Session 23: The Changeling in Manacles

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Session 23
Session 23: The Changeling in Manacles
Session
In-fiction date5 April 843 A.I.
Recorded2026-10-10
Party presentTerry, Hugo, Caelumn, Father Thomas, Kole
AbsentBarney, Vasquez, Althea
LocationsThe ridge temple (Session 21)

Session 23 opens on the same night that closed session 22, outside the ridge temple north of Greysmere, and brings a new player to the table: Jon, whose character Kole, a changeling warlock from Arcanthys by his player’s account, is first seen as a prisoner in “rough-looking iron manacles” [6][80][39][40]. With Hugo asleep outside and unable to be woken [4], Terry, Caelumn and Father Thomas creep back in, overhear a woman order “take him to the executioner and make him a sacrifice for God” [5], and ambush her and her four undead as she opens a hidden wall with a pendant. Terry cuts Kole’s chain [8], Caelumn’s Chromatic Orb leaves the cultist “a singed pile of bones” [10], and Hugo, waking at last, fells a huge greatsword skeleton with a thrown hand axe on a natural 20 [38][241]. Kole says Sevryn pointed him at the party [110][12][15]; the DM adds that the man who holds The Egg “is an Aurelian binder” [41] and that Arcanthys and Aurelia are in “a Cold War, sort of” [14]. Rime comes out of his statue and asks “Are you ready to face Mother Sarah?” [42], but the door he points to needs “the black orbs to open the door” [43]. Father Thomas strikes it anyway, a voice echoing through the temple says “Deal with them, my darlings.” [25][26], and the session pauses mid-fight with one more skeleton and two spectres still standing [28].

Session 23: The Changeling in Manacles

Metadata

  • In-game date: 843-04-05, the same night as sessions 21 and 22 (approximate, pending the DM calendar); the DM says only “It’s in the night” [3].
  • Locations visited: outside, then the ridge temple, “the temple of Vecna” to the DM [4]: the entrance, the mist hall, the statue room, the sealed door and a side room.
  • Major NPCs present: the cultist, three greatsword skeletons, a ghoul, two zombies, two spectres, Rime and an unidentified voice. Off-screen: Mother Sarah, Sevryn, the binder who holds The Egg, and Pell.
  • Factions involved: the temple’s cultists; Vecna; Aurelian forces and Arcanthys (in the DM’s lore).
  • Sessions referenced (callbacks): s9, s15, s18, s19, s20, s21 and s22.

Recap heard at start of session

First the DM settled how session 22 had ended: the party had watched “a group enter the temple after you went outside to rest”, not been ambushed [29][1]. A d4 picked Toby [30], who began with the story so far for the new player: the lost egg, the turn back to grow stronger, and the dragon hoards, which the DM restated as a way “to absorb the latent magic in them into the dragon egg” [31][32]. He ran through session 22 from the skin creature to the flameskulls [33][34], Terry added the caravan deadline, midday by Caelumn’s correction [35][36], and the recap earned a magic item [2].

Executive Summary

Session 23 brought a new player, Jon, and his character Kole into the campaign, and never left the ridge temple. With Hugo asleep outside [4], Terry, Caelumn and Father Thomas ambushed a woman cultist and four undead who held a manacled prisoner, Kole [6][37]. Terry cut Kole free [8], Caelumn killed the cultist [10], and Hugo, waking as his player arrived, felled a greatsword skeleton [38]. Kole proved to be a changeling warlock from Arcanthys, by his player’s account, sent by Sevryn [39][15][40]; the DM added that an Aurelian binder holds The Egg and that Arcanthys and Aurelia are in a cold war [14][41]. Rime came out to help face Mother Sarah, but his door needs black orbs [42][43]. Father Thomas struck it anyway [25], a voice set its creatures on the party [26], Hugo beheaded a second skeleton [44], and the session paused mid-fight [28].

Narrative

Play resumed in the mud outside the temple [4]. The DM now described the arrivals as six, one “definitely human” and five “that could either be undead or human” [3]. Hugo, whose player was not yet there, “seems fast asleep unable to be woken” and only snored when shaken [4][45], so the others left him “lying here in the bushes” [46]. Terry ruled out summoning his familiar, which “always dies” [47][48], and they went after the arrivals on a group Stealth roll, Father Thomas without disadvantage because his uncommon magic item, by his player’s account, is mithril heavy armour [49][50][51]. Someone cracked a branch, nothing stirred, and from inside a woman’s voice was ordering someone taken to “the executioner” as a sacrifice [5][52].

