(S090) Retcon Reconnaissance
After a disastrous initial encounter and a time-rift reset, the party returns to the flooded caverns as giant eagles, neutralizing shadow-anchored portals, battling cultist lizardfolk and banshees, and unearthing another planar gem of Tharizdun.
=this.title

Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 147
Time Passed: Morning Rest & Naval Skirmish
Rewards: Golden Orb (Gem of Tharizdun),Obsidian Dragon Skull Pins,Nesner's Spellbook
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
NoneS090: Retcon Reconnaissance
Date: 2025-08-31
Short
The party prepared for their second attempt against the black dragon after their cosmic cat guide revealed crucial tactical information from witnessing their failed timeline through time rifts. During their respite, Calliope experienced a startling revelation when a magically altered memory was corrected, revealing that the experimental notes they had discovered were about replacing the god of time entirely using a modified version of Carsus's legendary spell, not merely controlling a deity. Following the cat's guidance, they decided to first neutralize a dangerous antechamber that served as the cult's reinforcement staging area, containing a magical orb connected to the Shadowfell that allowed undead creatures to pour through portals.
The party transformed into giant eagles to navigate the flooded cavern filled with acidic waters and toxic fumes, engaging in aerial combat against skeletal lizardfolk guards, shamans, banshees, and snipers positioned throughout ancient stone archways. Despite the necrotic damage from the floating orb of light and various supernatural attacks, they systematically eliminated their enemies through coordinated strikes and magical assaults. The climactic moment came when Shadow delivered the final blow to the magical orb, causing it to explode and seal the portals while releasing another golden gem of Tarista. With the staging area neutralized and reinforcement routes cut off, the party had successfully cleared their path to face the black dragon in its lair, knowing they would now confront their ultimate challenge without the constant threat of cultist reinforcements.
Summary
The party found themselves in a precarious situation as they prepared to face the black dragon that had been terrorizing the region. Their cosmic cat guide had previously attempted to lead them directly to the beast, but the encounter had gone disastrously wrong, forcing a retreat through mystical time rifts. During their respite in the mist, Calliope experienced a startling revelation - a memory that had been magically altered was suddenly corrected, revealing that the experimental notes they had discovered were not about controlling a god, but about replacing one entirely, specifically the god of time using a modified version of Karsus's legendary spell.
The cosmic cat, having witnessed the failed timeline through the time rift, provided the party with crucial tactical information for their second attempt. Rather than approaching the dragon directly, they would need to first neutralize a chamber that served as a staging area for the cult's reinforcements. This antechamber contained a magical orb connected to the Shadowfell that allowed undead creatures to pour through portals, and acidic waters that would prove deadly to traverse on foot. The cat warned them about the dangers of the floating orb of light, which would burn anyone who came too close, and emphasized the importance of destroying it to seal the portals before confronting the dragon.
Emerging from the mist into the flooded cavern, the party immediately recognized the perilous nature of their environment. The acidic waters bubbled and dissolved anything that touched them, while the air was thick with noxious fumes and swarming insects. Ancient stone archways reminiscent of Fae Wild architecture rose from the toxic waters, creating narrow walkways and bridges that offered the only safe passage. The party quickly realized that conventional movement would be impossible, leading them to transform into giant eagles through a combination of polymorph magic and wild shape abilities.
Taking to the air, the party began their aerial reconnaissance of the chamber. Calliope, carrying Barlo, and Shadow, bearing the polymorphed owlbear Artie, soared over the dangerous waters toward the central area where the magical orb pulsed with ominous light. Their approach did not go unnoticed, as skeletal lizardfolk guards spotted them and raised the alarm. The first engagement came swiftly as they encountered a massive skeletal creature on one of the stone bridges, which Calliope and Barlo quickly dispatched, watching as mystical energy flowed from its destroyed form toward the central orb.
The battle intensified as more enemies revealed themselves throughout the chamber. Lizardfolk shamans emerged from concealment, casting protective spells and summoning fiendish spirits to guard the area. Snipers hidden in the acidic waters launched javelins at the flying party members, while banshees materialized to unleash their devastating wails. Shadow responded with lightning arrows that cracked the crystalline structure within the magical orb, while Bastion unleashed scorching rays that further damaged both the orb and surrounding enemies.
