<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://velandor.dashonk.com/index.php?action=history&amp;feed=atom&amp;title=Session_70</id>
	<title>Session 70 - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://velandor.dashonk.com/index.php?action=history&amp;feed=atom&amp;title=Session_70"/>
	<link rel="alternate" type="text/html" href="https://velandor.dashonk.com/index.php?title=Session_70&amp;action=history"/>
	<updated>2026-08-05T01:51:38Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.33.4</generator>
	<entry>
		<id>https://velandor.dashonk.com/index.php?title=Session_70&amp;diff=560&amp;oldid=prev</id>
		<title>Roklor: Created page with &quot;'''Session Themes'''  This session should feel different from the resurrection ritual.  The previous session was about:  * Loss * Hope * Failure  This session is about:  * Inv...&quot;</title>
		<link rel="alternate" type="text/html" href="https://velandor.dashonk.com/index.php?title=Session_70&amp;diff=560&amp;oldid=prev"/>
		<updated>2026-06-25T16:38:31Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Session Themes&amp;#039;&amp;#039;&amp;#039;  This session should feel different from the resurrection ritual.  The previous session was about:  * Loss * Hope * Failure  This session is about:  * Inv...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;'''Session Themes'''&lt;br /&gt;
&lt;br /&gt;
This session should feel different from the resurrection ritual.&lt;br /&gt;
&lt;br /&gt;
The previous session was about:&lt;br /&gt;
&lt;br /&gt;
* Loss&lt;br /&gt;
* Hope&lt;br /&gt;
* Failure&lt;br /&gt;
&lt;br /&gt;
This session is about:&lt;br /&gt;
&lt;br /&gt;
* Investigation&lt;br /&gt;
* Unease&lt;br /&gt;
* Discovery&lt;br /&gt;
* Realising     the threat is larger than anyone imagined&lt;br /&gt;
&lt;br /&gt;
The party failed to save one child.&lt;br /&gt;
&lt;br /&gt;
Now they discover there are many more at risk.&lt;br /&gt;
----'''ACT 1 – The Morning After'''&lt;br /&gt;
&lt;br /&gt;
'''Opening Scene'''&lt;br /&gt;
&lt;br /&gt;
Allow the players a few moments to discuss the previous evening.&lt;br /&gt;
&lt;br /&gt;
The failed ritual should still weigh heavily on them.&lt;br /&gt;
&lt;br /&gt;
The Temple of Dannan feels subdued.&lt;br /&gt;
&lt;br /&gt;
The roots that pulsed with life now lie still.&lt;br /&gt;
&lt;br /&gt;
Priests move quietly through the halls.&lt;br /&gt;
&lt;br /&gt;
No bells ring.&lt;br /&gt;
&lt;br /&gt;
No hymns are sung.&lt;br /&gt;
&lt;br /&gt;
Even the earth itself seems contemplative.&lt;br /&gt;
----'''Optional Scene: Venrieth'''&lt;br /&gt;
&lt;br /&gt;
If the party visits the temple before beginning their day, Venrieth receives them privately.&lt;br /&gt;
&lt;br /&gt;
'''Read Aloud'''&lt;br /&gt;
&lt;br /&gt;
High Priestess Venrieth stands within one of the temple gardens.&lt;br /&gt;
&lt;br /&gt;
Ancient roots rise through the earth around her.&lt;br /&gt;
&lt;br /&gt;
Her hands are stained with soil.&lt;br /&gt;
&lt;br /&gt;
She has clearly been working through the night.&lt;br /&gt;
&lt;br /&gt;
Not praying.&lt;br /&gt;
&lt;br /&gt;
Searching.&lt;br /&gt;
&lt;br /&gt;
Studying.&lt;br /&gt;
&lt;br /&gt;
Trying to understand.&lt;br /&gt;
&lt;br /&gt;
She does not look up immediately.&lt;br /&gt;
&lt;br /&gt;
