Llashanna
Player: Kadie · Member of The Shattered Coin
"Lash." An axolotlan — tiny, lavender, cheerful, and unhinged ("she killed a guy
cuz he wanted to kill a crab that she liked" — Ashlyn). Born to an isolationist
axolotlan sect deep in the Veilwood: a cave complex behind an underwater entrance,
whose society revolves around appeasing an enormous, ancient Stonecrab god that
grants long life and protection in exchange for yearly sacrifices. (Crabs are
sacred. This explains a lot.)
A born explorer, she escaped, was saved from a blackened monster by feyfolk Venatori
(gaining a fey boon), traveled with them as cook/tailor/smith until their camp was
ambushed — she fled rather than die ("Lash was no hero") — and became a renowned
repairsmith for Venatori gear in a tiny Veilwood town. Her hammer arm's
reputation got her "encouragedly conscripted" into the reclamation; the born explorer
didn't mind. The party's only crafter; pickpocket habits.
Session 3
- Bribed the squatters' guard Rick with 6 gold + a pickpocketed ham sandwich,
learning the manor's full layout and occupants. - Received a guard-summoning whistle from Taximus Maximus (works anywhere in Varia).
- Signed up at The Urina as "The Hammer" (non-lethal bout) — specifically to
fight "a guy who hates crabs." Helped the arena chef cook.
Session 4
- Won her arena bout against the banjo prisoner with a lethal finishing blow (her
second kill — the bout was booked non-lethal; nobody told her); prize:
Lash's Magic Hammer; title "Untouched in the Urina," undefeated. - Scooped the sleeping Goopo into a vial — later handed to his son so Kain could
pour the champion back out. Grateful Goopo offered her the champion's chair. - Learned the card game Conquest from Brebo Goldfang (won 1 of 3; got a water
starter deck and 9s/9c "change" on her gold-coin bet). Nat-20 insight: "This guy
wants to f— you." (Correct.) Spent the night at his manor; next morning's shopping
spree yielded a deluxe +1 bedroll. - Will fletch Magra's crossbow bolts overnight.
Session 5
- Morning with Brebo Goldfang, then a Highside shopping spree on his coin:
reinforced smithing apron (+1 AC, fire resistance), a silver ingot (enough
to silver one weapon), full smelting/crafting supplies, and an extra-large wizard
hat (she's 5'7" in it). Said "goodbye, people mouse" — her first use of a name. - Established her permanent sharpening service: ritual success = +1 weapon damage
(+2 two-handed), forever; she'll repair the party's gear after rough battles. - Confirmed she holds the Crab Pearl that summons the Crab Wizard ("I slayed the
great evil"). Also: she's missing a finger. It'll grow back. - Opened Lash's Blacksmithing Emporium in a defensible corner of
The Expedition Ship's deck — baby anvil and all — with Tilda's tinker cart
setting up next door; Brebo, aboard with armfuls of Orathos land deeds, calls her
his girlfriend.
Session 6
- Backstory shared: failed guard, failed seamstress, then the armorsmith's — she
became the Venatori's go-to fixer of monster-hunting weapons (hooked chains,
giant swords, arm-length-bolt crossbows), was rope-and-cart "recruited" for the
expedition, and misses the mushroom people's tea parties. Her severed finger is
visibly regrowing; moonlight makes her sleeping skin glitter like diamonds. - First silvering: dismantled and relocated the ship's smelter to her corner,
then spent 8 hours making the Silvered Short Sword for Silithane —
serviceable work marred by one speck of unfused silver only she notices. - Bluffed past the Ashwalkers ("we are just going to inspect the fire people"), then
actually inspected them — fixing one guard's misaligned buttons ("Back in line,
Jeremy"). - New commission from Jugs: 5 gp to mend two holed iron pots, materials
reimbursed against receipts. The ghost-sword test Thalia asked for? Immediately
forgotten.
Session 7
- Finished Jugs's two holed iron pots ("very well made," now nesting) for 5
gold after relocking into the rhythm of crafting on a moving ship. - Took Kain's death the hardest — waited by the fire-statue's far side "like a dog
waiting for someone to come home" for him to "come out the back," then slowly accepted
he was gone; claimed his leftover bag of iron teeth for smithing ("I can make
swords and stuff"). - Became Draak's self-appointed teacher, attended ship school alongside him (trashed
the class by already knowing everything), and spiked his great club into an Improved
Great Club (+2 damage); flagged the cursed War Machine Club as "the bad one"
("it has a ghost in it"). - Bluntly asked Tilda "do you want to sleep with me?", got a smoke bomb to the face
and a fleeing mouse for her trouble; kept the spent bomb.
Session 8
- Set Tilda up for life: shoved open the landmaster's 10-foot door ("Big door
pusher! I like your attitude" — Erdl Bonebreaker the Third), pitched Tilda's
tinkering with the smoke grenade once used to escape her, and delivered both rental
folders plus 45 gold of her own. Tilda stays at Fort Foothold; steamed-up
goggles, tight hug, "Thanks, Lashana." Lash scratched Tilda onto her
Reclamation Signet as next of kin. - Talked Draak through land-boat economics ("maybe you're just born in the water
and then that's like your larva stage"), put in 7 gold, and haggled Gizbump's oars
down — then tipped the discount away. Her seat on The Land Boat: the
decorative crow's nest. - Drank free rum with House Mayfore's proud corsairs while the others stood through
speeches; passed her con save and resented it ("are they watering down the rum?"). - Holds one of Brebo Goldfang's two sealed land documents. Running generosity
tally this arc: ~100 gold given away.
Session 9
- Fought the initiate spar from the bushes: Inspired/Helped Draak, stealthed
19–21 ("cease to exist"), and sniped opportunity bonks while one trainee searched
in vain ("There's an axolotlian in here!"). Never touched. - Stared at the sun to test Drak's egg theory — taking escalating fire damage
through her apron resistance until she dropped unconscious ("I have discerned the
egg sun"). Blind for 12 hours; her 21 perception felt something cold, stern,
punishing — not a Flame Queen — slap her away like a hand on a cookie jar. - Blind misadventures at Ankley: requested raw sour beads and orange juice from
the Candied Man ("chemistry"), then appointed herself chef of the fled inn's
kitchen, finishing the party's soup orders by feel (cooking 14; egg via forehead). - Refused to give Vernon Cleave her signet number — she paid for her food
and did nothing wrong — unaware that refusal is manhunt-grade; Thalia covertly
read and relayed it. Escorted down the Thousand Steps to the Sand Gets In, where
she ended the session with spiced rum, coconut, and grilled leeks, thoroughly fed
up with everyone.
