Session 12, Arc II
Treading Lightly
Played 12 July 2025 Watch the session
The session began with the party continuing their intense battle against the corrupted Phane in the astral plane. Kailyn attempted to slash the tether that the creature was consuming with her scimitar, but the mystical connection proved resistant to physical damage. However, she managed to use her wisdom to successfully pull the tether away from the Phane's grasp, giving the party a crucial advantage.
Naeco unleashed devastating attacks with his great axe, dealing 19 points of damage to the green tether and causing it to fray significantly. He continued his assault with great weapon master techniques enhanced by his barbarian rage, dealing additional damage that further weakened the mystical connection. Muscle, Bones' loyal jackal companion, assisted by helping to pull the tether away from the creature's influence.
Fe joined the coordinated assault, striking the tether with her quarterstaff for additional damage. Crezzida cast detect thoughts on the Phane, experiencing glimpses of multiple futures and random people through the creature's eyes, though pushing deeper into its mind caused her to take psychic damage from harsh static. Wild magic triggered during her spellcasting, causing additional psychic backlash as the magical energy recoiled.
The battle reached its climax when Bones successfully persuaded Bolts to cast Power Word Kill on the Phane with an impressive persuasion check. Though the devastating spell didn't kill the creature outright due to its high hit points, it dealt significant damage and caused black cloth-like material to shed from its form. Naeco delivered the final blow with a critical hit from his great axe, dealing 38 points of damage and finally defeating the corrupted entity.
After the Phane's death, the creature underwent a shocking transformation, reverting to the form of a frightened teenage boy named Dalthos. The child appeared confused and scared, with no clear memory of his location or recent events. Crezzida showed compassion toward the frightened boy, while other party members remained suspicious that this might be another trap.
The boy's condition rapidly deteriorated as his damaged, sickly green tether floated nearby, slowly draining his life force. Crezzida cast detect thoughts on Dalthos, seeing memories of a beautiful mountain, sunset, and deep regret about wasted time. When she attempted to give the dying boy a new tether to save his life, Naeco blocked her with Misty Step, fearing the consequences. The tether rejected the boy's soul and he instantly shriveled to dust, leaving Crezzida to take the green tether into herself instead.
The party then faced the complex challenge of redistributing their soul tethers while in the astral plane. They discovered that once tethers were removed from souls, they could never be reinserted into the same person due to damage to the soul's receptacles. Kailyn made intelligence checks to understand tether compatibility, learning that different tethers worked better with different souls.
Through careful manipulation, the party redistributed their tethers in a complex arrangement. Fe took Naeco's original tether while Naeco received Fe's half tether, and Crezzida received a full tether. They learned the dangerous consequence that if one person with a shared tether died, both would perish. Bones attempted to eat a tether from an unconscious duplicate, resulting in him vomiting golden threads of fate.
The party discovered a strange cloud realm filled with mirror-like reflections showing alternate versions of themselves. These mirrors displayed different possible futures and life paths, responding to the party's actions but remaining impenetrable barriers. Kailyn discovered a thin strand of pure golden magical weave floating in the center of this realm, which she identified as the essence of all magic that channels magical energy throughout existence.
Following the magical weave's trajectory, the party found their way back to the library where their adventure in the pocket dimension had begun. Bolts began awakening from unconsciousness, though they discovered his memory had been magically rolled back like a factory reset. While he retained core abilities like casting detect magic and disintegration, he had lost most of his learned experiences and memories.
The party used a magical map to navigate through the pocket dimension, eventually reaching a waiting room where they encountered Bazzur. The guide had been trapped for over two years and expressed genuine remorse for his past failures. He revealed he had been originally paid by someone named John and had become more accepting of magic during his imprisonment.
In a study room within the pocket dimension, Kailyn discovered a Dunamancy sigil that controlled the flow of time. The sigil consisted of two circles with a theta symbol and spiral, allowing the user to speed up or slow down time in the pocket dimension relative to the outside world. After careful consideration of the consequences, the party decided not to manipulate time and left the sigil alone.
The party encountered two massive young astral dragons guarding the exit from the pocket dimension. These intelligent creatures served as guardians of the astral plane and were initially hostile to intruders. Bones successfully deceived the dragons by impersonating the master, convincing them that the party was authorized to pass and that there was a threat from someone named Dalthos that required their attention.
