Session 22, Arc III
The One Who Watches
Played 11 July 2025
The party stood victorious in the dragon's lair, examining the fallen bronze dragon named Calasier that lay atop a massive treasure hoard. Bones carefully harvested valuable parts from the dragon's corpse, managing to extract four large scales, a single tooth, and a pristine eyeball that could be dried and worn as a necklace. The party discovered an enormous pile of gold and magical items scattered throughout the chamber, with Kailyn casting detect magic to identify four magical objects among the treasure.
As they searched through the hoard, tensions arose when Cyrran accused Bones of stealing the mysterious orb. Cyrran revealed he had found the orb in Bones' backpack before the dragon fight, leading to a heated argument about trust within the group. While Bones hung upside down from a magical trap he had triggered, Cyrran cast suggestion to force him to reveal his intentions with the orb. The conflict was eventually resolved by giving the orb to Dexter for safekeeping, though suspicions lingered.
Kailyn spent time identifying the magical items they had discovered, revealing a Decanter of Endless Water, three Potions of Water Breathing, scrolls of Lesser Restoration and Control Water, and most significantly, Mariner's Armor. The armor's presence troubled Kailyn deeply, as it should have been a prized possession safely guarded in her homeland of Poseira. The discovery suggested someone from her people had worked with the dragon, along with other aquatic treasures like coral statues and sea pearls that pointed to underwater connections.
A prophetic dream led Kailyn to discover a hidden chamber beneath the dragon's throne. She experienced visions of someone trapped below and sensed voices calling for help. When the party investigated, they found a detect thoughts rune behind the throne that caused psychic visions and damage when activated. Both Kailyn and Bones interacted with the rune using a mysterious scythe, hearing disturbing voices saying "He awakens" and "Let him know it has begun." The magical interaction caused the throne to move, revealing a staircase leading down to a water-filled chamber.
Descending into the underground chamber, the party encountered waist-high water and eventually discovered two imprisoned water elementals. The creatures had been captured from Poseira by a blonde-haired man named Reyvyre who worked with the bronze dragon. The elementals revealed they had been forced to stand in sunlight for unknown magical experiments, with their child now dying from lack of proper seawater. Kailyn communicated with them in Primordial and learned that Reyvyre was called "Master" by the dragon and had stolen the Mariner's Armor from their homeland.
The party worked to free the water elementals from their magical chains, with Bones casting dispel magic to break their bonds instantly. However, their escape became urgent when the staircase back to the throne room was blocked by stone, and water began flooding their chamber whenever magic was used. The water elementals revealed a hidden room behind an illusion wall that contained a vertical shaft leading 200 feet up to daylight. Using their flying carpet and broom, the party managed to ferry everyone up the narrow 5x5 foot shaft just before the chamber filled completely with water.
Emerging in a different desert oasis, the party encountered a massive sandworm that responded to Bones' telepathic abilities. After successfully putting the creature to sleep, they followed it as it tunneled underground back to their original plane of existence. The journey took them through magical portals and caverns, with Bones clinging to the worm's scales during the dangerous ride. They briefly fought a large stone construct that emerged and attacked with poisonous gas, but Bones destroyed it with a well-placed fireball spell.
Returning to the normal world, the party found that the storm had finally cleared and they could see proper sunlight for the first time in weeks. They rejoined the Bronze Track road leading to Arakcadia, discovering their horses had been eaten by the rocs while they were away. As they traveled toward the capital city, now visible in the distance across the blue bay, they made camp on a hillside overlooking the busy road.
During their rest, Bones and Yomidrogo experimented with the mind-reading scythe to test its abilities across different planes. When Bones successfully used it on Yomidrogo, he delved deep into traumatic childhood memories, witnessing the destruction of Yomidrogo's village by fire. The vision revealed a mysterious elven man with abnormally long pointed ears, silver hair, and ornate red robes who had directed the attack. Despite the psychic damage both suffered, Yomidrogo welcomed the painful memories as they helped him remember forgotten details about his past and identify a potential enemy. The party now had new leads to investigate as they prepared for the final stretch of their journey to Arakcadia, carrying with them rescued water elementals, valuable treasure, and disturbing revelations about conspiracies involving both their homelands.
Dragon's Lair Aftermath
The party stands victorious in the dragon's lair, examining the fallen bronze dragon and the treasure hoard.
