Session 2- Finding the Snakes Den
May 2nd, 2026
3 Lamashan 4070
Intro
The fire had long since dwindled to glowing embers by the time dawn crept across the northern road. Cold mist clung low to the earth, weaving between dark pine trunks and curling over the abandoned battlefield behind them. Somewhere deeper in the forest, a vulture called once… then silence answered.
The corpses of the wereboars had been left for the wilds.
Ahead, the road stretched north toward High Rock — toward rumors of an old house hidden in the hills, toward the Viper League, and perhaps toward answers none of them were prepared to hear.
Eris awoke first, already crouched beside the remains of the campfire with dirt on her hands and far too much energy for the hour. Nearby, Vali flickered faintly in the morning air before dispersing into harmless sparks. Silvyn remained perched high in the branches of a pine, feathers puffed against the cold as one sharp golden eye tracked the woods below. Alessia sat awake beneath another tree in full armor, exhaustion hidden behind habit, one hand resting against Hera’s neck as the mare breathed steam into the freezing air.
No one said it aloud, but the world already felt different from two days ago.
The king had nearly died.
Resistance groups were moving in the shadows.
The Viper League had agents inside the Capitol itself.
And now three strangers — a refugee druid who seeks nature's wrath, a disgraced knight desperate for redemption, and a raven with stolen memories — were riding directly toward the heart of it all.
Then, from somewhere further up the road, came the sound of wood creaking softly in the wind.
Not a wagon.
Not a tree.
A signpost.
And hanging beneath it, swaying gently in the cold morning breeze…
was a freshly nailed serpent symbol.
Summary
Session Summary: The Viper League Investigation
The party—Alessia, Eris, and Sylvin—arrive in Highrock while investigating the Viper League, a criminal organization believed responsible for the assassination of Lord Gadrick at the King's Ball.
Delivering Difficult News
The group visits Lady Frida Gadrick, where Alessia is forced to reveal that her husband was murdered by poison. Though devastated, Lady Gadrick remains composed and provides the party with the location of the Viper League's hideout: an abandoned house east of town. She offers them lodging at the Gray Tankard Inn in gratitude for pursuing justice.
Preparing for the Mission
The party splits up to prepare:
- Eris secures rooms at the inn and befriends Falco's young daughter, Julia.
- Alessia and Sylvin purchase and barter for magical equipment, while obtaining promises of future rewards for monster parts.
- Julia quickly becomes fascinated by the adventurers, especially Hera, Alessia's horse.
The Viper League Hideout
The abandoned house conceals a complex underground tunnel system filled with traps, poisonous gas, riddles, and deadly monsters.
Major encounters include:
- A hidden pit trap triggered by an illusion of Alessia's mother.
- Poisonous tunnels and environmental hazards.
- A Mimic disguised as a treasure chest.
- A Gelatinous Cube ambush that nearly kills Alessia.
Throughout the dungeon, Alessia's desperation to find her missing mother repeatedly places her at risk, forcing Eris and Sylvin to keep the party focused and alive.
Final Confrontation
Deep within the lair, the party confronts Phinala, the assassin from the King's Ball.
Phinala reveals herself to be a monstrous serpent abomination. After a brutal battle in which all three adventurers are knocked unconscious or nearly killed, the group ultimately defeats her through teamwork, healing, and persistence.
A Disturbing Discovery
Searching the lair uncovers evidence that dramatically expands the scope of the conspiracy.
The party finds:
- Military intelligence and spy reports.
- Property deeds and treasure.
- Intelligence files on Eris, Alessia, and Sylvin, detailing their histories, personalities, and movements.
- A coded assassination list targeting members of the VanHolding family—including the King—and eventually the party themselves.
The documents reveal the chilling directive:
"Watch. Study. Let them think they hunt. The prey may lead us to greater prize."
The group realizes they have not merely been investigating the conspiracy—they have been watched and manipulated by it.
Return to High Rock
Back at the inn, Julia reports that a mysterious hooded woman with glowing yellow eyes approached Hera. Rather than attacking, the woman simply remarked:
"I'm not going to hurt you, or them, yet. I'm just here to have fun."
This encounter confirms that the enemy knows exactly where the party is and is deliberately allowing events to unfold.
Moved by Julia's bravery, Alessia ceremonially knights the young girl, while Eris gifts her a magical cloak. The touching moment provides a brief respite after an emotionally exhausting day.
Closing Note
As the party rests, Alessia remains awake, praying for her missing mother's safety. Although they have dismantled one Viper League cell and slain its leader, they now understand they are only small pieces in a much larger, carefully orchestrated conspiracy that threatens both the kingdom and everyone they care about.
Key Outcomes
- ✅ Lord Gadrick's death is confirmed to his family.
- ✅ The Viper League hideout is infiltrated and cleared.
- ✅ Phinala, the serpent assassin, is defeated.
