(S079) The Die Has Been Cast
Navigating the serpent temple's extra-planar white room, the party rolls a mysterious six-sided die, survives a poisoned lock trap, and clears a gauntlet of Yuan-ti and animated statues.
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Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 144
Time Passed: Morning Rest & Naval Skirmish
Rewards: Bismuth Crystal of Teleportation,Magical Die,Calliope's Glove,Yuan-ti Equipment,Yuan-ti Materials,Mark of the Adventurer,Arcane-Forged Weapons of Outding Refuge Short Sword
π₯ PCs
π₯ NPCs
πΊοΈ Locations
π‘οΈ Creatures
π΄ Factions
π¦ Items of Note
| βοΈ Previous Session | βΆοΈ Next Session |
|---|---|
| 106 | 108 |
π Session Summary
The Wild Cards were called The Menagerie by some until they came up with the name The Wild Cards.
- Barlo: A grizzled tabaxi barbarian who has been doing some work for a network that one should be wary of.
- Bastion: An orphan human who spent his life studying magic and blades, even though his elder pushed him away from the sword. He replaced Reginald.
- Calliope: This bardic faun joined the party late when she needed to find help to save her homeland.
- Reginald: A leonin cleric who was off to show his family's royal background and would later find out there were secrets leading to him becoming a king.
- Sas: A tortle hermit was given an item of power and a quest.
- Shadow in the Snow: This tabaxi got a coin, and her curiosity set her on a path.
π¬ Scenes
- Scene 1: Barlo's Backstory β From The Bronze Canyon in Kampos. Gave up Tabaxi name, "Smiles". Help move people. On way to Eushia to help Black Road with a client. Currently on ship near Carrune.
- Scene 2: Bastion's Backstory β When Bastion Bladesinger was very young he lost both of his parents to a plague. He took care of himself as he taught himself how to use the rapier his father once wore. He lived in Dyrt and watched all of the great knights. He also had an interest in the ways of magic and he wished he could do both β use swords and excel in magic β like many elves he had heard about.
- Scene 3: Calliope's Backstory β Calliope was born into the nestled highlands of the Oraniad Mountains. The Skola Vale, wild and free, blessed by the gods and inhabited by whimsical Satyr and Faun. Deep within it among the lush valley, reside the Dawngreets, a long generational line of storytellers and lore keepers.
- Scene 4: Reginald's Backstory β He was born at home, a modest-sized mansion where his family lived a modest means β even though his father could never stop talking about how they were royalty and yet this was the only lands they currently possess. His childhood was generally a happy one full of several friends. He was an only child.
- Scene 5: Sas' Backstory β Sas was born on the continent of Oth'Mar β a content mostly inhabited by Tortles and is far to the south of the Carrune Isles.
- Scene 6: Shadow's Backstory β Deep in the snowy mountains high in the north, there lived a large group of Tabaxi, The Blinding Wild Clan.
π Missions & Quests
- Completed:
- Established individual party origins and initial connections to the world of Dierde.
- Active / Discovered Threads:
- Barlo's ties to the smuggling rings and the Black Road.
- Bastion's mysterious past and fallout with Grognard.
- Calliope's quest to save the Skola Vale.
- Reginald's pursuit of his family's royal mint commission and claim in Neyer.
- Sas's vision of the Cat Goddess Bast and journey to find her lost lands.
- Shadow's golden coin and mystical calling from her clan shaman.
NPCs
π₯ NPCs with the party
NoneβοΈ NPCs Fought
None㪠NPCs Other Interactions
Noneπ£οΈ NPCs Discussed
NoneS079: The Die Has Been Cast
Date: 2025-01-17
Short
A party of adventurers ventured into the serpent-shaped Swantee Temple seeking special lava-growing herbs to protect themselves from Vecna's influence and his subdimension. After entering the temple, they faced animated lava-wielding statues and navigated through sealed obsidian walls. Their exploration led them to a mysterious white room where Calliope's interaction with a draconic-inscribed die transported them out of the material plane.