Session 10
- Played model citizen at the Sand Gets In — paid for her meal, demonstrated axolotlan
regeneration to Old Margaret (18 HP of hit dice to the old healer's 4-point
paste), and took on the message-quest to Margaret's lost spy grandson, Old
Margaret Jr. — then undid it all with a bedtime Kiss of the Sun fire-eyes
"warning" to Vernon Cleave ("even I could tear out your throat... so do
better"). He fled his own gate the next morning. - On Ankley Island: dug to the ancient ruin's floor (re-homing each clump of
moss), declared the Prehistoric Longsword cursed, and slipped the
weaponsmithing check (rolled 2) — "I think I know what this is" awaits a workshop. - In the pirate battle: an entire side-plot of mutually failed cliff-shoves with the
archer Rowena, settled by double knives, daytime sun-eyes, and going fully feral —
a different archer was so scared of Lash she jumped off the cliff herself. - Claimed the rogue's tool sash (poison as a bonus action — now she needs
poison); her looted-breakfast cooking adds +1d8 healing to a short rest. Plans to
serrate Draak's new Giant Cutlass.
Session 11
- Finally identified the Prehistoric Longsword material during the boat trip: auricalcum — pre-modern alloy, stronger than steel, off-red-silver hue, suited to wet/underwater conditions. Ancient and degraded, but worth far more than its weight in gold. Choice: restore the blade, or smelt it down and reforge with modern technique. She now carries it.
- Fell off the cliff in the coelodon encounter (failed Dex save) but chose to surf the fall to land standing on the baby creature's nose rather than grab for safety — pure Lash. Used the Crab Pearl and offered meat to charm a large beach crab that had been mimicking Silithane's calming dance; gained a pet crab (needs keeping wet twice daily).
- At the tiny-race caravan, attempted to flirt with the caravan owner's wife (Animal Handling 9 — "we're both small, that's pretty cool, right?") — learned the woman is permanently bonded and her wife recently died in grief.
Session 12
- Worked the Gwyndinas Colosseum: chatted up superfan Lee for arena-team intel (persuasion 21), then took +1 HP from The Serpent's training camp.
- Forged through the week — advanced her 21-day weapon project to ~8 days in, and serrated/double-bladed Draak's Giant Cutlass (+2 damage, weight-cutting fullers, metal-tipped scabbard).
- Picked the monster fights ("I want fancy spiky parts for crafting"). Landed the killing blow on the killipede by leaping into its toothless mouth and smashing the soft lower jaw; harvested 498 killipede spines and a liver.
- Recognized the second monster, the Grievek, from her axolotlan homeland (battle-cries "Shavalesh!", "Savinash!", "nodus lavis"); burned all her self-heals surviving its poison claws; harvested its hide and 6 claws. Got "gummed" enough that Magra had to save vs. biting her.
Session 13
- Slept in the Clapton's Hammer backyard wash-tub (the innkeeper bottled her bathwater as "axolotlan water"); her Perception spotted the dead body in the corner and her instinct that the inn "reminds me of the Veilwood" cracked the mystery open.
- Lost her pet crab. Sent it (via a telepathic-link spell) into the grief-demon's hole; it was killed. She crawled in after it, found it dead, and — after the demon was slain — crawled back into the hole to chase the source toward the underworld, ignoring its grief-illusions. As the session ends she is still crawling (an estimated 20+ miles / a week of travel), and the party doesn't know if she's alive.
- In the fight (before vanishing): smoke-stepped across the basement to Help Ashlyn and tried to snap her free of the demon's control.
Session 14
- Surfaced from the grief-hole — it wasn't the underworld after all, just a long crawl — barely hurt (one scratch), hauling a ~30 lb sack of strange ore dug from the depths. Vowed to her revived crab never to send it ahead again ("I'll go first next time").
- Got her pet crab back alive, via paid magic Silithane arranged (she assumed he'd learned a spell, surprised it was bought).
- With Thalia, identified the haul as pyroxene (hell-baked, won't melt by forge heat — must be ground/knapped): jadeite (natural magics), quartz/rhyolite (toughening), brimstone (sharpening), orgite (fire/magic-enhancing), slag iron, plus two gems. New raw material for her ever-growing craft pile.
- Shared her origin over the rocks: she glows in moonlight because, as a child first leaving her Veilwood home, she fought back a great black creature — and a powerful fae, amused by her guts, tapped her on the nose and vanished, her skin glowing ever since (the fey boon her bio records).
Session 15
- Lead detective of the day. Played the "special investigator Lash, an axolotlan" act at every door — cathedral, ziggurat, Mage's Society, crime scene — bluffing past guards as a "heightened super special investigator."
- Ate her long-held death cap mushroom to cast her own Speak with Dead on the latest victim, Margaret Everdeen; every one of five questions drew only a scream that grew longer each time. Her insight check landed the case's grimmest finding: the corpse isn't refusing to answer — its soul is already screaming, in all-consuming torment, and the spell merely catches it mid-scream.
- Pressed Louis and the morgue priestess on whether souls can be trapped, and floated the grief-demon parallel (death by fear, not injury).
- Bought a vial of Ironrot Bile poison (3 platinum) at the Westport Black Market for her poison belt. By session's end she's with Thalia, Ashlyn and Draak in wanting to drop the detective work for arena fights ("I don't think we're smart enough"). Wry self-summary: "You murder one guy who's killing crabs and suddenly you're the group's murder hobo."
- Means to return to her workshop to keep improving her hammer/blacksmithing; the grief-demon basement still isn't fully sealed.
Session 16
- Stole the gang leader's "well, well, well" entrance line, then played the leader along ("your armor could be strapped better") while refusing to step into his reach.
