Dawnspire Session 8 Recap: Dramatic Rescue at Sea | RIP Thorn Bramblebrook
⚔️ The Diversion Force
- Phase one: a shield phalanx of 30 soldiers. Broken by summoned merrow warriors and a devastating tidal wave.
- Phase two: a suicide-troll strapped with explosive jelly. The team accidentally detonated it—nearly wiping them out—but they clawed their way back from the brink.
- Phase three: the ship tried to escape. They summoned an ethereal dragon, blasted the mast with acid breath, and disabled the anchors.
- Final phase: 80 soldiers and two teleporting mages. One hero was teleported out and dropped 50 feet into the sea, barely surviving. A massive ballista trap and a rift allowed the merrow to ravage enemy ranks, and with the final blow—a true polymorph into a giant ape—they cleared the battlefield and left the ship in shambles.
🚓 The Extraction Force
While the distraction raged, the extraction team infiltrated the ship from a dinghy, casting Passwall into the berths above the brig. A mouse familiar snuck in to scout their imprisoned allies, and they coordinated a daring rescue.
The prison crew fought off their guards with precise magical attacks and assistance from summoned dire wolves. After freeing the prisoners, the teams split again. One rushed the officer’s quarters, confronting Admiral Cale Dravenmore and his elite guards. A brutal Cone of Cold nearly ended the mission, but “Big D” went full berserker—grappling, disarming, and flooring enemies.
As acid damage from the diversion party above weakened the enemy mage, the team took down the guards, spared the Admiral for interrogation, and stabilized Lorien. They reached the deck to find chaos: a swirling Maelstrom was sinking the ship. Strength saves helped many escape, but not all, with several becoming incapacitated.
🔗 The Brig Survivors
Six adventurers crammed into a sweaty cell. An anti-magic field suppressed their powers, and a mage stood guard. Sterling's familiar, Reggie the raven, flew outside for reconnaissance and later returned with a poisoned blowgun sent by the extraction force. A successful hit on the mage broke his concentration, allowing the team to summon dire wolves and unleash spells. Reinforcements from the extraction team arrived just in time.
They split again—some stormed the captain’s quarters to retrieve Lorien Dawnwright, while others held the deck. The battle turned vicious. Control Water and Firewall spells raged from opposing sides. Sterling Cleanleaf was taken out, others washed overboard. The ship began to collapse.
The Thornhaven warrior-mage cast a final vortex spell, nearly killing everyone, but he was slain at the last moment. The ship sank. Survivors were scattered in the sea, right into a swarm of merrow. The diversion force never expected the ship to sink and the Dawnspire adventurers to end up in the water. What transpired next was both tragic and heroic.
💀 A Hero’s End
The rest crawled ashore—bloodied, breathless, but alive. Lorien Dawnwright is alive and well. Aside from Thorn Bramblebrook, there were no other casualties from Dawnspire.
Outcomes
Stability Points: +7 (now 45/50)
Doom Points: -5 (now 8/15)
Brace for the last session of this Dawnspire campaign. What will happen in the thrilling final chapter?
All Adventurers advance to Level 10.
🕯️In Memoriam: Thorn Bramblebrook
He thought himself charming—few agreed.
Thorn Bramblebrook, halfling wizard of moderate talent and maximum swagger, is no more. Though his spells occasionally misfired and his charisma checks routinely fell flat, Thorn compensated with relentless optimism and a smock that flowed like he knew he was the hero. His illusions were rarely convincing, but his conviction? Unshakable.
He died as he lived—demanding attention. In his final act, Thorn cast Thunderwave in open water, drawing a hungry swarm of merrow to himself so that his companions could escape. For once, his flair for the dramatic found its perfect stage—and an audience that was all too eager. Way too eager.
He will be remembered for his glittering entrances, his unfortunate poetry, and his uncanny ability to miss every social cue yet still win hearts. Raise your wands, and please—say something nice. It’s what he would’ve wanted.
“Need somebody to convince this guard of our elaborate cover story? Say less and step aside.”
(Narrator: He said more. Rolled a 2. The guard was unconvinced.)


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