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📘 Session 16 - Spores, Mirrors, and the Bone Wagon

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🪐 Campaign Arc

  • Campaign: DnD Campain - SpellJammer
  • Session Title: Spores, Mirrors, and the Bone Wagon
  • 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

d1149cf6-0490-43d7-a45f-25adcc0b34d2.pngLeydrick 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.

51672bd9-d038-466c-b24d-1b405ffb3e6a.pngDino 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

2d742bf6-4d2e-4148-b3ec-24af99c46848.pngHigh Jinks unleashes eldritch force into the gloom as a Hook Horror silhouette rises from the shadows, drawn by the scream.


The Bone Carriage ApproachesRigg 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.