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Session 27: The Whispering Reeds and the Watching Eye

S27 Recap — "The Whispering Reeds and the Watching Eye"

TL;DR

Back from killing the void glutton, the party hauled loot to Otari, hashed out a long-overdue truce on loot drama, bought an armor rune and a winged "Sisian"/Cyclops helmet, and Abus dared to read the Whispering Reeds (passing the will save). Returning to the Gauntlight via the front door, they brushed off the fake-Absalom-guard dwarf and his slaver thugs, befriended Boss Kron's mushroom kids, failed to exorcise the watching-eye haunt, and ended on a green light darting out of the corridor near the hands altar.

Detailed Recap

Decisions

Open Questions / Reminders for next session

Scene timeline (16)
00:00:00Pregame: Foundry inventory setup and custom items
Table chatter and tooling: organizing inventory in Foundry VTT, making custom items (e.g. the 20% Otari market discount parchment as a treasure item), and onboarding a new/returning player (Richie) into Foundry. Includes off-game banter. [S27 · 00:02:03 · turn 0016 · scene 001]
00:07:03Recap of the previous session
A player-given recap: last session they killed Jaul and his wolf companion, returned to Otari to report to the quest-giver (Mr. Irishman / Koradval), got paid in coin plus the discount parchment, sold one of the qatars, heard Lazarus's story at the Rowdy Rockfish, returned to the Gauntlight, fooled the watching-eye room with a mirror, activated portal rooms on two floors, descended further, and fought and killed a 'void glutton' that had bodies trapped in its tendrils. They released the bodies and set fire to the loot room. They are now in Belcorra's/Velhor's bedroom area. [S27 · 00:07:19 · turn 0060 · scene 002]
00:12:17Identifying loot in Velhor's bedroom
The party identifies items recovered last session: a vial (failed earlier), a bowl, and holy prayer beads found on a corpse. Venris makes a crafting check (+12, rolled 28) and partially identifies a mist potion (later confirmed as a lesser mist form elixir). They decide to head back to town to sell loot and collect commissions. [S27 · 00:13:07 · turn 0105 · scene 003]
00:16:09Out-of-character loot-distribution discussion (the bow, armor rune)
A long mixed in-character / out-of-character discussion about how loot has been distributed, sparked by who should get a +1 striking longbow. Cid (C) and Venris (A) clash in character about Venris keeping loot (armor rune, a qatar). The table agrees out-of-character to stop the in-game loot-distribution drama because it slows the game and gets heated, and to default to giving usable gear to whoever can use it. The striking longbow is handed to Veve; Abus (B) gives Cid 65 gold for the trade. A +1 striking pick remains available to sell. [S27 · 00:36:03 · turn 0303 · scene 004]
00:43:12Leaving the vault: the watching-eye room and exit choice
The party searches the abandoned personal quarters (Velhor's), finds nothing, and heads back up through Jaul's bloody area. They pass the watching-eye room; Abus enters with eyes covered but still feels watched, confirming the paranoia effect is active again. Venris senses he could likely disable it but defers it for later. They decide to leave through the cave system rather than via portals (first-floor portal is destroyed). On the way they tell the mushroom/myceloid folk where to find fresh bodies (Jaul and the wolves) to eat. [S27 · 00:48:15 · turn 0399 · scene 005]
00:57:07Combat: ambush by the screecher in the caves
While traveling out through the caves, a large purple-winged screecher (a paranoid Darklands ambush predator) crit-ambushes and restrains Cid. It is large, has shadow shift (concealment in dim light), and a sonic 'moan' attack. Abus cannot escape the grab. Veve (D's tactic) shoves it off Cid critically; it falls prone. Venris hero-points a sneak-attack flurry for ~45 damage. Cid sudden-charges in. The creature uses a will-save scream attack that would sicken/nauseate; Veve's counter-performance (with a hero point) wards the whole party. Venris, Cid, and Abus finish it off. Recall knowledge identifies it but its lore is described as inscrutable. [S27 · 01:07:24 · turn 0564 · scene 006]
01:37:19Treat wounds and exit to Otari
After the fight the party treats wounds and recovers in the caves, sets a marching order (Venris scouting ahead avoiding notice, Cid rear guard), and continues out to see sunlight and reach Otari in daylight. [S27 · 01:40:27 · turn 0898 · scene 007]
01:42:47Otari shopping: selling loot and buying an armor rune
In Otari the party sells the recovered second qatar to the quest-giver for 100 gold (split evenly), sells the +1 striking pick and Veve's old +1 longbow at the market (magic weapons ~100 gp each), and keeps a Black Adder Venom vial and the lesser mist form elixir. Cid buys a +1 armor potency rune (160 gold, with 20% discount = 128) from the Garrison since Carman's shop (Blades for Glaives) is closed. Cid commissions the rune applied to his armor by the master smith (ready ~10am next day). They pick up Veve's composite bow commission. [S27 · 01:55:00 · turn 1036 · scene 008]
01:59:14Telling Lazarus the tale and lore about Absalom's Grand Bazaar
