(S100) Spellweavers & Secrets
Guided by Willowbrush through the alien metallic facility, the party activates a six-armed spellweaver node named Hex Coda, explores the strange chambers of the complex, and survives a harrowing manifestation room where their inner spirits break free before defeating a vision of Venger.
=this.title

Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 154
Time Passed: Morning Rest & Naval Skirmish
Rewards: Barlo's Lantern,Silver Hexameter,Gem of Many Colors
👥 PCs
👥 NPCs
🗺️ Locations
🗡️ Creatures
🏴 Factions
📦 Items of Note
| ◀️ Previous Session | ▶️ Next Session |
|---|---|
| 106 | 108 |
📝 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.
🎬 Scenes
- Scene 1: Barlo's Backstory — 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 — 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 – use swords and excel in magic – like many elves he had heard about.
- Scene 3: Calliope's Backstory — 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 — He was born at home, a modest-sized mansion where his family lived a modest means – 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 — Sas was born on the continent of Oth'Mar – a content mostly inhabited by Tortles and is far to the south of the Carrune Isles.
- Scene 6: Shadow's Backstory — Deep in the snowy mountains high in the north, there lived a large group of Tabaxi, The Blinding Wild Clan.
📜 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
👥 NPCs with the party
None⚔️ NPCs Fought
None💬 NPCs Other Interactions
None🗣️ NPCs Discussed
NoneS100: Spellweavers & Secrets
Date: 2026-02-14
Short
The party breached a massive metal door and entered an alien chamber, where they discovered a six-armed metal automaton in a pristine white room. After Shadow's magical eye revealed damage inside the construct's chest, Calliope activated it by placing her Gem of Many Colors into the cavity. The automaton awakened and communicated telepathically, identifying itself as a node that once served the spellweavers who inhabited this place. It revealed that Vecna had attacked and deactivated it by removing its heart gem, and shared a disturbing vision of a "disjunction" event—a battle between the evil Venger and the reformed sorcerer Venger that had split the multiverse itself. The automaton agreed to help the party fix this catastrophic rupture and led them through a blackened tunnel into a new chamber.
As they entered the chamber, the party's very beings began to unravel in terrifying ways. Shadow's silver flame swarms separated from her as a massive spore creature manifested, while Barlo's body erupted with purple dragon wings as a hostile deep dragon emerged and attacked him. Bastion's bronze dragon spirit attempted to break free from his back, and Calliope watched in confusion as nothing manifested from her own form. The party launched a desperate magical assault on the vision of Venger and Venger, combining arrows, daggers, and fire to destroy Venger, who disintegrated into scattered atoms. Venger urgently commanded them to flee, and Barlo led the retreat as their separated spirits began reintegrating with their bodies. The party successfully escaped into the hallway, their beings restored, leaving behind the dangerous chamber where the boundaries between self and spirit had so perilously blurred.
Summary
The party, guided by the pixie Willowbrush, used their magic to breach a massive metal door, revealing a vast and alien chamber beyond. Willowbrush informed them he had an issue with his shadow, which can often happen with his kin. He needed to capture it and get it reattached but could be summoned when needed, then faded into invisibility and departed. As they cautiously entered the strange metallic room, Shadow attempted to illuminate it with magical light but was briefly turned to stone, her movement slowed until the effect wore off. Barlo raised his enchanted lantern, revealing the chamber's otherworldly architecture—large hexagonal metal panels glowing with dim blue light on the ceiling, and a bright white doorway at the far end.
Bastion sent forth an invisible magical eye to scout beyond the bright doorway, discovering a pristine white room containing a motionless, six-armed metal automaton. The construct stood silent, its head bowed, with strange socket-like holes in its chest. The party entered the room and examined the automaton closely, noting its resemblance to the warforged they had encountered before, though far more alien in design. Shadow sent her magical eye into one of the chest sockets, revealing damaged metallic pipes and burn marks inside. Bastion felt a strange pull toward the Silver Hexameter he carried, and when he retrieved it, the runes on the artifact matched markings inside the automaton.
Shadow continued her reconnaissance, sending her magical eye through a series of hallways to explore the connected chambers. She discovered a rebirth cocoon room containing a skeleton wrapped in rainbow colors, a destroyed library riddled with holes from some ancient battle, a surgical chamber with a reflective dome, a room filled with floating crystals of various colors, and a dark chamber with towering columns. Each discovery added to the mystery of this strange place, though the party remained uncertain of its purpose or the fate of those who once inhabited it.