The prisoner was the new player’s character, Kole [5]. He recognised the Tortle and Caelumn from what he had been told [53][54][55], and through what his player calls his “awakened mind” he told Caelumn by thought that he had been sent to help with the dragon egg [56]. Peering round the corner, Caelumn saw the woman hold “one of her pendants” to the wall, which slid aside, with “a skeleton and three zombie-looking creatures” behind her and a man in “rough-looking iron manacles” [6]. The six were, as played, the woman, four undead and her prisoner [57]. Caelumn signalled an ambush, Terry counted down from three, and the DM called “everyone go ahead and roll advantage initiative” [58][37].

Father Thomas and Caelumn readied spells for Kole’s escape, and when he Misty Stepped clear, manacles and all, Faerie Fire and Burning Hands went off together [59][60][61]. The cultist threw what the DM called “a Hold Person spell” at Kole, who saved on a natural 20 [62][63][64], fought on with a conjured sword held by concentration [65][66], and cut Father Thomas down to six hit points with her necrotic blade [67][68][69]. Kole, unable to cast Eldritch Blast while bound, begged Father Thomas and then Terry to break his chain [70][71][72]. The skeleton’s shield bash had already knocked Terry flat [73], and when he turned his back on it to cut the chain, rolling exactly the armour class of 19 the DM had set [74][75][76][8], it ran him through and cut eight from his maximum hit points [77][78][79]. Hands free, Kole wrapped himself in Armor of Agathys and opened up with a green-fire Eldritch Blast [80][81]; his second blast broke the cultist’s concentration [82], and the ghoul that bit him turned to ice and shattered on his ward [83]. Terry beheaded a zombie on a natural 20 [84][85], and Caelumn, twice knocked flat and down to seven hit points [86][87][88], spent his last second-level slot on a Chromatic Orb that burned the cultist to bones [89][10]. Terry’s silvered shortsword then found a gap for radiant damage, and the skeleton dropped its shield and took its sword in both hands, cutting his maximum again [90][91][92][93]. “obviously this combat was not supposed to be this hard”, the DM admitted [94]. Then Dylan arrived [95], and “a very tired Hugo” charged in on a natural-20 initiative and threw a hand axe, another natural 20: “because it’s a crit it dies” [96][97][38]. Kole wondered where they had been keeping him [98].

After a break Hugo pulled his axe from the skeleton [99]. A short rest would do nothing for Terry and Caelumn, who had no hit dice left, and with the party due back in town in “five hours or six hours” a long one would not fit [100][101][102], so Father Thomas’s Prayer of Healing gave everyone six hit points and, by his reading, the benefits of a short rest [103][104][105][106]. Kole’s lute gave Terry and Caelumn heroic inspiration [107][108][109]. At the introductions Terry guessed who had sent the newcomer, “Let me guess, what’s his name? Sevryn.”, and Kole confirmed it [110][12]. His player described him: human but for “ambery orange kind of eyes”, in fine dark green and purple under a travelling cloak, with rings, a lute, no weapon and the broken manacles still on his wrists [12][111]. Terry, who wheezes “faint bagpipe noises”, warned that self-preservation is his priority [112][113]. Father Thomas gave his full name, Thomas Aquinas, as the table has known him since session 20 [114][115], called himself a cleric of Aurelia and “a devotee of the Everlight”, and saw “yet another heretic among us” [116][117][118]. A History check the DM called at once failed all round: “No one catches that detail, I guess.” [119][120].

Father Thomas’s accusation drew the DM’s first lore: Arcanthys and Aurelia, long in open confrontation, are now in a cold war, and anyone seen practising arcane magic inside Aurelia’s borders is executed [14]. Kole is from Arcanthys, by his player’s aside, and so is Terry, trained “in the sewers of Arcanthys” [39][121][122]. When Kole asked to see the egg, the party realised that nobody had told him of it [123][124]. He had been set on his path by “a very powerful individual”, then sent after the party by “a lovely dragonborn”, and had followed their trail and let the cultists take him because they were going his way [15][125][126][127]. The DM put the meeting with Sevryn “roughly three days” back, and had Sevryn say only that a group of adventurers was trying “to use the egg to save the world”, not that they still had it [128][129]; Terry admitted that nobody has told Sevryn of the loss [130]. When Caelumn said that the Aurelians who ambushed them had left them no name for the Egg’s “very scary” holder [131][132][133], the DM corrected him: “you know that he is an Aurelian binder” [41], of the order that hunts rogue arcane users [134]. Nothing was decided: the party turned back, Caelumn said, because it could not pass the wards, and means to return stronger [135][136]; Father Thomas suggested that hostility between Arcanthys and Aurelia could draw Aurelia’s eye [137][138], and claimed contacts “all the way up within the church” [139].

