Zeitgeist

Session 3: Heating Up

Date: Feb 6th, 2025

Summary

The party found themselves in the midst of a dire crisis aboard a ship, where saboteurs had orchestrated a sinister plot to cause a catastrophic boiler explosion. The situation quickly escalated as they discovered tied up engineers and evidence of sabotage in the Duchess's Room, indicating a well-planned operation. The gravity of the situation became apparent as they realized they were dealing with a coordinated attack by multiple saboteurs. Deep in the bowels of the ship, the party engaged in an intense confrontation in the Boiler Room, facing off against a Halfling Saboteur and a menacing fire elemental. Reggie proved his worth by successfully subduing the halfling assailant and, crucially, recovering two fire ward medallions that were vital for protecting the ship's Magazine Rooms from fire. The rest of the party focused their efforts on the dangerous fire elemental, with Fredriche employing acid and magic stones while Archie unleashed his Toll the Dead spell. The situation in the Boiler Room remained critical as temperatures continued to rise to dangerous levels. Geoff's quick thinking saved the day when he produced a scroll of Cone of Cold, which Fredriche skillfully utilized to cool down the overheating boiler. Through their combined efforts and quick thinking, the party successfully prevented what could have been a devastating explosion. In the aftermath of the intense encounter, they had managed to capture one of the four saboteurs alive, though one saboteur named Kana met their end during the conflict.

Scenes

Combat with Halfling Saboteur

Reggie engages in hand-to-hand combat with a halfling saboteur who had stolen protective fire ward medallions

Boiler Room Crisis and Battle

The party battles a fire elemental in the ship's Boiler Room while trying to prevent an explosion

Securing the Magazine Rooms

Reggie works to restore the protective fire wards to the ship's Magazine Rooms

Evidence of Sabotage

The party investigates the Duchess's Room and discovers evidence of a larger sabotage plot

Npcs

Stover

An authority figure on the ship who investigates the duchess's room for evidence of sabotage and gives orders to maintain order on the ship.

Geoff

A ship's officer who assists the party during the boiler room crisis by providing a scroll of Cone of Cold to help cool down the overheating boiler.

Halfling Saboteur

A thief who stole the fire ward medallions and participated in the attempt to destroy the ship. Subdued and captured by Reggie.

Kana

A sorcerer and one of the saboteurs who was killed, found with her throat slit.

Locations

Boiler Room

The ship's main boiler room where the saboteurs attempted to cause an explosion. Contains shovels, relief valves, and a large boiler that was tampered with.

Magazine Rooms

Storage rooms for ship's powder and munitions, protected by magical fire wards mounted on ornamental hooks.

Gun Deck

Upper deck of the ship containing ladders leading to other levels.

Duchess's Room

A room showing signs of sabotage with holes cut for communication and arcane scrawlings on the floor.

Spells

Toll the Dead

A cantrip used by Archie that dealt significant damage to the fire elemental after wisdom saves.

Magic Stone

A spell used by Fredriche to enhance stones for throwing at the fire elemental.

Caustic Brew

An acid-based spell that dealt ongoing damage to targets that failed their saving throws.

Cone of Cold

A powerful cold-based spell from a scroll that was used to cool down the overheating boiler.

Items

Fire Ward Medallions

Large amulet-like protective charms about the size of dinner plates that grant fire resistance and prevent fire dust from detonating in the ship's magazines.

Scroll of Cone of Cold

A wizard scroll provided by Geoff that was used to cool down the overheating boiler.

Fire Wards

Large amulet-like protective charms about the size of dinner plates that grant resistance to fire damage, designed to prevent fire dust from detonating in the magazine rooms.

Session 4: Axis Island

Date: Feb 19th, 2025

Summary

The tale began aboard the Coal Tongue ship, where the party assisted Geoff Messard in stabilizing a dangerous boiler system. Through a complex array of levers and switches resembling a pipe organ, they managed to vent excess heat through the ship's figurehead, resulting in a spectacular 200-yard flame blast. Most of the crowd believed this display was part of the festivities, unaware of the near-disaster they had just averted. In the aftermath, Delft Stover discovered a ritual circle hidden under a rug in the Duchess's room, complete with diamond-pattern holes cut into the floor for inter-deck communication. Principal Minister Harkover conducted a thorough debriefing with the party, followed by a surprise visit from King Aodhan himself. The elderly but still powerful king personally thanked them for saving his life, sharing poignant thoughts about family and loyalty. King Aodhan later addressed thousands in Flint, announcing his plans for peace with Danor and his intention to marry a Danoran. The Duchess's failed assassination attempt actually helped garner public support for peace, though some nobles who defended her actions were forced to flee to Shale. During this period, the party was assigned to paperwork and grunt work as the investigation continued. The story took a new turn when Constable Langford summoned the party to meet with Lya Jierre, Danor's Minister of Outsiders. A beautiful tiefling woman in her late twenties, Lya tested the party with a magical puzzle involving ivory towers and colored rings. She revealed that the Duchess had captured Axis Island, a strategic Danoran territory housing important military and industrial facilities. Aboard the RNS Impossible, the fastest ship in the Risuri fleet, the party journeyed 500 miles in under two days with the aid of a sky seer and druid. They met their infiltration team: Tanya, Letmus, Seven Foot Dan, and Burton. However, disaster struck during the underwater cave infiltration when a strange wave and flash of light resulted in the deaths of most team members, leaving only Burton alive with a crushed leg. The party rescued Burton from beneath fallen rocks while fending off a shark attracted by the blood. They proceeded into a complex sea cave system featuring multiple wooden platforms and docks. There, they encountered a white-haired Danoran who accused them of killing his men and attacked with an air elemental and shadow creature. The confrontation escalated as Fredriche created an eldritch cannon and Archie employed various spells including Light and Spiritual Weapon. An earth elemental joined the fray, hurling oil barrels at Reggie. The situation reached a crucial moment when Reggie attempted to negotiate with the miner, explaining their true mission and connection to Lya Jierre. The combat paused as both sides considered their next moves.

Scenes

Debriefing with Officials

The party is debriefed by Principal Minister Harkover and receives a surprise visit from King Aodhan.

Aftermath of the Boiler Crisis

The party helps Geoff Messard stabilize the ship's boiler system after defeating the fire elemental.

King's Peace Speech

King Aodhan announces plans for peace with Danor to a crowd of thousands in Flint.

Meeting with Minister Lya Jierre

The party meets with Danor's Minister of Outsiders Lya Jierre in Delft's office to discuss a mission to Access Island.

Journey to Axis Island

The party travels aboard RNS Impossible with help from magical aids.

Underwater Cave Disaster

The infiltration team meets disaster in the underwater cave tunnel.

