Spelljammer In summary, the campaign has progressed from a grounded Sword Coast adventure into a full-blown Spelljammer odyssey. As of the latest session, the heroes are battle-worn but wiser, equipped with powerful magic items and hard-earned knowledge. They stand united on the cusp of concluding the central quest that began in that stormy tavern: stopping the Mind Flayers’ machinations. The next steps will determine if they can return home safely with their mission completed, or if new challenges (perhaps even beyond the Illithids, such as chaotic Slaadi lords or other Spelljammer foes) will arise. The party’s accomplishments thus far have been great, but greater trials still await as the Spelljammer campaign continues, with the fate of both their home and possibly entire worlds hanging in the balance. 📘 Session 1 – “The Beginning Chapter” Bard Lyrics "The Beginning Chapter" (A Bardic Ballad for Lute) [Verse 1] On a stormy night by the Sword Coast’s brim, The rain came down, the light grew dim, A lighthouse stood with a tavern’s glow, Where fate would call and legends grow. Rig with his wrench, a shadowed man, Grabbed five ales with a steady hand, Lagerick drank, his cares set free, A dwarf with peace ‘neath a stormy sea. [Chorus] Oh, strum the lute, let the tale take flight, Through the dark and storm of a fateful night, High Jinks leads with a warlock’s cheer, The Beginning Chapter starts right here! From tavern’s warmth to the road’s cold stare, Adventure calls through the wild, wet air, With gold in hand and a song to sing, The stars await where our fates will swing! [Verse 2] A Githyanki bold, with a wanderer’s dream, Stranded far from the astral gleam, High Jinks danced with a tabaxi’s grace, Her cat-born power lit up the place. Sir Gwen in gold, with a knightly boast, Spoke of a beast on the mountain coast, A sphere with eyes, a terror’s reign, Five hundred gold to ease his pain. [Chorus] Oh, strum the lute, let the tale take flight, Through the dark and storm of a fateful night, High Jinks leads with a warlock’s cheer, The Beginning Chapter starts right here! From tavern’s warmth to the road’s cold stare, Adventure calls through the wild, wet air, With gold in hand and a song to sing, The stars await where our fates will swing! [Verse 3] Miners roared with a drunken plea, “Guard our road to Westbridge, we’ll pay your fee!” Ten gold a day, and a hundred more, To brave the vanishings folklore swore. Then up the tower, an elf stood high, Spyglass fixed on a darkened sky, A caravan shook with a monstrous sound, Fifty gold down, and a quest unbound. [Bridge] Valen Pyre, a shadow still, Silent strength on this stormy hill, Through rain and roar, our band takes flight, Lute strings hum in the dead of night. The guards stood strange, with foam and glare, A mystery brews in the midnight air, Rig stumbled back, his stealth undone, But the tale’s just begun, oh, the tale’s just begun! [Chorus] Oh, strum the lute, let the tale take flight, Through the dark and storm of a fateful night, High Jinks leads with a warlock’s cheer, The Beginning Chapter starts right here! From tavern’s warmth to the road’s cold stare, Adventure calls through the wild, wet air, With gold in hand and a song to sing, The stars await where our fates will swing! [Outro] So raise your mug to the storm outside, To quests unknown on this wild ride, The lighthouse beams, the night unfurls, A bard’s first verse for a cosmic world.   Audio Original Transcript Bards Begining Chapter Images 🪐 Campaign Arc   Campaign: Spelljammer – Homebrew Hybrid Session Title: The Beginning Chapter Date Played: 20th March 2025 Dungeon Master: James/Jamie ( Sicareus ) Setting: Sword Coast, Forgotten Realms – with foreshadowing ties to Spelljammer spacefaring themes. 🧭 Overview On a storm-wracked night along the Sword Coast, five strangers found shelter in a remote lighthouse-tavern perched above the Red Rocks, a day’s travel north of Waterdeep. As rain pounded the coast, the adventurers encountered mysterious patrons, drunk miners, tales of monstrous disappearances, and the promise of gold. Each character brought a unique background and skillset, and though most had never met before, fate pulled them toward three concurrent quests: investigating a darkened caravan, protecting a miner convoy, and pursuing a rumored beholder in the Sword Mountains. Hazy with mead and tension, the group quickly bonded through opportunism, dramatic flair, and tactical savvy. The evening ended with them accepting a job to investigate a nearby caravan whose guards now appear to be... not quite right. With their boots on the muddy High Road and the smell of wet earth in the air, the party's legend begins. " Valen and Rigg chatting about past quests" 🧑‍🤝‍🧑 Party Members Character Player Class / Subclass Race Traits & Notes Garrick "Rigg" Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Dock rat with a massive wrench; failed stealth, played drunk; quick opportunist. Laydrick Gefinhal Jared / Galindis Cleric (Life Domain) Dwarf Laid-back drinker with healer roots; hesitant but reliable under pressure. High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Young, bold, and brilliant; linked to an alien patron; emerging group leader. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer / Fighter (Battle Smith) Githyanki Off-worlder longing for space; mechanical mind; silent Steel Defender companion. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Mysterious and reserved; present but unheard due to a technical glitch. 📍 Key Locations The Lighthouse-Tavern – A newly constructed structure built by a retired sailor. Overlooks the Red Rocks. Offers beer, mead, and “road brew” in clever travel contraptions. The High Road – Stretch of treacherous roadway plagued by disappearances. Leads toward Waterdeep and the Sword Mountains. Red Rocks Cliffs – Rugged coastal landmark nearby, often shrouded in mist and rain. 🧑 Notable NPCs Sir Gwen: Shining knight from Neverwinter seeking info on a beholder; funded tavern drinks. Offers gold for intel or victory. The Knight, the Tabaxi, and the One-Eyed Rumour Miners (Sunbrim Hills): Drunken dwarves and humans planning a mining operation near Westbridge; fear for their lives on the road. Elf Guard (Lord’s Alliance): Stationed atop the lighthouse; tasked with investigating High Road disappearances. Professional and alert. Off-duty Guards & Tavern Patrons: Rowdy, possibly mercenary types; flavor the tavern with tension and energy. Barkeeper: Gruff and clever ex-sailor who built the tavern; skeptical of travelers but offers no-nonsense service. 📜 Active Quests Quest Name Giver Objective Reward Status Hunt the Beholder Sir Gwen Track or slay a one-eyed creature in the Sword Mountains. 500g+, negotiable Not yet started Escort the Miners Drunk Miners Protect caravan to Westbridge. 10g/day + 100g Pending Investigate Caravan Elf Guard Examine a darkened caravan nearby. 50g now + 50g Accepted 🎭 Key Events The adventurers meet for the first time in the lighthouse-tavern during a brutal storm. Rigg snags free drinks and makes a scene. High Jinks boldly takes charge of conversations with Sir Gwen and the elf guard. Laydrick drinks heavily but is pulled into action by his new companions. Dino Roar observes and analyzes, keeping his motives close. Valen Pyre remains quiet due to technical issues but is physically present. Miners upstairs drunkenly demand protection—gold teeth flashing, promising coin. The party accepts the elf guard’s caravan investigation job and leaves the tavern. On the High Road, they spot the caravan, which quakes with an internal roar. Four guards stand eerily still in the rain, eyes glazed, mouths foaming, torches dead. Rigg attempts stealth, fails dramatically, and feigns drunkenness before retreating. The party watches from the shadows, planning their next move... 🧮 Current Situation Location: On the High Road, in stormy darkness, 100 feet from the suspicious caravan. Threat: Four seemingly mind-controlled guards; odd behavior suggests magical or psionic interference. Status: Mission in progress; session ended before combat or engagement. Tactical Notes: High Jinks considered Minor Illusion to create a sound distraction. Rigg fell back after being confronted. ✨ Additional Notes & Threads Party Wealth: Each adventurer begins with 500g from prior mercenary work (e.g., merchant escorting, bandit suppression). Spelljammer Foreshadowing: Dino Roar’s desire to leave “this ball of Earth” hints at planar or spacefaring themes. High Jinks’ patron, an alien cat-like being, suggests extraplanar influence. Worldbuilding Layers: The Lord’s Alliance is involved in monitoring regional instability. The tavern’s lighthouse setting feels deliberately positioned—potentially a planar signal or Spelljammer dock? Behaviors of guards suggest mind control, possession, or parasitic influence—possibly beholder-adjacent. 📘 Session 2 - The Cave Beneath the Road Images   Steel Defender - Dino's Familiar Bar Diddly 🪐 Campaign Arc Campaign: Spelljammer – Homebrew Hybrid Session Title: The Cave Beneath the Road Dungeon Master: James/Jamie ( Sicareus ) Setting: Sword Coast wilderness & cavern lair, continuing from Session 1's caravan investigation. 🧭 Overview Following a disturbing encounter with a darkened caravan, the party investigated a Quaggoth ambush and uncovered a hidden cave used for abducting individuals with latent magical talent. Inside, they battled a Mind Flayer and its minions, saved kidnapped civilians—including a child—and acquired a mysterious Wand of Translocation. This revelation ties the disappearances to a broader, possibly extraplanar, scheme involving spelljamming forces. 🧑‍🤝‍🧑 Party Members Character Player Class / Subclass Race Notable Actions Garrick "Rigg" Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Crit hit a Quaggoth with his wrench; spared mind-controlled guards; revived Laydrick. Laydrick Gefinhal Jared / Galindis Cleric (Life Domain) Dwarf Used Spiritual Weapon; KO'd by Quaggoth; revived and steadied the party. High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Used Feline Agility to hide; cast Eldritch Blasts; summoned spynks familiar. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer / Fighter (Battle Smith) Githyanki Wounded a Quaggoth; Steel Defender assisted; caught a child mid-air to stop a teleport. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Cast Firebolt and Eldritch Blast; now carries the Wand of Translocation. 📍 Key Locations High Road Caravan Site: Three wagons, one violently shaking; two mind-controlled guards left unharmed. Hidden Cave (Woods): Quaggoth lair and Mind Flayer den with bound captives and a teleportation portal. 🧑 Notable NPCs NPC Description Elf Guard Lord’s Alliance agent from the lighthouse; delivered 1000g reward; explained magical abductions. Caravan Guards Two mind-controlled humans; passive during battle; expected to recover. Cavern Guards Thralls under Flayer’s control; Rig killed at least two; others survived. Kidnapped Civilians Includes a child rescued by Dino; victims of selective magical abductions. 📜 Quests Quest Source Status Details Investigate Caravan Elf Guard ✅ Complete Quaggoths ambushed caravan; led to Mind Flayer cave; captives rescued. Escort Miners to Westbridge Miners (Session 1) 🕗 Pending Week-long escort job; High Road risk evident. Locate Beholder Sir Gwen 🕗 Pending Sword Mountains beholder mission; may tie to magical abductions. ⚔️ Key Events 🐾 Caravan Ambush Party discovers three caravans; one shudders ominously. Quaggoths burst from wagons; chaotic melee. High Jinks hides in a tree; Rig lands a critical with his wrench; Valen’s Firebolt adds pressure. Dino’s Steel Defender inflicts a sapping strike; Leydrick uses Spiritual Weapon before falling. Quaggoths defeated; no gold found—only supplies and signs of missing people.   🕳️ Into the Cave Party follows muddy tracks to a secret cave. Mind-controlled guards attack; Rig kills at least two. Deep within, they find tied-up civilians and face a Mind Flayer and one Quaggoth. 🧠 Mind Flayer Showdown Leydrick is knocked unconscious. High Jinks and Valen fire spells at the Mind Flayer. Dino catches a child mid-teleport, disrupting the Flayer’s spell. The Mind Flayer escapes through a portal, leaving behind a Wand of Translocation . 💰 Loot & Rewards Item Owner Description Wand of Translocation Valen Pyre Teleports the wielder to the Flayer’s portal destination. Gold: 1000g (200 each) from the Lord’s Alliance operative. Additional Supplies: No treasure in caravans or cave—this was an abduction site. 📌 Current Situation Where: Near the cave entrance or regrouped on the High Road. Status: Quest complete; captives freed. Mind Flayer escaped but lost a valuable item. Caravan guards recovering. Party Wealth: 700g each (500 prior + 200 reward). New Resources: High Jinks’ Spynks Familiar : Sphinx-like, small and summonable. Dino’s Steel Defender : Clanking combat companion. 🧩 Ongoing Threads & Plot Hooks Abductions Targeting Magic: Suggests an organized force seeking latent spellcasters. Wand of Translocation: May link directly to the Mind Flayer’s base or another plane. Beholder Connection: Beholder sightings and magical abductions may intersect. Spelljammer Foreshadowing: Mind Flayer escape via portal. Dino’s Githyanki lineage and Steel Defender tech. High Jinks’ alien feline patron. Next Quest Choices: Safer: Escort the miners. Riskier: Hunt the beholder in the Sword Mountains. 📘 Session 3 - Whispers of the Woods Images 🖼️ First Encounter with the Green Witch in Kryptgarden Forest Discovery of the Moon-Touched Longsword in a Forest Clearing Ettercap Ambush in Kryptgarden Forest   Audio 🎶   "Whispers of the Woods" - Varrick Songweave [Verse 1] A town lay bare ‘neath the Long Road’s bend, Two hundred souls to the woods did send, Tracks in the mud, both small and wide, Led into Westwood where shadows hide. A rugged human rogue tracked the trail’s grim start, Miners paid gold, their fears did impart, This chapter’s quest through the night’s cold sting, Chased whispers of doom on a dark wind’s wing. [Chorus] Strum the lute, let whispers sigh, The forest hides a dragon’s eye, Stars above where dangers creep, Whispers of the Woods run deep! [Verse 2] Through Rassalantar’s husk, they sought their prize, A young female tabaxi with starry skies, Looted a temple, gold from the divine, While a stout dwarf cleric prayed for a sign. A tall Githyanki artificer, gears in tow, Joined the rogue in a store’s dim glow, Five hundred coins, then two hundred more, Yet no clue whispered what fate had in store. [Chorus] Strum the lute, let whispers sigh, The forest hides a dragon’s eye, Stars above where dangers creep, Whispers of the Woods run deep! [Verse 3] At camp ‘neath stars, a fire’s warm light, Three voices stirred in the cold midnight, A merchant’s wares drained their gold to none, Boots and gloves for the trials begun. Into Kryptgarden, misty and green, A corpse with no brain, a Flayer’s scene, A stout dwarf cleric stood, his faith held fast, While shadows of illithids loomed from the past. [Bridge] A shrine to Corellon, its face long gone, The Githyanki’s craft pleased the elven dawn, A blue gleam shone where the bushes part, A Moon-Touched blade, a gift from art. Cow bones gnawed by a dragon’s maw, A green witch stirs, the forest in awe, The tabaxi dreamed of a dragon’s deal, While stars above turned a cosmic wheel. [Outro] So raise the lute for the path ahead, Where illithids lurk and a dragon’s dread, The witch’s lair or a Flayer’s den, This chapter hums till we clash again. 🪐 Campaign Arc Campaign: Spelljammer – Homebrew Hybrid Session Title: Whispers of the Woods Dungeon Master: James/Jamie ( Sicareus ) Setting: Long Road, Westwood, and deep into Kryptgarden Forest. 🧭 Overview After confronting a Mind Flayer in Session 2, the party returned to Rassalantar to regroup—only to discover the entire town had mysteriously vanished into the Westwood. Investigating tracks led them to looted buildings, a merchant encounter, and eventually into the misty, dragon-touched depths of Kryptgarden Forest. Along the way, they discovered signs of Mind Flayer activity, hints of Corellon’s influence, and evidence that an ancient green dragon—referred to in legend as the “Green Witch”—inhabits the woods. 🧑‍🤝‍🧑 Party Members Character Player Class / Subclass Race Notable Actions Garrick "Rigg" Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Led search of Rassalantar; negotiated with merchant; cautious about dragon. Laydrick Gefinhal Jared / Galindis Cleric (Life Domain) Dwarf Prayed at Tymora’s temple; looted donation box; cautious spiritual presence. High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Looted temple, pushed for dragon diplomacy, used Awakened Mind. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer / Fighter (Battle Smith) Githyanki Identified dragon markings; offered calligraphic gift to Corellon. Valen Pyre (Absent) Justin / Slitzer Wizard (Evoker) Human Absent from session; holds the Wand of Translocation from Session 2. 📍 Key Locations Rassalantar (Long Road): Found abandoned. Looted for gear and clues. Westwood: Dense, windy forest; tracks led party to Kryptgarden. Kryptgarden Forest: Lush, misty, and overgrown. Evident dragon influence. 🧑 Notable NPCs NPC Description Miners Escorted in prior session; returned to Waterdeep; paid 20g each to party for one day. Merchant & Guards From Red Larch. Sold magical gear including Full Plate and magical trinkets. Rassalantar Townsfolk 200 missing; likely under Mind Flayer control; one confirmed brain-eaten corpse found in woods. 📜 Quests Quest Name Source Status Details Investigate Rassalantar Miners 🔄 Active Track 200 missing citizens into Kryptgarden; signs of Mind Flayers and possible dragon influence. Escort Miners to Westbridge Session 1 ❌ Abandoned Miners retreated to Waterdeep. Partial payment given. Locate Beholder Sir Gwen 🕗 Pending Sword Mountains mission may overlap with dragon and Mind Flayer threat. ⚔️ Key Events 🧭 Rassalantar Investigation Rigg and High Jinks strip the abandoned store for anything useful, the silence of Rassalantar louder than the coins. Town abandoned; ground churned with many tracks (men, women, children). Rogue & Tabaxi looted 500g from general store. Cleric and Tabaxi took 200g from Tymora’s temple (left trinkets). Barracks searched; draft horses found in stables. Wizard checked for correspondence—nothing suspicious found. Total loot: 700g → split 100g each. Laydrick takes what the party needs… and High Jinks leaves an offering, hoping luck doesn’t take offense. 🏕️ Westwood Journey & Camp Rigg negotiates hard while Dino inspects high-end gear—upgrades secured, wallets gutted, and a debt quietly tallied. Night travel through the forest; cold winds. Camped with Steel Defender and Spynks familiar guarding. Merchant encounter: Purchased gear. Notable Items Bought: Full Plate (1100g), Boots of Elvenkind, Hat of Wizardry, Enduring Spellbook. Dino owes Rigg 122g post-shopping spree. 🌲 Kryptgarden Discoveries Rigg and Laydrick find the kind of evidence that turns a missing-persons trail into a Mind Flayer hunt. Corpse with Brain Removed: Sign of Flayer activity. Shrine to Corellon: Damaged statue with offerings. Dino left a calligraphic gift (roll: 15). Moon-Touched Longsword: Found in the forest, glowing faintly. Wizard (absent) identified its elven make. Cow Bones with Dragon Bites: Nature check confirmed green dragon. Green Dragon Lore: Tabaxi and Githyanki identified Kryptgarden as home to an ancient green dragon—“The Green Witch.” A blade glows softly in a misty clearing—High Jinks steps closer, and Laydrick weighs omen against opportunity. Dino and High Jinks realize they’re not alone: deep in Kryptgarden, something vast and intelligent is watching. 💰 Loot & Items Source Item / Amount Notes Rassalantar 700g (100 each) From general store & temple. Merchant Gloves of Missile Snaring, Boots of Elvenkind, Hat of Wizardry Half Plate, , Enduring Spellbook, Full Plate Party now heavily equipped but broke. Kryptgarden Moon-Touched Longsword Glows in darkness; elven make; Given to Dino. Prior Wand of Translocation (Valen) Teleports to Mind Flayer destination. 📌 Current Status Location: Deep in Kryptgarden Forest. State: Financially strained; better equipped; dragon-aware. Condition: Alert and cautious; tracking townsfolk; hoping to avoid dragon conflict. Debt: Dino owes Rigg 122 gold. Resources: High Jinks’ Spynks Familiar Dino’s Steel Defender Boots, Hats, and Spellbooks improving utility. Away from the group, Valen studies the wand—because sometimes the most dangerous fight is figuring out what you’re holding. 🧩 Ongoing Threads & Plot Hooks Mind Flayer Colony: Growing evidence of a planar or nautiloid threat. Ancient Green Dragon: Potential ally or danger; forest is her domain. Missing Townsfolk: Still under control or deeper in the woods? Beholder Rumors: Sword Mountains nearby—could be central to all disappearances. Spelljammer Themes: Mind Flayer escape portal (Session 2). Dino’s Githyanki knowledge and dragon lore. Spynks and otherworldly influence. 📘 Session 4 - The Green Witch’s Warning Images 🖼️ High Jinx Sphynx (Tiv) The Elven Path with Will-o’-Wisps Roll 20 map Audio 🎶 "Echoes in the Green" - Varrick Songweave [Verse 1] In Kryptgarden’s mist, ‘neath a moon so pale, Rig stood on watch, saw a light’s green trail, A pond aglow, where a witch did stand, Whispered of doom in this forest land. Valen awoke, his magic did flare, Detected the glow in the dragon’s lair, High Jinks peered in, saw a scryer’s gleam, Lords in Waterdeep, a troubled dream. [Chorus] Strum the lute, hear echoes keen, A witch’s gaze in forests green, Stars above where shadows creep, Echoes in the Green run deep! [Verse 2] The Green Witch spoke, her voice a chill, “Humans trampled my woods, yet I spared their ill, Two Mind Flayers took them, to the Underdark’s gate, North to the mountains, go seal their fate.” Leydrick and Dino, tense in her glow, While High Jinks bowed, her charm did show, They left with care, no tree to scar, For the Witch’s wrath could strike from afar. [Chorus] Strum the lute, hear echoes keen, A witch’s gaze in forests green, Stars above where shadows creep, Echoes in the Green run deep! [Verse 3] Blue lights awoke them, a fainter hue, Valen groaned loud, “Not this anew!” High Jinks and Rig crept through the night, Found a stone path, with wisps of light. Elven songs hummed, a castle’s trace, A basement deep in that ancient place, High Jinks claimed a ring to speak with beasts, Valen took potions for battles unleashed. [Bridge] Spiders struck fast on that haunted trail, Dino’s blade swung, their hides did flail, High Jinks danced back, her blasts did sing, While Valen took hits, his wounds did sting. Leydrick’s prayer brought a healing bloom, Cured Valen’s scars ‘neath the forest gloom, Rig with his wrench, though webbed, broke free, This chapter’s fight in the green canopy. [Outro] So raise the lute for the path they tread, To Underdark’s cave or an elven thread, Mind Flayers wait, or wisps deceive, Echoes in the Green, what fate will weave?   🪐 Campaign Arc Campaign: Spelljammer – Homebrew Hybrid Session Title: The Green Witch’s Warning Dungeon Master: James/Jamie ( Sicareus ) Setting: Kryptgarden Forest → Sword Mountains → Underdark 🧭 Overview As the party continued their pursuit of the vanished Rassalantar townsfolk, they encountered the legendary Green Witch—an ancient green dragon scrying the politics of Waterdeep. She pointed them toward a Mind Flayer-infested cave in the Sword Mountains, now confirmed as the path to the Underdark. Along the way, the group explored ancient elven ruins and fought a deadly ambush by spiders and a Drow within the Underdark tunnels. The journey deepens the mystery of the townsfolk’s fate, intertwining planar threats and forgotten elven lore. 🧑‍🤝‍🧑 Party Members Character Player Class / Subclass Race Notable Actions Garrick "Rigg" Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Scouted the Green Witch’s scrying pool; was webbed in battle; missed attacks despite Heroic Inspiration. Laydrick Gefinhal Jared / Galindis Cleric (Life Domain) Dwarf Critically healed Valen; fought spiders with Firebolt; struck a Drow in the dark. High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Interacted peacefully with the Green Witch; identified will-o’-wisps; acquired animal-talking ring. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer / Fighter (Battle Smith) Githyanki Damaged spiders; wary of the dragon; Steel Defender active. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Used Detect Magic; looted potions; heavily injured but fully healed during spider ambush. 📍 Key Locations Kryptgarden Forest: Dragon-claimed territory. Lush, dangerous, and ancient. Green Witch’s Scrying Pond: Source of visions into Waterdeep politics and movements. Overgrown Elven Path: Lined with will-o’-wisps, ending in ruins with basement loot. Cave to the Underdark (Sword Mountains): Passage to Mind Flayer domain and home of current ambush. 🧑 Notable NPCs NPC Description The Green Witch Ancient green dragon. Allowed safe passage, revealed Mind Flayer location. Dislikes intruders. Will-o’-Wisps Haunting blue lights along an ancient elven path. Possibly dangerous. Drow Ambusher Fought the party in the Underdark; injured but escaped into the darkness. 📜 Quests Quest Name Source Status Details Investigate Rassalantar Miners 🔄 Active Now in the Underdark, where Mind Flayers hold the townsfolk. Spiders and Drow encountered. Locate Beholder Sir Gwen 🕗 Pending Cave may connect to this quest; still unresolved. Ancient Elven Path Discovered 💤 On Hold Strange ruins and music, tied to will-o’-wisps and a Moon-Touched Longsword. ⚔️ Key Events 🌿 Scrying with the Green Witch Rig scouted glowing pond; found a mysterious woman staring into it. High Jinks led diplomacy; Green Witch showed Waterdeep nobles in scrying pond. She identified Mind Flayer lair in the Sword Mountains and warned the party to leave her forest. Party agreed and withdrew peacefully, impressed and unnerved. Encounter with the Green Witch 🔵 Lights in the Forest Blue lights appeared later—will-o’-wisps along an overgrown elven path. Faint stringy music in Elvish confirmed by Rig (Perception 21). Found ruins and looted: Fancy medium armor (unclaimed) Ring of Animal Speech (High Jinks) 2 greater healing potions + unknown mushroom potion (Valen) More Lights and a Mysterious Path 🕷️ Underdark Ambush Entered Underdark through Green Witch’s cave. Ambushed by 4 spiders + 1 Drow: Dino and Steel Defender struck hard. Leydrick used Firebolt, Cure Wounds (restoring Valen fully). High Jinks hit, disengaged with Feline Agility. Rig missed key attacks, was webbed but escaped. Valen took heavy damage, then was fully healed. Combat ongoing. Two spiders remain (one injured), Drow wounded and retreating. Underdark: Spider and Drow Ambush 💰 Loot & Items Source Item / Amount Notes Elven Ruins Fancy medium armor (unclaimed), Ring of Animal Speech (High Jinks), 2 Greater Healing Potions, 1 Unknown Mushroom Potion (Valen) Found in basement near will-o’-wisps. Previous Loot Wand of Translocation (Valen) From Session 2; may still be key to planar travel. 📌 Current Status Location: In the Underdark, mid-combat near Sword Mountains cave entrance. Party Health: Dino: Light damage. Leydrick: 5 damage from crossbow bolt. High Jinks: Bitten, retreated safely. Rig: Webbed and missed attacks, but escaped. Valen: Was near death, now fully healed by Leydrick. Combat: Two spiders and a Drow remain active. Resources: Potions (Valen), Steel Defender (Dino), Spynks Familiar (High Jinks) 🧩 Ongoing Threads & Plot Hooks Mind Flayer Lair: Confirmed direction via Green Witch; imminent confrontation likely. Elven Ruins: Musical magic, glowing lights, and a basement of relics suggest deeper lore—possibly tied to the Moon-Touched Longsword. Beholder Tie-In: Sword Mountains are the alleged domain of Sir Gwen’s beholder. Spelljammer Hints: Mind Flayer presence and Valen’s Wand. Green Witch’s scrying and extraplanar awareness. Elven ruins could tie to ancient planar crossings or Spelljammer tech. 📘 Session 5 - The Modron’s March Music🎶 🎵 The Modron’s March - Varrick Songweave 🎵 The Modron’s March (Alt Version) - Varrick Songweave [Verse 1] Through webs they fought in tunnels wide, Dark silk clung as the Drow did hide. But not all foes would flee that day— DeSeth stepped forth to join the fray. He cast his blades and joined their stand, As poisoned bolts missed Rigg’s sure hand. The spiders fell to spell and steel, And DeSeth asked, “Let’s strike a deal.” [Chorus] 🎶 March with the Modron, stranger still, Where logic hums and time stands still. From stars it dropped with whirs and ticks, While Rigg swung high and Dino fixed. Through shadowed caves and fate's design, The Modron marches down the line. 🎶 [Verse 2] They followed DeSeth past blood and bones, Through winding rock and ancient thrones. But in the dark, the stone betrayed— A Roper lunged from jagged shade! Tentacles flew, it pulled in tight, Till wrenches cracked and flames burned bright. With grit and spell, they fought as one, And carved the beast ‘til it was done. [Bridge] Then shadows stirred—another shape! A ticking cube in odd escape. “An enemy?” Valen cried with dread, And hurled his flask of oil ahead. Dino tossed flame with fearsome flair, But Mono stood, just singed and scared. From Mechanus, its path unclear, It beeped and clicked and drew maps near. [Chorus] 🎶 March with the Modron, cubed and shy, Not meant to burn, not meant to die. A lamp, some oil—its intro grim, Now follows Jinks, though not with whim. To Mind Flayer dens and danger deep, They brave the dark, they dodge their sleep! 🎶 [Outro] DeSeth now walks the path they tread, With Eilistraee’s light where others fled. A prison waits with screams and chains, Where villagers lie in psychic pains. So raise your blades and spark your mind, The stars await the bold, the kind— The Modron marches, ticking on, And fate shall write where they belong.   [Verse 1] Through webs they fought in tunnels wide, Dark silk clung as the Drow did hide. But not all foes would flee that day— DeSeth stepped forth to join the fray. He cast his blades and joined their stand, As poisoned bolts missed Rigg’s sure hand. The spiders fell to spell and steel, And DeSeth asked, “Let’s strike a deal.” [Chorus] 🎶 March with the Modron, stranger still, Where logic hums and time stands still. From stars it dropped with whirs and ticks, While Rigg swung high and Dino fixed. Through shadowed caves and fate's design, The Modron marches down the line. 🎶 [Verse 2] They followed DeSeth past blood and bones, Through winding rock and ancient thrones. But in the dark, the stone betrayed— A Roper lunged from jagged shade! Tentacles flew, it pulled in tight, Till wrenches cracked and flames burned bright. With grit and spell, they fought as one, And carved the beast ‘til it was done. [Bridge] Then shadows stirred—another shape! A ticking cube in odd escape. “An enemy?” Valen cried with dread, And hurled his flask of oil ahead. Dino tossed flame with fearsome flair, But Mono stood, just singed and scared. From Mechanus, its path unclear, It beeped and clicked and drew maps near. [Chorus] 🎶 March with the Modron, cubed and shy, Not meant to burn, not meant to die. A lamp, some oil—its intro grim, Now follows Jinks, though not with whim. To Mind Flayer dens and danger deep, They brave the dark, they dodge their sleep! 🎶 [Outro] DeSeth now walks the path they tread, With Eilistraee’s light where others fled. A prison waits with screams and chains, Where villagers lie in psychic pains. So raise your blades and spark your mind, The stars await the bold, the kind— The Modron marches, ticking on, And fate shall write where they belong.   🪐 Campaign Arc Campaign: Spelljammer – Homebrew Hybrid Session Title: The Modron’s March Dungeon Master: James/Jamie ( Sicareus ) Setting: Underdark, beneath the Sword Mountains 🧭 Overview Session 5 picks up mid-combat with spiders and a Drow from the previous session. As the party fought, a second Drow— DeSeth —emerged from the darkness and assisted them, while the original Drow fled. After surviving the ambush, DeSeth urged the party to follow him, only to fall into a trap himself—pulled into a stalagmite-shaped ambusher known as a Roper . Together, the group defeated the monster and pressed forward, eventually encountering a strange mechanical being from beyond the planes: a Modron named Mono . Initial confusion led to Mono being mistaken for an enemy—Valen threw oil, and Dino followed with a flaming lantern, fortunately without damaging the construct. With some effort (and spells), communication was achieved, and the party gained a reluctant ally. Mono revealed a map showing the location of a Mind Flayer-run prison and portal , confirming Spelljammer influence and setting the next course of action. 