Showing posts with label Campaign Journal. Show all posts
Showing posts with label Campaign Journal. Show all posts

Saturday, June 1, 2024

Campaign Journal #29: Eltheodir's End (Act I Finale)

Before we begin, I add a short recap:

When our heroes woke this morning, they heard news from the town criers of Nevriath. Dragons may have been spotted in the north. There are economic troubles in Stroud. A lake monster was slain in the Woldmere. It all seems so inconsequential compared to the resurrection of a dead god, which they're now seeing with their own eyes.

Aldus Patrox and the Feore faction seem to be winning their fight with the mind flayers. In fact, the party spots a magical doorway appear near them and they back into it one by one. The Casseval faction are also defeating their mind flayers, though with several casualties. The remaining mind flayers have fled the battle.

Eltheodir has (mostly) materialized and is moving towards the unsettling well.


Our heroes rush Eltheodir, buffing Kodrak with fly and enlarge spells as they do so. Kodrak reattaches Eltheodir's horn and greebles are summoned around him, which brings the god into the mortal realm and makes him vulnerable. Renn and Sentie keep everyone alive with temporary hit points and healing. Everyone gets in hits when they can, and summons additional greebles to block Eltheodir.

[DM comment: I'd like to say that the battle with a god was truly epic, but it was mostly straightforward. The party maximized outgoing damage and mitigated incoming damage, while locking down Eltheodir's movement. Every gaming session is a lesson learned.]

Raehendra shoots the final arrow and Eltheodir crumples before them. His dying form releases a wave of power that knocks everyone's spirits from their bodies—except for Barclay. It seems that there are penalties for killing gods.

However, Sister Vara is waiting for our heroes. She reassures them that death clerics and priests from Caddes Byr are coming to resurrect them. Meanwhile, the greebles devour Eltheodir's corpse.

As Raehendra dealt the final blow, Barclay's amulet of omens warned him of impending death. He activates the amulet and fades from existence, thus avoiding the wave of power. He reappears somewhere dark, though he eventually hears the sound of rushing water and feels air on his skin. He also sees a dim light, growing, and sees that it is a light spell approaching in a distant tunnel. Kodrak and Renn slide into view from that tunnel, and Barclay understands that he is across a wide underground river from his friends—and somehow in an earlier timeline, in Thyrre. Kodrak and Renn are struggling to rise on flagstones that Barclay now sees are crumbling beneath them. He spots a pile of treasure to their right and points to it, but they ignore him and climb back into the tunnel. Barclay fades again and reappears with our heroes, who are still being resurrected.

Liliani arrives and hugs Renn. Barclay casts sending to Rixiilliandrias, who appears and thanks everyone. Bartholomew messages Barclay and thanks everyone, then says he will likely have work for them in several months. (If they're interested, they can make their way to Fellsdare.) The party retires to a bar to recover.

In the next several months, our heroes are given 500 gold each from Fellsdare, Aceley, and Thannescombe for their help—and they are told that their actions will be disavowed by the nation of Loril.


In the near future:

  • Barclay turns to magical study, and seeks out jobs to fund this.
  • Kodrak writes letters to his family, but he still craves adventure.
  • Raehendra writes books about greebles, with illustrations by Heyzzzel.
  • Renn returns home with Liliani.
  • Sentie seeks to become the understudy of Rixiilliandrias.


This is the end of Act I.


Soundtrack:

Michael Ghelfi Studios, The Master (Mix)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Eltheodir, dead god
  • Heyzzzel, gnome wererat, artist
  • Liliani, elf, Renn’s sister
  • Ooblex, greeble
  • Rixiilliandrias of Pallistae Starling-on-Tinsley, wizard
  • Sister Vara, death goddess


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, May 18, 2024

Campaign Journal #28: Preparing to Fight a God

Our heroes speak with Liliani, and they all go to her temporary home in Nevriath. Liliani reveals that her research with Decius has turned up some of the same information as the party, but less in-depth. They've captured a few cultists, but they seem resistant to interrogation. When followed (even discretely), the cultists appear to leave the city in random directions, and then go invisible or teleport away.

