move as far away from the caster as possible. Used to make a haze elemental flee 90 feet straight up and out of the building.
Vicious Mockery
Cast by Yazzy, this cantrip deals psychic damage based on a wisdom saving throw and can impose disadvantage on the target's next attack roll.
Magic Missile
Cast by Ned, this spell launches multiple darts of magical force that unerringly strike targets, dealing force damage. Ned used three charges to fire six bolts, destroying one of the haze elementals.
Word of Radiance
Cast by Oiroa, this cantrip deals radiant damage to creatures of her choice within 5 feet based on a constitution saving throw.
Purge Contamination
A spell discussed by the party as a means to remove levels of contamination, requiring one hour to cast. The party considers using it after the battle to cleanse contamination effects.
Session 37: Oh, Mummy!
Date: Dec 24th, 2025
Summary
Following the ritual that relit the cathedral's brazier, a brilliant beam of light shot through the dome's windows, announcing the party's presence to all of Drakenheim. Within moments, a celestial being from Falling Fire descended upon them—the same angel they had encountered before. He swept Saren and Syndle into a sphere of magical silence for an urgent conversation, their animated gestures hinting at grave news.
When the angel departed with Syndle to inform Lucretia, the head of Falling Fire, Saren delivered the troubling message: the Silver Order was already marching toward the cathedral with a considerable army, and the surviving Garmyr war bands would likely descend upon them soon. The party needed to reach the catacombs before their enemies arrived. Before leaving, the celestial being bestowed healing upon Saren and three others, his divine touch mending their wounds from the previous battle.
The party chose to descend the rubbly staircase into the depths below, leaving the clear passage unexplored. The stairs twisted downward into a short corridor that opened into a crossed intersection of arched passageways. In a semi-circular alcove stood a magnificent ten-foot-tall marble statue of Archangel Gabriella, holding a weapon in one hand and a round, mirror-like silver shield in the other. A column of light shone down from a gem-embedded porthole in the ceiling above, illuminating the statue and casting an intricate pattern across the floor.
Oiroa conjured magical light upon a gold coin, flooding the dark passages with radiance. Ned's arcane senses detected magic emanating from a bronze aperture set into a distant wall, while Tark examined the statue closely. He discovered that while the shield was secured to the statue, the arms could articulate. Understanding the puzzle before them, Tark carefully manipulated the statue's arms, angling the shield to forty-five degrees. The light from above coalesced into a single beam of heavenly radiance that shot down the passage and struck the bronze aperture perfectly. With a grinding of ancient stone, the wall slid open, revealing a hidden passage deeper into the catacombs.
The party proceeded through the newly opened doorway into a long chamber that filled them with unease. Ancient stone slabs lined the walls, each bearing the mummified remains of clerics and paladins of the Sacred Flame. The bodies were wrapped in linen or adorned with armor and weapons, each clutching a holy symbol with smooth stones placed upon their eyes. Dozens of candles in various shapes and sizes surrounded each tomb, their flames burning with an eerie, magical persistence despite the thick dust covering everything. The low ceilings and countless skull-filled niches created a claustrophobic atmosphere, as if the dead were watching their every move.
Saren explained that while the Sacred Flame faith normally cremated their dead, the most dedicated servants were sometimes preserved, their blessed souls potentially able to return when the Sacred Flame enacted its will through their corporeal vessels. She wandered among the tombs, examining the inscriptions and painted murals that told the life stories of each interred servant. Meanwhile, Ned discovered another chamber branching off—a semicircular room lined with rows of niches, each containing a skull with semi-precious stones or coins in its eye sockets. A burning brazier rested in the middle, and shelves held small animal statues: a brass toad, copper cat, silver bird, ivory ox, granite bear, gold horse, and iron eagle.
Xakarium found writing on the brazier that spoke of flame keepers resting under the watchful gaze of the dead, mentioning that one who sees with clear eyes may open the way and take up their shining truth with silver wings. At the back of the main chamber stood another statue of a great flamekeeper, this one clutching a shimmering mirror shield similar to the one they had used to open the door. Tark approached cautiously, checking for traps before attempting to remove the shield from the statue's grasp.
The moment Tark's hands closed around the shield, the chamber erupted into chaos. All around them, the mummified bodies began to stir and rise from their stone slabs—all except three whose candles still burned brightly. The largest and most imposing figure rose from the back of the chamber: a Mummy Lord, clearly more powerful than its lesser servants. Five undead guardians in total awakened to defend their sacred resting place, their ancient eyes burning with unholy light.
Tark immediately engaged the Mummy Lord in brutal combat, his weapons tearing into the ancient creature's desiccated flesh. The Mummy Lord fixed its terrible gaze upon him, attempting to paralyze him with dreadful magic, but Tark's enchantments protected him from the worst effects. Oiroa called upon divine power to heal Tark and blast the undead with radiant energy, but one of the lesser mummies struck her with its rotting fist, cursing her with the dreaded mummy rot—a disease that would prevent her from healing and slowly drain her life force.
Saren invoked the power of the Sacred Flame, turning two of the mummies away in terror. They cowered in the corners, unable to approach while her holy presence remained. The Mummy Lord, however, resisted her divine authority through sheer force of will. Yazzy attempted to bind the creature with magic but discovered too late that such enchantments held no power over the undead. The battle grew increasingly desperate as the Mummy Lord opened its mouth and unleashed a swarm of white moths that tore into Tark, Oiroa, and Yazzy with needle-like bites, dropping both Oiroa and Yazzy into unconsciousness.
Ned acted quickly, forcing a healing potion down Yazzy's throat before conjuring a thunderous teleportation that whisked both himself and Oiroa to safety. Xakarium called down a bolt of lightning that vaporized one of the lesser mummies, while Saren rushed to Oiroa's side and lifted the curse of mummy rot with divine magic. Yazzy revived Tark with healing words, and the barbarian rose once more to face their foes. The Mummy Lord attempted to unleash another devastating spell, and though Ned tried to counter it, the ancient magic proved too powerful. The disease struck Tark, ravaging his body and permanently weakening him.
Just when it seemed the party might need to retreat, Ned positioned himself carefully and unleashed a massive ball of fire that engulfed all the remaining undead. The flames consumed the mummies completely, their desiccated forms particularly vulnerable to the inferno. Even the mighty Mummy Lord was reduced to ash in the conflagration, ending the battle in a single devastating moment. As the smoke cleared and the party caught their breath, Saren reminded them of an important duty: they would need to restore the bodies, replace the sacred items, and relight all the candles if they wished to keep these blessed servants at peace. The party agreed that from now on, they would light every candle they found before disturbing anything else in these ancient crypts.
Scenes
Aftermath of the Ritual and Urgent Departure
Following the ritual that relit the cathedral's brazier, a celestial being arrives and urgently informs the party that the Silver Order and Garmyr war bands are approaching, prompting them to descend into the catacombs.
- The brazier in the cathedral relit after Saren's ritual, clearing the haze and delirium dust from the area.
- A beam of light shot from the brazier through the dome's windows, signaling the party's presence to everyone in the area.
- A celestial being (Deva or Solar) from Falling Fire arrived and conversed privately with Saren and Syndle within a sphere of silence.
- The angel revealed that the Silver Order was already marching towards the cathedral with a large army, and that surviving Garmyr war bands would likely descend soon.
- Syndle was scooped up by the angel and departed to inform Lucretia, the head of Falling Fire, about the situation.
- Saren urged the party to reach the catacombs before the Silver Order arrives.
- The angel healed Saren for 47 hit points and offered healing to three other party members.
- The party's casters each rolled to recover a spell slot using Syndle's wild magic ability before he left.
Descent into the Catacombs
The party descends a rubbly staircase into the catacombs, discovering a corridor with an illuminated statue of Archangel Gabriella holding a mirror-like shield.
- The party chose to descend the rubbly staircase rather than the clear one.
- The stairs led to a short corridor with a semi-circular alcove at one end and a crossed intersection of arched passageways.
- A magnificent 10-foot-tall marble statue of Archangel Gabriella was found in the alcove, holding a weapon and a round silver polished shield.
- A column of light shone down from a hole in the ceiling with a gem-embedded porthole, illuminating the statue and casting a pattern around it.
- Ned discovered a bronze aperture with a thick glass lens set into a stone wall.
- Tark investigated the statue and noticed the shield had a mirror-like sheen and the arms could articulate.
- Oiroa cast Daylight on a gold piece, creating a mobile sphere of bright light.
The Light Puzzle Solution
Tark manipulates the angelic statue's shield to direct a beam of light into the bronze aperture, successfully opening a hidden door.
- Tark used the statue's articulating arms to angle the shield at 45 degrees.
- The light from the ceiling coalesced into a single beam of heavenly light that shot down the passage and hit the glass aperture.
- The wall with the aperture slid open, revealing a new passage.
- Tark attempted to re-aim the shield to see if the door would stay open, discovering the beam disappears when not perfectly aligned.
- Tark placed an immovable rod near the entrance to prevent the door from closing accidentally.
The Chamber of Mummified Flame Keepers
The party enters a long room filled with the mummified remains of clerics and paladins, discovering burning candles, inscriptions, and another puzzle involving shields.
- The party entered a long room lined with ancient stone slabs holding mummified clerics and paladins of the Sacred Flame.
- Each mummy was adorned with a trinket or weapon, clutched a holy symbol, and had smooth stones placed on their eyes.
- Dozens of burning candles surrounded each stone platform, creating a claustrophobic atmosphere.
- Ned cast Detect Magic and discovered another magical aperture, a magical brazier, and noted the candles were magical.
- Ned investigated the area, finding a semicircular room lined with skull-filled niches, each skull having semi-precious stones or coins in its eye sockets.
- The room also contained shelves with small animal statues: a brass toad, copper cat, silver bird, ivory ox, granite bear, gold horse, and iron eagle.
- Xakarium read an inscription on the brazier about flame keepers resting under the watchful gaze of the dead, mentioning 'clear eyes,' 'shining truth,' and 'silver wings.'
- Saren explained that dedicated servants of the Sacred Flame are sometimes preserved rather than cremated, as they are blessed souls who may return.
- At the back of the room, a statue of a great flamekeeper clutched a shimmering mirror shield.
- Oiroa attempted to cast a cantrip to prevent mummies from rising, targeting two specific sarcophagi.
- Several candles in the room had gone out, with only three alcoves still having lit candles.
The Mummy Awakening
Tark's attempt to remove a shield from a statue triggers the awakening of several mummies and a powerful Mummy Lord, initiating combat.
- Tark checked the statue for traps and found none.
- Tark attempted to remove the shimmering mirror shield from the statue of the great flamekeeper.
- The mummies in the room began to awaken, angered by the disturbance.
- A Mummy Lord, larger and beefier than the others, arose from one of the sarcophagi.
- Five mummies total awakened: the Mummy Lord and four regular mummies.
- Three sarcophagi with lit candles did not produce mummies.
- Two sarcophagi were prevented from rising by Oiroa's earlier cantrip.
- The party rolled initiative to begin combat.
Battle with the Mummy Lord - Opening Strikes
The party engages the Mummy Lord and its minions in fierce combat, with Tark leading the assault while others provide support and healing.
- Tark raged and attacked the Mummy Lord with his whip, dealing 36 damage on the first hit and 16 on the second, bloodying the creature.
- The Mummy Lord used Dreadful Glare on Tark, attempting to paralyze him, but Tark's Freedom of Movement spell prevented paralysis, though he became frightened.
- The Mummy Lord swung a rotting fist at Tark but missed.
- Oiroa cast Healing Word on Tark, restoring 7 hit points and granting him an extra weapon attack, which dealt 23 damage to the Mummy Lord.
- Oiroa cast Word of Radiance, forcing constitution saves on nearby mummies; the Mummy Lord saved, but a regular mummy failed and took 8 radiant damage.
- A mummy used Dreadful Glare on Oiroa, who saved and became immune to all mummy dreadful glares (except the Mummy Lord's).
- The mummy punched Oiroa for 11 bludgeoning and 13 necrotic damage, and Oiroa failed her constitution save, becoming cursed with mummy rot.
- Another mummy used Dreadful Glare on Tark, who resisted, then critically hit him for 21 total damage but Tark saved against mummy rot.
- A mummy attacked Xakarium with Dreadful Glare, causing him to become frightened, then hit him for 10 bludgeoning and 9 necrotic damage, but Xakarium saved against mummy rot.
- A mummy attacked Saren, who saved against Dreadful Glare, then was hit for 19 total damage and failed her save, becoming cursed with mummy rot.
Battle with the Mummy Lord - Desperate Measures
The battle intensifies as the Mummy Lord unleashes devastating spells, knocking multiple party members unconscious and forcing tactical retreats.
- Ned moved and cast a spell (likely creating difficult terrain or obscurement) to give the mummies disadvantage.
- Xakarium, frightened, moved to a position where he couldn't see the mummy that scared him and attacked a different mummy.
- Saren attempted to Turn Undead, causing two regular mummies to become frightened and cower, but the Mummy Lord used a legendary resistance to succeed on its save.
- Yazzy attempted to cast Hold Monster on the Mummy Lord but realized the spell has no effect on undead.
- Yazzy attacked a mummy instead.
- Tark continued attacking the Mummy Lord at disadvantage due to being frightened, missing once but hitting for 29 damage on his second attack.
- The Mummy Lord opened its mouth and unleashed a swarm of white moths, forcing Oiroa, Tark, and Yazzy to make constitution saves.
- Tark and Oiroa failed their saves and took 22 piercing damage each, knocking both unconscious.
- Yazzy saved and took 11 piercing damage.
- Oiroa began making death saves while unconscious.
- A mummy critically hit Yazzy, dealing 21 damage and knocking her unconscious.
- Ned used his bonus action to feed Yazzy a healing potion, restoring 6 hit points and reviving her.
- Ned cast Thunder Step, teleporting himself and Oiroa away from the mummies, dealing 17 thunder damage to the Mummy Lord and two regular mummies (Tark also took damage while unconscious, losing one death save).
Battle with the Mummy Lord - Turning the Tide
The party regroups and launches a counteroffensive, with powerful spells and healing turning the desperate situation around.
- Xakarium cast Lightning Bolt down the center of the room, hitting the Mummy Lord and a regular mummy.
- The regular mummy failed its save and was vaporized, while the Mummy Lord saved and took half damage (24 total).
- Saren cast Remove Curse on Oiroa, curing her of mummy rot.
- Yazzy cast Healing Word on Tark, restoring 8 hit points and reviving him.
- Yazzy moved to a safer position.
- Tark used 15 feet of movement to stand up and raged again.
- The Mummy Lord attempted to cast a high-level spell (6th level).
- Ned attempted to Counterspell, needing to beat DC 16 with an ability check, but rolled poorly and failed (one short of success).
- The Mummy Lord unleashed a virulent disease at Tark, dealing 41 damage to his hit point maximum (reducing it but not dropping him to zero).
- Two mummies moved to attack Tark but both missed their attacks.
Battle with the Mummy Lord - Fiery Conclusion
Ned ends the battle decisively with a devastating Fireball that incinerates all remaining undead.
- Ned cast Fireball, positioning it to hit all the mummies and the Mummy Lord without hitting Tark.
- The spell dealt 31 fire damage (rolling three sixes but also two ones).
- All regular mummies failed their dexterity saves and, being vulnerable to fire, took 62 damage and were vaporized.
- The Mummy Lord also failed its save and was incinerated.
- The battle ended with all undead destroyed.
Aftermath and Sacred Duties
Following the battle, the party discusses the need to restore the crypt and perform proper rituals for the disturbed remains.
- The party decided to relight all the candles in the crypt before proceeding further.
- Saren (referred to as Oiroa in this part) reminded the party that the mummies' bodies, holy symbols, and eye gems must be restored to their proper places.
- The party realized they cannot take any valuables from the crypt without disturbing the sacred remains.
- Each mummy had a sacred flame holy symbol and gems or coins from their eyes, all of which must be returned.
- The party discussed having Oiroa sanctify the entire area.
- Saren was noted to have Prayer of Healing and Spirit of the Dying spells available.
- The session ended with the party planning their next moves in the catacombs.
NPCs
Saren
A 'pocket cleric' who performed the ritual that relit the cathedral's brazier. She conversed privately with the celestial being and informed the party about the approaching armies. During the battle, she attempted to Turn Undead, successfully frightening two mummies, and cast Remove Curse to cure Oiroa of mummy rot. She was also cursed with mummy rot during the fight. She is knowledgeable about the Sacred Flame's traditions and explains the preservation practices for blessed servants.
Syndle Little Dragon
A kobold barbarian who was called over by Saren to speak with the celestial being. He departed with the angel to inform Lucretia about the Silver Order's advance. Before leaving, his wild magic ability allowed the party's casters to recover spell slots.
Celestial Being (Deva or Solar)
An angel from Falling Fire who arrived after the brazier relit. He conversed privately with Saren and Syndle within a sphere of silence, revealed that the Silver Order was marching towards the cathedral, healed Saren for 47 hit points, and offered healing to three other party members before departing with Syndle.
Lucretia Mathias
The head of Falling Fire, a priestess and prophetess, whom Syndle and the angel departed to inform about the approaching Silver Order and Garmyr war bands.
Mummy Lord
A powerful undead guardian, larger and beefier than regular mummies, who awakened when Tark attempted to take a shield from a statue. Possessed a dreadful glare that could frighten and paralyze, and cast devastating spells including a swarm of white moths and a virulent disease that reduced hit point maximums. Used legendary resistance to avoid being turned. Was ultimately destroyed by Ned's Fireball.
Mummies
Undead guardians of the crypt who awakened when their resting place was disturbed. They attacked with rotting fists dealing bludgeoning and necrotic damage, and could curse targets with mummy rot through failed constitution saves. They possessed dreadful glares that could frighten. They were vulnerable to fire damage and were ultimately incinerated by Ned's Fireball.
Locations
Saint Vitruvio's Cathedral
The cathedral where the party completed a ritual that relit the brazier, clearing the haze and creating a beam of light visible from afar. Contains a dome with fancy windows and at least two stairwells leading down to the catacombs, one of which is half-filled with rubble.
Catacombs beneath Saint Vitruvio's Cathedral
A subterranean area accessed via a rubbly staircase, featuring corridors, alcoves, and hidden passages. Contains a short corridor with a semi-circular alcove and a crossed intersection of arched passageways heading in each cardinal direction.
Alcove of Archangel Gabriella
A semi-circular alcove in the catacombs containing a magnificent 10-foot-tall marble statue of Archangel Gabriella holding a weapon and a round silver polished shield. A column of light shines down from a hole in the ceiling with a gem-embedded porthole, illuminating the statue and casting a pattern around it.
Chamber of Mummified Flame Keepers
A long, claustrophobic room with low ceilings, lined with ancient stone slabs holding the mummified remains of clerics and paladins of the Sacred Flame. Each mummy is adorned with a trinket or weapon, clutches a holy symbol, and has smooth stones on its eyes. Dozens of burning magical candles surround each stone platform. At the back stands a statue of a great flamekeeper clutching a shimmering mirror shield.
Semicircular Skull Room
A room in the catacombs lined with rows of niches, each containing a skull with semi-precious stones or coins in its eye sockets. A burning magical brazier rests in the middle. Shelves between two stone-carved archways hold small animal statues including a brass toad, copper cat, silver bird, ivory ox, granite bear, gold horse, and iron eagle.
Temple Gate
A location mentioned where the Silver Order has been dealing with the Garmyr, indicating their proximity to the cathedral and their route of approach.
Items
Cathedral Brazier
A brazier in the cathedral that relit after Saren's ritual, clearing the haze and emitting a beam of light through the dome's windows, signaling the party's presence to the surrounding area.
Archangel Gabriella's Shield
A round, silver, polished shield with a mirror-like sheen held by the 10-foot-tall marble statue of Archangel Gabriella. The statue's arms can articulate, allowing the shield to be angled to reflect light. When properly positioned, it directs a beam of heavenly light into a bronze aperture to open a hidden door.
Bronze Aperture
A bronze fixture with a thick glass lens set into a stone wall in the catacombs. When a beam of light is directed into it, the wall slides open to reveal a hidden passage.
Immovable Rod
A magical rod used by Tark to prop open the newly revealed door in the catacombs, preventing it from closing accidentally.
Oiroa's Daylight Coin
A gold piece used by Oiroa as a focus for the Daylight spell, creating a mobile 60-foot sphere of bright light that illuminated the dark catacombs and was used to solve the light puzzle.
Catacombs Brazier
A burning magical brazier in the semicircular skull room that casts a soft glow. It bears an inscription about flame keepers resting under the watchful gaze of the dead, mentioning 'clear eyes,' 'shining truth,' and 'silver wings.'
Small Animal Statues
A collection of small statues made of various materials found on shelves in the semicircular room, including a brass toad, copper cat, silver bird, ivory ox, granite bear, gold horse, and iron eagle.
Great Flamekeeper's Shield
A shimmering mirror shield clutched by a statue of a great flamekeeper at the back of the Chamber of Mummified Flame Keepers. Tark's attempt to remove it triggered the awakening of the mummies and Mummy Lord.
Holy Symbols
Sacred flame holy symbols clutched in the hands of each mummified cleric and paladin. According to Saren, these must be restored to their proper places as part of the sacred rituals.
Eye Gems and Coins
Semi-precious stones or coins placed in the eye sockets of the mummified remains and skulls throughout the catacombs. These valuable items must be returned to their proper places to maintain the sanctity of the crypt.
Healing Potion
A potion used by Ned to revive Yazzy during combat, restoring 6 hit points when she was knocked unconscious by a mummy's critical hit.
Spells
Daylight
Cast by Oiroa on a gold piece, creating a mobile 60-foot sphere of bright light with an additional 60 feet of dim light. The light moved with the coin and was instrumental in solving the light puzzle to open the hidden door.
Detect Magic
Cast by Ned as a cantrip to identify magical auras within the catacombs, revealing magical apertures, the magical brazier, and the magical nature of the burning candles.
Healing Word
Cast by Oiroa and Yazzy to restore hit points to injured allies. Oiroa used it on Tark, restoring 7 hit points and granting him an extra weapon attack. Yazzy later used it to revive Tark from unconsciousness, restoring 8 hit points.
Word of Radiance
A cantrip cast by Oiroa that forced constitution saving throws on nearby enemies, dealing 8 radiant damage to a mummy that failed its save.
Turn Undead
A channel divinity ability used by Saren to cause undead creatures to become frightened and attempt to flee. Successfully frightened two regular mummies, but the Mummy Lord used legendary resistance to avoid the effect.
Hold Monster
Yazzy attempted to cast this spell on the Mummy Lord but realized it has no effect on undead creatures before wasting the spell slot.
Thunder Step
Cast by Ned to teleport himself and Oiroa away from the mummies, dealing 17 thunder damage to nearby enemies (the Mummy Lord and two regular mummies) upon departure.
Lightning Bolt
Cast by Xakarium down the center of the room, striking the Mummy Lord and a regular mummy. The regular mummy was vaporized, while the Mummy Lord saved for half damage, taking 24 total.
Remove Curse
Cast by Saren to cure Oiroa of mummy rot, a curse that prevented healing and would have reduced her hit point maximum over time.
Counterspell
Attempted by Ned to negate the Mummy Lord's 6th-level disease spell, but he failed the ability check by one, needing to beat DC 16.
Fireball
Cast by Ned to end the battle, dealing 31 fire damage. All regular mummies failed their saves and, being vulnerable to fire, took 62 damage and were vaporized. The Mummy Lord also failed and was incinerated.
Mummy Rot
A curse inflicted by mummies through failed constitution saves after their rotting fist attacks. It prevents the cursed creature from regaining hit points and reduces their hit point maximum by a rolled amount every 24 hours. Can be removed by Remove Curse or similar magic.
Insect Plague (Moth Swarm)
Cast by the Mummy Lord, unleashing a swarm of white moths from its mouth that dealt 22 piercing damage to those who failed their constitution saves (Tark and Oiroa) and 11 to those who saved (Yazzy).
Virulent Disease
A 6th-level spell cast by the Mummy Lord that dealt 41 damage to Tark's hit point maximum. The spell cannot reduce a creature to zero hit points but inflicts ongoing damage to maximum hit points that must be cured with Remove Disease.
Freedom of Movement
A spell active on Tark that prevented him from being paralyzed by the Mummy Lord's Dreadful Glare, though he could still be frightened.
Session 38: Desecration by Defecation
Date: Jan 13th, 2026
Summary
While the party explored the ancient tomb beneath the cathedral, Syndle was carried aloft by Bradley the deva, who had intended to fly him to meet Lucretia. From his aerial vantage point, Syndle witnessed chaos erupting throughout the city. Garmir forces from the cathedral regrouped with other Garmir strike teams that had converged on the area. At the city gate, defenders scrambled to prepare for an approaching army of the Silver Order, while columns of Hooded Lanterns and the Queen's Men advanced toward the cathedral from different directions. Monsters emerged from various neighborhoods—haze hulks, delirium drags, and harpies—all drawn to the brilliant light that had burst from the cathedral. Recognizing the danger his companions faced, Bradley decided to return Syndle to the cathedral rather than continue their journey.
Below ground, the rest of the party completed the ritual to lay the mummies in the first tomb to rest. Oiroa channeled healing energy through the group, mending their wounds from the previous battle. With Sirin's guidance, they spent ten minutes performing the sacred rites: relighting candles, replacing sacred items on the bodies, placing gems and coins on the eyes of the dead, and offering prayers. The ritual succeeded, and the mummies remained peacefully at rest. The party retrieved the polished mirror shield from the tomb, recognizing it would be essential for solving the light puzzles that lay ahead.
Using the mirror shield, the party redirected a beam of light southward, opening a new door into a semi-circular chamber. The room was lined floor-to-ceiling with niches, each containing a skull with semi-precious stones or coins placed in its eye sockets. A central brazier bore an inscription speaking of "clear eyes" and "silver wings" that would open the way. Shelves along the walls held small animal statues—a brass toad, copper cat, silver bird, ivory ox, granite bear, gold horse, and iron eagle. Ornate silver portcullises blocked off alcoves where the sarcophagi of the first flamekeepers rested.
Ned attempted to use his personal steel mirror to redirect the magical light beam, but the mirror exploded in his hands, dealing minor injuries and destroying the mirror entirely. The party searched the skulls for those with clear gems in their eye sockets, eventually discovering that one skull had empty sockets entirely. When they placed the crystals from a crumbled skull into the empty sockets, a hidden button was revealed. Pressing it caused the two silver portcullises to recede into the floor, granting access to the sacred alcoves.
Xakarium took the silver bird statue and entered the first alcove. As he crossed the threshold, the inanimate statue softened and came to life in his palm, transforming into a living silver bird that fluttered around him. He retrieved a mirrored shield from the sarcophagus within. The party opened the second alcove and retrieved another shield. When Xakarium stepped away from the alcove, the silver bird landed on his shoulder and became still once more, returning to its statue form.
With three mobile mirrored shields in their possession, the party used them to redirect the light beam through a series of turns, opening a door to a grand circular chamber. Marble colonnades lined the room, and murals depicted the heroic deeds of a valiant paladin. Hundreds of lit candles illuminated a life-size statue of Saint Vitruvio standing upon a circular podium. The statue was clad in plate armor, with a shield on its back, sword at its belt, scepter at its side, and phylactery around its neck. Glass spheres rested in its eye sockets and in stigmata-like holes in its palms, and cavities in the statue held what appeared to be real bones. A golden shield hung on the south wall, concealing another aperture behind it.
The party discovered that the statue's base had a groove allowing it to rotate. When they turned it so that one palm aligned with the incoming light beam, the light disappeared into the statue and emerged from its eyes, shooting northward to strike an aperture on the opposite wall. A hidden bookshelf opened, revealing valuable treasures: scrolls of powerful divination and healing magic, including the ability to find any path, see through illusions, cure many wounds at once, and even raise the dead. The bookshelf also contained Saint Vitruvio's personal writings—letters about his faith and journal entries from his legendary life. Syndle examined the golden shield with magical sight, confirming it was enchanted with protective magic and made from the scales of different dragons, including Agronoth, the golden dragon who had fought alongside Saint Vitruvio.
Oiroa noticed a small shaft opening in the ceiling above the hallway. Yazzy levitated upward through the narrow passage and emerged in a new room containing a large statue of a noble warrior with a smaller dragon wrapped around him. The dragon's open maw held an aperture lens. The party redirected a light beam up the shaft, and Yazzy directed it into the dragon's mouth. The wall behind the statue rumbled open, and the statue retracted to reveal a narrow passage leading to an archive. This hidden chamber contained the royal history of the kingdom: lineage records, marriage agreements, dowries, adoption decrees, all bearing royal seals and preserved by magic. Most intriguing were glass vials containing blood samples of King Ulrich IV and his six predecessors. The party carefully collected everything and placed it in their bag of holding.
The party continued their exploration, redirecting the light beam westward to open another door. They entered a large scriptorium filled with floor-to-ceiling bookshelves overflowing with texts, scrolls, and documents organized by date. Four wooden tables in the center held inkwells and quills, one with spilled ink running through cracks in the floor. As they ventured deeper into the room, a ghoulish, witchy librarian wraith materialized, startled and hostile. Tark struck swiftly and brutally, his blades cutting through the spectral form and causing it to dissipate, though it seemed to teleport to another realm rather than truly die.
As Yazzy moved through the room, she felt a sudden cold sensation, and another librarian wraith appeared before her. She struck it with radiant magic, searing the undead creature. Oiroa raised her holy symbol and channeled divine power, commanding the undead to flee. All the wraiths in the room except those along the back wall failed to resist her power and were overcome with terror, forced to dash away at supernatural speed. Syndle activated his protective aura, surrounding himself with multicolored lights that strengthened his defenses and those of his nearby allies, then charged forward to engage the remaining threats.
One of the wraiths unleashed a psychic wave that washed over the party, incapacitating Syndle, Yazzy, and Xakarium with overwhelming mental anguish. The creature then reached out with a withering touch toward Yazzy, draining her life force. The turned wraiths fled at incredible speed, some moving over a hundred feet in seconds, while others phased into the ethereal plane and passed through walls to escape. Tark fired arrows at another wraith, forcing it to retreat to the ethereal plane. Yazzy focused her mind, and her eyes merged into a single central eye that emitted a powerful energy beam. The beam struck a mummy that had appeared, and in a critical moment, the creature's head exploded in a spectacular display, instantly destroying it and releasing those it had incapacitated.
The party pressed onward, entering a circular room with a domed roof painted with frescoes of knights carrying holy flames in their hands, spiraling toward a central glowing light. A large marble fountain stood in the center, featuring a tragic-looking angelic statue. Water flowed from the statue's eyes down its face into the pool below, depicting an angelic man looking up to the heavens with sorrowful anguish. His hands hovered an inch above the water with fingers curled upward as if begging. The party discovered iron handles at the base of the fountain that allowed the statue to rotate, and they realized a shield could be placed directly into the statue's curled hands. When they did so and redirected the light beam, another door opened.
They used the same technique in the northern hallway, opening a passage to a hall where all the candles had gone out, casting the room in cold darkness. A shining mirrored shield was clutched in the hands of a mummy, the remains of a great saint. Sirin reminded them to perform the full ritual in the proper order: light the candles, prepare the bodies and items, place gems in the eyes, then sing prayers. Oiroa and Sirin worked methodically through the room, performing the sacred rites on each mummy. When Oiroa attempted to retrieve the mirrored shield, the mummy clutched it tightly and sat up, its ancient eyes filled with anger.
Oiroa struck the mummy with her mace, channeling dark energy that drained its strength and bolstered her own vitality. Syndle sprinted toward the threat, his short legs carrying him at impressive speed, and used special boots to deliver a powerful kick that knocked the mummy prone. The creature rose and unleashed a dreadful glare, its gaze paralyzing Syndle and filling him with supernatural fear, though Tark and Yazzy resisted its power. The mummy attempted to strike Syndle with its rotting fist but missed. Tark fired arrows into the creature, and then Yazzy once again activated her unique ability - eyes merged into one, and the energy beam struck the mummy's head with perfect precision, causing it to explode in a burst of ancient dust and bone fragments.
With the immediate threats dealt with, the party turned their attention to the most complex puzzle yet. They positioned four mirrored shields at key intersections throughout the cathedral's lower levels. They activated the light beams from both the Archangel Gabrielle and Archangel Michael alcoves, directing them through the carefully placed mirrors. The beams converged on the Saint Vitruvio statue, entering both of its palms simultaneously. Light emerged from both of the statue's eyes as a single thick beam. When they rotated the statue to direct this combined beam toward the southern wall, the wall rumbled and opened, revealing a wide spiral staircase leading downward into darkness.
The party repeated a similar process in the library, redirecting beams from both directions into a central mirror shield. The library statue retracted backward, opening another stairwell that also descended into the depths. With multiple factions converging on the cathedral above—the Silver Order, the Queen's Men, the Green Lanterns, and various monsters—the party knew their time was limited. They decided to explore the southern staircase first, preparing themselves for whatever ancient secrets or dangers awaited them in the depths below the cathedral.
Scenes
Syndle's Aerial Reconnaissance
While the party explored the tomb, Syndle was flown over the city by Bradley the deva, witnessing chaos as multiple factions converged on the cathedral.
- Bradley flies Syndle over the city to provide an aerial view of the unfolding chaos.
- Syndle observes Garmir forces engaging with each other, some from the cathedral and others from nearby strike teams.
- A massive army of the Silver Order approaches the city gate, with Garmir and giant creatures preparing defenses.
- A column of Green Lantern forces moves toward the cathedral.
- Several strike teams of the Queen's Men also converge on the cathedral.
- Monsters including haze hulks, delirium drags, and harpies emerge from various neighborhoods, drawn to the light.
- Bradley decides to return Syndle to the cathedral to help defend his friends rather than continue to Lucretia.
Restoring the First Tomb
The party completes the ritual to lay the mummies in the first tomb to rest, restoring their bodies with sacred items and prayers.
- Oiroa casts Prayer of Healing, restoring hit points to the party after the previous battle.
- The party spends 10 minutes performing the ritual: relighting candles, replacing sacred items, placing gems/coins on eyes, and saying prayers.
- Sirin reminds the party that personal effects are more respectful than strictly necessary for consecration.
- The ritual is completed successfully, and the mummies remain at rest.
- The party retrieves the polished mirror shield from the tomb to use in solving light puzzles.
The Skull Chamber Puzzle
The party enters a semi-circular room filled with skull-lined niches and solves a puzzle involving clear-eyed skulls to open hidden alcoves.
- The party uses the mirror shield to redirect a beam of light south, opening a new door.
- They enter a semi-circular room with floor-to-ceiling niches containing skulls with gems or coins in their eye sockets.
- A central brazier bears an inscription about 'clear eyes' and 'silver wings' opening the way.
- Shelves hold small animal statues including brass toad, copper cat, silver bird, ivory ox, granite bear, gold horse, and iron eagle.
- Ned attempts to use his steel mirror to redirect light, but it explodes in his hand, dealing 3 damage and destroying the mirror.
- The party searches for skulls with clear gems, silver coins, or empty eye sockets.
- Yazzy places a clear-gemmed skull in the light beam, causing it to crumble and explode gently.
- The party discovers a fixed skull with empty eye sockets and places crystals from the crumbled skull into them.
- A hidden button is revealed in one eye socket, which when pressed causes two silver portcullises to recede into the floor, opening alcoves.
Retrieving the Mirrored Shields
The party enters the opened alcoves to retrieve mirrored shields, discovering that the silver bird statue comes to life when carried across the threshold.
- Xakarium takes the silver bird statue and enters the first alcove.
- As he crosses the threshold, the silver bird softens and comes to life, fluttering around him.
- Xakarium retrieves a mirrored shield from the sarcophagus in the alcove.
- Oiroa recognizes the sarcophagus as belonging to one of the first flamekeepers, possibly Oiroa herself.
- The party opens the second alcove and Xakarium retrieves another mirrored shield.
- The silver bird follows Xakarium and lands on his shoulder, but becomes inanimate again when he steps away from the alcove.
- The party now possesses three mobile mirrored shields.
The Chamber of Saint Vitruvio
The party uses their shields to open a grand chamber featuring a life-size statue of Saint Vitruvio and discovers a golden shield.
- The party uses three mirrored shields to redirect the light beam south, opening a door.
- They enter a circular chamber with marble colonnade, murals depicting a valiant paladin, and hundreds of lit candles.
- A life-size statue of Saint Vitruvio stands in the center, clad in plate armor with a shield on his back, sword at his belt, scepter at his side, and phylactery around his neck.
- The statue has glass spheres in its eye sockets and palms, with cavities containing real bones.
- A golden shield is found fixed to the south wall, with another aperture behind it.
- Oiroa confirms that moving the shield is acceptable, as it's part of a fresco depicting Saint Vitruvio and his golden dragon, Agronoth.
- The party attempts to use the golden shield to redirect light, but it doesn't work as expected.
Rotating Saint Vitruvio's Statue
The party discovers the Saint Vitruvio statue can rotate, and by aligning its palm with the light beam, they open a hidden bookshelf.
- The party realizes the statue has a grooved circular base and can be rotated.
- They rotate the statue so one palm catches the light beam.
- The light disappears into the statue and emerges from its eyes, shooting north.
- The beam strikes an aperture on the north wall, opening a hidden bookshelf.
- Syndle uses Detect Magic on the golden shield, confirming it's magical with an abjuration aura.
- The shield is revealed to be made of three different types of dragon scales with draconic names etched on the back.
- The bookshelf contains clerical scrolls and writings by Saint Vitruvio himself.
Looting Saint Vitruvio's Archives
The party discovers valuable clerical scrolls and Saint Vitruvio's personal writings in the hidden bookshelf.
- The party finds a six-level divination spell scroll called Find the Path.