Cave Combat

The party encounters resistance in the mine's sea cave system.

Npcs

King Aodhan

The elderly but still powerful king of Risur, in his seventies. Despite his age, maintains a strong presence. Pushing for peace with Danor and plans to marry a Danoran. Personally thanked the party for saving his life from his sister's assassination attempt.

Principal Minister Harkover

A high-ranking official who debriefs the party about the ship incident. Takes a calm and methodical approach to gathering information. Created special scrolls for the Axis Island mission.

Geoff Messard

A Danoran engineer who helps stabilize the ship's boiler system using complex machinery and controls. Demonstrates technical expertise with the ship's systems.

The Duchess

The King's sister who attempted assassination and opposed peace with Danor. Against industrial revolution and modernization. Branded a traitor and has now captured Axis Island with her forces.

Lya Jierre

Danor's Minister of Outsiders, a beautiful tiefling woman in her late twenties. Niece of Danor's sovereign and graduate of the Denorin Academy of War. Wears a fencer's coat and carries a modified rapier. Concerned about her cousin Nathan's safety.

Constable Langford

Head of another RHC cell called Poor Episcus. A Urasol veteran swordsman who wears half plate armor and is close to Chief Inspector Saxby. Helped recognize the party's achievements.

Delft Stover

RHC superior officer who briefs the party on their mission to Axis Island. Provides mission supplies and coordinates with Minister Jierre.

Nathan Jierre

Cousin of Lya Jierre and nephew of Danor's sovereign. A tiefling teenager who was on Axis Island when the duchess attacked. His status unknown.

Captain Rutter Smith

Captain of the RNS Impossible who previously engaged in philosophical debates about dwarven defeatism and elven elitism on the Coaltongue.

Infiltration Team Members

Tanya (half-elf druid leader, deceased), Letmus (accent-faking mage, missing), Seven Foot Dan (gladiator, deceased), and Burton (goblin spy, survived with crushed leg). Elite team from Slate tasked with infiltrating Axis Island.

White-haired Danoran

Hostile mine worker encountered in the sea cave, armed with a crossbow. Initially mistook the party for enemies who killed his men. Commands an earth elemental and has access to oil barrels.

Locations

Coal Tongue Ship

A large vessel where the initial crisis took place, featuring multiple decks including engineering and gunnery decks, with a complex boiler system and ritual circle found in the Duchess's room.

Flint

The city where King Aodhan delivers his peace speech to thousands of citizens, and location of the RHC headquarters where the party meets with officials.

Axis Island

A strategic Danoran island featuring mines, shipyards, steelworks and a coastal fort. Located near a wild magic zone causing strange effects. Currently occupied by the duchess and her forces. Site of a battle 9 years ago where troops reported supernatural occurrences.

RNS Impossible

A 220-foot long clipper, the fastest ship in the Risuri fleet, used to transport the party to Axis Island. Aided by sky seer and druid for navigation.

Sea Cave Complex

An 80-foot diameter, 60-foot high cave system with a 200-foot underwater entrance tunnel. Features wooden platforms at various heights, ladders, and a central pillar with ancient marble carvings and pictograms. Contains both submerged and dry areas.

Spells

Water Breathing

Spell allowing underwater breathing and speech for one hour, used via potions by the party and cast directly by Letmus for the infiltration team.

Sending

3rd level evocation spell allowing 25-word messages with replies, used through sending stones for communication attempts with the infiltration team.

Cure Wounds

Healing spell cast by Archie to stabilize Burton's crushed leg, healing 8+3 damage.

Light

Cantrip cast by Archie on a copper coin to illuminate the dark platforms in the cave, creating 20 feet of bright light and 20 feet of dim light.

Spiritual Weapon

Cast by Archie, manifesting as a massive spectral book that can make melee attacks against enemies. Lasts for one minute.

Speak with Dead

Mentioned as backup interrogation method if duchess doesn't survive, to be performed by Kaia the ghost talker.

Prestidigitation

Continuous cleaning effect from Burton's amulet, keeping him perpetually clean after his traumatic latrine experience.

Inflict Wounds

Attempted by Archie against the shadow creature but missed.

Items

Ship's Boiler System

A complex contraption resembling a pipe organ built with glass and brass, featuring numerous levers and switches. Capable of venting excess heat through the ship's figurehead in a 200-yard flame blast.

Ritual Circle

A magical circle discovered under a rug in the Duchess's room, with diamond-pattern holes cut into the floor for communication between decks.

Puzzle Towers

Three ivory towers with steel bases, accompanied by three stone rings (red, green, blue) with magnetic threads, used by Lya to test the party.

Modified Rapier

Lya Jierre's weapon, wider than a typical rapier with some sort of mechanical device attached to the hilt.

Mission Equipment

Standard issue supplies including manacles, mage cuffs, potions of water breathing, greater healing potions (4d4+4 healing), sun rods (30ft bright light for 6 hours), and specially prepared scrolls of fairy fire, silence, and pass wall usable by non-spellcasters.

Sending Stones

Magical communication devices that allow casting the sending spell once per day between paired stones, with 25-word messages and replies.

Guide Rope

500-foot length of rope used by infiltration team to mark safe passage through underwater cave, found severed after incident.

Ancient Pillar

A large pillar in the sea cave with a dramatic 5-foot wide white marble splinter containing ancient pictogram carvings, rising 17 feet above the water.

Oil Barrels

Multiple barrels of oil stored on the upper platforms of the cave system, used as weapons by the earth elemental.

