Silithane
Player: Johan · Member of The Shattered Coin (joined Session 4)
A pale elf sword-mage with a spy background — moon-grey skin, long black hair,
piercing golden eyes; "half fighter, half mage" with professional combat training.
Born in Orathos, trained in the Veilwood, and living in Varia for the
last 30–40 years. Fights with Sir Grape, his carefully balanced agile longsword
(finesse d8); spells seen so far: Sleep, Booming Blade, Detect Magic. Carries a
spellbook, ink, quill, and leather. Signed up for the reclamation expedition; fell
through an open sewer grate in Port Quaybay, hit his head, and was dragged to
the arena jail by the Rat King.
Session 4 (debut)
- Introduced waking up in Jail Cell 1 with John the Jailer — locked in his own
jail by the rival adventuring group's shapeshifter prank. - Won his arena freedom on a technicality: Sleep-spelled the slime champion Goopo
before a single blow, angling the spell up through the ceiling to spare the
spectators ("I had a whole thing, I was gonna pour ink in his eyes..."). - Reclaimed Sir Grape via the "Minute to Hit It" challenge — drew a paper-cut of
blood from the Atollian grand champion, who shook his hand: "my brother from
another coast" (Silithane trained in the Veilwood, the champion hails from
Atollia). - Con of the year: sold his prison butter knife to Mean Claude as the legendary
Knife of Ooze Spreading (with Thalia as fake rival bidder), netting the
War Machine Club and a dusty bottle of sewer wine. The knife turned out to
actually work.
Session 5
- Charmed the Mage's Society elder (Liam's father) out of a free Guild component
pouch — then conned the Firebrand Church with a Minor-Illusion fake brand for
incense, brazier, charcoal and a prayer shirt. - Pushed it too far: cast Message into Kain's head as a knockoff Flame Queen.
Caught ("You're a phony"), mark thumbed off by a ranger, branded "a pitiful
creature" — and moonwalked out of the church anyway. - Took Figueroa's 10-gold spy job: find out what the Firebrands are doing with
the burning statue behind the guarded hatch on the bottom deck. - Retroactively confirmed his war-effort signup paperwork; his formal spy contact
will be arranged once they reach the island.
Session 6
- Backstory shared: a city elf of Nighthaven who spent his childhood in the
Veilwood "till I was like 99," kept books and watched the trade by the
Hellgates — and means to unmask whoever cursed the Veilwood (everyone blames
the fae; he doubts it). - Debuted his spider familiar: a 10-minute deck ritual, an embarrassed instant
dismissal ("there's a lot of critters on this boat"), then remote scouting of the
lower decks as a house spider — warging out hourly while Lash talked
to his empty body. - Received the Silvered Short Sword (Fenric's borrowed blade, silvered and
rebalanced for his height) — unaware it's wanted for a ghost test. - Hired by Jugs as vial-mender: a soothing box of 10–20 smashed-vial jigsaws,
Mending cantrip at the ready. Still no movement on Figueroa's spy job, despite
now working one room from the guarded hatch.
Session 7
- Debriefed Flamespeaker Nina after the ceremony — pressed her on whether the Flame
Queen is good or evil and got the church's many-depictions doctrine plus introductory
Fire Domain literature; came away with reservations about "what the Flame Queen really
wants in Orathos." - Closed Figueroa's statue job: reported the dragon statue and Kain's
reincarnation ("a Drak, one of the big ones") and was paid in a survival ring — then
took (alongside Fenric) the new 60-gold tasking to find the stowaway Vana Vermillion
Vermillion, daughter of the Veilwood Voivode. - Performed the silver-on-ghosts test: thrust the Silvered Short Sword into a
caged sea-spirit (a 21 "hit" through no resistance), killing it and confirming silver
bites ghosts; got the necromancy-vs-Soulbinding lecture from the ghost-catcher. - Plans to spend the 25 days learning the party's backstories and building House
Bloodworth rep; agreed to deliver Philip's airship-flying book to a missing cabin boy.
Session 8
- Homecoming: first breath of Orathos air in decades — Arathi traders haggling in
the Arathi language at Fort Foothold felt like home. Gathered bar rumors
(bounty boards, Keraford, the drunk volcano-conspiracy mage whose square Johan
later plotted for real). - Sat through three hours of council speeches and was rewarded: spotted that
Sir Danica's squire announcement was paperwork cover, got her oathbreaker
confession dictated straight into his notebook — and was clocked as a Varian spy
in eleven seconds, which is going to bother him. Homework: "ask your nearest
knight what happened in Frostmourne." - Reported "we have found the princess" (Vana Vermillion) to Figueroa — who, badly
burned over the hidden cabin, demanded mutual amnesia but still handed over a
Gwyndinas city map marked with the next contact, Dominus the tannery man
by All Saints Cathedral, plus a code phrase TBD. - Savored Queen Ysolde's speech as a professional: Varia buying Firebrand-tier
gratitude for "a silver a person" in road tax made him genuinely proud.
Session 9
- Debuted Bladesong ("an elven technique") in the initiate spar and put the
morale drummer to sleep mid-drumroll — pillow out, actually asleep. - Honor reckoning: started the campaign at 2 (the dock prologue: impersonating
the Flame Queen, stealing from the church), now 3 after the honorable spar. - Frostmourne homework corrected on a history recheck: Sir Danica told him to
ask his higher-ranked Varian spy contacts, not knights — Sir Ronald of Chapston has never heard of the place ("if it's got frost in the name...
Baelheim"). - At Ankley: sent a hawk familiar to scout the spike-rock tidal island
(report deferred to next session — "Boss, boss, I'm back!"), and sat out the
freak incident drafting a formal apology letter with a coin pyramid, three
revisions deep before anyone asked.
Session 10
- The hawk's island report finally landed: ruins on one side, a ~8-person camp with
fire-juggling and bell alarms on the other. Rigged the party's camp with Alarm
tripwires in answer ("I can do that way better"). - The portal con: promised the party a portal to Ankley Island; confessed in
DMs he can't make portals; delivered Feather Fall wrapped in a minor-illusion
tunnel instead. Everyone but Fenric believed it. Draak now firmly believes
in portals. - Peeled the ruins' moss like wallpaper and copied the symbol inscriptions
one-to-one into his book ("I should have majored in history instead of spycraft");
Comprehend Languages can't crack them — they're meaning, not language. - Bladesong made him untouchable all battle (17s bouncing off); Booming Blade crit,
twirl-healed Magra, ran the hawk as a flying help action — then found "the
forbidden creature, the cloyster" on the beach and burned his Queen's-speech
inspiration to reroll the color of a pearl (nat 20: sun-colored, swirling fire,
100 gold). Claimed Devlin's Enduring Spellbook over the owner's objections.
Session 11
- Disguised as an old woman with a mustache mid-transaction at Fort Foothold, briefly received Tegrak's bounty before Tegrak took it back; chased down a sad-shuffling Tegrak, explained the gold, pointed him at the Training Center, and watched him enlist.
- Spent the coelodon encounter half-hanging off the cliff (downclimbing to help), cast Guidance on Lash via hawk delivery + Help action — hawk's reaction plus action, two assists in one round.
- At the caravan long rest: began ritual casting Comprehend Languages repeatedly to start decoding the ancient ruin inscriptions (third cast in, getting clues); also taught gnomish children the thumb-disappearing trick (sleight of hand check — both kids got it eventually). Began assessing spellbook consolidation: merge Devlin's Enduring Spellbook contents with his own.
Session 12
- Reopened his spy network: found and activated Dominus, the Gwyndinas tannery-master spymaster. Collected 7 Palisade passes (one per party member) and a job: investigate the Ponterford child/youth abductions ~45 miles beyond the wall.
- Sold intel for coin — Roger Payton's death (2 gold) and the looted Mindel Cromelon/Cromelon letter (5 gold), learning Mindel Cromelon is the Southlander bandit lord.
- Took +1 initiative from The Serpent's training week.
- Built the session's signature "move-boom" combo with Thalia (her drag, his Booming Blade), assisting the killing blow on the Grievek; ran the hawk on Help/dodge duty; survived a lung-seizing poison and shielded a near-crit to the face.
Session 13
- Investigator-in-chief of the haunted inn: Identified the corpse as Dorian Montagu, a Medicine check dated the death past a week, and his read of the basement led the party to the grief demon.
