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 unlabeledSPEAKER_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
- The recap: Silithane walks the table back through Session 19 — the shelf-collecting tree-giant; Wiggleus the lonely wiggling tree missing his companion (who gave Thalia a knife and a quest); the map-led sewer crawl past offshoot corridors, a strange door, and a polite bird-/goat-headed creature called "the Rix"; Silithane getting stuck fiddling with a statue; the oozes splitting off; the creature that kills only what it waves over; finding Dr. Provostinalkov's laser-guarded lab and trading for a god-killing artifact they hadn't known was world-ending; and the room of bound, transformed shape-changers that led Draak — following bloody footprints — to smash through a wall into a spymaster's lair. The party is in that lair now, at the ladder, ready to jump whoever's in the house above.
- The tactical debate: a long argument over whether to lure the changeling down or climb up after it, the worry that posting the knights as guards just means the changeling "opens the door, looks down, says oh shit, and runs," and an idea to drop the Hallucinatory Terrain spell scroll over the room to disguise it. The party also floats simply taking a day to clear the sewer. They settle on going up.
- Scouting the basement: Silithane's bat familiar ("Man"/Manbat) — blindsight only — confirms there's a figure in the room above but can't make out detail. The party works out they're directly below the house's basement, judges it safe, and sends Fenric (with Lash) up the ladder first to sneak in. Silver is prepped on the way up ("they're allergic to silver").
- The ambush: the party goes up and rolls initiative (someone who "isn't in the scene" is told they can't roll). Lash's +1-to-all aura is in effect. The fight is brief — the changeling is knocked down, a Wisdom save comes up, "just pour a potion into him," and Magra lands the decisive hit ("she got him"). As it drops, the changeling lets go of the bag in its hands and drops its disguise, reverting to its true shape; a drawstring bag is left on the floor. The party hauls it down to the basement.
- The interrogation: with the changeling subdued and kept calm (a Calm Emotions mage is mentioned), Silithane reads its mind — explaining the mechanic of concentrating with Detect Thoughts to peel a "thought strand" off a memory and take it into his own head, a one-minute window — while also asking it questions outright ("what were you doing with all these documents?"). Modify Memory is referenced as an option. He probes the changeling's personas — did it ever see itself in a mirror, or know whom it was impersonating? Once the memories suggest it isn't the threat they assumed, Silithane heals it as a gesture of goodwill, burning his once-a-day free Cure Wounds.
- The reframe: the central realization. The party wonders why a shapeshifter would impersonate people doing perfectly normal jobs, and theorizes it may be covering for officials killed by Smiling Sam to keep everything "running smoothly." Silithane briefs the whole group on "the day this big shifter has had." Pressed on whether it works alone or under someone's authority — and on the Veilwood curse — the changeling reads as someone trying to help the Reclamation get further so it can reach the cursed Veilwood faster. The party lands on: "It seems to me like we were wrong about them."
- Mercy and second-guessing: the party reasons that, even if their break-in was a mistake, "we could have stopped something bigger — we could never have known," and that the changeling has "unintentionally improved their chances." Some members (those from the Veilwood region) bristle that "all changelings are bad," but the consensus softens. Whoever on their side is seeking knighthood, the table notes, has "technically caught some" changelings (the bound ones in the next room) just by finding this place.
- The dead man in the dust: the party turns to the "Dead Guy Dust" — the ashes Silithane pocketed in Session 19 of a man vaporized by Dr. Provostinalkov's laser corridor. Using Identify (with the 100-gold pearl Silithane looted from the pirates as its component), they read the remains: a young man wearing a Reclamation Signet. The party resolves to find his next of kin by surname and gently inform them he's "no longer with us" — without detailing how he died — since pulling that off means going into the Reclamation office.
- Loose threads, by lamplight: they puzzle again over the pig-head sewer mechanisms ("I wonder what all these pig heads do"), and Silithane belatedly relays town news — children going missing in a town up north ("Ponterford"), reviving the Ponterford abductions. Travel options are weighed: riding a mage (the teleport has "run out of juice"), boat vs. walking, and whether they're a couple of pips away from a faster route. A callback to the head bounty on [Roger] Payton surfaces too.
- Rest and resolve: noting they've "not short rested at all during this entire day," the party finally short rests and beds down, with spell slots burned and divvied. Draak is still glowing green from his Session-19 dunk in the doctor's runoff water. The session closes with the party's priority firmly set: go see what's happening in the Veilwood — they may be the only adventuring group willing to head that way, made the more urgent by word that allied knights are about to start sweeping the area themselves. The night carries into the next morning — a regroup over breakfast at a tavern, the party half-jokingly settling on a name for itself ("we are company") before heading out.