Kole then offered a way to change how he looks “not through means of magic” [140]: his hand drained to “pure white like you see with with kind of changelings”, and his player named it, “that he is a changeling” [40][141]. By that account the change is physical, “it’s not a spell”, and leaves his clothes as they are [142][143]. Terry asked the DM whether changelings count as magic, and got no answer [18]. Kole dislikes changing, “it is a lot of hassle and it’s uncomfortable and i don’t like it” [144]; Father Thomas was “not sure we can trust this guy.”, and Terry was “down with it” [145][146].

The DM then placed the wall the cultist had opened: “the very south room was where the cultist was leading Kole to be sacrificed. It seems to have been a secret entrance.” [20]. Terry searched the dead with Father Thomas’s Guidance, rolled 20, and found a greatsword and a shield on the skeleton and a holy symbol, leather armour, a dagger and 23 copper and 57 silver on the cultist [147][148][21]. The symbol “seems to be a holy symbol of Vecna” [149], the god, as the characters know, “of secrets and whispers” [150][151]. Kole took the dagger and Terry the greatsword; both bear runes, and whether they are magical “it’s hard to tell” [152][153][154][155][156]. Father Thomas took out The Book of Secrets, still gibberish to him and to Hugo reading over his shoulder, and put it away for a reason he kept to himself [157][158][159]. Through the opened wall Caelumn saw “a narrow passage that slopes down to the west”, with water along one wall, a stream that “creeps uphill before spilling down again” and a door at its western end [160][161]. Nobody went in.

The players wanted to try “the kitchen to the left here”, a notion left over from Rime’s dining-room ruse of session 22 [162][163]. Kole would not take the dead woman’s shape, but he stripped her robes, had them cleaned with Prestidigitation and put them on, hood up [164][165][166]. Linked to Hugo by thought, he pushed the door open [167]. White mist spilled out through the door; inside it were “two cracked basins”, and “inside these basins you see three faces form in it, turn towards you”; four pillars divided the hall, with doors east and west, two tunnels north and “a black stair descending” to the south, and the faces sank back into the mist [22]. It is the pillared hall of session 21 [168][169], and its mist blinds [170]. “this is definitely not a kitchen and there’s no prisoners”, Kole told Hugo [171]. Since the hall’s stair and the secret passage both lead down [172], the party went to fetch the dragon first [173].

Rime was in his statue: “who oh it’s you” [174]. Kole knelt to it and told Father Thomas to show it respect, and Caelumn’s “Platinum Dragon” was corrected once more [175][176][177][178]. Rime came out by a hatch at the back of the statue [179], asked whether they had found a way into “the middle sanctum” [180], and, told they had fought “a female cultist”, put the temple’s cultists at “maybe 20? Maybe 30?” and then “At least more than five.” [181][182]. Asked to come with them, he agreed and asked whether they were ready to face Mother Sarah [183][42], so the dead woman is not, on the evidence, Mother Sarah. The door he looked to would not budge [184][185][186]. Father Thomas’s Perception of 24 found “three indentations”, each “roughly the size of a baseball”, and runes “written in a language you don’t understand.”, unlike those on the looted weapons [187][188][189][190][191], and Rime, who had not thought to mention it, said that it needs “the black orbs to open the door” [192][43]. The party has none, its ideas of where they might be (“down below”, behind the vampire-lord statue) are guesses, and Rime knows nothing of the lower level [193][194][195][25]. Father Thomas lost patience: “Bullshit! Cast Shillelagh and smash the door.” [196]. “As you smash the door with Shillelagh, you hear an echoing smash. You get the sense that whatever is inside the room knows you’re here now.” [25]. It stayed shut [197][198].

