TOC

Session Status

Session Feels:

https://suno.com/s/frCbi330eRF3oAhm

https://suno.com/s/IfK73f7uCTXDe4YD

https://suno.com/s/fFWtNxZBzNQ2NVU1

https://suno.com/s/AFZtKrK3eRt74KTB

https://suno.com/s/Am7HRp4UfsH9VSk1

https://suno.com/s/XweuM609ftEMrcCn


Session Date: 09.06.2025

In Game Dates:


Experience Earned: +135 XP (Level 3 |0XP)


Treasure and Loot: (Google Sheet)

  • 158 gold each after guild fees and taxes

  • Guild licenses with fancy magical keystones

  • Various backstory trauma (priceless)

Quick References

NPCs

  • R

Locations

  • T

Misc.


Active Quests



Player Thoughts or Notes . . .

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Events During Play . . .

The adventuring party continued their exploration of the forgotten temple, where they learned that divine magic is basically a corruption removal service, ancient puzzles are solved through trial, error, and radiant face-melting, and that sometimes the best weapon is literally the door you came through. Through a combination of button-pressing heroics, improvised architecture-based combat, and accidentally discovering the power of holy sprinkles, they managed to uncover world-saving artifacts while only moderately destroying the place.<br><br>

Session Summary

After spending an eternity discussing where they'd left off and whether they'd looted properly, the party took a well-deserved rest involving the traditional TTRPG activities: arguing about spell mechanics, discussing bags of holding, and—most importantly—taking a full food break for burgers, hot dogs, and debating Blackberry Dr. Pepper milkshakes.

Properly fed, they tackled the massive stone door with mythic athletics. Vasuki and Kirk forced it upward with rolls of 28 and 26, then discovered they hadn't planned how to keep it open. Kirk's reward: becoming a living doorstop. The room beyond contained a corrupted guardian with purple void energy. The Radiant Sentinel one-shotted a nearby void crystal, creating an anti-corruption shockwave. In the session's peak moment, Vasuki and Kirk ripped the door from its frame and used it as an improvised weapon for 16 bludgeoning damage.

The breakthrough came when Kaluulah cast Rousing Splash—a humble healing cantrip—on the corrupted guardian. The purple void energy vanished instantly, and the confused skeleton revealed that three void crystals had been placed throughout the temple (one now disintegrated by their overeager celestial ally).

This kicked off an extended puzzle marathon of lever-pulling and button-holding. Kirk stood in place pressing mechanisms while everyone else solved puzzles and occasionally trapped each other in rooms. They eventually reached the Grand Ceremonial Corridor, followed Aurelius's path from darkness through enlightenment, and drained the water to access deeper levels.

Below, murals revealed the temple was an ancient R&D facility studying corruption. The Dawnbreaker's Chalice was only one of three legendary artifacts needed to seal dimensional rifts—the others (Staff of Eternal Noon and Codex of Sacred Geometry) presumably scattered across equally dangerous locations.

Their final challenge: the corrupted high priest who responded to diplomacy by Divine Lancing Kaluulah in the face. The brutal battle saw coordinated attacks bring him down, with Zariel's Force Barrage delivering the killing blow. One final petroglyph puzzle (solved after a painful radiant flash taught them "dawn" wasn't first) let them claim the chalice and reach Level 3.


Key Scenes

Rest Stop: The Burger Intermission
The party took a 10-minute rest that somehow involved burgers, hot dogs, sweet Hawaiian buns, Blackberry Dr. Pepper milkshakes, and extensive debates about condiments. Because ancient temples can wait when there's grilling to be done.

Stone Door Athletics Competition
Vasuki and Kirk demonstrated that with enough mythic dice rolling, you can force open anything. Unfortunately, thinking ahead about how doors work isn't covered by athletics checks. Kirk's reward for his 28 roll: becoming a living doorstop.

The One-Shot Crystal Obliteration
The Radiant Sentinel casually destroying a void crystal with one light ray, creating an anti-corruption shockwave that changed the entire encounter. Unfortunately, his follow-up shot missed, because divine constructs apparently have performance anxiety.