- In the fight, conjured an obsidian Shadow Blade he narrated as "stolen from his own future self" (the GM promising a callback at level 16).
- The lore coup: after the demon died, used Comprehend Languages + Message to interview the ancient Horned Skeleton — translating the Ankley Island runes (a sealed "prison of our enemies"), Identifying the elf-ancestor Ailendyras, and learning the skeletons rose from disturbed burial-protection magic and can be re-laid to rest. Earned the party a second pip for unveiling the ancient secret.
Session 14
- Revived Lash's pet crab — not by his own spell (he isn't that powerful) but by paying for the magic; the crab reattached to her arm.
- The investigation's lead questioner alongside Fenric: pressed the medical examiner and Malcolm Locke on social class, sewers, and map patterns — spotting the 3-kill bazaar cluster and the zero kills at the ports.
- His framing rule reaffirmed: he can't pursue an active investigation on his own volition (his organization forbids it) but can "tag along" if forced — the pretext for the party taking the Smiling Sam case. From the basement madman's cabbage-raving, he extracted the real lead: scry the whole city to find the one spot you can't divine (the killer's non-detection item).
Session 15
- Used Thieves' Cant at the crime scene to spot a wall-marking pointing toward a black market, and led the party into the gated Westport Black Market.
- Cast Suggestion (nat-2 save) on the bigoted Tannery butcher to extract the location of a rival blood-seller — the South Wall Black Market outside the Ceased Gate — then walked out before the spell wore off. Earlier bought two tins of "Old Orc" blood from the same vendor.
- Replaced his dead spider familiar with an eagle (half price), sending it to scout the low-kill-density area near the west gate for the blood mage's caravan.
- Confirmed his forged Varian leaving-papers carry three fake signatures (a guard captain from Ankley; farm owners from Callahan and Gristgrinder) and that he must be beyond the wall handling Ponterford by month's end (currently the 9th). Reaffirmed he already holds his signed papers.
- Helped probe Louis and the morgue priestess on whether the victims' souls could be captured.
Session 16
- In the South Wall alley ambush, fought in a cat costume and Charmed the Tannery butcher out of the fight — keeping him confused and refusing to "pick a side" for the whole combat (the butcher already liked him).
- Rescued the breakfast-stall waitress from a thug forcing himself on her (dashed across the map to break it up), then later distracted the guards twice so the grateful waitress could quietly knife two captured gang members and Lash could loot the scene.
- Conjured his "future-self" Shadow Blade again mid-fight, swapped sword hands chasing better rolls, and Identified the dead Rikard (name, age, species, fading attunement to his looted longsword).
Session 17
- Closed out (and conceded) the Ponterford job. Revisited the tanner-spymaster Dominus, who's displeased he never left and now likely reassigning the abduction case to another spy. Traded intel (Smiling Sam "probably a blood mage, maybe a portal mage") and got a stamped discount buckle toward a ~1,500-gold truesight potion alchemist west of the Colosseum.
- Won the arena fight with a spell, not a sword. Sneak-attacked the squires with his Shadow Blade, then — with only the blind knight Elgamaia left — cast Suggestion to convince her she'd already won, and she walked out of the arena celebrating.
- Cleaned up the chaos when Draak wouldn't stop attacking the departing knight by casting Sleep, knocking out Drak and Lash (and a pigeon) to finally end the combat — netting a baffling "draw" that paid both teams.
- Lost his hawk/eagle familiar again — exploded into feathers by Elgamaia's giant blade; another re-buy pending.
Session 18
- Quartermaster for the run: redeemed Dominus's discount buckle at the wasteful alchemist west of the Colosseum, spending up to 300 gold on experimental green/pink potions-or-poisons (never sure which to drink vs. apply), and bought a standard healing potion for the whole party.
- Mapped the dark: a 27 perception/insight felt the unexplained draft from rebuilt brickwork hinting at a hidden secret sewer entrance, and worked out the route (straight on, second right). Buffed Eldrich the Elder.
- Untouched again: danced through the entire mushroom combat without being hit once (his dance/Bladesong AC plus Shield). Pulled his "future self" Shadow Blade from the portal — finding a 100-year-old wheelchair-bound Silithane to hand it over — and racked up sneak-attack kills, even hurling the blade at the elusive mushroom woman.
Session 19
- Summoned a new familiar to replace his exploded hawk — a bat named "Man" (Manbat) — and sent it ahead through the secret wall to echolocate the deeper sewers (sensing "something big" and turning back).
- The session's Varian-knowledge anchor: identified the pig-head mechanisms as likely Varian dead-drops and fiddled one into activating; recognized the lair's Varian-only wine; and, as a Varian, knew the lore of the Shard of the Autarch — that a group in Varia killed a god with them 40–70 years ago.
- Picked the trapped door with Fenric's help — many Guidance prayers "to something shadowy from beyond the Veilwood" and Lash's last inspiration die landing a 34 that opened it without triggering the firebomb. Read the door's Hallucinatory Terrain trap-scroll, examined a bound "failed changeling," and (via Lash) walked the table through the three changeling grades. Probed whether Dr. Provostinalkov was Smiling Sam (he wasn't).
Session 20
- Gave the recap of the whole Session-19 sewer crawl, then sent his bat familiar (Manbat, blindsight) up to confirm a single figure in the house basement above the changeling's lair.
- The session's interrogator: mind-read the captured changeling with Detect Thoughts (peeling "thought strands" off its memories, one-minute windows) while questioning it directly, with Modify Memory held in reserve — and relayed "the day this big shifter has had" to the group, building the case that the changeling was helping, not harming.
- Provided the 100-gold pearl (his pirate loot from Ankley Island) to Identify the ashes of the lasered man as a Reclamation Signet bearer.
- Belatedly surfaced the missing children up north (Ponterford / "Ponterford") and weighed mage-ride vs. boat travel — reckoning the party ~2 pips from a faster route to the Veilwood.
Session 21
- Gave the recap of the changeling's release, then sold the party's old hoard of firecrackers (~150 gold) and cadged a free Find Familiar at the Mage's Society — a mimicry-capable crow conjured on the guild's components.
- At the Eldrich lunch, showed the old man the released changeling's thoughts off a coin (Detect Thoughts), and named the dead lab-intruder — "Franz Sands Aylwater" — as a Varian, the slip that sends Eldrich scrambling to extract the doctor. Bought a shrouded doublet (looks like commoner clothes, +1 stealth) and floated tracking the changeling via the blood at Thalia's old home.
- Pegged Tycho as a spy: ran a fake "secret handshake" (a faked dance-injury) to test the healer, then forgery-checked his certificate — finding the supervising trainer's stamp deliberately erased to scrub his past. A "Reclamation officer Dormers" probe drew nothing, leaving him chewing on who the spy really is.
Session 22
- At the bridge, floated going invisible to slip behind the bandit line during the parley (insight 12 confirmed the far archers couldn't see him); the plan was shelved once Eldrich bartered passage.
- The inn's lead investigator: traded riddles with the 200-year-old philosopher (earning the book of riddles and the intellect trinket) and worked the goateed trapper for the session's leads — pinning down Guilford (the wheat-hair lyncher), the Grabber in the Gray Veil Cave (and getting it mapped), and the grim mechanics of the Ponterford drownings (waterlogged dead, first of the month).
- Honored Thalia's grim request — promised to kill her instantly rather than let a giant squish her.
- Briefed the newcomer Jex on Varia and spycraft (the "Michael with a different letter" tell) and outed Tycho to her — moments before the spy was killed.
Session 23
- The architect of the Guilford plot. Cast Detect Thoughts to read Guilford's mind — uncovering the hanged-mother origin of his lynchings and that he was hunting a victim that very night — and on the way out found a goon's beaten corpse stuffed in a bush.
- Followed Guilford outside and cast Suggestion, sending the bewitched giant off to the Grey Vale Cave to "prove himself" — over the protective trapper's plea that the replacement would be worse.
- The party's lore anchor at the cave: identified the "piss puddle" as aqua regia (the gold-dissolving acid), tied Jex's thought-coin trick to his own magic, and supplied an experimental "monster" potion he never drank.
- Lent Valmora his spare Reclamation gambeson (cut for her wings), revealing the party's allegiance, and cast Invisibility on her for the rope-crossing; anchored the bridging rope with Fenric.
Session 24
- Worked his Booming Blade / Shadow Blade combo through the Grabbler fight — a crit Booming-Blade-plus-sneak (34 damage) "chopping hands off like a fruit game," and a disadvantaged Shadow Blade throw that tagged the intelligent drone leaping 35 ft overhead.