Instead, she speaks to the earth beneath her feet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stone remembers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A pause.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Roots remember.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only then does she turn toward the party.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yet there are moments when memory itself is obscured.&amp;quot;&lt;br /&gt;
----'''What Venrieth Knows'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Venrieth believes:&lt;br /&gt;
&lt;br /&gt;
* The     ritual should have succeeded.&lt;br /&gt;
* Something     interfered.&lt;br /&gt;
* She     cannot prove it.&lt;br /&gt;
* The     resistance came from outside the ritual.&lt;br /&gt;
&lt;br /&gt;
She may tell the party:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Something stood at the threshold.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not the child.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Something else.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Something that wanted the door left open.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This should be unsettling.&lt;br /&gt;
&lt;br /&gt;
She cannot identify what it was.&lt;br /&gt;
&lt;br /&gt;
Yet.&lt;br /&gt;
----'''ACT 2 – The Ranger's Discovery'''&lt;br /&gt;
&lt;br /&gt;
'''Read Aloud'''&lt;br /&gt;
&lt;br /&gt;
As the morning progresses, the ranger's avian companion returns from its night-long vigil.&lt;br /&gt;
&lt;br /&gt;
Rainwater clings to its feathers.&lt;br /&gt;
&lt;br /&gt;
It lands nearby.&lt;br /&gt;
&lt;br /&gt;
Restless.&lt;br /&gt;
&lt;br /&gt;
Unsettled.&lt;br /&gt;
&lt;br /&gt;
The bird followed the woman from the inn.&lt;br /&gt;
&lt;br /&gt;
From rooftop to rooftop.&lt;br /&gt;
&lt;br /&gt;
From chimney to chimney.&lt;br /&gt;
&lt;br /&gt;
She returned home safely.&lt;br /&gt;
&lt;br /&gt;
Nothing happened for hours.&lt;br /&gt;
&lt;br /&gt;
Then shortly before dawn—&lt;br /&gt;
&lt;br /&gt;
Someone arrived.&lt;br /&gt;
&lt;br /&gt;
The figure never approached the house.&lt;br /&gt;
&lt;br /&gt;
Never knocked.&lt;br /&gt;
&lt;br /&gt;
Never spoke.&lt;br /&gt;
&lt;br /&gt;
They simply stood across the street.&lt;br /&gt;
&lt;br /&gt;
Watching.&lt;br /&gt;
&lt;br /&gt;
Waiting.&lt;br /&gt;
&lt;br /&gt;
For nearly an hour.&lt;br /&gt;
&lt;br /&gt;
When the stranger finally departed, the bird followed.&lt;br /&gt;
&lt;br /&gt;
The figure moved through twisting alleys and forgotten streets before disappearing into one of the oldest districts of Danu.&lt;br /&gt;
&lt;br /&gt;
Near the river.&lt;br /&gt;
&lt;br /&gt;
Near foundations older than the city itself.&lt;br /&gt;
&lt;br /&gt;
And then—&lt;br /&gt;
&lt;br /&gt;
They were simply gone.&lt;br /&gt;
----'''ACT 3 – Elara Thornwell'''&lt;br /&gt;
&lt;br /&gt;
'''Finding the House'''&lt;br /&gt;
&lt;br /&gt;
The bird can guide the party back to the Weaver's Quarter.&lt;br /&gt;
&lt;br /&gt;
The neighbourhood is modest.&lt;br /&gt;
&lt;br /&gt;
Narrow streets.&lt;br /&gt;
&lt;br /&gt;
Colourful hanging fabrics.&lt;br /&gt;
&lt;br /&gt;
Small workshops.&lt;br /&gt;
&lt;br /&gt;
Working families.&lt;br /&gt;
&lt;br /&gt;
Life continuing despite hardship.&lt;br /&gt;
----'''Read Aloud'''&lt;br /&gt;
&lt;br /&gt;