- Fought the ambush largely non-lethally — hiding in barrels to "Boo!" enemies, dealing repeated max-damage knee-bashes, and knocking out three thugs rather than killing them ("You could have been a good guy, I can feel it"). Healed herself to full with a bonus-action hit-die mid-fight.
- Looted Rikard's longsword (carried behind her like a tail, scraping the cobbles) plus his spellbook of hateful hymns, a gang bandana, and a kitchen knife — slipping them past the evidence-guarding guards during Silithane's distraction. Tried (failed) to plead leniency for the one gang member she liked.
- Baked everyone 4-temp-HP "death-save" cookies on the long rest.
Session 17
- Worked auricalcum at last. Brought the Prehistoric Longsword to the Eastport Deep Sea Smithmaster — a dripping blue water-smith and kindred wet-handed crafter — who taught her the metal must be cold-forged only. Rolled a 27 with his help and folded 3 of auricalcum's 5 properties into her in-progress crafting "mega" hammer (now 12 days from done). Paid the cash-strapped smith a token 10 gold.
- Bought 100 gold of silver (Fenric to repay) for a long-debated plan to silver Fenric's claw-tips, then talked through cat-claw biology — but a poor roll showed his claws were too cracked and eroded to fit, so the job was deferred until he grows them out.
- In the squires' arena fight, played her usual role: hid in the rivers, dodge-tanked the blind knight Elgamaia (eating 23- and 30-damage greatsword hits), self-healed with hit dice, and shoved Thalia to safety. Ended the fight Sleep-spelled alongside Drak; woke confused ("Did I die again?").
- Asked whether the arena could provide a third leaving-signature (it can — next session).
Session 18
- The swarm's support engine. Rather than fight directly ("more effective than me lightly bapping something"), she ran a buff economy all combat: help-actions with bonus d6s, a +1-to-all-saves aura within 600 ft, and her Magic Hammer's 3 rerolls per long rest — repeatedly rescuing allies (especially Draak and Fenric) from the mushroom men's fungal-infection CON saves. Bonked with her arena hammer when nothing better offered.
- Her cookies are now worth 6 temp HP (twice her proficiency bonus); the table briefly feared she'd baked her own (four, light-blue) fingers into them.
Session 19
- Confirmed the draft-marked false wall was a secret exit, not entrance, and had Draak punch a hole through it to scout the spore-plant passage beyond.
- The party's changeling expert: delivered the session's chilling lore lecture on the three changeling grades — shifters, doppelgangers, and the dreaded Twin Stranger that consumes a target and inherits all its memories (her example: what if one ate Queen Ysolde) — framing the whole sewer lair discovery.
- Spent her last inspiration die to back Silithane and Fenric's 34 on the trapped door; cared for the bound "failed changelings" (don't step on them) and pushed the party to catch the shapeshifter immediately before it flees. Also tried to get the doctor to stop turning the sewer water green.
Session 20
- Went up the ladder with Fenric to spring the basement ambush, her +1-to-all aura running through the brief fight.
- Her own dire Session-19 changeling lore ("a perfect serial killer") softened as the captured changeling read as a Reclamation helper — though Veilwood-bred party members still grumbled that "all changelings are bad." Took the day's first short rest with the group before sleep.
Session 21
- Cooked a rare, heartfelt morale meal in the sewers — and rolled her worst result ever (10% below average), undone by missing spices and the shelf-keeper repeatedly putting her on the shelf mid-scramble.
- Told Eldrich the Elder plainly she'd been conscripted by the Venatori (against Reclamation norms) but is happy now; he declines to punish them at her word.
- Was the party's quiet diplomat through the changeling pitch, and forged Magra's copper full plate ("lashed armor," armorsmithing 21) as the group's crafter.
- Bought and tamed the salamander Squishy from beast-tamer Dervin in Keraford for 100 gold — alarmed it would turn feral at adulthood without the calming song her axolotlan people sing, she stayed an extra night teaching it the song so it could safely pull the land boat. The episode pulled loose a guarded glimpse of her Veilwood lake-cavern home.
Session 22
- Won the parley with a bluff. Chatting up a bandit goon, she sold him a fictional archmage who could collapse the cliff plus the real mage-hunter Fenric — passing the deception and leaving him visibly rattled (then cheerfully admitting she was messing with him).
- Talked the giant-fearing locals at the inn into letting her forge 3 copper horseshoes by the trough, kindred-spirit bonding with the apron-wearing stable master.
- Greenlit Tycho's death: after confirming to the stable master that Tycho was a spy, she declined to stop the man caving his skull in ("Hell nah") — then looted the body and (vetoed) offered it to Squishy.
- Was the party's bridge to the new PC Jex, swapping notes on regrowing limbs and warning her off the cursed Veilwood.
Session 23
- Looted and laundered. Came back from rifling Tycho's corpse covered in blood (and trailing it on Squishy), washed at the well, and pinned the kill on the stable master to Thalia — "I'm not going around murdering people right now."
- Smith and student. Melted Tycho's ruined splint mail to forge the stable master a full set of horseshoes plus eight spares, and won hammer-fighting lessons from the secretly ex-soldier ("make every swing your only one") — bittersweetly ruffled off as "just a normal person."
- Assessed Valmora's damaged flight scale-mail (fixable, but needs a town forge and ~125 gold), the reason the party improvises the rope crossing instead. Her hammer is 4 days from done.
Session 24
- Buffed the Grabbler fight in her support-engine role — advantage + d6 help and her +1-to-all-saves aura (which saved Valmora's concentration), narrated as throwing distracting pebbles ("effectively cast a 3rd-level spell") — then carved the hands off the corpses for the bounty, digging the Ring of Independent Digits out of the smart one's "brain."
- Rode Squishy across the chasm, then solo-swam the flooded passage (she breathes underwater, swims 35) ~4–5 minutes deep — surfacing at a red-candle "temple" corridor and a flooded 30×30 ft tomb with a 14-ft coffin, both radiating deadly danger. Returned safely and reported the find to Valmora and Thalia.