Door Fu: The Improvised Weapon Saga
Vasuki and Kirk's inspired decision to rip a massive stone door from its mounting and use it as a weapon. They mythically rolled a 30, then proceeded to smash the corrupted guardian with temple architecture. Somewhere, a martial arts instructor wept.

Holy Splash, Corruption's Bane
Kaluulah's discovery that a simple healing cantrip could function as an exorcism when used on corrupted creatures. The guardian went from "rarrgh purple void energy" to "wait, what year is it?" in seconds. Divine magic: it's not just for healing anymore.

The Great Button-Pressing Vigil
Kirk's extended solo performance as "guy who holds button" while everyone else ran around the temple flipping switches and opening gates. He sacrificed his mobility so others could explore. Truly heroic button work.

The Mechanism Maze Marathon
An extended sequence of lever-pulling, switch-flipping, gate-opening, and occasionally fire-trap-triggering that required coordination, patience, and occasional tolerance for getting trapped in rooms with Cantus.

The Stepping Stone Enlightenment Path
Solving the ceremonial corridor puzzle by following Aurelius's path from darkness through enlightenment. Successfully draining water and revealing deeper mysteries, unlike their first attempt at the final puzzle, which just resulted in pain.

The Mural Museum Tour
Discovering the temple's true purpose as a corruption research facility and learning that their quest item is only one-third of the solution to permanently sealing dimensional wounds. Because quest objectives always come in threes.

Boss Battle: High Priest Speed Run
An intense fight against a corrupted cleric who combined divine magic with melee brutality, dealing 20 damage in a single strike and reminding everyone why they should have brought more healing potions.

The Treasury Treasure Hunt
Scouring the water-damaged sacred treasury for gold and supplies, with successful perception checks revealing hidden compartments. Someone centuries ago really didn't trust their fellow priests.

Petroglyph Pain & Triumph
The final puzzle where they learned through radiant facial burns that "dawn" wasn't the first step, followed by correctly solving the enlightenment cycle and finally claiming their legendary cup.


Notable NPCs

Corrupted Temple Guardian (Reformed)
Type: Skeleton with workplace confusion
Immunities: Everything except divine cantrips, apparently
Information Desk: Five stars

Originally a threatening corrupted skeleton, now a confused skeleton wondering where his boss went and why the temple looks so rundown. After Kaluulah's holy splash purification, he provided exposition about High Priest Theodorus, Brother Matthias, and the locations of void crystals. Basically became the temple's tour guide.

Corrupted High Priest Theodorus (Three-Eyed Terror)
Type: Final boss with commitment to evil
Opening Move: Divine Lance to Kaluulah's face
Dialogue Options: Violence

The source of much temple corruption and the session's final challenge. Responded to attempts at diplomacy with immediate divine violence, combined holy magic with devastating melee attacks (16 bludgeoning + 4 void damage), and required the entire party's coordinated effort to bring down. Left behind a nice mace and probably some emotional trauma.


Key Locations

Corrupted Guardian Chamber
Original Contents: One guardian, one void crystal, several braziers
Post-Battle: No crystal, purified guardian, one improvised door-weapon

The room where the Radiant Sentinel showed off his void-crystal-destruction skills and Kaluulah discovered the power of holy healing cantrips as exorcism tools. Also the birthplace of door-fu combat techniques.

The Lever-Switch-Button Complex
Layout: Confusing
Purpose: To test patience

A series of interconnected rooms featuring the kind of puzzle design that makes adventurers question why ancient civilizations couldn't just use regular doors. Required extensive coordination, occasional fire trap triggering, and Kirk's heroic button-pressing endurance.

Southern Passages (Newly Opened)
Access Method: Solving the entire mechanism nightmare
Notable Encounter: One very unlucky zombie

Passages that opened after the party finally coordinated their lever-pulling. Contained a zombie that served as a palate cleanser between puzzle frustration and more puzzle frustration.

