The Stranded – Session 09


With the Ogres defeated, the company returns to the Myconoids to report their success. The Myconoids hold up their end of the bargain and provide the company the spores they requested. The Myconoids offer the company a place to take a rest after the deadly battle against the Ogres. While in the camp, Silas examines the necklace he took from one of the Ogres and realizes that it is a Pendant of the Water Weird, which has three remaining charges of summoning a Water Weird from the Plane of Water to aid whomever controls the pendant. It is clear there is no way this Ogre owned this – a more likely scenerio is that he killed a Wizard for it, or the wizard who collected the dead or dying down here (see Session 07, Pumar Stargaze, specifically). Or perhaps the evil Wizard used it as payment to the Ogres to collect things for him…

Aram gives Diipllodocus and Trinket, each a magic dagger that he found in the Pit of Despair (see Session 7 again). He explains that when he picked them up in the pit they were glowing, though he did not know why. He was able to translate some of the Dwarven runes which read There And Back Again.

They agree they need to help the Banshee in the Pit of Despair and in turn she had said she would help them. Making their way back towards the Pit of Despair, which is a long, treacherous trek from the Myconoid camp – the party is ambushed twice by the Duergar who are looking for them, as they’re escaped slaves (see Session 06). They manage to elude the Duergar. They manage to finally get back to the bottom of the Pit of Despair, where the Banshee, appears again, pleading for her husband’s necklace.

Esinda Silvermane, the Banshee who desperately wants the necklace of her slain husband, Edonaris Silvermane

Aram explains they found Edonaris’ remains but his necklace was not there, but his sword was recovered. Esinda explains that the blade was forged by Dwarven Smiths, specifically to smite giants, for a war was brewing. She explains that she and her husband entered the Slave Mines of the Duergar to find their son and daughter, and slave the Duergar King for these atrocities, but they were betrayed and captured and put to death.

It takes some effort – yet again – for most of them to ascend the cursed rope of the Pit of Despair (Flint, suffered considerably), but eventually the entire party. Bronk had tried to use Lay On Hands and discovered that the effects of the Hollowing (which Aelith had just warned about) affected any form of magic. Though Bronk had managed to heal Flint, he also soon found his body transformed – his gender swapped! However, knowing that they were going to track down a male Bugbear, the party quickly thought – this might work out to their advantage. They ventured to where Aelith had first heard the Bugbear speaking to something she could not see, down the right passage from the Pit of Despair (see Session 7 again). Bronk, as a female decides to go that way – she spots the male Bugbear, about 60′ down the passage way, having heard him speak in Goblinoid, “Prepare for the attack” though it was no immediately visible whom the Bugbear was talking to.

At some point, the flirting conversation becomes uncomfortable for Bronk, as it’s clear this Bugbear Chief can tell a female Bugbear not tending to the whelps was definitely out of place – and he could smell the scent of Elves on this female; and knew that the escaped slaves included at least one elf. The male bugbear sprung the attack – unleashing three Gricks, which, when motionless are impossible to tell from regular stone!

Bronk was forced to retreat; but even as he drew closer to his companions, hoping they’d rush out sooner, he succumbed to his wounds and lay bleeding just as his companions ran around the corner. Aelith tried to do magic, but found herself being attacked by a Doppelganger of herself, summoned by the wild magic of the Hollowing; the two toppled to the ground, now making it impossible to tell which one was the real Aelith.

The other battle with the Bugbear and the Grick continued, with Azula casting Faerie Fire, but due to the Hollowing, she indirectly targeted Silas instead, which he did not avoid, causing his body to glow purple. She then rushed out, trying to help Bronk, but being taken out as well. Aram rushed out next, also to fall to the Gricks. The battle raged on and Silas finally summoned the Water Weird, expending one of the three charges. The effect encased his feet in stone as an effect of the Hollowing but the Water Weird rushed forward to engage with the Bugbear. After a long drawn out battle, the Water Weird proving to be an exceptional assistance, keeping the Bugbear – the Bugbear was finally defeated and the last remaining Grick fled and one of the Aelith’s lay slain – but was it the correct Aelith or was it the Doppelganger?

