# 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

<div id="bkmrk-reggie-punches-the-h">- Reggie punches the halfling multiple times using sneak attack and moxie abilities
- The halfling attempts to fight back with a short sword but misses
- Reggie subdues the halfling non-lethally
- Reggie recovers two fire ward medallions from the halfling

</div>### Boiler Room Crisis and Battle

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

<div id="bkmrk-fire-elemental-dives">- Fire elemental dives into the boiler, intensifying the flames
- Archie hits the elemental with Toll the Dead for significant damage
- Friedrich uses acid and magic stones against the elemental
- Friedrich casts a scroll of Cone of Cold to help cool the boiler
- Geoff helps shovel out hot coals
- The party successfully prevents the boiler from exploding
- Discovery of tied up engineers behind the boiler

</div>### Securing the Magazine Rooms

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

<div id="bkmrk-reggie-hangs-the-fir">- Reggie hangs the first fire ward medallion, activating magical protection
- Reggie places the second medallion, fully restoring the fire wards
- A magical alarm announces the fire wards' reactivation
- Reggie restrains the halfling prisoner to the stairs

</div>### Evidence of Sabotage

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

<div id="bkmrk-investigation-of-the">- Investigation of the Duchess's Room reveals evidence of sabotage
- Finding of arcane scrawlings and communication holes
- Learning that four saboteurs were involved in the plot

</div>## 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.

<div id="bkmrk-delft-stover-discove">- Delft Stover discovers ritual circle and diamond-pattern holes in Duchess's room
- Principal Minister Harkover interviews the party about events
- King Aodhan personally thanks the party members
- King discusses family and loyalty with the party
- Harkover tells Delft Stover to use the constables wisely

</div>### Aftermath of the Boiler Crisis

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

<div id="bkmrk-geoff-messard-has-th">- Geoff Messard has the party help operate complex machinery to vent excess heat
- Blue and white electricity crackles through glass pipes
- A massive gout of flames shoots from the ship's figurehead, vaporizing water 200 yards out
- The boiler is successfully stabilized
- Most of crowd believes it was part of festivities

</div>### King's Peace Speech

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

<div id="bkmrk-king-describes-histo">- King describes history of conflict with Danor
- Announces plans for peace summit in one year
- Reveals intention to marry someone from Danor
- Public largely supports peace after Duchess's failed assassination attempt
- Duchess officially branded a traitor
- Party assigned to paperwork and grunt work during investigation
- Some nobles flee to Shale after defending Duchess

</div>### 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.

<div id="bkmrk-constable-langford-s">- Constable Langford summons party to meet tiefling woman
- Minister Lya Jierre tests party with magical puzzle
- Delft Stover reveals Duchess has captured Axis Island
- Lya explains island's strategic importance to Danor
- Party assigned to assist in removing Duchess
- Lya requests help finding her cousin Nathan
- Party receives mission supplies and 1000 gold stipend each

</div>### Journey to Axis Island

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

<div id="bkmrk-sky-seer-and-druid-a">- Sky seer and druid aid ship's journey
- Travel 500 miles in under 2 days
- Meet infiltration team: Tanya, Letmus, Seven Foot Dan, and Burton
- Receive detailed briefing about cave infiltration plan
- Captain Rutter Smith recognizes party from Coaltongue

</div>### Underwater Cave Disaster

#### The infiltration team meets disaster in the underwater cave tunnel.

<div id="bkmrk-team-enters-with-wat">- Team enters with water breathing and guide rope
- Strange wave and flash of light occurs after 2 minutes
- Burton survives with crushed leg, describes strange swamp vision
- Seven-foot Dan found dead under rocks
- Evidence suggests Tanya also killed
- Shark appears and takes bite from Dan's corpse
- Party rescues Burton and continues mission

</div>### Cave Combat

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

<div id="bkmrk-party-discovers-mult">- Party discovers multi-level wooden platforms and docks
- White-haired Danoran shoots at party, accusing them of killing his men
- Air elemental and shadow creature attack party
- Fredriche creates eldritch cannon
- Archie casts Light and Spiritual Weapon
- Earth elemental throws oil barrel at Reggie
- Reggie attempts negotiation with miner
- Combat pauses during negotiation attempt

</div>## 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.

