Session 130
May 30, 2026
Part 1: Cerouse and the Betrayer
Section titled “Part 1: Cerouse and the Betrayer”Sypha Ignis
Section titled “Sypha Ignis”In the high observatory of the mobile water-city Caerulith, the city’s leader - Cerouse the Hydromancer - confronts Dax, Aydriann, and Tess with a pointed question: are they working with the ancient Pyromancer, Sypha Ignis?
Dax and Aydriann honestly deny any allegiance, or any knowledge that Sypha is still alive. Cerouse studies them, leaning on the judgment of her guard Verso - who vouches for them and is also her son. Seeing that they aren’t Cindari (fire-kin) and aren’t native to the region, she accepts their answer, then turns to how exposed they are.
The Negotiation
Section titled “The Negotiation”Cerouse reveals she knows the party is harboring fugitives - Captain Sai and Navani both have bounties after escaping the wind-city of Myrrdain. By boarding Caerulith, she says, they’ve forfeited themselves and their grounded airship, which she intends to scrap for resources.
Aydriann tries to talk his way out and fails. Dax steps in, leaning on Guidance, and lands two huge Persuasion checks (33 and 27). He pleads for an alliance instead, explaining the party is on a quest to stop the end of all life and fix the broken world.
The History of the Folly
Section titled “The History of the Folly”Dax’s talk of “saving the world” strikes a nerve. Cerouse says it sounds infuriatingly like Sypha Ignis - and from there she shares a major piece of history about the origins of Wizard’s Folly.
Eight hundred years ago, Sypha Ignis and a coalition of mages (an airmancer, a geomancer, a hydromancer, and twenty lesser mages) attempted an ascension ritual to breach Eden and destroy the goddess Edmeera. But Sypha’s partner, Velleyanna - a worshiper of Edmeera through an old deal - was coerced when Edmeera threatened her daughter. Velleyanna became the Betrayer, sabotaging the ritual with Edrym organs laced with Malice. The fallout obliterated the ancient region of Eistrae, leaving the irradiated wild-magic wasteland now called Wizard’s Folly.
The Deal for the Mirror
Section titled “The Deal for the Mirror”For all her disdain toward Sypha’s legacy, Cerouse admits Edmeera has always been their shared enemy. She offers an even trade: Caerulith will release Captain Sai, Navani, and the airship intact, if the party acts as her extraction team.
She wants a specific relic - a magical mirror in a ruined spire out in the Folly. Seeing it as their only way to keep the ship and their allies, Dax and Aydriann agree. Under armed escort they’re taken back to the aether-elevator to descend to the surface and brief the others.
The party leaves, all except Ember. She stays to listen as Cerouse speaks with her son Verso, revealing she means to use the mirror to find the Betrayer, Velleyanna, who they believe is still alive.
Part 2: Crossing the Folly
Section titled “Part 2: Crossing the Folly”The Glitching Map
Section titled “The Glitching Map”Navani powers up the ship’s mapping table, a 3D holographic projection drawn in blue light. The map keeps glitching and scrambling, and Navani explains why: “The Source” - raw, untamed Aether - interferes with the ley-lines that magical navigation depends on, keeping the whole region in constant flux. To show what she means, she points to the massive Aether-storm they’re tracking; within moments its position lurches from the north to the south-southeast. Rosibynne tries to recalibrate with her Tinker’s Tools (rolling a 19), but the aetheric static is too dense to cut through. Navani says survival in the Folly comes down to instinct - reliable navigation simply isn’t possible.
Long Rest
Section titled “Long Rest”Worn down from the fighting and spellcasting, the party takes Cerouse’s temporary truce to recover. They rest in the ship’s lower decks, in cramped industrial crew quarters packed with bunk beds. Despite the tight, hazardous space, they manage a long rest - the casters regain their spell slots and the martials recover.
Resonance and Overwatch
Section titled “Resonance and Overwatch”At dawn they prep for the ruined spire. Tess - the spirit-echo now inhabiting a transmuted, rock-like homunculus body - uses her newly found “Resonance” magic to bend local frequencies, getting around the usual casting limits to ritual-cast Telepathic Bond (rolling a 31 on Divination).
This links the group on a private mental channel, and they fold Navani in as well. Because the Folly is so volatile, she’ll stay aboard the airship as a lookout, watching the pressure and weather so she can warn them instantly if the shifting Aether-storm threatens to drop on them while they’re underground.
With resources restored and comms set, the airship sets down outside the ruined spire, and the group prepares to descend.
Part 3: The Ruined Spire
Section titled “Part 3: The Ruined Spire”Cerouse’s Warning
Section titled “Cerouse’s Warning”Cerouse and Verso escort the party to the edge of the ruins. As Wizard’s Folly’s hot, 120-degree winds drive irradiated sand across the wasteland, she gives one last grim warning before leaving: the ruins below are home to a “terrible demonic force.”
Locate Object
Section titled “Locate Object”To avoid searching blind, Dax casts Locate Object, using a two-pronged tuning fork as his focus and shaping the light into a guiding line of ten-pointed stars. He sets it to find a “magic mirror” within 1,000 feet. The spell connects and points straight down, into the dark depths of the tower.
The Descent
Section titled “The Descent”The party enters and finds a shattered spiral staircase dropping into total darkness. Wary of what’s below, they set a careful marching order: Peach in front to spot traps, then Dax (holding the spell), Orianna, Ember, Rosibynne, Aydriann, and finally Mack at the rear. To stay quiet, they cast Pass Without Trace (+10 to all Stealth checks).
The Chained Figure
Section titled “The Chained Figure”Moving down the steps, Dax’s spell leads them to the mirror - but it isn’t just an inert relic. In its reflection the party sees a small female figure in gray rags, bound in heavy chains. Her black hair hangs unnaturally wet, completely hiding her face.
Cliffhanger
Section titled “Cliffhanger”Before they can take the mirror or examine it further, a voice forces its way into all their minds at once - a desperate, feminine plea: “Help. Help me. Help.”
The mirror shatters. As the glass breaks, the ping from Dax’s Locate Object spell suddenly changes direction - the target has moved, deeper or elsewhere. The session ends there, leaving the party stranded in the dark with a broken relic and something roaming nearby.