- Flagged that the Mama Grabbler might fit a wider bottom tunnel, urging the group to find a thinner route. Levels to 6.
Session 25
- Gave the opening recap and stayed the party's tireless scout: wiggled at and intimidated the giant Veilwood centipedes off (no daggers won), crawled the manufactured bug-tunnel ~75 ft to map a route down, and tried (and failed) to climb the waterfall — saved from drowning only because she breathes underwater.
- Examined a woodling's broken pocket watch (smith's-tools 30): oxidized steel, a "Happy Birthday Dad"–style inscription, mechanism beaten in — repairable by a fine-tools specialist.
- Threw the brass-pot lure to bait the gobblers, then ran her buff economy — Help to Silithane and a d6 to Squishy — and floated the gleefully psycho plan of cutting off everyone's hands to make the Queen leave them alone.
- Levels to 6: now rolls always-max HP and can Mass-Inspire several creatures at once. Swears off ever taking a 100-gold bounty again.
Session 26
- The session's discoverer. Following her usual compulsion to chase every hole "to the end," she swims ten minutes down the flooded chasm, breaks open a stuck pull-door, and finds the under-prison and its lizard-people — talking her way in with axolotlan (a partial match for their Aquan).
- Befriends one crocodilian and names him "Friend" (the Grenkh have no names of their own), leads him up to meet the party and glimpse the Queen, then escorts him back to report to Grank.
- Pieces together the prison's story for the Grenkh — the escaped Hand Lady, the six remaining prisoners — and confirms the Queen is now too big to put back. Tallies this as her 6th hole of the campaign.
- Recovers a Damp Sprout from the deep water; helps the chased group escape into the prison. (She breathes water, so she alone sails through every swim untroubled.)
Session 27
- Found the key that unlocked the session: sifting the throne-room scrap-tub, rolled a natural 20 to pull out a perfect smith's key — which proves to open Malifax's workshop. Recognised the Forge Lord's maker's mark linking the throne, the scrap, and the sump-lids.
- The party's mouth with the lizards and prisoners again — relaying Half-gore's confession that the spear-barricade is "for comfort," questioning the Nice One about her crime and escape route, and pressing Malifax on the prisoner-moving tool, the Needy One's old cell, and a giant new cell to dig.
- Got her auricalcum hammer all-but-finished: baited Malifax with her old Urina champion's hammer, then wowed him with the real one — earning two days' work in an hour (now 20/21 days), the spiked edge, and a "clang" rider, with the last day left for her to forge.
Session 28
- Fed a crab instead of fighting it. Faced with a large crab blocking a secret door, she pulled the severed finger she keeps for her own pet crab and lured it aside with the treat — to Malifax's confusion that this "did not count as a combat."
- Studied a master's work. In the cupboard she pored over Malifax's masterpiece twin swords (smith's-tools, advantage), reading every deliberate "flaw" and recast — craft insight from the one finished legendary work she'd ever seen.
- The meteorite proves unbreakable. She hammered her chisel into the gifted meteorite until the chisel itself dulled without leaving a mark; Malifax's own chisel managed 0.3 mm, putting a single split at ~6 months of night-work. Too dense and awkward to haul over the chasm, so it's left for later.
- Took the long rest in Malifax's quarters to forge the final day of her hammer in his workshop.
Session 29
- Masterpiece finished. Completed the last ~2% of her auricalcum hammer overnight — coring and sharpening the double head (hammer + rear pick) and adding a diamond-shaped bottom spike — declaring it done and offering to take on other projects (and to mend Valmora's flight armor next rest).
- Cut the "heist" short. Unlocking Keith's cage (she'd rather have smashed the lock with her new hammer), she catches his whispered warning, then hammers and grapples him (10 damage) when he won't stop accusing the party — "Pretty sure we're trying to get the Grabber Queen in a cage, so shut up and get out of that one."
- Sat the absurd council arc out from the floor with Salamandine ("You guys done playing tea party yet?"), the only party member never bound to its votes — leaving her free to act against Cheve where the others can't.
Session 30
- Repaired Valmora's flight armor — and found it heaven-forged. Tackling the long-deferred breastplate fix, a Religion 20 revealed it as angelic armor woven by angels from "garbage heaven materials" she has none of; she solved it (after a despairing first day) by alternating heavenly scales with steel ones, reassembling it scale by scale into something functional, if a notch worse than new. Earned Valmora's pledge of a future favor.
- Recruited the Grenkh. Persuaded The Grenkh to send a "good number of lizards" to the Queen fight — though the huge elder will only rouse himself if the little lizards fail.
- Still carries the Grabbler "brain" bounty token, petting it; the GM hints she could feed it hands to grow her own loyal Grabber Queen (its fingers don't regenerate, so the feeding is finite).
Session 31
- Shoulder-checked a one-ton boulder in half. When Caressa's Boulder Toss came her way, Lash tanked it on her CON save and cracked it over herself — "a Lash that's against the impossible still standing."
- Buff engine, as ever: Help-actions and d6 / +1-save aura, and a Magic-Hammer reroll that saved Silithane's Shadow Blade concentration ("basically cast a 4th-level spell as a reaction"). Sent Salamandine dashing in to bite the Queen all fight.
- Taunted a Grabber off Jex with Animal Handling, screaming and pointing at the defeated Queen, covered in blood — "low-quality hands are more quality hands than Jax, who is a blob."
- Looting the den. As the resident magpie/crafter, she'll sort Caressa's massive hoard (sent via Discord midweek) — the party leaning toward returning the cave-folk's share and keeping ~half plus the magic items; the aqua regia "piss pool" can be bottled as a valuable alloy-separating reagent.
Session 32
- Apprenticed to a master. Sized up the Northern Trading Company craftsman Big Finn's work (a Weaponsmithing check: he out-does her on crossbow bolts, handles and balance, she out-does him on weapons proper), showed off her masterwork hammer, and agreed to apprentice under him in the evenings for a week or two to learn woodworking while adventuring by day — taking on his request to find his snatched granddaughter.
- The party's haggler. As a fellow commoner, persuaded Ragnar (advantage) to slip Fenric a discounted silver bar through her platinum membership, and brokered much of the loot-selling on others' behalf.