Session 5 - Mysteries of Axis Island

Date: Mar 12th, 2025

Summary

The party found themselves at the top of a sea cave mine entrance, facing off against elementals controlled by Nicholas DuPree , the mine foreman. Fredriche attempted to shoot a shadow creature with his force ballista but missed, then used a healing potion to restore 20 hit points. While an air elemental attacked Fredriche, Reggie attempted diplomacy with DuPree , who eventually used magical coins to dismiss his elemental guardians. Under a Zone of Truth spell, the party negotiated with DuPree , explaining their mission to capture a rebel noble. DuPree revealed the history of attacks on the island and his discovery of magical icons, explaining how he fled to the mine with two of them when the fighting began. Through persuasion and an offer of 50 gold, DuPree agreed to lend them the shadow icon, and the party agreed to leave their injured companion Burton in his care. The party traveled through two miles of winding mine shafts, guided by DuPre and observing Danoran mining machinery along the way. Upon exiting into a forested area with a mining camp, DuPree pointed out the path to the fortress before returning to hide with Burton. Archie used a scroll of sending to contact Captain Rutger Smith about their delays, and the party took a short rest to recover. Near the mining camp, they discovered signs of combat and a mass grave containing about a dozen dead Danorans. Investigation revealed the victims died from blunt trauma several days prior. They encountered a headless iron golem patrolling the area, leaking black oil containing motes of white light, but successfully avoided confrontation by waiting for it to pass. While traveling through the forest, the party experienced a strange reality fluctuation, briefly shifting to a jungle marsh with yellow frogs under a purple sky and blue sun. Their shoes and pants became wet from the marsh plane, and an arcana check revealed it was a genuine planar shift rather than an illusion. This aligned with the island's reputation for magical anomalies. After triggering a landslide that caused the party minor injuries, they found themselves outside an apparently abandoned village with traces of smoke. Choosing to skirt around this village, they continued their journey only to encounter a second village with six buildings. There, they discovered Resurian soldiers harassing a Tiefling woman. The encounter quickly escalated when Archie's attempted deception critically failed, and Fredriche's disguise as the Duchess proved unconvincing due to his unchanged German accent. A fierce battle ensued with a Resurian investigator and his patrolmen. The investigator's powerful Thunder Wave spells nearly killed several party members, but the tide turned when the freed Tiefling woman and another Dinoran joined the fight with bow and dagger. The battle concluded with most Resurian soldiers defeated and one surrendering, marking a victory for the party despite their initial attempts to avoid conflict.

Scenes

Parlay at the Mine

The party negotiates with Nicholas DuPree at the top of a sea cave mine entrance while dealing with elementals.

Negotiation with Nicholas DuPree

The party negotiates with Nicholas DuPree to gain information and magical items.

Journey Through the Mine

The party travels through the mine tunnels guided by Nicholas DuPree

Mass Grave Discovery

The party discovers signs of combat and a mass grave near the mining camp

Strange Planar Shift

The party experiences a brief reality fluctuation while traveling through the forest.

Landslide and Village Discovery

The party triggers a landslide and finds themselves outside an apparently abandoned village with traces of smoke.

Combat in the Village

The party encounters Resurian soldiers harassing a Tiefling woman in a small village.

Npcs

Nicholas DuPree

The Danorin mine foreman in his fifties who controls elementals using magical icons. Initially hostile but willing to negotiate under Zone of Truth. Speaks with mixed French/Russian accent. Agrees to lend shadow icon to party and care for injured Burton while hiding in mines.

Captain Rutger Smith

Commander of the ship 'Impossible' who has joined the fleet waiting for party's signal. Known for quoting pacifist philosopher William Miller. Communicates with party via magical message about extended mission timeline.

Burton

An injured ally left in Nicholas DuPree's care, unable to walk due to severe injuries sustained when rock fell on his leg.

Headless Iron Golem

A massive construct twice the size of a man, carrying a huge spear. Patrols forest path in set circuit. Missing head apparently from magical rust or explosion, leaking black oil containing motes of white light.

Tiefling Woman

A local Danoran villager initially captured by Resurian soldiers. After being freed by party, returns with shortbow to help fight against her captors.

Resurian Investigator

A senior druidic officer leading patrol in village. Wore robes distinguishing him from regular patrolmen. Capable of casting powerful Thunder Wave spells that nearly defeated the party.

Resurian Patrolmen

Several uniformed Resurian soldiers harassing locals in village. Armed with spears and followed investigator's commands.

Locations

Sea Cave Mine

A large mine with multiple levels accessed through a sea cave. Contains magical icons and serves as a passage through the mountain. Features docks going up levels and is currently occupied by Nicholas DuPre and his elemental guardians.

Mine Tunnels

Two miles of winding mine shafts with directional signs posted by the Danorans, containing various mining machinery and equipment. Serves as passage to fortress.

Mining Camp

Small settlement at mine entrance with log cabins and water wheel powering mine machinery. Site contains evidence of recent violence, including bullet holes in trees and mass grave of Danoran miners. Surrounded by cleared forest on mountainside.

Mountain Forest Path

A rugged, forested area on the side of a mountain where the party descends. Notable for magical anomalies including reality fluctuations and a mysterious pillar of flame. Patrolled by headless iron golem.

Jungle Marsh Plane

A strange alternate plane briefly accessed through reality fluctuation. Features yellow frogs, purple sky, blue sun and marshy terrain.

First Village

An apparently abandoned village with traces of smoke but no visible activity, which the party chose to avoid.

Small Danoran Village

A small settlement with about half a dozen buildings, gardens, and a central cooking area. Located along a road with a small stream requiring a bridge to cross. Site of combat between party and Resurian forces.

Spells

Force Ballista

A ranged spell attack with 120 foot range used by Fredriche through their cannon.

Spiritual Weapon

Creates a floating spectral weapon (in this case a book) that can be moved and attack as a bonus action, dealing force damage.

Zone of Truth

Creates a 15-foot radius zone where creatures cannot speak deliberate lies. Caster knows if creatures fail their saving throw against the effect.

Sending

Used via scroll to communicate across any distance, allowing 25-word messages and responses.

Thunder Wave

Cast by Resurian Investigator, creating 15-foot cube of thunderous force dealing damage and knocking targets back 10 feet on failed saves.

Tasha's Caustic Brew

Cast by Fredriche, creating a 30-foot line of acid that enemies managed to dodge.

Toll the Dead

Cast by Archie, manifesting as the sound of a giant tome shutting to indicate the target's story ending.

Bless

Cast by Archie to give allies +1d4 bonus to attack rolls and saving throws. Required concentration and lasted until Archie was knocked unconscious.

Disguise Self

Cast by Fredriche to appear as the Duchess, though the deception ultimately failed due to unchanged German accent.

Items

Golden Icons

Three ancient magical artifacts that control elementals - Icon of Avilona (air), Icon of Urim (earth), and Icon of Nem (shadow). Each has additional magical properties and only works fully on Axis Island.

Icon of Avilona

Magical icon representing plane of air, allows control of air elementals and grants ability to fly once per day. Influences weather, notable deaths and animals.

Icon of Urim

Magical icon representing plane of earth, controls earth elementals and allows casting Wall of Stone once per day. Influences earth, fortunes and random meetings.

Icon of Nem

Magical icon representing plane of ruin, controls shadow creatures and grants incorporeal form once per day. Grants 60ft darkvision and attracts shadow creatures that obey the bearer. Influences secrets and the dead.

