Session 13: Ash, Echoes, and Emeralds

After the emotional crescendo of Session 12, I knew Session 13 would be a bridge — but I didn’t expect it to be such a textured, vibrant, and player-driven experience. We began mid-combat, finishing the chaotic encounter with dust mephits and a burning table (yes, a table), and then wove through eerie ghost stories, faction entanglements, riddles, and even a side quest to a jeweler. What should have felt like connective tissue ended up being a standout chapter — thanks to my players and the story finding breath again between battles.
Opening Strong, Ending Stronger
We kicked off in the thick of battle — the haunted tavern still resisting its new owners. Maple’s turn from last session carried the fight forward with cinematic flair, and the rest of the group followed suit, finishing the mephit menace in dramatic and chaotic fashion. Combat was fast, fun, and full of character.
Instead of pivoting immediately into puzzles, I gave the players space to breathe, letting the Urchins gather around the hearth and tell the ghost stories of Trollskull. What emerged was richer than expected: the tale of Lif, the bartender who wouldn’t leave, and Aryssa, the vanished woman with a hunger for children. Letting the kids be the voice of history added emotion to exposition, especially with Squiddly’s half-true delivery and Nat’s eerie certainty.
Broxley, Cats, and City Politics
Broxley’s scene hit every note I’d hoped for — fast-talking, passive-aggressively polite, and just shady enough to make the players second-guess guild involvement. Even the transcription software gave up, calling him “Broccoli.” That feels right.
Immediately afterward, we slid into the Emerald Enclave hook via a white cat with a message in its voice. The party’s reaction was a perfect mix of confusion, curiosity, and mild chaos. Raven tagging along to Phaulkonmere was unexpected but worked well — I adjusted tone and pacing to fit her presence and didn’t feel the need to gate the encounter. It gave us a richer journey toward the Southern Ward, including a player-driven stop at a jeweler to collect a long-ordered ring. That kind of detour makes the city feel alive.
Riddles and Reverence
Meanwhile, back at the manor, Clover and Doc discovered Lif’s ledger — a tattered, dust-choked book that contained more than memories. I had originally planned for them to complete two riddles and a kitchen combat scene, but time (and roleplay) conspired to hold us at the first riddle: “I speak without a mouth…” The group leaned in. Clover’s player lit up. And when the word Echo was said aloud, the page shimmered, and the session ended.
We stopped on a solved riddle and a pulse of magic — a perfect cliffhanger, and one the players earned.
What Worked
- Flexible pacing: Even with multiple threads in play, nothing felt rushed.
- NPC flavor: Broxley and the cat were huge hits, instantly memorable.
- Character spotlight moments: Clover’s riddle joy, Kiril’s jewel shop stop, Raven’s quiet curiosity.
- Theme cohesion: Despite hopping from hauntings to factions, everything felt interconnected.
What I’d Refine
- I planned too much. I’ve done it before, I’ll do it again. The pigeon/scarecrow hook and the second ledger riddle will shift to next session.
- Raven joining the Enclave visit threw a minor wrench into targeted roleplay. Not a problem — just something to rebalance in Part Two.
- Need to re-center Lif’s emotional presence. He’s in the background this session — but I want his story to surface more soon.
Closing Thoughts
Session 13 was a soft surprise. What I expected to be transitional ended up being richly roleplayed and warmly chaotic. I credit the players — they leaned into mystery, trusted the rhythm, and left the story open just enough for magic to seep in. Next session, we’ll continue the journey into Phaulkonmere, solve another riddle, and maybe — maybe — let that pigeon poop on someone’s cloak.