- They discover a six-level scroll of True Seeing.
- A fifth-level spell scroll of Mass Cure Wounds is found.
- A fifth-level spell scroll of Raise Dead is retrieved.
- The books are identified as Saint Vitruvio's personal writings, including letters on his faith and his journal.
- All items are placed into the bag of holding for safekeeping.
The Dragon Statue Archive
Oiroa discovers a shaft in the ceiling, and Yazzy levitates up to find a room with a dragon statue that opens a royal archive.
- Oiroa notices a small shaft opening in the ceiling above the hallway.
- Yazzy levitates up through the shaft into a new room.
- The room contains a large statue of a noble warrior with a smaller dragon wrapped around him.
- The dragon's maw is open with an aperture lens inside it.
- The party redirects a light beam up the shaft, and Yazzy directs it into the dragon's mouth.
- The wall behind the statue opens, and the statue retracts backward.
- A narrow passage is revealed leading to an archive room.
- The archive contains royal history records, lineage documents, marriage agreements, dowries, and adoption decrees, all with magical preservation and royal seals.
- Glass vials containing blood samples of King Ulrich IV and his six predecessors are discovered.
- The party collects all documents and vials, placing them in the bag of holding.
The Scriptorium and Wraith Encounter
The party opens a door to a library scriptorium and is ambushed by ghoulish librarian wraiths.
- The party redirects the light beam west instead of up, opening another door.
- They enter a large square room filled with floor-to-ceiling bookshelves overflowing with texts, scrolls, and documents organized by date.
- Four wooden tables with inkwells and quills are in the center, one with spilled ink.
- A ghoulish, witchy librarian wraith appears, startled by the party's presence.
- Tark attacks the wraith recklessly, dealing 27 damage with his first strike and 21 with his second, causing it to dissipate as if teleporting to another realm.
- Ned readies a firebolt and searches for crystal shards.
- Oiroa moves into the room but doesn't see any other beings initially.
- Yazzy moves through the room and feels a cold sensation, causing another librarian wraith to appear.
Battle with the Librarian Wraiths
The party engages multiple wraiths in chaotic combat, using divine power and magical attacks to banish or destroy them.
- Yazzy strikes a wraith with her magic, dealing 23 points of radiant damage.
- Oiroa casts Turn Undead, causing all wraiths except those along the back wall to fail their saving throws and flee in terror.
- The turned wraiths must use their dash action to move as far away from Oiroa as possible.
- Syndle rages, activating protective lights that grant +1 AC to himself and allies within 10 feet.
- Syndle attacks a wraith recklessly, dealing 15 damage and sending it to the ethereal plane.
- A wraith uses a psychic wave, forcing intelligence saves; Syndle, Yazzy, and Xakarium are affected, taking 15 psychic damage and becoming incapacitated.
- The same wraith uses a withering touch on Yazzy, dealing 15 necrotic damage.
- The turned wraiths flee at dash speed, with one moving 120 feet and escaping, and others going ethereal through walls.
- Tark attacks another wraith, dealing enough damage to force it to escape to the ethereal plane.
- Ned uses his Cycloptic Vision ability, critically hitting a mummy and causing its head to explode, instantly destroying it.
- The death of the mummy releases the incapacitated party members from its effect.
The Pool of the Morning Angel
The party enters a circular room with a domed roof and a fountain featuring a sorrowful angelic statue.
- The party enters a circular room with a domed roof painted with frescoes of knights carrying holy flames, spiraling toward a central glowing light.
- A large marble fountain rests in the center with a tragic-looking angelic statue.
- Water flows from the statue's eyes down its face into the pool below.
- The statue depicts an angelic man looking up to the heavens with sorrowful anguish, hands hovering an inch above the water with fingers curled up.
- The party discovers iron handles at the base of the fountain that allow the statue to rotate.
- They realize a shield can be placed directly into the statue's curled hands.
- A mirrored shield is placed in the statue's hands, and the light beam is redirected, opening another door.
Opening the Northern Path
The party uses the same light redirection technique in the northern hallway to open another passage.
- The party fires up the beam from the Archangel statue, bending it north instead of west.
- The beam opens another door in the northern hallway.
- The opened passage reveals a room very similar to the first mummy tomb.
- The party notes that this room's candles have all gone out, unlike the first tomb where they were still lit.
The Hall of the Dead Ritual
The party performs a ritual to lay mummies to rest in a northern hall, but one mummy awakens when they attempt to take its shield.
- The party enters a hall where all candles have gone out, casting the room in cold darkness.
- A shining mirrored shield is found clutched in the hands of a mummy, identified as the remains of a great saint.
- Sirin reminds the party to perform the full ritual: light candles, prepare bodies and items, place gems in eyes, then sing prayers.
- Oiroa and Sirin perform the ritual on all the mummies in the room.
- As Oiroa attempts to retrieve the mirrored shield, the mummy clutches it and sits up, appearing angry.
- Oiroa strikes the mummy with her mace, dealing 2 bludgeoning and 9 necrotic damage, invoking her Life Drain ability.
- Oiroa gains 9 temporary hit points and reduces the mummy's strength by 1.
- Syndle sprints toward the mummy but can't quite reach it.
- Xakarium uses special boots to kick the mummy, dealing 6 damage and knocking it prone.
- Ned attempts to firebolt the prone mummy but misses.
- The mummy uses Dreadful Glare, paralyzing and frightening Syndle, though Tark and Yazzy save against the effect.
- The mummy attempts to attack Syndle with a Rotting Fist but misses.
- Tark fires arrows at the mummy, dealing damage.
- Ned uses his Cycloptic Vision, critically hitting the mummy and causing its head to explode, destroying it instantly.
The Double Beam Puzzle
The party solves the complex double beam puzzle, opening two spiral staircases leading deeper into the structure.
- The party positions four mirrored shields at key intersections to redirect light beams.
- They fire up beams from both the Archangel Gabrielle and Archangel Michael alcoves.
- The beams are directed into both palms of the Saint Vitruvio statue simultaneously.
- Light enters both palms and emerges from both eyes as a single thick beam.
- The statue is rotated to direct the beam toward the southern wall.
- The beam strikes the southern aperture, and the wall rumbles open, revealing a wide spiral staircase leading downward.
- The party then repeats the process in the library, redirecting beams from both directions into a central mirror shield.
- The library statue retracts backward, opening another stairwell leading downward.
- The party decides to explore the southern staircase first in the next session.
NPCs
Bradley
A deva (celestial being) who flew Syndle over the city, providing an aerial view of the chaos. He initially intended to take Syndle to Lucretia but decided to return him to the cathedral to help defend his friends.
Sirin
Oiroa's chaplain companion who reminds the party of the proper ritual for laying bodies to rest, involving sacred items, relighting candles, placing gems/coins on eyes, and prayers. She assists with rituals throughout the session.
Librarian Wraith
Ghoulish, witchy, ghost-like undead entities encountered in the scriptorium. They appear startled by the party's presence and react negatively. They can use psychic waves to incapacitate and withering touch to deal necrotic damage. Multiple wraiths inhabit the library and can be turned by divine magic or banished to the ethereal plane.
Mummy
An ancient undead creature, the remains of a great saint, found clutching a mirrored shield in the Hall of the Dead. It awakens when the party attempts to take its shield and attacks with Dreadful Glare (paralyzing and frightening) and Rotting Fist. It is ultimately destroyed when Ned's Cycloptic Vision causes its head to explode.
Saint Vitruvio
A revered historical figure depicted as a life-size statue in the chamber. He was a heroic paladin who fought alongside the golden dragon Agronoth. His statue is central to the light puzzles, with glass spheres in its eyes and palms that redirect light when rotated. His personal writings and journals are discovered in a hidden bookshelf.
Agronoth
The golden dragon who fought alongside Saint Vitruvio, depicted in a fresco behind the statue. The golden shield found in the chamber is made from his scales and those of two other dragons.
Locations
Cathedral
A large religious structure in the city where the party is exploring. It is currently surrounded by chaos as multiple factions converge on it, including Garmir forces, the Silver Order, Green Lanterns, Queen's Men, and various monsters.
City Gate
A fortified entrance to the city where Garmir and giant creatures are preparing defenses against an approaching army of the Silver Order.
Skull Chamber
A semi-circular room lined floor-to-ceiling with niches containing skulls, each with semi-precious stones or coins in their eye sockets. A central brazier bears an inscription about 'clear eyes' and 'silver wings.' Shelves hold small animal statues. Ornate silver portcullises guard alcoves containing sarcophagi of the first flamekeepers.
Chamber of Saint Vitruvio
A circular chamber with marble colonnade, lighted torches, and murals depicting a valiant paladin. A life-size statue of Saint Vitruvio stands in the center, clad in plate armor with outstretched arms and glass spheres in its eyes and palms. Hundreds of lit candles illuminate the room. A golden shield is fixed to the south wall, concealing an aperture. A hidden bookshelf containing scrolls and writings is revealed when the statue is rotated.
Dragon Statue Archive
A room accessed via a shaft in the ceiling, containing a large statue of a noble warrior with a smaller dragon wrapped around him. The dragon's mouth holds an aperture lens. Behind the statue is a narrow passage leading to an archive filled with royal history records, lineage documents, and vials of blood from King Ulrich IV and his predecessors.
Scriptorium
A large square room lined with floor-to-ceiling wooden shelves overflowing with texts, scrolls, and documents, loosely organized by date. Four wooden tables with inkwells and quills are in the center, one with spilled ink. The room is haunted by ghoulish librarian wraiths.
Pool of the Morning Angel
A circular room with a domed roof painted with frescoes of knights carrying holy flames, spiraling toward a central glowing light. A large marble fountain in the center features a tragic-looking angelic statue from whose eyes water flows into the pool. The statue's hands hover above the water with fingers curled up. Iron handles at the base allow the statue to rotate, and a shield can be placed in its hands.
Hall of the Dead
A northern hall where all candles have gone out, casting the room in cold darkness. It contains ancient tombs, including one with a mummy clutching a shining mirrored shield. The party performs a ritual here to lay the mummies to rest.
Spiral Staircase (South)
A wide spiral staircase leading downward, revealed when the party solves the double beam puzzle in the Saint Vitruvio chamber.
Spiral Staircase (Library)
Another stairwell leading downward, revealed when the party solves a similar light beam puzzle in the scriptorium area.
Items
Polished Mirror Shield
Reflective shields used by the party to redirect beams of light to solve puzzles and open hidden doors. The party acquires multiple such shields throughout the session from various alcoves and tombs.
Steel Mirror
A personal mirror owned by Ned. When he attempts to use it to redirect a light beam, it explodes in his hand, dealing 3 hit points of damage and being destroyed.
Immovable Rod
A magical rod used by Tark to secure doors and prevent them from closing automatically, particularly useful in the cathedral's shifting architecture.
Silver Bird Statue
A small statue found on a shelf in the Skull Chamber. When carried across the threshold of an opened alcove, it softens and comes to life, becoming a living silver bird that flutters around and lands on the carrier's shoulder. It becomes inanimate again when moved away from the alcove.
Brass Toad Statue
A small statue found on shelves in the Skull Chamber, part of a collection of animal statues.
Copper Cat Statue
A small statue found on shelves in the Skull Chamber, part of a collection of animal statues.
Ivory Ox Statue
A small statue found on shelves in the Skull Chamber, part of a collection of animal statues.
Granite Bear Statue
A small statue found on shelves in the Skull Chamber, part of a collection of animal statues.
Gold Horse Statue
A small statue found on shelves in the Skull Chamber, part of a collection of animal statues.
Iron Eagle Statue
A small statue found on shelves in the Skull Chamber, part of a collection of animal statues.
Golden Shield
A shield found fixed to the south wall in the Saint Vitruvio chamber, behind which is another aperture. It is magical with an abjuration aura and made from the scales of three different dragons, including Agronoth. Draconic names are etched on its back. Xakarium equips it as his shield.
Scroll of Find the Path
A six-level divination spell scroll found in the hidden bookshelf behind the Saint Vitruvio statue.
Scroll of True Seeing
A six-level spell scroll found in the hidden bookshelf behind the Saint Vitruvio statue.
Scroll of Mass Cure Wounds
A fifth-level spell scroll found in the hidden bookshelf behind the Saint Vitruvio statue.
Scroll of Raise Dead
A fifth-level spell scroll found in the hidden bookshelf behind the Saint Vitruvio statue.
Writings by Saint Vitruvio
Books and journals found in the hidden bookshelf, containing Saint Vitruvio's personal letters on his faith and his journal entries.
Royal Will of King Ulrich IV
A prominent document found in the Dragon Statue Archive, bearing royal seals and magically preserved.
Lineage Records
Documents found in the Dragon Statue Archive detailing the full family tree, marriage agreements, dowries, and adoption decrees of the royal family, all bearing royal seals and magically preserved.
Vials of Royal Blood
Glass vials containing blood samples of King Ulrich IV and his six predecessors, found in the Dragon Statue Archive.
Spells
Prayer of Healing
Cast by Oiroa to restore hit points to up to six creatures of her choice, equal to 2d8 plus her spellcasting modifier. She heals the party for 16 hit points each after the initial tomb battle.
Daylight
A spell cast by Oiroa on an object (her cod piece) that creates a sphere of bright magical light. It has been active for about 50 minutes of the session, with approximately 10 minutes remaining.
Detect Magic
Cast by Syndle to identify magical auras on items, used to examine the golden shield and scrolls, confirming the shield's abjuration aura and the clerical nature of the scrolls.
Levitate
Used by Yazzy to float upward through a shaft in the ceiling to access the Dragon Statue Archive room.
Mage Hand
Used by Ned to search the brazier fire for hidden objects and to collect crystal shards.
Turn Undead
A divine ability used by Oiroa that causes undead creatures to become frightened and flee if they fail a wisdom saving throw. Successfully used against multiple librarian wraiths, forcing them to dash away at maximum speed.
Firebolt
A cantrip used by Ned to attack enemies and light candles from a distance. He attempts to use it against a mummy but misses.
Life Drain
An ability used by Oiroa with her mace that deals necrotic damage and grants her temporary hit points equal to the damage dealt, also reducing the target's strength. Used against the mummy in the Hall of the Dead.
Cycloptic Vision
A unique ability used by Yazzy where her eyes merge into a single central eye that emits an energy beam. Uses his intelligence modifier for the attack roll. A critical hit from this ability results in an instant kill, as demonstrated when it caused a mummy's head to explode.
Protective Lights
An ability activated by Syndle during his rage, creating multicolored protective lights that grant him and allies within 10 feet a +1 bonus to AC.
Dreadful Glare
An ability used by the mummy that forces a wisdom saving throw. On a failure, targets become frightened, and if they fail by 5 or more, they also become paralyzed. Those who save become immune for 24 hours.
Session 39: Relics of St. Vitruvio
Date: Jan 20th, 2026
Summary
The party's exploration of the cathedral led them to a momentous discovery when Saren, their pocket cleric companion, noticed something extraordinary about the Saint Vitruvio statue. The phylactery hanging around the statue's neck was genuine—a relic belonging to High Flamekeeper Gregora, the highest-ranking cleric of the Sacred Flame in Drakenheim at the time of the city's destruction. Saren explained that this phylactery was one of the six Seals of Drakenheim, wondrous items once entrusted to the Royal Council and essential for a coronation ritual that would attune a new monarch to the legendary Crown. The Crown itself was rumored to be an ancient, powerful artifact capable of granting wishes, and the party immediately recognized the significance of their find. With everyone converging on the cathedral, they decided to secure the phylactery, and Xakarium carefully lifted it from the statue using magic and placed it in their bag of holding.
Their investigation continued as they discovered a spiral staircase descending into darkness, with a lever in the foyer that controlled a massive door. When they tested the mechanism, the door closed and reopened after a brief pause, but their attention was drawn to the staircase itself. Syndle ventured down to check for traps and soon encountered a suffocating, sulfurous-smelling vapor cloud that hung heavy in the lower portions of the stairwell. The gas was stable and heavier than air, filling the cavern below like a toxic fog. Holding his breath, Syndle pressed deeper into the gas-filled chamber and made an astonishing discovery—a great natural cavern containing four crafted columns and the colossal skeletal remains of a golden dragon resting in a pool of bubbling oil. As he took in the sight, blue light shone from the columns and formed a holographic projection of Saint Vitruvio himself. The saint's image gestured grandly and proclaimed that the dragon was Argonath, his brother in battle and the great dragon of Drakenheim, warning that none should disturb his deserved rest unless the great darkness engulfed the city at the end of days. After the hologram faded, Syndle returned to report his findings, and the party decided to explore the other stairwell instead.
The second staircase led them to a circular vaulted chamber ribbed with bronze pipes and filled with niches. At the center, hovering above a dais, was a column of flame containing a glimmering silver sword that radiated blinding light and sweltering heat. The sword bore a striking resemblance to the one depicted with Saint Vitruvio in the statues and paintings throughout the cathedral. Tark investigated the chamber thoroughly, discovering that the bronze pipes were decorative and that the room held no obvious traps. When Xakarium attempted to interact with the copper piping using lightning, the electricity rattled harmlessly across the metal surfaces. The party experimented with the phylactery, hoping it might have some effect on the flame, but nothing changed. Eventually, they discovered that the copper rings forming the dais could be rotated, and when Tark turned them, they clicked into place and formed a staircase leading up to the sword. When the top pedestal was turned, the column of flame extinguished and the sword descended, sheathing itself into the stone with its handle pointing upward.
Ned approached the sword and placed his hand on the pommel, immediately feeling a surge of energy flow through him as his eyes rolled back and he entered a trance. The column of flame suddenly reignited, but this time it grew larger and broader, taking the form of a giant burning angel wielding the very sword they sought. The celestial being declared that they had attempted to wield the Sword of Burning Truth and must now fight to prove their righteousness. The party steeled themselves for battle as the angel surveyed them all with its fiery gaze.
The combat was fierce and desperate. Syndle entered a rage and unleashed a beam of radiant light from his chest that blinded the angel, then struck with his axe while shouting that he was righteous. Oiroa supported the party by healing Syndle and attacking the angel with necrotic energy. Ned channeled lightning through his staff, striking the angel with a devastating combination of elemental and psychic force. Tark fired arrows infused with necrotic contamination, while Xakarium unleashed a massive blast of divine energy that left the angel clearly wounded. Syndle continued to blind the celestial warrior with beams of light, giving the party crucial advantages in the fight. The angel, bloodied and staggering, finally dropped to one knee on the top step, its wings drooping as it declared the party worthy.
In a spectacular finale, the angel's flames burst outward to fill the entire room before reconverging. The celestial being transformed briefly into a fiery dragon that filled the chamber, then faded away into sparkles like embers from a campfire. A healing flame washed over the party, and those of good alignment found themselves fully restored to health and cleansed of all ailments, while others received partial healing. The sword returned to its sheath in the stone, waiting to be claimed by those who had proven themselves.
Tark drew the sword from the stone and entered a brief trance where the sword introduced itself and weighed Tark's righteousness to wield him. He affixed the sword to his belt, but the party's surprise was far from over. A deep, gravelly voice emanated from the sword, audible to everyone present, as the weapon introduced itself as Ignatius, the Sword of Burning Truth. The sentient blade declared its purpose was to slay foes of unrighteousness and encouraged the party to sally forth. As they discussed the sword's strong opinions on righteousness and evil, Ignatius made it clear that no true paladin would ever cast spells of death and darkness.
Scenes
Discovery of the Phylactery and the Seals of Drakenheim
The party discovers Saint Vitruvio's phylactery and learns about the six Seals of Drakenheim needed to attune a monarch to the Crown.
- Saren, the pocket cleric, examines the Saint Vitruvio statue and identifies the phylactery around its neck as real, belonging to High Flamekeeper Gregora.
- Saren explains that the phylactery is one of six Seals of Drakenheim, wondrous items entrusted to the Royal Council for a coronation ritual to attune a new monarch to the Crown.
- The party learns the Crown is rumored to be an ancient, powerful artifact that grants wishes.
- The party decides to make collecting all six Seals and the Crown their new primary objective.
- Xakarium uses Mage Hand to lift the phylactery from the statue and places it in the bag of holding.
Exploration of the Sulfurous Stairwell
The party investigates a spiral staircase that descends into a gas-filled area, discovering a lever mechanism.
- The party finds a spiral staircase descending into pitch black darkness with a lever in the foyer.
- The lever is tested and found to control the door, closing and opening it after a momentary pause.
- Syndle checks for traps and descends the stairs, encountering a suffocating, sulfurous-smelling vapor cloud hanging low in the stairwell.
- The gas is stable and heavier than air, filling the lower portion of the staircase.
- The party decides to close the door and investigate the other stairwell instead.
Discovery of Argonath's Resting Place
Syndle ventures into the sulfurous cavern and discovers the skeletal remains of a colossal dragon along with a holographic message.
- Syndle holds his breath and descends into the gas-filled cavern, finding it opens into a great natural chamber.
- The cavern contains four crafted columns and the ancient, colossal skeletal remains of a golden dragon resting in a pool of bubbling oil.
- A blue light shines from the four columns, forming a hologram of Saint Vitruvio.
- The hologram identifies the dragon as Argonath, his 'brother in battle', and warns that none should disturb his rest unless the great darkness engulfs Drakenheim at the end of days.
- Syndle returns to the party and reports his findings, and the group decides to explore the other stairwell.
The Chamber of the Flaming Sword
The party discovers a circular chamber containing a silver sword suspended in a column of flame.
- The party enters a circular vaulted chamber ribbed with bronze pipes and niches, with a column of flame hovering above a central dais.
- Inside the flame is a glimmering silver sword, similar in appearance to the one depicted with Saint Vitruvio.
- Tark investigates the chamber and finds no traps, noting the bronze pipes appear decorative.
- Xakarium casts Shocking Grasp on the copper piping, causing electricity to rattle across the metal but producing no other effect.
- The party attempts to use the phylactery near the sword, but nothing happens.
- The party discovers that the copper rings can be turned, and when manipulated, they form a staircase leading up to the sword.
- When the top pedestal is turned, the flame extinguishes and the sword sheathes itself into the stone, handle-up.
Trial by Combat: The Burning Angel
Ned attempts to draw the sword, triggering a trial where a giant burning angel challenges the party to prove their righteousness.
- Ned places his hand on the sword's pommel and enters a trance as a surge of energy flows through him.
- The column of flame reignites and takes the form of a giant burning angel wielding the sword, declaring the party must fight to prove their righteousness.
- Syndle enters a rage and blinds the angel with a beam of radiant light from his chest, then strikes with his axe.
- Oiroa casts Healing Word on Syndle and Toll the Dead on the angel.
- Ned casts Shocking Grasp through his staff, striking the angel with lightning, bludgeoning, and psychic damage.
- Tark fires two contaminating arrows at the angel, dealing piercing and necrotic damage.
- Xakarium casts a powerful upcast spell using Channel Divinity to maximize damage, dealing massive harm to the angel.
- Syndle blinds the angel again with another beam of light.
- The angel, heavily wounded, staggers and declares the party worthy, then transforms briefly into a fiery dragon before fading into sparkles.
- A healing flame erupts, fully restoring lawful good party members to maximum health and curing all conditions, while others receive partial healing.
Ignatius, the Sword of Burning Truth
The sword reveals itself to be a sentient weapon named Ignatius, dedicated to slaying foes of unrighteousness.
- Tark draws the sword from the stone and affixes the scabbard to his belt.
- A deep, gravelly voice emanates from the scabbard, audible to everyone, introducing itself as Ignatius, the Sword of Burning Truth.
- Ignatius declares its purpose is to slay foes of unrighteousness and encourages the party to 'sally forth'.
- The party discusses the sword's sentience and its strong opinions on righteousness, with Ignatius expressing that no true paladin would cast Circle of Death.
NPCs
Saren
The pocket cleric accompanying the party. She identified the phylactery on Saint Vitruvio's statue as real and belonging to High Flamekeeper Gregora, explaining its significance as one of the six Seals of Drakkenheim. She was starstruck by the Sword of Burning Truth and its chamber.
Saint Vitruvio
A revered historical figure whose holographic projection appeared in the sulfurous cavern. He identified the dragon Argonath as his 'brother in battle' and warned against disturbing the dragon's rest unless Drakenheim faces its end of days. His sword was found in the chamber of flame.
Argonath
A colossal golden dragon referred to by Saint Vitruvio as his 'brother in battle' and 'the great dragon of Drakkenheim'. His ancient skeletal remains, still adorned with golden armored scales, rest in a pool of bubbling oil in the sulfurous cavern.
High Flamekeeper Gregora
The highest-ranking cleric of the Sacred Flame in Drakenheim at the time of the destruction. Her phylactery, one of the six Seals of Drakkenheim, was placed on Saint Vitruvio's statue.
Burning Angel
A giant burning angel that manifested from the column of flame, wielding the Sword of Burning Truth. It challenged the party to prove their righteousness through combat. After being defeated, it acknowledged their worthiness, transformed briefly into a fiery dragon, and faded into sparkles while releasing a healing flame.
Ignatius
A sentient, telepathic sword known as the Sword of Burning Truth. Speaks with a deep, gravelly voice audible to all. Declares its purpose is to slay foes of unrighteousness and expresses strong opinions on righteousness and evil, stating no true paladin would cast Circle of Death.
Locations
Spiral Staircase (First)
A spiral staircase descending around a wide stone chimney into the earth, with a foyer containing a lever that controls the door. This staircase leads to the sulfurous cavern containing Argonath's remains.
Sulfurous Cavern
A great natural cavern filled with suffocating, sulfurous-smelling vapors. Contains four crafted columns and a pool of bubbling oil where the colossal skeletal remains of the golden dragon Argonath rest. A holographic projection of Saint Vitruvio appeared here.
Spiral Staircase (Second)
A second spiral staircase with a foyer containing a lever, leading to the circular chamber with the flaming sword.
Chamber of the Flaming Sword
A circular vaulted chamber ribbed with bronze pipes and niches. Features a central dais with rotating copper rings that form a staircase when turned. A column of flame previously held the Sword of Burning Truth suspended above the dais.
Items
Phylactery of Saint Vitruvio
A real phylactery found around the neck of the Saint Vitruvio statue, belonging to High Flamekeeper Gregora. Identified as one of the six Seals of Drakenheim, essential for a coronation ritual to attune a new monarch to the Crown. Retrieved by Xakarium using Mage Hand and stored in the bag of holding.
The Crown
An ancient, powerful artifact rumored to grant wishes. Requires all six Seals of Drakenheim to attune a new monarch to it. The party has made collecting the Seals and Crown their new primary objective.
Ignatius, the Sword of Burning Truth
A glimmering silver sword found suspended in a column of flame, similar in appearance to the sword depicted with Saint Vitruvio. A sentient, telepathic weapon that speaks audibly with a deep, gravelly voice. Declares its purpose is to slay foes of unrighteousness and requires attunement. After a combat trial, it was drawn by Ned and affixed to his belt.
Argonath's Skeletal Remains
The ancient, colossal skeletal remains of a golden dragon resting in a pool of bubbling oil. Golden plates of armored scales still cling to the bones. Saint Vitruvio warned against disturbing these remains unless Drakenheim faces its end of days.
Spells
Mage Hand
Used by Xakarium to lift the phylactery from Saint Vitruvio's statue and place it into the bag of holding without physically touching it.
Shocking Grasp
Cast by Xakarium on the copper piping in the sword chamber, causing electricity to rattle across the metal surfaces. Later cast by Ned through his staff during combat with the Burning Angel, dealing lightning, bludgeoning, and psychic damage.
Healing Word
Cast by Oiroa on Syndle during the combat trial with the Burning Angel, restoring hit points.
Toll the Dead
Cast by Oiroa against the Burning Angel during combat, requiring a wisdom save and dealing necrotic damage.
Channel Divinity
Used by Xakarium to maximize the damage of an upcast spell against the Burning Angel, dealing massive damage.
Session 40: Now What?
Date: Jan 28th, 2026
Summary
The party, having just acquired Ignatius, the Sword of the Burning Truth, prepared to return to the statue and continue their exploration. However, when they pulled a lever near the statue, they triggered an ambush by wraiths emerging from the ethereal plane. These librarian-like entities attempted to surprise the party, but the Mace of Warning prevented their sneak attack, alerting everyone to the danger before the wraiths could strike. A fierce battle erupted as the spectral creatures attacked with withering touches that drained the very life force from their victims.
During the combat, Xakarium initially attempted to use fire magic against the wraiths but discovered they were resistant to such attacks. Switching to lightning, he managed to damage the creatures but inadvertently set several bookshelves ablaze in the process. The situation grew dire when one of the wraiths possessed Syndle, taking control of his body and forcing him to attack his ally Yazzy. The possessed dragonborn struck his companion before the party could react, his body moving against his will like a marionette on strings. Fortunately, Oiroa channeled divine energy to turn the undead, causing several wraiths to flee and freeing Syndle from the ghost's control. Ned, concerned about the spreading fires, sacrificed a page from a spellbook to cast a freezing cone that extinguished the flames, preserving the ancient library's knowledge.
After defeating the remaining wraiths, the party discovered that the doors to the next area had sealed themselves. Through investigation, they learned that shining one of the fancy magical lights from the library tables on an aperture would open the doors. The party collected all five of these lights and proceeded to activate the beams and move the statue, opening the path to a spiral staircase that descended into the dragon's lair. Before descending, Syndle volunteered to test the sulfurous fumes that filled the staircase, tied with a rope for safety. He reported that the vapors smelled of rotten eggs and were uncomfortable but not immediately harmful. However, when Ned decided to test the fumes further by casting a bolt of fire into them, the air ignited in a massive explosion that severely burned Syndle, though it did clear the toxic vapors from the passage.
The party descended into a vast natural cavern where four stone columns emitted beams of blue light that converged to form a holographic image of Saint Vitruvio. The spectral figure gestured toward the darkness and spoke of Argonath, the great dragon of Drakkenheim, warning that none should disturb his deserved rest unless great darkness engulfed the city at the end of days. When the hologram vanished, the party discovered a massive pool of bubbling black oil and the colossal skeletal remains of the ancient golden dragon, with plates of golden armor still clinging to his bones. Near the dragon, they found mummified monks who appeared to have kept eternal watch over Argonath's resting place.
Exploring the cavern, the party spotted a fist-sized geode of delirium embedded in the ceiling and a barrel filled with tributes to the dragon. Among the offerings were coins, religious baubles, gems, chalices, and several magical items including an Elixir of Health, a Potion of Mind Reading, and a mysterious artificial eye. When they drew Ignatius from its scabbard to consult the sentient sword, it recognized Argonath and spoke of Saint Vitruvio as its "betrothed," explaining that the dragon was meant to be raised only in the darkest of times. The party showed Ignatius the delirium geode and explained the current state of Drakkenheim over the past fifteen years, deeply troubling the zealous blade.
Twilight, a telepathic item that was an old friend of Ignatius, communicated warnings to the party about the sword's nature. It revealed that Ignatius cast an aura of truth around its wielder and severely punished lying, making the weapon both powerful and potentially problematic. Ned carefully extracted the delirium geode from the ceiling using his magic sword as a pickaxe, wrapping it in lead before placing it in the bag of holding. The party then decided to take a short rest in the cavern, considering it one of the safest locations they had found. During this respite, Oiroa sang a song of rest to aid their recovery, and one of the party members attuned to Ignatius, learning more about its properties and the telepathic connection it shared with Twilight. They also discovered that five rings paired together could act as a powerful vessel for storing magical energy, and they shared their remaining resources to prepare for whatever challenges lay ahead.
Scenes
Return to the Statue and Wraith Ambush
The party discusses their next steps after meeting Ignatius, deciding to return to a statue and pull a lever, triggering an ambush by wraiths emerging from the ethereal plane.
- The party discusses returning to move a statue and visiting the dragon's lair, with Syndle expressing a compulsion to visit the dragon.
- The party pulls a lever near the statue, triggering an ambush.
- Wraiths, described as 'librarian-looking' entities, emerge from the ethereal plane attempting to surprise the party.
- The Mace of Warning prevents the surprise round, alerting the party to the wraiths' presence before they can attack.
Combat with Wraiths and Syndle's Possession
The party engages the wraiths in combat, with one possessing Syndle and forcing him to attack allies, while the party uses various attacks and spells to fight back.
- A wraith attacks and drains maximum hit points from party members with its withering touch.
- Xakarium attempts to use Fireball but discovers the wraiths are resistant to fire, prompting a switch to lightning damage which sets bookshelves ablaze.
- Tark rages and attacks a wraith with his rapier, dealing significant damage.
- One wraith possesses Syndle, taking control of his body and forcing him to attack Yazzy for nine damage.
- Oiroa successfully saves against a possession attempt from another wraith.
- Yazzy uses her magic rapier and psychic blades to attack the wraiths.
- Oiroa uses Channel Divinity to Turn Undead, causing several wraiths to flee and freeing Syndle from possession.
- Ned casts Cone of Cold from a spellbook page to extinguish the fires caused by lightning, sacrificing the spell page in the process.
- The remaining wraiths are either defeated or flee into the walls.
Unlocking the Dragon's Lair
After defeating the wraiths, the party solves a light-based puzzle to open sealed doors and prepares to enter the dragon's lair.
- The party discovers that the doors to the next area are closed and require a light source to open.
- The party investigates and discovers that shining one of the fancy magical lights from the library tables on an aperture opens the door.
- The party collects all five magical lights from the room.
- The party activates the beams and moves the statue to open the doors and the spiral staircase to the dragon's lair.
Testing the Sulfurous Fumes
Syndle volunteers to test the dangerous sulfurous fumes in the dragon's lair, leading to an unexpected fiery explosion.
- Syndle volunteers to test the sulfurous fumes in the staircase, tied with a rope for safety.
- Syndle describes the fumes as uncomfortable and gross with a rotten egg smell, but not physically damaging.
- Tark creates a makeshift mask using a rag and water from his Stanley water bottle.
- Ned casts a firebolt into the fumes, causing the air to ignite in a massive explosion.
- Syndle takes 30 points of damage from the explosion, but the fumes are cleared from the staircase.
Encounter with Saint Vitruvio's Hologram and Argonath's Remains
The party descends into a vast cavern where a holographic message from Saint Vitruvio warns them about disturbing the ancient dragon Argonath.
- The party descends the spiral staircase into a natural cavern with a central chimney.
- Four stone columns emit blue light beams that converge in the center, forming a blue hologram of Saint Vitruvio.
- Saint Vitruvio's hologram gestures toward the darkness and speaks of Argonath, the great dragon of Drakkenheim, warning that none should disturb his deserved rest unless great darkness engulfs Drakkenheim at the end of days.
- The hologram vanishes, and the party discovers a massive pool of bubbling black oil.
- The party finds the colossal skeletal remains of Argonath, a golden dragon, with ancient golden plates of armor still clinging to the bones.
- Mummified bodies of monks or devout individuals are discovered near the dragon remains, appearing to have kept watch over Argonath.
Exploring Argonath's Lair and Consulting Ignatius
The party explores the dragon's lair, discovering a delirium geode and tributes, while consulting the sentient sword Ignatius about the dragon and current events.
- A fist-sized geode of delirium is spotted embedded in the cavern ceiling.
- The party finds a barrel filled with tributes including coins (gold, platinum, silver), religious baubles, gems, chalices, and potion bottles.
- Among the items, an Elixir of Health, a Potion of Mind Reading, and a magical artificial eye are discovered.
- Ignatius is drawn from its scabbard and recognizes Argonath, expressing that he has not seen him in many moons.
- The party asks Ignatius about using Argonath's remains for the cause of good, and Ignatius states it would have to be a mighty cause.
- Ignatius mentions that Saint Vitruvio, his 'betrothed', rested Argonath here to be risen only in the darkest of times.
- The party shows Ignatius the delirium geode and explains the current state of Drakkenheim over the last 15 years.
- Twilight, a telepathic item, communicates with the party, warning about Ignatius's zealotry and the Zone of Truth effect when wielding the sword.
- Ned uses his magic sword as a pickaxe to extract the delirium geode from the ceiling, wrapping it in lead before placing it in the bag of holding.
Short Rest and Attunement
The party takes a short rest in the dragon's lair to recover resources and attune to new magical items.
- The party decides to take a one-hour short rest in the cavern, considering it a safe location.
- Oiroa sings a Song of Rest, granting the party extra hit points during recovery.
- A party member attunes to Ignatius, the Sword of the Burning Truth, learning about its properties including the Zone of Truth effect and telepathic connection with Twilight.
- The party discusses the properties of the dragon scale shield, speculating about its resistances to fire, lightning, and cold damage.
- The party discovers that five rings paired together inherently act as a Ring of Spell Storing, capable of holding up to five levels worth of spells.
- Party members recover hit points and spell slots during the rest, with some sharing spell slot resources.
NPCs
Ignatius
A sentient talking sword known as the 'Sword of the Burning Truth'. Initially refuses to speak to women and makes sexist comments. Prevents the wielder and nearby companions from being surprised. Recognizes Argonath and refers to Saint Vitruvio as his 'betrothed'. When attuned, casts a Zone of Truth around its wielder and punishes lying. Described as a zealot with no sense of humor who punishes irony severely. Has a telepathic connection with Twilight. Expresses deep concern about the state of Drakkenheim after learning about the delirium and current events.
Wraiths
Ethereal, librarian-looking undead entities that emerged from the ethereal plane to ambush the party. Resistant to fire and lightning damage. Can possess individuals, taking control of their bodies, and drain maximum hit points with their withering touch attacks. Some were defeated while others fled or were turned by Channel Divinity.
Saint Vitruvio
A revered holy figure whose blue holographic image appears in the dragon's lair, projected by four stone columns emitting blue light. Makes broad gestures and speaks of Argonath as his 'brother in battle', warning that none should disturb the dragon's deserved rest unless great darkness engulfs Drakkenheim at the end of days. Referred to by Ignatius as his 'betrothed'.