Barlo's determination led him to attempt a dangerous passage through the area surrounding the orb, where the necrotic light burned at his flesh with each step he took. The magical radiance tried to strip away his very life force, but his barbarian constitution allowed him to endure the punishment long enough to strike at nearby enemies. Recognizing his peril, Calliope performed a daring aerial rescue, swooping down to grab him and pulling him to safety while simultaneously using him as a living projectile against another foe.
The enemy shaman attempted to obscure the battlefield by casting a fog cloud over the central orb, hoping to protect it from further attacks. However, Shadow's magical prowess proved superior, as a well-placed spell not only damaged multiple enemies but also broke the shaman's concentration, causing the protective fog to dissipate. The spirit guardians that had been protecting the area vanished as their summoner lost control of the magic.
As the battle raged on, the party made important tactical observations. Barlo noticed that several of the lizardfolk guards wore distinctive obsidian pins shaped like dragon skulls, marking them as higher-ranking members of the black dragon's cult. The banshees proved particularly dangerous with their supernatural wails that could instantly kill or cause devastating psychic trauma, forcing the party to rely on their mental fortitude to survive these attacks. Meanwhile, the magical orb continued to show signs of damage, with golden light beginning to seep through the cracks in its crystalline surface.
The final phase of the battle saw coordinated efforts from the entire party to eliminate the remaining threats. Bastion moved closer to the orb despite the necrotic damage, using his spiritual magic to destroy banshees that attempted to flee. Sas transformed back from her eagle form at a crucial moment, allowing her druidic spores to damage nearby enemies while she engaged in close combat. Barlo's rage-fueled attacks proved devastating against the lizardfolk guards, even as he endured acid damage from the toxic waters.
The climactic moment came when Shadow delivered the final blow to the magical orb. The crystalline structure exploded in a shower of mystical fragments, causing the portals on either side of the chamber to collapse and seal shut. As the light faded, a golden orb fell to the ground - another gem of Tharizdun similar to those Sas already carried, representing yet another plane or world. With the last of the lizardfolk guards eliminated by Shadow's precise archery, the chamber fell silent except for the bubbling of the acidic waters.
The party had successfully neutralized the staging area and sealed off the cult's reinforcement routes. The path north now lay open, leading directly to the black dragon's lair where they would face their ultimate challenge. The golden orb that had emerged from the destroyed magical device suggested that their victory here had freed another trapped realm, adding to their collection of planar gems. With the portals closed and the undead threat eliminated, they were finally ready to confront the ancient evil that had been terrorizing the region, knowing that this time they would face the dragon without the constant threat of cultist reinforcements pouring in to aid their draconic master.
Memorable Moments:
- Calliope's startling revelation that the experimental notes detailed replacing the god of time.
- The party transforming into giant eagles to navigate the toxic, flooded cavern.
- Calliope's daring aerial rescue of Barlo, using him as a living projectile against their enemies.
- Shadow's final blow to the magical orb, sealing the portals and revealing a golden gem of Tharizdun.
Scenes
Recap and Memory Revelation
The party receives a recap of their previous adventures and Calliope experiences a vision revealing the true nature of notes about replacing a god rather than controlling one.
- DM recaps the party's previous session involving the cats of Ultharr and the cosmic cat guide
- Party learned about Paradox/Grognard/Captain Meklan being held hostage by Vecna
- Party discovered mysterious obsidian daggers in their possession with no memory of acquiring them
- Received a letter from Ellas Lantaththar about their Bastion
- Converted gold into gems and created stones
- Calliope experiences a vision correcting a false memory about notes regarding controlling vs replacing a god
- The notes were actually about replacing the god of time using a spell based on Karsus' work
- Party recalls memories of Bast sending them to Eberron to cheat death
Failed Dragon Encounter and Time Rift
The party enters a dangerous cavern but immediately encounters overwhelming heat and light, forcing a retreat through a time rift.