The answer came at once: “something opens in the south.”, and a sword scraped along the floor towards them [199][200][201]. It was “the same type of skeleton again” [202]. Kole, in the robes, tried ordering it about before shooting it [203][204]. As Father Thomas began his turn, lines lit up through the stonework, the temple glowed “in more greenish light than it’s always been”, and a voice set its creatures on the visitors [26]; Hugo caught the plural, and the DM agreed [205][206]. Father Thomas shouted for Rime, lit the skeleton with Faerie Fire and ran through a door the party had opened earlier, shutting it behind him [207][208][209][210], and two spectres came at him through the wall [211][212]. No action of Rime’s is narrated. Hugo raged and hit the skeleton with a readied attack, then, warned that its sword “reduces max HP”, turned its stroke with his Gloom-Touched Buckler; on his next turn he killed it outright with a natural 20, taking its head off with his longsword [213][214][215][216][217][218][219][220][44]. A spectre’s touch cost Father Thomas eight maximum hit points, which a long rest restores [221][222]. Kole opened the door and shot the spectre behind the priest [223][224][225]. A third skeleton came from the south, brought, the DM said, from elsewhere in the dungeon [226][227], and Hugo met it with his boots and a blow for 16 [228]. One spectre flew through the wall after Kole [229]. There the DM stopped, to resume in two weeks, with Pell still not found [28].

Dialogue Highlights

  1. The cultist (Nick, DM), overheard: “take him to the executioner and make him a sacrifice for God” [5]
  2. Kole, by thought, to Caelumn: “I was sent to assist you with the dragon egg but it appears I have been captured” [56]
  3. Father Thomas, to Terry, who had not cast Shield: “You know, that’s exactly the attitude Mike had when he died.” [230]
  4. Nick (DM), the cultist’s end: “She falls to the ground as a singed pile of bones, almost giving the sense that she is still smiling.” [10]
  5. Father Thomas, introducing himself: “I am father Thomas Aquinas I am a cleric of Aurelia” [116]
  6. Nick (DM), on the two powers: “Arcanthys has been in open confrontation with Aurelia for quite a while, and now it’s kind of a Cold War, sort of.” [14]
  7. Kole, to Father Thomas: “Well, where I come from, you would likely be tortured for even saying that to me.” [231]
  8. Kole, giving himself away: “I mean, I’m more concerned where the egg is. Can I see it?” [123]
  9. Nick (DM), on binders: “But you do know that binders are the pinnacle of hunting down rogue arcane users.” [134]
  10. Kole, on taking the dead woman’s shape: “you just assume because I’m a changeling that we just want to look like anything random all the time” [232]
  11. Father Thomas, on Rime’s head count: “Five? You went from 30 to five? This bitch can’t count.” [233]
  12. Rime (Nick, DM), agreeing to fight: “Sure. Are you ready to face Mother Sarah?” [42]
  13. An unidentified voice (Nick, DM): “Seems we have uninvited visitors. Deal with them, my darlings.” [26]
  14. Kole, to the cornered Father Thomas: “Have faith in the warlock. My god is better.” [234]

NPCs

Kole is covered in the Narrative and under Faction & Relationship Changes.

  1. The pendant cultist (Session 23) (unnamed; new): Kole’s captor, “the human” and “the fanatic, the cultist” to the DM, who would “gladly die for the master” and carried a holy symbol of Vecna [235][236][237][21][149]. Not Mother Sarah on the evidence [181][42], and not tied to The charcoal-robed kidnappers. Dead, killed by Caelumn [10].
  2. The greatsword skeletons (Session 23) (new monster type): huge, with a greatsword in one hand and a shield in the other [238][239]. Their shield bash, first used against Terry’s Shield, knocks a target prone; their swords add necrotic damage and lower maximum hit points; their “undead fortitude” yields to a critical hit [240][73][79][38]. Two destroyed by Hugo, one still fighting [241][44][229].
  3. The ghoul and the two zombies (new): the ghoul’s claws threatened paralysis, and Kole’s ward destroyed it [242][243][83]; the zombies roll to stay up unless the blow is a critical hit [244][245]. Terry beheaded one; the other’s end is not narrated, though the DM treats all the undead as down, so no kill is credited [246][85][247].
  4. The two spectres (new; “specter” is the DM’s word, [211]): perhaps “always in there”, in the side room [248]. A touch lowers maximum hit points, and force hurts them more than thunder [221][249]. Both active; whether they are the faces in the mist is not stated [22].
  5. Rime (returning; named again by the DM, [250][251]): an ally who has not yet acted in the fight [184][207]. Alive.
  6. Mother (Session 21) (off-screen): Rime’s “Mother Sarah” again [42], probably session 21’s Mother [252], which the DM has not said. Nothing links the cultist’s executioner to Glenn [5].
  7. Off-screen: Sevryn, who sent Kole three days ago [128]; the binder who holds the Egg [41], recorded on both Aurelian chain-master and Aurelian Binder without merging them; Pell; Laura Bennett [36]; Kole’s unnamed first sender [15].
  8. The temple’s cultists, “loads” by Rime’s account [253], and Vecna, the temple’s god and the symbol’s [4][149], not said to be the cultist’s god or master; Father Thomas’s recited titles stay out ([254]; ruling 74). Mike is recalled [230]; Barney is absent and unmentioned.