- ✅ Valuable magical items, gold, and intelligence are recovered.
- ✅ The party discovers they are being actively surveilled by a larger organization.
- ✅ A broader assassination plot targeting the kingdom and the party is revealed.
- ✅ Julia is knighted after bravely protecting Hera.
- ⚠️ Alessia's mother remains missing, and the larger conspiracy remains unresolved.
Obrivar-Session Highlights
Recap Missions for Next Session:
-Decypher the remainder of the Viper League Hit List Parchment
-Figure out the identity of the Mystery Lady who stopped by the Gray Tankard to look at Hera
-Find a Healer/talk with Lady Gadrick about curing Silvyn’s and Eris’ poisoned conditions
-Go back to Latta’s Trader Shop to bargain with the Mimic Teeth, Snake Skin, etc, and get the Ring of Mind Shielding
-(maybe) Head back to Hesperia to Report findings to the King
-Find Jona VanHolding, go to the Quiet Grove (urgent based on hit list)
-Figure out the Black Mirror Dagger Properties
Allies:
-Roctor Vanholding
-Clarise Vanholding
-The Black Lotus
-Lizu -The Glass Dune -Jona Vanholding
Antagonists:
-The Viper League
-Phinala
-Mystery Half-Ling
-Mystery Lady
Neutral/Unknown Allegiance:
-Henry Vanholding
Battle Advantages/Abilities+ New Items:
Alessia:
Removed and Added Items:
-Shield
-1 Gold Piece
+Shield of Expression
+Shed Snake Skin
+Health Potion
+Mimic’s Tongue
+60 GP
Silvyn:
Removed and Added Items:
+19 silver pieces
+12 gold pieces
+a broken buckle
+a magnifying glass
+a metal whistle
+a pouch of pipe weed
+an ivory game piece 1
+61 Mimic Teeth
+Blade of Broken Mirrors (Evil Vestige from Phinala)
+60 GP
+Iron Spike
+Unmarked Signet Ring (worth 5GP)
+Deed to the Abandoned House Property
+Spy Report on the Party
+Snake Skin Container with Conspiracy Hit List
Eris:
-Cloak of Many Fashions
+Ornate Viper League Leather Armor (Phinala’s)
+Giant Iridescent Scale
+60 Gold (Viper’s Lair)
Characters/Groups:
Viper League: a criminal organization that has groups within each country; enemies of the resistance groups; plot, stealing, murder, corruption; prime suspects in the previous King of Hesparia’s (Alessia’s grandfather) assassination; symbol is a “y”
Massasauga: a criminal subgroup of the Viper League; Phinala was a captain of the group;named after a Massasauga a snake
Phinala: an elf associated with the Viper League; Eris’ target from Lizu; may have been the shinarkai elf assassins from the King’s Ball; one of the captains of the Massasauga Group, which is a subgroup of the Viper League; transforms into a snake abomination-a shimmer of green runes flash on her neck, and her eyes turn into snake diamonds; shoulders burst and she transforms
Mystery Lady: a lady in black robes and a hood that came by looking at Hera at the Gray Tankard; yellow eyes; walked behind the shed and disappeared.
Unknown Citizen of High Rock: a friendly man with a peasant hat and potatoes that gives the party directions within High Rock upon arrival
Angelica: maid of the Gadrick household; an older lady in an apron and floral dress
Viktoria Gadrick: Lord and Lady Gadrick’s daughter:
Ku Gadrick: Lord and Lady Gadrick’s son
Lady Frida Gaddrick: a woman with long blonde hair, late 40s, cream shoulder cut dress, nice; Lord Gadrick’s wife, and now widow
Falco: a heavy set male half-ling, head of the Gray Tankard Inn in High Rock; loving father of Julia Julia: Falco’s 4 year old daughter; obsessed with adventure; very cute, and bold 2
Locations:
Gaddrick’s Home: in High Rock, center of town; the house is warm, comfortable, clean, paintings, etc; decent lord’s home High Rock: north of the Hesperia Capitol; near an old “abandoned” house
The Gray Tankard: High Rock local Inn
Lattas Trader Store: High Rock traders store
Old Abandoned Home: east of High Rock; small house, large property, farm where widow died; was taken over by the Viper League; a single-story old abandoned house; it is not unkept; part of the roof is missing; steps are skewed and broken; entrance area: no indication of magic, no sightings of runes, and no traps appear; partially melted candle; one large room then a hallway that looks to separate into bedrooms; faint footsteps in the dust, room to the left; left room is a sturdy door with 4 heavy pegs sticking out of its surface; appears to be a wooden crate full of gears, as well as a small brass plaque with a riddle engraved on it; riddle of the room: “four in one, three in four, two needs all that came before, three seems last but with only half”’; two middle pegs transform into a handle when riddle is solved; secret path opens up; gust of warm humid air; path beyond has damp earth, and a venomous odor comes from below; faint whispering, as well as echoes of hissing; the floor eventually becomes level, and it is clear that the area is a dug out tunnel with no light; tunnel is eventually lit with flashes of green lanterns;
Inguinid Mountain Pass: northern mountain pass; Alessia’s mother was sent on a mission there
Session Story: High Rock & The Viper League
Arrival in High Rock
As dawn approaches, Eris rises from her deep slumber on the ground. She looks around, seeing Sylvan perched high in a tree, and Alessia lying soundlessly against Hera. As the druid glances into the sky, she sees a vulture circling overhead. Already energized, Eris awakens her companions with her very own bird chirps. She even finds a fellow bird willing to cheep a little alongside her. In response, Alessia groans awake, and Sylvin rustles. The group gathers their supplies, ready to move onward. Eris transforms into her horse form, and as the adventurers move forward, continuously whinnies at Hera. Alessia, too tired for such shenanigans in the morning, has Hera move far more quickly. After an hour or so, the group come across a crossroads, the signpost marked with the symbol of the Massasauga Group. The group eventually find their way to the town of High Rock. People appear to walk and socialize normally, yet, they also seem to be on edge. Alessia approaches a man who is hauling potatoes. He seems to recognize the Van Holding name, and he helpfully directs the party to Lord Gadrick’s home as well as the local inn. He states that the Gadrick's should be able to provide the group with any further information they may need.