- Crossed the chasm the hard way (repeatedly dangling off his own rope until Magra cranked him over on the ski-lift), climbed the cache boulder with pitons, and Identified the Amulet of Crossed Fists as an unarmed-combat relic.
- Threatened to cast Identify 300 times (one per severed hand, ~50 hours) to trace the grabblers' victims. Levels to 6.
Session 25
- The party's interpreter all session: ran the full Comprehend Languages ritual to speak with the wood-folk (drawing a circle the little guards were too scared to cross), and used his Sign Language to translate the mute scholar Otto's Handspeak for everyone. Received Lorto's warning-sigil staff on a promise to return it.
- Cracked the Shushu: a 25 Arcana/Nature read revealed the rock-dwelling "shusher" is really a 9-ft body of skull-and-flesh decoration around a single chest-eye — one eye of a larger tentacled thing below, and a possible route down.
- Ran his short-sword Burning/Booming Blade through the gobbler fight (with Lash's Help), sending his screaming raven out as bait.
- Levels to 6 and keeps up his standing dragon disguise — confirmed it's a deliberate trick to bait rangers and fool divination spies. "Silithane, for another day, will pretend to be a dragon."
Session 26
- Learned Water Breathing over the long rest — from a hidden page cut out of the spellbook he stole from a Bael'Drakkor pirate's mage — and cast it party-wide (24 hours, all seven plus the raven and Squishy), opening every flooded route down.
- Acted again as the party's linguist: narrated his foggy-mist casting flavor, ferried the ledge scholar negotiations, and ritual-cast Comprehend Languages to converse with the lizard-ruler Grank in the under-prison.
- Slipped through the prison's narrow gap and crocodile-rooms with only his eyes above the waterline; raised the question of scribing found spell-scrolls into his book (standard cost, needs purchased ink).
Session 27
- The under-prison's reader and interrogator. Kept Comprehend Languages running to read the sump-lids' maker's mark (Forge Lord Malifax) and the engraved cell-tokens above each prisoner.
- Detect Thoughts on the Nice One: dug out her name (≈ "Viana") and a vivid memory of her lost world — grass fields, fallen metal monoliths, infinite stars — and relived her crime (drinking the stolen immortality elixir, caught by scaled, horned guards), confirming no malice. Tied her jailers' description straight to the Elder race.
- Nearly enthralled walking past the Sad One, whose mind-grab he resisted only on the creature's nat-1 (it had ~85% odds); warned the party the Sad One — and likely the Ruined One — must stay caged.
- Ran Detect Magic across all six cells (mapping the Cursed One's petrification, the Ruined One's blinding emanation, the Blind One's immortal earring, the Mad One's near-nothing), and confirmed the Cursed One is an inert object — "he hasn't served his sentence at all."
Session 28
- Found the staff (nat 20). His pick-of-the-bunch search of Malifax's cupboard turned up the most detail in the room — the central meteorite, a curated necklace — and located the Prisoner-Moving Staff the party came for; closed the wasp fight with a level-5 Booming Blade + sneak attack.
- The connoisseur. Ate Malifax's steak and wine (conjured from the loot chest) and reported the taste back to the fleshless smith, then traded him a fresh memory of the meal — drawn out as a coin via his thought-magic — for nothing more than "my friendship."
- Sent the report home. Over the long rest, fired off a dense 25-word Sending to his Gwyndinas spy contact Dominus: "Towards Pontford. Eldrich caravan ambushed by Mindel Cromelon. Tycho dead. Send replacement. Freybell Cave. Old smuggler den. Ancient temple. Prisoner follow escaped. Grabbler Queen danger."
Session 29
- The cupboard caper. Left his bird familiar in Malifax's cupboard with the stated aim of later stealing from Keith (on a "finders-keepers" loophole, not from Malifax), and claimed the meteorite as "our treasure" — the slips that nearly read as a heist under the Zone of Truth, until he dismissed the bird and squared things.
- Joined the council late, winning the 7th tie-breaker seat over a skeleton-knight rival with a deadpan résumé — "I'm Silithane and I'm 138," "elected to the Court of the Hell for trade," and "I can read scrolls."
- Did the legwork of locking the room down: found no secret exits at first, then (nat 20) uncovered the cobwebbed door behind the cupboard, had Magra help shift it, and pushed the party to learn where the hidden tunnel led — the Shushu's teleporter room.
- Offered to rinse the dust-poisoned Jex with his water skin (and belatedly realised Water Breathing would have spared Jax the ancient-dust disease entirely).
Session 30
- Defused the Ponterford detour. Confessed he'd quietly sat on the news that his Coalition handlers (his "Knights Templar") already dispatched replacement knights to the dying-children town and that his own standing order is to investigate the Queen Grabbler — dissolving Valmora's urgency to leave. "It's not the first time I've been a little late informing them" (cf. the Coldfort/Frostmourne slip).
- Studied the broken machine. Spent the better part of two days on Gerald's transportation device but found it completely alien — an unseen magic-and-machinery infusion he can't safely disassemble (and Gerald wouldn't let him mind-read the manual loose).
- Interviewed the Nice One (whom he calls "Fiona") on which prisoners could be safely freed, drawing out her redemption-ranking and her verdict that the janitor Gerald is a hypocrite — and arguing that very honesty proves she deserves release.
- Helped the party settle on staying to finish the cell and assault the Queen.
Session 31
- Set up the opener by casting Invisibility on Fenric for his spell-slot-killing ambush, then Blade Danced into the fight.
- Shadow Blade mobility and burst. Pulled his Shadow Blade "from the past" (watching his own terrified past self lose it), landed a 47-damage double-crit, and used Misty Step / Booming Blade / Feather Fall to dart in and out — including hiding in bones Caressa couldn't reach. Fought most of the battle at ~2 HP, kept alive by Valmora's healing and saved his concentration via Lash's Magic-Hammer reroll.
- Tested "Wetzel's Pretzel." Applied the bright-green poison alchemist Wetzel mixed for him months ago to the Shadow Blade — devastating on small creatures ("it would spin a gnome's spine and crunch") but nearly useless against a creature of Caressa's size.
- In the aftermath ran to relieve Gerald's fight, slept (failed) and cut down the last Grabblers, and healed a perishing eye-creature. Followed Malifax to confirm Caressa was properly locked up, and at the closing gathering relayed his third-god news from Valmora and floated sealing the cave to its residents.
Session 32
- Gave the recap of last week's loot-sorting, the travel to Ponterford, and the snatcher investigation so far (the mechanical donkey, the racist grieving father, the Iceman, Lash-as-bait).
- The lead questioner through the village: worked the sawmill men at the Speak Loudly (learning the wood feeds Laewendas's war machines via Cathalon), the Local Bard (useless), and finally the witch-priestess, declaring himself unaffiliated and absorbing her bargain.
- Floated Speak with Dead on the burned prior adventurers and pressed the strategic angle — that turning or closing the wood factory is the real job here — while keeping the party's anti-Laewendas allegiance discreet around the guards. Skipped washing his hands again ("I use prestidigitation").
Session 33
- Attended the sermon on the witch Rhiannon, probing whether the service used any magical influence (it didn't — just weeks of repeated dissent), and clocking the doctrine that the witches choose the ruler as quietly anti-crown sedition.
- Learned to conjure a tower. Traded spellbooks with the owl wizard Renforth: he taught Silithane the spell to summon a permanent tower, and copied Shadow Blade into his own book in return (warning to only raise a tower on land one owns). Bought a cheap +1 Arcana belt and quizzed Renforth on his "fine, no problems" tower (Insight: he genuinely has had the easiest life imaginable).
- The fight's blade-dancer in the tomato extermination — Blade Dance + Booming Blade + the Wiggly Dagger sweeping several creatures at once — and sat down to ritual-cast for the murky frog-folk dock errand that followed.
Session 34
- The spellcaster's duel. Warged his crow to scout the river, then threaded Message into the crocolion's silt cloud and cast Suggestion (telling it to attack the nearest humanoid) — only for it to shrug the spell off and silently cast back, both making their saves: "two spellcasters silently stare at each other in the water… and both gain appreciation and respect." Later Booming-Bladed it with his Silvered Short Sword and got a sneak-attack "wiggle" in.
