Here’s a blank D&D session note page ready for you to use outlined according to Return of the Lazy Dungeon Master. Duplicate, date, and title the copy page for your new session.

Characters#

  • Review the characters

Characters#

NameP. PcptP. InvP. InsTrained SkillsLanguages
[[October “Toby” Daye]]151412Athletics, Investigation, Nature, Perception, Sleight of Hand, Stealth, SurvivalAbyssal, Common, Elvish
[[Shadicar]]141114Deception, Insight, Perception, Performance, Persuasion, Sleight of HandCommon, Elvish
[[Skreek]]9109History, Medicine, Persuasion, ReligionAarakocra, Common, Dwarvish, Elvish
[[Slumpet Zoommimist]]181412Deception, Investigation, Perception, Persuasion, Sleight of Hand, StealthCommon, Gnomish, Thieves’ Cant

Strong Start#

Meet with [[Elara Sunforge]] and discuss Summer’s Edge

Scenes#

  • Work around Blackbird’s contract
  • Meet Elara Sunforge
  • Travel to the crater in search of celestial ore

Secret and Clues#

Check off when revealed.

  • The ruling family of the summer court has worshiped the Dusk Lord for generations
  • The barrier has become very weak and the other realms are leaking through dramatically
  • The materials needed to reforge Summer’s Edge are:
    • Celestial Ore – A rare and shimmering metal infused with celestial energy.

      celestial_ore.webp

    • The Kiss of the Midday Sun from the Feywild – A magical, radiant essence that must be captured using a special device crafted by Elara, the Summer Court’s master smith.

      sunlight-capture-device.webp

Fantastic Locations#

  • Build Fantastic [[Locations]]

Link to fantastic locations. Use the @ symbol to internally link to a Location page.

  • Elara’s forge
  • Celestial crater

NPCs#

  • Review [[NPCs]]

NPC link. Use the @ symbol to internally link to an NPC page.

  • [[Elara Sunforge]]
  • [[Sylvia]]

Monsters#

Starfall Sentinel#

starfall_sentinel.webp

Armor Class: 15 (Natural Armor, Crystalline Form)

Hit Points: 60 (8d8 + 24)

Speed: 30 ft., Hover 20 ft.

STRDEXCONINTWISCHA
14 (+2)14 (+2)16 (+3)8 (-1)12 (+1)10 (+0)

Damage Resistances: Radiant, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Understands Celestial, but does not speak


Special Abilities#

Aura of Radiance (Recharge 5–6):

At the start of its turn, the Starfall Sentinel emits a blinding burst of light. Creatures within 10 feet of the Sentinel must make a DC 13 Constitution saving throw or be blinded until the end of their next turn. Creatures with blindsight or that are immune to blindness automatically succeed.

Crystalline Body:

The Sentinel’s body reflects light and energy. When hit by a melee attack, the attacker must succeed on a DC 13 Dexterity saving throw or take 5 (1d10) radiant damage as shards of light lash out.

Sunflare Strike:

When the Starfall Sentinel hits with a melee attack, it can expend some of its radiant energy to deal extra damage.


Actions#

Multiattack:

The Starfall Sentinel makes two Radiant Slam attacks.

Radiant Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

  • Hit: 10 (2d6 + 3) radiant damage.

Solar Burst (Recharge 6):

The Starfall Sentinel releases a burst of radiant energy. Each creature within a 20-foot sphere centered on the Sentinel must make a DC 13 Dexterity saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much on a success.


Tactics#

  • The Sentinel begins combat with its Aura of Radiance to disorient foes.
  • It uses Radiant Slam for consistent damage and Solar Burst when surrounded.
  • Its Crystalline Body punishes reckless melee attackers.

Celestial Guardian#

celestial_guardian.webp

Large Construct, Lawful Neutral

Armor Class: 17 (Natural Armor)

Hit Points: 85 (10d10 + 30)

Speed: 30 ft.

STRDEXCONINTWISCHA
18 (+4)10 (+0)16 (+3)8 (-1)14 (+2)12 (+1)

Damage Resistances: Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Poison

Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Understands Celestial, but cannot speak


Special Abilities#

Radiant Aura (Recharge 5–6):

The Celestial Guardian emits a burst of radiant light in a 15-foot radius. All creatures in the area must make a DC 14 Constitution saving throw or take 14 (4d6) radiant damage and be blinded until the end of their next turn. Creatures that succeed take half damage and are not blinded.

Crystalline Form:

When the Celestial Guardian is struck by a melee weapon, it releases a flash of light. The attacker must succeed on a DC 13 Dexterity saving throw or take 5 (1d10) radiant damage.

Guardian of the Starbound Oath:

If the Celestial Guardian is reduced to 0 hit points, it releases a final radiant pulse. All creatures within 20 feet must make a DC 14 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save or half as much on a success.