Meeting Lady Frida Gadrick
The group recall that Lord Gadrick had passed and, on the way to his home, wonder if his family has yet been informed. Alessia takes the lead, knocking on the door of the home. An older lady in an apron and floral dress answers the door, and lets the party enter to see Lady Gadrick.
As the party makes their way upstairs, they notice two kids run across the stairway, a young girl and older boy. Alessia appears saddened, wondering if those are Lord Gadrick’s children. The kids make their way past the party and tumble into the upstairs office, where Lady Frida Gadrick sits, looking flustered and tired. When she looks up from her papers to see the party, she shoos the children away.
Alessia introduces herself, and lets Frida know that the group is visiting High Rock to investigate the Viper League. Hearing the name, Lady Frida angers, stating that there have been issues in the town with those “snakes”. She also states 3 that she is looking forward to her husband returning, so the mess may resolve sooner than later. At that, Alessia’s face falls, and she asks when she was expecting the Lord to return. Lady Frida states he is expected to return that day. She asks Alessia if she knows Lord Gadrick as well, in consideration of her Van Holding name and connection to the Kingdom.
Alessia states that she knew of Lord Gadrick, but did not know him well. After a long pause, Alessia decides to be direct and honest with Frida. Alessia states that if she were in Lady Gadrick’s shoes, she would wish to know this news as soon as possible. Alessia conveys the information about how Lord Gadrick died of poison at the King’s Ball. Lady Gadrick’s expression becomes hollow, and all in the room are silent, feeling the magnitude of the news. Beyond the office, everyone can hear the Gadrick children downstairs, laughing and playing, with no knowledge of their father’s fate.
Eventually, Lady Gadrick slowly regains her composure, though now appearing to be even more tired. She states that she appreciates Alessia’s forthcoming, and asks if the Viper League was behind her husband’s death. Alessia solemnly confirms this, and sees a spark of rage within the widow’s eyes. Frida states that the Viper League are located in an old abandoned house east of town.
The house was once owned by a widow, and the Viper League roughed up some townspeople to possess the property as their hideout. Alessia states that the group will infiltrate the old house, and provide any information to Lady Gadrick after. Lady Gadrick nods in appreciation, and states that they may stay in the town and rest at the Grey Tankard. She says that we may have free rooms for our help, and directs the party to talk with Falco. Alessia thanks Frida, and begins to leave. Eris however, tears forming in her eyes and overwhelmed with emotion, begins to reach out to hug Lady Frida. However, she remembers that those of nobility may not take the gesture as kindness, but as nuisance. With that, she reluctantly withdraws her hand and follows Alessia and Sylvin out the door.
Preparing for the Investigation
Eris Visits the Gray Tankard Inn
Outside of the Gadrick home, the group decide to split, Eris, needing a rest to restore one of her Wildshape Charges, will go to the Gray Tunkard Inn, while Sylvin and Alessia will go shopping in town for supplies. Alessia reminds Eris to be sure to ask about stables for Hera as well. Eris simply stares at the sky and nods, though seems more entranced by the clouds above. As Eris skips her way through town toward the Inn, she greets any critter she sees in sight, and even helps some ducks waddle their way across the road.
Upon entering the Inn, she finds a heavy set male half-ling, and asks if he happens to be Falco. The man nods, and Eris conveys the information provided by Lady Gadrick. Falco gives Eris and her companions two rooms, one single and one double room. Behind Falco appears an enthusiastic 4-year old girl, who seems enamored with Eris. Eris, delighted, asks who this little lady is. Falco states that she is daughter, Julia, his pride and joy. Eris kneels, shaking Julia’s hand and introducing herself as an adventurer. Julia’s eyes widen with wonder, and she asks what kinds of adventures Eris has been on.
