Current Session: Session 7 - Session 7: The Ember-Lock Vault
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Run SessionLive notes, speakers, handouts, XP, and spell slots. CombatInitiative, damage, healing, status, and encounter XP. Map DisplayPlayer-safe battle map and scene panel. TV DisplayPlayer-safe initiative, party level, and scene info. ProgressParty Level 4 • 3885 XP BackupCreate a safety backup before major work.

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Prep in DM Controls

Build campaigns, scenes, NPCs, overlays, and scene assets here.

2
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3
Use Combat only when needed

Open Combat Dashboard for heavy battle management. Keep Map and TV on the player displays.

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Current campaign: The Breaking of Boundaries

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Round 1

Quick Add to Initiative

Spotify Music for This Scene

Use a Spotify track, playlist, album, or URI. The Music Control Room will follow these fields.

Tip: use a playlist for loop-friendly ambience and a separate playlist for combat. These save on the scene/map record.

Break discoveries into clean clue entries so DM Session can surface them in a readable order.

Use spotlight entries to prep one meaningful moment for each player without crowding the whole scene.

Scene tabs are designed to match how DM Session presents the information during play.
Scene 1: The Broken Reliquary Opens Below

Scene 1: The Broken Reliquary Opens Below

50 × 50 • source 70px • display 84px

Ready
Move the party from Tempest’s Session 6 reveal into the deeper underground Vormox layer.
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Scene 2: The Ember Intake Hall

Scene 2: The Ember Intake Hall

50 × 50 • source 70px • display 84px

Ready
Show that House Vormox processed unstable gifts and helped classify the party’s curse threads.
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Scene 3: The Ember-Lock Wardens

Scene 3: The Ember-Lock Wardens

50 × 50 • source 70px • display 84px

Ready
Battle 1. Old Vormox security identifies the party as returning subjects and attempts stabilization.
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Scene 4: The Vormox Memory Furnace

Scene 4: The Vormox Memory Furnace

50 × 50 • source 70px • display 84px

Ready
Puzzle/investigation scene revealing that the memory sequence was edited.
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Scene 5: The Healer’s Blood-Trail

Scene 5: The Healer’s Blood-Trail

50 × 50 • source 70px • display 84px

Ready
Bring the abducted healer from Session 1 back to the center of the story.
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Scene 6: Transfer Ward Ambush

Scene 6: Transfer Ward Ambush

50 × 50 • source 70px • display 84px

Ready
Battle 2. Fight through the guarded bridge before the Chain-Ward Hospice.
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Scene 7: The Hospice Door

Scene 7: The Hospice Door

50 × 50 • source 70px • display 84px

Ready
End with the healer confirmed alive and the Chain-Ward Hospice revealed.
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Scene Assets • Scene 7: The Hospice Door

Aldren, the Abducted Healer

Aldren, the Abducted Healer

NPC

Alive but exhausted. Do not fully rescue until Session 8 unless the table forces it.
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Discovery Overlays / Handouts

No Image

Alden Descent Warning

No scene

If I am taken below, do not follow the rain. Follow what it refuses to touch.
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Alden Wall Message

Alden Wall Message

No scene

I found the lens. They found me.
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No Image

Alden Wall Message

No scene

I found the lens. They found me.
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Alden's Dry Page

Alden's Dry Page

No scene

I thought the curse was a sickness. It is not. It is a command. The wound carries it. The bloodline repeats it.…
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Alden's Road Token

Alden's Road Token

No scene

A flat, smooth river stone wrapped in linen. One side is marked with a healer’s hand. The other side has a burned draco…
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No Image

Aldens Treatment Board

No scene

Wings held shut. Name refused by record. Road recognizes fairy-scale passage. Draconic bloodline reacts to old containm…
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Alden’s Torn Note

Alden’s Torn Note

No scene

Something remembers the knife. Something is holding it closed. If I do not return to Briar Hollow, do not let them …
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Ash-Scar Wall Message

Ash-Scar Wall Message

No scene

BLOODLINE RECOGNIZED. EMBER WORK DISPLACED. BOUNDARY SEAL FAILING. DM detail: Reveal when Blazion uses fire magic, brea…
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Black-Tipped Feather

Black-Tipped Feather

No scene

A black-tipped feather lies partly wrapped in root fibers. It feels cold, precise, and wrong. It does not seem naturall…
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Black-Tipped Feather

Black-Tipped Feather

No scene

A black-tipped feather trembles when the bell rings. Touching it causes a brief ache behind the shoulder blades.
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Blazion Echo Stat Block

