Session 13, Arc II
A Plan Gone Awry (Part I)
Played 11 July 2025 Watch the session (spoiler-free)
The session began with the party preparing for combat against a mysterious group guarding a covered cart in grassy plains near the ocean. Fe opened the battle with a devastating Thunder Wave spell at level 2, striking three enemies around the cart and dealing 19 damage to each while pushing them back 10 feet. The enemies quickly retaliated with brutal efficiency - a rearguard scout charged forward and struck Fe with his short sword, dealing enough damage to knock her unconscious immediately.
The battle escalated when the Genasi leader revealed his blood magic abilities, cutting his own hand to cast a Blood Curse of Bloated Agony on Naeco. This curse gave Naeco disadvantage on strength and dexterity checks and would deal increasing necrotic damage for each additional attack he made. Crezzida responded with Hellish Rebuke spells, dealing significant fire damage to the scouts who had attacked her. The combat became increasingly intense as multiple enemies made coordinated attacks against the party.
Kailyn attempted to turn the tide by casting Hold Person at level 3, successfully paralyzing the main Genasi but failing against a scout. When an assassin tried to dispel the paralysis, Crezzida countered with her own Counterspell, rolling a natural 20 to ensure Kailyn's spell remained in effect. Despite being cursed, Naeco launched a series of devastating attacks against the paralyzed Genasi, dealing 27, 35, and 36 points of damage while taking massive necrotic damage from the blood curse in return.
The battle took a supernatural turn when the main Genasi underwent a mysterious resurrection. A red shimmer with hints of sickly green appeared around him, and cracks in his skin began glowing red with green infusion. His eyes turned red as he stood back up despite being unconscious, and he approached the fallen Naeco with malevolent purpose. The transformed enemy carved a gash in his own cheek while saying "Bring me justice" in a breathy voice, then delivered critical hits to Naeco's chest with his spiked quarterstaff and scimitar.
Naeco died from these final blows, his last words being a simple "thank you" as he looked around at his companions. Bones observed a green tether connecting the main enemy to Naeco's chest that shriveled up as he died. The enemy then stabbed himself in the stomach with the same sword but didn't die, instead shedding a tear before turning to walk away. When the party attempted to use magic against the departing enemies, they received cryptic warnings about not being "meant to exist for this world" and mentions of "our creator."
After the enemies departed, the party discovered that Naeco's body had been mysteriously transformed. His chest wound had healed and bore a glowing green and red sigil, with a faint green tether extending toward the moon. Fearing he might return as an undead, they made the difficult decision to dismember his body and bury the pieces in separate locations forming a triangle. They looted his belongings, which included 46 platinum pieces, 149 gold, a brooch of shielding, a great axe +1, mithral half plate armor, and other equipment.
The party set up camp by a river for the night, where they experienced strange supernatural encounters. During Bones' watch, a translucent figure appeared watching them from 10 feet away, causing the party's mysterious blue orb to show a red tinge. Naeco's spirit began a journey through the afterlife, first visiting his empty mountain hometown before being transported by a green storm to an older version populated by elves. There he witnessed his wife Lara and daughter Yula among chained prisoners being led to a temple by cruel elven guards.
Bones experienced prophetic dreams showing a coastline journey, a jungle temple, and three figures each holding different colored orbs - red, purple, and green. The figures merged into one and walked down a familiar road, looking back to say "good" before Bones woke. The party created a quest log with their main objective being to head north and investigate the origins of their blue orb, while also planning to investigate the explosion at Easthills and search for Yomidrogo.
The party traveled west to the coastal trading town of Vainlake, where they distributed Naeco's equipment and gathered information about the Easthills explosion. They learned the event was widely known across the continent, with rumors ranging from it being an inside job to an attack by the Veurim Empire. At Ophelia's potion shop, they purchased healing potions and learned alchemy techniques for brewing their own potions, requiring ingredients like newt eyes, bat tongues, powdered iron, and cave mushrooms.
Their evening in Vainlake was eventful, with the party staying at a saloon-style tavern. Bones attempted to speak with the dead using fake potions from the bartender, leading to him digging up graves and eventually being thrown out of the tavern for bringing a skeleton inside. Kailyn went swimming in the ocean, wild shaping into a shark and causing other swimmers to flee in terror. The party argued about Bones' behavior, resulting in him sleeping outside the tavern.
The next morning, they visited the local stables to purchase horses for their journey. After extensive negotiations with the stable owner, they agreed to pay 725 gold for four riding horses with military saddles, hide armor, and equipment. The party devised an elaborate deception where Kailyn and Bones wild shaped into war horses to trick the stable owner into giving them a discount. The plan succeeded, with the stable owner believing he was getting valuable breeding stock.
During their journey toward Easthills, the party stopped in swamplands where Fe gathered newt eyes for potion making. There, Bones discovered Dexter, Yomidrogo's pet space hamster, who had been separated from his master after an explosion. Dexter revealed that Yomidrogo was somewhere by the water, and Muscle the jackal picked up Yomidrogo's scent leading toward the coast. Following this lead, the party changed course toward Serpanaise, making camp on scenic cliffs overlooking the Eastern Soul Ocean as they continued their search for their missing companion.
