DND Blog

A place to keep DND session recaps, from various campaigns.

The HUndred and Thirty-Sixth Session

March 14, 2026, Campaign: As the ground quakes, evil wakes

We go to Setton and do some reconnaissance, finding little.

Table of Contents

  1. Last session
  2. The West Haven
  3. The Hunter's Table
  4. The Roslin Ilis
    1. The promenade
    2. Summer Solstice!
  5. Next session

Last session

After meeting with A.R.N. and Winifred, we got the details of

The West Haven

We have one Teleport to get back to Setton, and Ryltar will stay up late so that he can cast the 24-hour Heroes' Feast on us in the morning of the auction.

So we go back to the Magister's war-room, where the emergency has clearly passed. Percival apologizes to the Magister for our tardiness. The Magister is unswayed, but accepts our apology. We snoop around a little, finding nothing, and then go back to Setton.

The Hunter's Table

It's 10 a.m. We arrive at the Hunter's Table.

We talk to the barkeep, and he calls Winifred for us, and Winifred transports us to A.R.N.

A.R.N. gives us

Seamus
A ruffled white shirt
His captain's coat
A wide Spanish-style hat, a wide-brimmed hat
His breastplate under all that
A new scabbard for his rapier, ostentatious
Jerry
Heartkeeper breastplate
More burgundy, layers of fabric flowing ove rthe breastplate
A white fur boa
The Cloak of Arachnida
No Titan Stone Knuckles or Moon Scythe
Some concealed daggers
Embersia
A sheer sheet of gold, form-fitting bias-cut dress, with spiralling fringe wrapping around her.
No armor.
Conceals her boots
Incorporates her Holy Symbol
No solution for spear
Percival
Doublet of Dramatic Demise
Breastplate
French bicorn hat
Very Napoleonic
Canary yellow with sky-blue lining and accents
Ring of Mind Shielding is invisible
New sheath for Mythcarver, in silver and blue
No Cli Lyre
Ryltar
Bloodwell Vial set within a ruby pendant, covered by it
Headband of Intellect incorporated into a laurel wrought in silver
High collared shirt in maroon, coat and vest in twin tails, lined in icy blue
No staff of frost

So we all look the part. We'll hide all our weapons in the Bag of Holding,

A.R.N. casts Teleport, as a wave of wet paint hanging in the air, and we step through it to arrive in Roslin Ilis.

The Roslin Ilis

We arrive on sand, with the sun lower in the sky. The chiming of small bells comes on the breeze. Conversation carries. We hear conversations in an accented tongue; it's the accent of Gallaria, spoken in Common. It's humid. Distant but recognizable sounds of seagulls and the shore.

Expand the map on the website

There's a massive tiered white tower on the horizon, the citadel outside the stuccoed and terracotta buildings of town. Compared to that, the Roslyn Ilis is painted in soft pink, and its hanging sign is a rose.

Inside the Roslyn Ilis, it's a huge open space shaped like a bottle, with a fountain in the center of the atrium. Silks in the interior windows. In front of us as we enter is a large round desk, with a female Tiefling attending it. The scents of hookah comes from across the atrium.

Iroh playing his Tsungi Horn

We approach the receptionist and present our invitation. We're attended upon by Dragonborn bellhops in satin cummerbunds and floor-length loincloths. Near reception there's a conversation pit and smoking lounge near the bar, attended by scantily-clad humanoids, filled with a wide variety of different people.

We're led to a balcony overlooking a portion of the city skyline that contains a massive white palace, with ornamental waterfalls, leaning over the cliff that the town is built upon. And the balcony is quite opulent.

Percival sits and blends in, and tries to talk to the staff.

Seamus asks, "Did you see what happened with that leather strip?"

Jerry caught a glimpse of something, but didn't see it.

Seamus says, "There was something written on that leather before it was handed over. I don't know if that's how it goes, or what. If they have all of this, though, what strange and dangerous things we may find!"

Seamus wonders whether we've always lived like this with Salris, sleeping in beds wet with the blood of slaves; Percival tells him of us the sands of the desert. Jerry says that we're here to save the world; because this is within the world we save it anyways, but there are things more worth saving the world for than this.

Seamus wonders why Salris would do this; why he would do anything when he had just been handed 200,000 gold. Why A.R.N. would do anything, if he lived in such luxury?