Eris describes the forests of the druid grove, the castles in Hesperia, and gushes about her wonderful new companions. She especially emphasizes that Julia should meet the majestic Kenku who will join her soon at the Inn. Eris cheekily states that she LOVES getting her feathers pet as well. Falco, amused, has Julia go get some snacks.
Eris thanks Falco then makes her way to her room, jumping on the cot. She gets a nagging feeling that maybe she forgot something, but shrugs and drifts off into blissful sleep, trusting that nature will remind her later if it's important.
Highlights
- Meets Falco, owner of the Gray Tankard.
- Befriends Julia.
- Receives complimentary rooms from Lady Gadrick.
- Forgets to ask about Hera's stabling.
Alessia & Sylvin Visit Latta's Trade Shop
Meanwhile, Sylvin and Alessia head to Latta’s Trade Shop. Within the shop, they see mostly common goods, potions, and armor. Alessia eyes a fascinating shield with the shape of a face on it. Latta, the female half-ling running the shop, states that it is a Shield of Expression, and that it can be used to alter one’s facial expression as well as for defense. Latta states it is 50 gold pieces. Alessia, considering her stern, stoic face, tries bartering with Latta, seeing if she could exchange her current shield for that one. Alessia tries to flash her current shield impressively to showcase its value, but she makes a grating noise instead.
Latta, amused by the effort, agrees to exchange the shield, plus one gold piece. She also notes 4 that if Alessia can bring her any monster teeth, she could exchange those for other items within the shop. Alessia thanks Latta, and equips the shield. Alessia immediately has the shield change her face to always smiling, so she no longer has to make an effort to appear amicable. While Sylvin browses, she sees a slightly shimmering ring.
Latta states that it is a Ring of Mind Shielding, and worth 200 gold pieces. Sylvin, an “experienced” barterer herself, brings out the Snake Venom, asking if she could exchange it for the ring. Latta examines the venom, admitting that it seems to be worth a good amount. She states that Sylvin may have the ring at a hefty discount in exchange for the Snake Venom, stating that the ring would be worth 62 gold pieces with the Snake Venom.
Sylvin, exasperated, asks if there’s anything else she can barter with. Latta thinks, recalling that the adventurers may be heading for some treasure in the Snake’s Den, and says that she can “bring her something good”, then she can have the ring. Sylvin ruffles her feathers enthusiastically, and says that Latta will not be disappointed when they return.
The smiling fighter and determined raven then depart the store to reunite with their druid at the Gray Tankard Inn.
Highlights
- Alessia trades for the Shield of Expression.
- Latta offers future trades for monster parts.
- Sylvin negotiates for the Ring of Mind Shielding.
- Promise made to return with valuable treasure.
Reunion at the Gray Tankard
As soon as Sylvin steps foot inside the inn, Julia sprints up to her. Julia’s eyes widen seeing the raven creature that Eris described, and she shakily holds out a piece of soggy bread to the Kenku. She proudly states that her father made it, and it would be an honor if Sylvin had it. Sylvin looks at the girl awkwardly, but decides to reluctantly take the bread. The girl nods enthusiastically, staring in anticipation for the raven to eat the gift. Sylvin sighs, and takes a bite of the bread. It tastes of sourdough and lemon juice. Sylvin grins and bares it, and thanks the girl with a curdling smile.
As Alessia and Sylvin look up, they see Eris having her own laughing fit at the top of the stairs. The deep voice of Falco greets the newcomers, and Eris introduces them as her companions. Alessia elbows Eris, asking if she confirmed if there were stables for Hera. Eris blushes, now remembering what she forgot. She scrambles, and quickly asks Falco if there are any stables for the fighter’s steed. Falco states there are no official stables, but that there is a place in the back Hera could stay. Eris gives an enthusiastic thumbs up to Alessia. Alessia rolls her eyes, and thanks Falco. Eris now notices that Alessia has been smiling way more than usual, and asks Alessia what is wrong with her face.
However, Julia interrupts, having now turned her attention to the fighter, pricking her ears at the mention of a “noble steed”. Julia asks if she may see Hera. Alessia, still appearing to have a large smile on her face, opens her hand to Julia to lead her to the horse. Julia is absolutely amazed, and follows Alessia. Alessia brings Hera to the back of the Inn, and ties her to a post. She then changes her shield so she can make normal expressions again. She kneels down to talk with Julia as the girl pets Hera’s coat gently. Alessia asks Julia if she would keep an eye on Hera while her group was out “adventuring” tomorrow. Julia pushes her chest out, and solemnly swears to do so. Alessia affectionately ruffles the girls hair, saying thank you. Alessia then becomes more serious, and states that if Julia sees anyone touch Hera, let them know that “the woman who owns her will slit her throat”.
