The Vengeful Notes 2026-10-11
Planning the Children’s Return
Section titled “Planning the Children’s Return”- Hellion, Gwyniviere, and Lance debated whether they were ready to use the teleportation circle.
- The circle and its route had not yet been secured.
- Tuck, a northern village associated with Reformists, might need to be scouted and cleared before the rescued children could pass through.
- Lance favored teleportation because the river-and-overland alternative could take one or two
months through treacherous, insect-ridden basins.
- Hellion suggested teleporting near the destination and hiking the rest of the way.
- TeleportLevel 7 · Conjuration1 action · 10 ft. · InstantaneousVThis spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Descri… could carry seven passengers besides the caster; that limit did not apply to the circle route. An unfamiliar destination such as Torris risked a mishap or drift.
- The rescued elven children remained wary of the humans.
- Some played while others stayed close to the trees.
- The party worried that taking them directly into a human settlement could deepen their distress.
- Torris was described as a small coal-mining settlement near the pass toward Skelwick.
- Coal powered smelting and the funicular rail systems of Flyukishilla.
- The party discussed carrying cloths to protect themselves from coal dust.
- Angel and Oren Bell were proposed for the traveling party, with Oren as guide, but the group had not chosen its negotiator.
- The party planned to request reimbursement and immediate funding for scrolls, runes, a carriage,
and other expedition supplies.
- Feywild carriages were said to be much larger inside than outside.
- Jessica might have access to one, while Hedwig Rosenkrantz’s carriage was already far away.
- Raistasi had acquired a rune and was speaking with Angel, prompting plans to consult Jessica about more runes.
- The group discussed the Realm Bridge and whether Queilei’s people would want to return through it.
- They also considered expensive insurance covering ships, cargo, and magical treatment such as RevivifyLevel 3 · Necromancy1 action · Touch · InstantaneousV, S, MYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. or Greater RestorationLevel 5 · Abjuration1 action · Touch · InstantaneousV, S, MYou imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target One curse, including the target's attunement to a cursed magic item Any reduction to one of the target's ability scores One effect reducing the target's hit point maximum.
- Attention briefly turned to recruiting an inexperienced Nightshift Nurses vampire.
- She could operate only at night and might turn on the party.
- Narmaya was considered a safer historical source because she knew about the war, Maiden’s Field, and the Divine Masochist’s expanding religion, but she was away in Hugo.
- The party considered asking the Duke and Duchess for current intelligence because Oren’s knowledge of the northern Maltreks was limited.
- Someone observed that Oren adopts a deliberate accent when discussing certain Reformist subjects.
Warnings, Reinforcements, and Elven Customs
Section titled “Warnings, Reinforcements, and Elven Customs”- Jessica’s celestial blood cured Mark’s parasite but left him a werewolf.
- The next full moon was only two days away.
- The group believed his condition might still be curable with Greater RestorationLevel 5 · Abjuration1 action · Touch · InstantaneousV, S, MYou imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target One curse, including the target's attunement to a cursed magic item Any reduction to one of the target's ability scores One effect reducing the target's hit point maximum before his first transformation.
- They were also worried about Jessica, whose behavior during a full moon was unknown.
- The discussion contrasted celestial blood’s reputed ability to break afflictions and fey bonds with Jessica’s own affliction involving control by an ex-lover. Why it had affected her remained unexplained.
- Minfilia Diaz, Oscar Savoy, Fina, and Cotto remained trapped in Thrantorbury’s time loop.
- Fina had arrived wearing a Dimensional ShacklesRareYou can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles..
- The shackles and contradictory descriptions of her ancestry renewed suspicion that she might be a changeling or another shapeshifter.
- In the situation room, the party interrupted Duke Ellington and Uther and presented a plan to
destroy a Reformist settlement.
- Officials offered additional vetted personnel.
- Captured Reformists had been identified by convincing false teeth containing poison cavities.
- The target lay near caves where Sir Aldric Torward had reported drow.
- Scouts entering the deeper northern Maltreks had not returned.
- The party was advised to operate in daylight because drow raids were said to leave no survivors.
- Oren had never visited the area and could not confirm whether the captured male drow indicated a larger community.
- Hellion refocused the mission on clearing a safe route for the children.
- Angel would accompany them and negotiate.
- Oren might guide the party but remain outside the settlement because he was banned.
- The party clarified that Elsewhere was a magically protected approach to a hidden elven
settlement, not necessarily the settlement’s name.
- Outsiders could trade and camp at an external market without learning the settlement’s location.
- The Mallard was a resident-only tavern inside the settlement.
- The group reviewed Heartroot landmarks and residents.
- The Shrine of the Green Lord required access arranged through Elderberry.
- Tarragon was a cleric, healer, herbal trader, and one of the settlement’s children.
- Torches was a scout familiar with humans.
- Pennyroyal, a dryad, owned the tea house.
- Balam Falls allowed fishing, Venn’s Hollow held a hero’s statue, and nymphs guarded Sparkling Waters.
- A tree-linked protection appeared to suppress blight in part of Heartroot.
- The settlement was unlikely to offer permanent human lodging, though a seasonal guest cabin was considered plausible.
- Hellion’s eladrin nature and Angel’s celestial nature might help their approach, but the party expected curiosity and suspicion rather than automatic welcome.
- Vice Marshal Tyrion Donmar committed twenty soldiers for the initial sweep and three days of rations.
- The Marquis asked what might make an alliance attractive.
- The party considered magical orbs from a northern cave and unoccupied forest land.
- They rejected unprotected land as too dangerous. The understanding among the fey in Senera was that an elven settlement’s magical protection arises only when an elven hero dies defending it.
- No final gift was selected.