Combat Setup and Character Management
The party prepares for combat with miniatures and manages character sheets for absent players.
- Players set up miniatures for combat
- Marco takes control of Nillituh character
- Ellis takes control of Kailyn character
- Players share character sheets via airdrop
- Initiative rolls are made for all characters
Fe's Thunder Wave Attack
Fe opens combat with a powerful Thunder Wave spell against multiple enemies around a cart.
- Fe casts Thunder Wave at level 2 targeting three enemies around the cart
- First enemy fails constitution save and takes 19 damage
- Second enemy fails save and takes same damage
- Main enemy fails save and takes full damage
- All enemies are pushed back 10 feet from the Thunder Wave
- Fe gives bardic inspiration to an ally
Enemy Counterattack and Blood Curse
The enemies retaliate with devastating attacks, and the Genasi leader uses blood magic against the party.
- Rearguard enemy runs forward and attacks Fe with short sword
- Attack hits for 21, dealing 7 piercing damage
- Fe is knocked unconscious from the damage
- Scout makes second attack on Crezzida for 21 to hit
- Crezzida takes 3 piercing damage from the attack
- Crezzida uses Hellish Rebuke as a reaction at level 2
- Enemy makes dexterity save of 20 and takes half damage from 3d10 fire damage
- The Genasi leader uses a blood curse ability, cutting his hand and cursing Naeco with bloated agony
- The blood curse gives Naeco disadvantage on strength and dexterity checks and causes necrotic damage for multiple attacks
- Crezzida casts Fire Bolt hitting the main Genasi for 12 fire damage, then misses with a crossbow attack
Intense Combat Exchange
The battle intensifies with multiple attacks, magical counterspells, and devastating damage being dealt.
- A warrior enemy makes three attacks against Crezzida and Kailyn, dealing slashing damage
- Crezzida retaliates with another Hellish Rebuke for 13 damage
- Kailyn casts Hold Person at level 3, successfully paralyzing the main Genasi but failing against a scout
- Naeco makes devastating attacks against the paralyzed Genasi, dealing 27, 35, and 36 points of damage while taking significant necrotic damage from the blood curse
- Naeco uses Stone Endurance to reduce some damage taken
- Muscle the jackal joins the combat
- A scout attacks with a longbow but misses with a natural one
- Bazzur grabs a scout by the neck and attacks with his greatsword, dealing 9 points of damage
- Bazzur makes a second attack dealing 7 more points of damage to the scout
- An assassin casts dispel magic on the paralyzed main enemy
- Crezzida counterspells the dispel magic at level three
- The assassin rushes 60 feet and attacks Naeco with a dagger from behind
- The assassin hits Naeco for 7 piercing damage (halved to 3) and forces a constitution save
- The assassin makes a second attack on Naeco for 11 piercing damage (halved to 5)
- Naeco uses heroic inspiration to reroll a constitution save and succeeds
- The assassin deals 31 points of poison damage to Naeco, knocking him unconscious
Continued Battle and Magical Tactics
The party continues fighting with various magical abilities while some members fall unconscious.
- Muscle the jackal attempts to bite an enemy but misses with an 11 to hit
- Kailyn considers using goodberries to heal fallen allies
- Crezzida debates between using heat metal or moonbeam on enemies
- Crezzida decides to cast moonbeam to hit multiple enemies and avoid damaging the cart
- Kailyn casts Moonbeam on two enemies, dealing radiant damage
- Fe casts Mage Armor on herself for protection
- Nillituh uses breath weapon on two enemies, dealing 8 damage and knocking one unconscious
- Nillituh attacks with longbow but struggles with disadvantage on prone targets
- A scout attempts to flee but is attacked by Bazzur
- Fe makes death saving throws while unconscious
The Resurrection and Final Strike
The main enemy undergoes a supernatural transformation, rising from unconsciousness with glowing red eyes and delivering fatal blows.
- Red and green shimmer appears around the main genasi enemy
- Cracks in his skin begin glowing red with green, traveling to his eyes
- The enemy stands back up despite being unconscious
- He kicks Fe aside and approaches Naeco
- The enemy carves a gash in his own cheek while saying 'Bring me justice'
- He delivers critical hits to Naeco's chest with spiked quarterstaff and scimitar
- Naeco takes two death saving throw failures and dies
- Naeco's last words are looking around at his companions and saying 'thank you'
- Bones observes a green tether connecting the main enemy to Naeco's chest that shrivels up as he dies
- The main enemy stabs himself in the stomach with the same sword used to kill Naeco but doesn't die
- A tear rolls down the enemy's cheek as he turns to walk away
Magical Confrontation and Cryptic Departure
The party attempts to use magic against the remaining enemies as they try to leave, receiving cryptic warnings.
