Session 16, Arc III
Back The Way We Came
Played 11 July 2025 Watch the session (audio only)
The party found themselves in the aftermath of a battle within an underground prison complex, where they discovered magical orbs embedded in gothic chandeliers on the cell ceilings. Most orbs were dark and lifeless, but one still flickered with a faint glow that responded to Bones' own magical orb, though they pulsed out of sync like mismatched car blinkers. When Cumin attacked the glowing orb with a firebolt spell, it absorbed some energy before reflecting half the damage back at him and shattering into dangerous glass shards. The party carefully collected these remnants, with Bones using his shovel and iron pot to avoid the cutting fragments.
Their investigation revealed approximately 40-50 freed prisoners wandering the caves with vacant expressions and chaotic minds - victims of telepathic control similar to what Yomidrogo had experienced. The party found evidence of the operation's scope: fifty bloodstone coins bearing a cult symbol of two axes and a skull, and a storage room filled with crates containing different stages of orb materials. Some crates held iridescent frosted glass shards that appeared to be empty soul vessels, while others contained fine mushroom-like dust that seemed to be raw materials for the orb creation process.
In a locked chamber, they discovered superior thieves' tools, a magical longsword, and most importantly, a book filled with mysterious scribbles that would take weeks to decipher. Their exploration led them to a dining room with a mahogany table, six chairs, and a silver chalice, followed by a circular treasure chamber protected by magical wards. After Bones successfully dispelled the door's enchantment, they found healing potions, a scroll of detect magic, a Ring of Protection, and a golden chalice with purification properties.
However, when Yomidrogo attempted to swap the magical chalice using illusion magic, he triggered a deadly poison dart trap that nearly killed several party members. Through quick thinking and magical intervention - including protective earth walls and healing spells - they survived the assault and disabled the trap mechanisms. The party then led the freed prisoners to safety in Serpanaise, where they arranged care and transportation to help reunite families.
Meanwhile, Kailyn had undertaken a solitary journey to visit Rayne's grave site, where she found a sky blue flower and experienced an unsettling sense of being watched. That night, she had disturbing dreams of a volcanic landscape with a mysterious cloaked figure, foreshadowing darker events to come. The party reunited and traveled to Vainlake, where they consulted various experts about their discoveries.
At Ophelia's alchemy shop, they learned that the fine powder was actually "spice," a valuable recreational drug worth 350 gold pieces, while the iridescent material was identified as an extremely rare and sought-after mineral. The library research revealed the cult symbols were unknown religious iconography, and the blacksmith Zorro mentioned creating an adamantine sword for a wealthy northern aristocrat named Tassarion. The party upgraded their equipment and prepared for their next destination.
Their plans changed dramatically when urgent news arrived at a crossroads market: Veurim forces had invaded Lyikdia, Fe's hometown. The newspaper reported border forces advancing with smoke visible in the distance, prompting Fe to rush back to find her family. The party encountered extreme heat and grass fires as they approached, eventually meeting a formidable blockade of Veurim soldiers in distinctive black armor with beetle-like features.
Unable to pass through the heavily guarded main roads, they devised a plan to infiltrate through the hills and forests. Bones scouted ahead in raven form, discovering multiple barricades and a camouflaged sniper observing the area. Through coordinated message spells and careful timing, they created an illusion distraction that allowed Bones to eliminate the sniper and capture his advanced weapon - a technological marvel unlike anything they had encountered.
The sniper rifle used golden ammunition and represented a significant advancement in Veurim's military capabilities. Using the weapon's scope, they observed the occupied town of Lyikdia, seeing smoke rising from within and guards patrolling the walls. The party successfully infiltrated the town under cover of darkness, discovering that Fe's family tavern had been ransacked and emptied, with the townspeople forcibly separated and taken in different directions.
Their infiltration took a dangerous turn when a Veurim guard confronted Fe, but the soldier revealed himself to be Darion, an ally working undercover to gather intelligence. Despite being shot in the foot by a suspicious superior, Darion helped them escape while maintaining his cover. He provided crucial information about Veurim's invasion plans, warning that Easthills was likely their next target and that the threat was far greater than anyone realized.
Darion revealed that Veurim possessed millions of trained soldiers equipped with advanced weapons and black arts training, making them a formidable force that most kingdoms were underestimating. He advised the party to warn Arakcadia about the growing threat while avoiding the heavily patrolled main roads. The party debated their options, ultimately deciding to head to Easthills to warn the town and potentially gather more intelligence about Veurim's operations.
As they traveled through rainy, foggy conditions toward Easthills, both Bones and Yomidrogo experienced a shared dream featuring a mysterious scarred figure named Auril in a volcanic landscape. The figure offered them a red orb but told them to find him when they were certain they could trust him. This supernatural encounter added another layer of mystery to their already complex situation, as they prepared to face the growing threat of Veurim's expansion while searching for answers about the cult's activities and the fate of Fe's family.
Investigating the Prison Orbs
The party explores the prison cells and discovers magical orbs embedded in the ceiling, with one still faintly glowing.
- Party investigates orbs in prison cell ceilings
- Bones finds one orb still slightly glowing and blinking
- Bones tests connection between his orb and the ceiling orb - they blink similarly but out of sync
- Bones attempts to poke the orb with his toothsome star, finding it's hard glass in a gothic chandelier holder
- Investigation reveals the orbs are too high and complex to easily remove
Searching for Documentation
Yomidrogo and Cumin search the prison cells for clues about why people were imprisoned here.
- Yomidrogo and Cumin investigate the prison cells for documentation
- They find about 50 coin-like bloodstones with a symbol of two axes and a skull
- Cumin casts identify on the coins - they have no magical essence
- The party collects all 50 bloodstone coins
Interacting with the Prisoners
The party attempts to communicate with the freed prisoners who appear mentally affected.
- Party finds 40-50 people wandering around the cave with vacant, distant expressions
- Bones tries to speak to them but they show the same inattentiveness as Yomidrogo had
- Bones attempts telepathic communication and encounters chaotic mental voices fighting for control
- The prisoners' minds are described as having no structure, just raw emotions with no filter
- Party leads some chained prisoners to test the orb's reaction, but it remains mostly dormant
Destroying the Orb
Cumin attacks the glowing orb with a firebolt spell, causing it to shatter and retaliate.