- The frustrated spy. Found the hushed Aberforth Speakeasy "annoyingly effective" against eavesdropping — reduced to reading lips of patrons facing him — and clocked that the rowdy Speak Loudly is where real (drunk, forgettable) business gets done.
- His off-hand Counterspell knowledge prompted the GM to settle improved house rules for the spell.
Session 35
- Identified the wyrm's curse. His Identify on the screaming drake skeleton found a miscast Animate Objects keeping it half-alive at night — the lead the party (and Valmora) worked all session. Renforth handed him the item card for a stolen 5,000–7,000-gold telekinesis wand and offered to trade a servant-conjuring scroll.
- The spy lecture, on a spy. Sat poker-faced through Renforth's confident "Varian names are one letter off" theory (Gutricia/Pimothy/Paved) — Silithane being an actual Varian spy — and probed the owl on the elder race (drawing the Lambert's Crossing lead) and on founding a settlement (laws, wages, a steward, magical servants).
- The grimoire holster. Asked how to trace the owner of a spellbook holster (no book) found in a puzzle box; Renforth pointed him at the mage hunters among the southern invaders, who track magical scent like bloodhounds.
- Late-night heart-to-heart with Valmora drew out her angel/heretic backstory (her human marriage, her refusal to punish humanity, her dread of stronger angels).
Session 38
- The hunt's quartermaster and diplomat. Sent Eldrich the Elder to borrow the two squires; brought his memory-coin to Renforth for the treant diagnosis; and Minor-Illusioned wood-chopping sounds and a rickety cart to bait the Guardian out. (The Lesser Restoration on the orc medicine woman's patient was Valmora's, not his — she asks leave and casts it at the lodge, and the GM twice names her as its caster.)
- Terminally poisoned. Having drunk no antivenom, he fails the venom save to the needle nova: 28 necrotic and a 3-day fatal venom turning his skin to spreading ulcers — curable only by powerful magic or the beast's venom sac. (Lash's rerolls saved him from the poison half; the venom got through.)
- Tested "Wetzel's Pretzel" (pink). Drank the rose-quartz emotion-potion (picking "anxiety/oh-shit"): gained 30 ft of fading blindsight to navigate the dirt cloud, with a complication that liquefied two days of his food (he soils himself mid-fight).
- The future-self Shadow Sword, again. Reached through a time-portal for his Shadow Sword and found it mounted as a trophy on the wall of an aged, bedridden future Renforth — borrowing it for a ~27-damage Booming Blade + sneak attack (Lash riding his back to Help). Still level 6.
Session 39
- Cured of the venom. The wyrm-venom antidote (Lash + Rhia Gagra) lifts his 3-day death-clock; he spends the day bed-bound and wheelchaired, then is wheeled to the midnight church and the postmaster job (the "Wheel of Thane").
- The party's spy-reader and translator. Spent his Insight on Timothy Leisten — finding him airtight but unreadable (classic Varian diplomacy) — and his History/Old Common to decode the cave-skeleton's "finally, another sacrifice," working out the cave is a two-birds shrine: terror and immortality-by-child-sacrifice. Messaged the ghost boy the grim meaning rather than say it aloud.
- Learned the war news. Heard that the party's own Blood Domain shrine-flip killed the Laewendas general Garruk the Red, and weighed the strategic prize of the cave's river back-door into Cathalon.
- Wheelchair errand. Magra wheeled him to Renforth at 1 AM for an Unseen Servant ("Joffrey") to push the chair; he'll learn the spell in the morning. Levels to 7.
Session 40
- Back on his feet. The venom cured, he ditches the wheelchair, collects his Unseen Servant from Renforth, and settles the morning's scroll-and-ring trades — opening the postmaster's puzzle egg (a +5-ft unarmoured-movement ring), selling off his Dark Vision scroll (from the Grabber Queen's puzzle box of Mage Armor / Find Familiar / Fog Cloud / Shadow Blade), and handing Fenric a swim-speed ring.
- The party's caster of Invisibility. Cast Invisibility on Fenric (cave scout) and then Lash (river scout) — and swapped his familiar to a small bat to fly the trap corridor; recovers spell slots on a short rest for the night raid.
- The scout-runner. Reasoned the river entrance dumps straight into the camp, weighed the Candleman's identity ("been alive all this time, sacrificing"), and helped plan the river-poisoning scheme against the crocodile. Still level 7.
Session 41
- The lockpick and finisher. Found the secret brick door to the business meeting and picked the reinforced boss doors (a 27, "a mix of magic, thieves' tools and hidden compartments"); in the businessmen fight, his silvered short sword (elf Alvinathlus multi-attacks + the wiggle dagger) carved through skeleton after skeleton.
- Offered his blood as bait. Volunteered his old orc blood to lure the Wild Man away for Rusty (the ghoul can't, being hated by the Wild Man), and floated — then abandoned — a Wetzel's-Pretzel poison-cow river-bomb scheme. Pressed Rusty for the cave's full lore.
- His own name-guess game keeps paying off: he'd cracked Timothy's name last session. Still level 7.
Session 42
- Feeblemind'd to 7 INT. Halren's twin-cast lesser Feeblemind dropped his Intelligence from 17 to 7 ("matching besties" with Pimothy) — losing Blade Song AC and his bat's eyes, fighting on feral but loyal until Patricia restored him with Dispel Magic ("I turn to gelatin again").
- The translator of the Hollow House. Used Comprehend Languages to fully translate the gravekeeper's diary, delivering the session's lore: the four immortal scholars (Corvian, Bael'Drakkor, Halren, Jairus the last survivor), the Elder tablets that lengthened their lives, and the building's drift from "Hall House" to "Hollow House." Claimed Halren's minor-magic staff.
- The wire home. Over the long rest, fired off an Ascension/Sending to his alchemist-spymaster Wetzel ("Wetzel's Pretzel") at the leatherworking store — reporting what the experimental potions did and asking after Wetzel's missing wife (thought to be "in salt water"). Still level 7.
Session 43
- The sergeant-slayer. Took the watch-sergeant Kregit (AC 26, tower shield) one-on-one most of the fight — Shadow Blade, Booming/Green Flame Blade, silvered short sword and the Wiggler — and killed him (a 29 crit and a 100%-blood splatter "as big as a stamp"), kept alive himself by Lash's hit-negating reaction and Shield.
- Tried everything on Thunt. Threw psychic, thunder, silver and piercing at the unkillable Thunt — all of it bouncing off ("as if it would be that idiot") — then settled for grappling him to feed Lash's poison plan, finding only a hard "bubble" under his skin.
- The healer and mule. Handed a potion to Pimothy to revive Salamandine, Cure-Wounds'd Fenric and Lash off near-death via his bat, and eyed Simon's fire grimoire (every fire spell, levels 1–3) to scribe. Still level 7.
Session 44
- The Enduring Spellbook, completed. Pitched the party (drunk, in the speakeasy) for a 1,900-gold "loan" to scribe every spell from his three grimoires into his single waterproof/fireproof/ageless Enduring Spellbook — covering it by trading the fire grimoire to Renforth (cancelling Lash's ~1,000-gold IOU), selling an old spellbook for 200, and borrowing 400 from Fenric and 200 from Jex.
- The bartender of the speakeasy. Worked the bar 14 of his 16 downtime days for ~38 gold and a found family of co-workers (Harold, Abely) — the GM half-offering him a happy retirement before he chose the road.
- The spy's quid pro quo. Struck a deal with Thalia to trade Varian dead-drop locations, and used Sending to fire off her string of cipher-numbers to a Gwyndinas spy. Weighed (and skipped) selling spells to Renforth, who'd already know nearly all of them. Still level 7.
Session 45
- The frontline blade. Green-Flame-Blade + sneak-attacked the zombie horse (with Lash's Help and silvered short sword), jumping between the horse and the risen camper. Took the worst of the corpse-explosion (48), shaving 5 with Absorb Elements, after eating a face-full of vomit-cone (the table ruling his open-mouthed Bladesinging couldn't dodge it) and surviving the blight-infection save on Lash's reroll.
- The necromancer's analyst. Cast Identify on the camper — naming him Michael, 38, human-with-halfling, afflicted by high-level necromantic curse magic — and twice cast Speak with Dead at Old Halfwood, extracting the postmaster's account of the 800-signature petition and the town's massacre. Pocketed assorted corpse-bits "to notify next of kin," and again Sent (unanswered) word to the alchemist "Wetzel."
