# Dragonbane Campaign — Comprehensive Session Summary & Chronicle

**Campaign:** Dragonbane (Misty Vale Setting)  
**Game Master (DM):** Brian (Eggman125)  
**Party Members:** 
- Sartan (Andrew / AndrewPNJJJ) — Mage / Spellcaster
- Isatis
- Garmander Whitewater
- Oliver
- Nix
- Jane Parker
- Kevin
- Jeff (smac972)
- Rob (Party member / absent player)

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## Act I: The Depths of the Goblin Mines & The Phantom of the Deep
The Goblin Mines Infiltration: The campaign began within the subterranean goblin mines, where the adventurers engaged in conflict with the local goblin denizens while attempting to retrieve and return a captured goblin standard. During the initial entry of the mines, a combat skirmish occurred in which a goblin was backstabbed by the mallard companion, Oliver.
The Diplomatic Parley: Seeking to resolve the conflict without further bloodshed, the adventurers attempted to return the goblin standard to the faction leader, Maladuk, in her central chamber. Maladuk was initially highly hostile and unimpressed by the group's presence, putting the party on the verge of being slaughtered until Isatis successfully intervened with an exceptional display of diplomatic persuasion, securing a tentative alliance between the parties.
The Ambush of the White Death: While navigating a water-bordered corridor within the mines, Sartan approached too close to a deep pool of water. A large, aquatic dragon-like beast emerged from the depths and attacked. Sartan successfully dodged the creature's initial strike, while Oliver retaliated by firing a sling bullet that dealt 11 damage, piercing the beast's scales.
The Vanishing of the Dragon: As the threat escalated, Garmander Whitewater stepped forward and read aloud an ancient poem detailing a legendary, hidden monarch of the subterranean deep. Upon the reading of these verses, the water dragon suddenly vanished, allowing the party to proceed.
Reunion with Grub: Continuing deeper into the mines, the adventurers reached Maladuk's primary chamber, where they were unexpectedly reunited with their long-lost goblin companion, Grub.
The Spectral Commission: Having formed a truce, the orcs returned the party’s confiscated weaponry and directed them back down the tunnels to resolve an issue with a restless spirit. The party encountered a "bored" female ghost who revealed that, when living, she had been brutally bitten and killed by the very same water dragon they had fought earlier. Despising both orcs and goblins, she agreed to cooperate with the adventurers—whom she viewed as an acceptable group of non-serpents—commissioning them to destroy her most hated enemies.
The Crypt of Honor and the Cipher: The ghost directed the party to her resting place, the Crypt of the Silver Mother. Upon reaching the locked stone door of the tomb, the adventurers applied a riddle derived from the ghost's words: "the axes is your honour, the apple is the wealth and the statue is the mother". Touching the stone symbols on the door in this exact sequence safely unlocked the crypt, bypassing its defensive traps.
Looting the Hoard: Inside the sarcophagus chamber, the group recovered a hoard consisting of gold coins, copper coins, a magic grimoire, a silver ring, a silver necklace, loose silver, and an ancient book. However, they did not locate the specific statuette piece they had been sent to find.
The Severed Hands Room: As they traveled back through the corridors toward the deepest waters to confront the dragon, the adventurers discovered a chamber containing three severed hands, mysterious runes, and a silver apple.
The Battle of the Water's Edge: To draw out the water dragon (now identified as the "White Death"), the adventurers utilized a wild boar as bait. In the ensuing climactic battle, the dragon was supported by two Orc Warriors:
Isatis channeled a devastating lightning spell, dealing double shock damage directly to the dragon.
Oliver executed a backstrike against Orc Warrior #1, mortally wounding him.
Sartan cast a powerful blast that hurled Orc Warrior #2 into the deep water, killing him.
Garmander delivered the final blow, shooting the White Death to death.
The Trophies and Farewell: Following the dragon's defeat, the adventurers extracted its teeth as trophies. They carried one of the teeth back to the green ghost lady to fulfill her request, which sparked a rare trace of emotion in her otherwise empty spectral form. Maladuk then bid the party a fond farewell as they set out to find the legendary sword beneath the crypt, pointing them toward the settlement of Outskirt.

