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Session 011 - Into the Deep Wrong

The prisoners marked on the raiders' map were three badly injured miners. The party broke their bindings, treated their wounds, and learned that their captors had been torturing them for a route deeper into Farstep Works.

Beyond the prisoner chamber, the party confronted and defeated the arcanist and the remaining headquarters defenders. A search recovered 150 gp, a black Pearl of Power, and written orders demanding that the raiders retrieve the magical object causing the mine's disturbances. The party kept the orders to show Elaris.

One freed miner helped the party follow route anchors to a hidden miners' refuge. The survivors offered food and shelter, and arranged to retrieve the injured prisoners and lead them out. The party completed a long rest before continuing deeper.

Below the refuge, familiar mine passages gave way to a maze of misleading echoes and tunnels opening into places that should not be there. The party worked through the confusing route and encountered a community of mushroom-like beings. Images shared through their strange communication showed a peaceful home torn away by a blue-white upheaval. The party passed through without turning the encounter into a fight.

Dangerous creatures waited farther down. After another hard fight, the party pressed into a vast cavern covered with silk and webbing. A faintly glowing gemstone fragment hung ahead, anchored by strands of web.

The Rift Widow and its allies turned the cavern into a punishing battlefield of falling webs, darkness, and sudden movement. The party kept fighting through restraints and heavy wounds until the Widow finally fell.

The main Farstep gemstone fragment was recovered and sealed in the containment case. The boss rewards were a Ring of Spell Storing, one minor Resonant Remnant, and 750 gp in lair treasure (250 gp in coins and 500 gp in gems and valuables). Added to the 150 gp found at raider headquarters, the party received 900 gp total in Session 11.

Next chapter: The party advances to level 6 after the victory at Farstep. The journey back to Everlund will provide a long rest before the next adventure begins.