Finally escaping the pocket dimension, the party emerged in a cave 200 feet above the ocean near Kailyn's home waters. They used their magic carpet to descend from the dangerous cliff, with Kailyn's attempt to scout as an eagle ending in a crash that required a dramatic rescue. After reaching a peaceful cove, they met Long Gone, a halfling healer who successfully treated Fe's infected leg and Nillituh's gnawing plague symptoms.
The party discovered a nearby cave filled with recent corpses, all bearing neck slash wounds and stripped of possessions. Among the bodies, they recovered the Orb, which appeared scared but calmed when held by a familiar party member. The victims included many magic users, and they found the same mysterious sigil on the bodies that they had encountered before.
Following Muscle's scent trail, the party tracked down a suspicious caravan of six people with two covered carts. Kailyn and Fe wild-shaped into ravens to scout the group, overhearing discussions about selling mysterious "high quality" and "rare" cargo worth thousands of gold pieces. The party's attempts at diplomatic contact failed when the caravan guards proved hostile and secretive about their cargo.
The session culminated in violent combat when Naeco attempted to investigate the covered carts and was stabbed through the hand by a guard. Naeco's rage and retaliation sparked a full battle, with Crezzida casting darkness over the battlefield to level the playing field. The Genasi leader proved to be a formidable opponent, expressing reluctance about the violence while wielding a great axe and demonstrating magical abilities. The session ended with the party engaged in intense combat against the mysterious caravan guards, their true purpose and cargo still unknown.
Kailyn's Failed Eagle Scout
Kailyn wild shapes into an eagle to scout ahead but crashes due to inexperience with flying.
- Kailyn wild shapes into an eagle to scout the area
- Strong winds hit her immediately upon exiting the cave
- She fails a dexterity saving throw and crashes into the mountain
- The eagle form dies and she reverts to her normal form, falling toward the ocean
- She falls toward water rather than rocks after rolling a 5 on a d6
Combat with the Phane
The party continues their battle against a corrupted creature called the Phane in the astral plane.
- Kailyn attempts to slash the tether the Phane is eating but fails to cut it significantly
- Kailyn successfully pulls the tether away from the Phane using wisdom
- Naeco attacks the green tether with his great axe, dealing 19 points of damage and fraying it
- Naeco continues attacking the tether, dealing more damage and fraying it further
- Muscle assists in pulling the tether away from the Phane
- Fe attacks the tether with her quarterstaff, hitting for 4 damage
- Crezzida casts detect thoughts on the Phane, seeing glimpses of multiple futures and random people
- Crezzida pushes deeper with detect thoughts, taking psychic damage from harsh static
- Wild magic triggers, causing Crezzida to take 5 more psychic damage
- Nillituh helps pull the tether away from the Phane
- Bones persuades Bolts to cast Power Word Kill on the Phane with a dirty 20 persuasion check
- The party works together to pull the tether away from the Phane using strength and mind
- Kailyn attempts to repair a damaged tether and takes psychic damage in the process
- Bolts casts Power Word Kill on the Phane, dealing significant damage but not killing it
- Naeco delivers the killing blow with a natural 20 critical hit for 38 points of damage
The Child's True Form
After the Phane's death, it reverts to the form of a frightened child named Dalthos.
- The defeated Phane transforms into a small, cowering teenage boy
- The child identifies himself as Dalthos and appears confused and scared
- The party debates whether to trust the child or if it's another trap
- Crezzida shows compassion and tries to comfort the frightened child
- The child's body begins weakening as his tether floats nearby, sickly and damaged
- Crezzida casts detect thoughts on Dalthos to see his memories of a mountain and regret about wasted time
- The boy's tether appears green and sickly, naturally drawn to Crezzida's warmth
- Crezzida attempts to give the boy a tether but Naeco blocks her with Misty Step
- When the tether is forced into the boy, it rejects and he instantly shrivels to dust
- Crezzida takes the green tether into herself instead
Tether Manipulation in the Astral Plane
The party attempts to redistribute and repair their soul tethers while in the astral plane.
