Camp Preparations and Prison Infiltration
The session continues where they encountered a confused magister named Krurec amidst a wild surge of Brynn causing fish to fall from the ceiling.
After Fang and Lirithyn subdue Krurec, the group interrogates him and discovered he was disillusioned with his role, prompting him to offer information in exchange for help escaping his position.
The magister expresses moral conflict regarding the activities occurring within the prison, specifically revealing that a man named Kniles 'The Basementdweller' conducts unholy experiments on human remains in the basement to create creatures.
The group negotiates an agreement with the magister to act as an insider, promising to help him escape the island and escape the life of a magister if he keeps their presence secret and provides information on future developments.
The magister notes that many other magisters are indifferent or unaware of the true nature of the prison's operations and that many including him, don't really know what to do.
He mentions that;
Magister Julien Hopps has noted that he feels uncertain that Jaylienne can continue her job
Krurec notes that he uses air quotes when saying ‘job’, and that if she fails to continue her job, not another prisoner will take over but a magister instead.
Half of the magisters don’t really know what to do around here. Specially when looking after the prisoners, most of them are happier to be scheduled to explore behind the fort.
No-one beside Ifnela the dead magister was happy to have the morning or night shift to tie up the Basement Dweller "
In the basement Kniles resides in his workplace, dog room, Dallis’s extra room and a torture room
Some of the magisters use 'Two' a drug made from the 'Timoria Wild Oria' flower. All of the flowers have been removed from the island, and are in storage in the fort. Which could be used against them.
Magisters sometimes ask for a correct answer to a password on entry.
Current password: "Dallis is our Protector" Correct response: "Today, Tomorrow and for ever"
The party, Dawn and Krurec discuss plans to escape the island, agreeing to meet again in two days to coordinate further.
To assist with their movements, the magister agrees to attempt to secure magister uniforms and potentially manipulate head-count records to hide the group's absence.
Krurec gives the little pouch of 'Two' with little use left to Brynn.
Operational Security and Food Investigations
Sir Pip has been spotted by Krurec inside of the fort. When asked, Sir Pip says he was very sneakily, and no-one saw him... he thinks. the Group thinks it smart to sometimes separate Sir Pip and Finley to avoid suspicion.
After investigating the mysterious, potentially magical door in the basement, the group decides to partially block it with boxes to maintain access while keeping it concealed from others.
Concerns regarding the cook, Jaylienne, and her potential role in the group's unusual experiences prompt a plan to monitor her, provide her with assistance, and temporarily
abstain from eating camp food to test for lingering effects.
Dawn notes that she does not eat, nor has ever eaten Jaylienne's food as she has hunted for her food on the island.
The group plans to investigate whether the camp food is causing memory loss by abstaining from it for several days and monitoring for any changes.
To gather information, the group decides to have one Dawn discreetly question Jaylienne while others maintain surveillance and meet daily at a secure location to share findings.
Forest Exploration and City Leaders Observations
While exploring the vacant, homey cottage previously occupied by a magister, the group discovers a trail leading to the basement and hears nearby voices.
The group observes the leaders of the city, Bishop Alexander and Dallas, leading an ominous, masked figure toward the forest, whom Dallas identifies as her new right-hand man, Vredeman.
After discovering a sewer-like opening emitting a foul stench and bloodied water containing bone and flesh fragments, the group decides to avoid entering the tunnel and instead proceeds through the forest.
The group navigates toward the ocean, moving cautiously through the tree line to avoid detection while encountering eerie, potentially glitched environmental features.
Merchant Encounter and Trade Negotiations
While exploring a rocky, elevated area, the group discovers an earplug made of beeswax on the ground.
The group observes a hooded figure on a stone bridge and attempts to approach stealthily, though they are eventually noticed by the individual.
The figure identifies himself as a traveling merchant named Zaleskar, who claims to have arrived at the location recently, by walking from via the bottom of the ocean, and expresses a past business connection to a character named Trompdoy.
Zaleskar offers various items for sale, including trinkets, scrolls, and weapons, while the group remains cautious and inquisitive about his background and presence in the area.
They discus potential trades for equipment, such as a crossbow and armor.
The conversation shifts to a mysterious vibrating stone, which is hypothesized to detect undead, necromancy, or eternals with soul jars, the full use is not 100% clear.
The individual explains that they are an eternal who once hid their own soul jar with a trusted person, whom they subsequently murdered to ensure the location remained secret.
The group attempts to trade various items, including scrolls, animal pelts, and a crossbow, with a merchant who expresses little interest in their offerings due to their lack of gold and the perceived low value of their goods.
Zaleskar notes he wants historical books, from Tazzy one of the Tortlefolk Worldkeepers. Specifically the book: The History of Source and it's origin.
Negotiations remain difficult as the merchant dismisses the group's potential trade items as worthless or unappealing, leading the group to consider offering firsthand accounts of their experiences on the island as a form of currency.
In the end the group trades the Pristine piece of cloth found in the blacksmithing room in the basement, with the Vibrating Stone.
Island Exploration and Boat Discovery
The group explores the island and discovers a small, intact leisure boat suspended ten feet in the air within a tree.
The vessel has been cleared of valuables, likely by magisters, and is currently pierced by a growing tree branch, requiring repairs before it could be functional.
The group considers using the boat to navigate the island's coastline as a safer alternative to traveling through tunnels, though they decide to continue exploring for supplies before attempting to move or repair it.
Wildlife Rescue and Combat Intervention
Travelers discover several piles of neatly arranged bones near the boat, which they suspect were placed there for potential experiments.
While moving toward nearby ruins, the group encounters a stranded, living whale that appears to have surrendered to its fate.
The group coordinates a rescue effort involving temporary hit points, vines, and a thunder wave spell to push the whale back into the water.
Lirithyn notes the whales visable distress while the group is attempting the whales rescue.
The large whale moves back into the water as the group departs the area.
Upon approaching the wall, the group discovers a fallen ladder and hears the sounds of combat, including clashing swords.
Peeking over the wall, the group observes a blindfolded female elf with short red hair and a dual-bladed sword fighting six magisters.
Despite being blindfolded, the elf appears aware of the group's presence, prompting them to help her fight the magisters.