Locations

  1. The ridge temple (revisited):
    • The entrance, where the first fight ran round a corner and up the stairs [243][255].
    • The secret entrance, “the very south room”, with a passage sloping down to the west [20][160]. Unexplored.
    • The mist hall, with blinding mist [22][170]. Not entered.
    • The statue room, with Rime’s hatch [179].
    • The sealed door, apparently to “the middle sanctum” [180][184]. Shut.
    • The side room of the spectres [209][211]. Not identified.
    • Directions in the second fight: “in the south”, “to your west” and “from the south” [199][256][226] do not obviously agree.
  2. Outside: the mud where Hugo slept [4][46].
  3. Arcanthys, Aurelia, Greysmere and Umbrafall: referenced only [102][14][257][258].

Items & Loot

  1. Cap of Water Breathing: the recap award; held by Caelumn; not described [2][259][260].
  2. The cultist’s dagger (Kole) and The skeleton’s greatsword (Terry): rune-inscribed, magic unconfirmed; the dagger glowed with necrotic energy in her hand [236][154][261][155]. Whether the drain is the sword’s or its wielder’s is not stated [79][221].
  3. Not shown taken: the shield, the holy symbol, the leather armour and the coins [21][262].
  4. The robes and the pendant: the robes are the players’ word, where the DM’s list has leather armour and her clothes had melted [10][21][166]; the pendant is not on the list [6].
  5. Kole’s kit: the broken cuffs, still worn [111], and an uncommon magic item not identified, though Terry had expected “the glamoured leather armour” [263][264].
  6. Father Thomas’s armour: mithril, by his player’s account [49][51].
  7. Hugo’s gear: a hand axe [265]; the Gloom-Touched Buckler, which “just recharges on a long rest” by his account [266]; his Winged Boots, by the wiki’s record [228].
  8. The Book of Secrets: unreadable; held by Father Thomas [157][267].
  9. Session 22’s gold: in Caelumn’s own bag, by his player’s out-of-character account [268][269][270].
  10. The black orbs: needed for the door; not held [43]. The Egg: held by a binder, its location unknown (ruling 26); “an Aurelian military facility” is Caelumn’s guess [41][271].
  11. Not used: healing potions; Father Thomas found he had none [272][273].

Combat Encounters

The ambush at the temple entrance ([37] to L1092; eight rounds; the detail is in 10_combat/encounters_log.md).

  • Trigger: the hidden party ambushes the cultist’s group, with advantage on initiative [6][37].
  • Enemies: the cultist, a greatsword skeleton, a ghoul and two zombies [6][235].
  • Party at start: Father Thomas, Caelumn, Terry and the manacled Kole, with twelve temporary hit points each by Father Thomas’s account [274][51]. On the short rest Caelumn rose from ten hit points to 30 on four hit dice and turned sorcery points into two slots, and Terry used Arcane Recovery [275][276][277][278]. Hugo joins in round eight [97].
  • Notable rolls: natural 20s for Caelumn’s initiative (twice), Kole’s save, a zombie, the cultist (twice), Caelumn’s Fire Bolt, Terry and Hugo (twice) [279][63][280][281][282][283][84][97][284]; Caelumn’s two natural 1s on Strength saves [285][286].
  • Resources: Terry True Strike, both Shields and both Second Winds, keeping his last Bladesong [287][288][289][290][291][292]; Caelumn Innate Sorcery, Misty Step, his last second-level slot, a Shield and his cantrips [293][294][295][89][296]; Father Thomas Shillelagh, Faerie Fire, Thorn Whip, Word of Radiance, an unnamed necrotic cantrip, the Dodge and three opportunity attacks, one a Booming Blade [297][298][299][300][246][301][69]; Kole Misty Step, Mind Sliver, an unidentified reaction, Armor of Agathys and an unarmed slap [302][303][304][80][305]; Hugo a hand axe [265].
  • Downs and death saves: none; Father Thomas fell to six hit points, Caelumn to seven, and Terry’s maximum twice [79][88][69][93].
  • Resolution: kills to Terry (a zombie), Kole (the ghoul), Caelumn (the cultist) and Hugo (the skeleton); one zombie uncredited [85][83][10][241].

The fight at the sealed door ([306] to L1902; paused in its fourth round).