Trinket races Aram to the Bugbear’s body and snatches the necklace. She then gives it to Silas to fly it down to the Banshee in the Pit of Despair so that none of them have to climb down there and give it to her. She reveals that she knows a secret way out that her and her husband had discovered when they’d come here to try and find their son and daughter. She leads Silas to this – and this takes an hour to do. Silas follows her and then flies back as quickly as he can to share this with the others. The others make their way down the rope of the Pit of Despair (some taking the short cut of falling, as seems to be tradition in this Pit).

Within the vents, Trinket took the lead – thirty minutes, belly crawling through the vents – Trinket heard several of the Dwarven Slavers mention they’d need to leave the treasure chamber unguarded so that they could assist in looking for the escaped slaves. Trinket peers through the small vent and sees a room full of treasure…

She somehow resists the urge to open the vent and climb into the room to load her pockets and purses with the gold that called to her name and the gems that flickered like stars in her eyes. They press on and a short while later, finally manage to escape the confines of stone and entered the haunted forest known as The Jade Forest.

The Jade Forest has a long and tragic history – all of this lore developed from another campaign – see their Session Notes: Session 04 when they were given the quest to save the Dryad and decided to fight bandits and Session 05, where they see their delay caused them to fail in their mission and the Dryad is slain! Fun note, in yet another campaign that group traveled back in time to stop another Paladin who traveled back in time to prevent that from happening! See their Session 62 notes for that! More to that – that same group was tricked by a Hag at the Ancient Tree – their Session 7 and Session 8! The slain hag would rise again as a spirit and torment yet another campaign – see their Session 12 and Session 13! All this to say, the actions of a party matter in my campaign! Now where was I? Oh, yes Burlap telling the story of the Ancient Tree…) Because of their foolish actions and succumbing to their greed – the cultists were able to complete their ritual and release the fallen angel back into the world… and not only that, with Danela slain, the Unicorn Starhorn had tried to come to her aid – and the fallen angel, Verastin – broke off the Unicorn’s horn and plunged it into the Unicorn’s Heart – changing it from a beautiful, majestic beast, to a literal Nightmare!” (You can see the transformation in those Session 62 notes!)

Flint was able to quickly find where Displacer Beasts had been nearby. They tracked it to a small cropping of stone. Silas flew up to investigate – only to be pounced upon by a Displacer Beast!

Displacer Beast, Artist Credit: https://www.artstation.com/martabg_art

The Company battles the Displacer Beast, and after yet another hearty battle, the fight is won and Aelith skins the Displacer Beast, knowing full well that if someone tans the hide of a Displacer Beast quick enough, it can be crafted into a nice item known as a Cloak of Displacement. She attempts to keep it, claiming she’d not successfully skinned it and that they will need to find another – Trinket tries to get it, but Aelith watches her – but this gives Diipllodocus a chance to get it while Aelith is distracted and he reveals that the skin is nicely cut. The company suddenly wonders if the Aelith that is with them.. is indeed the Doppelganger and not the Aelith they had been traveling with?

The Company (with an eye on Aelith) travels to the Great Tree… where both Burlap and Danela (the spirit of the slain Dryad) await…

Burlap explains that because they took more than a day this may complicate matters. He takes the Eye of the Basilisk, the Spores of the Myconoids, and the Hide of the Displacer Beast and begins the ritual – explaining that the others will need to defend him and Azula, as this spell is bound to draw all kinds of unwanted attention – especially with the ill history of this forest, coupled by the fact it was The Hollowing…

As the spell goes off, Azula feels as though her chest is going to explode; something in her is fighting to remain. Burlap uses the spores and spreads them in the circle, and as Azula smells them, her mind is at ease. The spirit unable to maintain control of her mind as it is displaced by the spores, comes forward, to which Burlap expends the hide to cause Azula’s form to shimmer, confusing the spirit of the fallen king, then finally using the Basilisk Eye to freeze the spirit and banish it from her body… she is not aware of any of these, as she and her companions fight an onslaught of Carrion Crawlers, Undead Hands, A Shadow, A Ghast, and even Aram gets a Doppelganger summoned, which manages to hurt him – and when vines appear and try to yank Azula out of the ring, Aram and Bronk leap on the floor and grab hold of her and keep her in the circle… allowing the ritual to complete – banishing the spirit of the fallen aasimar, King Lux Cecidit, from her…

Azula collapses, exhausted.