🧑‍🤝‍🧑 Party Members Character Player Class / Subclass Race Notable Actions Garrick "Rigg" Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Finished the spider fight; grappled by the Roper; helped kill it; fascinated by Mono. Laydrick Gefinhal Jared / Galindis Cleric (Life Domain) Dwarf Cast Cure Wounds; Spiritual Weapon; hit Drow and supported the party in both battles. High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Interacted with Mono using Awakened Mind; got splattered by spiders (again); moral anchor for Mono. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer / Fighter (Battle Smith) Githyanki Identified Enlarge potion; led Steel Defender; threw fire lamp at Mono; bonded over tech. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Cast Firebolt; used Hat of Wizardry to cast Comprehend Languages; threw oil at Mono. 📍 Key Locations Underdark Tunnels: Caverns beneath the Sword Mountains, filled with threats and Mind Flayer influence. Drow Enclave: A peaceful, moonlit settlement aligned with Eilistraee . Mind Flayer Prison (Objective): A repurposed war-den holding the last of the Rassalantar villagers. Mind Flayer Portal Site: Also marked by Mono; potential extraplanar exit or Spelljammer ship zone. 📑 Session Highlights 🕷️ Spider Ambush & DeSeth’s Arrival Party continued combat against spiders and an enemy Drow. DeSeth , a second Drow, appeared mid-fight and aided the party with attacks and healing magic. The original Drow fled into the tunnels. 🪨 Ambushed by the Roper While following DeSeth, a Roper disguised as a stalagmite ambushed him. It grappled multiple party members. Dino, Steel Defender, and Rigg delivered major blows. The party coordinated to bring the creature down without casualties. 🤖 First Contact with Mono In the dark, the party mistook Mono—a Modron—for a threat. Valen threw oil; Dino threw a flaming lantern. Mono, unharmed but confused, began to retreat until Valen used Comprehend Languages (via Hat of Wizardry). Jinks soothed it mentally and socially, earning its grudging companionship. 🗺️ Intelligence from Mono Mono revealed: It stowed away from a  Spelljammer ship. It witnessed Mind Flayer activity near a prison and portal . It created a crude map for the party marking both locations. Mono agreed to travel with the group reluctantly , following Jinks' lead. 🕯️ Drow Enclave & Mission Prep DeSeth guided the party to his enclave—a haven for non-Lolth Drow. A Drow priestess blessed the party and confirmed: Most Rassalantar villagers are dead. Survivors are held in a Mind Flayer-run war-den prison. The party chose to rescue the prisoners first , before investigating the portal. 🎁 Loot & Discoveries Item / Detail Found / By Description Potion of Enlarge Identified by Dino Mushroom-marked potion found in ruins. Mono (Modron) Encountered by party Extraplanar construct; reluctant ally; map-maker and Spelljammer link. Drow Blessing Given to all party members Spiritual boon from Eilistraee’s priestess. Effects TBD. Spelljammer Map (Crude) Provided by Mono Shows Mind Flayer prison and portal locations. 📌 Current Status Location: Resting at the peaceful Drow enclave. Next Objective: Infiltrate the Mind Flayer prison to rescue survivors. Party Level: Reached Level 5 by session’s end. Companions: Mono (reluctant Modron ally). DeSeth (temporary Drow guide, loyal to Eilistraee). 🔍 Ongoing Threads & Plot Hooks Mind Flayer Prison: Priority mission; holding remaining Rassalantar villagers. Spelljammer Portal: Possible exit point or extraplanar threat zone. Mono witnessed activity here. Mono’s Origins: Connection to Mechanus and Spelljammer tech raises questions. Drow Allies: Non-Lolth Drow enclave may offer long-term support or Underdark knowledge. Villager Fate: Unclear how many are alive or why they were spared. Spelljammer Involvement: Increasing extraplanar signs—Spelljammer ships, Modrons, and portals all imply planar-scale threat. 📘 Session 6 - Break the Chains Music🎶 Break the Chains - Varrick Songweave Mind Whispers – Varrick Songweave [Verse 1] Silver sigils shining, dwarven prayer in rhyme, Moon-Dancer blessings guard our minds in time. Rigg kicks doors flying—“Leeroy! Jenkins!” High Jinks stalks the shadow, claws and emerald moan. Soup-pot steam and torch-smoke swirl around the hall; Four blank-eyed captives crumble to a silent fall. [Chorus] Raise your wrench, let the eldritch spark— Break the chains, light a torch in the dark! From steel and spell to the psyonic scream, Heroes carve freedom through an Underdark dream. [Verse 2] Green-rug chamber cracking—Mind-Flayer’s hungry flare, Valen’s crimson Firebolt sparks the violet air. Dino’s gear-forged hound, jaws of whirring grace, Leydrick’s holy fire scorches tentacled face. One flayer flees in twilight, portal starts to hum, Tentacle left twitching—its war is just begun. [Bridge] (half-tempo, chant-style) Whispered Deep-Speech, diary lost and found, Crystal blades that sigh without a sound. Sixty coins for Jinks, note it, bard, Two-point fire wound—Valen’s victory scarred. [Verse 3] White-fur Quaggoth battering cages iron-bound, Tabaxi blasts it backward; villagers gather round. Dino bends the lock while Rigg slings the stone, Twenty-five freed voices swell into a tone. Dust begins a fall—portal flashes true, “Cowards!” hollers Rigg as the cavern shakes anew. [Final Chorus] Swing the wrench, let your song ignite— Break the chains, carry hope through the night! Quaggoth claw or psychic blade, None withstand the oath we made. Crumbling rock and portal glare, Step by step, we’ll meet them there! (lute flourish, tankards clash, crowd joins on repeat of final two lines)   [Verse 1] Down in the dark where the mind-whispers bite, Drow runes glowed silver, warding our sight. With steel-cored faith and a cat’s swift grace, We marched ‘til the prison showed hate on its face. [Chorus] 🎶 Break the chains, let the captive cry, Wrench swings high and Eldritch lights fly. Mind-Flayers fall where the brave hearts rise, We break the chains and sever their ties! 🎶 [Verse 2] Quaggoth claws thundered, guards fought to live, Rigg tripped the beast with a Cunning-Strike give. Leydrick’s flames blessed the tide of the fight, While Dino’s defender bit deep in the night. [Bridge] One Flayer fled in a violet flash, Its echoing shriek our unfinished task. But diaries stolen and keys in our hand, We’ll free every soul in this cursed land. [Final Chorus] 🎶 Break the chains, under torch-lit stone, With wizard’s fire and a tabaxi’s tone. Villagers saved, our legend remains— Onward we ride to shatter their reigns! 🎶   Images 📸   🪐 Campaign Arc Campaign: Spelljammer – Homebrew Hybrid Session Title: Break the Chains Dungeon Master: James/Jamie ( Sicareus ) Setting: Mind-Flayer prison, Underdark beneath the Sword Mountains 🧭 Overview Guided by their Moon-Dancer Drow allies, the party infiltrated a duergar-built prison now run by Illithids. After subduing a hall of enthralled guards, ambushing two Mind-Flayers (one escaped via teleport), and slaying rampaging Quaggoths, they freed roughly twenty-five Rassalantar villagers. Key loot includes a lock-box of coin, a Deep-Speech Illithid diary, and crystal psionic weapons humming with latent power. 🧑‍🤝‍🧑 Party Members Character Player Class / Subclass Race Notable Actions (this session) Garrick “Rigg” Dalhart Ben / Elemunk Rogue (Swashbuckler) Human “Leeeroy Jenkins” charge; landed wrench upper-cut killing a Mind-Flayer; tripped a Quaggoth; dug up 300 gp lock-box; collected Flayer head for Dino. Laydrick Gefinhal Jared / Galindis Cleric (Life) Dwarf Sacred Flame seared Quaggoths & Flayers; kept party topped with healing; shared silver rune blessing lore. High Jinks Kate / Keitachan Warlock (GOO) Tabaxi Dual Eldritch-Blasts dropped Quaggoth #2; calmed rescued villagers; reminded “AI” to note +60 gp for her purse. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer / Fighter (Battle Smith) Githyanki Passed DC 15 Mind-Blast thanks to Drow blessing; Steel Defender mauled Quaggoth; detected abjuration vials; harvested psionic weapons. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Cast Comprehend Languages ; investigated Illithid diary; landed all-important 2-damage Firebolt and proudly told the AI to remember it. 📍 Key Locations Gate-Hall: Fortified entrance where a Quaggoth fought three duergar guards. Mess-Hall: Hex-shaped canteen filled with enthralled human guards; site of silent subdual. Mind-Flayer Refectory: Dining chamber with eldritch aquarium; one Flayer slain, one teleported away. Cell-Block (Rescue Site): Diamond room of cages; Quaggoth #2 downed; villagers liberated. 📑 Session Highlights 🥷 Mess-Hall Silent Takedown Situation: Four foam-lipped human guards eating gruel at a hex-shaped canteen table. Execution: Party fanned out, each target grappled or clubbed in sync; no alarms raised. Loot: Mess-hall master key, 4 usable spears, 1 half-full flask of duergar grog (claimed by Rigg). Fun fact: Rigg & Dino removed the guards’ boots “so they can’t chase us later.” 🧠 Mind-Flayer Refectory Ambush Door-kick call-out: Rigg shouted a hushed “ Leeeroy Jenkins! ” before charging. Round 1: High Jinks & Valen loosed Eldritch Blast + Firebolt as Leydrick’s Sacred Flame flared; one Flayer Mind-Blasted back (20 ψ, halved by Drow wards). Round 2: Dino’s wrench-assisted crit and Jinks’ follow-up dropped Flayer #1; Flayer #2 teleported away in a violet ripple, leaving a single tentacle on the floor. Pick-ups: Illithid corpse, two Deep-Speech tomes, alchemy vials (abjuration aura). 🚪 Gate-Hall Chaos & First Quaggoth Surprise melee: A lone Quaggoth was tearing into three guards. Unsure of allegiances, the party leapt in anyway. Key moves: Rigg used Bag o’ Nutz with a Cunning-Strike Trip , knocking the beast prone; Leydrick’s Sacred Flame scorched it; Dino’s Steel Defender finished the job. 🔓 Cell-Block Rescue & Second Quaggoth Discovery: Diamond-shaped cage room with ~25 villagers, Quaggoth pounding bars. Alpha strike: Jinks’ twin Eldritch Blasts (19 force), Rigg’s sling stone, and Steel Defender’s bite dropped the beast in two rounds. Aftermath: High Jinks calmed civilians; Leydrick treated minor wounds; keys opened every cage. Quote: Villager: “Are the cat-eyes here to save us?” Jinks (tail flick): “Meow-gically, yes.” 🔍 Ongoing Threads & Plot Hooks Translate Illithid Diary: Could reveal tactical maps or Spelljammer intel. Psionic Weapons: Need source of “mind-energy” to activate—or a buyer. High Jinks’ 60 gp Reminder: Add coins at start of next session. 🎁 Loot & Discoveries Item / Detail Found / By Description Lock-Box (400 gp) Rigg Buried in a fresh tunnel mound on the way to the prison. Prison Chest (300 gp) Dino & Valen Duergar-made chest in the armory wing; coins secured for party split. Illithid Officer’s Diary Valen Purple-black leather tome written in Deep-Speech; awaits translation. Crystal Psionic Weapons ×4 Dino & Valen Duergar-forged arms humming with dormant mind-energy. Drow Psychic Ward Moon-Dancer Priestess 24-hour resistance to psychic damage (active, expires next session). Keys ×4 Party collection Gate-hall iron ring and mess-hall master ring; opened all cages so far. 🚨 Cliff-hanger – Portal & Collapsing Cavern Drow escort: After a short rest, the scouts led the party to a broad, well-lit cavern where a glowing portal pulsed at the far wall; two Mind-Flayers stood chanting beside it. Recognition: One Illithid matched the robes/face-tentacles of the Flayer that escaped the refectory fight. Escape: As the heroes watched, the first Mind-Flayer stepped through the portal and vanished ; the cavern immediately began to tremble. Instability: Rock-dust rained down as the ceiling buckled—“ You suspect there is very limited time ,” warned the DM. Reaction: Rigg shouted “ Cowards! ” and charged toward the portal; the rest of the party dashed after him while debris cracked overhead, ending the session on a dramatic cliff-hanger. 📘 Session 7 - Engines of Limbo Music🎶 "Engines of Limbo" - Varrick Songweave   (Verse 1) Come gather, good folk, let this tale ignite, A fireball’s roar shook Trollskull at night. A boy held beads of a deadly chain— But who pulled the string? What mind, insane? (Chorus) So strum the lute, let the tale unfold, Heroes of Trollskull, brazen and bold! Eyeless shines with radiant flame, Captain Mercer plays the shadows’ game. (Verse 2) To Gond’s great halls the party sped, Where brass and cogs marked the path ahead. Captain John scaled the temple wall, Slipped not once—no fall at all! (Bridge 1) There Nim confessed with gears grown cold: "I built him, yes—but he broke the mold." A Nimblewright lost, with fire in hand— We took the task, by Mirt’s demand. (Verse 3) Into the sewers, deep and vile, The detector clicked—crept every mile. They found a cult in serpent guise, Rituals writ 'neath traitor skies! (Bridge 2) Eyeless stood where the torches failed, Wreathed in light, his purpose unveiled. Dren charged in, maul like thunder, Struck down foes, tore spells asunder! (Verse 4) Captain John, in deadly dance, Dodged through strikes like fate’s own chance. Slim Jim mended wounds with grace, A blur of bandage, charm, and mace. (Verse 5) Silas grinned—his boots now charred— Two fireballs flew from his hand unmarred. Scrolls we claimed in smoke and fear: Flaming Sphere, Animate Dead, and more unclear! (Final Chorus) So raise your mugs, let echoes fly, Varrick sings ‘neath Waterdeep’s sky! Eyeless burns with righteous gleam, Dren smites foes in every dream, Slim Jim steadies, Silas schemes, And Captain John haunts alley seams! (Outro) From gears to ghosts, from flame to blade, The hunt begins, the path is laid. Trollskull’s crew, in legend steeped— By fire and fang, their oaths were deeped. Images 🖼️ iI 🪐 Campaign Arc Campaign: Spelljammer – Homebrew Hybrid Session Title: Engines of Limbo Dungeon Master: James/Jamie ( Sicareus ) Setting: Aboard the Nautalis, corridors and engine chamber 🧭 Overview The party fled a collapsing cavern to board the Illithid Spelljammer Nautalis , fought two Mind Flayers and three quaggoths in tight corridors, and deciphered an arcane journal revealing the ship’s locus world— Limbo —powered by the magic-drained captives. They now stand before the central engine chamber, where three Mind Flayers forcibly siphon a bound wizard’s power. 🧑‍🤝‍🧑 Party Members Character Player Class / Subclass Race Notable Actions Garrick “Rigg” Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Charged first Mind Flayer, landed sneak-attack wrench strikes, finished off quaggoths. Laydrick Gefinhal Jared / Galindis Cleric (Life) Dwarf Used Lay on Hands & Healing Word to save allies, countered grapple damage. High Jinks Kate / Keitachan Warlock (GOO) Tabaxi Opened fights with Eldritch Blast, cast Cloud of Daggers after Fireball. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer/Fighter (Battle Smith) Githyanki Engaged front-line, noted trap lever, harvested illithid glands. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Cast Fireball on quaggoths, Sleep on Mind Flayer, deciphered journal. 📍 Key Locations Collapsing Tunnel: Rock-hewn cave from Session 6 where first Mind Flayer ambush occurred. Crossbow Chamber: Nautalis room lined with ballistae; hidden lever opens bulkhead. Corridor of Doom: Tight hallway where second Flayer & three quaggoths attacked. Round Table Room: Chamber strewn with Mind Flayer & adventurer corpses. Engine Chamber Threshold: Vaulted heart of the ship, site of magic-draining ritual. 📑 Session Highlights First Ambush: Rigg’s leap + High Jinks’ Eldritch Blast downed Mind Flayer #1. Boarding Action: Portal transition into Nautalis & discovery of crossbow lever. Fireball & Cloud of Daggers: Valen’s Fireball wiped 3 quaggoths; Jinks’ Daggers finished them. Mind Flayer Grapple: Flayer grappled Valen for –20 hp; Leydrick’s Healing Word kept him alive. Sleep & Sneak Attack: Valen’s Sleep spell knocked Flayer out; Rigg scored free headshot. Journal Deciphered: Journal revealed locus world “Limbo” & engine’s magic source. 📸 Key Scenes 🔥 Hallway Fireball A crimson-coated human wizard presses his skull-trimmed hat low and unleashes a blazing Fireball down the hall, tentacles thrashing as a Mind Flayer recoils and the wreckage of Quaggoths smolders behind. 💤 Sleep and Strike In a dim corridor, the wizard casts Sleep on a lone Mind Flayer, which slumps unconscious. A lurking rogue with a massive wrench raises for a decisive sneak attack. 🐾 Sphinx Assault A flickering violet-lit corridor pulses as a spectral feline familiar lunges at a snarling Quaggoth. Nearby, a young tabaxi warlock stands with cloak billowing, directing her magical beast. 🧠 Psychic Clash A stern Githyanki artificer swings a Moon-Touched Longsword, sparks and arcane runes flickering, as a Mind Flayer’s tentacles lash out. In the background, the party’s mechanical defender lies downed. 📘 Illithid Journal Discovery In a torch-lit side chamber, the wizard pores over a glowing purple-leather tome on a carved lectern. Psionic runes drift off the pages as High Jinks leans in, 🔍 Ongoing Threads & Plot Hooks Engine Sabotage: Can the party disrupt the magic-draining apparatus? Bound Wizard: Rescue and debrief the captive—what secrets does he hold? Limbo Intel: Further study of the journal to navigate or escape Limbo. 🎁 Loot & Discoveries Item / Detail Found / By Description Arcane Journal (from session 6) Valen / High Jinks Purple-leather tome explaining the ship’s engines & locus world. Illithid Glands ×2 Dino Harvested from first Flayer; potent psionic reagent. Hidden Lever Mechanism Valen Switch to open bulkheads 🚨 Cliff-hanger – Bridge to the Helm The party stands at the vaulted entrance to the Nautalis’s core engine chamber. Three Mind Flayers chant around a glowing Spelljammer drive, siphoning power from a bound wizard. Weapons drawn and spells readied… session ends on a tense standoff. The party stands at the ruined helm chamber’s threshold. A gaunt, unconscious wizard slumps on a throne-like control chair, with 3 Mind Flayers looming protectively behind. Ambient starlight filters through fractured portholes as two adventurers hesitate in the doorway. 📘 Session 8 - Ghosts in the Gears Music🎶 We took the helm - Varrick Songweave [Intro – whispered duet] In the ribs of a squid-ship, cold and torn, Where the stars bled blue through the hull, We found three crowns with faceless mouths, And a throne that drank the soul. [Verse 1 – Voice One, low and sharp] We came through the dark on a dying shell, With the helm half-mad and the air gone thin, A nautiloid corpse with its secrets awake, And the taste of the void on our skin. Mind-born tyrants in a ring of gold, Three pale gods with their fingers in thought, But Valen raised fire like a newborn sun, And two of them vanished in rot. [Verse 2 – Voice Two, higher and venomous] Rigg drew thunder from sling and nerve, High Jinks spat eldritch green, Laydrick called flame from a buried saint, And Dino stood where the teeth were seen. The last one screamed without moving its mouth, A nail through the mind, a hook through the skull, But we broke its silence with steel and spell, Till the throne-room rang hollow and dull. [Pre-Chorus – Both, building] No mercy for the mouthless kings, No prayer for the things that feed, We did not kneel to the purple dark — We made the dark retreat. [Chorus – Both, huge] We took the helm, we burned the chain, We drove our names through the astral rain, With fire in our hands and blood in the floor, We were not lost anymore. We took the helm, we split the night, Made dead stars bow to stolen light, Let illithid ghosts crawl back to hell — We took the ship, We took the helm. [Post-Chorus – Voice Two over choir] Turn the throne. Wake the bone. Feed the ship. Make it groan. [Verse 3 – Voice One] Then came the captain, blue as grief, Lackspur chained to a sapphire eye, His neck still bent where the monsters fed, Yet his curse refused to die. “Fuel,” said the ghost, “or the void will chew Through timber, lung, and name. There’s a derelict bird with a belly of rot, Go tear out whatever remains.” [Verse 4 – Voice Two] So High Jinks gave up the silver ring, The beast-tongue charm to the hungry throne, The helm drank deep with a serpent hiss, And the dead ship woke with a groan. Then gravity died like a frightened god, And the stars bent into spears, We leapt through mist in a wounded ark, With our courage held by fear. [Pre-Chorus – Both] No harbour, no moon, no kindly flame, Only wreckage, teeth, and need, But when the void called out our names, We answered it with greed. [Chorus – Both, bigger] We took the helm, we burned the chain, We drove our names through the astral rain, With fire in our hands and blood in the floor, We were not lost anymore. We took the helm, we split the night, Made dead stars bow to stolen light, Let illithid ghosts crawl back to hell — We took the ship, We took the helm. [Bridge – Voice One, dark and rhythmic] There she hung — the Falcon dead, Old wood drowned in starless breath, Bilge and ozone, splintered crates, A hold that stank of acid death. [Bridge – Voice Two, answering] In the barrels, black things stirred, Little hungers without eyes, Puddings slick with graveyard gloss, Born to split and multiply. [Battle Break – alternating lines] Voice One: Dino took the acid strike. Voice Two: Laydrick burned the blackened tide. Voice One: Valen searched the cursed remains. Voice Two: Rigg split hunger open wide. Both: Three small horrors in the hold, Three dead mouths that would not sing, We carved our fuel from poison’s gut, And dragged it bleeding to the king. [Instrumental Cue] War drums, low choir, heavy riff, astral storm swell. [Verse 5 – Voice One] Spectacles red as a planar wound, A marble curled with a living sky, A starmetal compass that twitched and turned When wild magic wandered by. [Verse 6 – Voice Two] A spell-book scorched, a fragile orb, A dead man’s memory locked in glass, The Falcon groaned and the nautiloid breathed, And the dark watched silently pass. [Final Pre-Chorus – Both, restrained] Patch the hull or drown in stars, Read the orb or lose the lead, Wake the helm and chart the scar, Or join the captain dead. [11/05/2026 4:01 pm] Ben Hooper: [Final Chorus – Both, triumphant and savage] We took the helm, we burned the chain, We drove our names through the astral rain, With fire in our hands and blood in the floor, We were not lost anymore. We took the helm, we split the night, Made dead stars bow to stolen light, No squid-born lord, no mind-made spell, Could drag us screaming back to hell. We took the helm, we claimed the flame, Etched our teeth into the plane, Let every wreck and phantom tell — We took the ship, We took the helm. [Outro – whispered duet, ominous] The hull still leaks. The orb still sees. The compass turns. The captain pleads. And somewhere deep in the animal dark, Where dead ships drift and old gods dwell, Five fools laugh in a stolen throne, Sailing a nightmare they stole from hell. Images 🖼️ 🪐 Campaign Arc Campaign: Spelljammer – Homebrew Hybrid Session Title: Fuel Run Dungeon Master: James/Jamie ( Sicareus ) Setting: Damaged Nautiloid → derelict “Falcon” drifting in Wildspace 🧭 Overview The crew seized control of a battered Illithid nautiloid, burned through a Ring of Animal Speech to power the spelljamming helm, and hopped to a nearby wreck for fresh fuel. Highlights: three-Mind-Flayer wipe, ghostly captain reveal, maiden flight, boarding the Falcon, and an acidic Black-Pudding brawl that etched more armour than egos. 🧑‍🤝‍🧑 Party Members Character Player Class / Subclass Race Notable Actions Garrick “Rigg” Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Crit-wrenched the final Mind Flayer; split puddings. Laydrick Gefinhal Jared / Galindis Cleric (Life) Dwarf Sacred Flame spam; shield now −1 AC. High Jinks Kate / Keitachan Warlock (GOO) Tabaxi Piloted helm; Eldritch-blasted oozes; pocketed magic marble. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer 5 / Fighter 2 Githyanki Tanked pudding crit; scale-mail −1 AC. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Fireball double-kill; identified Portal-Sight Spectacles. 📍 Key Locations Nautiloid Helm Chamber: Ring-shaped throne-room with bound wizard & three Mind Flayers. Astral Mist Corridor: Brief “runway” used for the first helm jump. Derelict Falcon: Compact wooden spelljamming schooner—cargo hold full of acid oozes. 📑 Session Highlights Fireball Opener: Valen’s 8d6 erased two Mind Flayers on round one. Ghost Captain: Scry-orb triggered Captain Lackspur’s apparition & exposition dump. Helm Test Flight: Jinks’ drained ring powered a smooth astral hop. Falcon Boarding: Zero-g approach; Rigg breached cargo hatch. Pudding Splitter: Oozes divided twice, showering acid across the hold. 📸 Key Scenes ⚔️ Mind-Flayer Skirmish Engine-Room Boarding & Mind-Flayer Skirmish Pressing deeper into the nautiloid they captured last session, the party breached a vast, ring-shaped chamber crowned by a gilded spelljamming throne. A wan human wizard lay strapped into the seat, while three wounded Mind Flayers stood guard. Roll20’s fog-of-war briefly scattered everyone’s tokens as the group tried to find their positions. Valen Pyre won the initiative and hurled a roaring Fireball that vaporised two flayers outright and badly scorched the third. Seizing the opening, Rigg loosed a critical shot from his Bag o’ Nutz sling, while High Jinks and Leydrick poured on punishment with Eldritch Blasts and Sacred Flame . Reeling but not yet dead, the lone illithid lashed back with a potent Mind Blast , stunning Rigg. Seconds later, another volley of force and radiance dropped the creature for good, freeing the enthroned wizard and clearing the chamber. 👻 Ghost of Captain Lackspur With the Mind Flayers slain, Valen knelt beside the slack-jawed wizard whose neck still lay twisted at an impossible angle—proof of how brutally the illithids had harvested him. Rifling the corpse, he uncovered a charred spell-book and a fist-sized sapphire scrying orb. The instant Valen’s fingers closed around the gem, the air grew icy and a translucent figure materialised: the spectral likeness of the very wizard at their feet—his head still canted to one side, eyes glowing with mournful blue light. Introducing himself as Captain Barrien Lackspur , the ghost warned, “Do not drop that orb; it is the anchor to my memory.” He confessed that the gilded throne was a spelljamming helm and that the nautiloid’s engines would run only if fed powerful magic—or living essence. Hull breaches meant the vessel could limp, but not sail far, without fresh “batteries.” He urged the crew to salvage arcane fuel from a nearby derelict he had charted before his death, promising safe coordinates etched in star-sigils only he could reveal through the orb. The party listened, half-awed and half-unnerved, as the captain’s ghostly form flickered—bound to the orb, desperate to see his ship fly once more. 🚀 First Helm Jump Needing power for the damaged helm, High Jinks reluctantly surrendered her cherished Ring of Animal Speech , slotting the silver band into the throne’s crystal socket. The metal hissed, drained of every enchantment in a heartbeat, and the deck lights flickered to life. Guided by Captain Lackspur’s disembodied voice, Jinks eased herself into the gilded seat; golden filaments laced across her forearms, and sudden vertigo told the crew they were no longer tethered to gravity. At her mental command the nautiloid lurched forward, cutting a silent path through silver astral vapour. Stars bent and streaked outside shattered viewport panes, while below-decks rigging groaned from residual hull breaches. Within minutes the mists thinned, revealing a lonely wooden schooner adrift near a jagged asteroid cluster—the derelict Falcon the captain had promised. The jump had cost a single spent ring and several frayed nerves, but the ship now drifted, inertialess, on minimal thrust, poised for its first true salvage run. 🛳️ Falcon Boarding Derelict Falcon Guided by the ghost-captain’s coordinates, the nautiloid glided alongside the derelict wooden schooner the charts called the Falcon . With inertial thrusters at a whisper, the party crossed the gap by jumping across. Rigg planted a boarding spike and levered open a warped cargo hatch, the stale air inside reeking of bilge and ozone. Lantern-light revealed splintered crates, acid-etched timbers and a faint, wet slither echoing in the darkness. The crew fanned out: Dino and his Steel Defender securing a perimeter while Valen swept the hold with Detect Magic . Moments later two glossy shapes oozed from cracked barrels— Black Puddings , their surfaces fizzing with corrosive acid. The boarding action had become an ambush, and the fight for fresh helm fuel began in earnest on the Falcon’s rotting deck. ☣️ Acidic Hold Brawl The moment the Falcon’s hold lights flared, two inky Black Puddings slithered from shattered barrels, their surfaces sizzling with hungry acid. Laydrick reacted first, calling down Sacred Flame that seared away globs of ooze but only made the creatures hiss louder. One pudding lashed a pseudopod across Dino’s chest—an 18-point acid strike that would have melted through his scale mail had he not snapped off an Absorb Elements reaction. Even so, the armour’s plates warped, dropping its protection by a notch. When the stench finally cleared, the party stood singed but unbeaten—gear scarred, nerves frayed—and the hold lay strewn with 3 intact magic infused-items and the promise of much-needed helm fuel. 🔍 Ongoing Threads & Plot Hooks Helm Repairs: Patch the hull or risk a catastrophic breach. Identify the Marble & Compass: Mystery items could be key—or cursed. Lackspur’s Derelict Lead: Follow the ghost’s coordinates for bigger salvage. 🎁 Loot & Discoveries Item Finder Description / Status Portal-Sight Spectacles (Magical) Valen Reveal destination of any planar portal. Iridescent Marble High Jinx Magically active – needs Identify . Starmetal Compass Party Need Identify ; reacts to wild-magic. Spell-Book & Scry-Orb Valen / Jinx Weeks to decipher; orb fragile. 🚨 Cliff-hanger – Drifting in the Dark Corpses stowed, doors barred; helm on minimal thrust. Long rest begins amid the quiet hiss of hull leaks. Next: chart Lackspur’s coordinates—or be hunted first. 📘 Session 9 - Jungle Beyond the Portal 🎶 Music  The Mirror Helm - Varrick Songweave [Intro] We traced the wounds between the stars, with compass, glass, and will. One light bought from honest hands… one door opened into teeth. [Verse 1] Aboard our ship of spell and sail, we bent the void to see the hidden scars, the portal trails, the paths that ought not be. A marble world, a lens of shade, a needle twitching thin, two signals burning out ahead, and one was calling in. So we crossed the black where merchants drift, lanterns swinging low, Captain Dunar weighed our words where silver starlights glow. High Jinks smiled with velvet claws, Dino counted stone, and for a globe of captive dawn, we paid and made it home. [Pre-Chorus] Oh, light in a bottle, oh, map in the mind, we thought we were hunting what wanted us blind. [Chorus] Through the gate, through the green, where the jungle drinks the sky, we ran from thunder on broken leaves with a tyrant in its cry. By the helm, by the glass, where the mirror shadows gleam, we tore one star from the other ship and woke inside a dream. Now the deck is gone beneath us, now the void has no shore, we are drifting by will alone where the dead worlds roar. [Verse 2] The portal split like emerald fire, the cavern breathed below, roots like ropes and fungal moons where no true sun could show. Then came the king of ancient hunger, bone and storm and breath, Dino raised his steel-born guard between the crew and death. Its tail came down like judgment, its teeth were white with war, the jungle shook, the defender broke, and still we reached the door. Rigg found coin in a quiet corpse, Leydrick held the flame, Valen read the magic’s bones and gave the cloak its name. [Pre-Chorus 2] Oh, gold in the mud, oh, blood in the vines, we stole what we could from the mouth of time. [Chorus] Through the gate, through the green, where the jungle drinks the sky, we ran from thunder on broken leaves with a tyrant in its cry. By the helm, by the glass, where the mirror shadows gleam, we tore one star from the other ship and woke inside a dream. Now the deck is gone beneath us, now the void has no shore, we are drifting by will alone where the dead worlds roar. [Verse 3] Then came the second signal, cold as a funeral bell, a silent twin of our own ship where no living footstep fell. No crew, no breath, no creaking rope, no prayer, no helm, no guide, only glass in a mirror crown with the Astral dark inside. Valen saw the warning there, blue fire under skin, Dino heard the cursed thing hum— and pulled the mirror thin. The disc came free, the ship came undone, like smoke in a dying room, and every plank and phantom sail was swallowed by the gloom. [Bridge – slower, ominous] No anchor. No heading. No wind in the silver sea. No captain. No coastline. No law but what we believe. Mono watches silent, Limbo waits with teeth, mind flayers dream in the dark ahead, and the Feywild whispers beneath. [Breakdown / Chant] Hold fast. Think true. Shape the road or it shapes you. Hold fast. Burn bright. Steer by soul through the endless night. No stars. No ground. Only thought where the lost are found. No map. No chain. Only will against the plane. [Final Chorus – bigger, layered vocals] Through the gate, through the green, where the jungle drinks the sky, we ran from thunder on broken leaves with a tyrant in its cry. By the helm, by the glass, where the mirror shadows gleam, we tore one star from the other ship and woke inside a dream. Now the deck is gone beneath us, now the void has no shore, we are drifting by will alone where the dead worlds roar. Through the gate, through the green, through the mirror, through the flame, we are lost but not defeated, and the void will learn our names. [Outro – quiet, haunting] The Driftglobe burns beside us, a small sun in the deep. The mirror helm is silent now… but something heard it weep. 