Planes

Avilona. The plane of air, where desolate islands of rock float amid the clouds, covered in long-abandoned ruins. Ancient myths claimed this world was a titanic eagle, constantly fleeing the ravenous Jiese. Influences weather, notable deaths, and animals.
Urim. The plane of earth, or rather a scattered, shattered belt of relatively tiny shards of metal, which sometimes fall from the sky bearing precious ores and accursed worms. Influences the earth, the rise and fall of fortunes, and random meetings of strangers.
 Nem. The plane of ruin, this planet is a myth among the skyseers, who say it sheds no light, and can only be seen as it glides silently through the heavens, devouring stars and leaving nothing but a hole in the night. Influences secrets and the dead.

Potion of Greater Healing

A healing potion that restores 4d4+4 hit points when consumed, or maximum healing (20 points) if used with a full action.

Lead Bullets

Ammunition found at combat scene, noted to be from Resurian muskets, less advanced than Dinorin smokeless powder weapons.

Scroll of Sending

Magical scroll allowing communication of 25-word messages across any distance, used by Archie to contact Captain Smith.

Session 6 - Critical Deception

Date: Mar 27th, 2025

Summary

The party began their journey after enjoying breakfast at Camile's home, where most Danorans had fled to the jungle during recent attacks. Before departing, they negotiated with their hosts to keep their captured soldier prisoner in exchange for platinum pieces. During interrogation, the prisoner revealed valuable intelligence about their destination - a force commanded by the Duchess with several hundred soldiers had arrived by ship, though their forces were spread thin across the island. As they traversed the mountain path, the group spotted an iron golem patrolling the switchback. They quickly took cover in the bushes and prepared ropes for descent. Though Fredriche accidentally knocked loose a stone during their careful climb down the cliff face, the party managed to avoid detection when the golem investigated the noise. Their disguises as Duchess's army soldiers proved invaluable when they encountered a patrol. They cleverly explained Fredriche's small size by pretending he was a captured thief. When questioned about their missing investigator, they successfully deceived the patrol by claiming to serve under Investigator Elmore and split from their main group who were pursuing villagers via a longer route. After the patrol passed, they investigated an overturned wagon containing weapons and supplies. However, this proved to be a trap - when Reggie examined it, he triggered magical runes that manifested ice chains and dealt cold damage. With Archie's help, Reggie broke free from the restraints, and the party hastily retreated from the trapped wagon. Their journey led them past several landmarks including a mine entrance, lighthouse, and small iron-working factory before reaching ancient stone ruins with primitive carvings. At the base was a modern research camp containing dead Danorans. Here they encountered dryads, nature spirits who revealed themselves from the trees and bushes. After successful negotiations for passage through their territory, Reggie retrieved a crossbow and quiver from one of the fallen Danorans before the party continued their journey toward the fortress visible across the water.

Scenes

Interrogating the Prisoner

The party interrogates a captured soldier about the fortress they're heading to

Evading the Iron Golem

The party uses stealth and climbing to avoid an iron golem patrol on a mountain switchback

Encounter with Patrol

The party, disguised in uniforms, successfully bluffs their way past a patrol

Trapped Wagon Investigation

The party investigates an overturned wagon containing weapons and supplies, triggering a magical ice trap

Ancient Ruins and Dryads

The party discovers ancient ruins and negotiates passage with territorial dryads

Another Fluctuation in Reality

The party experiences a brief reality fluctuation while traveling through the mountain pass.

Npcs

Iron Golem

A patrolling construct of the Duchess's forces walking the mountain switchback

Captured Soldier

A prisoner who reveals information about troop numbers, ship arrival, and command structure at the fortress

Camille and One

Hosts who served the party breakfast and reluctantly agreed to keep their prisoner in exchange for platinum pieces

Terry

Neighbor whose home was used to shelter the party while most Danoranshide in the jungle

Patrol Investigator

A suspicious officer of the Duchess's forces who questioned the party about their investigator and commander Elmore

Elmore

A commander in the Duchess's forces that the party claimed to serve under during their deception

Dryads

Nature spirits protecting their jungle territory, capable of moving between trees. Known to have fought against Danoransand made deals to protect their lands. Neutral good by nature.

Locations

Mountain Switchback

A winding mountain path with steep cliffs, bushes for cover, and multiple drop-off points that can be climbed down with ropes

Terry's Home

The neighbor's house where the party was given shelter and breakfast by Camille while other Danorans hid in the jungle

Trapped Supply Wagon

An overturned wagon containing weapons, supplies and magical ice trap runes, marked with the Duchess's insignia

Ancient Stone Ruins

Beautiful stone age architecture with primitive carvings of men and beasts, heavily overgrown and featuring a modern research camp at its base. Located near the water with boats nearby

Iron Factory

A small factory facility that refines iron and crafts gears and cogs, with ropey exhaust piping

Fortress

The party's destination, visible across the water rising on a peak, occupied by the Duchess's forces

Mine Entrance

A passageway spotted during the party's journey

Lighthouse

A structure seen in the distance during travel

Spells

Ice Chain Trap

A magical ward on the wagon that when triggered deals cold damage and attempts to restrain targets with magical ice chains while forcing a wisdom saving throw

Items

Duchess's Army Uniforms

Stolen uniforms the party is wearing to disguise themselves as members of the Duchess's forces

Climbing Ropes

Ropes used by the party to safely descend cliff faces while evading the iron golem

Crossbow and Quiver

A good crossbow and quiver of bolts found next to a dead Dinorian at the camp, picked up by Reggie

Platinum Pieces

Currency used to pay hosts for keeping the captured soldier

Session 7: Enter the Fortress

Date: Apr 14th, 2025

Summary

The party discovered an ancient ruin with impressive masonry work where they encountered threatening dryads. Through diplomatic negotiation, they convinced the dryads they were allied with the Duchess's forces, learning that the dryads viewed the Duchess as their liberator from the Dinorans. This peaceful resolution marked their third successful non-violent encounter of the session, and they connected these dryads to previous murders of Dinoran soldiers near a mine. After traveling for several hours, they reached a mountain peak overlooking their target - a star-shaped fortress. The impressive structure featured 40-foot outer and inner walls, a 60-foot central keep topped with an astronomical observatory, and a hedge maze. The fortress operated with a skeleton crew of 50-60 men, and included a lighthouse that would be crucial to their mission. The party spent over twenty minutes observing guard patrol patterns from their vantage point. They noted regular 20-minute circuits by the guards and identified various lighting patterns throughout the fortress. They formulated a plan using their Pass Wall scrolls to breach the outer wall, and discussed using Hey Hey, Fredriche's mechanical chicken construct, for reconnaissance. Archie used an invisibility potion to scout the lighthouse area, discovering multiple guard patrols and an investigator smoking nicodemus leaf on a boat. The walls contained magical defenses against teleportation and pass wall spells, though certain weak points existed. The party successfully infiltrated using disguises and Reggie's exceptional deception skills, bluffing past multiple guards. Inside the lighthouse, they found a control room and subdued a guard named Tommy. Archie cast a Silence spell to prevent any alerts from being raised. They discovered a wizard named Ethanol stationed at the top of the lighthouse with two pseudo dragons, leading them to decide to deal with these threats before attempting to open the sea gate. The party remembered Tina's warning that they would need to defend the lighthouse for ten minutes after opening the gate, giving them time to prepare for the coming conflict.