Grand Ceremonial Corridor
Aesthetic: Magnificent burning statues (for ambiance)
Puzzle: Ten stepping stones, sun patterns, path of Aurelius

A ceremonial chamber featuring a puzzle about following the sun god's path from darkness to enlightenment. Successfully solving it drained water and revealed stairs, unsuccessfully solving it presumably would have done something unpleasant.

Lower Mural Chamber
Features: Exposition murals, history lesson
Discovery: Temple = corruption research facility

The chamber where the party learned this temple wasn't just about worship—it was an ancient supernatural research facility studying how to purify corruption. Also revealed they've got a trilogy quest on their hands with two more legendary artifacts to find.

High Priest's Final Stand Chamber
Boss Fight: Level 5 corrupted cleric
Atmosphere: "You're gonna die"

The chamber where the corrupted high priest made his final stand and the party couldn't rely on their overpowered celestial ally because apparently he wasn't allowed in. Features include: pain, suffering, and 20-damage crits.

Sacred Treasury
Condition: Water-damaged, partially ransacked, but still profitable
Contents: 250 GP, alchemical supplies, secret compartments

The temple's former treasury where offerings and artifacts were stored. Though damaged and looted over the centuries, still contained enough wealth to make the trip worthwhile. Features hidden compartments because ancient clergy didn't trust each other either.

Skull Chamber
Protection: Magical barrier, petroglyph puzzle, radiant security system
Security Response: Pain first, questions never

A specially designed chamber protecting the Dawnbreaker's Chalice with a puzzle about the cycle of enlightenment. Features ancient security that believes in teaching through suffering. Successfully solving it required understanding dawn, noon, dusk, and darkness—and not trying "dawn" first.

Void Crystal Chamber
Access: After water drainage
Contents: Third void crystal (of three original)

A chamber that became accessible after operating the temple's drainage system. Contained one of the three original void crystals placed for research purposes, now safely extracted and added to the party's collection.



Important Items & Equipment

Void Crystals (Collector's Edition)
Quantity Obtained: 2 pristine specimens
Quantity Destroyed: 1 (thanks, Radiant Sentinel)
Original Purpose: Corruption research

Corrupted crystals that were part of the temple's research program. Kaluulah extracted two in perfect condition using crafting skill checks buffed by Rousing Splash, proving that sometimes the best tool is a healing spell used creatively.

Dawnbreaker's Chalice (Legendary)
Type: One-third of world-saving artifact set
Abilities: Cures corruption, potentially closes dungeons permanently
Required Companions: Staff of Eternal Noon, Codex of Sacred Geometry

The legendary artifact that was the whole point of this expedition. Capable of curing corruption and potentially permanently sealing dimensional rifts when used with the other two artifacts the party definitely doesn't have yet. Congratulations on completing one-third of your quest!

Research Materials (Ancient Doctoral Thesis Collection)
Value: 200 GP
Topic: "How to Predict Where Dungeons Will Manifest"
Success Rate: Unclear (temple got corrupted)
Historical Significance: Very yes

Ancient research notes from when the temple was still doing legitimate supernatural research. Contains early attempts to predict dungeon manifestations, which would be more impressive if the researchers hadn't all died in a corruption incident.

+1 Striking Mace (Boss Loot)
Previous Owner: Corrupted high priest
Damage Record: 16 bludgeoning + 4 void (in evil hands)
Current Status: Up for grabs
Condition: Slightly used for holy corruption

A magical weapon with enhancement bonuses and a striking rune, generously donated by the late high priest after he no longer needed it. Significantly better than punching things, probably cursed in some interesting way.

Rare Alchemical Supplies
Value: 75 GP
Location: Hidden in treasury
Original Use: Probably corruption research
Party Use: TBD

Valuable alchemical components hidden in secret compartments throughout the treasury. Either incredibly useful for future crafting or just expensive enough to sell for more bags of holding.

Treasury Gold (The Liquid Assets)
Total: 250 GP in coins and valuables
Hidden Stash: 100 GP in secret compartments
Distribution: 31 GP, 2 SP, 5 CP per person

Cold hard currency scattered throughout the treasury, some hidden so well it required successful perception checks to locate. Proof that even holy orders squirreled away rainy-day funds.