No scene

AC 12, HP 14, Speed 30, Attack +4. Ember Bolt: 1d10 fire. Containment Flame: 10-foot line, DC 12 Dexterity save, failur…
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Blazion Ending Image

Blazion Ending Image

No scene

A distant manor burns silently behind black iron gates.
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Blazion Formula Fragment

Global

Line. Blood. Contain. Return. Vormox method? Older than the lens?
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Blazion Shadow

Blazion Shadow

No scene

Objective: Prove that power is safest when controlled by bloodline. Return Clue: House Vormox did not invent the sys…
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Burned Ledger Scrap

Burned Ledger Scrap

No scene

House Vormox Archive Fragment. Subject lines remain unstable. Ember work moved from the estate after containment failur…
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Cold-Burned Bell Mark

Cold-Burned Bell Mark

No scene

A bell-shaped burn mark has cooled into pale stone. It looks burned, but touching it feels cold.
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Contents of the Root-Wrapped Chest

Contents of the Root-Wrapped Chest

No scene

Inside the root-wrapped chest: 1 Pouch of Shimmerdust, 1 Living Thorn in Glass Bead, 1 Map Scrap of the Wrong Roads, 12…
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Cracked Town Bell

Cracked Town Bell

No scene

The village bell has a fresh crack. Small flakes of metal lie beneath it.
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Delayed Reflection Puddle

Delayed Reflection Puddle

No scene

The puddle reflects the party, but Nymeris’s reflection stands several feet behind herself and looks up a moment too la…
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Drowning Contract Fragment

Drowning Contract Fragment

Global

The powers were seeded. The locks came later.
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Dry Reliquary

Dry Reliquary

No scene

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Edited Memory Sequence

Global

GIFT. BETRAYAL. BINDING. FORGETTING. Someone changed the order.
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Edited Memory Sequence

Scene 4: The Vormox Memory Furnace

Gift. Betrayal. Binding. Forgetting. Someone changed the order.
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Elric’s Burned Fragment

Elric’s Burned Fragment

No scene

Burned black metal fragment bearing a damaged House Vormox-style crest. Note text: “The burn came from the inside, not …
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Elric’s Folio

Elric’s Folio

No scene

A small folio clutched by Elric Voss, its edges full of tabs and old record marks.
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Erased Fifth Mark

Erased Fifth Mark

No scene

A cold white burn shaped like a bell has appeared on the altar. Its edges resemble tiny road marks and broken draconic …
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FIVE RETURNED

FIVE RETURNED

No scene

FIVE RETURNED
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Felyndra Ending Image

Felyndra Ending Image

No scene

A lantern appears far ahead, carried by someone in a healer’s cloak who leaves no footprints.
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Felyndra Shadow

Felyndra Shadow

No scene

Objective: Prove that being locked is worth it if it lets you fly. Return Clue: Your wings were not only cut. The cut …
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Felyndra Workroom Note

Global

Cutting is not the injury. The cut is where the spell enters.
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First Fracture Boons

First Fracture Boons

No scene

When the Vormox Binding Lens breaks, each character feels one chain loosen. Felyndra: once per long rest, fly up to wal…
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Five Locks Puzzle Key

Five Locks Puzzle Key

Global

Gift. Fear. Lock.
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Fred’s Muddy Pawprint

Fred’s Muddy Pawprint

No scene

Fred’s muddy pawprint sits beside a fading fifth footprint.
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Gray Cloth with Scraped Name

Gray Cloth with Scraped Name

No scene

A strip of gray cloth marked with a closed eye symbol. Beneath the eye is a stitched line where a name should be, but t…
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Healers Supply Chest

Healers Supply Chest

No scene

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Healer’s Note

Healer’s Note

No scene

I have prayed. I have stitched. I have burned incense until the room turned white. This is not a wound I can mend. Some…
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Hidden Tiny Door at the Signpost

Hidden Tiny Door at the Signpost

No scene

A tiny silver door appears at the base of the signpost, with a keyhole shaped like a thorn.
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Hospice Transfer Authority Key

Global

An ember-brass key stamped HOSPICE TRANSFER AUTHORITY. Opens the hospice gate automatically, but triggers a bell alarm …
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No Image

Hospice Transfer Authority Key

Scene 3: The Ember-Lock Wardens

An ember-brass key stamped with HOSPICE TRANSFER AUTHORITY. Opens the hospice gate, but may trigger a bell alarm unless…
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Hulrik Grounding Note

Global

The grounded one resists displacement. This may matter.
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Hulrik Shadow