Scenes

Ancient Ruins and Dryads

The party encounters dryads at ancient ruins and successfully negotiates passage using their Duchess's fortress uniforms.

Journey to the Fortress

The party travels to and observes the fortress from a mountain vantage point at sunset.

Fortress Infiltration Planning

The party observes guard patterns and plans their infiltration of the fortress lighthouse from a vantage point.

Lighthouse Infiltration

The party infiltrates the lighthouse area using stealth and deception.

Npcs

Captain Rutger

Military officer who provided extended deadline for the party's mission.

Dryads

Forest spirits who view the Duchess as liberator from Dinorans, responsible for killing Dinoran soldiers.

Lie G Air

Provided intelligence about weakness in fortress wall where Pass Wall scroll would be effective.

Seven Foot Dan

Member of the infiltration team who briefed the party that holding the gate open would be the hardest part, requiring about 10 minutes of defense.

Tommy

A guard in the lighthouse control room fascinated with his newly acquired musket. Was subdued by the party during their infiltration.

Ethanol

A wizard stationed at the top of the lighthouse with two pseudo dragons, responsible for watching for ships.

Investigator

A druid-type guard found smoking nicodemus leaf on a boat near the lighthouse docks.

Tina

Member of infiltration team who warned the party they would need to defend the lighthouse for 10 minutes after opening the sea gate.

Locations

Ancient Ruins

Well-preserved ruins with fancy masonry work, occupied by dryads who are aligned with the Duchess against Dinorans.

Star-Shaped Fortress

A military research facility with 40-foot outer and inner walls, 60-foot central keep topped with astronomical observatory, hedge maze, and lighthouse. Currently occupied by skeleton crew of 50-60 men.

Lighthouse Fortress

A fortified lighthouse with 40-foot walls, magical defenses against teleportation and pass wall spells, and gravel-covered walkways. Features a control room for sea gates, multiple levels including a base facility and tower chamber, switchback ramps, and guard posts. The circular tower is about 25 feet in diameter.

Spells

Pass Wall

Creates a passage through walls that lasts for one hour. Effectiveness limited by magical protections except at specific weak points in fortress wall.

Catapult

A spell that can launch objects weighing 1-5 pounds up to 90 feet.

Silence

Creates a 20-foot radius sphere of magical silence, used to prevent guards from raising alarms during infiltration.

Disguise Self

Used to magically alter appearance to look like an intimidating guard.

Inflict Wounds

A spell used by Archie that dealt necrotic damage, killing a guard and shriveling his body into a blackened form.

Magic Stone

Used by Fredriche as a bonus action to create magical stones for throwing, though the attempt failed.

Items

Pass Wall Scrolls

Multiple magical scrolls that can create passage through walls, specifically needed to breach fortress at designated weak point.

Duchess's Fortress Uniforms

Military uniforms that allow the party to pose as forces aligned with the Duchess.

Hey Hey

A mechanical chicken familiar/construct created by Fredriche that weighs 5 pounds and can perform basic actions within 120 feet of its creator. Can be used for reconnaissance.

Potion of Heroism

Grants 10 temporary hit points and bless spell effects for an hour without concentration. Currently possessed by Reggie.

Muskets

Norian firearms captured and now used by the fortress guards, who seem fascinated with these newly acquired weapons.

Nicodemus Leaf

A smokeable substance being used by the investigator on the boat.

Session 8: Hold the Lighthouse

Date: Apr 24th, 2025

Summary

The party began by securing their position in a lighthouse, using pitons and an unconscious guard's body to barricade a door. Reggie consumed a potion of heroism to boost his capabilities while the group discussed strategies for defending the various entry points. They carefully assessed the layout, noting windows over the seawall and multiple doorways they would need to monitor. In the storage room above, filled with old boats and lumber, they encountered a patrolman. Through quick thinking and deception, Reggie convinced the guard they were conducting a tour. The ruse worked perfectly, allowing them to ambush and subdue the guard, who was then tied up and secured with their other prisoner. The party continued upward where they met Ethanol, a wizard accompanied by his pseudo-dragon Snappy. Again employing their tour guide deception, they initially fooled the wizard but combat soon erupted. Despite the presence of a warning bell that could have alerted others, the party managed to defeat both Ethanol and his pseudo-dragons, including a second one named Snippy who arrived during the fight. The situation grew more intense as the party worked to open the sea gate while defending their position. Fredriche operated the controls while Archie signaled their allies with Faerie Fire. As enemies attempted to retake the lighthouse, Fredriche deployed dust of sneezing, incapacitating multiple attackers. Archie created a devastating pit trap using Pass Wall, which claimed several enemies who tried to breach their position. The battle reached a critical point when several party members were knocked unconscious by enemy druids wielding Thunder Wave spells. Through clever use of healing potions and spells, they managed to revive each other and maintain their defense. Fredriche sabotaged the gate controls to prevent enemies from closing it, while the party held out against waves of attackers including soldiers and shapeshifting druids. After ten grueling rounds of combat, the party's efforts were rewarded as allied Resouri ships sailed into the harbor. The final enemy, a persistent druid, was defeated just as reinforcements arrived. Military doctors and druidic healers tended to the party's wounds, restoring them to full health as they watched their allies secure the area. Their mission to capture and hold the lighthouse had succeeded, despite numerous close calls and tactical challenges.

Scenes

Securing the Lower Door

The party secures a door in the lighthouse by using pitons and a tied-up guard's body as a barricade.

Confrontation in Storage Room

The party encounters and subdues a patrolman in a storage room filled with old boats and lumber.

Meeting Ethanol

The party encounters Ethanol the wizard with his pseudo-dragons in the lighthouse tower.

Opening and Defending the Sea Gate

The party activates the sea gate mechanism and defends the lighthouse while waiting for allied ships.

Npcs

Ethanol

A wizard stationed in the lighthouse's upper room, accompanied by two pseudo-dragons named Snappy and Snippy. Was deceived and knocked unconscious by the party early in the encounter.

Bob

A patrolman in the lighthouse who was knocked unconscious by the party after being deceived about giving a tour.

Enemy Druids

Multiple hostile spellcasters who could shapeshift into bird form and wielded Thunder Wave spells and magical shillelagh staves. Led the forces trying to retake the lighthouse.