🖼️ Images 🪐 Campaign Arc Campaign: Spelljammer – Into the Void Session Title: The Jungle Beyond the Portal Dungeon Master: Jamie / Sicareus Setting: Astral Plane, Cavern Jungle, Mirror Ship 🧭 Overview The session opened aboard the party’s spelljammer as the group tested their new magical toolkit—items capable of tracing portals, revealing knowledge, and peering through veils. Detecting two signals—one drifting closer, one fixed—the adventurers elected to pursue the mobile source first. This led to a peaceful meeting with Captain Valriks Dunar and his merchant crew, where the group bartered for a Driftglobe to aid their vessel. Passing through a nearby portal, the party found themselves in a cavernous jungle where danger struck quickly. A massive Tyrannosaurus rex attacked, scattering the party and destroying Dino’s Steel Defender before they narrowly escaped. Despite the chaos, they claimed valuable treasures from a fallen corpse. The second signal proved more disturbing: an abandoned mirror-version of their ship. The eerie vessel dissolved into nothingness when Dino removed a mirrored disc from its helm, leaving the party adrift in the Astral Plane, where navigation relies on thought and will alone. 🧑‍🤝‍🧑 Party Members Character Player Class/Subclass Race Notable Actions Valen Pyre Slitzer Wizard (Evocation) Human Cast Detect Magic & Identify; confirmed magical cloak and mirror’s nature. High Jinks Kate Warlock (Great Old One) Tabaxi Triggered T-Rex while scouting; bargained Driftglobe price. Leydrick Gefinhal Jared Cleric (Life Domain) Dwarf Boarded merchant ship; remained cautious during jungle combat. Dino Roar Robb Artificer/Fighter Githyanki Ritually cast Detect Magic; struck T-Rex; removed mirror disc, causing ship collapse. Rigg Dalhart Ben (played by Robb) Rogue (Swashbuckler) Human Received 100g from jungle loot; quieter this session. Mono NPC Modron Modron Observed without intervention. 📍 Key Locations Merchant Vessel (Valriks Dunar’s Ship): Elven/human crew, traders near Port Moander. Cavern Jungle: Tropical underrealm with hostile megafauna; site of T-Rex ambush. Mirror Nautiloid: A silent twin of the party’s ship, anchored by a mysterious mirror helm. 📑 Session Highlights Tested magical toolkit: compass, marble, atlas, and sunglasses for planar navigation. Met Captain Valriks Dunar and purchased a Driftglobe (funded by Jinks and Dino). Portal to cavern jungle led to a brutal T-Rex ambush; Dino’s Steel Defender destroyed. Looted 500g and a magical cloak before retreating. Investigated stationary signal: discovered mirror-ship duplicate. Dino removed helm’s mirror disc, dissolving the ship and leaving party adrift in Astral Plane. 🎭 Key Scenes The Merchant’s Bargain High Jinks leaned in with feline charm, haggling with Captain Valriks for the Driftglobe. Dino chimed in with hard logic and coin. Between their voices, the deal was struck, and the faint glow of their new purchase pulsed aboard their ship. The Corpse in the Cavern Jungle Rigg and Leydrick find the loot pile nobody wants to ask questions about. The Jungle Terror 360 Image - click to drag Dino Roar raises his sword defiantly as a towering Tyrannosaurus rex looms above him in a shadowy cavern jungle. His Steel Defender lunges forward to shield him but is moments away from being crushed by the dinosaur’s massive tail. Dust and broken foliage scatter across the scene. The Mirror Helm Valen sees the warning. Dino removes the problem anyway. Astral Drifting Aftermath The mirror ship vanishes, and the Astral Plane politely declines to provide a floor. 🧵 Ongoing Threads & Plot Hooks Mind Flayers in Limbo: Possible staging point for Illithid forces. Wizard rumored in the Feywild: Might aid against planar threats. Mirror Nautiloid: Purpose and origin of the mirrored disc remain unknown. Astral drifting: Navigation now tied to willpower alone. 🎁 Loot & Discoveries Item Finder Description / Status Cape of the Mountebank Valen (identified) Once per dawn, cast Dimension Door , vanishing in smoke. 500 Gold Party (corpse in jungle) Rigg took 100g, remainder split. Driftglobe Dino & Jinks Floating orb of light, powering helm. Blue Mirror Disc Dino Artifact tied to mirror ship; caused disintegration when removed. ⏳ Cliffhanger Ship gone—party now drifting in the Astral Plane. Decision looms: pursue Feywild lead or confront Mind Flayers in Limbo. Mono silently observes, offering no guidance. 📘 Session 10 – The Fey Wilds and False Doors Music🎶 "The Doors of False Promise" -  Varrick Songweave Chorus Raise a glass, brave souls, beware! Golden dreams hide poisoned air. Through fire, fey, and mimic’s maw, The tower waits with stair on stair. Verse 1 A shining gate of gold did gleam, Promising peace, eternal dream. Dino fell, and Valen too, But stout Laydrick’s will stayed true. Chorus Raise a glass, brave souls, beware! Golden dreams hide poisoned air. Through fire, fey, and mimic’s maw, The tower waits with stair on stair. Verse 2 The fire realm roared with endless flame, The party turned, too hot to tame. Through silver woods where starlight grew, They faced the gaze of a dragon blue. Verse 3 The villagers spoke of wizard lost, His tower stood with riddles crossed. Three doors carved with truth and lies, But one would bite with hungry guise. Chorus Raise a glass, brave souls, beware! Golden dreams hide poisoned air. Through fire, fey, and mimic’s maw, The tower waits with stair on stair. Verse 4 The mimic fell to steel and spell, Though Dino’s defender rang its knell. The center path swung wide to show, Two stairways rise and sink below. Final Chorus (repeat twice, rising) Raise a glass, brave souls, beware! Golden dreams hide poisoned air. Through fire, fey, and mimic’s maw, The tower waits with stair on stair.                       🪐 Campaign Arc Campaign: Spelljammer – Shadows of the Void Session: 10 – The Fey Wilds and False Doors Dungeon Master: James (Sicareus) Setting: Planar portals between Elysium, Elemental Fire, and the Feywild 🧭 Overview The party’s path through the planar nexus revealed both wonder and peril. First, a golden gateway into Elysium promised bliss, but its peace nearly proved fatal. Next, the searing flames of the Elemental Fire plane forced retreat. Finally, they entered the Feywild, where silver trees and starlit skies led them to a dragon-guarded village and a wizard’s abandoned tower. There, illusions and false doors tested their judgment—culminating in a mimic attack and the discovery of a hidden staircase. 🧑‍🤝‍🧑 Party Members Character Player Class/Subclass Race Notable Actions Garrick “Rigg” Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Found bracelet/ring of Mind Shielding; wary during mimic fight. Laydrick Gefinhal Jared / Galindis Cleric (Life Domain) Dwarf Persuaded dragon they weren’t bandits; later opened central tower door. High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Purchased spell components in Fey village. Dino Roar (Dynoth Rokos) Robb / BaconBuff Artificer (Battle Smith) / Fighter Githyanki Burned +1 longbow to fuel progression; Steel Defender destroyed by mimic. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Arcane support during puzzles and exploration. 📍 Key Locations Elysium Portal – Golden archway to blissful rest, with hidden danger. Elemental Fire Plane – Uncrossable inferno beyond a fiery portal. Feywild – Silver trees, beautiful skies, and guarded settlements. Dragon-guarded Village – Home to Star Elve villagers seeking missing wizard Githrin. Wizard’s Tower – Contained riddle-doors, a mimic, and a hidden staircase. 📑 Session Highlights The Riddle "I mimic wood, I mimic stone — A clever trap, not flesh nor bone. Three doors you see, but one is true, And two would make a meal of you. The left one lies about its fate. The right one lies about its mate. The center door tells what is right. But only one speaks truth tonight. Choose the path with logic keen, Or be devoured, sight unseen." Door Claims Left door: “I lead to safety.” Center door: “The right door is false.” Right door: “The left door is safe.” Dino sacrificed a +1 Longbow to continue through planar paths. Gold portal to Elysium : Dino and Valen fell asleep in blissful dreams before being shaken awake. Fire portal revealed only flame—party declined to risk entry. In the Feywild , Laydrick convinced a dragon they weren’t bandits; villagers revealed wizard Githrin missing. Jinx bought spell components. Tower puzzle: inscriptions marked one door as safe, another as false. Dino opened “right door” → revealed as a Mimic ; Steel Defender destroyed in battle, mimic slain. Laydrick opened center door → revealed dual staircases leading up and down. 📸 Key Scenes Elysian Dreams Dino and Valen collapse into serene slumber beneath golden light, their faces peaceful—until sudden shaking rouses them into dissonant reality. Dragon’s Suspicion A blue-scaled guardian looms over the party, eyes narrowed with distrust. Leydrick’s calm persuasion eases tension, winning passage to the wizard’s tower. The False Door’s Bite Dino pulls open the ornate right-hand door—only for it to snap into tendrils and fangs, consuming his Steel Defender in an instant before being destroyed. The Split Path Outside a weathered stone tower with three doors, High Jinx (lantern at her hip) stands before the central door, tail flicking warily. The rightmost door lies collapsed, revealed as the corpse of a slain mimic. The tower looms above under a pale, alien sky, its walls cracked with age. Behind the central door lies two diverging stairways: one ascending to unknown heights, the other spiraling downward into shadow. 🔍 Ongoing Threads & Plot Hooks The fate of wizard Githrin , last seen at the tower. Choice of path in the tower: upward or downward . The dragon’s warning about bandits may signal other factions nearby. The planar nexus remains unstable, with Elysium and Fire left unresolved. 🎁 Loot & Discoveries Item Finder Description / Status Bracelet/Ring of Mind Shielding Rigg Protects thoughts from detection. Spell Components High Jinks Purchased in Feywild village. Burned Longbow +1 Dino Sacrificed to fuel planar travel. 🚨 Cliffhanger The mimic slain, the central tower door revealed a split staircase . The party must now choose: ascend into the tower’s upper mysteries or descend into its depths. 📘 Session 11 – Engines of Limbo 🎶 Music 🖼️ Images     🪐 Campaign Arc     Campaign: Spelljammer – Beyond the Sword Coast Session: 11 – Engines of Limbo Dungeon Master: James / Sicareus Setting: Wizard’s Tower (upper room & basement), our nautiloid ship, a Water World portal, Limbo, and the Realm of Chaos 🧭 Overview Picking up from Session 10, the party chose to go up the tower first. In the upper room, a hat and a note awaited: the former owner left the tower “for the next wizard to own.” Valen claimed the tower. The hat, when worn, makes the wearer appear as a mind flayer — Jinks tried it and kept it. Descending to the basement, the party found three doors warded by sigils — green , blue , and red . Valen dispelled the green sigil, revealing a second sealed door that “clicked” and posed a riddle. Dino solved it (answer: “Tomorrow / the Future” ), opening a hidden vault with coin, gems, spellbooks, and rare magic items. The blue door proved empty ; the red door was left sealed (Valen had no more Dispel Magic ). Returning to the party’s nautiloid (already theirs for several sessions), they navigated to a Water World . Through the portal, about sixty feet away, a large block of ice held a dead wizard clutching a wand . Tethered by rope, Dino swam in and dragged the ice closer with psychic force—but two Water Elementals ambushed him and followed through the portal into the ship. A close-quarters battle in the hold ended with both elementals destroyed and the prize secured: a Wand of Winter . For the next leg, the crew used the recovered Far Realm Shard as fuel for the helm and translated into Limbo , where a black portal opened to the Realm of Chaos . Crossing through onto a drifting chunk of land, the party was immediately confronted by three Red Slaadi . The session closed on that cliffhanger. 🎭 Party Members Character Player Class/Subclass Race Notable Actions Garrick “Rigg” Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Sneak Attacks and precise strikes during the elemental fight aboard ship. Laydrick Gefinhal Jared / Galindis Cleric (Life) Dwarf Kept the line stable with timely healing and radiant pressure on the elementals. High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Claimed and tested the mind-flayer disguise hat; eldritch firepower in the shipboard brawl. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer (Battle Smith) / Fighter Githyanki Tethered dive into the Water World; used psychic force to haul the ice; first contact with the elementals. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Claimed the tower; dispelled the green sigil; with Dino solved the riddle; managed arcane logistics. 📍 Key Locations Wizard’s Tower – Upper Room: Hat & note bequeathing the tower to “the next wizard” (claimed by Valen). Wizard’s Tower – Basement: Three sigil doors (Green, Blue, Red); green led to the vault after a riddle; blue was empty; red left sealed. Our Nautiloid Ship: Party’s spelljamming vessel; site of the portal spillover fight with Water Elementals. Water World Portal: Submerged realm; a dead wizard frozen in ice with a wand. Limbo → Black Portal: Transition to the Realm of Chaos and a floating land shard (The Far Fortress). ⚔️ Session Highlights Up the tower first: Valen claims ownership via the note; Jinks keeps the mind-flayer disguise hat. Basement: Three sigils (green/blue/red). Valen dispels the green ; Dino solves the riddle ( “Tomorrow / Future” ) to access the vault. Blue is empty. Red remains sealed (no more Dispel Magic ). Loot haul from the vault: substantial coin and gems, Wand of Scorching , Dancing Sword , Far Realm Shard , a gold-inlaid spellbook , and a flesh-bound spellbook . Water World dive: Dino (roped) swims through, uses psychic force to tow a huge ice block containing a dead wizard holding a Wand of Winter . Ambush & shipboard battle: Two Water Elementals follow through the portal into the hold—party destroys them. Fuel & jump: The Far Realm Shard is consumed to power the helm to Limbo ; a black portal opens to the Realm of Chaos . Cliffhanger: On a floating land shard, the party is confronted by three Red Slaadi . 🎬 Key Scenes Valen and High Jinx : Inside the ruined wizard’s tower, Valen Pyre holds up an old parchment that reads “Here is my hat, this tower is for the next wizard to own.” At his feet lies a pointed wizard’s hat shimmering with illusion, making the wearer resemble a mind flayer. High Jinks eyes the hat warily, tail twitching, silver moonlight pouring through a cracked window. The Green-Sigil Vault Opens In the torchlit stone basement, Dino Roar stands before a glowing green-sigil door. Arcane runes shimmer as he confidently speaks the word “Tomorrow.” The stone door parts open, revealing faint gleams of treasure within, while magical sparks scatter across the floor. Beneath a vast underwater expanse, Dino Roar swims with a rope tied to his waist, straining as he psychically pulls a 15-foot cube of ice closer. Inside the block lies the corpse of a wizard clutching a Wand of Frost. Dim light filters through the water, illuminating his Steel Defender construct perched anxiously at the portal’s edge. Water Elemental Boarding the Nautiloid A water elemental surges through the blue portal onto the nautiloid ship’s deck, spraying seawater across alien tentacle-like walls. Garrick “Rigg” Dalhart braces himself mid-swing, ready to strike. The elemental towers above him, coiled waves forming a humanoid shape, glowing eyes fixed on its prey. Slaadi at the Black Portal On a jagged floating landmass within a stormy void, the party emerges from a black, swirling portal. Leydrick Gefinhal plants his feet as three hulking red Slaadi leap forward from the mists. One Slaad’s claws drip with chaotic energy, the air itself warping around them. 🧵 Ongoing Threads & Plot Hooks Red Sigil Door: Still unopened in the tower basement—requires further magic or a different approach. Disguise Risks: Jinks’ mind-flayer appearance could help infiltration—or attract exactly the wrong attention. Spellbooks: The gold-inlaid and the flesh-bound tomes need careful study for contents (and possible consequences). Fuel Problem: The Far Realm Shard was consumed—how will the ship be fueled next time? Chaos Front: Three Red Slaadi block the party’s path in the Realm of Chaos. 💰 Loot & Discoveries Item Finder / Holder Description / Status Hat of Disguise (Mind-Flayer Guise) High Jinks Alters appearance to a mind flayer; useful for deception, potentially hazardous socially. 3000 gp 2× 1000 gp diamonds, 3× 500 gp emeralds Party Vault spoils from the green-sigil path. Wand of Scorching Party Fire-evocation wand recovered from the vault. You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. Dancing Sword Dino Found in the Green Sigal door You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it. Spellbook (gold-inlaid) Valen (tower claimant) Finely crafted wizard’s tome; contents blank. Spellbook (flesh-bound) Party Uneasy provenance; contents unknown—handle with care. Looks difficult to read Far Realm Shard Party → Consumed Used as helm fuel to reach Limbo / Realm of Chaos. Wand of Winter (Wand of Frost) High Jinx Found in the Water World ice block; taken from the dead wizard’s grasp. The wand possessed seven charges, one or more of which were expended every time it was used. Whomever wielded a wand of winter could use it to produce the spells ray of frost (without expending a charge), sleet storm , or ice storm . [1] A number of the wand's charges were restored each day. If it was ever completely exhausted of its power, there was a chance the wand would instantly melt and never be usable again. Vault riddle: “I am always in front of you, yet never seen. Without me, you cannot begin, and without me, you cannot end.” — Answer: Tomorrow / the Future . ⏳ Cliffhanger Helm jump completed using the Far Realm Shard → arrival in Limbo . A black portal opened to the Realm of Chaos ; the party crossed onto a floating land shard. Three Red Slaadi closed in—combat starts next session. 📘 Session 12 - Into the Chaotic Deep Music🎶 "Into the Chaotic Deep" - Varrick Songweave [Verse 1] On shards of stone where the void winds creep, We fought the Slaads in the Chaotic Deep. The cleric’s fire, the warlock’s roar, The wizard’s gust threw beasts to the floor. [Chorus] So drink, my friends, raise tankards high, For foes we fought and did not die! A thrall’s disguise, a hero’s leap, We march along through the Chaotic Deep! [Verse 2] The rogue’s great wrench, it swung in vain, The Githyanki laughed through blood and pain. A monk in guise, his face did keep, He wore the hat in the Chaotic Deep. [Chorus – repeat] So drink, my friends, raise tankards high, For foes we fought and did not die! A thrall’s disguise, a hero’s leap, We march along through the Chaotic Deep! Images 🖼️ 🪐 Campaign Arc Campaign: Spelljammer: Shadows Among the Stars Session Title: Into the Chaotic Deep Dungeon Master: James (Sicareus) Setting: The chaotic plane of Limbo, floating islands and unstable gravity 🧭 Overview The party fought for survival in the chaotic plane of Limbo, where Red Slaads and a powerful Githzerai Enlightened descended upon them. The battle raged across floating stone and shifting gravity, but radiant fire, eldritch blasts, and Kith rath ’s psionic-imbued strikes eventually turned the tide. As the dust cleared, the Githzerai revealed his true intent: he opposed the Slaads, and his attack had been a test as much as a clash. After tense words — and Dino’s constant jabs about being the “real hero” — the monk proposed an alliance. With the help of a Hat of Disguise , he transformed into Dino’s likeness, posing as a supposed “champion” who had captured the rest of the adventurers. This would be used to disguise as a Mind Flayer to with the group, disguised as thralls, to infiltrate Mind Flayer ranks at the Shrak’talor Temple. 🧑‍🤝‍🧑 Party Members Character Player Class/Subclass Race Notable Actions Garrick "Rigg" Dalhart Ben/Elemunk Rogue (Swashbuckler) Human Landed a sneak attack with wrench; missed several swings Laydrick Gefinhal Jared/Galindis Cleric (Life Domain) Dwarf Radiant flames suppressed Slaad regeneration; healed self High Jinks Kate/Keitachan Warlock (Great Old One) Tabaxi Relentless Eldritch Blasts carried ranged damage Dynoth “Dino Roar” Rokos Robb/Baconbuff Artificer (Battle Smith) / Fighter Githyanki Wielded Moon-Touched + Dancing Sword; crit with psionics; taunted the Githzerai throughout Valen Pyre Justin/Slitzer Wizard (Evoker) Human Gust of Wind hurled a Slaad into the void; sustained arcane blasts Kith rath (NPC) DM Psychic monk-warrior Githzerai Assisted party near end of battle; later allied, using Hat of Disguise to appear as Dino 🏞️ Key Locations Floating Shards of Limbo – fractured battlefield with chaotic gravity. Shrak’talor Temple (distant) – destination where the Mind Flayers gather. ⚔️ Session Highlights Fierce battle against Red Slaads and their regenerative abilities. Valen tried to hurl a Slaad into the void with Gust of Wind . Dino’s psionic-charged crit nearly felled an enemy, while mocking the Githzerai’s “heroics.” Jinx’s blasts consistently rained devastation from afar. The Githzerai Enlightened joined for the end of the battle. Post-battle alliance: Githzerai donned the Hat of Disguise to appear as Dino, while the rest of the party agreed to play the role of captured thralls . 🎭 Key Scenes Leydrick’s Radiance Leydrick stands on a jagged floating shard in Limbo, raising his holy symbol as Sacred Flame pours down in radiant fire. A Red Slaad reels back, its wounds seared shut by the divine light. Rigg's Leap Rigg lunges forward across unstable stone, his oversized wrench crashing down in a sneak attack. His face is tense with focus, the void swirling behind him. High Jink's Attack High Jinks, unleashes twin beams of Eldritch Blast. The crackling purple force arcs across the void, slamming into a hulking Slaad on a nearby shard. Valen's Wind Valen Pyre, human wizard in a crimson coat, braces against the winds of Limbo. His coat whips dramatically as he unleashes Gust of Wind. A massive Red Slaad is thrown backward, teetering at the edge of a floating rock. The void stretches endlessly behind it, fragments tumbling away. Another Gith? Dynoth “Dino Roar” Rokos, a Githyanki artificer-fighter, fights with intensity. He wields his glowing Moon-Touched Sword while his Dancing Sword hovers beside him like a silver blur. Across from him, the Githzerai Enlightened braces, fists glowing with psionic force. Sparks of light and psychic shock-waves erupt between blade and strike as they clash with 2 Red Slaad on a narrow floating shard. Kith’rath – Githzerai Enlightened A disciplined warrior-monk from the chaos plane of Limbo, Kith’rath wields devastating unarmed strikes infused with psionic force. His calm, calculating nature hides beneath a sharp pragmatism—he tests strength before granting trust. He revealed himself as an ally against the Slaads. Using the party's Hat of Disguise to impersonate Dino and later a Mind Flayer in their future infiltration plan. 🧠 Power of the Mind Creatures within Limbo can manipulate the chaotic plane itself through sheer willpower and focus: Move Objects: As an action or bonus action, make an Intelligence check to move a visible object within 30 feet. DC 5 (Tiny), DC 10 (Small), DC 15 (Medium), DC 20 (Large), DC 25 (Huge or larger). On success, the object moves 5 feet +1 foot per point above the DC. Alter Objects: As an action, make an Intelligence check to reshape a nonmagical object not being worn or carried. DC 10 (Tiny), DC 15 (Small), DC 20 (Medium), DC 25 (Large or larger). On success, the object changes into another nonliving form of the same size (e.g., stone into fire). Stabilize Area: As an action, make an Intelligence check to stabilize a sphere of order centered on the creature. DC 5 for a 10-foot radius, +5 DC for each additional 10 feet. On success, the stabilized zone resists Limbo’s shifting chaos for 24 hours, or until this ability is used again. Kith’rath, the Githzerai Enlightened, revealed the strange discipline of his people in Limbo: the ability to impose will upon chaos. With a calm focus, he demonstrated how thought alone could shift the battlefield. He stabilized the floating shard beneath the party’s feet, preventing it from drifting apart into the void, creating a calm sphere of order in the storm. He showed how an object could be moved or reshaped by sheer mental focus , lifting stones with no hands and briefly altering one into a burning ember before returning it to stone. He explained that this ability is not limitless — the further one pushes against Limbo’s chaos, the greater the strain of concentration. The party realized that these powers could mean survival in a plane where even the ground itself betrays them. 🧵 Ongoing Threads & Plot Hooks Ambush plan: infiltrate Mind Flayer ranks disguised as peer and thralls. Shrak’talor Temple ahead — its true nature and alliances uncertain. Illithid and Slaad threat continues to deepen across planes. 💰 Loot & Discoveries Item Finder Description/Status Hat of Disguise High JInks Used to appear as Dino and a Mind Flayer for infiltration Githzerai Alliance Party New ally against the Slaads and Mind Flayers; shared infiltration plan 📘 Session 13 - The Bottled Storm 🎵 Music "The Bottled Storm" – Varrick Songweave [Verse 1] Through Limbo’s breath and shifting stone, We walked where thought could shape the throne. A stolen face, a captain’s guise, High Jinks wore the flayer’s lies. The monastery, once calm and clear, Now hummed with hunger, dread, and fear. Thralls bowed low and dared not speak, While psionic shadows kissed the weak. [Hook] Raise the glass, let thunder form, Sing the tale of the bottled storm. Letters sealed and secrets sworn, Chaos caught before the morn. Raise the glass, let legends roar, For the crew came back through Limbo’s door. [Verse 2] The captains gathered in the hall, Mind-born lords beneath command. A stranger spoke of gifts to claim, Then vanished like a dying flame. One letter taken fair and bold, One slipped away by rogue’s hand cold. Underdark ink and Abyssal thread, Marked the roads where horrors spread. [Hook] Raise the glass, let thunder form, Sing the tale of the bottled storm. Letters sealed and secrets sworn, Chaos caught before the morn. Raise the glass, let legends roar, For the crew came back through Limbo’s door. [Bridge] Valen whispered, sleep took hold, The guarded blade fell quiet and cold. Leydrick steadied wounded breath, Turning mercy back from death. Rigg struck sharp where shadows spun, Jinks listened when the deed was done. Falx was named in secret tone, Another hive, another throne. [Verse 3] Then in the courtyard lightning screamed, A crystal heart with tempest gleamed. Air took shape with claws of gale, And tore through stone with shrieking wail. Dino reached with phantom hand, Gith’rath fought where winds did stand. Steel and discipline, spell and flame, Held the storm that none could tame. [Final Hook] Raise the glass, let thunder form, Sing the tale of the bottled storm. Letters sealed and secrets sworn, Chaos caught before the morn. Raise the glass, let legends roar, For the crew came back through Limbo’s door. [Outro] So mark the map and guard the flame, The Illithid plots now bear a name. From Underdark deep to Abyss torn, We sail beyond the bottled storm. 🪐 Campaign Arc Campaign: Spelljammer (Homebrew + Semi-Custom) Session: 13 – “The Bottled Storm” Dungeon Master: James / Jamie / Sicareus Setting: Limbo – Captured Monastery of the Githzerai 🧭 Overview The crew of the party descended into the shifting chaos of Limbo to infiltrate an Illithid-occupied Githzerai temple. Disguised through illusion and cunning, they uncovered a gathering of Mind Flayer captains directed by a mysterious figure, seized two sealed letters tied to Illithid colonies, and discovered a volatile psionic storm that birthed elemental guardians. After a harrowing battle and the containment of the tempest into what would become known as the Storm in a Bottle , the group returned to their ship with new intelligence—clues pointing toward Illithid operations in the Underdark and the Abyss . 🧑‍🚀 Party Members Character Player Class / Subclass Race Notable Actions Garrick “Rigg” Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Pickpocketed a second Illithid letter during the dispersal; precise Sneak Attack strikes with wrench and daggers during the elemental battle. Leydrick Gefinhal Jared / Galindis Cleric (Life Domain) Dwarf Kept allies standing with Healing Word and Cure Wounds ; radiantly smote foes with Sacred Flame . High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Disguised herself as a Mind Flayer captain using the Hat of Disguise; rightfully took one of the sealed letters; later used Clairvoyance to overhear Captains Zelthar and Sylna discussing “Falx.” Dynoth “Dino” Rokos Robb / Baconbuff Artificer (Battle Smith) / Fighter Githyanki Initiated contact with the storm vessel using Mage Hand , sealing it mid-battle to create the Storm in a Bottle ; fought alongside Gith’rath in melee. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Unleashed devastating Fireballs against the Air Elementals; cast Sleep to capture the dominated Githyanki guard. Gith’rath NPC Ally Monk (Githzerai) Githzerai Posed as a thrall during infiltration; fought alongside Dino with disciplined psionic strikes. 🗺️ Key Locations Captured Githzerai Monastery: Once a tranquil temple, now twisted into an Illithid command post lined with neural conduits. Captains’ Hall: Site of the Mind Flayer gathering led by an unidentified humanoid who promised “gifts” for obedience. Storm Courtyard: Open ruin where a Limbo-born storm coalesced around a crystalline bottle—source of the elemental battle. ⚔️ Session Highlights High Jinks disguises herself as a Mind Flayer captain, with all others—including Gith’rath—posing as thralls. The group infiltrates the monastery, bypassing the dominated Githyanki guard through persuasion. The party witnesses a meeting of Illithid captains led by an unknown humanoid who vanishes after issuing cryptic orders about “gifts” and “letters.” High Jinks, accepted as one of the captains, legitimately takes a sealed letter; Rigg stealthily acquires another. Valen subdues the Githyanki guard with Sleep for later restoration. A psionic storm erupts nearby; Dino’s investigation triggers three Air Elementals to manifest. During the fierce battle, Dino seals the bottle, ending the storm; the remaining elementals are destroyed. The group retrieves the artifact and returns to their Spelljammer ship. High Jinks casts Clairvoyance , overhearing Captain Zelthar and Captain Sylna mention “ Falx ,” believed to be another Illithid colony. The two letters reference collecting items from the Underdark and the Abyss . 🎭 Key Scenes High Jinx disguised as a Mind Flayer Mind Flayers surrounding a vanishing figure. Rigg Pickpocketing the Letter The Bottled Storm (Dino & Gith’rath) 🧵 Ongoing Threads & Plot Hooks Illithid Colonies: Names confirmed—Captains Zelthar and Sylna; new colony Falx identified. Letters of Acquisition: Tasks involving retrieval of artifacts from the Underdark and the Abyss . Unidentified Meeting Leader: Non-Illithid entity directing Mind Flayer captains; motives unknown. Thrall Restoration: The captured Githyanki guard may reveal methods to break psionic control. Storm-Energy Artifact: The Storm in a Bottle radiates Limbo’s raw elemental chaos—purpose yet undefined. 