- Cumin casts firebolt at the blinking orb
- The orb absorbs some energy but reflects the rest back at Cumin
- Cumin takes 14 points of fire damage (half of the 28 he dealt)
- The orb shatters into dust on the floor
- Bones tries to collect the glass shards but they cut his hands, causing 1 point of damage
- Bones uses his shovel and iron pot to safely collect the orb shards
Discovering the Storage Room
The party finds a storage room filled with crates containing mysterious glass substances.
- Party discovers a storage room with stacked crates in cult colors (red and yellow)
- Bones investigates and finds the crates contain glass-like substances
- First crate contains frosted glass shards with iridescent rainbow sheen
- Bones tests his orb against the new glass - no reaction
- Bones fills a waterskin with the iridescent glass essence
- Additional crates contain fine dust without the rainbow sheen
- The dust is described as mushroom spore-like and fills the room when disturbed
- Yomidrogo attempts to fill an empty orb using Druidcraft but fails despite rolling a natural 20
Mining Investigation and Rock Analysis
Yomidrogo investigates the mining area where slaves were working, discovering green mineral deposits.
- Yomidrogo recalls vague memories from when he was enslaved and mind-controlled
- He examines the mining area and finds occasional dark green substances in the obsidian rock
- Using his dagger, he successfully chisels off a piece of rock containing green mineral
- The dagger takes 1d4 damage from the hard obsidian
- Yomidrogo pockets the green rock sample for later analysis
Breaking into the Locked Room
The party discovers and breaks into a locked room at the end of the storage area.
- Party finds a proper wooden door at the end of the storage room
- Yomidrogo attempts to pick the lock with thieves' tools but fails and breaks them
- Party uses a crowbar to force open the door
- Inside they discover superior thieves' tools and a +1 longsword
- They find more bloodstone coins with the cult symbol
- Most importantly, they discover a book with the cult symbol containing nonsensical scribbles and patterns
- Yomidrogo casts Identify on the book but learns it's just a mundane book with strange writing
- Yomidrogo begins studying the book, knowing it will take weeks to decipher
The Dining Room Discovery
The party discovers a mysterious dining room with a mahogany table, six chairs, and a silver chalice in the center.
- Party finds a dining room with a mahogany table and six chairs arranged in a 2x2x1 pattern
- A silver chalice sits in the center of the table with white-grey rocks embedded in its base
- Yomidrogo swaps his funny rock with the chalice using sleight of hand
- Bones casts detect magic and discovers the chalice is not magical, but a door to the right is magical
- Party finds a chest containing 700 gold pieces, 1500 silver pieces, and 2000 copper pieces
The Magical Door and Treasure Room
The party dispels magic on a door and discovers a circular treasure room with another golden chalice.
- Bones casts third level dispel magic on the magical door, successfully removing its enchantment
- Party enters a circular room with steps leading to a platform
- They find two healing potions, a scroll, a golden ring, and a magical golden chalice on stone pedestals
- Yomidrogo attempts to swap the magical chalice using illusion magic on his rock
- He successfully swaps the chalice but triggers a slight click
The Poison Dart Trap
A trap is triggered, shooting poison darts at the party and nearly killing some members.
- Poison dart shooters emerge from the walls after the chalice swap
- All party members must make dexterity saving throws
- Most party members fail and take 15 points of poison damage
- Fe and another party member are knocked unconscious
- Bones is immune to poison and takes no damage
- Yomidrogo uses mold earth to create protective walls around Fe
- A party member grabs healing potions from the pedestals
- The party manages to avoid the second round of darts
- A healing potion is used to revive Fe to 1 hit point
- Bones casts shatter on the right wall, dealing 19 points of force damage and disabling the dart shooters on that side
- Yomidrogo creates another wall to block remaining dart shooters
- Fe is healed with cure wounds spells after taking damage
- The trap is successfully disabled
Discovering Magical Items
The party finds and identifies magical items left in the chamber after disabling the trap.
- Fe takes a golden ring and attunes to it
- The ring is identified as a Ring of Protection (+1 AC and saving throws)
- A scroll of Detect Magic is found and taken
- The party discusses the ring's interaction with mage armor spell
Calming the Freed Prisoners
The party attempts to calm and organize the confused former prisoners who are becoming restless.
- About 40-50 freed people become agitated and confused as daylight approaches
- Fe attempts telepathic communication but finds their minds chaotic and competing voices
- Bones and Fe perform music together to calm the crowd
- Yomidrogo gives a speech explaining they were in the same situation and can help
- The party removes the chains from all the prisoners using superior thieves' tools
Kailyn's Solitary Journey
Kailyn visits Rayne's grave site alone and experiences strange sensations and dreams.
- Kailyn sits at Rayne's grave site on the cliffs overlooking the ocean
- She finds a singular sky blue flower that has sprouted near the grave
- She feels comfort and peace, but also an unsettling sense of being watched
- Kailyn takes the flower as a keepsake before heading back
- She camps for the night and has disturbing dreams of a volcanic landscape with a cloaked figure
- Kailyn experiences a vivid dream of a volcanic landscape with a malnourished figure with grey, stone-like skin
- She wakes in the cold night and sits contemplating while holding a sky blue flower
- She watches the sunrise from the cliff edge where Rayne died
Reunion and Revelations
The party reunites with Kailyn and discusses their next destination while dealing with transportation logistics.
- The party finds Kailyn sitting on the cliff edge as they exit Serpanaise
- Yomidrogo greets Kailyn enthusiastically after thinking she was dead
- Kailyn reveals she visited someone important but remains vague about details
- The party realizes they have transportation issues with seven people and only four horses
- Cumin decides to split off and go to Easthills to continue his personal mission
- Yomidrogo gives Cumin the broom of flying, deck of illusion, healing potion, and 300 gold before they part ways
Journey to Vainlake
The party travels to Vainlake and arrives by nightfall, seeking rest at a tavern.
- The party travels all day to reach Vainlake by nightfall
- They arrive at the same tavern they stayed at before
- They pay for seven beds at 2 gold pieces each (14 gold total)
- The party takes a long rest
Yomidrogo's Revelation
Before sleeping, Yomidrogo reveals to his companions that he made some kind of pact during his captivity.
- Yomidrogo tells the party he made a pact with something that helped him during his difficult time
- He explains something came to him with a warm embrace and wanted to protect him
- He says he feels different now - more powerful but also bonded somehow
- He thanks the party for finding him but reveals they weren't the only reason he recovered
Morning Preparations
The party wakes up and some members decide to stay in Vainlake while others prepare to continue their journey.