Resouri Navy Forces

Allied naval forces that arrived through the sea gate to reinforce the lighthouse position after the party held it for 10 rounds.

Dinoran Guards

Enemy soldiers defending the lighthouse, equipped with leather armor and maces. Multiple guards were incapacitated by dust of sneezing and choking.

Locations

Lighthouse Storage Room

A large storage room containing old rowboats, lumber, sandbags, and other supplies. Features stairs along one wall leading upwards.

Upper Lighthouse Room

A room containing benches, featuring a large warning bell and serving as Ethanol's post. Located between the storage room and beacon room.

Lighthouse Beacon Room

Top room of the lighthouse containing a large rotating brazier light and vats of oil for fuel. Features open walls rather than windows, providing visibility of the surrounding area.

Sea Gate Control Room

Fortified room containing the controls for operating the sea gate. Has multiple defensible entry points that can be barred and secured with pitons. Located at the base of the lighthouse.

Spells

Healing Word

Bonus action healing spell used to restore hit points to fallen allies during combat.

Cure Wounds

Healing spell used to restore Fredriche's hit points during the final stages of battle.

Toll the Dead

Necromantic cantrip that manifests as the sound of bells and deals necrotic damage.

Silence

Cast from a scroll to create an area of magical silence lasting 10 minutes, used to prevent guards from hearing combat.

Faerie Fire

Used as a signal flare to alert allied forces by shooting a glowing bolt into the sky.

Pass Wall

Created a 20-foot deep pit trap in front of a door that multiple enemies fell into while trying to breach the lighthouse.

Thunder Wave

Spell used by enemy druids that dealt thunder damage and could knock targets back 10 feet. Nearly defeated the party multiple times.

Spiritual Weapon

Spell used by Archie that manifested as a magical book attacking enemies with force damage. Did not require concentration to maintain.

Items

Warning Bell

A large brass bell mounted on a pedestal with a rope hanging from the clanger, used to signal when intruders appear on the seawall.

Dust of Sneezing and Choking

A powerful magical powder used by Fredriche that forces creatures to make Constitution saves or become incapacitated and suffocating. Proved crucial in defending the lighthouse.

Sea Gate Controls

Mechanical system of valves, latches and levers that control the opening and closing of the massive sea gate. Fredriche was able to sabotage these to prevent enemies from closing the gate.

Pitons

Metal spikes used to secure and barricade doors within the lighthouse. The party had 10 total pitons to work with.

Potion of Greater Healing

Powerful healing potions carried by the party that could restore significant health when consumed. Used to revive fallen party members during the battle.

Necklace of Fireballs

Magical necklace with beads that could be thrown to create fireball explosions. Used by Reggie against groups of enemies.

Session 9: High-Elf Dreadnaught

Date: Jun 6th, 2025

Summary

The party successfully defended the lighthouse and seagate of Axis Fortress for ten crucial minutes, allowing allied Risuri ships to enter the harbor. Military doctors and druidic healers restored the party to full health as hundreds of allied soldiers poured into the fortress. The Duchess's forces, numbering only about 200, retreated to the outer fort walls in the face of overwhelming numbers. Captain Rutger Smith of the ship Impossible congratulated the party, sharing special Nicodemus leaf cigars that calmed nerves and sharpened perception. He revealed that the party was now the highest non-military authority following the death of a previous infiltration team killed by a Fae Wild incursion. Only Burton, a goblin from the original team, had survived and was left with local villagers. The celebration was interrupted by the appearance of a powerful warrior on a Rizuri ship, wielding a transforming flame sword. This figure, identified as Azrabate, a legendary high elf Vakeshi mystic and ambassador of the On-Scene Court of Fae, demonstrated incredible abilities including immunity to attacks and transformation into black smoke. After causing destruction on the ship, he breached the fortress defenses with supernatural agility. The party investigated a makeshift prison in converted stables, where they met Colonel Hazar Masernin, a wounded Denoran officer. Among the hundred prisoners were twelve Tieflings, and they learned that Nathan Jair, their rescue target and nephew to Denor's king, spent time in the fortress's astronomy tower. The Colonel revealed that a teleportation circle had been used in the Duchess's initial assault, suggesting inside help. A dramatic scene unfolded as a mysterious entity used a glowing orb to create dimensional rifts, temporarily transforming the fortress landscape into a surreal mix of jungle, rockslide, and swamp terrain. Iron objects floated and walls vanished as reality shifted, creating a path through the inner defenses. The entity cut down guards with its flaming whip-sword before disappearing toward the central tower. In pursuit, the party encountered Gilly Dahu, a Fae creature magically bonded to a hedge maze surrounding the central tower. Though initially hostile with entangling vines, they gained his alliance by helping extinguish fires in his maze. The maze itself stood eight feet tall with three-foot-thick hedges, through which Gilly could mysteriously merge and travel. The party ascended the sixty-foot central tower, finding charred bodies and signs of devastating combat. Upon reaching the third floor, they overheard a conversation about portals and betrayal before being confronted by the legendary high-elf warrior Aserbey. In a tense moment, they discovered their shared opposition to the Duchess, setting the stage for an uncertain alliance.

Scenes

Lighthouse Defense

The party held the lighthouse and seagate for 10 minutes allowing allied ships to enter the harbor

Meeting with Captain Smith

Captain Rutger Smith congratulates the party and discusses next steps

Mysterious Warrior Attack

A powerful warrior, likely Azrabate, appears on a Razurian ship causing destruction before breaching fortress defenses

Prison Investigation

The party investigates a makeshift prison holding Denoran captives while searching for Nathan Jair

Dimensional Breach

A mysterious entity creates a dimensional rift to breach the inner fortress defenses

Hedge Maze Alliance

The party encounters and befriends Gilly Dahu while pursuing the mysterious entity through a burning hedge maze

Tower Confrontation

The party reaches the central tower in pursuit of the mysterious entity

The Conversation (Aserbey, Duchess and Nathan)

The Duchess, injured and on the ground, her advisors and guards dead, is confronted by Asrabey, a limping high elf also wounded but powerful, with Nathan Jierre cowering nearby.

Npcs

Captain Rutger Smith

Captain of the ship 'Impossible' who brought party to fortress. Commands assault force of 1000 troops and coordinates with party as highest non-military authorities.

The Duchess

Main antagonist who seized control of Axis Fortress. Allied with Fae forces and opposed to technology. Currently besieged in central tower.

Burton

Goblin survivor from previous infiltration team that was killed by Fae Wild incursion. Left injured with local villagers.