A small townhouse sits between a dyer's workshop and a cobbler's store.&lt;br /&gt;
&lt;br /&gt;
Its curtains remain tightly shut.&lt;br /&gt;
&lt;br /&gt;
Despite the daylight.&lt;br /&gt;
&lt;br /&gt;
The door opens only slightly when someone knocks.&lt;br /&gt;
&lt;br /&gt;
A tired woman peers through the gap.&lt;br /&gt;
&lt;br /&gt;
The moment she sees the ranger's companion perched nearby, recognition flashes across her face.&lt;br /&gt;
&lt;br /&gt;
Then suspicion.&lt;br /&gt;
----'''Initial Roleplay'''&lt;br /&gt;
&lt;br /&gt;
Elara immediately asks:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why were you following me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Allow the party to explain.&lt;br /&gt;
&lt;br /&gt;
Eventually she calms enough to invite them inside.&lt;br /&gt;
----'''Elara's Story'''&lt;br /&gt;
&lt;br /&gt;
'''Elara Thornwell'''&lt;br /&gt;
&lt;br /&gt;
Human seamstress.&lt;br /&gt;
&lt;br /&gt;
Widowed.&lt;br /&gt;
&lt;br /&gt;
Exhausted.&lt;br /&gt;
&lt;br /&gt;
Terrified.&lt;br /&gt;
&lt;br /&gt;
Protective.&lt;br /&gt;
----'''Missing Child'''&lt;br /&gt;
&lt;br /&gt;
Her son:&lt;br /&gt;
&lt;br /&gt;
'''Rowan Thornwell'''&lt;br /&gt;
&lt;br /&gt;
Age: 9&lt;br /&gt;
&lt;br /&gt;
Missing for three nights.&lt;br /&gt;
&lt;br /&gt;
No ransom.&lt;br /&gt;
&lt;br /&gt;
No witnesses.&lt;br /&gt;
&lt;br /&gt;
No body.&lt;br /&gt;
&lt;br /&gt;
No answers.&lt;br /&gt;
&lt;br /&gt;
The City Watch believes he ran away.&lt;br /&gt;
&lt;br /&gt;
She knows he did not.&lt;br /&gt;
----'''The Dreams'''&lt;br /&gt;
&lt;br /&gt;
Eventually the conversation turns toward Rowan's nightmares.&lt;br /&gt;
&lt;br /&gt;
Elara retrieves a bundle of folded parchment.&lt;br /&gt;
&lt;br /&gt;
Children's drawings.&lt;br /&gt;
&lt;br /&gt;
Dozens of them.&lt;br /&gt;
&lt;br /&gt;
Every single one depicts the same scene.&lt;br /&gt;
----'''Read Aloud'''&lt;br /&gt;
&lt;br /&gt;
The drawings are crude.&lt;br /&gt;
&lt;br /&gt;
Simple charcoal sketches.&lt;br /&gt;
&lt;br /&gt;
Yet every page shows the same terrible vision.&lt;br /&gt;
&lt;br /&gt;
A city beneath a sky devoid of stars.&lt;br /&gt;
&lt;br /&gt;
Buildings burning.&lt;br /&gt;
&lt;br /&gt;
People fleeing.&lt;br /&gt;
&lt;br /&gt;
Creatures swarming through the streets.&lt;br /&gt;
&lt;br /&gt;
And towering over everything—&lt;br /&gt;
&lt;br /&gt;
A colossal shadow.&lt;br /&gt;
&lt;br /&gt;
Watching.&lt;br /&gt;
&lt;br /&gt;
Waiting.&lt;br /&gt;
&lt;br /&gt;
Coming.&lt;br /&gt;
----'''Investigation DC 13'''&lt;br /&gt;
&lt;br /&gt;
The creatures change between drawings.&lt;br /&gt;
&lt;br /&gt;
Too many limbs.&lt;br /&gt;
&lt;br /&gt;
Too many eyes.&lt;br /&gt;
&lt;br /&gt;
Impossible proportions.&lt;br /&gt;
&lt;br /&gt;
The child never drew them exactly the same way twice.&lt;br /&gt;
----'''Insight DC 13'''&lt;br /&gt;
&lt;br /&gt;
These are not imaginative stories.&lt;br /&gt;
&lt;br /&gt;
The child believed every word.&lt;br /&gt;
----'''Religion DC 15'''&lt;br /&gt;
&lt;br /&gt;
Nothing resembles any known fiend, demon, devil, undead or aberration.&lt;br /&gt;
&lt;br /&gt;
At least not one recognised by conventional teachings.&lt;br /&gt;
----'''Rowan's Vision'''&lt;br /&gt;
&lt;br /&gt;