Stone Door (Improvised Greatweapon)
Original Purpose: Temple security
Mythic Purpose: Bludgeoning instrument
Damage: 16 bludgeoning
Athletics DC: 30 (to rip from socket)
Current Location: Probably still crushing something

A massive stone door that Kirk and Vasuki mythically ripped from its frame and weaponized because sometimes the best solution is aggressive redecorating. Proved surprisingly effective as an improvised weapon.

Magical Item (Group Decision Pending)
Level: Up to 5
Status: Committee needs more meetings
Leading Options: Armor rune, striking rune, five bags of holding
Expected Decision Time: Never

A group reward that has sparked the traditional post-dungeon debate about what to choose. Options include sensible things that help everyone and selfish things that help one person a lot. Democracy is hard.


Spells & Abilities Used

Rousing Splash (MVP)
Normal Job: Grant 1d4 temporary HP
Actual Job: Complete corruption removal
Success Rate: 100% (when used as exorcism)

Kaluulah's divine cantrip that completely purified the corrupted guardian, proving that sometimes the simplest solutions work best. "Get splashed! Get divined!" became the session's unofficial catchphrase.

Divine Lance (The Debate Ender)
Users: Kaluulah (offense), Corrupted High Priest (conversation killer)
Effect: Spirit damage, attitude adjustment
Opening Move: Not great for diplomacy

The high priest's response to Kaluulah's attempts at dialogue. Also Kaluulah's response to the high priest being rude. Really, this spell is just the divine equivalent of "let's skip the talking part."

Force Barrage (The Closer)
Accuracy: Automatic hits (because math is hard)
Damage: Multiple bolts of "yes"

The spell that doesn't care about your AC, your cover, or your feelings. Zariel used it to deliver the final blow to the high priest because sometimes you just need guaranteed damage.

Elemental Blast
Style: Two-action ranged with weapon infusion
Frequency: Whenever something needs exploding

Caithyra's bread-and-butter kineticist attack that saw extensive use throughout the temple. Because when you can shoot elemental energy from your hands, why wouldn't you?

Ignition
Damage: 2d4 fire at range (2d6 in melee, but why)
Target: Corrupted priest who didn't appreciate fire

A fire-based cantrip proving that even priests of sun gods aren't immune to more fire. Used to attack from a safe distance because getting in melee with the boss seemed unwise.

Horizon Thunder Sphere (Spell Strike Special)
Delivery Method: Magus spell strike
Damage Types: Electricity, piercing, and theatrical flair

A spell designed for magi who want to stab people and electrocute them simultaneously. Used in combination attacks that looked cool and dealt damage, which is really all you can ask for.

Flurry of Blows (Rapid Fire Punching)
Effect: Hit things multiple times very quickly
Damage Types: Slashing, spirit, and martial arts expertise

The monk ability for people who believe one attack per turn is for amateurs. Geekaat used it to great effect against both the guardian and high priest.

Soothe (The Actual Healing Spell)
Primary Use: Healing hit points
Secondary Use: Fear resistance
Bonus Use: Apparently corruption removal when creative

A two-action healing spell that Kaluulah used throughout the session to keep everyone alive. Also grants fear resistance, which was occasionally relevant when fighting things with fear auras.

Telekinetic Projectile (The Furniture Mover)
Ammunition: Temple braziers
Damage: 7 bludgeoning (brazier-based)

A spell demonstrating that when you can move things with your mind, everything becomes a potential weapon. Linnolaithe used it to yeet temple furnishings at enemies.

Courageous Anthem (The Buff Ballad)
Effect: +1 status bonus to attack and damage
Duration: Extended via lingering composition
Cost: One action to start, zero regrets

Cantus's bardic performance that buffed the entire party throughout multiple encounters. Proof that sometimes the best support is just playing really inspirational music.


Experience & Progression

  • Total XP Gained: 990 → Rounded to 1000 (Level 3 achieved!)