- Confessed to the witch. In the church confessional laid out the snatcher case to the horse-folk priestess — framing it as Laewendas's curse-agent — and brought back the bargain: the party must earn the town's trust with good deeds first. Showed off her crab familiar; her Insight caught the priestess merely reasoning her secret crab-god from a tiny crab, not knowing it.
- Reassured the worried Squire Faethlyn she's fine playing bait ("I can regrow stuff and heal myself"), popping a finger back to demonstrate.
Session 33
- Dressing the part of a child. Still set on posing as bait, she bought commoner's pants (1 silver, to look "less suspicious") and, ever the smith, Forge Master flame-resistant goggles (1 gold) at Renforth's shop — refusing anything that looks like armour.
- Adopted a cow. Doug Dillinger's twitchy cow Milkshake licked her forehead and instantly defected to her ("I'm my cow now").
- Floated non-lethally penning the walking tomatoes rather than killing them, before the party settled on extermination; recognised by Renforth on sight as "the blacksmith they own."
Session 34
- The bait diver. Devised the harpoon-on-the-logging-winch rig and jumped into the river as bait (declining Silithane's offered Invisibility); was death-rolled (immune to drowning, which the beast didn't know) and absorbed the ~50-damage "missile" when the crocolion launched itself — saved from worse by her Session 33 AC gear ("the magic items you just bought saved you").
- The pox con. To finish the frog-folk's wish, spun a credulous lumber worker a tale that the southern (poison-sapped) trees carry a spreadable pox — first watching him scheme to dump the "cursed" wood on the Reclamation, then scaring him off the grove entirely so the mill leaves it alone.
- Harvested the kill — took the crocolion's dog-sized head and hide for bounty proof, trophy, and crafting/sale; assessed whether the tough hide could become armour.
- Sweet beats: adopted Salamandine through the fight, sniffed steam off fresh bread "with her eyes," and brushed off two elven gossips by calling herself "a poor child blacksmith" (to their horror — "don't ever say you're a child here").
Session 35
- Ethical awakening. Renforth's "everything is alive and can suffer" philosophy overturned her worldview in a single dinner ("there's nothing we can eat… we should just sit down and die"), and she vowed to never again eat anything that can suffer. Bought his unwanted Goodberry Wand (8 zero-suffering berries/day, enough to feed the whole party forever) for 1,000 gold — paying 100 down and a 900-gold IOU on her honor (her first real use of social credit, an honor check of 20), offering her crafting hammer as collateral.
- Played the child at the dinner — apple juice, a high-chair, gold-star stickers — with Thalia's glass-bobble pigtails for the bait disguise, then pressed Renforth with the session's smartest theory (a possible moon/cloud trigger for the wyrm's screaming).
- Crafting system, established. Explained her downtime plan: with ~2 weeks to learn masterwork woodworking, she can make one masterwork item per party member (her own always a tier higher) and slowly upgrade common items to uncommon (+1) — taking signature-gear requests from the group.
Session 38
- The sincere negotiator. As the only one carrying no weapons (a "commoner"), she alone could persuade Billy's Mom to talk inside the warren — promising to stop the "checkered men" (lumberjacks) "or die trying." The mushroom mother wouldn't risk her family on half a promise, but Lash's honesty got further than Magra's pitch; she floats magic-growing ethical "fake" trees so the mushroom folk and mill both have wood.
- Ethical eating, hardened. Post-Renforth, refuses to chop a real tree as bait, and declares she'll eat only her conjured berries (threatening to un-friend anyone caught eating "food food").
- Combat support. Used her commoner Help-at-range (works by hearing, not sight — clutch in the dirt cloud) and her Magic-Hammer rerolls to save allies all fight (including Silithane from the poison half); rode Silithane's back to keep Helping, and bit the Guardian (7 piercing). Still level 6.
Session 39
- Brewed the cure. Hers was the Help (a 20) that let the orc medicine woman Rhia Gagra reverse-engineer the wyrm venom into antidote (1 vial → 4 doses), saving the patient, Warmaiden Yngraf and Silithane — and she hammered the wyrm teeth loose with her Magic Hammer where chisels and pitons failed.
- The mad scientist of the bath. Tested the Toxico venom — confirming it rots metal and ignites into magical toxic flame (cutting off her own tail-tip to write in blood) — while plotting to burn down the lumber mill and frame the trees. The party talked her down; she pivoted to ethical "fake" trees (Renforth + Horibus, the Goodberry seed) as a way to keep her "stop the checkered men or die trying" promise without dooming the town.
- Level 7 — and a new weapon. Levels up with the party (her saved-up new weapon now due) after the long rest.
Session 40
- The smith and the claw. Visited the Ponterford town blacksmith to show off her orichalcum hammer (which he covets and insists must be "from the orcs"), and walked away with a free claw-weapon blacksmithing pattern — earmarked for a claw weapon she'll forge from the five wyrm fangs for the "cat man" Fenric. Learned the south-side drake skeleton is the same venom-wyrm, but a dead end to harvest.
- Cracked the trap corridor. Reasoned that no one should have died in the cave's trapped hall if the traps are in the walls — so the dead-centre line is safe (and the corpses likely planted to sell the warning); confirmed it by sending Salamandine and a bat down the middle untouched. Floated a rope-climb across the 47-ft ceiling chains (shelved as noisy).
- Swam the river of villains. Invisible (via Silithane), she scouted the underground-river camp — cataloguing the Toe Skinner, the Hat Man, the stitched tea-party, and the dormant Candleman — and survived the crocodile man's ambush only by acting first and riding the current, dodging a 100+-damage one-shot. Schemed afterward to poison the river upstream and antitoxin it downstream. Still level 7.
Session 41
- The diplomat with the dead. Crawled the secret tunnels into the bone tomb and met the Ghoul of Gythfield — bonding over their shared fang teeth and her axolotlan origins (which he placed at a glance) — then negotiated his help clearing the cave in exchange for the party's Reclamation vouch, agreeing to spare the stitched maiden and lure the Wild Man away. Drew out his lore on the Candleman, Thunt and the Hat Man.