- The blight theorist. Argued the curse is likely Laewendas's reprisal and that the party should hunt its source; once he learns Speak with Dead now, offered to question more of the dead. Still level 7.
Session 46
- The dragon disguise debate. Spent the camp scene as a polymorphed silver dragon (a scrying deterrent), to the table's amusement; later assigned the hide-and-steal role for breaking into the grove. His crow is repeatedly mistaken by Stunghelm Elkheart for a fellow druid.
- Shadow Blade artillery. Carried his share of the road fight by summoning-and-throwing his Shadow Blade each round with Green-Flame-Blade and sneak attacks — each toss earning the GM's "Table of Silithanes" flavour (the 800-year-old elf raiding his own retirement-home suitcase). Healed the fleeing Stunghelm with his bird.
- Terrorising Wetzel. Sent a 3 a.m. Message to the potion-man Wetzel ("you can reply this time!"), getting a panicked half-asleep answer — a third night of unintentional torment. Still level 7.
Session 47
- Speaker for the dead. Casts Speak with Dead on the ancient skeleton Ulda Golgain (drawing out Clan Helmnack's "under the tors" secret) and, after the battle, on the archdruid Vedanis the Evergreen — relaying his refusal to lower the dome, his preserve-the-bodies creed, and the answer to Clover's letter.
- The grimoire's reader. A 27 Arcana reads the necromancer's book as an uncopyable spell-instruction tome; he later spends ~8 hours casting Identify across dozens of jumbled bodies to find the archdruid among them.
- Shadow Blade, again. Hacked the amalgam with Shadow Blade + Booming Blade + Sneak Attack and his silvered short sword (the sword cutting despite its psychic immunity); his familiar bat was grafted into the monster when it absorbed the downed creature. Still level 7.
Session 48 (present for the first half only)
- The moorhen hunt. Still sealed in the grove at dawn, flew his bat familiar ("Man") through the canopy on an Investigation check (his 12 to Thalia's 15) to track down the orphaned giant moorhen's mother — seeing her dive from the cloud cover "as if to kill and eat" the bat — then snapped the bat out of existence to dismiss it once she was found. Wry about the work: returning the egg is "kind of like delivering posts to people."
- The reward debate. Pushed back when Thalia called a group huddle before anyone knew the sum — argued you can sell titles and weighed a New Halfwood title against a possible thousand in gold ("what is the gold amount?") — before the party took the cash; chipped in the spare 8 silver when they split the bag (~27 gold each, his share included).
- Speak-bird, no luck. Walked over when the party hoped he could talk to Songbird's hummingbirds; he can't, and his familiar bird "speaks Common, not bird."
- The talk with Thanhold (his scene). Sought out the New Halfwood founder to ask what comes next; advised him not to let the settlement grow so large it gets found, noted that traders would eventually wear roads to the camp, mentioned the party's own claimed land up north, and floated a future trade/correspondence "exchange program" between the two towns. When Thanhold raised the unsolved riddle of who betrayed King Aethelric to Laewendas 40+ years ago (a traitor ~60 now, "Thanhold's age"), Silithane instantly made the leap to "Aelric the Elder" — i.e. Eldrich the Elder, "we just know one man" — seeding the party's suspicion of their own patron; he even double-checked the dead king's name.
- Left at the break. Set off after Eldrich the Elder's caravan trail, then logged off at the halfway break (~82 minutes in) — so he was absent for the entire Menagoles leg (the gate checkpoint, Jex's signet-smuggling, the food festival, the goblin tour and the haunted undercroft all happened after he left). Takes his coin share; none of the Menagoles content is his. Still level 7.
Session 50 (joins partway)
- Absent, then decisive. Johan was at the table but AFK/setting up for the first ~100 minutes — his character trailed the group as background ("way back there," quasi-incapacitated) through the whole disguise-and-infiltration opening. He takes control around the cage-hoist ("Silithane's moving of his own volition") and immediately becomes the party's fixer for getting down the shaft.
- The disguise kit. Earlier (GM-run) he'd used a disguise kit — from a burgling pack, found on a lucky double-20 — to turn the green half-orc Magra into a different race for ~24 hours (prosthetic nose, brow padding), enough that she doesn't read as an orc in a camp with no orcs.
- The worst cover story in the mine. Sent to get the beaten miner's sealed decree, he walks up and tries to Cure Wounds him — the miner, a trained fighter, parries the "death spell" and squares up — then flails through lies ("a healer miner," "interested in calligraphy," an adventurer "in a barrel"). The miner sees through all of it and simply sells him the ~42,000-word decree for 40 gold (of his 53).
- Forger and closer. Doctors the decree with his never-used forgery kit (an 8 — a shaky job the guards could see through on a read), then sells it anyway with a feigned shaking-fit and Salamandine gnawing the scroll, a Suggestion (upcast to 3rd) held in reserve. The guards accept the seal and hoist the hoist. Rides the platform down into the burned deep.
- Silver ends the dead. In the skeleton fight his Silvered Short Sword disintegrates any skeleton within 5 feet on the draw — the touch of silver unravelling the necromancy outright — and he lands a Green-Flame Blade that jumps to a second target.
- Lockpick and would-be orc. Scouts ahead with his bat and picks the padlock into the deepest cage on a casual thieves'-tools 26 ("one-handed, one eye closed"). His plan to get past the orc-skeleton guard — smear himself in the ethically-sourced orc blood he keeps in a vial from Gwyndinas — is quietly retired in favour of Magra simply being an orc. Still level 7.
Session 51
- The scout's bat. His bat familiar does the legwork all session — checking the main hoist (still down, so the guards aren't onto them), then flying miles down the deep shaft to scout ahead and rejoin Jex on a maintenance ledge mid-descent. Silithane can see through its eyes for ~100 ft and knows if it dies.
- The portal gag. Fields the party's escape brainstorm ("can anyone make a portal?") with his running joke about his fake illusion-portal, and picks a couple of the burned-deep locks (one fumble, one fail).
- Silver and thunder. In the two-ash lift skirmish his Silvered Short Sword and Green-Flame / Booming Blade do the work — his thunder damage blasting the fire-immune ash-creature apart once he learns their weakness. Commissions Lash to make his silvered short sword his one upgradeable signature weapon. Still level 7.
Session 52
- The golem-slayer. Lands the critical Green-Flame/Booming Blade that shatters the crystal golem, and counterspells one of its paired legendary-action castings to spare Jex an impaling. When reverse gravity leaves him gripping the floor upside-down (his short sword impaled in the ceiling), he draws a Shadow Blade — which falls up out of the portal and back down to him — and hits it flat with his dim-light advantage.
- The dead bat, brought back. His bat familiar ("Man-Bat") is crushed by the golem's rockfall; he spends a 10-minute ritual after the fight to re-summon it. In the deep, he feels out the live water-pipe on a Perception 25, falls 20 ft into a lower chamber on loose rubble (climbing back on a rope), and, with Jex, digs through the sconce wall over an hour to connect two passages. Still level 7.
Session 53
- Took the sun theory seriously. The only person who answers Rosa's braced-for-ridicule sun theory with "Go ahead, I'm in" — then does the work, pointing out that 31% up matches 31% of the day elapsed, and offering the sober alternative (a light-absorbing mechanism that needs raising by day and shielding by night).
- The rune broker. Hands Minimika his charcoal tracings of the Ankley Island runes — translated back in Session 13 by the horned fisherman — and gets the language's actual grammar in return: engraving depth encodes magnitude. His "door" is corrected to "door with hinges." He gives her the tracings, marks the island on her map, and takes her personal rune so his Sendings aren't filtered as spam. She also stops him on the way out to correct the record on the Ascension: mourning, loss, few survivors.
- Twenty books with his rune on them. With Magra helping (Investigation 23) he finds a run of 20 uniform volumes all carrying one of his prison/warning glyphs at identical depth and placement — either a record of the Ancients' prisons, or twenty copies of a safety manual.
- Snapped his own familiar out of existence. When one of the ethereal spiders phases in and closes its jaws on the bat, he dismisses the familiar mid-bite; the spider chews twice on nothing and returns to its ambush spot.
- Declined the deal as too risky for the character, and — with the party sneaking out — knocked on the second sealed deep door (no answer) and Messaged Long Tim before cutting himself off, remembering they weren't telling anyone they were leaving. Still level 7.