Gifts, Suspects, and a Food Crisis
Section titled “Gifts, Suspects, and a Food Crisis”- The party agreed to present the children’s return as goodwill rather than payment for an alliance.
- Possible additional offers included perfumes, trade goods, alcohol, and a protected shrine to the Green Lord near a suspected moon well.
- Oren summoned Jessica from a guard-tower ledge overlooking the Rannek Marches.
- She agreed to provide teleportation support.
- She suggested Bag of HoldingUncommon15 lb.This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. containers, scrolls, grimoires, glamoured armour, and weapons of warning.
- Jessica sold the group five weapons of warning for the elves—two longbows and three
shortswords—and a longsword for personal use.
- The full direct transfer totaled 6,500 gold.
- Jessica warned that ordinary iron or steel could offend the elves, while magic weapons could adapt to their wielders.
- The party paired the weapons with Feywild acorns or oak seeds.
- The supplier believed Feywild trees were especially attuned to elves and could empower elven druids, but the negotiators did not intend to exaggerate their knowledge.
- Lance was proposed as a representative during a brief discussion of succession and an elder brother who did not want the marquisate.
- The party promised only to investigate the children’s abduction.
- Crispin Mallow remained a circumstantial suspect because the children had been aboard a ship associated with him in Maiden’s Field.
- Drow involvement was also considered, though the party could not identify what strategic purpose the abduction would serve.
- With little time for additional scouting, the group divided its efforts.
- One party would continue the investigation.
- Ellington and another organizer would address a food shortage affecting thousands.
- Only two or three days of food remained.
- Emergency magic such as GoodberryLevel 1 · Transmutation1 action · Touch · InstantaneousV, S, M (a sprig of mistletoe)Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. could not feed the entire population.
- The organizers considered importing surplus or contaminated food through teleportation circles, inspecting and cleaning it, and preserving it through salting or pickling.
- They intended to protect the sorting process and supply routes rather than reveal the method to outside suppliers.
- The group planned to coordinate with the Hicklanders in Faltir and other operatives gathering intelligence.
- The council feared that the Reformist Church might exploit the shortage by distributing relief.
- Although Crispin Mallow had been dealt with, questioning him about his draconic connection to Maiden’s Field might still yield intelligence.
- Jessica and assigned operatives would handle tactical details of the combined scouting-and-attack mission, including an objective involving a submarine.
- Marquis Rannek considered relief from the Maidenfelds, whose large private fleet could bring food.
- He would accept their gaining political favor if it meant feeding people. Though he regarded them as self-serving, he did not believe they would knowingly harm people as the Reformists had by putting aberration eggs into the food supply. This was his assessment, not a council consensus.
- Hellion warned that unchecked food could spread parasites, as demonstrated in Eastonton. The Maidenfelds could still be fooled through their blind spots; supplies needed inspection and processing under the organizers’ control.
- Western communities had already sent some of their own limited surplus.
- Hags at the Thralmals pools had promised support once Matthew was safe, making his rescue potentially important to resolving the food crisis.
Sharyn and Snowdrop Leave Home
Section titled “Sharyn and Snowdrop Leave Home”- The party considered seeking further aid from Feywild hags because their dangerous bargains could at least be trusted to the letter.
- After securing the elven alliance, the relief plan called for a powerful spellcaster to establish
a teleportation circle, identify the neediest areas, and prioritize food deliveries and shelters.
- Additional vetted personnel would deploy after the marshal’s approval.
- Concern about Maidenfeld political exploitation remained, without establishing a shared refusal of their aid; Marquis Rannek prioritized feeding people, while food safety required oversight.
- Laudine would provide political analysis, though her family bias made the party cautious about sharing sensitive plans.
- Lance and Gwyniviere agreed they were ready, and the expedition departed north.
- The story shifted to Sharyn and Snowdrop leaving their magically sheltered elven settlement for
the colder human town of Torris.
- Sharyn was a curious young druid and charm-maker and the twin of the cleric Raistasi. Both twins were chronologically thirteen.
- Their elders had not answered the twins’ request to sell charms outside their encampment.
- Their pixie familiar, Dagger Flower, stayed behind to manage the shop.
- Children from the settlement had gone missing.
- Most residents assumed they were playing or visiting family.
- Sharyn and Snowdrop recognized that something was wrong and felt the urgency more acutely than their elders.
- An unidentified recruiter had brought Sharyn and Raistasi into The Management.
- Mystine Nightingale was known as a senior figure.
- A small chest exchanged letters with the organization.
- Sharyn made temporary protective and luck charms, which Raistasi sold, including through Legally Bare. Their exact game mechanics were left for later.
- Snowdrop was a young changeling adopted by an elder and placed with the twins.
- She wore a blended version of their faces, resembling a triplet but with shorter hair. She was treated as if she were a third sister, not literally another sibling of the twins.
- The adopting elder called her his grandchild.
- The settlement knew her nature but discouraged her from using her changeling abilities; the twins encouraged her to practice them.
- Trained by the Bird’s Nest family, she fought with two swords or a bow.
- Sharyn believed merchants had abducted her sister after the sister followed a dream or divination.
- To avoid appearing as vulnerable children, Sharyn and Snowdrop traveled stacked beneath a single cloak.
- At a human establishment they struggled to communicate in Elvish.
- A young woman tried to help, but gestures about hunger were repeatedly mistaken for references to pregnancy or a missing baby.
- Snowdrop wanted the meat she smelled despite rules against eating it.
- Confused by an invitation to enter, the pair fled through the crowded settlement without dropping their disguise.
- Sharyn’s Locate CreatureLevel 4 · Divination1 action · Self · 1 hourV, S, M (a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. pointed south, so they headed to the river port.
- A boat attendant refused them passage because they lacked tickets and money.