- Several party members (Canon, Cal, Grazar, and Ilter) decide to stay in Vainlake to recover
- Bones identifies the ring as a Ring of Protection (+1 AC and saving throws)
- Bones attunes to the Ring of Protection
- The party has breakfast together (8 silver pieces per person, 56 silver total)
Crossroads Market Visit
The party arrives at a small crossroads market between Vainlake and Mindflow, where they investigate magical items and seek gemstone appraisal.
- Party reaches crossroads market after a bumpy horse ride
- Bones casts identify on the golden chalice, discovering it has magical purification properties
- The chalice cleanses water, wine, and dirty water when poured into it
- Bones puts his finger in the chalice and it becomes shiny white and clean
- Party visits goblin gemstone appraiser who identifies their green rock as rhodochrosite
- Goblin lady smashes the rock with a hammer, revealing it's not hard enough for armor
- Bones sells the rock for 20 gold pieces
Visit to Ophelia the Alchemist
Bones visits Ophelia to have the substances collected from the caves analyzed.
- Bones decides to visit Ophelia the alchemist before leaving Vainlake
- The party discusses their need for bat guano for potion making
- Bones casts Locate Animals or Plants to find bats within 5 miles but finds none
- Bones brings the sharp essence, magical essence, mushroom powder, and green rock to Ophelia
- Ophelia identifies the fine powder as 'spice', a valuable recreational drug worth 350 gold pieces
- She warns against carrying it in certain kingdoms, especially the Zilaphelian Kingdom
- Ophelia examines the rainbow substance, identifying it as a rare mineral that hovers when thrown
- She tests glass shards but cannot identify them, noting they're similar to obsidian
- Ophelia examines a green rock, suggesting it came from deep underground
- She gives the party a basic alchemy book and accepts 5 gold pieces as payment
Library Research
Yomidrogo visits the library to research the mysterious coins and notes they found.
- The librarian examines the bloodstone coin with the skull and axes symbol
- They identify it as a religious symbol but don't recognize the specific design
- The librarian suggests taking it to Arakcadia or the Zilaphelian Kingdom for further analysis
- Yomidrogo shows the book of scribbles, but the librarian cannot make sense of them
- Research into writings about the founding of Brittannia yields familiar information about the Zilaphelian Kingdom
- Yomidrogo pays the librarian 2 gold pieces for their help
Blacksmith Visit
Bones visits the blacksmith to upgrade equipment and gather information.
- Yomidrogo visits blacksmith Zorro to get armor and weapons upgraded
- Zorro mentions creating an adamantine sword for a wealthy aristocrat named Tassarion from the north
- Bones purchases studded leather armor for 90 gold and a custom bronze-steel glaive for 140 gold
- The blacksmith offers to upgrade a simple dagger for 10 gold pieces with decorative shielding
- Bones inquires about special glasses that help with vision, learning they're made in Happlestone
- The blacksmith mentions Arakcadia might also have such items but Happlestone specializes in them
- Bones orders the dagger upgrade and pays 10 gold pieces
- The blacksmith explains their location only has basic equipment due to being a fishing town
Gemstone Shopping
The party visits a gemstone dealer to have their materials appraised and purchase supplies.
- Party visits a goblin gemstone dealer who identifies their green rock as rhodochrosite
- The gemstone dealer breaks the rock with a hammer, revealing it's not hard enough for weapons
- Bones buys diamond powder for 300 gold for potential revivify spell use
- Party discusses travel plans to Arakcadia and horse arrangements
Preparing for Travel to Arakcadia
The party prepares to leave Vainlake and travel to Arakcadia, discussing their equipment and magical items.
- Party discusses carrying capacity and equipment management
- Bones interacts with the magical orb, which responds warmly to his touch
- Bones communicates with the magic carpet, which shows affection like a cat
- The party decides to head to Arakcadia, the biggest nearby city
- They compare various cities to real-world equivalents for scale and importance
- Arakcadia is described as being like Sydney - a major capital city
- The party determines Arakcadia would be the best place for their needs
- They prepare to leave Vainlake and head north to the major city
Journey Toward the Crossroads
The party travels from Vainlake toward Arakcadia, making good progress through hot weather.
- Party travels at normal pace on a very hot day
- Bones makes successful perception check (24) while leading
- They find shortcuts and avoid obstacles, making better time than expected
- Party reaches the edge of the Destitute Lands as evening approaches
- They see the Itumue mountain range and sandstone spires in the distance
- Yomidrogo decides to stay awake all night reading notes, gaining exhaustion
- He attempts to cast darkness on his glaive tip to create shade
- Party discusses the magical darkness spell mechanics
Setting Up Camp in the Destitute Lands
The party finds a safe place to rest on the edge of the Destitute Lands and sets up camp for the night.
- The party makes a survival check to find a good camping spot
- They set up a bonfire for the night
- Yomidrogo decides to stay up all night reading mysterious notes instead of sleeping
- The party discusses their plans and motivations around the campfire
Campfire Conversations
The party shares personal stories and discusses their goals while sitting around the campfire.
- Fe explains she joined the group to see the world beyond her tavern and find purpose after being waitlisted from Kaxia College
- Bones reveals he doesn't remember much from before his time in the forest but is learning about his past
- The party discusses strange dreams and supernatural connections they've been experiencing
- Yomidrogo talks about feeling like he was in a nightmare when he was captured, having no self-control
- Bones admits to having a connection with an entity he can't fully explain
- The group emphasizes trust and honesty with each other
Experimenting with Spice
The party decides to try the mysterious powder substance they found in the caves, leading to various psychedelic experiences.
- The party decides to experiment with the 'spice' powder they collected from the caves
- They try different methods of consumption - snorting, smoking, and eating
- Fe experiences a sense of calm and sees shooting stars and beautiful scenery
- Yomidrogo feels familiar with the substance and lies back to relax
- Bones finds the substance tastes like blueberries but doesn't feel much effect initially
- Bones tries multiple doses to achieve the same effects as the others
- Fe experiences calm and sees shooting stars and musical notes
- Yomidrogo has intense visions including chalices, draconic script, and a large hooded figure
- Bones appears unaffected by the drug due to being undead
- Yomidrogo has a panic attack and blacks out during his vision
- Fe also blacks out after taking more of the substance
- Kailyn keeps watch over the unconscious party members
- The party wakes up the next morning feeling disoriented
Journey to the Crossroads
The party travels toward the crossroads while dealing with the aftereffects of their drug experience.