However, they have noticed increased activity around four areas outside the city, much of it tied to the city's anniversary celebrations in three days:

  • A field to the north where fireworks will be set off.
  • A field to the east where a circus is setting up.
  • The southern warehouse district where stores will hold sales.
  • The western market district where people from all over will buy and sell goods.

Our heroes investigate the fireworks field, where they end up causing a commotion themselves. After that, they visit the circus grounds, where Kodrak and Sentie are denied entry. Barclay encounters Aldus Patrox, who appears to be more neutral (or perhaps an ally) than an enemy. Aldus teases some information about Barclay's early life, but now is not the time for a discussion. He also clues Barclay in about some of the cult's itinerary the following day.

The party reconvenes at Liliani's home and sleeps. During the night, Ooblex "talks" strategy with Raehendra's mind. The next morning, they observe the Feore faction get picked up by the cultists, and they follow them to the site of the ritual: the circus!

A lot of things happen in a short amount of time:

  • The Casseval and Feore emissaries are escorted onto the fields.
  • A tarp-covered barge lands and the coverings are immediately removed to reveal the gigantic body of Eltheodir.
  • Circus workers shed their disguises, revealing themselves to be cultists. They remove the straps from Eltheodir, freeing him. They also remove the covering from the largest tent, revealing a well—in fact, the same well that the party spotted with the skeletal "Benefactor" and mind flayers. They get the same sinking feeling in their guts.
  • More circus workers shed their disguises, revealing themselves to be mind flayers. They set upon the cultists, killing them and, when possible, eating their brains. They also set upon the Casseval and Feore guests. The Cassevallans are taken by surprise; several mind flayers grab people and teleport away. The Feorans are prepared and fight off the mind flayers.
  • Meanwhile, the peaceful crowd flees in panic.

This leaves the battlefield mostly empty, as Eltheodir stands and begins moving toward the well.

Our next campaign journal will likely be the final session of Act I!


Soundtrack:

Austin Wintory, The Banner Saga (2014), The Banner Saga 2 (2016), The Banner Saga 3 (2018)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Aldus Patrox, human, former actor in The Limelight Company, Cardinal of the Church of the Adamant, Lord of the Garnet Sword, advisor and cousin to Andel Patrox (King of Feore)
  • Decius, human, priest of Currend
  • Eltheodir, dead god being resurrected
  • Liliani, elf, Renn’s sister
  • Ooblex, greeble
  • Various bodyguards and researchers
  • Various citizens

See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, May 4, 2024

Campaign Journal #27: Navigating the Shademark and the Battle With the Promise-Breaker

Our heroes set off into the silent darkness of the Shademark, the borderlands between the mortal and immortal realms, also known as the Land of the Dead. Raehendra concentrates on her shadow compass, the one item that will let her navigate the directions given by The Wise One.

Raehendra guides the party between a pair of tentacled statues, counter-clockwise around a standing statue, beyond a seated statue, and through an invisible maze. On the way, they meet two riddle-giving denizens of the Shademark; our heroes answer the riddles begrudgingly.

In time, our heroes come across a cluster of shelves and tables, covered with all kinds of items. Raehendra recognizes them as products sold at her parents' stores—and made for them by enslaved kobolds. The party examines the items and finds them to be low-quality, even fake. It is quite an unusual scene to discover in the dark of the Shademark. Raehendra and the others ponder on that.

They continue on and find another strange environment, small growths of trees—and an unmoving dragon...something. A statue? Perhaps more?

Barclay magically senses another mind immediately before they are attacked by the "Promise-Keeper", a balhannoth. The creature is an annoyance, disappearing and teleporting around while grappling the party with tentacles and biting with powerful jaws. Kodrak and Raehendra deal significant damage, while Renn investigates the "dragon" (an illusion), and Sentie is polymorphed into a gorilla. Barclay is shaken but aids the rest of the party. Kodrak lands the killing blow, opening the way to the Path of Greebles.

This path is more like a river of Greebles, which our heroes walk on to reach the Well of Souls. They match some runes to open it and call upon the Mouth of Greebles. Raehendra masterfully negotiates for the Greebles' help in defeating Eltheodir, a dead god being resurrected by cultists in the mortal world. Ooblex, a tiny sludgy Greeble, travels with Raehendra.