Elara explains:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He said they came from everywhere.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The forests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The roads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The rivers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even the ground.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Like the city was drowning in monsters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She unfolds the final drawing.&lt;br /&gt;
&lt;br /&gt;
A massive silhouette towers above the city.&lt;br /&gt;
&lt;br /&gt;
Larger than any castle.&lt;br /&gt;
&lt;br /&gt;
Larger than any dragon.&lt;br /&gt;
&lt;br /&gt;
Its shape seems wrong.&lt;br /&gt;
&lt;br /&gt;
Almost impossible to focus on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He said they followed it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And the night before he vanished...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Her voice falters.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He said it saw him.&amp;quot;&lt;br /&gt;
----'''The Final Words'''&lt;br /&gt;
&lt;br /&gt;
If asked:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He woke crying.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not screaming.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Crying.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And he kept saying...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pause.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It knows I'm dreaming.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And now it knows where I am.&amp;quot;&lt;br /&gt;
----'''ACT 4 – Following the Watcher'''&lt;br /&gt;
&lt;br /&gt;
The party now has two mysteries:&lt;br /&gt;
&lt;br /&gt;
# Rowan's     disappearance&lt;br /&gt;
# The     stranger watching the house&lt;br /&gt;
&lt;br /&gt;
----'''Investigation Skill Challenge'''&lt;br /&gt;
&lt;br /&gt;
'''Goal'''&lt;br /&gt;
&lt;br /&gt;
Determine where the watcher went.&lt;br /&gt;
&lt;br /&gt;
'''Success Requirement'''&lt;br /&gt;
&lt;br /&gt;
4 successes before 3 failures.&lt;br /&gt;
&lt;br /&gt;
'''Suggested Skills'''&lt;br /&gt;
&lt;br /&gt;
* Survival&lt;br /&gt;
* Investigation&lt;br /&gt;
* Perception&lt;br /&gt;
* Insight&lt;br /&gt;
* Stealth&lt;br /&gt;
&lt;br /&gt;
----'''Success'''&lt;br /&gt;
&lt;br /&gt;
The party discovers:&lt;br /&gt;
&lt;br /&gt;
The stranger travelled repeatedly between:&lt;br /&gt;
&lt;br /&gt;
* Weaver's     Quarter&lt;br /&gt;
* River     District&lt;br /&gt;
* Abandoned     warehouses&lt;br /&gt;
&lt;br /&gt;
They were conducting surveillance.&lt;br /&gt;
&lt;br /&gt;
Not random movement.&lt;br /&gt;
----'''Failure'''&lt;br /&gt;
&lt;br /&gt;
The party still reaches the warehouse district.&lt;br /&gt;
&lt;br /&gt;
However cultists have already begun destroying evidence.&lt;br /&gt;
&lt;br /&gt;
Additional enemies appear later.&lt;br /&gt;
----'''ACT 5 – Warehouse 17'''&lt;br /&gt;
&lt;br /&gt;
'''Read Aloud'''&lt;br /&gt;
&lt;br /&gt;
The warehouse stands abandoned.&lt;br /&gt;
&lt;br /&gt;
Its windows boarded.&lt;br /&gt;
&lt;br /&gt;
Its roof partially collapsed.&lt;br /&gt;
&lt;br /&gt;
The river fog curls around it like grasping fingers.&lt;br /&gt;
&lt;br /&gt;
Despite the decay—&lt;br /&gt;
&lt;br /&gt;