- The party discusses their experiences from the night before
- Bones lies about not feeling the effects of the spice
- Yomidrogo tries to study his mysterious notes while exhausted
- The party travels by horse toward the crossroads
- They arrive at the crossroads by late afternoon
Urgent News from Lyikdia
A newspaper boy arrives with shocking news that causes a commotion, revealing Veurim has invaded Lyikdia.
- Crowd gathers around newspaper boy selling urgent news
- Bones flies on broom to grab a newspaper after crowd prevents normal access
- Newspaper headline reveals 'Veurim invades Lyikdia' with border forces advancing
- Fe realizes her family is in danger and immediately wants to return to Lyikdia
- Yomidrogo quickly purchases diamond powder for 300 gold for potential revivify spell
- Party prepares to rush back to Lyikdia to help Fe's family
Approaching Lyikdia
The party travels rapidly toward Lyikdia on horseback, encountering extreme heat and seeing smoke in the distance.
- Party travels at fast pace toward Lyikdia on horseback
- Weather becomes extremely hot, grass fires start spontaneously
- Party spots smoke rising from Lyikdia in the distance
- Fe suggests assessing the situation before rushing into potential battle
- Party debates whether to rest or continue immediately
Encountering Veurim Guards
The party encounters a large force of Veurim soldiers blocking the road to Lyikdia.
- Party spots guards on the horizon in line formation
- First glimpse of Veurim guards in head-to-toe black armor with beetle-like pincers
- Guards halt the party with rapiers drawn, speaking in unknown language
- Guards claim this is a 'sanctioned event' and everyone inside is safe
- Party estimates about 70 soldiers in two ranks blocking the road
- Guards refuse to let party pass despite Fe's pleas about her family
Planning Infiltration
The party retreats to plan how to get past the Veurim blockade and into Lyikdia.
- Party considers using Darion's name but realizes it would make things worse
- Bones scouts ahead by flying to a tree to observe the enemy positions
- Bones reports multiple barricades with 45 soldiers at first position
- Fe recalls back routes around the lake to enter Lyikdia
- Party decides against frontal approach due to multiple rows of organized soldiers
- Plan formed to sneak through hills via the river route instead of main road
- The party discovers at least five different roads blocked by Veurim soldiers
- They spot a camouflaged watcher on a hill observing the area
- The party communicates via message spells to coordinate their approach
- They decide to create a distraction to eliminate the watcher
Deception at the River
The party pretends to be casual travelers going fishing to avoid suspicion from Veurim forces.
- The party acts like they're going to the river for fishing and swimming
- They perform casual conversation about berries and the hot weather
- The Veurim forces lose sight of them as they move toward the river
- The watcher becomes isolated and alone on the hill
- The party debates whether to kill the watcher or continue scouting
Assassinating the Veurim Sniper
The party coordinates through message spells to eliminate the isolated Veurim watcher.
- Bones confirms the watcher is alone and well-camouflaged
- The party discusses creating an illusion as a distraction
- They debate the risks and benefits of killing the watcher
- Yomidrogo asks detailed questions about the watcher's position
- The party decides to proceed with the plan to eliminate the threat
- Yomidrogo creates an illusion of an assassin to distract guards
- Bones wild shapes, drops from above, and assassinates a Veurim sniper on a hill
- Bones takes the sniper's weapon and ammunition
- The guards begin searching the forest where the party was hiding
- The party successfully flies past the front blockade using stealth
Examining the Sniper Rifle
The party investigates the advanced weapon taken from the Veurim sniper.
- Bones shows the party the sniper rifle he captured
- Yomidrogo casts identify on the weapon but learns it's not magical
- The party discovers the weapon has a safety mechanism and golden ammunition
- They realize this is advanced technology unlike anything they've seen before
- The weapon has a scope that allows long-range targeting
- The party finds additional golden ammunition on the dead sniper's body
- They realize these are firearms - sniper rifles used by Veurim forces
- The weapon uses golden coins as ammunition, possibly made from the same material found in the mines
- Bones learns the basics of how to operate the weapon
Scouting Lyikdia from the Hill
Using the sniper rifle's scope, the party observes the occupied town of Lyikdia and the Veurim forces.
- Bones uses the rifle's scope to survey Lyikdia from their hilltop position
- They see smoke billowing from the town and guards surrounding the walls
- Guards are posted on top of the walls and searching the surrounding forests
- Fe uses the scope to look for her family but can't see past the walls
- They observe that guards retreat to the bridge as evening approaches
Infiltrating Lyikdia
The party decides to sneak into the occupied town to search for Fe's family and gather information.
- The party debates whether to fly or travel on foot into the town
- They choose to move along the ground, hugging the city walls for cover
- Bones scouts ahead in raven form, spotting patrols throughout the streets
- They see evidence of destruction - at least one building has been burnt down
- The party successfully sneaks along the walls toward the town center
- Party uses stealth to enter Lyikdia through the back entrance of the tavern
- Yomidrogo casts comprehend languages to understand Veurim guards speaking
- Guards discuss moving forward through hills in weeks and tell civilians to stay inside
- Party discovers the tavern is empty and has been ransacked
- Fe finds her personal belongings and safe, but the tavern's coin vault is missing
- Party witnesses Veurim soldiers separating a local family - father sent one direction, mother and child another
- Fe recognizes the family as people who lived near the bakery and frequented the tavern
Encounter with Darion
A Veurim guard confronts Fe but reveals himself to be Darion in disguise.
- A Veurim guard stops Fe while she tries to enter a nearby house
- Fe attempts to deceive the guard by claiming she's taking a shortcut
- The guard leads Fe to a secluded area between houses and the wall
- The guard removes his helmet and reveals himself to be Darion from Easthills
- Darion questions why Fe has returned to the dangerous occupied town
- Darion explains he's undercover gathering intelligence on Veurim's invasion plans
- He reveals that Fe's parents and other townspeople have been taken either north or south
- Bones bursts in causing a commotion, forcing Darion to maintain his cover
- Darion punches Bones and pretends to arrest the party to maintain his disguise
Escape from Lyikdia
Darion helps the party escape the occupied town while maintaining his cover as a Veurim soldier.
