Session Log
“Every session, a new chapter. Every die roll, a new fate.”
The Branded campaign began on January 5, 2025 and plays weekly on Sundays. Below is the complete session history.
Session 01 — January 5, 2025 Link to heading
We start with normal items except weapons.
Equipment: Backpack, lantern, tinder box, 2 pint flasks of oil, writing kit & 20 sheets of paper, rations (1 week), waterskin, healer’s pouch, 80 silver pieces.
One frigid morning, we are branded, captured, and set forth on the Island of the Titans. The City of the Silver Lady is on the coast opposite the island, and there is a causeway that stops over the Island. We are a hundred feet above the ground, about to be ushered off the pier.
Calendar: four seasons. Day 1 is October-ish, in the autumn.
The Grand Matriarch of the Church of the Silver Lady is presiding; her name is Illerath. There is the Grand Marshall of the Church and other VIPs. There are clearly some invited guests.
One Norn, one Ethereal (energy beings), and one Greyborn (part earth elemental and part dwarf). There are two dozen of the Branded. There is a box-like cabin on a crane to take us down to the surface. There is somewhat of a barrier around the island.
There are seven known Titans. They are horrific. Dinky, the smallest one, is 100’ tall.
The brand could cause the downfall of order in the empire. It is a pathogen in accordance with the lore.
The island is 30 miles in diameter; there is a stone spire that sticks up that is notable.
Titan 1: Myraxis the Shattered Knight – a huge animated suit of armor dragging an enormous sword. The Lady adds 15 minutes of gab until the Titan passes wordlessly, then we are all loaded onto a gondola. We are set down in a clearing. Suddenly Myraxis is back and takes a swipe. There is a woman suddenly on the prominence, casting a spell that echoes in our heads. She points her finger and a beam starts to push through the barrier. She is rushed by Church guards. Suddenly the Norn streaks across the prominence and slashes the Church guards to death. The Ethereal waves its hand and makes the barrier disappear. The Greyborn hurls a chest down with all of our normal items.
The magical beam blasts a hole in the barrier and strikes us in turns. We black out and awaken near the rocky prominence.
The Party:
- Cyrinthia Ashvane (Linda) – A bougie noble, now has noble gear for a jaunt in the woods. Human.
- Dravic (Jim) – Non-human, white hair, tall, darkish clothes. He is a Spectral.
- Thelgram Broadstones (Neil) – Dwarf, wearing piecemeal armor.
- Tyel Lindae (Alan) – Eraeaen Elf.
Tyel recognized the Norn – Zilthric. He knows him because he has had bumpy times with his clan of elves and this Norn, bucking the norm, interfered a number of times on his behalf. He was watching the whole time.
Neil recognized the Greyborn, known as Orfu. He also intervened a few times in Thelgram’s life.
Dravic was benefitted when it escaped its slavery – it was an Ethereal that was there. Morovac.
Cyrinthia Ashvane – her mom cast the spell that penetrated the barrier.
A spear from a different Titan strikes and we fall into a crevice. The chamber is worked stone.
Session 02 — January 12, 2025 Link to heading
We decided to climb out of the hole to find better shelter. Ran into more goblins and decided we were pretty much surrounded, had to run like hell to stay out of trouble. Found a cave, goblins aren’t going in there. Turns out there was a rock inside the cave, Brother Golgoth who was meditating. We went into some subcaves. There was a cold fire pit; there was a stash of stuff under a rock – a notebook, old clothes. Kynar wrote the book. He was a travelling human monk. Said there was a dwarf-monk named Golgoth in the cave (the current monk appears to be human). In the journal it indicates that Kynar had a map that led him to this point.
Session 03 — January 19, 2025 Link to heading
Golgoth seems to be suffering from malnutrition. Also his internal life force does not appear to be human. Lady Cerinthia chats him up. G consumes sentience, he has an uncontrollable hunger, but his current form plus meditation allow him to control his impulses.
It is apparently an entity that consumed Kynar, maybe a Demon from the Forbidden Planes.
We find that the demon has vomited the remains of Kynar, leaving only bracers, a map, and 10 gp. Treasure.
The map has three locations on it C, and the other symbol for the matching pair that went with the Dwarf’s brand. The Dwarf put on the bracers.
We are able to make it through the night.
Session 04 — January 26, 2025 Link to heading
We start on the night of dreams, before we leave the lair. Ron give me notes of the history and society of the Elves of Valruhn. Three assassins are sent to snatch me out of the Inn, they succeed, but as they are bringing me to a cave a lightning elemental of some sort emerges from a purplish lightning strike and attacks them.
I get a handout with what happened. I have a secret. Despite the extensive history my tribe tracks, the continent is only 250 or so years old.
Session 05 — February 2, 2025 Link to heading
We travel to the spot on the map. It goes into a conifer forest and we follow Dravic’s trail to the three big trees, elm, oak and maple. There is a hovel there. Turns out Dravic was captured by some sort of evil Dryad; she has two sisters, one per huge tree.
The Threefold Grove. The monk left his stuff here. They agreed to hold on to his belongings. To keep the dwarves’ bones we have to travel to the Echoing grave, where the Mourning worm lies dead.
We see bits of a town through the mists, although it is not much visible and is not on the echoing grave. We encounter the Mourning Worm, it is dead, so we try and cut out a large vertabrae,
but it wakes up and we are in the middle of a conflict involving a paladin, her army, and a fight with a living Dragon. We futilely defend ourselves, but ultimately negotiate with the Paladin to let us take a vertebrae back to the Threefold Grove. The four sisters trade us the monk’s stuff for the vertebrae. We got Kynar’s box of possessions and are heading back to the Demon.
Dame Eskara the Unbroken
Session 06 — February 9, 2025 Link to heading
Inside the box is a bit of map with notes on sides. An Arrow pointing toward where we found the cache; three health jerky; soul-clearing incense; and ring of return (x’d out); the town we spotted called Blackroot;
We bag a deer, slaughter it and smoke the meat.
Off to Blackroot. We skirt the known hazards and get to the town. The town is inside the remnants of an ancient, gigantic tree, like a huge stump. There is a town with buildings in it. There is some movement inside. One guarded entrance way.
We see a titan. This one is a skeleton serpent wrapped in chains that seem to go up to the sky. The chains creak and moan, audible at a distance. It passes the town, heading toward Blackroot and then turning. Mass of shifting sands.