In the distance, a pair of doors appears, leading back to Sister Vara's refuge. From there, our heroes pass through another door, climbing seemingly neverending stairs up a mountain, until they lose consciousness.

The party "awakes" in Caddes Byr, the City of Graves. A month has passed, and tomorrow is the first of Haws, the date of the impending ritual. Recent events have changed everyone, perhaps Barclay most of all. He has dropped his fake accent, and he actually seems comfortable with everyone else; he congratulated Raehendra on her negotiation skills, and his interactions with Sentie are less angry and more playful.

Barclay sends messages to Rixiilliandrias, who says they must reach Nevriath as soon as possible. Our heroes take a path along the ley line, which gets them to the city before noon.

Nevriath is bustling with activity. Unfortunately, almost no one knows that in a day, a ritual may resurrect the dead god Eltheodir—which carries powerful consequences for everyone. The party has no clue where to start, until Renn hears his sister Liliani shouting above the crowd.

We'll continue with that conversation next time!


Soundtrack:

Bardify, Shadowfell

DesertX, EP01 (2024)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Rixiilliandrias of Pallistae Starling-on-Tinsley, wizard
  • Two riddlers
  • The Promise-Breaker, a Balhannoth
  • The Mouth of Greebles, an aggregate of greebles
  • Ooblex, greeble
  • Clerics and priests of various death gods
  • Liliani, human, Renn’s sister


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, April 20, 2024

Campaign Journal #26: Everybody Dies

We rejoin our heroes, immediately after they've spied on that skeletal figure and some mind flayers, learned a great deal about the cult's plans, and witnessed some deadly backstabbing. They're now back in the tower of Rixiilliandrias, where he tells them to get some rest while he sees to their security.

The next morning, everyone is asked to visit Rixiilliandrias's office for a gift. While there...

Raehendra

Raehendra notices a framed cross-stitch of The Greeble Poem:

Beyond the veil where Greebles bide,
In seas of shadow everlast,
Their hunger for the timeless vast,
Beyond the veil where Greebles bide.

Beyond the veil where Greebles grin,
Their uncanny shapes do devour
That which dares pass its final hour.
Beyond the veil where Greebles grin.

- Valyric Paega

Rixiilliandrias and Najima speak of how knowledgable and prophetic Paega was.

Later, Najima says more about Greebles: "As the poem says, Greebles live beyond the veil, outside of the mortal realm. From what we can surmise, they feed upon things that should have ended, but have not: finished time, empty souls, and beings that may no longer be counted among the living. Soulless undead, for example. It is said that they can even strip powers from the divine. That is the extent of what is known. To learn more, you would have to seek out Valyric Paega—who is also beyond the veil. There is a prophecy that—" but she suddenly has to leave.


Sentie

Sentie notices a poster for The Wayfarers Circus, a traveling circus act. The poster includes the portrait of a "hypnotizer" labelled "Evert Varlet", who Sentie recognizes as the man who taught them about magic.

Rixiilliandrias also mentions that Evert Varlet is a member of The Pool, a thieves' guild working in Casseval and Feore, and a relative of Cole Varlet, one of Feore's emissaries to the cultist's ritual.

While there, Rixiilliandrias casts scrying on Sentie's mother, Relia Rancis. They see that Relia (and her husband, Aldric) seem to be fine, though they also appear sad.


Barclay

Barclay also notices the poster for The Wayfarers Circus, including Evert Varlet. Rixiilliandrias shares the same information about Evert Varlet being in The Pool and also a relative of Cole Varlet. He also suggests speaking with Sentie about Evert.

While there, Rixiilliandrias decodes some of Barclay's ritual text with some playing cards. It turns out that the code was something that Rixiilliandrias used in Myrinul, and which was stolen by a Feoran spy:

"At one point, a Feoran spy named Serenthe Galco infiltrated our organization. She attended only one meeting of the Longdays Society, but she 'worked' alongside us at Myrinul for 9 months. She stole a great deal of our work on these four spells (private sanctum, magnificent mansion, teleportation circle, and plane shift), and, apparently, also the card-based cipher that I was using at the time. Without getting lost in the details, early spells that create safe, defensible locations would take it from other places. The magic would actually steal the land, sometimes from far-off places, integrating it with ours. Now, understand that we looked into the possibilities here. At one point, there were discussions about saving extraplanar cities, perhaps even civilizations, by bringing them here. If we had the means, was it not an ethical imperative? Of course, we discovered that there were...side effects of doing so. People could be trapped, hurt, or killed. And then there were the earthquakes.