Calliope activated the automaton by placing her Gem of Many Colors into its damaged chest, causing it to hum with warmth and cold before awakening. The construct communicated telepathically, identifying itself as a node from the Realm of Dungeons and Dragons, an assistant to the spellweavers who once inhabited this place. It revealed that Vecna, the lich who had haunted their dreams, had attacked and deactivated it by removing its heart gem.
The automaton explained the purpose of the strange rooms—the rebirth cocoon chamber where spellweavers would divide into six new forms, the destroyed library, and the cemetery room containing failed projects. Most disturbing was the vision it shared of a "disjunction" event, showing two figures locked in combat within a lattice world: the evil Venger and the reformed sorcerer Venger, their battle somehow splitting the multiverse itself.
The automaton agreed to help the party fix the disjunction and led them through a blackened tunnel into a new chamber. As they entered, the very fabric of their beings began to unravel—Shadow's silver flame swarms drifted away from her as a massive spore creature manifested beside her, while Barlo's body erupted with purple dragon wings as a dark deep dragon emerged, declaring its desire to be free. Bastion's bronze dragon spirit attempted to break free from his back, its expression blank and unresponsive. The deep dragon turned hostile, biting Barlo despite his attempts at peaceful persuasion, while Calliope watched in jealous confusion as nothing manifested from her own form.
The party launched a desperate assault on the vision of Venger and Venger still locked in combat, their combined magical attacks tearing into the evil figure. Shadow fired arrows with deadly precision, Calliope summoned a swirling cloud of magical daggers, and Bastion unleashed searing rays of fire. Their efforts succeeded in destroying Venger, who disintegrated into atoms that scattered across the chamber. Venger, now freed from combat, urgently commanded the party to flee the room immediately.
Barlo led the retreat, running toward the exit while encouraging his companions to follow, his deep dragon trailing behind him. As Sas moved toward the hallway, her spore creature began to reintegrate with her being, the separation reversing as she left the chamber. Bastion attempted one final embrace with his bronze dragon before departing, then followed his companions to safety. The party successfully escaped the room, their spirits returning to them as they entered the hallway, leaving behind the strange chamber where the boundaries between self and spirit had so dangerously blurred.
Scenes
Entering the Mysterious Metal Chamber
The party, guided by the pixie Willowbrush, uses magic to breach a large metal door, revealing a vast, dark chamber. Willowbrush then departs, leaving the party to explore the unknown space.
- The party uses magic to create an opening in a large metal door, gaining access to a new area.
- Willowbrush, the pixie helper, informs the party he will disappear between combats and can be called upon if needed, then fades into invisibility and departs.
- Shadow attempts to cast Fairy Fire into the new room for light but is briefly turned to stone, slowing her movement to ten feet.
- Barlo illuminates the room with his magical lantern, revealing a large, open, metallic chamber with panels on the ceiling that emit a dim blue glow.
- The party cautiously enters the large, metallic room, noting its alien architecture and glowing blue ceiling panels.
- Shadow flies up on her broom to investigate a cold, glowing panel on the high ceiling, experiencing intense cold upon approach.
- The party observes the room's alien architecture, noting hexagonal metal panels and a lack of the usual crystalline oxidation on the metal.
- They identify a bright white doorway at the far end of the room, emitting a strong light.
- A ball bearing is tossed into the bright doorway, and a metallic sound suggests it hit something inside.
Discovering the Six-Armed Automaton
Bastion uses Arcane Eye to scout beyond the bright white doorway, revealing a pristine white room containing a large, motionless metal automaton with six arms.
- Bastion casts Arcane Eye to send an invisible magical eye through the bright white doorway.
- The Arcane Eye reveals a very white room containing a six-foot-tall, six-armed metal automaton with holes in its chest, a cape, and a hood.
- The automaton is motionless, with its head tilted downwards, and appears to be made of metal, possibly an alloy, without any glow.
- The party discusses the nature of the automaton, comparing it to warforged they have encountered before.
- Barlo leads the party into the large, open, and bright metallic room.
- They observe the six-armed automaton, described as shiny, clean, and sparkling, with gem-socket-like holes in its chest.
- Bastion feels a call to the Silver Hexameter, an item he previously identified.
- Shadow sends her Arcane Eye into one of the automaton's chest sockets.
- The Arcane Eye reveals metallic pipes and different metals inside the automaton, with a damaged, magically burned area where the hole starts.