- Darion leads the party to the gate while pretending they are prisoners
- A Veurim guard questions Darion about taking the prisoners
- Fe casts prestidigitation to create a sewage smell, making the guard want them gone
- The party attempts to sneak out but is spotted by guards
- The guard shoots Darion in the foot as punishment for poor performance
- Darion leads them away from the town despite his injury
Intelligence Briefing
Darion shares crucial information about Veurim's invasion plans and warns the party about the growing threat.
- Darion reveals Veurim plans to invade multiple towns and has advanced weaponry
- He explains that Easthills is likely their next target
- Darion warns that Arakcadia isn't taking the threat seriously enough
- He advises the party to avoid main roads as they're heavily guarded
- Darion suggests going to Arakcadia to warn them, but can't provide proof of his identity
- He warns against going to Easthills but the party decides they must warn the town
- Darion explains that Fe's parents were likely captured rather than killed by Veurim forces
- He reveals that Easthills is Veurim's next target for invasion
- Darion warns the party not to use main roads as they're heavily patrolled by Veurim forces
- He advises them to travel through mountains or swamps instead
- Darion explains that Veurim soldiers are highly trained in black arts, gunfighting, and warfare
- He mentions that only high-ranking Veurim soldiers get guns after many years of service
- Darion plans to go to Port Wolifer to lay low before trying to reach Arakcadia
Strategic Planning and Debate
The party debates whether to go to Easthills to warn them or pursue other options, discussing various tactical approaches.
- The party discusses using their collected substances (spice and glass shards) as weapons
- They consider poisoning wells or using Thunder Wave with shards against Veurim forces
- Yomidrogo suggests they could defend Easthills and interrogate captured enemies for information
- Fe struggles with the decision between finding her parents and helping defend Easthills
- The party realizes Veurim has millions of soldiers willing to fight
- They discuss the civilian evacuation patterns from threatened towns
- The group ultimately decides to head to Easthills to warn the town and gather intelligence
Departure Preparations
The party makes final preparations to leave for Easthills, including plans to contact their other party members.
- The party decides to send a letter to their other party members asking them to join in Easthills
- They debate whether to send Muscle (Bones' jackal companion) with the message
- The group realizes the journey would be too dangerous for Muscle alone
- They decide to use premium postal service instead to contact the other party members
- The party prepares to retrieve their horses and head to Easthills
- They plan to avoid main roads and travel through more dangerous but less patrolled routes
- Muscle stays with the party rather than making the dangerous solo journey
Travel to Easthills
The party begins their journey to Easthills, traveling through rainy and foggy conditions.
- Party decides to travel at normal pace to Easthills to maintain stealth
- They travel through rain and fog around the Dasia Shallows
- Party makes perception and stealth checks while traveling
- They reach the corner where the big lake meets the Rolling Hills by 11pm
- Party decides to rest for the night
Night Watch and Rest
The party takes turns keeping watch during their long rest, hearing mysterious cart movements in the night.
- Bones takes first watch and hears carts traveling by in the middle of the night
- Yomidrogo takes second watch, feeling concerned about recent events
- Kailyn takes the final watch with an uneventful period
- Party reflects on the danger they've witnessed and growing tensions
Shared Dream Vision
Bones and Yomidrogo experience a shared dream featuring a mysterious scarred figure named Auril.
- Both Bones and Yomidrogo have trouble sleeping due to recent events
- They find themselves together in a dream featuring volcanic landscape with cliffs and lava
- A tall, scarred figure with his back turned appears in the dream
- The landscape shifts to a forest that Bones recognizes as his former home
- The figure reveals himself as Auril, showing red scars and a red orb
- Auril asks them to take his orb, but Bones is cautious about trusting him
- Auril tells them to find him when they know for sure they can trust him
- Both characters wake up simultaneously in the rain
Morning Preparation and Journey to Easthills
The party wakes up and discusses their shared dream experience before continuing their journey.
- Bones and Yomidrogo discuss their shared dream with each other
- They describe the dream as feeling very real rather than like a normal dream
- Bones expresses uncertainty about whether the Orb is safe
- Party prepares to continue their journey to Easthills as quickly as possible
- The session ends as they begin traveling to Easthills
Tavern people
Local residents of Serpanaise who help accommodate the 49 rescued prisoners, arranging emergency sleeping arrangements and transportation to help them find their families.
Freed Prisoners
40-50 people wandering the cave with vacant, distant expressions and gazeless eyes. They appear to have been under some form of mind control or telepathic influence, with chaotic mental voices fighting for control in their minds. Their thoughts are described as raw emotions with no filter or structure. They display confusion, agitation, and chaotic mental states similar to what Yomidrogo experienced when he was under mind control, but are not savage and can be calmed with music and reassurance.
Dwarf woman
A local resident of Serpanaise who recognizes and embraces one of the rescued dwarf prisoners, appearing to be his partner. She leads him away to their home.
Cloaked Figure
A mysterious man who appears in Kailyn's dream, standing in a volcanic landscape with his back turned. He wears a cloak and represents an unsettling presence in the dream sequence, appearing in an environment completely opposite to Kailyn's natural forest home.
Ophelia
An alchemist in Vainlake who runs a shop and has basic knowledge of minerals and substances. She is helpful and knowledgeable, examining the various substances Bones brings to her including powders and rocks. She wears thick gloves when handling dangerous materials and is familiar with different types of alchemical components. She identified spice as a valuable drug, examined rare minerals, and provided warnings about carrying certain materials in different kingdoms.
Vainlake Librarian
A helpful librarian who examined the party's mysterious coins and notes. They recognized the coins as religious symbols but couldn't identify the specific design, suggesting the party take them to larger cities for analysis. They were particularly interested in the unusual symbol.
Zorro
A blacksmith in Vainlake who has been in business for 17 years. He's skilled at creating custom weapons and armor, and once made an adamantine sword for a wealthy aristocrat named Tassarion from the north. He's helpful but guarded about certain information. He runs a small shop on the main street and offered equipment upgrades and information about where to find specialized magical items.
Goblin Gemstone Dealer
A small goblin lady who runs the gemstone store at the crossroads. She wears multiple monocles for detailed examination and provides gemstone identification services. She identified the party's green rock as rhodochrosite and demonstrated its fragility by smashing it with a hammer. She also sells diamond powder and other precious stones.
