Group 1, Session 1 Recap
DungeonAM
Pages
Crooked Crossroads
The Collapsed Temple
Session 1
Characters
player characters
- Aldric
- Blueberry
- Ipid
- Pappy
- Scorn
Session Summary
- The party (Aldric, Blueberry, Ipid, Pappy, and Scorn) arrive at a refugee-fleeing town near a collapsed temple entrance.
- The temple is a known historical site recently explored by scholars; now sealed and webbed over.
- Inside: man-sized spiders that flicker between the material and ethereal realms attack them immediately.
- The first room and hall are crawling with these beasts. Ipid fights valiantly, absorbing many attacks.
- The adventurers find a door covered in strange writing; magical decoding reveals it leads to a ritual chamber.
- Inside: skeletons line both walls; in the center, a pedestal holds a chalice of silvery liquid.
- More spiders attack. During battle, Scorn drinks the silvery potion—heals instantly but falls into magical slumber.
- Blueberry bravely (and bizarrely) enters Scorn’s mind and wakes him through sheer will and warlock weirdness.
- while buried chest deep in a carapace, Pappy has a spiritual crisis, renounces his monastic vows post-fight—embracing chaos, violence, and expressive profanity.
- After defeating the spiders, the party rests and uncovers the temple’s grim history:
- It was overtaken by the Cult of Baren-Durr, who believed in dying at peak health to ascend.
- They nearly perfected a potion that could heal anything, meant to prepare followers for “glorious death.”
- The chalice appears central to the cult’s practices—and possibly their downfall—but its full effects remain unknown.
- The party survives, sleeps, and prepares for whatever else lurks in this multi-layered crypt of madness and memory.
There are few things more alarming than a town full of refugees, except perhaps the reason they’re all running—namely, something very old and very eight-legged that doesn’t believe in respecting the limits of physical reality.
Enter our band of mostly-competent adventurers:
Aldric, the skittish sage with more scrolls than spine.
Blueberry, a halfling warlock who treats danger like a politely confusing dinner guest.
Ipid, a dragonborn paladin so stoic, he makes statues look fidgety.
Pappy, a gnome barbarian with the unhinged energy of a man who’s wrestled one too many boars.
And Scorn, a brooding bard with the charm of a damp aristocrat and the sense of self-preservation of a brick.
Following tales of disappearing scholars and vaguely ominous chanting, the group arrived at the collapsed entrance of a long-known temple—an architectural matryoshka of repurposed ruins, now sealed and webbed tighter than a tax accountant’s dream journal. With a bit of excavation and a lot of muttered regrets, they made their descent.
Inside, the temple was infested—but not with your standard skittering basement fare. These spiders were man-sized (with the bad manners to match), and blinked in and out of the Ethereal Plane like indecisive ghosts. The first encounters were brutal: mandibles flailing, fangs dripping, and Ipid heroically absorbing more bites than a festival apple.
Pushing deeper into the haunted halls, the party found a door inscribed with writing so esoteric it nearly offended Aldric’s wizardry. Through a flurry of magical translation and some quiet cursing, they unlocked it—and discovered a chamber of ritualized death. Skeletons lined the walls like art projects gone wrong, and in the center stood a pedestal cradling a chalice of shimmering silver liquid. Naturally, it radiated “terrible idea” in magical Morse code.
The spiders returned for an encore, and during the melee, Scorn—wounded and convinced this was his moment of poetic destiny—downed a bottle of the silvery substance. It healed him instantly… and then promptly rendered him unconscious in the dramatic fashion of a fainting goat.
Blueberry, unperturbed by mental barriers or common sense, dove into Scorn’s dreaming psyche like a diver into a cosmic kiddie pool. With whimsical willpower and a few eldritch nudges, she fished him out of his metaphysical malaise just in time to finish the battle.
Somewhere between cleaving arachnids and dodging extradimensional ambushes, Pappy—bloody, breathless, and high on spider-induced adrenaline—experienced a revelation. He stood on the desecrated tile of a death cult’s sanctuary, stared into the face of divine madness, and realized something profound: he was very, very tired of inner peace.