Hulrik Shadow

No scene

Objective: Protect the group by destroying danger before it speaks. Return Clue: You noticed the dry path because part…
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No Image

Intake Registry Fragment

Global

Five unstable gifts delivered under storm authority. One later addition recovered from shrine-loss. Memory disruption r…
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No Image

Intake Registry Fragment

Scene 2: The Ember Intake Hall

Five unstable gifts delivered under storm authority. One later addition recovered from shrine-loss. Memory disruption r…
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Late Footprints

Late Footprints

No scene

Most footprints appear normally. Nymeris’s appear a heartbeat late, then fade faster than the rest.
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Lilianna Ending Image

Lilianna Ending Image

No scene

A tiny silver door opens in the base of a moonlit tree.
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Lilianna Shadow

Lilianna Shadow

No scene

Objective: Open every door, even if it should stay closed. Return Clue: Your roads are not broken because they are wil…
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Lilianna Small Door Note

Global

Small doors remember what large doors deny.
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Living Thorn in Glass Bead

Living Thorn in Glass Bead

No scene

A thorn that grows when the crossing weakens. It points the way when the roads forget themselves. DM detail: This is a …
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Map Scrap of the Wrong Roads

Map Scrap of the Wrong Roads

No scene

Not all roads are walked. Some are remembered. Some are hungry. Some wake when blood, ash, and feather meet. DM detail:…
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Mara Moth Price List

Mara Moth Price List

Global

Rainfall Reliquary inventory and prices.
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Maras Rumor Note

Maras Rumor Note

No scene

The healer asked about the old shrine again. Said some wounds are “held shut by something that does not want them heale…
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Midnight Road Signpost

Midnight Road Signpost

No scene

TO THE NAME THEY CUT AWAY TO THE HEALER TO THE HOUSE THAT BURNED TO THE DOOR TOO SMALL FOR GRIEF TO THE SHRINE THAT…
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No Image

Mirror Mark Clue

Global

The Hermitage does not create evil. It reflects what the wound was taught to become.
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Missing Healer Notice

Missing Healer Notice

No scene

Missing: Alden Thorne. Traveling healer. Gray cloak. Brass prayer clasp. Last seen walking toward Hollow Root Shrine be…
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No Image

Nymeris Echo Stat Block

No scene

AC 12, HP 14, Speed 30, Attack +4. Rain Knife: 1d6+2 psychic. Miscount Step: once per round when attacked, DC 12 Wisdom…
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Nymeris Ending Image

Nymeris Ending Image

No scene

The road ahead fills with footprints that belong to her, all walking in different directions.
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Nymeris Record Note

Global

N.V. was not erased cleanly. She was moved from the record.
Edit
Nymeris Shadow

Nymeris Shadow

No scene

Objective: Remove painful memories so no one has to suffer them. Return Clue: Erasure is not forgetting. It is removal…
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Nymeris’s Old Footprints

Nymeris’s Old Footprints

No scene

Footprints appear in the road dust ahead. They look like Nymeris’s, but older, as if she walked this path before arrivi…
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Pale Road Dust

Pale Road Dust

No scene

A thin line of pale dust looks like powdered moonlight mixed with road grit.
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Pale Road Dust in Town

Pale Road Dust in Town

No scene

Pale dust sits in door cracks, well stones, tavern steps, and road edges, as if the wrong road followed the party home.
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Pouch of Shimmerdust

Pouch of Shimmerdust

No scene

Shimmerdust from the Feywild. Reveal the unseen for a short time. Use once. DM detail: Can reveal invisible writing, hi…
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Prayer Strips in Root Arch

Prayer Strips in Root Arch

No scene

Faded prayer strips hang from a root arch, but the writing is backward. Some phrases have been crossed out and rewritte…
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Rain Does Not Fall There Sign

Rain Does Not Fall There Sign

No scene

A half-buried road sign leans from the mud. Its carved words read: RAIN DOES NOT FALL THERE. IT REMEMBERS.
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Reflected Unbound Rules

No scene

Active echoes: Nymeris Echo, Rhiannon Echo, Blazion Echo. Each has AC 12, HP 14, attack +4, save DC 12. Use HP 10 if pa…
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Rhiannon Echo Stat Block

No scene

AC 12, HP 14, Speed 30, Attack +4. Prayer Lash: 1d6+2 radiant or necrotic. Bound Ascent: rise 10 feet without provoking…
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Rhiannon Ending Image

Rhiannon Ending Image

No scene

Broken white feathers drift down from a starless patch of sky and vanish before touching the ground.
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No Image