Descending deeper into the temple, the group overcame a poison trap and engaged in combat with Yuan-ti guards amid dangerous lava flows. After defeating their enemies and a massive animated statue, they collected valuable spoils including venom and dark magic components, ending their session before four unexplored doorways.
Summary
Deep in the heart of a dense jungle, a brave party of adventurers approached an ancient temple carved in the shape of a serpent. Their quest was vital - to find special herbs that grow in lava near the Yuan ti Temple that would protect them from Vecna's nightmarish influence and prevent being pulled into his subdimension. Before this journey, they had received a visit from a similacrum of a wizard who explained arrangements between wizards like Captain Meklan and Grognard regarding realm protection through draconic prophecies.
As they ventured inside the temple, the defenses sprung to life, sealing them within obsidian walls and confronting them with animated statues that attacked using lava. After defeating these guardians, Bastion and Barlo worked together to study the intricate mechanisms controlling the sealed doorway.
Their exploration led them to a mysterious white circular room containing a pedestal with a six-sided die marked with Yaanti variant of Draconic script. When Calliope touched the die with her magical glove, she learned they were no longer in the material plane. Rolling the die opened a doorway leading to a dark stairwell.
Descending carefully, Shadow discovered and triggered a poison trap while picking a lock, though Sas quickly cured the affliction. The party then encountered Yuan-ti guards in narrow corridors featuring hazardous lava flows. Through coordinated efforts and tactical positioning, they defeated several guards and a massive animated statue.
After the battle, they methodically searched their fallen enemies, collecting weapons, venom worth 50 gold per vial, and blood useful for dark magic. The session ended as they began investigating four mysterious doorways in their newly cleared chamber.
Scenes
Temple Entry and Statue Battle
The party enters the serpent-shaped temple and faces animated statue guardians
- Entered temple shaped like serpent's head in jungle
- Door sealed behind them trapping them inside
- Central statue animated and attacked
- Four additional statues drew up lava for attacks
- Party defeated the statues
- Used crowbar and intelligence to solve door mechanism
- Received healing from their adventure marks
The Mysterious White Room
The party discovers an otherworldly white room with a magical die
- Found perfectly circular white room with pedestal
- Discovered six-sided die with Yaanti-Draconic symbols
- Calliope's glove revealed they left the material plane
- Die rolled a five, revealing hidden doorway
- Room transformed from white to stone as doorway opened
Descent into Danger
The group navigates trapped stairs and faces poison hazards
- Shadow detected trapped step on stairwell
- Found locked door at bottom
- Shadow triggered poison trap while lockpicking
- Sas cured Shadow's poison with magic
- Discovered 25x15 foot room with multiple exits
Yuan-ti Encounter
Battle with snake-headed humanoids in lava-filled corridors
- Encountered multiple Yuan-ti guards
- Sas created tactical advantage by shoving enemy
- Party coordinated ranged attacks and spells
- Shadow landed critical hit for 49 damage
- Calliope deployed Cloud of Daggers
- Defeated several Yuan-ti and animated statue
Post-Combat Search
The party searches bodies and secures the area
- Collected weapons including scimitars and longbows
- Harvested valuable Yuan-ti venom and blood
- Found dried rations and electron pieces
- Located four doorways to explore
- Began checking doors for traps and locks
- Used Spectral Owl Bear for healing
Memorable Moments
Calliope touched a mysterious six-sided die with her magical glove and learned the party was no longer in the material plane
Investigating a white circular room with a pedestal marked with Yaanti Draconic script
Shadow triggered a poison trap while picking a lock, requiring Sas to quickly step in and cure the affliction
Descending carefully down a dark stairwell deeper into the temple
The party defeated several Yuan-ti guards and a massive animated statue through coordinated efforts and tactical positioning
Fighting in narrow corridors featuring hazardous lava flows
NPCs
Mordenkainen's Simulacrum
Magical duplicate of a wizard from another realm who explained arrangements between wizards regarding realm protection. Provided information about draconic prophecies and gave the party a bismuth crystal for emergency teleportation.