Argonath
The great golden dragon of Drakkenheim, whose colossal skeletal remains rest in a cavern. Ancient golden plates of armor still cling to the hulking bones. Was laid to rest by Saint Vitruvio and is recognized by Ignatius as an old friend. Described as having a wingspan that might be 90 feet when fully spread. Revered as 'near god' level in power.
Twilight
A telepathic item that is an old friend of Ignatius. Communicates telepathically with the wielder of Ignatius, offering warnings about the sword's zealotry and the consequences of lying while holding it. Occasionally makes critical or snide remarks about Ignatius.
Locations
Library
A room with bookshelves where the party was ambushed by librarian-like wraiths emerging from the ethereal plane. Features sealed doors that require magical lights shining on apertures to open. Several bookshelves were set on fire during combat with lightning spells, later extinguished by Cone of Cold.
Dragon's Lair (Argonath's Cavern)
A vast natural cavern accessed via a spiral staircase, initially filled with sulfurous, rotten egg-smelling vapors. Features a central chimney, four stone columns that emit blue light to project a hologram of Saint Vitruvio, and a massive pool of bubbling black oil. Contains the colossal skeletal remains of the ancient golden dragon Argonath with golden armor plates still clinging to the bones. Mummified monks are found near the dragon, and a fist-sized delirium geode is embedded in the ceiling. A barrel of tributes sits in the cavern.
Items
Ignatius (Sword of the Burning Truth)
A sentient, flaming talking sword that prevents the wielder and companions within 30 feet from being surprised. When attuned and wielded, casts a Zone of Truth around the user, making it difficult to lie. Punishes lying severely. Recognizes Argonath and has a history with Saint Vitruvio. Has a telepathic connection with Twilight. Not a Dexterity weapon, requiring strength to wield effectively.
Mace of Warning
A mace that grants advantage on initiative rolls and prevents the wielder and companions within 30 feet from being surprised, except when incapacitated by non-magical sleep. Awakens the wielder and companions if any are sleeping naturally when combat begins.
Mirrored Shields
Four shields used to reflect light. One gold shield carried by Syndle was key to opening a specific room. Three mirrored shields are placed in the bag of holding. Used to manipulate light beams to open doors.
Magical Lights
Five fancy magical lights found on tables in the library. Emit blue light and are used to open sealed doors by shining them on apertures. The party collects all five of them.
Delirium Geode
A fist-sized geode of delirium found embedded in the ceiling of Argonath's cavern. Extracted by Ned using a magic sword as a pickaxe. Wrapped in a sheet of thin lead before being placed in the bag of holding.
Barrel of Tributes
A barrel found in Argonath's lair filled with offerings including hundreds of gold, platinum, and silver coins, religious baubles, clear gems, nicer-than-normal chalices, and potion bottles. Contains an Elixir of Health, a Potion of Mind Reading, and a magical artificial eye.
Elixir of Health
A potion found in the barrel of tributes, described as '99% pure, unadulterated good'.
Potion of Mind Reading
A magical potion discovered among the tributes in the barrel in Argonath's lair.
Artificial Eye
A magical item found in the barrel of tributes, appearing to be an artificial eye with magical properties.
Dragon Scale Shield
A shield possessed by Syndle, made with scales from three different dragons with the names of slain dragons written on its back. Believed to grant damage resistances or immunity to fire, lightning, and cold damage.
Ring of Spell Storing
A magical ring that can store up to five levels worth of spells (one fifth-level spell or five first-level spells, etc.). Any creature can cast a spell of first through fifth level into the ring by touching it. Discovered that five rings paired together inherently act as this item.
Spellbook (from Queen's Men mage)
A spellbook from which Ned extracts and casts a page containing Cone of Cold, sacrificing the page in the process to extinguish fires in the library.
Rope
Used to secure Syndle as he descended into the sulfurous fumes of the dragon's lair to test their effects.
Stanley Water Bottle
Tark's water bottle used to wet a strip of rag, creating a makeshift mask to filter the sulfurous fumes.
Spells
Fireball
A powerful area-of-effect fire spell attempted by Xakarium against wraiths, but they were resistant to fire damage, making it ineffective.
Lightning
Elemental lightning damage used by Xakarium against the wraiths after discovering their fire resistance. The lightning attacks set bookshelves ablaze during combat.
Channel Divinity: Turn Undead
Used by Oiroa to repel undead creatures, causing wraiths to flee. Successfully freed Syndle from possession when the wraith inside him was turned and forced to leave his body.
Cone of Cold
A fifth-level cold spell cast by Ned from a spellbook page, creating a 60-foot cone of freezing air. Used to extinguish fires caused by lightning in the library, sacrificing the spell page in the process.
Tempestuous Magic
Used by Xakarium as a bonus action to create swirling winds, allowing him to disengage from a wraith without provoking an attack of opportunity and reposition during combat.
Psychic Blades
Used by Yazzy to attack and deliver a killing blow to a wraith during combat.
Firebolt
Cast by Ned into the sulfurous fumes in the dragon's lair, causing a massive explosion that dealt 30 damage to Syndle but cleared the air of the toxic vapors.
Mage Hand
A cantrip suggested for use to manipulate magical lights from a distance to close doors from the other side.
Song of Rest
Used by Oiroa during a short rest to grant the party an extra D6 of hit points, aiding in their recovery.
Zone of Truth
A magical effect that Ignatius casts around its wielder when the sword is drawn, compelling those within its area to speak truthfully and punishing lies.
Session 41: Escape from the Cathedral
Date: Feb 3rd, 2026
Summary
The party found themselves in the lower levels of St. Vitruvio's Cathedral as a massive battle raged above. The rhythmic marching of the Silver Order echoed through the stone corridors, accompanied by the muffled roars of multiple armies clashing in the halls overhead. The Falling Fire had encircled the sacred brazier to defend it, while the Queen's Men looted gold and silver from the walls, and the Hooded Lanterns methodically cleared rooms with their crossbows. Most terrifying of all, the Silver Order wielded flamethrower-like devices called flaming lances, filling the cathedral with thick black smoke as they blasted back waves of Garmir.
The party knew they had to find a way out before being caught in this deadly meat grinder. Tark pressed his ears to the stones and peered through arrow slits, filtering out the roar of battle to track specific rhythms. He discovered that the Hooded Lantern snipers at the East Rose Gate were distracted by a massive Garmir packlord, leaving the maintenance scullery exit unobserved. Ned surveyed the battlefield and realized the Queen's Men and Falling Fire were about to clash in the cloisters, which would create enough noise to mask the party's movement. However, when Ned attempted to find an alternate route through the preacher stairs—a narrow spiral meant for bell ringers—disaster struck. An elder blast had sheared off the top half of the staircase, turning it into a smoke-filled chimney. The party became trapped in the vertical stone tube, taking fire damage and suffering lung irritation before Yazzy performed an acrobatic stunt to help everyone escape.
Emerging into the cathedral's main hall, the party witnessed what could only be described as a mosaic of violence. The Falling Fire formed a human ring around the brazier while Queen's Men stripped precious metals from the walls. Hooded Lanterns moved with military precision, and the Silver Order's magically enhanced flames created a hellish landscape of fire and smoke. Xakarium manipulated the air currents to push the flames away from the party's path, while Tark led them through the shadows of massive stone pillars, timing their movements perfectly to avoid a patrol led by Elias Drexel, the head of the Hooded Lanterns. Syndle then climbed the statues to reach the iron rot balcony over the organ pipes, and the party traversed the nave from thirty feet up, bypassing the skirmishes below.
The exit was finally in sight, but the massive oak doors opened onto an even more chaotic scene. The plaza outside had become a warzone where the Silver Order and Hooded Lanterns had established heavy shield walls and kill zones, while Garmir and Haze Dregs added to the carnage. Yazzy mimicked the distinct whistle code of a Hooded Lantern and shouted confusing orders about flanking maneuvers, causing the perimeter guards to turn their heads in confusion. Syndle took advantage of the distraction to slide down the blood-slicked grand staircase banister, leaping over defenses and even using the backs of distracted Garmir as stepping stones. Finally, Tark used the thick soot and rolling fog as cover to lead the party across the open plaza, avoiding snipers on the rooftops until they disappeared into the haze.
Their relief was short-lived. As they made their way toward Champions Gate, the party found themselves in an unfamiliar flooded quadrant where ankle-deep sludgy water covered the ground. They heard flittering noises behind them and caught glimpses of grotesque sprite-like creatures that looked like diseased fairies hovering just above the water. These Cadaver Sprites were corralling them, and when the party rounded a corner, they realized they had been herded directly toward a massive, ugly postuloid cadaver corpse eater blocking their path.
Tark drew Ignatius from its sheath, and the sword erupted in a forty-foot radius of bright light. He charged forward and struck down one of the Cadaver Sprites instantly, then severely wounded another, lobbing off its wing and arm. The wounded creature turned invisible and reappeared behind Tark, biting his neck with corrupted fangs. More Cadaver Sprites attacked Ned and Oiroa before turning invisible and fleeing. Ned teleported onto a nearby balcony but his counterattack missed its mark. Xakarium unleashed a devastating bolt of lightning at the postuloid, channeling divine energy to maximize the damage and leaving the massive creature bloodied. The postuloid retaliated by exhaling a cone of putrid gas that engulfed Syndle and Xakarium, then lashed out with its tongue and tentacles.
Oiroa granted Syndle enhanced freedom of movement, and Yazzy elevated herself with her magical boots before paralyzing the postuloid with powerful magic. The creature stood frozen, unable to defend itself as Syndle unleashed devastating attacks against it. Tark rushed forward and delivered the killing blow with Ignatius, causing the postuloid to explode in a burst of foul acid that splattered everyone nearby. The remaining Cadaver Sprites attempted to flee, but the party hunted them down one by one. When Tark fried the last one with Ignatius, the sentient sword sniffed the burning waste and declared, "Smells like victory."
After Oiroa tended to everyone's wounds, the party made their way to Champions Gate where Brad the Deva escorted them through. Saren, the cleric who had accompanied them, said her goodbyes and mentioned she would need to inform Lucretia Mathias about the phylactery and sword the party now possessed, though she believed they were worthy of wielding such powerful artifacts. The party continued to Emberwood Village and found both the bridge and barracks completely unmanned—the battle at the cathedral had drawn away all the guards. They spent time removing the contamination from their bodies, and Xakarium visited the blacksmith to order oversized arrows for future battles. One party member attuned to Saint Vitruvio's Phylactery and discovered it could store powerful magic for later use. As they prepared to rest and recover, the party began planning their next moves, discussing whether to investigate the Kleinberg Estate, learn more about the Six Seals of Drakenheim, or discover what had become of St. Vitruvio's Cathedral now that the battle had ended.
Memorable Moments
Yazzy casts Hold Monster on the massive postuloid cadaver corpse eater, paralyzing it, allowing Syndle to unleash devastating critical hits before Tark delivers the killing blow with Ignatius, causing the creature to explode in a burst of foul acid.
—
The party coordinated perfectly to take down a dangerous monster in spectacular fashion
The party successfully completes a complex multi-phase skill challenge to escape St. Vitruvio's Cathedral through a chaotic four-faction war, with only one failure, navigating through smoke-filled stairwells, a violent main hall, and a deadly plaza.
—
A tense escape sequence where every skill check mattered and the party worked together strategically
"Smells like victory"
— Ignatius
Ignatius the sentient sword commenting after Tark used it to fry a Cadaver Sprite, causing it to burn
Scenes
Escape Planning and Skill Challenge Setup
The party prepares to escape the lower levels of St. Vitruvio's Cathedral while a massive battle rages above between multiple factions.
- The party hears the rhythmic movements of the Silver Order and muffled roars of various armies clashing upstairs in the cathedral.
- The Dungeon Master introduces a multi-phase 'gauntlet skill challenge' for the escape, explaining that three successes are needed per phase to advance, and each failure will have consequences.
- Rules are established: for each skill check, one primary character rolls with one other character able to provide assistance through a help action.
- Players discuss their character's strengths, with Tark highlighting his high stealth, survival, and acrobatics bonuses.
- The Dungeon Master presents initial options for the first phase 'Reconnaissance and Route Selection': Investigation, Perception, Insight, Religion, and History.
Phase One: Finding an Escape Route
The party uses various skills to scout the battlefield and identify potential escape routes from the besieged cathedral.
- Tark successfully uses stealth to scout the perimeters, identifying the East Rose Gate's maintenance scullery exit as an unobserved path due to distracted Hooded Lantern snipers focused on a massive Garmir packlord.
- Ned successfully uses insight to read the battlefield, realizing the Queen's Men and Falling Fire are about to clash in the cloisters, which could mask the party's movement.
- Ned attempts to survey exits using investigation but fails, leading the party into a collapsed spiral preacher staircase that has become a smoke-filled chimney.
- The party takes fire damage from the trapped staircase and suffers lung irritation, incurring disadvantage on the next check.
- Yazzy successfully performs an acrobatic stunt with Oiroa's assistance to escape the trapped spiral staircase, completing the first phase.
Phase Two: Crossing the Main Hall
The party emerges into the cathedral's main hall, a chaotic battlefield filled with multiple warring factions, and must navigate through it.
- The party observes the main hall as a 'mosaic of violence' with the Falling Fire forming a ring around the brazier, Queen's Men looting gold and silver, Hooded Lanterns clearing rooms with crossbows, and the Silver Order using flamethrower-like 'flaming lances' against Garmir.
- Xakarium successfully uses Arcana to manipulate the magically enhanced flames of the Silver Order, pushing them away from the party's path.
- Tark successfully uses stealth with Yazzy's assistance to lead the party through the shadows of massive stone pillars, timing movements to avoid an Elias Drexel-led Hooded Lantern patrol.
- Syndle successfully uses athletics with Oiroa's assistance to climb statues and traverse the iron rot balcony over the organ pipes, bypassing skirmishes below and completing the second phase.
Phase Three: Breaching the Perimeter
The party reaches the cathedral exit and must navigate through a multi-faction war zone in the plaza outside.
- The party finds the massive oak doors splintered, revealing a plaza that is a three-way warzone between the Silver Order, Hooded Lanterns, Queen's Men, Garmir, and Haze Dregs.
- The Silver Order and Hooded Lanterns have established heavy shield walls and a kill zone in the plaza.
- Yazzy successfully uses performance/deception with Ned's assistance to mimic a Hooded Lantern whistle code, shouting confusing orders about flanking maneuvers that distract perimeter guards.
- Syndle successfully uses acrobatics with Oiroa's assistance to slide down the grand staircase banister, leap over defenses using distracted Garmir as stepping stones, and land safely in a pile of refuse.
- Tark successfully uses stealth with Xakarium's assistance to lead the party across the open plaza using thick soot and rolling fog as cover, avoiding snipers and disappearing into the haze, completing the escape.
Ambush in the Flooded Quadrant
After escaping the cathedral, the party is ambushed by grotesque sprites and a massive corpse eater in an unfamiliar flooded neighborhood.
- The party finds themselves in an unfamiliar flooded quadrant with ankle-deep sludgy water, hearing flittering noises behind them.
- They are being chased and corralled by disgusting sprite-like creatures called Cadaver Sprites that flitter above the water.
- A large, ugly postuloid cadaver corpse eater appears in front of them, blocking their path.
- Tark draws his sword Ignatius, which erupts in a 40-foot bright light, and smites a Cadabrisprite, destroying it instantly.
- Tark attacks another Cadabrisprite, severely wounding it by lobbing off a wing and an arm.
- The wounded Cadabrisprite turns invisible, reappears behind Tark, and bites his neck, dealing piercing and necrotic damage.
- Two more Cadaver Sprites turn invisible and bite Ned and Oiroa, dealing damage.
- Ned uses Misty Step to teleport onto a balcony but misses with a firebolt attack.
- Xakarium casts Lightning Bolt, using channel divinity to maximize the damage, severely wounding the postuloid and leaving it bloodied.
- The postuloid exhales a cone of putrid gas, forcing Syndle and Xakarium to make saving throws and dealing necrotic damage.
- Oiroa casts Freedom of Movement on Syndle, granting him a free weapon attack.
- Syndle throws a javelin at the postuloid, hitting it.
- Yazzy elevates with her boots and casts Hold Monster on the postuloid, paralyzing it.
- Syndle attacks the paralyzed postuloid with advantage, dealing massive critical damage and knocking it prone.
- Tark attacks the paralyzed postuloid with Ignatius, causing it to explode in a burst of foul acid that damages nearby party members.
- Four Cadaver Sprites bite Oiroa, then turn invisible and move away.
- Oiroa shoots one of the invisible Cadaver Sprites as it flees, making it visible and killing it.
- The party systematically eliminates the remaining Cadaver Sprites through various attacks.
- Tark uses Ignatius to fry the last Cadabrisprite, ending the combat.
Return to Emberwood Village
After the combat, the party heals and makes their way to Champions Gate, then returns to Emberwood Village to rest and plan.
- Oiroa casts Aura of Vitality to heal the party over the next minute.
- The party arrives at Champions Gate, where Brad the Deva escorts them through.
- Saren, the 'pocket cleric', says goodbye and states she will inform Lucretia Mathias about the phylactery and sword the party possesses.
- The party decides to head straight to Emberwood Village rather than checking the Silver Order camp.
- Upon reaching the bridge into Emberwood Village, they find it completely unmanned, as are the barracks.
- The party discusses their contamination levels, with Xakarium casting Purge Contamination on himself and Dave.
- Xakarium visits the blacksmith to order a dozen oversized arrows, which will be ready in a few days for 25 gold.
- Ned and Xakarium plan to use the teleportation circle to travel to the Amethyst Academy to offload items and potentially receive Greater Restoration.
- One party member attunes to Saint Vitruvio's Phylactery, discovering it functions like a ring of spell storing, providing access to spells.
- The party plans to gather intel on various locations including the Kleinberg Estate, Saint Vitruvio relics, and the Six Seals of Drakenheim during their rest period.
NPCs
Silver Order
A military faction whose rhythmic movements are heard from the upper levels of the cathedral. They use flamethrower-like 'flaming lances' with magically enhanced fire to combat Garmir, and establish shield walls in the plaza outside.
Queen's Men
A faction seen looting gold leaf and silver chalices from the cathedral walls during the chaos, and engaging in skirmishes in the plaza.
Falling Fire
A religious faction forming a human ring around the brazier in the cathedral's main hall to protect it.
Hooded Lanterns
A military faction methodically clearing rooms with crossbows in the cathedral and establishing kill zones in the plaza with snipers.
Elias Drexel
The head of the Hooded Lanterns, seen leading a patrol through the cathedral's main hall that the party avoids during their escape.
Garmir
Monstrous creatures being fought back by the Silver Order's flaming lances. A massive Garmir packlord distracts Hooded Lantern snipers at the East Rose Gate.
Haze Dregs
Creatures forming part of the horde in the plaza outside the cathedral.
Brad the Deva
A celestial being who escorts the party through Champions Gate after their escape from the cathedral.
Saren
A 'pocket cleric' who accompanies the party and says goodbye at Champions Gate, stating she will inform Lucretia Mathias about the phylactery and sword the party possesses.
Lucretia Mathias
A leader of the Falling Fire faith whom Saren plans to inform about the phylactery and sword. The party considers potentially meeting with her.
Locations
St. Vitruvio's Cathedral Lower Levels
The lower levels of the cathedral where the party begins their escape, hearing the sounds of battle from above as various armies clash.
Preacher Stairs
A dizzying, narrow spiral staircase meant for bell ringers that bypasses the main halls. An elder blast sheared off the top half, turning it into a collapsed, smoke-filled chimney that trapped the party temporarily.
St. Vitruvio's Cathedral Main Hall
A large interior space described as a 'mosaic of violence' where the Falling Fire forms a ring around the brazier, Queen's Men loot gold and silver, Hooded Lanterns clear rooms with crossbows, and the Silver Order uses flaming lances against Garmir. The air is thick with black, choking smoke.
East Rose Gate
A gate with Hooded Lantern snipers whose attention is distracted by a massive Garmir packlord, creating an unobserved maintenance scullery exit.
Cloisters
An area within the cathedral where the Queen's Men and followers of the Falling Fire are about to clash.
Plaza Outside St. Vitruvio's Cathedral
The area outside the cathedral's massive splintered oak doors, a chaotic multi-faction warzone where the Silver Order and Hooded Lanterns have established heavy shield walls and kill zones, while Garmir and Haze Dregs also fight.
Flooded Quadrant
An unfamiliar neighborhood with ankle-deep sludgy water where the party is ambushed by Cadaver Sprites and a postuloid cadaver corpse eater.
Champions Gate
A fortified entrance where Brad the Deva escorts the party through after their escape from the cathedral and combat.
Emberwood Village
The village where the party returns to rest. The bridge and barracks are found completely unmanned upon their arrival.
Amethyst Academy
A location accessible via teleportation circle where Ned and Xakarium plan to rest, offload items, and potentially receive healing.
Items
Ignatius
Tark's sentient sword that erupts in a 40-foot bright light when drawn and awakened. It can smite enemies with radiant damage and creates a zone of truth when unsheathed. When used to deliver the killing blow to the postuloid, it caused the creature to explode in foul acid.
Flaming Lances
Flamethrower-like devices used by the Silver Order that are magically enhanced, used to blast back Garmir and fill the cathedral with thick black smoke.
Saint Vitruvio's Phylactery
An editorial item requiring attunement that functions like a ring of spell storing, providing access to spells once per day. Saren mentions she will inform Lucretia Mathias about the party possessing it.
Shield Dragon Scale
A shield that makes the wielder more comfortable being in the middle of a fireball, providing fire resistance or protection.
Twilight
A sentient sword that Tark carries as a 'ride-along' on his back, used infrequently during the session.
Geode of Delirium
A geode containing delirium that the party successfully acquired and plans to ransom or bargain for credit.
Elixir of Health
A potion the party possesses and plans to ransom or bargain for credit.
Potion of Mind Reading
A potion the party possesses and plans to ransom or bargain for credit.
Mirrored Shields
Three shields from the cathedral that the party possesses and plans to ransom or bargain for credit.
Royal Wills and Legal Documents
Documents the party acquired from the cathedral.
Blood of the Royals
An item the party acquired from the cathedral.
Books and Journals from Saint Vitruvio
Writings from Saint Vitruvio that the party acquired from the library.
Special Lights
Five special lights from the library that the party acquired.
Oversized Arrows
Arrows larger than normal size that Xakarium orders from the blacksmith for 25 gold per dozen, to be ready in a few days.
Spells
Misty Step
A bonus action teleportation spell used by Ned to reposition onto a balcony during combat.
Firebolt
A cantrip spell attempted by Ned against a Cadabrisprite, which missed but singed the target.
Lightning Bolt
A powerful spell cast by Xakarium, with damage maximized using channel divinity, severely wounding the postuloid cadaver corpse eater.
Freedom of Movement
A spell cast by Oiroa on Syndle, granting enhanced mobility and a free weapon attack.
Hold Monster
A spell cast by Yazzy on the postuloid cadaver corpse eater, paralyzing it and making all attacks against it have advantage with automatic critical hits from within five feet.
Aura of Vitality
A healing spell cast by Oiroa to restore hit points to party members over the course of a minute after combat.
Purge Contamination
A third-level spell cast by Xakarium to remove contamination levels from himself and Dave.
Greater Restoration
A powerful healing spell mentioned as a way to remove contamination and exhaustion, which the party hopes to receive at the Amethyst Academy.
Transmuted Spell Meta-magic
A meta-magic technique used by Xakarium to alter spell damage types, mentioned in the context of turning the Silver Order's hot flames into cold.
Session 42: Tark the Sanctified (and Lazy)
Date: Feb 10th, 2026
Summary
Ned and Xakarium met with Elderick Runeweaver through a magic circle in the Haunted House, the distinguished Amethyst Academy professor who spoke with the cadence of a former president. They brought news from Drakenheim about the brazier being relit at St. Vitruvio's Cathedral, a development so significant that the boom had been heard all the way in the River Kingdoms. Runeweaver confirmed he had noticed the brazier's light and had come to investigate while River entered the city directly. The party learned that an all-out brawl was currently raging in front of the cathedral, with Gramir, the Queen's Men, and all the major factions engaged in combat.
The conversation turned to the young lady they had rescued, whose sanity remained severely compromised despite being alive and physically improved. The amount of delirium contamination was simply too great, and the effects of her consumption of Elder Chililies seemed to be something the Academy had not yet figured out how to overcome. Ned presented the royal will documents and blood samples they had discovered in the cathedral, along with a device that could test blood-royalty relations within the Van Kessel family. Runeweaver explained this would go a long way in proving their claim when they were ready, though he warned that the Silver Order might still declare the queen an abomination if they discovered her tainted condition.
Runeweaver then introduced the party to information about Friedrich von Lichten, a brilliant but disgraced former head of research at the Enigma Ziggurat. Von Lichten had published seven different Academy texts on transmutation, human anatomy, and the effects of magic on the physical form, and was well regarded by his peers and the young mages who worked under him. He was known for talking at length about his findings like a child excited about a new toy, capable of either teaching cutting-edge arcane discovery or lulling listeners to sleep with percentile discussions of arcane anomalies. After Drakenheim fell, he had become engrossed in the magical properties of delirium and published research that River had been using to understand contamination effects.
However, an investigation into several missing mages revealed that von Lichten had been using fellow Academy members for his own experiments. The Academy had found a lab filled with cages containing drags of various types, all former Academy members twisted into monstrous experiments. He had been expelled from the Academy and fled into the city, with both the Academy and the Silver Order placing a bounty on his head. Despite his crimes, Runeweaver believed von Lichten's research might be the missing piece for pulling the contamination out of the queen more completely. River and the Silver Order had been trying to locate him, and the party would need to determine whether to acquire his research through negotiation, force, or some combination thereof.
Ned handed over the geode of delirium from the Dragon's Tomb, which Runeweaver suggested could serve as payment or ransom when dealing with von Lichten. The professor then revealed the fruits of the Academy's research on the Mage Eater specimens the party had provided. From the delicate glands, they had created a potion called the Essence of Null that would create an invisible anti-magic field for whoever drank it. More impressively, they had preserved one gland within a delicate brass and silver filigree cage to create a Mage Seeker Amulet. This device would pulse and glow when magic was nearby, allowing the wearer to sense the direction and power of magic through heightened senses, feeling the heartbeat of the world's mana and knowing exactly where to strike to make it stop.
Ned also turned over books and journals from St. Vitruvio himself, three mirrored shields from the cathedral, and five special lights from the library. The Academy offered Ned either Elven Chain armor or Bracers of Defense for his protection, and presented Xakarium with the Amethyst Shroud, a cloak that could deal extra lightning damage and recharge when targeted by energy spells. Runeweaver promised to provide detailed information on the Inscrutable Tower and Clock Tower to help with their explorations, making clear that reclaiming the tower would earn them prestige in the Academy while advancing his own goal of becoming a director.
Meanwhile, Syndle arrived at Hendrick's Farm where he was greeted as a celebrity, with pilgrims crediting him as the leader responsible for all the party's achievements, including relighting the brazier. He played humble while building rapport with the common people, particularly the children who had clearly taken to him. Nathaniel Flint invited him to dinner with wine, eager to hear about the brazier and the encounter with Argonath. Syndle described his emotional response to seeing the dragon, and Nathaniel expressed his belief that the meeting was destiny, suggesting that Lucretia Mathias would know more about the connection. The next pilgrim caravan to the crater wouldn't be departing for two weeks, so Syndle would need to find another way if he wanted to speak with Lucretia sooner.
Tark also attempted to barter at the farm, showing Nathaniel the greatsword Twilight. Nathaniel recognized the legendary weapon, recalling a story about a blacksmith boy who had crafted it to take his own life due to lycanthropy, but was saved by Lucretia Mathias and went on to become a paladin. However, the farm had little to trade except apples, as the treasury and armory were kept at the crater. That night, Syndle settled into his designated shed, which the children had decorated with a mural depicting him as a powerful dragon. As he slept, he experienced a vivid dream where the roof dissolved away to reveal a starry sky and a meteor getting brighter and bigger. Instead of feeling doom, Syndle perceived the falling fire meteor as a seed cast from the heavens, something positive coming into the world, though he woke uncertain whether it had been a vision or merely a dream.
In Emberwood Village, Yazzy performed at the Gilded Lily, a fine establishment where he had a room and was remembered for previous exceptional performances. Though slightly rusty from adventuring, he delivered a strong encore that brought the roof down, weaving lyrics that subtly blamed the Silver Order for taking an ancient relic. The performance attracted even some Silver Order members and earned him twenty-nine gold from the appreciative crowd. He gathered information about the Silver Order's operations, learning they stayed in a converted barn near the Hooded Lanterns watchtower, and began taking notes on townspeople's grievances to compose a proper anti-Silver Order song.
Tark and Syndle decided to fly to the crater rather than wait two weeks for the pilgrim caravan, navigating through the gateway to avoid being shot down. After successfully passing through the dangerous Haze and waiting a few hours, they were brought to meet Lucretia Mathias. Tark presented Twilight for bartering, and Lucretia recognized it as a weapon wielded by one of St. Brenna's paladins. When Tark revealed he also possessed Ignatius, Lucretia asked to speak with the sentient sword. Drawing Ignatius activated its zone of truth, and Lucretia engaged in a lengthy conversation with the blade about the Falling Fire's beliefs and visions, with the sword confirming that she genuinely believed everything she was saying.
After discussing various magical items, Tark ultimately traded Twilight for a Belt of the Slothful Hill Giant. In a private conversation, Syndle shared his vision and emotional response to Argonath with Lucretia. She revealed that she had thought of Argonath when she first met Syndle , sensing a connection between them. Lucretia recited the Prophecy of the Smallest Vessel: "The proud sought to cage the light in iron towers. The righteous sought to hide it in stone tombs. But the flame seeks the humble. It seeks the small creature with the heart of a firestorm." She proposed researching ways to resurrect Argonath, noting she had never resurrected a dragon before, and expressed her belief that Argonath was a great warrior of righteousness, which she saw reflected in Syndle .
As they prepared to leave, Tark drew Ignatius and questioned Syndle about any downsides to his conversion. Under the compulsion of the sword's truth magic, Syndle stated he had experienced no negative effects, only positive attention and immunity to the mist, though he did have a shard embedded in his chest that didn't hurt. Convinced by this testimony, Tark declared he was ready to join the Falling Fire and handed over his four shots of haze protection to Ned, stating he no longer needed them.
After attuning to his new belt, Tark entered the crater to search for a delirium crystal that reflected his soul. Using his newfound giant strength to throw rocks and dig, he spent three hours making quite a racket before finding a crystal that was half smooth and rounded, half jagged, representing how he was torn between his ideals and his damaged nature. Lucretia took him into St. Vitruvio Monastery for the ceremony, where her own delirium shard began to rhythmically glow. An arcane Wraith appeared as Tark embedded the crystal into his chest, kneeling with Ignatius pointed toward the ground.
Dark tendrils of shadow seeped from Tark's eyes, ears, and nose, coalescing into a manifestation of his deepest fear: his father, expressing dismay and disappointment about Tark not being present when their village was destroyed. Tark held Ignatius aloft, declared "I have the power," and the sword ignited with flame as he prepared for battle. His father attacked but missed, and Tark countered with a devastating blow that struck down the manifestation in a single hit. The mortally wounded specter fell to the ground, and Tark felt compelled to embrace him as he died, receiving his father's forgiveness before the manifestation disappeared. Tark cried during this emotional moment, gaining immunity to contamination and becoming officially sanctified into the Falling Fire, though his quest remained only half complete—he had alleviated his guilt but still needed revenge.
The party regrouped in Emberwood Village to share information and plan their next move. Ned debriefed them about the young queen being up and around, and River reported she had been hunting for Friedrich von Lichten, believing he might be the "Pale Man" from Drakenheim legends. After discussing various potential destinations including the Clock Tower, Inscrutable Tower, and Kleinberg Estate, the party ultimately decided to head to the Rose Theater as their next destination, despite its proximity to St. Vitruvio's Cathedral where fighting might still be ongoing.
Memorable Moments
"Tark holds Ignatius aloft, declares 'I have the power,' and the sword ignites with flame as he prepares to battle the manifestation of his father during the sacrament ritual."
—
During the climactic moment of Tark's conversion ceremony, facing his deepest fear and guilt
"Tark one-shots the spectral manifestation of his father with a critical hit, dealing massive damage and confronting his guilt over not being present when his village was destroyed."
—
The culmination of Tark's sacrament ritual, where he defeats his inner darkness and receives his father's forgiveness
"Lucretia reveals the Prophecy of the Smallest Vessel, suggesting Syndle is that small vessel - the little dragon with the heart of a firestorm destined to wield the flame."
—
During a private conversation about Syndle's connection to the dragon Argonath
"Tark has a vivid dream where the meteor that destroyed Drakenheim appears not as doom, but as a seed cast from the heavens, something positive coming into the world."
—
A prophetic vision experienced while sleeping at Hendrick's Farm, leaving Tark uncertain if it was a dream or a true vision
Scenes
Consultation with Elderick Runeweaver
Ned and Xakarium meet with Elderick Runeweaver via magic circle to discuss recent events in Drakenheim and seek Academy assistance.
- Ned and Xakarium inform Elderick Runeweaver about the relit brazier in St. Vitruvio's Cathedral, which he had already noticed from the River Kingdoms.
- Runeweaver expresses concern about the Silver Order's growing numbers and the ongoing conflict at the cathedral involving multiple factions including Gramir, Queen's Men, and Hooded Lanterns.
- They discuss the compromised mental state of the young lady (referred to as Leonora) and the challenges in curing her delirium contamination, particularly the effects of Elder Chililies consumption.
- Ned presents royal will documents and blood samples found in the cathedral to Runeweaver.
- Runeweaver identifies a device for testing blood-royalty relations within the Van Kessel family, noting it will help prove their claim when ready.
- Runeweaver introduces Friedrich von Lichten, a disgraced former Academy mage whose research might be vital for curing Leonora's delirium.
- He recounts von Lichten's past as head of research at the Enigma Ziggurat, his brilliant work on transmutation and arcane mutations, his expulsion for experimenting on fellow mages, and the bounty placed on his head by both the Academy and Silver Order.
- Ned hands over a geode of delirium from the Dragon's Tomb, which Runeweaver suggests could be used as payment or ransom for von Lichten's research.
- Ned inquires about progress on Mage Eater exoskeletons, leading to the revelation of new magical items derived from Mage Eater glands.
- Runeweaver presents the Essence of Null potion and a Mage Seeker Amulet created from the glands, explaining the amulet can sense magic and help locate Friedrich von Lichten.
- Ned hands over additional items including books and journals from St. Vitruvio, three mirrored shields from the cathedral, and five special lights from the library.
- Runeweaver promises to provide detailed information on the Inscrutable Tower and Clock Tower, though he's unfamiliar with the estate in the noble district.
Syndle's Visit to Hendrick's Farm
Syndle arrives at the Falling Fire farm where he is greeted as a celebrity and dines with Nathaniel Flint.
- Syndle arrives at Hendrick's Farm and is met with celebrity-like recognition due to exaggerated rumors of his exploits, with pilgrims crediting him as the leader responsible for all the party's achievements including relighting the brazier.
- Syndle plays humble while interacting with the pilgrims and children, attempting to build rapport with the common people.
- Nathaniel Flint invites Syndle to dinner with wine, eager to hear about the brazier and the encounter with Argonath.
- Syndle debriefs Nathaniel on recent adventures, including seeing the statue of Vitruvio and the dragon Argonath, and describes his emotional response to the dragon.
- Nathaniel expresses his belief that Syndle's encounter with Argonath was destiny and suggests Lucretia Mathias would know more about the connection.
- Nathaniel mentions Lucretia is likely checking out the cathedral situation and will return to St. Selena's monastery by the crater soon.
- Nathaniel offers to include Syndle in the next caravan of pilgrims going for sacraments, which will happen fairly soon.
Tark Barters at the Farm
Tark attempts to barter the sword Twilight with Nathaniel Flint and learns about the next pilgrim caravan.
- Tark shows Nathaniel Flint the greatsword Twilight, hoping to barter it with the Falling Fire.
- Nathaniel recognizes the name Twilight and recalls a legend about a blacksmith boy who crafted it to take his own life due to lycanthropy, but was saved by Lucretia Mathias and became a paladin.
- Nathaniel explains the farm doesn't have much to trade except apples, and that the treasury and armory are at the crater.
- Nathaniel suggests Tark speak with Lucretia Mathias at the crater for any serious bartering.
- Tark learns the next pilgrim batch won't be going to the crater for two weeks.
- Tark decides to stay at the farm for the night in a shed that has been designated as his personal space.
Syndle's Prophetic Dream
Syndle experiences a vivid dream about the meteor that struck Drakkenheim while sleeping at the farm.
- Syndle settles into his shed at the farm, which the children have decorated with a mural depicting him as a powerful dragon.
- That night, Syndle has a powerful dream where the roof of his shed dissolves away to reveal a starry sky.
- In the dream, Syndle sees a meteor getting brighter and bigger in the sky, recognizing it as the falling fire meteor that hit Drakenheim.
- Instead of feeling doom, Syndle perceives the meteor as a seed cast from the heavens, something positive coming into the world.
- Syndle wakes up vividly remembering the dream, uncertain whether it was a vision or just a dream.
Yazzy's Performance at the Gilded Lily
Yazzy performs at the Gilded Lily, using music to subtly stir anti-Silver Order sentiment among the patrons.
- Yazzy heads to the Gilded Lily, a fine bar where he has previously performed and has a room.
- Yazzy performs a set that is well-received, though slightly rusty from adventuring, earning a performance roll of 16.
- The crowd remembers his previous exceptional performance and builds hype around his return.
