---
tags: notes
start-time: 2023-03-04 16:00 CET
end-time: 2023-03-04 19:00 CET
---
[TOC]
# Session 35 (2023-03-04)
We found out the real Armor Witch had been trapped in a magical cage for 700 years and the witch we're hunting is an imposter.
We took a real beating in the cellar, so we ran upstairs, where I created a Rope Trick and we all jumped inside for a short rest.

## Running upstairs
We run up the stairs and find the witch in the first room next to the stairs.

[Zov](/cfjMmRWhRx2a5saKtmMwaQ) charges the witch before I can react.
Zov beats the witch, but then becomes charmed by her. The charm doesn't appear to do much though, so we continue attacking and [Aelen](/8uCZ8WhjQeyghi-_mxgOFg) misty steps to the witch and stabs her with the anti-magic needle.
After this, the witch disappeared again and we heard her upstairs.
## More upstairs
I run upstairs and find the witch, but she casts a spell that makes me attack Aelen.
Aelen decides to try out a mystery scroll and fails, after which Zov enters the room to beat up the witch. She then disappears again and can be heard downstairs.
## Downstairs in the livingroom
Running downstairs and into the room with the witch, I kill her and lie down on the floor, while the others loot her corpse.
She drops a choker and a dagger.
## Chilling with the Arbor Witch
After the battle is over, The Arbor Witch enters the room and we sit down for a chat and a Goodberry. Then we all go to sleep there in the living room.
### Magic items
#### Necklace of Prayer Beads
>
> Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
>
> This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
>
> Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
3 beads remain on the necklace.
#### The dagger is a 1+ dagger
#### Scroll of protection against elementals
#### Scroll of Protection against Fey
#### Gray Bag of Tricks
> This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
>
> You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
>
> The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
>
> Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
#### Scroll of Phantasmal Force
> You craft an illusion that takes root in the mind of a creature that you can see within range.
The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
>
> The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
>
> The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
>
> While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall it was pushed, it slipped, or a strong wind might have knocked it off.
>
> An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
#### Tome of Clear Thought
> This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
## Waking up and going to Wayland
Aelen tells us about the magic items and I get the +1 dagger and Gray Bag of Tricks.
We then teleport to the Smithie with The Arbor Witch and after a brief chat, the other Arch Fey arrive and they move [The Forgery](/uWzfqyfFRW2D_bbPMdgfOg) back to [The Feywild](/HVXjJagDQu2qnK1ojR_2Fw).
## End of campaign