- The party discovers that once tethers are removed from souls, they cannot be put back into the same person
- Kailyn makes intelligence checks to understand tether compatibility and soul receptacles
- The party attempts complex tether redistribution - splitting and sharing tethers between party members
- They learn that if one person with a shared tether dies, both die
- The party discusses the risks of having half-tethers versus full tethers
- Fe takes Naeco's tether while Naeco takes Fe's half tether
- Crezzida receives a full tether while others have half tethers
- Bones attempts to eat a tether from an unconscious duplicate, resulting in vomiting golden threads
- The party leaves the unconscious duplicates of Bones and Fe behind in the astral plane
Escaping the Cave
The party attempts to leave a high cave using a magic carpet to descend to the ocean below.
- Bazzur confirms they need to reach a cove on the coast where someone can help with medicine
- The party realizes they are 200 feet above the sea on a cliff edge
- They remember they have the magic carpet for transportation
- Plans are made to use the carpet to transport everyone down from the cliff
- Bolts is put in the bag of holding as he's not waterproof
- The party discusses how to use the magic carpet to transport everyone down from the cliff
- They decide to take turns on the carpet rather than going through the cave
Escape Through the Mirror Realm
The party discovers a strange cloud realm filled with mirrors showing alternate versions of themselves.
- Muscle guides the party toward strange cloud formations
- They enter a realm filled with mirror-like reflections showing alternate versions of themselves
- The reflections show different possible futures and paths
- Kailyn touches a mirror and feels cold, wet resistance
- The mirror versions of themselves respond to their actions
- Bones punches a mirror, causing it to crack and go black
- The party discovers the mirrors show different variations of their lives and fates
- Attempts to interact with or cross through the mirrors fail
- Kailyn discovers a thin strand of golden magical weave floating in the center
- Kailyn identifies it as pure magical weave, the essence of all magic
- Bones recognizes it as magical weave as well
- The party realizes this weave channels all magical energy
- They decide to follow the weave's path to find their way back to the material plane
Return to the Library
Following the magical weave, the party finds their way back to the library and discovers Bolts awakening.
- The party follows the magical weave's trajectory
- They find a bridge leading out of the astral plane
- They cross back into the library where they started
- Bolts begins to wake up from unconsciousness
- The party realizes the master is dead but other creatures still think he's alive
- They consider making Bolts the new master using Bones' voice imitation abilities
- Bolts reveals he can cast detect magic and disintegration but has lost most memories
- The party reads Bolts's instruction manual to understand his condition
- Bones attempts to restore Bolts's memory using the master's voice but fails
- Investigation reveals Bolts's memory was magically rolled back, like a factory reset
- The party finds instructions for resetting and swapping memory modules but nothing for restoration
Navigating the Pocket Dimension
The party uses a magical map to navigate through the pocket dimension and teaches Bolts about teleportation.
- The party examines a map showing various locations in the pocket dimension
- They discover an unlabeled area called 'The Guardian'
- Bolts learns about teleportation by practicing with the party
- The party touches the Guardian location on the map and gets sucked through
- They land in a waiting room area with a hallway leading forward
Reunion with Bazzur
The party encounters Bazzur in a waiting room, discovering he has been trapped for over two years.
- The party finds Bazzur sitting alone in a waiting room
- Bazzur reveals he has been trapped for two years and five months
- Bazzur apologizes for his past actions and expresses guilt over failing the party
- The party makes insight checks to determine if Bazzur's remorse is genuine
- Bazzur explains he was paid by someone named John to guide them originally
- Bazzur shows he has become more accepting of magic use after his time in the pocket dimension
- The group decides to bring Bazzur along as they continue exploring
Exploring the Study Room
The party discovers a study room with magical sigils and books about planar travel.
- The party enters a study room with books, a clean desk, and a window looking into the void
- Kailyn discovers a sigil on the desk related to Dunamancy (time and fate magic)
- The sigil is already activated and responds to Kailyn's touch, rotating as she moves her finger
- The sigil consists of two circles - one with a theta symbol and another with a spiral
- Kailyn finds a book detailing the layout of the pocket dimension and access to various planes
- The book reveals exits to the material plane, Astral Sea, Feywild, elemental planes, and the abyss
- Bazzur explains that the place's creator likes to mess with dimensions and time
The Time Control Sigil
Kailyn experiments with a magical sigil that controls the flow of time in the pocket dimension.