"In any case, this Serenthe Galco returned to Feore and traded the information for land and title. Within a year, she was Serenthe Galco-Patrox, a member of the royal family. How this information ended up here, in your book, is a puzzle—for another time, though."

The decoded content in Barclay's text includes:

  • The difference between early (and dangerous), ritual forms of the spells private sanctum, magnificent mansion, teleportation circle, and plane shift and their modern version.
  • Attempts to draw connections between ritual and non-ritual versions of spells. It seems that some non-ritual spells can be made into ritual spells by multiplying the cost (sometimes by 10 or 100), adding more ritual times, or by doing some awful things (like blood sacrifice). Unfortunately, there doesn't (yet) appear to be a way to do this on the fly.
  • The text "Morn is a beacon star" with the words "safe harbor" underlined.
  • Towards the end, a note about "Limelight Company".

The previous day, Barclay had mentioned Aldus Patrox as one of the Feoran emissaries, and that plus the note about Limelight Company reminded Rixiilliandrias of several things:

  • First, that Aldus Patrox has a reputation of one who lacks ambition (as a cardinal). But he wasn't like that as a young man.
  • Second (and related), he finds a poster for for The Limelight Company, a theater company based in Fellsdare, Loril. At the top is one of the lead actors, Aldus Patrox. Barclay notices two portraits near the bottom, a man and woman who bear a passing resemblance to his parents.

After some conversation with Rixiilliandrias, Barclay also learns the following:

  • The events with Serenthe Galco happened about 400 years ago.
  • In his youth, Aldus likely benefited from a great deal of leeway that most royals are given. He was able to explore the world and see or experience things that are frowned upon, as long as it's not obvious heresy. Officially, it's to learn about the heretical West so that one can more easily defeat them. Unofficially, it's because the rules rarely apply to royals.
  • The Limelight Company went out of business perhaps 20 years ago.
  • Barclay has heard of their patron, Morning Golden, but the name was never interesting or conspicuous enough to research.
  • The Church of the Adamant, of which Aldus is a cardinal, is more..."liberal-fascist" than the sect preferred by Casseval. They're a little more open to what's included in their holy texts, but still generally awful in practice.

Later that day, our heroes engage in several activities:

  • Barclay and Sentie discuss Evert Varlet.
  • Sentie copies some scrolls into his wizard spellbook.
  • Kodrak explores the tower, touches everything he can, tries on old theater costumes—and takes a few with him.
  • Renn finds a nice glass enclosure on a level filled with plants and animals, and hotboxes. The hookah in the room suggests that this may be its actual purpose.
  • Barclay casts sending (four times!) and speaks with Evert Varlet after many years.
    • Barclay to Evert Varlet: "It's... me. Your name has come up. Many other names. I have many questions. More concerns. Can we speak? Please. Safely, quietly, soon. Please... Uncle."
    • Reply: "Hey BK, good to hear you're alive. I'm working on something important. Incredibly important. But I can step away for a few moments."
    • Barclay to Evert Varlet: "I'm... stopping a cult? A dead god? Eastern emissaries. I just learned you are a caster!? Ugh, no, and... my... <sigh>... are they... okay?"
    • Reply: "Denise and Gregeth are here, working on the same project. We'd love to show you but it may take some time. Possibly years. Sorry."
    • Barclay to Evert Varlet: "... They're... there!? After all this time? What... what project? What is happening. Can I... help? Should I? How can I find you? When? Where? ... How?"
    • Reply: "It's a long story but The Limelight Company smuggled them out. Our project is secret but could save many people. Perhaps worlds."
    • Barclay to Evert Varlet: "I know a bit about that. A bit about a lot of things. I may be able to help. Contact me soon. Them, too."
    • Reply: "I've heard. Be careful. Particularly with Cole, my second-cousin, once removed. He's a teenager and a true believer. Please be gentle. And safe."