- Gentle to the ghost. Identified the tunnel-haunting Abigail Miller by name, coaxed her story out, and promised to carry word to her searching father.
- Off her game in the one fight. Repeatedly whiffed her swings against the AC-12 skeleton businessmen ("a combat well-suited for Lash" — and she missed); herded lost magmites back to their mother. Still level 7.
Session 43
- The protector. Debuted her new reaction — negating a hit that barely beats an ally's AC (Salamandine's tongue yanking the blade aside) — to keep Silithane alive against Kregit, tracking the party's ACs on a sticky note; took the heaviest Gutter hits to shield Fenric, crit-hammered the Gutter, and revived a downed Pavid with a potion poured into his mane.
- The engineer's solution to the hat. Once the Hat Man was dead, she solved his hat the practical way — pushing the brim through itself like a bag of holding turned inside out, dumping a head-first Thalia and 15–20 corpses onto the floor.
- Plotter. Schemed to poison Thunt (he won't drink it; the "bubble" would stop it anyway), to needle his bubble with a "tiniest of needles," and to pair the cave's cursed mask with its symbiotes on an evil host. Still level 7.
Session 44
- The bones returned. Carried the Miller's daughter's bones home to the old farmer Gordon Miller — accepting his pea soup and a rat-chewed coin purse (8 silver, 42 copper) — and gently let him know there'd be no more snatchings. Talked the tinker-kid Lonka into making his murder-machine a soft, blunt plushie-bear.
- Sold the witch on Pimothy. At the witch church she reported the cave cleared and sold Pimothy's heroism so well the witch-keeper fell for him — then admitted no children survived.
- Smith's downtime. Built the fence by day and trained with Salamandine by evening, consulting smiths Big Finn and the otter Yuko on lightweight barding for the salamander; bought an animal-affection ring, Cecil's treat belt, and suspenders worn as a cape (+3 Animal Handling). Her ~1,000-gold IOU to Renforth was wiped by trading him the fire grimoire.
- The doomed romance. Played out a 16-day "dating sim" with a rabbit-folk crab-trapper from South Shore, then deliberately ended it with an underwater argument so as not to break the woman's heart. Still level 7.
Session 45
- The whip-silversmith. Over the night's rest she silvered Thalia's thorn-whip with a bought silver bar — and, creatively, hid the silver among the natural thorns so it takes a DC 13 Investigation to even tell the weapon is silvered.
- The Goodberry chef. Cooked Goodberry stew and 4-temp-HP cookies (seasoned with cave spices and Thalia's medicinal herbs) at the abandoned house; took crafting commissions (a teeth-claw weapon for Fenric) but made each party member commission her properly first.
- Combat helper. Sent Salamandine to bite the zombie horse (eating 2 "rancid" poison back), Helped Silithane's killing Green-Flame strike, let him reroll the blight-infection save, and staked the horse's head to the ground; kicked the campfire onto the corpses to burn them.
- Druid kinship. Bonded instantly with the pacifist Clover over their shared Goodberry-only diet and refusal to kill needlessly — discussing druid groves and ethical eating while she cooked. Still level 7.
Session 46
- The camp smith. Bought Tony's Houndmaster's whistle (100g), then over the rest sharpened and resized two veterans' swords (Golgain's oversized looted longsword and Andross's sidearm) to +1 damage.
- Salamandine's swordsman. Salamandine double-crit a plague-spreader dead with a tail-swat; to fight the touch-dangerous undead safely, Lash strapped an agile longsword to his tail — birthing plans for a permanent blade-fin attachment.
- The Valewood blacksmith. Her moon pendant drew Stunghelm Elkheart's admiration, then his alarm when she named it (and herself) as from the Valewood — "the Valewood is scary." Still level 7.
Session 47
- The tunnel scout. Small and slick, she torpedoes through a Lash-sized gap (taking 7 piercing from the inward-facing thorns) to scout the grove interior — reporting the dead soil, the corpse-filled pond, and something big beneath it — then backs out rather than press on alone.
- The Sun-God berserker. In the boss fight she activates her Kiss of the Sun (triple-fire eyes and head), wins an advantage intimidation, and lands a crit hammer-blow on the amalgam; pockets Dreadweaver Corpsefortune's arcane focus crystal.
- The clutch kill. Stunghelm Elkheart's upcast Fire Shield on her is what ends the fight: at 4 HP the amalgam slams her, and the 48-damage retaliation immolates it before its lethal hymn — she eats the killing blow (18 of 25 HP) and lives. Quits the grim body-disassembly once her rage fades. Still level 7.
Session 49
- The pathfinder. Rolled a 19 Survival to thread the right trail to the forbidden mine through a maze of fishery, herbalist and mountaineering paths; earlier ran a long slapstick mini-game searching the Tapped Clapper's bathroom for a secret door before being pointed to Eldrich's real hidden room.
- Burrito's mother. Mid-fight against the badeedle brood she tamed one with a treat from her treat belt (Animal Handling, a 35) and adopted it as the brood's new "mama," giving the four-foot bird-beetle a crouching pep-talk about pupating and minding the nest. Otherwise ran her usual support engine (Help, inspiration d6s to Fenric) and sent Salamandine to tail-swat and tank.
- The fossil climb. Hauled herself (and Salamandine, who lacks grippy fingers) up the 50-ft cliff via the skeletal "dragon tail" embedded in the dirt. Still level 7.
Session 50
- The scout who cased the whole camp. The party's lead all session: a Stealth 18 into a scrap-heap to read the facility (buildings, guards, the trial, the glowing-ore carts), a peek through the alchemy-shed window at the mole-man alchemist Snuffles, and a nerve-wracking tree-climb into the second-floor barracks — a slip-means-death Athletics check she saves by spending Magra's Heroic Inspiration — to steal miner and hauler disguises for the whole party (4 miners, 2 haulers).
- The disguise logistics. Organises the infiltration — who dresses as what, weapons into backpacks and Thalia's hat, Jex tucked into her own backpack loaded onto Salamandine as a beast of burden — and walks the group in with the returning shift.