The party visits the Rowdy Rockfish to tell Lazarus (Laza) about killing the void glutton; he praises them as heroes. They discuss Absalom and its Grand Bazaar (in the Coins district) as a place to find higher-level magic items someday. Abus opts to sleep at the Wins/temple rather than the tavern. [S27 · 01:59:24 · turn 1077 · scene 009]
02:01:47Abus consults Wrin Sivinxi about the Whispering Reeds
Abus reports the Gauntlight findings to Wrin (Rin) — the void glutton, rescue of the Hazda, portal activations, the watching-eye room, Belcorra's journal, the visions. He shows her the Whispering Reeds found in a secret room in the Temple of Nethys/Nimbalov; she pales, knows the dangerous stories about them, and warns they could be a useful weapon but risk madness ('the empty death'). With her blessing and a prayer to Pharasma, Abus reads the Reeds: he passes the DC 27 will save (nat 20) and learns a spell that deals 5d6 positive damage to a single incorporeal undead within 30 ft (DC 27 will save), once per hour, two actions. He also learns the book grants up to 3 uses/day of a list of common spells (including fear at 3rd level), but every use exposes the reader to the empty death (paranoia/madness). [S27 · 02:10:08 · turn 1167 · scene 010]
02:21:07Break and the Cyclops/Sisian helmet purchase
After a five-minute break (and table banter about the party's gold imbalance and a 'backpack' character joke), the GM offers a unique 6th-level item the party can find while perusing the market: the 'Sisian' / Cyclops helmet (winged ornate brass helm). It grants +1 AC and saves vs evil creatures and a once-per-hour 6d6 (cold or fire, 15-ft line) eye-beam attack. Veve haggles it down (performance + deception rap-god bit) to ~170 gold. A long in/out-of-character loot discussion follows about who should wear it; because it stacks oddly with mystic armor/rallying anthem status bonuses, it is given to Cid to wear for now (tank), with Venris willing to take it otherwise. [S27 · 02:28:03 · turn 1297 · scene 011]
02:46:01Rest, morning pickup, and returning to the Gauntlight
The party rests overnight; in the morning Cid collects his now +1 armor. Table banter about wealth distribution. They decide to return to the Gauntlight, this time entering via the front door / first floor in daylight to see if anything changed, rather than the caves. Discussion of the destroyed first-floor portal vs the activated (but short-range) second-floor portal. [S27 · 02:58:50 · turn 1563 · scene 012]
02:59:07The fake Absalom-guard dwarf and his thugs reappear
On the forest road to the Gauntlight the party again meets the dwarf and his two human bruisers who pose as Absalom city guards. Sense Motive confirms they are lying. The dwarf drops the pretense: he is hunting 'some many' (a target) and proposes 'finders keepers' on anything valuable found below. The party suspects they are slavers/bounty hunters (the dwarf carries slave-chain manacles and a bag like the one looted before). The thugs tag along into the Gauntlight but hang back outside, too scared to descend. The party tells the myceloid mushroom folk in Sakvroth that the three thugs behind them are fair game. [S27 · 03:09:21 · turn 1646 · scene 013]
03:23:37Descending through the Gauntlight; the mushroom kids
Descending the Gauntlight, the party finds the myceloid/mushroom creatures (including Boss Kron's 'kid') looting and squabbling over random items. Venris befriends them, gives a mushroom child his old main gauche, and they wave the party through. The party passes the portal room (unchanged) and heads back down toward the watching-eye room and the hands room. [S27 · 03:24:49 · turn 1783 · scene 014]
03:32:40Attempting to exorcise the watching-eye / paranoia haunt
Venris learns he cannot permanently disable the watching-eye effect himself but Abus could possibly banish it magically. The GM frames it as a restless spirit/haunt requiring repeated religion checks while resisting recurring fear/frightened conditions. Abus (cleric of Pharasma) attempts a multi-check exorcism aided by Venris; the party endures multiple frightened conditions and will saves. After several failures and accumulating fear, Abus retreats and the haunt remains unresolved. The GM ties the retreat to a narrative 'a soul that failed to pass.' Hero points (including one earned from reading the Reeds) are spent. [S27 · 03:33:49 · turn 1857 · scene 015]
03:57:32The hands room, a trail, and the green light cliffhanger
The party passes through Jaul's room (his body has been eaten/gone) and reaches the room with the hands altar. A perception check finds one hand has a squished finger and a short footprint trail — something heavy stepped on it. Survival/tracking shows a short trail across the altar. As Abus looks down the corridor toward the fiery barrier, a green ribbon of light (same color as Otari's lights, the same green light seen where they fought Jaul) emerges from the tunnel and darts around. The party chooses to pursue the light next session rather than the one unexplored room. Session ends on this cliffhanger; next session noted as 'AOA'. [S27 · 04:04:50 · turn 2152 · scene 016]
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