- Kailyn casts Hold Person on both the main enemy and Bazzur
- An assassin attempts to counterspell Kailyn's spell
- Crezzida successfully counterspells the assassin's counterspell with a natural 20
- The Hold Person spell succeeds on the main enemy but fails on Bazzur
- Bazzur tells the party 'don't' and continues walking away with the enemies
- Bazzur explains they 'were not meant to exist for this world' and mentions 'our creator'
- Bazzur says it's better the party doesn't know what happened to Naeco
- All the departing enemies are observed crying red tears (blood tears)
- The assassin speaks in Abyssal, warning the party not to return or they'll become 'an example for Fe and Ziojaos'
- Bazzur asks Kailyn where she's from, learning she's from the south
- Bazzur indicates those from the south 'wouldn't understand' but those from the north would
- Crezzida reveals she's from the north, and Bazzur acknowledges she would understand
- Kailyn cuts herself and offers her blood to the held enemy as an offering
- The blood sizzles and evaporates when it touches the enemy, who appreciates the gesture but remains hostile
- The held enemy succeeds on his wisdom saving throw to break free from Hold Person
- Immediately upon breaking free, the enemy turns to red dust
- The red dust flies up towards the red moon in the sky
Aftermath and Naeco's Mysterious Transformation
The party deals with the aftermath of their battle, discovering Naeco's body has been marked with a mysterious sigil.
- Kailyn transforms into a hawk to scout the area and sees the enemy group still traveling with their cart
- Nillituh transforms into a raven and confirms the enemies are still moving away
- The party decides not to pursue the dangerous enemies
- The party checks on Naeco's body, finding his wound dried and face pale
- Bones discovers Naeco's chest wound has healed and bears a glowing green and red sigil
- Bones sees a faint green tether extending from the sigil toward the moon
- The party fears Naeco might return as an undead and decides to dismember his body
- They carve up Naeco's corpse and bury the pieces in separate locations forming a triangle
- Kailyn places stones on the burial sites to mark them for potential future reference
- The party loots Naeco's belongings including 46 platinum, 149 gold, 9 silver, brooch of shielding, great axe +1, mithral half plate, healing potion, javelin, dagger, and 50 feet of rope
Setting Up Camp by the River
The party searches for shelter and sets up camp by a river for the night after the traumatic events.
- The party realizes the nearest town is 300 kilometers away
- Kailyn makes a survival check and detects the faint smell of smoke to the west
- They decide to make camp by a river rather than travel
- The party sets up a bonfire and prepares to rest
- Bones checks the orb and finds it has become greyer and more subdued
- The orb feels heavier, as if being pulled down by gravity
- Kailyn tries placing Naeco's severed head near the orb but it doesn't respond
- Kailyn and Fe take first watch - uneventful
- Bones and Muscle take second watch
- Bones sees a translucent, familiar figure watching them from 10 feet away
- Bones approaches the figure but it disappears when he looks away
- The orb shows a slight red/pink tinge when near the figure
- Crezzida and Nillituh take third watch - uneventful night
Naeco's Death and Afterlife Journey
After dying in battle, Naeco experiences his journey to the afterlife and encounters disturbing visions.
- Naeco dies from a blade to the stomach and begins his afterlife journey
- He walks for days (feeling like minutes) to reach his hometown in the mountains
- The town is empty - he cannot find his wife Lara or daughter Yula
- A massive green storm cloud approaches the town
- Naeco embraces the storm and is transported to a different, older version of the town
- The new town is populated by elves instead of his usual people
- He witnesses chained prisoners being led by elven guards, including his family
- One prisoner falls off a cliff and the guards cut the chain, then gouge out the new leader's eyes
- Naeco follows the group from a distance as they head toward a temple
- The guards lead the chained group to a temple with a figure on a throne
- The figure steps down with a staff before Naeco's vision goes black
- Naeco finds himself at the sorcerer's house from a previous astral plane visit
Bones' Prophetic Dream
Bones has a vision showing a coastline journey, a temple, and three figures with different colored orbs.
- Bones sees visions of coastlines, towns, forests, and deserts
- Vision shows a large temple in a jungle with people coming and going
- He sees a dungeon with a chained figure in manacles
- Three figures appear: one with a carpet, one casting spells, one with green flames and a staff
- Each figure holds a different colored orb (red, purple, green)
- The figures merge into one and walk down a familiar road
- The merged figure looks back and says 'good' before Bones wakes up
Morning Planning and Quest Discussion
The party wakes up and discusses their next moves, creating a quest log and planning to head north.
- Party wakes up by the river after their rest
- Bones checks the orb and finds it slightly brighter
- Discussion about the three colored orbs from Bones' vision (red, purple, green vs their blue orb)
- Party creates a quest log with main quest to head north and investigate orb origins
- Side quest added to investigate Easthills and find Yomidrogo
- Decision made to find horses for faster travel
- Kailyn wild shapes into a hawk to scout for nearby settlements
- Kailyn spots settlements to the west while scouting as a hawk
- Party heads toward the coast for better chance of finding populated areas
Journey to Vainlake
The party travels west toward the coast and finds signs pointing to the town of Vainlake.