- The crafter reads the god-crystal. Inspects a chunk of the glowing vein (a Smith's-tools 18): it's not metal but a crystal/gemstone growth, glowing, unfamiliar — matching the skeleton's "something weird under the mountain" fable and, per the GM, the same substance the "scientist guy" (Dr. Provostinalkov) makes. Judges the cage-hoist shaft could plunge 10–30 miles. Aborts a Sleight of Hand 13 attempt to pocket a crystal once she sees the diggers will kill to defend their vein.
- Beast-whisperer of the burned deep. In the skeleton fight, lands the finishing crit on the last bone-pile. In the flooded cavern she tames the tiny crab swarm with a "crab orb" (~80 follow her across the bridges before she sends them home with a treat) and, when the shark bites Salamandine, drives it off with Aquan intimidation (a 20 — a bop on the nose) rather than a fight, protecting her mount.
- Talking to hermits. Greets the cave-dwellers Pentuckle and Walter Gilman in Aquan, works out (via yes/no claw-clicks) that there's a nearby underwater city, and gathers the deep mine's layout — locked cage, mage's ghost-office, the "scary hole" — over a shared pork sandwich. Still level 7.
Character Sheet (mechanics)
In-play co-pilot sheet. No authoritative numeric character sheet exists in the sources; all values below are stated in play. Anything not observed is marked unknown.
Identity
- Class: Commoner (homebrew class — key stats CHA & CON, tags "Social / Support / Utility"). Source: DM Companion class table.
- Level: 7. Hit 6 at Session 25 (gained always-max HP + Mass Inspire); hit 7 at Session 39 (the long-rest level-up, with a saved-up new weapon due). Still 7 through Session 44; confirmed still 7 through Session 50 (no level-up across the mine approach and infiltration — GM defers mine "pips" until they go deeper).
- Species: Axolotl (Amphibian Beastfolk). Source: DM Companion species table (Amphibian → Axolotl).
- Background / origin: Smith and crafter — the party's only crafter. Born to an isolationist axolotlan sect deep in the Veilwood (a cave behind an underwater entrance), trained as cook/tailor, became the Venatori's go-to repairsmith. No standard 5e background is named in the sources. Carries the Chef feat (granting the extra-d8 cooking benefits seen in play). Source: Session 06.
- Member of The Shattered Coin.
Combat stats
- AC: unknown as a number — never announced. Known contributors: reinforced smithing apron (+1 AC, fire resistance, Session 05) and Forge Master goggles (Session 33); GM noted "the magic items you just bought saved you" at Session 34. Refuses to wear anything that looks like armour (Session 33).
- Max HP: unknown as a number. Since level 6 she rolls always-maximum HP (Session 25); the Chef feat adds extra hit-die HP. Hit-dice self-healing observed at 18 HP in one short-rest spend (Session 10). Repeatedly heals herself to full mid-fight with a bonus-action hit die (Session 16).
- Key saves: unknown as numbers. CON is a class key stat and her defining defense — tanked a one-ton Boulder Toss on a CON save (Session 31), passed a con save vs. rum (Session 08). No save bonus was ever stated. (Note: her own +1-to-all-saves aura affects allies within 600 ft, not necessarily herself — see Abilities.)
- Initiative: unknown modifier. She added a +1 initiative rider to her crafted hammer (Session 12); base modifier never stated.
- Attack / damage bonus: unknown as a flat number. She fights as a support/buffer ("more effective than me lightly bapping something") and her own hits are described as low-accuracy (Session 18, Session 41); observed hammer hits land for ~6–10 damage (Session 12, Session 29).
Abilities & features (seen in play)
- +1-to-all-saves aura (Commoner): while she is alive, allies within 600 ft get +1 to all saving throws — stated verbatim at Session 24; running through fights at Session 18, Session 20, Session 31.
- Inspiration dice (bardic-style): hands an ally a die to add to a roll. Scaled from d4 (early sessions, Session 10–Session 14) to d6 at level 6 ("it'll be a d6 next level," Session 17; d6 confirmed Session 18). Range 30 ft (Session 12). A given die lasts until the end of combat and is used once (Session 18, Session 19).
- Mass Inspire: can inspire several creatures at once (gained at level 6, Session 25).
- Ally-granted Heroic Inspiration (held resource): can be handed Heroic Inspiration by an ally (e.g. Magra) and carry it across sessions, spending it as a full reroll of a failed check (not advantage) — held Magra's from Session 49 and burned it to save a slip-means-death barracks tree-climb Athletics check (Session 50).
- Help action at range: grants an ally advantage; works by hearing, not sight (clutch in a dust cloud), out to ~15 ft (Session 12, Session 17, Session 38). Routinely paired with an Inspiration die in the same turn.
- Chef feat — cookies: bakes 4 treats (last 8 hours); a creature can eat one as a bonus action for temp HP — +4 at Session 10/Session 11, later +6 ("twice her proficiency bonus," Session 18).
- Chef feat — short-rest healing: each ally who spends hit dice on a short rest gets one extra d8 of healing (once, regardless of dice spent) (Session 10); her looted-breakfast cooking also added +1d8 on a short rest (Session 10).
- Magic Hammer rerolls: 3 full rerolls per long rest (a true reroll, not advantage), spent to save allies' rolls — repeatedly rescued Silithane's concentration (Session 31, Session 40) and allies' CON saves (Session 18, Session 38).
- Protector reaction (new at level 7): can negate a hit that only barely beats an ally's AC (narrated as Salamandine's tongue yanking the blade aside); tracks party ACs on a sticky note (Session 43).
- Kiss of the Sun (rage): a Sun-God rage giving her a triple-fire eyes/head visage, advantage on intimidation, and a heavy melee hammer-blow (landed a crit during the amalgam fight); it fades after a time, after which her combat drive drops off (Session 47).
- Field weapon-sharpening (smithing): over a rest she can hone a weapon at a quick forge spot to grant it +1 damage — sharpened both Golgain's (resized, ill-fitting looted longsword ground down to size) and Andross's blades (Session 46).
- Wilderness navigation (Survival): capable pathfinder — threaded the only safe trail to the hidden, unaskable-about forbidden mine on a 19 Survival, past a maze of decoy fishery/herbalist/mountaineering tracks (Session 49).