💎 Loot & Discoveries Item Finder Description / Status Storm in a Bottle Dino Rokos Sealed vessel containing a captured Limbo air-storm; hums with unstable elemental and psionic energy. Handle with care. Illithid Letter I High Jinks Obtained legitimately during the captains’ meeting; instructs collection of items from the Underdark . Illithid Letter II Rigg Dalhart Stolen post-meeting; orders procurement from the Abyss . Dominated Githyanki Guard Valen Pyre / Leydrick Gefinhal Captured alive via Sleep ; currently unconscious aboard the ship, potential source of intel or redemption. Item Flavor Notes Storm in a Bottle: “Pressure trembles beneath glass; each heartbeat echoes a distant thunder.” Letters of Command: “Written in alien glyphs that shimmer and crawl when read—tasks spanning realms best left untraveled.” ⏭️ Cliffhanger / End State The Storm in a Bottle secured aboard the party’s Spelljammer. Two Illithid letters decoded—missions to the Underdark and the Abyss . Names heard through Clairvoyance: Zelthar and Sylna of the colony Falx. An unconscious Githyanki thrall held for restoration. The party sets course to plan their next strike against the Illithid network. 📘 Session 14 — The Mandate of Primus 🎵 Music   Mandate of the Clockwork King [Verse 1] In the market of the Gith, where the firelights burn, Rigg bought trouble in a jug, Dino waited his turn. Rook rotted in a cell humming death’s old tune, ’Til a bribe and a lie broke him out by noon. [Hook] Turn the gears, let the stars align— Primus speaks in a voice of iron. We were cast through the void with a single ring: “Further the task,” said the Clockwork King. [Verse 2] Back aboard the ship, silence split in two, A golden giant marched like judgment overdue. Wind roared, spells cracked—but nothing made it fall; One by one we blinked out, answering the call. [Bridge] No mercy, no choice, no place to run— Mechanus shines like a dying sun. We stood before the mind of law, Accused by a god with no breath to draw. [Hook] Turn the gears, let the stars align— Primus speaks in a voice of iron. We were bound by decree to a nameless thing: “Further the task,” said the Clockwork King. [Outro] So we walk the edge where the shadows cling— Still hearing the hum of the Clockwork King. 🖼 Images   🪐 Campaign Arc Campaign: Spelljammer – The Shattered Crown Arc Session: 14 – “The Mandate of Primus” Dungeon Master: Sicareus (James) Setting: A Githyanki outpost market, the Spelljammer vessel, and the plane of Mechanus. 🧭 Overview The party arrived at a Githyanki-operated market in search of Rook — the merchant-guide with knowledge of routes leading into the Underdark. While Leydrick, High Jinks, and Valen remained at a tavern drinking, Dino and Rigg headed toward the local prison to negotiate Rook’s release. After bribes, distractions, and bargaining with a disinterested captain, Rook was freed and re-equipped. Upon returning to the ship, their brief moment of rest was shattered when a towering golden construct forced its way onboard, classifying the party as trespassers. A chaotic corridor battle followed, where spells and desperate tactics failed to slow it. One by one, each member succumbed to a forced Charisma save, vanishing from the ship. The group reappeared before Primus , the god-machine of Mechanus. Accused of aiding Illithids, the party defended their mission, insisting they sought to undermine the Illithid plot surrounding the Crown of Sorrow. Primus accepted their explanation only after binding them to an unclear but absolute directive: “You must further the task.” Moments later, the party was returned to their ship, shaken and cosmically obligated to continue. 🧙 Party Members Character Player Class/Subclass Race Notable Actions Garrick “Rigg” Dalhart Ben / Elemunk Rogue – Swashbuckler Human Bought Alchemy Jug; distracted guards with improvised noises; bribed prison officials; attempted combat against construct. Laydrick Gefinhal Jared / Galindis Cleric – Life Domain Dwarf Market drinks; radiant attacks; swiftly removed by construct and transported to Mechanus. High Jinks Kate / Keitachan Warlock – Great Old One Tabaxi Shared drinks with party; hid under tables during combat; attempted persuasion on both construct and Primus. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer (Battle Smith) / Fighter Githyanki Led prison negotiations; insulted Primus under his breath; opposed the Illithid accusation fiercely. Valen Pyre Justin / Slitzer Wizard – Evoker Human Brewed spells at market; used Thunderstep against construct; willingly stopped resisting the teleport effect. Rook NPC Merchant Guide Unknown Freed from prison by Dino & Rigg; now equipped and assisting the party. Keshari NPC Elemental Vendor Fire-touched humanoid Sold magical goods to Rigg; provided minor insight into market wares. 📍 Key Locations Githyanki Market Outpost – planar bazaar, taverns, elemental vendors. Gith Prison Complex – Rook’s holding location, run with minimal oversight. The Spelljammer Ship – site of the construct assault. Mechanus – the Clockwork Nirvana, domain of Primus. ⚔️ Session Highlights Meeting Keshari; purchasing an Alchemy Jug and magical candle. Drinking interlude for Leydrick, High Jinks, and Valen. Dino & Rigg’s successful extraction of Rook from prison (bribery, distractions, negotiation). Massive construct boards the ship and initiates forced compliance protocols. Gust of Wind, Eldritch Blast, Sacred Flame, Thunderstep used with limited effect. One-by-one forced Charisma saves leading to planar displacement. Audience with Primus — accusation of Illithid collaboration. Imposed cosmic directive to “further the task” concerning the Crown of Sorrow. Instant return to ship after divine judgment. 🎭 Key Scenes 1. The Market Firespeaker The party browsed the bustling Githyanki bazaar, where Keshari displayed fire-touched wares. Rigg secured an Alchemy Jug and candle while the others found drinks and gathered information. 2. The Prison Bargain (Expanded) Dino and Rigg located the Gith prison where Rook was detained. The guards stated Rook had been jailed after an altercation with another inmate — who could still be heard loudly down the hall. When Dino and Rigg offered to “quiet him down,” the guards casually allowed them inside. Rook insisted they retrieve his confiscated gear. Rigg distracted a nearby guard using improvised didgeridoo noises while looking for it. When stopped by the prison captain, Rigg attempted a story about essential “medication” in Rook’s belongings. The captain was unmoved but offered the gear for 50 gold. Rigg paid the bribe, securing Rook’s equipment. To exit, Rook pretended to be unconscious. Dino and Rigg carried him toward the front desk, slipping the guards additional gold to avoid questioning. They left without incident and returned to the ship with Rook fully restored. 3. The Construct Boards Upon reboarding the ship, a colossal golden construct pushed through the corridor, declaring the party unauthorized. Combat erupted in tight quarters, but spellfire and steel barely slowed it. Each failed Charisma save resulted in a character vanishing. 4. The Throne of Primus Transported to Mechanus, the party faced Primus. He accused them of aiding Illithids. After protest, explanation, and strained diplomacy, Primus deemed them “useful” but bound them to an unclear divine directive regarding the Illithid plot. Seconds later, they were returned to their ship. 🧩 Ongoing Threads & Plot Hooks The Crown of Sorrow remains the central artifact sought by Illithids. Primus’ Directive: A geas-like compulsion to “further the task.” Names mentioned: Zeltha, Silna, Folks — likely Illithid-aligned contacts. Rook’s guidance essential for reaching Deep Shanatar. Keshari’s items may possess hidden uses. 💰 Loot & Discoveries Item Finder Description / Status Alchemy Jug Rigg This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. Candle of the Deep Rigg The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. Rook’s Gear Dino & Rigg Retrieved after multiple bribes; returned to its owner. Mandate of Primus Entire Party Cosmic instruction to continue the anti-Illithid mission. ⏳ Cliffhanger The party stands on the deck, reeling from divine intervention. The construct is gone — but its message was unmistakable. Deep Shanatar and the Crown of Sorrow now lie ahead, with Primus watching. 📘 Session 15 - Thunder in the Void 🎵 Music 🖼️ Images 🪐 Campaign Arc Campaign: Spelljammer Session: 15 Dungeon Master: Sicareus Setting: Astral Desert Plane → Portal Route to the Underdark Date : 20 December 2025 🧭 Overview After a brief rest and recovery, the party followed Rook Varrek through a portal leading to a harsh, desert-like astral plane — a crossroads realm where Rook maintained access to multiple other portals, including routes into the Underdark. Moments after emerging, the party was ambushed by a Neogi raiding force. What followed was a brutal, multi-round shipboard battle against pirates, void hunters, and a Neogi captain, ending in the discovery of a shattered Neogi spider-ship and valuable astral loot. With wounds tended and resources spent, the party pressed onward toward the Underdark, greeted by a disturbing, sickly-sweet scent as the session ended. 🧑‍🚀 Party Members Character Player Class Race Notable Actions Valen Pyre Justin Wizard (Evoker) Human Fireball opening strike; Thunder Step; revived Leydrick; final Eldritch Blast kill High Jinks Kate Warlock (Great Old One) Tabaxi Chill Touch pressure; Eldritch Blasts; later summoned new familiar Dino Roar Robb Artificer / Fighter Githyanki Dancing Longsword; frontline control; post-combat ship investigation Garrick “Rigg” Dalhart Ben Rogue (Swashbuckler) Human Ranged Sneak Attacks; heavy wrench damage; claimed Ring of Spell Storage Leydrick Gefinhal Jared Cleric (Life) Dwarf Downed by double critical; revived; finished a Void Hunter; heavy post-fight healing Rook Varrek NPC — — Portal guide; heavy pistol and rapier damage throughout the fight 📍 Key Locations Astral desert plane used as a portal nexus   Open void near a damaged Neogi spider-ship Portal leading toward the Underdark ⚔️ Session Highlights Party ambushed immediately after exiting the portal by Neogi forces Enemy composition: 6 Neogi Pirates, 2 Neogi Void Hunters, 1 Neogi Captain Valen opened with Fireball, dealing heavy early damage Leydrick was dropped by a double critical attack early in the fight Valen revived Leydrick in the following round Rook Varrek consistently dealt high damage with pistols and rapier Valen flew out to confront a Void Hunter directly, then Thunder Stepped back to the ship A Void Hunter was finished off by Leydrick after Valen’s repositioning play The final Neogi was killed by Valen with a low-damage Eldritch Blast — just enough Dino discovers cracked open Neogi shipwreck and discovers great treasures  🎭 Key Scenes Leydrick’s Fall: Leydrick was struck down by a devastating double critical, forcing immediate triage under fire. Valen & Void Hunter: Valen flew out from the ship toward a Neogi Void Hunter, smirked, then detonated a Thunder Step to escape back to safety. Final Shot: A battered Neogi staggered under a pitiful Eldritch Blast — and still fell. 🧩 Ongoing Threads & Plot Hooks Rook’s knowledge of astral portals and Underdark access remains largely unexplored The damaged Neogi ship suggests a prior, unknown conflict in the area The sickly-sweet smell beyond the Underdark portal hints at a new threat ahead 💰 Loot & Discoveries Item Finder Description / Status 5,000 Gold Party Recovered from the cracked Neogi spider-ship Wand of Web Party Inventory A wand etched with sticky, filament-like runes Cloak of Protection High Jinks Lightweight cloak that subtly bends fate and fortune Ring of Spell Storage Rigg A smooth ring capable of holding dormant spells 3 Astral Diamonds Party Crystalline gems humming faintly with planar energy 🧪 Aftermath Party healed, recovered, and rested after the battle High Jinks summoned a new familiar — an Imp, currently disguised as a Raven   The party leveled up ⏳ Cliffhanger The party passes through the portal toward the Underdark A sickly-sweet smell fills the air on the other side 📘 Session 16 - Spores, Mirrors, and the Bone Wagon 🎵 Music 🖼️ Images   🪐 Campaign Arc Campaign: DnD Campain - SpellJammer Dungeon Master: James / Jamie / Sicareus Setting: Underdark (post-portal travel) Session Date: 18/01/2026 Next Session: 24/01/2026 🧭 Overview The party stepped through the portal and immediately found themselves in a sickly-sweet, yellow miasma thick with spores. The air didn’t just choke the lungs — it warped perception. Familiar shapes appeared where they had no right to be, including a vision of the tavern from the campaign’s beginning, sitting in the haze like a memory made physical. A distant blue light and moving figures drew attention, but every instinct in the fog felt unreliable. Pushing onward, the group reached an illusory wall and passed through into what looked like farmland and a small village. The “villagers” gathered and repeatedly insisted the party should stay . Dino probed them with Detect Thoughts and met a chorus of voices repeating the same message. After testing the situation with spells and physical interaction — and getting no comforting answers — the party chose to back away and keep moving rather than gamble on the “welcome.” When the spores finally thinned, the Underdark immediately reminded them why caution exists: Dino kicked what looked like a harmless rock, and it screamed. The noise drew four Hook Horrors, and the party cut them down with coordinated force — fireball, sacred flame, eldritch blasts, wrench work, and Rook’s rapier. Moments later, a new threat announced itself with sound before sight: a deep buzzing in the darkness. The group sprinted until it faded behind them… straight into the path of something worse — a chained carriage dragged by two massive skeletal beasts, surrounded by shadow-like guards, with a lone figure seated inside. Valen launched his last Fireball. It was counterspelled into nothing. Dino, committed to the worst-good idea, cast Heroism and jumped onto the carriage as the session ended. 🧑‍🚀 Party Members Character Player Class/Subclass Race Notable Actions Garrick “Rigg” Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Kept scouting through the hallucination zone; fought Hook Horrors with the “Big Ol’ Wrench,” movement tricks, and poison; dimmed his hooded lantern to sneak closer to the carriage and count threats. Leydrick Gefinhal Jared / Galindis Cleric (Life Domain) Dwarf Anchored the Hook Horror fight with repeated Sacred Flame; attempted protective magic for Dino (Protection from Evil and Good was discussed, Shield of Faith was active). High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Blasted Hook Horrors with Eldritch Blast; re-positioned familiar (imp) for stings/poison attempts; joined the group’s stealthy approach toward distant lights. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer (Battle Smith) / Fighter Githyanki Used Detect Thoughts on the “stay” villagers (received a unified chorus); triggered the Hook Horror fight by kicking the “rock;” pushed to engage the carriage threat; cast Heroism and jumped onto the carriage at the cliffhanger. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Tried Gust of Wind earlier to disperse spores (didn’t resolve the zone); considered Identify during the strange village; used Fireball to end the Hook Horror fight; fired his final Fireball at the carriage — counter-spelled. Rook Varrek (NPC ally) — — Human Stayed with the party; fought Hook Horrors with an ice-encrusted rapier; was consulted about the carriage but had no clear answer. 📍 Key Locations Portal exit region (Underdark): thick yellow spore-miasma; sickly-sweet air; perception distortion. Hallucinated landmark: the tavern from the earliest session appearing in the haze. Blue-light distance markers: bright lights and figures moving at an angle ahead (party chose cautious movement). Illusory wall & farmland: the party passed through a wall into farmland-like terrain and a village scene. “Stay” village: humanoid/farmer-like figures repeating “stay,” with a many-voiced mental presence. Hook Horror ambush zone: scream-triggered fight after a “rock” was kicked (it was not a rock). Buzzing-dark tunnel stretch: loud buzzing approached; party sprinted until it fell away. Carriage roadway: chained carriage/wagon wheels and footfalls; two massive skeletal pullers; shadowy guards; one seated figure inside. ✨ Session Highlights Entered a spore-saturated Underdark pocket where perception fractured: hallucinations, déjà vu, and distant “mirror” movement. Spotted an impossible landmark: the party’s original tavern, sitting in the haze like a trap made of nostalgia. Moved toward (but did not directly engage with) distant blue-lit activity and figures. Passed through an illusory wall into farmland and a village where the locals repeatedly insisted the party should stay . Dino used Detect Thoughts on the “villagers” and received a chorus of voices all repeating the same directive. After testing the scene with magic and contact — and finding no reassuring explanation — the party withdrew and continued. Dino kicked a “rock” that screamed, drawing four Hook Horrors. The party won the Hook Horror fight decisively: Fireball, Sacred Flame, Eldritch Blast, poison, familiar stings, and melee work. Immediately afterward, a loud buzzing approached through the darkness; the party ran until it was gone. They then heard wagon wheels and chains before they could see anything: a carriage pulled by two massive skeletal creatures, surrounded by ~six shadow-like guards, with one lone figure seated inside. Rigg dimmed his lantern and snuck close enough to confirm the count and the seated figure. The party used a “magic marble” (existing tool) and confirmed heavy magic around the carriage/occupants. Valen fired his last Fireball into the carriage… and it was counter-spelled. Dino cast Heroism and jumped onto the carriage. End scene. 🎬 Key Scenes The Tavern That Shouldn’t Be There Rigg stands in yellow spore-mist, staring at an impossible mirage of the party’s original tavern looming in the Underdark haze. Passing Through the Illusory Wall Leydrick steps through a shimmering boundary—half in cavern-dark, half emerging into the false “farmland” beyond. ‘Stay.’ The Spore-Village Chorus Dino faces farmer-like figures in a fungal village as they gather in eerie silence, unified by a single insistent message: “Stay.” F.A.F.O. Dino kicks what looks like a rock—only for it to shriek open like a fungus-mouth, sending spores and panic into the tunnel. Hook Horror Clash High Jinks unleashes eldritch force into the gloom as a Hook Horror silhouette rises from the shadows, drawn by the scream. The Bone Carriage Approaches Rigg crouches with a dimmed lantern as a chained carriage rolls past—dragged by massive skeletal beasts and flanked by shadowy guards. 🧩 Ongoing Threads & Plot Hooks Myconid / spore influence: the party was warned the area felt “too close” to myconid territory/kingdoms; the spores clearly have perception-warping effects. Reality distortion zone: hallucinated tavern, illusory wall, and “stay” village suggest either powerful spore-magic or something using spores as a delivery system. The “Stay” chorus: Dino’s Detect Thoughts returned a unified multi-voice directive; the figures may have been a shared-mind puppet group rather than independent people. The buzzing presence: something large/fast moved in the dark (audible buzzing) and forced a retreat; it did not pursue to contact. The Bone Carriage: two massive skeletal pullers, ~six shadow-like guards, and one seated figure inside. Heavy magic confirmed. Counterspell confirmed: whoever is inside the carriage can shut down big magic instantly — and did so without hesitation. Dino on the carriage: the party starts next session with Dino committed forward and the group potentially exposed. 💰 Loot & Discoveries Item Finder Description / Status “Magic marble” (existing tool) Party Used near the carriage; confirmed a strong concentration of magic around it. (No new loot recovered this session.) Hook Horror remains — No notable loot found on the corpses. Flavor note: The Underdark doesn’t do “quiet” — it just switches from hallucinations to hooks to counterspells without changing tone. 🧨 Cliffhanger The party confronts a chained carriage dragged by two massive skeletal beasts, escorted by ~six shadow-like guards, with a lone figure seated inside. Valen’s final Fireball is counterspelled — hard confirmation that the carriage has serious arcane defense. Dino with Heroism (cast by Leydrick) and jumps onto the carriage, committing the party to an engagement whether they wanted one or not. Next session: 24/01/2026 — opening moment begins with Dino on top of the carriage and everyone else deciding how to not die about it. 📘 Session 17 - Carriage of the Stilled Tongue 🎵 Music   🖼️ Images 🪐 Campaign Arc Campaign: Spelljammer Session: 17 — The Stilled Tongue’s Carriage Date: 21/02/2026 Dungeon Master: James / Jamie / Sicareus Setting: On the road during portal travel (rocky outcrops and a stopped carriage) 🧭 Overview Mid-journey and still under Primus’ not-so-subtle “keep moving” mandate, the party’s travel turned into a roadside nightmare: shadows swarmed in, backed by two hulking minotaur skeletons. The fight immediately became a positioning puzzle—carriage, rock cover, and a fallen pillar mattered as much as damage. Then the real problem stirred: a lich revealed itself from within the carriage and started carving the battlefield apart with necrotic surges, brutal force blasts, and repeated deathly teleports. Fear scattered key bodies at the worst possible time, heals were constantly racing damage spikes, and more than one ally hit the dirt—then got dragged back into the fight anyway. By the end, the lich dropped, the road went quiet, and the party crawled away richer, scarier, and ready to level up. 🧑‍🤝‍🧑 Party Members Character Player Class/Subclass Race Notable Actions Garrick “Rigg” Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Heavy Sneak Attack turns; dropped late, then revived post-fight. Laydrick Gefinhal Jared / Galindis Cleric (Life Domain) Dwarf Kept the party alive with Aura of Life, Healing Word / Mass Healing Word, and Channel Divinity; eventually downed. High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Thunder Step, Eldritch Blast pressure, and one of the final blows on the lich; imp familiar assisted. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer (Battle Smith) / Fighter Githyanki Frontline damage with Moon-Touched longsword + Dancing Longsword; forced to run when Fear landed. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Mind Sliver + Eldritch Blast output; Shield reactions; delivered the last hit that ended the lich. Rook Varrek DM (Ally NPC) Unknown (rapier user) Human Ice-encrusted rapier strikes; soaked big hits; feared into a full retreat at one point. 📍 Key Locations The stopped carriage/wagon (where the lich was hiding). A fallen pillar / rocky outcrop used for cover, leaps, and line-of-sight breaks. The surrounding road/approach where shadows and skeletons closed in. ⚔️ Session Highlights Initiative opened on six shadows and two minotaur skeletons —then escalated when the lich joined from the carriage. High Jinks’ imp (often acting like a sneaky little aerial menace) contributed alongside repeated Eldritch Blasts. The lich’s toolkit defined the fight: Disrupt Life necrotic bursts, Deathly Teleport , heavy force blasts, and later Fear —which sent Dino and Rook sprinting. Leydrick’s Aura of Life (plus relentless healing) prevented a wipe when bodies started dropping. He still went down before the end. Rook dealt meaningful damage and soaked punishment, but ran away with fear along with DIno. Final sequence: High Jinks landed one of the last blows on the lich, then Valen finished it. Post-battle revives: High Jinks brought Leydrick back up; Valen brought Rigg back up. 🎬 Key Scenes Dino climbs onto the carriage and keeps the lid shut on instinct—because whatever’s inside is absolutely going to ruin someone’s night. He instead commits to the nearest shadow, blade flashing in tight arcs as the road turns into a swarm. Leydrick plants himself where allies can stay in reach, forcing the battlefield to orbit around his Aura of Life. Necrotic waves slam through the group. Rigg vaulting off a fallen stone pillar at a diagonal angle, coat snapping in the wind, both hands gripping a massive metal wrench overhead as he brings it down toward a Shadow A lich stepping out from the open carriage door Rook and Dino running full-tilt past jagged stone outcrops, breath visible in cold air, frost scattering from Rook’s rapier, Dino clutching his glowing blade as if it’s the only thing keeping him real. Valen and Jinx take down the Lich 🧩 Ongoing Threads & Plot Hooks Primus’ mandate continues: the party is still bound to “further the task,” and delays tend to invite consequences. (Context from prior arc.) Rook Varrek remains central as a portal-route ally—also now clearly a liability when Fear and high burst damage start flying. The lich’s presence on the road: why was it traveling hidden in a carriage, and what was it doing in the party’s path? New dangerous assets acquired: the Tome and Crystal Ball raise questions about attention from enemies who know what those are. 💰 Loot & Discoveries Item Finder Description / Status Tome of the Stilled Tongue Valen A forbidden grimoire that feels less like a book and more like a sealed argument with death itself. Status: In Valen’s possession. Crystal Ball of Mind Reading High Jinks A cold, luminous orb that seems to dim when handled—like it resents being observed. Status: In High Jinks’ possession. 5,000 gp Party Recovered after the lich was defeated. 🧨 Cliffhanger Valen and Jinx revive Rigg and Leydrick The party survives the roadside lich encounter and secures high-tier loot and coin. After a rest, the party levels up to 8 . Next session: 07/03/2026. 📘 Session 18 – The Haunted Forge of Sondar 🎵 Music 🖼️ Images       🪐 Campaign Arc Campaign: Spelljammer Session: 18 – The Haunted Forge of Sondar Dungeon Master: James / Jamie / Sicareus Setting: Underdark travel route, swampy cavern near a black dragon, and the ruined dwarven kingdom of Sondar 🧭 Overview After surviving the roadside lich battle, the party rested, leveled to 8, and resumed the push deeper into the Underdark under the pressure of both Primus’ mandate and the Illithid task tied to a rumored crown. Early progress was cautious rather than heroic: Rigg and High Jinks scouted a distant light, discovered three fire elementals, and wisely chose not to add “burned to death in a cave” to the party résumé. Along the way, Valen used downtime to transcribe Misty Step and later Shield into his spellbook. Travel grew stranger as the ground turned damp and the party stumbled into the territory of a black dragon. They backed off without a fight and continued until the mountain fortress of Sondar came into view: a dead dwarven kingdom carved into stone, its great gates torn from their hinges and its streets littered with the old remains of dwarves and Illithids alike. Inside, a cold forge and a lantern-lit echo of the past revealed ghostly dwarven smiths trapped in a repeating scene. What first looked like a haunting or time-loop became something more dangerous when Dino disturbed the forge’s tools, causing the figures to twist into nightmare shapes. The session ended on initiative. 🧑‍🤝‍🧑 Party Members Character Player Class/Subclass Race Notable Actions Garrick “Rigg” Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Scouted ahead with High Jinks, helped avoid the fire elementals, and investigated the ruined entrance to Sondar. Laydrick Gefinhal Jared / Galindis Cleric (Life Domain) Dwarf Spotted distant light in the Underdark and helped guide the party toward the dwarven ruin. High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Joined Rigg on the stealthy scout, investigated the forge’s looping ghost-scene, and tracked its pattern inside the lantern light. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer (Battle Smith) / Fighter Githyanki Took point at the forge, climbed in through the window, manipulated the lantern and hammer, and triggered the final hostile shift. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Used downtime to transcribe Misty Step and Shield , cast protective camp magic during the second rest, and used Detect Magic at the forge. Rook Varrek NPC Ally Guide / Rapier Fighter Human Led the party onward through the Underdark, identified Sondar as a ruined dwarven kingdom, and pushed the group to keep moving toward their objective. 📍 Key Locations Underdark Camp: A rough resting point where the party recovered, leveled up, and reorganized after the lich fight. Firelit Cavern Route: A stretch of tunnel where distant light revealed three fire elementals patrolling ahead. Black Dragon Swamp: A damp, dangerous cavern area occupied by a black dragon the party wisely chose not to provoke. Sondar: A ruined dwarven kingdom carved into a mountain, long fallen to Illithids and now eerily silent. The Forge of Sondar: A cold smithy where a magical lantern revealed looping dwarven echoes and a deadly shift into shadowy horror. 📑 Session Highlights The party completed a long rest after the lich fight and leveled up to 8. Valen used downtime to transcribe Misty Step into his spellbook, then later added Shield . Laydrick spotted a distant light; Rigg and High Jinks scouted ahead and identified three fire elementals. The group avoided the fire elementals rather than engaging them. Travel led the party into a damp cavern area occupied by a black dragon; they withdrew without fighting. The party reached Sondar, a ruined dwarven mountain kingdom whose gates had been torn down long ago. Inside the city, they found streets strewn with the old remains of dwarves and Illithids. A rhythmic hammer-on-anvil sound led them to a cold forge filled with ghostly dwarf-shapes visible only in lantern light. Investigation revealed the figures were trapped in a repeating scene: forging, reacting to a disturbance outside, grabbing weapons, and vanishing before the loop began again. Detect Magic revealed magic on the lantern and the anvil. Dino manipulated the scene from range, and when the hammer was violently displaced, the figures transformed into nightmarish shadow-creatures. Initiative was rolled just as the session ended. 🎭 Key Scenes 1. “Three Lights in the Dark” — Rigg & High Jinks Far ahead in the black of the Underdark, three distant lights drifted like torches. Rigg and High Jinks slipped forward under cover of darkness and discovered the truth: not wanderers, not campfires, but three fire elementals moving through the caverns. For once, the party chose good sense over violence and went around. 2. “Get Out” — Dino & the Black Dragon The floor turned wet, the air turned foul, and the next problem announced itself without subtlety: a black dragon in the swamp. The encounter lasted only moments, but that was enough. A warning, an apology, and a careful retreat kept the party alive. Sometimes heroism is knowing when to stop walking forward like an idiot. 3. “The Broken Gates of Sondar” — Laydrick & Rook When Sondar finally emerged from the darkness, it did not look like a kingdom waiting to be reclaimed. Its great metal doors had been knocked from their hinges and left on the ground, and beyond them lay silence, bones, and the distant outline of a keep. Rook called it safe enough. The ruin itself disagreed. 4. “Lantern Light” — Dino & High Jinks Inside the cold forge, the dead did not linger freely; they only existed inside the glow of a single lantern. High Jinks traced the loop in the scene while Dino pushed closer, prying at the edges of the mystery with magecraft and curiosity. The moment the forge’s rhythm was broken, the dwarven echoes stopped being echoes and became a threat. 🧵 Ongoing Threads & Plot Hooks Primus’ mandate still hangs over the party: they are expected to keep moving and further the task. The Illithid letter objective continues: the party is still pursuing one of the artifact-retrieval leads, now focused on Sondar. The Crown of Sondar: local legend suggests the queen went mad shortly before the Illithid fall, and the party suspects a crown may be tied to that event. Why Sondar resisted settlement: Rook believes the Illithids could not remain here for long, possibly because the place is haunted. The black dragon remains nearby: an immediate danger left alive and unchallenged on the route behind them. The forge’s lantern, anvil, and hammer are all significant: the party has not yet learned whether they are relics, anchors for the haunting, or something worse. The dead of Sondar are not resting quietly: the ghostly forge-loop suggests the city may preserve moments of its fall in magical fragments. 