- Party defeats an elderly bronze dragon named Calasier
- Bones harvests dragon parts: four scales, one tooth, and an eyeball
- Party discovers a large treasure hoard with gold, gems, and magical items
- Kailyn casts detect magic and identifies four magical items in the pile
- Party finds various treasures including a glass bottle, scrolls, armor, and gemstones
- Investigation reveals two 300 GP diamonds and three pearls
- Party discovers a coral statue and various potions
- Bones triggers a trap and gets caught hanging upside down from the ceiling by a rope
The Orb Confrontation
Cyrran accuses Bones of stealing the orb, leading to a heated argument about trust within the party.
- Cyrran reveals he found the orb in Bones' backpack before the dragon fight
- Bones denies stealing it, claiming he only had it when it was given to him during battle
- The party argues about who to trust with the orb while Bones hangs from the ceiling
- Cyrran casts suggestion on Bones to make him reveal his intentions
- Bones states his intention is to get the group and orb to safety
- The orb is eventually given to Dexter for safekeeping to resolve the conflict
- Bones breaks free from the magical restraints
Identifying the Magical Items
Kailyn uses identify spells to reveal the properties of the magical items found in the hoard.
- The glass bottle is revealed to be a Decanter of Endless Water
- Three potions are identified as Potions of Water Breathing
- Two scrolls contain Lesser Restoration and Control Water spells
- The armor is identified as Mariner's Armor, which should only exist in Poseira
- Kailyn realizes the armor's presence suggests someone from her homeland worked with the dragon
- The coral statue and sea pearls indicate aquatic connections
- Total treasure divided: 1200 gold pieces split among party members (240 each)
Discovery of the Hidden Chamber
Kailyn's prophetic dream leads to the discovery of a secret chamber beneath the dragon's throne.
- Kailyn has a vivid dream showing the throne and sensing someone trapped beneath it
- The party discovers a detect thoughts rune behind the throne
- Kailyn and Bones both interact with the rune, experiencing psychic visions and taking damage
- They hear voices saying 'He awakens' and 'Let him know it has begun'
- The throne moves to reveal a staircase leading down to a water-filled chamber
- Yomidrogo casts a divination spell near the rune, causing energy to be absorbed
- Yomidrogo transforms into a potted plant temporarily from magical backlash
The Scythe Vision
Bones and Kailyn use the mysterious scythe to connect with the detect thoughts rune, experiencing disturbing visions and voices.
- Bones connects to the rune and hears voices saying 'He feels, he is here, he is awakened'
- Kailyn touches the scythe and experiences a vision of blinding white light
- Both hear voices saying 'She is here, she sees, he awakens, let him know it has begun'
- Kailyn takes 7 points of psychic damage, Bones takes 2 points
- Yomidrogo delves deeper and sees a shapeshifting man on a road who acknowledges watching everyone
- Yomidrogo takes 11 points of psychic damage from the deep connection
- The magical interaction causes the throne to move, revealing a staircase leading down
Descent into the Underwater Chamber
The party descends stairs from the dragon's lair and encounters a water-filled chamber.
- Party walks down stairs from the throne room and encounters waist-high water
- Bones goes back to retrieve Muscle the jackal who was left behind
- Kailyn casts water breathing on the party for 24 hours
- Arri puts on the Mariner's armor for swimming
- Cyrran hears wind sounds ahead while wading through water
- The chamber widens into a round cavern-like room
- Party prepares to dive deeper underwater to investigate
Rescue of the Water Elementals
The party discovers and frees imprisoned water elementals in the underground chamber.
- Kailyn investigates underwater and finds chains in the center of the room
- Two water elementals attack Kailyn, dealing 23 points of bludgeoning damage
- Kailyn communicates with the elementals in Primordial, learning they were captured from Poseira
- The elementals reveal they were brought by a blonde-haired man in armor working with the bronze dragon
- The man was called 'Master' and 'Reyvyre' by the dragon
- The elementals were forced to stand in sunlight for unknown magical purposes
- Kailyn creates seawater for the dying elemental child while Bones dispels the magical chains
- The party agrees to escort the elementals to safety at Arakcadia Bay
Escape from the Flooding Chamber
The party attempts to escape through a blocked staircase as the chamber begins flooding with water.
- The staircase back to the throne room is blocked by stone
- Bones tries to mold earth through the blockage but magic is being blocked
- Water begins trickling in, then pouring faster when magic is used
- The water elementals reveal a hidden room with sunlight access through an illusion wall
- The party discovers a vertical shaft with daylight 200 feet above
- They use flying carpet and broom to ferry everyone up the narrow 5x5 foot shaft
- A four-minute timer is set before the room fills completely with water
- All party members successfully escape to the surface with multiple dice rolls for navigation
Return to the Oasis
The party emerges in a different oasis and encounters water elementals and a sandworm.