- Yazzy performs an encore with advantage, rolling a 22, and weaves a tale into his lyrics that makes the Silver Order to blame for taking an ancient relic.
- The performance brings the roof down, attracting even some Silver Order assets who had heard he was there.
- A flute player collects 29 gold for Yazzy from the appreciative crowd.
- Yazzy gathers information about the Silver Order's local operations, learning they stay in a converted barn near the Hooded Lanterns watchtower.
- Yazzy takes notes on the townspeople's gripes and complaints to compose a proper anti-Silver Order song.
- The magistrate who previously tried to get Oiroa to help write delirium laws is seen completely drunk at a table by himself.
Magic Items from the Academy
The Amethyst Academy offers powerful magic items to Ned and Xakarium in exchange for reclaiming the Inscrutable Tower.
- The Academy offers Ned either Elven Chain or Bracers of Defense for his protection.
- Ned learns that Elven Chain grants proficiency even without medium armor proficiency and decides to take it.
- The Academy presents Xakarium with the Amethyst Shroud, a cloak with up to four charges that deals extra lightning damage and can recharge when targeted by energy spells.
- Elderick Runeweaver explains that to receive these items, the party must help reclaim the Inscrutable Tower, which would also grant them prestige in the Academy.
- Runeweaver clarifies his goal is to become a director at the Academy by reclaiming the tower and taking credit for it.
Journey to the Crater
Tark and Syndle fly to the Crater to meet with Lucretia Mathias, navigating the dangerous Haze.
- Tark and Syndle decide to fly to the crater rather than wait two weeks for the pilgrim caravan.
- They fly through the gateway rather than over the wall to avoid being shot down.
- A knight intercepts and welcomes them at the gate.
- Tark makes two contamination constitution saves as they enter the Haze, successfully passing both.
- After waiting a few hours, a knight brings them to meet with Lucretia Mathias.
- Lucretia welcomes them and acknowledges their role in relighting the brazier with Serene's help.
- Syndle mentions he's considering joining the Falling Fire, which Lucretia encourages.
Bartering Twilight with Lucretia
Tark attempts to barter the sword Twilight with Lucretia Mathias for powerful magic items.
- Tark presents the greatsword Twilight to Lucretia for bartering.
- Lucretia recognizes Twilight as a weapon wielded by one of St. Brenna's pet paladins.
- Tark reveals he has acquired Ignatius, another sword that doesn't get along with Twilight.
- Lucretia recognizes Ignatius and asks to speak with the sentient sword.
- Tark draws Ignatius, activating its zone of truth ability, and Lucretia engages in a lengthy conversation with the sword about the Falling Fire's beliefs and visions.
- Ignatius confirms that Lucretia genuinely believes what she's saying, leading to a discussion about the sword's interpretation of truth versus belief.
- Tark inquires about various magic items including a cloak of invisibility, Belt of Fire Giant Strength, Belt of Stone Giant Strength, and a plus three shield.
- Lucretia offers a Ring of Invisibility with perpetual invisibility that reactivates each turn after being broken.
- Lucretia states she doesn't have a Belt of Fire Giant Strength but offers a Belt of Hill Giant Strength.
- After discussion about potential negative effects, Tark ultimately settles on trading Twilight for a Belt of Hill Giant Strength and a plus two shield.
The Prophecy of the Smallest Vessel
Syndle privately discusses his vision and connection to Argonath with Lucretia, who reveals an ancient prophecy.
- Syndle speaks privately with Lucretia about his vision and emotional response to seeing Argonath.
- Lucretia reveals she thought of Argonath when she first met Syndle , sensing a connection between them.
- Lucretia recites the Prophecy of the Smallest Vessel: 'The proud sought to cage the light in iron towers. The righteous sought to hide it in stone tombs. But the flame seeks the humble. It seeks the small creature with the heart of a firestorm.'
- Lucretia suggests Syndle should listen to his heart and keep thinking on Argonath to figure out the prophecy's meaning.
- Lucretia proposes researching ways to resurrect Argonath, noting she's never resurrected a dragon before.
- Lucretia expresses her belief that Argonath was a great warrior of righteousness, which she sees reflected in Syndle .
Syndle's Testimony and Tark's Decision
Tark questions Syndle about his conversion experience and decides to join the Falling Fire himself.
- As they prepare to leave the crater, Lucretia calls out that they can perform a conversion ceremony anytime for Tark.
- Tark draws Ignatius and asks Syndle if there are any downsides or negative effects since his conversion.
- Syndle makes a charisma saving throw of 20 against Ignatius's zone of truth.
- Under the compulsion to be honest, Syndle states he hasn't experienced any downsides, only positive attention from people and immunity to the mist.
- Syndle mentions the shard embedded in his chest doesn't hurt.
- Tark expresses concern about how the Silver Order might react to someone with a shard in their chest.
- Convinced by Syndle's testimony, Tark declares he's ready to join the Falling Fire.
- Tark hands over his four shots of Aqua Expergo to Ned, stating he no longer needs haze protection.
Tark's Sacrament Preparation
Tark begins the ritual to join the Falling Fire by searching for a delirium crystal in the crater.
- Tark attunes to his new Belt of Hill Giant Strength over an hour.
- Lucretia instructs Tark to enter the crater and find a delirium crystal that reflects the shape of his soul.
- Tark makes his first strength check to search, using his new giant strength to throw rocks around, believing his crystal would be buried since he's been closed off after his tribe was killed.
- Tark fails his first attempt and must make a constitution check for the hour of contamination exposure.
- Tark continues searching with strength checks, making quite a racket digging and throwing rocks.
- After three hours of searching, Tark finally finds a suitable crystal.
- The crystal is half smooth and rounded, half jagged, representing how Tark is torn between his ideals and his damaged nature.
The Sacrament Ritual
Lucretia conducts the sacred ceremony to convert Tark to the Falling Fire faith.
- Tark emerges from the crater after three hours, where Syndle has been waiting and conversing with Lucretia.
- Lucretia takes Tark into St. Vitruvio Monastery for the ceremony.
- An arcane Wraith appears as part of the spell Lucretia casts.
- Lucretia, a woman in her 60s, begins conducting the ceremony, and her own delirium shard embedded in her chest starts to rhythmically glow.
- Lucretia asks Tark to pierce his flesh and embed the delirium shard into his chest.
- Tark uses his other hand to embed the crystal while kneeling with Ignatius pointed toward the ground.
- Dark tendrils of shadow seep from Tark's eyes, ears, and nose, coalescing into a manifestation of his deepest fear.
- The manifestation takes the form of Tark's father, expressing dismay and disappointment about Tark not being at the village when it was destroyed.
- As the shadow becomes more real, the rest of the shadows disappear and the delirium in Tark's chest becomes bright with divine energy pulsing through him.
Confronting Inner Darkness
Tark battles and defeats a manifestation of his father, representing his deepest guilt and fear.
- Tark's father, manifested as a shadow beast, punches at him but misses.
- Tark holds Ignatius aloft, declaring 'I have the power' and causing the sword to ignite, which excites Lucretia who hadn't seen this before.
- Tark rages and counter-punches with Ignatius, dealing massive damage including radiant damage from the sword.
- Tark one-shots the manifestation of his father, who was actually a bookkeeper in life.
- The mortally wounded father falls to the ground.
- Tark feels compelled to embrace his dying father.
- Tark's father forgives him before disappearing.
- Tark cries in front of Syndle during this emotional moment.
- Tark gains immunity to contamination and is officially sanctified into the Falling Fire.
- Lucretia teaches Tark the secret handshake of the Falling Fire.
- Tark's crystal may be a little more rounded now, but his quest is only half complete - he's alleviated his guilt but still needs revenge.
Return to Emberwood and Planning
The party regroups in Emberwood Village to share information and plan their next move into Drakenheim.
- Tark and Syndle return to Emberwood Village after being gone for several hours.
- The party takes a night's rest in town to recover.
- Ned debriefs the group about the young lady (Leonora) being up and around, and the need to find Friedrich von Lichten, another malfeasant.
- River reports she has been hunting for von Lichten and believes he might be the 'Pale Man', a boogeyman figure from Drakenheim legends.
- River suggests the party talk to children in town who know rhymes about the Pale Man.
- The party discusses potential destinations including the Clock Tower, Inscrutable Tower, Rose Theater, Kleinberg Estate, and the dwarf delirium mining operation.
- Ned explains the function of the Ring of Spell Storing to the group.
- After discussion, the party decides to head to the Rose Theater as their next destination.
- The group prepares to enter Drakenheim, with some concern about the Rose Theater's proximity to St. Vitruvio's Cathedral where fighting may still be ongoing.
NPCs
Elderick Runeweaver
A distinguished professor from the Amethyst Academy who speaks like Obama. Currently in Drakenheim to reclaim the Inscrutable Tower and become a director at the Academy. Acts as a key contact for the party, providing information, resources, and magic items in exchange for assistance. Knowledgeable about magical artifacts, delirium research, and the political situation in Drakenheim.
Friedrich von Lichten
A brilliant but disgraced former head of research at the Enigma Ziggurat. Published seven Academy texts on transmutation, human anatomy, and the effects of magic on the physical form. Known for talking at length about his findings like an excited child. Was expelled from the Academy for experimenting on fellow mages, turning them into monstrous drags. Now a malfeasant with a bounty on his head from both the Academy and Silver Order. His research on delirium contamination may be the key to curing Queen Leonora's condition. Possibly the 'Pale Man' of Drakenheim legend.
Leonora
The Queen whose sanity is severely compromised by delirium contamination and consumption of Elder Chililies. Her condition must be kept secret to maintain her legitimacy, as the Silver Order might declare her an abomination if they discover her tainted state.
River
A tiefling mage of the Amethyst Academy who entered Drakenheim to investigate the relit brazier. More knowledgeable about the Clock Tower than Runeweaver. Has been hunting hardcore for Friedrich von Lichten and believes he might be the 'Pale Man' from local legends.
Nathaniel Flint
A jovial, optimistic human man in his thirties who leads the Falling Fire religious movement at Hendrick's Farm. Described as Mr. Optimism and Mr. Positivity. Feeds visitors wine and is very interested in hearing about adventures. Believes strongly in destiny and divine connections. Takes new batches of pilgrims to have sacraments at the crater.
Lucretia Mathias
A powerful woman in her 60s who leads the Falling Fire faith and resides at St. Vitruvio Monastery in the Crater. A former sacred flame scholar knowledgeable about ancient prophecies, relics, and the history of Argonath and St. Vitruvio. Her own delirium shard embedded in her chest glows rhythmically during ceremonies. Conducts the sacrament of conversion and can barter powerful magic items. According to legend, she once saved a blacksmith boy from lycanthropy who went on to become a paladin wielding Twilight.
Serene
A pocket cleric who assisted the party in relighting the brazier at St. Vitruvio's Cathedral and knows the story of Argonath and St. Vitruvio.
Argonath
An ancient golden dragon who fought alongside the paladin St. Vitruvio centuries ago. The party recently encountered this dragon, and Tark felt a strong emotional connection. Lucretia believes there is a prophetic connection between Tark and Argonath, and proposes researching ways to resurrect the dragon.
Madame Rochelle
The exquisite hostess who runs the Gilded Lily and organizes the nightly performance acts.
Magistrate
An official who previously tried to get Oiroa to help write laws around delirium. Seen completely drunk at a table by himself at the Gilded Lily.
Flute Player
An entertainer at the Gilded Lily who quickly collects gold for Yazzy after his performance, gathering 29 gold from the crowd.
Female Singer
Another entertainer performing at the Gilded Lily.
Will Wheaton
A knight of the Falling Fire who previously fought alongside the party. He retrieves Tark and Syndle after their hours in the crater and brings them to meet Lucretia Mathias.
Ignatius
Tark's sentient greatsword with a strong bent towards truth and the ability to activate a zone of truth. The sword has a personality and doesn't get along with Twilight. Engages in a lengthy conversation with Lucretia Mathias about the Falling Fire's beliefs, confirming the sincerity of her visions. Can ignite with flame and deals radiant damage.
Tark's Father
A spectral manifestation of Tark's deepest fear and inner darkness that appears during the sacrament ritual. In life, he was a bookkeeper. The manifestation expresses dismay and disappointment over Tark's absence during the village's destruction, but offers forgiveness before disappearing after being defeated.
Arcane Wraith
A spectral entity that appears as part of Lucretia Mathias's sacrament ritual in the monastery.
Oscar Yoren
A wizard whose 'den of horrors' was previously visited by the party, where they encountered a summoned demon and nearly died.
Orson Fairweather
A former gladiator and the most prolific exporter of delirium operating in Emberwood Village. Described as a stout man with a heavily scarred and aged face, a leather eye patch, and a mouth of gold teeth. Was hung by the Silver Order for his delirium dealing activities.
Locations
Haunted House
A location containing a magic circle that Ned and Xakarium use to communicate with Elderick Runeweaver in the River Kingdoms.
St. Vitruvio's Cathedral
The site where a brazier was recently relit by the party, causing a boom heard as far as the River Kingdoms. Currently the location of an all-out brawl between multiple factions including Gramir, Queen's Men, Silver Order, and Hooded Lanterns.
Enigma Ziggurat
A former research facility where Friedrich von Lichten once served as head of the research department alongside multiple researchers and high-ranking mages.
Dragon's Tomb
The place where the party acquired a geode of delirium that was handed over to Elderick Runeweaver.
Hendrick's Farm
A gathering place for Falling Fire pilgrims south of Emberwood Village. Features a shed designated for Tark that children have decorated with a mural depicting him as a powerful dragon. Nathaniel Flint is present here along with pilgrims, though the warrior types and Lucretia Mathias are absent.
Gilded Lily
A fine, high-brow bar in Emberwood Village owned by Killian Vandire and run by Madame Rochelle. Features nightly entertainment including musicians and singers. Yazzy has a room here and is known for previous exceptional performances.
Silver Order Barn
A barn near the Hooded Lanterns watchtower by the river that has been converted into a base for the Silver Order to stay when they come into Emberwood Village.
The Crater
The site of the meteor impact, now a dangerous delirium-filled area shrouded in particularly thick Haze. Requires contamination checks to enter. Contains St. Vitruvio Monastery and is where the Falling Fire conducts sacred rituals. The treasury and armory of the Falling Fire are located here.
St. Vitruvio Monastery
A monastery within the Crater, also called St. Selena's monastery, where Lucretia Mathias resides and conducts ceremonies for the Falling Fire, including the sacrament of conversion. An arcane Wraith appears during rituals here.
Emberwood Village
The main town where the party stays, featuring various establishments including the Gilded Lily, Bark and Buzzard, and Skull and Sword. Serves as a hub for information and social interaction before entering Drakenheim.
Rose Theater
A location in Drakenheim that the party decides to visit next, noted to be close to St. Vitruvio's Cathedral.
Inscrutable Tower
A landmark in Drakenheim that Elderick Runeweaver wants to reclaim. He promises to provide the party with an executive summary, layout, and information about traps and defenses.
Clock Tower
A very interesting magical tower in Drakenheim that River knows more about. Elderick Runeweaver will provide information about it to the party.
Items
Royal Will Documents
Official papers found in St. Vitruvio's Cathedral that the party read through and handed over to Elderick Runeweaver to help prove their claim to the throne.
Blood Testing Device
A well-known device that can test the blood of anyone to determine their official blood-royalty relations within the Van Kessel family. Handed over to Elderick Runeweaver along with blood samples.
Geode of Delirium
A geode obtained from the Dragon's Tomb, given to Elderick Runeweaver. He suggests it could be used as payment, ransom, or leverage when dealing with Friedrich von Lichten.
Essence of Null
A potion of shimmering, viscous fluid created from Mage Eater glands. Creates an invisible anti-magic field for whoever drinks it.
Mage Seeker Amulet
A pulsating blue Mage Eater gland housed in a delicate brass and silver filigree cage, amulet-sized and round. When attuned, it pulses and glows when magic is nearby, allowing the wearer to sense the direction and power of magic through heightened senses. The gland hungers for magic and can feel the heartbeat of the world's mana, knowing exactly where to strike to make it stop. Designed to help find Friedrich von Lichten and dangerous in the hands of mage slayers.
Books and Journals from St. Vitruvio
Writings from the revered holy figure St. Vitruvio, handed over to Elderick Runeweaver for study.
Mirrored Shields
Three shields found in St. Vitruvio's Cathedral, given to Elderick Runeweaver.
Special Lights from the Library
Five desk lamps with interesting stories from the library in the basement of St. Vitruvio's Cathedral, given to Elderick Runeweaver.
Twilight
A magical greatsword with a legendary history. According to legend, it was crafted by a blacksmith boy afflicted with lycanthropy who intended to use it to take his own life, but was saved by Lucretia Mathias and became a paladin. Recognized by Lucretia as a relic wielded by one of St. Brenna's paladins. Tark trades it to Lucretia for a Belt of Hill Giant Strength and a plus two shield.
Elven Chain
Chain mail armor that grants proficiency even to those who lack proficiency with medium armor, with no penalties for wizards. Offered to Ned by the Amethyst Academy.
Bracers of Defense
Bracers that provide plus two to AC if the wearer is not wearing armor or carrying a shield. Offered as an alternative to Elven Chain for Ned.
Amethyst Shroud
A cloak with up to four charges that regains 1d4 charges daily. When hitting with an attack or spell, the wearer can expend any number of charges to deal an extra 1d6 lightning damage per charge. If targeted by an energy spell, can potentially recharge some charges. Offered to Xakarium by the Amethyst Academy.
Ring of Invisibility
A magical ring that grants invisibility. When activated, after taking an action that would break normal invisibility, it reactivates at the start of the wearer's next turn, allowing for near-perpetual invisibility. Offered by Lucretia as one option for trading Twilight.
Belt of Hill Giant Strength
A magical belt that grants the wearer a strength score of 21 (plus five bonus). Tark receives this from Lucretia in exchange for Twilight. Tark attunes to it before undergoing the sacrament.
Plus Two Shield
A magical shield that provides enhanced defense. Part of what Tark receives from Lucretia in the trade for Twilight.
Delirium Crystal
A crystal found by Tark in the crater after three hours of searching. Half smooth and rounded, half jagged, representing Tark's torn nature between his ideals and damaged experiences. Embedded into Tark's chest during the Falling Fire sacrament, granting him immunity to contamination.
Aqua Expergo
Syringes containing a substance that provides haze protection. Tark hands over his four shots to Ned after gaining immunity to contamination through the sacrament.
Ring of Spell Storing
A magical ring that can store up to five levels worth of spells. Ned explains its function to the party as they prepare for their next adventure.
Falling Fire Pamphlets
Informational materials about the Falling Fire faith that Ignatius reads overnight to learn about their beliefs and tenets.
Spells
Zone of Truth
A magical effect associated with the sentient sword Ignatius. When drawn, it creates an aura that compels creatures to speak truthfully or dodge questions. Affected creatures who fail their save may not know they are under its influence, while those who succeed are aware of the spell. Used by Tark to verify Syndle's honest testimony about his conversion experience.
Detect Magic
A spell mentioned in comparison to the Mage Seeker Amulet's abilities, which Elderick Runeweaver claims is far more powerful than the standard spell.
Session 43: Faith and Incompetence
Date: Feb 24th, 2026
Summary
The party arrived at the Rose Theater, a dilapidated open-air amphitheater with Roman coliseum-like architecture. Large portions of the building were collapsing, and columns lined the entrance where they could peer inside. As they approached, they heard a disturbing crunching noise and the phantom sounds of an audience emanating from the upper tiers. Just inside the entrance, they discovered a monstrously sized caterpillar with luminescent spines and glowing purple-green skin, loudly chewing on a large piece of delirium.
Yazzy attempted to calm the creature by playing an old tune on her lute, but the caterpillar remained completely unaffected by the music. Oiroa tried to discern the creature's thoughts but found its mind too primitive to read. When Oiroa threw a pebble at it, the stone simply clinked off a wall without drawing any reaction. A second caterpillar then emerged and began fighting over the same piece of delirium with the first, both crunching on it together like lovers sharing a meal.
The party engaged the caterpillars in combat. Ned struck one with magical fire, causing it to flinch and curl up sadly before resuming its feast. Tark finished it off with necrotic energy, and the surviving caterpillar happily claimed the delirium from its dead companion's mouth. Yazzy released a cloud of poison from her mouth, and the phantom audience noise swelled in applause as if cheering her performance. After the second caterpillar was killed, Yazzy cut it open and discovered its body was full of valuable delirium dust mixed with ichorous black blood. She used magic to clean and separate the dust, collecting two batches for use as spell components.
The party split up to explore the theater's interior. Xakarium ventured into a claustrophobic labyrinth beneath the structure, finding dripping silvery gossamer strands, delirium streaks on the walls, and crisscrossing silk lines hanging in the air. The space carried a cocktail of sweet, decaying, and mucusy smells. Oiroa ascended a staircase to the upper tier auditorium and saw jet-black brambles with neon iridescent flowers covering the seats. Below, a stage area featured a pool of dark, blackish-purple water, and the audience noise seemed to emanate from the bushes themselves. Ned tested one of the silk strands with fire and found it glowed and spread slowly before extinguishing, rather than igniting rapidly.
When the party regrouped in the upper tier, Yazzy investigated the brambles and sensed they possessed sentience and a strong will, with poisonous spores. Ned examined them further and realized they were delirium-spawned plants where the flowers were a transformed version of delirium itself. He observed root systems extending into the water and discussed with the party how these plants could potentially serve as a source of spell amplification. The group debated the risks and benefits of harvesting or destroying the brambles.
Xakarium approached a collapsed section of the bleachers to get a better view, and the ground suddenly cracked beneath him like ice. He plummeted forty-five feet through the collapsed floor, crashing onto the stage below with a thunderous clang of plate armor hitting cement. On the stage, a lone figure dressed in tattered silks and velvet paused his whispered monologue mid-sentence. This was Valerius Thorn, a celebrated tragedian wearing a porcelain mask covering the lower half of his face. He turned his head in a bird-like manner and stood abruptly with jerky, marionette-like movements, flinging down a lace handkerchief he had been clutching.
Valerius's voice transformed into a booming, thunderous tone that sounded as if he were inches from everyone's face. The black brambles rippled in reaction, and the audience noise morphed into weeping violins, the scent of roses, children crying, and voices saying "you interrupted the show." Valerius delivered an enraged monologue about the interruption, his mask shifting to a tragedy expression as he berated the party for shattering his performance at its climax. He regained his composure and called for "places, everyone," declaring that the critics deserved a tragedy they would never forget. Yazzy recognized him as the region's most celebrated actor, nicknamed "Valerius the Bloody Thorn" for his difficult personality.
Tark flew down to assist Xakarium and observed tightly wrapped, pulsating cocoons nestled in the walls of a collapsed corner room. Ned activated his magical amulet, which granted him enhanced perception of magic and delirium. Through this vision, he saw magical auras around his companions and Valerius's mask, and identified the footlight as a modified magical flame. Most horrifyingly, he discovered outlines of bodies and body parts within the brambles, realizing that humanoids had been transformed into these plants when the meteor hit. He shared this grim discovery with the party, explaining that each bramble contained the remains of a person who had been in the audience.
As Xakarium moved on the stage, he snapped some bramble twigs, further interrupting Valerius's resumed monologue. The actor reacted with fury, and the brambles behind Xakarium violently animated. Zombie-like remnants of corpses pulled themselves up from their seats, their vines detaching as they stood to confront the intruder. Yazzy unleashed a wave of thunderous force that damaged an animated bramble and pushed it into the delirium water, while also striking nearby enemies with lightning. The boom was audible for hundreds of feet, and the phantom audience erupted in disapproval. More creatures emerged from the water, including grotesque lob frogs with pouches of egg-like delirium projectiles.
The battle intensified as animated brambles lashed out with thorny vines, whipping the party and attempting to grapple them. The lob frogs hurled acid-filled eggs that stuck to targets and melted into their shapes. Yazzy floated into the air and shattered Valerius with a burst of sound, obliterating his costume and leaving him naked and annoyed on stage. Xakarium, restrained by vines, struck Valerius with a massive bolt of thunder energy, and the actor took double damage, revealing his vulnerability to thunder. Oiroa called down divine fire that bloodied Valerius and scorched the lob frogs.
Tark activated his magical sword Ignatius and flew over the water, where a swarm of loathsome gagflies burst from the surface and attacked him with acid. He skewered Valerius from stem to stern, splitting the actor's body like a sliced hot dog. The radiant energy made Valerius sizzle and burn, and he collapsed to the floor smelling like fried bologna. Despite his death, the theater's defenses continued to attack with legendary fury. Aquatic brambles grasped at the party, and the lob frogs hurled more eggs. Xakarium, under the influence of spores, was compelled to attack Oiroa and struck her with a devastating critical blow, prompting Tark to shout "Compromised!" from across the room.
Ned unleashed a massive explosion of fire that incinerated multiple lob frogs, aquatic brambles, regular brambles, and the gagfly swarm, clearing large areas of enemies. Yazzy cast a hypnotic pattern of swirling, dazzling colors that charmed and incapacitated numerous remaining brambles and even Xakarium himself. She flew higher to escape the chaos, declaring "Peace, yo" as she ascended. The party continued to fight off the remaining creatures, with Tark attacking the bloodied lob frog and gagfly swarm. As the session ended, Ned prepared to unleash another devastating explosion of fire on the remaining enemies, determined to clear the theater of its corrupted inhabitants.
Memorable Moments
"Xakarium falls 45 feet through a collapsed section of the theater floor, crashing onto the stage in full plate armor with a thunderous clang, interrupting Valerius's dramatic monologue mid-performance."
—
Xakarium was trying to get a better view of the stage when the ground gave way beneath him like cracking ice
"Who dares? Do you have even the faintest inkling, the most microscopic, gutter-borne shadow of a notion of what you have just done? I was at the precipice! The seventh petal of the rose was about to fall! My monologue was a glass spire reaching for the very throat of the gods!"
— Valerius Thorn
Enraged theatrical outburst after Xakarium's crash interrupted his performance, his voice booming and mask shifting to a tragedy expression
"Ned activates his magical amulet and discovers the horrifying truth: the audience was full when the meteor hit, and each bramble contains the remains of a person transformed by delirium."
—
Using thermal vision to perceive magic and delirium, revealing the grim fate of the theater's former patrons
"Compromised!"
— Tark
Shouted from across the room after witnessing Xakarium, under the influence of spores, critically hit Oiroa with his lightning-infused sword
"Tark skewers Valerius from stem to stern with his magical sword Ignatius, splitting the actor's body like a sliced hot dog that sizzles and burns, smelling like fried bologna."
—
The killing blow against the temperamental actor, delivered with radiant damage after the party discovered his vulnerability to thunder
Scenes
Arrival at the Rose Theater
The party arrives at the dilapidated Rose Theater, an open-air amphitheater with collapsing sections, and encounters strange, delirium-eating caterpillars inside the entrance.
- The party approaches the Rose Theater, noting its Roman coliseum-like architecture with circular design (one flat side) and crumbling state with collapsed sections.
- A crunching noise is heard from inside the theater's entrance, accompanied by sounds of an audience from the upper tiers.
- A monstrously sized caterpillar with luminescent spines and glowing purple-green skin is spotted chewing loudly on a large piece of delirium just inside the entrance.
- Yazzy attempts to play an old tune on her lute to calm the caterpillar, but it remains completely unaffected by the music.
- Oiroa casts Detect Thoughts, confirming the caterpillar has no discernible thoughts due to its intelligence being lower than three.
- Oiroa throws a pebble at the caterpillar, which misses and clinks off a wall, drawing no reaction from the creature.
- A second caterpillar emerges and begins fighting over the same piece of delirium with the first, both crunching on it together like Lady and the Tramp.
Combat with Delirium Caterpillars
The party engages the two delirium-eating caterpillars in combat, discovering they leave behind valuable delirium dust when killed.
- Ned casts Firebolt at one caterpillar, causing it to flinch and visibly take damage, but it quickly resumes eating delirium after a brief moment of sadness.
- Tark uses Toll the Dead on the injured caterpillar, dealing necrotic damage and killing it instantly.
- The surviving caterpillar happily takes the delirium from the dead one's mouth and continues eating contentedly.
- Ned casts Firebolt at the second caterpillar, injuring it significantly.
- Yazzy opens her mouth and releases a poison cloud at the caterpillar, causing the phantom audience noise to swell in applause.
- Oiroa uses Toll the Dead on the second caterpillar, which reacts in pain, finishes its last gulp of delirium, then darts toward Yazzy but fails to bite her.
- Ned casts another Firebolt, killing the second caterpillar.
- Yazzy cuts open the dead caterpillar, causing ichorous black blood to spray out, but she dodges the contamination and discovers delirium dust inside mixed with the ichor.
- Yazzy uses Prestidigitation to clean the delirium dust, separating it from the black ichor, and collects it in a bag.
- Tark carefully slices open the second caterpillar from a distance, causing it to burst with more ichorous blood and delirium dust.
- Yazzy cleans and collects the second batch of delirium dust, storing both batches for later use as spell components.
Exploration of the Theater's Interior
The party splits up to explore different areas of the theater, discovering strange silk strands, delirium-infused brambles, and pulsating cocoons.
- Xakarium scouts ahead into a claustrophobic labyrinth beneath the theater, observing dripping silvery gossamer strands, delirium streaks on walls and vines, and crisscrossing silk lines hanging in the air.
- Xakarium notes a cocktail of sweet, decaying, and mucusy smells, along with the scent of burning caterpillar.
- Oiroa ascends a staircase to peek into the upper tier auditorium, seeing jet-black brambles with neon iridescent flowers covering the seats.
- Oiroa observes a stage area below with dark, blackish-purple water and hears the audience noise coming from the bushes themselves.
- Oiroa reports findings to the party, describing the black vegetation with twinkly lights and delirium water in the center.
- Ned tests a silk strand with fire, finding it glows with flame and spreads slowly before going out, rather than igniting rapidly.
- The party moves up the stairs together to the upper tier, where they can see the full auditorium covered in brambles.
- Yazzy investigates a bramble, learning it possesses sentience and a strong will, with poisonous spores.
- Ned further investigates the brambles, identifying them as delirium-spawned plants where the flowers are a 'flowered version of delirium' and observing root systems extending into the water.
- The party discusses the potential uses and dangers of the delirium-infused plants, considering them as a source of spell amplification.
Xakarium's Fall and Valerius's Outburst
Xakarium accidentally falls through a collapsed section of the theater onto the stage, interrupting the monologue of Valerius Thorn, a celebrated but temperamental actor.
- Xakarium approaches a collapsed section of the bleachers to get a better view, and the ground cracks beneath him like ice.
- Xakarium falls 45 feet through the collapsed floor, crashing onto the stage below with a loud clang of plate armor hitting cement.
- A lone figure on the stage, Valerius, dressed in tattered silks and velvet with a porcelain mask covering the lower half of his face, pauses his whispered monologue mid-sentence.
- Valerius turns his head in a bird-like manner and stands abruptly with jerky, marionette-like movements, flinging down a lace handkerchief.
- Valerius's voice transforms into a booming, thunderous tone that sounds as if he's six inches from everyone's face, demanding 'Who dares?'
- The black brambles ripple in reaction, and the audience noise morphs into weeping violins, rose flowers, kids crying, and sounds of an old girlfriend saying 'you interrupted the show.'
- Valerius delivers an enraged monologue about the interruption, his porcelain mask shifting to a tragedy expression, berating the party for shattering his performance 'at the precipice.'
- Valerius regains composure, calls for 'placements, everyone,' and declares 'The critics are here, and they deserve a tragedy they shall never forget. Or I'm not Valerius.'
- Yazzy recognizes the name Valerius Thorn as a celebrated tragedian and most famous actor of the region, known for magical voice enhancement and nicknamed 'Valerius the Bloody Thorn' for his difficult personality.
- Tark flies down to the stage level to assist Xakarium, observing tightly wrapped, pulsating cocoons nestled in the walls of a collapsed corner room.
Ned's Magical Vision and Discovery
Ned activates his magical amulet to gain enhanced perception, revealing the true nature of the theater's inhabitants and the extent of delirium contamination.
- Ned activates his amulet by taking a big sniff, experiencing an ozone-like scent that grants him thermal-vision-like perception of magic and delirium.
- Ned sees different magical auras around each party member corresponding to their type of magic, and notices Valerius's mask (not Valerius himself) has a magical aura.
- Ned identifies the footlight illuminating Valerius as a modified Continual Flame spell.
- Ned's enhanced vision reveals outlines of bodies and body parts within the brambles, realizing humanoids were affected by delirium and transformed into these plants.
- Ned identifies the source of the decay smell as the bodies at the bottoms of the brambles.
- Ned observes definite delirium contamination in the pool of water on stage, with bright spots indicating concentrated delirium or delirium-infused items.
- Ned shares his findings with nearby party members, explaining that the audience was full when the meteor hit and each bramble contains the remains of a person.
- Ned examines a pulsating cocoon up close, using Arcana to learn it's a living, aware entity with a protective crystalline shell that prevents forced movement or teleportation.
- Ned discovers the cocoons are immune to being charmed, frightened, grappled, paralyzed, petrified, prone, and restrained, and can conjure deeper haze around themselves.
The Theater Awakens
Xakarium's continued disturbances awaken the theater's defenses, causing zombie-like figures to rise from the brambles and initiating combat.
- Xakarium, while moving on the stage, snaps bramble twigs, further interrupting Valerius's resumed monologue.
- Valerius reacts with fury, rubbing his forehead and complaining about 'this metal monstrosity again interrupting my show.'
- The brambles behind Xakarium react violently, and zombie-like remnants of corpses underneath begin pulling themselves up from their seats.
- The vines detach from the seats as the corpse-bramble hybrid stands up, belligerently confronting Xakarium for the interruption.
- Yazzy casts Thunderwave, creating a 15-foot cube of thunderous force that damages an animated bramble and pushes it back into the delirium water.
- Yazzy's Stormy Magic triggers, dealing lightning damage to creatures within 10 feet of her.
- The Thunderwave's boom is audible out to 300 feet, and the crowd noise erupts into a roar of approval.
- One animated bramble fails its save and is pushed into the water, while others take varying amounts of thunder and lightning damage.
- Oiroa attacks an animated bramble with her weapon and shield.
- Tark obliterates one animated bramble with his sword and reduces another to just a bush shape with no visible flesh.
- Ned casts Fly and ascends 50 feet into the air above the stage area to gain a tactical advantage.
Escalating Battle and Emerging Threats
The combat intensifies as more creatures emerge from the water and brambles, including lob frogs and gagflies, while the party unleashes powerful spells.
- Animated brambles lash out with thorny vines, whipping the party and dealing piercing damage to everyone except Ned who is airborne.
- The party members attempt escape checks to avoid being grappled and restrained by the vines, with only Xakarium failing.
- A grotesque lob frog with a pouch of egg-like delirium emerges from the water and lobs eggs at the party.
- The lob frog's eggs hit multiple party members, dealing acid damage and sticking to them, melting into their shapes.
- Three lob frogs total are now visible in the water.
- Yazzy floats 30 feet up and casts Shatter on Valerius, dealing thunder damage and obliterating his costume, leaving him naked and annoyed on stage.
- Xakarium, restrained by vines, casts an upcast Thunderbolt at Valerius, dealing massive thunder damage.
- Valerius appears to take double damage from the thunder attack, revealing his vulnerability to thunder damage.
- Yazzy's earlier Shatter spell also dealt thunder damage, meaning Valerius took additional damage from that as well.
- Oiroa casts Flamestrike, hitting Valerius and two lob frogs with fire and radiant damage, bloodying Valerius.
- Tark activates Ignatius (his magical sword), flies over the water while being attacked by a swarm of loathsome gagflies that emerge from the surface.
- The gagfly swarm spits acid at Tark, dealing damage even though he saved against it.
- Tark skewers Valerius from stem to stern with Ignatius, splitting the actor's body like a sliced hot dog and dealing radiant damage that makes him sizzle and burn.
- Valerius collapses to the floor, dead, his body smelling like fried bologna.
Aftermath and Continued Assault
Despite Valerius's death, the theater's defenses continue to attack, with aquatic brambles and remaining creatures assaulting the party.
- After Valerius's death, the aquatic brambles and creatures get legendary/lair-like reactions, attacking the party.
- Aquatic brambles attempt to grab party members, with both Oiroa and Xakarium being targeted by multiple brambles.
- Some party members are hit by the grasping vines and take additional piercing damage.
- The lob frogs react by throwing more eggs at the party, dealing acid damage to those hit.
- Xakarium, under the influence of spores from earlier, is compelled to move toward the closest non-affected creature and make a melee attack.
- The vines hoist and pass Xakarium across the stage toward Oiroa, the closest unaffected party member.
- Xakarium critically hits Oiroa with his magical sword, dealing slashing and lightning damage totaling 26 points.
- Tark yells 'Compromise!' from across the room upon seeing Xakarium attack Oiroa.
- Oiroa is forced to make a constitution save against the infectious spores from Xakarium's attack and fails.
- Tark attacks the bloodied lob frog with his sword, dealing massive damage and sending it back into the water, nearly dead.
- Ned casts Fireball, creating a massive 20-foot radius explosion centered on the pool.
- The Fireball incinerates multiple lob frogs, aquatic brambles, regular brambles, and the loathsome gagfly swarm.
- Two of the three lob frogs die, one is bloodied; the gagfly swarm is bloodied; multiple aquatic and regular brambles are destroyed.
- Tark takes half damage from the Fireball due to his successful save.
Turning the Tide
Yazzy uses Hypnotic Pattern to incapacitate many remaining enemies, while the party continues to fight off the theater's defenses and spore-induced compulsions.
- Yazzy casts Hypnotic Pattern, creating a 30-foot cube of swirling, dazzling colors to incapacitate enemies.