Session 54
- Caught Lash by the ankles. With Lash centre-of-gravity-forward down a rubble hole and the roof coming in, he made the Sleight of Hand check to grab her legs and drag her out backwards, both gauntlets still in her hands.
- Identified the gauntlets over a ten-minute chalk ritual, loud enough to echo through the caverns, performed in the one room in the mine the party had confirmed was empty.
- Bladesong, Booming Blade, Shadow Blade. Opened the dragon fight with Bladesong and a silvered short sword, kept the Booming Blade rider on it all fight, and cast Shadow Blade mid-combat — the GM's running bit that the sword arrives through a portal from his own future self, who loses it four rounds later. He held concentration through two damage rounds (his INT to CON saves while blade dancing doing the work), and the theft landed exactly on schedule on the dragon's last turn.
- Escaped the ribcage. Targeted by Consume into the Ribcage — ribs clicking open one at a time to scoop him up and blend him — he needed an 18 on a Strength save with a −1 modifier, rolled 17, and burned Heroic Inspiration to make it. He shoved a rib aside and fell out of the hole as the cage snapped shut: 24 piercing instead of a doubled 86.
- Knocked out by the sword he stole from himself. On the dragon's final turn the portal opened, past-Silithane took the Shadow Blade back, and a tail whip for 27 dropped him in the same beat. And then the dragon died to his own Booming Blade while he was unconscious: the sheath he'd put on it triggered when it moved to hunt Jex, and the GM — after openly wondering whether "someone's got to be there to boom it" — ruled that it persists without its caster. DC 20, the last save the thing could fail.
- Confirmed, mechanically, to be a dragon. Failed twice to draw the arrow from the dragon's spine — a natural 1, rerolled by Magra's reaction into a second natural 1 — pulled it free and put it through himself. One piece of ammunition's damage, doubled to 12 because he is a dragon. The running joke now has a ruling behind it. He also failed to draw the sword at all: "come forth, King Arthur — noodle arms."
- Level 8 — his seventh level in his main class, since his first level was Rogue, unlocking a new tier of spell slots. Re-summoned the bat afterwards for 10 gold and 10 minutes; could not cast his safe house on the last night, having burned the slot. Now level 8.
Session 55
- Robbed and upgraded in the same night. Woke to find his Silvered Short Sword gone from his kit and was told to delete it. Hours later Lash tripped flat on her face presenting the replacement: a +1 silvered longsword, reforged from the same blade and balanced so he can wield it like a short sword. He asked to be taught smithing in return and settled for permission to watch her work at night — "I don't need much sleep anyway, so that's perfect."
- Opened it with a crit. First swing of the new sword against the Morkid: a cantrip-plus-Sneak-Attack crit for 38, then maximum damage on the crit sneak for 50. He called it Booming Blade, but the GM resolved it as Green-Flame Blade — clicking the crit on the green flame and splitting the total into 17 real and 13 splash — and Booming Blade has no splash component, so Green-Flame Blade is what the arithmetic reflects. The GM: "it's the perfect weapon for you. It's bonded to your soul, it's made especially by Lash." Immediately afterward he drew the Dragon-Slaying Short Sword and it refused to leave the scabbard — "this isn't a dragon" — leaving him tugging at it like the sword in the stone.
- Shielded, and sent the bat in. Bounced the Morkid's one good attack roll off a Shield, and had his re-summoned bat familiar walk across the cave floor to Fenric on its little legs, wings out for balance, to Help — the GM granting advantage on the strength of the image alone. Disengaged afterwards "like a penguin."
- Spotted the Mage Hands. Clocked immediately that Minimika was multicasting four Mage Hands well above cantrip level to hold up The Deciphering Tablet, each strong enough to carry far more than the usual five pounds.
- Swore the oath, one of the four to pledge to Anita that the shard would only be used against void-things. He also voted with the majority to destroy the jarred symbiotes, and asked the sensible follow-up when Lash blocked it: "if it does become aggressive and attack us and try to take things, what's the weapon we can use against it?" — which is what prompted the request that got them the shard in the first place.
- Missed the entire claw scene. Fifteen minutes of roleplay in which Lash fitted Fenric's new claw tips passed him by completely. His explanation: "I must have been in the Void, or affected by the Void."
- Noticed Salamandine. Asked what had happened to him and was told nothing had — "he's always been this big." No level-up; still level 8.
Character Sheet (mechanics)
In-play co-pilot sheet. Numbers here are only what was stated in play; everything unconfirmed is marked "unknown." Hard facts are cited; see Silithane and the party note for narrative.
Identity
- Class & level: Rogue 1 / Wizard 7 (Bladesinger arcane tradition) — total level 8. Leveled to 6 in Session 24/Session 25, to 7 in Session 39, and to 8 at Session 54 on the bone dragon. Because his first level was Rogue, level 8 is his seventh class level in Wizard, which opens a new tier of spell slots. No level-up in Session 55 — the Morkid "was not needed against the plant thing" and the party is still level 8. (Level confirmed in transcripts.)
- Species: Pallid Elf — pale "moon-grey" skin, long black hair, golden eyes. (The DM companion lists Elf as a playable species but not the Pallid subrace.)
- Background / role: Scholar-spy. Varian covert operative of House Bloodworth, cover identity as a Reclamation recruit; handler is Dominus in Gwyndinas.
- Age — settled. He left Nighthaven and Orathos at 98–99: "while I was young, 98 years old, and was forced out of Orathos" (Session 13), and he spent his childhood in the Veilwood "till I was like 99" (Session 06) — corroborated by his own player's campaign wiki, which has him living in Nighthaven until age 99 before fleeing to Varia. His current age is 138 (Session 29). That puts the departure roughly 39–40 years ago, which matches the "living in Varia for the last 30–40 years" of his bio.
- Party: The Shattered Coin, joined Session 04.
- Sworn oath (binding): one of four (Thalia, Magra, Silithane, Fenric) to pledge to the gemologist Anita that the shard would be used only against void-things. The GM ruled it a pledge, not a rolled check — no honour roll was made — but breaking it in Rivalon would make his honour "decay horrifically" (Session 55). The shard itself lives in the galley wagon as a shared party tool, not in his kit.
- Note: a druid's six-mile Primeval Awareness scan registered Silithane as the area's lone dragon-type creature (Session 46). Now confirmed at the rules layer: he pulled the +3 dragon-slaying arrow out of the bone dragon's spine and into himself, and the GM doubled the damage to 12 "because you're a dragon" (Session 54). Whatever creature type the sheet says, the table now treats dragon-slaying effects as applying to him.
Combat stats
All AC values are GM-stated for Silithane (player handle "Fantom"/"Johan" in transcripts). AC swings with Bladesong + Shield.
- AC (Bladesong active): 21 — player-stated during the dragon fight, correcting the GM's guess of 22 (Session 54). Previously 20 (Session 31), raised toward 22 via purchased rings/boots at Renforth's (Session 33).
- AC (Bladesong + Shield spell): 26 max — "it's 21 plus 5, so I'm at 26 max"; he declined to cast Shield against a 27 to-hit because it could not close the gap (Session 54). Earlier read: 25 (Session 31).
- AC (Bladesong down / Feeblemind): 18 (Session 42). Earlier read of 16 (Session 17).
- Max HP: unknown (no clean total stated). Floor reference: "at least 13 hit points" early (Session 09); fought most of Session 31 at ~2 HP. Dropped to 0 by a single 27-damage tail whip and brought back up by a 28-point heal from Thalia after the fight (Session 54).
- Initiative: total unknown; gained +1 initiative from The Serpent's training week (Session 12).
- Proficiency bonus: +3 at level 8 — stated in play for a same-level party member (Session 54).
- Key saves: numeric bonuses mostly unknown. Strength save modifier is −1 ("you mean with my −1?" against the ribcage's DC 18) (Session 54). Constitution saves for concentration add his INT modifier while Bladesong is up — "I get my INT to my CON saves when I'm blade dancing" (Session 54). Note: failed the Forest Guardian's venom save in Session 38 (Wizard saves are INT/WIS by class, but no modifier was announced).
- Ability scores: mostly unknown. INT 17 is confirmed — Feeblemind "dropped his Intelligence from 17 to 7" (Session 42), restored by Dispel Magic. STR is 8 or 9 (a −1 modifier) (Session 54).