  • Trigger: Father Thomas strikes the door [25][199].
  • Enemies so far: two more greatsword skeletons and two spectres, perhaps with more to come [202][206][212][226], their places in the order hidden [307].
  • Party at start: all five, after Prayer of Healing [106].
  • Notable rolls: Hugo’s natural 20 for 32 [308]; Kole’s maximum-damage blast [309]; a spectre’s 20 on Father Thomas [310].
  • Resources: Hugo Rage, a readied attack, the buckler and his boots [311][312][228]; Father Thomas Faerie Fire, the Dodge and an opportunity attack [313][314][315]; Terry Blade Ward and one attack [316][317]; Kole and Caelumn cantrips only [204][318][319].
  • Downs: none; Father Thomas lost 8 maximum hit points [221].
  • At the pause: one skeleton destroyed by Hugo [220]; the third and both spectres up; Rime has not acted [229][320][28].

Clues & Foreshadowing

  1. The voice and the light (DM narration): lines in the stonework flared green as an unseen speaker, plural by the DM’s confirmation, set its creatures on the party [26][206]. No link is drawn to session 22’s black pulse [321].
  2. The sealed door (DM and Rime): Rime ties it to Mother Sarah and “the middle sanctum”, and what is inside now knows the party is there [180][184][25].
  3. Sacrifice (DM-stated): what the cult meant for Kole [20], as Caelumn guessed of its captives in session 21 [322]. Nothing says the same of Pell.
  4. The binder and the wards (DM-stated): the first title for the Egg’s taker and the first mention of wards [41][134].
  5. Kole’s patron: he credits “my eldritch god” [323]; whether god, patron and first sender are one is not stated [15].
  6. Table speculation, not canon: “the necromancer”, the kitchen, the basement, the plural “kidnapped children”, Caelumn’s guess at the Egg’s whereabouts, Father Thomas’s “they pinpoint you” and the clock estimates are the players’ [102][324][325][271][162][326][327][328][329][330].

Open Mysteries & Unanswered Questions

Cross-reference 09_mysteries/open_threads.md.

  1. Whose is the voice, and who are the master, God and the executioner? [5][237][26]
  2. Is Mother Sarah behind the door, and is she session 21’s Mother? [42][252]
  3. What are the black orbs, how many are needed, and where are they? [187][43]
  4. Which man is the binder who holds the Egg: the chain-master of session 15, the binder of session 20, both or neither? And what are the wards? [41][134]
  5. Who first sent Kole, and does Sevryn know the Egg is lost? [15][331]
  6. What did the History check miss, and why does Father Thomas hide the book? [120][159]
  7. Where is Pell, and where does the sloping passage lead? [160]
  8. Are the spectres the faces in the mist? [22][211]
  9. What became of the second zombie, and of Rime in the second fight? [246][207]
  10. Are the dagger and the greatsword magical, and does a long rest undo the sword’s drain? [154][222]
  11. Was the cultist a charcoal-robed kidnapper, and is her pendant the holy symbol? [6][21]
  12. Where is Barney, and why could Hugo not be woken? [4]
  13. Who is the Everlight, “her” to Father Thomas’s player? [332]
  14. What are Kole’s uncommon item and his reaction spell? [304][263]

Quests

  1. [Status: active] Find and bring back Pell (Orrin Sol’s job): not found; the arrivals’ prisoner was Kole [6]. The passage and the stair are new leads, and the players stay for the level up [333][160][22]. See 08_quests/active.md.
  2. [Status: active] Stop Mother Sarah: Rime will help, but the door needs black orbs [42][43].
  3. [Status: active] Escort Laura Bennett to Umbrafall: the midday deadline, restated by the players [36][330].
  4. [Status: deferred] The Egg Quest: an ally sent to help [56]; ways in aired, none agreed [334][335][137][336].
  5. [Status: active] Update Sevryn at Gloamhearth: not done [130].
  6. [Status: active] Redeem the forged Duskwatch ledger at Velkris: apparently Terry’s “order notes” [337]; not advanced.

Faction & Relationship Changes

  • Kole and the party: by his player’s account a changeling warlock from Arcanthys and a telepath, with the party’s lowest hit points, who turned down a start at level five [338][80][39][40][339]. He knew of the Egg unprompted [124]. Father Thomas distrusts him, Terry and Caelumn welcome him, and he reveres Rime [340][145][146][175].
  • The temple’s cultists take captives for sacrifice [20]; session 21’s kidnappers are probably, not certainly, among them [252].
  • Aurelian forces and Arcanthys: in a cold war [14]. Father Thomas grudgingly names Arcanthys a possible ally [341].
  • Barney: his player has left; no exit is shown in the story.