💰 Loot & Discoveries Item Finder Description / Status Sondar Party A fallen dwarven kingdom cut into stone, littered with the remains of dwarves and Illithids. Status: Entered and under exploration. Ghost-Lantern Party discovery A lantern whose light reveals dwarven echoes repeating the final motions of forge-work and panic. Status: Still in the forge at session end. Magical Anvil Party discovery A silent anvil radiating magic, central to the forge scene and whatever memory or haunting is anchored there. Status: Unclaimed; still under investigation. Forge Hammer Party discovery The striking tool in the repeating forge scene; disturbing it caused the ghostly dwarves to become hostile shadow-forms. Status: Not secured; interaction triggered combat. Spellbook Progress Valen Misty Step and later Shield were transcribed during travel downtime, expanding Valen’s prepared options for what is very obviously becoming a terrible place to stand still. Status: Completed. 🧨 Cliffhanger The party stands inside or around the forge in the ruins of Sondar. The lantern still reveals the scene; outside its light, the figures vanish. After the hammer was displaced, the ghostly dwarves twisted into nightmarish shadow-creatures. Initiative was rolled. Next session opens with combat in the haunted forge. 📘 Session 19 - The Whispering Crown of Sondar 🎵 Music   "The Whispering Crown of Sondar" – Varrick Songweave 🖼️ Images 🪐 Campaign Arc Campaign: Spelljammer Session: 19 – The Whispering Crown of Sondar Dungeon Master: James / Jamie / Sicareus Date: 26/03/2026 Setting: The ruined dwarven kingdom of Sondar, its haunted forge, keep, throne hall, and sealed vault 🧭 Overview The session opened exactly where the last one ended: inside the haunted forge of Sondar, with the ghostly dwarven smiths now fully hostile after Dino disturbed the forge’s tools. What began as a fight against three apparitions nearly became a party wipe when the ghosts possessed Rigg, Dino, and Leydrick, turning the group’s own blades, spells, and poor life choices against them. Valen’s Fireball helped break the chaos open, Leydrick’s healing brought bodies back from the brink, and the party narrowly pulled themselves out of a spiral that had become less “combat encounter” and more “team-building exercise from hell.” Once the forge was quiet, the group recovered a powerful dwarven hammer. Rigg, having stolen it from Dino while Dino boasted about his untouched health, handed it over to Leydrick. Valen identified it as a Dwarven Thrower , a rare and potent weapon best suited to the party’s dwarf. With the hammer secured and the party patched up, Rook led them deeper through the dead streets of Sondar toward the keep. Inside the keep, the party discovered the remains of a failed Illithid colony and the truth behind Sondar’s fall. Ancient dwarven notes described a siege, the queen’s descent into madness, rune-carving across the city, starvation, and the final massacre. In the throne hall, the dead queen still sat with a battleaxe buried in her chest and a silver crown gleaming on her head. Before the party could safely claim it, the ground split open and a Neothelid erupted from beneath the keep. Rook was swallowed, Rigg rode the creature like an idiot with conviction, and Dino eventually carved it down. The crown, once recovered, whispered darkly and caused the party’s instructions to change: it must now be taken to Arborea and gifted to the Choir Master . 🧑‍🤝‍🧑 Party Members Character Player Class/Subclass Race Notable Actions Garrick “Rigg” Dalhart Ben / Elemunk Rogue / Swashbuckler Human Was possessed by a forge ghost; stole the hammer from Dino and gave it to Leydrick; read ancient Dwarvish notes; grabbed the crown; rode the Neothelid; picked the vault lock; began planning a treasure cart. Leydrick Gefinhal Jared / Galindis Cleric / Life Domain Dwarf Received the Dwarven Thrower; was possessed and later downed; cast Protection from Evil and Good, Prayer of Healing, Mass Healing Word, Sacred Flame, Spiritual Weapon, and Cure Wounds. High Jinks Kate / Keitachan Warlock / Great Old One Tabaxi Used Invisibility and Eldritch Blast through both major fights; sent her imp into danger; blasted the Neothelid; retaliated with Hellish Rebuke after the acid breath; briefly received the cursed crown. Dino Roar / Dynoth Rokos Robb / Baconbuff Artificer / Battle Smith, Fighter Githyanki Was possessed by a ghost and turned on his own side; received Protection from Evil and Good; identified the old Illithid spawning pool; recognized the Neothelid threat; used Protective Field on Rook; dealt heavy melee damage and helped finish the creature; secured the crown with telekinetic force. Valen Pyre Justin / Slitzer Wizard / Evoker Human Used Eldritch Blast, Fireball, Misty Step, Identify, Detect Magic, and Ice Knife; helped stabilize the ghost fight; identified the Dwarven Thrower; survived the Neothelid’s Feeblemind attempt. Rook Varrek NPC Ally Unknown Human Guided the party through Sondar; fought with pistols and ice-encrusted rapier; was swallowed by the Neothelid; escaped from its corpse alive but deeply unhappy; began preparing a red-circle return route to the ship. 📍 Key Locations The Haunted Forge of Sondar: The ghost-lit forge where the party fought possessed smith-spirits and recovered the Dwarven Thrower. Ruined Streets of Sondar: Corpse-strewn dwarven avenues marked by the aftermath of old battles between dwarves and Illithids. Sondar Keep Gate: A barred, decayed door forced open by Leydrick with Dino assisting. The Keep’s Inner Hall: A carnage-filled chamber with whispers, a rumbling floor, and signs of an ancient Mind Flayer presence. Illithid Spawning Pool: An empty basin identified as part of a failed Mind Flayer colony. The Queen’s Throne Hall: The chamber where the dead dwarven queen sat with a battleaxe in her chest and the silver crown on her head. Sondar Vault: A locked treasure vault discovered behind the throne hall and opened after Rigg noticed the lock the hard way. 📑 Session Highlights The party resumed mid-combat against three forge ghosts from the previous session. The ghosts possessed Rigg , Dino , and Leydrick , causing the fight to become a dangerous party-versus-party scramble. Valen used Fireball during the chaos, damaging possessed allies and ghosts alike. Leydrick was knocked down but later brought the party back with major healing, including Prayer of Healing and Mass Healing Word. Rigg stole the mysterious hammer from Dino during the aftermath and handed it to Leydrick. Valen identified the weapon as a Dwarven Thrower , requiring attunement and best suited for Leydrick. The party pushed onward through Sondar’s dead streets and forced open the entrance to the keep. Inside, the group discovered evidence of a failed Illithid colony and an old spawning pool. Ancient dwarven notes revealed that Sondar fell after Mind Flayers laid siege, the queen ordered rune-carving across the city, madness spread, starvation weakened the dwarves, and the Illithids slaughtered the survivors. The party found the dead queen on her throne, pierced by a dwarven battleaxe and wearing the silver crown they sought. A Neothelid burst into the throne hall before the party could safely extract the crown. Rook was swallowed by the Neothelid and suffered acid damage inside the creature. Rigg climbed onto the Neothelid and attacked it from its back with his wrench. The Neothelid used acid breath and nearly crippled Valen with a Feeblemind-like psychic assault. Dino delivered the killing blows, slicing the monster open and allowing Rook to escape from its corpse. The silver crown whispered when held, and the task note changed to instruct the party to take it to Arborea and gift it to the Choir Master . The party discovered a treasure vault and began preparing to transport as much loot as possible back to the ship via Rook’s red circle. The group chose Arborea as their next destination, leaving the Shard of Hate in the Abyss for later. 🎭 Key Scenes 1. Valen and the Possessed Line The forge fight turned ugly when the ghosts slipped into the bodies of the party’s frontliners. With friends attacking friends and Leydrick bleeding out, Valen made the kind of wizardly calculation that only looks insane if it fails. Fireball bloomed across the battlefield, burning ghosts and allies alike, buying just enough space for the party to keep fighting instead of collapsing into a haunted heap. 2. Rigg Gives Leydrick the Hammer In the aftermath, while Dino was busy celebrating his suspiciously untouched health, Rigg quietly helped himself to the forge hammer. Rather than keep it, he handed it to Leydrick with the air of a man who had absolutely acquired it through legitimate channels. Valen identified it as a Dwarven Thrower, and the party agreed that the dwarf should probably hold the dwarf-only hammer. Bold strategy. Shockingly sensible. 3. Rigg and Rook Against the Neothelid When the Neothelid erupted into the throne hall, Rook was the first to suffer for standing too close to the wrong mouth. The creature swallowed him whole, leaving only muffled screaming and acid-soaked panic from within. Rigg answered in the only way Rigg could: by climbing onto the gargantuan worm and attacking it from its back with his massive wrench. 4. Dino Takes the Crown from High Jinks After the Neothelid fell, the silver crown proved immediately unpleasant. It whispered in the mind, radiated cursed-ring energy, and made everyone nearby look briefly untrustworthy. Rigg tossed it to High Jinks, who was already tempted to try it on, before Dino lifted it away with telekinetic force and ordered it sealed away before anyone did something wonderfully stupid. 🧵 Ongoing Threads & Plot Hooks The Crown’s New Command: The party’s written instructions changed after the crown was claimed. The crown must now be taken to Arborea and gifted to the Choir Master. The Crown Whispers: The silver crown is clearly dangerous, possibly cursed, and actively whispers to whoever holds it. The Shard of Hate: The other known objective remains in the Abyss, but the party chose to finish the crown task first. Primus’ Mandate: The command to “further the task” still hangs over the party’s decisions. The Fall of Sondar: The ancient notes suggest the dwarven queen’s madness, the city’s runes, and the Illithid siege were connected. The Queen’s Death: A dwarven battleaxe was found embedded in the queen’s chest, implying betrayal, execution, or a desperate final act. Vault Haul Pending: The party found a large vault of treasure. Exact contents are still pending final count. Rook’s Survival: Rook survived being swallowed by a Neothelid, but he may never be emotionally clean again. 💰 Loot & Discoveries Item Finder Description / Status Dwarven Thrower Recovered by Dino, stolen by Rigg, given to Leydrick A very rare +3 magical warhammer requiring attunement by a dwarf or a creature attuned to a Belt of Dwarvenkind. It has the Thrown property, returns after being thrown, and deals extra force damage on ranged hits, especially against giants. Currently with Leydrick. Forge Lantern Dino A lantern taken from the haunted forge area. Status and magical properties remain unclear. Ancient Dwarven Notes Rigg Old records from the keep describing the siege of Sondar, the queen’s madness, rune-carving across the city, starvation, and the final Illithid slaughter. Silver Crown Initially Rigg; secured by Dino The sought-after crown from the dead queen’s throne. It whispers when held and caused the mission note to change. It is now tied to the instruction to take it to Arborea and gift it to the Choir Master. Dwarven Battleaxe Valen A fairly nice dwarven battleaxe pulled from the queen’s chest. It appears meaningful to the queen’s death, though it was not identified as especially magical. Sondar Vault Treasure Party A large vault of gold and scattered valuables discovered behind the throne hall. Exact treasure count is pending. The party began stacking as much as possible into Rook’s red circle for transport back to the ship. Item Notes Dwarven Thrower: A weapon that feels made for an ancestral grudge. Heavy, rune-marked, and built to leave the hand like a thunderbolt before returning as if pulled by old dwarven pride. Silver Crown: Bright enough to command a throne, wrong enough to make every sensible instinct scream. Its whispers are indistinct, but no one holding it felt comforted. Dwarven Battleaxe: Not the grandest weapon in Sondar, but its placement made it impossible to ignore. Whoever drove it into the queen’s chest made a final statement in steel. ⏳ Cliffhanger The Neothelid is dead, and Rook escaped from its corpse alive. The silver crown has been recovered but is whispering and clearly unsafe. The task note now points the party toward Arborea and the Choir Master . The party intends to return to the ship with as much vault treasure as possible. The Shard of Hate in the Abyss remains unresolved. Next destination chosen: Arborea . 📘 Session 20 - Through Heaven's Back Door 🎵 Music "Through Heaven's Back Door" – Varrick Songweave [Verse 1] From Sondar’s vault of dust and stone, They hauled old gold by circle’s glow. Rook said, “My debt is paid in full,” Then passed a pistol, worn and cold. Five thousand coins for parting grace, A smirk, a nod, no warm embrace. He named a spire, a ship of dread, Then vanished where old captains tread. [Hook] Raise the sail, let the green seas roar, Through heaven’s back door once more. Gold in the hold, crown in the dark, A cursed little whisper with a bite and a bark. Sing low, sing high, let the wild winds soar, We’re bound for the Choir Master’s door. [Verse 2] The gate demanded magic’s price, Not blood this time, which seemed quite nice. Boots of winter, web-wand bright, Ring of Ram in blue-green light. Valen watched the runes ignite, High Jinks fed sparks into the night. The portal split with feyborn flame, And Arborea called their name. [Hook] Raise the sail, let the green seas roar, Through heaven’s back door once more. Gold in the hold, crown in the dark, A cursed little whisper with a bite and a bark. Sing low, sing high, let the wild winds soar, We’re bound for the Choir Master’s door. [Verse 3] Upon green waves their rowboat spun, The “peaceful trip” was quickly done. A Morkoth rose with teeth and spite, To ruin everyone’s afternoon delight. Dino braced and Leydrick prayed, Rigg shot poorly, undismayed. The wyrmling’s flame made sea-mist bloom, And bought them space from certain doom. [Bridge] Then up they rose by dragon fire, Past sea and stone and silver spire. Valen traced the way back home, In circles inked on secret tome. Dino stared where bright skies burned, Knowing nice views mean trouble earned. For heaven smiles with open hands, Then buries knives beneath the sands. [Verse 4] In Arvandor’s enchanted green, They tried their best not to be seen. High Jinks became a twilight fox, While Dino’s elf act shook the rocks. Leydrick clanked with holy care, Rigg rang bells from who-knows-where. A glowing watcher turned aside— Somehow the lie survived. [Final Hook] Raise the sail, let the green seas roar, Through heaven’s back door once more. Gold in the hold, crown in the dark, A cursed little whisper with a bite and a bark. Sing low, sing high, let the wild winds soar, We’re bound for the Choir Master’s door. [Outro] Five shadows stand where starlight streams, Before the land of deathless dreams. The crown still calls, the songs still pour, And trouble waits behind the door. So tune the lute and mark the score— We’re bound for the Choir Master’s door.     🖼️ Images 🪐 Campaign Arc Campaign: Spelljammer Session: 20 – Through Heaven's Back Door Date: 25/04/2026 Dungeon Master: James / Jamie / Sicareus Setting: Sondar Vault, the party's spelljammer, the Astral Sea, Arborea's second layer, and the forested upper realm of Arvandor. 🎬 Previously On... In Session 19, the party survived the haunted forge of Sondar, recovered a Dwarven Thrower for Leydrick, uncovered the grim history of the fallen dwarven kingdom, and claimed the whispering crown from the dead queen's throne hall. The crown immediately changed the shape of the party's task: instead of merely surviving Sondar and its Illithid-haunted ruin, they were now compelled to take the crown to Arborea and deliver it to the Choir Master. The session ended with the vault finally opened and the party standing before more gold than they had ever seen in their lives. The only remaining problem was simple: how to move a dwarven kingdom's worth of treasure without turning the ship, the party, or basic logistics into paste. 🧭 Overview Session 20 began in the treasure vault of Sondar, where the party turned from desperate survivors into very wealthy, very suspicious people. With Rook's teleportation circle limited by space rather than greed, the group loaded roughly 49,500 gold onto their ship, sorted through powerful magic items, and created a dedicated gold room aboard the vessel. Rigg celebrated the haul with beer from his Alchemy Jug, because nothing says financial responsibility like pouring alcohol over a dwarven payday. After the treasure was secured, Rook announced that his debt had been repaid and that he had to return to his own ship and crew. The farewell was generous and practical: Rigg handed him 5,000 gold, Rook gave directions toward Fizzwick and the spire on Arborea's second layer, warned them about the Mountain of Misery as a last-resort contact, and gifted Rigg a pistol from a coat full of firearms. The party then paid the portal's fuel tax with magic items, travelled for weeks through the Astral Sea, and reached a sea cave opening onto Arborea. From there, the journey became a strange passage through heavenly territory by the least official route imaginable. A rowboat crossing turned dangerous when a Morkoth burst from the green sea, only to be driven off through spellwork, steel, rowing panic, and help from a red dragon wyrmling. The party found Fizzwick's network, bought passage aboard a dragon-powered blimp, learned more about the Choir Master's music and the danger of the crown, received anti-scrying rings, and finally entered the forests of Arvandor in disguise. By the end, they were alive, hidden for now, and moving toward the music that may sit at the center of the whole problem. Arborea 🧑‍🤝‍🧑 Party Members Character Player Class/Subclass Race Notable Actions Garrick "Rigg" Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Claimed the Belt of Dwarvenkind; celebrated the gold haul with beer from the Alchemy Jug; gave Rook 5,000 gold; received Rook's pistol; attempted to use the pistol against the Morkoth despite lacking firearm proficiency; later helped distract the glowing investigator with a bell. Leydrick Gefinhal Jared / Galindis Cleric (Life Domain) Dwarf Received the Belt of Hill Giant Strength and Periapt of Wound Closure; helped manage survival and recovery; rowed during the Arborea crossing; remained the party's most sensible candidate for staying alive so everyone else could keep being healed. High Jinx Kate / Keitachan Warlock (Great Old One) Tabaxi Used Armor of Agathys during the Morkoth attack; used Hat of Disguise to pass as an elf named Fox at Twilight Dre, or simply Fox; helped talk the party past suspicion in Arvandor; earned inspiration for the distraction. Dino Roar / Dynoth Rokos Robb / Baconbuff Artificer (Battle Smith) / Fighter Githyanki Managed party inventory and loot logistics; explained firearm proficiency and offered to train Rigg; protected himself with Shield during the Morkoth encounter; contributed to rowing and combat decisions; disguised himself as an elf with questionable confidence. Valen Pyre Justin / Slitzer Wizard (Evoker) Human Attuned to the Tome of the Stilled Tongue; used Cause Fear to drive the Morkoth back; copied teleportation circle details as an emergency escape route; gained dragonchess set proficiency during the blimp journey; helped piece together the danger of delivering the crown to the Choir Master. 🎭 NPC Tracker NPC Role Location Status Notes Rook Former companion and guide Departed from the party's ship Left party Declared his debt repaid and returned to his own ship and crew. Accepted 5,000 gold from Rigg, gave directions toward Fizzwick, warned of the Mountain of Misery, and gifted Rigg a pistol from a coat packed with firearms. Fizzwick / Fizz Contact and passage arranger Spire island on Arborea's second layer Active Rook's recommended contact. Helped arrange passage upward toward Arvandor, though the service was expensive. Sea Elf Contact Local negotiator / guide Arborea's second layer Active Helped handle negotiations around travel and local arrangements. Name unclear from transcript. Taran Human wizard and Arborea contact Cave / blimp route Active Interested in Valen's magical book. Provided warnings about Arborea, copied teleportation circle locations for Valen, and warned the party to destroy the page if compromised. Volmea Dragon handler Cave / blimp route Active Long-time companion of Taran and handler of the red dragon wyrmling that powers the blimp. Red Dragon Wyrmling Dragon and blimp power source Arborea's second layer / blimp Active Powered the blimp by breathing flame into its furnace. The party was clearly advised not to touch or annoy it. Confused Elf Spirit Wandering spirit Forest of Arvandor Wandering A slightly transparent elf who questioned why the party was there and warned that they did not belong. Glowing Elf Investigator Suspicious investigator Forest of Arvandor Active Surrounded by orange light and investigating disturbances in the forest. Nearly exposed the party before High Jinx and Rigg redirected attention. Choir Master Target of the crown delivery Arvandor Unknown Leads or directs the magical choir whose music spreads across the upper realm. The crown being meant for this figure is increasingly alarming. Corellon Leader of the elven pantheon Arvandor Active / nearby influence Frequent presence near the party's target area. The party was warned that getting too close to places watched by Corellon and the elven gods would be a very bad idea. Primus God-machine of Mechanus Mechanus / wider planar influence Active influence Still compels the party to further the task. The party increasingly suspects Primus wants to see how the plan unfolds rather than simply prevent it. Mono Modron ally / former travelling companion Unclear Unresolved The party briefly wondered about earlier companions and whether anyone had been left aboard the ship. Mono's current role was not resolved this session. Unidentified former crewmate Possible former shipboard NPC Party's ship or departed Unknown The party could not remember whether this person had left, remained aboard, or had simply been forgotten in the Astral Sea. Deeply professional adventuring. 📍 Key Locations Sondar Vault: The treasure-filled dwarven vault where the party recovered major wealth and several magic items. Party's Spelljammer: The ship became the landing point for nearly 50,000 gold and gained a dedicated gold room. Portal with Blue and Green Flecks: The portal toward Arborea, requiring three magic items as fuel before passage. Astral Sea: The party spent roughly two to three weeks travelling, resting, attuning, and discussing training. Arborea Sea Cave: The party's entry point into Arborea's second layer, opening onto a small island surrounded by green sea and stone spires. Green Sea of Arborea: The rowboat crossing where the Morkoth attacked from below. Spire Island: The rocky island and large stone spire where Rook said the party would find Fizzwick. Cave and Blimp Dock: The staging point where the party met Taran, Volmea, and the red dragon wyrmling before ascending by blimp. Dragon-Powered Blimp: A magical airborne vessel powered by the wyrmling's fire, carrying the party upward toward Arvandor. Arvandor: The upper forested realm of Arborea, bathed in elvish music and watched by powerful divine forces. Forest Near the Choir Master's Region: The drop-off point where the party encountered elven spirits and a glowing investigator. Mountain of Misery: A dwarven ship in the Astral suggested by Rook as a last-resort contact, with the warning that it is definitely not filled with dwarves anymore. 📑 Session Highlights The party sorted through the Sondar vault and transported roughly 49,500 gold to the ship. Rigg used the Alchemy Jug to pour beer during the loading effort, fully embracing suspiciously dwarven energy. Rigg claimed the Belt of Dwarvenkind; Leydrick received the Belt of Hill Giant Strength and Periapt of Wound Closure. Rook departed after declaring his debt repaid, taking 5,000 gold and leaving the party with directions, warnings, and a pistol for Rigg. The party sacrificed the Boots of the Winterlands, Wand of Web, and Ring of the Ram to pay the portal's magic-item fuel tax. During weeks of Astral travel, the party rested, attuned to items, discussed firearm training, and prepared for Arborea. The crown remained a growing concern, especially after the party learned it may be most dangerous in the hands of someone powerful. The party entered Arborea through a sea cave and found themselves on a small island surrounded by green water and stone spires. A rowboat crossing turned into a fight when a Morkoth burst from beneath the water. Valen's Cause Fear drove the Morkoth away, though the creature's spell reflection could have made that a hilarious disaster for everyone in the boat. The red dragon wyrmling flew over the fleeing creature and later powered the blimp that carried the party upward. Taran and the Arborea contacts warned the party about Corellon, the elven gods, and the danger of being caught where they should not be. Valen copied teleportation circle locations for an emergency exit, with strict instructions to destroy the page if compromised. The party received five enchanted anti-scrying rings to help hide from divine and magical scrutiny. Valen gained dragonchess set proficiency during the blimp journey. In Arvandor's forest, High Jinx and Dino used disguises while Rigg created a bell distraction to divert a glowing investigator. The session ended with the party moving through the forest toward the source of magical elven music and the Choir Master's domain. 🎞️ Key Scenes Rook’s debt is paid, but he does not leave empty-handed — or without leaving something behind. With a sack of gold at his feet and the party’s treasure-stuffed ship behind him, he gives Rigg a flintlock pistol from his coat of hidden weapons: a practical farewell from one troublemaker to another. To reach Arborea, the party pays the portal’s price in magic rather than blood. The Boots of the Winterlands, Wand of Web, and Ring of the Ram dissolve into blue-green sparks, feeding the gateway as Valen and High Jinks guide the unstable ritual forward. The peaceful green waters of Arborea turn violent as a Morkoth erupts beneath the party’s rowboat. Dino braces at the prow while Leydrick calls on divine power, the tiny boat suddenly caught between celestial beauty and something very interested in eating them. The party rises toward the upper realm aboard a dragon-powered blimp, with Arborea’s green seas and stone spires falling away below. Valen studies the teleportation-circle notes that may become their escape route, while Dino watches the horizon, fully aware that heavenly scenery rarely means heavenly odds. High Jinks steps into the role of “Fox at Twilight Dre,” trying to look like she belongs in the elven afterlife while suspicion closes in. Hidden nearby, Rigg rings a small bell to draw attention away — a ridiculous plan, naturally, which means it somehow works. 🧵 Ongoing Threads & Plot Hooks The Crown and the Choir Master: The crown appears especially dangerous in the hands of someone powerful, possibly allowing outside influence or control. This makes the command to give it to the Choir Master far more alarming, since the Choir Master directs the magical music that washes across Arvandor. Primus' Mandate: The party is still compelled to further the task. They suspect Primus may be allowing the plan to unfold in order to understand or expose a larger design. The Music of Arvandor: The entire upper realm is bathed in magical elvish music with calming and other effects. The Choir Master appears to be central to this system. Divine Surveillance: Corellon and the elven gods are active powers in the region. The party has been warned that being noticed in the wrong place could end very badly. Anti-Scrying Rings: Each party member received an enchanted ring designed to hide them from divination and prying eyes, though it is only a smaller version of stronger protections used by their contacts. Emergency Return Route: Valen copied teleportation circle locations that may allow the party to escape. If compromised, the page must be destroyed. Rigg's Pistol Training: Rook gifted Rigg a pistol, but Rigg is not yet proficient with firearms. Dino offered training, though proper proficiency will take longer than the party currently has. The Dwarven Scrolls: The scrolls from Sondar reveal that the crown reached the queen during the Illithid siege, after which rune-carving spread across the city and appeared to trap souls. Fizzwick's Network: The party has now used Rook's Arborea contact, but future help from this network is likely to be expensive and politically dangerous. Mountain of Misery: Rook named this dwarven Astral ship as a last-resort contact. It is not filled with dwarves anymore, which is exactly the kind of detail that makes the word "last-resort" do heavy lifting. Forgotten Shipboard Companions: The party remains unsure about the fate of at least one previous companion or crewmate, and whether anyone was left aboard, departed, or simply forgotten. 🗺️ Quest Status Quest / Thread Status Relevant NPCs Notes Deliver the Crown to the Choir Master In Progress Choir Master, Primus, Taran The party has reached Arvandor and is moving toward the source of the magical music. The consequences of delivery are increasingly worrying. Hide within Arvandor Ongoing Glowing Elf Investigator, Confused Elf Spirit The party must avoid detection by spirits, investigators, and possibly divine powers. Disguises and distraction are currently keeping them alive. Use Rook's Arborea Contact Completed Rook, Fizzwick Rook directed the party to Fizzwick near the spire. Fizzwick's network helped arrange passage upward. Survive the Green Sea Crossing Completed Morkoth, Red Dragon Wyrmling The Morkoth attacked the rowboat but was driven away by magic and dragon fire. Secure an Escape Route Available but risky Taran, Valen Valen copied teleportation circle locations. The page must be destroyed if the party is compromised. Understand the Crown's Role in Sondar Ongoing Rigg, Queen of Sondar (historical) The dwarven scrolls tie the crown to the queen's madness, the city's runes, and trapped souls. Train Rigg with Firearms Deferred Rigg, Dino Rigg can fire the pistol but lacks proficiency. Dino can train him, but it will require more downtime. Seek Help at the Mountain of Misery Optional / Last Resort Rook Named as a dwarven ship in the Astral, but Rook warned it is no longer crewed by dwarves. 