- They find a sign indicating they're on the Empire Tribe road
- Sign shows Vainlake is 50 kilometers southwest (about a day's journey)
- Party decides to head to Vainlake to look for horses and supplies
- Party travels at fast pace on foot toward Vainlake
- Bones makes excellent perception check (natural 20) to spot dangers
- Nillituh gets lost at crossroads and heads toward Blackpond Harbour
- Bones corrects Nillituh's direction to stay on path to Vainlake
- Party arrives at Vainlake around 6pm
Exploring Vainlake
The party explores the coastal trading town of Vainlake, distributing equipment and gathering information.
- Party enters Vainlake, a coastal trading town that serves as a stopping point for travelers
- Party distributes Naeco's equipment - Kailyn receives mithral half plate armor
- Kailyn investigates for information about Easthills explosion
- Party learns the explosion is widely known across the continent
- Rumors spread about the explosion being an inside job or Veurim Empire attack
- Information revealed about a woman's scream heard before the explosion
- The town is a mix of different races and cultures with a busy main street, shops, and nightlife
Potion Shopping with Ophelia
The party visits Ophelia's potion shop to buy healing potions and learn alchemy.
- Party finds potion shop with elderly proprietor Ophelia
- Learns pricing: healing potions cost 55 gold each, six-pack for 300 gold
- Ophelia offers to sell 12 healing potions for 600 gold
- She also shows oil of slipperiness and a love potion
- Party negotiates to learn potion brewing for 150 gold total
- Ophelia teaches them how to make healing potions (requiring newt eyes and bat tongues) and growth potions (requiring powdered iron and cave mushrooms)
- She mentions Serpanaise as a place to find a better alchemist
- Ophelia gives them some starting materials and mentions needing bat guano
- Party learns about ingredient gathering techniques and safety
Tavern Accommodations and Evening Activities
The party finds lodging at a saloon-style tavern and splits up for evening activities.
- Party enters a saloon-tavern near the beach with harpsichord music and poker tables
- They rent the finest rooms for 30 gold pieces total
- Bones asks the bartender about bat guano and locations of dead people
- Bartender sells Bones expensive wine claiming it helps speak with the dead
- Bones drinks the wine but it has no effect due to being a skeleton
- Bartender directs Bones to a graveyard outside town
- Kailyn decides to go swimming in the ocean at night
- Kailyn wild shapes into a shark for swimming, causing other swimmers to flee in terror
- Bones goes to the graveyard and attempts to dig up graves to speak with the dead
- Bones drinks fake 'speak with the dead' potions from the tavern that don't work
- Bones eldritch blasts a skeleton in frustration when it won't talk to him
- Bones works through multiple graves for an hour before giving up
- Bones brings a skeleton to the tavern to prove the potions don't work
- Bones gets thrown out of the tavern by security for bringing in a skeleton
- The party argues about Bones' behavior and he ends up sleeping outside
Morning Activities and Horse Shopping
The party wakes up and observes strange behavior at the beach before going to purchase horses and equipment.
- The party wakes up on Windswath morning to a chilly coastal breeze
- Bones observes people walking into the water and not coming back
- The party decides to go find horses for their journey
- Fe visits an armor shop looking for light armor upgrades
- She attempts to flirt with the shopkeeper for a discount on studded leather armor
- Pays 130 gold pieces for studded leather armor that doesn't actually improve her AC
- Discovers the shop doesn't sell magical items due to magic being forbidden
Horse Trading Negotiations
The party visits the local stables to purchase horses and equipment for their journey north.
- Party visits a stable and negotiates with the stable owner for riding horses
- Party learns about different horse types: draft horses (75 gold), riding horses (115 gold), and war horses (600 gold)
- Stable owner mentions the Veurim Empire has been buying up war horses across the country
- Party negotiates for four riding horses with hide armor for three of them
- Discusses the pros and cons of horses versus wagons for their travel needs
- Learns that war horses are specially trained and much more capable in combat situations
- Party discusses pricing for four riding horses with hide armor
- Stable owner initially quotes 700 gold for horses, armor, feed, and basic saddles
- Party attempts to negotiate lower prices through persuasion and deception
- Stable owner offers a deal: 600 gold if party brings him two war horses for breeding
- Party agrees to find war horses by sundown in exchange for better pricing
- Final deal settled at 725 gold for four riding horses with military saddles, armor, feed, and equipment
Horse Selection and Preparation
The stable owner shows the party their horses and explains the equipment included in their purchase.
- Stable owner shows party two massive black war horses as examples of what they need to find
- Party receives four riding horses: two brown, one spotty, and one pure white horse
- Stable owner explains the white horse was found by local school children and is already tame
- Party names the white horse 'Vane' after the town Vainlake
- Stable owner demonstrates how to apply hide armor and attach saddles
- Party receives saddlebags, bridles, and two weeks' worth of horse feed
- Stable owner warns that the spotty horse can be reckless and unpredictable
- They agree to a deal for four horses with armor, saddles, and feed for 725 gold
- The stable owner mentions war horses are in high demand due to Veurim Empire orders
- Party learns about potential conflicts brewing in the west
The War Horse Deception
The party devises and executes a plan to transform into war horses to trick the stable owner into giving them a discount.
