Session 20 — The Changeling Caught, and a Conscience in the Sewer

Note: this session's recording is unusually sparse and badly diarized — the GM's
narration is almost entirely absent from the transcript and most speakers come
through only as unlabeled SPEAKER_x. The events below are reconstructed from the
opening recap and the fragments that survive; character attributions are kept to
what the content makes clear, and much table-talk could not be pinned to a speaker.

Session Recap

Straight off Session 19's cliffhanger, the party stands at the foot of the ladder in the changeling's hidden sewer lair (still the 14th of Spring's End, deep into the night), psyching themselves up to climb into the house basement above and ambush whoever lives there. After a long tactical debate — lure it down or go up, post the allied knights as guards, maybe drop the looted Hallucinatory Terrain scroll over the room — they commit to going up. Silithane's bat familiar confirms a single figure in the basement, silver is readied ("they're allergic to silver"), and Fenric (with Lash) creeps up the ladder first. The ambush is short: the party catches the shapeshifter, Magra lands the decisive shot, and it crumples — dropping its bag and its borrowed shape as it falls, reverting to its true form.

What follows is the heart of the session, and a complete reversal of last week's read. The party drags the changeling down to the basement, heals it, keeps it calm, and Silithane interrogates it with mind-magic — pulling "thought strands" out of its memories with Detect Thoughts while questioning it directly. The picture that emerges isn't a Laewendas sleeper agent or a serial killer at all: this changeling has been impersonating ordinary government people doing ordinary jobs, forging signatures to keep the Reclamation machinery running smoothly — possibly even covering for officials murdered by Smiling Sam — and what it wants most is to get to the cursed Veilwood to help with the crisis there. The party slowly concludes they were wrong about it: "they seem to be doing good for the Reclamation." The rest of the night is housekeeping by lamplight — an Identify on the ashes of the man Dr. Provostinalkov's lasers vaporized (a young signet-wearer whose family they resolve to find), more head-scratching over the pig-head sewer mechanisms, Silithane's reminder of children going missing in a town up north, and a first short rest of the entire long day before sleep. By session's end the party's compass has swung hard toward the Veilwood — no other adventuring group is heading that way, and now it's the priority.

Key Events

Combat & Encounters

NPCs & Factions

Locations

Loot, Items & Rewards

Decisions & Open Threads

Memorable Moments