💰 Loot & Discoveries Item / Discovery Finder / Holder Description / Status 49,500 Gold Pieces Party Recovered from the Sondar vault and teleported back to the ship. The party stored it in a newly designated gold room. Belt of Dwarvenkind Rigg A dwarven belt that immediately suited Rigg's mood, especially once beer started flowing. Grants dwarven resilience and associated benefits after attunement. Belt of Hill Giant Strength Leydrick A strength-enhancing belt that helps Leydrick handle heavy armour and strike harder with dwarven weapons. Very practical. Suspiciously sensible. Periapt of Wound Closure Leydrick A survival charm suited to the healer. If Leydrick stays alive, the party's odds of staying alive improve dramatically. Funny how that works. Boots of the Winterlands Party Inventory Sacrificed as part of the portal's magic-item fuel tax. Wand of Web Party Inventory Sacrificed as part of the portal's magic-item fuel tax. Ring of the Ram Party Inventory Sacrificed as part of the portal's magic-item fuel tax. Ring of Spell Storing Party Inventory Not sacrificed. Contents remain unknown and should be checked later. Rook's Pistol Rigg A firearm gifted by Rook during his farewell. Rigg is not proficient yet, but can still fire it without adding proficiency to the attack roll. Anti-Scrying Rings Party Five enchanted rings given before entering Arvandor. They provide protection against divination and prying eyes, though they are weaker than the protections on the helpers' ship. Teleportation Circle Locations Valen Copied by Taran into Valen's book. This page may allow escape, but must be destroyed if the party is discovered. Ancient Dwarven Scrolls Rigg / Party The scrolls reveal that Sondar sealed itself during an Illithid siege. The crown later reached the queen, whose madness spread through the city as rune-carving intensified. The runes appeared to trap souls. Dragonchess Set Proficiency Valen Gained during the blimp journey after playing dragonchess. Achievement unlocked,. Point of Inspiration High Jinx and Rigg Awarded for the disguise and bell distraction that helped divert the glowing investigator in Arvandor's forest. Rowboat Party Found on the small island in Arborea and used to cross toward the spire. Survived the Morkoth attack, which is more than could reasonably be expected. ⚙️ Rules & Mechanics Notes Teleportation Circle Capacity: The vault gold was limited by how much could fit inside Rook's circle, not by ship weight. Attunement: Characters can attune to up to three magic items, and attunement requires rest. Portal Fuel Tax: Passage through the Arborea portal required sacrificing three magic items. Firearm Proficiency: A character can fire a pistol without proficiency, but does not add proficiency bonus to the attack roll. Training: Dino can train Rigg in firearms, but it requires more time than a single short stretch of travel. Long Rest: The table confirmed use of 5.5-style long rest recovery for hit dice. Morkoth Spell Reflection: The Morkoth's ability to reflect spells could have made Valen's Cause Fear rebound horribly if the save had gone differently. Rowboat Movement: Two oars meant two people could row effectively at once. Weak rowers slowed progress, because physics remains rude even in heaven. Disguise Self: Disguise magic was used to help non-elves pass in Arvandor, but the spell only affects the caster. Heavy Armour and Stealth: Plate armour still causes stealth issues, though sufficient strength prevents speed reduction. Anti-Divination Rings: The rings must be worn to help hide the party from scrying and divination. 💬 Memorable Quotes Rigg: "We're rich boys and girls." Leydrick: "Lets make it 49,999." Dino: "We'll leave a donation." Rigg: "Little bit of donation for the Dungeon Master. You know, for his hard work." Valen: "Back to the Depths with you!." Rook: "I've repaid my debt." Rigg: "Your wizard. Make it a speedboat, for fuck's sake." DM: "Don't touch the dragon." DM: "Most people don't try to sneak out of heaven." 🏁 Cliffhanger The party has reached Arvandor, the upper layer of Arborea, while disguised and hidden under anti-scrying magic. The magical music of the realm grows more important as the party approaches the Choir Master's domain. The crown remains in the party's possession and may be exactly the wrong thing to give to exactly the wrong person. Corellon and the elven gods are active nearby, making discovery a potentially catastrophic problem. The party has an emergency teleportation route, but using or exposing it may burn their Arborea contacts permanently. 🗺️Maps Sword Coast Faerun's Underdark Location of Mindflayer Ship/ Portal (Red Star) Location of Prison (Blue Squiggle) Characters 🛠️ Dino Roar / Dynoth Rokos Race: Githyanki   |   Class: Artificer (Battle Smith) 3 / Fighter 2   |   Alignment: Lawful Neutral   |   Player: Robb / Baconbuff 📜 Appearance Tall, sinewy frame with pale green-olive skin and piercing gold eyes. Wears reinforced half-plate armor, etched with arcane script and battle scars. Always accompanied by his Bear Shaped Steel Defender, glowing softly at the joints. 🧠 Core Stats & Skills HP: 45   |   AC: 19   |   Initiative: +2   |   Speed: 30 ft Proficiency Bonus: +3   |   Saves: INT +7, CON +6 Passives: Perception 13, Investigation 17, Insight 10 Skills: Arcana +7, Nature +7, History +7, Religion +7, Survival +3 ⚔️ Weapons & Tools Melee: Moon-Touched Longsword (Sap), Greatsword (Graze), Unarmed Strike Ranged: Longbow +1 Tool Proficiencies: Calligrapher’s, Cartographer’s, Jeweler’s, Smith’s, Tinker’s, Thieves’ Tools Languages: Common, Gith 🔮 Spellcasting Spellcasting Ability: Intelligence   |   Spell Save DC: 15   |   Spell Attack Bonus: +7 🌀 Cantrips Booming Blade (Artificer) Mage Hand (Githyanki Psionics – invisible) Mending 🔥 1st-Level Spells Absorb Elements, Detect Magic, Disguise Self, Feather Fall, Heroism, Identify, Jump, Shield 💨 2nd-Level Spells Misty Step (Githyanki Psionics – 1/long rest) ⚙️ Class Features 🧪 Artificer – Battle Smith Magical Tinkering: Imbue small objects with sound, light, message, or static image (4 active at once). Infuse Item: Imbue 2 nonmagical items after each long rest with a chosen magical effect. Steel Defender: Custom-built companion with force damage, reaction defense, and repair utility. The Right Tool for the Job: Conjure artisan tools during rest periods. Battle Ready: Use INT for magic weapon attack and damage rolls. 🛡️ Fighter – 2024 UA Fighting Style – Dueling: +2 damage with 1H melee weapons while wielding no other weapons. Second Wind (2x): Heal 1d10+2 as a bonus action. Can use for Tactical Mind instead. Action Surge: Take an extra action once per short rest (non-magic only). Weapon Mastery: Sap (Longsword & Spear), Graze (Greatsword). Tactical Mind: Roll 1d10 to add to failed ability checks using Second Wind. 🤖 Steel Defender AC: 15   |   HP: 21   |   Speed: 40 ft Damage Immunities: Poison Condition Immunities: Charmed, Exhaustion, Poisoned Senses: Darkvision 60 ft, Passive Perception 16 Traits: Can’t be surprised (Vigilant) Force Rend: +7 to hit, 1d8+3 force damage Repair (3/day): Restore 2d8+3 HP to self or adjacent construct Deflect Attack (Reaction): Impose Disadvantage on one attack vs. nearby ally 🧬 Githyanki Traits Astral Knowledge: Temporary proficiency in one skill and one tool or weapon per long rest Psionics: Mage Hand (invisible), Jump (3rd level), Misty Step (5th level) – 1x per long rest Psychic Resilience: Resistance to psychic damage Speed: 30 ft 📘 Feats & Notes 🛡️ Dueling: +2 damage with a single melee weapon (Fighter feature) 📚 Skilled (Scribe): Proficiencies in History, Religion, Survival 💸 Debt: Owes 122 gold to Rigg after overspending at the merchant camp 🎭 Role in the Party Dino is the team’s engineer, tactician, and magical powerhouse. Quiet, intense, and driven by survival, he brings devastating battlefield coordination between sword and spell. While not talkative, he’s dependable—especially when saving lives or disabling threats with a well-timed reaction or infusion. 🔧Garrick “Rigg” Dalhart “Sometimes the best plan is a wrench and a window.” Overview Race: Human Class: Rogue (Swashbuckler) Level: 5 Background: Urban Brawler (Dock Rat / Tinkerer) Player: Ben / Elemunk Campaign: SpellJammer – The Red Stars Above Current Location: Underdark – near the Mind Flayer war-den Appearance A rugged human with a weathered face and short, tousled dark hair. His jaw carries the shadow of perpetual stubble, and his eyes constantly scan for danger—or an angle. Rigg wears reinforced leather armor patched with steel plating, clearly field-modified. Slung across his back is his signature weapon: a massive two-handed wrench, stained with grease, blood, and history. His movements are practiced and precise, and even when relaxed, he seems coiled—like a spring ready to snap. He’s often mistaken for a mercenary or engineer, but those who get too close quickly learn not to underestimate him. Personality 🧠 Key Trait: Survivalist Opportunist vs. Emerging Moralist Rigg doesn’t talk much. When he does, it’s sharp, dry, and laced with pragmatism. Raised on the docks, he's seen the worst of people and learned to stay two steps ahead. He’s always scanning for an exit—or loot. Despite a history of sticky fingers, recent events have started to awaken something deeper: a conscience. He hides empathy under layers of sarcasm and tactical calculation, often playing the role of the reluctant hero. Backstory 📖 Click to Expand Backstory Garrick “Rigg” Dalhart was born to a dockworker father and an absentee mother on the Sword Coast. Life among crates, bribes, and brine taught him to fix things—especially problems. As a child, he picked locks for coin and repaired wagon axles for food. Over time, he earned a reputation not just as a thief, but a problem-solver. The wrench he carries was once his father’s—a tool of labor turned into a weapon of survival. After a falling-out with a local thieves’ guild over a botched smuggling job, Rigg vanished. Months later, he surfaced in a tavern lighthouse on a stormy night, five ales in hand, and a new crew by his side. He says he’s in it for the gold—but he’s stayed long past his cut. Spellcasting / Combat Style Main Style: Agile Skirmisher / Opportunistic Finisher Signature Techniques: Sneak Attack, Fancy Footwork, Uncanny Dodge Other Tactics: Ambush, Feints, Opportunistic Diplomacy “Never fight fair. That’s what armor is for.” Notable Equipment Item Description Wrench of Opportunity A custom-forged two-handed wrench. Used as both weapon and tool; inherited from his father. Boots of Elvenkind Grants silent movement—bought from a merchant in the woods. Cloak of Billowing (rumored) Allegedly makes him more dramatic during stealth checks. Campaign Highlights Session 1: Secured the party's first drinks, failed a critical stealth check investigating the caravan—played it off with improvised drunken theatrics. Session 2: Dealt massive damage with his wrench against a Quaggoth ambush. Saved a child during a Mind Flayer teleportation. Session 3: Took point in looting the town of Rassalantar and led negotiations with a mysterious traveling merchant. Session 5: Helped defeat a tentacled creature (Roper) after rescuing a Drow. Bonded with a Modron named Mono, though he was suspicious at first. Allies High Jinks: “Charisma with claws.” Rigg admires her boldness but often has to clean up the aftermath. Dino Roar: “The only guy with a bigger wrench than mine.” Their bond runs deep, but Dino owes Rigg 122 gold. Leydrick Gefinhal: “The moral compass. Annoying, but necessary.” Valen Pyre: “Hothead in a hat. Good for flashy exits.” Themes & Motifs 🔧 Core Element: Metal & Motion 🎭 Symbolism: Improvisation, Shadowed Loyalty, Hidden Conscience 🔭 Campaign Thread: Grounded in the Material Plane but caught in the web of extraplanar schemes—Rigg represents the unprepared everyman forced into cosmic stakes. Quotes “Free drinks taste better when someone else regrets it.” “You don’t get out clean. You get out clever.” Status Level: 5 Conditions: Slightly wounded, financially strained, morally conflicted Location: In the Underdark, preparing to raid the Mind Flayer prison Last Updated: 25 May 2025 by Ben / Elemunk 🐈‍⬛High Jinks “Sometimes the stars whisper louder than the gods.” Overview Race: Tabaxi (Small) Class: Warlock (Great Old One Patron) Level: 5 Background: Merchant (Fey-Touched) Player: Kate / Keitachan Campaign: Spelljammer – The Beginning Chapter Current Location: Underdark, near Mind Flayer prison site Appearance High Jinks is a lithe, shadowy Tabaxi teen with sleek black fur and luminous feline eyes. Her cloak is star-patterned, often tattered at the edges but shimmering faintly in low light. Her demeanor flits between impish curiosity and cosmic awareness, with an ever-present sly grin—like she knows a secret the world forgot. Tiv Personality 🧠 Key Trait: Chaotic Curious — Mischievous but wise beyond her years, drawn to secrets. High Jinks embodies both whimsy and unknowable depth. She's bold and fearless in conversation, often taking the lead with NPCs, but her mind flickers between here and the stars. Her bond with an alien patron fuels both her magic and her reckless streak. She trusts her instincts over rules and plays with the boundaries of reality—sometimes literally. Backstory 📖 Click to Expand Backstory High Jinks once lived among distant human relatives who treated her more like a pet than family. She found comfort in books, especially ones about other worlds and hidden gods. One night, she nursed a wounded black cat back to health—only to discover it was a familiar of an alien being from beyond the stars. This being offered her escape, power, and freedom. She took it. Now she travels the world—and soon, perhaps, the stars—fueled by a pact with a Great Old One, determined never to be controlled again. Spellcasting / Combat Style Main Style: Ranged spell damage and illusions, with a dash of cosmic utility. Signature Spells: Eldritch Blast (Agonizing + Repelling), Hex, Misty Step, Clairvoyance Other Tactics: Bonus Action familiar attacks, psychic damage adaptation, Lucky rerolls “Why shout when a whisper from beyond can do the job?” Notable Equipment Item Description Starry Cloak A hooded cloak of stitched starlight. Provides no bonus, just vibes. Pact Focus A whispering black stone worn on a bracelet, gifted by her Patron. Hat of Wizardry Purchased from a merchant in Kryptgarden—adds flair and spellcasting. Campaign Highlights Session 1: Took lead in negotiating with Sir Gwen and the miners. Identified the beholder via Arcana. Session 2: Blasted Quaggoths with Eldritch energy, helped Dino catch a falling child mid-portal. Session 3: Offered a prayer at Corellon’s shrine and discovered dragon lore via Arcana. Session 4–5: Survived the spider ambush in the Underdark; used Feline Agility to flee when webbed. Allies Rigg: Grumpy wrench-swinger. High Jinks flusters him for fun. Dino: Shares an interest in mechanics and weirdness. Leydrick: Respects his healing, not his puns. Valen: Another arcane mind—less talkative, but equally flashy. Mono: Fascinated by the Modron. Sometimes tries to mimic its logic for fun. Themes & Motifs 🌌 Cosmic Whispers: Her power comes from an unknowable alien mind. 🐾 Feline Freedom: She embodies independence, stealth, and cleverness. 🎭 Trickster’s Mask: High Jinks plays the fool, but always with purpose. Quotes “Stars don’t lie. People do.” “I didn’t break reality—I bent it artistically.” “Let’s call that spell... aggressive negotiation.” Status Level: 5 Conditions: Healthy, low on gold, high on attitude Location: Deep Underdark, with party and new Drow allies Last Updated: May 2025 by Kate / Keitachan ⛏️Leydrick Gefinhal “Pour the ale, swing the mace, patch the wound. In that order.” Overview Race: Mountain Dwarf Class: Cleric (Life Domain) Level: 5 Background: Transport Guild Healer Player: Jared / Galindis Campaign: Spelljammer – Homebrew Start Current Location: Resting in a Drow enclave within the Underdark Appearance Leydrick is a stout, solidly-built dwarf with a bushy copper beard braided simply, bearing streaks of ash and silver. His armor is functional but heavy, designed more for practical survival than pageantry—scuffed from travel and crusted in soot from long nights by the campfire. His mace hangs visibly at his side, a blunt instrument of healing justice. His eyes, a soft storm-grey, rarely betray urgency, reflecting a calm forged from years of wagon-bound travel. Personality 🧠 Key Trait: "Laid-back Healer vs. Reluctant Leader" Leydrick speaks in a slow drawl, preferring action over words—especially when drink is involved. He tends to drift through encounters until his allies are hurt or someone invokes injustice. Then, like striking flint, his clerical fury ignites. While slow to volunteer, he’ll always answer when needed. He conceals deep familial wounds with humor and booze, but values the party like the kin he lost. Backstory 📖 Click to Expand Backstory Leydrick was born into a family-run wagon transport business traversing the Sword Coast. While his parents traded goods, he offered free clerical services to fellow travelers and guards during attacks. His generous spirit didn’t pay, however—his family cut him out of profits over a disagreement about faith and finances. Bitter but resilient, Leydrick struck out to find worthier companions. After joining the current band, he’s found new purpose—not just as a healer, but as a witness to rising cosmic threats. Spellcasting / Combat Style Main Style: Support & Area Healing Signature Spells or Techniques: Spiritual Weapon , Channel Divinity: Preserve Life , Mass Healing Word Other Tactics: Stonecunning tremorsense scouting, radiant burst damage vs. undead “Healing’s just battlefield math—and I always round up.” Notable Equipment Item Description Mace Standard blunt weapon with "sap" utility for nonlethal blows Healer's Kit Used with Battle Medic feat to trigger dice-based healing Spiritual Weapon Summoned spectral hammer for bonus action attacks (1d8+3) Chainmail / Shield Durable armor for frontline clerical support Campaign Highlights Session 1: Introduced in the lighthouse tavern, chosen for his healing skills during the beholder bounty briefing. Session 2: Helped rescue civilians from Mind Flayers in a cave. Aided recovery after Dino intercepted a child mid-abduction. Session 3: Offered a solemn prayer at Rassalantar’s abandoned temple before looting a donation box with High Jinks. Session 4: Cautiously observed the Green Witch encounter, offering quiet reverence instead of challenge. Session 5: Helped rescue DeSeth and fought a roper in the Underdark; used healing spells and saved Valen from unconsciousness. Allies Rigg: Finds his chaotic style frustrating but respects his fight instincts. High Jinks: Wary of her patron but admires her boldness. Dino: Shares practical sensibilities. Often pairs well in combat. Valen: Respects his arcane firepower, especially when not setting things ablaze mid-rescue. Themes & Motifs 🔥 Core Element: Earth & Radiance 🎭 Symbolism: Restoration, Inner Guilt, Displaced Loyalty 🔭 Campaign Thread: Faith vs. Cosmic Horror – his divine gifts clash against the unknowable threats from beyond. Quotes “Ain’t no wound the Light can’t patch—‘cept maybe what’s in yer head.” “If the gods didn’t want me drinkin’, they’d’ve made water taste better.” Status Level: 5 Conditions: Healthy but financially strained Location: Resting at the Drow enclave in the Underdark, preparing to storm the Illithid prison Last Updated: 25 May 2025 by DM / Slitzer 🔥Valen Pyre “Rules are for people who can’t improvise.” Overview Race: Human Class: Wizard (Evocation) Level: 5 Background: Arcane Prodigy of Eldergleam Player: Justin (Slitzer) Campaign: Spelljammer – The Beginning Chapter Current Location: Underdark, near Illithid War Den Appearance Valen is a tall, sharp-featured wizard with faint stubble and intense, knowing eyes. He wears a scorched crimson coat and a wide-brimmed hat that gives him a mysterious edge. A faint ember-like glow clings to him—some say it’s magic, others say it’s just attitude. Clips   Referance Images Personality ⚖️ Scholar vs. Rebel: Valen is torn between the structure of the Spire Council and his own defiant, improvisational nature. He’s quick with wit, slow to trust, and impossible to control. While academically brilliant, he thrives in unpredictability and views magic as a tool for liberation as much as for power. Backstory 📖 Click to Expand Valen’s Origin Story Born beneath the crystal towers of Eldergleam , Valen was raised by two arcane scholars—his father, a stern archivist, and his mother, a charismatic evoker. He was conjuring sparks by age six, and accidentally earned the nickname "Pyre" after lighting a neighbor’s cart on fire during a tantrum. By his teens, he was a dual persona: a prodigy under the Spire Council’s gaze, and a rogue known as "The Ember Sleuth" in Eldergleam’s magical underworld. From protecting merchant wards to aiding smugglers with illusions, Valen made a name for himself as both brilliant and dangerous. Eventually, consequences forced him to flee—and adventuring became his escape. Spellcasting Style 🔥 Fireball is his signature move—blistering precision with sculpted control. 🌀 Rituals like Identify and Comprehend Languages are performed like whispered symphonies. 🎭 Theatrics are part of his casting—magic is an art, not a science. “Magic isn’t just a tool. It’s a conversation—between you and the world.” Notable Equipment Item Description Wand of Translocation Retrieved from a Mind Flayer portal. Warps short distances or triggers rifts. Hat of Wizardry Stylish and empowering. Grants spellcasting flexibility and flair. Crimson Coat Fire-scarred and enchanted against flames. An iconic piece of his identity. Unidentified Potion Looted from ancient ruins. Its magic pulses softly. Still untested. Notable Campaign Moments Session 2: Acquired the Wand of Translocation after helping stop a Mind Flayer escape. Session 3: Spoke directly to the Green Witch (an ancient dragon), preventing a fatal confrontation. Session 5: Was downed by spiders in the Underdark and revived by Leydrick—his first real brush with death. Session 5: Used Comprehend Languages to converse with the extraplanar Modron named Mono . Relationships 🛠 Rigg: Rough-edged rogue with mutual respect. 🌌 High Jinks: Chaotic Tabaxi Warlock—fellow spellcaster and cosmic wildcard. ⚙️ Dino: Githyanki Artificer. Intellectual and tactical ally. ⛑ Leydrick: The moral compass and battlefield healer. 🧊 Mono: Modron. Communicates via Valen’s magic—possibly critical to planar navigation. Themes & Motifs 🔥 Fire as Identity: Valen doesn’t just cast fire—he is fire. ⚖️ Duality: Scholar vs. Sleuth. Law vs. Freedom. 🚀 Spelljammer Vibes: Deep comfort with extraplanar magic suggests destiny among the stars. Quotes “Magic is like a fire—you either learn to control it, or get burned trying.” “The Spire Council taught me discipline. The streets taught me how to survive.” “I don’t break the rules. I revise them.” Status Level: 5 Conditions: Recently wounded, recovering, low on funds Location: Underdark Drow enclave, heading toward Mind Flayer prison Last Updated: May 2025 by Justin (Slitzer) NPC's 🔥 Keshari – The Firespeaker Merchant Race: Fire-touched humanoid (likely Fire Genasi or elemental-blooded) Role: Market vendor Location: Githyanki bazaar Bio: Keshari operates a stall infused with faint embers and heat, selling items touched by elemental flame. He is calm, business-minded, and slightly amused by outsiders. His wares included the Alchemy Jug and a fire-infused candle purchased by Rigg. Though not overtly mysterious, Keshari clearly understands the dangers and politics of the bazaar and seems accustomed to travellers preparing for hazardous journeys. 🧭 Rook – Merchant Guide to the Underdark Race: Unknown (humanoid) Role: Underdark guide / merchant Location: Githyanki prison (formerly), now traveling with the party Bio: Rook is a weary, sharp-tongued trader familiar with routes into the Underdark. He was imprisoned following an altercation with Dwarves, but remained alert and opportunistic even while pretending to be unconscious during his escape. His priorities are simple: his gear, his freedom, and fair payment. Despite his rough circumstances, he is competent and no stranger to danger, making him a valuable—if somewhat reluctant—ally. 🔒 Tc’kt – Githyanki Prison Guard Race: Githyanki Role: Guard at the local prison Location: Githyanki outpost Bio: A stoic Githyanki guard encountered during the attempt to secure Rook’s release. Tc’kt embodies the outpost’s casual, borderline negligent approach to prisoner management. Though not hostile, he is easily distracted, indifferent to bribes, and largely unfazed by adventurer behavior. His presence represents the bureaucratic indifference of the Githyanki facility rather than any real authority. ⚙ Primus – The One and Prime Race: Deity (Mechanus) Role: Supreme Modron intelligence, cosmic arbiter Location: Plane of Mechanus Bio: Primus is the god-machine ruler of Mechanus, embodying ultimate law and cosmic order. When the party was forcibly transported to his presence, he accused them of “consorting with the Illithids” and interrogated their motives. Primus communicates with absolute certainty, viewing mortals as assets or variables rather than individuals. After hearing their explanations, he imposed a divine directive compelling them to “further the task” against the Illithid threat before sending them back to their ship. 📡 Massive Modron Construct (Unidentified Enforcement Unit) Race: Modron construct Role: Enforcement / retrieval automaton Location: Aboard the party’s spelljammer Bio: A towering golden construct that boarded the ship unannounced, issuing commands to cease resistance. Immune or heavily resistant to most spells and physical attacks used against it, the construct enforced Primus’ will by compelling Charisma saves and teleporting each party member away when they failed. Its actions were neither malicious nor violent—merely procedural and unstoppable. Once its task was complete, it disappeared. The Story A novel loosely based off current sessions with a Discworld / Warhammer style Chapter I: The Lighthouse at the End of the Road OG Script Wherein drinks are free, suspicions are plentiful, and a rogue mistakes stealth for interpretive dance. The storm struck the Sword Coast with the fury of a drunk god. Rain hammered the stones, turning the cliffs into slick deathtraps and the road into a muddy memory. Thunder rolled like distant drums of war. Yet even in this tempest, a light burned steady—a crooked, sea-lashed lighthouse turned tavern, its warped wooden door swinging with every gust. It was the kind of place one stumbled upon at the edge of maps and the bottom of bottles. Inside, it was no warmer. A hearth sputtered defiantly against the damp, casting amber shadows over scarred tables and seaworn faces. The barkeep, a man with salt-whitened hair and a gaze like a rusted harpoon, grumbled at every wet footprint. “Hell of a night to be sober,” he muttered, pouring spirits that smelled like regret. The door creaked, and in walked trouble. Garrick “Rigg” Dalhart entered with soaked boots, wild hair, and a wrench strapped to his back that looked better suited to knocking down walls than fixing them. His eyes swept the room with the practiced greed of a man who once charged interest on bandages. “Evenin’,” he said, grabbing five mugs from the counter in one confident motion. “Put it on Sir Gwen’s tab.” The barkeep grunted but didn’t argue. Rigg nodded to himself—still got it. He turned and handed the ales out to the scattered adventurers who had, by some strange alchemy of fate and misfortune, gathered here tonight. “To new opportunities,” Rigg offered, raising his mug. “And to not dying in a ditch.” The dwarf took his ale with a grunt. Lagerick Giffenhall wore his chainmail like a second skin and drank like a man who no longer prayed. He sniffed the brew, shrugged, and downed half in one pull. “Could use more hops. And less rain.” He set the mug down and leaned back with the contentment of a man who had made peace with every poor decision he’d ever made. “So... we all just waiting for fate to trip over us, or what?” From the shadows, a voice purred. “Some of us don’t wait.” The tabaxi stepped into the firelight—slim, black-furred, with gold-threaded sleeves and eyes like twin moons at play. “High Jinks,” she said, with the kind of smile you could lose a war to. “Warlock. Cosmic patron. Occasional bookstore arsonist.” Rigg blinked. “Arsonist?” “Allegedly,” she grinned, and sipped. At the next table, a pale-skinned Githyanki leaned forward, yellow eyes glinting beneath a brow of stoic disdain. He hadn’t introduced himself—not properly. But his armor bore planar runes, and his fingers never strayed far from the haft of a weapon that hummed with faint, unsettling energy. “Stranded?” Leydrick asked, trying not to sound nosy. “Geographically inconvenienced,” the Githyanki replied. “Temporarily.” “Well, cheers to inconvenient geography,” Rigg said, raising his mug again. High Jinks purred, “I believe that’s called ‘Fay-Run.’” And then there was the wizard. Valen Pyre stood near the window, his crimson coat hanging damp and dramatic, a wide-brimmed hat shadowing half his face. He hadn’t spoken all night, merely watched—eyes half-lidded, hands occasionally flicking to the warmth of his arcane focus as though testing a thought. “So, you do talk,” Rigg prodded. Valen said nothing, but a nearby candle burst into flame. They weren’t alone in the tavern. The corner booth held a knight in armor too gold to be subtle, flanked by guards more interested in free drinks than duty. Sir Gwen stood and addressed the room. “I seek hunters—skilled ones. A beast stalks the Sword Mountains. One eye. Many victims. Five hundred gold for the name, more if you bring its head.” “A beholder,” High Jinks said immediately. Gwen blinked. “Possibly. You’ll find out if you live.” “Tempting,” murmured Valen. The dwarf nodded. “Tempting and suicidal. Classic.” Next came the miners, louder than the thunder outside. Ale on their breath, gold in their teeth, and fear in their eyes. “Westbridge,” one slurred. “We’re headin’ there, up the Long Road. But folk vanish. Screams in the night. Guards won’t come. We’ll pay. Ten gold a day, hundred on arrival. You in?” Rigg tilted his head. “How many of you are there?” “Enough to get robbed,” High Jinks replied. The last figure descended the lighthouse stairs—an elf in Lord’s Alliance colors, rain-slicked and sharp-eyed. “Enough drinking,” he said, voice low but firm. “A caravan was due by sundown. We saw it shaking. No lights. No response. We need someone to investigate. Fifty gold now. Fifty after.” The party exchanged glances. “That,” Rigg said, finishing his mug, “sounds like it might involve stabbing. And gold.” “Two of my better skills,” said High Jinks. The Githyanki stood. “I’ll go. I tire of this world’s gravity.” Valen simply adjusted his coat, a subtle nod. Laydrick groaned and rose. “Can’t let you lot die without me.” The elf handed over a pouch of coin. “Then go. And be careful. Something’s wrong.” They left the lighthouse behind, stepping into wind and mud. Ahead, the caravan loomed like a question asked too quietly. Guards stood in the rain, unblinking, mouths foaming, torches dead in their hands. The cart rocked violently. “Subtle approach,” Rigg said, ducking low. He moved like a shadow, then immediately slipped in a puddle and skidded sideways into a bush. One of the guards snapped his head toward the sound. “Hey! You! Check the cart!” “I’m jusht... taking a leak,” Rigg slurred, wobbling, ale mug still in hand. Somehow, it worked. For now. Behind him, the others crouched low. “This,” whispered High Jinks, “is going to be fun.” Chapter I The Lighthouse at the End of the Road The storm had arrived like a drunken god, blundering up the Sword Coast with fists of rain and a voice full of thunder. Wind flung seawater against the red-rock cliffs, scraped loose roof-slates from lonely farmsteads, and turned the High Road into a memory made of mud. Through that howling dark, a single lamp refused to bow: the beacon of a weather-beaten lighthouse whose keeper had long since decided that if he couldn’t stop sailors wrecking, he might at least sell them a drink afterwards. Inside, the tavern-turned-beacon smelled of damp wool, brine, and a house spirit the barkeep described only as “South-of-Waterdeep Regret.” A peat fire spat and sulked in the hearth, carving amber caverns through drifting pipe smoke. Each new gust shouldered the warped door open and carried in another puddle. Garrick Rigg Dalhart shouldered his way through that door with the air of a man who had recently presented a bad idea with an invoice. Hair plastered flat, boots streaming water, he produced a grin and, more improbably, scooped five tankards off the counter in one sweep. “Sir Gwen’s tab,” he informed the barkeep—a salt-whitened veteran who measured customers in the same way carpenters measure timber. The man raised an eyebrow, decided he didn’t care enough to argue, and sloshed amber into the mugs. Rigg doled them out to the handful of other sodden souls clustered near the hearth. “To new opportunities,” he declared, lifting his ale. “And to waking up outside any local ditches.” A dwarf in road-stained chainmail lifted one bushy brow. Lagerick Giffenhall sniffed the ale, found it barely medicinal, and drained half in a single swallow. “Could use more hops,” he rumbled, wiping foam from his beard. “And less weather.” Settling back, he surveyed the tavern with the air of a man counting exits and debts. From beyond the firelight a velvet purr answered. “Some of us don’t wait for opportunities.” A lean tabaxi—black-furred, sleeves embroidered with tarnished gold—stepped into view and offered an easy bow. “High Jinks, warlock of… complicated contracts. Former bookseller, occasional arsonist.” “Arsonist?” Rigg echoed. She spread her hands, claws catching the fireglow. “Allegedly.” A chair scraped. A pale-skinned Githyanki —armor etched with planar runes—leaned his tall frame forward, yellow eyes assessing the room as one assesses a chessboard. He had offered no name, only the admission that the planet’s gravity was “sufficiently tedious.” Rigg raised his refreshed mug in greeting. “Cheers to inconvenient geography, friend.” A shadow near the rain-streaked window resolved into the crimson-coated silhouette of Valen Pyre . Wide-brimmed hat pulled low, he had spent the evening watching flame gutter along his gloved fingertips, as though warming half-remembered thoughts. Asked a question, he