- The Hypnotic Pattern affects numerous Dark Growth brambles and Xakarium, charming them and reducing their speed to zero.
- Most of the affected brambles fail their wisdom saves and become incapacitated, standing motionless.
- Xakarium also fails his save and is affected by the Hypnotic Pattern, becoming incapacitated.
- Yazzy uses the remainder of her movement to fly 30 feet up, declaring 'Peace, yo' as she escapes.
- A Dark Growth bramble outside the Hypnotic Pattern area attempts to attack Oiroa, who is compelled by spores to attack the nearest non-affected person.
- Oiroa is propelled by vines toward Tark but her attack is ineffective, dealing no damage due to Tark's resistance and rounding down.
- Tark flies over the water to attack the remaining bloodied lob frog.
- Oiroa is swarmed by the loathsome gagflies emerging from the water, taking acid damage.
- Tark attacks the loathsome gagfly swarm, dealing significant damage but not killing it.
- Ned prepares to cast another Fireball, drawing a 20-foot radius circle to target remaining enemies.
- The session ends with Ned about to unleash another Fireball on the remaining creatures.
NPCs
Valerius Thorn
A celebrated tragedian and stage actor, nicknamed 'Valerius the Bloody Thorn' for his sharp, difficult personality. Found kneeling center stage in tattered silks and velvet, clutching a mold-blackened lace handkerchief. Wears a porcelain mask covering the lower half of his face that shifts to a tragedy expression when enraged. Uses magical voice enhancement to deliver booming, thunderous performances. Becomes furious when interrupted during his monologue, with jerky, marionette-like movements. Vulnerable to thunder damage, taking double damage from such attacks. Was killed by Tark's sword Ignatius, his body split and sizzling like fried bologna.
Delirium Caterpillar
Monstrously sized caterpillars with undulating bodies, sharp luminescent spines, and skin of throbbing purples and greens with eerie bioluminescent glow. Crunch loudly on large pieces of delirium. Have very low intelligence (below 3) and are unaffected by Detect Thoughts. When killed, their bodies burst with ichorous black blood mixed with delirium dust. Leave behind a trail of silky gossamer as they move.
Dark Growth Brambles
Jet-black brambles with neon-colored iridescent flowers covering the theater seats. Sentient creatures with strong will rather than simple plants, with poisonous spores. Revealed to be delirium-spawned plants formed from the remains of humanoids who were in the audience when the meteor hit. Can animate and attack with thorny vines that whip and grapple targets. React collectively as if connected in a hive mind. Some aquatic versions emerge from the water on stage.
Lob Frog
Grotesque, ugly-looking frog-like creatures with large pouches of egg-like delirium projectiles. Emerge from the dark water on the stage. Lob acid-filled eggs that stick to targets and melt into their shapes, dealing ongoing acid damage. Vulnerable to fire damage.
Loathsome Gagfly
A swarm of large, aggressive flies that burst from the surface of the water when disturbed. Spit acid at targets and attempt to stab with proboscises. More resilient than the lob frogs with higher hit points. Vulnerable to fire damage.
Pulsating Cocoons
Tightly wrapped, bulbous cocoons with crystalline shells fastened to walls in collapsed sections. Living, aware entities with face-like patterns that seem to gasp and moan in silence. Emit thin mist from their surfaces. Immune to being charmed, frightened, grappled, paralyzed, petrified, prone, and restrained. Cannot be forced to move or teleported without choosing to. Can conjure deeper haze around themselves.
Locations
Rose Theater
A dilapidated, open-air amphitheater with Roman coliseum-like architecture, featuring a circular design with one flat side. Large portions of the building are collapsing, with columns lining the entrance. The upper tiers contain auditorium seating now overgrown with jet-black brambles and neon iridescent flowers. The stage area features a pool of dark, blackish-purple water contaminated with delirium. A claustrophobic labyrinth exists beneath the theater with silvery gossamer strands, delirium streaks, and crisscrossing silk lines. The air carries a cocktail of sweet, decaying, and mucusy smells. Phantom audience noises emanate from the brambles themselves. Tightly wrapped, pulsating cocoons are nestled in the walls of collapsed sections.
Items
Delirium Dust
Fine powder found inside the bodies of delirium caterpillars after they are killed, mixed with ichorous black blood. Can be cleaned with Prestidigitation to separate it from the ichor, making it suitable for use as spell components. The party collected two batches from the caterpillars.
Ned's Amulet
A magical amulet that when activated by sniffing produces an ozone-like scent and grants thermal-vision-like perception of magic and delirium for 10 minutes. Reveals magical auras around spellcasters corresponding to their magic type, detects delirium contamination, and can see through objects to perceive magical sources. Also provides heightened senses and arcane radar. Shutters and glows when magic gets very close without needing activation.
Valerius's Porcelain Mask
A porcelain mask covering the lower half of Valerius Thorn's face. Magically enhances his voice to booming, thunderous levels. Shifts appearance to resemble a ceramic tragedy mask when he becomes enraged. The source of his magical power, though he himself is vulnerable to thunder damage.
Ignatius
Tark's magical sword that can be activated to deal radiant damage. Used to skewer Valerius Thorn, splitting his body and causing it to sizzle and burn with radiant energy.
Lace Handkerchief
A tattered, mold-blackened lace handkerchief clutched by Valerius as if holding someone's hand during his monologue. He brings it to his nose as if smelling a flower, then flings it down dramatically when enraged.
Spells
Detect Thoughts
Cast by Oiroa to attempt to discern the thoughts of the delirium caterpillar. Ineffective due to the creature's intelligence being lower than three, which makes it unaffected by the spell.
Firebolt
Cast by Ned multiple times to attack delirium caterpillars and other enemies. Causes visible damage and flinching but doesn't immediately stop caterpillars from eating delirium. Used successfully to kill the second caterpillar.
Toll the Dead
Cast by Tark and Oiroa to deal necrotic damage to caterpillars and other enemies. Deals increased damage if the target is already injured. Successfully killed the first caterpillar.
Poison Cloud
An ability used by Yazzy where she opens her mouth and releases a cloud of poison. When used on a caterpillar, it caused the phantom audience noise to swell in applause.
Prestidigitation
Cast by Yazzy to clean delirium dust contaminated with ichorous caterpillar blood, separating the valuable dust from the ichor to make it suitable for storage and use as spell components.
Fly
Cast by Ned on himself, allowing him to ascend 50 feet into the air above the stage to gain tactical advantage and avoid ground-based threats during combat.
Thunderwave
Cast by Yazzy, creating a 15-foot cube of thunderous force that damages and pushes creatures back 10 feet on failed saves. Audible out to 300 feet. Triggered Yazzy's Stormy Magic, dealing additional lightning damage to creatures within 10 feet. Caused the phantom audience to erupt in approval.
Shatter
Cast by Yazzy on Valerius, creating a loud burst of sound that deals thunder damage. Obliterated Valerius's costume, leaving him naked and annoyed. Also added psychic blade damage to the attack.
Thunderbolt
An upcast thunder damage spell cast by Xakarium while restrained. Dealt massive thunder damage to Valerius, who took double damage due to his vulnerability to thunder. Used Destructive Wrath to maximize the damage dice.
Flamestrike
Cast by Oiroa, calling down a column of divine fire that deals fire and radiant damage in a cylinder. Hit Valerius and two lob frogs, bloodying Valerius.
Fireball
Cast by Ned multiple times, creating a 20-foot radius explosion of fire. Incinerated multiple lob frogs, aquatic brambles, regular brambles, and the loathsome gagfly swarm. Highly effective against the theater's defenses, clearing large areas of enemies.
Hypnotic Pattern
Cast by Yazzy, creating a 30-foot cube of swirling, dazzling colors that charms and incapacitates creatures who fail a wisdom save, reducing their speed to zero. Successfully incapacitated numerous Dark Growth brambles and Xakarium.
Continual Flame
A spell modified to function as a footlight, illuminating Valerius on the stage. Detected by Ned's magical vision as having a magical aura.
Session 44: Final Curtain
Date: Mar 3rd, 2026
Summary
Outside the crumbling Rose Theater — a half-collapsed Roman coliseum of an amphitheater — Syndle was struck by a sudden, wretched diarrhea that kept him from joining his companions as they ventured inside. A thunderous boom shook the earth and knocked him flat, and as he lay there in the dirt, the sky above him shifted to a night sky of centuries past. He found himself inhabiting the body of Argonath, the great golden titan, watching a meteor streak across ancient heavens before launching into the air on wings of fire. When he snapped back to himself, covered in the aftermath of his runny misfortune, he heard the unmistakable sound of a raucous, booing crowd echoing from within the theater. He pulled his Lucha Libre mask over his face — carefully altered to accommodate his magnificent mustache — and dashed inside, following slime trails, silvery cocoon-like webbing, and the gutted remains of two enormous purple caterpillars down in the basement until he found his companions' footprints leading up into the auditorium.
What greeted him upstairs was chaos. The stadium seating was consumed by jet-black brambly bushes bursting with neon flowers, and from within those bushes, grotesque humanoid shapes made of tangled vines and body parts were rising up like an enraged audience. A fireball had already torn through the stands, igniting the oily vines like rags and sending the half-shell ceiling crashing down into skeletal scaffolding, but the fight was far from over. Xakarium found himself overtaken by a dark, creeping corruption that compelled him to turn on his own allies, and though he managed to shake it off, the dark growths were relentless — they swarmed him, beat him into unconsciousness, and continued to kick him while he lay on the ground. Oiroa fared no better, overwhelmed by a torrent of thorny vine strikes that sent her plunging unconscious into the black delirium stew of the orchestral pit, restrained and grappled beneath the surface. Tark, hovering just above the water, reached down with his long arms and wrenched her free, carrying her up into the air to safety.
The tide of battle shifted in terrifying and spectacular ways. The remaining dark growths pooled together in the water, merging into a massive composite creature the party grimly dubbed Voltron, which then grappled the re-compromised Xakarium and tried to use him as a puppet to swing at Tark. Meanwhile, two brightly colored delirium moths — their wings shimmering purple and green with patterns resembling screaming human faces — emerged from the basement and descended on Yazzy, leaving her sluggish and disoriented. Xakarium, still grappled by Voltron, contorted his hands and unleashed a crackling bolt of lightning that tore through several enemies, and Syndle teleported across the battlefield again and again, striking at the dark growths with reckless fury. The killing blow came from Ned, whose magical bolts critically struck Voltron and caused it to explode in a cascade of fire, necrotic energy, and rolling thunder that bounced between the remaining enemies and obliterated them in a chain of destruction. The last surviving dark growths, recognizing they were beaten, retreated beneath the bleachers, and the crowd noise finally fell silent as Oiroa stepped forward and crushed the final enemy with her mace, sending it bursting into a cloud of sparkles.
In the quiet aftermath, the party turned to looting the theater. As Yazzy reached for the magical mask worn by the fallen performer, the man — Valerius — spluttered back to life just long enough to deliver a breathless, dramatic final monologue about the light being undying before expiring in her arms. Backstage, the party uncovered a trove of theatrical treasures: a crate of twelve vials of thick crimson stage blood useful for faking injuries, a disguise kit in the form of a makeup kit, a magical hooded lantern capable of producing elaborate stage lighting effects, a lockbox containing four hundred and fifty gold pieces from ticket sales and a ledger filled with scandalous notes on local nobles who had frequented the theater, a magic velvet hood, and an unfinished symphony clearly written by a bard — which Yazzy claimed for herself, already imagining the finished version bearing her name. With their wounds tended and their pockets heavier, the party settled in for a brief rest, Yazzy's voice drifting softly through the ruined theater as she sang to help her companions recover.
Memorable Moments
"Ned's Frenzied Bolts critically hits the massive Voltron creature, causing it to explode into a fireball that bounces between enemies dealing fire, necrotic, and thunder damage, wiping out the remaining threats in a spectacular chain reaction."
—
The party was desperate, with multiple members unconscious or compromised, when Ned's spell turned the tide in one explosive moment.
"Syndle, lying in his own mess outside the theater, experiences a vision of being the golden titan Argonath watching a meteor fall from centuries-old skies, then wakes up and dashes into the chaos."
—
A thunderous boom knocked Syndle down mid-illness, triggering a profound vision connecting him to Argonath and the falling stars.
"The compromised Xakarium, grappled by the giant Voltron bush creature, decides to latch on and have Voltron hold him up so he can swing at Tark flying above the water — fully committing to the bit."
—
Xakarium had no way to walk on water in chainmail, so he logically asked Voltron to hold him up as a platform to attack his own ally.
"The light... the light is undying..."
— Valerius
The defeated performer Valerius spluttered back to life for one final dramatic death monologue as Yazzy reached for his magical mask.
Scenes
Syndle's Vision and Entry into the Rose Theater
Syndle, suffering from a sudden illness outside the Rose Theater, experiences a vivid vision of being Argonath in centuries past, witnessing a meteor shower. Upon waking, he enters the theater to find his party amidst a chaotic scene.
- Syndle is struck by a sudden illness outside the Rose Theater, preventing him from entering with the rest of the party.
- A loud, thunderous boom knocks Syndle to the ground, triggering a powerful vision similar to one he had at a farm.
- In the vision, Syndle sees through the eyes of Argonath centuries ago, watching a falling star from the ground before taking flight as the golden titan.
- Syndle awakens on the ground, covered in the aftermath of his illness, and hears a raucous booing crowd from within the theater.
- He dons his Lucha Libre-style mask — altered to accommodate his giant mustache — and dashes into the theater.
- In the basement, Syndle finds silvery thread webbing, slime trails, two dead large purple caterpillars sliced open, and footprints from his companions leading to a staircase.
- Syndle follows his party's footprints up a staircase into the main auditorium.
Battle in the Rose Theater Auditorium
The party battles animated brambly bush creatures containing body parts, a massive coalesced 'Voltron' creature, and delirium moths in the Rose Theater auditorium, while contending with party members being compromised, knocked unconscious, and rescued.
- Syndle enters the auditorium to find jet-black brambly bushes throughout the stands, with body parts emerging from them and acting like an angry booing audience.
- A fireball obliterates most of the brambly bush creatures, and the resulting fire causes the remaining half-shell ceiling to collapse, leaving only scaffolding.
- Xakarium becomes compromised by infusing vines, which compel him to attack his allies, but he eventually shakes off the effect with a successful saving throw.
- The dark growth creatures attack Xakarium, knocking him unconscious, and continue to kick him while he is down, costing him a death save.
- Two dark growth creatures merge into Xakarium, healing him and re-compromising him, compelling him to move toward and attack Tark.
- Oiroa is overwhelmed by multiple vine attacks, taking heavy piercing damage, and falls unconscious, restrained and grappled underwater in the black delirium stew of the orchestral pit.
- Tark heroically reaches down from above the water to rescue the unconscious Oiroa, pulling her free from the vines.
- Syndle uses his teleportation ability to escape grapples and reposition, attacking the dark growth creatures with Draconic Cry for advantage.
- Yazzy is afflicted by two brightly colored delirium moths that emerge from the basement, inflicting the slow condition upon her.
- Multiple dark growth creatures pool together in the water to form a massive composite creature the party dubs 'Voltron.'
- The compromised Xakarium, grappled by Voltron, contorts his hands to cast a lightning bolt, striking multiple enemies.
- Ned's Frenzied Bolts spell critically hits Voltron, causing it to explode and dealing chain reactions of fire, necrotic, and thunder damage to surrounding enemies, destroying many of them.
- The moths release a cloud of delirium dust, causing Tark to fail a wisdom save and take radiant damage, while Oiroa saves.
- The remaining dark growths retreat back under the bleachers, ending the major combat.
- Oiroa heals Yazzy with a healing word and then finishes off the last remaining enemy with her mace, causing it to burst into sparkles as the crowd noise goes silent.
Post-Combat Exploration and Short Rest
After defeating the enemies, the party loots the Rose Theater — including the deceased performer Valerius — and discovers various magical and mundane items before taking a short rest to recover.
- As Yazzy goes to take the mask from the performer, Valerius splutters to life and delivers a dramatic final monologue about 'the light undying' before dying.
- The party investigates the backstage area of the theater, rolling investigation checks.
- They discover a crate of 12 vials of thick crimson stage blood syrup that grants advantage on deception checks to fake an injury.
- A makeup kit functioning as a disguise kit is found backstage.
- A hooded lantern radiating magic, capable of producing various stage lighting effects, is discovered.
- An unfinished symphony, clearly magical and written by a bard, is found; Yazzy claims it along with the magical mask.
- A lockbox containing 450 gold pieces, presumably from ticket sales with stubs still inside, is recovered.
- A ledger with scandalous notes on local nobles who frequented the theater is found.
- A magic velvet hood is discovered
- The party discusses splitting the stage blood vials and stowing items in the bag of holding.
- The party takes a short rest, with Yazzy singing her Song of Rest to provide additional healing, and Ned uses Arcane Recovery.
NPCs
Dark Growths
Animated, jet-black brambly bushes with pops of neon flowers, containing various body parts that emerge from the stands and act like an angry booing audience. They can form humanoid shapes, attack with thorny vines, grapple and restrain targets, infuse vines to heal or compromise creatures with Dark Decay, and pool together to form a massive composite creature the party dubbed 'Voltron.' They react to fire like oily rags and eventually retreat under the bleachers when sufficiently defeated.
Delirium Moths
Two brightly colored moths that emerge from the basement of the Rose Theater. They have brilliant patterned wings glimmering purple and green featuring hypnotic shapes resembling screaming human faces, grotesque bat-like faces, curved antennae ending in bioluminescent lanterns, and mosaic fractal eyes. They drift delirium dust and can inflict the slow condition via an intelligence saving throw, deal radiant damage with a cloud of delirium dust, and attempt to drain intelligence from unconscious targets.
Frog
An enemy creature encountered in the Rose Theater that throws fish eggs as an attack, though it misses Tark during the session. It is described as protecting its eggs by the end of combat.
Valerius
A performer whose magical mask Yazzy claims after the battle. As Yazzy reaches for the mask, Valerius splutters to life and delivers a dramatic final monologue about 'the light undying' before dying in her arms.
Locations
Rose Theater
A Roman Coliseum-type amphitheater, half-collapsed, with a basement area containing columns, silvery thread webbing, slime trails, and dead purple caterpillars. The main auditorium features stadium seating covered in jet-black brambly bushes with neon flower pops and body parts. A deeper orchestral pit is filled with a black delirium stew. The ceiling is mostly scaffolding and skeletal remains after collapsing during the battle. A stage and backstage area contain various theatrical props and magical items.
Items
Magical Mask
A mask taken from the deceased performer Valerius. It has performance-based magic — in a previous session the performer was heard whispering from the stage and his voice carried perfectly throughout the entire theater as if he were right beside the listener. Yazzy claims it.
Vials of Stage Blood
A crate containing 12 vials of thick crimson syrup found backstage in the Rose Theater. Each vial grants advantage on deception checks to fake an injury. The party splits them up, with some going to individual members and the rest stowed in the bag of holding.
Makeup Kit
A kit found backstage in the Rose Theater that functions as a disguise kit, useful for altering one's appearance.
Hooded Lantern
A magical hooded lantern found backstage in the Rose Theater that radiates magic and appears capable of producing various stage lighting effects.
Unfinished Symphony
A clearly magical, unfinished symphony written by a bard, found backstage in the Rose Theater. Yazzy takes possession of it, noting she could complete it as her own finished symphony.
Lockbox with Gold
A small lockbox found backstage containing 450 gold pieces and ticket stubs, presumably from ticket sales at the Rose Theater.
Ledger
A ledger found backstage containing notes on local nobles who frequented the Rose Theater, along with scandalous information about them — described by the party as a blacklist.
Magic Velvet Hood
A magical velvet hood discovered backstage in the Rose Theater.
Spells
Fireball
Cast by Ned in the Rose Theater auditorium, this powerful area-of-effect spell obliterated the majority of the brambly bush creatures in the stands. The resulting fire ignited the oily, vine-covered bleachers like rags, and the force of the blast caused the remaining half-shell ceiling to collapse into scaffolding and debris.
Healing Word
Used multiple times during the session — by Oiroa to revive Xakarium while he was unconscious and being attacked on the ground, and later to restore hit points to Yazzy after she was knocked unconscious by the delirium moths. Yazzy also used a version of this during the short rest via Song of Rest.
Magic Missile
Cast by Ned to precisely target and eliminate multiple wounded dark growth creatures, expending several spell slot charges to clear the battlefield of remaining threats near Syndle.
Frenzied Bolts
Cast by Ned with advantage against the massive Voltron creature. The spell critically hit, causing Voltron to explode into a fireball, with the effect bouncing between nearby enemies and dealing fire, necrotic, and thunder damage in a chain reaction that destroyed several enemies and ended the combat's major threat.
Lightning Bolt
Cast by Xakarium while grappled by the Voltron creature, contorting his hands to release a powerful line of electrical energy that struck multiple enemies. Later cast again after breaking free, with Xakarium using his storm powers to propel himself into the air for a better angle, striking two remaining enemies.
Draconic Cry
Used by Syndle multiple times during the battle to grant himself and nearby allies advantage on attacks against nearby enemies, enhancing combat effectiveness against the dark growth creatures and the Voltron form.
Slow
A condition inflicted on Yazzy by the delirium moths via an intelligence saving throw. It reduced her movement to half and introduced a chance that her spells would not take effect until her next turn, significantly hampering her effectiveness during the final stages of combat.
Song of Rest
Yazzy sang her Song of Rest during the party's short rest after the battle, providing each party member with an additional d8 of healing on top of their hit dice rolls.
Arcane Recovery
Used by Ned during the short rest after the battle to regain some expended magical resources.
Session 45: Crimson Countess and Friends
Date: Mar 10th, 2026 (Guest appearance Don as the Corvus-Lamias)
Summary
The party had barely settled into their short rest in the basement of the Rose Theater when Yazzy spotted a pair of black hind legs moving slowly through the corridors beyond a crack in the wall. The group crept forward to investigate, but before they could get a clear look, Syndle the kobold launched himself through the air with his oversized metal boots and sent a massive creature crashing to the ground. The beast was a Corvus-Lamia — a horrifying fusion of a woman's torso, raven's wings, and the body of a great black lion draped in dark feathers. As the creature hit the floor, Syndle followed up with a flurry of axe strikes, drawing first blood in what would become a desperate and chaotic battle.
It quickly became clear the party was not facing just one Corvus-Lamia. A second appeared on the same level, and a third lurked on the roof above, while a large Minotaur was spotted crawling out from the edge of a nearby pool of water. Ned hurled a fireball between two of the Lamias, scorching them both in a roiling bloom of fire. Oiroa called upon divine power to bless Syndle, Yazzy, and Xakarium, strengthening their resolve and sharpening their aim. Xakarium lined up two of the Lamias and unleashed a crackling bolt of lightning that tore through them both, leaving them smoldering and staggering.
Before the party could press their advantage, a new threat descended. A red-feathered harpy with furry crimson legs appeared on the wall behind them and unleashed a thunderous blast that rattled bones and shook the air. Then, from somewhere high in the theater's stands, a second harpy — regal and terrible — began to sing. The melody was hauntingly beautiful and deeply wrong, and both Syndle and Tark felt their minds go slack as the song wound its way into their thoughts. Charmed and incapacitated, they were compelled to move toward the singer, helpless against her pull. Oiroa acted swiftly, centering a sphere of magical silence directly on the Countess, cutting off her song and freeing her companions from its grip — though not before the damage had been done.
The Harpy Countess proved to be something far beyond an ordinary foe. She moved with terrifying speed and purpose, acting after each of the party's turns as though the battle itself bent to her will. Her lightning crackled through the air in great arcs, striking Ned, Xakarium, and Oiroa in a devastating bolt that dropped Ned to the ground, where he lay still and played dead. She hurled a javelin of living lightning at Syndle, though it missed, and the weapon reappeared in her hand as though it had never left. She unleashed a frightful screech that sent psychic pain lancing through Yazzy's mind and filled her with such terror that she was forced to flee. An aura of crackling electricity surrounded the Countess at all times, zapping anyone who drew near at the start of their turn.
Tark raged and took to the air, slamming into a Corvus-Lamiawith such ferocity that the blow nearly ended the creature outright. Oiroa called down a bolt of radiant energy from her own chest and drove it into the Countess, blinding her in a flash of searing light. With the Countess unable to see, Syndle pressed the attack, his axe biting deep into a Corvus-Lamia — and then something strange happened. When he swung at the Minotaur, his foot passed straight through it as though it were made of smoke. The great beast was an illusion, conjured by the Lamias to terrorize and distract the party. The revelation came too late to spare anyone the fear it had caused, but at least the creature could do no real harm.
The Corvus-Lamia witch, still airborne and furious, retaliated by dropping a fireball directly onto Xakarium, Oiroa, and even the Countess herself in a desperate and indiscriminate act of destruction. Both Xakarium and Oiroa were knocked unconscious by the blast, and the Countess herself was scorched by the flames. The remaining Lamias pounced on Syndle and Oiroa, pinning them beneath four heavy paws each, grappling and restraining them against the stone floor. The situation looked grim — multiple party members were down, others were restrained, and the Countess still loomed over the battlefield.
But the tide turned in the final moments. Tark swept through the air and cut down one of the remaining Lamias with a savage blow, and Syndle, breaking free of his restraints, finished the last one standing. Yazzy rushed to Oiroa's side and poured healing energy into her, pulling the cleric back from the edge of death. Oiroa immediately healed her dying companion just in time. The Countess, blinded and battered, made her decision. She disengaged and flew away into the darkness above the open theater, her voice echoing back as she went: "I will see you again." Still catching their breath, the party noted the irony of a blind woman promising to see anyone at all. The party was alive — barely — and the Rose Theater was quiet once more, though none of them felt any safer for it.
Memorable Moments
"Syndle the kobold opens the battle by launching a flying boot attack at a Corvus-Lamia, knocking the massive lion-bodied creature prone before following up with devastating axe strikes."
—
A tiny kobold barbarian with oversized metal boots initiates combat against a creature many times his size, setting the tone for the chaotic fight.
"The Minotaur that had been stomping over fallen party members is revealed to be an illusion when Syndle's attack passes straight through it, leaving the party stunned."
—
After the party feared the Minotaur for much of the fight, Syndle's boot slices through it like it isn't there, exposing the Lamias' deception.
"Why is it always got to be about color?"
— Syndle Little Dragon
Said after the DM confirmed the black lion-bodied Corvus-Lamiais indeed black, prompting the kobold to question the racial implications.
"I will see you again."
— Crimson Countess
The blinded and battered Countess declares this as she disengages and flies away — prompting Oiroa to note the irony of a blind creature promising to 'see' them again.
Scenes
Ambush in the Rose Theater Basement
While short resting in the Rose Theater basement, the party is ambushed by mysterious creatures. Syndle initiates combat with a flying boot attack, knocking one prone.
- Yazzy spots black hind legs moving slowly through the corridors via a crack in the wall, alerting the party.
- The party stealths out to investigate, and Syndle launches a flying boot attack, knocking over a creature described as having the torso of a woman, the wings of a raven, and the body of a black lion covered in raven wings — a Corvus-Lamia.
- Syndle follows up with axe attacks against the prone Corvus-Lamia, dealing significant damage.
- A second Corvus-Lamiais revealed on the same level, and a third is spotted on the roof.
- The party struggles with tracking combatants across multiple maps representing different elevations of the theater.
Spells Fly and New Threats Emerge
The party engages the Lamias with spells and attacks, while new threats — including a Minotaur and a Harpy Countess — emerge to complicate the battle.
- Ned casts a fireball between two Lamias, dealing significant fire damage to both.
- Oiroa casts Bless on Syndle, Yazzy, and Xakarium, granting them a bonus to attack rolls and saving throws.
- Syndle attacks a Corvus-Lamia, dealing damage with the benefit of Bless.
- Ned casts Hold Dead on a Corvus-Lamia, dealing necrotic and radiant damage.
- Xakarium casts Lightning Bolt, lining up two Lamias and striking them both.
- A large Minotaur is spotted crawling out from the edge of the water, though it is medium-sized in appearance.
- A new creature — a red-feathered harpy with furry legs — appears on a wall behind the party and unleashes a loud burst of thunder, requiring a Constitution saving throw from Tark, Xakarium, and Yazzy. Only Tark takes the full thunder damage.
The Countess's Luring Song
The Harpy Countess uses a melodic luring song to charm Syndle and Tark, forcing them to move toward her, while the party scrambles to counter her abilities.
- Tark flies toward and attacks a Corvus-Lamia, dealing massive damage and severing its vocal cords.
- The Harpy Countess unleashes a melodic magical song; Syndle and Tark fail their Wisdom saving throws and become charmed, incapacitated, and compelled to move toward her.
- Yazzy casts Frenzy Bolt, dealing acid damage that jumps to additional targets, including the Countess.
- Ned casts Frenzy Bolt as well, dealing damage to the Countess and nearby enemies.
- Oiroa casts Silence centered on the Countess's square, creating a 20-foot radius of silence that prevents the Countess from singing and ends the charm effect on Syndle and Tark.
- The Countess attempts to use a lightning ability against Ned, Xakarium, and Oiroa; Ned attempts Counterspell as a reaction but discovers the ability is not a spell and cannot be countered.
- The Countess's lightning ability strikes Ned, Xakarium, and Oiroa, dealing heavy lightning damage. Ned falls prone and plays dead. Xakarium takes reduced damage due to his storm sorcery and dragon heritage resistances.
- Tark rages, flies to a Corvus-Lamia, and attacks with reckless abandon, dealing devastating damage.
- The Countess throws a lightning javelin at Syndle, but it misses. The javelin reappears in her hand.
Epic Actions and Desperate Fighting
The Countess uses her epic actions to act after each player's turn, while the party fights desperately against Lamias, a Minotaur, and the Countess herself.
- The Countess uses a frightful screech, dealing psychic damage to Yazzy and frightening her, forcing Yazzy to dash away from the Countess on her turns.
- Oiroa is zapped by lightning at the start of her turn from an aura surrounding the Countess.
- Oiroa casts Silence centered on the Countess, preventing her from using vocal abilities.
- Xakarium is zapped by lightning at the start of his turn from the Countess's aura.
- Xakarium uses a bonus action to spend sorcery points and recover a spell slot.
- The Countess flies behind Ned and uses a lightning bolt ability — not a spell — striking Ned, Xakarium, and Oiroa for heavy lightning damage.
- Ned, nearly dead, falls prone and plays possum.
- Tark rages, flies to a Corvus-Lamia, and attacks, dealing significant damage.
- The Countess, using an epic action, throws a lightning javelin at Syndle, which misses.
- Yazzy, frightened, dashes away from the Countess.
- Syndle takes lightning damage from the Countess's aura and, still charmed, moves toward her.
Minotaur Revealed as Illusion and Lamias Grapple the Party
The Minotaur charges and stomps over fallen party members, but Syndle's attack passes through it, revealing it to be an illusion. Lamias grapple and restrain Oiroa and Syndle.
- The Minotaur charges and fake-stomps over Oiroa, who is on the ground.
- A Corvus-Lamialeaps and tramples Oiroa, grappling and restraining her with four paws.
- Tark gets an attack of opportunity as the Corvus-Lamiapasses, dealing significant damage.
- Another Corvus-Lamialeaps and tramples Syndle, grappling and restraining him.
- Oiroa uses a bolt of lightning from her chest, dealing radiant damage and blinding the Countess.
- Oiroa uses Draconic Cry — actually Syndle uses Draconic Cry — granting allies advantage on attacks against a Corvus-Lamiaand the illusory Minotaur.
- Syndle attacks a Corvus-Lamia, dealing significant damage, and his foot passes through the Minotaur, revealing it to be an illusion.
- Syndle slays the Corvus-Lamiawith a follow-up attack.
- The Corvus-Lamia witch casts a fireball targeting Xakarium, Oiroa, and the Countess, knocking Xakarium and Oiroa unconscious and dealing fire damage to the Countess.
- The Minotaur is unaffected by the fireball, further confirming it is an illusion.
Countess Retreats and the Party Tends to the Fallen
The Countess, blinded and damaged, disengages and flies away. The surviving party members scramble to stabilize their fallen companions.
- The Countess, blinded and unable to see, disengages and flies away, declaring 'I will see you again.'
- The Countess drops her luring song as she retreats, uncharming any remaining charmed party members.
- Ned and Oiroa make death saving throws; Xakarium and Ned automatically lose a death save due to the Countess's lingering lightning aura.
- The Countess goes invisible while retreating.
- Tark takes lightning damage at the start of his turn from the Countess's aura.
- Tark swoops in and attacks a remaining Corvus-Lamia, dealing significant damage and slaying it.
- Syndle slays the second remaining Corvus-Lamia.
- Yazzy moves to Oiroa and casts Healing Word, bringing her back from unconsciousness.
- Ned uses a healing potion on Oiroa as well, further stabilizing her.
- The party discusses the chaotic nature of the fight, noting the Countess's epic actions and powerful abilities nearly caused a total party kill.
NPCs
Corvus-Lamia
Creatures with the torso of a woman, the wings of a raven, and the body of a black lion covered in raven feathers. They attack with claws and an intoxicating touch, and are capable of multi-attacks, leaping, trampling, and grappling. Multiple Lamias are encountered — one knocked prone by Syndle's initial boot attack, others engaging the party throughout the battle. One acts as a spellcasting 'Corvus-Lamia witch,' casting fireballs. All are eventually slain or driven off.
Minotaur
A large bull-headed creature that emerges from the edge of the water during the battle. Despite appearing threatening and charging at party members, it is eventually revealed to be an illusion when Syndle's attack passes straight through it. It is presumed to have been conjured by one of the Lamias.
Crimson Countess
A powerful harpy-like creature with red feathers and furry red legs who appears on a wall during the battle. She possesses epic actions, allowing her to act after each player character's turn. Her abilities include a thunder blast, a melodic luring song that charms and incapacitates targets, a lightning aura that automatically damages nearby creatures at the start of their turns, a lightning bolt ability (not a spell, immune to Counterspell), a lightning javelin that reappears in her hand after being thrown, a frightful screech that deals psychic damage and frightens targets, and the ability to turn invisible. She is blinded by Oiroa during the fight and ultimately disengages and flies away, vowing to return.
Locations
Rose Theater Basement
A multi-level subterranean theater space where the party was short resting. Features corridors with cracks in the walls, a stage, stairs rising 20 feet above the stage in two tiers, and a roof open enough for flying creatures to enter. A pond or water feature is present at ground level. The site of a chaotic and nearly lethal battle against Lamias, a Minotaur illusion, and the Harpy Countess.
Items
Lightning Javelin
A magical weapon wielded by the Harpy Countess that transforms into a lightning bolt when thrown. After being hurled — whether it hits or misses — it reappears in her hand, making it a reusable magical projectile.
Amethyst Shroud
A cloak worn by Xakarium that provides protection when targeted by an enemy's spell. During the session it was determined that it cannot absorb energy from the Countess's lightning ability, as that ability is not classified as a spell.
Ring of Spell Storing
A magical ring discussed during the session. It was clarified that casting a spell from the ring does not require any components, making it a flexible tool for spellcasters.
Tainted Healing Potion
A healing potion carried by Xakarium, noted by the party as being 'compromised' in some way, suggesting it may have unusual or unpredictable effects when consumed.
Spells
Fireball
A powerful area-of-effect explosion of fire cast multiple times during the session. Ned cast it early in the fight, targeting two Lamias between the theater levels. Later, the Corvus-Lamia witch cast her own fireball targeting Xakarium, Oiroa, and the Countess, knocking two party members unconscious and dealing fire damage to the Countess herself. The spell has a 20-foot radius and a DC 16 Dexterity saving throw.
Bless
A divine spell cast by Oiroa on Syndle, Yazzy, and Xakarium, granting them a d4 bonus to attack rolls and saving throws for one minute. The bonus proved useful throughout the fight, allowing near-misses to connect.
Hold Dead
A spell cast by Ned targeting a Corvus-Lamia, dealing necrotic damage and additional radiant damage. The spell's damage was reduced against an already-injured target.
Lightning Bolt
A line of lightning unleashed by Xakarium, striking two Lamias lined up in the theater. Both took significant lightning damage from the blast.
Silence
Cast by Oiroa, centered on the Harpy Countess's position, creating a 20-foot radius sphere of magical silence. This prevented the Countess from using her luring song and other vocal abilities, and also prevented Tark from screaming within the area.
Counterspell
Attempted by Ned as a reaction when the Countess used her lightning ability. It failed to work because the Countess's lightning was determined to be a supernatural ability rather than a spell.
Frenzy Bolt
A chaotic spell cast by Yazzy that deals a random type of elemental damage and can jump to additional targets within range. During the session it dealt acid damage, then poison damage, then psychic damage as it jumped between targets including the Countess and nearby Lamias. The damage type changes each time it hits a new target.
Greater Invisibility
Cast by Tark to render himself invisible during combat, allowing him to move and attack without being easily targeted. He used this to reposition and strike at the Harpy Countess.
Healing Word
A bonus action healing spell cast by Yazzy on Oiroa, restoring enough hit points to bring the cleric back from unconsciousness during the desperate final moments of the battle.
Draconic Cry
An ability used by Syndle that grants all allies advantage on attack rolls against targeted enemies within 10 feet. Used multiple times during the session to boost the party's offensive output against Lamias.
Shadowy Tendrils
An ability used by Oiroa that causes shadowy tendrils to lash out at creatures within 30 feet, forcing them to make a Constitution saving throw or take necrotic damage.
Bolt of Lightning
An ability used by Oiroa that shoots a bolt of lightning from her chest at a creature within 30 feet, dealing radiant damage and blinding the target on a failed Constitution saving throw. Used to blind the Harpy Countess, significantly hampering her effectiveness.