  • Combat Encounters: Corrupted guardian, zombie, corrupted high priest

  • Puzzle Solutions: Lever-switch-button nightmare, stepping stone ritual, petroglyph sequence

  • Artifacts Recovered: 1 legendary chalice, 2 pristine void crystals

  • Boss Loot: 1 striking mace, 1 corrupted priest's regrets

  • Treasure Value: ~525 GP (250 coins + 75 alchemical + 200 research) + group magical item

The party successfully retrieved the Dawnbreaker's Chalice and learned they've unlocked a trilogy quest requiring two more legendary artifacts (Staff of Eternal Noon and Codex of Sacred Geometry) to actually solve the dimensional rift problem. They also discovered the temple was an ancient research facility, purified a corrupted guardian through creative cantrip usage, defeated a level 5 boss while being level 2, and proved that with enough determination and door-based violence, anything is possible. They reached Level 3 just in time for the GM's surgery break, which is probably for the best since everyone needs time to recover from the temple's puzzle-induced trauma.


Hilarious Moments & Table Highlights

The Burger Session
Taking a break for food preparation and consumption, featuring Hawaiian sweet buns, Blackberry Dr. Pepper milkshake discussions, and debates about condiments while ancient evil waited patiently in the next room.

Kirk: Professional Button Holder
Kirk's heroic assignment to stand in one spot holding down a button for extended periods while everyone else ran around solving puzzles. The strongest party member reduced to the most boring job. His sacrifice will be remembered (until next session).

Door Fu: A New Martial Art
Vasuki and Kirk's inspired decision to rip a stone door from its socket and use it as an improvised weapon. They rolled a 30 on athletics to accomplish this feat of mythic strength and aggressive interior design.

"Get Splashed! Get Divined!"
The discovery that Rousing Splash—a cantrip meant for temporary HP—functions as a corruption removal service. The corrupted guardian went from threatening to existential crisis in one holy splash.

The Great Mechanism Coordination Challenge
Extended sequences of Kirk pressing buttons, people flipping levers, fire traps activating, gates opening and closing, and occasionally party members getting trapped in rooms together like a divine sitcom.

The Snack Fund Debate
Mid-session discussion about instituting a voluntary snack fund with proper etiquette requiring people to hold pinky fingers up while donating and be judged for not contributing if they eat all the snacks.

Petroglyph Roulette
The party's first attempt at the chalice puzzle triggering a painful radiant flash that required reflex saves. Learning through suffering that "dawn" wasn't the right first step in the enlightenment cycle.

Combat Catering Service
Discussing burger orders, condiment preferences, and hot dog choices during combat initiative and tactical planning. Apparently life-or-death situations are the perfect time for menu decisions.

The Magical Item Committee
Post-dungeon debate about what to choose as their group magical item reward, featuring proposals for armor runes, striking runes, and the mathematically impossible "five bags of holding.

Kirk's Virginity Quest (Ongoing)
Multiple sidebar discussions about Kirk/Kurt's dual personality situation and the party's ongoing mission to help Kirk "gain experience" of a non-combat variety before things get weirder.

"Tank Tickling" Tactical Discussions
The party's continued use of their "Slut Squad" nickname and point system, now including discussion of "tank tickling" as a viable combat strategy against the corrupted priest.

The Divine Lance Diplomacy Failure
Kaluulah attempting to initiate dialogue with the corrupted high priest, who responded by Divine Lancing her in the face. Sometimes conversation isn't an option.

Feline Combat Observers
Real-world cats providing running commentary, tactical analysis, and occasional dice interference during crucial moments. Nox, Mochi, Cid, and Nori: the true party members.

The "Actually, It Was Corruption All Along" Revelation
The party's gradual realization that they'd been spelunking through an ancient supernatural research facility, not just a regular temple. Academia: dangerous even centuries later.

Level 3 Mercy
The GM rounding them from 990 XP to 1000 XP so they could level before her surgery recovery break. Sometimes the real treasure is not making players wait months at 99% progress.