Episode 34







📣 Opening & Housekeeping
- Peter welcomed the group warmly, noting that this is Session 34: "Two Weeks", and celebrated over a year of steady play (34 sessions!).
- He confirmed all players were present and consenting to recording.
- There was playful background commentary about the three doodles (dogs): Missy, Maya (particularly vocal!), and Tilly. The group laughed about Maya’s contributions to the soundscape.
🎲 Recap of Last Session
- They discussed the previous session involving a poker-like dice game.
- This game used dice to simulate cards, featuring bluffing, cheating, and strategy mechanics.
- Stakes included the staff of the wraith and securing the miners' help to repair the ship.
- The group won cleanly, ensuring the miners would work on the ship.
- Molly played a dwarf character during that session (not her main), and there was chatter about which players participated and how it played out, including who was "last dwarf standing."
🧒 Training the Kids
- The group briefly recapped working on training the children from town (mentioned: Hopper, Ember, Lunis, Whittle, and Pip).
- The kids were getting some skills training, and they discussed character development moments, including quirks and references to them looking a bit like certain anime or game characters.
🌄 Starting the Day
- The session transitioned to the following morning, Sunday the 8th of Rising Blooms.
- Everyone gathered at the Rusty Cog tavern.
- Peter explained downtime wouldn’t be played day by day, but rather interwoven in an open-ended two-week stretch.
⚓ Ship Check & Priorities
- Shadow asked to check on the ship’s status, but Peter suggested putting that on hold to give other characters a chance to advance their down-time narratives following the card game.
🐸 Brynn’s Plans
- Brynn (Karissa) wanted to check on Hobinka, her frog companion, currently kept at the church.
- Brynn suggested HJ join her, promising to share tips about Merra (Ephemera): what she likes and dislikes.
- Brynn offered to help guide HJ through town and share local knowledge.
🍳 Marjorie’s Skillet Mastery
- Marjorie had been practicing using her magic cast iron skillet, creating baked goods with extra effects.
- She arrived at the Rusty Cog, proudly distributing her new batch of skillet treats to everyone before leaving.
🏛️ Heading to the Arcane Asylum
- The group decided to check Merra’s shop (the Arcane Asylum) first.
- They found her two undead ravens (Caws and Effect) perched by the door and a note pinned with a dagger.
- Brynn tried to read the note (rolled a 9, failed), but Voscheck helped and successfully deciphered it with a 16.
- The note read: "I’m not here. I’m at the church."
- The ravens chimed in with commentary:
- "Merra gone! No poking in drawers!"
- "Touch her vials and die!"
- "She said, behave! We don’t think you will!"
💀 Aubrey’s Gilding Reminder
- Aubrey remembered she had a skull to gild for Merra.
- The group discussed whether to do it now, but Aubrey decided not to disturb Merra’s workspace without her present.
⚰️ Discussion: Church & Graveyard Visit
- Brynn suggested heading to the church since Merra was there, and Hobinka would be, too.
- HJ mentioned wanting to speak to Shaina Hallidae, who Aubrey recognized with intense anger.
- Abrey explained Shaina was the person who sent them to Barovia and described her as possibly having a "twangy accent," wearing a big hat. HJ confirmed it was the same woman he’d seen in the graveyard.
💢 Aubrey’s Rage
- Aubrey struggled to hide her fuming rage toward Shaina.
- The group unpacked the history: she went to Barovia to find Shaina’s father ("the Mad Mage"), visited an insane asylum, encountered a creepy doll, ended up in a boat, then in fog… finally in Barovia… and died repeatedly during that journey!
- Aubrey discussed finding a locket that had housed the Mad Mage’s cat familiar, which she left behind in Barovia.
- Brynn and others questioned Shaina’s motives and whether Aubrey and her companions had been set up.
🧥 Aubrey’s Cloak
- Brynn called out something peculiar about Aubrey’s cloak from Barovia, which she only started wearing recently despite peer pressure from her friend Umbra while whe was in Barovia.
- The group joked about the potential curses or consequences of mysterious items from creepy manors full of cultists.
- Ultimately, the true nature of the cloak wasn’t discussed.