- Party enters a large cavern with acidic water, acrid smells, and bugs
- Everyone feels intense heat and sees bright white light with silver and blue streams
- A loud, ear-piercing screech nearly deafens the party
- Strength saving throws are made - all except Barlo fail
- Fleshy tentacles from cats grab most party members
- Cosmic cat telepathically communicates that the encounter went badly
- Party is pulled back to the mist by the tentacles
- Time rift occurs, allowing the cosmic cat to see alternate outcomes
Strategic Briefing
The cosmic cat provides detailed information about the black dragon's lair and the tactical approach needed to succeed.
- Cosmic cat explains the black dragon has a cult dedicated to it in the mountain
- Cat reveals the previous direct approach to the dragon failed badly
- New plan involves taking out portals in an antechamber first
- Cat describes a room with acidic water and a floating white orb of light
- The orb connects to the Shadowfell and allows undead creatures to enter
- Destroying the orb should close the portals on the sides
- Cat warns about staying out of the water and taking damage near the light
- Mentions lizard creatures dedicated to the black dragon guard the area
- Explains most cultists are outside the caves, accessible through portals
Entering the Acidic Cavern
The party emerges from the mist into a flooded cavern with acidic waters and begins planning their approach.
- Party enters a cavern with acidic waters and bridge work
- Shadow makes perception checks and hears skeletal creatures, chanting, and distant screams
- Party tests the acidic water with fabric, which dissolves and bubbles
- Characters discuss crossing strategies including jumping and using spells like Thorn Whip
- Bastion polymorphs Barlo into a giant eagle
- Sas wild shapes into a giant eagle
- Calliope also transforms into a giant eagle
- Initiative order is established as combat approaches
Aerial Reconnaissance and First Contact
The party transforms into giant eagles and begins aerial reconnaissance of the cavern, spotting enemies and engaging the first threat.
- Calliope polymorphs into a giant eagle with Barlo riding her
- Shadow transforms into a giant eagle carrying Artie (who is also polymorphed)
- The party flies 40 feet forward and spots a large archway with Fae Wild-like architecture
- They observe a skeletal lizard creature on a bridge ahead
- The skeletal creature notices them with a natural 20 perception check
- Calliope attacks the skeletal creature with beak and talon attacks
- Barlo jumps off Calliope mid-flight to engage in melee
- The skeletal creature is destroyed, releasing bluish energy and black mist
- The energy from the destroyed creature flows toward the center orb
Portal Chamber Combat Begins
The party engages in combat with lizardfolk guards, banshees, and skeletal creatures while attempting to destroy a magical orb and close portals.
- Shadow casts Lightning Arrow spell, hitting the central orb and nearby enemies
- A lizardfolk shaman casts Spirit Guardians, summoning fiendish creatures
- A lizardfolk sniper emerges from water and throws javelin at Barlo
- Bastion casts Scorching Ray, targeting enemies and the orb
- The orb takes significant damage and begins showing cracks with golden light seeping through
- Multiple enemies are defeated through coordinated attacks
- The party discovers the orb contains something solid like crystal or glass based on impact sounds
Barlo's Dangerous Passage
Barlo attempts to cross through a dangerous area filled with necrotic light that damages him with each step.
- Barlo moves forward and enters an area with dangerous light
- The light burns into Barlo, dealing 5 points of necrotic damage
- Barlo takes another 4 points of necrotic damage as he continues
- Barlo attacks and kills a skeletal undead creature with 18 damage
- Barlo takes massive 27 points of necrotic damage as he pierces through the light area
- The light tries to burn at Barlo's flesh and expose his skeleton
- Barlo makes a perception check at disadvantage but notices nothing unusual
Calliope's Eagle Rescue
Calliope, in giant eagle form, performs a daring rescue of Barlo by grabbing him and throwing him at an enemy.