- Party decides to leave town temporarily and return pretending to have war horses
- Kailyn and Bones plan to wild shape into war horses
- Fe will provide musical distraction with violin performance
- Party spends time studying horse behavior and mannerisms
- Kailyn uses Speak with Animals to understand horse psychology
- Bones and Kailyn wild shape into war horses - one white, one black
- Fe plays violin and announces the arrival of war horses to the stable owner
- Stable owner and his trainer Steven examine the 'war horses'
- Steven evaluates Bones (black horse) as malnourished but worth 450-500 gold
- Steven is impressed by Kailyn (white horse), valuing her at 800 gold
- Party claims the other two horses are resting at camp after helping stop graveyard vandalism
- Steven attempts to ride Kailyn to test her as a war horse
- Kailyn performs excellently while Steven struggles without a saddle
- Stable owner offers additional 50 gold discount for the quality white horse
- Party negotiates final pricing, claiming the horses are worth 1200 gold collectively
- Stable owner explains training costs and mentions war market due to upcoming conflict
- Final deal reached: 50 gold payment plus information about current war preparations
- Stable owner shares intelligence about Veurim border fortifications and trade blockades
- Mentions historical wars and profit opportunities from conflict
- Horses are taken to be washed and fed while still in wild shape form
- Bones and Kailyn endure uncomfortable grooming and feeding
- Party escapes when wild shape duration expires, leaving confused stable workers behind
Journey Preparation and Departure
The party finalizes their horse purchase and begins their journey toward Easthills, making a stop in swamplands to gather potion ingredients.
- The party completes their horse purchase for 725 gold, receiving four riding horses with armor and equipment
- They name their horses including 'Vane' (the white horse) and 'Donkey' (the pack horse)
- The group departs Vainlake and begins traveling toward Easthills via the Empire Road
- Fe stops in swamplands to hunt newts for potion-making ingredients
- Fe successfully kills newts with thunderwave to collect their eyes for healing potions
- The party discovers Dexter, Yomidrogo's pet hamster, in the swamp
Reunion with Dexter and Following the Trail
Bones finds Dexter, Yomidrogo's pet hamster, who provides clues about Yomidrogo's whereabouts and leads them toward the coast.
- Bones spots an animal in the undergrowth while the party travels through the swamp
- Bones stealthily approaches and discovers it's Dexter, Yomidrogo's pet hamster
- Dexter is covered in dirt and looks terrible, explaining he fell off a cart and ran from scary people
- Bones uses speak with animals to communicate with Dexter
- Dexter reveals he was with Yomidrogo on a magic carpet after the explosion, then was in a cart before falling off
- Dexter mentions there was fire, water, and that Yomidrogo is somewhere by the water
- Bones has Muscle sniff Dexter for Yomidrogo's scent
- Muscle picks up the scent and points toward the coast
- The party decides to follow Muscle's lead to find Yomidrogo
- Dexter is placed in Bones' ribcage for safekeeping during travel
- The party reaches a crossroads and must choose between Blackpond Harbour and Serpanaise
- Muscle makes a natural 20 perception check and immediately heads toward Serpanaise
- The party travels along the coast road toward Serpanaise
- They observe ships in the distance including a massive cargo vessel
- After traveling a quarter of the way to Serpanaise, they decide to make camp for the night
Evening Camp by the Coast
The party sets up camp on scenic cliffs overlooking the Eastern Soul Ocean and tends to their horses.
- The party finds a scenic camping spot on cliffs overlooking the ocean
- They remove armor from their horses and feed them
- Bones feeds Dexter and ensures he's comfortable
- Bones plays violin music to keep the horses happy
- The party enjoys the view of the Eastern Soul Ocean
- They settle in for the night on the third day of the week
Genasi Leader
A powerful Genasi warrior who leads the enemy group. He wields a spiked quarterstaff and scimitar, and has blood magic abilities including a blood curse that causes bloated agony. He cuts his own hand to power his magic and challenges the party directly. After being defeated, he undergoes a supernatural resurrection with glowing red eyes and green-infused cracks in his skin, ultimately killing Naeco before turning to red dust that flies toward the red moon.
Enemy Scout
One of the guards accompanying the Genasi leader. Takes significant fire damage from Crezzida's Hellish Rebuke spells and is targeted by the party's Hold Person spell. Armed with a short sword and attacks party members during combat.
Enemy Warrior
A melee fighter among the enemy group who makes multiple attacks against party members, dealing slashing damage to both Crezzida and Kailyn before using second wind to heal himself. Capable of making three attacks per turn.
Assassin
A dangerous enemy spellcaster and melee combatant who can cast dispel magic and wields poisoned daggers. Moves with unnatural speed (60 feet) and deals devastating poison damage, capable of knocking out party members in a single turn. Attempts to counterspell party magic and speaks warnings in Abyssal before departing with blood tears.
Bazzur
A large ally who initially fights alongside the party, wielding a greatsword. He grabs enemies by the neck and delivers powerful attacks, showing loyalty to the party by protecting them in combat. However, he later reveals he was traveling with the enemy group and walks away with them after the battle, cryptically mentioning 'our creator' and suggesting that people from the north would understand their situation better than those from the south. He appears to be crying blood tears as he departs.