<div id="bkmrk-fredriche-attempts-t">- Fredriche attempts to shoot shadow creature with force ballista but misses
- Fredriche uses healing potion for 20 points
- Air elemental attacks Fredriche
- Reggie attempts diplomacy with mine foreman
- Nicholas DuPre uses magical coins to dismiss his elemental creatures
- Party negotiates under Zone of Truth about their mission

</div>### Negotiation with Nicholas DuPree

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

<div id="bkmrk-party-explains-their">- Party explains their mission to capture a rebel noble under Zone of Truth
- Nicholas reveals history of attacks on the island and discovery of magical icons
- Nicholas explains he fled to the mine with two icons when fighting began
- Party attempts to negotiate borrowing magical icons from Nicholas
- Through persuasion and offering 50 gold, Nicholas agrees to lend shadow icon
- Party agrees to leave injured Burton with Nicholas

</div>### Journey Through the Mine

#### The party travels through the mine tunnels guided by Nicholas DuPree

<div id="bkmrk-walk-through-2-miles">- Walk through 2 miles of winding mine shafts
- Observe Danoran mining machinery and equipment
- Exit mine into forested area with mining camp
- Nicholas points out path to fortress and returns to hide with Burton
- Archie uses scroll of sending to contact Captain Rutger Smith about delays
- Party takes short rest to recover

</div>### Mass Grave Discovery

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

<div id="bkmrk-found-bullet-holes-a">- Found bullet holes and sword slashes in trees
- Discovered mass grave containing about a dozen dead Danorins
- Investigation reveals victims died from blunt trauma several days ago
- Encountered headless iron golem patrolling the area
- Successfully avoided confrontation by waiting for golem to pass
- A mysterious pillar of flame is seen in the forest - party avoids

</div>### Strange Planar Shift

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

<div id="bkmrk-party-experiences-ve">- Party experiences vertigo and briefly shifts to another plane
- See jungle marsh with yellow frogs under purple sky and blue sun
- Party's shoes and pants become wet from marsh plane
- Arcana check reveals it was a reality fluctuation rather than illusion
- Learn about island's reputation for magical anomalies

</div>### Landslide and Village Discovery

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

<div id="bkmrk-failed-strength%2Fsurv">- Failed strength/survival checks cause landslide
- Each party member takes 5 points of damage
- Discover seemingly abandoned village with small smoke trails
- Party decides to skirt around village

</div>### Combat in the Village

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

<div id="bkmrk-discover-second-vill">- Discover second village with 6 buildings and smoke trails
- Two Resurian soldiers seen dragging a Tiefling woman
- Archie attempts deception but critically fails
- Fredriche disguises self as Duchess but fails to maintain deception
- Combat breaks out with Resurian investigator and patrolmen
- Investigator uses Thunder Wave multiple times, nearly killing party members
- Tiefling woman and another Danoran join fight with bow and dagger
- Party defeats Resurian soldiers, with one surrendering

</div>## 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.

##### <span style="font-weight: 400;">Planes</span>

**Avilona**<span style="font-weight: 400;">. 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.  
</span>**Urim**<span style="font-weight: 400;">. 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.  
</span><span style="font-weight: 400;"> </span>**Nem**<span style="font-weight: 400;">. 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.</span>

#### 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

<div id="bkmrk-party-decides-to-lea">- Party decides to leave prisoner with their hosts for safekeeping in exchange for platinum pieces
- Prisoner reveals there are a few hundred soldiers under Duchess command
- Prisoner indicates troops are spread thin across the island
- Learn the fortress is under Duchess's command
- Discover troops arrived by ship

</div>### Evading the Iron Golem

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

<div id="bkmrk-party-spots-iron-gol">- Party spots iron golem coming up the switchback
- Group hides in bushes and prepares ropes
- Successfully climb down cliff face with ropes
- Fredriche accidentally knocks loose a stone while climbing
- Golem investigates noise but party manages to escape detection

</div>### Encounter with Patrol

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

<div id="bkmrk-heard-approaching-pa">- Heard approaching patrol of soldiers and investigator
- Decided to disguise Fredriche as prisoner to explain his small size
- Successfully deceived the patrol with a critical deception roll about being under Elmore's command
- Claimed to be chasing villagers while main group took longer route
- Patrol questions but ultimately accepts their story

</div>### Trapped Wagon Investigation

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

<div id="bkmrk-party-discovers-an-o">- Party discovers an overturned wagon with weapons, supplies and firearms
- Reggie triggers magical runes of warning
- Ice chains manifest and wrap around Reggie causing cold damage
- Archie helps Reggie break free from the ice chains
- Party flees from the trapped wagon