- Party emerges in a sandy oasis with a lake, different from where they started
- Water elementals immediately enter the lake for relief
- Party feels rumbling beneath their feet
- Bones hears a voice in his mind saying 'search food' and 'return'
- Bones casts Infestation to create worms 30 feet away as a distraction
- A large sandworm emerges from the sand where the worms appeared
- Bones successfully casts Sleep on the sandworm
- The sandworm begins returning to some unknown location underground
Following the Sandworm
The party attempts to follow the sandworm as it returns underground to find their way back.
- Party decides to follow the sandworm to find their way back
- Water elementals are directed north toward a river that connects to the sea
- Bones runs after the sandworm as it begins to dive underground
- The ground disappears beneath Bones as the worm dives, putting him in free fall
- Bones stabs his dagger into the worm to hold on with a natural 20 dexterity save
- Other party members follow on flying carpet and broom
- The worm tunnels underground through caverns for about a minute
- They pass through a magical shimmer/portal during the journey
Stone Construct Battle
The party encounters and fights a large stone construct that appears and attacks with poisonous gas.
- A large stone construct (twice the size of a person) appears next to Arri
- The construct releases poisonous gas at Arri, who succeeds her constitution save
- Arri attacks with two unarmed strikes dealing 7 and 8 bludgeoning damage
- Arri attempts stunning strike but the construct succeeds its save
- Arri uses step of the wind to disengage and move 80 feet up
- Cyrran attacks with advantage but misses, then gets a second action but rolls very low
- Dexter throws a card creating a kobold illusion
- Bones casts hex on the construct and then casts fireball
- The fireball deals 23 points of fire damage and destroys the construct
Return Through Portal
The party follows a sandworm through underground tunnels back to their original plane.
- The sandworm emerges from the ground at a new location
- Cyrran attempts to catch Bones as he falls from the worm
- Yomidrogo successfully grabs Bones with a dexterity save of 15
- The party exits through the stone portal and reunites with Nillituh and the rocs
- They leave the magical oasis and return to the mainland where the storm has cleared
- They locate the Bronze Track about 50 kilometers away
- The party discovers their horses were eaten by the rocs while they were away
Journey to Arakcadia
The party begins their return journey to Arakcadia, with revelations about past connections.
- The party gets back on the Bronze Track road toward Arakcadia, now only a day and a half away
- They encounter travelers on the road including families with children
- The storm has cleared and they can see proper sunlight for the first time in weeks
- They set up camp on a hill overlooking the road
- First glimpse of Arakcadia Bay and the capital city in the distance
- Party reflects on their long journey of hundreds of kilometers
Scythe Experimentation
Bones and Yomidrogo test the mind-reading scythe on each other to understand its abilities.
- Bones attempts to use the scythe on Cyrran to test if it works on this plane
- Cyrran resists the attempt with a wisdom saving throw of 25
- Bones successfully uses the scythe on Yomidrogo to delve into his mind
- Bones sees Dexter, the party members, and people Yomidrogo has lost in his surface thoughts
- Bones notices a burning wall of fire in Yomidrogo's mind and decides to delve deeper
- Arri and Kailyn try to physically stop the mind reading by knocking Bones over
- Bones pushes deeper into Yomidrogo's memories despite the danger
Yomidrogo's Traumatic Memory Revealed
Through the scythe's power, Bones witnesses Yomidrogo's childhood trauma and the destruction of his village.
- Bones sees young Yomidrogo picking flowers and walking with his parents
- The vision shifts to show young Yomidrogo sitting in a field ablaze with fire burning around him
- An elven man with long pointy ears, silver hair, and ornate red robes appears
- The elven man points at young Yomidrogo, directing two men to throw fire at him
- The vision shows young Yomidrogo's charred corpse
- Yomidrogo takes 19 points of psychic damage from the deep mind probe
- Arri and Kailyn successfully break the connection with a strength check
- Both Bones and Yomidrogo take additional psychic damage when forcibly disconnected
- Yomidrogo explains he wanted the vision to help remember forgotten details from his past
- The party identifies the elven man as having abnormally long ears, silver hair, and red robes similar to Yomidrogo's magic carpet
Calasier
An elderly bronze dragon that the party has just defeated. The dragon lies fallen atop a treasure hoard in its lair, and the party harvests scales, teeth, and an eyeball from its corpse.
Water Elemental (Parent)
A large water elemental from Poseira who was captured by a bronze dragon and a man named Reyvyre. Imprisoned with magical chains and forced to undergo experiments involving sunlight. Desperately seeking help for their dying child and needing seawater to survive.