Scout with Longbow
An enemy combatant armed with a longbow who attempts to attack Bazzur but misses badly with a natural one. Part of the mysterious caravan group the party is fighting against.
Translucent Figure
A mysterious translucent figure that appeared during Bones' watch, standing about 10 feet away and watching the party. Though unfamiliar, the figure seemed somehow familiar to Bones. It disappeared when Bones looked away and caused the orb to show a red/pink tinge.
Lara
Naeco's wife who appears in his afterlife vision as one of the chained prisoners being led by elven guards. She is bound with chains around her neck and manacles on her hands, having been beaten and bloodied, being marched toward a mysterious temple.
Yula
Naeco's daughter who appears in his afterlife vision alongside her mother as a chained prisoner. Like the others, she is bound and has been mistreated by their captors.
Elven Guards
Six elven guards in the afterlife vision who are leading chained prisoners including Naeco's family. They are cruel, cutting chains to let prisoners fall to their deaths and gouging out the eyes of new group leaders with hooked blades.
The Throne Figure
A large, mysterious figure sitting on a throne in the stone temple. They wear a spiked head adornment and are surrounded by a green-red glow. Their identity is unclear, but they appear to have authority over the chained prisoners and carry a staff.
Ophelia
An elderly woman who runs a potion shop in Vainlake. She's knowledgeable about alchemy and willing to teach potion brewing techniques for 150 gold. She learned her craft from her grandmother through oral teachings and lives upstairs from her shop. She's lonely and appreciates company, and has a need for bat guano for her alchemical work.
Tavern Bartender
The bartender at the Vainlake tavern who rents rooms and serves drinks. He tries to sell expensive wine to Bones claiming it helps speak with the dead, though it's just regular alcohol. He knows the local area including the location of the graveyard and calls security when Bones brings a skeleton into the establishment.
Stable Owner
An experienced horse trader and stable owner in Vainlake who sells horses and equipment to travelers. He's business-minded but fair, willing to negotiate deals and provide advice about horse care. He has connections to military suppliers and is knowledgeable about war horses and breeding. He employs trainers and maintains relationships with local schools. He's also knowledgeable about current political tensions and trade conflicts, willing to share information for the right price.
Steven
An experienced horse trainer employed at the Vainlake stables who specializes in evaluating and training war horses. He examined the party's fake war horses and provided professional assessments of their value and training potential. He works under the stable owner and assists with horse care and training.
Armor Shop Owner
A merchant who runs the armor shop in Vainlake. He's willing to negotiate prices and responds to Fe's flirtation by offering a small discount on studded leather armor.
Dexter
Yomidrogo's pet space hamster who was found by Bones in the swamp. He's small, frightened, and covered in dirt when discovered, appearing traumatized from recent events. He was with Yomidrogo on a magic carpet after an explosion, then was in a cart before falling off and running from scary people. He provides crucial information that Yomidrogo is somewhere by the water and helps lead the party toward the coast.
Vainlake
A coastal trading town located 50 kilometers southwest of the party's position, accessible via the Empire Tribe road system. It's a mix of different races and cultures with a busy main street, shops, and nightlife. The town serves as a stopping point for travelers with no real port but exists for people to trade and mingle. It's situated a few blocks from the beach.
Grassy Plains Battlefield
A grassy plains area near the ocean where the final confrontation with the mysterious enemies took place. The party can smell the sea breeze from this location, and it's where Naeco died and the enemies departed. The location features a cart covered by tarps that the enemies were guarding.
River Camp
A narrow section of river in a dry area near the desert where the party set up camp with a bonfire after their battle. The location provided a place to rest and the party buried Naeco's dismembered remains in three separate locations forming a triangle around this area.
Naeco's Mountain Town
Naeco's hometown in the mountains where his family lived. In the afterlife, it appears empty and dusty but with sunlight flooding in, before being consumed by a green storm. The house shows signs of abandonment with no people anywhere in the settlement.
Elven Afterlife Town
An older version of Naeco's town populated by elves, with stone brick houses instead of wood. Has a green tinge to everything and features a temple where prisoners are being led. The sun appears dulled and muted in the sky.
The Temple with the Throne
A mysterious temple carved out of stone, containing a throne where a large figure with spiked head adornment sits. The figure is surrounded by a green-red glow and appears to be some kind of authority over chained prisoners.
The Sorcerer's House
A familiar location from a previous astral plane visit, where Naeco finds himself after his death visions. It contains a simple room with a seat where he can rest.
Empire Tribe Road
A proper dirt road system along the coast where the party finds signage indicating their location and directions to nearby settlements. The party travels on this road from Vainlake toward their destinations.
Ophelia's Potion Shop
A small potion shop just off the main street of Vainlake, run by an elderly woman named Ophelia. The shop sells various potions including healing potions, oil of slipperiness, and love potions. Ophelia lives upstairs and teaches alchemy to customers for a fee.
