DND Blog

A place to keep DND session recaps, from various campaigns.

The Hundred and Twenty-Fifth Session

August 2, 2025, Campaign: As the ground quakes, evil wakes

The Mummy Lord Degrazil is killed. We start the renewal of Lake Renewal, and discover a population of beings in an underwater forest at the bottom of the lake.

Table of Contents

  1. Last session
  2. A.R.N.'s message
  3. Percival's Armor of the Ancients.
  4. Across the lake
  5. To do

Last session

We prepared to do battle against the pharaoh load Degrazil. Percival turned himself into a Silver Dragon with True Polymorph. We picked up a Dispelling Stone and bought potions of waterbreathing, for the exploration of the bottom of Lake Renewal, where something happened pre-Divergence. We deposited Degrazil's flying khopesh with the Sky Diamond Academy team, to prevent him from yoinking that back.

Then we jumped there, stealthed all the way up, and Degrazil stepped out of his pyramid. He saw us immediately. He opened with Insect Plague.

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Highlights of the combat include:

  1. Ryltar casting Hallow with Wish to provide resistance to necrotic spellcasting.
  2. Embersia takes 5 necrotic when, in response to her divinely-empowered Flame Strike, a bubble of death emerges from the popping black ooze around Degrazil.
  3. Ryltar goes down on a Rotting Fist, and gets cursed. The curse prevents someone from regaining HP or gaining benefits from rests, and takes damage every 24 hours.
  4. Salris delivered 115 damage in a single turn.
  5. Ryltar kills Degrazil with a Cone of Cold

When Degrazil dies, his Negative Energy Nexus explodes, dealing 16 necrotic to all within range (halved by the Hallow)

There's nothing left of Degrazil. That Hallow really nerfed him.

We clean up the zombies that were left in the area, and collect their identifying emblems and rank insignia to take back to the Quadroads.

Percival is a silver dragon, so he can't send messages to the Quadroads and Sky Diamond. So we dispel the True Polymorph, and so he sends off those spells. Then we go to bed.

A.R.N.'s message

That morning, as we exit the Mansion, Salris receives a message:

Hey Salris? Remember when I helped you? It's time. In two weeks, Winnifred will be at the Hunter's Table. This favor requires the utmost discretion.

So we'll go do that eventually.

Percival's Armor of the Ancients.

Percival's bracer is trying to reach out to the plants in the area, and is flinching, because it doesn't have anything living in the area to connect to.

He pets it reassuringly, and tells us about stuff. We pull some seeds and succulents out of the Magic Microwave, and spread them about. Ryltar thinks that maybe the bracer needs to touch the ground to be recharged.

Percival dramatically poses, and punches his hand into the ground. The bracer pulses, and vines explode out across the ground, trying to draw on something. But they fail. We offer it the succulent, and it caresses the potted plant.

He uses Speak with Plants to talk to the bracer, and learns that there's no plant matter in the area. Everything is dead.

So he casts True Polymorph to turn the pyramid into a giant Christmas Tree. Thre are four smoldering things trapped among the branches: the four fireball skulls.

Ryltar goes out to quiet them. He follows up with a Wish-powered Plant Growth.

These two spells in combination wake the third phase of the Armor of the Ancients:

He goes over to the big new tree, and, with Speak with Plants still active, starts flirting with it. He asks if it has a name; it does not.. But it is now the soverign of the grove.

A ring of purple mushrooms has popped up around the sand pile that is all that's left of Degrazil, so we plant the succulent in the middle.

Across the lake

Before setting out, we Fireball the lake. Nothing happens.

Jerry casts Water Walk. We go over to where the explosion cleared the scum form the top of the pond. It's murky underneath.

The heavier film only goes about half a mile out, and then dissipates from there. We walk out that far. The lake is brackish but still murky, and with Dancing Lights we conclude it's about 100 feet deep.

Since it would burn all of Jerry's spell slots to get us to the middle of the lake via Water Walk, we pull out the collapsible boat and sail off.

In the middle of the lake, we stop and try to set anchor. It's deeper than 250 feet of rope will give us, so we decide to open the Magnificent Mansion, and Embersia runs a round of Commune:

The next morning, Ryltar Wish-casts Water Breathing, and with some Dancing Lights, we swim down. We switch to mechanical assistance, suing weights to pull us down.

After a couple of hours, Ryltar notices coral. And then branches. It's an underwater forest. And as we see that, the water clears. Jerry sees movement down here. There's something fluttering. Not a seahorse, but something with kelp-like wings, and a humanoid body, about ten inches tall.

Other sightings:

Percival swims over to Speak with Plants with a tree. The tree says that it's aware it's underwater; that people often swim this forest. These people speak among themselves.

With some persuasion, Percival gets the coral people to put on the Headband of Comprehend Languages and has a conversation. They say that guests down here are rare, and they take care of the forest. Their elders may have knowledge, but the elders are in the Opal Palace, and we're not allowed to visit the Opal Palace.

To do

To do: