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Session Date: 2 May 2026
Moonmaiden Temple… 2!
Short rest + Temple 1F
- The party violates Juno’s privacy by reading his therapy diary and one (1) stolen letter
- He was handpicked and raised by Kivia herself, which is why he feels a great gratitude to her despite the implications that she was abusive towards him
- Lady Venus’s Sending stone rings — she has a private conversation with Malachi
- A Goliath woman named Lar was asking for Mal and threatens Lady Venus if she did not tell her why Mal went down the Void
- Mal goes still with this information, denies knowing who the woman is
- Tells Venus she will talk to her about it later in a more private location
- Exploring the office
- Miscellaneous business documents and financial statements
- First Prince Jupiter has donated a lot to the temple, as well as the Rosenz family
- There’s 3,000 gold kept in a vault!
- Exploring the storage room
- Some clothes and toys donated to the temple, looks like it’s already been swept by whoever was here recently
- Mal investigates – there’s a shallow cut midway up the wall, very recent, as big as a tip of a dagger
Temple 2F
- Uppies check! Mal, Fletcher, & Fugue fail the check and feel nauseous like a migraine coming on as they ascend to the second floor
- In one corner of the room, there’s a bunch of crimson webbing spider silk, and the remains of a newly-hatched spider egg, but no spider to be found
- Mal takes some of the spider silk as spell components, and Pan promptly sets the webbing on fire
- Investigating!
- The Selûnite artwork on the floor seems like a magical mechanism
- There’s a secret door near the spiderweb
- The door can be opened in two ways: the middle object requires moonlight on the centre, or the two stars requires radiant magic
- Otherwise, the second floor looks completely empty
- Fugue & Mal cast Sacred Flame on the stars with the help of the scroll of Sacred Flame found on the lower floor
- The door opens up to yet another staircase!
Temple 3F – Snek Time
- Another uppies check! Fugue & Fletcher fail — they get disadvantage on the next attack or ability roll
- There’s a statue of Selûne and on the altar there’s a crystalline orb with an eye on it
- Fugue feels judgement from Shar pressing down on him while he’s in the presence of this orb
- On the other side of the room, there’s three unopened & locked chests
- Pan perceives — the eyes of the serpent painted on the ceiling are watching the party
- A voice speaks: “It has been long since I’ve talked to mortals like you.”
- The silver serpent unravels and descends on the staircase
- It says it can sense the curse of Shar on the party, save for Tiel, that their memories have been meddled with
- Fugue: imsofuckingscared.png
- The party’s confident that they all have their memories intact, but Mal goes ahead and looks into the orb
- She sees scenes on the attack at Luden’s Rest, and her running away to safety
- The day after, Shiax visits her with a bloody stump for an arm and demands her to find Pyr
- Mal gathers intel and she hears talk of a great black dragon. And that the Diver’s Guild had taken in a big skinless dog monster during the attack ← gathered from a halfling rival information broker named Finorin Swiftstep
- The memory has been completely erased in her mind until now.
- Pan takes a look next
- During the very same attack, Pan sees an opportunity to enter the Void, wanting to find Elin
- There’s a roar overhead — a great skinless hound landed and guild members immediately piled on top of it to restrain/contain it
- The party looks suspiciously at Fugue due to his association with erasing memories
- He mentions that his work with erasing memories has more to do with grief rather than covering up things like these
- To which the silver serpent immediately turns toward him, demanding answers, but Fugue stays silent, realising his mistake
- The serpent also still feels the mark of Shar on Malachi, despite having her memory restored
- Pan intimidates the serpent – “Back off our cleric!”
- Roll initiative!
- The silver serpent casts Flame Strike on our asses and not a single one passes the Dexterity saving throw LOLLL
- Pan gets downed from the serpent’s bite attack, then healed back to consciousness by Fletcher
- Pan gets revenge and gets the last hit on the serpent, killing it!
- The party levels up!
- The party gets to opening the vaults
- Left chest: 1 greater potion of healing, and 1 set of prayer beads (5 beads to roll maximum die when healing)
- Middle chest: 3,000 gold! We split it among the party for 600 gold each
- Right chest: locked with Arcane Lock but Mal successfully unlocks it anyway
- a choker of black metal – +1 AC and +1 saving throws but also it’s cursed
- Fletcher offers to Identify it but Pan wears and attunes to it without Identifying it
- The orb is still active
- Fletcher takes a look — she sees the same scene of the attack on Luden’s Rest
- Fletcher & Vera goes over to help the wounded
- They see the same great black dragon carrying something writhing in its teeth, that landed not far off
- Rion wanted to check it out but Sebastian told her no, and that their priorities lay with helping people
- Fugue glances at the orb from a distance and hears Shar’s voice whispering to him, very strongly advising him not to use it, and that he has the means to dispel this “cheap imitation” of her power.
- He’s a good boy so he doesn’t take a look — “I have no need for such things.”
- Fletcher takes a look — she sees the same scene of the attack on Luden’s Rest
Short rest
- Fletcher very hesitantly takes some components from the serpent
- Pan thanks Fletcher for saving their life, to which Fletcher briefly tells off Pan for being reckless and intimidating the very clearly powerful snake
- Fugue says it’s technically his fault for… you know. Being a Sharran. And blurting out his memory-erasing work in front of the serpent.