Rhiannon Prayer Strip

Global

Let the sky forget her shape.
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Rhiannon Shadow

Rhiannon Shadow

No scene

Objective: Break every prayer-chain, even if something sacred breaks too. Return Clue: Your wings were bound at a shri…
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Root-Silver Splinter

Root-Silver Splinter

No scene

A thin silver splinter hums faintly with the same tone as the silver bell.
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Root-Wrapped Chest

Root-Wrapped Chest

No scene

A wooden chest wrapped in living roots. The roots loosen only after the party solves the shrine clue, defeats the hound…
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SIX RETURNED

SIX RETURNED

No scene

SIX RETURNED
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No Image

Second Lens Socket Clue

Global

Second lens removed. Records taken below.
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Seren Vey Testimony

Seren Vey Testimony

Global

The gift came first. Fear followed. The lock was built after.
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Session 4 Rain Dream Benefits

No scene

Blazion rolled 11: +1d4 to first Arcana, Investigation, History, or draconic/Vormox check. Felyndra rolled 11: +1d4 to …
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Session 7 DM Reminder

Scene 7: The Hospice Door

Do not reveal the full rebellion yet. Session 7 proves the curse was engineered and the healer is alive. Session 8 hand…
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Shifting Signpost: Briar Hollow: 2 miles

Shifting Signpost: Briar Hollow: 2 miles

No scene

Briar Hollow: 2 miles
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Shifting Signpost: “Briar Hollow: never heard of you”

Shifting Signpost: “Briar Hollow: never heard of you”

No scene

Briar Hollow: never heard of you
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Shop Inventory

Shop Inventory

No scene

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Shrine Niche Prayer Knots

Shrine Niche Prayer Knots

No scene

Old thread tied around a village shrine marker. Most villagers think it is decoration. It looks more like a restraint.
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Silver Bell Sliver

Silver Bell Sliver

No scene

A crescent of silver from a bell long broken. It rings without being struck, but only its true listener hears the full …
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Silver Dust

Silver Dust

No scene

Can reveal tiny door marks, dry seams, or reflection residue.
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Silver Pen

Silver Pen

No scene

Can draw doors or name what the rain refuses to touch.
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No Image

Sky-Chain Inscription

Global

THE SPARK WAS GIVEN. THE WING WAS BOUND. THE ROAD WAS LOCKED. THE NAME WAS CUT. THE FIRE WAS TAUGHT TO FEAR ITSELF. BY …
Edit
Star-Ward Fragment

Star-Ward Fragment

No scene

A white-gold shard marked with a broken star. Cool to the touch, even near flame. Under moonlight, it whispers: “When t…
Edit
Tavern Ledger Page

Tavern Ledger Page

No scene

Edit
Tavern Wall Phrase

Tavern Wall Phrase

No scene

THE ROAD KEEPS WHAT THE ARCHIVE CUTS AWAY
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No Image

The Healer’s Note

Global

I was wrong. These are not wounds. They are locks shaped like wounds. Healing magic closes around them and makes them s…
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The Healer’s Note

Scene 5: The Healer’s Blood-Trail

I was wrong. These are not wounds. They are locks shaped like wounds. Healing magic closes around them and makes them s…
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Tiny Road-Scratch Symbols: Do not follow the road that answers first.

Tiny Road-Scratch Symbols: Do not follow the road that answers first.

No scene

Do not follow the road that answers first.
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Tiny Road-Scratch: Ink is a door

Tiny Road-Scratch: Ink is a door

No scene

Ink is a door. Names are keys.
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Tiny Road-Scratch: The first road is the lie.

Tiny Road-Scratch: The first road is the lie.

No scene

The first road is the lie. The second road is hungry. The third road remembers.
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Toma Warning Note

Toma Warning Note

No scene

Do not trust the first road. Alden said the road would offer the easiest way first. That one lies.
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Toma’s Trail Marker

Toma’s Trail Marker

No scene

A small stick marker wrapped in red cloth, left by Toma near the path. Note text: “I saw the road here. Lights in the t…
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No Image

Treatment Board Preserved Conclusion

No scene

The wound is not the lock. The lock is behind the wound. If the first lens bound them outward, the second lens records …
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Treatment Board Puzzle Rules

No scene

Turn-based puzzle. Roll initiative. Each player gets one action per round. Goal: 4 successes before 3 failures. Checks …
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Unbound Spark Token

Unbound Spark Token

No scene

Once before the end of Session 5, add 1d4 to a roll, or turn one failed curse-related check into a success with a compl…
Edit
No Image