merely inclined his head; a nearby candle surged to a taller, bluer flame. Thus the room’s temperature—social and literal—had just begun to settle when a knight in armour the colour of fresh coin rose from the corner booth. Sir Gwen cleared her throat; steel plates chimed. “Five hundred gold crowns for knowledge of a one-eyed horror in the Sword Mountains,” she announced. “Double that if its corpse accompanies your report.” “A beholder,” High Jinks said before the knight could finish. Her tail coiled, pleased. “Possibly,” Sir Gwen conceded. “You will confirm if you live .” Lagerick exhaled through his nose. “Tempting and suicidal—my favourite pairing.” Before debate could bloom, the tavern door thudded again. A cluster of miners, clothes sour with quarry-dust and recent ale, herded themselves inside on a gust of rain. Gold teeth flashed as the spokesman explained their trouble: disappearances along the High Road, fear gnawing at profits. “Escort us to Westbridge—ten gold a day, hundred on arrival,” he pleaded, palms up. Rigg opened his mouth—barkeep slammed down a fresh keg instead. And then the lighthouse stairs creaked. An elf in the blue-and-silver of the Lord’s Alliance descended, cloak dripping, spyglass still in hand. “Enough drinking,” he said, voice steady but tight. “A caravan shook itself to silence not a mile up the road. Four guards posted—no lights, no answer. Fifty gold now, fifty when you tell me why.” Five pairs of eyes met by the firelight. “This,” Rigg decided, “sounds like an evening rich in stabbing and income.” High Jinks rolled her shoulders; cosmic motes slid across her pupils. “Two of my better hobbies.” The Githyanki simply stood. “I will come. For motion.” Valen flicked rain from his hat brim. Silent assent. Lagerick groaned to his feet, joints clicking like rusty hinges. “Can’t let you amateurs die unsupervised.” The elf’s coin purse jingled as it changed hands, and the group stepped back into the tempest. Wind tried to shove them off the cliff road; rain transformed every lantern into a trembling halo. Yet the caravan’s bulk soon emerged—dark wagon, collapsed canvas, oxen gone. Four figures ringed it, armour unmarked yet drenched, their torches drowned. They swayed but did not shiver, mouths bubbling with pale foam. “Charming,” High Jinks whispered. “Subtle?” Rigg suggested, stooping. “Or loud and direct?” He attempted the former, melting toward the nearest crate—until one treacherous puddle betrayed him. Boots slid; he windmilled; bush and mud enthusiastically embraced. A guard’s head snapped round. “You there! Check the cart!” Rigg staggered upright, slurring, mug miraculously in hand. “Jus’ takin’ a leak, mate!” The blank-eyed guard blinked once, failed to parse, and turned away. Behind the bush, High Jinks bit her lip to swerve a laugh into a cough. Lagerick muttered a prayer none could hear over the thunder. Valen’s eyes tracked the rocking wagon, reading invisible runes in its sway. Something inside clawed at the wood. “This,” the warlock breathed, “is going to be fun.” And with a crack of lightning that illuminated every jittering shadow, Chapter I shutters closed, leaving the night—and whatever waited in that trembling cart—to begin the story proper. Chapter II: The Cave Beneath the Road OG Script Wherein torches flicker, minds unravel, and one wizard catches a child mid-portal like a stage magician pulling fire from his sleeve. The rain had stopped—but only in the way a tax collector stops knocking after you open the door. The clouds hung thick and low, muttering threats, and the road had turned into something between a soup and a suggestion. The wagon loomed ahead, half-swallowed by mud, and the guards surrounding it stood stiff as scarecrows, faces blank, torches unlit. Their mouths frothed like bad ale. "Right," Rigg whispered. "That’s new." "Possession," Valen murmured, peering out from under his dripping hat. "Psionic. Likely Illithid." "Mind flayers?" High Jinks hissed. “I hate mind flayers. They’re like librarians if librarians wanted to eat your overdue books and your skull.” The Githyanki said nothing, but his eyes narrowed. “Quaggoths are near. I smell them.” "You know," Rigg said, "I’m starting to worry you enjoy this kind of thing." "I enjoy surviving," he replied. "Well," Laydrick grunted, “let’s earn our fifty gold before someone’s face explodes.” High Jinks raised her hand and whispered a spell. A thunderous roar erupted from the cart—an illusory lion’s bellow, somewhere between reality and nightmare. The guards twitched. One stumbled. The cart shuddered violently. Then the gate flew open like a drunk flinging a saloon door. Two Quaggoths hurled themselves into the mud. They were monstrous—seven feet of snarling fur, jagged claws, and wet fury. One shrieked with unnatural rage, charging blindly. The guards behind them jerked like puppets on tangled strings, eyes rolling back as they began to advance. Rigg moved first, because of course he did. His wrench arced through the mist and struck a guard full in the helmet. The clang rang like a temple bell, and the poor man dropped—whether from unconsciousness or embarrassment was unclear. "Still got it," Rigg muttered. The Quaggoth was on him before the next breath. It bellowed and slashed, claws tearing through the air with a wildness born of something deeper than rage. Rigg ducked, barely, and rolled into a puddle that might’ve once been a road. "Less got it," he coughed, spitting mud. Valen raised one gloved hand, and fire answered. With a flick of his fingers, a streak of flame shot forward and punched into the beast’s side. It howled as its fur ignited, the fire burning with the righteous fury of a man who really needed a dry cloak. "Next time," Valen muttered, “I wear oilcloth.” To the right, the Githyanki struck. He was a blur—a whirling dervish of planar steel and terrifying calm. His blade whispered through the air, slicing deep into the second Quaggoth’s thigh. Blood sprayed across the mud. The beast retaliated, but its claws met empty space as the Githyanki sidestepped like a grim shadow. "Could someone please get this thing off me!" High Jinks shouted. She danced backward as a frothing guard lunged for her, claws out. "No touching the merchandise!" she snapped, and let loose a pair of eldritch blasts. The first seared a black line across the guard’s chest. The second sent him sailing into the cart, which promptly collapsed on top of him in a soggy heap. Laydrick stood calmly amid the chaos, humming an old dwarven hymn and slapping one hand onto his holy symbol. Light blazed around him, and a bolt of golden fire lanced downward from the heavens, striking the wounded Quaggoth in the back. It screamed—a sound that echoed too long for comfort—and crumpled to the earth, steaming and very, very dead. The last beast turned and roared, charging straight at Valen. He didn’t flinch. Instead, he extended one hand, palm open, and whispered: “Fall.” A thunderous blast of force erupted from his fingers. The Quaggoth lifted off its feet, crashed into a tree with a sickening crunch, and didn’t get back up. Silence fell. Only the rain and the smell of scorched fur remained. "Everyone still got their limbs?" Rigg asked. High Jinks glanced at her tail. “Define ‘still.’” They found the trail easily—drag marks, torn fabric, and muddy prints leading off the road and down a slope to a cave mouth so hidden it might as well have been embarrassed about existing. It exhaled foul air. Wet stone. Mold. And something underneath, like... thought that didn’t belong to you . “This smells like a trap,” said Rigg. “Everything is a trap,” the Githyanki replied. “True,” Laydrick added, stepping in anyway. Inside, the cave pulsed. That was the worst part. It wasn’t the unnatural blue glow. It wasn’t the twisting walls that looked like they’d been grown, not carved. It was that they breathed . “Anyone else feel like we’re in the digestive tract of something smarter than us?” High Jinks whispered. “That’s because we are,” Valen said grimly. Then they saw it. A chamber opened ahead, lit with pale psychic light. At its center floated a child—levitating, unmoving, suspended by violet tendrils of psionic energy. Below it, an Illithid. The Mind Flayer turned slowly as if it knew they had arrived. Its tentacles writhed with hunger. “Nope,” Rigg whispered. “No thank you. I’m out.” Jinks leapt forward without hesitation. “Drop the kid, you octo-nerd!” The Mind Flayer twitched a finger. A portal opened behind it, swirling and bright. Then everything exploded. The first Quaggoth came from the left—screeching, fangs bared. The Githyanki intercepted it mid-lunge, driving his sword through the creature’s shoulder. It shrieked and swung wildly, claws scraping off armor, drawing blood. To the right, a second beast emerged—this one faster, meaner. It collided with Laydrick, who braced himself like a stone wall. The dwarf grunted as claws raked down his shield, then responded by bashing the Quaggoth in the snout and calling down divine wrath. Golden flame engulfed the monster, searing its eyes. Meanwhile, the Mind Flayer began to chant. “Uh oh,” Jinks muttered, and launched herself toward the floating child. She skidded under a beam of psychic energy and let loose a blast at the flayer’s feet, kicking up dust and distortion. “Valen!” she shouted. The wizard was already in motion. Time slowed. Or perhaps it didn’t—perhaps Valen simply ignored it. He sprinted across the room, boots slamming into the psionically carved floor. The portal began to shimmer. The child started to vanish. And then— CRACK. Valen leapt, coat billowing behind him, and snatched the child from mid-air a heartbeat before the portal snapped shut. He landed hard, cradling the boy, eyes smoldering. “Got you,” he whispered. Behind him, Rigg took the opportunity to do what he did best: hit something very hard with a wrench. The last Quaggoth dropped. The Mind Flayer, snarling in alien rage, vanished into the darkness—its spell unfinished, its prey lost. They found the others in the back tunnels—eight villagers, bound and dazed, their eyes flickering with latent magic. One child clung to Jinks and whispered things in her mind that made her fur stand on end. “We were going to be fed to something,” one muttered. “They said we had ‘potential.’” The elf from the lighthouse met them at the edge of the road, breath catching at the sight of survivors. “You actually came back,” he said. “With bonus villagers,” Rigg replied. “That’ll cost extra.” “I suspect this isn’t over,” the elf said grimly. “Not if the flayers are involved.” High Jinks stretched. “Oh good. I was worried we’d run out of eldritch horrors.” Valen remained silent, cradling the wand the Mind Flayer had dropped. It pulsed faintly in his grip. Overhead, the stars blinked into view—alien, watchful, waiting. Rain rattled across the high-road like dice in a malicious god’s cup. It sluiced from the half-collapsed wagon, drummed on Rigg’s already-ruined boots, and turned the Sword Coast mud into something that would have sold well as industrial glue. “Still got it,” Rigg muttered—just loudly enough for the others to hear, and just softly enough that no one could ask what , precisely, he thought he still had. The Quaggoth chose that moment to disagree. It burst from the hedgerow in a blur of claws and foam, shrieking with a fury more borrowed than born. Rigg’s answer was a roll through the puddle, a grunt that sounded suspiciously like less got it , and an upward swing of his over-sized wrench that caught the beast clean in the knee the-story . Valen, soaked and increasingly incandescent, raised one gloved hand. A bead of fire spiralled from his fingertips, hissed through the downpour, and detonated against the Quaggoth’s flank. Wet fur became burning pitch; the monster howled; Valen winced at the scorch-mark blossoming across his own sleeve. “Next expedition,” he growled, “we requisition oilcloth.” The Githyanki was already moving, blades whispering through the rain. One cut hamstrung the second Quaggoth; a second flick severed its roar halfway through the word. Somewhere behind him, High Jinks back-pedalled from a frothing guard whose eyes were milky with psionic residue. “No touching the merchandise!” she snapped, and twin lances of violet force propelled the unfortunate fellow through the wagon’s rotten sideboards. The cart collapsed on him with a relieved sigh, as if grateful to lie down at last the-story. Golden light flared. Laydrick—who believed in smiting as a form of polite introduction—called dwarven fire from the sky. It landed on the wounded Quaggoth with the finality of a tax audit, leaving only steaming rainwater and the faint smell of barbecued regret the-story . The last beast lunged at Valen. He didn’t step back. He didn’t even blink. He merely opened his palm and said, with the lethal courtesy of a man correcting grammar, “Fall.” Thunder answered. The Quaggoth hit a tree hard enough to dislodge future firewood and slid down in an untidy pile the-story. Silence followed—broken only by rain and the sizzling of Quaggoth fat. “Everyone still got their limbs?” Rigg asked, counting his own to be sure. High Jinks waggled her tail. “Define still .” Drag-marks led from the road into the undergrowth—scrapes in the mud, torn cloth caught on brambles, the unmistakable grooves of something being taken where it would very much rather not go. They ended at a cave mouth so retiring it seemed embarrassed to exist the-story . “This smells like a trap,” Rigg observed. “Everything is a trap,” the Githyanki replied, which was comforting in the same way a falling roof is tidy . Laydrick marched inside anyway. Clerics, after all, are professionally opposed to hesitation. The passage pulsed—walls of slick stone that expanded and contracted like the throat of some thoughtful leviathan. Blue luminescence oozed across organic ridges. Thoughts not their own brushed the party’s minds, testing, tasting. “Digestive tract of something smarter than us,” High Jinks whispered. “That’s because we are,” Valen answered. The tunnel widened into a chamber where logic went to lie down. A child floated at its centre, suspended by violet filaments of psionic light. Beneath him stood an Illithid. It turned, every motion suggesting that it had been expecting them since before they were born. Tentacles writhed in anticipation the-story. “Nope,” Rigg breathed. “No thank you. I’m out.” Instead, High Jinks was in , sprinting forward with the manic confidence of someone whose survival strategy involved shouting at problems until they went away. “Drop the kid, you octo-nerd!” The Mind Flayer flicked a finger. Reality folded neatly behind it, forming a portal that smelled of salt and misplaced memories. From the flanks, two more Quaggoth emerged—one leaping for the Githyanki, the other slamming into Laydrickraised shield the-story. Chaos blossomed. The Githyanki’s blade found bone; Laydrick's mace found snout; Rigg’s sling sent steel bearings ricocheting off cavern walls with deeply personal intent. High Jinks juked under a psychic bolt, unleashing eldritch fire at the Illithid’s feet and filling the air with grit and distortion. “Valen!” she called. Time complied. Valen ran—boots skidding on living stone—towards the fracturing gateway. The child began to fade, sucked into the swirling void. CRACK. He leapt, coat a crimson stain against blue light, and wrenched the boy free a heartbeat before the portal slammed shut. They tumbled across the floor; Valen rose, breathing hard, child cradled to his chest. “Got you,” he whispered, as though the words might convince the universe to behave. The surviving Quaggoth, seeing its employer distracted and its colleagues on fire, made a practical decision to expire. The Illithid—now alone, wounded, and minus one hostage—stared at the adventurers through eyes like frozen stars. Its tentacles twitched, not with hunger now, but with a mathematic assessment of odds. It decided it disliked those odds. With a hiss of psionic static, it vanished into a second portal that tasted of copper and unfinished nightmares. They retreated to the cave mouth in bruised triumph, dragging the unconscious child and what fragments of dignity remained. The storm had relented to a sullen drizzle. Rigg inspected the group’s collective wounds with the air of a foreman tallying breakages. “So,” he said, “next time we escort a caravan, can we specify no subterranean horrors in the contract?” High Jinks flicked water from her whiskers. “Where’s the fun in that?” Valen adjusted his ruined coat. “Remind me to invoice Sir Gwen for hazard pay.” The Githyanki sheathed his sword, eyes fixed on the dark horizon. “The Illithid will regroup.” “Then,” Laydrick said, planting his mace like a surveyor’s stake, “so will we.” They turned back toward the road—muddy, battered, but carrying a rescued child and the first undeniable proof that something vile was stealing minds along the High Road. Behind them, deep in the cave, psionic light flickered—like a heartbeat that hadn’t yet decided whether to stop. It is a little-known fact that Quaggoths, when removed from the Underdark and introduced to Sword Coast weather, develop an odour best described as “fermented badger”. This was of no tactical relevance, but did explain why nobody wanted to sit next to the corpses on the return journey. Chapter III: Whispers of the Woods OF Script Wherein trees whisper secrets, dwarves debate economics mid-looting, and a warlock confuses a dragon with a polite tourist. It was supposed to be over. The villagers were safe—well, most of them—and the Mind Flayer had vanished, presumably back into its interdimensional lair of body horror and smug superiority. The party had earned their coin. They’d even been thanked, which, among adventurers, is rarer than clean socks. So they returned to Rassalantar expecting stew and sleep. Instead, they found silence. No barking dogs. No clatter from the blacksmith. No lanterns. No voices. Just empty homes and cold hearths, all frozen in mid-life. A steaming kettle sat abandoned on one doorstep. A child’s doll lay face-down in the street, its painted smile chipped. Rigg stared around, brow furrowed. “Okay, this is either a haunting or a very elaborate surprise party.” “No bodies,” High Jinks noted, crouching to inspect the ground. “Just… vanished.” “Footprints,” Valen murmured, pointing. “Two hundred people don’t just disappear. They walked out.” Lagerick squinted into the gathering dusk. “They headed west. Into the woods.” The Githyanki adjusted the grip on his blade. “We follow.” High Jinks sighed. “Of course we do. Into the creepy forest. Again. Maybe next time, evil can just write us a letter .” Before they left, Rigg made a beeline for the general store. “What are you doing?” asked Lagerick, arms crossed. “Resupplying. Emergency salvage tax.” “You mean looting.” “I mean ensuring our survival with redistributed assets.” “Ah. Thievery, but with paperwork.” They emerged with 700 gold in trade goods and temple offerings. Lagerick insisted on blessing the stolen items, muttering prayers to cover their moral tracks. “I’m not a thief,” he grumbled. “You’re just holding it until the rightful owners return,” said High Jinks. “Which is adorable.” As they prepared to leave, the miners—former clients—handed over a small pouch of gold. "Guess we won’t be going to Westbridge after all," one mumbled. "We’ll head back south. You lot... good luck. You’ll need it." The forest swallowed them shortly after. Kryptgarden wasn’t just a forest. It was the forest—the kind that made trees in other places feel inadequate. Towering, ancient, and wrapped in mist like a blanket of secrets. Vines hung like nooses. Every bird call sounded a little too intelligent. And the shadows didn’t wait for nightfall. They pressed on, boots crunching on roots and fallen bones. “Do trees... usually hum?” Rigg asked. “Not unless they’re bored,” Jinks replied. Then they found the shrine. A half-collapsed ruin, its walls etched with fading elvish script. A statue of Corellon stood, cracked but serene, offering a bowl filled with water clear as crystal. Moonlight filtered down, painting the clearing silver. High Jinks approached, ears forward. “Offerings,” she whispered. “It’s still active.” They each left something behind—a coin, a token, a whispered prayer. The forest stirred in approval. And from beneath the bowl, something clicked. Rigg reached in and drew out a sword. Long. Elegant. Its blade glowed with a soft white light—moon-touched. “Claimed!” he called, grinning. “Finders keepers, blessed by divine accident.” “Don’t wave it around,” Valen warned. “It’s glowing . That’s basically a torch that screams ‘stab me first.’” At the edge of a clearing, they found a wagon. It was more of a traveling circus cart, if said circus specialized in bad decisions. A man in wide robes stood beside it, holding up a tunic stitched with what looked like owlbear feathers. “Adventurers!” he cried. “Just the clientele I was hoping for!” "Great," Rigg muttered. "A bard who sells pants." The merchant bowed. “Olavryn of Oakhollow, purveyor of the peculiar, collector of the uncanny. May I interest you in some wares for your dangerous journey into certain doom ?” Gold changed hands quickly. Lagerick bought a full suit of plate armor so polished it doubled as a breakfast mirror. High Jinks claimed Boots of Elvenkind and immediately tried walking silently on Lagerick’s shoulders. Valen took a wizard’s hat—wide-brimmed, crimson, and theatrically unnecessary. Dino (the Githyanki) scowled but eyed a longbow with rune-etched limbs. By the end, they were better equipped and much, much poorer. “Dino owes me 122 gold,” Rigg announced cheerfully. “I owe no one ,” Dino replied. “Exactly what someone in debt would say.” The forest grew darker. Wilder. And wrong. They found signs—burned trees with no source, pools of water that rippled without touch. Once, they glimpsed a silhouette between trunks: a woman tall as a stag, robes of green flame, eyes glowing faintly yellow. She was gone before anyone could speak. “Did anyone else—?” High Jinks began. “See the ominous forest queen radiating arcane power?” Rigg finished. “Yeah.” They did not follow her. Not yet. Finally, the trail of the villagers reappeared—bare feet, small shoes, dragging gaits. All heading toward a low stone rise choked in roots. “This,” Valen said, “feels like a trap.” Rigg unsheathed the moon-touched sword. “Which means we’re going in.” “I hate that this makes sense now,” High Jinks muttered. They passed under moss-covered stones. The air grew colder. And then— A hiss. Then skittering. Then eyes. Three spiders dropped from above like nightmares given gravity. Their legs clacked on stone. Fangs glistened. The first landed beside Valen and reared back. He snarled. “Not today.” A wave of fire blasted from his palm, catching the beast mid-lunge. It shrieked, twisted in air, and slammed against the wall smoldering. Another spider shot a line of web—ensnaring Rigg’s arm and yanking him skyward. “Nononononono—!” THUD. His body hit the ceiling. The wrench went flying. High Jinks leapt up the wall with feline grace, slicing the web with a glowing claw. Rigg dropped like a sack of potatoes. “Graceful,” she quipped. The third spider lunged for Leydrick. The dwarf met it with a roar and a flash of radiant light. His holy symbol flared like a miniature sun, scorching the spider’s face before his mace caved in its skull. A shape stepped from the darkness. Slender. Dark-skinned. White-haired. A drow, blades lowered, eyes gleaming with caution. “Stop,” he said. “We are not enemies.” “Depends,” said Rigg. “Are you with the brain-squids?” The drow grimaced. “No. We hate them more than you.” “I find that unlikely,” Valen muttered, eyes still glowing. But they didn’t attack. Not yet. The road back to Rassalantar should have smelled of wet earth and horse-sweat; instead, it smelled of absence. The gate stood open, the watchman’s lantern guttered out mid-swing, and every door in the village yawned as if the town had only just inhaled and forgotten how to breathe the-story. Rigg crouched beside an overturned stew-pot. A skin of broth clung to the iron like last night’s arguments, and the flame beneath it had died without bothering to lick the rim clean. “Whole place has the courtesy of a thief who wipes his feet,” he said. “No blood, no scorch marks. Just… gone.” High Jinks dipped two fingers into the mud that passed for a main street and raised them to her nose. “Tracks,” she murmured, tail flicking irritation from her words. “Men, women, children—all walking, none running. West, toward Westwood.” Valen Pyre, rain dripping from the brim of his crimson hat, traced an invisible line through the air. “Two hundred souls under a compulsion strong enough to keep step and leave kettles boiling? Mind Flayers, or something that reads bedtime stories to Mind Flayers.” The dwarf—Laydrick now, by stubborn declaration and legal writ of grumble—adjusted his freshly polished plate and crossed himself with a gesture equal parts prayer and expletive. “Westwood,” he muttered. “Forest full o’ things that think dwarves taste like nostalgia.” Dino the Githyanki stared at the horizon with the unhappy suspicion that it might stare back. “We follow,” he said, as though the point were not in doubt. Follow they did—and not without preparation. A village without occupants is, to Rigg’s philosophy, merely a shop without staff. By the time the others finished a circuit of the empty cottages he emerged from the general store with two flour sacks of coin and minor trade goods. “Emergency salvage tax,” he announced. “Redistributed assets,” High Jinks countered. “Loot,” corrected Laydrick, blessing each item in case morality could be retro-fitted session-03-whispers-of-…. Their haul—seven hundred gold once the temple’s offerings were liberated—made them briefly wealthy and eternally guilty. The miners they had escorted this far pressed twenty gold apiece into their palms. “Westbridge can wait,” the foreman said, voice thin with fear. “You lot find the folk. Come back alive if you can.” Night swallowed the Long Road long before the forest did. Wind knifed through their cloaks, and the rain returned, drumming on Valen’s hat like impatient fingers. They camped a mile inside Westwood, a single lantern throwing nervous silhouettes onto the trees. The cat slept; the rest did not. Somewhere beyond the fire, a merchant’s voice bargained with emptiness until Rigg stepped into the dark and discovered a peddler from Red Larch too stubborn—or too foolish—to recognise terror. Boots of Elvenkind, gloves for snaring missiles, half-plates and spellbooks changed hands faster than introductions the-story. By dawn the party was better equipped, very nearly broke, and Dino owed Rigg one hundred twenty-two gold—an obligation both men recorded and neither intended to forget. Kryptgarden greeted them two days later, an ocean of mist and moss that made lesser forests feel like potted plants. Vines drooped like trap lines; blossoms the colour of bruises opened at their approach. Laydrick trudged up a rise and stopped cold. “Bones,” he said. Cow bones, gnawed clean and scored by teeth that curved like sickles session-03-whispers-of-…. Dino crouched, gloved fingers tracing the marks. “Green dragon—adult, maybe worse.” High Jinks brightened, because of course she did. “Imagine the conversation! ‘Oh mighty wyrm, could we borrow your lair and maybe a cup of villagers?’” No-one laughed. Even the wind chose silence. They pressed deeper and found a shrine half-devoured by ivy: Corellon’s smile weather-worn but patient. Each left an offering—inked calligraphy, a silver coin, a murmured spell. The forest sighed, and somewhere a hidden spring chimed. A click echoed beneath the shrine. Rigg lifted a moon-touched longsword, its pale glow turning raindrops into falling stars the-story. “Subtle,” Valen remarked. “Nothing says stealth like portable moonlight.” Near evening, the trail of the vanished villagers reappeared—shuffled footprints, some large, some heartbreakingly small, all leading toward a stone rise tangled in roots. High Jinks flexed her claws. “This smells like a lair.” “Or a mouth,” Laydrick added. They slipped through a cracked archway and the world tipped. The air chilled; the moss grew fur that writhed at the corner of sight. Three ettercaps skittered from above, silk spitting from their jaws. Fire blossomed in Valen’s palm, incinerating one mid-leap. Laydrick raised his holy symbol; radiant light seared another. Rigg swung the new sword in a silver arc that carved the third creature from mandible to belly. Silence reclaimed the corridor—until a shape untangled itself from shadow. A drow, cloak torn, blades low. “We are not of the Spider Queen,” he said, voice brittle. “They took your villagers. Ours, too.” His name was DeSeth, and desperation clung to him like wet silk the-story. The party followed deeper and soon the forest fell away, replaced by a pool still as glass under an impossible sky. Starlight shone where no stars could live—and at the water’s edge waited Her. The Green Witch of Kryptgarden looked like every story ever whispered around a fire and none of them at once: woman, serpent, storm, tree the-story. “Children of surface dust,” she said, voice wind-sharp. “Your villagers walk below. Follow, if you cherish futility.” Laydrick stepped forward, plate softly glowing in her presence. “Why warn us?” “Because the Underdark eats minds, and mine taste sweet,” High Jinks muttered. The Witch’s smile flickered. “Because the forest tires of screams.” With a gesture, the pool opened upon a stairway of roots. She left them gifts: a ring that made whispers travel like drums, two potions thick as garnet, and a vial of swirling green taken by Valen without a word the-story. They descended. Earth clenched behind them. Light died. And the real hunt began. Underdark stone pressed close, sweating secrets. Once, they found a villager’s body—skull neatly opened, brain gone. Laydrick crossed himself. “Moradin keep us.” “No, thank you,” came an echo neither dwarf nor god. The ceiling shifted; spiders dropped in hungry silence. Chaos bloomed—fire, steel, eldritch light. Rigg’s wrench rang like a cracked bell; Jinks scampered across webs like a nightmare’s house-cat; Laydrick’s mace met chitin with a sound halfway between sermon and hammerfall Spelljammer-session-7-r…. When the last spider twitched its last, DeSeth re-appeared—bloodied, hopeful, terrified. “Portal,” he rasped. “One level down. Mind Flayers feed them through.” No one cheered. Some battles promise victory; this promised only another staircase. But the road behind led nowhere except an empty town and guilt that weighed more than coin. Rigg tightened his grip on the glowing blade. “All right. Let’s go do something profoundly stupid.” High Jinks flexed her ring-hand; the air hummed, carrying her whisper down the endless tunnel. “Knock knock,” she told the darkness. “Dinner’s here.” And the darkness answered. Chapter IV: The Green Witch’s Warning Wherein dragons speak in riddles, elven ruins reveal more than dust, and a dwarf attempts diplomacy by glowing angrily. The drow’s name was DeSeth, and he had that curious air shared by all creatures who walk ancient caverns with daggers tucked into places knives don’t belong. He claimed peace, which was odd for someone coated in spider guts and followed by shadows. But his words held weight—and the party was in no shape to argue, covered in blood, webbing, and whatever it was that leaked from Quaggoth spleens. “We are not of the Spider Queen,” DeSeth said, offering a hand to Leydrick, who wiped his mace clean and ignored it. “That’s what the last guy said before summoning a squid god,” muttered Rigg. “They hunt the surface now. Took your villagers. Took many of ours too.” His eyes narrowed. “But we know where.” Valen, still cradling his burnt spellbook, looked up. “You’ve seen their portal?” DeSeth nodded. “We know where they took them. But it is not a place of life.” “Perfect,” said High Jinks. “We’re allergic to comfort.” They followed DeSeth deeper until the forest broke open like a wound—revealing a pool of still water so clear it reflected stars never seen on this plane. At its edge stood her . The Green Witch. She was tall—taller than a human, but not quite elven. Her form shimmered between shapes: woman, tree, serpent, storm. Robes of woven leaves draped her like a second forest. Her eyes—yellow, lidless, eternal—met each of theirs in turn and saw too much. “Children of surface dust,” she said. “You tread in root and blood.” “Hello,” said Rigg. “We brought sarcasm and unresolved trauma.” The Witch’s smile flickered like candlelight. “Your villagers are not here.” “Dead?” asked Leydrick. “Taken. Below. The ones who lived... are food for the ones who don’t.” There was silence. Then High Jinks stepped forward, tail flicking. “Why