Session 9, Arc II
Lethargy
Played 11 July 2025 Watch the session (spoiler-free)
The party began their session outside the southern gate of Lyikdia, where Bones had just returned from an unsuccessful attempt to retrieve a sword from a locked basement door that required specific magic to open. After observing Veurim military forces heading west and purchasing supplies including a yellow robe for Crezzida's disguise, the party set out for the Destitute Lands following Darion's warning about the dangerous arid fields ahead.
Their journey through increasingly harsh desert terrain proved challenging as the landscape transformed from savannah to cracked red dirt and extreme temperature variations. Despite struggling with navigation and losing their path completely, they managed to set up camp near the last tree in sight as temperatures plummeted from thirty degrees to negative five. Bones experimented with his toothsome staff away from camp, discovering it functioned as a precise spell focus while Crezzida entertained the group with magical flames around their bonfire.
The next day brought continued travel through difficult terrain, but the party successfully navigated with excellent survival checks and avoided dangerous wolf-like creatures. However, their progress was interrupted when a dark sandstorm caught up to them, reducing visibility and making travel treacherous. In the storm, what appeared to be a lost traveler calling for help revealed itself as a horrific desert wraith accompanied by three jackals.
The ensuing battle proved deadly as the wraith demonstrated terrifying abilities including life drain attacks, incorporeal movement, and spell casting. Despite the party's coordinated efforts with spells like hex, ice knife, and witch bolt, the creature proved resilient with damage resistances. The arrival of Naeco, a massive Goliath barbarian, provided crucial assistance with his powerful great axe attacks, but the wraith's desperation led to devastating lightning bolt attacks.
Tragedy struck when the wraith's life drain killed both Fe and then Bones, dealing fifty points of damage to the skeleton warlock. However, Bones experienced a supernatural encounter in the ethereal void where a mysterious red-eyed entity offered him resurrection in exchange for future assistance. Bones returned to life declaring himself "free" while Crezzida delivered the killing blow with a fireball that disintegrated the wraith into scattered black veils.
Following the battle, Bones befriended the surviving jackal through speak with animals, naming it Muscle, while Naeco provided rare Sorrow's Wisp fruit to treat Nillituh's Noring Plague symptoms. The party traveled to Ebonridge, a rough frontier town in the Destitute Lands populated by outcasts including orcs, giants, and gnolls, where they purchased disguises and healing potions from a friendly gnoll shopkeeper named Jerry.
Their search for medical help led them to a tarot card reader who provided mystical guidance through D&D-themed cards, followed by information gathering at Ye Olde Tavern. Crezzida successfully charmed a half-orc patron who revealed the location of a healer named Bazzur for one hundred gold, while Bones' drinking contest with an orc escalated into a tavern brawl that Naeco helped resolve through intimidation and Bones' hideous laughter spell. The session concluded with the party being ejected from the tavern but having gained valuable information about finding medical assistance for their plague-afflicted companions.
Departure from Lyikdia
The party prepares to leave Lyikdia for the Destitute Lands, with Bones attempting unsuccessfully to retrieve a sword from a locked basement door.
- Bones attempts to retrieve a sword from a locked basement door but fails - the door requires specific magic from Fe and another party member to open
- The party observes Veurim military forces heading west toward Veurim
- Crezzida purchases a yellow robe for disguise from a general store for 1 gold piece
- Crezzida cuts up her ball gown to make masks for the party
- Darion warns the party about the dangers of crossing the arid fields
- The party begins their journey towards the Destitute Lands
Journey Through the Arid Fields
The party travels through increasingly harsh desert terrain, losing their way as the landscape becomes more desolate.
- Kailyn fails a survival check with an 8, causing the party to struggle with navigation
- The landscape transitions from savannah to dry, cracked desert with red dirt
- The party encounters a small scorpion - Kailyn makes a nature check and determines it's possibly venomous
- They see large sandstone spires (karst formations) in the distance
- The party reaches the edge of the arid fields with an unnaturally sudden transition
- Another failed survival check (5) causes them to lose the path completely
- Temperature drops dramatically from 30 degrees to negative 5 as night approaches
Desert Camp Setup
The party sets up camp near the last tree in sight as darkness falls and temperatures plummet.
- Crezzida finds the last tree in the area for shelter with a perception check of 14
- Bones creates a bonfire to provide warmth, raising temperature to 5 degrees
- The party prepares to rest in the harsh desert conditions
- Bones walks away from camp to experiment with his toothsome staff
Testing the Toothsome Staff
Bones experiments with his newly acquired toothsome staff by casting spells through it to understand its properties.