- Kailyn touches the sigil and it connects with her, rotating as she moves her finger
- The sigil appears to control the rate of time flow rather than allowing time travel
- When Kailyn rotates the sigil, the astral stars outside move faster or slower
- The party realizes this controls how fast time passes in the pocket dimension relative to the outside world
- They discover that speeding up time would cause them to miss events in the material plane
- The party decides not to manipulate the time flow, fearing negative consequences
- Kailyn carves 'Don't touch time' as a warning and leaves the sigil alone
Preparing for the Guardian
The party takes a short rest and prepares to face whatever guards the exit from the pocket dimension.
- Party takes a short rest to recover hit points and spell slots
- They establish marching order with Kailyn leading
- Group heads down a narrow hallway toward the exit
- Various party members recover abilities and spells during the rest
Encounter with Baby Astral Dragons
The party discovers two young astral dragons guarding the exit and attempts to sneak past them.
- Kailyn spots two baby astral dragons blocking the exit path
- The dragons are identified as the 'guardian' mentioned in the area name
- Kailyn signals the party to stop and hold back
- She decides to slowly approach the dragons
- Kailyn casts silence on the dragons to help the party sneak past
- The party makes stealth checks to sneak by the dragons
- Kailyn and Crezzida both roll natural ones and make noise stepping on stones
- One dragon wakes up and begins to investigate due to their blindsight ability
- Bazzur warns the party to run as the dragon spreads its wings
Confrontation with the Guardian Dragons
Bones uses deception to impersonate the master and convince the dragons they are authorized to pass.
- Bones telepathically communicates with the dragon using his awakened mind
- The dragon threatens to execute them for intruding on the master's space
- Bones successfully deceives the dragon by claiming to be the master
- The dragon questions why the 'master' looks different and pale
- Bones explains he needs to return to the material plane to regain his form
- The dragon asks about the safety of the weave, which Bones confirms
- The dragon brings out a venomous blue claw to check for corruption in souls
- The dragon tests Crezzida's tether, dealing 12 damage to it and 6 damage to her
- Bones mentions an infiltration by 'Dalthos' to explain the corruption
- The dragon becomes concerned about the threat and calls over the second dragon
- Bones sends one dragon to protect the weave while claiming he will handle the material plane
- The party successfully deceives the dragons and avoids combat
Escape from the Pocket Dimension
The party finally exits the strange pocket dimension and emerges in a cave overlooking the ocean.
- The party finds an exit door similar to the waiting room doors
- Muscle confirms the door leads to the material plane
- The party emerges in a cave 200 feet above the ocean on cliffs
- They realize they are near Kailyn's home waters
- Time distortion effects are discussed - different party members experienced different amounts of time
- The party takes a long rest in the cave with watches
Magic Carpet Rescue
The party uses the magic carpet to rescue the falling Kailyn from her plummet toward the ocean.
- The party quickly gets on the magic carpet to chase after falling Kailyn
- They accelerate the carpet using gravity to match Kailyn's velocity
- They successfully grab Kailyn and pull her onto the carpet
- The carpet sinks lower with the additional weight but they level off safely about 100 feet above the water
Scouting from Above
The party surveys the area from the magic carpet, looking for paths and destinations.
- They observe numerous caves scattered along the cliff face
- They decide to fly to the other side of the mountain to get a better view
- From the mountaintop, they see a beautiful view of the lowlands including forests, desert, and distant towns
- They can see Easthills, Ebonmire, and Ebonbridge in the distance
- They decide to bring Bazzur up to help identify their destination
Finding the Healer's Cave
The party locates the specific cave they're looking for using Bazzur's knowledge and magic.
- Bazzur mentions his destination cave should have Sorrow's Wisp plants
- Kailyn casts Locate Animals or Plants to find the Sorrow's Wisp
- The spell points to a location below and to the right when facing the ocean
- They use the magic carpet to taxi everyone down to the correct cove area
- Bazzur is terrified of heights and screams during the journey
- Bones casts a message spell to calm Bazzur during the flight
- The party successfully reaches a small cove area by the ocean
Meeting the Healer
The party encounters a halfling woman healer who treats Fe's infected leg and Nillituh's gnawing plague symptoms.