- Calliope, polymorphed into a giant eagle, spots Barlo in danger near a portal
- Calliope sees Barlo taking damage from wisps of fire as he runs through the area
- Calliope performs a grappling attack with a roll of 14 to grab Barlo
- Calliope swoops down and picks up Barlo from 10 feet above
- Calliope throws Barlo at an enemy in a 'fastball special' maneuver
- Both Barlo and the enemy take 6 points of bludgeoning damage from the impact
- Calliope pulls Barlo out of the dangerous light area, saving him from further damage
Shaman's Fog Cloud and Shadow's Response
An enemy shaman casts fog cloud to obscure the battlefield, but Shadow responds with a powerful area attack that breaks the enemy's concentration.
- Enemy shaman casts fog cloud spell over the central orb area
- The orb becomes heavily obscured, creating disadvantage for attacks
- Shadow casts a spell targeting multiple enemies in the fog
- Shadow's attack hits the shaman, an undead bird creature, and damages the orb
- The undead bird creature is killed instantly
- The shaman takes damage and fails his concentration check with a roll of 3
- The fog cloud spell ends as the shaman loses concentration
- The spirit guardian demons disappear as the spell fails
- The orb takes 16 points of damage and shows signs of cracking
Intensifying Combat
The party continues their battle against lizardfolk, banshees, and skeletal creatures in the flooded cavern while trying to destroy the magical orb.
- Artie (polymorphed eagle) takes 14 points of psychic damage and gets disadvantage on rolls
- Multiple lizardfolk emerge from the acidic water and attack with javelins
- Sas takes javelin damage and attacks a lizardfolk with her shield
- Banshees use their Wail ability, forcing constitution saves from party members
- Calliope and Barlo save against the banshee wail but take 11 points of psychic damage
- Bastion casts Spiritual Weapon and True Strike, killing a lizardfolk
- Second banshee uses Wail on Sas and Bastion, dealing 8 points of psychic damage
- Multiple ranged attacks from hidden lizardfolk in the water
- Barlo takes bite damage and additional piercing damage from Slay Foe ability
Tactical Discoveries and Continued Fighting
The party makes important observations about enemy insignia while continuing their battle in the acidic cavern.
- Barlo notices obsidian black dragon skull pins on some of the lizardfolk guards
- Calliope as a giant eagle attacks enemies with beak and talons, dealing critical damage
- Calliope uses Silver Flame healing to restore 15 hit points to Artie
- A lizardfolk attempts to bite Barlo but is blocked by his magical shield
- Shadow casts fireball, killing a banshee and severely damaging other enemies
- The magical orb in the center begins showing cracks with golden light breaking through
- A lizardfolk runs through one of the portals, potentially to get reinforcements
- Barlo takes significant bludgeoning and piercing damage from a lizardfolk with a spike shield
- Sas in eagle form attacks enemies with beak and talons
Final Assault on the Orb
The party makes their final push to destroy the magical orb while dealing with the remaining enemies.
- Bastion moves closer to the orb, taking necrotic damage from its light
- Bastion attacks and kills a banshee with True Strike and radiant damage
- A banshee attempts to flee but is killed by Bastion's opportunity attack
- Lizardfolk guards continue attacking the party with javelins and melee weapons
- Sas transforms back from eagle form, activating spore damage on nearby enemies
- Barlo jumps down onto a lizardfolk in the acidic water, taking acid damage
- Barlo kills the lizardfolk with a powerful rage attack
- Calliope in eagle form grabs Barlo to rescue him from the water
- Shadow destroys the central orb with a powerful attack, causing it to explode
- The destruction of the orb causes the portals to close and a golden orb to drop
- Shadow kills the final lizardfolk with an arrow shot over Sas's shoulder
Memorable Moments
Calliope realizes the experimental notes were about replacing the god of time using a modified Karsus's spell
During a respite in the mist after a failed timeline
Calliope performs a daring aerial rescue of Barlo, pulling him to safety and using him as a living projectile against a foe
While flying over the acidic waters and fighting enemies near the necrotic orb
Shadow delivers the final blow to the magical orb, causing it to explode and reveal a golden gem of Tharizdun
Ending the battle and sealing the portals to the Shadowfell
NPCs
Lizardfolk Guards
Living lizardfolk warriors who emerge from the acidic water to attack with javelins and melee weapons. Some wear obsidian dragon skull pins marking their allegiance to the black dragon cult and possess abilities like Slay Foe.