tell us?” “Because the Underdark is a hungry place. It does not need more minds to chew. Go after them, if you must. But do not bring more.” Valen, eyes unreadable beneath his wide-brimmed hat, asked softly, “And if we do?” The Witch blinked. “Then the forest will stop you.” Before she left, she gestured to a twisted tree behind the pool. With a sigh, it opened like a blooming wound. Within were ruins—elven stonework, vines grown over memory, and at its center, a shattered altar. They stepped carefully, reverently. It felt sacred. And old. Older than any of them could name. On the altar were three things: A silver ring , etched with vines, still warm. When High Jinks slid it on, the wind whispered “Speak, and be heard.” Two potions , bright red, thicker than blood—greater healing, thick with forest magic. And a third potion, dark green, swirling slowly in its vial. Valen took it without comment. “Loot with purpose,” Rigg said. “The best kind.” Then, with a deep breath and the forest watching, they descended into the Underdark. The earth swallowed them. The light faded. And suddenly, the world was made of pressure and whisper. They walked single file through tunnels wet with time. Once, they found a skeleton—a villager—his skull opened, his brain missing. “Lovely,” said Rigg. “Very welcoming.” “Better than missing your soul ,” muttered High Jinks. The path twisted. Stone became bone. And then the ambush came. They had just entered a domed cavern when the ceiling moved . The spiders dropped silently. No hiss. No warning. Just weight and hunger. One landed atop Valen, pinning him beneath long black legs. Another snapped at High Jinks, whose Boots of Elvenkind did not squeak—but her voice did. “OH GODS NO—!” She darted backward, claws flashing, slicing across mandibles. Rigg struck like a bolt from the blue—his wrench swinging in a brutal arc that caved in the spider’s abdomen. Its body cracked and crumpled like wet wood, and it collapsed in a heap. Another spider lunged at Leydrick—but the dwarf didn’t flinch. “Not today, you eight-legged boweltrap,” he roared, brandishing his holy symbol. Radiant flame burst from his hands, and the creature shrieked, legs curling as it dissolved into ash. Valen pushed the spider off with a growl and flung a Firebolt point-blank into its face. It exploded in a shower of ichor, and the smell was... unfortunate. Then the Drow appeared—one wounded, darting from behind a stalagmite, blade flicking toward Jinks. She danced back. “Oh come on! Aren’t we done with surprises?” Dino, quiet all this time, raised his longsword—now glowing faintly—and drove it through the Drow’s thigh. The attacker collapsed with a groan. “We keep one,” Dino muttered. “They always know more than they tell.” The cavern quieted. Only the sound of dripping water and tired lungs remained. They bound the Drow. He hissed but spoke. “You don’t know what you’re walking into.” “Oh we do ,” Rigg said. “We just choose to walk loudly and armed.” The Drow’s eyes darted to the glowing ring on High Jinks’ paw. “That belonged to my mother.” “Then she had excellent taste,” Jinks said, and turned away. Chapter V: Prisoners of the Deep Wherein the walls have teeth, the Modron finds purpose, and Rigg meets a monster worse than debt. The tunnels narrowed. Gone were the broad stone passages of ancient elven design. Now the air thickened with damp rot and psychic pressure. The deeper they went, the more the Underdark whispered. Not words. Not sounds. Thoughts —slippery, secondhand thoughts that wormed through the skull and asked impolite questions like Do you matter? and What is your flavor? Even the Githyanki scowled. “This place stinks of predator,” he said. “That’d be Rigg’s socks,” muttered High Jinks. “Oi!” Rigg called ahead. “They’re enchanted!” “Yeah,” she said, “with mildew.” The cavern opened without warning—a wide, domed chamber rimmed with stalactites and unnatural stillness. No air moved. No moss grew. Just silence... and tension. At the far end, a pile of bones—villager-sized, stacked too neatly. “Definitely a warm, welcoming ambiance,” whispered Jinks. Then the ground moved. No. Not the ground. A stalagmite shifted—slowly, imperceptibly—and split open into a gaping maw rimmed with yellowed fangs. Four tendrils slithered out, each ending in barbed hooks slick with moisture. Rigg blinked. “That’s not a stalagmite.” The Roper struck. A tendril snapped across the cavern, latching onto Rigg’s torso. With a cry of surprised profanity, he was yanked off his feet and dragged toward the monster’s gullet. “I regret every choice I’ve ever made!” he yelled. Valen didn’t hesitate. Fire blossomed from his hand, arcing over the battlefield and slamming into the creature’s hide. The blast seared a black scar across its stone-like flesh—but the Roper screeched , a sound that came from nowhere and everywhere . The second tendril caught Leydrick, wrapping around his waist. The dwarf roared and slammed his mace against the ropey limb—but it held fast. “By Moradin’s beard, I will not die to a glorified stalactite!” Then it caught Dino. He didn’t shout. He didn’t panic. He clicked . His steel defender—hitherto quiet—suddenly leapt forward, glowing blue runes illuminating its form. It latched onto the tendril dragging its master and bit down . Sparks and blood flew. The Roper screamed again—shaking stones loose from the ceiling. “NOW!” shouted Dino. High Jinks took that as an invitation. She dashed forward, leapt off a loose boulder, and slammed both eldritch-charged paws into the Roper’s hide. The blasts dug deep, lighting the creature from within. For a moment, it spasmed, light pouring from its toothy maw. Then it fell still . Rigg tumbled free from its slack grip and landed hard. “Is... is it dead?” Lagerick walked up and calmly bashed it twice with his mace. “Now it is.” They didn’t hear it arrive. They felt it. A sudden shift in the room’s... logic. From the shadows floated a metal sphere. Not round—more like a cube that had lost confidence. It had spindly limbs, blinking eyes, and a faint mechanical whir that echoed with unnatural rhythm. It tilted its head. “Biologicals. Greetings. Query: am I still abducted?” “Uh... what?” Rigg asked. “I am designator Mono,” it continued. “Modron designation: quadrant-level logic node. Escaped hostiles via extraplanar gap. Ship: broken. Sky: incorrect.” High Jinks stepped forward, eyes wide. “...You’re adorable.” “I am not for cuddling,” Mono replied indignantly. “Designated functions include navigation, fault reporting, and structured diplomacy via thermodynamic recursion matrix. Not hugs.” Lagerick knelt beside it. “Can you help us?” “I am not a healer,” Mono said flatly. “But I possess the following knowledge units: Underdark topography, hostile protocol identification, and banishment safety protocols.” “Sounds like a yes,” said Valen. Mono blinked. “...Yes. Also: you smell like fire. I approve.” With Mono’s guidance, they avoided three more ambushes, one pit trap, and a room filled with glowing spores that whispered in halfling voices. Eventually, the tunnels opened into a bioluminescent sanctuary—moonlight that had never seen a moon, waterfalls that hung sideways, and a people who lived in defiance of Lolth. The Drow enclave of Eilistraee—the Moon Dancer goddess—was a place of silver and sorrow. Priestesses met them at the threshold, weapons half-drawn. DeSeth spoke quickly, in Undercommon. “They’re with me,” he said. “They fight the ones who took our kin.” After a long pause, the guards stood down. They were led through a city of carved stone and glowing crystal, to a dais flanked by guards in ceremonial paint. An elder priestess stood at its center—her hair pale, her eyes softer than expected. She spoke like moonlight. “The surface stirs,” she said. “The Illithid grow bold.” “We’ve seen their work,” said High Jinks, gently holding the hand of a rescued child. “They have turned an old war den into a prison. They harvest minds. Your people are inside.” “And you won’t help?” asked Valen, voice flat. “We cannot. Not yet. But we can show you where. ” Mono projected a map. It unfolded in pale blue light. Two locations pulsed: the prison. And a second... “A portal,” Mono explained. “Used by the hostiles to transfer captives. Location: unstable. Temporal feedback detected.” Rigg stared. “So either we go to jail, or jump into a wormhole.” “Well,” said Lagerick. “What’s an adventure without existential threat?” Chapter VI: Vault of the Illithid Wherein walls whisper lies, prisoners are found but sanity is misplaced, and a wizard considers setting the entire Underdark on fire. Mono’s map pulsed with blue light, suspended in midair like a thought no one wanted to finish. Two glowing markers floated before the party: one labeled Containment Node: Prison Cluster 11A , and the other—flickering erratically—simply read Transference Gate - Inactive/Fractured . “What do you mean ‘fractured’?” Rigg asked. “Portal structure compromised,” Mono chirped. “Destination: unknown. Integrity: insufficient. Thrill factor: high.” “See,” High Jinks said, “this is why I hate science. It’s always daring you to die.” “I like it,” Dino murmured. “Of course you do.” They chose the prison. It took two hours through twisting Underdark arteries, the air thick with spores and the psychic residue of former screams. They passed stone walls grown like coral, glowing veins of crystal etched with nonsensical patterns—except to Valen, who paused more than once to study them. “These aren’t just Illithid markings,” he murmured. “They’re hybrid. Cross-woven with something... older.” “How much older?” Leydrick asked. Valen didn’t answer. But his hand rested tighter on his wand. Mono beeped. “Warning. Five minutes from target. Scouting formation advised. Heroic one-liners optional.” The prison didn’t rise from the stone. It sank into it—embedded in a cliffside, its walls not built but grown. A fusion of stone and steel and something slicker, darker, and living. Four towers—all humming faintly—circled a central pit that led underground. In the distance, a Mind Flayer silhouette shimmered, vanishing behind a wall of greenish psionic mist. “I hate that thing,” whispered Rigg. “I hate the way it walks like it knows something about me I don’t.” “It does,” said Valen. “That’s the problem.” Dino turned to Mono. “Entry plan?” “Plan established. Step one: breach side hatch. Step two: avoid alerting guardian constructs. Step three: recover captives and any loot that isn’t bolted down. Step four: don’t die.” “You forgot step five,” High Jinks said. “Panic.” Mono rotated. “Panic is inefficient. Recommend denial or sarcasm instead.” They breached the side hatch using a combination of magic and wrench-based diplomacy. The moment the door peeled open, a wave of cold air hit them—metallic, sterile, and tinged with something like burnt thoughts. Inside: metal catwalks, hanging chains, and glowing panels of translucent psychic barrier fields. Cages—some suspended, some opened. Inside a few: limp villagers, barely breathing. In one corner, a terminal pulsed with runes. “Rigged,” Valen said. “Technically it’s Rigg’s, ” Rigg corrected. “No, I mean the terminal is—” A blast of psychic energy erupted from the panel. Rigg was thrown backwards, skidding across the floor and slamming into a railing. “—trapped,” Valen finished. “Thanks for the update,” Rigg groaned. A hiss. A pulse. The guardians activated. Three constructs floated down from the upper tier—not Illithid, but forged in their image: long-limbed, eyeless, and crowned with crystal orbs that flickered with psionic charge. “Kill the intruders,” they said in perfect, mechanical unison. “Mono?” shouted Leydrick. “Combat routine: RUN OR BURN,” the Modron declared. The first construct fired a bolt of psychic force. It hit Valen full in the chest, lifting him off the ground. He crashed down hard, coat smoking. The second lunged toward High Jinks, claws swiping. She ducked, twisted, and countered with a twin blast of eldritch energy that ripped through its midsection. Sparks flew. It stumbled. The third reached Rigg—but the rogue was already moving, wrench in hand. He ducked low, slammed the weapon into the machine’s knee, and leapt aside as the construct crumpled forward. “That's right!” Rigg roared. “ I fix problems! ” Valen, groaning, pulled himself up. Blood smeared his lip. Fire danced in his eyes. “No more restraint,” he growled. He lifted his hands. BOOM. A fireball erupted in the center of the room—tight, controlled, and merciless. Flames surged out, consuming the remaining constructs in a split-second inferno. One tried to scream. It didn’t make it. Ash drifted through the metal chamber. They raced to the cages. Some villagers stirred. Others did not. Lagerick called on his divine magic, hands glowing warm gold as he restored breath to two unconscious men. Jinks slipped a lockpick into one door and popped it open in under five seconds. “Come on, darlings,” she whispered. “You’re not soup yet.” Mono hovered over the remaining terminal. “I can unlock the rest,” it said. “But the noise will attract more attention.” Rigg glanced around. “How much more attention?” The walls answered. A deep rumble echoed up from below. Not a tremor. Not footsteps. Something... thinking . Chapter VII: Engines of Limbo Wherein the vault awakens, minds are tested, and a Modron learns what it means to panic. The vault rumbled with purpose. Not a collapse. Not structural. This was rhythmic—like breath. A sleeping god slowly inhaling. The rescued villagers clutched at the party with trembling fingers. They were half-starved, their eyes flickering with psionic residue. One kept muttering something about machines behind the sky. Another simply wept and pointed downward. Mono hovered in place, jittering faintly. “The core is activating,” it said. “You should not be here.” “We get that a lot,” Rigg replied. “But this time,” Mono continued, “I mean it. ” Valen stood over the terminal. He had one hand braced on the wall, the other tracing a trail of glowing symbols. His crimson coat was scorched, and blood seeped through a tear in his sleeve—but his eyes were lit with determination. “They’re using the villagers as psychic fuel,” he said. “Draining latent arcana to power a transference gate.” “So what?” High Jinks asked, helping an elderly man sit down. “Teleportation? More abductions?” “No,” Valen said. “ Exploration. The Flayers are mapping unstable planes—testing the limits of a network too dangerous for their own kind.” “Which means,” Leydrick growled, “they’re sending us .” Dino's voice was flat. “Or what’s left of us.” They followed the pulse downward. The lowest chamber opened into a dome of impossible geometry. Gravity bent. Angles refused to behave. Panels hovered, suspended in blue static. At the center: a dais surrounded by floating crystals, each housing a suspended villager—nude, trembling, and wrapped in strands of psionic energy. And standing before it all— Three Mind Flayers. Their robes drifted as if underwater. Their eyes glowed like dying stars. They did not speak. They imposed. Mono shuddered. “These are Elder Designates. Extraplanar research caste. They should not exist on this plane.” “Too late,” muttered Rigg. One Flayer raised a hand. The world screamed. They didn’t attack with blades. No claws. No lightning bolts. No fanfare. Instead, the Mind Flayers spoke into thought. Valen staggered, clutching his temples. “ He sees you still, Ember Sleuth. ” “No,” he growled. “Stay out.” Rigg heard whispers in his own voice. A vision—himself, alone, old, wrench rusted. Forgotten. High Jinks gasped, her patron growling into her ears, offended, furious, but also... intrigued. Dino dropped to one knee, eyes twitching as memories of Githyanki war-rituals flooded back— and twisted. Only Leydrick remained upright. “GET OUT OF MY HEAD,” the dwarf roared, slamming his holy symbol to the ground. Light exploded outward in a pulse of divine energy that shattered the nearest crystal. The suspended villager fell with a scream—but alive. The Mind Flayers hissed . Now came claws. Now came pain. Valen spun into action. Fire burst from his hands, licking across the battlefield like a hungry tide. One Flayer caught full in the blast staggered, tentacles burning. Rigg vaulted over a shattered console, wrench swinging. He collided with a Flayer mid-levitation, knocking it sideways. “This one’s mine!” High Jinks struck next, eldritch energy swirling in her paws. She danced between pillars of psionic force, her laughter manic, her strikes furious. Dino raised his arcane blade, charged with electrical hum. He called to his Steel Defender, which lunged forward and bit one Flayer’s leg. It shrieked. But the third... It reached the dais. The central crystal flared—bright, then brighter still. The villagers screamed. The platform beneath them shifted, split into floating fragments. Valen turned. “No—NO! They’re forcing a jump!” Mono’s voice crackled. “Chrono-logic instability detected. Reality fold in progress. Portal destination: undefined. ” “Can you stop it?” Rigg yelled. Mono hesitated. “I... I can’t.” “You always can!” “I am scared,” Mono whispered. For the first time, the Modron trembled. The third Flayer’s hand sank into the crystal. A surge of psionic energy ripped outward. Everyone screamed. Rigg saw stars blink and turn away. High Jinks felt her patron reel, hissing, “Not this way—” Leydrick glowed with divine light, shielding the nearest villagers. Valen raised both hands. “Not. Yet!” He channeled everything —fire, force, sheer will—into a final spell. A shell of blazing energy wrapped the party. The portal detonated. Light swallowed everything. 🪐 Spelljammer — Character & NPC Roster + Current Gear (through Session 11) How to use this page This page compiles appearances by session (S1–S11) and each player’s current notable gear. Unclear or unassigned items are listed under Party Inventory (Unassigned / To Confirm) . Update holders there as you settle assignments. 🎭 Party Roster Character Player Class / Notes Sessions Present Current Notable Gear Garrick “Rigg” Dalhart Ben / Elemunk Human Rogue (Swashbuckler); signature oversized wrench S1–S11 • Oversized wrench (signature) • “Bag o’ Nutz” sling (used to great effect in S8) • Thieves’ tools • (Owes/owed gold with Dino noted earlier in campaign) Laydrick Gefinhal Jared / Galindis Dwarf Cleric (Life Domain) S1–S11 • Full Plate (purchased S3) • Holy symbol • (Healing potion(s) – see Party Inventory; not all allocations recorded) High Jinks Kate / Keitachan Tabaxi Warlock (Great Old One); lantern-at-hip vibe S1–S11 • Ring of Animal Speech (S4, elven ruins) • Boots of Elvenkind (purchased S3) • Lantern (flavor) Dynoth “Dino Roar” Rokos Robb / Baconbuff Githyanki Artificer (Battle Smith) / Fighter; travels with Steel Defender S1–S11 • Steel Defender (construct companion) • Longsword (standard) • Jeweler’s / crafting tools (seen in play) • Potion of Enlarge/Reduce (identified S5; holder TBD) • (Owes Rigg 122g noted earlier) Valen Pyre Justin / Slitzer Human Wizard (Evoker); crimson coat & wide-brim hat; “Ember Sleuth” S1–S2, S4–S11 (absent S3) • Hat of Wizardry (purchased S3) • Wand of Translocation (S2, from Mind Flayer portal scene) • Wizard’s Hat of Illusion (Illithid Disguise) – tower find; makes the wearer resemble a Mind Flayer (S11) • Wand of Frost / Wand of Winter – recovered encased with a frozen wizard on the water-world (S11 clarifications) • Spellbook & arcane kit (standard) 🧑‍🤝‍🧑 Notable NPCs & Factions NPC / Group Role / Notes Sessions Appeared Sir Gwen Knight seeking help (beholder lead) S1 Sunbrim Hills Miners Escort-job patrons who later returned to Waterdeep S1, S3 (paid 20g; escort abandoned) Elf Guard (Lord’s Alliance) Hired the party to investigate caravan; issued reward S1–S2 The Green Witch (Ancient Green Dragon) Warned party; confirmed villagers taken into Underdark S3–S4 DeSeth Drow of Eilistraee; ally/guide into Underdark S5 → (travels with party thereafter) Priestess of Eilistraee Blessing, intel on Mind Flayer prison/portal S5 Mono (Modron) Extraplanar stowaway from a Spelljammer; party ally S5 → Ghost of Captain Lackspur Explained helm mechanics; “price to jump” S8 Rassalantar Townsfolk Captured; many perished; ~25 rescued in the prison raid S3–S6 Friendly Merchant(s) Sold party gear (S3), later a Driftglobe (S9) S3, S9 Quaggoths, Drow, Spiders, Mind Flayers Primary Underdark adversaries / encounters S2, S4–S8 “Falcon” (derelict ship) Loot site; black pudding fight; “arcane tools” acquired S8 T-Rex (portal jungle) Brief chaos encounter; party secured loot & moved on S9 Red Slaadi (x3) Encounter upon stepping into the Realm of Chaos S11 🎒 Party Inventory (Unassigned / To Confirm) These items exist in the log but the current holder wasn’t explicitly recorded. Adjust as needed. Item First Noted Status / Notes Moon-Touched Longsword S3 Found in woods; explicitly unclaimed at the time. 2 × Greater Healing Potion S4 From elven ruins; distribution not captured. Potion of Enlarge/Reduce S4→S5 Identified by Dino in S5; current carrier not recorded. Driftglobe S9 Purchased from portal-jungle vendor; holder not captured. Cloak (unidentified) S9 Recovered in portal-jungle; properties/attunement TBD. Coin (mysterious) S9 Recovered in portal-jungle; effect TBD. Green Door Vault haul S11 Loot recovered behind the green sigil door (riddle solved by Dino). Insert final list here from your attachment. Arcane tools / ship salvage S8 “Falcon” derelict: tools acquired post black-pudding fight; details not itemized in summaries. Far Realm shard S11 Consumed as helm fuel; not in inventory anymore. 🗂️ Session-by-Session Presence (PCs) Session Rigg Laydrick High Jinx Dino Valen Highlights that affect gear S1 ✔︎ ✔︎ ✔︎ ✔︎ ✔︎ (quiet mic) Job hooks chosen (caravan); no gear changes logged. S2 ✔︎ ✔︎ ✔︎ ✔︎ ✔︎ Wand of Translocation to Valen. S3 ✔︎ ✔︎ ✔︎ ✔︎ Absent Purchases: Full Plate (Laydrick), Boots of Elvenkind (High Jinks), Hat of Wizardry (Valen). Found: Moon-Touched Longsword (unclaimed). S4 ✔︎ ✔︎ ✔︎ ✔︎ ✔︎ Elven ruins loot: Ring of Animal Speech (High Jinks), 2× Greater Healing , unknown potion → later ID’d Enlarge. S5 ✔︎ ✔︎ ✔︎ ✔︎ ✔︎ Potion identified: Enlarge/Reduce (holder TBD). Ally Mono joins. S6 ✔︎ ✔︎ ✔︎ ✔︎ ✔︎ Villager rescue; no specific gear changes captured. S7 ✔︎ ✔︎ ✔︎ ✔︎ ✔︎ Nautiloid journal/engine lore noted; gearing impact TBD. S8 ✔︎ ✔︎ ✔︎ ✔︎ ✔︎ “Falcon” salvage (arcane tools). Bag o’ Nutz sling seen with Rigg. S9 Absent ✔︎ ✔︎ ✔︎ ✔︎ Purchased Driftglobe ; found Cloak & Coin (both unidentified). S10 ✔︎ ✔︎ ✔︎ ✔︎ ✔︎ Tower “three doors” puzzle; mimic slain; stairs found. S11 ✔︎ ✔︎ ✔︎ ✔︎ ✔︎ Valen attains tower claim & Illithid-disguise Hat ; Wand of Frost/Winter from ice-block wizard; green sigil vault opened (loot listed above). 📝 Notes & Known Gaps Green Door Vault (S11): Please paste the final loot list; I flagged a placeholder above. Driftglobe (S9): Not sure who ended up carrying it—add holder when known. Healing Potions / Enlarge potion: If you’ve already allocated these in play, update the “Party Inventory” table accordingly. Wand naming: You referred to the water-world wand as “Wand of Frost.” 5e’s closest published item is Wand of Winter . Keep your custom name if preferred. Spelljammer — Campaign Recap (Sessions 1–15) 🪐 Campaign Arc Campaign: Spelljammer (Homebrew Hybrid) Dungeon Master: James/Jamie “Sicareus” High-level premise: What began as local disappearances on the Sword Coast escalated into Mind Flayer abductions, the capture (and theft) of an Illithid spelljammer, and a widening planar warpath through the Astral and Limbo—now complicated by Mechanus’ “do not screw this up” cosmic mandate. 🧭 Overview The party starts as strangers drawn together by three overlapping jobs: investigate a disturbing caravan, escort miners, and chase a rumored beholder. That “caravan problem” turns out to be an Illithid pipeline—Quaggoths, psionics, captives with latent magic—leading the party first into caves and forests, then into the Underdark and straight onto a Mind Flayer nautiloid. From there, the scope detonates: the group takes control of the nautiloid, learns it’s tied to Limbo, and follows portals through stranger and deadlier planes (including the Feywild and Limbo itself). They steal key intel, bottle a psionic storm, get force-teleported to Primus for judgement, and—freshly “directed”—step into an Astral desert portal-route where Neogi pirates hit them like a truck. They’re now pressing toward the Underdark again, with new enemies and bigger consequences. 🧑‍🚀 Party Members Character Player Class/Subclass Race Campaign Notables (so far) Garrick “Rigg” Dalhart Ben / Elemunk Rogue (Swashbuckler) Human Front-foot chaos + surgical strikes; signature wrench; frequently the first one through the bad decision. Laydrick Gefinhal Jared / Galindis Cleric (Life) Dwarf Party glue; keeps everyone upright while the universe tries to fold them into a cube. High Jinks Kate / Keitachan Warlock (Great Old One) Tabaxi Face + planar weirdness magnet; helm pilot; routinely talks the party out of (some) deaths. Dino Roar (Dynoth Rokos) Robb / Baconbuff Artificer (Battle Smith) / Fighter Githyanki Gith pragmatism; builds/commands a Steel Defender; relentless “I told you so” energy (often correctly). Valen Pyre Justin / Slitzer Wizard (Evoker) Human Arcane firepower + puzzle solves; repeatedly turns “this is bad” into “this is ash.” 🗺️ Key Locations (Campaign-Wide) Sword Coast / Rassalantar / Kryptgarden Forest: The “normal world” phase… until it wasn’t. Underdark (Mind Flayer prison complex): Where abducted villagers were held and drained. Illithid Nautiloid (captured): The party’s stolen key to the planes. Derelict wrecks in the Astral: Fuel, loot, and things that should’ve stayed dead. Planar Nexus routes: Elysium → Elemental Fire → Feywild (and onward). Limbo: Slaadi, chaos gravity, and Illithid operations inside captured Githzerai sites. Mechanus: Primus’ courtroom. Verdict: “Keep going.” Astral Desert Crossroads: Portal hub territory… currently infested with Neogi raiders. 🧵 Ongoing Threads & Big Questions Illithid abduction network: Who’s directing it, and what are they building/fueling with stolen magical talent? Limbo operations: Why are Mind Flayer captains gathering there, and what do the seized letters point to? Crown of Sorrow / Shattered Crown Arc: What exactly is it, who has it, and why does it matter enough to get Primus involved? Primus’ mandate: What does “further the task” actually demand—and what happens if the party fails? Neogi interference: Random raid… or connected predators circling the same prize? Portals + navigation: Who controls the stable routes, and what does it cost to keep moving? 📚 Session-by-Session Summary Session 1 — “The Beginning Chapter” Setup: Stormy lighthouse-tavern north of Waterdeep; the party meets for the first time. Hooks offered: Darkened caravan investigation, escort work, and a beholder lead. End state: The group commits to the caravan investigation and approaches guards behaving strangely. Session 2 — “The Cave Beneath the Road” What happened: The caravan trail leads to Quaggoths and a hidden cave used for abductions. Major fight: Mind Flayer confrontation and rescue of kidnapped civilians (including a child). Key discovery: A Wand of Translocation and confirmation this is bigger than “bandits on the road.” Session 3 — “Whispers of the Woods” Shock: Rassalantar is effectively emptied—people vanished into the wilds. Trail: Tracks into Westwood and then deeper into Kryptgarden Forest. Revelation: Signs of Mind Flayer activity… and the looming presence of an ancient green dragon known as the “Green Witch.” Session 4 — “The Green Witch’s Warning” Contact: The party encounters the Green Witch (ancient green dragon) and gets pointed toward Mind Flayers beneath the Sword Mountains. Exploration: Ancient elven ruins and strange lights in the forest. Turn: The party enters the Underdark and is hit by a spider + drow ambush. Session 5 — “The Modron’s March” Continuation: The spider/drow mess resolves into a deeper Underdark push. New allies: DeSeth (drow aligned with Eilistraee) and Mono (a Modron stowaway-from-beyond-reality). Major threat: A Roper fight nearly eats people whole. Direction gained: Map intel toward a Mind Flayer prison + portal route. Session 6 — “Break the Chains” Infiltration: With drow support, the party hits a duergar-built prison now operated by Illithids. Combat beats: Enthralled guards, Mind Flayers (one escapes), and rampaging Quaggoths. Win condition: ~25 Rassalantar villagers freed. Notable loot: Illithid diary (Deep Speech), coin lock-box, and crystal psionic weapons. Session 7 — “Engines of Limbo” Escalation: The party boards an Illithid spelljammer (Nautalis/Nautiloid) as their exit… and new problem. Corridor warfare: Tight-quarters fighting against Mind Flayers and Quaggoths. Core reveal: The ship is tied to Limbo, and captives are being used as fuel. Cliffhanger: They reach the engine chamber where Mind Flayers are siphoning a bound wizard’s power. Session 8 — “Ghosts in the Gears” Ship ownership (the illegal kind): The crew seizes the nautiloid and forces it to fly. Fuel problem: A ring gets burned to power the helm (desperate times, desperate jewelry). Wreck hop: They board the derelict Falcon and fight acidic Black Puddings/oozes in the hold. Weird contact: A ghostly captain (Lackspur) appears and drops lore/exposition. Session 9 — “Jungle Beyond the Portal” Planar navigation: Two magical signals detected—one moving, one fixed. Merchant encounter: Captain Valriks Dunar sells them a Driftglobe to help power the helm. Portal jump: Cavern jungle, immediate T-Rex ambush, frantic retreat. Finds: A powerful magical cloak + a coin pouch; then investigation of an abandoned mirror-version of their own ship. Session 9.2 — “Jungle Beyond the Portal” (continuation / extended notes) Mirror ship twist: The twin-ship is anchored by a mirrored disc at its helm. Consequence: Removing the disc collapses/dissolves the mirror ship, leaving the party adrift in the Astral where thought guides motion. Session 10 — “The Fey Wilds and False Doors” Planar gauntlet: Elysium (almost fatal “peace”), Elemental Fire (forced retreat), then Feywild. Feywild beats: Dragon-guarded village and a wizard’s abandoned tower. Tower trial: Illusions/false doors culminate in a mimic fight and discovery of a hidden staircase. Notable moments: A mind-shielding trinket found; a +1 longbow burned as “fuel”; Steel Defender destroyed in the mimic mess. Session 11 — “Engines of Limbo” Tower claims: Valen claims the tower as “next wizard.” Key item: A hat that makes the wearer appear as a Mind Flayer (kept after testing). Basement puzzle: Three sigil doors; the green path opens a riddle-vault (answer: “Tomorrow / the Future”), yielding coin, gems, spellbooks, and rare items. Water World raid: A dead wizard in an ice block yields a Wand of Winter after a fight with Water Elementals that spill into the ship. Launch point: The party fuels the helm and shifts toward Limbo—ending with Red Slaadi on the doorstep. Session 12 — “Into the Chaotic Deep” Limbo battle: Red Slaads and a powerful Githzerai Enlightened clash with the party across unstable terrain/gravity. Turn to diplomacy: The Githzerai reveals opposition to the Slaads and offers an alliance after testing the party. Infiltration plan: Disguises (including a Dino-lookalike play) to pose as captors/“thralls” and infiltrate Mind Flayer ranks at the Shrak’talor Temple. Session 13 — “The Bottled Storm” Target: An Illithid-occupied Githzerai monastery/temple in Limbo. Heist: Illusion/disguise infiltration; two sealed letters seized from Mind Flayer leadership threads. Set-piece threat: A volatile psionic storm manifests elemental guardians. Signature loot: The storm is contained as a Storm in a Bottle . Outcome: Fresh intel points toward broader Illithid operations (Underdark/Abyss direction implied). Session 14 — “The Mandate of Primus” Objective: Find Rook (portal-route guide) at a Githyanki market outpost. Prison play: Dino + Rigg bribe/bargain Rook out of jail and re-equip him. New threat: A towering golden construct boards the ship and “deletes” the party via forced teleportation. Mechanus judgement: Primus interrogates them over Illithid ties; they argue they’re undermining the plot tied to the Crown of Sorrow. Cosmic leash: Primus binds them to an absolute directive: “You must further the task.” Session 15 — “Thunder in the Void” Route: Rook leads them through a portal to an Astral desert crossroads realm with access routes into the Underdark. Ambush: Neogi raiding force attacks—pirates, void hunters, and a captain in a brutal shipboard fight. Aftermath: A shattered Neogi spider-ship is discovered, along with valuable astral loot. End state: The party presses onward toward the Underdark… and the air turns sickly-sweet. Info Graphics Session 01   Session 19 Session 18 Session 17 Session 16 Session 14