We head toward the entrance to Blackroot. Near the stumpwall there are thick black roots that vary in size to huge, and are hard as rock. We see two ogrish creatures with horns, more civilized than we are used to.
We meet Blackthorn; she runs this place. We can’t go in unless we become slaves, unless we prove ourselves.
The Oni lets slip we could get them some potatoes; turns out the Earth Brothers have them but decided to stop bringing them. Survival is not the challenge, it is the inhabitants.
We follow the finger – three hills away. An hour later, over a third hill is a large flat-top mesa with a river that has a waterfall that goes off the mesa. Good place for growing things.
Blackroot has angered the Earth Mother. THe Earth Mother has made it known she is displeased and that the Earth Bros should not trade with them.
Varanell returns. He is the Titans. We hide in a cave behind the waterfall; there is a bandit cave where they are making booze. We beat the bandits. Haldrick was the name of the big bad, with two thugs. Two short swords and two throwing knives. We can pick some up.
We find that we have healed the Earth Mother. Haldrick was stealing tears of the Earth Mother and making alcohol. Dravic made friends with two Oni’s walking back with the kegs (minus one).
Session 07 — February 16, 2025 Link to heading
Ist night in Blackroot. We share A room. I cook. We have bad dreams. We are on a coach heading to the next city. During the night we encounter Dravic’s transformation night – he was chasing an informer working for Goblins, we are counterspies trying to catch the guy who is after the Goblin counterspy.
Session 08 — February 23, 2025 Link to heading
There is a man with a wooden foot named Twotoes. We can go to Grimjaw’s. He lives in a bar or tavern. We get a glimpse. Blackroot-desperation. The structures are in better shape than the people that live here. Grimjaw is a human with a metal jaw. His real jaw is hanging out front. Lady Cynthea and I are given one week to live. We negotiated for breakfast. Blackthorn wants to talk to us later.
Bors owns the store. He is a zombie. He has a book with the history of the town but it is very valuable. Next stop, the blacksmith. His name Drummond. His assistant is Branack. He is an orc with big tusks and seemed to be taken his frustration out on the metal he is working. We should talk to Graskin, one of the Oni. He has seen the dwarf’s brand. Vorness is the non chatty one.
Alora (fletcher) – may have ‘rooms; Glimmerhold -dwarf banker
We go to the gate with the two Oni. The way the two Oni’s arrived at the island was via a chamber that had Thelgram.
Session 09 — March 2, 2025 Link to heading
We go to Glimmerhold the banker first. He has a place inside the outer husk of the trunk. Older dwarf who has a permanent grin on his face. This place looks like it has a vault in it, the carved out space has a lot of stuff added to it; from our perspective it is very shoddy.
Jesra has come into a little bit of money.
“No one can say no to gold” Raw metals, ingots. The community values food stuffs, magic.
Now to the Fletcher, Alora. “Nobody gets along with Alora.”
“Go away”. “FUck off.” “ She is a stinky alcoholic. She will rent us rooms for 1 sp per week, or 10 birds per week.
52 sp = 5.2 gp per year x10 = 52 gp.
We rent a place behind the blacksmith, open the back window and both during the night for a crossbreeze. Couple of beds, wool mattresses.
Blackthorn comes in after dinner. Our landlords cook very well. She says we chose well. She asks if the Oni are going to leave with us. She is not pleased we are taking her two most effective guards.
How long have you been here? She says 50 years.
Telegram spills the beans on the brands in order to explain why the Oni are leaving us.
Ask the Onis if they intend on coming back.
We talk to the Onis near the front gate as usual. Blackthorn was here when they arrived. Are they planning on returning? “We will probably return and there is chance they will not.”
We sleep, and this time we dream of Thelgram. He was on a mission to find an kill people who were speaking lies about the Auric Chain of the dwarves.
Session 10 — March 9, 2025 Link to heading
Grasskin and Vorniss – the two Oni. We get a decent but expensive breakfast, and meet them at the main gate. A figure that watches us from the balcony (Sareth) Blackthorn and a one-armed gnome is there with them. There seem to be storm clouds obscuring the dawn. It means Zayleth (a Titan) is about, a Titan who has storms associated with them. Lurda 3 knives is the one who will replace the two Onis.
We leave and head due North. We might have 4 hours before the storm catches up to us. We see on leaving a hooded figure staring at us from a balcony. We don’t recognize him. Sareth (as we leave) identified by the Oni. We take a path into the gorge, the storm follows us. We dodge the storms (barely).
Side trip into a Redwood that had fallen on its side, there is a crack, and inside the log is a portal that Blackthorn comes to. There is a small box with the sketch of a young girl. Blackthorn journeys here to come and cry over the picture.
Zayleth starts to near us. Lightning everywhere that go from 30-40 to hurricane strength.
We all take damage racing back to the gorge. I heal people.
We leave the gorge for the forest, climb in elevation to conifers. We come to a mountain with a cliff face on it. There is a dark spot at the base of the cliff.
Session 11 — March 16, 2025 Link to heading
We get to the cliff face in mid-afternoon. We are looking at an archway into the cliff; a basalt archway. There is a tunnel/cave about 40’ deep, but it seems to be a lair of some sort since there is litter, bones, etc. And a door.
We go in. There are upstairs (we go) and downstairs (where we want to go). We enter what seems like a large work area / laboratory. It has been overturned. This is the laboratory of Vas-Tur. He is the one that brought the Oni here; and he is dead. They show us the ruins of a gate where Vas-Tur brought the Oni here. Vas-Tur made a deal with Oni, and 100 of them came here through this gate.
Vas-tur was banished to the island, a wizard of great power who could mesh gears with flesh. He thought by destroying a Titan he could get enough power to escape. Vas-Tur summoned the Oni’s to kill the Titan Miraxis, but the Onis lost, Miraxis was damaged, not killed, but all but two Oni were killed. “The Ashen Battlefield.”
Vas-Tur discovered the cave at the bottom of the stairs, where the floating symbol that Thelmgrim has was seen. Vas-Tur was killed, the Oni left.
They want “me” to help them by retrieving an item from the Ashen Battlefield that was hidden by Oni. Vornis The chamber told them about the Branded. Vorniss likes being separate, but something.
The armor of Viraxus hurts mages. It will suck out mage’s souls. The Battlefield is close. Not much exists there but ghosts.
We fight ghosts, narrowly escaping. We recover Callix, a red crystal spell fragment. The Oni have the key to the grey chamber.