Combat & Encounters
- The changeling ambush (the house basement above the lair) — the session's lone, brief fight. The party climbs the ladder, surprises the shapeshifter in its surface home, and subdues it; Magra lands the takedown. The changeling drops its disguise and a held bag as it falls. It is captured alive, then healed, calmed, and interrogated rather than killed.
- No other combat. The rest of the session is interrogation, investigation, and downtime. No party casualties.
NPCs & Factions
- The Sewer Changeling — the entire arc of the session, and a sharp reversal. Caught, unmasked, and mind-read, it reads not as a Laewendas infiltrator or a killer but as something closer to a Reclamation fixer — impersonating officials to keep the government functioning (possibly covering for Smiling Sam's victims) and wanting above all to reach the cursed Veilwood to help. The party comes to believe it's "doing good." The interrogation surfaces a name — rendered "Ektera" in the following session's recap — but its grade, allegiance, and ultimate fate remain unconfirmed here.
- Smiling Sam — the changeling theory brushes against the serial-killer case: if the people it impersonates were Sam's victims, it may be papering over the killings to keep the city's machinery running. No firm link drawn.
- The dead signet-wearer — a young man dusted by Dr. Provostinalkov's lasers (Session 19), identified post-mortem via Identify as a Reclamation Signet bearer. Why he was in the sewers is unknown; the party means to notify his family. Dead and one-scene — kept to this note.
- "The Rix" — the polite bird-/goat-headed sewer creature from Session 19, named in the recap; possibly its actual name. Mentioned only in passing.
Locations
- Gwyndinas Sewers — the changeling's surface-house basement (atop the lair ladder) is finally entered and the ambush sprung there. The pig-head mechanisms are puzzled over again but not solved.
- Veilwood — not visited, but it dominates the session's planning: the captured changeling came from there and wants to return to help with the curse, and the party resolves to make the cursed western province their next destination.
- Ponterford ("Ponterford") — the town up north with missing children resurfaces as a possible objective, weighed against a mage-assisted shortcut.
Loot, Items & Rewards
- The changeling's drawstring bag — dropped as it reverted form; contents not detailed in the surviving recording.
- Identify on the "Dead Guy Dust" — burning the 100-gold pearl (Silithane's pirate loot from Ankley Island) to read the ashes of the lasered man: a young Reclamation Signet bearer.
- The looted Hallucinatory Terrain spell scroll (from the trapped door) is floated as a tactical tool but not used.
- A pip toward faster travel — Silithane reckons the party is ~2 pips away from a much quicker route to wherever they're going next.
Decisions & Open Threads
- The Veilwood is the new heading. With the sewer errand essentially wrapped, the party decides its top priority is the cursed Veilwood — they may be the only adventuring group willing to go, and the captured changeling's own goal points the same way.
- What to do with — and about — the changeling. Reassessed as possibly an ally of the Reclamation rather than a threat, its fate after interrogation is left unresolved on the recording. The party's old fear (a Laewendas agent, even Smiling Sam) has softened into "we were wrong about them."
- The dead signet-wearer's family — the party intends to track down his next of kin (by surname, via the Reclamation office) and break the news gently.
- Ponterford / the missing children — the up-north abduction job is back on the table; the question is whether a mage-ride or boat gets them there in time.
- The pig-head mechanisms — still unexplained; nobody recognizes the "strange mechanical things."
- Ashlyn stepping out — Ashlyn may have been "called back" / away at some point during the session; the recording is too sparse to confirm when or why, so it's flagged here as uncertain.
- Carryover threads: Draak's lingering green glow (and the open question of whether he retains any of Kain's memories — pointedly raised alongside the changeling's memory-inheritance); the three leaving-signatures; Lash's in-progress auricalcum hammer; Magra's mother somewhere snowy in Rivalon; the Smiling Sam case and blood-mage Rhys Wengler; Ankley Island the sealed prison; Professor Wind Douglas's standing dhampir-subject request.
Memorable Moments
- The whole tone-flip of the session: a party that ended last week ready to silver-stab a monster spending this one healing it, reading its mind, and concluding it's one of the good guys.
- Silithane explaining mind-magic etiquette mid-interrogation — "I don't want to interrupt you mid-sentence, man" — to a changeling whose memories he's actively stealing.
- Draak cheerfully volunteering to swallow a silver coin — "I can swallow it." / "You get it back eventually."
- The lingering shame-spiral over the break-in: "It could have been anything down here. We could have stopped something bigger. We could never have known."
- Draak's philosophical question of the night — when you step into the fire and become someone new, is the old person just gone, or do you remember their life? — landed, of all places, over a captured memory-stealing changeling.
- Yet another real-world internet outage mid-session: "Who's clapping? Who the hell was that?" / "Did their internet die again?"
- The deadpan plan to fix a corrupt-looking spymaster operation: "Just gotta overhaul their internal processes and have better checks and managers."