Uncle Sam Death Wasn’t Note

Global

You almost killed the hat. Not the storm under it.
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No Image

Under-Rain Door Draconic Phrase

No scene

The bloodline was the key, not the master.
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Under-Rain Door Puzzle Rules

No scene

Turn-based puzzle. Roll initiative. Each player gets one action per round. Goal: 5 successes before 3 failures. Checks …
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Vormox Binding Lens

Vormox Binding Lens

No scene

A palm-sized black-red crystal lens set inside a broken bronze ring. The ring is etched with five symbol bands: thorn-r…
Edit
No Image

Vormox Ember-Lock Diagram

Global

STORM GIVES SHAPE. EMBER HOLDS SHAPE. MEMORY HIDES THE WOUND.
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No Image

Vormox Ember-Lock Diagram

Scene 1: The Broken Reliquary Opens Below

STORM GIVES SHAPE. EMBER HOLDS SHAPE. MEMORY HIDES THE WOUND.
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Wardens Coin Box

Wardens Coin Box

No scene

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Warm Road Dust / Ember Fragments

Warm Road Dust / Ember Fragments

No scene

line blood return unfinished
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“Do Not Trust the First Count”

“Do Not Trust the First Count”

No scene

Do not trust the first count.
Edit
“NAME NOT FOUND” Sign

“NAME NOT FOUND” Sign

No scene

NAME NOT FOUND
Edit

Character, NPC, and Monster Library

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Blazion Vormox (Xavian)

Blazion Vormox (Xavian)

Player • Wizard 1

AC 14 • HP 20/20 • Init 0

Towering Presence / Skilled Intimidator: advantage on Intimidation when physical presence matters. Disadvantage on Stealth due to size. Fire resistance. Breath Weapon Fire. Arcane Recovery. Oversized but not mechanically Large.
EditView Sheet
Felyndra Umbrinax (Ambyre)

Felyndra Umbrinax (Ambyre)

Player • Sorcerer

AC 12 • HP 14/17 • Init 2

Half tiefling / half aasimar hybrid traits; Darkvision; necrotic and radiant resistance; clipped/bound wings; glide/feather-fall style descent; +5 ft jump distance; boosted jump once per long rest; overstrain warning; Shadow Magic origin; Eyes of the Dark; Strength of the Grave.
EditView Sheet
Hulrik Ironfur (Daniel)

Hulrik Ironfur (Daniel)

Player • Barbarian

AC 14 • HP 26/35 • Init 1

Rage: Bonus action to enter Rage if not wearing Heavy Armor. 2 uses per Long Rest; regain one expended use when finishing a Short Rest.; Unarmored Defense: While not wearing armor, base AC equals 14 plus any Shield bonus.; Weapon Mastery: 2 chosen Simple or Martial Melee weapons, currently Battleaxe (Topple) and Greataxe (Cleave).; Dwarven Resilience: Advantage on saves against poison and resistance against poison damage.; Darkvision: 60 ft.; Stonecunning: For Intelligence (History) checks related to stonework, considered proficient and add double proficiency bonus.; Savage Attacker: Once per turn when hitting with a weapon, roll the weapon damage dice twice and use either roll.
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Lilianna Starfall (Adilynn)

Lilianna Starfall (Adilynn)

Player • Rogue

AC 14 • HP 10/10 • Init 3

Fairy wings and natural mobility; Tiny infiltrator and lock-solver; Feywild guide of hidden roads; Thieves Cant and thieves tools; Arcane Trickster planned later. Drop-in/drop-out: when absent, Lilianna followed a wild road.
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Nymeris Valthrien (Jaimie)

Nymeris Valthrien (Jaimie)

Player • Cleric

AC 10 • HP 27/27 • Init 2

Darkvision 60 ft; Fey Ancestry; cleric spellcasting; Divine Domain; Life/domain healing notes; Faction Agent feature; campaign Erasure sensitivity.
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Rhiannon Aethyra (Charlotte)

Rhiannon Aethyra (Charlotte)

Player • Druid

AC 15 • HP 18/26 • Init 2

Aasimar traits; Darkvision; Celestial Resistance; Healing Hands; Light Bearer; Druidic; Druid spellcasting; ritual casting; campaign-bound wings and damaged memory.
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Alden Thorne

Alden Thorne

NPC • Missing healer / off-screen clue

AC 10 • HP 5/5 • Init 0

Optional; mostly represented by his note in Session 1
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Aldren, the Abducted Healer