🍍 Support Codes & Planning
- The group discussed whether Aubrey would be able to control her rage if they met Shaina, offering support and suggesting code words.
- They joked about using "pineapple" as a code word if Aubrey needed backup.
🪦 Graveyard Check
- They stopped at the graveyard, encountering two young goblins picking slugs off gravestones.
- The goblins hadn’t seen Shaina recently, having just arrived that morning to collect dew-fresh slugs. The last time Shaina was here was several days ago. She could be anywhere if she’s still in town.
- HJ offered a grub to the goblins as a friendly trade.
🐸 Quiet Conversation on Gilli’s Pact
- While at the graveyard, Brynn and Marjorie had a private discussion about Gilli’s infernal pact timeline.
- They estimated there was about one month left before Gilli’s deal came due.
- They debated whether to bring it up now or after seeing her, ultimately deciding to check in gently first.
⛪ Arrival at the Church
- On the way to the church, they saw townsfolk with fresh bandages leaving the building, hinting at ongoing recovery.
- Brynn asked about separating the wounded from those infected with Ringspawn.
- Peter explained infected individuals are euthanized or left town immediately (depending on the severity) and usually willingly, while regular injuries are treated at the church, which now feels more like a busy hospital than a temple.
🏥 Inside the Church
- The party entered the main chamber of the Church of the Triune, transformed from a serene holy space into a chaotic field hospital. - The room reeked of antiseptic, potions, herbs, blood, and incense meant to ward off corruption.
- Makeshift cots lined the chamber in chaotic rows.
💔 Scenes of Injury
- Light from stained glass windows fell across:
- Sweat-drenched soldiers.
- Commoners with severed limbs or limbs slowly regrowing through magic.
- A young guard trembling with shell shock; a half-elf cleric pressed fingers to his forehead and gently put him to sleep before moving on.
- An old fisherwoman groaning as a cleric struggled to repeatedly heal her shredded leg, with partial success.
✨ Gillian’s Condition
- Gilli, head cleric, was overseeing everything:
- Wearing simple brown and white robes ("Obi-Wan" style), not her usual armor.
- Covered in blood, sweat, and grime.
- Clearly spell slots long exhausted, relying on potions and herbs, guiding less experienced clerics in proper healing incantations.
- Her robes designed to hide stains, her hair soaked and matted.
- Despite exhaustion, her voice remained strong and commanding.
- A tabby cat watched all from a sunlit window, looking calm and knowing.
🗣️ Looking for Merra
- The group scanned for Merra but saw no sign of her.
- When asked, a half-elf cleric directed them to Gillian, hinting that Merra wasn’t "ready yet."
💬 Conversation with Gillian
- Gilli explained Merra was below the church in a sealed crypt:
- After battle trauma, Merra fell into an "abyss" — not feral, but lost in obsessive necromantic spiraling.
- She had asked Gillian to lock her away for everyone's safety.
- Gilli held out an iron key, explaining they’d need to:
- Carefully release arcane wards.
- Unlock physical barriers.
- Manage Merra’s mental state upon awakening.
- Gilli was physically and mentally drained after ~48 hours straight of battle and triage without rest.
- Her warhammer (still with bits of brain stuck to it) leaned by the pulpit; she hadn’t yet cleaned it since the battle.
🧎 Helping Gillian Rest
- Marjorie persuaded Gillian to rest (Persuasion check: 15 with advantage).
- Jillian almost fainted at the thought of rest, accepted help, and leaned heavily on Marjorie.
- Sister Irvina, a stout dwarven "battleaxe" cleric, took over leadership. She teased Jillian for only listening to Marjorie after ignoring repeated urgings from the staff.
- Gillian, cracking a weary smile, agreed to go rest.
🧹 Marjorie’s Care
- Marjorie escorted Jillian to her quarters:
- Jillian’s room was a mess — like a teenager’s: dirty dishes, laundry piles, general chaos.
- Marjorie used Prestidigitation to clean spots, air out the room, and tidy up just enough to allow restful sleep.
- She pressed Jillian’s bedding clean, and prepared the space quietly but affectionately.
- Jillian gave Marjorie the steel key before collapsing into bed.
🗝️ Jillian’s Final Guidance
- Jillian indicated she might help with Merra in a day or two after resting, but confirmed the group could also handle it themselves sooner.