Vainlake Tavern
A saloon-style tavern on the corner block of Vainlake's main street, situated a few blocks from the beach. Features a harpsichord player, poker tables, a bar, and upstairs rooms for rent. More of a saloon atmosphere than a traditional tavern.
Vainlake Graveyard
A graveyard located just outside the town of Vainlake where the local dead are buried. Contains graves dating back 80 years with no guards present, making it accessible at night. This is where Bones attempted to communicate with the dead.
Eastern Soul Ocean
The ocean near Vainlake where Kailyn goes swimming and where ships can be seen in the distance including large cargo vessels. It's close to where she grew up and provides a nostalgic connection to her past.
Vainlake Beach
A coastal area where people swim and where Kailyn wild shaped into a shark. Strange behavior was observed with people walking into the water and not returning.
Vainlake Armor Shop
A local armor shop in the outer regions of Vainlake that sells basic leather armor and equipment but no magical items due to the prohibition on magic.
Vainlake Stables
A horse stable in the coastal town of Vainlake where travelers can buy or rent mounts. The stable has multiple areas including storage for equipment, stalls for different types of horses, and areas for training war horses. It's run by an experienced stable owner with employees including a trainer named Steven who specializes in war horse evaluation.
Forest Edge near Vainlake
A wooded area outside Vainlake where the party retreated to practice their horse deception, study horse behavior, and transform using wild shape magic before returning to the stables.
Swamplands
Marshy area along the Empire Road where the party stops to gather potion ingredients. Home to newts, salamanders, crocodiles, and where they unexpectedly found Dexter. Located at the border between the arid fields and savanna.
Crossroads near Vainlake
A junction in the road where travelers can choose to go left toward Blackpond Harbour in the Destitute Lands or right toward Serpanaise.
Coast Road to Serpanaise
A scenic coastal road with cliffs on one side and views of the Eastern Soul Ocean. The party traveled a quarter of the way along this route before making camp.
Coastal Cliffs Campsite
A scenic camping location on cliffs overlooking the Eastern Soul Ocean, where the party made camp for the night. The area offers beautiful views but is somewhat cold with a coastal breeze.
Serpanaise
A town mentioned by Ophelia as being about a day's journey west from Vainlake, where a higher-level alchemist can be found. The party is heading in this direction following Muscle's tracking of Yomidrogo's scent.
Blackpond Harbour
A destination mentioned at the crossroads, located about five days away in the Destitute Lands. The party chose not to go this direction.
Easthills
The location where a major explosion occurred, destroying the Marbled Basin. This is where Yomidrogo was last seen and is part of the party's main quest to investigate.
Lyikdia
A town that the party would need to pass through on their way to Easthills, about a week's journey on foot from their current location.
Arakcadia
The capital city mentioned in discussions about the political situation and conflicts brewing in the region.
Naeco's Money
46 platinum pieces, 149 gold pieces, and 9 silver pieces looted from Naeco's body after his death.
Naeco's Equipment
Additional items looted from Naeco including a javelin, dagger, and 50 feet of rope.
Brooch of Shielding
A wondrous magical item looted from Naeco's body that provides resistance to force damage and immunity to magic missile spells. The brooch bears a sigil similar to those seen before, with the same green and red coloring that appeared on Naeco's transformed body.
Great Axe +1
A magical enhanced great axe that was among Naeco's possessions when the party looted his body after his death. None of the current party members are proficient with it due to its heavy, two-handed nature.
Mithral Half Plate
Magical armor made of mithral that was part of Naeco's equipment and given to Kailyn. This armor doesn't impose disadvantage on stealth checks or have strength requirements like normal armor of its type, made of light, flexible mithril material.
Healing Potion
A standard healing potion found among Naeco's belongings that the party collected after his death.
The Blue Orb
The party's mysterious blue orb that has become greyer and more subdued after Naeco's death, feeling heavier as if being pulled down by gravity. It reacted to the mysterious translucent figure by showing a red/pink tinge and appears slightly brighter in the morning. It serves as a key artifact in their quest and appears to be one of several colored orbs, with others being red, purple, and green as seen in Bones' vision.
Colored Orbs
Three orbs seen in Bones' vision held by different figures - one red, one purple, and one green. These appear to be similar artifacts to the party's blue orb, suggesting a larger collection or set of magical items.
Healing Potions
Potions available for purchase at Ophelia's shop, priced at 55 gold pieces each or 300 gold for a six-pack. Standard healing potions that restore hit points when consumed.
Oil of Slipperiness
A potion in a thin vial that covers the floor with a slippery substance when used. Brought to Ophelia's shop by ships and offered as an alternative to healing potions.
Love Potion
A fancy-looking potion that charms people to make them love the user. Another alternative potion offered by Ophelia from her special stock.
Alchemy Ingredients
Ophelia provided starting materials including powdered iron and newt eyes to help the party begin brewing their own potions after teaching them the recipes. Newt eyes and bat tongues are required for healing potions, while powdered iron and cave mushrooms are needed for growth potions.