Session 46: The Smallest Vessel Wins Big
Date: Mar 31st, 2026
Summary
The party departed from the Rose Theater, battered and weary, choosing to head directly back to Emberwood Village rather than risk a full sweep over the Cathedral of Saint Vitruvio. The lingering corruption of delirium had taken its toll, and Yazzy in particular showed visible signs of contamination — a sickly teal pallor creeping into her complexion as the group made their way out of the city. Despite the temptation to investigate further, the group agreed that discretion was the wiser course, though one member broke away briefly to conduct a quick aerial reconnaissance of the cathedral before rejoining the others.
From the air, the cathedral presented a sobering picture of consolidated power. Griffins circled and landed at the site, confirming that the Silver Order had firmly seized control of the church. The great beam of holy light still pierced the purple delirium haze above the city, creating a stable eye of the storm around it — though it no longer carried the same dramatic shock it once had, having settled into an eerie permanence rather than a blazing declaration. Silver Order troops had established a fortified corridor between the gates and the main road, and to the north of the cathedral, a squadron of knights was actively engaged in combat against a cluster of Haze Hulks lumbering through the streets. There was little else to glean from the sky, and the scout rejoined the party as they pressed on toward home.
Back in Emberwood Village, the absence of both the Silver Order and the Hooded Lanterns had left a curious vacuum of authority. The Caravan Court had grown cautiously lively in their absence, merchants and traders moving with a little more confidence than they had in weeks. It was here that Armin Gainsbury, a friendly dwarf merchant the party had contracted long ago, found them upon his return from a distant journey. He carried with him a letter and a deed from the family of Ludwig von Graff — the man whose body the party had once carefully preserved and arranged to be shipped home — granting the party ownership of property as a gesture of profound gratitude. The group also took a moment to reflect on past dealings, recalling that Syndle had once shared a private vision of the dragon Argonath with Lucretia Mathias, the enigmatic leader of the Falling Fire, and that she had confessed to sensing a deep connection between Syndle and the dragon from the very moment they had met.
Word had also spread through the Skull & Swords tavern of an open challenge posted for the following night — a chance for any bold soul to step into the fighting pits of Buckledown Row and face the stone giant Yormall, the reigning champion. Syndle's eyes went immediately to the notice, and the reason was personal: hanging above the pit among the trophies of defeated champions was the magical axe of his mentor, Bondor Brood Grind, known as the Flying Axe. Yormall had taken it from him in a previous bout, and Syndle had never forgotten. The party agreed — they would go, and they would take the night to rest and prepare before the fight.
Buckledown Row greeted them with its usual atmosphere of barely contained chaos — a block of rowdy taverns watched over by the Queen's Men, where tradition demanded every visitor drop a tithe into the central well before conducting any business. The party descended into the underground fighting pits to find the stands already packed with representatives of the city's most notorious factions: the Pins and Clubs, the Rose and Thorns, the Dogs, the Wounded Hearts, and the shadowy Catacomb Cobras all occupied their own corners of the arena. Notable faces dotted the crowd — Blackjack Mel sat ringside, Stubbs lurked nearby, and high in the upper stands, the Rat Prince watched with quiet interest. Above the ring, dozens of weapons hung from chains in the rafters, and among them, Syndle could feel the pull of his mentor's axe — one of only a handful of truly magical weapons on display.
The anti-magic shell surrounding the ring meant that no outside interference could reach a combatant once the fight began, but the party had been clever — Syndle entered the arena already bolstered by powerful enchantments, his speed heightened and a steady flow of protective energy renewing itself with each passing moment of the fight. The crowd recognized him from a previous victory, and cheers broke out as he was announced. Syndle played to it, performing acrobatic flourishes as he sized up his enormous opponent. Yormall, for his part, was unimpressed — the stone giant had held the championship for a long time and had no intention of surrendering it to a kobold.
The fight was fierce. Yormall's massive magical stone mace crackled with cosmic energy, and when it connected, the force of the blow sent a disorienting pulse through Syndle's body. But Syndle was relentless — he teleported across the arena in a burst of magical rage, closing the distance in an instant and landing a devastating critical strike that staggered the giant. The two traded blows across the ring, Yormall swinging wild with thunderous force while Syndle darted and weaved, his acrobatic instincts keeping him just ahead of destruction. In the end, it was Syndle who stood over the prone giant, delivering a precise and controlled finishing blow — non-lethal, deliberate, and punctuated by a spectacular backflip that sent the crowd into an uproar.
The Queen of Thieves herself rose to congratulate the new champion, praising his showmanship and his skill in equal measure. She invited him to claim any weapon from the rafters as his prize, and Syndle did not hesitate — he pointed to the axe of Bondor Brood Grind, and the chain mechanism slowly lowered it into his waiting hands. Somewhere in the stands, Knuckles watched with unmistakable pride, though the delirium contamination had clearly worsened since they had last spoken. He mentioned, quietly and with unusual confidence, that he had an appointment coming — one he believed would finally address his condition. The hint of the Falling Fire hung unspoken in the air between them as Syndle gripped his mentor's axe for the first time.
Memorable Moments
"Syndle 'Little Dragon' defeats Yormall the stone giant champion with a non-lethal finishing blow and a 17 acrobatics backflip, claiming his mentor's legendary axe from the rafters as the crowd erupts."
—
The kobold barbarian reclaims a deeply personal trophy — his mentor's weapon — by becoming the new champion of the fighting pits
"The party jokes about casting Slow on Syndle to make the fight against the stone giant 'more fair', and someone suggests jumping the railing immediately without even announcing himself."
—
Pre-fight banter as the party coordinates buffs for Syndle, devolving into suggestions to sabotage their own teammate
"Knuckles, visibly proud but deeply contaminated by delirium, cryptically mentions he has an upcoming appointment he believes will help cure his condition — hinting at the Falling Fire."
—
After Syndle's victory, the party's attention turns to Knuckles' worsening delirium contamination and his mysterious plan to seek a cure
Scenes
Departure from the Rose Theater
The party prepares to leave the Rose Theater for Emberwood Village, dealing with the lingering effects of delirium contamination.
- The party decides to head directly back to Emberwood Village rather than performing a full flyover of St. Vitruvio's.
- Ned and Yazzy make constitution checks for delirium contamination, with Yazzy failing both rolls and gaining two levels of contamination.
- The group discusses the potential benefits of the Falling Fire faith in managing their growing contamination.
Aerial Reconnaissance of the Cathedral
A party member performs a quick flyby of the Cathedral of Saint Vitruvio to assess the current military situation.
- Griffins are seen landing at the cathedral, confirming the Silver Order has established firm control over the site.
- The holy beam of light remains in place, creating a stable eye of the storm within the purple haze, though it appears less dramatic than before as it has settled.
- Silver Order troops are observed securing a corridor between the gates and the main road.
- A squadron of Silver Order knights is spotted engaging Haze Hulks in the streets north of the cathedral.
- A perception check yields only a 10, revealing nothing beyond the obvious landmarks and troop movements.
Return to Emberwood Village and a Letter from the Past
The party returns to Emberwood Village, noting the shift in power dynamics, and receives a letter and deed from the family of Ludwig von Graff.
- The party arrives back at Emberwood Village, noting that the Silver Order and Hooded Lanterns are largely absent due to the ongoing conflict.
- The Caravan Court is described as being more active and less fearful with the Silver Order's presence diminished.
- Armin Gainsbury returns from a trip and delivers a letter to the party from the family of Ludwig von Graff, whose body the party had previously arranged to be shipped home.
- The party learns they have been granted a deed to property as a reward for returning Ludwig's body to his family.
- The characters discuss their current magical attunements, realizing most of them are at their limit of three attuned items.
- The party reflects on past conversations with Lucretia Mathias, recalling that Syndle had privately shared his vision of the dragon Argonath with her, and she revealed she had sensed a connection between them when they first met.
- The party considers their next moves, noting that Aldor the Immense has left and they have been relying on Academy connections for enchantments.
The Champion's Challenge
The party discovers a notice for an open challenge against the stone giant champion in the fighting pits and prepares for the bout.
- A poster at the Golden Swords announces an open challenge against Yormall, the stone giant champion of the fighting pits.
- Syndle expresses interest in fighting the champion to reclaim the magical axe of his mentor, Bondor Brood Grind, which hangs as a trophy above the pit.
- The party plans to support Syndle with spells like Haste and Heroism before the match, since outside interference is blocked by the anti-magic shell once inside.
- The group takes a long rest before heading to Buckledown Row for the fight.
Arrival at Buckledown Row and the Fighting Pits
The party arrives at the notorious Buckledown Row, navigating the local customs before descending to the underground fighting pits.
- The party discusses the tradition of paying a tithe into the well upon entering Buckledown Row as tribute to the Queensmen.
- They consider throwing items taken from slain Queensmen into the well as their offering.
- The party descends to the underground fighting pits, noting the presence of various criminal factions in the crowd: the Pins and Clubs, Rose and Thorns, the Dogs, the Wounded Hearts, and the Catacombs.
- Notable figures are spotted in the stands, including Blackjack Mel, Stubbs, and the Rat Prince.
- Syndle uses magical awareness to scan the weapons hanging above the pit, identifying a handful as magical, including the axe of his mentor Bondor Brood Grind.
- The party notes the anti-magic shell surrounding the ring, which prevents outside spellcasting from affecting combatants inside, though buffs applied before entering remain active.
- Syndle is recognized as a previous pit winner, granting him the right to challenge the current champion directly.
The Championship Bout at the Fighting Pits
Syndle 'Little Dragon' enters the arena to challenge Yormall, the stone giant champion, in a high-stakes duel within an anti-magic field.
- Syndle enters the arena with magical enhancements including Haste and Heroism active before crossing into the anti-magic zone.
- Syndle leaps into the arena, performing acrobatic maneuvers to win over the cheering crowd.
- Yormall the stone giant strikes Syndle with a magical mace that emits cosmic radiation, causing disadvantage on Syndle's next attack.
- Syndle enters a magical rage and teleports across the arena to close the distance with the giant.
- Syndle lands a critical blow against the stone giant, staggering him.
- The stone giant retaliates with heavy bludgeoning strikes, but Syndle's resilience keeps him in the fight.
- Syndle executes a final series of attacks, knocking the giant prone and delivering a non-lethal finishing blow with a tricky acrobatic maneuver, scoring a 17 on acrobatics.
- The crowd erupts as Syndle is declared the new champion of the pits.
- The Queen of Thieves congratulates Syndle and allows him to claim a weapon of champions from the rafters.
- Syndle points to the magical axe of his mentor Bondor Brood Grind; the mechanism lowers the chain and the axe is delivered to him.
- Knuckles expresses pride in Syndle's victory despite his own ongoing struggle with delirium contamination, and mentions he has an appointment soon that he believes will help his condition, hinting at the Falling Fire.
NPCs
Armin Gainsbury
A friendly dwarf merchant who returned from a trip to deliver a letter and a property deed to the party on behalf of the von Graff family, as thanks for returning Ludwig von Graff's body to his kin.
Lucretia Mathias
The leader of the Falling Fire who resides at the crater. It is recalled this session that she previously spoke privately with Syndle about his vision of the dragon Argonath, sensing a connection between them when they first met.
Blackjack Mel
A lieutenant of the Queen's Men who was present watching the championship match from the stands of the fighting pits.
Stubbs
A thuggish associate of the Queen's Men who was present at the fighting pits during the championship bout.
Yormall
The stone giant champion of the fighting pits who wields a massive magical stone mace capable of emitting cosmic radiation and causing disadvantage on those it strikes. He was defeated non-lethally by Syndle in the championship match.
Knuckles
Syndle's uncle who watched the championship fight with pride. He is heavily contaminated by delirium and mentions he has an upcoming appointment he believes will help treat his condition, hinting at the Falling Fire.
Bondor Brood Grind
Syndle's mentor, known as 'the Flying Axe', whose magical axe was held as a trophy in the fighting pits until Syndle reclaimed it by defeating the current champion.
Rat Prince
A notable figure observed watching the championship fight from the upper stands of the fighting pits.
Locations
Rose Theater
The starting point of the session where the party recovers and prepares to travel back to Emberwood Village.
Cathedral of Saint Vitruvio
Currently occupied by the Silver Order; it features a massive beam of light that parts the delirium haze like the eye of a storm, though it appears more settled and less dramatic than when first observed. Silver Order troops hold a corridor between the gates and the main road.
Emberwood Village
The party's home base, currently seeing a resurgence of activity in the Caravan Court while the Silver Order and Hooded Lanterns are drawn into the conflict in the city.
Buckledown Row
A lawless block filled with bars and overseen by the Queensmen, where visitors are expected to pay a tithe into a central well. Home to the underground fighting pits.
Fighting Pits
An underground arena beneath Buckledown Row featuring an anti-magic shell around the ring that prevents outside interference, with the weapons of fallen champions displayed high above. Site of Syndle's championship victory over Yormall.
Items
Deed to von Graff Estate
A legal document granting the party ownership of property, delivered by Armin Gainsbury on behalf of the family of Ludwig von Graff as gratitude for returning his remains to them.
Twilight
A magical sword once wielded by one of St. Brenna's paladins. It is recalled this session that Tark previously traded it to Lucretia Mathias in exchange for the Belt of the Slothful Hill Giant.
Belt of the Slothful Hill Giant
A magical belt obtained by Tark in exchange for the sword Twilight, as recalled during the party's discussion of past dealings with Lucretia Mathias.
Mace of Warning
A magical weapon held by one of the party members that prevents the party from being surprised, discussed during the group's conversation about their attuned magic items.
Yormall's Stone Mace
A massive magical weapon wielded by the stone giant champion of the fighting pits. It deals heavy bludgeoning damage and emits cosmic radiation, causing disadvantage on the next attack of those it strikes.
Bondor's Axe (The Flying Axe)
A magical axe formerly belonging to Syndle's mentor Bondor Brood Grind, known as 'the Flying Axe'. It had been hanging as a trophy in the fighting pits after Bondor was defeated by Yormall. Syndle claimed it as his prize for winning the championship bout, lowered from the rafters by a chain mechanism.
Spells
Haste
Cast on Syndle before he entered the anti-magic ring, granting him increased speed, a bonus to armor class, advantage on certain saving throws, and an additional weapon attack per turn. The party debated the exact rules for how many attacks the hasted action grants, settling on one extra weapon attack.
Heroism
Cast on Syndle to provide him with a continuous source of temporary hit points at the start of each of his turns during the championship duel, functioning as a minor regeneration effect throughou
Session 47: Vengeance for Tark's Woe
Date: Apr 12th, 2026
Summary
The party regrouped in Emberwood Village, where they received a modest reward for the death of a minor noble named von Graf, whose body they had previously sent off with their contact Armin. More pressing matters were brought to their attention by River and Eldrick Runeweaver of the Amethyst Academy, who had been piecing together a troubling and fascinating picture of a disgraced former mage named Friedrich von Lichten. Once a celebrated expert in transmutation and the effects of magic on the physical form, von Lichten had been expelled from the Academy after being discovered with a lab full of caged dregs and having transformed fellow Academy members into monstrous experiments. He had since vanished into the ruins of Drakenheim, and both the Academy and the Silver Order had standing bounties on his head. What made him suddenly invaluable, however, was the growing evidence that he had somehow mastered the ability to cure not only delirium contamination, but the mutations it caused — something no one else in the known world had managed to do. An Academy member named Osiric, previously rescued from the Black Ivory Inn, had tracked down a woman named Lydia Blackwell in Emberwood Village who claimed to have been personally cured by von Lichten, now whispered about in fearful folktales as the Pale Man. Osiric had sent word that he was close to finding him — and then gone silent. With the Queen's survival potentially hanging on von Lichten's knowledge, the Academy quietly shifted their orders from kill on sight to bring him in alive if at all possible.
While the political situation in Drakenheim continued to simmer — the Silver Order tightening their grip on the Cathedral of Saint Vitruvio, the Hooded Lanterns fracturing between those who despised the Silver Order's ruthless tactics and those defecting to join them — it was Tark who set the party's immediate course. He had a name burned into his memory: Buck Furius, the leader of the mercenary band that had slaughtered his tribe. The trail led to a place called the Spokesmithy, also known as Smithy on the Scar, an industrial site near the massive crater at the heart of Drakenheim. The Scar itself was a breathtaking and terrible sight — a three-hundred-foot ravine of black glass and glittering obsidian carved by a delirium-laced boulder hurled from the initial impact, now one of the richest delirium veins outside the city center. The Spokesmithy had been claimed and heavily fortified by the Iron Helm dwarves, its perimeter bristling with spike poles, barricades, and three enormous dwarven cannons, surrounded by a field of slain ratlings and mutated dregs.
The party's approach was met with a booming warning from the fortifications, but Yazzy was undeterred. Donning her magical mask and calling upon her gift for languages, she launched into a thunderous dwarven song — a rousing, Metallica-flavored ballad praising the bravery, strength, and handsomeness of dwarves, with a verse or two about slaughtering elves for good measure. The effect was immediate. A female dwarf's voice bellowed back from behind the walls that her panties were thoroughly moistened and demanded to know what they wanted. This was Gertrude Ironhelm, a stern and formidable warrior with dark brown hair in three braided ponytails, long sideburns, and a pair of golden axes at her hips. Alongside her was Reginald Ironhelm, a monocle-wearing dwarf merchant in a gold-buttoned trench coat stuffed with mechanical bits, who made clear he only spoke the language of gold. After Yazzy hinted at information about the Silver Order and the party jingled their coin purses convincingly, the gate was opened and they were allowed inside.
Within the compound, the party met the rest of the Ironhelm leadership: Mordecai, a skulky figure in a black cloak bristling with daggers and sporting a black goatee that trailed all the way to his belt buckle; and Eloise, a kind-faced dwarven priestess in gray robes and a breastplate adorned with mechanical trinkets and a belt full of hammers. Reginald proudly displayed crates upon crates of delirium, happy to sell at a steep discount compared to town prices. It was then that Tark caught it — a faint but unmistakable scent of bugbear fur drifting on the air. His eyes tracked upward to the crenellated rooftop of the building, where a massive, non-dwarf figure loomed over the compound. When Tark asked Reginald who that was, the answer came simply: Buck Furius, their last remaining hired muscle. Tark told the dwarves he would repay them for any damages, and then he was airborne, flying straight up to the roof with murder in his eyes.
What followed was a chaotic rooftop brawl that threatened to drag the entire Iron Helm clan into the fray. Tark tore into Buck Furius with righteous fury, naming each fallen member of his tribe with every swing of his blade. Syndle leaped to the roof using the power of his mentor's axe and entered a wild magic rage, causing an eruption of magical vines and flowers to bloom across the entire rooftop, tangling the footing of anyone who stood against them. Gertrude herself made a flying leap from a wagon below and joined the fight, delivering a punishing shield bash that sent Syndle sprawling, though a burst of wild lightning from his chest left her temporarily blinded. Oiroa moved quickly to bolster Tark with a blessing of heroism and then unleashed a powerful slowing enchantment on the dwarves below, leaving nearly all of them sluggish and unable to react — all except Gertrude, who shook it off. Buck Furius raged in kind, landing a devastating blow on Tark with his greataxe, but Xakarium answered by hastening Tark with supernatural speed. Meanwhile, Yazzy performed an improvised song in Dwarvish about Tark's tragic past — the slaughter of his tribe, the years of grief, the long road to this moment — and the effect on the Iron Helms was profound. Dwarves who had been readying weapons were pulling sleeves across their eyes. Gertrude and Mordecai both stopped cold on the rooftop. Eloise spread her arms wide, urging everyone to hold. Syndle, rising from the ground, turned to Gertrude and told her that his mentor, Bondor Brood Grind — the Flying Axe — had always spoken very highly of her. Gertrude stared at the axe in Syndle's hand, recognition crossing her face, and she stepped back. Tark lit his sword Ignatius with radiant energy and drove it deep into Buck Furius, letting the blade burn through him until the man was dead. The bugbear pelt cloak Buck Furius had worn — a trophy from the very people he had helped destroy — was reclaimed by Tark for a proper burial.
In the aftermath, the Iron Helms offered the party a feast, much ale, and a campfire around which Yazzy's song of Tark's woe was sung again, with tears shed freely. Gertrude acknowledged that Buck Furius had it coming and that she had always suspected he was a bastard. The party then turned to business, and what Eloise revealed changed everything. The Iron Helms had been surviving in the haze by using special protective potions — delivered every few days by a mysterious figure who arrived in a slick lacquered black coach pulled by haze husks. They called him the Pale Man. He was due to make his next delivery in just two days, and he was paid in delirium. The party quickly formed a plan: purchase as much delirium from the Iron Helms as they could afford, resell it to the Amethyst Academy for a handsome profit, and bring River back to the Spokesmithy before the Pale Man's next visit — to finally come face to face with Friedrich von Lichten. In the meantime, they agreed to stay the night and help defend the compound from the creatures that crept in after dark, drawn by the glittering delirium veins of the Scar.
Memorable Moments
"Well, now that you've gotten my panties moist, what do you want?"
— Gertrude Ironhelm
Gertrude's booming response after Yazzy performed a magnificent dwarven song outside the Spokesmithy gates to gain entry
"Tark spots Buck Furius on the roof, announces he will repay the dwarves for any damages, and immediately flies up to begin his long-awaited vengeance for his slaughtered tribe."
—
The moment Tark's personal quest finally came to a head, mid-negotiation, catching everyone off guard
"Yazzy performs an improvised song in Dwarvish about Tark's tragic past, moving the Iron Helm dwarves to tears and causing them to stand down from the fight entirely."
—
A bard turning a chaotic mid-combat brawl into a moment of genuine emotional connection with the enemy faction
"Gertrude, I remember that axe and that grumpy old dwarf. You guys, little kobold prodigy."
— Gertrude Ironhelm
Gertrude recognizing Bondor Brood Grind's axe and Syndle mid-combat, pausing her assault in surprise and nostalgia
Scenes
A Briefing in Emberwood Village
The party regroups in Emberwood Village to discuss recent events and receive new directives from the Amethyst Academy.
- The party receives a letter regarding the death of a minor noble named von Graf, whose body they had previously sent to Armin, along with some modest rewards.
- River and Eldrick Runeweaver previously briefed Ned and Xakarium on Friedrich von Lichten, a brilliant but disgraced former academy mage expelled for conducting monstrous experiments on other academy members.
- The party learns that von Lichten, now believed to be the mysterious 'Pale Man', may possess the ability to cure both delirium contamination and mutations — something no one else has been able to do.
- The Amethyst Academy shifts their objective from killing von Lichten to potentially making a deal with him to cure the Queen, since his research may be the key to reversing her severe mutations.
- Osiric, an academy member previously rescued from the Black Ivory Inn, had been tracking von Lichten and found a woman named Lydia Blackwell who claimed to have been cured by the Pale Man, but Osiric has since gone missing.
- The party discusses the current political climate, noting the Silver Order's firm control of the Cathedral and the resulting tension with the Hooded Lanterns, some of whom are defecting to the Silver Order.
- Tark expresses a strong desire to hunt down Buck Furius, the leader of the mercenary band responsible for the destruction of his tribe, and the party decides to head to the Spokesmithy.
Arrival at the Spokesmithy
The party approaches the heavily fortified Spokesmithy, an industrial site near the Drakkenheim crater now occupied by the Iron Helm dwarves.
- The party travels through the Spokes toward the Spokesmithy, noting the massive 'Scar' ravine — a 300-foot long, 20-to-30-foot wide, 10-foot deep trench of black glass and obsidian filled with rich delirium veins.
- They observe the Spokesmithy's defenses, including recently constructed barricades, spike poles, and three massive dwarven cannons around the perimeter.
- A field of monstrous corpses, including rattlings and mutated dregs, surrounds the perimeter of the compound.
- A booming voice from the fortifications warns the party to stand down, threatening to shoot any monster on sight.
- Yazzy dons her magical mask and casts Tongues to sing a booming dwarven song in the style of Metallica, praising the bravery and strength of dwarves.
- Gertrude Ironhelm, a stern female dwarf with dark brown braided ponytails and golden axes, responds from atop a wagon, amused and intrigued.
- Reginald Ironhelm, a monocle-wearing dwarf merchant in a gold-buttoned trench coat, emerges and presses the party to get to the point of their business.
- The party is allowed into the camp after demonstrating they have gold to spend and hinting they have information about the Silver Order.
Inside the Iron Helm Camp
The party enters the Spokesmithy compound and meets the Iron Helm leadership, while Tark catches the scent of his quarry.
- Inside the camp, the party meets Mordecai Ironhelm, a skulky dwarf in a black cloak with several daggers and a long black goatee trailing to his belt buckle.
- They also meet Eloise Ironhelm, a dwarven priestess in gray robes and a breastplate adorned with mechanical trinkets and a belt of hammers and tools.
- Reginald shows the party crates of delirium and discusses selling it at roughly half the market rate in town.
- Tark catches the scent of bugbear fur on the air and spots a large, non-dwarf figure standing atop the building's crenellated roof.
- Reginald identifies the man on the roof as Buck Furius, described as the sole remaining hired muscle for the Iron Helms.
- Syndle recognizes the name Gertrude Ironhelm as a former gladiator his mentor Bondor Brood Grind had spoken highly of.
- Tark, recognizing Buck Furius as the man responsible for his family's death, immediately announces he will repay the dwarves for any damages and flies up to the roof to confront him.
The Rooftop Confrontation
Tark initiates a vengeful assault against Buck Furius on the roof of the Spokesmithy, leading to a chaotic skirmish involving the Iron Helm dwarves.
- Tark flies to the roof and attacks Buck Furius, declaring vengeance for his slain family, naming each fallen clan member with every swing.
- Oiroa casts Heroism on Tark to bolster his resolve and provide him with temporary vitality during the duel.
- Syndle leaps onto the roof using the power of his magical axe and enters a wild magic rage, causing magical vines and flowers to sprout across the entire top of the tower, creating difficult terrain for enemies.
- Ned readies himself to animate the nearby cannons should the situation with the dwarves escalate further.
- Mordecai Ironhelm climbs a ladder to join the fray on the roof, attacking Syndle with his daggers.
- Gertrude Ironhelm leaps from a wagon and delivers a flying double axe swing at Syndle, then successfully knocks him prone with a powerful shield bash.
- Syndle's wild magic triggers a bolt of lightning from his chest, striking Gertrude and blinding her.
- Buck Furius enters a rage and retaliates with a devastating critical hit against Tark with his greataxe.
- Oiroa casts Slow on the surrounding Iron Helm dwarves — including Gertrude, Mordecai, and several thugs and veterans — all of whom fail their saving throws except Gertrude.
- Reginald Ironhelm turns invisible and disappears from the battlefield.
- Tark lights up his sword Ignatius with radiant energy and delivers a series of powerful strikes against Buck Furius, bloodying him.
- Ned casts Silence on Ignatius.
- Yazzy performs a moving improvised song in Dwarvish about Tark's tragic past and quest for vengeance, causing several dwarves to weep and stand down.
- Syndle recovers from being prone, tells Gertrude that his mentor Bondor Brood Grind always spoke highly of her, then uses a draconic battle cry to give allies advantage before striking Buck Furius with his axe.
- Gertrude, moved by the mention of Bondor, pauses and acknowledges she knew the old dwarf.
- Xakarium casts Haste on Tark, granting him supernatural speed and additional attacks.
- Tark delivers the final killing blow to Buck Furius, sinking his blade deep into the roof and letting Ignatius burn with radiant energy.
- Tark reclaims the bugbear pelt cloak worn by Buck Furius for a proper burial ceremony.
Negotiations and Revelations
Following the battle, the Iron Helms celebrate with the party and reveal a crucial connection to the Pale Man, leading to a new plan.
- The Iron Helms invite the party to a feast and much ale, with several dwarves asking to hear Yazzy's song about Tark's woe again around the campfire.
- Gertrude and Mordecai acknowledge that Buck Furius had it coming and that he was quite the bastard.
- The party discusses a trade deal, offering to help escort a wagon of delirium out of the province to buyers above or adjacent to the Silver Order's reach.
- Eloise Ironhelm reveals that the dwarves stay protected from the haze using special potions that provide eight hours of protection from contamination.
- She reveals the potions are delivered by a mysterious figure known as the Pale Man, who arrives in a slick lacquered black coach pulled by haze husks and is paid in delirium.
- The party learns the Pale Man is due to make his next delivery in two days.
- The party forms a plan: buy as much delirium as possible from the Iron Helms at a discount, resell it to the Amethyst Academy for a profit, and bring River to the next meeting with the Pale Man to facilitate a deal or capture.
- The party agrees to stay the night and help defend the Spokesmithy from the monsters that attack after dark.
NPCs
River
A tiefling mage of the Amethyst Academy who has been hunting Friedrich von Lichten and has connected him to the mysterious Pale Man. She has a resident in Emberwood Village named Lydia Blackwell who claims to have been cured by him, and she is now convinced his research is key to curing the Queen.
Eldrick Runeweaver
A director of the Amethyst Academy who briefed Ned and Xakarium on Friedrich von Lichten. He believes von Lichten's research on contamination and mutation is the key to curing the Queen, and provided the party with a magic item to help find him.
Friedrich von Lichten
Also known as the Pale Man, he is a brilliant former academy mage who was expelled after being found with a lab full of caged dregs and having turned other academy members into monstrous experiments. He fled into the city and has bounties from both the Academy and the Silver Order. He is now rumored to be able to cure both delirium contamination and mutations, and delivers protective potions to the Iron Helm dwarves in a black coach pulled by haze husks.
Osiric
An academy member previously rescued from the Black Ivory Inn who was assigned to hunt down von Lichten. He found a woman named Lydia Blackwell who claimed to have been cured by the Pale Man, sent a message saying he was close to finding him, and then went missing.
Lydia Blackwell
A resident of Emberwood Village who claims to have been cured of contamination by the Pale Man. Her account helped Osiric and River connect von Lichten to the Pale Man legend.
Gertrude Ironhelm
A stern dwarven warrior and former gladiator with dark brown hair in three braided ponytails, long sideburns, and two golden axes. She commands the defenses at the Spokesmithy and is initially suspicious of the party. She is moved to stand down after hearing of Tark's tragedy and learning that Syndle was mentored by Bondor Brood Grind, whom she knew.
Reginald Ironhelm
A dwarf mage and merchant wearing a monocle and a gold-buttoned trench coat filled with mechanical bits, with a bandolier, a satchel of tools, a huge mustache, and mutton chops. He handles the business side of the Iron Helms' delirium operation and turned invisible when the fighting broke out.
Mordecai Ironhelm
A skulky dwarf garbed in a black cloak with several daggers along his coat, long black hair, a scar down the side of his face, and a black goatee trailing to his belt buckle. He climbed to the roof to join the fight against the party but was hindered by Oiroa's slowing magic.
Eloise Ironhelm
A dwarven priestess in gray robes with thick leather strappings and a breastplate, a mechanical trinket around her neck, and a belt of hammers and tools. She acts as a peacemaker during the conflict and reveals that the Iron Helms receive their anti-contamination potions from the Pale Man.
Buck Furius
A massive warrior who served as the last remaining hired muscle for the Iron Helm dwarves. He wore a cloak made from bugbear pelts and was identified by Tark as the leader of the mercenary band responsible for the destruction of his tribe. He fought with a greataxe in a barbarian rage before being killed by Tark on the roof of the Spokesmithy.
Bondor Brood Grind
Known as 'the Flying Axe', Syndle's dwarven mentor and father figure. He was known to Gertrude Ironhelm from their gladiatorial days, and his magical axe is now wielded by Syndle.
Locations
Emberwood Village
The party's current base of operations where they receive correspondence, recover from their exploits, and meet with faction representatives like River.
The Scar
A 300-foot long, 20-to-30-foot wide, 10-foot deep ravine created by a massive delirium boulder ejected from the initial crater impact. The melted earth has turned to black glass and glittering obsidian, making it one of the richest delirium veins outside the city center.
Spokesmithy
Also known as Smithy on the Scar, this former blacksmith shop in the industrial Spokes neighborhood sits near the crater and the Scar ravine. It has been heavily fortified by the Iron Helm dwarves with barricades, spike poles, and three massive dwarven cannons. The L-shaped building features a rooftop with crenellations and serves as the base for the Iron Helms' delirium mining operation. A field of monstrous corpses surrounds the perimeter.
Noble Estates
An area of nicer housing northeast of the city where the Pale Man is reportedly based, currently shrouded in haze.
Items
Mentor's Axe (the Flying Axe)
A powerful magical finesse axe once belonging to Syndle's mentor Bondor Brood Grind, reclaimed after Syndle defeated the stone giant champion in the fighting pits. The axe doubles the wielder's jumping distance and requires attunement. Syndle used it to leap onto the roof of the Spokesmithy during the confrontation with Buck Furius.
Ioun Stone of Protection
A magical stone that orbited Syndle's head, providing a bonus to his armor class. He continues to use it as one of his three attuned items alongside his new axe and shield.
Magical Mask
A mask used by Yazzy that magnifies her voice up to 300 feet, making it booming and resonant. It grants advantage on performance checks when addressing five or more people. Used during negotiations with the Iron Helm dwarves.
Ignatius
Tark's magical sword that can be lit with radiant energy. Used to deliver the final killing blow to Buck Furius, with Tark sinking the blade into the roof and letting the radiant energy burn through his enemy.
Bugbear Pelt
The cloak worn by Buck Furius, made from the remains of bugbears. Tark reclaimed it after the battle, intending to give it a proper burial ceremony.
Protective Potions
Potions supplied by the Pale Man that provide an eight-hour burst of protection from the effects of the haze and contamination. The Iron Helms receive regular deliveries of these potions and pay for them in delirium.
Delirium
Meteorite crystals mined from the Scar ravine by the Iron Helm dwarves. Sold at roughly half the market rate at the Spokesmithy, the party plans to purchase a large quantity to resell to the Amethyst Academy for a significant profit. Also used as currency by the Iron Helms to pay the Pale Man for his protective potions.
Necklace of Fireballs
A magical item mentioned by the party as a potential tool for rigging an explosive trap using delirium, with the idea of having the Silver Order confiscate a rigged piece of delirium and trigger a massive explosion.
Spells
Purge Contamination
Used on Yazzy upon returning to Emberwood Village to remove levels of magical contamination she had accumulated. The spell left her with levels of exhaustion, though after a couple of days of rest she recovered fully.
Tongues
Cast by Yazzy to enable her to sing and communicate fluently in Dwarvish during the negotiations with the Iron Helm clan at the Spokesmithy.
Heroism
Cast by Oiroa on Tark before the rooftop confrontation, providing him with a continuous influx of temporary hit points and bolstering his courage throughout the duel with Buck Furius.
Slow
Cast by Oiroa targeting six creatures — Gertrude, Mordecai, and four other Iron Helm dwarves. All but Gertrude failed their Wisdom saving throws, drastically reducing their speed, armor class, and ability to react, effectively preventing them from interfering in the rooftop duel.
Animate Objects
Ned readied this spell with the intention of bringing the dwarven cannons to life should the Iron Helm dwarves turn fully hostile. The spell was never triggered as the situation was de-escalated.
Invisibility
Employed by Reginald Ironhelm to disappear from the battlefield as soon as the confrontation on the roof turned violent.
Silence
Cast by Ned on Ignatius, Tark's sword, during the rooftop combat.
Haste
Cast by Xakarium on Tark, granting him supernatural speed and additional attacks that allowed him to deliver the killing blow to Buck Furius.
Session 48: Night Shift at the Smithy
Date: Apr 15th, 2026
Summary
The night after Buck Farious fell to Tark's blade, the Iron Helm clan welcomed the party with open arms, filling the air around the campfire with ale, laughter, and repeated performances of Yazzy's new ballad, "Tark's Woe." Syndle spent the evening at the side of Gertrude — "Auntie Gertie" — a gladiator of fearsome reputation who had known Bondor in years past and was deeply moved to learn of his passing. Mordecai, ever the anxious accountant, bent anyone's ear who would listen about the clan's precarious finances: the protection money bled away to the Queen of Thieves, the fortune spent rebuilding after Bukfarious's war wagon, and the bulk-rate deals with Fairweather Trades and Exports — a merchant the party quietly informed him would no longer be taking their shipments. As dusk crept across the scar, the revelry faded. The Iron Helms set down their tankards, took up their posts along the walls, and checked their cannons and ballistas with the grim efficiency of people who had survived too many nights to take any of them for granted.
When full darkness fell, the scar came alive with an eerie beauty — octorine light pulsing from delirium clusters across the ruined landscape, a silent rolling lightning storm flickering overhead without a crack of thunder. Then came the sounds: distant shuffling and moaning that grew louder and closer from every direction at once. The first creatures to emerge from the haze were strange, warping dregs — one that blinked in and out of reality, another foaming and feral, running on all fours with grotesquely elongated arms, and a third bristling with protruding bone and shards of delirium. Tark opened the defense with a perfectly aimed shot that caught the displacer dreg mid-phase, dropping it before it could fully materialize. Yazzy levitated to the rooftop and filled one creature's mind with such unbearable psychic torment that it fled screaming into the darkness — only to return moments later, confused and furious, hurling a massive boulder through the smithy wall and crushing an Iron Helm clansman. Syndle raged into the thick of it, wreathing herself in flowers and vines that tangled the ground around her, then launched herself through the air to crash into the gargantuan creature responsible, shouting at it to pick on someone its own size. Ned unleashed a torrent of chaotic energy at the beast while Oiroa blessed the dwarves on the wall, and Xakarium climbed to a vantage point and released a thunderous sixty-foot cone of lightning that sizzled through a cluster of dregs and both gargantuan creatures — and somewhere out in the haze to the west, a vast shadow stirred and began moving toward the light.