🐝 Voscheck’s Mysterious Visitor
- Meanwhile, outside the church:
- Voscheck noticed a figure leaning on a beehive, whittling wood.
- The figure transformed the wood into cards, flipping them expertly — revealing himself as Malakaz.
- Malakaz offered to become Voscheck’s new patron, explaining Voscheck’s current patron was withdrawing influence and wouldn’t support him beyond level 7.
- Voscheck understood that to accept Malakas's offer, his current patron's pact would need to be formally dissolved — something beyond his power alone.
- Malakas hinted at arranging a conversation with the existing patron, suggesting Voscheck consider new terms.
- He parted with a crass joke, referencing the divine cat ("Nothing distracts like pussy"), and walked away.
🐱 The Cat’s Reaction
- Voscheck messaged the tabby cat to confirm it had heard the conversation.
- The cat rolled over, exposing its belly, conveying a resigned, exasperated "ugh, another asshole" feeling rather than words.
🛌 Jillian Tucked In
- Marjorie tucked Jillian into bed, and left her to rest.
- Before falling asleep, Jillian gave Marjorie a final blessing: "You're gonna need this" (the steel key).
⛪ Hobinka Check-In
- While this happened, Brynn slipped away to check on Hobinka, her frog friend.
- She found Hobinka laid out in a private back room below the church, preserved in a state of suspended death via repeated Gentle Repose.
- The infection that killed Hobinka was also frozen in stasis, neither advancing nor retreating.
🙏 Brynn’s Prayer
- Brynn decided to pray — not to her usual deities (Pawelos or Pauline), but instead to Paelev, seeking a miracle to bring Hobinka back and expressing deep emotional conflict.
- As she prayed, she removed her plague mask, emphasizing the vulnerability and personal nature of the moment.
- She offered herself or a future favor in exchange for Hobinka’s return to life.
- After finishing, Brynn stood, donned her plague mask, and waited silently for a response.
🐱 Visit from the Cat
- The tabby cat entered, jumped onto the plinth, sniffed Hobinka, and lightly bit her hand.
- The cat's eyes glowed green as it spoke aloud, saying:
- Brynn was "praying to the wrong guy" in this house, implying balance issues.
Brynn replied she had tried other deities already and felt desperate enough to try Paelev.
- The cat, aloof and sarcastic, explained that stealing a soul from death would "piss off" her brother (a reference to the triune gods).
- Brynn offered a fish she had in her pack, which the cat accepted with mild amusement before leaving.
- Brynn then made a symbolic blessing over Hobinka, more heartfelt than religious, before putting her mask back on and leaving the room.
🛡️ Return to Main Chamber
- Brynn rejoined the party in the church’s main room.
- By this point, most patients were stable and no longer in immediate danger.
🗝️ Discussion Before the Crypt
- The group discussed preparations to descend and free Merra from the steel box below the church.
- They inventoried comfort items:
- Chocolates
- Water (Brynn remembered seeing her drink water at the Rusty Cog)
- Smut novels (Infernal language, requiring translations and dramatic "audiobook" style performances)
- Aubrey and HJ had an amusing exchange about reading Infernal aloud.
- Plans were made to use these items to help coax Merra back to herself gently if she emerged disoriented or aggressive.
📖 Book Discussion & Comedic Bits
- There was comedic banter about how exactly to use the smut novels:
Magic Mouth spell to "narrate" the book in a dramatic or comedic fashion.
- Party joked about picking the "spiciest" page.
- They discussed safe words ("pineapple") in case they needed to intervene quickly.
🌀 Heading Down
- They decided to head to the crypt:
- Passed through a basement storage area filled with wine casks, crates, and supplies.
- Descended further down a spiral hallway into the underground crypt.
⚖️ Arrival at the Steel Box
- In the final chamber, they found a large, cube-shaped steel containment box:
- Not coffin-shaped, but a big cube, almost like a large industrial freezer.
- Covered with arcane runes (glyphs of warding) and heavy mechanical locks.
- The runes were dangerous, designed to punish tampering rather than simply sealing.
- The key Jillian gave them was needed for the mechanical aspects, but the wards had to be deactivated carefully.