</div>### Ancient Ruins and Dryads

#### The party discovers ancient ruins and negotiates passage with territorial dryads

<div id="bkmrk-pass-by-mine-entranc">- Pass by mine entrance, lighthouse, and small iron-working factory
- Discover ancient stone architecture with primitive carvings
- Find modern research camp with dead Danorans at the waters edge
- Archie spots a face in a tree trunk
- Dryad reveals herself from bush
- Successfully negotiate passage through territory pretending to be Duchess forces
- Reggie retrieves crossbow and quiver from dead Dinorian
- Learn dryads killed the Danorans
- See boats near the camp

</div>### Another Fluctuation in Reality

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

<div id="bkmrk-new-key-eventparty-e">- New key eventParty experiences vertigo and briefly shifts to another plane
- See rocky desert with a reptilian dinosaur under purple sky and blue sun
- When shifting back, the rockface is misaligned and crumbles
- Freddy says "we should get off this island as fast as we can!"

</div>## 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.

<div id="bkmrk-found-ancient-ruins-">- Found ancient ruins with fancy masonry work
- Encountered threatening dryads
- Successfully convinced dryads they were with Duchess's forces
- Learned dryads see Duchess as liberator from Dinorans
- Connected dryad attacks to previous murders near mine
- Reggie collected a crossbow and bolts
- Peacefully resolved encounter without combat

</div>### Journey to the Fortress

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

<div id="bkmrk-traveled-peacefully-">- Traveled peacefully for couple hours along road
- Reached mountain peak overlooking fortress
- Observed fortress layout including walls, keep, hedge maze and lighthouse
- Learned about guard patrol patterns
- Discussed infiltration plan using Pass Wall scroll
- Confirmed mission deadline extended by 24 hours

</div>### Fortress Infiltration Planning

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

<div id="bkmrk-party-spends-20%2B-min">- Party spends 20+ minutes observing guard patrol patterns
- Discovered guards make regular 20-minute circuits around the walls
- Discussed using Hey Hey for reconnaissance
- Planned to use Pass Wall scroll to breach the outer wall
- Confirmed they have multiple scrolls including Pass Wall and Fairy Fire
- Observed lighting patterns and guard positions

</div>### Lighthouse Infiltration

#### The party infiltrates the lighthouse area using stealth and deception.

<div id="bkmrk-archie-used-invisibi">- Archie used invisibility potion to scout the lighthouse area
- Discovered multiple guard patrols and an investigator smoking on a boat
- Identified magical defenses in fortress walls
- Reggie successfully bluffed past multiple guards using deception
- Party entered lighthouse control room
- Subdued guard Tommy in control room
- Cast Silence spell to prevent noise
- Decided to deal with wizard and pseudo-dragons before opening sea gate

</div>## 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.

<div id="bkmrk-used-pitons-to-secur">- Used pitons to secure a door
- Placed an unconscious guard's body as additional barricade
- Reggie drinks a potion of heroism
- Discussed strategy for defending entry points

</div>### Confrontation in Storage Room

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

<div id="bkmrk-reggie-successfully-">- Reggie successfully deceives the patrolman with a story about touring
- Party ambushes and knocks out the patrolman
- Guard is tied up and moved to secure location

</div>### Meeting Ethanol

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

<div id="bkmrk-found-ethanol-with-h">- Found Ethanol with his pseudo-dragon Snappy
- Successfully deceived Ethanol about being tour guides
- Learned about warning bell and lighthouse defenses
- Combat breaks out with Ethanol and his pseudo-dragons
- Party defeats Ethanol and the pseudo-dragons

</div>### Opening and Defending the Sea Gate

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

<div id="bkmrk-fredriche-operates-t">- Fredriche operates the sea gate controls
- Archie signals the reserve fleet with Faerie Fire
- Fredriche uses dust of sneezing to incapacitate multiple enemies
- Archie creates pit trap with Pass Wall spell
- Party members get knocked unconscious but revive each other
- Fredriche sabotages gate controls to prevent closure
- Allied Resouri ships arrive after 10 rounds
- Final druid enemy defeated

</div>## 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

<div id="bkmrk-party-successfully-d">- Party successfully defended lighthouse from attackers
- Allied ships entered harbor through opened seagate
- Military doctors and druidic healers restored party to full health
- Rizuri warships fired on Duchess's forces
- Duchess's forces retreated to outer fort walls
- Hundreds of allied soldiers poured into fortress