Julia excitedly repeats the phrase, clearly a bloodthirsty little adventurer. Finally, Alessia states that if Julia spots any trouble, to let Falco know, as she does not want Julia to be hurt. Julia salutes Alessia, and states “Ay ya Captain!”. Alessia salutes back, and promises to let Julia ride Hera once they return to the Inn.
Highlights
- Julia meets Sylvin.
- Eris remembers Hera's stabling.
- Alessia entrusts Julia with watching Hera.
- Julia enthusiastically accepts her "mission."
The Viper League Hideout
Entering the Abandoned House
The party heads out east, and finds a single-story old abandoned house. Eris and Sylvin sense into the entrance, and there is no indication of magic, no sightings of runes, and no traps appear. The party sneaks into the entrance, Sylvin particularly as silent as a shadow. The raven is able to open the door skillfully enough that it does not creek. Within the house, no one appears to be around. There is a partially melted candle on a table, indicating that there have been people there.
There appears to be one large room, a hallway, and another bedroom. Sylvin spots faint footsteps in the dust, leading into the room to the left. Alessia sees out of the corner of her eye a shed snake skin near a wall. Alessia moves fast, taking the snake skin, and slamming it on the floor. Seeing that it is now only a snake skin, she stuffs it into her pack, figuring it may be something she can bargain with at the trader’s shop. The party check out the room to the right, which appears empty. They then make their way to the room the footsteps lead to.
Solving the Hidden Door Puzzle
Within the left room is a sturdy door with 4 heavy pegs sticking out of its surface. There appears to be a wooden crate full of gears, as well as a small brass plaque with a riddle engraved on it. The riddle states “four in one, three in four, two needs all that came before, three seems last but with only half”. The party put their brain power together, and Alessia is the first to solve the riddle.
She tentatively places the gears in their proper spots, and the party hears a click. The two middle pegs transform into a handle. Eris cheers, patting Alessia on the back. Alessia merely grunts, but does smile a bit at her success.
Puzzle
"Four in one, three in four, two needs all that came before, three seems last but with only half."
Descending into the Underground Tunnels
Sylvin opens the door outward, and the party is met with a gust of warm humid air. The path beyond has damp earth, and a venomous odor comes from below. They also hear a faint whispering, as well as echoes of hissing. As the party make their way down the path, the floor eventually becomes level, and it is clear that the area is a dug out tunnel with no light. Stepping through the path, it is eventually lit with flashes of green lanterns.
The Tunnel Challenges
The Illusion of Alessia's Mother
Suddenly, there is a flash of a green light. A woman’s voice calls from within the tunnel stating “Alessia is that you?”. Alessia stiffens, then runs directly towards the voice. She yells “Mother, where are you!?”. Eris and Sylvin quickly follow, Eris yelling that it’s a trick. Alessia does not care, and barrels forward. However, when Alessia steps into a puddle in the path, she feels the dirt floor fall out beneath her, falling into a pit 20 feet deep. Eris and Sylvin stop where she fell, and yell for her. Alessia, on her back, groans angrily, looking up at her companions. She slowly gets up, and realizes very quickly that she is not alone.
Hissing rises in the darkness around her, and she sees hoards of snakes begin slithering towards her. Alessia yells that she needs a rope, and fast. Eris casts Mold Earth, trying to create a raised platform for Alessia, while Sylvin throws a rope down to Alessia. Alessia quickly grabs the rope and stands atop the earth hill. Sylvin and Eris both grab the rope, and haul the fighter up as best as they can.
Once Alessia is safely at the surface once more, Eris moves more earth to completely cover the pit once more. However, once she has caught her breath, she sees Alessia start running once more towards the voice in the tunnel. Eris yells again, stating that this is clearly a trap! She then turns to Sylvin, and asks if she can mimic the voice to get Alessia back. Sylvin mimics the voice, stating “Alessia come back!” in her mother’s voice. Alessia stops in her tracks, then runs back to her companions.
When she sees she has been fooled, she accuses her companions of putting her mother in further danger. Eris speaks up, stating that Alessia needs to calm down, and they have to stick together, otherwise they will just be falling into more traps. She also states that Sylvin’s abilities are proof that the voice could be a trick to lure them in. Alessia looks Eris threateningly in the eye and states that if her mother is hurt because they stopped her, she will never forgive them. Eris holds eye contact and just nods solemnly.
Key Moments
- Voice mimics Alessia's mother.
- Alessia rushes ahead.
- Hidden pit trap activated.
- Party rescues Alessia.
- Growing tension between Alessia and the group.