- The party meets a small halfling woman sitting on a rock in the cove
- The healer examines Fe's infected leg and Nillituh's plague symptoms
- She gives Nillituh a blue iridescent plant to eat for the gnawing plague
- She prepares an awful-tasting mixture of moving microbes and herbs for Fe to drink
- After 45 minutes, she cauterizes Fe's leg wound and applies a clay-like prosthetic
- Both Fe and Nillituh are successfully healed of their ailments
- The healer reveals her name is 'Long Gone' and says she has no other name in this life
- She mentions there's a path through the underdark to reach her location more easily
- Kailyn gives Long Gone some invisible pellet seeds as payment
- Long Gone advises the party to use their skills to mend the world
Discovery of the Orb
The party discovers a cave filled with dead bodies and recovers the Orb, finding evidence of a mysterious killer.
- Fe notices a blue glow coming from another cave nearby
- The party investigates and finds the glow is coming from under a pile of recent dead bodies
- All bodies have neck slash wounds and have been stripped of possessions
- The bodies include humans, elves, half-elves, and tieflings - many with magical abilities
- Naeco and Fe move the bodies and discover the Orb underneath
- The Orb appears scared and shaking but calms when picked up
- They search for Yomidrogo among the bodies but don't find him
- They find the same sigil on the bodies that they saw on a coin in the desert
- No magical presence is detected on the bodies
- Muscle picks up a scent heading west, and the party decides to follow
Scouting the Caravan
Kailyn and Fe wild shape into ravens to scout a suspicious caravan of six people with two carts.
- The party follows Muscle's scent for about three hours through a light forest
- Fe hears voices in the distance from a group of travelers
- Kailyn and Fe wild shape into ravens to scout the caravan
- They observe six people with two carts covered in cloth, including elves and a genasi
- The party overhears the travelers discussing selling something for 3,000-5,000 gold
- The travelers mention it being 'high quality' and 'rare'
- The Genasi checks under the cloth of one cart but the ravens cannot see what's inside
- The party debates whether to approach the caravan diplomatically or set up an ambush
Confronting the Caravan
The party approaches a suspicious caravan of six people with two carts covered in cloth, attempting to negotiate passage or assistance.
- Bones and Fe approach the caravan asking for directions to the nearest town
- The caravan refuses to allow hitchhikers, claiming they're transporting protected goods
- Fe emerges from hiding, pretending to be their lost third party member
- The party attempts various deception tactics to gain the caravan's trust
- Bones throws a rock as a distraction, and when discovered, claims to be their lost third member
- Naeco intimidates the caravan with a roll of 30, forcing them to agree to take the party to the nearest town
- Naeco attempts to look inside one of the covered carts despite warnings
- A guard stabs Naeco's hand with a dagger, pinning it to the cart
- Naeco rages and punches the guard in retaliation
- Combat begins as the rest of the party joins the fight
Battle with the Caravan Guards
A violent confrontation erupts between the party and the caravan guards after Naeco is stabbed for trying to investigate their cargo.
- Naeco gets stabbed in the hand by a guard for trying to look inside the cart, taking 8 points of piercing damage
- Naeco rages and punches the guard for 4 points of damage
- Initiative is rolled as combat officially begins
- Nillituh attacks one of the guards with a longbow, dealing 6 points of damage
- Muscle attempts to attack but deals no damage due to rolling a 1
- The Genasi leader plants his great axe into the ground twice, possibly summoning something
- Fe attacks the Genasi with dual wielding quarterstaff strikes for 11 damage
- Fe uses Hellish Rebuke after being hit, dealing 20 fire damage to the Genasi
- Bolts holds his action on standby
- Crezzida casts Darkness over the battlefield, affecting everyone's ability to see
- Various guards attempt attacks with disadvantage due to the darkness spell
- One guard casts Cure Wounds on the Genasi
- Bazzur attacks a guard for 10 points of damage
- Kailyn casts Mirror Image and repositions
- Bones casts Aid on himself and uses Actor to imitate the lead guard's voice
- The Genasi moves to attack Fe with reckless attack, dealing 14 points of damage
- The Genasi expresses regret about having to make the fight bloody
The Phane
A corrupted creature in the astral plane that was consuming life force tethers. It appears to have been the master in a corrupted form, with a very faint, green and sickly tether barely holding on to it. The creature has the ability to regenerate damage and seems to have been in its current state for quite a while before being defeated by the party.