- Poison as a bonus action: via the rogue's tool sash (Session 10).
- Speak with Dead (via consumable): cast it by eating a death cap mushroom, no spell slot (Session 15).
- Species traits: breathes underwater (immune to drowning — confirmed Session 25, Session 26, survived a death-roll Session 34); swim speed 35 (per brief); regeneration — regrows a severed finger and pops one back on demand (Session 06, Session 32); speaks axolotlan (a partial match for the lizard-folk's Aquan, Session 26) — usable both as a threat and for diplomacy: drove off a shark with Aquan intimidation (a 20, a "bop on the nose") and greeted/parleyed with the Aquan-speaking cave hermits Pentuckle and Walter Gilman (Session 50); glows in moonlight (fey boon, Session 14).
- Spellcasting: not a prepared caster — utility "spell-like" effects come from items/consumables (Goodberry Wand, death-cap Speak with Dead). The party narrates her buff turns as "effectively cast a 3rd/4th-level spell" (Session 24, Session 31) — that is flavor, not slots.
Items & equipment
- Auricalcum/orichalcum masterwork hammer (reforged Prehistoric Longsword) — her signature weapon. Cold-forged auricalcum folding in 3 of its 5 properties; double head (hammer + rear pick), diamond bottom spike, spiked edge, a "clang" rider, and a +1 initiative rider she added at crafting. Finished Session 29 (worked Session 17, Session 27).
- Magic Hammer — her old Urina arena-champion prize; 3 rerolls per long rest, the backbone of her buff engine. Session 04.
- Reinforced smithing apron — +1 AC, fire resistance. Session 05.
- Forge Master goggles — flame-resistant. Session 33.
- Rogue's tool sash — poison as a bonus action. Session 10.
- Goodberry Wand — 8 zero-suffering berries/day, feeds the whole party. Bought from Renforth for 1,000 gold (IOU wiped Session 44). Session 35.
- Crab Pearl — summons the Crab Wizard "in greatest need," lures crabs. Session 05, Session 11.
- Reclamation Signet — Tilda scratched on as next of kin. Session 08.
- Animal-handling kit: affection ring, Cecil's treat belt, suspenders-worn-as-a-cape (+3 Animal Handling). Session 44. The treat-and-talk combo landed a 35 Animal Handling to fully tame a wild badeedle mid-fight (nicknamed "Burrito," left at the cliff rather than kept) (Session 49).
- Guard-summoning whistle (works anywhere in Varia) from Taximus Maximus. Session 03.
- Houndmaster's whistle — summons up to ~4 fighting dogs a day; bought from Tony for 100 gold (Session 46).
- Moon pendant (from the Valewood) — a worn keepsake (likely tied to her moonlight glow); Stunghelm Elkheart examined it and was unnerved to learn it came from the Valewood (Session 46).
- Companions: Salamandine (a.k.a. Squishy) — tamed salamander that pulls The Land Boat, kept calm by the axolotlan song (Session 21); a pet crab (keep wet twice daily, Session 11); Milkshake the defected cow (Session 33). In combat Lash strapped an agile longsword to Salamandine's tail so he can attack touch-dangerous (infectious) enemies without contact — with plans for a permanent blade-fin attachment (Session 46).
- Arcane focus crystal — a palm-sized crystalline gem, the necromancer Dreadweaver Corpsefortune's spellcasting focus; pocketed from his ashes. Session 47.
- Looted off Rikard: a longsword (carried like a tail), a spellbook of hateful hymns, gang bandana, kitchen knife. Session 16.
- Grabbler "brain" bounty token — pets it; GM hints it can be fed hands to grow a loyal Grabber Queen. Session 30, Session 31.
- Craft hoard (raw materials): bag of iron teeth, the pyroxene haul (jadeite, quartz/rhyolite, brimstone, orgite, slag iron, two gems), 498 killipede spines + liver, grievek hide + 6 claws, crocolion head + hide, a Damp Sprout, five wyrm fangs (for Fenric's claw weapon), silver stock. Session 07, Session 12, Session 14, Session 34, Session 40.
- Smith's tools / forge — her portable "Blacksmithing Emporium" (baby anvil, relocated smelter). Session 05, Session 06.
Resources (last known)
- Spell slots: none (not a caster).
- +1-to-all-saves aura: passive while alive, 600 ft.
- Inspiration dice: d6 each at level 7; can Mass-Inspire; range 30 ft. Number available per rest is unknown — she hands out several per fight and refers to spending her "last d6" (Session 18, Session 19).
- Magic Hammer rerolls: 3 per long rest.
- Chef cookies: 4 per batch, 8-hr duration, ~6 temp HP each; short-rest +1d8 healing benefit once per rest.
- Protector reaction: 1 reaction/round.
- Hit dice: drive her self-healing (always-max rolls); pool size unknown.
- Poisons held: Ironrot Bile vial (3 platinum, Session 15) and Toxico samples she tested (Session 39).
- Coin: ~1,000-gold IOU to Renforth cleared (Session 44); spent 100 gold on the Houndmaster's whistle (Session 46); gained ~27 gold as her share of Humphrey's 162g8s reward for finding Stunghelm Elkheart and saving New Halfwood's food (Session 48); current purse total unknown.
Unknowns / to confirm
- Ability scores — none ever stated as numbers (CHA & CON are the class key stats; CON shows up repeatedly in saves).
- AC total, max HP total, save bonuses, initiative modifier, attack/damage bonus — never announced; only effects and outcomes observed.
- Proficiency bonus — inferred +3 (cookies = "twice proficiency" = 6 temp HP at Session 18); not stated outright.
- Full Commoner class feature table — homebrew; the DM Companion only gives the class-name row, so the level-7 feature list is unconfirmed.
- Inspiration dice per rest — how many she gets and how they recharge (long rest assumed).
- Level-7 "new weapon" — saved up at Session 39; exact item/benefit to confirm.
- Confirmed background — she functions as a guild smith but no formal 5e background is named.
SUMMARY: Level-7 axolotlan Commoner support-smith Lash; buff-engine mechanics transcript-confirmed, but AC/HP/scores unknown.