Water Elemental (Child)
A smaller, dying water elemental who is the offspring of the larger elemental. Critically needs seawater to survive and was also imprisoned in the underground chamber.
Reyvyre
A mysterious blonde-haired man in armor who worked with the bronze dragon Calasier. He captured the water elementals from Poseira and was called both 'Master' and 'Reyvyre' by the dragon. He possessed the Mariner's Armour and conducted experiments involving sunlight on the elementals.
Muscle
Bones' loyal jackal companion who was left behind when the party descended into the water chamber. He was found curled up on the floor near the blocked entrance and reunited with Bones.
Sandworm
A massive underground creature that emerged from the sand when attracted by Bones' Infestation spell. It communicated telepathically with Bones, expressing a need to 'return' to some underground location. The party successfully put it to sleep and followed it as it tunneled back underground.
Stone Construct
A large stone being about twice the size of a person that emerged from the ground and attacked the party. It could release gas and was ultimately destroyed by the party's attacks, leaving only a rock behind.
Mysterious Elven Figure
An elven man with abnormally long pointed ears, silver slicked-back hair, and ornate red robes similar to magical carpet colors. Appeared in Yomidrogo's traumatic memories as someone who directed the burning of his childhood village, though his exact role remains unclear.
Nillituh
A companion who was waiting for the party at the portal entrance with the rocs. Found asleep against a tree when the party returned from their underground adventure.
Travelers on Bronze Track
Various people encountered on the road to Arakcadia, including families with children in carts who waved at the party as they passed by.
Desert Oasis
A sandy oasis with a few trees and a lake where the party emerged after escaping the underground chambers. Different from their original entry point but still within the magical realm.
Underground Tunnels
Freshly dug tunnels created by the sandworm, leading through caverns beneath the ground with a magical shimmer portal effect indicating planar travel.
Dragon's Lair
A large chamber containing the bronze dragon Calasier's hoard, with a throne at the far end covered in coins and trinkets, and a massive pile of gold and treasure in the center. Features stone construction with a hidden staircase beneath the throne.
Underground Water Chamber
A flooded cavern beneath the dragon's throne where water elementals were imprisoned with magical chains. The chamber has rough, jagged stone walls and connects to a vertical shaft leading to the surface. Water levels range from waist-high to chest-high.
Vertical Escape Shaft
A narrow 5x5 foot vertical chamber hidden behind an illusion wall, extending 200 feet up to daylight. This was where the elementals were brought to have sunlight shone on them.
Bronze Track
The main road leading to Arakcadia, busy with travelers and merchants. The party rejoined this road after returning to the normal plane, with Arakcadia visible in the distance.
Arakcadia Bay
The blue glistening bay visible in the distance near the capital city of Arakcadia, with towering buildings defining the skyline of the Mediata Savannah's capital.
Poseira
An underwater city mentioned as the homeland of both Kailyn and the water elementals. The Mariner's armor originally came from this location and was a prized possession there.
Hillside Camp
A safe camping spot off the Bronze Track on a little hill with trees, where the party rests for the night and gets their first view of Arakcadia.
Nujlem
The town where Yomidrogo's magic carpet originated, potentially connected to the mysterious elven man with similar colored robes.
Gold Shell
An intricate and decorative golden shell found in the dragon's treasure. Purely valuable as gold rather than having magical properties.
Dragon Scales
Four large scale pieces harvested from the bronze dragon Calasier, each about hand-sized. The scales are very hard and were difficult to remove from the dragon's tough hide.
Dragon Tooth
A single tooth extracted from the bronze dragon Calasier through careful harvesting.
Dragon Eyeball
A pristine eyeball removed from the bronze dragon, clear and without scratches. Can be dried and shrunk to about 20% of its original size for wearing as a necklace.
Decanter of Endless Water
A decorative glass-shaped bottle with a greenish hue that endlessly refills with water. Can produce up to 30 gallons of water in a powerful gush, essential for helping the water elementals.
Mariner's Armor
Heavy armor with intricate designs, barnacles, and a blue-teal shine. Grants swimming speed equal to movement speed and automatically restores 1d4 hit points when starting a turn underwater while unconscious. Originally from Poseira and should have been in the king's possession.
Scroll of Lesser Restoration
A magical scroll written in draconic that contains the lesser restoration spell. Found among the dragon's treasure hoard.
Scroll of Control Water
A magical scroll written in draconic that contains the control water spell. Discovered in the dragon's treasure pile and useful for manipulating water.