</div>### Meeting with Captain Smith

#### Captain Rutger Smith congratulates the party and discusses next steps

<div id="bkmrk-captain-smith-shared">- Captain Smith shared Nicodemus leaf cigars with party
- Discussed fate of previous infiltration team killed by Fae Wild incursion
- Learned party is now highest non-military authority
- Captain outlined battle plan to capture fortress with 1000 troops
- Sergeant Glassman assigned as party escort
- Party shared intelligence about island situation and Fae presence

</div>### Mysterious Warrior Attack

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

<div id="bkmrk-warrior-with-flaming">- Warrior with flaming sword attacks Resurrect ship in harbor
- Demonstrates ability to transform sword between blade and whip forms
- Shatters gas lamps and leaps 30-50 feet to seawall
- Transforms into black smoke to vanish
- Party learns this may be Azrabate, legendary high elf Vakeshi mystic
- Warrior shows immunity to attacks and powerful magical abilities

</div>### Prison Investigation

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

<div id="bkmrk-archie-heals-wounded">- Archie heals wounded guard Infantryman Woodham
- Discover about 100 Denoran prisoners including 12 Tieflings
- Meet Colonel Hazar Masernin, wounded Denoran officer
- Learn Nathan Jair spends time in astronomy tower
- Colonel reveals teleportation circle was used in Duchess's assault
- Party decides to release prisoners and return Masernin's weapons

</div>### Dimensional Breach

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

<div id="bkmrk-entity-uses-glowing-">- Entity uses glowing orb to transform area into mixed landscapes
- Reality shifts between jungle, rockslide, and swamp terrain
- Iron objects float and walls temporarily vanish
- Entity kills guards with flaming whip-sword
- Party pursues through rift before it collapses
- Find themselves at entrance to hedge maze

</div>### Hedge Maze Alliance

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

<div id="bkmrk-meet-gilly-dahu%2C-fae">- Meet Gilly Dahu, Fae hedge guardian
- Initial hostile encounter with entangling vines
- Party helps extinguish fires using sickles and cloaks
- Gilly becomes friendly after they help save his maze
- Clear path through maze to central tower
- Learn 'demon' ran through maze toward tower

</div>### Tower Confrontation

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

<div id="bkmrk-find-dead-and-charre">- Find dead and charred bodies along tower approach
- Discover burning entrance door
- Ascend three floors finding more dead guards
- Overhear conversation about portals and betrayal
- Entity senses party's presence and confronts them
- Entity reveals shared opposition to Duchess

</div>### 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.

<div id="bkmrk-the-duchess-pleads-w">- The Duchess pleads with Asrabey not to act, accusing him of being a murderer and questioning if her supposed failures to the Court warranted such violence.t
- Asrabey dismisses her pleas, stating his actions are to "forestall war" and prevent their people from aligning with a "kingslayer" and someone who "consorts with devils," sneering at the tiefling.
- The tiefling attempts to reason with Asrabey. Asrabey responds by striking the tiefling's face with a magically morphing sword
- The Duchess tries to stall, claiming her brother won't execute her and there are "more important matters" concerning a threat to Risur and the Unseen, asserting Nathan is an ally.
- The tiefling's mention of "Kasvarina Varal" causes Asrabey to pause. The tiefling reveals Kasvarina was there months ago, with a Crisillyiri man and his cousin, suggesting she crafted a portal ring.
- The Duchess reiterates that Nathan is an ally and they are investigating a threat from Danor to both nations, but her brother and the Court wouldn't listen.

</div>## 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.

<div id="bkmrk-gm-sets-up-digital-e">- GM sets up digital evidence board for tracking investigation
- Party reviews previous session notes about Nalassa Hume's death at Danoran consulate
- Discussion of witness accounts: woman fell from window onto spike fence after two gunshots
- Review of key evidence: man with goatee took papers and necklace from dying victim
- Confirmation that victim's boyfriend Braden Sarkin worked as security guard at consulate
- Planning to investigate body, crime scene, and visit Thinking Man's Tavern

</div>### Body Investigation at the Consulate

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

<div id="bkmrk-archie-casts-fox%27s-c">- Archie casts Fox's Cunning for advantage on Intelligence checks
- Fredriche distracts Chief LeBrix by asking to see the window
- Reggie talks to secretary Tia Jedeau and gives her contact information
- Archie discovers multiple wounds: glass cuts, fence punctures, two gunshot wounds, and mysterious scalp wound
- Found bail certificate in victim's pocket from contraband raid
- Discovered receipt for dozen items worth 2,450 gold pieces signed 'DW'
- Medicine check reveals gunshots came from over 30 feet away
- Scalp wound appears to be from necromantic magic
- Receipt has 'Silvio Diafeldman family' written on back in different handwriting