- Bastion pulls out the Silver Hexameter, and its runes match some of the markings inside the automaton.
Exploring Strange Rooms with Arcane Eye
Shadow uses her Arcane Eye to explore a series of strange rooms connected by hallways, encountering a rebirth cocoon room with a skeleton, a room filled with holes, a surgical room with a reflective dome, a room with floating crystals, and a dark room with columns.
- Shadow sends her Arcane Eye into a hallway beyond the automaton's room.
- The Arcane Eye explores a first room, described as a 'rebirth cocoon room', containing a six-foot skeleton wrapped in rainbow colors, surrounded by candelabras, on a hexagonal floor with writing.
- Shadow finds the 'rebirth cocoon room' creepy and backs out the eye.
- The Arcane Eye then explores a second room, a 'Curiosios room', which is full of holes and shows signs of a past battle.
- Shadow finds this room unsettling and expresses a desire for others to check subsequent rooms.
- The Arcane Eye explores a third room, a large chamber with a reflective, dome-like ceiling, blue panels, a raised platform, and a hole, described as a 'surgical' area.
- Shadow finds this room 'decidedly less creepy' and becomes more optimistic about the remaining rooms.
- The Arcane Eye explores a fourth room, which is very large and contains numerous floating crystals of various colors and sizes, with a bowl-like depression in the center of the floor.
- Shadow notes the fourth room and wonders if the bowl-like depression connects to the dome from the third room.
- The Arcane Eye explores a fifth and final room, a very large, dark chamber with columns that extend from floor to ceiling, appearing like floating pens with encased contents.
Activating and Interrogating the Automaton
Calliope activates the automaton by placing a gem in its chest, causing it to awaken and communicate telepathically, revealing its purpose as an assistant to the spellweavers and its knowledge of the strange rooms.
- Calliope places a sapphire into the automaton's damaged chest, but nothing happens.
- Bastion offers a diamond, which Calliope places in her pocket.
- Calliope uses her Gem of Many Colors to activate the automaton, causing it to hum and emit warmth and cold.
- The automaton awakens and communicates telepathically with the party, identifying itself as a 'node' from the Realm of Dungeons and Dragons.
- The automaton reveals it was attacked and deactivated by Vecna, who took its 'heart' gem.
- The automaton describes its purpose as helping with rituals, cleaning, and creations for the spellweavers.
- The automaton explains the 'rebirth cocoon room' was for spellweavers to divide into six new forms, but the process failed, resulting in the skeleton.
- The automaton identifies the 'holes room' as a destroyed library.
- The automaton describes the 'cemetery room' with jars of spellweavers as a failed project.
- The automaton shows the party a mental image of a 'disjunction' event, depicting two figures (Venger and another) in combat within a lattice world, suggesting a multiverse-splitting event.
- The automaton mentions Jergal, the former god of death who keeps the names of the dead.
- The automaton reveals that Vecna erased all knowledge of the spellweavers.
- The automaton agrees to help the party fix the situation and put the spellweavers back together, leading them into a blackened tunnel.
Spirits Unleashed and Retreat
The automaton leads the party into a new room where their inner spirits manifest as physical entities, leading to a brief, chaotic encounter before the automaton urges them to retreat.
- The automaton leads the party into a new room, causing each party member's inner spirit to manifest physically.
- Shadow's silver flame swarms begin to drift away from her, and a large spore creature manifests next to her.
- Barlo's purple dragon wings manifest, and a deep dragon emerges from him, declaring, 'I think I'm becoming free again.'
- Bastion's bronze dragon spirit attempts to emerge from his back.
- The deep dragon from Barlo becomes hostile, looking at Barlo and the party.
- Barlo attempts to persuade his dragon not to fight, approaching it calmly with a persuasion roll of 22.
- Shadow readies an arrow and attempts to persuade the spore creature, which does not respond.
- Calliope feels jealous that nothing manifested from her and tries to interact with the spore creature, which ignores her.
- The deep dragon bites Barlo, dealing three piercing damage.
- Bastion attempts to convince his bronze dragon to re-bond with him, but it does not comply.
- Calliope casts Cloud of Daggers, targeting two figures (Venger and Venger) in a vision shown by the automaton.
- Shadow fires arrows at Venger in the vision, dealing 28 damage total.
- Bastion casts Scorching Ray at Venger in the vision.
- Bastion's simulacrum also casts Scorching Ray.