- Bones moves 60 feet away from camp to test his toothsome staff
- He successfully casts Create Bonfire through the staff with more precision (arcana check 22)
- He casts Chill Touch on a small cactus, withering it completely (arcana check 21)
- He attempts Eldritch Blast but finds no targets nearby
- He shoots Eldritch Blast into the darkness but it backfires, dealing 1 damage to himself
- A second Eldritch Blast attempt dissipates without effect (arcana check 8)
- Crezzida determines with an arcana check of 19 that the staff is a spell focus with additional properties
Campfire Entertainment
Crezzida creates a magical light show around the campfire to lift the party's spirits before they rest.
- Crezzida gathers everyone around the campfire
- She casts Thaumaturgy to make the flames change colors and swirl
- The party has a small celebration with entertainment and voice impressions
- They decide to rest for the night
Night Watches
The party takes turns keeping watch through the cold desert night without incident.
- First watch passes uneventfully
- Second watch (17 perception) sees dust devils and the two moons Driss in the sky - one full, one half
- Bones takes third watch with 21 perception, only needing four hours of sleep as a skeleton
- All watches pass without encounters
- The party completes a long rest and recovers from exhaustion
Desert Travel Continues
The party continues their journey through increasingly arid terrain, successfully navigating and avoiding dangers.
- Crezzida adopts a positive attitude and skips through the desert
- The party makes excellent survival checks (natural 20, then 19) to stay on track
- They spot wolf-like creatures near the path but successfully avoid them with a perception check of 24
- They continue making good progress toward their destination
- A dark cloud is spotted approaching from behind them
Sandstorm Encounter
The party travels through the Destitute Lands when a dark cloud approaches, turning out to be a sandstorm that catches up to them.
- Party spots a dark cloud approaching from behind with a nature check of 7
- They decide to keep moving away from the cloud
- The cloud catches up after an hour and reveals itself to be a sandstorm
- Party continues traveling with disadvantage on perception and survival rolls due to the sandstorm
- Fe spots a person in the distance waving and calling for help with passive perception of 15
Desert Wraith Battle
What appears to be a lost traveler reveals itself as a dangerous desert wraith, leading to an intense combat encounter.
- A humanoid figure approaches claiming to be lost and asking for help
- The figure transforms into a desert wraith with black veils, melting features, and wind swirling around it
- The wraith lets out a mournful wail
- Combat begins - Fe becomes frightened by the wraith's presence (failed wisdom save)
- Three jackals also appear to surround the party
- Nillituh uses breath weapon on the wraith with limited effect
- Bones casts Hex on the wraith, cursing it with necrotic energy shaped like little bones
- Bones attempts Chill Touch but misses
- Kailyn successfully hits the wraith with Ice Knife for 16 total damage (5 piercing + 11 cold)
- Jackals attack Crezzida, who retaliates with Hellish Rebuke, disintegrating one jackal
- Naeco arrives as a surprise and attacks the wraith with his great axe for 23 damage total
- The wraith uses Life Drain on Crezzida, dealing 10 necrotic damage
- Crezzida casts Witch Bolt at second level, creating a lightning connection for 10 damage
- Fe attacks with her scythe while struggling with fear
- The wraith moves incorporeally to a weakened jackal, crushes it, and casts Create Specter to resurrect it
- Bones casts Entangle on the wraith, but it phases through incorporeally
- The resurrected jackal casts sleep on Bones, making him unconscious
- Kailyn casts Ice Knife again for significant damage
- Naeco revives Bones with a healing potion and continues attacking
- The wraith casts Lightning Bolt in desperation, dealing 28 damage to Naeco and 14 to Kailyn
- Crezzida uses twin spell to cast Fireball on both the wraith and jackal
- Fe is killed by the wraith's life drain attack, taking 18 points of necrotic damage
- Fe uses Hellish Rebuke as a reaction before dying
- The wraith moves to Bones and uses Life Drain, dealing 50 damage and killing him instantly
- Crezzida screams and casts Witch Bolt at second level, then follows with Fireball as the killing blow
- The wraith disintegrates into black veils that scatter in the wind
- The remaining jackalwere is defeated by combined opportunity attacks from multiple party members
Bones' Death and Resurrection
Bones dies in battle but experiences a supernatural encounter in the void before being mysteriously brought back to life.
