Session 36 — The Silent Wyrm and the Fortnight Ahead
Session 36 was never recorded (only an untranscribed Session 36.wav survives, with no transcript). This summary is therefore reconstructed from the two sources that bracket it: the close of Session 35 (the dinner night) and the open of Session 37 (the morning of the 28th of Spring's End). Treat the specifics below as inferred bridging, not eyewitness record.
Session Recap
A quiet downtime interlude in Ponterford with no combat, bridging the owl wizard Renforth's five-course dinner (Session 35) and the day of legal errands with the lawyer Edgar Wiley (Session 37). Bedded down in the rented old Falconer house on the southern hill — within twenty feet of the screaming drake skeleton — the party wakes to find the bones stayed silent through the whole night, confirming that Valmora's Dispel Magic held and the miscast Animate Objects is truly broken. Valmora keeps the night vigil she promised, watching the nameless wyrm over several nights and meaning to Speak with Dead with it to learn how a limbless draconid came to lie dead in a Ponterford field (a question Thalia has 10 gold riding on — that it simply fell from the sky).
The rest settle into the two-week downtime they've banked. Lash's Goodberry cookies become the party's zero-suffering daily bread (a few temporary hit points and no creature harmed), Silithane gets word out to his Gwyndinas contact so a reply can come over the fortnight, and the group lays the groundwork for Lash's masterwork crafting and the settlement they intend to found. The dragon, frog-folk and witch hand-ins all stay banked until the quests are formally cashed in and the absent players return — still level 6.
Key Events
- A silent hill. For the first night in living memory the south-side drake skeleton does not scream — Valmora's Session 35 Dispel Magic (advantage, rolled 18, from 110 ft) has stopped the miscast that kept the limbless bones half-alive. The drunk sheriff's brother and the rest of the southern hill get their first quiet night; the party's rented house is, for once, peaceful.
- Valmora's vigil. Valmora stays behind to watch the wyrm over several nights rather than declare it solved on a single quiet evening (Lash had flagged a possible moon/cloud trigger), keeping up the drake-skeleton purification she will still be tending in Session 38. She means to Speak with Dead with the skeleton — five questions, once per casting — to learn its history before the bounty is handed in.
- Settling into the Falconer house. The party takes their long rest in the old Falconer home and treats it as the base for their downtime. Lash's Goodberry Wand now feeds everyone — her chef's cookies grant a little temporary HP with no death involved — ending any need to forage or hunt.
- Word to Gwyndinas. Silithane burns a Sending to his Gwyndinas contact early, so the reply (and any new orders for a Varian agent) can arrive over the coming downtime.
- Downtime projects laid out. With roughly two weeks in town, Lash sets up her crafting plan — one masterwork item per party member (her own always a tier higher) plus common→uncommon (+1) upgrades — and the group keeps turning over their settlement/castle idea (laws, fair wages, an accountant, a steward to rule in their absence, and magical servants), the seed Renforth planted at dinner.
- Leads carried forward. The stolen telekinesis wand (5,000–7,000 gold) and the wandering Varian trio who took it remain a live thread off Renforth's item card; Horibus the druid neighbour's pledged favour still waits on the party stopping the lumber mill; and Lash's "child" disguise is now a standing liability after Facey's back-alley warning.
- Hand-ins still banked. No bounty is collected and no pip is awarded — the dragon hand-in (to Sheriff Jeremiah Falconer and Dominus), the frog-folk tasks, and the witch's good-deed slate are all deferred until they're formally cashed in and the absent party members return so everyone levels together.
Combat & Encounters
- No combat. A pure downtime bridge — the drake skeleton is neutralised non-violently and stays down; the next fight (the Beast of the Woods) is still two sessions of errands away.
- No level-up, no pip. Still level 6.
NPCs & Factions
- Valmora — keeps her promised night vigil over the silenced drake skeleton and plans to Speak with Dead with it; her drake-skeleton purification becomes an ongoing personal project carried through to Session 38.
- Renforth — not seen on-screen, but his dinner-table threads ride into the downtime: the promised servant-conjuring scroll (which he won't actually deliver until Session 39), the telekinesis-wand lead, and the settlement advice.
- Horibus — the pacifist druid neighbour two doors down, whose pledged favour against the lumber mill is the prize the party is working toward.
- Sheriff Jeremiah Falconer — absent, but the party occupies his family home for the downtime; his drake-skeleton bounty waits on Valmora confirming the bones stay dead.
- The Varian Trio — the wandering rivals who killed the child-snatcher and stole Renforth's wand; an open lead the party hasn't yet connected to faces.
Locations
- Ponterford — the party's downtime base: the old Falconer house on the southern hill and the adjacent drake-skeleton site, now quiet. The wider day-of-errands (the lawyer, the orc lodge, the junk stone) waits for Session 37.
Loot, Items & Rewards
- Goodberry Wand — in daily use, feeding the whole party (and Salamandine) on conjured, zero-suffering berries.
- Telekinesis-wand item card — still in Silithane's hands as a lead on the trio.
- No bounty, no pip; still level 6.
Decisions & Open Threads
- Confirm the wyrm stays dead. Valmora watches it several more nights before the dragon bounty is handed in, and means to Speak with Dead with it for its history (Thalia's 10-gold bet: it fell from the sky).
- The banked hand-ins. The dragon (to Sheriff Jeremiah Falconer and Dominus), the frog-folk tasks, and the witch's good-deed slate all await a formal cash-in and the absent players' return — the banked pip rides on them.
- Stop the lumber mill. Horibus's pledged service is the reward for putting the mill to rest, atop Lash's pox-con steering it off the southern grove.
- The Varian trio / stolen wand. Who they are, where they buried the snatcher, and the 5,000–7,000-gold telekinesis wand stay live threads — almost certainly a parallel Coalition group.
- Masterwork downtime. Over the fortnight Lash means to learn masterwork woodworking and begin upgrading everyone's signature gear; the settlement plan (laws, wages, a steward, magical servants) is now a stated party goal.
- Lash's child disguise. Per Facey's warning, the "child" act is a liability that must end before a loyalist carries word to Laewendas.
- Carryover: Otto's package and Thalia's oath; the red-candle tomb / 14-ft coffin (Session 24) and Valmora's dead-gods quarry; the imprisoned Caressa and the cave's deferred loot; the missing mothers; the Veilwood as the longer heading; and the eventual assault on Laewendas.
- Roster. The downtime group: Thalia, Silithane, Lash, Magra, Jex and Valmora — plus Salamandine and Silithane's crow — with Fenric back by Session 37. Ashlyn remains recalled to the Veilwood; Draak is long gone (Ryan left after Session 21). Still level 6.
Memorable Moments
(No recording survives, so no dialogue is preserved — only what the bracketing sessions imply.)
- The first quiet night. After perhaps eighty years, the nameless wyrm on the southern hill is silent — and the party, the sheriff's town-drunk brother, and a grateful druid neighbour all sleep through an uninterrupted night for the first time.
- Berries for breakfast. A whole adventuring party (and one salamander) breaking their fast on nothing but conjured Goodberries — Lash's wand of mercy quietly becoming the most-used magic item they own.