Ellas Lantaththar
A contact who sent the party a letter with updates about their Bastion and ongoing affairs there.
Vecna
An evil lich, or at least a part of one, that is holding hostages in the dreamscape and poses a significant threat to the party and their allies.
Paradox/Grognard/Captain Meklan
A character with multiple identities currently being held hostage by Vecna along with others. Their captivity is the reason the cosmic cat is helping the party.
Irgish the Illustrious
An evil black dragon with a dedicated cult in the mountain. The target the party needs to defeat, but direct confrontation proved too dangerous without proper preparation.
Cosmic Cat Guide
A celestial feline entity tasked with helping the party, possibly reluctantly. Can see different timeline outcomes during time rifts and provides tactical guidance. Communicates telepathically and commands other cats with tentacle abilities.
Bast
A powerful entity who previously sent the party to Eberron to protect them from the God of Death, essentially helping them cheat death.
Karsus
A legendary figure who originally created a spell to steal the powers of a god, which became known as Karsus' Folly. His spell has been modified and hidden for research into replacing the god of time.
Lizardfolk Shaman
A witch doctor-type lizardfolk who can cast spells including Spirit Guardians and Fog Cloud. Wears obsidian dragon skull pins and commands fiendish spirit creatures.
Banshees
Ghostly undead creatures with various damage resistances and immunities including resistance to acid, fire, lightning, thunder, and non-magical physical damage. They can detect life within miles and use a devastating Wail ability that can instantly kill or deal massive psychic damage.
Skeletal Lizardfolk
Undead skeletal remains of lizard creatures that guard the chamber. They attack with claws and weapons, serving as the first line of defense and releasing mystical energy upon destruction.
Arktos "Artie"
Shadow's unusual owlbear companion who has been polymorphed into a giant eagle. Unlike typical owlbears, Artie is trainable, protective, and doesn't have constant hunger issues, suggesting something special about his nature.
Locations
Shadowfell
A dark plane connected to the portal chamber through the magical orb, allowing undead creatures to enter the chamber through the connection.
Portal Chamber
A large flooded cavern with acidic water, stone archways, and a central floating orb of light. Contains portals on the sides and bridge walkways above the dangerous water. Features ancient Fae Wild-style architecture and serves as an antechamber to the black dragon's lair.
Black Dragon's Cavern
A large, dangerous cavern with acidic water, acrid smells, and swarms of bugs. Features intense heat and blinding light that proved too dangerous for the party's first attempt.
The Mists of Concatenation
A mystical area where the party can share visions and thoughts, and where they communicate with the cosmic cat guide. Serves as a safe staging area between encounters.
Ultharr
A mystical location where the party previously spent time, featuring a library and shops. Connected to the cosmic cat guide and the cats of Ultharr.
Eberron
A plane where Bast previously sent the party to protect them from the God of Death, essentially helping them cheat death.
The Rakshasa's Mansion
A location from the party's recent past where they encountered a Rakshasa and discovered experimental notes about controlling/replacing gods using a time egg.
Items
Letter from Ellas Lantaththar
A correspondence providing updates about the party's Bastion and current affairs there. The party was uncertain if they had received this letter before.
Obsidian Dragon Skull Pins
Small black obsidian pins shaped like dragon skulls worn by the lizardfolk guards and shaman, indicating their allegiance to the black dragon cult and marking higher-ranking members.
Mysterious Obsidian Daggers
Dark daggers found in the party's possession with no memory of how they acquired them. The party attempted to recall their origin but found their memories blocked or missing.
Created Stones
Magical stones the party created after converting gold into gems. These stones disappeared as they exited the mist but allowed them to share visions and thoughts while nearby.
Time Dragon Egg
A powerful artifact mentioned in experimental notes that can be used to control or replace gods. Connected to research about manipulating divine power.
Magical Orb
A floating orb of dull white light that hovers about five feet from the ground in the center of the chamber. Contains something solid like crystal or glass inside, shows golden light when damaged, and connects to the Shadowfell allowing undead creatures to enter.