- Their Charm PersonLevel 1 · Enchantment1 action · 30 ft. · 1 hourV, SYou attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. failed, and offers of labor, repairs, or a sickle only made him more suspicious.
- When he called the guards, the travelers fled south.
- Sharyn cast LongstriderLevel 1 · Transmutation1 action · Touch · 1 hourV, S, M (a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. on Snowdrop during the escape.
- Near a stable, one traveler used Speak with AnimalsLevel 1 · Divination1 action · Self · 10 minuteV, SYou gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. and persuaded a black stallion to leap the fence, shield them from the guards, and carry them south.
- They promised him a star apple.
- Sharyn explained that she was searching for her missing sister.
A Hag on the Road and the Expedition Departs
Section titled “A Hag on the Road and the Expedition Departs”- The black stallion revealed that humans had stolen his elder foal.
- He initially wanted to return to his pen and a waiting filly.
- Sharyn and Snowdrop persuaded him not to abandon two elflings in the wild.
- The stallion carried them to Norlis, a village he remembered from traveling with his master.
- A new Locate CreatureLevel 4 · Divination1 action · Self · 1 hourV, S, M (a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. placed Sharyn’s sister south or southwest and slightly closer.
- Out-of-character information placed her in Rannekford, though Sharyn did not know where that was.
- Sharyn found a vellum map in the stallion’s barding but critically misread it.
- She confidently chose the wrong location and mistook distant Tumult’s Landing for a nearby southern town.
- Sharyn cast Enhance AbilityLevel 2 · Transmutation1 action · Touch · 1 hourV, S, M (fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. The target has advantage on Strength checks, and his or her carrying capacity doubles. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. The target has advantage on Charisma checks. The target has advantage on Intelligence checks. The target has advantage on Wisdom checks. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. on the stallion and rewarded him with a star apple, encouraging him to travel faster.
- In a sparsely populated settlement, the stallion wandered toward a patch of trees.
- Audrey, a hag, addressed the travelers in Elvish and Sylvan and invited them to meet Mother in her hovel: the Mother role of a hag triad, alongside the Maiden and Crone.
- She offered food, directions, and help finding what they sought.
- Sharyn and Snowdrop recognized Audrey as a hag and refused her hospitality.
- They had been expressly forbidden from speaking with hags.
- The stallion noted that Audrey was the only nearby person who smelled like them, but the travelers chose to continue searching farther south.
- Elsewhere, Gwyniviere told Angel that Lance and Sir Brastok were ready to depart.
- The rescued children were still whispering and did not trust their companions.
- The force included Hellion, Lance, Sir Brastok, Oren, Stas, and roughly forty soldiers and mercenaries once all contingents assembled.
- In private, Gwyniviere and Angel compared a Legally Bare image of Maerwen with a woman they had
met.
- Lance recognized a matching mole, but her ignorance of earlier letters kept the identification uncertain.
- The sisters also discussed Laudine’s uncertain allegiance and whether someone might be
manipulating her without her knowledge.
- Speculation about infertility or a hag bargain remained unproven.
- Raistasi, who accepted the short name Stas, helped the rescued children wash and prepare.
- She reassured one frightened child that Angel’s plan would not return them to the crates.
- One child distrusted overly friendly Sandor but preferred quieter Mal.
- Stas sensed fear or negativity around Oren and thought Hellion seemed unlike an ordinary elf.
- Hellion identified himself as an eladrin and suggested that he might someday settle with Stas’s community.
- Angel invited Stas on the mission because she was a cleric of the Green Lord and had recovered enough to fight.
- The party left the children behind until Port Mibram could be cleared.
- Sandor and another child remained with them.
- The expedition boarded a prepared carriage.
- During the ride, Stas said she was one of twelve siblings, including seven brothers, and that contact with humans was forbidden in her settlement.
- One brother had been punished for breaking that prohibition.
The Ruined Circle at Tuck in the Northern Maltreks
Section titled “The Ruined Circle at Tuck in the Northern Maltreks”- During the carriage ride, Oren said he had fought humans as a child in the first battle.
- He explained that elves age differently and may adopt an appearance suited to their social role.
- Angel said she trusted her faith and believed Celestial would carry her through danger.
- The travelers discussed Miss Tiffany and the hags who had teleported them to the castle.
- Hedwig Rosenkrantz’s weather and flood magic inspired uncertain descriptions of her as a sea hag or storm hag.
- Her coven could reportedly transform people into communicative frog-like beings.
- La Papessa’s magic was said to repel the Children of the Crone’s blight near the magical bog.
- A priestess of the Green Lord reacted visibly to mention of the bog but did not explain why.
- At a checkpoint, Angel translated for the priestess during a professional private inspection, and the party was cleared.
- At the Admiralty dockyard in Port Mibram, twenty armored soldiers and Angel’s twenty mercenaries
awaited the operation.
- Tyrion Donmar greeted Lance and reported that the soldiers and teleportation circle were ready.
- The force was divided into three teleportation batches.
- Hellion and Oren would enter first.
- Lance and the soldiers would follow.
- Angel, the mercenaries, spellcasters, support personnel, and those without metal armour would form the later support group.
- The soldiers were ordered to preserve Reformist lives where possible by binding hands and gagging spellcasters.
- Hellion and Oren planned to use a Cape of the MountebankRareThis cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. and its Dimension DoorLevel 4 · Conjuration1 action · 500 ft. · InstantaneousVYou teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. effect for the first entry.
- This particular cape was described as permanently attuned to Jessica but usable by borrowers. It did not resize for Oren and carried sensory traces of previous wearers.
- The last trace was of an elf unfamiliar to Oren. The table identified her as Spathodea; Oren did not learn her identity through the cape.