Newspaper Boy
A young boy selling urgent newspapers at the crossroads, surrounded by crowds eager for news. He was overwhelmed by the demand and struggled to distribute papers to everyone wanting to buy them.
Male Tiefling Bystander
A tiefling man observing the commotion around the newspaper boy. He provided information to the party about the news being related to Lyikdia, though he couldn't hear all the details clearly.
Half-Orc in Crowd
A large half-orc in the crowd around the newspaper boy who elbowed Yomidrogo in the face and knocked him into the dirt when he tried to push through to get a newspaper.
Veurim Guards
Soldiers of the Veurim Empire wearing distinctive head-to-toe black armor that absorbs sunlight, with beetle-like pincers and face-covering helmets. They carry rapiers and shields, speak in an unknown language, and maintain strict military discipline while blockading Lyikdia. Multiple groups have blockaded at least five different roads around Lyikdia as part of the occupying army.
Veurim Sniper
A camouflaged enemy soldier positioned on a hill overlooking Lyikdia with advanced weaponry. He was killed by Bones during the infiltration attempt and carried golden ammunition for his rifle. Well-hidden and isolated, making him a target for the party's assassination plan.
Local Family
A family from near the bakery consisting of a mother, father, and child who Fe recognizes from the tavern. They are being forcibly separated by Veurim soldiers, with the father sent in one direction and mother and child in another.
Darion
An elven man who has been helping the party by going undercover as a Veurim soldier. He was shot in the foot by a Veurim guard but managed to help the party escape Lyikdia. He provides crucial intelligence about Veurim's invasion plans and warns them about the dangers ahead. He plans to lay low in Port Wolifer before trying to reach Arakcadia. He's gathering information about Veurim's plans to invade multiple towns and trying to prevent important people from being captured.
Veurim Guard
A suspicious and authoritative Veurim soldier who questions Darion about the prisoners. He carries a gun and shoots Darion in the foot when he suspects something is amiss. Represents the disciplined and dangerous nature of the Veurim occupation forces.
Auril
A mysterious tall figure with a scarred face, red scars on his hands, and covered eyes who appeared in Bones and Yomidrogo's shared dream. He carries a red orb and asked them to take it, telling them to find him when they're sure they can trust him. His appearance and the dream felt very real to both characters.
Vainlake Library
The local library in Vainlake where Yomidrogo researched the mysterious coins and notes, finding some information about Brittannia's founding but no answers about the strange symbols.
Prison Cells
Underground prison cells with magical orbs embedded in gothic chandelier holders on the ceiling. Most orbs are dark and dull, but one was found still faintly glowing and blinking. The cells are surrounded by bars and are about room-height tall.
Storage Room
A cargo storage room connected to the prison area containing stacked wooden crates painted in cult colors (red and yellow). The crates held different types of glass substances - some with iridescent frosted glass shards, others with fine mushroom-like dust. At the end of this room was a locked door leading to another chamber.
Mining Area
The cavern area where enslaved people were forced to hollow out the rock. The walls are made of hard obsidian with occasional deposits of dark green mineral substances embedded within. This appears to be where the raw materials for the orb creation process were extracted.
Locked Room
A secured chamber at the end of the storage room containing valuable items including superior thieves' tools, a magical longsword, more cult coins, and most importantly a book filled with mysterious scribbles and patterns that may hold important information about the cult's activities.
The Dining Room
A mysterious room containing a mahogany table with six chairs arranged in a 2x2x1 pattern, featuring a silver chalice with embedded white-grey rocks as its centerpiece.
The Circular Treasure Room
A magical circular chamber accessed through a previously enchanted door, containing stone pedestals with treasure including potions, a scroll, a ring, and a golden chalice. The room is rigged with poison dart traps.
Cave Prison Complex
The underground prison area where approximately 40-50 people were held captive, featuring cells with chains and connecting to the main chamber areas.
Rayne's Grave Site
A peaceful location on the southern cliffs overlooking the ocean near Vainlake, at the edge of the forest line where a sky blue flower has recently sprouted.
Serpanaise
A small unguarded town with residential houses and a single tavern. The party leads rescued prisoners here and arranges for their care before departing. The party splits up here, with Cumin deciding to head to Easthills while the others continue to Vainlake.
Vainlake
A decently sized coastal city where the party arrives by nightfall. They stay at the same tavern they used before, located on the corner of the main intersection of the main street. The city has a bustling main street and various shops including Ophelia's alchemy shop, a library, blacksmith, and gemstone dealer.
Ophelia's Alchemy Shop
A small alchemy shop in Vainlake run by Ophelia, where the party had their mysterious substances analyzed and received warnings about carrying certain materials. The shop has a desk where Ophelia examines materials and she keeps thick gloves for handling dangerous substances.
Zorro's Blacksmith Shop
A blacksmith shop in Vainlake run by Zorro, who has been in business for 17 years. He creates custom weapons and armor and once made an adamantine sword for a wealthy aristocrat named Tassarion from the north.
Gemstone Shop
A small gemstone store in Vainlake run by a goblin lady who offers gemstone appraisal services and sells various stones including lapis, obsidian, quartz, and azurite.
Edge of the Destitute Lands
The border area where the party made camp for the evening, characterized by cracked, dry earth and sparse trees, with views of the Itumue mountain range and sandstone spires. A camping spot that is quite open and exposed but relatively safe.
Desert Campsite
A campsite in the desert where the party rested and experimented with the spice powder, experiencing visions under the night sky.
Crossroads Market
A small market set up at the crossroads between roads to Vainlake and Mindflow, featuring a few carts selling various goods including gemstones. An unpopulated region with basic trading facilities where the party learned about the Veurim invasion.
Road to Lyikdia
The main road leading to Lyikdia where the party encountered extreme heat, grass fires, and eventually the Veurim blockade. Rolling hills area with forests nearby and strategic bottlenecks.
Veurim Blockade
A heavily fortified position where Veurim soldiers have blocked the road to Lyikdia with multiple ranks of guards. The blockade extends between hills creating a bottleneck, with at least 70 soldiers in organized formations.
Forest Near Lyikdia
A dense patch of forests near the river that the party uses for cover while moving around the Veurim blockades. Provides concealment from the main roads where the party initially hid while planning their infiltration.
River Near Lyikdia
The river area where the party pretends to go fishing and swimming as cover for their reconnaissance mission. The closest point of the river to Lyikdia.