- Bones finds himself in the familiar void/nothingness after death
- A sorcerer friend appears offering to take him to the next life, reaching out her hand
- Bones is whisked across landscapes at incredible speed, experiencing visions of torment
- A red-eyed entity appears in a whirlwind asking about his experiences with death and life
- The entity speaks of living a life full of torment and wanting to be free
- The entity claims Bones has seen pieces of it before and they are connected
- The entity offers to bring Bones back and help them both live free
- Bones initially refuses the entity's offer
- Bones gasps and returns to life, his bones reassembling
- Bones declares 'I'm free' upon resurrection
- The party is overwhelmed with emotion at his return
- The jackal that had been hostile now nestles up to the revived Bones
Meeting Naeco
A new party member, the goliath barbarian Naeco, joins the group after helping in the final moments of battle.
- Naeco is introduced as a massive 2.6 meter tall, 400 pound goliath barbarian
- Naeco has brown hair, grey skin, blue piercing eyes, and scars covering his arms and face
- Naeco helps defeat the wraith with powerful great axe attacks using reckless attack
- Naeco recognizes the creature as a desert wraith from previous encounters
- Naeco examines Cyrran's necrotic leg and Nillituh's condition
- Naeco recognizes the Noring Plague affecting Nillituh
- Naeco offers rare Sorrow's Wisp fruit to help treat the plague
- The party boils the Sorrow's Wisp in a pot over Bones' bonfire
- Nillituh drinks the prepared medicine and feels refreshed
- The party accepts Naeco's offer to join them on their journey
- Naeco knows the way to Ebonridge where they can get medical help
Journey to Ebonridge
The party travels through the continuing sandstorm toward the town of Ebonridge in the Destitute Lands.
- Bones befriends the surviving jackal with animal handling and names it Muscle
- Bones uses Speak with Animals to communicate with the jackal
- The jackal chooses to join Bones rather than return to the wild
- The party travels through the sandstorm with Naeco leading
- They make survival checks to navigate the difficult terrain
- The party takes a long rest and Bones levels up to 2nd level warlock due to his death experience
- They successfully reach the outskirts of Ebonridge
- The town is described as a rough place full of outcasts, orcs, giants, and gnolls
Arrival in Ebonridge
The party enters the rough frontier town of Ebonridge, seeking supplies and medical help.
- The party enters through a basic fence gate into muddy streets
- They observe the town's rough appearance with mud streets, shacks, and wells with unappetizing water
- The town is located at the base of the Itumue Mountains on a ridge
- Party members make wisdom saving throws against the madness effects of the Destitute Lands
- Fe fails her save and begins experiencing headaches and paranoia from psionic effects
- Naeco explains the psionic effects of the region and potential remedies like Sorrow's Wisp
- The party seeks directions to find medical help for their plague-afflicted members
Shopping for Disguises
The party visits a general store run by a gnoll to buy clothes to blend in better.
- Naeco leads the party to a general store run by a friendly gnoll
- They meet Jerry, a gnoll shopkeeper large enough to encompass a person's head with one hand
- Party purchases baggy, ill-fitting secondhand clothes including coats with missing buttons and torn pants
- The clothes are described as the baggiest they've ever worn
- They also buy three healing potions for 2 gold pieces each
- Total cost is 15 gold pieces for clothing and potions
- Jerry provides confusing information about a doctor who was last seen varying timeframes ago
Searching for a Doctor
The party explores the town of Ebonridge looking for medical help for their sick companions.
- The party asks Jerry about finding a doctor
- Jerry gives confusing directions about a doctor, mentioning timeframes ranging from 'yesterday' to 'years ago'
- The party gets lost trying to follow Jerry's contradictory directions about going 'down the street to the right'
- They have a humorous debate about left vs right directions
- They find a tarot card reader instead of a doctor
Tarot Card Readings
The party encounters a tarot card reader and several members get their fortunes told.
- The party finds a tarot reader sitting on a stool selling 'fate'
- Bones gets a tarot reading for 5 gold, drawing The Hermit and Seven of Intelligence cards
- Crezzida pays for a premium tarot reading for 10 gold, receiving The Empress and guidance about expressing herself
- Kailyn also gets a premium tarot reading about collaboration and adventure
- Naeco receives a reading about following through on intentions with The Chariot card
- The tarot reader uses D&D-themed tarot cards
- The party asks the tarot reader about doctors but he claims not to know any
Tavern Information Gathering
The party splits up in the local tavern, leading to both information gathering and a bar fight.