Poisonous Tunnels & Hidden Treasure
The party move more cautiously through the maze of tunnels. Eventually, Sylvin spots a trunk at the end of a path, and excitedly runs forward. Alessia and Eris follow, but they realize that they are now moving through poisonous gas. They cover their noses and mouths and are unaffected. Sylvin breaks out her tools, and successfully unlocks the trunk.
The trunk contains silver pieces, gold pieces, a broken buckle, a magnifying glass, a metal whistle, a pouch of pipe weed, an ivory game piece, and a health potion. Sylvin hands the health potion to Alessia upon her request, but otherwise takes the remaining items. As the party make their way through the poisonous fog again, Eris and Sylvin inhale the gas and are poisoned.
After coughing up a storm, the party comes across another puddle of water, and Eris molds the earth over the surface just in case.
Loot
- Gold & Silver
- Magnifying Glass
- Metal Whistle
- Pipe Weed
- Ivory Game Piece
- Healing Potion
Mimic Encounter
Sylvin then sees another tempting chest beyond the now covered water. She sprints to the chest again, this time Eris and Alessia keeping back a bit. As Sylvan checks the chest, it starts to shake and growl. Sylvan starts stepping back, but is surprised to see when the chest transforms fully into a bloodthirsty Mimic.
Sylvan uses her ranger abilities to quickly retreat far away from the jaws of the creature. Eris jumps into action, summoning a Flame Blade, and striking the Mimic into its throat. Alessia attacks soon after, striking the monster so brutally, it becomes Frightened. Sylvan then draws her bow, shooting the Mimic hard with her Heavy Bow.
The Mimic retaliates, trying to snap its sharp teeth at Eris, but the druid successfully dodges the assault. Eris then summons Vali, breathing the dragon fire through her mouth. Vali encircles the Mimic in his deadly flames, incinerating the creature to its death. Alessia comes forward, and rips out the Mimic’s tongue, stuffing it in her pack for the trader.
Sylvan also 6 decides to retrieve the monster’s teeth. Eris simply watched, not sure if she’s getting a bit nauseous from the poisoning or the monster’s dismemberment. After about a half an hour of precise dental work, Sylvan successfully recovered 61 pristine Mimic Teeth for the trader.
Rewards
- Mimic Tongue
- 61 Mimic Teeth
Gelatinous Cube Ambush
The party packs up their new monster items, and continues forth. As they walk, the group sees a door at the end of a tunnel. Alessia pushes past the group aggressively and shakes the door, anxious to reunite with her mother. Vali hops happily behind her. Sylvin freezes, picking up on a strange sound coming from the ceiling of the tunnels. When she looks up, she sees that the ceiling is like a black liquid. Sylvin reacts quickly and tackles Eris backward. In the same moment, the black liquid transforms into a Jellatenous Cube, and drops directly onto Alessia. Alessia shouts in surprise as the Cube surrounds her with its muffling gelatinous body. Vali is encompassed by the Cube at the same time. Sylvin gets up quickly and shoots an arrow into the cube with her crossbow.
However, the Cube does not appear very affected. Alessia is then severely hurt by the acidic liquid surrounding her, and falls unconscious. Vali is luckily unaffected. Sylvin runs to Alessia, attempting to reach Alessia to pull her out. Silvyn is instead burned, then must flee away from the creature. Eris moves further away from the Cube, but commands Vali to transport Alessia and himself out of the Cube. When they are successfully outside of the creature, Eris immediately heals Alessia. Alessia sputters awake, shaking off the acidic liquid. As she gets up, the Cube attempts to attack her again, but she successfully rolls out of the way. Silvyn continues to shoot arrows into the Cube, starting to slow it down. Eris sends Starry Whisps at the creature, and Alessia strikes it with her sword.
Finally, Vali once again makes the final attack, blowing hot dragon fire directly into the cube’s center. Unable to take the heat, the Cube melts, now a harmless, sizzling black puddle. In the aftermath of the hard fought battle, the party decide it would be best for Silvyn and Alessia to take a Short Rest, while Eris keeps watch. They find a seemingly safe divot within the tunnels to curl up and heal. No one disturbs the group, and Eris simply pets Vali until he dissipates, awaiting her summons at a later time. Eris bids him farewell, thanking him for all his help.
When Silvyn and Alessia awaken, the group head to the mysterious door at the end of the tunnel. When Silvyn unlocks and opens the door, a sinister female voice vibrates through the tunnels: “Soooooo, you’ve made it….”
Highlights
- Alessia nearly dies.
- Vali rescues Alessia.
- Party survives after difficult battle.
- Short Rest before continuing.
Confrontation with the Viper League
Meeting Phinala
Alessia responds to the voice with “We have come to speak to your leader. Only cowards hide in the shadows. Come and face us”. No one responds. With that, the group make their way into the heart of the Viper’s Lair. At the center of the alcove is the shinarkai elf assassin from the King’s Ball. She does not even acknowledge the party’s arrival, simply looking through the papers on her desk. Eris steps forward, asking if she is Phinala.