Hill overlooking Lyikdia
A strategic vantage point on a hill where the party examined the sniper rifle and observed the occupied town below. The hill provided clear sightlines to Lyikdia and allowed them to scout the Veurim forces' positions. A standalone hill where a Veurim sniper was positioned with camouflage and a scoped rifle.
Lyikdia
Fe's hometown, now occupied by Veurim forces. The town has been ransacked with many buildings searched and some burned. Guards patrol the streets and walls, and townspeople have been separated and taken away in different directions. Smoke billows from within the town walls, with guards patrolling the streets and posted on the walls.
Lyikdia Tavern
Fe's family tavern that has been ransacked by Veurim forces. The building is empty with overturned furniture, stripped drawers, and signs of hasty departure. Contains Fe's personal room and a hidden safe with her belongings.
House in Lyikdia
A townhouse near the bakery where Darion takes Fe to reveal his identity. The house has been emptied of its previous occupants, providing a temporary safe space for their conversation.
Dasia Shallows
A foggy area with a large lake where the party traveled through during their journey to Easthills. Known for being consistently foggy and containing rolling hills.
Rolling Hills
Hilly terrain near the Dasia Shallows where the party made camp for the night. Located at the corner where the big lake meets the hills.
Dream Volcanic Landscape
A hellish dreamscape with cliff edges, volcanoes, lava, and scarred rock where Bones and Yomidrogo encountered the figure Auril.
Dream Forest
A beautiful forest that appeared in the shared dream, which Bones recognized as his former home in the Iridescent Woods.
Bloodstone Coins
About 50 coin-like cut bloodstones bearing a symbol of two axes and a skull. They have no magical essence but appear to be some kind of cult currency or identification tokens. Additional coins were found in the locked room.
Orb Shards
Glass shards from a destroyed magical orb, collected in an iron pot. The shards are sharp enough to cut skin and cause microscopic glass wounds. They appear to be the remains of a soul-containing orb.
Bag of Holding
A magical storage container used by the party to manage their equipment, though it has size limitations that restrict what can be stored inside.
Iridescent Glass Essence
Frosted glass shards with a rainbow iridescent sheen that gives off a weird shimmer as light catches them. Unlike the sharp orb shards, these don't cut when handled. Collected in a waterskin by Bones. These appear to be empty orb vessels, possibly used in the soul-capturing process.
Mushroom Dust
Fine powder resembling mushroom spores found in several crates. This dust appears to be an earlier stage in the orb creation process, lacking the iridescent properties of the finished glass. When disturbed, it creates clouds of fine particles that fill the air.
Green Rock Sample
A piece of obsidian rock containing dark green mineral deposits that Yomidrogo chiseled from the mining area. This appears to be a raw material used in the orb creation process, possibly the source of the magical properties. Later identified as rhodochrosite with an unusual shimmer.
Superior Thieves' Tools
High-quality lockpicking tools found in the locked room that provide advantage on dexterity checks. These tools are significantly better than standard thieves' tools and were used successfully to remove the chains from all the freed prisoners.
+1 Longsword
A magical longsword with simple materials and no fancy decorations, providing a +1 enhancement bonus. Found in the locked room alongside other valuable items.
Cult Symbol Book
A book bearing the cult's symbol (two axes and a skull) on the front cover. The pages contain nonsensical scribbles, weird patterns, and numbers that don't make sense. Despite appearing mundane to magical detection, it likely contains coded information about the cult's operations that will take weeks to decipher.
Silver Chalice
An ornate silver chalice with six white-grey rocks embedded around its base that give off a moonlight glint. Found on the mahogany dining table and swapped by Yomidrogo for his funny rock.
Golden Chalice of Purification
A magical golden chalice made of pure gold with gemstones embedded in the bottom. When identified, it revealed magical properties that protect the holder from misfortune and can cleanse any liquid poured into it, removing impurities and making it pure. When Bones put his finger in it, the finger became shiny white and perfectly clean.
Healing Potions
Two potions of healing found on stone pedestals in the circular treasure room. One was used to revive Fe after she was knocked unconscious by poison darts.
Ring of Protection
A magical ring that provides +1 bonus to AC and saving throws. It was found on one of the pedestals in the trapped chamber and was successfully identified and attuned to by Fe, though it doesn't stack with mage armor for AC purposes. It requires attunement and takes up one of the character's attunement slots.
Scroll of Detect Magic
A one-time use magical scroll that allows the caster to detect magical auras. It was found alongside the ring in the chamber and taken by the party as a useful utility item.
Treasure Chest Contents
A large amount of currency found in a chest: 700 gold pieces, 1500 silver pieces, and 2000 copper pieces, discovered near the magical door.
Sky Blue Flower
A singular, naturally grown flower with no magical properties that sprouted near Rayne's grave site. It provides emotional comfort and represents a connection to the deceased. Kailyn picked it as a keepsake before leaving the area.
Broom of Flying
A magical flying broom that Yomidrogo gave to Cumin before they parted ways. It allows the user to fly and has limited uses per day.
Deck of Illusion
A magical deck of cards that can create illusions. Yomidrogo gave this to Cumin along with other items before Cumin left for Easthills.
Healing Potion
A restorative potion that Yomidrogo gives to Cumin as part of their parting gifts before he heads to Easthills.
Basic Alchemy Book
A beginner's guide to alchemy that Ophelia gave to the party, described as 'Alchemy for Dummies' - a basic text covering fundamental alchemical principles and techniques. It reduces the chance of messing up alchemical processes.
Spice
A fine powder made from fungus that Ophelia identified as a valuable recreational drug worth 350 gold pieces. She warned against carrying it in certain kingdoms, especially the Zilaphelian Kingdom, as it's illegal there. When consumed, it produces psychedelic effects including feelings of calm, visual hallucinations of shooting stars, and enhanced sensory experiences.
Rainbow Mineral
A rare, iridescent mineral substance that hovers when thrown into the air. Ophelia had never seen anything like it before and noted it's very sought-after, warning the party to be careful when traveling with it.
Glass Shards
Sharp, obsidian-like glass fragments that Ophelia couldn't identify. They have an odd substance quality and appear to be quite dangerous to handle.