Actions#

Multiattack:

The Celestial Guardian makes two Radiant Blade attacks.

Radiant Blade: Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

  • Hit: 13 (2d8 + 4) radiant damage.

Celestial Smite (Recharge 6):

The Guardian channels radiant energy into its blade, striking a single target within 10 feet. The target must make a DC 14 Constitution saving throw or take 18 (4d8) radiant damage and be knocked prone. On a successful save, the target takes half damage and is not knocked prone.


Tactics#

  • The Guardian opens combat with Radiant Aura to blind and weaken the party.
  • It focuses its Radiant Blade attacks on the most immediate threat and uses Celestial Smite when surrounded or when an enemy is particularly dangerous.
  • The Guardian of the Starbound Oath ability ensures the encounter ends with a final burst of radiant danger.

Deadly Encounter Benchmark#

Calculate the deadly encounter benchmark by adding together all character levels and dividing by 2 if they’re 5th level or above or divide by 4 if they’re 1st to 4th level. An encounter may be deadly if the sum total of monster challenge ratings is greater than half the sum total of character levels or one quarter of character levels if the characters are 4th level or below.

Treasure#

Scratchpad#

Jot down notes during your game. Use it for a text-based combat tracker or anything else. Copy and paste from here into Discord for example. Here’s more on playing D&D and Discord and a Markdown-based battle map.

Trial of the Fallen Start#

Location:

As you crest the ridge, the air grows unnaturally still, heavy with an unearthly silence. Below you lies a massive crater, its edges blackened and jagged as though the land itself was torn apart by some ancient cataclysm. Faint trails of shimmering, silvery mist rise from the crater’s depths, curling and twisting like restless spirits. The ground glows faintly with a soft, pulsing light, as if the earth still remembers the impact of something impossibly powerful.

Jagged shards of crystal, each glinting with the light of a thousand distant stars, are embedded in the walls of the crater. The faint hum of energy fills the air, resonating deep in your chest, and you can’t shake the feeling that you’re standing in the presence of something far greater than yourself—something ancient and alive.

In the center of the crater, a fractured pedestal of stone and crystal stands amidst a field of glowing, alien formations. A low, melodic vibration echoes through the area, like the song of the cosmos itself, beckoning you forward. The hair on the back of your neck rises. This place feels sacred, yet there’s an unsettling weight to it, as though you’ve stepped into a realm not meant for mortal feet.

Phase 1: Animated Starfall Shards

  • As the party approaches, pieces of the ore begin to glow and break away, forming Starfall Sentinels—small but dangerous constructs of radiant energy and crystal.
    • Enemies:
      • 4 Starfall Sentinels (Custom stat block based on “Earth Elementals” but dealing radiant damage instead of bludgeoning.)
    • Mechanics: Each Starfall Sentinel emits an Aura of Radiance (10 ft), forcing the party to make Constitution saves or suffer blindness for 1 round.
    • Description: “The ore shatters into fragments that rise into the air, hovering like crystalline guardians. Each shard pulses with blinding radiance, releasing waves of light as they close in on you.”

Phase 2: The Celestial Guardian

  • After the sentinels are defeated, the pedestal begins to hum. The Celestial Ore is protected by a more powerful being—a Celestial Guardian that manifests to test the party’s worthiness.
    • Enemy: Guardian of the Shattered Star (Use the Shield Guardian stat block but with radiant damage instead of force damage, and glowing celestial aesthetics).
    • Special Ability: Once per round, the Guardian releases a Radiant Pulse (20 ft burst) that deals radiant damage and forces a DC 14 Dexterity save to avoid being knocked prone.
    • Flavor: “A towering figure of crystalline light rises from the pedestal, its form radiant and formless—a silhouette of a knight forged from pure starlight. It raises a massive blade of glowing crystal and speaks in a voice like distant thunder: ‘Prove your worth, mortals, or be undone.’”

Outcome: If the party defeats the guardian, the crystal pedestal cracks, revealing enough Celestial Ore to fulfill Elara’s requirements. If they fail to defeat the guardian but survive, it may challenge them to “return when they are worthy.”