- The bronze dragon attacks.
- Venger in the vision takes damage and disintegrates, breaking apart into atoms.
- The automaton urges the party to leave the room, pointing back to the entrance.
- Barlo runs towards the exit, encouraging everyone to follow, and his deep dragon follows him.
- Shadow's spore creature re-integrates with her as she moves towards the exit.
- Bastion attempts to hug his bronze dragon before leaving.
- The party successfully exits the room and enters the hallway, with their spirits returning to them.
Memorable Moments
Shadow casts Fairy Fire and is briefly turned to stone, her walking speed reduced to ten feet before the effect wears off.
Attempting to illuminate the dark metal chamber, the spell backfires unexpectedly
"I think I'm becoming free again."
— Deep Dragon (Barlo's Spirit)
A dark purple dragon emerges from Barlo's body, declaring its independence
Venger is destroyed in the vision, breaking apart into atoms after being attacked by the party.
The party's combined attacks successfully eliminate one of the two figures in the disjunction vision
The automaton reveals that Vecna erased all knowledge of the spellweavers from existence.
During interrogation, the automaton shares a shocking revelation about the lich's actions
NPCs
Willowbrush
A pixie helper who guided the party to a metal door and then departed, fading into invisibility. He stated he would return if called upon and can be found when needed.
Hex Coda
A large, six-armed metal construct with a damaged chest, initially appearing as a motionless statue. Once activated by a gem, it communicates telepathically, revealing itself as a 'node' from the Realm of Dungeons and Dragons. It served as an assistant to the spellweavers, helping with rituals, cleaning, and creations. It was deactivated by Vecna, who removed its 'heart' gem. The automaton possesses knowledge of the facility's functions and history, and agrees to help the party fix the disjunction event.
Vecna
An evil lich, or a part of one, who attacked the automaton and removed its 'heart' gem, causing its deactivation. He is described as having one arm and one eye. The automaton confirms Vecna erased all knowledge of the spellweavers.
Jergal
The former god of death who gave up his divinity and became a secretary to the new god of death. He is revered by undertakers and priests for his role in the transition of souls and is known for keeping the names of the dead. The automaton mentions him in relation to hidden memories.
Demon Venger
One of two figures seen in the automaton's 'disjunction' vision, depicted in combat within a lattice world. He appears as an old, evil-looking individual wearing red garb with one horn. The automaton identifies him as 'meddlesome'. He is destroyed in the vision after being attacked by the party.
Paladin Venger
One of two figures seen in the automaton's 'disjunction' vision, depicted in combat with Demon Venger. He appears as a handsome gentleman, possibly a paladin or buff wizard. He is later identified as a character who 'turned good' and disappeared. After Venger is destroyed, he urges the party to leave the room.
Whitescar, Deep Dragon (Barlo's Spirit)
A dark, purple-looking dragon that manifests from Barlo's body in the Room of Manifestations. It expresses a desire to be 'free again' and becomes hostile, biting Barlo before following him out of the room. It is described as an 'evil creature from the underdark'.
Reginald, Bronze Dragon (Bastion's Spirit)
A large bronze dragon spirit that emerges from Bastion's back in the Room of Manifestations. It appears confused and has a blank expression, not responding to Bastion's attempts to persuade it to rejoin him.
Spore Creature (Sas's Spirit)
A large spore creature that manifests next to Sas in the Room of Manifestations. It does not respond to Shadow's attempts to persuade it and later re-integrates with her as she leaves the room.
Owlbear Spirit Creature (Shadow's Spirit)
The swarm around Shadow became their own singular form.
Locations
Realm of Dungeons and Dragons
The current realm the party is in, featuring a large metal door leading to an unknown, alien-structured interior. The automaton identifies itself as a 'node' from this realm.
Large Metallic Chamber
A vast, open room with alien architecture, metallic panels, and dim blue glowing lights on the ceiling. The room is constructed of large, hexagonal metal panels that do not show signs of crystalline oxidation. It contains a bright white doorway leading to other areas.
Automaton's Chamber (White Door Room)
A very white, echoey room containing a large, six-armed metal automaton with holes in its chest, a cape, and a hood. It emits bright light from its doorway and serves as the central hub for accessing other rooms.
Rebirth Cocoon Room
A room containing a six-foot skeleton wrapped in rainbow colors, surrounded by candelabras, and featuring hexagonal floor tiles with unknown writing. The automaton identifies this as a place for spellweaver rebirth, where they would divide into six new forms, but the process failed.