Someone has been here recently.&lt;br /&gt;
----'''Exploration'''&lt;br /&gt;
&lt;br /&gt;
Inside:&lt;br /&gt;
&lt;br /&gt;
* Children's     blankets&lt;br /&gt;
* Wooden     toys&lt;br /&gt;
* Food     supplies&lt;br /&gt;
* Water     barrels&lt;br /&gt;
* Charcoal     drawings&lt;br /&gt;
&lt;br /&gt;
Many drawings.&lt;br /&gt;
&lt;br /&gt;
All depicting:&lt;br /&gt;
&lt;br /&gt;
* The     black sky&lt;br /&gt;
* The     creatures&lt;br /&gt;
* The     giant shadow&lt;br /&gt;
&lt;br /&gt;
Not just Rowan's.&lt;br /&gt;
&lt;br /&gt;
Many children saw the same thing.&lt;br /&gt;
----'''Discovery'''&lt;br /&gt;
&lt;br /&gt;
A hidden trapdoor beneath stacked crates.&lt;br /&gt;
&lt;br /&gt;
Below:&lt;br /&gt;
&lt;br /&gt;
A concealed cellar.&lt;br /&gt;
----'''The Cellar'''&lt;br /&gt;
&lt;br /&gt;
The smell of damp earth is overwhelming.&lt;br /&gt;
&lt;br /&gt;
Candles burn with pale blue flames.&lt;br /&gt;
&lt;br /&gt;
The walls are covered in notes.&lt;br /&gt;
&lt;br /&gt;
Maps.&lt;br /&gt;
&lt;br /&gt;
Names.&lt;br /&gt;
&lt;br /&gt;
Drawings.&lt;br /&gt;
&lt;br /&gt;
Observations.&lt;br /&gt;
----'''Journal Fragments'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dreaming children are easiest to find.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The visions are increasing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Sleepless Host gathers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Veiled One stirs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Prepare the vessels.&amp;quot;&lt;br /&gt;
----'''Important Discovery'''&lt;br /&gt;
&lt;br /&gt;
Lists of missing children.&lt;br /&gt;
&lt;br /&gt;
Including:&lt;br /&gt;
&lt;br /&gt;
'''Rowan Thornwell'''&lt;br /&gt;
&lt;br /&gt;
Beside his name:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Confirmed Dreamer&amp;quot;&lt;br /&gt;
----'''ACT 6 – Cultist Ambush'''&lt;br /&gt;
&lt;br /&gt;
The cult returns.&lt;br /&gt;
&lt;br /&gt;
They were not guarding the warehouse.&lt;br /&gt;
&lt;br /&gt;
They were guarding what lies beneath.&lt;br /&gt;
----'''Encounter'''&lt;br /&gt;
&lt;br /&gt;
'''4 Dream-Touched Cultists'''&lt;br /&gt;
&lt;br /&gt;
I would run:&lt;br /&gt;
&lt;br /&gt;
* '''4     Dream-Touched Cultists'''&lt;br /&gt;
* '''1     Dream Speaker'''&lt;br /&gt;
* '''1     Nightmare Manifestation''' (summoned during combat, not present     initially)&lt;br /&gt;
&lt;br /&gt;
This creates a dynamic encounter without overwhelming action economy.&lt;br /&gt;
----'''Dream-Touched Cultist'''&lt;br /&gt;
&lt;br /&gt;
''Medium humanoid (any race), chaotic evil''&lt;br /&gt;
&lt;br /&gt;
'''Armor Class''' 13 (leather armor)&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''' 27 (5d8 + 5)&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 30 ft.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''STR'''&lt;br /&gt;
|'''DEX'''&lt;br /&gt;
|'''CON'''&lt;br /&gt;
|'''INT'''&lt;br /&gt;
|'''WIS'''&lt;br /&gt;
|'''CHA'''&lt;br /&gt;
|-&lt;br /&gt;
|11 (+0)&lt;br /&gt;
|14 (+2)&lt;br /&gt;
|12 (+1)&lt;br /&gt;
|10 (+0)&lt;br /&gt;
|12 (+1)&lt;br /&gt;
|13 (+1)&lt;br /&gt;
|}&lt;br /&gt;
'''Skills''' Deception +3, Religion +2&lt;br /&gt;
&lt;br /&gt;
'''Senses''' Passive Perception 11&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common&lt;br /&gt;
&lt;br /&gt;