Weakening Barrier Encounters#

d12Encounter Description
1Feywild Bloom: The forest ahead shimmers as vibrant flowers and trees from the Feywild spontaneously sprout. A group of pixies are playing tricks, trying to lead the party astray. The party must either appease the pixies with a gift or pass a Charisma (Persuasion) check to be allowed safe passage. If angered, the pixies may cast confusing illusions.
2Shadowfall Tears: The air grows cold and the forest dims as a rift to the Shadowfell opens nearby. Emerging from the tear are 2 shadow demons and 3 wraiths hunting for life energy. These creatures pursue the party, aiming to drain their vitality. The party may choose to confront the creatures or flee, as closing the rift requires quick thinking or magical means.
3Unstable Magic: A wild magic surge ripples through the forest. The party stumbles upon an area where magic behaves unpredictably. Any spell cast within a 30-foot radius requires a roll on the Wild Magic Surge table (PHB p. 104). This zone is unstable, and creatures entering it must also make a Wisdom saving throw (DC 13) to resist temporary confusion.
4Elven Refugees: A group of elven refugees from the Summer Court is fleeing the forest’s instability. They carry valuable information about the cult’s movements and could offer aid in exchange for help reaching safety. However, they are being stalked by a shadow mastiff pack, and the party must either defeat the hounds or protect the elves while they escape.
5Rogue Fey Beasts: Fey creatures from the Feywild, such as 2 eladrin archers and their trained dire elk, have become corrupted by leyline magic. These once noble beings now attack anything that moves, mistaking the party for intruders. They are hostile but could be reasoned with through a difficult Charisma (Deception or Persuasion) check.
6Blighted Grove: The trees in this part of the forest have withered and blackened, and a dark pool of stagnant water dominates the area. The party is confronted by a blight infestation (1 shambling mound, 2 vine blights, 3 twig blights). The shambling mound has been affected by the weakening leyline magic and possesses strange fey-like abilities, such as teleporting through the trees.
7Fey Court Messenger: A Summer Eladrin on horseback, sent by the Summer Court, approaches the party with a cryptic message: “The forest’s heart bleeds. Time grows short. Restore balance, or all shall be lost to shadow and fire.” The eladrin vanishes after delivering the message. This encounter may give the party insight into how to stabilize the leyline.
8Solar Elemental Surge: A surge of unstable magic awakens a fire elemental and 2 radiant sprites near the Summer Court’s leyline temple. The elemental has been corrupted and now burns uncontrollably, threatening to spread through the surrounding forest. The party can either contain the flames (via water spells or natural means) or engage in combat to quell the elemental’s fury.
9Haunted Ruins: The party discovers ancient elven ruins, now haunted by 4 specters and 1 banshee. These spirits were once temple guards, but the leyline damage has bound them to the ruins. They may attempt to communicate with the party if a ritual of peace is performed, offering clues about the leyline’s original purpose.
10Fey Ambush: Quicklings and darklings aligned with the Cult of the Eclipse ambush the party as they travel. These creatures attempt to steal the party’s valuables, particularly any magical items or leyline-related artifacts they carry. The quicklings use their speed to dart in and out of combat, while the darklings strike from the shadows.
11Sunfire Tree Guardians: A grove of ancient, golden trees begins to glow with intense light as 2 awakened trees and 4 dryads rise to protect the forest. They are suspicious of outsiders, believing the party may be the source of the forest’s instability. Through a Wisdom (Insight) check, the party can convince them of their good intentions or be forced to defend themselves.
12Cult Scout: The party encounters a lone scout from the Cult of the Eclipse, hiding in the trees and observing them from afar. The scout may attempt to lure the party into a trap or retreat to inform his superiors. If captured, the scout can be interrogated to reveal the cult’s next move in the forest. Alternatively, he could offer a bribe to be released.

Session Notes#

  • Went to the Ember’s Embrace to enjoy some drinks
    • Paid 19 gold for the 98 drinks ordered at the bar that night in order to satisfy the contract that Toby signed with Blackbird
    • Shad volunteered to perform at the bar and attempted to play poorly enough to scare away customers. His natural instincts and talent were too good and the best he could muster was average
  • The next morning the party visited Sylvia at the Summer Court palace to fill her in on what they had discovered at the leyline temple. The party also asked her point them in the direction of a smith that could help them reforge Summer’s Edge. The party was pleasantly surprised that Sylvia was not angry about them having the sword. Sylvia told them that artifacts like Summer’s Edge had a mind of their own and wouldn’t let itself fall into the hands of someone unworthy.
  • Based on Sylvia’s advice, the party decided to visit the large blacksmith’s forge next to the Colleseum. There they met with Elara Sunforge, the most talented smith of the summer court.
    • Elara was thrilled at the prospect of reforging the sword, but informed the party they would need two rare materials: celestial ore and the first kiss of the midday sun from the feywild
    • Elara knew where to find the ore and directed the party to visit a crater where a meteor fell long ago.
    • Elara also had a device capable of capturing the kiss of the midday sun, but would need to help the party track down a favorable crossing to the feywild.
  • The party journeyed north to the crater to find the ore
    • at the crater, they found a natural pedestal in the center where it looked like some of the ore could be seen. When approach, 4 Starfall Sentinels appeared from the surrounding rock and attempted to defend the pedestal.
    • After the sentinels were defeated, a single large construct of starlight and crystal assembles before the party and tells them to leave this sacred place or prove their worth.