- Because only Oren knew the sigil, he used an orb to channel the teleportation circle.
- The first batch arrived at Tuck, a cold, rocky settlement in the Northern Maltreks. Comparisons with the Western Maltreks concerned the barren landscape, not their destination.
- The circle’s enclosure had been destroyed and the settlement appeared deserted.
- The party neutralized an alarm glyph with a Dispel Rune.
- They found no bodies, but human blood roughly two or three days old stained the edges of the settlement.
- One sample was unmistakably elven but unfamiliar, raising an unconfirmed suspicion of drow blood.
- Oren investigated while Hellion guarded the arrival point, delaying the remaining batches.
- The group detected one nearby Reformist scout and inferred that he was not alone.
- A scout used Fey Step to survey damaged stone buildings from a cliff.
- Burn patterns suggested destructive magic, possibly including fireballs.
- Limited truesight revealed abandoned magical shackles, no longer attuned, which the scout collected.
- Oren learned that five Reformist scouts had just arrived after losing contact with the settlement.
- Their reinforcements remained several days away.
- They reported seeing black elves, strengthening the party’s belief that drow had raided the site.
- They had also lost contact with Sir Aldric Torward.
- The party chose a rapid attack rather than waiting for night, while Oren alerted Lance to prepare the soldiers at the circle.
Interrogation, Execution, and the Road South
Section titled “Interrogation, Execution, and the Road South”- Lance and the soldiers teleported in and overwhelmed all five Reformist scouts without a formal battle.
- Hellion revealed black eyes and tendrils to intimidate the captives.
- One terrified scout addressed him as Master and cooperated.
- The captives had been sent to investigate lost contact near the orb mines.
- Mining had stopped.
- Drow raids were occurring.
- Scouts and personnel had disappeared and could not be reached even by magic.
- A captive marked a known mine entrance roughly one hundred miles away.
- Oren believed there must be another unknown entrance much closer to the raids.
- The captives identified a nearby elven settlement as Marim, but their scouts sent there had not returned.
- They described a partly staffed local Reformist hierarchy distinct from the Western Maltreks
hierarchy.
- Sir Aldric Torward communicated with it without formally belonging to it.
- Its Candle Bearer was dead and unreplaced.
- The Bearer of the Cup’s fate remained unclear.
- Remaining officials had gathered at Leeward because of the halted mines.
- Father Merriman had recently been promoted from sword bearer.
- Hellion gathered the prisoners and drained them one by one with his tendrils, feeding on them
and killing them without consuming their bodies. He stored the dead bodies in his bag of holding.
- Lance watched in horror.
- Hellion said Minfilia had requested 300 bodies and that he still needed 263 more.
- The party reasoned that drow raiding one hundred miles from their caves were searching for
something or lacked essential supplies.
- Reports suggested they sought food and might trade secretly with humans.
- A possible alliance with chromatic dragons was considered unlikely, though Fomorians might trade slaves with them.
- Soldiers used five runes to clean blood from the route and circle before the children arrived.
- They were instructed to warn the local elder about drow activity and strengthen the settlement’s protection.
- Hellion sent Angel a message to tell Gwyniviere or her parents that the arrival area was now safe enough to teleport the children through. This did not make it safe to camp there; the group needed to move before nightfall and renewed scouting.
- About twelve children teleported from Port Mibram to the ruins.
- Hellion placed them under Lance’s care.
- Carts waited to carry the children and diplomatic goods onward.
- Hellion reclaimed the cape, departed with most soldiers, and left Oren to urge the others onward before nightfall.
- The party headed south through the mountains toward Torris, expecting at most two days of travel.
- Before leaving, Raistasi hung a wreath of black dahlias on a ruined building.
- Oren asked Raistasi whether her settlement knew about drow, describing dark-skinned elves.
She said no. He also questioned her about the merchant who had taken her.
- She remembered no telltale stitches or switched limbs.
- When asked what the merchant offered to lure her away, she looked aside and did not answer.
- The travelers discussed possible drow origins, the dead atmosphere of the ruins, and the barren Maltreks landscape.
- One traveler said miners at Malterford were working on a paid diamond claim, though no delivery had arrived yet.
- During the journey, a young elf explained that her settlement forbade most contact with humans.
- Her elder taught that attachment to short-lived humans brings sorrow.
- Her brother had loved a human woman, fathered a child, and later became unstable enough to be isolated in the Forest of Isolation.
- Only approved elves could trade, and the settlement used favors and barter rather than currency.
- Her evasive denial suggested that charms might still be sold secretly to humans.
- The elf mentioned a temporary height potion, immediately attracting an offer to purchase it.
Maps, Faith, and the Blighted Campsite
Section titled “Maps, Faith, and the Blighted Campsite”- The young elf rejected money and asked what favor the travelers could offer, dismissing a song and dance as entertainment rather than a favor.
- Hilis Brastok gave her a local map to inspect.
- She identified the surrounding region as Oranrakran and also used the name An Oran.
- An Oran meant Oran’s gift or blessing.
- A joking Hickic translation rendered Oranrakran as Oran’s piss because two rivers turn gold in spring.
- Oren explained that Oran was an avatar-name of the Green Lord and that his human adoptive parents had named him Oren.
- The elf was astonished that archfey were real.
- Oren repeated a belief that an archfey might be too powerful to cross the Realm Bridge without destroying it.
- The maps revealed how small An Oran was within Senera and how small Senera was within the world.
- The elf knew several concealed settlements but little of the wider human-dominated world.
- She described her settlement as a hidden forest and glade inhabited by elves, nymphs, and other
creatures.
- Passing harpies apparently could not see it.
- She still refused the party entry, even after they argued that Angel was celestial rather than human.
- The group discussed the false mermaids of Racos Palma, Minfilia’s brother, and Miya Campbell.