- The party enters Ye Olde Tavern, a rough establishment with terrible body odor and questionable stains
- Naeco fails to recognize anyone from his past with a history check of 0
- Crezzida successfully charms a half-orc patron with a charisma check of 20
- The half-orc reveals he's also from the north and shares anti-elf sentiments
- Crezzida tells him about their friends being sick with plague-like symptoms
- The half-orc offers to lead them to someone named Bazzur for 100 gold
- The half-orc gives directions to find Bazzur in the alleyway behind the tavern
- Bones challenges an orc to a drinking contest for 20 gold pieces
- Bones tries to cheat by letting alcohol fall through his skeletal body
- The orc becomes enraged and attacks Bones with a club for 6 damage
- Naeco intervenes, intimidating the orc with a roll of 21 into dropping his weapon for a fistfight
- Bones casts Hideous Laughter, making the orc fall prone laughing
- Naeco pummels the prone orc with multiple unarmed strikes using frenzy rage
- The bartender breaks up the fight and kicks them all out of the tavern
- Bones claims his 20 gold winnings from the bet
Darion
An elven ally who warns the party about the dangers of crossing the arid fields before they depart from Lyikdia. He maintains secrecy about Bones being a skeleton and wishes them well on their journey, tipping his hat as he walks away.
Desert Wraith
A horrific undead creature that initially appeared as a lost humanoid traveler calling for help in the sandstorm, but revealed its true form as a black-veiled entity with melting features, an unlocked jaw face, and wind swirling around its body. It could turn incorporeal to avoid attacks, cast spells like Life Drain and Lightning Bolt, resurrect fallen creatures as specters, and had resistance to various damage types. The wraith was eventually destroyed by Crezzida's fireball.
Jackals/Jackalweres
Three wolf-like creatures with distinctive desert scales on their backs that they used to communicate with each other. They surrounded the party during the wraith encounter and could shift into hybrid human-jackal forms with scimitars. One was befriended by Bones through Speak with Animals and named Muscle, becoming his loyal companion.
Naeco
A massive Goliath barbarian standing 2.6 meters tall and weighing 400 pounds, with brown hair, grey skin, blue piercing eyes, and numerous scars covering his arms and face. He appeared during the battle as a surprise ally, wielding a great axe with reckless attacks. He has knowledge of the Destitute Lands and the Noring Plague, carries rare Sorrow's Wisp fruit, and joins the party as a guide to Ebonridge.
The Sorcerer
A mysterious figure encountered by Bones in the ethereal plane who appeared as a friend and tried to guide him to the next life. She reached out to Bones, telling him it would be okay and that he was moving on, but Bones never touched her hand.
The Red-Eyed Entity
A powerful and malevolent being that appeared to Bones in the ethereal plane as a red eye in the center of a whirlwind. It spoke of living a life full of torment and claimed to have pieces of itself scattered across the world, mentioning that Bones had traveled with one of them. The entity offered to bring Bones back to life in exchange for help in achieving freedom from torment.
Jerry (Gnoll Shopkeeper)
A friendly gnoll who runs the general store in Ebonridge, described as one of the nicer establishments in town. He's large enough to encompass a person's head with one hand and sells secondhand clothing and healing potions. He gives confusing information about local services and timeframes.
Tarot Card Reader
A fortune teller who operates a street stall in Ebonridge, offering tarot card readings for 5-10 gold pieces. He uses D&D-themed tarot cards and provides mystical guidance about the party members' pasts, presents, and futures, but claims not to know any doctors.
Half-Orc Informant
A thinner, less intimidating half-orc found in Ye Olde Tavern who shares anti-elf sentiments and hatred for the north. He's originally from the north near the channel forests and bonds with Crezzida over their shared experiences. He offers information about a healer named Bazzur for 100 gold and gives directions to find him in the alleyway behind the tavern.
Orc Brawler
A large, aggressive orc at the tavern bar who accepts Bones' drinking contest challenge for 20 gold pieces. He becomes violent when Bones tries to cheat by using his skeletal anatomy, wielding a great club and dealing 6 damage before being subdued by Naeco's intimidation and Bones' Hideous Laughter spell.
Half-Orc Bartender
The bartender of Ye Olde Tavern who maintains order in the establishment. He takes bets on fights between patrons and intervenes when the fight gets out of hand, physically ejecting troublemakers and refusing to tolerate extended violence in his establishment.