Rixiilliandrias later gives Barclay and Sentie the combinations to four teleportation circles:

  1. His public circle at Pallistae Starling-on-Tinsley. He warns that it may be disabled at times, and is always "sequestered"—meaning it puts everyone arriving in some place safe, but not necessarily some place they can leave from immediately.
  2. A private circle north of Fellsdare.
  3. A public circle near Arcea.
  4. A private circle in Callad. He suggests they not use this portal without Kodrak.

Everyone (our heroes, Rixiilliandrias, Najima, and Hazephas) gathers for a discussion about how to proceed going forward. Najima reminds everyone that they face a partially resurrected dead god, who will still be immensely powerful. He'll also be impossible to harm unless they return his horn, which will make him even stronger—but also able to be killed. Raehendra says that she learned about Greebles, and suggests they are the solution. Najima confirms this.

However, to get to the Greebles (and to Valyric Paega, who can provide more information about them), they must pass "beyond the veil". That means severing their souls from their material bodies. It's basically like dying. They'll also need to light a candle to Sister Vara, a death goddess.

They take a long rest to prepare. Renn prays to his god, Lioris, to ensure this is all fine. He is visited by an errandthane, Ylreat, who says that it is.

Our heroes take a portal to a waterfall, where they jump in and "die". They eventually "wake" in the Shademark. While there:

  • Kodrak appears younger, with an orangish beard.
  • Renn has shadowy, tendrilly angel wings.
  • Raehendra wears nobles' clothing.
  • Barclay wears upper-class scholars' robes until he magically changes them to his normal clothing.
  • Sentie looks the same.

They are now in the care of Sister Vara, a death goddess. In addition to Sister Vara, they also meet:

  • Anwel, fey oracle
  • Caelia, priestess of Sister Vara
  • Elena Tesar, governess of Raehendra Tiddlybumpkin and Vikt Falkor
  • Host, half a skeleton
  • Orphan, a girl
  • Orrox the Blind and Helpless, elderly beholder
  • Tarric, agender scarecrow
  • Tharylitrionus the Five-Eyed, agender spectator, scientist
  • Valyric "Val" Paega, human, once wrote a volume on Greebles
  • Xorn of Truth "Xot", xorn

They briefly explain what they're doing: finding Greebles to defeat Eltheodir. Raehendra catches up with Elena and chats with Val. Kodrak and Sentie chat with Tarric. Sentie also asks Orrox plenty of questions.

Unprovoked, Tharylitrionus the Five-Eyed says that "'Eltheodir' is more of a mistranslation or misreading of an older runic language. You see, the old runes can be read left to right, or right to left, or back and forth. Sometimes meandering even, which I suppose I'm doing right now. In any case, rather than 'theo', it should be 'ithe', meaning 'wave'; 'el' is more like 'ill', the same word we use today, but back then it had a meaning closer to 'evil'. So 'evil' plus 'wave'. 'Dir' is more or less accurate; it's simply a plural word ending. Ill-ithe-dir. Evil waves." He floats away.

Eventually, our heroes are each given a bag of common materials needed within the Shademark, which includes candles, incense, paper coins, sage, salt, an Unfiery flint and steel, and an Unfiery Torch.

Raehendra is given a single Shadow Compass. Caelia explains, "To use it, the bearer must think of their destination and not lose their own light."

Tarric says, "If you find your light diminishing, tell a happy memory, sing a cheerful song, or do anything that brings joy to your heart and the hearts of those around you."

Host then says, "If you need to return, light an Unfiery Torch and stand within its unglow."

Orrox warns, "If you encounter any denizens of the shadow, it's best to do what they ask, if only to avoid drawing further attention to yourself."

Val concludes, "When you're ready, open and walk past that door there. You'll soon meet The Wise One, who will help you navigate to the Greebles."

They do so and eventually find The Wise One, who asks what they seek. Raehendra says, "Greebles". The Wise One intones:

Your journey has seven steps:

    1. Walk Between the Tentacled Statues.
    2. Walk Widdershins around The Standing One.
    3. Light incense for The Seated One and pass on its left.
    4. Defeat The Promise-Breaker. No others need be harmed.
    5. Walk The Path of Greebles.
    6. Open the Well of Souls.
    7. Only then can you negotiate with The Mouth of Greebles.