- The elf’s childish sideways glance suggested that she recognized Miya despite denying it.
- Mal denied teasing suggestions that his ring implied a romance with Miya.
- Religious comparisons linked the Green Lord with Pomona and discussed claims about the Divine
Masochist, the Ahurians, Oberon, and Titania.
- The elf warned the party not to tell Oberon-devoted dryads that he had ceased to be the Spring King.
- The elf offered to connect the travelers with her twin and Snowdrop at a shop whose name sounded
like Fairy Wand if the elder admitted them.
- Testimony from the rescued children, trade goods, and news of the drow might persuade the elder.
- Oren’s ban remained an obstacle.
- As darkness approached, the party considered camping.
- Their cleric instead proposed accelerating the horses with magic.
- The group worried that increased speed would damage the cart or yoke and asked Sandor to prepare MendingCantrip · Transmutation1 minute · Touch · InstantaneousV, S, M (two lodestones)This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object..
- The cleric befriended and fed the horses, secured the vehicle with vines, cast Freedom of MovementLevel 4 · Abjuration1 action · Touch · 1 hourV, S, M (a leather strap, bound around the arm or a similar appendage)You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. on them, and removed their fatigue with Lesser RestorationLevel 2 · Abjuration1 action · Touch · InstantaneousV, SYou touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned..
- The story returned to Sharyn, Snowdrop, and their tired stallion.
- After another Speak with AnimalsLevel 1 · Divination1 action · Self · 10 minuteV, SYou gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion., they camped near a stream and trees.
- A strong inspection revealed blighted leaves and danger deeper in the woodland.
- Snowdrop wanted to address the blight before spending magic on another search for Raistasi.
- Sharyn credited La Papessa with advising Plant Growth against the blight and providing the healing artifact. She referred to her as maerwen, a common noun meaning a young or little girl in a Seneran elven dialect, used for reference or address as an elder might call a younger female “girl,” not a personal name. La Papessa’s age remains unspecified.
- With few spell slots remaining, Sharyn cast Plant GrowthLevel 3 · Transmutation1 action, 8 hour · 150 ft. · InstantaneousV, SThis spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. across a
150-foot-radius area.
- New growth surrounded damaged limbs.
- Trees expelled their diseased branches.
- The restored pocket became safe enough to camp in, although blight remained beyond it.
The Desecrated Forest and a Midnight Escape
Section titled “The Desecrated Forest and a Midnight Escape”- The restored campsite remained only a healthy pocket within a corrupted forest.
- The spring smelled rotten.
- Dead animals and deformed living fish showed the water’s corruption.
- Sharyn cleared the spring with a spell likely to have been Purify Food and Drink.
- A three-eyed fish reacted badly to the cleared water, jumped toward her, and died after being restrained with Shape WaterCantrip · Transmutation1 action · 30 ft. · Instantaneous; 1 hourSYou choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action..
- The horse drank safely afterward.
- The travelers ate goodberries rather than the anomalous fish.
- A druid used Speak with PlantsLevel 3 · Transmutation1 action · 30 ft. · 10 minuteV, SYou imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature. to question a recovering tree.
- It called her a Daughter of the Green Lord and thanked her.
- It said the forest’s Urdefolcin guardian had died, its heart had been consumed, its trunk cut down, and its roots desecrated.
- Hags were responsible.
- Older trees deeper in the forest remained dead, dying, or trapped by an unknown evil.
- Although the elder had forbidden intervention in a human forest, Snowdrop argued that the spreading blight still demanded action.
- The travelers rested without tents, planning to continue searching for the missing sister after recovering their magic.
- Around midnight, the other party reached Torris.
- Lance had scouted ahead and found no suspicious dancing or other visible signs of Reformist activity.
- Reports from Eastonton had described tainted food causing strange nighttime behavior.
- The party concealed the children’s ears and used Marchioness Maria Rannek’s cover story: the children came from a troubled mountain orphanage and were being relocated south.
- Oren erased their trail, and guards admitted the adults, children, carts, and belongings.
- A sleepy local boy guided them to lodging where Miss Mika had keys and warm soup.
- One host thought a girl resembled a tall woman seen earlier, but the child denied being related and maintained the orphanage story.
- The hosts agreed to provide meatless food while allowing dairy.
- Angel and Raistasi settled and reassured the children.
- Sandor and Mal were exhausted.
- Sir Brastok remained on guard, and Angel stayed nearby to keep him company.
- Raistasi left her Boots of ElvenkindUncommonWhile you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. behind with an Elvish note thanking Angel, then climbed out a window.
- She used a rune to speak the human language and likely used Fey Step to reach the dark road.
- She searched for Oren, calling him Oran, and found him investigating behind walls.
- She asked Oren to identify nearby elven settlements because she wanted to find an archfey.
- Oren identified Weyoun as the next closest elven settlement to Queilei, beyond one hundred miles from their current location. He refused to mark the route because it crossed hag-infested blighted forests.
- He said ancient archfey boons left with the elves had later been traded to humans.
- The woman revealed that her settlement’s desperate elders no longer wanted to return physically to
the Feywild.
- They planned to create a tree capable of carrying their souls to the Tree of Life.
- They sought a specially gifted elf and a particular kind of magic.
- Oren said recent Feywild arrivals were already seeking a genuine route home and warned that the elders’ plan was dangerously hasty.
- Raistasi told Oren that her twin Sharyn could cast ReincarnateLevel 5 · Transmutation1 hour · Touch · InstantaneousV, S, MYou touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.,
describing life magic connected to reincarnation through the Tree of Life.
- An elder wanted that magic.
- She believed only an archfey could stop the plan.