Expensive Wine
A bottle of wine from the early 200s sold by the bartender for 20 gold pieces, falsely advertised as helping one speak with the dead. Had no magical effects when consumed by Bones.
Studded Leather Armor
Light armor purchased by Fe for 130 gold pieces from the armor shop. Despite the cost, it provides AC 12 which doesn't improve Fe's existing armor class.
Four Riding Horses
A set of four riding horses purchased by the party: two brown horses, one spotty horse that tends to be reckless, and one pure white horse named Vane that was found by local children and is particularly tame. These horses are trained for speed and endurance rather than combat. The fourth horse nicknamed 'Donkey' serves as a pack horse.
Hide Armor for Horses
Lightweight armor made from hide that provides protection for the horses without significantly slowing them down or making noise. The armor is comfortable but may become uncomfortable for the horses after several days of continuous wear.
Military Saddles
High-quality saddles designed for military riders, more comfortable than basic riding saddles. These saddles are part of the standard kit given to military riders and normally cost around 1000 gold as a complete set.
Horse Feed
Two weeks' worth of feed for all four horses, consisting of wheat, seeds, and other nutrients necessary for maintaining the horses' health during travel.
Bridles and Saddlebags
Complete set of bridles for controlling the horses and saddlebags for carrying equipment and supplies during travel. Each horse receives one saddlebag for storage.
Newt Eyes
Six newt eyes collected by Fe from swamp newts using thunderwave, intended as ingredients for brewing healing potions. These were gathered as part of the alchemical knowledge learned from Ophelia in Vainlake.
Thunder Wave
Fe cast Thunder Wave at level 2, hitting three enemies around a cart. The spell dealt 19 damage to each target that failed their constitution saves and pushed all enemies back 10 feet. This was a powerful opening move that significantly damaged multiple foes. Later, Fe used it at level 1 to quickly kill newts for potion ingredients.
Hellish Rebuke
Cast by Crezzida multiple times as a reaction to being attacked. Deals fire damage to enemies who strike her, with one casting dealing 22 damage and another dealing 13 damage. Used at level 2 against scouts who attacked the party.
Fire Bolt
Cast by Crezzida as a ranged spell attack against the main Genasi enemy, successfully hitting for 12 fire damage.
Hold Person
Cast by Kailyn at 3rd level targeting two enemies. Successfully paralyzed the main Genasi leader but failed against a scout, requiring wisdom saving throws. Later used again to target both the main enemy and Bazzur after the battle.
Blood Curse of Bloated Agony
A blood magic ability used by the Genasi leader against Naeco. Requires the caster to cut their own hand, causing disadvantage on strength and dexterity checks and dealing necrotic damage for multiple attacks per turn. The effect was amplified to last 10 turns.
Dispel Magic
Cast by the assassin to attempt to remove the hold person effect from the paralyzed main enemy, but was countered by Crezzida.
Counterspell
Cast by both the assassin (attempting to counter Kailyn's Hold Person) and Crezzida (successfully countering the assassin's counterspell with a natural 20 roll). Crezzida's counterspell allowed Kailyn's Hold Person to go through.
Moonbeam
Kailyn cast Moonbeam at level 2, creating a 5-foot radius beam of radiant light that dealt 9 damage to one enemy and 4 damage to another who saved for half damage.
Mage Armor
Fe cast Mage Armor on herself for magical protection, using up her available actions for the turn.
Breath Weapon
Nillituh used her dragonborn breath weapon in a 5 by 30 feet area, dealing 8 damage to two enemies and knocking one unconscious.
Stone Endurance
Naeco used this Goliath racial ability as a reaction to reduce damage taken by 1d12+2, rolling 9+2 to reduce damage by 11 points.
Silence
Considered by Kailyn to hide the party's footsteps while following the enemies. She noted it creates a 20-foot radius where no sound can be made, with a range of 120 feet at second level.
Wild Shape
Used extensively by Kailyn and Nillituh throughout the session. Kailyn transformed into a hawk for aerial reconnaissance, a shark for swimming, and a war horse for deception. Nillituh transformed into a raven for scouting and a war horse for the stable deception. Bones also used wild shape to become a war horse and later a fly to escape.
Goodberry
Kailyn cast goodberry to create magical berries and attempted to feed them to Naeco's corpse in a futile attempt to revive him. Bones also cast this spell to feed Dexter the hamster.
Eldritch Blast
Bones cast eldritch blast on a skeleton in the graveyard out of frustration when his attempts to speak with the dead failed. The force damage shattered the coffin and scattered the bones.
Speak with Animals
Cast by Kailyn to communicate with and understand the psychology and behavior of horses, allowing her to better prepare for her wild shape transformation. Bones also cast this spell to communicate with Dexter the hamster, learning about Yomidrogo's situation.
Thunderwave
Cast by Fe at first level to quickly kill a group of newts in the swamp to harvest their eyes for potion-making ingredients.
Heat Metal
Considered by Crezzida as an option to use on the paralyzed enemy's armor but decided against it in favor of moonbeam.
Goodberries
Considered by Kailyn as a healing option for unconscious allies, though they require an action to consume and only restore 1 HP each.