Abilities & spells (seen in play)
Class features
- Bladesong / Blade Dance (Bladesinger) — boosts AC & mobility; debuted Session 09, used Session 10, Session 18, Session 31, Session 33. Opened the dragon fight with it (Session 54), and it is what carried his concentration: while blade dancing he adds his INT modifier to Constitution saves, and he held Shadow Blade through a DC 11 check and two DC 10 checks in the same fight (Session 54).
- Extra Attack (Bladesinger, Wizard 6) — confirmed in play: on one turn against the Morkid he took a blade-cantrip attack, then "the other attack," then "the offhand" — three attack rolls in a round, the cantrip replacing one of the two (Session 55).
- Sneak Attack (Rogue 1) — opening strikes throughout; e.g. crit Booming-Blade + sneak for 34 (Session 24), level-5 Booming Blade + sneak (Session 28), repeated thrown-Shadow-Blade sneaks vs the plague-spreader horde (Session 46).
- Arcane Recovery — "recovers spell slots on a short rest" (Session 40).
- Proficiencies shown: Thieves' Cant (Session 15), Thieves' Tools / lockpicking (Session 41, Session 50 — a casual one-handed 26 on the deep-cage padlock), Sign Language (Session 25), Disguise kit (Session 50), Sleight of Hand — the check the GM called for to catch Lash by the ankles and drag her out of the collapsing hobby-dig (Session 54). Not proficient with the Forgery kit — GM confirmed and the doctored decree was a plain ability check (an 8) (Session 50).
Cantrips
- Booming Blade — signature; Session 10 (crit), Session 12, Session 24, Session 28 (cast at 5th-level tier), Session 31, Session 33, Session 43. Its thunder damage is what finished the fire-immune, thunder-weak ash-creature in the two-ash lift skirmish (Session 51). Ruled to persist without its caster: the sheath he left on the bone dragon triggered on the creature's movement while Silithane lay unconscious four squares away — the GM weighed whether "someone's got to be there to boom it" and decided it holds, killing the dragon on a DC 20 save (Session 54). Also proc'd earlier the same fight when the dragon shuffled toward Thalia. (He announced Booming Blade to open the Morkid fight at Session 55, but the GM resolved that one as Green-Flame Blade — see below.)
- Green Flame Blade — Session 43; paired with summon-and-throw Shadow Blade against the horde (Session 46); jumped to a second skeleton in the burned-deep undead fight (Session 50). The critical Green-Flame/Booming Blade that shattered the crystal golem — ~27 damage on a crit — was the killing blow (Session 52). Opened the new +1 silvered longsword against the Morkid with it: the player called Booming Blade, the GM resolved Green Flame, splitting the 1d8+8 into 13 splash and 17 real for a 38 crit, then maximum damage on the crit sneak attack for a 50 total (Session 55).
- Minor Illusion — forgery/disguise; Session 05, Session 10, Session 38.
- Message — Session 05, Session 13, Session 34, Session 39, Session 46 (3 a.m. to the potion-man Wetzel); fired blind out of the facility airlock ("the gun finger thing") and landed on Long Tim before he cut himself off mid-sentence — range pegged in play at ~120 ft, as distinct from Sending (Session 53).
- Mending — vial repair, Session 06.
- Prestidigitation — Session 32.
- Guidance — delivered via familiar, Session 11.
Leveled spells
- Sleep (1st) — Goopo Session 04; ended the arena fight Session 17; Session 31.
- Disguise Self (1st) — confirmed known ("Silithane has Disguise Self, but not like a Disguise Other"); at the mine he used the physical disguise kit rather than the spell to alter Magra's race (Session 50).
- Feather Fall (1st) — "portal" con Session 10; Session 31.
- Shield (1st, reaction) — +5 AC, taking him to 26 with Bladesong up; offered against the dragon's tail whip and declined once the GM confirmed a 27 would beat it anyway (Session 54). Long referenced in play (Session 31, Session 43); the numbers are only now on the record. Cast and effective against the Morkid — the only attack roll all fight that would have landed on him bounced "off the little bubble shield," and the creature turned back to Fenric (Session 55).
- Find Familiar (1st, ritual) — spider Session 06 → eagle Session 15 → bat "Manbat" Session 19 → crow Session 21 → bat Session 40.
- Detect Magic (1st, ritual) — surveyed all six cells, Session 27.
- Comprehend Languages (1st, ritual) — recurring translator: Session 10, Session 11, Session 13, Session 25, Session 26, Session 27, Session 42. Hard ceiling stated: the GM ruled the Foredweller script is a global mystery a 1st-level spell cannot crack — the Session 13 rune meanings were a one-off generosity, not a repeatable use (Session 53).
- Identify (1st, ritual) — Session 16, Session 20, Session 24, Session 35, Session 38, Session 47 (~8 hours of casting across the amalgam's jumbled bodies to name the archdruid). Uses a 100-gold pearl as the component focus (Session 20).
- Alarm (1st, ritual) — camp tripwires, Session 10.
- Unseen Servant ("Joffrey", 1st) — learned Session 39/Session 40.
- Shadow Blade (2nd) — his "future-self" signature weapon; Session 13, Session 16, Session 18, Session 24 (thrown), Session 31 (47-dmg double-crit), Session 38, Session 43, Session 46 (repeatedly summoned-and-thrown vs the horde); drawn while gripping the floor under the golem's reverse gravity (it fell up out of his weapon-portal, then back to him) and swung with dim/dark-light advantage (Session 52). In the near-pitch-black dragon lair that advantage was permanent for the whole fight, and he ran it main-hand with the Silvered Short Sword off-hand (Session 54). The running gag finally cashed: the GM announced on casting that a future Silithane four rounds out would take it back, and on the dragon's last turn a portal opened and past-Silithane reclaimed it — the blade left his hands mid-combat rather than being dispelled (Session 54).
- Misty Step (2nd) — Session 31.
- Invisibility (2nd) — on allies; Session 23, Session 31, Session 40.
- Detect Thoughts (2nd) — interrogations; Session 20, Session 21, Session 23, Session 27, Session 30.
- Suggestion (2nd) — Session 15 (target nat-2 save), Session 17, Session 23, Session 34; upcast to 3rd and held in reserve at the mine hoist (the GM allowing the two guards to count as one target on a 3rd-level cast) (Session 50).
- Cure Wounds — cast at 2nd level for 6 HP, plus a separate free casting available (Session 31); again Session 43; attempted on the beaten miner, who parried it as a "death spell" (Session 50).
- Water Breathing (3rd) — party-wide 24h, learned from a hidden spellbook page; Session 26.
- Speak with Dead (3rd) — interrogating the recently-and-not-so-recently dead; the ~600-year-old skeleton Ulda Golgain and the slain archdruid Vedanis the Evergreen (Session 47).
- Sending — 25-word reports home; Session 28, Session 42, Session 44. New requirement for reaching Minimika: her personal rune must be drawn in chalk as part of the casting or the message is auto-filtered as spam (Session 53).
- Tower-summoning spell — a permanent-tower conjuration taught by Renforth (raise only on owned land); Session 33.
- "Safe house" — his own name for the shelter spell he normally puts up for the night. Could not cast it after the dragon fight, having burned his last slot in the fight; the party rested in the scientists' quarters instead (Session 54). Level and exact spell not stated.
- Counterspell (3rd) — knowledge first referenced (prompting a house-rule) (Session 34); confirmed cast (Session 52) to interrupt one of the crystal golem's paired legendary-action castings, sparing Jex an impaling (he rolled his spellcasting stat as an ability check to seize control).
- Modify Memory — held in reserve, not confirmed cast (Session 20).
Items & equipment
Weapons
- Sir Grape — balanced agile longsword (finesse, d8), reclaimed Session 04.
- +1 silvered longsword (current signature weapon) — the upgrade Lash was commissioned for in Session 51, delivered Session 55. She took the short sword off him while he slept and reforged it overnight; he was told it was gone and deleted it from his sheet, and got back a longsword, +1, still silvered, and "balanced so that you should be able to use it like it is a short sword" — longer reach without losing the finesse handling. First swing was the 38→50 crit above; the GM: "it's the perfect weapon for you. It's bonded to your soul, it's made especially by Lash" (Session 55). He asked to be taught smithing in exchange and settled for permission to watch her work at night.
- Silvered Short Sword (gone — reforged) — Fenric's old blade, silvered & rebalanced; confirmed to bite ghosts/vampires/demons; Session 06, Session 07. The touch of silver disintegrated skeletons/animated undead within 5 ft on the draw — "the least of all undeads" unravel outright before he even swings (Session 50). Opened the dragon fight with it under Bladesong, then carried off-hand behind the Shadow Blade (Session 54). No longer a separate item — consumed into the longsword above (Session 55); whether the on-draw undead effect carried over is untested.