We heal, I take more strain to remove the Oni collars so they don’t have to go through the portal, I open the portal and the collars go through. The down part of the lair is tainted with the Grey.
Session 12 — March 23, 2025 Link to heading
After sending the collars through the portal, we sleep and dream of Cerenthia. The setting is the Church of the Silver Lady, we are there during a ritual where silver foil is used to reclad and repair a gigantic silver statue of the Silver Lady. In the dream, Cerenthia’s family is there and it is their turn to do the ritual repair.
The higher you go on the statue the higher the renown for putting on the foil. We experience a horrific storm as we finish the foil. The lightning ball appears, Serenthia uses a warlock spell to protect her cousin, her patron She who Lives in Darkness is on the island beneath stone and silence, and is corrupted. The corruption will get to Serenthia when her Patron falls.
We get sleep and finally get one system strain and one hp back.
Session 13 — March 30, 2025 Link to heading
It appears that vapors and proximity to the Grey has caused some decay in the laboratory. We have breakfast and go down the stairs with the Oni.
In the lab we find a magical apprentice spell book, Level 1 Apprehending the Arcane Form; Level 2 raise corpse; we find robes – two of them; we also find a silk loop rope that looks like it loops in on itself;
Globular grey skeleton men attack us when we cross to the peninsula. We reach a ‘gate’ and use the dwarf’s brand to light up a new map, plus open a crypt of a Greyborn. The Greyborn has magic leather like armor that we do not take.
Session 14 — April 6, 2025 Link to heading
We go for the first target on the map and encounter Zayleth sitting on the coastline and looking out in a slow rain. Three of us suddenly feel lethargic and join Zayleth watching the sunset. We are mezmorized. Walks over the top of us and looks away. He does not attack us!
We take a break, it is getting dark and find a camping place. Next day, we reach a lake, with an island in it, a stone dock (no boat) with a statue on it; the island looks cultivated in part. Thelgrim’s brand activates the statute (Brand Keeper); it makes us a conveyance.
We get across without incident, warned not to go in. Wormbark island. “Brandkeepers, ask your question wisely,” followed by a thunk and yelp and silence. We get to the path, question prepared, and at the top is a stone hut is something like a guillotine, and a body. The body is an elf. Mossvale the elf. The hut is largely empty except for seeds.
Glomier leaf looks like a face.
Session 15 — April 13, 2025 Link to heading
We bury our ‘headless host’ in the garden and head off to resurrect the Greyborn. We head back to the Wizard’s Tower.
It takes a day and a half back to the entrance to the Tower. Next morning, tired and sore, we go back to the lower level and the door. We find the Greyborn intact. It takes about an hour.
Mossvale always comes back (at dawn).
We touch Thorgram, then he gets branded with the sibling brand by the Greyborn. We get to second level.
We get back to Blackthorn, rest a bit,she has seen our kind before who are branded. She wants to know about the Blackwood Sentinel (is that the Greenwarden) and if we get info about it we have to spill or get exiled. We ask what is it? Blackwood Sentinel stood where Blackroot is right now. The last of our kind that came through here told of the tree. She came looking for it, and was disappointed to find it was gone and turned into this stump.
Session 16 — April 20, 2025 Link to heading
Thorgrim is drawn back toward the Iron Door, and they decide to go there since it was closer than other possible quests. When Thorgrim touched the sister symbol, both glowed, a being came out of the ground that looked insectoid plus other Elder races; go find the fifth symbol, location was shown on the map. The trail ended in a Titan’s footprint.
A man was squashed into a footprint. I resurrected it into Greg’s character, Archibold Shroud. He is shroudling, and is hard to make out. He is also one of the branded.
Session 17 — April 27, 2025 Link to heading
We meet Falka a wraith like women with rats on her neck and that follow her around. The rats have had a problem going in the south tunnels, they are saying it is something to do with Hollowstep, Wren Hollowstop. She wants me to talk to him.
Session 18 — May 4, 2025 Link to heading
We plan to meet Falka in the morning, then sleep. And Dream again.
We have a vivid dream of a failed dream inside a warehouse involving the naked lady painting. The painting was of the giant statute that was clad with silver. The knowledge that the silver lady is not supposed to be covered in silver is heretical. In the painting, the city in the background was much younger and the Lady was not clothed (thus the name).
Session 19 — May 11, 2025 Link to heading
Hollowstep – is a sellsword; he is known in the town. We go to his domicile along the edge of the stump, we wait until there is a shuffling inside. A distant voice asks if we are newcomers. He refuses to answer questions at first about the tunnels.
His lungs are magical, he is magically altered, not undead, and speaks audibly but not using his mouth. He is a little bit frightened. He was also recently wounded but refused our help.
We are headed to old Drems. He is beneath an old shack with his name on it. We descend a bunch of stairs, get to chambers illuminated with glowing fungus, and there are lots of fungi growing on the walls and floors and ceiling. We find Drems at his desk. He is Old Drem, and welcomes us, seems friendly.
Old Drem knows Hollowstep but he avoids Drem for some reason, and doesn’t know about going into the Northwest Tunnel. Sometimes creatures and fungi get a little more ‘animated’ if they are left alone. Blackthorn gave us a key to the door at the mine.
Session 20 — May 18, 2025 Link to heading
No session notes.
Session 21 — May 25, 2025 Link to heading
We go down to entrance and find a scrap of hollowstep’s clothes. We stop before the way is blocked by fungus that has a visible scar down. It is not flammable and is fast growing.
We pass into a chamber, and eventually find a sword in a sheath embedded in the wall. It is Hollowstep’s sword. It turn out to be in the grasp of a fungoid man. We engage in a desperate fight. Magic is effective, weapons not so much.
We beat it. The sword is silvered, slightly more effective against fungus, where as a normal sword would not.
We encountered another wall of fungi, this one concealing a door with various symbols on it. Archibold recognizes a flower, a seed, root and decay. Eventually we get the unreadable two through trial and error.
Stone door opens into a cavern-chamber that is big enough to accommodate a fungal forest. We had fight with a fungus man.
THe sword is magical that we recovered from Hollowstep. It is his. It is a family heirloom but he let us keep it.
Brought it back
Session 22 — June 1, 2025 Link to heading
Back in Blackroot. We were going to recharge the staff, we want to get rid of the fungus to clear the statues. We take our three day trip to the island. There is a statue (who can make us a boat), but there is a figure wearing well-worn leathers. She is youngish. She is carving something with a dagger. She has set up camp.
