DND Blog

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

The Hundred and Forty-Third Session

August 1, 2026, Campaign: As the ground quakes, evil wakes

We drop the Planetar off at the Arcadia Infinatum. We determine that the stuff in Basement Room 6F is stuff we don't want to deal with. And then we go off to Sky Diamond Academy. The Sky Diamond itself has been sundered, and the remaining Theives' Chest keys are in "familiar hands". But first, it's time to kill a devil.

Table of Contents

  1. Last session
  2. Shopping
  3. Legend Lore
    1. The Chest
    2. The Thieves' Guild Chest
  4. The Irregular Inn
  5. The Desert
  6. Sky Diamond
  7. Next Session

Last session

We freed the Planetar and learned his goals, and healed him up. We decided to drop him off at the Library in the desert, for his own protection.

We returned to Quadroads and the Irregular Inn. We decide to use Embersia's Legend Lore to learn more about the Thieves' Chest and the stuff in Basement Room 6F.

Shopping

We go to Goodbarrel's Goodmagicks, and purchase for 200gp the four ivory strips that are needed to cast Legend Lore.

At the Temple of Ioun, we purchase 500gp of incense, enough for two casts.

We learn from the Temple of Ioun that Salris' soul had been partially unwound when the Burning Blood was destroyed, and his soul is slowly being rewoven. He had been bound to many different entities in contrasting directions. We decide that maybe we should ask the Fae about this, if we ever go back to the Fey Wild.

Legend Lore

The Chest

It's a locked treasure chest behind a fence of very nasty razor wire.

Calamity: The Pyxis of Pandaemonium. It grants a blessing upon those who touch it, but a curse upon its opening. Upon receiving its blessing, you are drawn to open it, and a calamity is released. Plagues of insects. Medusa's gaze. Boiling blood.

So we're not gonna do that.

Ryltar is opposed to learning about anything else in the basement: the thing wrapped in chains, the mask, the suspended pill.

The Thieves' Guild Chest

The Key of Keys unlocks movement through the world; allowing you to walk freely. Copper, Iron, Platinum: These you hold already. Gold and Adamantine are in familiar hands. The Key of Keys, made of Mithril, lies within this box.

Potential people to investigate:

The Irregular Inn

We bid our goodbyes at the Irregular Inn, letting them know that we'll try to be back in 6 days for the grand opening.

The Desert

We teleport to the plane-shift door, since that's the closest we can get to the Library. 1d100 = 5 and we end up in the Red Wastes, but not at the door. Jerry knows the direction to travel to hit the Library, and she tells the Planetar how to get there.

Sky Diamond

We teleport to Sky Diamond, and find ourselves in a pile of rubble, with the Teleportation Circle underneath us and the collapsed building atop us.

Through Dimension Door we escape the collapsed basement. The road approaching the gate of the university is torn up; students are walking around clearing rubble of downed buildings. There was a disaster.

The gate itself has sustained damage. The guards say we can't enter without a dean's permission. Dean Kamal is dead, we know, so we message the dean of crafting. He says, "Leave."

We message the dean of necromancy, and Percival is very florid. "My misunderstood flower, the only action more beautiful than dying is helping friends in need. Allow the knights of the Summer Court your audience, darling."

We hear, "Flattery is unnecessary, and unwanted at this time. You were expected." The guards hear something, and part, allowing us to strut in.

We head over to the office of the Necromantic Dean, and are allowed into her office.

The Dean of Necromancy is neutral/cold towards everyone, but annoyed towards Percival at present.

Ryltar explains why we did not come when called: We were called from many different locations at once, and we judged that Sky Diamond Academy would be able to defend itself. The dean lists off the casualties: the Teleportation Circles, the gate, the forges, the Sky Diamond itself.

There was also a partially-successful attack upon The Vault. "What could you do? I will say either of two things: The retrieval of the lost items, or the elimination of whatever evil has been trapped down there."

Within the defenses of the vault, one of the invaders has been trapped. The Dean has a grim grin when trying to recall a better word for it. "A more karmatic trap within the vaults. But some other items are missing, and we cannot fully inventory until the entity is dealt with."

We decide to deal with the basement devil. The Dean of Necromancy hands us off to Guy to fill us in.

We tell Guy what we went through; he has an epiphany that possession of multiple Fey Seeds means you can draw more power, which in turn draws the planes closer together. The brightening of the stars is reflection of the growing alignment of the planes and the material plan becoming more open to the powers of the Fey Realm. A Fey Seed is direct access to powers of the Fey Realm. Since the Divergence, there can't be direct bridges between realms, but ….

We are led to the Vault, where a set of stone doors open into the mountain. A guard leads us in, and while Guy stays outside, the Dean of Divination comes with us. The faker. The dean Gon-Li, is protected by a bunch of defensive items and some scrolls, and a magical staff, and their strongest spell is Misty Step. Which he just used.

The lights come up — little blue glints in the walls — Gon-Li, is protected by a bunch of defensive items and some scrolls, and a magical staff, and their strongest spell is Misty Step. Gon-Li introduces us to the storeroom of residuum. The door has another handprint on it, in blood.

"Do we really have to go down here?"

Yes, we say.

"Cold Locomotor Fire Suppression," he says.

Gears grid deep in the walls. The wall recesses, revealing a tunnel paralleling the tunnel that we had been going down. Secret tunnel! "This way to the vault."

Jerry gives Gon-Li a Scroll of Protection against Fiends to protect him from any devil we encounter.

As we get deeper into the Vault, there is a shelf with two lanterns, and slots for four more. Beyond the shelf, there's a magical darkness, which Gon-Li says the lanterns can pierce within 30 feet. Gon-Li carries one; Percival carries the other. None of us can see in magical darkness.

We go in.

Next Session