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Session Status

Session Feels:

https://suno.com/s/Bozebssn40wkehnk

https://suno.com/s/aYgFvujTA4ICHCJC


Session Date: 06.28.2025

In Game Dates:


Experience Earned: +230 XP (Level 2 | 430XP)


Treasure and Loot: (Google Sheet)



Player Thoughts or Notes . . .

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Events During Play . . .

Pre-Session Vibes & Tech Gremlins

The session began in classic modern tabletop fashion: fighting the real boss—technology. Jake experienced critical connection failures ("requesting brain cell...") while the rest of the party debated VTT alternatives (Questline, Fable, Alchemy) like battle-hardened developers. Between jokes about infinite loading loops and frustrations with syncing issues, spirits remained high.

Despite the rocky start, once tech issues were resolved, the team resumed their adventure with an open road ahead and a fork in the travel plan.


Travel Decisions & Dungeon Diplomacy

After a good night's rest, the party split travel plans:

  • Some characters prepared to head west to Loereth to complete Zaza's delivery.

  • Others opted to go north toward Nautara.

The group coordinated how this would be managed on their VTT maps, joking about running "parallel campaigns with shared XP."


Politics, Guilds & Geekaat's Curiosity

During the journey, Geekaat engaged Caithyra in an intense Q&A session about Altoria's political structure:

  • Altoria is run not by a singular ruler, but a quorum of noble family heads, each with specialized domains.

  • Caithyra, drawing on either deep scholarly knowledge or personal experience, described how each house contributes influence and oversight based on their niche: military, education, agriculture, etc.

  • The Guild Accord regulates dungeon activity across the region, using keystones to grant access and deploy rescue beacons when delvers go missing.

  • Geekaat disclosed that his family's dungeon, once temporary, had become stable after generations, adding a personal weight to his line of inquiry.

Mentions of Black Guilds, including suspicions about one called Iron Maw, spurred a larger discussion about the risks of unregulated dungeon activity.


Zaza's Mystery Package

As they continued on, Zaza faced gentle scrutiny about the contents of the mysterious wrapped package she carried.

  • She admitted she had no idea what was inside, citing professional standards.

  • A well-rolled Sense Motive check confirmed her honesty.

  • The package, she claimed, came directly from her quartermaster and was slated for delivery in Loereth.

The group mulled over the risks of unknown magical cargo but agreed to press on.


Campfire Confessions: Linnolaithe's Curse

That evening, Linnolaithe shared a heavy piece of his personal lore:

  • His family was cursed generations ago after an elven ancestor fell in love with a dragon in disguise.

  • When the elf discovered the truth, she left and the dragon cursed the bloodline—unknowing that the woman was pregnant.

  • Linnolaithe seeks a dragon-blooded individual in the city to help break the curse.

  • His shadow companion—already a magical anomaly—was mentioned to have conflicting instincts during emotional moments.

The revelation left the group reflective but supportive, deepening the bond between party members.


The Tower Appears

The next morning, the party awoke to find a tower standing where there had previously been only grassland.

  • Caithyra, referencing their recent conversation on temporary dungeons, argued they had a civic obligation to investigate.

  • She sketched the tower and logged its coordinates in her waterproof journal.

  • The group checked for traps (poorly), found none, and entered.


Dungeon Dive: The Tower That Wasn't There

Floor 1: The Statue Room

  • A large statue stood watch.

  • Caithyra spotted a hidden compartment using a stellar perception roll.

  • Geekaat disarmed and opened it, retrieving healer's kit and potions.

  • Zaza showed caution by stepping back, while the rest of the party moved in.

Floor 2: Impossible Hallway & Living Graffiti

  • A narrow hallway extended impossibly far within a round tower.

  • Strange graffiti, written in Protean, slithered unnaturally along the walls.

  • Zariel identified it as an anarchic living graffiti construct.

  • Linnolaithe initiated combat with a vicious insult (Bon Mot).

Combat Highlights:

  • Zariel: Fire spell (Ignition) + finishing blow (17 dmg).

  • Caithyra: Kinetic Gate aura and fire-based attacks.

  • Geekaat: Martial arts stance (Stoked Flames), flurry of blows.

  • XP Earned: 30 XP (trivial encounter).

Floor 3: The Conservatory

  • Reinforced glass walls encased an indoor jungle.

  • Inside were two hostile plant monsters: a Vine Lasher and a Twig Jack.

  • Geekaat tried to break the glass with a rock; it didn’t work.

Combat Highlights:

  • Vine Lasher attempted a grapple; failed.

  • Twig Jack used Splinter Spray: Linnolaithe failed his Reflex save and nearly died.

  • His shadow companion accidentally pushed him into the danger zone.

  • Coordinated fire-based attacks brought them down.

  • Healing potions and a healer's kit were used for recovery.

  • XP Earned: 80 XP (moderate encounter).


Final Floor: The Dungeon Heart

The party discovered a pulsating, heart-shaped dungeon core in a sunlit chamber.

  • Zaza charged a Thunder Sphere for two full rounds.

  • The heart summoned Sinspawn and gravity-warping attacks.

Combat Highlights:

  • Geekaat fought summoned minions with elemental martial attacks.

  • Caithyra used fire and electricity elemental blasts.

  • Linnolaithe landed the final blow with a critical Ignition.

  • The heart exploded in force damage (Zaza took splash damage).

  • XP Earned: 120 XP (severe encounter).


Victory, Collapse & Escape

  • The dungeon core was safely extracted.

  • Treasure was looted from a corner chest.

  • The tower began collapsing post-core destruction.

  • The party escaped in time and began their return to Altoria.


Session Rewards & Notes

Total XP Gained: 230 XP
Loot Includes:

  • 1 Dungeon Core (major Guild Accord payout expected)

  • 3 Minor Healing Potions (1d8 HP)

  • 2 Lesser Healing Potions (2d8+5 HP)

  • Healer’s Kit

  • Rock (for trap testing)