Yuan-ti Guards
Humanoid creatures with snake-like heads encountered in temple, armed with scimitars and longbows. Their venom is worth 50 gold per vial, and their blood can be used in dark magic rituals.
Captain Meklan
Missing wizard involved in cross-realm protection arrangements. Connected to the party's professor and the 'real world'.
Vecna
Powerful entity pulling the party into a subdimension through nightmares, prompting their quest for protective herbs.
Bastion
Individual mentioned as having tapped into a magic wall connecting the party to something, involved in the party's current situation.
Locations
Yuan ti Temple
Ancient temple hidden in jungle, featuring serpent-head entrance, animated statues, obsidian doors, and complex mechanical traps. Built by Yuan-ti and contains special herbs growing in lava needed to ward off Vecna's influence.
White Room
Perfectly circular 20-foot diameter room with 40-foot high ceiling, featuring seamless white walls and central pedestal holding magical die. Located outside the material plane.
Temple Corridors
Network of stone passages featuring flowing lava hazards, including 5-foot wide lava stream and lava waterfalls. Contains multiple locked doors and Yuan-ti patrols.
Four-Door Chamber
Large room discovered after Yuan-ti battle, featuring four separate doorways and evidence of recent combat. Connected to lava-filled corridors.
Items
Bismuth Crystal of Teleportation
One-way magical teleportation device given by the Similacrum wizard for emergency escape.
Magical Die
Six-sided white die inscribed with Yaanti variant of Draconic numerals, capable of opening doorways and transforming rooms when rolled.
Calliope's Glove
Magical glove that can detect planar locations and provide magical insights about surroundings.
Yuan-ti Equipment
Salvaged weapons and supplies including scimitars, longbows, 25 arrows, dried rations, and three electron pieces.
Yuan-ti Materials
Harvested venom (50 gold/vial) and blood (2 gold/vial) from fallen Yuan-ti, useful for dark magic casting.
Mark of the Adventurer
Magical marks on party members that glow bluish-purple and provide healing abilities.
Arcane-Forged Weapons of Outding Refuge Short Sword
Calliope's weapon that can deal radiant damage and works effectively with True Strike spell.
Spells
Protection from Poison
Cast by Sas to neutralize Shadow's poison and provide immunity for one hour.
Spectral Owl Bear
Spiritual weapon providing healing and combat benefits, can be used multiple times and moved as bonus action.
Cloud of Daggers
Conjures magical daggers in an area, used against animated statue.
True Strike
Modified version used with Calliope's enchanted sword, allowing spellcasting ability for attacks and adding radiant damage.
Combat Spells
Various spells used in battle including Ray of Frost, Scorching Ray (4th level), Chill Touch, and Wall of Fire.
Classic
Last we left off, our intrepid adventurers found themselves delving deep into the heart of the Swantee Temple - an ancient structure carved in the likeness of a great serpent. Their quest was one of dire importance: to acquire rare herbs growing in the temple's volcanic depths, herbs that would shield them from the corrupting influence of Vecna and his nightmarish subdimension. This followed a cryptic visit from a wizard's simulacrum, who spoke of ancient pacts between mages like Mechlin and Grognard, and their connection to draconic prophecies.
The party's infiltration of the temple proved treacherous, as they faced off against animated guardians wielding molten fury, while obsidian walls sealed their path of retreat. Through the combined wit of Bastion and Barlo, they managed to decipher the temple's ancient mechanisms, leading them to a mysterious chamber where Calliope's interaction with a six-sided die inscribed with Yaanti draconic script revealed they had crossed between planes of existence.