Spike Shield
A shield with spikes used by lizardfolk that can be used both defensively and as a bludgeoning weapon, capable of dealing piercing damage with its spikes.
Golden Orb
A hand-sized golden light orb that dropped to the ground when the central magical orb was destroyed. Appears similar to the gems of Tharizdun that Sas possesses, including her Eberron and Toril gems, suggesting it may be another planar gem.
Gems of Tharizdun
Magical orbs that Sas carries, including ones containing Eberron and Toril. The newly discovered golden orb appears to be of the same type, representing different planes or worlds.
Spells
Silver Flame Healing
A healing ability that activated during combat, granting healing to party members within 30 feet. Appears to be triggered by certain combat actions or dice rolls and manifests as silver flame energy.
Thorn Whip
Discussed as a potential spell to help with crossing the cavern, though the caster was concerned about its damage-dealing nature when trying to use it for utility purposes.
Wild Shape
Used by Sas to transform into a giant eagle form, allowing flight over the dangerous acidic waters in the cavern while maintaining her druid abilities.
Karsus' Spell
A legendary spell originally created by Karsus to steal the powers of a god, which became known as Karsus' Folly. Someone replaced and hid this spell in a magic book protected by cubes, and it's now being researched for replacing the god of time.
Spirit Guardians
A spell cast by the lizardfolk shaman that summons small fiendish creatures in a 15-foot radius around the caster to protect and attack enemies. Requires concentration to maintain.
Polymorph
Cast by Bastion to transform party members into giant eagles for aerial mobility across the acidic waters. The spell changes the target's form while maintaining their personality but limiting intelligence to 11.
Wail
A devastating banshee ability that forces constitution saving throws and can either instantly kill targets or deal significant psychic damage on a successful save. Can only be used once per day.
Fireball
A powerful evocation spell cast by Shadow that created a 20-foot radius explosion, killing a banshee and severely damaging other enemies in the area.
Scorching Ray
Bastion's spell that creates multiple rays of fire, allowing him to target different enemies and the magical orb with separate attack rolls.
Spiritual Weapon
Cast by Bastion to create a magical weapon that attacks enemies, dealing radiant damage and helping to eliminate lizardfolk threats.
Spore Damage
Sas's Circle of Spores druid ability that remained active even when wild shaped, automatically damaging enemies that came into melee range when she transformed back to her normal form.
Fog Cloud
Cast by the enemy shaman to heavily obscure the central orb area, creating disadvantage for attacks. The spell was broken when the shaman lost concentration after taking damage.
True Strike
Cast by Bastion as a cantrip to gain advantage on his next attack roll, used in combination with other attacks during combat to enhance accuracy.
Lightning Arrow
Shadow's ranger spell that transforms an arrow into a bolt of lightning, dealing significant lightning damage to the target and nearby enemies in a line.
Classic
Last we left off, our heroes found themselves facing a dire revelation as Calliope's magically altered memories suddenly corrected themselves, revealing the true horror of their enemy's plan - not merely to control a god, but to replace the god of time itself using a modified version of Carsus's legendary spell. Their cosmic cat guide, having witnessed their previous disastrous encounter with the black dragon through mystical time rifts, provided crucial intelligence for a second attempt. Rather than face the beast directly, they would first need to neutralize the cult's staging area - a flooded chamber where acidic waters bubbled with deadly toxins and a magical orb connected to the Shadowfell allowed endless waves of undead reinforcements to pour through dimensional portals.
Transforming into giant eagles to navigate the treacherous environment, the party soared over the toxic waters toward their objective. Ancient stone archways rose from the acidic depths like remnants of the Fae Wild, providing the only safe passage through this nightmarish landscape. The battle erupted as skeletal lizardfolk guards spotted their approach, leading to an intense aerial combat where banshees unleashed devastating wails, shamans summoned fiendish spirits, and snipers launched javelins from their concealed positions in the poisonous waters. Barlo's determination nearly cost him his life as he endured the necrotic burning of the orb's radiance, while Shadow's lightning arrows and Bastion's scorching rays systematically cracked the crystalline structure at the chamber's heart.