Aldren, the Abducted Healer

NPC • Missing healer from Session 1, held in the Chain-Ward Hospice

AC 11 • HP 18/18 • Init 0

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Blazion Echo

Blazion Echo

NPC • Reflected Unbound fire caster

AC 12 • HP 24/24 • Init 1

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Brother Calven

Brother Calven

NPC • Shrine-keeper / healer clue

AC 10 • HP 5/5 • Init 0

Goal: explain the shrine was for warding and hint that Felyndra's wings are bound
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Elric Voss

Elric Voss

NPC • Archivist / broker / Vormox hook

AC 11 • HP 5/5 • Init 1

Goal: hide what he knows until he decides whether Blazion is dangerous
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Felyndra Reflection

Felyndra Reflection

NPC • Reflected Unbound teaser

AC 13 • HP 24/24 • Init 3

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Fred the Dog

Fred the Dog

NPC • Animal Witness

AC 10 • HP 1/1 • Init 0

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Garron Pell

Garron Pell

NPC •

AC 10 • HP 1/1 • Init 0

EditView Sheet
House Vormox Ember Archivist

House Vormox Ember Archivist

NPC • Vormox record-keeper echo tied to the Ember-Lock

AC 12 • HP 1/22 • Init 0

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Hulrik Reflection

Hulrik Reflection

NPC • Reflected Unbound teaser

AC 13 • HP 26/26 • Init 0

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Ilyra Moss

Ilyra Moss

NPC •

AC 10 • HP 1/1 • Init 0

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Lady Brambleglass

Lady Brambleglass

NPC • Fey guide / Lilianna clue

AC 13 • HP 12/12 • Init 3

Optional cameo only if Lilianna is present and session has time
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Mara Fenwick

Mara Fenwick

NPC • Innkeeper / rumor source

AC 10 • HP 4/4 • Init 0

Goal: protect Briar Hollow and push party toward the shrine without panic
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Mara Moth

Mara Moth

NPC • Boundary-market shopkeeper

AC 12 • HP 22/22 • Init 0

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Nell Crowther

Nell Crowther

NPC •

AC 10 • HP 1/1 • Init 0

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Nervous Villager 1

Nervous Villager 1

NPC •

AC 10 • HP 1/1 • Init 0

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Nervous Villager 2

Nervous Villager 2

NPC •

AC 10 • HP 1/1 • Init 0

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Nymeris Reflection

Nymeris Reflection

NPC • Reflected Unbound controller

AC 12 • HP 24/24 • Init 3

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Old Brenn

Old Brenn

NPC •

AC 10 • HP 1/1 • Init 0

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Rain Bowl Anchor

Rain Bowl Anchor

NPC • Reflection anchor object

AC 12 • HP 1/18 • Init 0

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Rhiannon Echo

Rhiannon Echo

NPC • Reflected Unbound wing striker

AC 12 • HP 24/24 • Init 2

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Seren Vey

Seren Vey

NPC • Drowning contract spirit

AC 10 • HP 0/1 • Init 0 • Dead / Missing

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Star-Ward Echo

Star-Ward Echo

NPC • Celestial vision / Nymeris hook

AC 0 • HP 0/1 • Init 0 • Dead / Missing

Not a combat token; use as voice, reflection, or glowing star-mark
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Toma Reed

Toma Reed

NPC • Young trapper / witness / guide

AC 12 • HP 6/6 • Init 2

Goal: be believed and point party toward lights, tracks, and wrong road
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Uncle Sam

Uncle Sam

NPC • Keeper of the Unbound Spark

AC 12 • HP 20/20 • Init 0

A strange freedom-themed reflection guide. Cheerful, dangerous, and not fully trustworthy. He is not the main villain yet.
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Uncle Sam

Uncle Sam

NPC • Guide, divine mask, dangerous helper

AC 18 • HP 1/1 • Init 0

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Village Children

Village Children

NPC •

AC 10 • HP 1/1 • Init 0

Prone
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Ash-Bound Warden

Ash-Bound Warden

Enemy • Heavy vault guardian and frontline defender

AC 16 • HP 0/65 • Init 0 • Dead / Missing

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Ash-Sutured Chainbearer

Ash-Sutured Chainbearer

Enemy • Lockdown melee

AC 15 • HP 0/36 • Init 0 • Dead / Missing

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Ashbound Echo

Ashbound Echo

Enemy • Support Minion / Record-Damage Echo

AC 12 • HP 0/7 • Init 1 • Dead / Missing

Echo Body; Broken Count; Dissolves at 0 HP
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A

