The Fractured Lands - Session 2 (1-27-25)
The White Rabbit, Lilith - The leader of the rebellion brewing near Rhaglunieath
JANUARY 27TH, 2025
The group recapped their first session, where they met in a sewer and were tasked with finding long-lost relics. They then began exploring a crypt tomb, encountering pressure plates and traps. Marak successfully opened a door with a high perception check, revealing a tunnel with rooms. They then found a severed head singing gibberish, which caused psychic damage. The group collected a bag of holding, a greater healing potion, and a second-level spell scroll (spider climb). They also encountered poisonous snakes and navigated pressure plates.
The group then decided to rest and prepare for further exploration. During the rest, the players engaged in a role-playing exercise where each PC shared their character's aspirations and challenges. Marak aspired to be the world's greatest multi-faceted performer, while Markus wanted to open a tavern (that would be also good for intelligence and spying.) Murf expressed a desire to find a way to travel up and down, and to help others who were enslaved like him to escape. Murf especially wants to help fellow tabaxi, Hattie. The characters also discussed their worst jobs and most challenging opponents, with Marak humorously mentioning his estranged wife. The session concluded with reflections on personal growth, emphasizing the importance of not taking things too seriously and finding joy in life.
Action Items
Determine the nature of the spell scroll obtained.
Explore further into the dungeon.
Decisions made
The party decided to go left when exploring rooms in a dungeon.
They chose to use a rope of climbing to reach a lever in a room.
The group decided to take a short rest after exploring several rooms.
Issues & Risks
The party encountered traps in the dungeon, including pressure plates and potential gas traps.
There was concern about a timer mechanism in the dungeon that could trigger traps.
Next steps
Outline
First Session Recap and Initial Mission
Dillon recaps the first session where the group met from various backgrounds and started in a sewer, leading to the resistance hideout. The group had to pitch themselves to the resistance, successfully convincing them to take on a mission to find long-lost relics. Emily adds details about the mission, mentioning a crypt tomb discovered by the resistance and the need to open a carved wooden door.
The party is accompanied by a follower of Lillith, named Hatter. Marak questions Hatter about the door, learning that their trap spotter, Jimmy McGee, was killed by rocks, making the door's trap status uncertain.
Exploring the Crypt Tomb
Emily describes the crypt tomb, a clearing with a cave-in revealing a nondescript arch door. The group discusses checking for traps, with Marak and Murf aiding the check. Emily then details the pressure plate around the door and the holes in the ceiling that could contain traps. Markus attempts to discern the traps and decides to dance across the pressure plate to avoid stepping on it.
Trap Detection and Initial Exploration
Marak rolls for perception and investigation, discerning that the bricks in the pressure plate area are connected. Murf suggests using a heavy object to test the pressure plate, leading to a humorous exchange about using a 10-foot stick. The group decides to use a staff tied to a rope to test the pressure plate, with Murf rolling a perception check. The pressure plate shifts slightly when the club hits the floor, and the group hears a faint hissing noise, suspecting a snake bomb.
Navigating the Pressure Plate and Opening the Door
Marak suggests walking on the pressure plate quickly to avoid triggering the timer, with Markus agreeing. The group successfully opens the door, with Markus rolling a high sleight of hand check to pick the lock.
Emily describes the tunnel with rooms branching off, and Marak decides to play his guitar, joking about a secret tunnel. The group explores the tunnel, finding it to look like a prison with grates on skylights and a raised area with a statue of a giant raven.
Encounter with the Raven Statue and Trap Activation
Marak decides to investigate the raven statue, finding a plaque warning not to ride the raven. Murf suggests touching the plaque, leading to the raven statue coming to life and throwing Marak off. The raven barrels through the room, knocking over objects and causing damage.
Monsters begin swarming the area. The group decides to barricade the holes with a table, with Murf rolling an athletics check to move the table.
Exploring the Rooms and Encountering Poisonous Snakes
The group explores other rooms, finding a locked door with a shadow of a ladder blocking it. Marak uses a spell to cast light, revealing a bucket on top of the ladder with poisonous snakes inside.
The group decides to attack the snakes, with Murf and Markus dealing significant damage. The group collects the snakes for dinner and poisons, with Murf expressing a desire to extract the poisons later.
Rest and Preparation for Further Exploration
The group takes a break, with Marak singing a soothing lullaby to Hatter, who is tired and slumped down. Emily describes the group finishing looting and preparing for further exploration. The group decides to split up to check different rooms, with Marak taking one room and Murf taking another. Marak finds a severed head singing gibberish, causing him to feel a psychic pressure and decide to leave the room.
Navigating the Tunnel and Encountering Pressure Plates
The group navigates the tunnel, with Marak leading the way and the group encountering pressure plates in the main corridor. The group decides to enter rooms to avoid the pressure plates, with Marak rolling a high perception check to notice the pressure plates.
The group splits up, with Dillon Bradley and Murf taking different paths, encountering various traps and challenges. The group successfully navigates the traps, with Murf using a rope of climbing to reach a lever that removes the weight from the room.
Final Treasure Room and Short Rest
The group enters the final treasure room, finding a pedestal with a gold chest containing a bag of holding and a second-level spell scroll of spider climb.Emily describes the bag of holding as a magical item that can hold an physically impossible amount of items.
The group decides to take a short rest with Emily mentioning the use of campfire cards to add some fun and interaction during the rest period.
Initiative and Storytelling
Emily suggests taking a picture to determine the order of speaking. Murf shares a story about becoming a warlock, while Marak talks about his estranged wife.
Emily Lutzen and Murf discuss a small sack of dead poisonous snakes, with Murf performing an animal handling check to see if he could extract any venomous sacs from the snakes.
Personal Aspirations and Challenges
Marak shares his desire to be the best in the world at anything, despite being underestimated due to his size. He wants to be remembered as the world's greatest multi-faceted performer, aiming to be famous enough to make his estranged wife regret their separation. Emily and others react positively to Marak’s story, with Murf giving a slow clap. Markus draws a card, asking what he would like to be remembered for, and shares his dream of opening a tavern.
Tavern Dreams and Strategies
Markus discusses his ambition to open a tavern, emphasizing the importance of hiring good bartenders and having a decent selection of alcohol. The ambitious rogue plans to use the tavern as a source of information and to help adventuring parties. Markus elaborates on his strategy for running a successful tavern, including avoiding overly pushy bartenders and hiring cool, calm, and collected ones.
Murf talks about his hopes of discoveries or innovations that could facilitate an easy return to the surface. Murf expresses a wish to find a way to sneak people back home if they ever discover a way to get up and down. He hopes such discoveries and exploration could lead to the establishment of an “underground railroad” for slaves of the evil empire. Murf wonders if an artificer or wizard might be able to help.
Reflections on Life and Legacy
Emily asks if anyone wants to do another round of questions, and the group agrees to continue.
Marak shares his worst job ever, describing it as being a husband in the underground and having to push a boulder up a hill for 10 years. Markus talks about wanting to be remembered for his assassin skills, aiming to fulfill contracts without being recognized. He also discusses his kill bucket list, including high-up leaders in their campaign setting.
Murf shares his goal for his companions to continue his mission to freeing Hattie and getting her back to the Tabaxi empire she is from. Murf wants Hattie to have a good, comfortable life and see sunlight, despite her life of slavery. Everyone reacts to Murf’s story, with Marak him the only actual hero in the group.