The Tree of Life and Oren’s Past
Section titled “The Tree of Life and Oren’s Past”- Oren explained that souls reincarnate into the Feywild through the Tree of Life.
- He and the young woman feared that the elders had found Sharyn, a life druid capable of casting ReincarnateLevel 5 · Transmutation1 hour · Touch · InstantaneousV, S, MYou touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly., and intended to place her inside a new tree.
- Oren urged the woman to prevent the sacrifice.
- She agreed that another route home might exist and said that hope was why she remained with her companions.
- Her sister remained in the settlement, and Oren suggested removing her if necessary.
- The woman defended the elders as desperate rather than malicious.
- They had watched generations of elves become banshees, specters, undead, or tools of other societies because their souls could not find peace.
- The blight had existed for centuries but had only recently begun spreading.
- Oren warned that a local Tree of Life would not necessarily protect souls from the blight or the hags.
- Raistasi described La Papessa, who had healed much of the forest, provided an artifact against
the blight, and encouraged the sisters to explore outside.
- Raistasi said La Papessa was not part of a religion. Oren explained the title’s religious meaning and compared it with church leadership; this did not establish her affiliation.
- Oren found her methods suspiciously similar to Reformist tactics and questioned why she controlled such an artifact. His suspicion did not establish Reformist involvement.
- The woman admitted how the children had disappeared.
- After overhearing the elders, she paid a merchant with an elven cloak to smuggle her out.
- The children she babysat followed without her knowledge.
- The merchant possessed an unidentified cursed object that felt distinctly wrong.
- Oren reassured her that she had not intended the kidnapping, but warned that returning alone would
not stop the ritual.
- They would need to rescue Sharyn or offer the elders credible hope.
- Oren could not address the elders himself because lifting his ban likely required unanimous consent.
- Oren proposed seeking Lance Rannek and associates connected with Legally Bare.
- Some had traveled to the Feywild and returned.
- A warlock among them could reportedly communicate with an archfey patron across Senera’s barrier.
- The elves believed ancient humans created the Veil that imprisoned them on Senera.
- Oren had promised Emily Hazeldine that he would help her group if every elf on Senera could choose
whether to return home.
- Whether that promise included changelings such as Snowdrop remained unsettled.
- The woman did not understand human banking despite earning money through Legally Bare.
- Mystine Nightingale held the proceeds in an account, with Sharyn apparently keeping the passbook.
- Oren offered to demonstrate a human bank the next morning.
- Her own settlement’s bank was described as being run by nymphs and pixies, with Vanira in charge.
- Oren suggested that she and Sharyn might earn assistance by restoring crops in food-starved
Rannekford.
- She said she would consult her parents and the local Foxglove farmers and druids.
- Oren described the Reformists as less trustworthy than hags because they did not even honor the letter of their agreements.
- When asked whether he was an avatar of the Green Lord, Oren denied it.
- He revealed his original identity as Orellian of the Highguard.
- He had followed the Green Lord before his experiences among humans changed his faith.
- Exile or banishment preceded his life under the name Oren Bell.
- Oren took the woman to the river before dawn.
- She had not understood spring as a season and was overwhelmed by the river’s scale and beauty.
- Entering the water turned her skin and hair blue and revealed gill-like markings.
- She swam easily against the current, confirming her partly nymph-like nature.
- She offered Oren a nymph’s gift and attempted to charm him into the water.
- Oren was immune and warned that their companions might not be.
- They discussed Oberon, Titania, the Spring Court, the Prince of Frost, and several uncertainly
named children of the Green Lord.
- Raistasi named Dam, a satyr, and Selephra, a wood elf, as non-biological children of the Green Lord. The table separately clarified Dam’s identity as the Prince of Frost; the current characters did not know that connection.
- Oren explained that their region was only a small part of Senera and promised to find her a world map after sunrise.
Dreams, Reincarnation, and the Cost of Confinement
Section titled “Dreams, Reincarnation, and the Cost of Confinement”- The young nymph described dreams of a true archfey reaching through blighted forests and darkness.
- The vision suggested that some barrier blocked the archfey and that overcoming it might reopen a route to the Feywild and its Tree of Life.
- A Star Jar assigned Legally Bare Halloween costumes.
- Angel drew vampire, Miya drew succubus, and the young woman received zombie.
- She recognized Angel as the figure associated with published letters and paintings.
- Her aquatic traits faded toward an elven appearance outside water and returned when submerged.
- Her uncut hair reflected an elven tradition of not cutting children’s hair.
- The young woman remained inexperienced with many mortal customs.
- She could not read the costume lot in Seneran and asked how to make a zombie costume.
- An illusionist demonstrated a zombie with Major ImageLevel 3 · Illusion1 action · 120 ft. · 10 minuteV, S, M (a bit of fleece)You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a … and explained how a physical costume could support an illusion.
- The young woman and her twin shared interests but possessed different gifts.
- Her sister had captured a deer’s soul and reincarnated it as a rabbit.
- Her companion considered that magic extraordinary and otherwise unseen for almost two millennia.
- Magic had survived inside protected groves while disappearing beyond them.
- The conversation returned repeatedly to freedom.
- Some elves would remain in this world because of their relationships, but they deserved the choice to travel or return.
- Emily Hazeldine’s agreement with Oren likewise centered on restoring that choice.
- Raistasi described her brother Torches’ forbidden relationship with a human named Charlotte.
- She reported that Torches later collapsed and endured nearly two years of madness.
- Oren suggested Charlotte might have died; neither her fate nor the cause of his collapse was confirmed.
- Oren described being left for dead, adopted by humans, and driven into decades of grief and madness after that family died.
- Torches remained confined in the Forest of Isolation. His present condition was disputed.