Ashbound Road-Carver

Enemy • Road-Cutting Ritualist

AC 13 • HP 0/18 • Init 2 • Dead / Missing

Death / Defeat Clue: When defeated, ash falls from its wrappings and reveals a burned phrase on the inside of its sleeve: “LINE. BLOOD. CONTAIN. RETURN.”
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Ashbound Scout

Ashbound Scout

Enemy • Ritual scout / alternate intelligent enemy

AC 13 • HP 0/11 • Init 2 • Dead / Missing

Optional alternate: use 1 scout + 1 hound instead of 2-3 hounds
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Ashbound Watcher

Ashbound Watcher

Enemy • Ashbound Observer

AC 10 • HP 10/10 • Init 0

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Ashbound Watcher

Ashbound Watcher

Enemy • Boundary Scout / Wrong-Count Observer

AC 13 • HP 0/18 • Init 2 • Dead / Missing

Wrong Count; Does Not Fight to Death; Ash Step; Closed-Eye Mark; Flees when bloodied or when directly confronted with the silver bell
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Boundary Shade

Boundary Shade

Enemy • Optional Midnight Road Escalation

AC 13 • HP 0/12 • Init 1 • Dead / Missing

Boundary Form; Hold the Line; Disperses when a choice is made
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Chain-Ward Orderly

Chain-Ward Orderly

Enemy • Medical jailer that restrains and drags captives

AC 14 • HP 0/34 • Init 0 • Dead / Missing

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Chain-Water Wight

Chain-Water Wight

Enemy • Melee grappler / control

AC 14 • HP 28/28 • Init 0

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Cinderbound Servitor

Cinderbound Servitor

Enemy • Small construct support and repair unit

AC 13 • HP 0/18 • Init 0 • Dead / Missing

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Corrupted Hound 1

Corrupted Hound 1

Enemy • Silent thorn-twisted hound

AC 12 • HP 0/8 • Init 2 • Dead / Missing

Silent until it attacks; use 2 hounds for easier fight, 3 if party is confident
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Corrupted Hound 2

Corrupted Hound 2

Enemy • Silent thorn-twisted hound

AC 12 • HP 1/8 • Init 2

Use with Corrupted Hound 1 as the recommended Session 1 combat
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Corrupted Hound 3

Corrupted Hound 3

Enemy • Silent thorn-twisted hound

AC 12 • HP 0/8 • Init 2 • Dead / Missing

Optional third hound if all players are present and fight needs pressure
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Drowned Bell Fragment

Drowned Bell Fragment

Enemy • Optional lair hazard

AC 15 • HP 6/20 • Init 0 • Dead / Missing

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Ember-Lock Custodian

Ember-Lock Custodian

Enemy • Mini-boss guardian of the transfer ward

AC 16 • HP 0/85 • Init 0 • Dead / Missing

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Memory-Leech / Record Eater

Memory-Leech / Record Eater

Enemy • Memory-feeding aberration

AC 13 • HP 20/20 • Init 0

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Memory-Scar Scribe

Memory-Scar Scribe

Enemy • Memory-record caster tied to edited memories

AC 13 • HP 32/32 • Init 0

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Mimic

Mimic

Enemy •

AC 12 • HP 0/15 • Init 0 • Dead / Missing

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Parade Spark

Parade Spark

Enemy • Firework reflection minion

AC 10 • HP 0/8 • Init 0 • Dead / Missing

Use 4 to 6 in the Firework Parade Ambush.
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Parade Spark Reinforcement 1

Parade Spark Reinforcement 1

Enemy • Firework reflection minion

AC 12 • HP 8/8 • Init 0

Use 4 to 6 in the Firework Parade Ambush.
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Parade Spark Reinforcement 2

Parade Spark Reinforcement 2

Enemy • Firework reflection minion

AC 12 • HP 8/8 • Init 0

Use 4 to 6 in the Firework Parade Ambush.
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Parade Spark Reinforcement 3

Parade Spark Reinforcement 3

Enemy • Firework reflection minion

AC 10 • HP 0/8 • Init 0 • Dead / Missing

Use 4 to 6 in the Firework Parade Ambush.
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Parade Spark Reinforcement 4

Parade Spark Reinforcement 4

Enemy • Firework reflection minion

AC 10 • HP 4/8 • Init 0

Use 4 to 6 in the Firework Parade Ambush.
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Parade Spark Reinforcement 5

Parade Spark Reinforcement 5

Enemy • Firework reflection minion

AC 12 • HP 8/8 • Init 0

Use 4 to 6 in the Firework Parade Ambush.
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Reflection Drummer