Holes Room (Destroyed Library)
A room full of holes throughout its walls, showing signs of a past battle. The automaton reveals this was once a library that was destroyed.
Reflective Dome Room
A large room with a reflective, mirror-like dome, blue panels on the ceiling, a raised platform, and a hole behind it. It resembles a surgical or operational area.
Floating Crystals Room
A room with various colored crystals (red, orange, yellow, blue, green) of different sizes floating in the air, with a bowl-like depression in the center of the floor.
Columns Room
A very large, dark room filled with columns that extend from floor to ceiling, appearing like floating pens, some encased in glass.
Cemetery Room
A room containing jars of spellweavers, described by the automaton as where they 'wait'. It is identified as a failed project.
Room of Manifestations
A room entered by the party where their inner spirits and connections physically manifest, including dragon spirits and swarms, leading to a chaotic and tense situation. The party's spirits separated from them in this room before they retreated.
Blackened Tunnel
A tunnel with hexagonal tiles, entered by the party after the automaton agrees to help them, leading to the Room of Manifestations.
Items
Barlo's Lantern
A magical lantern filled with oil that Barlo uses to illuminate dark areas. It shines bright light for 30 feet and dim light for another 30 feet, and reveals hidden and invisible creatures or objects touched by its light.
Silver Hexameter
Pieces of metal with hieroglyphs, connected by a metal cord. Bastion previously identified it and feels a call to it in the automaton chamber. Its runes match markings inside the automaton.
Ball Bearing
A small, spherical object used by Shadow to test the bright doorway, which bounced off an unseen wall inside the automaton's chamber.
Blue Sapphire
A gem Calliope attempts to use to activate the automaton, though it doesn't immediately work.
Diamond
A gem belonging to Bastion, which he offers to try and activate the automaton.
Gem of Many Colors
A rare gem belonging to Calliope that shifts to one of several magical effects, including gaining advantage on a saving throw, restoring hit points, or casting Color Spray. It is successfully used to power the automaton, causing it to hum and emit warmth and cold.
Spells
Fairy Fire
A spell cast by Shadow to illuminate a dark room. Its initial casting briefly turned Shadow's skin to stone, slowing her movement to ten feet, before its effects dissipated after a minute.
Arcane Eye
A spell cast by Bastion and Shadow to create an invisible, magical eye that can scout ahead through doors and into unknown rooms, allowing the party to observe areas without physically entering them. It was used extensively to explore the various rooms beyond the bright doorway.
Cloud of Daggers
A spell cast by Calliope that creates a swirling cloud of magical daggers in a five-foot cube. It was used to attack the two manifested figures (Venger and Venger) in the Room of Manifestations.
Scorching Ray
A spell cast by Bastion and his simulacrum, firing multiple rays of fire at Venger in the vision within the Room of Manifestations.
Classic
Last we left off, our intrepid party ventured deep into an alien metallic complex, guided by the enigmatic pixie Willowbrush. After breaching a massive door, they discovered a chamber of otherworldly architecture—hexagonal panels glowing with eerie blue light and a pristine white room housing a six-armed automaton. Through careful investigation and Shadow's magical reconnaissance, they uncovered the remnants of an ancient civilization: rebirth cocoons, a battle-scarred library, surgical chambers, and rooms filled with mysterious crystals. When Calliope activated the dormant construct with her Gem of Many Colors, it revealed a terrifying truth—this place once belonged to the spellweavers, and Vecna himself had attacked it, stealing its heart gem and leaving destruction in his wake.
The automaton shared a vision of catastrophic importance: a "disjunction" event caused by the battle between the evil Venger and the reformed sorcerer Venger, their conflict literally splitting the multiverse itself. Leading the party to repair this fracture, the construct brought them to a chamber where reality itself began to unravel. Shadow's silver flame swarms manifested as a massive spore creature, Barlo's body erupted with purple dragon wings as a hostile deep dragon emerged and attacked him, and Bastion's bronze dragon spirit struggled to break free. In this nightmarish space where the boundaries between self and spirit dissolved, the party launched a desperate assault on the battling figures.
Through combined magical fury—Shadow's deadly arrows, Calliope's swirling daggers, and Bastion's searing fire—they succeeded in destroying Venger, his form disintegrating into scattered atoms. The freed Venger urgently commanded them to flee, and the party raced toward the exit as their separated spirits began reintegrating with their bodies. Now, having escaped the chamber with their beings restored and the disjunction partially mended, the party finds themselves in the hallway, uncertain what consequences their actions may have unleashed upon the multiverse...