'''Challenge''' 1 (200 XP)&lt;br /&gt;
----'''Dream Resistance'''&lt;br /&gt;
&lt;br /&gt;
The cultist has advantage on saving throws against being frightened.&lt;br /&gt;
----'''Nightmare Strike (1/Turn)'''&lt;br /&gt;
&lt;br /&gt;
When the cultist hits a creature with a weapon attack, the attack deals an additional '''1d6 psychic damage'''.&lt;br /&gt;
----'''Actions'''&lt;br /&gt;
&lt;br /&gt;
'''Scimitar'''&lt;br /&gt;
&lt;br /&gt;
''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target.&lt;br /&gt;
&lt;br /&gt;
'''Hit:''' 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage from Nightmare Strike.&lt;br /&gt;
----'''Light Crossbow'''&lt;br /&gt;
&lt;br /&gt;
''Ranged Weapon Attack:'' +4 to hit, range 80/320 ft., one target.&lt;br /&gt;
&lt;br /&gt;
'''Hit:''' 6 (1d8 + 2) piercing damage.&lt;br /&gt;
----'''Dream Speaker'''&lt;br /&gt;
&lt;br /&gt;
''Medium humanoid (human), chaotic evil''&lt;br /&gt;
&lt;br /&gt;
A recruiter and ritualist who identifies children experiencing prophetic nightmares.&lt;br /&gt;
&lt;br /&gt;
'''Armor Class''' 14 (natural warding)&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''' 72 (11d8 + 22)&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 30 ft.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''STR'''&lt;br /&gt;
|'''DEX'''&lt;br /&gt;
|'''CON'''&lt;br /&gt;
|'''INT'''&lt;br /&gt;
|'''WIS'''&lt;br /&gt;
|'''CHA'''&lt;br /&gt;
|-&lt;br /&gt;
|10 (+0)&lt;br /&gt;
|14 (+2)&lt;br /&gt;
|14 (+2)&lt;br /&gt;
|13 (+1)&lt;br /&gt;
|15 (+2)&lt;br /&gt;
|16 (+3)&lt;br /&gt;
|}&lt;br /&gt;
'''Saving Throws''' Wis +5, Cha +6&lt;br /&gt;
&lt;br /&gt;
'''Skills''' Deception +6, Insight +5, Religion +4&lt;br /&gt;
&lt;br /&gt;
'''Damage Resistances''' Psychic&lt;br /&gt;
&lt;br /&gt;
'''Senses''' Passive Perception 12&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Infernal&lt;br /&gt;
&lt;br /&gt;
'''Challenge''' 5 (1,800 XP)&lt;br /&gt;
----'''Prophetic Awareness'''&lt;br /&gt;
&lt;br /&gt;
The Dream Speaker cannot be surprised.&lt;br /&gt;
----'''Nightmare Channel'''&lt;br /&gt;
&lt;br /&gt;
When a creature within 30 feet fails a saving throw against one of the Dream Speaker's spells, the creature takes an additional 3 (1d6) psychic damage.&lt;br /&gt;
----'''Spellcasting'''&lt;br /&gt;
&lt;br /&gt;
The Dream Speaker is a 7th-level spellcaster.&lt;br /&gt;
&lt;br /&gt;
'''Spell Save DC:''' 14&lt;br /&gt;
&lt;br /&gt;
'''Spell Attack Bonus:''' +6&lt;br /&gt;
&lt;br /&gt;
'''At Will'''&lt;br /&gt;
&lt;br /&gt;
* Thaumaturgy&lt;br /&gt;
* Minor     Illusion&lt;br /&gt;
* Toll     the Dead&lt;br /&gt;
&lt;br /&gt;
'''3/Day Each'''&lt;br /&gt;
&lt;br /&gt;
* Command&lt;br /&gt;
* Hold     Person&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
&lt;br /&gt;
'''1/Day Each'''&lt;br /&gt;
&lt;br /&gt;
* Fear&lt;br /&gt;
* Bestow     Curse&lt;br /&gt;
&lt;br /&gt;
----'''Actions'''&lt;br /&gt;
&lt;br /&gt;
'''Ritual Dagger'''&lt;br /&gt;
&lt;br /&gt;
''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target.&lt;br /&gt;
&lt;br /&gt;
'''Hit:''' 6 (1d4 + 4) piercing damage plus 7 (2d6) psychic damage.&lt;br /&gt;
----'''Call the Nightmare (1/Encounter)'''&lt;br /&gt;
&lt;br /&gt;
The Dream Speaker summons a Nightmare Manifestation in an unoccupied space within 30 feet.&lt;br /&gt;