Reflection Drummer

Enemy • Parade controller

AC 13 • HP 8/18 • Init 0

Use 1 or 2 in the Firework Parade Ambush.
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Reflection Drummer Reinforcement 1

Reflection Drummer Reinforcement 1

Enemy • Parade controller

AC 13 • HP 15/18 • Init 0

Use 1 or 2 in the Firework Parade Ambush.
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Reflection Drummer Reinforcement 2

Reflection Drummer Reinforcement 2

Enemy • Parade controller

AC 13 • HP 18/18 • Init 0

Use 1 or 2 in the Firework Parade Ambush.
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Road-Scar Echo

Road-Scar Echo

Enemy • Optional Midnight Road Escalation

AC 12 • HP 10/10 • Init 2

Road Form; Misstep; Vanishes when the party chooses a path or the silver bell rings
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Road-Scar Raven Swarm

Road-Scar Raven Swarm

Enemy • Omen swarm

AC 12 • HP 10/10 • Init 2

Optional Round 2 arrival if the party is doing well. Flees below half HP.
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Root-Sutured Husk

Root-Sutured Husk

Enemy • Failed bound creature

AC 11 • HP 12/12 • Init -1

Use instead of raven swarm for a creepier slower fight. First time below half HP, regains 2 HP unless hit by fire before its next turn.
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Storm Imp / Spark Fragment

Storm Imp / Spark Fragment

Enemy • Fast harasser

AC 13 • HP 0/14 • Init 0 • Dead / Missing

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Stormbound Scribe

Stormbound Scribe

Enemy • Ranged controller / caster

AC 13 • HP 0/22 • Init 0 • Dead / Missing

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The Unbound Spark

The Unbound Spark

Enemy • Boss - living firework of curse residue

AC 14 • HP 80/80 • Init 0

Can be defeated or stabilized. It is not evil; it is freedom with no shape.
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Thorn-Twisted Hound

Thorn-Twisted Hound

Enemy • Corrupted forest beast

AC 12 • HP 0/7 • Init 2 • Dead / Missing

Silent until it strikes. Circles isolated characters. Flees at 2 HP or less.
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Thorn-Twisted Hound

Thorn-Twisted Hound

Enemy • Corrupted forest beast

AC 12 • HP 0/7 • Init 2 • Dead / Missing

Silent until it strikes. Circles isolated characters. Flees at 2 HP or less.
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T

Thorn-Twisted Hound

Enemy • Cursed Hound

AC 12 • HP 0/9 • Init 2 • Dead / Missing

WHERE: Broken Road Marker Combat Clearing. HOW: Fast, hungry, silent until it attacks. VOICE: Growls, snapping jaws, wet breathing. No speech. GOAL: Keep the party away from the Road-Carver and the Binding Lens. KNOWS: Nothing human. It responds to the curse object and attacks what the binding marks tell it to attack. SECRET: It bites at wings, ankles, and hands because the binding magic wants the party grounded and slowed. DM USE: Use two hounds by default. Remove one if the party is struggling. Add a third on round 2 if the party is doing very well.
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T

Thorn-Twisted Hound

Enemy • Cursed Hound

AC 12 • HP 0/9 • Init 2 • Dead / Missing

WHERE: Broken Road Marker Combat Clearing. HOW: Fast, hungry, silent until it attacks. VOICE: Growls, snapping jaws, wet breathing. No speech. GOAL: Keep the party away from the Road-Carver and the Binding Lens. KNOWS: Nothing human. It responds to the curse object and attacks what the binding marks tell it to attack. SECRET: It bites at wings, ankles, and hands because the binding magic wants the party grounded and slowed. DM USE: Use two hounds by default. Remove one if the party is struggling. Add a third on round 2 if the party is doing very well.
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Thunder-Sutured Custodian

Thunder-Sutured Custodian

Enemy • Main brute / controller

AC 16 • HP 1/110 • Init 0

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Warped Beast

Warped Beast

Enemy • Optional backup monster / altered animal

AC 12 • HP 10/10 • Init 1

Optional only; do not add unless combat needs a replacement or Session 2 teaser
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Edit Character, NPC, or Monster

Keep the first few rows filled for the attacks you use most. Add More creates another row without leaving the form.

Track total and used spell slots by level. These appear on DM Session for quick live tracking.

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Structured spells keep slot tracking readable on the DM sheet without forcing full spellbook management during play.

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Cancel EditTip: tabs let you keep a short DM-facing sheet on top while storing the full details underneath.

Import Character JSON

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