Her name is Lina. She is wary but polite and is trying to get to the island. She is part of the Lost Bastion – a group of islanders that have come together for safety and protection.
Mossvale shows us some fungus, and tells us one sample we had was from a myconid; the other was found only among powerful magics. Lina gets her years worth of anti-phantasmic limb medicine. To make the fungicide we need a root. We need silver.
We gather stuff for a day. Lina tells us there is a legend that the Branded come ever so often and they can get off the island. She gives us coal stones to burn and talk to her if we want to get back in touch.
We are done with magical preparations and end with my staff recharged, a vat of stinky silvery antifungal liquid and a potion for Lina’s friend.
We head back to Blackroot. Lina and her friend head off to Lost Bastion to cure her friend. Before she leaves she tells us it is west of Monolith mountain.
Session 23 — June 8, 2025 Link to heading
We notice that Cyinthea has an unnamed familiar. We decide to head for the location of Dravic’s Rune .
We head Southeast. Day one, clouds suddenly get dispersed and it is bright blue sky and sunny, and warming. An hourish later, we hear a weird wailing sound. Dravic finds us a hollow under a big tree to get some shelter. While we take shelter, we start to broil in our shelter, and the mourning wails get louder and louder. There is the sound of metallic crunching, and clanging, plus there is sand in the wind, followed by rain, followed by a return of moisture. The forest around us looks a little desiccated, but moisture is returning. To the west, we see an avenue of destruction. The forest where we are revives pretty quickly, and clouds return. It is now dinner time. We lost about half a day.
We spend the night.
We don’t know exactly what we are looking for, so we decide to scout and then use a spiral search pattern. We use a river to help us navigate.
We camp on the river, having found nothing. Next day, we see what looks like a hill gouged by a giant hand. There is a light emanating from it. It is a pocket of crystal with a bluish light source. Between Dravic and Archie, we find pieces that can be put together. We all start through the gate it forms, fight two suits of animated ethereal armor, and finally find a coffin with lights circulating above it. The name on the coffin is Nyrix Sol. He finds a symbol on the floor, and then it summons an electrical figure that appears on top of the coffin and is composed of the orbiting lights.
“Brand Keeper, present your sacrifice. We determine it needs something magical, I start to cast resurrection but it wants my staff; I roll a 20 and he accepts Thorgrem’s bracers, The glowing things open the coffin. I raise Nyrix, he gives Dravic the pairing brand, and then Lina appears. “Is this a bad time?”
She has four friends.
Session 24 — June 15, 2025 Link to heading
[Greg has to skip due to Father’s Day]
We fall comatose and dream. We are in a coach with windows at both ends. We are on the Island. The Blackwood Sentinel is still there. The woman says we are supposed to save the island.
I am in robes, nicer than velvet, with pinpoints of light like stars. Ophario.
Neil is still dwarfish, but he is more rugged with veins that seem to have magma running through it. Arkaris
Dravic: a knight, Myraxis
Linda: slender, colorful garb Arabian like dressed in silk, Verano
“The Green Warden and the Monolith have been entombed in some fashion. The Green Warden has been lost in a grey-origin fungus, the Monolith lost to a grey origin crystal that has engulfed them. There are no Greyborn. We are to be transformed into Guardians for the island. The purpose of the island has gone beyond what is designed for.
What year is it? 500 years after they were supposed to done protecting the iron door from something. What are the titans? We are going to become Titans.
The Branding Elementals have broken free, and are part of the Standing Gods. The Monolith=standing gods. When the Branded are able to open it, it is safe to open it.
We can call her Zayleth. The bird woman Titan. We are headed to a place of Great Magic in between the Sentinel Monolith and the Blackwood.
Session 25 — June 22, 2025 Link to heading
No session notes.
Session 26 — June 29, 2025 Link to heading
The Titans were created from individuals, and we were created to protect the island from the iron door, and thereby protect Velrune.
Now, we confront Lina and her four friends. We beat them. Lina flees.
Session 27 — July 7, 2025 Link to heading
Loot: We get the dwarves’ chain mail, a spear, two horses and crossbow.
Two manacles that are magical. Suppress the powers of the Branded, requires incantation which I don’t how.
The speaking stone allows communication and tracking. We get back to Blackroot.
We have our horses and a few goods.
For the next session, one of the nights we get another set of visions, and we get to level three.
Familiar – Elowyn.
Session 28 — July 13, 2025 Link to heading
We find a place to board our horses, which has three stallions already. Lady C rolled and ours are both male too. Our horses are from the North and now there are rumors they might come and raid Blackwood.
We trade the crossbow and old used dented armor for rent.
Drummond has heard of West Bastion. They rarely come down, but raid sometimes to take slaves and supplies.
We schedule an appointment tomorrow with Blackthorn.
We have strange dreams. In the vision spider mushrooms there was a source beneath the Green Warden of grey fungus. We each make a mental save. We get assaulted by mushroom spiders and beat them. They came in through the chimney. We meet with Blackthorn who accused us of bringing this curse upon us. We tell her about the Green Warden. She warns us to take care of this problem because it is affecting the whole town.
Session 29 — July 20, 2025 Link to heading
Cyrinthia makes an Int check. Cyrinthia reads what she found. Dormant fungal entity is tied to the Green Warden’s roots. There is a missing bell (the Argent’s Toll) from a cathedral that used to be in Blackwood when it was a city. He fungi turned the citizens into ossified lumps. This happened sixty years ago. Blackthorn was here for 30 years, Bors arrived 15 years ago, so
We ask about the Cathedral. Blackthorn suggests we talk to Wren Hollowstep . Turns out Hollowstep was the one who rang the bell that caused everyone to beware the fungus.
Old Drem comes out of the mass of fungus through a cave; he is kind of encrusted and connected to the fungi: “I wish to parlay.”
Session 30 — July 27, 2025 Link to heading
Old Drem is now a collective. “We will stay down here and will not intrude. We want to dwell down here and not be harmed. “Call us Drem”. It (they) are a collective entity.
“We don’t know much, it begins with a sound, a bell, that pulled them from somewhere, they were small, and then it started to suck up the Green Warden.
We fight and kill Drem, but this big bear mushroom thing comes, makes some mushroom birds, and we fight to the death with the mushroom things. The bear regenerated and we had to take care of it with the anti-fungal spray.
Session 31 — August 3, 2025 Link to heading
The mushroom dissolution is complete. It doesn’t ruin the Mushroom Farm but it does indeed consume Drem so I cannot question him. We clean up, eat, recover and sleep.