And the forest grows deathly still…

Everyone is now Level 3! Milestone Achieved! Azula’s spirit saved! The King’s Spirit Banished!

The Hollowing Chart:

Dice RollAll Spells Go Off When Cast, Unless Otherwise Noted Below
#1You grow an extra leg! Your movement is increased by 20′
#2One person in your party grows an extra leg! (Randomly select) Their movement speed is increased 20′
#3Fairie Fire for all (within 60′ range of you)! No Save! Lasts for 1d4 rounds, then wears off of everyone.
Something strange has happened! The damage you inflict heals someone of your choice! https://www.dndbeyond.com/spells/3360250-wither-and-bloom
#4Both of your arms turn invisible for 2d4 rounds!
#5One of your party members turns invisible (Randomly select) for 2d4 rounds!
Something strange has happened! You’ve summoned a massive, magical dragon! https://www.dndbeyond.com/spells/3360231-illusory-dragon
#6Silence! You are silenced for 1d4 rounds!
#7Nothing happens. Spell goes off normally. No side effect.
#8Panic! You run in a random direction at full speed! (d4 = 1 North, 2 South, 3 West, 4 East)
Something strange has happened! You’re immune to damage for 1d4 rounds! https://www.dndbeyond.com/spells/3360233-invulnerability
#9A Faerie Dragon appears and breathes upon the enemy! (See Faerie Dragon) It disappears after breathing.
#10For 3d4 rounds, any melee attack you make deals an extra 2d4 damage!
#11For 1d4 rounds, a random person in your party has fists of fire (randomly select) dealing an extra 2d4 fire damage!
Something strange has happened! A black tenril of necrotic energy lashes out from you! https://www.dndbeyond.com/spells/3360225-enervation
#12Stirges! Stirges appear and magically drawn to attack (only) you for 2d4 rounds! Each time one is destroyed another magically takes it’s place!
#13You are teleported d100 feet away from your current location (d4 = 1 North, 2 South, 3 West, 4 East)
#14You become lucky for 2d4 rounds! You can reroll any 1’s (hits, damage, saves, etc)
#15Nothing happens. Spell goes off normally. No side effect.
Something strange has happened! You summon a spiritual lantern! https://www.dndbeyond.com/spells/3360241-spirit-lantern
#16You make someone lucky (randomly selected from part) for 1d4 rounds (they can reroll any 1’s – hits, damage, saves)
#17Everyone’s hair around you grows magically 1d4 feet in length!
#18The fates smile! Any hit against you – melee or magical – is forced to be rerolled for 2d4 rounds!
#19You suddenly begin to levitate 2d4 feet in the air! You movement reduced to half speed. This lasts 2d4 rounds.
#20One of your party members begins to levitate (randomly selected)! Their movement is reduced to half speed! This lasts 1d4 rounds.
Something strange has happened! Aura of Evasion is triggered instead! https://www.dndbeyond.com/spells/3360219-aura-of-evasion
#21Your Mind is protected! You’re immune to all pshyic damage for 1d4 rounds!
#22Your gender is swapped for 1d4 days!
#23The gender of a party member (randomly selected) is swapped for 2d8 hours.
#24You cast the spell – but the spell never happens – the spell slot however is used.
Something strange has happened! You summon a dinosaur ally for 1d4 rounds! https://www.dndbeyond.com/spells/3360243-summon-dinosaur
#25Any melee attack by you heals for 1d10 damage. This lasts 2d4 rounds.
#26Any melee attack by someone in your party heals for 1d10 damage. This lasts for 2d4 rounds.
#27Your spell – if it does any form of damage – is a critical hit – doing maximum damage in addition to the rolled damage.
#28Your body hair grows 2d20 inches!
#29The body hair of everyone who is friendly to you grows 3d10 inches!
#30Turn of luck! Any critical fail (Natural 1) becomes a Natural 20! This lasts for 2d4 rounds.
#31Friendly Mental Enslavement! One of the party members of the party is forced to listen to your every command (except self harm) for 1d4 rounds! Randomly selected!
Something strange has happened! Mirrors appear around three of your enemies! https://www.dndbeyond.com/spells/3360226-entrancing-mirrors