## Act II: The Eclipse, the Secret Roost, and the Road North
Return to Outskirt & Nix's Heroism: The adventurers returned to Outskirt to regroup. There, they were rejoined by Nix, who had been away saving the town of Fenn at the request of a halfling named Jasper Brambleberry. Nix and Jasper had traveled near the Iron Forest, navigated a cave of ruins, and used a sleep spell to pacify an aggressive troll so Jasper could recover the remains of a child. Returning the remains to a restless ghost appeased her spirit, and she buried her child in a peaceful ceremony. Through this ordeal, Nix learned the sleep song as a casting spell.
New Lodgings: The party selected bedrooms in a newly rented house in Outskirt: Isatis and Sartan occupied the attic room, while Oliver, Jane Parker, and Nix took individual rooms on the middle floor.
The Eerie Eclipse: At noon, a sudden and unnatural solar eclipse blanketed the valley in darkness for a quarter of an hour, moving from west to east. This unexpected event terrified the townspeople, who viewed it as a dark omen of the demon Sathlog’s return. Jane Parker was highly affected by the magical terror. The party consulted the lorekeeper Dranath, but found no books detailing Sathmog's writings in his library.
Intercepting the Bat: Seeking answers, the adventurers dispatched Oliver to skulk through the town's underbelly while Isatis kept watch. During their search, they witnessed a messenger bat fly out of an attic window of the Three Stags Inn. After Isatis failed to communicate with the beast using his animal whispering abilities, Oliver shot the bat down with a slingshot. Tied to its leg was a note signed by "Lianara," which read: "The eclipse was an ill omen, we must go to the temple of the purple flame send everyone."
Infiltrating the Three Stags Inn: Isatis snuck into the back office and climbed to the third-floor attic of the Three Stags Inn. Inside, he discovered cages of messenger bats, ink, and document desks bearing the exact cult symbol encountered during their very first adventure (known as the "WeatherMan").
A Sudden Encounter: The roost owner caught Isatis in the attic. Isatis successfully persuaded the owner that they were simply valued patrons of the inn, keeping the bat-messenger discovery secret. In response, the owner rented Isatis an unrelated room for 2 silver pieces. Isatis returned to the party to warn them of the cult's network inside the inn.
The March to the Magna Woods: Learning from Dranath that the Temple of the Purple Flame lay in the Magna Woods to the north, the adventurers quickly purchased supplies and marched out. Sartan noted that managing the traveling group was like "herding cats".
The Abandoned Camp: The party marched north and established a camp at an abandoned goblin site near the bridge over the Runner River. During the night watches, the sentries reported seeing a strange, reddish-purple glow emanating from the direction of the temple.
The Obelisk of Ella Dane: The following morning, the adventurers advanced 50 meters and discovered a weathered granite obelisk topped with a horned crown. The stone was dedicated to Ella Dane, the legendary Dragon King who had defeated Sathmoog in myth. Nearby, they observed the quote: "LORD OF THE WORLD GIVE US LIGHT".
The Stone Gate & Fleeing Cultists: The party arrived at the stone gate of the temple, which was decorated with murals and violet flames. Suddenly, several cultists wearing only loincloths burst out of the temple doors in a panic. They revealed they were fleeing because "portal monsters" inside threatened to sacrifice them after they failed to locate "the mask".
Sartan’s Act of Kindness: Sartan gave his entire waterskin to the exhausted, fleeing cultists. In gratitude, one of the cultists stopped to thank him and handed over a mysterious key.