- The party does another sweep of the temple to make sure they didn’t miss anything
- Whoever was in here did not find the secret passage to the third floor; and a trace of footsteps leading out into the shifting tunnels
- Pan attunes to the cursed choker
- They hear a commanding and authoritative voice, eager to finally encounter a “worthy” soul
- The voice introduces himself as Valour, Master of the Echo, Hero of Halia (dubiously may or may not be the real Valour)
- Valour senses Pan’s drive for vengeance and after Pan reveals their target, the choker locks around their neck with spikes causing some piercing damage
- Fugue asks Malachi why the serpent was looking at her with contempt
- She brings out the cube
- Religion check — the cube is used for creating Sharran clerics and removing memories – Mal took it from Lady Venus, who “found” it in the Void
- Might be the same thing that was used to erase the party’s memories of the black dragon and the fucked up dog
- With another Religion check, Fugue doesn’t know for sure if Shar Herself had anything to do with it, but he says that it doesn’t seem like Shar would do such a thing. (Shar is so kind 🖤)
- Fugue asks if he can keep it but Mal simply puts it back in her pocket :)
Shifting Tunnels
- The party continues their search for Arran and Cassie
- First survival check: we find a swarm of cranium rats going to town on a skeleton
- On a closer look from Mal, she sees it’s a wiggling arm, presumably from the same body of the leg we found
- Mal talks to the rats, trying to convince them to leave the arm but the rats don’t want to because it’s essentially an endless buffet for them
- Pan intimidates the rats instead and it works to our favour this time!
- The arm begins to mend itself slowly as the rats leave it alone
- It does a little wave, and Pan high-fives it
- Mal puts it in the Bag of Holding
- Second survival check: we find two undead echoes — one drow woman and a tall myconid, both have set up shop and are selling alchemical materials
- The drow is Lindra, who is Kaylin’s mother. She talks about waiting for her son Kay to return and is very excited to see him again
- The myconid is named Ydel
- We buy stuff from both of the merchants
- Pan buys a Pinwheel Flower, which is Kay’s favourite. Lindra places the flower on Pan’s ear, cutestyle
- Mal steals back some of the gold we spent at her shop — 286 gold (*ixie voice* noice!)
- Third survival check: we encounter two cultists walking in our direction (one caster and one fighter)
- There’s one exploding mushroom between us and them, and before combat starts, Mal fires off a Ray of Frost to set it off and damage them
- Roll initiative!
- The party makes quick work of the two cultists :) Yay!
- Mal deals a crazy ~49 damage on sneak attack! Fugue’s Path to the Grave helped ^_^
- There’s a scroll of False Life on the caster, and we also find a strange device with Lolth’s holy symbol inscribed on it — a compass!
- Carved into the chests of the cultists is Lolth’s holy symbol, which is a spider
- Poor Tiel is freaked out, she really doesn’t like spiders :(
- Fugue casts Speak with Dead on the caster
- Hex is a Lolth cultist
- The cult seeks the “last wayward child” which is probably Kaylin, especially since Teasel mentioned Hex wanted a “meeting” with Kaylin.
- They were the ones who’d recently swept the Selûnite temple (and would explain the spider web…?)
- The cultist doesn’t mention if they saw Cassie, but it seems like Arran is probably done for… uh-oh…
- Fletcher casts Magical Tinkering to mark the way we came back from
Back at Camp
- The party finds Riza and Paris with a bottle between them, stolen from the Rosenz estate (not stolen from the party)
- Riza’s bored to death and expresses excitement about fighting Eilidh
- Pan teases her — “Oh, I don’t know. We might beat you to it. :)”
- The party talks to Kaylin
- Good news: we found his mom and offered to take him to her if he’d like
- Bad news: Hex is definitely after him, and also Arran might be dead
- Kaylin is speechless; he seems genuinely surprised by this information
- His parents left the cult of Lolth, and on the day of the Collapse, he was out in Waterdeep which saved him, but not his parents
- He wants to come with the party to face Hex but the party dissuades him; he should stay in camp but also the party doesn’t trust the other team to look after him well
- Kaylin resolves to do what he can to help the party prepare for tomorrow’s confrontation with Hex
- Mal and Pan talk to Juno in his tent
- He’s no longer fully armed, only wearing dark robes, his helmet, his crystalline moon amulet, and red scarf
- Necklace looks expensive (probably a gift from Jupiter… wah…)
- There’s paper-thin scars on his thin bony hands
- Juno doesn’t know much about the cult of Lolth — his team did not linger long on the first layer
- Mal and Pan ask Juno if he can make sure Kaylin is safe from Hex and possibly his own team, just in case Hex tries to make a deal with Riza or Paris
- Juno agrees, says he doesn’t want anything going wrong with the expedition. “You can trust me.”
- He also mentions he’s more of a private person. M & P tease him, “We all have our secrets. :)”
- He’s no longer fully armed, only wearing dark robes, his helmet, his crystalline moon amulet, and red scarf
- M & P inform Kaylin that they’ve had a word with Juno and that he’ll look after him
- Mal hands Kaylin the arm, waving it at him (and it waves back!)
- The arm is mostly restored back to its form
- Kaylin is excited by this development: “This one has a hand, and fingers! It can write!”
- The party goes to rest, preparing to confront Hex once and for all!