Snarky
Welcome to the episode where the party discovers that ancient alien technology and existential body horror go together like peanut butter and "OH GOD WHY IS MY SOUL LEAVING MY BODY." Guided by their pixie buddy Willowbrush (who immediately peaced out with a "call me when you need me" energy), they breached a massive metal door and stumbled into what can only be described as a sci-fi dungeon that someone forgot to tell was in a fantasy campaign.
Shadow got briefly turned to stone for trying to cast Light like a responsible adventurer, because apparently this place runs on different physics and punishes basic dungeon etiquette. They found a six-armed metal automaton that looked like a warforged's weird cousin, and naturally Calliope decided to jumpstart it with her Gem of Many Colors because what could go wrong? Turns out: VECNA happened here. The lich had already ransacked this place, which explains why everything looked like a cosmic horror IKEA after a going-out-of-business sale.
The automaton gave them the full tour of nightmare rooms: a rebirth cocoon chamber (because apparently spellweavers reproduce by mitosis into six new bodies—totally normal), a destroyed library, and a "failed projects cemetery" that definitely doesn't foreshadow anything ominous. Then it showed them a vision of Venger and Venger literally breaking the multiverse with their battle, which is the kind of lore drop that makes you go "wait, OUR problems are because two guys couldn't settle their beef like adults?"
But the REAL fun started when they entered a chamber that decided "you know what this party needs? FORCED SOUL SEPARATION." Shadow's silver flame swarms manifested as a massive spore creature, Barlo sprouted purple dragon wings while a deep dragon ripped itself out of him (and immediately bit him because of course it did), and Bastion's bronze dragon tried to escape his back with all the emotion of a Windows error message. Calliope got NOTHING and had to watch everyone else get cool/horrifying spirit animals, which is honestly the most relatable jealousy in D&D history.
The party responded to this existential crisis the only way adventurers know how: MURDER THE PROBLEM. They absolutely demolished the vision of Venger with arrows, magical daggers, and fire rays until he disintegrated into atoms, freeing Venger who immediately yelled "GET OUT OF THIS ROOM RIGHT NOW." They ran like their lives depended on it (because they did), their spirits reintegrating as they escaped, leaving behind the chamber where the game briefly became Cronenberg's D&D. Nothing says "successful dungeon crawl" like your soul trying to file for divorce from your body.
Middle English
Harken well, ye brave and bolde,
Of heroes true whose tale be tolde;
Through metall'd door they ventured deepe,
Where ancient secrets darkly sleepe.
Fair Willowbrush, the pixie guide,
Did fade from view and step aside;
Poore Shadow turn'd to stone most grim,
Till Barlo rais'd his lantern dim.
They found a construct, six arms strong,
Silent, still, awaiting long.
The Silver Hexameter did shine,
Its runes did match the golem's signe;
Fair Calliope plac'd her gemme so bright,
And woke the node to speak of blight.
'Twas Vecna's hand that struck it downe,
And left this realm without renowne.
The node did show a vision dread—
Of Venger vile and Venger's stead,
Their battell tore the world in twaine,
And split the realms with grievous paine.
Through chamber dark our heroes went,
Where spirits from their bodies rent.
With arrow, flame, and magick's might,
They struck downe Venger in the fight;
Then Venger call'd, "Make haste! Away!"
And so they fled without delay.
Their spirits whole, they reach'd the hall,
And thus escap'd that cursed thrall.
Limerick
Through metal doors they ventured with care,
Where Willowbrush vanished into the air.
Poor Shadow turned stone,
In hexagons shown,
A chamber both alien and bare.
An automaton stood with six arms,
Its chest full of sockets and harms.
With Silver Hexameter,
And gem as parameter,
It woke with telepathic charms.
The node spoke of Vecna's dark deed,
Of spellweavers' fall and their creed.
Showed Venger and Venger,
A multiverse danger,
Their battle made reality bleed.
In the chamber their spirits broke free,
Shadow's swarms and Barlo's dragon to see.
They attacked the vision,
With deadly precision,
Till Venger was dust, scattered free.
As Venger cried "Flee!" they all ran,
Their spirits returned as they began.
Through hallways they raced,
Their wholeness embraced,
Escaping the disjunction's dark plan.
Exported from GMAssistant on 2026-08-16