## Act III: The Temple of the Purple Flame
Breaching the Courtyard: Entering the temple, the party first traversed a western courtyard choked with thick, angry briar patches and wild blueberry brambles.
The Altar Puzzle of Sathmog: Deep within the temple, they discovered an altar dedicated to the demon Sathmog, carved with images of fighting dragons and sun symbols. While pressing the sun buttons individually did nothing, pressing them all simultaneously opened a secret compartment, revealing The Bone Mask (Protector Power Level 2, Permanence Embedded).
The Gong & Splitting the Party: Oliver struck a heavy gong located in the altar room, triggering a monstrous, terrifying roar from the basement depths. To investigate, Sartan dropped a lit torch down the eastern staircase. The adventurers then split up: half descended the quiet western staircase, while Garmander, Isatis, and Nix descended the eastern staircase toward the source of the roar.
Clash with the Manticore: In the eastern basement, Garmander, Isatis, and Nix were attacked by a ferocious Manticore. Nix played a supportive jig to bolster his companions' combat focus. The western group rushed through the basement to join the fight, hitting the beast with a critical slingshot strike. Sartan finished the monster by unleashing a fireball that burned it to a crisp.
The South Room Trap: Seeking a way forward, Sartan attempted to break open a heavy south door, injuring his shoulder in the process. Isatis stepped in and successfully smashed the door open. Inside, they discovered a pit trap designed to drop unsuspecting travelers from above onto iron spikes.
The Skeletons and the Gate: At the bottom of the spike pit, they found three shambling skeletons. The skeletons wandered toward a gate in the northwest corner of the manticore room. Sartan used the key obtained from the fleeing cultist to unlock the gate. As the skeletons entered the chamber beyond, two monstrous figures swiped at them, instantly turning the skeletons to dust.
The Servants of Sargoth: These two undead creatures, who appeared to have once been human, asked the adventurers if they wished to "Join Sargoth". Oliver immediately declined diplomacy by striking one with a lucky slingshot hit, initiating combat. Though the ancient weapons of the servants dealt significant damage, the party wore them down and knocked them flat. However, the creatures immediately rose back up from the dead to resume their assault before being permanently destroyed.
The Demonic Portal & The Deer Mishap: In the same room, the adventurers discovered a magical portal leading directly to Sathmog's demonic plane. Sartan tested the portal by inserting a torch, which was instantly sucked into the void. Jane Parker attempted to dispel the magical fires fueling the portal, but the magical backlash instantly transformed her into a wild deer. The party was still able to communicate with her using an animal talking spell.
A Midnight Ambush: The party decided to camp for the night in the manticore room, while Garmander slept in the portal room to watch for incoming demonic entities. During the night, the adventurers were startled by an ambush of four cultists descending the eastern stairs. Jane Parker successfully alerted the sleeping Garmander and the rest of the party by slamming her deer head into the gate door.

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## Session 7: Return Home, Research & Preparation (August 2026)

### Actions Completed:
- **Escape from the Temple**: Following the midnight ambush by four cultists, the party successfully repelled the assault. Jane Parker's warning slam into the gate door proved critical in rallying the party.
- **Return to Outskirts**: The adventurers retreated from the Temple of the Purple Flame with their rescued artifacts (The Bone Mask, spell grimoire) and made their way back to Outskirts.
- **House Leasing & Domestic Life**: The party finalized the lease on their own three-story house in town. The house serves as their primary base of operations for storage, research, and recovery.
- **Research & Appraisal**: With the grimoire and artifacts secured, the party began identifying the ten recovered spells and analyzing the history of the Bone Mask and the cultist network.

### Lessons Learned:
- **Inter-Party Synergy**: Combat success—such as Jane's warning and Sartan's fireball usage—is heavily dependent on clear communication during "off-turn" camp scenarios.
- **Logistics as Gameplay**: Securing a permanent residence provides much-needed stabilization for research-heavy missions (like decoding grimoires), turning what was once a "traveling group" into a fortified base of operations.