Potions of Water Breathing
Three magical potions that grant the ability to breathe underwater for 24 hours. Essential for the party's underwater exploration and rescue mission.
Diamonds
Two diamonds worth 300 gold pieces each, suitable for use in revivify spells. Found while searching through the dragon's treasure hoard.
Sea Pearls
Three exquisite pearls from the ocean, indicating the dragon's connection to aquatic treasures and possibly Poseira.
Coral Statue
A statue made of coral with a coarse, pumice-like texture. About hand-sized and clearly of oceanic origin, further connecting the treasure to underwater realms.
The Orb
A powerful magical artifact that has saved party members multiple times. Currently held by Dexter for safekeeping after conflicts over its possession. Has different beneficial effects for different users.
Magical Scythe
A wisdom-based scythe that can read minds and access memories when touched to someone's head. Causes psychic damage when used and reveals deep, hidden thoughts and past experiences. Works across different planes of existence.
Detect Thoughts Rune
A magical rune discovered behind or beneath the dragon's throne. When activated through divination magic or the scythe, it created powerful psychic connections, caused visions, and absorbed magical energy. The rune seemed to be a conduit for mysterious voices speaking about awakening and beginnings.
Magical Chains
Enchanted chains and ropes that bound the water elementals to the rock walls of the underground chamber. They were strongly anchored and required dispel magic to break, releasing instantly when the spell was cast.
Flying Carpet
A magical carpet measuring 5 feet by 7 feet that can carry up to 600 pounds at 40 feet speed, or 20 feet speed when overloaded. Used to ferry party members up the narrow shaft during their escape from the flooding chamber.
Flying Broom
A magical broom with a flying speed of 50 feet that can carry one person. Used by Yomidrogo to escape the flooding chamber and later to follow the sandworm from above.
Deck of Illusions
A magical deck of cards that Dexter used to create a kobold illusion during combat with the stone construct.
Light
Cast to illuminate the dragon's lair so the party could better examine the fallen dragon and search through the treasure hoard.
Guidance
Cast multiple times to assist party members with various skill checks during their treasure hunting and harvesting activities.
Detect Magic
Cast by Kailyn to scan the treasure hoard and identify magical items among the pile, revealing four magical objects of various sizes.
Suggestion
Cast by Cyrran on Bones while he was hanging from the ceiling, compelling him to reveal where he got the orb and his intentions with it.
Identify
Cast by Kailyn over the course of about 10 minutes to identify all the magical items found in the dragon's hoard, revealing their properties and functions.
Detect Thoughts
Triggered by magical runes beneath the throne, causing visions and psychic damage to those who interact with it. Revealed voices speaking about someone awakening.
Mold Earth
Attempted by various party members to move the stone throne and later to clear blocked passages. The spell had limited effectiveness on the worked stone but was useful for manipulating loose earth.
Eldritch Blast
Cast by Bones to chip away at the stone throne when trying to uncover the hidden chamber. The force damage was more effective than fire-based attacks against the stone structure.
Water Breathing
Cast by Kailyn on the entire party to allow them to breathe underwater for 24 hours. This spell was crucial for their exploration of the flooded chamber and rescue of the water elementals.
Dispel Magic
Cast by Bones to break the magical chains binding the water elementals. The spell instantly released the restraints, freeing the imprisoned creatures from their bonds.
Shape Water
Used by Kailyn to transport the water elementals in spheres of water as they escaped the underground chamber. This cantrip allowed the party to carry the elementals to safety.
Create Water
Cast by Kailyn to create seawater for the dying water elemental child. The spell provided the specific type of water needed to help sustain the young elemental's life.
Infestation
Cast by Bones to create worms 30 feet away as a distraction. The spell successfully attracted the sandworm, causing it to emerge from the sand and consume the created worms.
Sleep
Cast by Bones on the sandworm with a DC 16 Wisdom save. The spell succeeded, causing the large sandworm to become drowsy and begin returning to its underground location rather than attacking the party.
Awakened Mind
Used by Bones to communicate telepathically with the sandworm and understand its desire to return to the oasis. Allowed him to hear the creature's thoughts.
Hex
Cast by Bones as a bonus action to give the stone construct disadvantage on dexterity saving throws before casting fireball.
Fireball
Cast by Bones to destroy a stone construct that appeared during combat. Dealt 23 points of fire damage and completely destroyed the creature.
Stunning Strike
A monk ability used by Arri against the stone construct, though the creature succeeded its saving throw and was not stunned.
Step of the Wind
A monk ability used by Arri to gain 80 feet of movement and disengage from the stone construct, allowing her to escape up the cavern walls.