Bazzur
A doctor mentioned by the half-orc patron who can supposedly be found in the alleyway behind the tavern. Described as 'one of the bigger folk' who 'does bite' but can provide medical assistance for the right price of 100 gold.
Nillituh
A dragonborn party member who is suffering from the Noring Plague, causing sickness and exhaustion. They use a breath weapon in combat and carry a longbow and short sword. Nillituh was treated with Sorrow's Wisp medicine prepared by the party.
Lyikdia
A town with a southern gate where the party begins their journey. The party observes Veurim military forces gathering to the west and purchases supplies before departing. Contains a general store where Crezzida bought her yellow robe.
Arid Fields
A harsh desert region with cracked red dirt, extreme temperature variations from 30 degrees during the day to negative 5 at night, and sparse vegetation including small cacti. The landscape transitions unnaturally and suddenly from savannah to complete desert, with large sandstone spires (karst formations) visible in the distance.
Desert Camp
A makeshift campsite in the arid desert near the last tree in sight, where the party rested for the night around a bonfire to stay warm in the freezing temperatures. Located about 60 feet from where Bones tested his toothsome staff.
Destitute Lands
An arid desert region with cracked red dirt, extreme temperature changes, and psionic effects that cause madness in visitors. The area is known for its dangerous creatures like desert wraiths and difficult navigation. Contains the town of Ebonridge and causes paranoia and headaches in those not accustomed to it.
Ebonridge
A rough frontier town in the Destitute Lands, built at the base of the Itumue Mountains on a ridge that gives the town its name. The town consists mainly of mud streets, shacks, wells with unappetizing water, and basic infrastructure. It's populated by outcasts including orcs, giants, gnolls, and other misfits, with an overall brown and grey appearance.
General Store
A shop in Ebonridge run by a friendly gnoll named Jerry, described as one of the nicer establishments in town. The store sells secondhand clothing that's baggy and ill-fitting, healing potions, and basic supplies.
Ye Olde Tavern
The only tavern in Ebonridge, poorly named and filled with strong body odor, terrible smells, beer odors, mud, and questionable stains on the floors. The entrance is dirty and the atmosphere is rough, frequented by orcs, goblins, gnomes, and other outcasts. Features a bar area and serves low-quality alcohol for 2 silver pieces.
Ethereal Plane/The Void
A void-like realm where Bones experienced visions during his death. Described as a place of nothingness where souls drift through space and time, with doorways leading to different destinations. Contains whirlwinds and allows rapid travel across landscapes.
Itumue Mountains
A mountain range where Ebonridge is located at its base. The town sits at the northern end of these mountains, with the ridge formation giving the settlement its name.
Yellow Robe
A secondhand pastel yellow robe with darker flares and orange spatters that Crezzida purchases for 1 gold piece for disguise purposes. It's not particularly clean but helps her blend in better in the desert environment.
Toothsome Staff
A magical staff that Bones possesses and extensively tested during the session. It functions as a spell focus that channels spells with more precision than normal, allowing for more targeted casting of spells like Create Bonfire and Chill Touch. Crezzida determined with an arcana check that it's a spell focus with additional properties beyond normal focusing.
Sorrow's Wisp
An extremely rare bulbous fruit that Naeco possessed and used to help treat Nillituh's Noring Plague symptoms. The fruit must be boiled in water to activate its magical healing properties and provides temporary relief from the plague's effects. It has a refreshing taste when prepared properly.
Healing Potions
Basic healing potions purchased from the gnoll shopkeeper for 2 gold pieces each. Naeco used one to revive Bones during the battle, restoring 8 hit points. The party bought three total potions.
Secondhand Clothes
Baggy, worn clothing purchased from Jerry's shop including coats with missing buttons and torn pants. The clothes are described as the baggiest the party has ever worn, designed to help them blend in with the rough crowd of Ebonridge. Total cost was part of the 15 gold spent.
Muscle
A jackal that was persuaded by Bones during the wraith battle using Speak with Animals and becomes his loyal animal companion. The jackal is large, about half of Bones' size, and shows strong attachment to Bones while being wary of others. It nestles up to Bones and enjoys eating rations.
D&D-themed Tarot Cards
Special tarot cards used by the fortune teller that incorporate D&D elements like 'Seven of Intelligence', 'Age of Strength', 'The Hermit', and 'The Empress'. The cards provide mystical guidance about the characters' journeys and personal development.