75 Years ago, Bors was alive and the mayor of the Town. He was more of an eccentric scholar. He disappeared in the tunnels, and was found dead. He was buried near a tree and was buried, and returned 60 years later. “The roots aren’t done with me yet.”
Bors is still in his store. He is still undead. “The Green Warden stirs again”. “So does Blackroot” – which I think is the mushroom god. Bors knows a little about Cathedral. The bell was stolen and is hidden in some tunnels under the old Church. He takes us to the ruins of the CHurch, which is a chink of the old tree. He pulls open an old board and we are to go down and look behind the wine casks.
We find the bell, hovering in the air. To touch it is death. It is ringing. We use magic and might to wreck it. We have the blacksmith melt down the bell. Hollowstep is comatose but not in his stupor anymore.
Session 32 — August 10, 2025 Link to heading
We bathe and then we eat potatoes for dinner. THe mushroom intrusions onto the surface has stopped. Drummond was having issues with mushrooms as well so he comps us some chickens.
Hollowstep tells us of the bell. It was rung, opened the gate, Bors and others hid it, and then Hollowstep started to feel compelled to ring the bell again. He did, and that accelerated the fungus coming through the gate. Now, he looks different, can recall what happened to him, and tells us. Green Warden used to protect Blackwood. It was a tree. Then it fell over and died (as best he knows).
Green Warden and Monolith have both called out to you. They are the Standing Gods. Hollowstep died 30 years ago fighting. Then the Green Warden’s black roots called him back up. He thinks his purpose has been served. He received visions of our brands.
We meet with Blackthorn who is unhappily with us. We head to the gate, catching plentiful game on the way. We go to the iron door where the gate lies and Dravic touches it. The Keeper rises. The foyer, vestibule is fully enclosed now and has an exterior gate and it is a safe haven sanctuary.
There is an open creche with a table with items on it.
Shield for Etheldren
Magical Glass lenses
Bracers for Lady C
Magical short sword
4” diameter ball of warm skin
There is a great draining force of 5 system strain that strikes Dravic. Cyrinthia’s symbol is east of the monolith, mine is northwest of the monolith, Archie’s is in the monolith.
We have a successful hunting trip and get a boar and a deer. We need to make a pig roast, so Cyrinthia makes a lead role to see if we can appease the townsfolk. We spend the day delivering meat to the people we need to impress. The rumor is that Dravic is going to do it everyday. There are nubs and branches and noticeable growth.
We decided to go visit the Green Mother. There is a voice in Cyrinthia’s head asking her to let her rest while we finish our task.
We have very successful hunting trip but not so great at teaching. “Dravic says if you are talking you are not hunting.”
Earth Mother is much happier and the forest around her is much more abundant. The Earth Brothers are happy and grateful to see us since the corruption has been removed. We are seeing if the Earth Mother has any connection to the Green Warden, but the Bros don’t know anything about Warden.
Overall, the Earth Bros are open to helping restore the earth around the stump, but they want to control what is below the ground and they are not sure that Blackthorn will agree to stay out of.
Session 33 — August 17, 2025 Link to heading
No session notes.
Session 34 — August 24, 2025 Link to heading
No session notes.
Session 35 — August 31, 2025 Link to heading
Thelgram has a sword that screams? We found little claw last time (I was absent) who had been captured while scouting for Blackthorn. He was in the clutches of Hobgoblins associated with the Lost Bastion. We rescued him and healed him and discovered war plans against the town. Viva LaDirt League
Heading with Mick (the Kobold) back to Blackthorn. We have the battleplans. Archibald tries to read the plans, but has no insights other than they plan to do violence. We do get the idea that the plans are serious and legitimate. We hear the Titan Arkaris bellowing toward Blackroot.
We get an audience with blackthorn. She wants us to talk to Bors about Arkaris first. Bathe before we go to bed. We drop our gear at Drummonds, get food to go, and head for Bors.
He is sitting in the dark. We explain about Arkaris, who is bellowing and staring at Blackroot.
We still feel the rumble of the titan in the morning. We go see Bors. He remembers why Arkaris was angry. He cut down Blackroot. He hated Blackroot. If it grows, he will cut it down again. And he didn’t appreciate us awakening that memory, and requested that we not do it ever again.
We brief Blackthorn. The Lost Bastion’s plans for Blackroot are imminent. Blackthorn is in imminent danger from significant danger. There is a command structure on the road we must travel to our next destination. There are two powerful generals in the Bastion camp. They are in the plans. We are to kill the generals.
To help us, we get five little silvery pills. “If you decide to commit murder this may help you.”
Take a pill and for one whole scene, can accept a system strain to counter a failed attack roll (magic attack or melee).
Session 36 — September 7, 2025 Link to heading
Our plan is to sneak into the camp under cover of the diversion and assassinate the generals.
The diversion appears to be working, as Dravic overhears something about a demonic army raiding the outside camps. The two generals (huge 7 foot tall figures) dismiss the complainants
to go back to their camps and take care of it. This leaves the two generals, three humanoid soldiers.
It is nighttime with bonfires (not good with my magic item).
Dravic narrowly makes his assasination roll. Kills the guy in the robe. He successfully drags him into the dark. The body has a scroll of damnation of the sense (high mage spell). We finished the combat, killed the Generals and the bodyguards, and spent the night nearby.
Session 37 — September 14, 2025 Link to heading
Stuff we find:
Battleplans
Map on a leather hyde of different stuff that we don’t recognize
Torque (rigid necklace, seems to made of stone): For one round per scene can be immune to one attack, and once per day can give Titanic Strength
A warhorn that seems to made of Frost SUMMONS A SPECTRAL WOLF, also a winter storm once per week.
A large black pitted iron key that is really cold to touch; it gives off a magical aura.
Frost-etched Warhorn – Calls spectral war-wolves; one sounding summons a single pack of three (once per day), three soundings bring a winter storm (once per week).
Stoneblood Torque – Grants resistance to mundane weapons for one round per scene and a once-per-day burst of titanic strength (+3 to strength bonus).
We head north after I identify the items. Torque goes to Thelgram, Warhorn to milady Ashvane.
On the fourth evening, we are looking for a place to camp, when up ahead, we see three bobbing blue lights.. It turns out to be sledge pulled by skeletal reindeer, pulled by a semi-transparent sledge.
It is a lantern wight. It did not fulfill its obligation. “I seek the stone heart gate” “They come” “It is simply my delivery” Initiative, as we hear howling.