Aserbey

Legendary high elf Vakeshi mystic warrior, hundreds of years old. Ambassador of On-Scene Court of Fae known for incredible combat abilities and fire magic. Has aided Rizuri forces indirectly in past.

Nathan Jair

Teenage Tiefling, cousin of Lya Jair (Denor's Minister of Outsiders) and nephew of Denor's king. Target of party's rescue mission, reportedly spends time in tower astronomy section.

Colonel Hazar Masernin

Wounded Denoran military officer among prisoners, with severe eye injury from shrapnel. Despite history fighting Rizuri forces, willing to help against Duchess in exchange for return of his weapons.

Gilly Dahu

Fae creature magically bonded to hedge maze who can merge with and move through hedges. Initially hostile but allies with party to save maze from fires.

Sergeant Glassman

Rizuri soldier assigned to escort and protect party through fortress grounds.

Infantryman Sander Woodham

Wounded Rizuri soldier managing prison records, healed by Archie to assist with prisoner processing.

Locations

Axis Fortress

A fortified stronghold recently taken by the Duchess, featuring outer walls, seagate, lighthouse, inner keep and central tower. Currently under assault by 1000 Rizuri troops against approximately 200 defenders.

Lighthouse and Seagate

Strategic coastal position the party defended to allow allied ships entry into the harbor. Connected to fortress sea wall.

Prison Stables

Large stable converted into makeshift prison with iron bars, located 200 feet from inner wall. Holds around 100 Denoran prisoners including 12 Tieflings.

Hedge Maze

Magical maze surrounding central tower keep with 8-foot-tall, 3-foot-thick hedges. Protected by Fae guardian Gilly Dahu who can merge with and move through the hedges.

Central Tower Keep

60-foot-tall fortified tower at center of hedge maze featuring arrow slits, multiple floors and astronomy section where Nathan Jair reportedly spends time. Current refuge of the Duchess.

Spells

Vakeshi Fire Magic

Powerful fire magic used by Azrabate that leaves distinctive scorch marks and creates tongues of flame in the shape of hands.

Cure Light Wounds

Healing spell used by Archie to treat Infantryman Woodham's arrow wound.

Zone of Truth

Cast by Archie during prisoner negotiations to ensure honest communication.

Teleportation Circle

Portal magic used in Duchess's initial fortress takeover, required inside help to establish.

Entangle

Spell used by Gilly Dahu creating grasping weeds and vines in 20-foot radius to restrain targets.

Items

Nicodemus Leaf Cigars

Special cigars shared by Captain Smith that act as a mild intoxicant, calming nerves and sharpening perception.

Transforming Flame Sword

Magical weapon wielded by Azrabate that can shift between short blade and 15-foot whip of flame.

Colonel Masernin's Weapons

Confiscated pistol, musket, and sword belonging to imprisoned Denoran officer Colonel Masernin.

Dimensional Orb

Magical orb wielded by mysterious entity that glows with white light and can create rifts between dimensions, temporarily merging different landscapes.

Session 10: Murder at Danoran Consulate

Session 11: Thinking Man

Date: Jul 9th, 2025

Summary

The investigation into Nalassa Hume's murder began with the party reviewing their evidence board and case notes. They recalled that the victim had crashed through a fourth-floor window at the Danoran consulate, landing on a spike fence after two gunshots were heard. A man with a goatee had taken papers and a gold necklace with a canary pendant from the dying woman before fleeing down an alley. The victim's boyfriend, Braden Sarkin, worked as a security guard at the consulate, and the couple had met at the Thinking Man's Tavern. At the consulate, Archie cast Fox's Cunning to enhance his investigative abilities before examining Nalassa's body. While Fredriche distracted Chief Julien LeBrix and Reggie spoke with secretary Tia Jedeau, Archie discovered multiple wounds on the corpse. The body showed glass cuts, fence punctures, two gunshot wounds, and a mysterious scalp wound that appeared to be caused by necromantic magic. In the victim's pockets, he found a bail certificate from a contraband raid and a receipt for mysterious items worth 2,450 gold pieces signed "DW," with "Silvio Diafeldman family" written on the back in different handwriting. The crime scene investigation on the fourth floor revealed inconsistencies in LeBrix's story. The security chief claimed he had shot Nalassa in the leg as she fled from stealing silverware in a supply room, then shot her again in the back as she flew through the window. However, Archie found no blood spatter inside the building where she was allegedly shot, and noticed that a rug in the gallery room had been recently moved. Fredriche observed that the consular's office door showed signs of recent lock picking, suggesting the victim may have stolen documents rather than silverware. When questioning staff members, the party discovered more inconsistencies. LeBrix claimed his argument with housekeeping staff was merely about cleaning up the blood, but head housekeeper Mademoiselle Flem revealed he was particularly passionate about removing the blood trail. The party also found an empty brigadeiros box from the Thinking Man's Tavern with only crumbs remaining, which they collected as potential evidence of drugging. In the alley where the goateed man had fled, Archie's investigation uncovered signs of a scuffle between two men. They found a deed for a canal barge with the Danoran Council seal, coagulated blood smears, and Fredriche detected traces of recently used electrical magic. The evidence suggested another man had chased the document thief down the alley, leading to a confrontation. The party then traveled to Bosun Strand, the docks district, to investigate the Thinking Man's Tavern. Upon entering the establishment, a minor earthquake tremor shook the building, causing brief panic among the patrons. Archie announced it was his birthday and bought drinks for everyone, while Fredriche had to show a fake ID claiming to be 42 when questioned about his age by tavern owner Tad Hilly. Reggie spoke with Helms Grimsby, a docker union organizer he knew from previous encounters, on the tavern's patio. Helms confirmed that Nalassa was a regular customer and mentioned that Barb, a longtime waitress, had been particularly close to her. He also provided crucial information about Deon Feldman, a riverboat pilot who had been hired to navigate a vessel called the Sylvio, which operated from a wharf rumored to be owned by a new crime syndicate called "The Family." Inside the tavern, Archie learned from Tad that Nalassa had purchased a couple dozen brigadeiros around 8 AM on the morning of her death, confirming she regularly brought these treats to her friends at the consulate. He also met Kenneth Rinus, a professor of archaeology and philosophy who revealed he had helped Nalassa write correspondence using fancy Chrysalis calligraphy. The party theorized that the brigadeiros may have been drugged to incapacitate people at the consulate, allowing Nalassa to move around undetected while stealing documents. The investigation had revealed a complex web of connections involving crime syndicates, document theft, and a cover-up at the Danoran consulate.

Scenes

Evidence Board Setup and Case Review

The party reviews their investigation notes and evidence board for the Nalassa Hume murder case.

Body Investigation at the Consulate

Archie examines Nalassa Hume's body while others distract security personnel.