----'''Nightmare Manifestation'''&lt;br /&gt;
&lt;br /&gt;
''Medium aberration, chaotic evil''&lt;br /&gt;
&lt;br /&gt;
This creature appears as a shifting amalgamation of children's fears. Its shape changes constantly, making it difficult to focus on.&lt;br /&gt;
&lt;br /&gt;
'''Armor Class''' 15&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''' 45 (6d8 + 18)&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 30 ft., climb 30 ft.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''STR'''&lt;br /&gt;
|'''DEX'''&lt;br /&gt;
|'''CON'''&lt;br /&gt;
|'''INT'''&lt;br /&gt;
|'''WIS'''&lt;br /&gt;
|'''CHA'''&lt;br /&gt;
|-&lt;br /&gt;
|14 (+2)&lt;br /&gt;
|16 (+3)&lt;br /&gt;
|16 (+3)&lt;br /&gt;
|6 (-2)&lt;br /&gt;
|13 (+1)&lt;br /&gt;
|15 (+2)&lt;br /&gt;
|}&lt;br /&gt;
'''Damage Resistances''' Psychic, Necrotic&lt;br /&gt;
&lt;br /&gt;
'''Condition Immunities''' Frightened&lt;br /&gt;
&lt;br /&gt;
'''Senses''' Darkvision 60 ft., Passive Perception 11&lt;br /&gt;
&lt;br /&gt;
'''Challenge''' 3 (700 XP)&lt;br /&gt;
----'''Unstable Form'''&lt;br /&gt;
&lt;br /&gt;
When hit by an attack, the manifestation can move up to 10 feet without provoking opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
This movement can occur once per round.&lt;br /&gt;
----'''Nightmare Presence'''&lt;br /&gt;
&lt;br /&gt;
A creature that starts its turn within 10 feet of the manifestation must succeed on a DC 13 Wisdom saving throw or suffer disadvantage on its next attack roll.&lt;br /&gt;
----'''Actions'''&lt;br /&gt;
&lt;br /&gt;
'''Claws of Dread'''&lt;br /&gt;
&lt;br /&gt;
''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target.&lt;br /&gt;
&lt;br /&gt;
'''Hit:''' 10 (2d6 + 3) slashing damage plus 4 (1d8) psychic damage.&lt;br /&gt;
----'''Feed on Fear (Recharge 5-6)'''&lt;br /&gt;
&lt;br /&gt;
One frightened or incapacitated creature within 30 feet takes 13 (3d8) psychic damage.&lt;br /&gt;
&lt;br /&gt;
If no valid target exists, the manifestation cannot use this ability.&lt;br /&gt;
----'''Horrific Screech (Recharge 6)'''&lt;br /&gt;
&lt;br /&gt;
Each creature within 15 feet must make a DC 13 Wisdom saving throw.&lt;br /&gt;
&lt;br /&gt;
'''Failure:'''&lt;br /&gt;
&lt;br /&gt;
* Takes     7 (2d6) psychic damage&lt;br /&gt;
* Frightened     until the end of its next turn&lt;br /&gt;
&lt;br /&gt;
'''Success:'''&lt;br /&gt;
&lt;br /&gt;
* Half     damage&lt;br /&gt;
* Not     frightened&lt;br /&gt;
&lt;br /&gt;
----'''Running the Encounter'''&lt;br /&gt;
&lt;br /&gt;
'''Round 1'''&lt;br /&gt;
&lt;br /&gt;
The party explores the cellar.&lt;br /&gt;
&lt;br /&gt;
The Dream Speaker is already present, examining records.&lt;br /&gt;
&lt;br /&gt;
Two Dream-Touched Cultists stand guard.&lt;br /&gt;
&lt;br /&gt;
The remaining two arrive at the end of Round 1 from outside.&lt;br /&gt;
----'''Round 2'''&lt;br /&gt;
&lt;br /&gt;
The Dream Speaker uses:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They have seen too much.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
and summons the Nightmare Manifestation.&lt;br /&gt;
&lt;br /&gt;
This dramatically changes the battlefield.&lt;br /&gt;
----'''Round 3+'''&lt;br /&gt;
&lt;br /&gt;
The cultists attempt to delay the party while the Dream Speaker escapes through the hidden passage if reduced below one-third hit points.&lt;br /&gt;