- Wiggly Dagger ("the Wiggler") — sweeps several foes at once; Session 33, Session 43.
- +2 dragon-slaying short sword (lost to Magra) — +2 to hit and damage, double damage vs dragons and draconids; GM-stated in Session 53 as usable by Silithane or Fenric and a candidate replacement for the Silvered Short Sword. He got first crack at it and failed the Strength check to draw it from the dead dragon's submerged skull — "come forth, King Arthur — noodle arms." Magra then tore the skull off the sword instead and keeps it, the GM ruling "Silithane's too small and too noodle-armed to take it off you" (Session 54). Custody now unclear: in Session 55 the GM narrated Silithane drawing it from his own scabbard mid-fight, and Lash spoke of it as something "we just got." What is certain is the ruling that came out of it — it will not leave the scabbard against a non-dragon: "this isn't a dragon," then it puts itself back and he is left tugging on it like the sword in the stone (Session 55).
Worn / magic items
- Enduring Spellbook — waterproof, fireproof, ageless; taken from the pirate mage Develin (Session 10), all three grimoires fully scribed into it (Session 44).
- +1 Arcana belt — Session 33.
- Shrouded doublet — looks like commoner clothes, +1 stealth; Session 21.
- Survival ring — from Figueroa (Session 07).
- Ring of +5 ft unarmoured movement — from the postmaster's puzzle egg; Session 40.
- AC rings/boots — bought at Renforth's to reach ~22 AC (e.g. Ring of Minor Warding, +½ AC); Session 33.
- The ant scepter — the Morkid's magic item, "a little scepter that clearly belonged to a wizard at one point," which Silithane claimed off the corpse before the digestive acid reached it (Session 55). Used via the Use an Item action: point it at a surface, then at a target, and a cone of rat-sized, blue-glowing ants pours out of the stone and attacks in swarms. The GM's rulings on it: it is not a spell — the ants are real, beguiled out of the rock Pied-Piper style rather than conjured, so they persist after the wielder stops (they stayed in the cave, glowing, when the Morkid died). Whether an item can be Counterspelled was raised and left open — Silithane was "just messing with it," and the GM's line was "you can't counterspell a staff." Charges, attunement and range all unstated.
- Halren's minor-magic staff — claimed Session 42.
- Lorto's warning-sigil staff — borrowed, owed back to the Woodling Den; Session 25.
Consumables / misc
- Wetzel's Pretzel — experimental potions/poisons. Green: spine-crunching on small creatures, useless on large (Session 31, applied Session 38). Pink (rose-quartz): 30 ft fading blindsight, liquefies food (Session 38).
- Old Orc blood (tins/vial) — bait/components; kept as an "ethically-sourced" vial from Gwyndinas, floated then retired as an orc-disguise smear at the deep cage; Session 15, Session 41, Session 50.
- Disguise kit & Forgery kit — from a burgling pack (rolled up on a lucky double-20); disguise kit used to alter Magra's race for ~24h, forgery kit used for the first time (not proficient; an 8) to doctor Fitzburg's decree (Session 50).
- Minimika's contact rune — her personal sigil scribbled on a scrap of paper, required to chalk out when Sending to her (Session 53).
- Spellcasting kit: spellbook, ink, quill, leather, component pouch.
No longer his
- War Machine Club — conned to Mean Claude with the butter-knife trick; attunement since broken (Session 04, Session 07).
- The Ankley Island charcoal rune tracings — carried since Session 10 and translated in Session 13; handed over for good to the chief translator Minimika, who also had him mark the island on her map (Session 53).
Resources (last known)
- Spell slots: now a Wizard-7 caster — level 8 gave him a new tier of slots, his seventh wizard level (Session 54); counts still not individually stated. Recovers slots on a short rest via Arcane Recovery (Session 40) — he had not spent it during the mine day and used it at the long rest (Session 54). He ended the dragon fight fully out of slots, unable to put up his "safe house" (Session 54). Restored on the facility long rest, and he spent that night reading his wizard books and added new spells — the GM's "wink wink, Silithane, you have some new spells" — but none were named or cast on-screen (Session 55). Only one slot is confirmed spent in Session 55 (the Shield reaction against the Morkid).
- Heroic Inspiration: granted by Magra's Encouraging Song on a long rest — expend to reroll any die, must take the new roll; she can hand out three (her proficiency bonus). Burned one to survive the ribcage save, and holds a fresh one from the post-fight long rest (Session 54).
- Cure Wounds: at least one casting available, plus a 2nd-level cast, as of Session 31.
- Familiar: currently a bat (Session 40); re-summonable, frequently killed (running body-count). Used as a scout — flown through the grove canopy on an Investigation check to spot the giant moorhen mother (Session 48), and flown ahead to scout the deep-mine cages (Session 50). Silithane can see through its eyes for ~100 ft (past that it must fly back to report) and immediately knows if it dies (mentally connected); in Session 51 it scouted miles down the deep shaft and rejoined Jex on a maintenance ledge mid-descent (Session 51). Killed outright by the crystal golem's rockfall and re-summoned via a 10-minute ritual after the fight (Session 52). Dismissed rather than lost in the water tunnels: with one of the ethereal spiders' jaws already closing on it, he snapped the bat out of existence mid-bite (Session 53). Back in play — re-summoned after the dragon fight, and the ritual's cost is now on the record: 10 gold and 10 minutes (Session 54). It was out and flying during the mine crawl (blocking his own run down the tunnel) and was caught in the dragon's breath cone (Session 54). A "healing-bird" form was in play (Session 46) — Stunghelm repeatedly flung it ~30 ft up the road; likely the familiar delivering Silithane's healing. The 1-HP bat was grafted into the druid amalgam during the boss fight, granting it blindsight 60 (Session 47). Alive and out for the Morkid fight, where it was spent entirely on the Help action — Silithane had it walk the cave floor to Fenric on its legs rather than fly, and the GM granted advantage on the image alone (Session 55).
- Coin: gained a ~27-gold share of the party's New Halfwood reward (162 gp 8 sp split, chosen over a noble title) for finding Stunghelm Elkheart and saving the food supply (Session 48); prior baseline unknown. Held 53 gold entering Session 50 and paid 40 to the beaten miner for his decree of punishment, leaving ~13 gold (Session 50). Spent a further 10 gold re-summoning the bat (Session 54); no running total was stated.
- Wetzel's Pretzel: green + pink each used at least once; remaining counts unknown.
- Bladesong: uses/long rest not stated (Bladesinger: INT-mod uses/rest).
Unknowns / to confirm
- Exact ability scores beyond INT 17 (Session 42) and a −1 STR modifier (Session 54) — DEX, CON, WIS, CHA all unknown.
- What he actually took at level 8 — he spent the level-up checking "the selections I've made" and never announced a feat or ASI; only the new spell-slot tier was confirmed out loud (Session 54).
- Max HP and HP per level — never stated; only "≥13" early and "~2 HP" survival noted.
- Save bonuses and initiative total — only a +1 initiative training bump is known.
- Full prepared/known spell list — list above is spells seen in play, not the complete spellbook (which now holds three merged grimoires).
- Attack bonus & spell-save DC — still not announced as numbers. (Proficiency bonus is now pinned at +3 — Session 54.)
- Whether Modify Memory is actually prepared/cast — only ever held in reserve, never confirmed cast. (Counterspell is now confirmed cast — Session 52.)
- Which new spells he added on the facility night of study — confirmed to exist, never named (Session 55).
- Who actually holds the dragon-slaying short sword — ruled Magra's in Session 54, but drawn from Silithane's scabbard in Session 55. Needs a table ruling.
- Whether the silvered short sword's on-draw undead-disintegration survived the reforge into the +1 silvered longsword — untested since (Session 55).
- The ant scepter's charges, attunement requirement and range — none stated (Session 55).
- Attunement slots in use — multiple magic items held; which are attuned is unconfirmed.
- Pallid Elf racial traits as applied at this table (the DM companion doesn't detail the subrace).
SUMMARY: Level 8 Pallid-Elf Bladesinger spy (Rogue 1 / Wizard 7); AC 21–26 with Bladesong, INT 17, STR −1, PB +3, spells transcript-mined.