THe coffin shows a side passage into Monolith Mountain.
Session 38 — September 21, 2025 Link to heading
There is more to the inscription. There is some sort of funerary rite. Both instructions and incantation. Doesn’t seem to require any items. Olde Common. We take the sledge, reindeer, and driver. Follow the path for the next day or so. Avoid encounters, patrolled by Lost Bastion.
We have three more days. After two days on the sledge, we have any encounter.
The sun is setting, night is coming. We find a cave to shelter from moving stars. Driver and Reindeer are hiding beneath trees about 100 yards away. The wind picks up. Silver, shimmery dust starts dripping from the sky. Mental save +2. We all made our saves.
We drag Thalgrom onto the sledge.
Moving on until lunchtime, we are almost to our destination. A few hours ahead, there is a pointier hill, with a palisade around it.
The outpost appears to be a military installation, not a town.
We ambush three of the garrison, put the bodies in the sledge.
Session 39 — September 28, 2025 Link to heading
We are going to use the sledge and driver as a diversion, then head around the back of the palisade. While he defends the coffin, the garrisoned is distracted, included the lone guard for the entrance into the hillside. We go inside the door and close it.
Lady C overcomes the psychic trap and gets us in as the garrison is distracted. The two prisoners are let go.
We go into the inner chambers, and ahead of us is a familiar chamber with three large glowing balls.
Session 40 — October 5, 2025 Link to heading
No session notes.
Session 41 — October 12, 2025 Link to heading
I am able to figure out how to access the portal by using Apprehend the Arcane form. Over by the sarcophagus, the sigils on it our magical, but there is another magical circle on the floor, which we hadn’t seen before. It seems to be a summoning pattern to summon creatures of the infernal.
I open the portal and we rush through into another dimension. We find a glowing ball, that turns out to be Casa, a cousin of Cyrinthia. She is possessed by a demon that she summoned to open the portal. She has the body from the sarcophagusbehind her, and skeletons of her entourage. She has a brand like C but also the second brand, which she claimed she received from the circle under the sarcophagus.
Archie sneaks in Shroud form to the dead large manthing corpse that was pulled out of the sarcophagusophagusophagusophagusophagus. It is not human, but much larger. The skeletons are just decomposed corpses.
Casa, I am not speaking to you, I speak to the creature whose eyes I see in your eyes. “Disposses Casa immediately.” That works, and we fight the demon inside. Casa has already claimed the symbol.
We win! Now we have to figure out how to get out of the fort.
We took the remains that were in the sarcophagusophagusophagusophagusophagus and left through the portal we came in by as the dimension we are in started collapsing with the death of the demon.
Session 42 — October 19, 2025 Link to heading
We stumble through the portal. We are not back in the chamber. We are on a small platform floating in a sea of nothingness. Inky blackness. There is a diffuse glow that provides some illumination. Cass seems to have a single leathery wing sprouting out of her back.
We wake up after we sleep like the dead. She says the lump told Cass that she wasn’t the appropriate recipient of the brand.
The bundle is a seven foot tall humanist figure.
Cass tells us she can’t leave her personal dimension with the stolen brand. She proposes a psychic pact, requiring us to let her go through the iron door once we open it.
We are too trusting, and we agree to the psychic pact. THe connection is terrifying. Cass is an insufferable, pompous, ass.
We are going through the gate back to the room, where the Lost Bastion awaits.
Session 43 — November 1, 2025 Link to heading
We are still in the room on the other side of the portal. I resurrect an 8’tall, grotesquely stong humanoid creature with lumpy form. It wonders what is wrong, and demands we finish opening the gate. He is an “Elder”.
Apparently Archie has a ‘haste’ spell that disposed of all of the garrison that had followed us.
The Lantern Wight came in from the original entrance.
There are three groups outside that all seems to be working on a fire.
We engage in a scrum with the four bandits inside the barn. We beat them, release the sledge, and it takes us back and then up.
I take out the contents of the casket, which includes an amulet with a glowing red gem. One more soul to open the gate. I recovered a red gem amulet.
We revived the grotesque elder, and it said the “brand was wrong” and we have to finish task right away as we are running out of time. He recharged my staff.
We go up a level!
Session 44 — November 2, 2025 Link to heading
No session notes.
Session 45 — November 9, 2025 Link to heading
The door to the magic complex had been barred by a psychic barrier, keeping the Lantern Wight from completing its task. Now that the task is done the Lantern Wight dissipates.
We check on Casa. Are you recovered? We leave through the gap in the wall we came in through. We head out, vaguely toward west, northwest. We are trying to get beyond the mountain to the location of my second tattoo.
Dravic finds us a good shelter after a couple of hours. We eat and pass out. During the night, Lady Cyrinthea finds that she has her pain leading not to the iron door, but toward a location to the west.
After a couple of days, we drop out of foothills into lowlands, some of it swampy. The draw in Lady C is more focused and directional so we don’t seem to stray. We come across a clay structure like a tower arising from the swamp. It is a man made object.
It takes a few more hours to draw closer. Archie senses magic on it. The object does indeed seem to be of clay and faintly magical. It is an ambient magic from this distance. Dravic finds a trail, overgrown that leads around it, and can see stairs going up.
Lady C says go up the stairs. We follow Dravic and he finds ‘stairs’ up the side of the hill. Archie looks with glowing eyes and sees a magical archway in front of us on the tower thing. There is even greater sense of energy below our feet.
We have a pitched battle against the mud men. I die, get revived with jerky, Archie died, I revived him, Lady C nearly dies, Mud man is still going. I fixed up Lady C. Dravic took tons of hit points.
Session 46 — November 16, 2025 Link to heading
We are inside the tower. It is 25’ around and 60’ tall. The spiral stairs we encountered are short and ends at a wall. There is only a small landing inside the outside entrance. The interior walls and stairs are crude and damp, even a little slippery. There are no slits to let in light.
We decide to rest at the base. Thalgrem worked on the wall at the end of the stairs and determined he could make a hole through it to a space beyond but it closed up quickly. Cyrinthia wakes up and sees a glow coming from the swamp; there is a gigantic toad-turtle like being (one of the Titans). It eventually wandered off. We have to get through the clay wall, which we do, forcing our way.
We are in a spherical chamber, in the middle is a dimly glowing symbol (we see it as magical), lady C sees it is psychic, her symbol, with pieces missing (3).
