Hallway combat participant / ally
Is present as Solar returns and the fight spills out of Eveline’s quarters.
Status: No direct status change
Knowledge: Players know Ren remains in the active combat zone.
Unsorted
Ren Yacour
Ren Yacour is a true Pringle guard who survived the false-guard infiltration of Eveline’s quarters during the Point Pringle crisis. Loyal to Storm Boulder’s command, Ren fought alongside My Alchemical Romance against void changelings inside Pringle Manor while carrying Storm Boulder’s battlefield message.
Act 4: Ren recited Storm Boulder’s message that Pringle Manor was holding, Lawful had aligned with guard command, the Promenade had collapsed, woodborne infested southern corridors, a ship had fallen on the tavern, and Annie Rain with Angus Pringle held a temporary safe camp.
Hallway combat participant / ally
Is present as Solar returns and the fight spills out of Eveline’s quarters.
Status: No direct status change
Knowledge: Players know Ren remains in the active combat zone.
Messenger / combat ally
Recites Storm Boulder’s battlefield message during the battle, updating the party on Point Pringle’s collapsing crisis map.
Status: Critical city-status intelligence delivered
Knowledge: Players know Ren carries or relays real operational information.
Ally in ambush / manor combatant
Fights alongside the party after the false guards reveal themselves.
Status: Ren becomes active combat ally in Pringle Manor
Knowledge: Players know Ren helps against the doubles, though full allegiance may still matter.
Infiltration-linked figure / enemy double context
Appears in the session character list for the false-guard infiltration setup.
Status: Ren Yacour becomes linked to portal-room enemy doubles
Knowledge: Players may not yet know Ren’s full role.
Regroup participant / ally
Remains with or near the party after the ambush and Solar escape as they regroup.
Status: Ren remains in immediate party orbit
Knowledge: Players know Ren is part of the post-fight situation.
Act 4, Episode 1, Scene 3
2025-06-?? / Eveline’s room / astral-portal closet
Faephine's alarm reveals guards in Eveline's room with a Storm Boulder message, prompting the party to leave the astral refuge for what may be a trap.
Act 4, Episode 1, Scene 4
2025-06-?? / Eveline’s quarters
Three false Pringle guards reveal themselves as void-like changelings after identifying Maine by his facial markings.
Act 4, Episode 1, Scene 5
2025-06-?? / Eveline’s quarters
Ren Yacour recites Storm Boulder's crisis message, updating the party on Point Pringle's collapsed zones, safe camp, guild movement, and succession urgency.
Act 4, Episode 1, Scene 6
2025-06-?? / Hall outside Eveline’s quarters
Solar returns with metal feet and throws what appears to be Nick's severed head, later revealed as shapeshifter skin.
Act 4, Episode 1, Scene 10
2025-06-?? / Pringle Manor sleeping rooms
With Solar escaped and the portal gone, the party searches nearby rooms, rests inside Pringle Manor, and tries to confirm Faephine's safety.
Session Log / Meta / Point Pringle crisis / Session continuity
2025-06-?? / Session continuity
This session begins the Point Pringle crisis arc after the Stormcall return: the party debates leadership strategy, tries to secure Eveline’s support, receives Storm Boulder’s battlefield message, fights shapeshifter doubles in Pringle Manor, and loses Solar through a portal.
Wondrous Item / Treasure / Gem
Transparent dark green Alexandrite emerald.
Armor / Heavy / Variable Armor
Generic template item: You have a +1 bonus to AC while wearing this armor. The armor can be light, medium, or heavy; choose the base armor when the item enters play. Use the base armor's normal weight, Strength requirement, and Stealth rules unless the specific suit says otherwise.
Wondrous Item / Curse
On failed Intelligence saving throw, possessed by bridge troll spirit: Strength becomes 21, Intelligence becomes 9, enraged, must attack nearest creature, cannot cast spells or focus. Ends when taking damage or succeeding DC 13 Int save at end of turn; no memory retained.
Wondrous Item / Thrown Bomb
As an action, throw the Dryad Bomb up to 60 ft, where it bursts into magically grown vines in a 20-ft-radius area. The area becomes difficult terrain for 1 minute. Each creature of your choice in the area when the bomb bursts must make a DC 14 Strength saving throw or be restrained by vines. A restrained creature may use its action to make a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success. The vines are flammable; if a 5-ft section takes fire damage, that section burns away at the end of the current turn.
Wondrous Item / Staff
Once per day, as an action, choose one Large or smaller creature you can see within 60 ft. The target must succeed on a DC 13 Strength saving throw or be lifted up to 20 ft into the air and restrained by spiraling air currents for up to 3 rounds. At the end of each of its turns, the target may repeat the saving throw, ending the effect on a success and floating safely to the nearest unoccupied space below it. A flying creature has advantage on the saving throw. If the effect ends while there is no surface beneath the target, it falls normally.
Wondrous Item / Treasure / Gem
Transparent fiery yellow or yellow-green sapphire.
Faephine's alarm reveals guards in Eveline's room with a Storm Boulder message, prompting the party to leave the astral refuge for what may be a trap.
storyThree false Pringle guards reveal themselves as void-like changelings after identifying Maine by his facial markings.
storyRen Yacour recites Storm Boulder's crisis message, updating the party on Point Pringle's collapsed zones, safe camp, guild movement, and succession urgency.
storySolar returns with metal feet and throws what appears to be Nick's severed head, later revealed as shapeshifter skin.
storyWith Solar escaped and the portal gone, the party searches nearby rooms, rests inside Pringle Manor, and tries to confirm Faephine's safety.
storyThis session begins the Point Pringle crisis arc after the Stormcall return: the party debates leadership strategy, tries to secure Eveline’s support, receives Storm Boulder’s battlefield message, fights shapeshifter doubles in Pringle Manor, and loses Solar through a portal.
itemTransparent dark green Alexandrite emerald.
itemGeneric template item: You have a +1 bonus to AC while wearing this armor. The armor can be light, medium, or heavy; choose the base armor when the item enters play. Use the base armor's normal weight, Strength requirement, and Stealth rules unless the specific suit says otherwise.
itemOn failed Intelligence saving throw, possessed by bridge troll spirit: Strength becomes 21, Intelligence becomes 9, enraged, must attack nearest creature, cannot cast spells or focus. Ends when taking damage or succeeding DC 13 Int save at end of turn; no memory retained.
itemAs an action, throw the Dryad Bomb up to 60 ft, where it bursts into magically grown vines in a 20-ft-radius area. The area becomes difficult terrain for 1 minute. Each creature of your choice in the area when the bomb bursts must make a DC 14 Strength saving throw or be restrained by vines. A restrained creature may use its action to make a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success. The vines are flammable; if a 5-ft section takes fire damage, that section burns away at the end of the current turn.
itemOnce per day, as an action, choose one Large or smaller creature you can see within 60 ft. The target must succeed on a DC 13 Strength saving throw or be lifted up to 20 ft into the air and restrained by spiraling air currents for up to 3 rounds. At the end of each of its turns, the target may repeat the saving throw, ending the effect on a success and floating safely to the nearest unoccupied space below it. A flying creature has advantage on the saving throw. If the effect ends while there is no surface beneath the target, it falls normally.
itemTransparent fiery yellow or yellow-green sapphire.
Hidden until revealed.