&lt;br /&gt;
If escape seems dramatically appropriate, allow it.&lt;br /&gt;
&lt;br /&gt;
If not, let the party kill or capture them.&lt;br /&gt;
&lt;br /&gt;
A captured Dream Speaker can provide valuable information about:&lt;br /&gt;
&lt;br /&gt;
* The     missing children&lt;br /&gt;
* The     Dreaming Host&lt;br /&gt;
* The     Veiled One&lt;br /&gt;
* The     tunnels beneath Danu&lt;br /&gt;
&lt;br /&gt;
This can substantially alter the next session's investigation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----'''Cult Dialogue'''&lt;br /&gt;
&lt;br /&gt;
During battle:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The children have seen the future.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot stop what is coming.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Sleepless Host already walks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Veiled One knows their names.&amp;quot;&lt;br /&gt;
----'''ACT 7 – The Hidden Passage'''&lt;br /&gt;
&lt;br /&gt;
Searching the cellar reveals a concealed stone door.&lt;br /&gt;
&lt;br /&gt;
Behind it:&lt;br /&gt;
&lt;br /&gt;
Ancient stairs descending deep beneath Danu.&lt;br /&gt;
&lt;br /&gt;
Far older than the city.&lt;br /&gt;
&lt;br /&gt;
Far older than the kingdom.&lt;br /&gt;
----'''Read Aloud'''&lt;br /&gt;
&lt;br /&gt;
The passage spirals downward into darkness.&lt;br /&gt;
&lt;br /&gt;
Roots thicker than tree trunks pierce the walls.&lt;br /&gt;
&lt;br /&gt;
Ancient carvings emerge from beneath centuries of dust.&lt;br /&gt;
&lt;br /&gt;
Symbols of Dannan.&lt;br /&gt;
&lt;br /&gt;
Deliberately defaced.&lt;br /&gt;
&lt;br /&gt;
Chiselled away.&lt;br /&gt;
&lt;br /&gt;
As though someone wished to erase the memory of what once stood here.&lt;br /&gt;
----'''Final Discovery'''&lt;br /&gt;
&lt;br /&gt;
Several hundred feet below:&lt;br /&gt;
&lt;br /&gt;
The party finds signs of recent travel.&lt;br /&gt;
&lt;br /&gt;
Small footprints.&lt;br /&gt;
&lt;br /&gt;
Children's belongings.&lt;br /&gt;
&lt;br /&gt;
A blanket.&lt;br /&gt;
&lt;br /&gt;
A toy.&lt;br /&gt;
&lt;br /&gt;
A wooden sword.&lt;br /&gt;
&lt;br /&gt;
Carved into the hilt:&lt;br /&gt;
&lt;br /&gt;
'''R.T.'''&lt;br /&gt;
&lt;br /&gt;
Rowan Thornwell.&lt;br /&gt;
&lt;br /&gt;
He was here.&lt;br /&gt;
&lt;br /&gt;
And not long ago.&lt;br /&gt;
----'''Cliffhanger Ending'''&lt;br /&gt;
&lt;br /&gt;
'''Read Aloud'''&lt;br /&gt;
&lt;br /&gt;
The tunnel opens into a vast cavern.&lt;br /&gt;
&lt;br /&gt;
A subterranean world hidden beneath Danu.&lt;br /&gt;
&lt;br /&gt;
At its centre stands an immense stone structure.&lt;br /&gt;
&lt;br /&gt;
Ancient.&lt;br /&gt;
&lt;br /&gt;
Cyclopean.&lt;br /&gt;
&lt;br /&gt;
Impossible.&lt;br /&gt;
&lt;br /&gt;
Green light flickers from within its broken entrance.&lt;br /&gt;
&lt;br /&gt;
The roots surrounding it pulse slowly.&lt;br /&gt;
&lt;br /&gt;
Like a heartbeat.&lt;br /&gt;
&lt;br /&gt;
Then—&lt;br /&gt;
&lt;br /&gt;
A scream echoes through the darkness.&lt;br /&gt;
&lt;br /&gt;
A child's scream.&lt;br /&gt;
&lt;br /&gt;
Alive.&lt;br /&gt;
&lt;br /&gt;
Terrified.&lt;br /&gt;
&lt;br /&gt;
And unmistakably close.&lt;br /&gt;
&lt;br /&gt;
End Session.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Roklor</name></author>
		
	</entry>
</feed>