Table Rulings

Rulings 98 to 112 of the DM rulings register come from this session.

  1. Surprise (98): disadvantage on initiative for the surprised, advantage for the rest [342][343][37].
  2. Readied actions (99): a spell may wait on an ally’s movement [344][345][346]; Hugo’s readied attack and his buckler’s block both came in one enemy turn [215][312].
  3. Undead fortitude (100): the zombies save “every single time” they would drop, the skeletons too, but a critical hit kills [244][245][38].
  4. Ranged attacks beside an enemy (101): no disadvantage against a target more than five feet away, restating ruling 61 [347].
  5. Areas, cover and sight (102): areas round corners, half a square to catch a creature (the players’ view), no cover against Thorn Whip, no Create Bonfire between squares, no attacks round a wall corner, and sight for Silvery Barbs [348][349][350][351][352][353].
  6. The manacles (103): a lockpick or blunt force, armour class 19 or a DC 20 Strength check [354][74][355]; the player’s own calls, that Misty Step takes them along and that they stop Eldritch Blast, stood [59][70].
  7. Moving through creatures (104): not through enemies, through allies as difficult terrain [301][356]; Thorn Whip can still drag a creature through another’s space [357].
  8. Critical damage (105): “double damage plus modifier or just roll double the dice” [358], and “base crit damage” in play [359][360]; by unchallenged table statements a natural 20 cannot be undone and Shield does not stop a critical hit [361][362].
  9. Hidden enemy initiative (106; [307]); lost maximum hit points back on a long rest, said of the spectre (107; [363][222]); hit dice with the Constitution modifier for each die (108; [364][365][278]); one uncommon item for a new character (109; [5][51]); the recap reward (110; [2]); the lore of the cold war, the binders and the wards (111 and 112; [14][134]).
  10. Other calls: no force damage from Chromatic Orb [366]; one hit, one concentration save [367]; a forgotten disadvantage re-rolled [368][369]; Faerie Fire ends with its last target [222]; a second Stealth check for speaking while hidden [370]; opportunity attacks offered by name [371][372]; one flat Investigation check for the dead [373]; session 22’s short rest counted as taken, settling ruling 92 in practice [1][278].
  11. Asked, not ruled: changelings and detection [18]; binders beyond the borders [374]; inspiration on any roll [375][376].
  12. Not used: critical fumbles (ruling 63), the Silvery Barbs counter (ruling 64) and crybaby points [377].

Callbacks

  • The arrivals (s22): the “five undead minions” [378] were, as played, four undead and a prisoner [6].
  • Rime (s22): his promise to help face Sarah is kept [379][42], and “maybe 12” [380] is now twenty or thirty [182].
  • The temple (s21): the green glow [381] now fills the temple [26], and Vecna’s definition is repeated [382][151].
  • Mother and the deadline (s21): “Mother wants him alive.” [252]; “until midday” [383], restated [36].
  • Undead fortitude and ambushes (s21): Hugo’s “shouldn’t work against crits” [384] is now the DM’s rule [245], and the ambushed party’s disadvantage [385] has its counterpart for ambushers [37].
  • The Egg’s taker (s15, s19, s20): the chain [386], no title [387] and the night patrol’s binder [388]; the DM’s binder [41] merges none of them. Father Thomas failed a check on binders beyond the borders [389][390], and the question is hedged again [391].
  • Father Thomas’s surname (s20): Aquinas throughout session 20, in the DM’s mouth too, and taken from a real priest [114][392][115]; given again here [116].
  • Gear (s9, s21, s22): the staff dropped in session 21 is back in hand [393][297]; Hugo’s “last hand axe” [394] is thrown anyway [265]; and of the buckler he used in session 9 [395] he says “I’ve used it once before.” [266].
  • The level up (s22): promised for the dungeon [396], still pending [333].

Meta notes

  • Played on 2026-10-10, as set at the end of session 22 [397]; the next session is in two weeks [28].
  • Jon joined with Kole, in the seat of Trey, who has left the campaign (Chris, 2026-10-10, who also confirmed the handle and the spelling). Barney has no lines and is not mentioned; Vasquez and Althea remain departed.
  • Toby joined a little late [398][399]; Dylan later still, so Hugo slept through the first fight [4][95]; Brian dropped off the call in its second round, and his turn was taken later [400][401].
  • A break after the first fight is not recorded. The DM posted an image of the spectres [402].
  • Terry’s player, at the close: “Well, I’ll be updating the wiki tonight.” [403].