#32A pair of shoes materialize around your feet – binding you there for 2d4 Rounds!
#33All forms of metal around you (weapons and armor) gain a +1 ability for 2d4 rounds.
#34All forms of metal around you (weapons and armor) disappear for 2d4 rounds!
#35You grow an extra arm! You gain one additional melee/ranged attack! This lasts for 2d4 rounds!
#36One of your party members (random selected) grows an extra arm! They gain an extra melee/ranged attack! This lasts for 1d4 rounds!
#37You cast the spell – but the spell never happens – and somehow two spell slots were used!
#38With a quickness! Your mind flows! You can cast two spells as single action! This lasts 1d4 rounds. (It uses a spell slot for each spell)
#39Roll a D20 each round! Any time you roll less than a 8, you take 1d8 psychic damage! This lasts for 2d4 rounds.
#40Your skin grows copper scales! This lasts for 4d10 days!
Something strange has happened! A battle animal has been summoned to your aid! https://www.dndbeyond.com/spells/3360242-battle-familiar
#41Your skin grows silver scales! This lasts for 4d10 days!
#42Your skin grows brass scales! This lasts for 4d10 days!
#43Your skin grows platinum scales! This lasts for 4d10 days!
#44Your skin grows bronze scales! This lasts 4d10 days!
#45You realize if you spend an action vomtting you can cast Magic Missile as projectile vomit at Level 1. This lasts 1d4 rounds.
#46Nothing Happens
Something strange has happened! Skeletal hangs of the long dead burst from the ground! https://www.dndbeyond.com/spells/3360229-grave-ground
#47You magically grow 1d4 feet! This last for 4d10 days! All melee damage does an additional d4.
#48One of your companions, randomly selected, grows 1d4 feet, for 1d10 days! All melee damage does an additiona d4 damage.
#49You shrink down 1d4 feet! All melee damage is reduced by d4. This lasts 2d4 rounds.
#50You shrink down one of your companions 1d4 feet! All melee damage from them is reduced by d4. This lasts 2d4 rounds.
#51Your words breathe fire! You can cast cone of fire once, in a 15′ cone, doing 2d4 fire damage!
#52You smell like a blooming flower patch for 4d10 days.
#53You smell like rotten sewage for 4d10 days. All social checks are at disadvantage.
#54You grow 1d4 eyes on your face. You can not be surprised. This lasts 4d10 days. Any social checks are at disadvantage.
Something strange has happened! A blast comes out from your mouth in a straight line! https://www.dndbeyond.com/spells/3360227-festering-blast
#55You spell goes off normal – but flowers fall from some portal above you, raining down in a 60′ radius centered on you.
#56Betrayal! You decide to target any harmful spell towards a companion (randomly selected) and any useful spell towards an enemy (randomly selected) for 1 round.
#57You grow a beard! If you already have one, it grows an additional 2d4 feet!
#58Your ears turn into elf-like ears! If you are already an elf-kin, your ears grow 3d4 inches in size for 4 days.
#59You magically heal to full!
Something strange has happened! You recover 2 spell slots if you have them (otherwise nothing) https://www.dndbeyond.com/spells/3360237-mordenkainens-lucubration
#60You magically heal 10 points!
#61You magically heal one of your companions (randomly selected) for 10 points!
#62Your left foot grows to be the size of an ogre’s foot. Your movement is reduced to half speed. This lasts 2 rounds.
#63Bodily gas! You can’t control your gas! Stinking Cloud centers on you, but you are immune to its damage – anyone within 20′ of you takes 3d6 psychic damage. This lasts 3 rounds.
#64You polymorph into a sheep for 1 round.
#65Species shift! Your body changes! 1 = Elf, 2 = Human, 3 = Gnome, 4 = Goblin, 5 = Dwarf, 6 = Halfling, 7 = Aasimar, 8 = Tiefling. This lasts for 2d4 days.
Something strange has happened! Your target has a detonation in them! https://www.dndbeyond.com/spells/3360221-detonate
#66You magically recover all spell slots!
#67Magic trick! A hat appears at your feet – and a glowing blue rabbit leaps out from it!