The climactic moment arrived when Shadow delivered the killing blow to the magical orb, causing it to explode in a shower of mystical fragments and sealing the dimensional portals forever. As the light faded, another golden gem of Tarista fell to the ground - yet another freed realm to add to their collection. With the cult's reinforcement routes eliminated and the staging area secured, the path north now lay open to the black dragon's lair, where our heroes must face their ultimate challenge without the constant threat of undead reinforcements pouring in to aid their ancient draconic foe...
Snarky
When last we left our intrepid adventurers, they had just experienced the classic "let's fight a dragon" moment that went about as well as you'd expect - which is to say, terribly. After getting their collective butts handed to them by a black dragon and retreating through mystical time rifts (because apparently that's just a Tuesday for this group), our heroes found themselves nursing their wounds and their wounded pride in the mist. But hey, at least Calliope had a breakthrough moment when she realized those experimental notes weren't about controlling a god, but replacing one entirely. Because why aim small when you can aim for cosmic-level catastrophe, right?
Armed with tactical advice from their cosmic cat guide (yes, that's a sentence that makes sense in their world), the party decided to take a more strategic approach this time. Instead of charging headfirst into dragon breath, they'd neutralize the cult's reinforcement chamber first - you know, the one filled with acidic waters, floating death orbs, and portals spewing undead like a supernatural clown car. The solution? Transform into giant eagles and conduct aerial warfare, because nothing says "tactical superiority" like turning your barbarian into a living projectile while dodging banshee screams and skeleton javelins.
Through a combination of lightning arrows, scorching rays, and Barlo's impressive ability to tank necrotic damage through sheer stubborn determination, the party managed to destroy the magical orb powering the portals. With the reinforcement routes sealed and another golden gem of Tarista added to their collection, our heroes finally cleared the path to face the dragon properly. Now they just have to hope their second attempt goes better than their first - though knowing this group, they'll probably find a way to make it even more chaotic.
Middle English
Harken well, ye noble folke,
Of adventurers brave and true,
Who faced the blacke dragon's yoke,
And perils they must pursue!
The cosmic catte, wise and olde,
Did guide them through the miste,
Of memories false and stories tolde,
And truths that did existe.
For Calliope's mynde was cleare,
The notes were not of control,
But to replace what mortals feareβ
A god's eternal soul!
Through time rifts they had fled before,
From dragon's fearsome might,
But now they sought a different shoreβ
The chamber filled with blight.
The acidic waters bubbled hot,
And fumes did choke the aire,
Where skeletal guards their vigil kept,
In this most cursed laire.
As giant eagles they did flye,
O'er waters green and fell,
While ancient arches reached the skye,
Like gates to very hell.
The orbe of light did pulse and gleame,
With necrotic power bright,
From Shadowfell came undead streame,
Through portals in the night.
Bold Barlo charged through burning light,
His flesh did seare and paine,
While Calliope in eagle's flight,
Did rescue him againe.
The shamans cast their mystic spells,
And banshees wailed their song,
But Shadow's arrows rang like bells,
And proved their magick strong.
With spiritual might did Bastion smite,
The creatures of the darke,
While Sas with spores joined the fight,
Each foe to leave their marke.
At last the orbe did crack and breake,
The portals sealed for aye,
A golden gemme for their sake,
Fell down that fateful day.
Now northward lies their destined path,
To face the dragon's rage,
No more shall cultists feel his wrathβ
They've turned another page!
Limerick
The cosmic cat warned of dragon's might,
A chamber of portals burning bright.
Through acidic pools,
They fought cultist fools,
And sealed off the undead's dark flight!
As eagles they soared through the air,
O'er waters that none could dare.
Skeletal guards fell,
To magic's strong spell,
While banshees shrieked everywhere!
The orb pulsed with necrotic glow,
As shamans cast spells down below.
Through fog and through flame,
They played the death game,
Till crystal shards started to flow!
Barlo charged through the burning light,
While Shadow's arrows found their sight.
The portals collapsed,
As victory was grasped,
And golden gems gleamed in the night!
Exported from GMAssistant on 2026-08-16