There are three locations associated with the missing pieces. She saw three locations – a small village, a cavern, and some ancient gigantic tree. We work our way back out, and then head to the village. A few hours later, as it is getting toward dusk, we see the dim lights of a village. We get there around 8 at night.
Dravic scouts the village. It is very small. He sees seven humans approaching a fire. There are maybe a half dozen structures.
We decide to approach. We are met by a semi-hostile spokesperson, Johann. He and his people are getting sick. Cyrinthea finds out it is the Symbol, drawing on their life force.
THey say they must fight us. We subdue them. We find that they have to summon it, so we wake up Johann. Cyrinthea subdues the piece of the symbol. The disease clears up. There are only seven villagers left.
They tell us the Turtle Toad Titan is called Thramus “the Swallower’, the Toad Turtle Titan, aka the Swallower.
It’s interested in the Old Tower. Glares at it. We get to rest, heal, and eat in the village.
Session 47 — November 23, 2025 Link to heading
The swamp gives way to larger expanses of still water with less vegetation. We see a mound ahead rising above the fen. We make a raft and paddle to the hillock. There is an entrance that Dravic finds below water level with a long pole. Archie sees that the entrance is protected with magic that prevents water from passing.
There is a cave entrance about 8 to 10’
We go down into the inky water, pass through the passage and into a rough hewn chamber. THere are stairs that wind down to a chamber where there is an ancient man, holding a fishing pole, sitting next to a pool. The old man hasn’t seen or talked to anyone in ages. He seems to remember little about dealing with people.
He calls himself the fisherman. Cyrinthia introduces herself. He remarks that there are a lot of us. Lady C asks if he can answer a few questions.
Archie determines the man is in some stasis, imbued with longevity. The fisherman thinks he has seen a ‘run shard’ down there (more stairs). Those that wriggle and devour. C links to the Fisherman, experiences the horror, gets the urge to fish to calm herself. I help heal the affliction. We go downstairs. Right below where the pool above rested, there is instead a pit. Thalgrem smells something valuable through a small tunnel at our level.
Thalgram finds a large scale seemingly made of crystal. THe passage closes before he returns, but he digs out and pushes through with the crystal. It is deeply magical.
The pit is above a 2’ deep pool, set in a large man made chamber free of lichen and moss. There are carvings in all of the walls. We use our magic rope and lower Dravic. There are four mounds around the central pool. When Dravic drops into the water, the mounds turn into worms. We defeated all of the worms and one was hauled away by a giant hook, probably lowered by the fisherman above.
We recover the second shard. It goes back to the tower too. Then we set off after the third shard (the Tree).
We follow Lady C toward the direction she indicates. We go another hour through the swamp. We find a gigantic tree (200’ tall) that looks like a weeping willow. 50’ around the trunk.
Dravic and I get confused, but Archie finds a symbol and Lady C finds a passage beneath a tree. Thorgram leads us down through the tunnel. We end in a 10’ diameter room, and hear a voice in broken common “What you do?”.
Grublette points an arrow at us through an arrow slit. It’s enemy is the toad demon we set upon the Bastion. The slit closed. After that, Grublette decides to talk to us. We negotiate, and after convincing them that our mission to help the Blackwood Sentinel, among other things, is a good one, they let us into their lair. They are ice-based Salamanders, called Remorhaz. They are rumored to have portals that allow them to travel around the continent.
Crusks is a larger, leader, magical type.
We tell them some of our story. They are enemies of the Lost Bastion as well. They show us in another room, a place where the shard lies. It supports and nourishes the tree in a corrupt fashion.
We donate system strain, then we have to finish the quest and get rid of the corruption.
Helmet: +1 to AC, plus ignores first point of system strain in a day,
The crystal scale has no specific magical effects on the bearer, but it is like a key to something and is very powerful.
We went back to the clay tower (the next day). Have to dig through the wall again. But this time the shards are orbiting the symbols. Lady C has to make a magic roll to try and guide the shards. The clay mound turns into a sculpted ceramic tower. In the room we are in, we are in a real chamber with a symbol now complete. Around the symbol, a table with shaped indentations on it, one is scale shaped. It activates and it appears that if it is touched it will dispense a magic surge. Archie determines that this enables a portal back to the iron door. Lady C goes through it.
She puts her symbol back on the door. Comes back through the portal. Thalgram touches the scale, sees the swamp from a great height, and then passes out. He had a view that was much higher than the tower.
Session 48 — November 30, 2025 Link to heading
No session notes.
Session 49 — December 7, 2025 Link to heading
We are after my symbol. To remove the corruption from the tree we have to destroy the Lost Bastion and finish our quest. We spent the night.
We travel back to the Remohaz lair tree and ask to borrow their mechanism to use portals to get closer to the next brand (mine). They have a portal to where we are going next. In exchange for guarding the new swamp tower (wizard’s lair) we have to find and return the guardian of the tree. The ‘guardian’ is a walking tree, maybe 30’ tall, that has left and never returned.
Where is the guardian? The guardian is in the poisoned swamp. We ask to be guided to the poison swamp. Slippsup with show us the way there.
In a cave under the hill where we find the Guardian, there is a Green Dragon named Poison, who offers us a bargain to get through the door to leave the island.
We make a bargain with Poison. We need to summon him when we open the door, so he can leave the island. He won’t fight us, he will fight whatever stands in his way, including us. He will release the Guardian.
Session 50 — December 14, 2025 Link to heading
We go back to the Remorhaz lair. We try to rest and have a flashback in our dreams. We wake up as another person in our dreams again. Dravic becomes Illyria, a female spectral– she has a brand on her forearm. I am Korin, a massive with Greysish thing, with a brand on right hand. Thorgram becomes a human unbranded warrior named Vask. Archie becomes Therask, a human branded Grizzled one eyed warrior bearing a shield with a familiar symbol of the Lost Bastion. And Jennifer is Cassa, the psychic warrior from earlier. Cyrinthia becomes Lady Blackthorn..
Vask the Hollow.
Vak is murdered to complet. Therask completes his brand, we then have to fight our simulcrums. Vask is hollowed, Blackthorn survives, Therask loses an arm. We win, but three of the dream branded are slain. Then the original uses get lectures from the survivors.
“There will be no others after you; when our Brands are spent, the storm will close its eye forever.”
It is Occulent who is making it possible for us to succeed. He is the one who has tried to set us on the path to break the cycle. The Occulent is an elder race.
- On the Five Branded
“You are the first to walk this island as five—where the Brand was shaped for four, you are the fracture that remains.”