Custom Bronze-Steel Glaive
A custom-made glaive crafted by Zorro using a bronze-steel alloy. It's heavier than a regular weapon but has a stronger tip that shouldn't break easily. Purchased by Bones for 140 gold with the promise of lasting 10 years.
Studded Leather Armor
Upgraded armor purchased by Bones from Zorro for 90 gold. It's tighter than regular leather but provides better protection with reinforced spots on extremities.
Upgraded Dagger
A simple dagger that the blacksmith enhanced with decorative shielding and improved craftsmanship for 10 gold pieces, making it both more functional and aesthetically pleasing.
Diamond Powder
A small baggie of diamond powder purchased by Bones for 300 gold from the goblin gemstone dealer. Intended for use in revivify spells to potentially resurrect fallen party members.
The Orb
A magical orb that responds to Bones' touch, becoming warmer when he holds it and flickering with its natural magical essence. It has previously saved party members' lives.
Magic Carpet
A sentient magical carpet that shows affection toward Bones like a cat, rubbing against him and staying by his side. It was found in a mansion and previously protected Bones from an explosion.
Mysterious Notes
A book of scribbles and notes that Yomidrogo is studying throughout the night, trying to decipher their meaning. The notes appear to be written in nonsense patterns and numbers that don't make immediate sense.
Newspaper
An urgent newspaper with the headline 'Veurim invades Lyikdia' reporting that border forces have advanced from the Ruotern Passageway over the bridge into Lyikdia, with reports of smoke in the distance but uncertain casualties.
Sniper Rifle
An advanced non-magical weapon with a long barrel, scope for long-range targeting, and safety mechanism. It fires golden ammunition and makes an extremely loud sound when discharged. The weapon represents technology far beyond what the party has encountered before. It uses golden coins as ammunition, possibly made from the same material found in the mines.
Golden Ammunition
Specialized ammunition used by the Veurim sniper rifle, carried in a holster on the sniper's body. The party suspects it may be made from the same material they found in the mines. Small golden coins used as ammunition for the sniper rifle.
Fe's Personal Belongings
Items found in Fe's hidden safe including 20 gold pieces, a bowl of alcohol, her acceptance letter to school, her first bite of Limbo, and a photo of her and her parents. These represent her most treasured possessions kept secure in the tavern.
Piece of Blanket
A section of blanket that Fe cuts from her bed as a keepsake and memorabilia from her family home before leaving the ransacked tavern.
Red Orb
A mysterious red orb carried by Auril in the shared dream. He offered it to Bones and Yomidrogo, but Bones was cautious about accepting it due to his recent experiences with possession and near-death.
Identify
Cast multiple times throughout the session by various party members. Cumin cast it on the bloodstone coins to determine their magical properties, revealing they have no magical essence. Yomidrogo cast it on the mysterious book to determine if it had magical properties, learning it was mundane and non-magical. Bones cast it on the ring to determine its magical properties, learning it was a Ring of Protection. Bones also cast it on the golden chalice to reveal its magical purification properties. Yomidrogo cast it on the captured sniper rifle to determine its magical properties, revealing that it is a non-magical but advanced technological weapon.
Firebolt
Cast by Cumin at the glowing orb in the ceiling. The spell dealt 28 fire damage but the orb absorbed some energy and reflected half the damage back at the caster before shattering into dust.
Guidance
Cast multiple times by Cumin to provide bonus dice to various ability checks, including helping with opening crates, investigating the mining area, and assisting with stealth and deception checks during the infiltration of Lyikdia. The spell provided crucial assistance in several skill attempts.
Mage Armor
Cast by Cumin on himself as a protective measure before opening the potentially dangerous crates, showing caution when dealing with unknown magical substances.
Druidcraft
Attempted by Yomidrogo to fill an empty orb with weather-based magical power using his staff as a focus. Despite rolling a natural 20, the spell failed because the orb was completely dead and unable to hold magical energy.
Detect Magic
Cast by Bones to investigate the silver chalice and surrounding area. The spell revealed that the chalice itself was not magical, but detected magical essence from a door in an adjacent room. Also used to identify the magical properties of the ring and scroll found in the chamber.
Dispel Magic
Cast by Bones at third level on the magical door, successfully removing its enchantment without requiring a roll due to the spell's level, allowing the party to open it safely.
Prestidigitation
Used by Yomidrogo to make his rock appear as a chalice when swapping it with the golden chalice on the pedestal, successfully deceiving any observers. Fe cast this cantrip to create a foul sewage smell on herself, making the Veurim guard uncomfortable enough to allow Darion to take the 'prisoners' away without further questioning.
Mold Earth
Cast by Yomidrogo to create protective walls around Fe during the poison dart trap, moving a five-foot cube of earth to shield her from the incoming projectiles. A cantrip that allows manipulation of earth and stone, also cast by Bones to create protective walls.
Shatter
A third-level evocation spell cast by Yomidrogo that creates a sudden loud ringing noise and deals thunder damage. It was used to destroy the poison dart shooters mounted on the chamber walls, dealing 48 points of force damage and successfully disabling the trap mechanism.
Cure Wounds
A healing spell cast to restore hit points to injured party members. It was used to heal Fe after she took damage from the poison dart trap, restoring 6 hit points. Kailyn cast a second level Cure Wounds spell on Yomidrogo when he was having his panic attack and blackout, though it had no effect on his drug-induced condition.
Locate Animals or Plants
Bones cast this second-level spell to try to find bats within 5 miles for bat guano, but discovered there were no bats in the area.
Darkness
A spell that Yomidrogo attempted to cast on the tip of his glaive to create magical darkness for shade. The spell creates a 15-foot radius circle of magical darkness that emanates from and moves with the target object.
Wild Shape
Used by Bones to transform into a raven for scouting, then later to fly above and drop down on the enemy sniper for a surprise attack. Bones transforms into a raven to scout the Veurim forces from above, allowing him to gather intelligence on their positions and numbers while remaining undetected.
Message
Used extensively by the party to communicate covertly while separated. Allows them to coordinate their movements and share intelligence about the Veurim forces without being detected. Used during the infiltration attempt and the tense situation with Darion.
Minor Illusion
Cast by Yomidrogo using a deck of illusions to create the image of an assassin near the front guards, serving as a distraction for Bones' attack on the sniper.
Comprehend Languages
Cast by Yomidrogo to understand the Veurim guards' conversation. The spell allowed him to overhear their plans about moving forward through the hills in weeks and their harsh treatment of civilians.