💨 The Mysterious Hole
- They noticed a large, dark hole nearby, about six feet wide, with smoke and a faint sulfurous smell.
- The hole seemed roughly dug recently by some large burrowing creature.
- Occasional sounds of something big breathing heavily and snoring echoed up.
🦶 Tracks and Investigation
- Brynn examined the ground and found large paw prints near the hole, implying a massive burrowing creature.
- She realized the prints were fresh, only a day or so old.
- The party debated whether this creature might be dangerous if woken up, concluding they should try not to disturb it.
🔮 Arcane Analysis
- Aubrey analyzed the glyphs:
- She determined they required being read backward and "unwoven".
- The traps would go off if anyone simply tried to brute force the box.
💡 Deception Plan
- Marjorie suggested using Feign Death on herself to appear dead and infected, thinking this might "snap" Merra back to focus if she saw someone "infected."
- Others worried Merra might harm or want to dissect Marjorie in that state, so they discussed backup contingencies like Spare the Dying.
🦅 Ravens Arrive
- Caws and Effect, Merra’s ravens, arrived and perched just outside the room.
- They gave cryptic warnings, including:
- "Careful! She hates messy stitches. Precision!"
- The ravens appeared ready to help if Merra emerged erratic.
🔦 Final Preparations
- The group entered the room stealthily, using Pass Without Trace to avoid disturbing the sleeping creature below.
- They checked the hole more closely:
- Brynn rolled well and noted signs of a large burrowing animal, but no clear exit trail.
- The group prepared for possible trouble, whether from Merra’s mental state or the lurking underground creature.
💥 Realization About the Burrowing Creature
- They connect that two days prior, the town used massive underground explosions to collapse tunnels.
- The group realizes these disturbances probably woke or displaced the large burrowing creature now resting below them.
- No one is keen to wake it — everyone agrees to be as quiet as possible.
🕷️ Stealthy Recon Mission
- After comedic debate about what creature form to take (spider? cow? crab? dolphin?!), Marjorie ultimately wild shapes into a tiny spider.
- Despite disliking spiders, she does it for the team, imagining “roller skates on all eight legs” 🕷️✨.
- She crawls quietly down the burrow (stealth roll: 17 + Pass Without Trace).
👁️ Creature Description
- She finds a huge creature sleeping in a rough, sulfurous tunnel:
- It resembles a monstrous mix of armadillo, alligator, and dragon.
- No signs of prey, bones, or food — just the creature resting. Seems like it’s just passing through and took a break along its way.
- Marjorie messages up a vivid, comedic description: “like an armadillo and an alligator had an affair they shouldn’t have had.”
- Party consensus: Leave it alone and don’t poke it.
💬 Plan to Deal with Merra
- They reaffirm that the top priority is freeing Merra — carefully and quietly.
- The group jokes about stuffing chocolate in her mouth to keep her from screaming.
- Pass Without Trace continues active to keep everyone stealthy.
🔑 Approaching the Box
- They discuss the arcane wards on the large steel box containing Merra:
- Aubrey steps up to read and deactivate the arcane runes, with help from the party.
- Series of Arcana checks (25, 16, 23): Aubrey successfully disables the three main glyph wards.
- When the final ward is removed, a new set of divine glyphs appear, glowing a warm golden yellow.
💡 Divine Glyphs Analysis
- The new glyphs are religious seals, not arcane.
- They are designed to contain Merra’s unstable "abyssal" energy, even as the box is opened.
- These seals must be kept “stable” with intention, faith, and focus — or else Merra’s traumatized energy could leak out into the room.
🔍 Reading the Divine Seals
- After discussing who might best interpret them, Aubrey steps up despite not being particularly religious.
- With a Religion check (17), she deciphers that:
- The divine seals don’t prevent the box from opening but maintain a barrier to contain her tortured spirit and mind from escaping until she stabilizes.
- Their stability depends on the faith and focused intention of those present while opening.
💬 Group Discussion: Who Should Do What
- They discuss whether Marjorie should pretend to be dead again (Feign Death) to help calm Merra, ultimately dismissing this as not useful.
- Concerns arise about needing to keep the divine field stable during opening rather than relying on trickery.