- Raistasi described continuing madness, citing his attempts to talk to merchants and send letters. Oren questioned whether those actions showed madness rather than yearning and confinement.
- He wanted to leave and sent letters through merchants, but feared going himself.
- The group debated whether allowing him to search was dangerous or the only way to resolve his grief.
- The young woman refused to reveal a companion’s private connection to someone named Charlotte.
- Speculation about a half-elven child remained unconfirmed.
- Miya’s dyed red hair was not useful proof because red hair was common in Skelwick.
- The dates surrounding Torches’ relationship and madness did not align cleanly.
- Younger elves lacked freedom to leave their settlement.
- One had escaped in a merchant’s carriage before being considered of age.
- Although her brothers received trials and adventures, she expected to be assigned a reproductive role.
- She regretted leaving her sister, unaware that the sister had begun an adventure too.
- Snowdrop likewise lacked freedom to use her natural changeling form.
- Trajan might be able to train her because both were rangers and he could change faces.
- The elder had adopted Snowdrop when she was very young, but her origins remained unknown.
- Oren remembered Ven as a hero who defended another settlement, though whether they had met was uncertain.
- Oren’s own settlement at Malterdale had been destroyed.
- Its ruins now served as an inn.
- Oren rejected heroic commemoration and regarded the current mission as restitution.
- The group discussed the Great Erected One and a possible lead near hags in the eastern region.
- A small box capable of sending letters to a mentally selected recipient had been buried in the Forest of Isolation.
- Before sunrise, the young woman swam once more, concealed her ears, and returned unnoticed to the inn.
- Oren explained that elders normally settle in communities and contribute part of their
life energy.
- Having no community, Oren retained that vitality.
- Life energy was described as part of a person’s soul and identity.
The Cave Beyond the Druidic Warning
Section titled “The Cave Beyond the Druidic Warning”- Sharyn and Snowdrop woke the next morning and cast Locate CreatureLevel 4 · Divination1 action · Self · 1 hourV, S, M (a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature..
- The target was unexpectedly north, back toward the route they had already traveled.
- An unseen woman tempted them with pies, cakes, caramel, and candied apples.
- Snowdrop remained fascinated by the sweets despite her grandfather’s prohibition.
- The speaker appeared to be a middle-aged human woman, but the travelers suspected a hag hidden by powerful illusion.
- Her denial that she caused the blight did not appear necessarily false.
- Sharyn cast AwakenLevel 5 · Transmutation8 hour · Touch · InstantaneousV, S, MAfter spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. on the tree hiding the woman.
- Grateful for the earlier healing, the tree called Sharyn a daughter of Oberon.
- It entangled the apparent hag and urged the children to flee.
- The travelers calmed their frightened stallion and escaped north to a caravan clearing that the horse believed humans kept safe.
- After resting and feeding Snowdrop another goodberry, Sharyn cast Commune with NatureLevel 5 · Divination1 minute · Self · InstantaneousV, SYou briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns..
- She sensed blight about 500 feet away.
- A cave and a portal to another plane lay somewhere in the affected area.
- The travelers still intended to recover the missing sister before their absence was discovered, but disagreed about investigating a blight in human territory.
- They sent a healthy brown rabbit as an Animal MessengerLevel 2 · Enchantment1 action · 30 ft. · 24 hourV, S, M (a morsel of food)By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd..
- The message warned the missing sister to escape if captured, avoid leading captors home, and return for a painting session.
- Snowdrop added a request for meat.
- They continued toward the cave and planar portal.
- The stallion became frightened and asked to return to his filly.
- Sharyn released him despite Snowdrop’s objections.
- Snowdrop agreed to proceed only for a quick look.
- Through Speak with PlantsLevel 3 · Transmutation1 action · 30 ft. · 10 minuteV, SYou imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature., they learned that a nearby plant could no longer feel its roots or its kin beyond the sickness.
- Sharyn resolved to investigate and searched for druidic markings.
- She found a Danger symbol on a fallen tree.
- Snowdrop could neither see nor read it.
- The warning was written in blood.
Open Hooks
Section titled “Open Hooks”- Complete the children’s onward journey from Torris and obtain admission to Queilei. The party has used the circle, secured its immediate arrival area, and brought the children through; reaching their elven destination and concluding an alliance remain unfinished.
- Gather further northern intelligence from the Duke and Duchess, including the dangerous basins and hag-heavy bog.
- Determine Queilei’s position on returning through the Realm Bridge and whether the unnamed Nightshift Nurses vampire or Narmaya can safely provide assistance or intelligence.
- Cure or contain Mark and Jessica before the full moon, and determine why Mark has not already sought treatment.
- Rescue Minfilia Diaz, Oscar Savoy, Fina, and Cotto from Thrantorbury and determine why Fina wore dimensional shackles.
- Confirm whether drow occupy the northern Maltreks, what happened to missing scouts, whether the captured male was alone, and how any bait operation should coordinate with Emily Hazeldine and the planned Reformist assault.
- Arrange access, navigation, trade, and possible guest lodging at Queilei, respecting the limits on Oren’s access; learn more about Tarragon’s human relationship.
- Present the selected weapons of warning and Feywild seeds without exaggerating their benefits; decide whether to pursue the additional shrine proposal. The children’s return remains goodwill and an obligation, not payment for an alliance.
- Clarify Jessica’s nature and the succession order involving the reluctant eldest brother.
- Identify who abducted the children, why no search recovered them, whether Crispin Mallow or the drow were involved, and what strategic purpose motivated the abduction.
- Secure food for thousands, investigate Reformist relief efforts, question Crispin, finalize the submarine operation, and rescue Matthew to obtain the Thralmals hags’ promised support.
- Complete the elven alliance and relief network while limiting Maidenfeld political exploitation and deciding how much sensitive information Laudine should receive.