The woman makes a “mmmhmm” sound, but does not acknowledge the druid any further. Alessia, fuming at her insolence, swings her sword down upon the table. Finally, the elf looks up, eyes menacing. She hisses, and a shimmer of green runes flash on her neck. Her eyes turn into snake diamonds, and her true form bursts through her skin. No longer an elf, Phinala now takes the form of a huge cobra Abomination.
Boss Battle: Phinala, Serpent Abomination
Alessia reacts first, swinging her sword along the snake’s thick neck. In retaliation, Phinala swings her lithe body, attempting to grapple and bite the fighter, but Alessia successfully dodges the move. The snake then turns to Eris, eyes glowing, and suggests that she leave. Eris shakes off the charm and then attacks Phinala with Burning Hands. Phinala is burnt by the flames, but dodges the dragon flame as Vali is once again summoned. Silvyn draws her bow, shooting and missing the snake. Phinala then slithers up to the ceiling and strikes again at Alessia.
The fighter rolls out of bite range just in time. The snake sets her sights on Silvyn, charming her into hiding in a corner. Silvyn immediately withdraws, finding a crevice to hide within the tunnels. Eris directs a Burning Hands attack above at Phinala, who is grazed with the flame. Vali then transports near enough to attack her with his fire. Alessia strikes hard with her greatsword, maiming the snake’s torso. Phinala then turns to Eris, striking her unconscious with her powerful tail. The snake wraps her body around Eris’ limp body, readying her venom for a fatal blow. However, miraculously, Eris is imbued with the magic within her, and she awakens and escapes the snake’s clutches.
As she moves away from Phinala, she shoots a Starry 7 Wisp at the creature, but accidentally hits Alessia in the process. Alessia grunts in annoyance, then attempts to strike the snake once more.
Phinala successfully dodges the attack, and, using the momentum, strikes Alessia unconscious with her tail. Satisfied with the fighter’s state, Phinala moves to the charmed Raven, biting her so hard that Silvyn falls. Finally, she glares toward Eris, but Eris is once again able to shake off the snake’s magic. Eris commands Vali to feed Alessia her healing potion, while Eris casts Spare the Dying upon Silvyn.
As Alessia and Silvyn rise, Vali erupts into a tornado of colorful flame in an effort to inspire the party. Alessia, taking the signal, strikes Phinala hard. Phinala responds quickly, biting and downing the fighter. Eris heals Silvyn further, and tries to hit the snake with another Starry Wisp. Silvyn, now not charmed and fairly healed, makes the final blow by shoving her crossbow under the jaw of the Abomination, and shooting an arrow straight through her skull.
Phinala’s head explodes with the impact.
Battle Highlights
- Phinala reveals her true form.
- Multiple party members fall unconscious.
- Charm effects complicate combat.
- Vali repeatedly saves the party.
- Sylvin lands the killing blow.
Aftermath of the Battle
Searching the Lair
After the well fought battle, Eris runs from her hiding spot within the tunnels and heals Alessia. The party takes a look around the lair. Eris takes Phinala’s Ornate Viper League Leather Armor. Silvyn spots a strange dagger with a maze-like pattern on it. Alessia is able to determine it is an evil vestige called the Blade of Broken Mirrors.
The group agrees that Silvyn can keep it safe. The party finds a small chest with 180 GP that the party split, as well as a large Iridescent Scale that Eris claims. They also find an Iron Spike, unmarked Signet Ring (worth 5GP), and the Deed to the Abandoned House Property.
Treasure
- Ornate Viper League Leather Armor
- Blade of Broken Mirrors
- 180 GP
- Iridescent Scale
- Iron Spike
- Signet Ring
- Property Deed
Intelligence Documents
They also find several reports from spies within the Capitol, including VanHolding military reports, maps of the Inguinid Pass, and Interrogation Notes. Finally, in browsing the documents on the table Phinala sat at, the party makes a disturbing discovery. There lies a leather-snake skin sealed in wax with shimmering golden runes.
Recovered Documents
- VanHolding military reports
- Maps of Inguinid Pass
- Interrogation Notes
- Capitol spy reports
The Assassination List
When the seal is broken, a haunting, distorted voice whispers
“The Lion Bleeds, the Den Fractures, Continue the Coil”.
Inside of the snake skin container drops a parchment with a list of targets:
The Lion (K)(guess: King Domnall Alexander)
The Shield (RV) (guess: Roctor VanHolding)
The B____ (guess: The Boar? Henry or Alessia VanHolding?)