Dalthos
A frightened teenage boy who is revealed to be the true form of the corrupted Phane after its defeat. He appears confused about his location and past, with memories of a beautiful mountain, sunset, and regret about wasted time. He had a damaged, sickly green tether that was slowly killing him. When Crezzida attempted to give him a new tether, it rejected and he instantly shriveled to dust.
Bolts
A mechanical robot companion who was unconscious after the previous encounter but begins to wake up as the party returns to the library. He has lost most of his memories due to a magical rollback, like a factory reset, but retains core abilities like casting detect magic and disintegration. The party considers making him the new master to replace the deceased master.
Muscle
Bones' loyal jackal companion who helps guide the party through various realms by sensing directions and scents. He can smell the material plane and leads them to safety, later picking up the scent of danger that leads to the discovery of dead bodies and the caravan.
Bazzur
A human guide who has been trapped in the pocket dimension's waiting room for two years and five months. He expresses genuine remorse for his past failures and reveals he was originally paid by someone named John to guide the party. He has become more accepting of magic during his imprisonment and is terrified of heights but helps the party reach the healer.
John
A mysterious figure mentioned by Bazzur as the person who originally paid him to guide the party. His true identity and motivations remain unclear, but he appears to be connected to the events that led the party into the pocket dimension.
Young Astral Dragons
Two massive young astral dragons serving as guardians of the astral plane within the pocket dimension. They are intelligent, wise creatures with blindsight and venomous blue claws that can detect corruption in souls. They are loyal to the master and protective of the magical weave. One is slightly larger than the other, and they can be deceived if approached with the right authority.
Long Gone
A small halfling woman healer who lives in the cove and appears neurotic but knowledgeable about healing. She uses plants and magical remedies to successfully treat Fe's infected leg and Nillituh's gnawing plague. She claims to have no other name in this life, has enough wealth and needs only her plants and the ocean. She advises the party to use their skills to mend the world.
Genasi Caravan Leader
A grey Genasi who appears to be the leader of the suspicious caravan transporting unknown goods. He's stoic, refuses help from strangers, and becomes hostile when the party persists. He wields a great axe and demonstrates magical abilities by planting his weapon and summoning something. He mentions the goods are 'high quality' and 'rare', potentially worth 5,000 gold, and expresses reluctance about violence.
Elf Caravan Driver
An elf driving one of the carts in the caravan who serves as a guide for the group. He provides information about their destination being Goulcrest, about 3-4 days away, and estimates their cargo could be worth 3,000-4,000 gold.
Caravan Guards
Multiple guards of various races (half-elves, elves) who protect the caravan's mysterious cargo. One guard violently stabs Naeco's hand with a dagger when he tries to investigate the covered carts. They are armed and ready for combat, with some having magical abilities like casting cure wounds.
Astral Plane
A mystical dimension where the party battled the corrupted Phane creature and manipulated soul tethers. The environment allows for tether manipulation and astral combat, where anything exists and nothing exists simultaneously.
Mirror Realm
A strange cloud-like realm filled with circus mirror reflections showing alternate versions of the party members and different possible futures. Contains a thin strand of pure magical weave floating in the center that serves as a conduit for all magical energy.
The Library
The mysterious library where the party originally encountered the master and Bolts. They return here after following the magical weave out of the astral plane, finding that the master is dead but other creatures still think he's alive.
The Guardian
An unlabeled location in the pocket dimension that serves as a transition point. When touched on the magical map, it sucks travelers through to a waiting room area with a hallway leading forward.
Waiting Room
A small waiting room area in the pocket dimension where Bazzur was found sitting alone after being trapped for over two years. Contains seats and a calendar on the wall, with a hallway leading forward to other areas.
Study Room
A room in the pocket dimension containing books about planar travel, a clean desk with a magical Dunamancy sigil that controls time flow, and a window looking out into the astral void.