#68Fireball centered on you – everyone within 60′ of you must make a DC 13 Dexterity Check or take 3d10 fire damage. Successful save with half the damage.
#69You froth at the mouth for no good reason. This lasts 4d10 days.
#70Fey Dance! Fairies appear around you, or one of your companions (randomly selected) and dance. You are forced to stop doing what you’re doing and dance for 1d4 rounds.
#71You drop to your knees and howl like a wolf – selecting one companion to mark as your territory by urinating on them. This lasts 1 round.
#72You turn into a magestic peacock. This lasts 1 round.
Something strange has happened! Your target suddenly sees a thousand versions of their future! https://www.dndbeyond.com/spells/3360228-fractured-awareness
#73Ghostly figure! You become completely corporeal for 1d4 rounds! Physical attacks against you do no harm.
#74A large squid appears on your head. It disappears after 2 rounds.
#75The spell wears you out. You gain one level of exhaustion. This stacks with any other exhaustion you’ve earned.
#76Your eyes merge into one – and you have a cyclops like eye for 4d10 days!
#77You’re fighter, not a caster! For 1d4 rounds you can only make melee attacks!
#78You grow a piglet’s tail on your rear end! This lasts for 4d10 days!
#79Double Vision! A doppleganger of you appears and fights you – trying to take your place (it has no magical abilities however – see Doppleganger)
Something strange has happened! You emit a horrid wailing sound! https://www.dndbeyond.com/spells/3360248-wail-of-the-banshee
#80The sound of a Pixie’s voice is centered inside your ear, distracting you. All Saves and Ability Checks are at Disadvantage.
#81Your nose sparks randomly – creating tiny fireworks that are loud and noticable. This lasts 1d4 days.
#82Death has come for you. Make a DC 13 Constituion check. Failure reduces you to 0 Hit Points.
Something strange has happened! A loud hum centers on your enemies! https://www.dndbeyond.com/spells/3360252-disruptive-tune
#83Uncontrollable sweat. You begin to sweat wildly and the odor is attracious. This lasts for 2d10 days.
#84Every word you say sounds like you’re a frog. Spells that deal damage are reduced to half damage. This lasts for 2d4 rounds.
#85You legs turn into frog legs! You can leap 30′ as an action. This lasts 1d4 rounds.
#86Backed up! You’re constipated for 2d10 days. You suffer the Poisoned effect during this time.
#87Can’t hold it in! You’re unable to control your bowel movements, releasing everything inside of you as soon as you eat. This lasts 2d10 days.
#88You grow animal fur over 100% of your body. This lasts for 4d10 days.
#89Nothing happens. Spell goes off normally. No side effect.
#90You draw magic from one of your companions! If there is another spell cast (randomly selected) – they lose a spell slot, but your spell did not cost one.
#91A Succubus/Incubus appears – seeking to please you. It will constantly plead to please you for 1d4 rounds, before departing.
Something strange has happened! A blast comes out from your mouth in a straight line! https://www.dndbeyond.com/spells/3360227-festering-blast
#92You hate clothing. You strip down. This lasts for 1d4 rounds.
#93All your companions are teleported to be standing right next to you.
#94Fleas! You’ve got fleas! You’re bit and scratch yourself for 2d4 points of damage! The fleas leave after 1 round.
Something strange has happened! Skeletal hangs of the long dead burst from the ground! https://www.dndbeyond.com/spells/3360229-grave-ground
#95Your body turns to liquid for 2 rounds. During this time you can move half speed, but can not talk, attack, etc.
#96Misty Step! For 4 rounds, you can Misty Step 20′ as a bonus action.
#97A large nude painting of you, suddenly appears and floats in the air following you around for 4d10 days. Any damage is instantly restored to the painting.
#98You suddenly find yourself bound in a rope! It would take an action to get out of it. You are considered grappled.
#99Roll again, twice – taking both effects.
#100Roll again, three times – taking all three effects.