</div>### Crime Scene Investigation

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

<div id="bkmrk-lebrix-takes-the-par">- LeBrix takes the party to the fourth floor showing the consul's office (off limits), supply room, gallery room, and hallway
- LeBrix explains his version: he found Nalassa stealing from supply room, shot her in leg as she ran, she jumped through window, he reloaded and shot her in the back
- Archie's investigation reveals no blood spatter inside the building where she was allegedly shot
- Found that the rug in the gallery room had been recently moved based on dust outline
- Window glass pattern consistent with someone breaking outward through it
- Fredriche notices the consular's office door shows signs of recent lock picking

</div>### Questioning Staff at the Consulate

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

<div id="bkmrk-reggie-asks-lebrix-a">- Reggie asks LeBrix about the shouting match witnessed as the body was carried inside
- LeBrix claims it wasn't a shouting match, just concern about public perception of a body on their fence
- LeBrix says he was talking to house staff about cleaning up, specifically mentions Mademoiselle Flem as head of housekeeping
- Reggie questions Mademoiselle Flem about her interaction with Chief LeBrix during the body removal
- Mademoiselle Flem reveals LeBrix was passionate about cleaning up the blood trail
- The party discovers an empty brigadeiros box from Thinking Man's Tavern with only crumbs remaining
- Archie collects the box as evidence for analysis

</div>### Alley Investigation

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

<div id="bkmrk-archie-makes-a-succe">- Archie makes a successful investigation check (26) to search the alley
- Signs of a brief scuffle are discovered with odd foot scrapes in the dirt
- A deed of ownership for a canal barge with the Danoran Council seal is found in the mud
- Fredriche detects traces of recently used magic, possibly electrical in nature
- Archie finds coagulated blood smears in the mud
- The party realizes another man chased the goateed man down the alley, explaining the scuffle

</div>### Evidence Analysis and Planning

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

<div id="bkmrk-party-discusses-send">- Party discusses sending physical evidence including the body and blood samples to RHC for analysis
- Discussion of the bail certificate showing Nalassa was arrested in a contraband raid
- Analysis of receipt found on Nalassa's body for purchasing substances in drams
- Reggie uses his docker knowledge to identify Deon Feldman as a local riverboat pilot
- Discovery that 'The Family' is a new crime syndicate in town, possibly connected to Family Wharf
- Party decides to investigate the Thinking Man's Tavern next

</div>### Arrival at the Thinking Man's Tavern

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

<div id="bkmrk-party-travels-to-bos">- Party travels to Bosun Strand, the docker district of the city
- Arrival at the Thinking Man's Tavern with its distinctive driftwood statue
- Minor earthquake tremor shakes the tavern upon entry, causing brief panic
- Orc sailor and local man discuss the geological stability of Flint
- Reggie recognizes Helms Grimsby, a docker union organizer, sitting on the patio
- Archie announces it's his birthday and buys drinks for everyone in the tavern
- Tavern owner Tad Hilly questions Fredriche's age for drinking
- Fredriche shows a fake handwritten ID claiming to be 42

</div>### 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.

<div id="bkmrk-reggie-goes-to-the-p">- Reggie goes to the patio to talk with Helms Grimsby, bringing him bourbon
- Helms recognizes Reggie from their previous meeting on Coal Tongue
- Reggie reveals they're investigating a case involving people who frequent the tavern
- Helms confirms Nalassa was a regular and had friends at the tavern
- Helms mentions Barb, a longtime waitress who was close to Nalassa
- Helms provides information about Deon Feldman being hired to navigate the Sylvio
- Helms reveals rumors that 'The Family' crime syndicate owns the wharf where the Sylvio operates
- Archie talks with Tad Hilly about Nalassa and learns she bought brigadeiros that morning
- Tad reveals Nalassa bought a couple dozen brigadeiros around 8 AM
- Tad mentions Nalassa was dating someone named Brayden from the consulate
- Archie meets Kenneth Rinus, a professor of archaeology and philosophy
- Kenneth reveals he helped Nalassa write correspondence using fancy Chrysalis calligraphy
- Kenneth mentions Nalassa was a regular at the tavern but not part of his professor group
- The party theorizes the brigadeiros may have been drugged to make people fall asleep

</div>## 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.