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Session 02 - "The Shadows of the Mind"

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Bar Diddly

Session 2 Recap
Caravan Encounter
  • Setup: The party investigated a darkened caravan (quest from Session 1’s elf guard). Three caravans stood on the High Road, one shaking violently. Two guards were mind-controlled, glazed-eyed, and passive (unharmed).
  • Quaggoth Ambush: Three Quaggoths burst from the caravans. Valen saw only one at a time, adding chaos.
    • High Jinks: Used Feline Agility to climb a tree, hiding (stealth 23). Her spynks familiar (sphinx-like, winged, lion cub-sized) was nearby, summonable.
    • Rig: Threw nuts and bolts with his wrench, critically hitting a Quaggoth (14 bludgeoning damage), then fell back 10 feet. Avoided attacking the two caravan guards.
    • Valen: Cast Firebolt (hit 14, minor damage), stepped back warily.
    • Leydrick: Used Spiritual Weapon (roll 12, unclear if hit).
    • Dino: Attacked a Quaggoth (13 damage, sapping effect—disadvantage on next attack). His Steel Defender (clanking, mechanical) joined, trotting beside him.
  • Outcome: Party defeated the Quaggoths. Caravans held supplies (no gold), but people were missing, suggesting abductions.
Following Tracks
  • Trail: Tracks led through woods to a hidden cave, indicating the abductors’ path.
  • Cavern Entry: Found mind-controlled guards (different from caravan guards). Rig later bludgeoned some (bloody), killing at least two.
Mind Flayer Encounter
  • Setup: Discovered abducted caravan members tied up, guarded by a Mind Flayer and one Quaggoth.
  • Combat:
    • Quaggoth: Downed Leydrick with a brutal attack.
    • High Jinks: Cast Eldritch Blast, targeting the Mind Flayer or Quaggoth.
    • Valen: Cast Firebolt and Eldritch Blast, focusing the Flayer.
    • Leydrick: Fell unconscious, later revived.
    • Dino: Caught a human child thrown by the Mind Flayer, interrupting its teleport spell.
    • Rig: Revived Leydrick post-fight.
  • Mind Flayer’s Escape: The Flayer fled through a magical portal after Dino’s disruption, dropping a Wand of Translocation.
  • Outcome: Captives freed, Quaggoth defeated. Dino noted surviving guards (not Rig’s victims) should recover, as the Flayer’s control lifted.
Aftermath
  • Loot:
    • Wand of Translocation (Valen): Teleports user to the Mind Flayer’s portal destination.
  • Reward: The elf from Session 1’s lighthouse tower arrived, paying 1000 gold (200 each) for resolving the caravan quest.
  • Revelation: Abductions target people with minor magical talent, hinting at a larger scheme (possibly tied to the beholder).
  • Party Status: Regrouped, ready for next quest (miners’ escort or beholder hunt).

NPCs
  • Elf Guard (Likely SPEAKER_07 in reward context)
    • Description: Lord’s Alliance operative from the lighthouse tavern (Session 1).
    • Role: Paid 1000 gold, revealed magical talent abductions.
  • Caravan Guards
    • Description: Two humans, mind-controlled, non-responsive, unharmed.
    • Role: Bystanders during Quaggoth ambush.
  • Cavern Guards
    • Description: Mind-controlled, some killed by Rig (at least two).
    • Role: Flayer’s thralls, survivors expected to recover (per Dino).
  • Abducted Caravan Members
    • Description: Civilians, including a child, tied up in the cave.
    • Role: Rescued, confirmed magical talent as abduction motive.

Quests
  1. Investigate Caravan Trouble
    • Source: Elf Guard (Lighthouse Tavern)
    • Status: Completed
    • Details: Investigated darkened caravan, fought Quaggoths, tracked abductors to cave, defeated Mind Flayer’s forces.
    • Reward: 1000 gold (200 each).
    • Notes: Revealed abductions target magical talent, possibly linked to beholder.
  2. Escort Miners to Westbridge
    • Source: Miners (Session 1 Tavern)
    • Status: Pending
    • Details: Protect miners to Westbridge via Long Road, avoiding High Road disappearances.
    • Reward: 10 gold/day/person (7 days = 70 gold each), plus 100 gold each on arrival.
    • Notes: Likely next quest.
  3. Locate Beholder in Sword Mountains
    • Source: Sir Gwen (Session 1 Tavern)
    • Status: Pending
    • Details: Find a one-eyed creature (suspected beholder) in Sword Mountains (near Westwood/Crag Garden Forest).
    • Reward: 500 gold for info, more for killing.
    • Notes: Four other groups failed; may tie to abductions.

Loot & Items Acquired
  • Wand of Translocation (Valen): Teleports user to the Mind Flayer’s portal destination.

Current Situation
  • Where: Likely near the cave or back on the High Road, post-elf meeting.
  • Status:
    • Party victorious, with 1000 gold split (200 each, added to prior 500 gold).
    • Captives freed, abductions linked to magical talent.
    • Wand of Translocation offers a potential lead to the Mind Flayer.
  • Next Steps:
    • Decide between escorting miners to Westbridge (safer, immediate) or hunting the beholder (riskier, main quest).
    • Investigate abductions’ broader motive (Mind Flayer, beholder, or SpellJammer-related?).

Additional Notes
  • Party Resources:
    • 700 gold each (500 prior + 200 new). Track in D&D Beyond.
    • High Jinks’ spynks familiar (non-combat, summonable).
    • Dino’s Steel Defender (combat-ready, clanking).
  • Character Dynamics:
    • High Jinks: Stealthy leader, uses agility and spynks for scouting.
    • Rig: Brutal but tactical, spares innocents (caravan guards) unless needed.
    • Valen: Spell-heavy, cautious under pressure.
    • Leydrick: Resilient, anchors party with faith (post-revival).
    • Dino: Strategic, tech-savvy, key in disrupting Flayer.
  • Plot Hooks:
    • Abductions may connect to beholder or a SpellJammer faction (e.g., Illithid ship).
    • Wand of Translocation could lead to planar chase.
    • Miners’ route risks overlapping with beholder territory.
  • SpellJammer Ties:
    • Mind Flayer and portal suggest Illithid schemes (nautiloid?).
    • Dino’s Githyanki origins and Steel Defender hint at spacefaring tech.
    • High Jinks’ patron and spynks tie to alien planes.
  • World Details:
    • Lord’s Alliance monitors High Road disappearances.
    • Sword Mountains hide dangers (beholder, Flayer remnants).

Updates from Transcript and Notes
  1. Caravan Details:
    • Clarified three caravans, two unharmed guards (not attacked), supplies (not gold).
    • High Jinks’ tree climb and spynks familiar added (transcript: SPEAKER_00, Feline Agility).
    • Valen’s one-at-a-time Quaggoth vision confirmed (transcript: chaotic combat).
  2. Combat Specifics:
    • Incorporated Valen’s Firebolt (14 hit), Rig’s wrench crit (14 damage), Leydrick’s Spiritual Weapon, Dino’s Steel Defender (13 damage, sapping), High Jinks’ Eldritch Blast (cavern).
  3. Familiar:
    • High Jinks’ spynks (sphinx-like, winged, lion cub-sized) added, per transcript ([136.94s - 146.31s]).
  4. Reward:
    • Confirmed 1000 gold (200 each) from elf, not caravan loot.