Crime Scene Investigation

The party investigates the fourth floor of the consulate where Nalassa allegedly broke through the window.

Questioning Staff at the Consulate

The party questions various staff members about the incident and discovers inconsistencies.

Alley Investigation

The party investigates the alley where the goateed man fled after taking documents from the victim.

Evidence Analysis and Planning

The party discusses evidence from their investigation and plans their next moves.

Arrival at the Thinking Man's Tavern

The party travels to the Thinking Man's Tavern in Bosun Strand and enters the establishment.

Conversations at the Thinking Man's

The party splits up to gather information, with Reggie talking to Helms Grimsby on the patio while Archie and Fredriche mingle inside.

Npcs

Chief Julien LeBrix

Security chief at the Danoran consulate who claims he shot Nalassa Hume twice - once in the leg before she jumped out the window, then in the back while she was flying away. He discovered her allegedly stealing silverware and a gold egg from a supply room. Shows the party around the crime scene and becomes defensive when questioned about his argument with staff.

Tia Jedeau

Secretary at the Danoran consulate who appeared intoxicated and seemed to have information she was afraid to share. Reggie gave her contact information, sensing she wanted to communicate something important.

Braden Sarkin

Nalassa Hume's boyfriend who works as a security guard at the Danoran consulate. He is Danoran and described the victim's gold necklace with a canary pendant that was stolen from her.

Nalassa Hume

The murder victim who died after falling from a fourth-floor window at the Danoran consulate onto a spike fence. She had been bringing snacks from Thinking Man's Tavern to consulate staff and was allegedly caught stealing documents rather than silverware. She was a regular at the Thinking Man's Tavern and was dating Braden Sarkin.

Mademoiselle Flem

Head of housekeeping at the Danoran consulate. A polite woman who was tasked with cleaning up the blood from the crime scene. She revealed that Chief LeBrix was passionate about cleaning up the evidence and seemed interested in Reggie.

Heward Steckham

The person who paid bail for Nalassa Hume when she was arrested in a contraband raid, as documented on the bail certificate found in her pocket.

Helms Grimsby

A docker and union organizer who is forming a Dockers Union to fight for fair wages and workers' rights. He sits on the tavern's patio staring at the ocean and drinks bourbon. He knew Nalassa as a regular at the tavern and has connections throughout the docks community. He has pride in Reggie becoming an RHC constable despite the general docker distrust of law enforcement.

Tad Hilly

Owner and proprietor of the Thinking Man's Tavern. Friendly and helpful, he confirmed that Nalassa was a regular customer who frequently bought brigadeiros, including a couple dozen on the morning of her death around 8 AM. He also revealed that Nalassa was dating someone named Brayden from the consulate.

Kenneth Rinus

Professor of archaeology and philosophy at the local university who specializes in dragon and demon fossils from Chrysalis. He's part of a group called 'the professors' who meet regularly at the tavern. He helped Nalassa write correspondence using his knowledge of Chrysalis calligraphy and formal writing styles.

Barb

A longtime waitress at the Thinking Man's Tavern who has worked there for many years. She was particularly close to Nalassa, treating her almost like a daughter. She would have more detailed knowledge about Nalassa's relationships and activities at the tavern.

Orc Sailor

A sailor presumably from Bor who reacts to the earthquake tremor in the tavern and is the first to order a free drink when Archie offers to buy rounds.

Deon Feldman

A local riverboat pilot known for his excellent riverboating skills. He was recently hired by someone to navigate the Sylvio, a small cutter. His name appears on the receipt found in Nalassa's pocket, and he may be connected to The Family crime syndicate.

Locations

Danoran Consulate

Foreign embassy building where Nalassa Hume died. Contains multiple floors with offices, supply rooms, and the fourth floor where the incident occurred. The party has limited time access due to sovereign territory restrictions.

Danoran Consulate Fourth Floor

The fourth floor of the consulate containing the consul's office (off limits), supply room where theft allegedly occurred, gallery room with broken window, and connecting hallway where the shooting incident took place. The consular's office door shows signs of recent lock picking.

The Alley

A nearby alley where the goateed man fled with stolen documents, showing signs of a scuffle between two men and containing evidence of the crime including blood smears and a canal barge deed.

Bosun Strand

The docks district along the east shore of Flint Bay, part of the city's trade culture and crime. Contains hundreds of warehouses, dozens of bars, taverns, gambling houses, and brothels. Home to craftsmen, artists, and money changers with shops around public squares. Currently undergoing construction for a great rail line station.

Thinking Man's Tavern

A tavern in Bosun Strand positioned at an elevated area with a good view over the bay. Features a patio overlooking the bay that seats about 10 people, and has a cobbled together statue made of driftwood and flotsam in the shape of a sitting man in deep thought outside the front door. Known for attracting intellectual and creative types, and famous for their brigadeiros confectioneries.

Family Wharf

A wharf location that is considered to be on the shadier side of the docks. Rumors suggest it is owned by The Family crime syndicate, and it's where the Sylvio operates from.

Spells

Fox's Cunning

Archie cast this spell to gain advantage on Intelligence checks while investigating Nalassa's body and the crime scene, enhancing his investigative abilities.

Items

Bail Certificate

Document from Parody Lake Police Station found in Nalassa's pocket showing she was arrested in a contraband raid and released on bail paid by Heward Steckham. Law required her to carry it until trial.

Receipt for Mysterious Items

Receipt found in Nalassa's pocket for a dozen items valued at 2,450 gold pieces, signed 'DW'. On the back, written in different handwriting, are the words 'Silvio Diafeldman family'. The exact nature of the items is unclear but they are measured in drams (16 or 48 drams each).

Gold Necklace with Canary Pendant

Nalassa's distinctive jewelry that was stolen by the man with the goatee. A gold chain with a tiny pendant shaped like a canary, as described by her boyfriend Braden.

Empty Brigadeiros Box

An empty box from Thinking Man's Tavern that contained brigadeiros, with only crumbs remaining. Some spots showed where someone had licked up crumbs. Collected as evidence for potential drug analysis.

Canal Barge Deed

A deed of ownership for a canal barge found in the mud of the alley, marked with the seal of the Danoran Council. Evidence of the documents stolen during the crime.

Brigadeiros

Brazilian Portuguese confectioneries that are the Thinking Man's Tavern's most beloved treats. Nalassa regularly bought these for her friends at the consulate and purchased a couple dozen on the morning of her death around 8 AM. The party suspects these may have been drugged to incapacitate people at the consulate.

Fake ID

A handwritten identification document that Fredriche carries, claiming he is 42 years old and featuring a little drawing. Used when questioned about his age for drinking at the tavern.