- Learn more about The Management, its recruiter, and its demands on the twins.
- Define Sharyn’s charm mechanics and explore Snowdrop’s origins and suppressed changeling gifts.
- Reunite Sharyn and Raistasi: correct Sharyn’s map error, arrange safe transportation, and learn whether the animal messenger reaches Raistasi before she moves or is discovered. Sharyn does not yet know Raistasi’s account of leaving voluntarily and the children following her. The consequences of the guards’ pursuit remain unresolved.
- Learn what happened to the stallion’s stolen elder foal.
- Determine Audrey’s intentions and the identity of the Mother of her hag triad.
- Clarify Laudine’s loyalties and whether she is being manipulated without her knowledge.
- Investigate Stas’s impressions of Oren and Hellion and the restrictions on human contact in her settlement. The military departure and passage through the ruined circle have occurred.
- Learn more about Hedwig’s hag nature, her coven’s frog-like transformations, and Raistasi’s reaction to the bog.
- Investigate the history of Jessica’s unusual Cape of the Mountebank; its permanent attunement, usability by borrowers, and sensory traces have been described, but their origin remains unknown.
- Investigate ruined Tuck in the Northern Maltreks: identify the attackers, victims, missing bodies, unusual elven blood, shackles, surviving scouts, and the drow’s motive for becoming active.
- Locate the drow’s nearer mine entrance, investigate Marim and its missing scouts, and clarify the local Reformist hierarchy and the Bearer of the Cup’s fate.
- Determine what the drow seek, identify their covert suppliers, warn nearby settlements, investigate reports of dragons.
- Determine whether nearby drow are Feywild arrivals or older Seneran elves and whether Queilei faces incursions. Follow up the outstanding Malterford diamond delivery and Raistasi’s height potion and concealed human trade.
- Learn what Raistasi knows about Miya and whether the visitors can reach the twins’ shop, transcribed as Fairy Wand.
- Discover why Oren is banned, anticipate the dryads’ reaction to claims about Oberon, and confirm whether the magically accelerated carriage and horses remain safe.
- Determine the extent and source of the spreading blight.
- Investigate the hags reported to have killed the Urdefolcin, consumed its heart, and desecrated it; determine how this blight relates to the corruption near the travelers’ home and the earlier healing artifact.
- Determine whether the orphan girl’s resemblance to the tall woman matters.
- Clarify what Oren was investigating and the movement ability Raistasi used when she left the inn; her search for an archfey was explained during their conversation.
- Determine the elders’ exact ritual and whether Sharyn’s reincarnation magic could achieve their intended replacement Tree of Life; prevent her sacrifice or offer a credible alternative.
- Explain the ancient blood on Oren’s hands and the children’s reaction, and investigate La Papessa’s blight-controlling artifact and its limits.
- Identify the merchant’s cursed object, the secret settlement entrance, and whether Lance’s Feywild-traveled allies can offer a credible alternative to sacrificing Sharyn.
- Discover who created the Veil, whether it can be removed, and whether safe return extends to changelings and other fey such as Snowdrop.
- Clarify the nymph-run bank, coordinate agricultural aid, and discover why the Bird’s Nest family refuses to see Oren.
- Clarify Oren’s history as Orellian of the Highguard, the Green Lord’s transformation, and the young woman’s full aquatic or nymph mechanics.
- Identify the Spring Court nymph and pursue the characters’ unanswered questions about the Green Lord’s children without treating Dam’s table-only identity as known to them.
- Identify the archfey from Raistasi’s dream and what prevents her passage.
- Explore Sharyn’s reincarnation magic and how magic survived in protected groves while disappearing outside them.
- Resolve Charlotte’s fate and Torches’ chronology, identify the companion connected to Charlotte, and decide whether Torches can safely leave isolation to search.
- Restore younger elves’ freedom, help Snowdrop master her changeling nature, uncover her origins, and clarify Ven’s history and the overlapping settlement names.
- Investigate the Great Erected One, the eastern hag lead, the buried letter box and its intended recipient, and the destruction of Malterdale.
- Identify the creature detected north, the apparent hag and her illusion, why the awakened tree called Sharyn a daughter of Oberon, and whether the caravan clearing is truly safe.
- Investigate the blight, cave, planar portal, and druidic warning written in blood, including who left the sign and what danger lies beyond it.
Boundaries
Section titled “Boundaries”- Spathodea’s identity in the cape’s sensory traces was a table clarification. Only the members of the Rozenmaiden who traveled to the Feywild and met her know her; that knowledge does not transfer to Oren through this scene.
- Jessica’s affliction remains unexplained; its cause is not established by this session’s discussion.
- The hero-sacrifice requirement records the current understanding of Senera’s fey, not a settled rule for the greater fey population beyond Senera.
- Dam and Selephra’s names are settled. Dam’s identity as the Prince of Frost was clarified at the table, not learned by the current slate of characters.
- Sharyn and Raistasi are chronologically thirteen. Earlier appearance estimates do not supersede that clarification or establish that the characters know their actual ages.
- Speaker or player identities not established as characters were omitted; uncertain character attributions remain qualified.
- Out-of-character location and rules information was preserved as such and not promoted to in-world knowledge.
- Uncertain names, spell identities, creature types, and source codes remain plain text rather than being canonized.
- Speculation about family relationships, hidden children, infertility, hag bargains, ancestry, and loyalties remains explicitly unconfirmed.
- Potentially graphic violence was summarized without unnecessary detail while preserving its consequences and game relevance.
- The children’s return is described as goodwill and an obligation, not as payment or a bargaining chip.
- Private relationships and secrets mentioned indirectly were not assigned to a named character without sufficient evidence.
