Session 22: The Well of Catur
Canon Summary
- Physical date: 2026-05-31
- In-game date: 1832 AS — Namal 25
- Starting location: Catur's Well Chamber
- Ending location: Catur's Well Chamber
- Key locations: Catur's Well Chamber
- Review status: applied, applied 2026-07-07
They established a diplomatic approach, with Mikani presenting herself as an emissary from the Celestial Isles and Faban as a water-touched human believer of Namaloa, while Corvinus maintained a role of protection. Upon reaching Catur, they gained access to the city, learning that forging skills were important, and they sought an audience with the Queen to gain access to the city's hidden magical well.
The party entered the Catur's Well Chamber, an underwater cave containing a dormant magical well named Nibane, which had been inactive for more than ten years.
The party engaged in a desperate confrontation with Niebain/Nebain and the Queen, involving complex combat mechanics, including the use of spells, physical manipulation, and the deployment of a web restraint. The entity demonstrated immense power, healing itself, and possessed Legendary and Lair actions, and the party struggled against the resulting whirlpool.
As the crisis escalated, the party focused on managing the flooding, using a Control Water spell to redirect the water back through the crack. They attempted to build a structure of cement and sand to plug the hole, realizing they had to suppress the expansion using the water control spell, which they held in place with a web.
During the ensuing struggle, the party encountered a monstrous version of a Merfolk that emerged from a hole, and they engaged in a physical confrontation where a player attempted to use a large boulder as an improvised weapon against the creature. The party discussed the mechanics of combat, including advantage, sneak attacks, and damage rolls, while dealing with the complex rules of concentration spells like Sanctuary.
The party then faced a confrontation with a Marrow, a fish-like humanoid described as the ogres of merfolk, which emerged from a 20-foot hole where water was being held back. They successfully used a web trap on the Marrow, restraining it, and dealt damage, resulting in a final damage roll of 13.
Later, the party engaged in a more intense combat sequence involving multiple attacks, including the use of lightning bolts and a character's thunderous smite attack. They confronted a gargantuan water creature, the Leviathan, which acted as a damage sponge, and the party discussed the mechanics of Legendary Actions and Lair Actions.
The session concluded with a final, desperate confrontation where the party fought the Leviathan. The party discussed the fate of the wells (Korog, Ordor, Scythe) and the central role of the stolen Wand of Wells, which is believed to be held by infernal or demonic forces. They also discussed the political machinations of Salazar and the potential hostile takeover of the realms.
The discussion shifted to the broader lore, addressing how to reverse a negative event (a recall) and the damage caused by Salazar. They were advised to seek the Monastery of the Open Hand, which worships Poe and is inhabited by various races, as a path to gaining trust and reversing the damage.
Chronological Major Events
- The party met Samuel and proceeded to the underground city.
- The party met King Triton and discussed evil forces and magic.
- The party discovered the well named Nibane, which was inactive for more than 10 years.
- The party used a Control Water spell to redirect the flooding water.
- The party encountered a monstrous Merfolk-like creature emerging from a hole.
- The party engaged in combat against a Marrow, using web traps and physical attacks.
- The party confronted the Leviathan, a gargantuan water creature acting as a damage sponge.
- The party discussed the mechanics of combat, including Legendary Actions and Lair Actions.
- The party discussed the fate of the wells (Korog, Ordor, Scythe) and the Wand of Wells.
- The party discussed the political machinations of Salazar and the hostile takeover of the realms.
- The party was advised to seek the Monastery of the Open Hand to gain trust and reverse damage.
Key Locations
- Catur's Well Chamber - The location where the party found the dormant magical well (Nibane) and faced the immediate threat of flooding.
- Wreckaway Cove - A human settlement on the outer rim composed of pirates (mentioned in context).
- The Gale - A location mentioned in relation to future travel, infected with the elemental plane of air.
- Hanidal - Mentioned as the origin of magic, linked to Omnium.
- Monastery of the Open Hand - A location where the party was advised to go to gain trust and understand the source of magic.
Key NPCs And Entities
- The Queen - The ruler of the Celestial Isles; martial, possessing a Domain spell.
- The Maven in the Basin - Turned into an aboleth when the well was disturbed.
- Marrow - A fish-like creature that looks humanoid, described as the ogres of merfolk, who was fought and restrained.
- Leviathan - A gargantuan water creature that acted as a damage sponge and possessed Legendary/Lair actions.
- Salazar - A dangerous figure attempting a hostile takeover of the realms, associated with the Wand of Wells.
- Gusan - An entity predicted to take the form of a wind thing when visiting the Monastery of the Hand.
Provenance
- Reviewed narrative from campaigns/farrlind/reviews/session22_review.yaml.
- Draft micro-events and extracted entities were used as composition evidence, not as direct canon.