The delirium dragon arrived without ceremony. It was gargantuan, crystalline, and terrible — its body a jagged mass of purple and octorine crystal that caught the storm-light as it flew. It let out a roar so thunderous and primal that it shook the very air, dealing devastating damage and leaving nearly every defender — dwarf and adventurer alike — trembling with supernatural fear. The beast swooped low over the camp and, almost casually, snatched up the gargantuan dreg the party had been laboring to bring down, swallowing it whole before climbing back into the sky. Oiroa moved quickly, weaving through the chaos to calm the fear gripping her allies and then binding the dragon's movements with a powerful slowing enchantment. Xakarium turned the dragon's own crystalline nature against it, unleashing a concussive sonic blast that rattled its gemstone hide, while Ned dropped a fireball into the remaining dregs on the perimeter, incinerating them in a single brilliant burst. It was Tark who delivered the blow that mattered most — flying up to meet the dragon face to face, with Ignatius hurling a blistering insult at it in Draconic, before driving a radiant strike deep into its crystalline body. The dragon, bloodied and furious, released one final thunderous roar and vanished into the haze at full speed, chased by a well-aimed cannon shot from the Iron Helm dwarves. The clan erupted in cheers, Oiroa moved through the wounded to mend what she could, and the party settled back into their posts — battered, exhilarated, and very aware that the night was only half over.
Memorable Moments
"You leave that dwarf alone! You want to pick on somebody, you pick on me!"
— Syndle
Syndle, mid-rage, flies through the air and crashes into a gargantuan dreg that had just hurled a boulder at an Iron Helm clansman
"The delirium dragon, bloodied by Tark's radiant strike, releases a final thunderous roar and vanishes into the haze — driven off by the party and a well-aimed cannon shot from the Iron Helm dwarves."
—
The climax of the night siege, with Tark flying up to confront the dragon directly and Ignatius hurling a Draconic insult at it before the killing blow
"Xakarium unleashes a sixty-foot cone of lightning into the night, sizzling through a cluster of dregs — and the distant shadow of the delirium dragon stirs and begins moving toward the smithy."
—
Xakarium's spectacular lightning torrent inadvertently drew the attention of the delirium dragon lurking in the haze
"The delirium dragon swoops over the camp mid-battle and casually snatches up and devours the gargantuan dreg the party had been fighting."
—
The party had been working hard to bring down the gargantuan, only to watch the dragon steal their kill in one effortless swoop
Scenes
Vengeance for Tark's Woes: Celebrating with the Iron Helms
The party celebrates their victory over Buck Farious with the Iron Helm clan and prepares for a night of defense at the smithy.
- The party feasts and drinks ale with the Iron Helm clan following the death of Bukfarious.
- Yazzy performs her new song, 'Tark's Woe', multiple times around the campfire at the clan's request.
- The party discusses trade options and learns that the Pillman is expected to return with protection potions in two days.
- The group agrees to stay the night to help the Iron Helms defend the Spoon Spoke Smithy from nocturnal creatures.
- Syndle spends time with Gertrude, whom she calls 'Auntie Gertie', learning that Gertrude knew Bondor and discussing Syndle's training and accomplishments.
- Mordecai discusses the difficult finances of their operation, including protection rackets, supply costs, and their trade relationship with Fairweather Trades and Exports — which the party reveals is no longer operational.
- As dusk falls, the Iron Helm clan members take their defensive positions on the walls, checking cannons and ballistas, their earlier revelry giving way to anxious vigilance.
- The party members station themselves around the smithy, with some taking positions on the rooftop.
Night Falls on the Spoon Spokesmithy
As darkness descends over the Drakkenheim scar, the party and the Iron Helm clan face the first wave of nighttime creatures.
- An eerie, silent lightning storm begins as the octorine glow of delirium clusters illuminates the hellscape of the scar.
- The sounds of shuffling and moaning fill the air as creatures approach from all directions, including from below.
- Tark opens the engagement by firing his bow at a displacer dreg, which blinks out of reality to avoid the first arrow before being slain by the second.
- Yazzy levitates to the rooftop and casts Dissonant Whispers on a large creature, wracking it with psychic pain and forcing it to flee into the darkness.
- A grotesque gargantuan creature retaliates by hurling a massive boulder through the wall, blasting an Iron Helm clansman.
- Syndle enters a rage, manifesting an aura of flowers and vines that creates difficult terrain, before leaping into the fray to confront the gargantuan.
- Ned fires a frenzy bolt at the gargantuan creature, striking it with force and fire damage.
- Oiroa casts Bless upon six Iron Helm defenders stationed along the smithy's wall.
- A frenzied dreg with elongated arms and talons leaps onto the wall, brutally slaying an Iron Helm clansman with its claws.
- A lambent dreg with a glowing gullet and a spiny dreg bristling with delirium shards join the assault on the walls.
- A displacer dreg shudders into existence behind the defensive lines, striking a dwarf with its barbs.
- The Iron Helm dwarves call out a warning as a massive Haze Hulk is spotted in the distance, and the northeast cannon fires on it.
- Reginald fires magic missiles from the smithy window, and Mordecai throws daggers from the rooftop.
- Gertrude leaps into the fray, skewering a dreg with her spear to protect a dwarf on the wall.
- Tark flies across the battlefield to assist his allies.
- Xakarium levitates ten feet into the air and unleashes a massive torrent of lightning in a sixty-foot cone, sizzling through multiple dregs and a gargantuan creature.
- A terrifying roar echoes from the west as a shadowy figure lifts off the ground in the distance, signaling the approach of a greater threat.
The Delirium Dragon Attacks
A gargantuan delirium dragon emerges from the haze and assaults the smithy, unleashing thunderous terror upon the defenders.
- Yazzy attempts to strike a blurry, reality-warping displacer dreg with her rapier but finds the creature's form impossible to pierce as it turns its head without moving its body.
- The gargantuan creature regenerates some of its flesh before slamming its meaty paws into Syndle.
- Syndle uses a Draconic Cry to embolden her allies and attacks the gargantuan recklessly.
- Gertrude joins the fray, throwing spears to cleave a dreg off one of the defensive cannons.
- The delirium dragon — gargantuan, crystalline, and purple-octorine in color — emerges from the haze and lets out a terrifying roar that deals thunder damage in a 120-foot radius, leaving most defenders frightened.
- The dragon flies over the camp and snatches up and consumes the gargantuan dreg.
- Ned drops a fireball on a cluster of dregs, incinerating the remaining small threats near the perimeter.
- Oiroa casts Calm Emotions to suppress the supernatural fear instilled by the dragon's roar.
- Oiroa also casts Slow on the dragon, successfully hindering its movements.
- A lambent dreg releases a wave of contamination, dealing radiant and necrotic damage to nearby defenders and killing one Iron Helm clansman.
- Yazzy uses psychic blades to finish off a persistent spiny dreg.
- Xakarium unleashes an upcast Shatter spell against the crystalline dragon, exploiting its inorganic composition.
- Tark flies up to confront the dragon directly, insulting it in Draconic through Ignatius, and delivers a radiant strike that bloodies the beast.
- Upon being bloodied, the dragon releases a final terrifying roar dealing thunder damage and retreats at full speed into the haze.
- The Iron Helm dwarves fire a cannon at the dragon, landing a solid blow before it escapes.
- Eloise rallies a fleeing dwarf and strikes down a displacer dreg with her longsword.
- Oiroa and the Iron Helm clerics move through the ranks, healing the wounded defenders after the dragon flees.
- The party discusses using the barrels of delirium stored in the camp as improvised traps or spell fuel for future waves.
NPCs
Gertrude
A gladiator and one of the four Iron Helm siblings, known as 'Auntie Gertie' to Syndle. She is a warrior type who knew Bondor and acts as a mentor figure. She fought on the front lines during the night siege, using her spear with deadly precision to protect her kin and the party.
Mordecai
One of the Iron Helm siblings, described as roguish and a 'nerdy accountant type' mage. He manages the clan's finances and complained about their costs, including protection rackets and supply expenses. He assisted in the defense by throwing daggers from the rooftop.
Reginald
One of the four Iron Helm siblings who helped defend the smithy, firing magic missiles from the smithy windows to repel the attacking dregs.
Eloise
One of the Iron Helm siblings and a cleric. She provided magical support during the battle, blessed her siblings, rallied a fleeing clansman, and struck down a displacer dreg with her longsword.
Delirium Dragon
A gargantuan, bestial creature made of crystalline delirium — purple, octorine, and crystalline in appearance. It has reared its head near the Iron Helm camp before but never fully engaged. During this session it attacked the smithy, consuming the gargantuan dreg mid-flight, unleashing a thunderous roar that frightened the defenders, and retreating into the haze after being bloodied by the party.
Haze Hulk
A massive, terrifying creature of the haze that approached the smithy from the northeast, drawing the fire of the smithy's heavy cannons.
Locations
Spoon Spoke Smithy
A blacksmith shop constructed directly over the Drakkenheim scar, featuring fortified walls, cannons, and ballistas used by the Iron Helm clan to defend against the creatures of the haze. The rooftop serves as a key defensive position, worn smooth from years of fighting.
The Scar
A massive crater-like hellscape running east to west, peppered with glowing delirium clusters that cast an octorine glow across the ruins at night and draw in creatures from all directions. An eerie, constant rolling lightning storm without thunder illuminates the sky above it.
Items
Iron Helm Cannons
Heavy siege weapons mounted on the smithy walls, used by the Iron Helm dwarves to fire massive projectiles at large threats. During the night siege they were fired at a distant Haze Hulk and later at the delirium dragon, landing a solid blow on the latter.
Iron Helm Ballistas
Ranged siege weapons stationed on the smithy walls, used by the Iron Helm clansmen to fire on the encroaching dregs during the night assault.
Wand of Magic Missiles
A magical wand used by Ned to unleash unerring bolts of force at enemies during the night siege, including a dreg caught in the defensive wire.
Barrels of Delirium
Large containers filled with raw delirium crystals collected and stored by the Iron Helm clan around their camp. The party discussed using them as improvised explosive traps or as fuel to supercharge magical attacks in future waves.
Ignatius
Tark's magical weapon or companion that speaks Draconic. During the battle, Tark had Ignatius hurl a Draconic insult at the delirium dragon as he flew up to confront it directly.
Protection Potions
Potions supplied by the Pillman that protect against the contamination of the haze, allowing the Iron Helm clan to live and operate within the ruins. A new shipment was expected within two days.
Spells
Dissonant Whispers
Cast by Yazzy on a large creature early in the night siege, wracking it with terrible psychic pain and forcing it to use its reaction to flee into the darkness. The creature later returned, confused and angry.
Bless
Cast by Oiroa on six Iron Helm defenders stationed along the smithy's wall, bolstering their resolve and accuracy during the night assault. Eloise also cast a version of this on her siblings.
Frenzy Bolt
A chaotic spell from the school of twisted arcana cast by Ned, striking a gargantuan creature with a combination of force and fire damage.
Levitate
Used by Yazzy to ascend to the rooftop of the smithy, gaining a tactical vantage point at the start of the night battle.
Magic Missile
Used by both Ned (via his wand) and Reginald to strike enemies with unerring bolts of magical force throughout the night siege.
Torrent of Lightning
Xakarium released a massive sixty-foot cone of electrical energy that sizzled through multiple dregs and a gargantuan creature, dealing significant damage. The display appeared to attract the attention of the delirium dragon lurking in the distance.
Toll the Dead
A necrotic incantation used by Oiroa multiple times during the battle, targeting wounded gargantuan creatures with the sound of dolorous bells. The targets consistently rolled poorly on their wisdom saves.
Fireball
Cast by Ned to eliminate a cluster of dregs attacking the perimeter, incinerating several of them in a single explosive burst.
Calm Emotions
Used by Oiroa to suppress the frightened condition affecting the party and the dwarves after the delirium dragon's terrifying roar.
Slow
Cast by Oiroa on the delirium dragon, successfully hindering its movements and defenses after it flew over the camp.
Shatter
An upcast sonic burst used by Xakarium against the delirium dragon, exploiting its inorganic crystalline composition to give the dragon disadvantage on its saving throw.
Psychic Blades
Used by Yazzy to deal the finishing blow to a persistent spiny dreg during the night siege.
Healing Word
Used by Oiroa to bolster Yazzy during combat, granting her a bonus weapon attack alongside the healing.
Cure Wounds
Used by the Iron Helm clerics after the dragon retreated, mending the injuries sustained by Tark and Gertrude during the night defense.
Draconic Cry
Used by Syndle to embolden her allies, granting advantage on attacks against nearby enemies during the heat of battle.
Session 49: Wascally Wabbit
Date: Apr 22nd, 2026
Summary
The party gathered at the Smithy in the Spokes to rest and take stock of their situation. Tark and Syndle reflected on the blessings granted by the Sacrament of the Falling Fire, which shielded them from contamination, bolstered their resistance and allowed them to sleep undisturbed even within the haze. With renewed strength and a clearer sense of purpose, the party turned their attention to the matter of the Pale Man, the mysterious supplier of potions that kept the Iron Helms alive in this blighted place. The plan was simple: intercept his next delivery, negotiate his return to the Amethyst Academy's fold, and if words failed, take his head back in a bag and let the Academy sort it out from there.
Before the Pale Man's arrival, the party saw to more immediate business. They loaded up two delirium geodes and a barrel of smaller shards — the Iron Helms' surplus stock — and hauled the cargo back toward town, bypassing the Hooded Lanterns at the bridge without so much as a sideways glance from the garrison. River, their contact at the Amethyst Academy, received the shipment gratefully, paying out a generous sum in gold and gems and promising the remainder in credit. The party restocked on powerful healing draughts and new magical knowledge before turning right back around toward the Smithy, a third delirium geode set aside as a potential bargaining chip for the Pale Man himself.
Eldrick Runeweaver, the Academy wizard who had been pushing for this meeting, declined to make the journey in person. Instead, he sent his homunculus — a small magical construct the party quickly dubbed Homie — to accompany them, explaining that through its eyes and ears he would observe everything, and should history call upon him, he would appear. The party accepted this arrangement with varying degrees of enthusiasm and set off back through the Spokes, arriving at the Smithy to find the Iron Helms hammering away at their war wagon and mining delirium as if nothing had happened. The bodies from the previous attacks had been cleared, and the dwarves greeted the adventurers warmly.
The party debated whether to warn the dwarves of their intentions toward the Pale Man, ultimately deciding to say nothing. They spread out quietly, positioning themselves on rooftops and near the smithy's cannons, and waited. Ned activated his magical amulet and began scanning the surrounding area for signs of approaching power. It was not long before a disturbance rippled through the haze, and a fancy passenger carriage came rolling up the ruined lane — pulled by two perfectly ordinary-looking horses and driven by a figure twice the height of the carriage itself, an absurdly oversized man whistling to himself as if this were the most natural thing in the world.
As the carriage drew closer, Ned's amulet revealed something deeply strange. The carriage itself was barely touching the ground, held aloft by a faint transmutation enchantment, while the horses and the towering driver radiated illusion magic. The carriage door swung open and a gentleman stepped out wearing a mirror mask, one arm raised in a rigid, formal greeting — though the arm jerked back into his robes with an odd, abrupt motion. Two small figures that looked like miniature humans rather than proper halflings climbed out behind him, lugging a crate of potions toward the waiting dwarves in exchange for barrels of scrap delirium. Ned approached and introduced himself as a representative of the Amethyst Academy, offering the masked figure a consulting arrangement on behalf of the Academy. The figure confirmed he was Friedrich von Lichten, but Eldrick's voice whispered through Homie almost immediately: that was not Friedrich.
Homie darted forward and yanked at the robes. The cloak did not come fully off, but it opened just enough — and two cadaver arms on sticks clattered out of the sleeves and fell to the ground. Reginald, the Iron Helms' mage watching from a window, cast a dispelling wave of magic that tore away every illusion at once. The halfling porters twisted and swelled into squat, pig-like creatures. The horses folded and inverted, revealing themselves as upside-down, spider-legged abominations. And the grand, mirror-masked figure of Friedrich von Lichten collapsed into a rabbit — a literal rabbit, perched atop a pair of stilts, blinking at the assembled adventurers with enormous eyes. The towering driver, Grint, turned out to simply be a very large man in different clothes, who stared at the rabbit and said, flatly, that the ruse appeared to be up.
The rabbit, to his credit, was remarkably composed. He explained that he was merely a custodian, running errands for his master, and had thought it would be a nice touch to dress as the Pale Man so the customers would feel the boss was personally involved. He described the real Pale Man in terms that made the air feel colder: a stillness, a void that walks, the quiet that follows the last scream. He offered to show the party the way to his master, but hesitated, worried that bringing such a violent-looking group might displease him. When the rabbit attempted to climb back into the carriage and leave, Syndle launched into the air and brought the flat of his axe down on him twice in rapid succession, dropping him unconscious before he could take another step. Ned scooped the rabbit up and stuffed him into a magical bag for safekeeping.
What followed was swift and brutal. Oira slowed Grint, the pig-creatures, and one of the spider-horses, leaving them sluggish and vulnerable. Tark raged and flew straight at the nearest spider-horse, hacking into it with savage fury. Xakarium unleashed a crackling bolt of lightning that tore through the carriage and scorched Grint and the pig-creatures where they stood. The crack of thunder rolled out across the Spokes, and somewhere in the haze, something enormous heard it. Oiroa called down divine wrath on the bloodied Grint while Yazzy followed up with a roaring fireball that obliterated the creatures into a column of fire and smoke billowing into the grey sky. A distant roar answered it.
The crystalline dragon came in low and fast, sweeping over the smithy in a single devastating pass. It opened its maw and unleashed a massive cone of mutating necrotic energy across the camp. Several Iron Helm dwarves simply ceased to exist. The rest of the party braced against the onslaught, and those who could not fully resist the breath found themselves changed. Yazzy began to flicker at the edges like poorly tuned hologram. Tark's hair lifted and drifted as though he were submerged in deep water, fine and ethereal. Oiroa's legs reversed at the joints, bending backward like a grasshopper's, her base speed somehow increasing despite the grotesque transformation. Xakarium felt something push through the skin of his arm — a fleshy tentacle, coiling and flexing, that he found he could extend to strike at enemies just beyond his normal reach. The dragon roared once more and vanished back into the haze, apparently satisfied with the chaos it had sown.
Oiroa, moving on her reversed grasshopper legs with grim determination, made her way through the wreckage and called upon every reserve of divine power she had left to mend her companions and drag the surviving dwarves back from the edge of death. The dwarven cleric was hauled over and healed alongside the party. Grint and the rabbit, both unconscious but breathing, were left alive — they were the only ones who knew the way to the Pale Man. The Iron Helms stared at the smoldering ruin of their clan, the dead scattered across the yard, and at the increasingly strange-looking adventurers who had brought all of this down upon them. The party, battered and mutated, began to plan their next move: when the rabbit woke up, they would have some very pointed questions for him about where exactly his master called home.
Memorable Moments
"The fearsome 'Pale Man' is revealed to be a rabbit on stilts with cadaver arms on sticks stuffed into sleeves, accompanied by pig-creatures and upside-down spider-horses."
—
The homunculus grabs the robe mid-negotiation, causing the whole elaborate disguise to collapse in the most absurd way possible
"He is a stillness, a void that walks. He is the quiet that follows the last scream."
— The Rabbit
The rabbit custodian, exposed and defeated, describes his true master the Pale Man to the party with unsettling reverence
"Oiroa, her legs now reversed into grasshopper limbs from the dragon's mutation breath, hobbles over to heal her allies after the devastating attack."
—
Immediately after the dragon's retreat, Oiroa prioritizes healing despite her own grotesque transformation
"Yazzy's fireball destroys the war wagon the dwarves had been laboriously building, prompting the dwarves to scatter screaming 'Dragon!' as the actual dragon then arrives."
—
The party's own magical excess draws the dragon straight to them, and the dwarves assume the dragon caused the explosion
Scenes
Rest and Reflection at the Smithy
The party discusses the benefits of the Sacrament of the Falling Fire and plans their next move regarding the Pale Man and the Iron Helms.
- The party debates whether they can take a long rest in the haze, discovering that those sanctified by the Sacrament of the Falling Fire are immune to contamination and can benefit from long rests.
- The group reviews the traits gained from the Sacrament, including resistance to necrotic and radiant damage and advantage against being charmed or frightened.
- The players discuss leveling up their characters and selecting new spells, including options like Wall of Force and various delirium-based magic.
- A plan is formed to potentially intercept the Pale Man's delivery to the Iron Helms and convince him to cooperate with the Amethyst Academy.
- The party considers buying a wagon of delirium from the Iron Helms to deliver to the Academy in town.
Logistics and Delirium Deals
The party discusses the logistics of transporting delirium to the Amethyst Academy and negotiates a trade deal with the Iron Helms.
- The party debates whether to use a war wagon or carry delirium geodes and shards manually to avoid being a target.
- A deal is struck to purchase delirium from the Iron Helms for around 14,000 gold worth of geodes and shards, with an expected 25% profit upon delivery to the Academy.
- The party considers asking the Queensmen to drop their commission since they failed to protect the smithy.
- The group plans to return to town to deliver the shipment to River and potentially recruit others for the upcoming meeting with the Pale Man.
Return to Town and Resupply
The party fast-travels back to town to deliver their cargo to River and spends their earnings on magical supplies.
- The party successfully delivers the delirium to River at the Amethyst Academy, bypassing the Hooded Lanterns at the bridge without incident.
- River pays the party 9,000 gold in cash and gems, owing them a remaining balance of 8,500 gold in credit.
- The adventurers browse a price list for magical items and potions, discussing the purchase of superior and supreme healing potions.
- Several party members purchase high-grade healing potions, including superior varieties, to prepare for upcoming dangers.
- Xakarium and Yazzy select new powerful spells, including delirium blast, as they increase in power.
- The party decides to use a delirium geode as a bargaining chip for their upcoming meeting with the Pale Man.
- Eldrick Runeweaver decides to stay behind but sends his homunculus, nicknamed Homie, to accompany the party so he can observe and assist remotely.
Return to the Smithy and Preparations
The party travels back to the Dwarven Smithy, accompanied by Eldrick Runeweaver's homunculus, and prepares to intercept the Pale Man.
- The party travels back toward the Smithy through the Spokes, rolling for random encounters along the way without incident.
- The party arrives back at the Smithy Spokes where the Iron Helms are working on a war wagon and mining delirium.
- The group discusses whether to inform the dwarves of their plan to negotiate with the Pale Man, considering the potential for conflict.
- Ned uses his magical amulet to prepare for the Pale Man's arrival, sensing for magical auras in the area.
- Reginald, the fifth-level mage nicknamed the 'window mage,' is identified as being present at the smithy.
The Arrival of the Pale Man's Carriage
A mysterious carriage arrives at the smithy, revealing a strange oversized driver and a figure claiming to be the Pale Man.
- A fancy passenger carriage arrives, driven by an oversized driver twice the height of the vehicle.
- Ned identifies a transmutation aura on the carriage using his magical amulet, determining it is levitating slightly off the ground.
- The horses and driver are revealed to be under an illusion aura.
- A gentleman wearing a mirror mask steps out of the carriage, claiming to be Friedrich von Lichten.
- Two miniature humans, appearing as halflings but with human features, begin trading crates of potions for barrels of scrap delirium with the Iron Helms.
- Ned approaches and attempts to negotiate a consulting agreement with the figure on behalf of the Amethyst Academy.
- Eldrick Runeweaver communicates telepathically through his homunculus that the figure is not Friedrich.
The Pale Man's Deception Unravels
The homunculus exposes the imposter, revealing a bizarre group of creatures in disguise.
- Eldrick Runeweaver's homunculus flies over and grabs the robed figure's cloak, partially exposing it and causing two cadaver arms on sticks to fall from the sleeves.
- Reginald casts a spell that dispels the illusions, revealing the halfling porters as pig-like creatures and the horses as upside-down spider-monsters known as Bojacks.
- The figure is revealed to be a rabbit-like creature that had been using stilts and a mirror mask to impersonate the Pale Man.
- Grint, the oversized driver, is revealed to simply be wearing different clothes.
- The rabbit explains he is merely a custodian for the real Pale Man, describing his master as 'a stillness, a void that walks' who lives not far away.
- The rabbit refuses to immediately lead the party to his master, citing concern that the Pale Man would be unhappy about visitors.
- The party decides to attack when the rabbit attempts to leave.
Skirmish at the Smithy
Combat breaks out as the party attacks the imposters and their monstrous guardians.
- Syndle leaps from the air and strikes the rabbit imposter with his axe, knocking him unconscious with two powerful blows.
- Yazzy casts a slow spell on Grint, the rabbit, the pig-creatures, and one of the Bojacks, hampering their movements and reactions.
- Yazzy follows up with a poison spray targeting the horses and Grint, though they resist the worst of the toxins.
- Tark rages and flies toward the monsters, delivering a devastating series of strikes to one of the spider-horses.
- Ned snatches the unconscious rabbit and stuffs him into a magical bag before blasting a Bojack with a fire bolt.
- The Bojacks retaliate against Tark, striking him with impaling limbs and spraying corrosive mucus that melts his armor and slows him.
- Xakarium unleashes a lightning bolt through the enemy ranks, electrocuting Grint and the pig-like creatures, while stormy magic erupts around him dealing additional lightning damage to the Bojacks.
- Syndle leaps onto the wagon and delivers a series of non-lethal axe blows to Grint's head.
- Oiroa uses toll the dead to further injure the bloodied Grint.
- Yazzy casts a massive fireball combined with psychic blades, causing a massive explosion that destroys the wagon and kills the pig-like creatures.
- A dragon's roar echoes in the distance as the fireball detonates, drawing the attention of the crystalline dragon.
The Dragon's Crystalline Breath
Attracted by the magical noise of the battle, a crystalline dragon ambushes the camp with a devastating mutating breath attack.
- A crystalline dragon swoops down from the haze, letting out a massive cone of mutating necrotic breath over the camp.
- The breath washes over the party and the Iron Helm dwarves, killing several dwarves instantly.
- Those who failed to resist the breath attack undergo physical mutations: Tark and Yazzy begin to flicker like holograms, Yazzy's hair becomes ethereal and floats as if underwater, Oiroa's limbs reverse into grasshopper-like legs, and Xakarium grows a fleshy tentacle arm that can extend his reach.
- Those who failed their saves also gain a level of contamination.
- The dragon roars and retreats back into the haze after its single devastating pass.
- Oiroa uses her remaining divine power to heal the party and the fallen dwarven cleric.
- The party discovers that Grint and the rabbit survived the dragon's attack despite being unconscious, and plan to interrogate them next session.
NPCs
River
A tiefling mage of the Amethyst Academy who receives the party's delirium shipment. She pays 9,000 gold in cash and gems and owes the party 8,500 gold in credit. She is described as more of a lover than a fighter and declines to accompany the party to meet the Pale Man.
Eldrick Runeweaver
A wizard of the Amethyst Academy who is interested in getting the Pale Man to cooperate, partly to restore Leonora's sanity. He declines to accompany the party in person but sends his homunculus to observe and communicate telepathically, confirming that the figure at the smithy was not Friedrich von Lichten.
Homie
Eldrick Runeweaver's homunculus, a small magical construct that allows the wizard to see and hear through its senses. It physically exposed the rabbit imposter by grabbing his cloak during the confrontation at the smithy.
Reginald
A fifth-level mage nicknamed the 'window mage' by the party, associated with the Iron Helms at the Smithy. He cast a spell to dispel the illusions surrounding the Pale Man's carriage, revealing the true forms of the rabbit, pig-creatures, and spider-horses.
Gurdy
A member of the Iron Helms who facilitated the trade of delirium for potions with the Pale Man's associates at the smithy.
The Rabbit
A creature that used stilts, cadaver arms on sticks, and a mirror mask to impersonate the Pale Man. He claims to be merely a custodian running errands for the real Friedrich von Lichten. He was knocked unconscious by Syndle and stuffed into a bag by Ned, surviving the dragon attack and set to be interrogated next session.
Grint
The oversized driver of the Pale Man's carriage, revealed to simply be wearing different clothes. He was slowed, poisoned, and beaten unconscious during the skirmish, but survived the dragon's breath attack. The party intends to keep him alive for information.
Bojacks
Monstrous, upside-down spider-like creatures disguised as horses that pulled the Pale Man's carriage. They attacked Tark with impaling limbs and sprayed corrosive mucus that melted his armor. They were killed during the battle.
The Pale Man (Friedrich von Lichten)
A mysterious figure who is the real supplier of potions to the Iron Helms. He did not appear in person; his rabbit custodian described him as 'a stillness, a void that walks' and 'the quiet that follows the last scream,' living not far from the smithy. The party's goal is to find and negotiate with him.
Locations
The Smithy (Spokes)
A dwarven outpost in the Spokes where the Iron Helms are mining delirium and building a war wagon. It served as the site of a chaotic battle against the Pale Man's imposter crew and was subsequently struck by a crystalline dragon's breath attack, killing several dwarves.
The Spokes
A dangerous area between Emberwood Village and the city where the party travels to and from the Smithy. A random encounter check was made here without incident.
Emberwood Village
The party passed through here on their return trip, delivering delirium to River and resupplying before heading back to the Smithy. The Hooded Lanterns were back at the garrison and did not interfere with the party's passage.
Items
Sacrament of the Falling Fire
A holy rite that grants the recipient immunity to contamination, resistance to necrotic and radiant damage, advantage on saving throws against being charmed or frightened, and the ability to benefit from long rests within the haze. The party reviewed these benefits during their rest at the smithy.
Delirium Geodes
Large, valuable meteorite crystals worth approximately 5,000 gold each, used as the primary cargo for the party's trade deal with River. Two geodes and a barrel of smaller shards were traded for roughly 14,000 gold worth of value. One geode was set aside as a potential bargaining chip for negotiations with the Pale Man.
War Wagon
A heavy dwarven transport vehicle being reinforced by the Iron Helms at the smithy. The party considered using it to transport delirium but ultimately opted to carry the geodes instead. The wagon was destroyed during Yazzy's fireball in the skirmish.
Potion of Superior Healing
High-quality healing draughts purchased by party members from the Academy's contacts. Each costs 450 gold and restores a significant amount of health, purchased for emergency use.
Magical Amulet
An item used by Ned to detect and identify schools of magic. He used it to identify the transmutation aura on the Pale Man's carriage and the illusion auras surrounding the driver and halfling porters, granting him advantage on the arcana check.
Mirror Mask
A mask worn by the rabbit imposter to hide his true face while posing as the Pale Man. He claimed it showed 'the reflection of society and what it's become.' It fell away when the homunculus exposed him.
Magical Bag
A container used by Ned to quickly stow the unconscious rabbit imposter during the heat of battle, keeping him alive for later interrogation.
Corrosive Mucus
A sticky, acidic substance sprayed by the Bojacks that melted Tark's armor, caused ongoing acid burns, and reduced his armor class during the skirmish.
Spells
Dispel Magic
Cast by Reginald to strip away the illusions hiding the true forms of the rabbit imposter, the pig-like creatures, and the spider-horses, revealing the Pale Man's delivery crew for what they truly were.
Slow
Cast by Yazzy to drastically reduce the movement, actions, and armor class of multiple enemies including Grint, the rabbit, the pig-creatures, and one of the Bojacks, making them significantly easier targets for the party.
Poison Spray
Used by Yazzy to release a puff of noxious gas targeting the spider-horses and Grint, though the enemies managed to resist the worst of the toxins.
Fire Bolt
A small mote of magical flame cast by Ned to strike one of the slowed Bojacks, dealing fire damage.
Lightning Bolt
A powerful stroke of electrical energy unleashed by Xakarium that tore through the carriage and struck Grint and the pig-like creatures. The loud crack of lightning attracted the attention of the crystalline dragon lurking in the haze.
Toll the Dead
A sound of dolorous bells used by Oiroa to inflict necrotic damage on the already heavily injured Grint, leaving him severely bloodied.
Fireball
A massive explosion of fire cast by Yazzy, combined with psychic blades, that decimated the remaining pig-like creatures and destroyed the war wagon. The explosion further signaled the party's location to the crystalline dragon.
Healing Word
Used by Oiroa to mend the wounds of allies during and after the battle.
Mass Healing
Oiroa employed high-level restorative magic twice after the dragon's breath attack to mend the party's wounds and stabilize the surviving dwarves, expending her remaining fifth-level spell slots.
Session 50: The Pale Man
Date: Apr 28th, 2026
Summary
The aftermath of the dragon's assault left the Iron Helms dwarves in a grim state. More than three-quarters of their number had been killed or twisted by grotesque mutations — tentacles, extra eyeballs, and an eerie glow marking those who had survived. The siblings among them had fared better, and Eloise, their cleric, was revived by the party so she could tend to the wounded. With her magic and the party's healing potions, every surviving dwarf was brought back from the brink, though the Iron Helms made no secret of their resentment, blaming the party for attracting the dragon in the first place.
The party turned their attention to the two captured delivery men — Rabbit, a quick-witted creature who had once been a halfling librarian, and Grin, a towering, simple-minded man with a heart as big as his frame. Rabbit was pulled from the bag and confronted about the Pale Man deception. He admitted freely that he and Grin had been impersonating the Pale Man for some time, using cadaver arms as a puppet and stilts to sell the illusion, all to keep their customers happy while the real Pale Man remained too busy for errands. When Grin was revived and learned that his beloved animal companions, Elmer and Porky, had not survived the conflict, he broke into ugly, heaving sobs that drew uncomfortable silence from the party.
With the truth laid bare, the party decided their best course of action was to have Grin and Rabbit lead them directly to the real Pale Man. The dwarves, not wanting to further anger their supplier, insisted the party take the delirium delivery along with them. Grin, still sniffling, took hold of the levitating carriage and began pulling it with surprising ease, and the group set off on the long journey across the ruins of Drakenheim toward the noble estates district. Along the way, Ned recalled from his extensive reading that Dr. Everett Freed — a name Rabbit had casually dropped — was the former head of the Drakenheim Insane Asylum, a surgeon who had descended into radical reanimation and mutagenics on the very fringe of what anyone would call science.
The journey was long, but Grin filled the silence with cheerful chatter about his brother Teefy, his fondness for the estate, and his complicated feelings of fear and gratitude toward the Pale Man who had saved him. Rabbit, by contrast, proved to be a thoughtful and eloquent conversationalist, answering the party's careful questions about the estate's operations. He explained that the place had once been called the Kleinberg Estate, that it housed three dozen or more inhabitants, and that the Pale Man spent most of his time in the manor house conducting research alongside Dr. Freed. The group crossed a river and passed through a gatehouse manned by six enormous trolls who found Grin absolutely hilarious and waved the whole procession through without a second thought.
The Kleinberg Estate rose before them atop a rolling hill — a grand but decaying mansion with steep terracotta roofs, shattered and boarded-up windows, and stone walls draped in years of neglect. Hooded figures wandered the grounds, watering dying flowers and lounging near a brackish pond, while one small, feathered figure perched in a tree and lobbed pebbles at the newcomers. Teefy emerged from the gatehouse, a toothier and balder version of his brother, and greeted Grin with warmth before eyeing the party with suspicion. He summoned Raven from the stables — a massive woman with dark blue skin, stringy black hair, and glowing white eyes who managed the delirium dust operation — and she stepped up to the gate with cautious authority.
Ned appealed to Raven's pragmatism, invoking the name of Dr. Freed and the Academy's awareness of the estate's work, and she agreed to bring them inside to speak with Henry. Henry emerged from the main building — a large, intimidating figure with a skeletal arm and ribs visible through his skin — and made his feelings about Academy visitors abundantly clear with a blunt and colorful greeting. After Ned hinted that the party carried word of someone more important than even the Pale Man himself, Henry relented and agreed to escort two of them inside. The party split: Ned and Tark followed Henry into the mansion, while the others were led by Raven on a tour of the stables.
The stables had been stripped of any trace of their original purpose and converted into a makeshift factory, thick purple haze pouring from every crack in the walls. Inside, mutated workers — some with three eyes, some with four arms, some with no eyes at all — pounded volatile delirium into dust within glowing spheres of magical containment. A massive, dome-helmeted figure with no discernible face watched over the operation in silence. Meanwhile, Ned and Tark were swept through the mansion's grand foyer, past marble horse statues and walls lined with pastoral artwork, and up a sweeping double staircase to an upper chamber where the Pale Man himself was at work.
The Pale Man, Friedrich von Richten, wore a mirror mask that concealed his features, and he was in the middle of an experiment on a familiar face — Osiric, the wizard the party had previously encountered at the Black Ivory Inn, now trapped inside an arcane circle with a grotesque second being growing out of his side. Friedrich was displeased at the interruption, but when Ned mentioned Queen Leonora, the Pale Man went very still. Dr. Freed entered the room shortly after, wiping blood from his hand before offering it in greeting, and the mood shifted from irritation to cautious interest.
Henry gathered the rest of the party from the stables, and the entire group was seated at an elaborate dining table where mutated servants brought out an odd but edible feast. Friedrich donned his mirror mask for dinner and held court at the head of the table, railing against the Academy's fearfulness and praising the Haze as the future of Drakenheim. Dr. Freed, meanwhile, ate voraciously and peppered the party with enthusiastic questions about their mutations and backgrounds. Ned carefully positioned himself as a potential liaison, neither fully endorsing the Academy's position nor dismissing Friedrich's vision, and steered the conversation toward the Queen.
Friedrich explained that he could siphon mutations from one host to another — drawing the contamination out of a person and forcing it into a new vessel — but that restoring someone of royal blood, whose transformation had taken root over fifteen years, would require far better facilities than the estate could offer. What he needed, he said, was the Nexus: the heart of the city's power, deep within the Amethyst Academy's tower. The tower's doors, he noted, only opened for living Academy members bearing their rings — and he looked pointedly at Ned as he said it. His offer was simple: get him inside the tower, and he would give the Queen her mind back.