Next Steps

References

  1. ^ Session 23, line 62: The DM corrects the table: session 22 ended with the party watching "a group enter the temple after you went outside to rest".
  2. ^ Session 23, line 168: The recap reward: "I'm going to give you a magic item"; it is a Cap of Water Breathing (s23 L171, L174).
  3. ^ Session 23, line 181: What was seen from outside: "a group of six people", one "definitely human", five "that could either be undead or human"; "It's in the night, so.".
  4. ^ Session 23, line 269: Outside "the temple of Vecna"; "Hugo seems fast asleep unable to be woken".
  5. ^ Session 23, line 310: The stealthy approach; "take him to the executioner and make him a sacrifice for God"; "Kole, you've been captured by this cultist".
  6. ^ Session 23, line 347: The cultist holds a pendant to a wall, which slides aside; "a skeleton and three zombie-looking creatures"; a man in "rough-looking iron manacles".
  7. ^ Session 23, line 637-639: The undead that will not drop: "it's just every single time it dies basically"; against critical hits, "No, it just dies straight.".
  8. ^ Session 23, line 730: Terry cuts the chain: "Kole your hands are free"; Kole's Armor of Agathys later shatters the ghoul (s23 L888).
  9. ^ Session 23, line 752-756: The greatsword: "nine slashing damage and eight necrotic damage"; "you feel it taking something with it"; "your maximum HP is reduced by 8".
  10. ^ Session 23, line 944: Caelumn's Chromatic Orb kills the cultist: "a singed pile of bones, almost giving the sense that she is still smiling".
  11. ^ Session 23, line 1090-1092: Hugo's thrown hand axe, a natural 20: "this creature has undead fortitude as well. because it's a crit it dies".
  12. ^ Session 23, line 1268: Kole introduces himself: "my name is Kole"; "ambery orange kind of eyes"; Sevryn sent him, "it was indeed".
  13. ^ Session 23, line 1282-1286: Father Thomas: "I am father Thomas Aquinas I am a cleric of Aurelia"; "what do we call her?"; "a devotee of the Everlight".
  14. ^ Session 23, line 1299: DM lore: Arcanthys and Aurelia in "open confrontation" and now "kind of a Cold War, sort of"; arcane casters within Aurelian borders "are rapidly executed".
  15. ^ Session 23, line 1334: Kole "was sent on the path by a very powerful individual" and then met "a lovely dragonborn" who told him where to find the party.
  16. ^ Session 23, line 1348-1350: The DM: the meeting was "roughly three days" back, and Sevryn said only that adventurers were trying "to use the egg to save the world".
  17. ^ Session 23, line 1357-1359: The DM: the Egg's holder "is an Aurelian binder"; binders "can sense arcane usage even more than the wards in Aurelia".
  18. ^ Session 23, line 1409: Asked and not answered: "Nick ruling do changelings count as magic?".
  19. ^ Session 23, line 1420-1421: Kole's hand "turns to like pure white"; "that he is a changeling".
  20. ^ Session 23, line 1442: The DM places the opened wall: "the very south room was where the cultist was leading Kole to be sacrificed. It seems to have been a secret entrance."; behind it, a passage that slopes down to the west (s23 L1488).
  21. ^ Session 23, line 1453: The loot: "a greatsword and a shield"; "a holy symbol and leather armor and a dagger"; "23 copper and 57 silver"; the dagger and the greatsword both carry runes (s23 L1494, L1498).
  22. ^ Session 23, line 1590: The mist hall: "two cracked basins", "three faces", "four pillars" and "a black stair descending".
  23. ^ Session 23, line 1647-1649: Rime: "Are you ready to face Mother Sarah?"; "And he looks to this door over here.".
  24. ^ Session 23, line 1659-1666: The sealed door: "three indentations", each "roughly the size of a baseball", and runes "written in a language you don't understand."; Rime says black orbs open it (s23 L1677).
  25. ^ Session 23, line 1690: Father Thomas strikes the door: "whatever is inside the room knows you're here now".
  26. ^ Session 23, line 1748: The voice through the temple: "Seems we have uninvited visitors. Deal with them, my darlings.".
  27. ^ Session 23, line 1855-1857: A spectre's touch: "your max HP is reduced by 8"; a long rest restores it.
  28. ^ Session 23, line 1902: The pause, mid-initiative: "we're gonna pause it here and we're gonna come back to it in another two weeks".
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