And that's where we'll join our heroes next time!


Soundtrack:

  • Daniel Pemberton, The Dark Crystal Age of Resistance, Vol. 1 (2019)
  • Daniel Pemberton and Samuel Sim, The Dark Crystal Age of Resistance, Vol. 2 (2019)
  • DesertX, EP01 (2024)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Hazephas, imp, familiar of Rixiilliandrias
  • Najima
  • Rixiilliandrias of Pallistae Starling-on-Tinsley, wizard
  • Ylreat, Sedeyrran Errandthane
  • The Wise One
  • The Dead
    • Anwel, fey oracle
    • Caelia, priestess of Sister Vara
    • Elena Tesar, governess of Raehendra Tiddlybumpkin and Vikt Falkor
    • Host, half a skeleton
    • Orphan, a girl
    • Orrox the Blind and Helpless, elderly beholder
    • Sister Vara, death goddess
    • Tarric, agender scarecrow
    • Tharylitrionus the Five-Eyed, agender spectator, scientist
    • Valyric "Val" Paega, human, once wrote a volume on Greebles
    • Xorn of Truth "Xot", xorn


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, April 6, 2024

Campaign Journal #25: Rixiilliandrias of Pallistae Starling-on-Tinsley

We return to our heroes aboard a boat/barge piloted by the ogre Jarold down the River Tinsley. Jarold hands out gifts to his new friends/passengers:

  • To Barclay, a large nugget of fool's gold.
  • To Kodrak, some flax seeds, a burnt toy, and a diagram on how to make a ball.
  • To Raehendra, a bottle of perfume.
  • To Renn, a vial of will-o-wisp remains.
  • To Sentie, some hot peppers, hot sauce, and capsaicin.

The voyage takes two days, during which they pass several elven towns and villages. Eventually, they arrive at what appears to be an open field—although the river ahead of them is roaring, divided by some invisible structure. Jarold docks the boat, and the party disembarks.

Renn casts see invisibility and sees not only the bridge in front of them (which explains the river's behavior) but also a walled city, now falling to ruin. Everyone hears a commotion on the other side of the bridge, and Renn sees a door shattered by three creatures.

Our heroes battle a modified/upgraded Barrowghast, Sword Wraith Warrior, and Specter. The Spector is quickly destroyed by Sentie, and the Sword Wraith Warrior is taken down by a few hits from Kodrak, Raehendra, and Renn—but the Barrowghast takes many hits before it drops. Then it rises again and takes several more hits before Sentie dispatches it. Unfortunately, most of those hits release plumes of poisonous gas, harming everyone around the Barrowghast. After the battle is over, Renn heals most of the party's wounds.

Hazephas the imp appears and invites our heroes into Rixiilliandrias' invisible tower. They meet Najima, who seems to be some kind of...invisible secretary? Then the party is escorted to a small theater where they enjoy snacks and a stage magic performance by Rixiilliandrias—who asks that they call him "Andrias".

Barclay explains everything to Rixiilliandrias, with help from the rest of the party, in hopes that Andrias can fill in the blanks. Rixiilliandrias explains that Myrinul was, at one time, a center of magical research until they made the connection between the ever-increasing earthquakes and their work. Myrinul was shut down, and everyone swore a "soul-oath" not to divulge certain things. (In short, Rixiilliandrias is willing to help but cannot directly intercede in areas involving his soul-oath—including the dead god.) Rixiilliandrias also explains that his research and experiments at Myrinul involved the runic spell pages. They granted him his long life, though they drew that life force from the people of Pallistae. Rixiilliandrias is now doing what he can to destroy the undead and make the city habitable again. He also explains that his magical experiments led his wife, Miela, to leave him, and his brother-in-law, Kajh Falkor, to desire a longer life and eventually resort to vampirism. This was centuries ago, but it is clear that Rixiilliandrias is depressed from the loss and death of his wife, not to mention guilt at the many lives he took.

At this time, they sleep while a manic Rixiilliandrias rebuilds the teleportation circle to Githis. He soon wakes our heroes and takes them through a series of teleportation circles—which should make them untraceable—and then drops a scrying device into the Githis circle. A circular screen opens, showing all that the scrying device sees.