Guardian Chamber
A chamber within the pocket dimension where two young astral dragons guard an exit pathway. The dragons are about four times the size of the party members and sleep together in a corner of the area, serving as the final obstacle before leaving the pocket dimension.
Cliff Cave
A cave situated 200 feet above the ocean on high cliffs, serving as the exit point from the pocket dimension back to the material plane near Kailyn's home waters. Strong winds and dangerous drops to jagged rocks and water below.
Mountain Peak
The snowy, windy top of the mountain offering a panoramic view of the lowlands, forests, desert, and distant towns including Easthills, Ebonbridge, and Ebonmire.
The Cove
A small, peaceful cove area by the ocean with many plants growing around it. The healer Long Gone makes her home here, sitting on rocks near the water with the sound of waves nearby. There's a path through the underdark to reach this location more easily.
The Death Cave
A separate cave about 20 steps west of Long Gone's cove, filled with plants but containing a pile of recent dead bodies. The cave has two entrances and was used as a dumping ground for victims with neck slash wounds.
Light Forest
A forest area near the coast, close to Kailyn's home, where the party encounters the suspicious caravan after following Muscle's scent for about three hours. The wooded area provides cover for observation and has trees suitable for hiding and scouting.
Forest Road
A path through the light forest where the party encounters a suspicious caravan with two covered carts and six guards. The caravan uses lanterns for light in the evening and is traveling toward Goulcrest.
Life Force Tethers
Mystical connections that bind souls to life in the astral plane. The party discovered various tethers during combat - some split in half, some green and sickly, and some being consumed by the Phane. These tethers are crucial for survival and can be manipulated, pulled, damaged, shared between individuals, and appear as golden, pearly strands except for corrupted green ones.
Scimitar
Kailyn's weapon that she used to attempt slashing the tether the Phane was consuming, though it proved ineffective against the mystical connection.
Great Axe
Naeco's powerful weapon used to attack and fray the green tether, dealing significant damage with great weapon master techniques and rage bonuses. Also wielded by the Genasi caravan leader as an effective combat weapon.
Quarterstaff
Fe's weapon used to strike the tether during the coordinated assault on the corrupted creature, and later used in dual-wielding combat against the caravan guards.
Magical Weave Strand
A thin strand of pure golden magical weave found floating in the mirror realm. It represents the essence of all magic, wiggles in response to magical casting, and helped guide the party back to the material plane from the astral realm.
Magic Carpet
A flying carpet that can carry two people at a time and moves at a peaceful pace through the air. It has lost most of its magical sight capabilities and moves slowly, but can be accelerated using gravity. Used to transport the party down from the mountain cliffs and to rescue Kailyn from her fall.
Bolts's Instruction Manual
A very thick manual containing instructions for the robot Bolts. It includes information about memory functions, instructions for resetting him, and how to swap out memory modules, but notably lacks any information on how to restore lost memories.
Magical Map
A map interface in the pocket dimension that allows travel between locations by touching different areas. It shows various labeled and unlabeled locations, with The Guardian being one such unlabeled area that serves as a transition point.
Dunamancy Sigil
A magical sigil on the study room desk consisting of two circles - one containing a theta symbol and another with a spiral. It controls the flow of time in the pocket dimension, allowing the user to speed up or slow down time relative to the outside world. It responds to touch and rotates as the user moves their finger.
Planar Travel Book
A book found in the study room that outlines the layout of the pocket dimension and describes various exits to different planes including the material plane, Astral Sea, Feywild, elemental planes, and the abyss.
Bag of Holding
A magical storage container used to safely store Bolts during the water-related travel, as the robot is not waterproof.
Blue Iridescent Plant
A massive, bulbous plant that gives off little blue iridescent particles when cut. The healer Long Gone uses this to cure Nillituh's gnawing plague symptoms by having them eat it.
Healing Mixture
An awful-looking and awful-tasting mixture of moving microbes and herbs prepared by Long Gone. Despite its horrible appearance and taste of things crawling down the throat, it has a nice aftertaste and successfully helps heal Fe's infected leg.
Clay Prosthetic
A magical clay substance applied by Long Gone that hardens and merges with Fe's leg, creating a semi-prosthetic that moves fluidly with the leg while being hard like stone. It helps replace the flesh lost to corruption.