We discuss ways to find the bidding venue. We decide that perhaps the best way would be for Percival to cast Enemies Abound on someone, causing a commotion that would bring a manager, which would let Jerry cast Locate Creature on that person and track them. But as Percival prepares that, Seamus returns from a wander, somewhat out of sorts.

Ryltar casts Detect Magic. There's someone decked out in amulets; there's a hookah of Calm Emotions, but nothing innately magical affecting Seamus. But he says, in quiet Infernal, "Not here. Being watched."

There's a little bit of discussion among our Infernal speakers, and then Jerry stands up, stretches, and suggests we all go for a walk.

The promenade

We walk along the cliff-top promenade. There are stalls selling food and things, in exotic and expensive things.

Jerry and Seamus watch the people coming into the hotel; over 2 hours we see many people in local and non-local costumes. Some, Seamus points out as likely other bidders. We observe, but don't learn much.

Seamus tenses up at the idea of going back inside. And then the people in the party he discusses it with feel the same effect: Being watched.

Jerry pops Pass Without Trace and runs away from the hotel. Eventually, she stops feeling that paranoia, and then heads back. But with low insight, thinking about being watched leads to the same idea. So no new information gained.

We go into the hotel, and mingle, and determine that many people there seem somewhat paranoid. Tics, nervous twitches, glancing around. Percival notes who's doing it: These nervous people are the likely bidders.

Percival flops down next to a hookah and takes a long, languid draw on the pipe. "Ancient artifacts, huh?" The buyer chuckles, but pays him no mind. Percival mentions ancient lost music, but doesn't pique the buyer's curiosity. "But were we feast our eyes on these delightful server; who knows whose eyes feast upon us?" That shakes the buyer, who pulls in a passing server to sit on his lap. "With the fear in your eyes, perhaps I'd worry that the place would fall down…" The buyer waves a hand, gathering three serving girls to usher Salris away, saying, "You know, you should go to be."

The serving girls take Percival down the hall; he Mass Suggests the three servers that they don't want to take him to bed; they want to take him to their leader. They giggle, and say, "You just met them!" He is led back to that one buyer, who is somewhat surprised to see Percival returning.

"I asked them if we should go to their boss to get some ideas, so here we are!" Percival laughs. The boss takes a drag on the hookah and blows it in Percival's face. "Relax, and enjoy your bed," says the boss, and Percival realizes that he's more tired than he thought. He's occupied for the rest of the night.

The rest of the Party, watching this, is concerned.

That buyer stays in the room, even as other buyers trickle out, as the night becomes later. Jerry uses Bonus Action: Hide for the rest of the evening, stays out of that patron's line of sight.

Seamus follows Percival back to the rooms.

Embersia communes with Bahamut:

Jerry stays in the lobby, hiding. The other patrons have retired. He is the last one in the room. The receptionist approaches and talks to the boss. 21 Perception allows Jerry to hear:

Receptionist: "All ready for tomorrow's event. Is there anything concerned?"

Patron: "There are there some who I talked to today who were a bit new, who don't know our customs. Take care, and have them watched."

The receptionist nods and goes away.

The patron gets up and retires, going back to the hallway.

Jerry follows quietly, when no one important is present. The patron moves away, walking down a hallway, and stops for 10 minutes. Jerry waits. She concludes that he has gone to bed.

Jerry goes to bed.

For breakfast, Ryltar prepares for us a Heroes' Feast

Ryltar trances for the next 4 hours.

We head out for breakfast: The staff are cleaning up from last night, starting the day's setup.

We discuss the events of the patron of last night: we conclude that he's more concerned about control than he is about power.

Summer Solstice!

Percival would press the receptionist for more information, but she's not there.

We go out to walk the town. It is the summer solstice! The town is bedecked with sun banners. It's a day outside of the main calendar.

Embersia's Locate Object determines that the gate is located under the center of the atrium.

We schmooze in the lobby. Percival notices a onetime business associate of his family, here to bid on things. Percival greets him, and carefully inquires, since he's here to represent the future of House Byron, what the process of the bidding is like. This somewhat surprises the businessman. "Discussions like this should be — you are among friends; there are some that are not. But let us discuss the future of House Byron!" So Percival regales him with an observer's account of what's been going on in West Haven.

The business associate suggests that it might be better to enjoy what you have now, instead of building for the future. Not a great omen.

Jerry and Ryltar recognize no one, though there are some Dwarves that Jerry might chat up, to ask how things have been going in the North Haven.

It's noon at the day of the auction; we've got some more hours to go before the end of the day, when we'll need to be back in our rooms to be collected.

Next session