With a grunt, he ripped the monastic prayer beads from his neck, declared his renunciation of vows through a string of deeply unprintable expletives. Pappy was stuck fast in the carapace of a spider. So was the metaphor. Pappy the pacifist was dead—long live Pappy the problem.
Afterward, the party took refuge in the chamber of ceremonial expiration and pieced together the temple’s dark legacy. Once a beacon of scholarship, the temple had been overtaken by the Cult of Baren-Durr, loyal to a deity promising transformation into celestial beings—but only if you died in perfect health. Naturally, this led to a vigorous research in miracle potions and a dramatic rise in well-groomed corpses.
The potion it seems, was the cult’s magnum opus… or its downfall. It grants vitality—but with unknown cost. Its presence hums with menace, like a song just out of tune, a question mark in bottled form. No one yet knows if it will bring salvation, transformation… or just really good naps.
But for now, the spiders are dead, the bard is awake, and Pappy—free from the burden of enlightenment—is ready to embrace the way of the fist, the flask, and the fungus-covered warpath.
QOL updates
Automated Doors Module
Functionality:
Doors now open and close automatically based on token proximity or interaction.
Integrated with Line of Sight—automatically adjusts token visibility when passing through.
Supports locked/unlocked states with feedback upon interaction.
Benefits:
Speeds up navigation.
Enhances immersion with seamless transitions between rooms.
Reduces GM micromanagement of map barriers.
Character HUD (Heads-Up Display)
Functionality:
Displays key character data directly on the canvas or UI (HP, spell slots, status effects).
May include clickable spell/action hotbars for streamlined combat and casting.
Benefits:
Quick access to crucial information without opening the full character sheet.
Speeds up player decision-making during encounters.
Reduces window clutter for casters and complex characters.
Pop-Out Windows Support
Functionality:
Any Foundry window (character sheets, journals, item cards, roll logs, etc.) can be “popped out” into separate browser windows.
Fully resizable and movable across screens.
Benefits:
Ideal for multi-monitor setups.
Greatly improves usability for multitasking players or GMs managing several NPCs simultaneously.
Integrated Ambient & Sound Effects Module
Functionality:
Adds support for sound triggers tied to in-game events or environmental cues.
Handles both ambient background sounds and specific SFX (e.g., spells, attacks, UI feedback).
Benefits:
Deepens immersion through audio cues.
Allows GMs to enhance atmosphere dynamically without manual audio control.
Improved Spell & Item Automation
Functionality (varies depending on module settings):
May include auto-rolling for spell attacks and saves.
Application of conditions, effects, and damage on cast/use.
Streamlined targeting and resolution of AoE effects.
Current Status:
Automation level under review. Feature set may be expanded based on system capabilities and campaign needs.
Benefits:
Reduces manual calculation and dice management.
Helps ensure mechanical accuracy, especially in complex systems or high-level play.
rule clarifications
Gaze of Two Minds – Spellcasting Conditions
Rule Reference: Player’s Handbook, p. 156
Clarification:
When a character uses Gaze of Two Minds to cast a spell through a willing creature, it is the status of the caster, not the conduit creature, that determines conditions such as advantage or disadvantage.
If the caster is visible and the target of the gaze (i.e., the conduit) is invisible, the caster does not gain advantage from the conduit’s invisibility.
The creature being sensed through is not considered the spellcaster for the purposes of spell effects, conditions, or interruptions.
The conduit creature’s conditions remain unchanged by the casting (e.g., they do not lose invisibility from “casting” a spell).
This aligns with the RAW interpretation: the caster is the one initiating the spell, regardless of the sensory conduit.
Held Action vs. Ready Action
Rule Reference: Player’s Handbook, p. 372 (Index)
Clarification:
The commonly used term “held action” refers to the Ready action, a specific combat option that follows these steps:
On your turn, you use your action to choose a trigger (e.g., “If an enemy steps into the doorway…”) and the action you will take (e.g., “…I will cast Fire Bolt.”).
When the trigger occurs, you can use your reaction to execute the readied action.
If the trigger does not occur before the start of your next turn, the readied action is lost.
Note: Spells readied in this way must be cast during your turn, maintaining concentration until the trigger occurs. If the reaction is not used, the spell slot is expended regardless.