Masks
Makeshift masks created by Crezzida from cutting up her ball gown dress to help disguise the party members, providing a minus two penalty to disguise checks rather than full concealment.
Great Axe
Naeco's primary weapon that he wields with reckless attacks during combat. The weapon's handle is made of wood and was ignited by the wraith's Lightning Bolt spell during the battle.
Pot
A cooking pot owned by one of the party members that was used to boil the Sorrow's Wisp fruit into medicine for Nillituh's treatment.
Create Bonfire
Cast by Bones multiple times - first to provide warmth for the party's desert camp, raising the temperature from negative 5 degrees to a more manageable 5 degrees, and later through his toothsome staff with enhanced precision (arcana check 22). Also used to create a bonfire for boiling the Sorrow's Wisp fruit into medicine.
Chill Touch
Cast by Bones on a small cactus using his toothsome staff with an arcana check of 21. The necrotic energy struck a precise point and expanded to completely wither the cactus. Later attempted against the desert wraith but missed the target.
Eldritch Blast
Attempted twice by Bones with his toothsome staff. The first attempt backfired and dealt 1 damage to Bones himself when the spell energy looped back, while the second attempt dissipated without effect due to poor focusing.
Thaumaturgy
Cast by Crezzida to create a magical light show around the campfire, making the flames change colors and swirl to entertain the party and lift their spirits before resting.
Hex
Cast by Bones on the desert wraith as a bonus action. The spell places a curse on the creature, causing necrotic energy to form around it in the shape of little bones. It gives the target disadvantage on strength checks and adds 1d6 extra necrotic damage when the target is hit by attacks.
Ice Knife
Successfully cast by Kailyn against the desert wraith multiple times. The spell creates a shard of ice that strikes the target for 1d10 piercing damage, then explodes in a 5-foot radius for 2d6 cold damage. One casting dealt 16 total damage (5 piercing + 11 cold) to the wraith.
Breath Weapon
Used by Nillituh against the desert wraith. The dragonborn's black breath weapon impacts the creature but has limited effectiveness, with the energy latching on in some places but dissipating in others due to the wraith's resistances.
Witch Bolt
Cast by Crezzida at second level, creating a sustained lightning connection between her and the wraith that dealt 2d12 lightning damage initially and could be maintained each turn for 1d12 damage as long as she concentrated on it.
Life Drain
A deadly necrotic attack used by the desert wraith that dealt 10 necrotic damage to Crezzida and later 50 points to Bones, instantly killing him. The spell drains life force from victims and requires a constitution saving throw.
Hellish Rebuke
Cast by Crezzida as a reaction when attacked by jackals, dealing fire damage and completely disintegrating the attacking creatures in bursts of flames. Also cast by Fe as her final act before dying.
Entangle
Cast by Bones to restrain the wraith with vines and plants growing from the ground in a 20-foot square, though the wraith was able to turn incorporeal and phase through the restraints. Also attempted on jackals but they succeeded their strength saving throws.
Lightning Bolt
Cast by the desert wraith in desperation, creating a 100-foot line of lightning that struck both Naeco and Kailyn. Naeco took 28 damage (reduced to 14 due to rage), Kailyn took 14 damage, and the spell ignited flammable objects like Naeco's great axe handle.
Create Specter
A necromancy spell cast by the desert wraith to resurrect a fallen jackal as an incorporeal undead creature, bringing it back into the fight as a specter with new abilities.
Fireball
Cast by Crezzida using twin spell metamagic to target both the wraith and jackal simultaneously. The killing blow manifested as blue, purple, and red flames that completely destroyed the desert wraith, causing it to disintegrate into scattered black veils.
Sleep
Cast by the resurrected jackal specter on Bones, causing him to fall unconscious and lose concentration on his hex spell. The spell made Bones appear to be peacefully sleeping and snoring.
Speak with Animals
Cast by Bones to communicate with the surviving jackal after the battle, successfully persuading it with a persuasion check of 20 to join their side rather than continue fighting or return to the wild.
Cure Wounds
Cast by Naeco to heal Fe after she was knocked unconscious, restoring 4 hit points and bringing her back to consciousness. This was revealed to be a class feature Naeco had access to.
Hideous Laughter
Cast by Bones on the orc during the tavern brawl with a stealth check of 5. The spell caused the orc to fall prone on the ground laughing uncontrollably, giving the party a tactical advantage in the fight.