- They prepare emotional and mental focus to stabilize the field when opening — a sort of "prayerful intent" rather than a literal spell or prayer.
⚡ Party Dynamics & Character Beats
- Comedic moments abound:
- More jokes about "whispering smut" or reading spicy novels to Merra to distract her.
- Jokes about "stealth cows" and other absurd animal forms.
- Some tension around reliance on concentration spells and overlapping effects (notably Pass Without Trace).
- Aubrey prepares Mage Armor (described as feathery motes swirling and enveloping her).
⚔️ Preparation for the Divine Seal Bolstering
- The group realizes Merra knows everyone here; they agree that pretending to be dead might traumatize rather than help.
- Mechanically, they need three strong support actions to bolster the divine field as they open Merra’s box.
- Players can use Religion checks — or anything else they can justify as bolstering the divine field.
🙏 Bolstering Attempts
✔️ Voschek's Persuasion
- Voschek uses a Persuasion check to appeal to the divine field through his connection with Merra, emphasizing shared magical interests.
- Roll: 23 — Successful. A warm glow strengthens one side of the field.
✔️ HJ's History & Mercy Amulet
- HJ uses shared personal history and the Mercy Amulet (a powerful religious artifact) to bolster the field.
- Roll: 20 — Successful. Another side strengthens, and a divine sphere starts to form.
✔️ Bryn's Prayer + Grimoire
- Bryn uses an old plague doctor’s grimoire, praying to Pauline (the goddess of balance) while holding her plague mask.
- Roll: Initially a 1, then rerolled to a Natural 20 + Medicine bonus for 27 — Massive success.
The sphere now becomes radiant, forming an orrery-like divine shield encompassing them and the box.
💥 Dangerous Slip
- Voscheck momentarily loses focus (failed CON save), causing the field to collapse briefly.
- A dark wisp escapes, snuffs a torch, and deepens the shadows nearby.
- Voscheck reestablishes the field just in time (24 roll), preventing a major disaster.
🗝️ Unlocking the Box
- Three mechanical locks remain.
- Roll sequence:
- First lock: Sleight of hand 16 — success.
- Second lock: Natural 20 — perfect.
- Third lock: Almost fails, makes a loud screeching noise.
- The group listens — they realize the snoring creature below has stopped, but no immediate attack occurs (yet).
💀 Opening the Box
- Box opens quietly thanks to oiling and Pass Without Trace.
- Inside: A horrifying “bony throne” resembling a hybrid between a dentist chair and a torture rack.
- Merra is strapped, mouth open in a silent scream, eyes wide, catatonic.
- Abyssal whispers swirl out: “Harvest, perfection, all things rot...”
- She is deeply lost in a dark, broken mental state.
🧠 Saving Merra
🥀 Aubrey’s Reading
- Reads aloud from her smut novel in Infernal to recreate her safe, personal mental space.
- Roll: 24 (History) — Her eyelids flutter, abyssal strands slow.
🐦 Animal Messenger (Marjorie)
- Uses Animal Messenger on Caws (the raven) to deliver chocolate and a sweet, encouraging message.
- Roll: 22 (Survival) — Successful; Merra accepts the chocolate, starts flexing fingers, abyssal strands retract further.
🍵 Offering Tea (Shadow)
- Offers tea, persuading her to rejuvenate body and soul.
- Roll: 20 (Persuasion) — Successful; final soul fragments absorbed, she returns to herself.
🗣️ Merra Revives
- With each step, her mental state stabilizes.
- Opens her eyes, recognizes the group: "I could fix your face so much better..." (her morbid humor returns!).
- Demands to be released from the chair — she is back, albeit still intense and macabre.
🕯️ Final Actions
- Divine glyphs dissolve like liquid gold, falling silently.
- The dark corner grows menacing, but they quickly prepare to leave before anything emerges.
- The creature below remains in a fragile sleep…
🎁 Merra Freed
- They unstrap Merra and prepare to exit.
- Both ravens perch on her, protective and loyal.
- With Merra freed, they now gain access to her shop and can gild the skull they came for.
✨ Session Wrap-Up
- The group chooses to stop for the night before working on the skull.
- DM notes how close they came to triggering combat — through careful planning and creativity, they avoided it entirely!
- Session ends with high spirits and relief.