Their descent deeper into the temple's bowels brought numerous challenges - Shadow's brush with a deadly poison trap (thankfully countered by Sas's swift healing), and a harrowing battle against Yuan-ti guards amid narrow corridors of flowing lava. Through tactical brilliance and coordinated effort, the party emerged victorious, claiming valuable spoils including potent venom and mystical blood. We return to our heroes as they stand before four ominous doorways, each holding unknown dangers and perhaps the very herbs they seek...
Snarky
When last we left our adventurers, they were knee-deep in what could only be described as the world's most dangerous game of "The Floor is Lava" - except this time, the lava was actually real. Their quest to find some special herbs (you know, the kind that stops evil demigods from invading your dreams - totally normal stuff) led them to the Swantee Temple, a charming little snake-shaped death trap in the middle of the jungle. This came after getting some cryptic wizard drama dropped on them about realm protection and draconic prophecies, because apparently, that's just a typical Tuesday in their lives.
Things got spicy when the temple decided to play "you can check out any time you like, but you can never leave," sealing them in with obsidian walls and sending lava-wielding statues to give them a warm welcome. Bastion and Barlo put their heads together to crack the temple's puzzles, while Calliope discovered that touching magical dice in mysterious white rooms is a great way to accidentally leave the material plane entirely. Because who doesn't love a surprise dimensional field trip?
The party's dungeon delving took an eventful turn when Shadow demonstrated why you should always let someone else check for traps first (thankfully Sas was there with the magical equivalent of "kiss it better"), and they got into a scrap with some Yuan-ti guards in what was essentially the world's deadliest hallway fight. After turning their enemies into ex-enemies, they helped themselves to some valuable spoils, including some fancy snake venom worth a pretty penny. Now they're standing before four mysterious doors, probably all wondering if they should have just taken up farming instead.
Middle English
Harken ye, good folk of might and main,
To tales of valor through jungle's vein,
Where serpent temple, ancient stone,
Guards herbs of power, in lava grown.
From Vecna's grasp they sought to flee,
Near Swantee's walls, where none should be,
While wizard's shade had come before,
To speak of prophecies of yore.
The temple's wrath did swift descend,
With walls of black that would not bend,
While statues wrought of stone and flame,
Did challenge those who dared lay claim.
Brave Bastion and Barlo sought,
The secrets that the door had wrought,
Till in a chamber pure and white,
A die of ancient runes shone bright.
Fair Calliope's enchanted hand,
Did touch the die from ancient land,
'Twas then they knew with startled gaze,
They'd stepped beyond the mortal haze.
Down shadow'd steps with careful tread,
Where poison's bite filled Shadow's dread,
But Sas with healing swift and true,
Did save our friend from venom's due.
The Yuan-ti, serpent-folk of old,
Did guard their paths with manner bold,
Through narrow ways where lava flows,
Our heroes struck their mighty blows.
The spoils of battle, fairly won,
When serpent-folk's last breath was done,
Of venom rare and weapons bright,
And blood for magicks dark as night.
Before four doors they pause to rest,
To ponder which path might prove best,
Their tale must wait another day,
As fortune guides them on their way.
Limerick
In jungle depths, serpentine grand,
A temple stood in untamed land.
For herbs near the heat,
To make Vecna's defeat,
Our heroes made quite a bold stand!
Through obsidian walls they were sealed,
As lava guardians revealed.
Bastion and Barlo,
Worked hard down below,
Till secrets of doors were unveiled.
A die with strange markings they found,
In white chambers, perfectly round.
Calliope's touch
Revealed just as much -
They'd left their own plane, they were bound!
Down stairs where the shadows run deep,
Poor Shadow found poison's harsh keep.
But Sas saved the day,
They fought Yuan-ti's sway,
Through corridors lava did seep!
The victors claimed spoils with pride,
From guards who had foolishly died.
With venom and gore,
And four doors to explore,
What mysteries did these halls hide?
Exported from GMAssistant on 2026-08-16