The Raven Gate (includes Silvyn’s Broach Symbol) (guess: Silvyn)
The Saint in White (CV) (guess: Clarise VanHolding)
The Iron Rose (JV) (guess: Jona VanHolding)
The Western Flame (guess: Eris Ashfall)
The Rat (crossed out)
Back of the Parchment: “Seek the Rose in the Grove (guess: refers to Jona VanHolding in the Quiet Grove)
“The Shield remains predictable, his daughter returns to the board” (guess: refers to Roctor VanHolding and Alessia VanHolding)
Confirmed Targets
- The Lion
- The Shield
- The Boar
- The Raven Gate
- The Saint in White
- The Iron Rose
- The Western Flame
The Party Has Been Watched
Below the snake skin lies an information file on Eris, Alessia, and Silvyn. The document contains thorough information on each member’s traits, past, locations, and affiliated organizations. The directive at the end of the file reads “Watch. Study. Let them think they Hunt. The Prey may lead us to Greater Prize”. Everyone is shocked into utter silence.
The group takes all the evidence, and walks out of the lair, tired, exhausted, beaten and bruised. As the party heads back to the Inn, the tension is palpable as they run through the impact of their discovery. Someone has been watching them. And there seems to be more to this sinister plot than meets the eye.
Disturbing Discovery
"Watch. Study. Let them think they Hunt. The Prey may lead us to Greater Prize."
Return to High Rock
Recovering at the Gray Tankard
When the party enters the Inn, Eris asks Falco if there are any healers in town to help with her and Silvyn’s poisoned conditions. Falco states that there is one who travels through town every 2-3 days, and recommends talking with Lady Gadrick as well. Eris nods tiredly, and thanks Falco. The party then head to the back of the Inn to check on Hera and Julia. Alessia, seeing her trusty steed, gently pets her, finally feeling like she can fully breath after the long day. As she looks around Hera, she spots the faintest dirt marks, seeing a symbol of the Mausaga group.
The Hooded Woman Visits Hera
Alarmed, Alessia calls for Julia. She asks the girl if anyone came by to see Hera. Julia states that there was a lady in black robes and a hood that came by looking at the horse. Julia proudly states that she stated to the woman that “Alessia VanHolding would slit her throat”. The lady just responded, looking at the little girl with yellow eyes “She can try.” The lady then kneeled down to Julia, and stated that “I’m not going to hurt you, or them, yet. I’m just here to have fun.” The lady then walked behind the shed and disappeared. In response, Alessia’s blood runs cold. She fears for everyone she holds dear, and wants with all her being to thwart whatever plot is unraveling.
Important Revelation
- Hooded woman with yellow eyes visited Hera.
- Knew Alessia by name.
- Chose not to attack.
- Stated she was "just here to have fun."
Julia Becomes a Knight
But, even she knows that everyone needs rest. Alessia sighs, then pats Julia on the head, saying that she was truly brave. Alessia takes out her sword, stating that the little girl deserves to be knighted for her courage.
With that, Alessia places her sword on both of Julia’s shoulders, asking if she vows to fight for those who need it most, and if she shall bear that responsibility with a knight’s honor. Julia’s eyes widen in excitement, and she responds with “I will, until my last breath”.
Eris then chimes in, stating as a newly appointed knight, she should look the part. The druid removes her Cloak of Many fashions, and bestows it upon the little girl. Eris takes Julia’s hands, and states to think of the most wonderful cloak she can think of.
Julia closes her eyes, concentrating hard. The cloak then transforms from a fiery red gradient, to a bright blue design with red cardinals and an intricate ivy pattern winding its way along the bottom of the material. Silvyn watches Julia twirl around gleefully, and the raven grows even fonder of their little group.
Memorable Moments
- Alessia knights Julia.
- Eris gifts Julia the Cloak of Many Fashions.
- Julia creates her own cloak design.
- A rare heartwarming moment after a difficult day.
Closing Scene
A Quiet Night Before the Storm
As night befalls the town of Highrock, Eris and Silvyn fall quickly into a deep slumber. Alessia remains up, watching the moon with a furrowed brow. Alessia kneels, sword in hand, and angrily prays to Tyr for her mother’s safety. Not expecting any immediate reply, Alessia lays down and drifts off to sleep.
Ending Notes
- Eris and Sylvin quickly fall asleep.
- Alessia remains awake praying to Tyr.
- Her greatest concern remains her missing mother.
- The party now understands they are part of a much larger conspiracy.
Session Summary
Major Story Progression
- Arrived safely in High Rock.
- Informed Lady Gadrick of Lord Gadrick's murder.
- Located and infiltrated the Viper League hideout.
- Defeated Phinala.
- Recovered intelligence exposing a kingdom-wide conspiracy.
- Learned the party themselves are being watched.
- Returned safely to High Rock.
New Allies
- Lady Frida Gadrick
- Falco
- Julia
- Latta
Major Enemies
- Phinala (Defeated)
- Unknown Hooded Woman
- The larger Viper League conspiracy
Unresolved Plot Threads
- Alessia's missing mother.
- The remaining Viper League leadership.
- The assassination plot.
- The mysterious observers tracking the party.
- The significance of "Continue the Coil."