The scrying screen is blank for about twenty seconds, but in time they discern light. The scrying device is moving on some kind of device, through rooms and hallways that are strangely rounded, with skeletal protrusions. Everything appears uncomfortably organic. Features that look like pores or organs dot the walls, leaking some liquid. Eventually, the scrying device is deposited on some crates in a small room.

Nearby is a table and a cultist in purple robes. On the table are a lantern and a glowing body, the only sources of light in the room. The body appears to be speaking. Sentie can read its lips: "—emissaries from Casseval...still unknown. Feore sends...a Corusene cardinal...he is a cousin to their king."

Our heroes realize that the body is that of Dimir, the exploded viceroy of Falxmed. It appears to have been sewn back together, though roughly.

The cultist asks, "when are the emissaries to arrive?" Dimir's body responds, "the first of Haws." That is almost exactly a month away.

The cultist doesn't say anything, but seems to be waiting for something—or someone. Out of the shadows glides a skeletal figure, dressed in fine clothing, floating several inches above the ground. Its eyes are a flaming, baleful blue. The figure moves its jaws, as if speaking, but without lips Sentie cannot translate.

The cultist nods and says, "and what of the meddlers, the ones who killed Vict Falkor? Tell me about them." The body of Dimir says, "two humans.... An elven priest of the night. Their leader is Kodrak, a dwarven lord. There is the daughter of Wendlaf's imprisoned business partners, the gnomes. She may be seeking revenge...perhaps funding their group. It is unclear how much or how little they know." At that, the body ceases glowing and seems to relax. The speak with dead spell has ended.

The cultist says, "this matches the accounts of those slaughtered at the watchtower. As you inferred, Benefactor." The cultist bows. The skeletal simply floats there, as if lost in thought. 

Eventually, the skeletal figure produces several scrolls from its robes, places them on the table, and begins talking. The cultist frowns and says, "but I had hoped to be present for the return of The Endless and Timeless One." The skeletal figure speaks for some time and the cultist appears relieved. He puts his hands together in gratitude.

The cultist takes a scroll and casts sending from it, then speaks: "the Cassevallan and Feoran guests arrive the first of Haws. The ritual must be completed by the third. Do not keep them waiting." He pauses for a reply and casts from another scroll. This time, he says, "if necessary, we can make our Lord fully corporeal after he is brought through. A search for the horn is already underway." There is another pause, and a third sending: "yes, I can vouch for the Benefactor. I'm placing you in charge for now. I'm being sent to Fellsdare for a secret coronation." A final pause, and the cultist looks at the skeleton. "It is done."

The skeleton briefly speaks. The cultist replies, "no, they understand secrecy. They will wait for word from me. If there is a problem, they know to march on Fellsdare and we will meet them there." The cultist puts his hands back together. "If you don't mind my asking, what kind of coronation did you have planned?" he asks.

The skeleton makes a brief motion and a slash appears at the cultist's throat. Blood sprays across the table. Another motion from the skeleton lops off the cultist's hands. The man crumples to the floor in a pool of blood.

The skeleton waves and the walls fade away. Apparently, they were illusory! In the distance, on (what they assume is) the actual wall, there is a massive orifice filled with swirling magic. Everyone experiences an ominous, sinking feeling in their guts—even through a scrying device, this orifice exudes some terrible magic.

Near it are a couple of blueish creatures with tentacles on their faces. They begin to hover closer but the skeletal figure holds up its hand. The blueish creatures drop to the floor and bow deeply, then proceed to walk. Clearly, they are not accustomed to walking and it must cause them some discomfort. Nevertheless, they approach the cultist's body and crack open its skull, then devour its brain.

The skeletal figure turns away, its body language not expressing disgust but mere disinterest. It glances in the direction of the scrying device, and for a second it feels like the figure is staring our heroes in the eyes—before it performs a hand movement and the device goes black.

Rixiilliandrias suggests that they return through the teleportation circles immediately.