To prove his capabilities, Friedrich led the group back upstairs and demonstrated his power on Osiric. He removed his mirror mask to reveal pale skin with something writhing beneath it and lidless, unblinking eyes, then unleashed a torrent of crackling purple energy at the wizard. The mutation tore free from Osiric in a rush of octarine ooze and was forced into a half-dead dreg, which merged with it and collapsed into a bubbling, shapeless mass. Osiric, restored to himself for the first time in weeks, stared down at his own belly button in tearful disbelief, muttering that he'd had something like an umber hulk growing out of him and hadn't been sure he'd ever be rid of it.
The party negotiated to take Osiric back to the Academy as a living testament to Friedrich's abilities, and the Pale Man agreed without much fuss. He offered to sell one of his little mutated servants for an eye-watering sum, or suggested the party could take Birdbrain — the pebble-throwing creature in the tree — for free, an offer that was politely declined. Henry and Raven escorted the group out through the iron gates, and the party departed the Kleinberg Estate with Osiric in tow, the homunculus having silently observed everything throughout. Ned reflected on what he had witnessed: the Pale Man was the most powerful practitioner of his craft he had ever encountered, and — unsettlingly — everything Friedrich had said appeared to be the truth.
Memorable Moments
"Hey, dwarves, why don't you line up for healing? Just to make it easier, everyone get aligned and hold of this chain. It's a healing chain."
— Tark
Sarcastically suggesting the dwarves hold a chain so the party could 'cast lightning five times and then leave,' mocking the dwarves' ingratitude
"Silly rabbit, tricks are for kids."
— Ned
Deadpan response after learning it was Grin's idea for Rabbit to impersonate the Pale Man using cadaver arms as a puppet
"Grin ugly-cries upon learning that Elmer and Porky did not survive, sobbing loudly and mourning his lost animal companions."
—
Grin had just been revived and immediately asked about his friends; the news of their deaths devastated him completely
"Ned recalls from historical records that Dr. Everett Freed was the former head of the Drakenheim Insane Asylum — a surgeon turned reanimator and mutagenist on the very fringe of science."
—
Rolling a 26 on a history check after Rabbit casually mentioned Freed's name, revealing the disturbing background of the Pale Man's partner
"Welcome to the Kleinberg Estate, currently run by the Pale Man Friedrich von Richten, his esteemed academy retiree who no longer wants you purple cloaked sons of bitches at his place. Go home with you."
— Henry
Henry's blunt and hostile greeting to the party upon emerging from the mansion, making his feelings about Academy visitors crystal clear
"The Pale Man unleashes a torrent of purple electrical energy at Osiric, siphoning a grotesque spatial displacement mutation out of him and forcing it into a half-dead dreg, leaving Osiric restored while the dreg merges with the extracted mutation."
—
A chilling demonstration of the Pale Man's power, proving he can do exactly what he claims — at a terrible cost to the vessel receiving the mutation
"I have a belly button again. I had basically an umber hulk growing out of me."
— Osiric
Overjoyed and slightly traumatized after the Pale Man siphoned his mutation away, marveling at his own restored body
Scenes
Aftermath at The Spokes
The party deals with the fallout of the dragon attack and the confrontation with the delivery crew, while the Iron Helms dwarves recover.
- The party assesses the damage to the Iron Helms dwarves, noting that more than three-quarters have been killed or mutated by the recent dragon attack, with various mutations including tentacles, extra eyeballs, and glowing.
- Eloise is revived and begins healing the surviving dwarves using her remaining magic, ultimately bringing all survivors back.
- The party discusses the captured delivery crew — Rabbit and Grin — and what to do with them next.
- Yazzy and the party consider how to persuade the dwarves to leave the dangerous area and cut their losses.
- The Iron Helms blame the party for attracting the dragon and are not happy with their presence, though they refrain from open conflict.
- The group decides to use the captured delivery men to lead them to the real Pale Man rather than following them stealthily.
Interrogating Rabbit and Reviving Grin
The party wakes the captured delivery crew and learns the truth about the Pale Man deception before setting out for the estate.
- Rabbit is pulled from the bag and confronted about the Pale Man deception; he admits that he and Grin were posing as the Pale Man to keep customers happy, as the real Pale Man is too busy for errands.
- Rabbit reveals the hierarchy at the estate: Raven runs the delirium operation, Henry is the second-in-command, and the Pale Man's favorite is someone called the Lyssas.
- Grin is revived and mourns the loss of his animal companions, Elmer and Porky, who were killed in the previous conflict, sobbing loudly.
- The party learns that Grin's brother Teefy is manning the gatehouse at the estate.
- The party decides to have Grin pull the levitating carriage back to the estate, with the dwarves' delirium delivery left in the wagon.
- The dwarves, not wanting to anger the Pale Man further, insist the party take the delirium delivery with them.
The Long Trek to the Kleinberg Estate
The party travels across the ruins of Drakenheim with Grin and Rabbit, heading toward the Pale Man's domain.
- Grin pulls the levitating carriage as the party makes the long journey from The Spokes toward the noble estates district.
- Syndle rides alongside Grin and attempts to befriend him, learning that Grin loves his brother Teefy, is happy living at the estate, and is a little scared of Henry and the Pale Man.
- Ned recalls historical records identifying Dr. Everett Freed as the former head of the Drakenheim Insane Asylum — a surgeon turned radical reanimator and mutagenist.
- Rabbit, revealed to be quite intelligent and eloquent, answers questions about the estate, noting it was once called the Kleinberg Estate and has three dozen or more inhabitants.
- Rabbit reveals that the Pale Man cures contaminated and mutated people, giving them back their sanity and agency, and that he himself was once a halfling librarian.
- The group crosses a river and passes through a gatehouse guarded by six giant trolls who are friendly with Grin and let the party through without issue.
Arrival at the Kleinberg Estate
The party arrives at the walled Kleinberg Estate and negotiates entry through the estate's eccentric and mutated guardians.
- The party reaches the decaying Kleinberg Estate — a grand mansion atop a rolling hill with terracotta roofs, boarded-up windows, a large stable, and hooded figures wandering the grounds.
- Teefy, Grin's large and toothy brother, greets the group from the gatehouse and learns of the demise of the delivery bojhaks and pigs.
- Teefy summons Raven from the stables — a massive woman with dark blue skin, stringy black hair, and glowing white eyes who manages the delirium dust operation.
- Raven takes the delirium delivery from the wagon and orders Rabbit inside.
- Ned uses his Academy status and mentions Dr. Everett Freed to persuade Raven to grant them an audience, rolling a 16 on persuasion.
- Raven uses a piercing, whistle-like hum to summon Henry from the main building.
- Henry, a large man with a skeletal arm and visible ribs, emerges and initially threatens the 'purple cloaked' Academy visitors before agreeing to take a small group inside.
- A small, feathered, bird-like mutant named Birdbrain is spotted in a tree throwing pebbles at the party.
- Grin climbs into the guard house and falls asleep almost immediately.
- The party splits: Ned and Tark follow Henry into the mansion, while the others are led by Raven to tour the delirium dust factory in the stables.
The Stables and the Mansion Interior
While one group enters the opulent mansion, the others witness the grim reality of the delirium processing operation in the stables.
- Ned and Tark enter a grand foyer featuring a massive golden chandelier with 100 candles, marble horse statues flanking a double staircase, and walls lined with horse-themed artwork.
- Raven leads the rest of the party into the stables, which have been converted into a hazardous delirium dust factory emanating a thick purple haze.
- Inside the stables, mutated dregs work within glowing magical barrier spheres, pounding volatile delirium into dust with hammers.
- The party observes various mutated dregs living in the stalls — some with three eyes, no eyes, or four arms — overseen by a massive, helmeted figure with a dome-like metal head and no discernible face.
Audience with the Pale Man
Ned and Tark are brought before the Pale Man, finding him in the middle of a disturbing experiment on a familiar face.
- Henry leads Ned and Tark to an upstairs chamber where they find the Pale Man, Friedrich von Richten, wearing his mirror mask.
- The party discovers Osiric, the wizard previously encountered at the Black Ivory Inn, trapped inside an arcane circle with a second mutated being growing out of his side.
- The Pale Man explains his philosophy of advancing and transcending through contamination rather than curing it.
- Dr. Everett Freed, a blood-stained surgeon and mutagenist, enters the room and introduces himself.
- Ned hooks the Pale Man's interest by mentioning Queen Leonora and the possibility of restoring her mind.
- The Pale Man agrees to a dinner meeting to discuss a potential collaboration regarding the Queen.
Dinner and Negotiations at the Kleinberg Estate
The entire party gathers for a strange feast hosted by the Pale Man and Dr. Freed to discuss the future of Drakenheim and the Queen.
- Henry gathers the rest of the party from the stables for an elaborate dinner served by mutated dregs.
- The Pale Man briefly removes his mirror mask, revealing pale skin with worms crawling beneath it and lidless eyes, before donning it again for the meal.
- Dr. Everett Freed introduces himself as the former director of the Drakenheim Asylum and current reanimator and mutagenist.
- The Pale Man criticizes the Amethyst Academy for their lack of vision and expresses his desire to embrace the Haze rather than hide it.
- Ned positions himself as a potential liaison between the Academy and the Pale Man, suggesting collaboration to help restore Queen Leonora.
- The Pale Man explains that he can siphon mutations from one being to another, but restoring the Queen would require better facilities — specifically, access to the Nexus within the Amethyst Academy's tower.
- The Pale Man states that the tower door only opens for living Academy members with their rings, and proposes a deal: the party gets him inside, and he will restore the Queen.
- Ned notes that the Silver Order has seized the cathedral and threatens to burn Drakenheim to destroy delirium, adding urgency to the discussion.
- The Pale Man mentions his favorite creation, the Lyssas, whom the Silver Order would call a demon.
- The party is led back upstairs to witness a demonstration of the Pale Man's power.
The Siphoning of Osiric and Departure
The party witnesses the Pale Man's mutagenic siphon demonstrated on Osiric before departing the estate with the wizard in tow.
- The Pale Man removes his mirror mask and unleashes a torrent of purple electrical energy at Osiric, siphoning the spatial displacement mutation out of him and into a half-dead dreg.
- The mutation crumbles away from Osiric, leaving him restored to normal, while the dreg merges with the extracted mutation and becomes a bubbling mass.
- Osiric is overjoyed at being freed from the mutation that had been growing from his belly for a month, repeatedly marveling at having his belly button back.
- Ned negotiates to take Osiric back to the Academy as a living demonstration of the Pale Man's capabilities.
- The Pale Man offers to sell one of his little mutated servants for a steep price, or suggests the party could take Birdbrain from the tree for free.
- The party departs the estate with Osiric, escorted out by Henry and Raven.
- The party's homunculus, which had been silently observing throughout, communicates telepathically with Eldric Runeweaver about the Pale Man's proposal.
- Ned assesses the Pale Man as the most powerful caster he has ever witnessed, potentially a peer to Eldric, and confirms that the Pale Man appeared to be telling the truth throughout their meeting.
NPCs
Eloise
A cleric and one of the Iron Helms siblings who was revived by the party and used her remaining spells to heal the surviving dwarves.
Gertrude
One of the Iron Helms siblings who survived the dragon attack without a scratch.
Rabbit
A clever and eloquent rabbit-like being who was once a halfling librarian, transformed by the Pale Man. He had been impersonating the Pale Man during deliveries and served as a guide and source of information for the party on the journey to the estate.
Grin
A large, simple-minded man who pulled the party's levitating carriage to the estate. He mourned the loss of his animal companions Elmer and Porky and spoke fondly of his brother Teefy and the Pale Man who saved him.
Teefy
Grin's large, toothy brother who mans the front gatehouse of the Kleinberg Estate. He is similar in size to Grin but with more teeth and less hair.
Raven
A massive woman with dark blue skin, stringy black hair, and glowing white eyes who manages the delirium dust grinding operation in the estate's stables. She is cautious with visitors and reports to Henry in a business sense.
Henry
A large, intimidating figure with a skeletal arm and visible ribs who serves as the butler and second-in-command of the Kleinberg Estate. He is the primary gatekeeper to the Pale Man and threatened to slay the party if they wasted the Pale Man's time.
Birdbrain
A small, feathered, beaky mutant who lives in the trees on the estate grounds and throws pebbles at visitors. Described as a lovable nuisance by Rabbit, and offered to the party for free by the Pale Man.
Friedrich von Richten
Also known as the Pale Man, a former Amethyst Academy researcher who was cast out for using apprentices as test subjects. He has pale skin with worms crawling beneath it, lidless eyes, and a green stone flickering between his teeth. He wears a mirror mask and seeks to transcend humanity through delirium-induced mutations. He claims he can siphon mutations from one host to another and wants access to the Academy's Nexus to restore Queen Leonora.
Dr. Everett Freed
The former head of the Drakenheim Insane Asylum, now a blood-stained surgeon and mutagenist working alongside the Pale Man. He is enthusiastic about meeting new subjects and introduced himself with a blood-covered hand. Ned recalled him from historical records as a surgeon turned reanimator and mutagenist on the very fringe of science.
Osiric
An Academy wizard previously encountered at the Black Ivory Inn, found trapped in an arcane circle at the Kleinberg Estate with a spatial displacement mutation — a second being growing out of his side. The Pale Man siphoned the mutation out of him, restoring him to normal, and the party negotiated to take him back to the Academy.
Locations
The Spokes
The dangerous area where the session begins, with the party recovering from the recent dragon attack alongside the battered Iron Helms dwarves.
Kleinberg Estate
A grand but decaying mansion atop a rolling hill, surrounded by stone walls, featuring a gatehouse, a brackish pond with dying trees, and stables converted into a delirium dust factory. Home to the Pale Man and three dozen or more mutated inhabitants.
The Stables
A makeshift factory on the estate grounds filled with a thick purple haze, where mutated dregs pound volatile delirium into dust inside glowing magical barrier spheres. Some stalls serve as living quarters for the dregs.
Kleinberg Mansion
A large two-story property with a grand foyer featuring a golden chandelier with 100 candles, marble horse statues, a double staircase, and walls lined with horse-themed artwork. The upper floor contains the Pale Man's experimental chamber with arcane circles.
Items
Delirium Shooters
Concentrated doses of delirium in shooter or syringe form, used by the Iron Helms dwarves every eight hours to stave off mutations. The delivery contained approximately 400 doses, which the party brought along to the Kleinberg Estate.
Levitating Carriage
A transport vehicle enchanted with levitation magic, making it easy for Grin to pull despite its size. The carriage was used to transport the delirium delivery to the Kleinberg Estate.
Mirror Mask
The signature headwear of the Pale Man, used to hide his mutated features — pale skin with worms crawling beneath it and lidless eyes. He briefly removed it during the siphoning demonstration.
Homunculus
A magical construct belonging to Eldric Runeweaver that accompanied Ned to silently observe the party's negotiations with the Pale Man, communicating telepathically with Eldric throughout.
Spells
Purge Contamination
A third-level spell discussed by the party as a valuable service they could offer the mutated Iron Helms dwarves. It was noted that the Pale Man's associate Reginald might have access to it, but could only cast it once or twice per day.
Levitation
A spell used to keep the delivery carriage afloat, making it easy for Grin to pull on the long journey to the Kleinberg Estate.
Illusion
Magic previously used by Rabbit and Grin to disguise themselves and their mounts as the Pale Man and horses during deliveries, as admitted by Rabbit during interrogation.
Zone of Truth
Cast by a party member during the interrogation of Rabbit to help ensure he was providing honest information about the estate and the Pale Man's operations.
Magical Barrier Spheres
Glowing spheres of magical force used in the stables to contain the explosive energy of delirium while dregs pound it into dust with hammers.
Mutagenic Siphon
A powerful technique demonstrated by the Pale Man involving a torrent of purple electrical energy used to draw a spatial displacement mutation out of Osiric and force it into a half-dead dreg, leaving Osiric restored while the dreg merged with the extracted mutation.
Session 51: Pale Man Bugs Out
Date: May 5th, 2026
Summary
As the party cleared the deepest reaches of the haze surrounding the Kleinberg estate, the long-silent homunculus perched among them suddenly stirred to life. The voice of Eldrick Runeweaver crackled through the tiny creature, wanting to know what had transpired within the fog-shrouded grounds. After catching up through his familiar's witnessed memories, Eldrick's tone turned cold and resolute — no deal could be made with the Pale Man. Friedrich von Lichten had surrendered his humanity entirely, and the Academy would never allow a creature like him access to the Nexus or the Inscrutable Tower.
Eldrick's orders were clear: the Pale Man had to be neutralized, and his spellbook or his head was to be recovered. The Academy needed to understand the siphon spell, even if it had been born from the mind of a madman. A strike team was already being dispatched to the tower, and Eldrick himself promised to follow. The party, battered and low on resources, agreed they needed rest before walking back into the lion's den, and so they took the time to recover their strength before turning their boots back toward the estate.
Returning to the Kleinberg grounds, the party observed the dining room was a grotesque parody of a family meal, with delirium dregs seated around the long feasting table beneath crooked paintings defaced with crude drawings and words scrawled in food or blood. The solarium had been stripped of anything valuable, its bookshelves dismantled and its floors covered in dirty animal fur rugs, while more dregs milled about aimlessly. A young boy could be seen near the pond, tossing pebbles into the water and speaking to it as though it answered back.
The party approached the front gate with a carefully constructed bluff, presenting themselves as visitors returning with an answer for the Pale Man. Osiric lent his voice to the effort, convincing the dim-witted guard Grin that they were expected guests. The gate swung open, and the group walked the grounds with practiced calm — though as they passed the towering Teefyleaning against a tree, two members of the party felt the unsettling sensation of something probing at the edges of their minds. They pressed on, betraying nothing.
Inside the grand foyer, the massive guardian Henry waited at the top of the staircase, his enormous frame casting long shadows across the horse-themed artwork lining the walls. Yazzy spoke smoothly, assuring Henry that they had come promptly with their answer, and the great creature led them through a winding path of narrow corridors and secret stairs toward the Pale Man's private chambers. As they moved, Ned quietly wove a protective aura around the group, preparing for what was to come. When a bird-like creature suddenly pecked open a window and slipped inside, the fragile pretense of diplomacy shattered — and the fight began.
Syndle was the first to move, charging across the room with a battle cry and burying his axe into the Pale Man with savage force. Yazzy conjured writhing shadowy tendrils that lashed out at the Pale Man and Henry, draining their vitality. Tark followed with a reckless, all-out assault that left the Pale Man staggering, already well past the point of easy recovery. The Pale Man retaliated by erupting into a swarm of biting insects that filled the room, restraining the party and sapping their strength before he slithered up the wall on his back like a serpent and escaped through a doorway. Yazzy unleashed a devastating psychic explosion using a delirium shard, catching the Pale Man and several others in a brilliant burst of mental force.
The Pale Man struck back with terrifying power, sending a bolt of chain lightning arcing through Tark and leaping to three other party members in rapid succession. Ned attempted to suppress the spell but could not contain it, and the lightning tore through the group. Before the party could recover, the Pale Man unleashed an even more catastrophic attack — a massive cone of prismatic delirium energy that fired rays of force, radiant light, and necrotic darkness in every direction. Xakarium, Oiroa, and Osiric were overwhelmed and collapsed, while the rest of the party was left battered and barely standing.
With the party reeling, Ned made a desperate gamble. He reached into his pack and drew out the delirium geode — a massive, potent crystal — and channeled every ounce of its power into a single, earth-shaking psychic blast. The explosion tore through the room, and the Pale Man simply ceased to be. His form dissolved into a dispersing cloud of insects that scattered through the hallways, and his dark cloak fell to the floor like a discarded robe. But before the party could draw breath, Dr. Everett Freed phased out of existence and was replaced by a monstrous new form — had he been a Haze Hulk in disguise all along?
What followed was a brutal, grinding battle against the estate's remaining servants. Grin and Teefycharged into the fray, with Grin slamming into Ned and knocking him to the ground. A horrific creature that had been restrained within the arcane circle began tearing chunks of its own necrotic flesh from its chest and hurling them at the party, dropping Yazzy, Xakarium, and Oiroa multiple times in rapid succession. Ned repeatedly called upon the protective Shield power stored in his ring to deflect blow after blow, while Tark raged through the room like a force of nature, cutting down enemies with each swing of Ignatius.
Oiroa, even while lying wounded on the ground, managed to release a wave of restorative energy that washed over the entire party, pulling multiple allies back from the edge of death at once. Yazzy, who had been knocked unconscious more times than anyone could count, suddenly stirred on her own — some deep reserve of will pulling her back into the fight. Syndle downed a healing draught and threw himself back into the melee, using his magical boots to send enemies sprawling before finishing them with his axe. Tark cleaved through the grotesque flesh-hurling creature and the last of the mutated dregs, finally silencing the room.
Ned turned his attention to the Pale Man's spellbook, which sat on a table amid the wreckage of the workshop. He reached out carefully with a conjured magical hand to retrieve it — and the moment his invisible fingers made contact, a hidden arcane trap triggered. The book vanished in a flash of dimensional energy, teleporting away to some unknown location before anyone could stop it. The Academy's primary objective, the siphon spell, had slipped through their fingers entirely. Oiroa knelt beside Xakarium's still form and, using a shard of delirium as a focus, poured her power into a desperate act of restoration that pulled him back from death itself.
The party stood amid the wreckage of the Pale Man's estate, surrounded by fallen enemies and the faint dispersing traces of insect swarms. The Pale Man was gone, his body dissolved and his spellbook lost to the winds of magic. Dr. Everett Freed had revealed his true monstrous nature and escaped into the chaos. The estate's remaining dregs still roamed the grounds, and somewhere out in the city, a strike team was fighting its way toward the Inscrutable Tower. The party had won the room — but the war for Drakkenheim was far from over.
Memorable Moments
"Ned channels the power of a delirium geode into a massive psychic blast, obliterating the Pale Man. His body dissolves into a cloud of dispersing bugs as his cloak falls to the floor like Obi-Wan Kenobi's robes."
—
The party had been battered by chain lightning and a prismatic spray; Ned went all-in with the geode to finish the fight
"The Pale Man unleashes his Octarian spray in a massive cone, dropping Xakarium, Oiroa, and Osiric simultaneously while dealing devastating force and radiant damage to the rest of the party."
—
The party thought they had the upper hand after wounding the Pale Man heavily; the spray turned the tide in an instant
"The party realizes mid-planning that they have been casually carrying fifteen delirium shards in their pockets the whole time, with Syndle admitting he had been using one large geode to clean his teeth."
—
The group was panicking about lacking resources to fight the Pale Man before the accidental pocket-check revelation
"Dr. Everett Freed is revealed to be a Haze Hulk in disguise, phasing into a monstrous form after surviving the psychic blast that destroyed the Pale Man."
—
The party believed the battle was nearly over after killing the Pale Man, only to discover their trusted collaborator was a monster
"Yazzy miraculously regains consciousness after rolling a natural 20 on a death saving throw, coming back to life on her own in the middle of the chaotic melee."
—
Yazzy had been knocked unconscious multiple times throughout the fight and was on her last death save
"Ned attempts to claim the Pale Man's spellbook with a mage hand, only for a glyph of warding to trigger, teleporting the book away to an unknown location before the party can study the siphon spell."
—
Recovering the spellbook was a primary objective given by Eldrick Runeweaver; losing it this way was a bitter end to a brutal fight
"Operation Hide Behind Osiric is a go."
— Tark
Reacting to the reminder that Osiric, a powerful Academy wizard, was accompanying the party into the dangerous confrontation
Scenes
A Message from Eldrick Runeweaver
As the party leaves the Kleinberg estate, Eldrick Runeweaver communicates through his homunculus to deliver new orders regarding the Pale Man.
- The party exits the deep haze of the Kleinberg estate, causing Eldrick's homunculus to awaken.
- Eldrick Runeweaver speaks through the construct, questioning if the party found Friedrich von Lichten.
- Eldrick declares that the Pale Man cannot be trusted and refuses to grant him access to the Nexus or the Inscrutable Tower.
- The Academy orders the party to neutralize the Pale Man and recover his spellbook or his head to study the siphon spell.
- Eldrick promises to dispatch a strike team to the tower and eventually join the party himself.
- The party discusses their lack of resources and decides to take a long rest before returning to confront the Pale Man.
Planning the Infiltration
The party discusses their strategy for re-entering the Kleinberg estate to confront the Pale Man.
- The party debates whether to use social skills and bluffing or a direct assault to enter the estate.
- Syndle expresses an interest in acquiring a squire from among the child servants at the estate.
- Yazzy proposes a plan of subterfuge to get close to the Pale Man before launching a surprise attack.
- The group considers how to protect their minds from magical detection during the approach.
Return to the Kleinberg Estate
The party arrives at the front gate and successfully bluffs their way past the guards, observing the estate's changed state.
- The party observes the dining room and solarium, noting they are now overrun with delirium dregs and vandalized with crude drawings and blood.
- They notice a dozen dregs working in the stables workshop, grinding delirium and creating suppositories.
- A young boy named Brendan is seen throwing pebbles into a pond and seemingly talking to it.
- The party approaches the front gate and is greeted by Grin, who is stationed in the guard house.
- Osiric assists in the deception, convincing Grin that they are returning with an answer for the Pale Man.
- Grin opens the gate and allows the party to enter the grounds.
- As they walk up the path past Tifi, Ned and another party member feel a magical probe attempting to penetrate their thoughts.
The Foyer and the Ascent
The party enters the manor and is escorted by the massive Henry toward the Pale Man's private chambers.
- The party enters the foyer, noting the grand chandelier, marble horse statues, and horse-themed artwork.
- Henry, a large and ominous guardian, meets them at the top of the stairs.
- Yazzy convinces Henry that they have a prompt answer for his master.
- Henry leads the party through the house, squeezing through narrow doors, toward a set of secret stairs.
- Ned casts Aura of Purity as a protective measure as they move through the corridors.
Audience with the Pale Man
The party reaches the Pale Man's workshop, finding him in the middle of a dark experiment, and prepares to strike.
- The party enters a cramped room where the Pale Man is working on a mutated creature within an arcane circle.
- Dr. Everett Freed appears from a southern door to greet the returning visitors.
- The party notices a human skull in a jar, which they suspect might be a demi-lich.
- The Pale Man expresses annoyance at being disturbed but prepares to hear their answer.
- Tark prepares his magical sword, Ignatius, keeping it partially sheathed to hide its radiant glow.
- A bird-like creature pecks open a window, signaling the start of combat.
Ambush at the Kleinberg Estate
The party launches a surprise attack on the Pale Man and his associates within his estate.
- Syndle initiates the combat by charging fifteen feet toward the Pale Man and entering a rage.
- Yazzy conjures shadowy tendrils that lash out at enemies in the room, harming the Pale Man and Henry.
- Syndle delivers a series of brutal axe strikes against the Pale Man, leaving him severely wounded.
- Tark enters a rage and recklessly attacks the Pale Man, dealing massive damage.
- The Pale Man retaliates by erupting into a mass of swarming bugs that restrain the party and deal necrotic damage.
- The Pale Man slithers up the wall and across the ceiling to escape into an adjacent room.
- Xakarium unleashes a powerful delirium blast using a delirium shard, catching the Pale Man and several other creatures in a psychic explosion.
The Pale Man's Counterattack
The Pale Man retaliates with devastating magical attacks, dropping several party members.
- The Pale Man retaliates with a chain lightning spell that arcs through Tark, Xakarium, Yazzy, and Syndle.
- Ned attempts to counterspell the Pale Man's chain lightning but fails to stop it.
- Oiroa provides vital healing to Tark as the party struggles under the magical onslaught.
- The Pale Man unleashes a prismatic delirium spray — an Octarian spray — in a massive cone, hitting everyone in the room with various rays of energy.
- Syndle is struck by a force ray, suffering significant damage, while others narrowly avoid levels of contamination or extra-dimensional displacement.
- Xakarium and Oiroa are overwhelmed by the magical rays and fall unconscious.
- Osiric is also caught in the blast and falls unconscious.
- The Pale Man follows up with an electric jolt that shocks Tark, limiting his ability to attack on his next turn.
The Destruction of the Pale Man
Ned channels the power of a delirium geode into a massive psychic blast that obliterates the Pale Man.
- Ned channels the power of a delirium geode into a massive delirium blast, maximizing its destructive potential.
- The psychic explosion obliterates the Pale Man, whose body dissolves into a cloud of dispersing bugs that scatter throughout the hallway.
- Dr. Everett Freed survives the blast but is revealed to be a Haze Hulk in disguise as he phases into a more monstrous form.
- The Pale Man's cloak falls to the ground like a discarded robe as his form disperses.
The Battle Continues Against the Pale Man's Servants
With the Pale Man destroyed, the party must now contend with his remaining mutated servants, including Grin, Tifi, and a horrific Gutbuster creature.
- Syndle unleashes a draconic cry to bolster the party's morale and attacks a mutated giant.
- Tark activates the magical sword Ignatius and strikes down Henry.
- Grin and Teefycharge into the fray, with Grin slamming into Ned and Tark, knocking Ned prone.
- A mutated creature in the arcane circle begins tearing flesh from its own chest and hurling it at the party, inflicting necrotic damage.
- Syndle's wild magic manifests a flump that explodes behind the mutated creature.
- Ned uses Misty Step to escape his prone position and administers a healing potion to Oiroa.
- Syndle consumes a superior healing potion and continues his assault on the mutated giant.
- Tark administers a healing potion to Yazzy, bringing her back into the fight.
- Dr. Everett Freed uses necrotic magic against the party while hiding behind the massive form of Tifi.
- A death ward prevents Dr. Everett Freed from dying when Syndle's axe throw nearly finishes him.
- Tark cleaves through several mutated dregs with powerful strikes, clearing a path through the crowded room.
- Ned repeatedly uses his ring of spell storing to cast protective shield spells, deflecting numerous attacks.
- Syndle's wild magic surges again, causing bolts of radiant lightning to shoot from his chest at his enemies.
- The Gutbuster creature throws chunks of its own necrotic flesh at the party, knocking several members unconscious multiple times.
- Oiroa casts a mass cure wounds spell while prone, reviving multiple fallen allies simultaneously.
- Yazzy miraculously regains consciousness after a critical success on a death saving throw.
- Ned unleashes a lightning bolt that arcs through the room, striking Teefyand the mutated Dr. Everett Freed, finally downing Tifi.
- Syndle uses his magical boots to knock a creature prone before finishing it off with his axe.
- Tark cuts down the Gutbuster and the final remaining mutated dreg.
- Oiroa uses a delirium shard to cast revivify on Xakarium, bringing him back from death.
- Ned attempts to retrieve the Pale Man's spellbook with a mage hand, but a glyph of warding triggers, causing the book to teleport away via a dimension door effect.
NPCs
Eldrick Runeweaver
A high-ranking member of the Amethyst Academy who communicates via a homunculus familiar. He is adamant that the Pale Man cannot be trusted, refuses to grant him access to the Nexus or the Inscrutable Tower, and orders the party to neutralize him and recover his spellbook or head.
The Pale Man
Formerly Friedrich von Lichten, a powerful and mutated wizard who has abandoned his humanity. He possesses a unique siphon spell and defends himself with swarms of bugs, wall-crawling, chain lightning, and a devastating Octarian spray before being obliterated by a psychic blast.
Dr. Everett Freed
A collaborator of the Pale Man who was present during the confrontation. He survived multiple magical blasts and was protected by a death ward, before being revealed as a Haze Hulk in disguise when he phased into a more monstrous form.
Henry
A massive, large-sized guardian who stands ominously in the foyer and escorts visitors to the Pale Man. He was struck down by Tark during the battle.
Osiric
An Academy wizard accompanying the party, known for possessing a powerful version of Eldritch Blast. He helped the group bluff their way past the gate guards and was knocked unconscious by the Pale Man's Octarian spray during the battle.
Grin
A guard at the Kleinberg estate who is easily swayed by Osiric's influence to let the party pass through the front gate. He later charges into the battle as a mutated hostile, slamming into Ned and knocking him prone.
Tifi
A large mutated servant at the estate seen leaning against a tree as the party enters. During the battle, he wields a rusty blade, regenerates wounds, and attacks multiple party members before being struck down by Ned's lightning bolt.
Brendan
A young boy found on the estate grounds throwing pebbles into a pond and seemingly talking to it as if it were responding.
Gutbuster
A horrific mutated creature that attacks by tearing chunks of its own necrotic flesh from its chest and hurling them at enemies, causing necrotic damage and contamination. It knocked several party members unconscious before being slain by Tark.
Locations
Kleinberg Estate
The residence of the Pale Man, surrounded by a persistent and thick magical haze that interferes with familiar links. The estate is now heavily populated by delirium dregs and shows signs of magical decay and vandalism throughout its rooms.
Dining Room
A room with a long feasting table and a throne-like seat at the far end, now covered in crude drawings and blood, where dregs eat in a mockery of a family meal. Paintings hang crooked and faces have been drawn over the portraits.
Solarium
A once well-appointed drawing room now filled with cobwebs, broken furniture, dismantled bookshelves, and dirty animal fur rugs, with five delirium dregs milling about.
Foyer
A grand entrance hall featuring a huge golden chandelier holding 100 candles, marble horse statues flanking the grand staircase, and walls lined with horse-themed artwork. A large stained-glass window fills the room with colored light.
Pale Man's Workshop
A cramped upper-floor room containing an arcane circle used for experiments on mutated creatures. It became the site of a chaotic and deadly magical battle, including prismatic energy, psychic explosions, and the final destruction of the Pale Man.
Items
Homunculus
A small construct used by Eldrick Runeweaver as a familiar link to communicate with the party remotely. Its connection was hampered by the persistent haze around the Kleinberg estate, causing it to remain silent until the party moved clear of the deepest part of the fog.
Delirium Shards
Small fragments of eldritch meteorite crystals worth approximately 500 gold pieces each. The party realized they had pocketed fifteen shards, which can be used to power potent magical effects and spells.
Delirium Geode
A large, potent cluster of delirium crystal used by Ned as a powerful arcane focus to amplify his delirium blast to its absolute maximum, resulting in the destruction of the Pale Man.
Ignatius
Tark's magical sword that can be activated to emit radiant light and create a zone of truth. Tark kept it partially drawn before combat to have it ready, and used it to strike down Henry and other mutated enemies.
Human Skull in a Jar
A skull kept in the Pale Man's workshop, referred to by the party as 'Horatio' and suspected of being a demi-lich.
Ring of Spell Storing
A magical ring used by Ned to store and rapidly cast multiple protective shield spells during the heat of combat, allowing him to deflect numerous attacks throughout the battle.
Superior Potion of Healing
A potent restorative tonic used by both Syndle and Ned to recover from near-fatal wounds during the battle, restoring significant hit points.
Greater Potion of Healing
A healing draught used to revive Oiroa after she was incapacitated during the battle.
Shard of Delirium
A glowing meteorite crystal used by Oiroa as a material component to fuel a revivify spell, bringing Xakarium back from death after the battle.
The Pale Man's Spellbook
A tome of forbidden knowledge that was protected by a glyph of warding. When Ned attempted to retrieve it with a mage hand, the glyph triggered a dimension door effect, causing the book to teleport away before the party could claim it.
Spells
Aura of Purity
Cast by Ned as the party was escorted through the manor, providing a protective magical aura to the group before the confrontation with the Pale Man.
Shadowy Tendrils
Cast by Yazzy at the start of combat, these dark appendages lashed out at all enemies of her choice within thirty feet, draining their life force with necrotic damage and granting her temporary hit points.
Delirium Blast
A powerful area-of-effect spell cast multiple times during the session using delirium shards and a geode as catalysts. It deals psychic damage to multiple targets in a radius. Ned used a geode to maximize its impact, successfully obliterating the Pale Man.
Chain Lightning
A high-level evocation cast by the Pale Man that sent a bolt of lightning arcing to Tark as the primary target, then leaping to Xakarium, Yazzy, and Syndle, dealing significant lightning damage to all of them.
Counterspell
Attempted by Ned to interrupt the Pale Man's chain lightning, but the enemy's magic proved too powerful to suppress and the spell went off.
Octarian Spray
A delirium-infused prismatic spray cast by the Pale Man in a massive cone, firing multiple rays of force, radiant, necrotic, and contamination energy that incapacitated Xakarium, Oiroa, and Osiric, and severely damaged the rest of the party.
Electric Jolt
A magical attack used by the Pale Man to shock Tark, leaving him in a restricted state that prevented him from making more than one weapon attack on his next turn.
Healing Word
A quick restorative prayer used by Oiroa to keep Tark standing amidst the barrage of enemy spells.
Toll the Dead
A necromantic cantrip used against Dr. Everett Freed during the battle, though it failed to take effect.
Shield
Employed repeatedly by Ned using his ring of spell storing to create an invisible barrier, successfully deflecting numerous radiant, physical, and magical attacks throughout the battle.
Misty Step
Cast by Ned to instantly teleport a short distance, allowing him to reposition away from dangerous enemies while prone and reach fallen allies to administer healing.
Wild Magic Surge
A chaotic magical effect triggered by Syndle multiple times during the battle. It manifested an exploding flump behind enemies and later caused bolts of radiant lightning to shoot from his chest at a chosen target.
Mass Cure Wounds
A powerful healing wave released by Oiroa while injured on the ground, restoring health to up to six party members simultaneously and pulling several allies back from the brink of death.
Lightning Bolt
Cast by Ned to send a crackling arc of electricity through the doorway, striking multiple mutated enemies at once and finally downing Tifi.
Revivify
Cast by Oiroa using a delirium shard as a material component to bring Xakarium back from death immediately following the battle.
Glyph of Warding
An arcane trap placed upon the Pale Man's spellbook that triggered a teleportation effect when Ned attempted to retrieve the book with a mage hand, sending it to an unknown location via a dimension door.