Invisible Pellet Seeds
Seeds that Kailyn gives to Long Gone as payment for her healing services. Long Gone recognizes them as coming from Hinaris and accepts them as useful for her potions.
The Orb
A magical blue glowing orb that the party recovered from under a pile of dead bodies. It appeared scared and shaking when found but calmed down when picked up by a familiar party member. This is the same orb the party has been carrying that has magical abilities and connections to party members.
Covered Cargo
Mysterious square-shaped objects hidden under cloth on two carts. The caravan guards are extremely protective of this cargo and violently prevent investigation. The contents remain unknown but are described as 'high quality' and 'rare' by the guards, potentially worth 3,000-5,000 gold pieces.
Guard's Dagger
A weapon used by one of the caravan guards to stab through Naeco's hand and pin it to the wooden cart when he attempted to investigate their cargo.
Detect Thoughts
Cast by Crezzida on the Phane to understand its nature, revealing glimpses of multiple futures and possibilities, showing random people through the creature's eyes. When pushed deeper, it caused psychic backlash and harsh static that damaged the caster. Later cast on Dalthos to see his memories of a beautiful mountain, sunset, and feelings of regret about wasted time.
Moonbeam
Previously cast spells that were still affecting the Phane, though the creature was able to regenerate the damage, making direct attacks less effective than tether manipulation.
Wild Magic
Triggered during Crezzida's spellcasting, causing additional psychic damage as the magical energy recoiled back into the caster. The wild magic surge was described as one of the better possible outcomes from the table.
Power Word Kill
A devastating spell cast by Bolts against the Phane. While it doesn't kill the creature due to its high hit points, it deals significant damage and causes the creature to shed black cloth-like material and appear sickly.
Misty Step
Naeco cast this spell to teleport in front of Crezzida to block her from giving the tether to the dying boy. The spell allowed him to quickly position himself to prevent what he saw as a dangerous action.
Detect Magic
Cast by Bones on the magical weave strand, revealing every school of magic and type of magic involved in the single strand. The spell caused the weave to wiggle more when cast near it. Also cast on dead bodies to check for magical presence, finding none.
Mage Hand
Cast by Bones near the magical weave strand, which caused the strand to wiggle and created a connection between the caster and the weave, demonstrating the weave's responsiveness to magical energy.
Disintegration
A powerful destructive spell that Bolts can cast. Like detect magic, this ability survived his memory reset, indicating that his fundamental magical capabilities are separate from his learned experiences and memories.
Natural Recovery
A druid ability that allows the recovery of expended spell slots during a short rest. The spell slots can have a combined level of up to three, and none can be sixth level or higher. Used by party members to regain magical abilities during their rest.
Silence
Kailyn cast silence on the dragons to help the party sneak past them, though it was less effective due to the dragons' blindsight ability.
Wild Shape
Kailyn transforms into an eagle to scout the area, but the transformation fails when she crashes into the mountain due to inexperience with eagle flight mechanics. Later used by Kailyn and Fe to transform into ravens for scouting the caravan.
Locate Animals or Plants
Kailyn casts this spell to find Sorrow's Wisp plants, which helps the party locate the specific cave they're looking for below and to the right of their position.
Message
Bones cast this spell on Bazzur during the magic carpet ride to send calming thoughts and reassure him during his fear of heights. Also used to communicate with Crezzida, establishing a code word 'breakfast' to signal danger during the diplomatic approach to the caravan.
Darkness
Cast by Crezzida over the battlefield during combat, creating a 15-foot radius area of magical darkness that affects all combatants, giving disadvantage to attacks and preventing sight-based targeting.
Hellish Rebuke
Used by Fe as a reaction after being hit in combat, dealing 3d10 fire damage (20 points) to the Genasi leader who had attacked her.
Cure Wounds
One of the caravan guards cast this healing spell at second level on the Genasi, rolling 2d8 to restore hit points during combat.
Aid
Bones cast this spell on himself during combat to boost his hit points and survivability.
Mirror Image
Kailyn cast this illusion spell to create multiple duplicates of herself, making it harder for enemies to target her effectively in the darkness.
Exported from GMAssistant on 2026-08-02