- On the End of the Brand
“There will be no others after you; when your Brands are spent, the storm will close its eye forever.”
- On the Tomb of Norn
“You have now seen the lie of the Tomb of Norn—power alone breaks it, and only those who prepare to be less than whole may survive its judgment.”
- On Serrox and the Lost Bastion
“Serrox One-Silver will stand against you, not as an enemy, but as a wound that believes itself a shield.”
- On the Final Destination
“Your path bends toward Monolith Mountain, where the stone remembers me, and the Tomb of the Oculith waits for its reckoning.”
- The Naming
“Know me, then, as I know your ending: I am Thryxavel, the Last Witness, and I have spent what remains of sight so that you may choose.”
Session 51 — December 21, 2025 Link to heading
We have to figure out the dream. Who is Thryxavel, the Last Witness? We can now use the Remorhaz portals, including one that will get us closer to the next brand (Norn). In our dream we were able to realize we were dreaming we were the characters who last attempted the Norn tomb.
Zilthric is my Norn helper-patron.
We use the sphincter, and go to a new swamp. Lady C notices something. There is a figure in a weeping willow tree that suddenly jumps down and runs away. We trail it and are lead into an ambush, where we fight and defeat all of the enemies. The creatures were mercenaries.
Session 52 — December 28, 2025 Link to heading
No session notes.
Session 53 — January 4, 2026 Link to heading
We search the bodies. We find cooked and raw amphibious meat, plus a scroll tube with sketches of us. We don’t find anything else of note. We look at our map and head to the left of the big mountain.
We camp in a cave. It is cool but not cold. We sleep, but seven minutes into the night, Casa enters Cyrinthia’s thoughts and wakes it up. She lost it, sacrificing some of herself back in the tomb we are heading to now. “If there is a great expenditure of psychic energy, there are thought echoes that remain behind. Major psychic drama might leave it behind. Also, there might be a mnemonic shard – a residue of it left behind.
Cyrinthia makes a roll and is able to sense a direction for the psychic energy. Dravic scouts ahead and encounters guards in the woods. He circles away from them. He finds an area where the woods turn grey and seems to be an area out of time, withered, stony and dead. We need to go in, handle the guardians, and avoid grabbing the Shard until it is time.
We head int o the thought echo area. It is foggy, weird, silent. We begin to feel a pulse. C’s psychic protection kicks in. We encounter a largish glowing humanoid shape that we all except C try to avoid. C keeps approaching as she determines we are being tested. It stands. It shifts its features between all of the individuals from the flashback to the Tomb.
C asks to see the shard, and she is shown it. C asks to learn the talent from the shard. She gets questioned about us (we are weak and unworthy) except Archie.
What breaks when taken by force, but strengthens when shared.
Resolve, will, mind, it is not a riddle. She is just asking us what we think. Loyalty, trust.Reality.
“You seem to be one who understands this art.” Our answer satisfies. Take the shard.”
Cyrinthia absorbs the charm, takes 5 SS, I use the elixir on her. It is nightime again. We are going to be confronted by our dopplegangers. C will use the shard, take some power from us, and they will be diminished.
Session 54 — January 11, 2026 Link to heading
We send Dravic to scout ahead, invisible. He doesn’t need to roll. He sees an occasional patrol. Dravic sees the encampment, surrounded by something. There is a mound/fortress made of tombstones. I command a skeleton (1HD) who is dragging his tombstone to add to the pile.
There are 1-2 man patrols. I name my new minion’s stone says Gary..
Thorgrem asks if there are anything growing on the tombstones. There is. There are lots of plants and even trees growing on the mound in places, indicating it is older than me.
Casa says Illya cast some spell that would have undead bring their gravestones to protect her.
We work our way into the crevice and then find a recently dead soldier like guy. He helps us find a way to the door.
Session 55 — January 18, 2026 Link to heading
We eat Chess Pie. Then …we prepare to face our dopplegangers. We were being a little too crazy imagining what we had to do . . . but we get through the gravestone bulwark perimeter shell. The doors have been blasted open. Not recently.
We see a chamber like we saw in the previous vaults. This one is dustier and the stairs have more cracks. There is light, consistent foot traffic going up and down the stairs. Boot prints.
It turns here and there, and then the tunnel has a bit of light.
The passage ends at the usual tomb room with a map, but where there are usually a coffin on a stone dias, there is a large pit. Someone has built a makeshift ramp into the pit and it is illuminated by large torches/tikis. THere are five figures – three normal Bastion soldiers, and the other two are specials – one with heavy armor on and one wearing a blindfold and in flowing garments. We do not recognize them. We defeat them. We recover a magical Bastard Sword, a magical monk mask, and magical plate armor.
At the bottom of the pit is a river of The Grey. There are timbers that hold back some of it to create dry ground, and the sarcophagusophagusophagusophagusophagus is there on its side.
Session 56 — January 25, 2026 Link to heading
No session notes.
Session 57 — February 1, 2026 Link to heading
There is a sarcophagus on the ground with symbols on the ground, we can’t touch without summoning our duplicates. Dravic tries on the blindfold, and it makes him blind, gives him blindsight, and permanently blinds him.
We fight and defeat our dopplegangers after I touch one of the symbols. But the thing that was in the sarcaphogus is out of sight down a side cave. After we beat the bad guys we hear the noises coming from that thing.
Session 58 — February 8, 2026 Link to heading
We heal, and get our gear. We follow the tunnel to a large chamber where there is a waterfall of grey ooze that flows into a lake. There is an island in the lake with a pile of gravestones and a large skeleton. The pile of stones is about 15’
It animates into a construct. We defeat it. Then we all make it to the island. Break.
Session 59 — February 15, 2026 Link to heading
Time to raise the Norn. I try, but he is cursed by whatever destroyed the temple. Cassa! It enters me. We have to contact Cassa. We leave the island and head out of the pit. There are noises from outside of the complex, and we encounter guards fleeing from something. Turns out undead have invaded from the graveyard and attack, wielding gravestone weapons. We repel them, then find our way out of the pile and escape into the woods.
We then have to find our way back to the Remorhaz lair we arrived at.
We get a system strain back, spells back. I do not get SS due to the norn inside me. We now have to go back to Blackroot and undo the magic done by Cassa in order to get the Norn out of me. THe Remorhaz teleport us back to the tower. We spend the night.
Session 60 — February 22, 2026 Link to heading
No session notes.