Soundtrack:

  • Daniel Pemberton, The Dark Crystal Age of Resistance, Vol. 1 (2019)
  • Daniel Pemberton and Samuel Sim, The Dark Crystal Age of Resistance, Vol. 2 (2019)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Hazephas, imp, familiar of Rixiilliandrias
  • Jarold, ogre
  • Najima
  • Rixiilliandrias of Pallistae Starling-on-Tinsley, wizard
  • Unnamed Cultist
  • Unnamed Lich (The Benefactor?)
  • Unnamed Mind Flayers


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, March 23, 2024

Campaign Journal #24: The Two Portals

Our heroes rifle through the clothing and bags of the cultists and their guards. They also examine the cultists' journal and discover they were tracking the position of the star Githis in the sky. Barclay recalls that Githis is supposedly one of the 7 Slumbering Suns, enchanted suns like Morn.

The party breaks into the area underneath the tower and discovers four goblins kept captive. They are Davana and three others previously encountered at (what is now) Kodrak's Backtooth Mountain. The goblins explain that a cultist entered the portal (further down a passageway) along with regular shipments of water and crates.

They examine the portal, testing it with a stick before Kodrak peers inside. He sees a dark corridor with weird, organic features. The portal is set to track Githis—can the portal indeed lead there? Barclay disables the portal, and both Barcley and Sentie note the positions of the portal stones before putting them in their bags.

The party and the goblins rest at the watchtower. Davana, who is known for cooking, prepares a meal: "roc" wings, troglodyte jerky, curried venison, goblin lemonade, and goblin root beer.

Our heroes leave the watchtower with the goblins in tow, and again set off through the grassy plains. They make good time and reach their mountain destination in the morning of the fourth day. However, they find themselves in the middle of a situation. The portal station is inhabited by three factions, humans and half-elves, gnomes and myconids, and Stonelings (orcs and goblins). Apparently they all reached the station roughly a month ago, attempted to activate the portal, and an explosion killed dozens of them. There are also too few crystals to activate the portal. The factions fear sabotage and there is little trust between them.

They attempt several solutions, and eventually work with the Stoneling warchief Gorbul to investigate the explosion. Their work leads them to a grave atop the mountain, where they locate a coin-operated mechanism that had been removed from the portal room. The party gets the portal operating again and takes it to a portal near the River Tinsley in south-west Loril.

Our heroes meet their contact, Jarold, the ogre brother of Harold. In his barge, they will travel down the river to meet the wizard Rixiilliandrias of Pallistae Starling-on-Tinsley.


Soundtrack:

Gabriel Akhmad Marin, Ruminate: Improvisations for Fretless Guitar and Dutar (2021)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Davana, goblin, and three other goblins
  • Gorbul, Stoneling, warchief
  • Jarold, ogre
  • Some half-elves, humans, gnomes, myconid, and Stonelings


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, March 16, 2024

Campaign Journal #23: The Ancient Watchtower

Our heroes set out across the grasslands, searching for a disused watchtower that may still have a teleportation circle in or around it. They are concerned about the dire centipedes that Gathe warned them about, and that had attacked the Lizardfolk. The grasslands are quite hilly, and the party sticks to upland and rocky terrain—avoiding the groves and swampy lowlands that might harbor centipedes.

On the third day of travel, they do spot some centipedes, great monstrosities covered in blue feather-like legs, but they keep their distance. The party also runs into some sprites, and give them some narcotic leaves, fine cloth, thread, and honey; in return, the sprites give them mostly useless information about the centipedes.

But in time our heroes do reach the watchtower, located in a swampy lowland area. And even worse, it's occupied by the purple-robed cultists. The cultists are using spellsense to observe...something, while a handful of archers and guards are moving water and other goods into a gated entrance below the watchtower.

Barclay has Aevyr fly around the area, and the imp steals the cultists' observation journal, though this puts the enemy on alert. Our heroes advance (while casting spells and firing arrows) in the cover of a massive illusion, an eye-covered plant/frog...thing. The archers/guards and a cultist return fire—and then some dire centipedes attack, one adult and two hatchlings.

It's chaos for a while, with all three sides attacking each other. Our heroes get some good hits in: Kodrak charging with his meteor axe, Raehendra sending double arrows, Sentie firebolting, and Renn running around with spirit guardians. Then Barclay casts shatter on the watchtower, sending it tumbling down onto the remaining cultists inside.

It was late and we ended immediately after the battle ended. Next week, our heroes will discover what's underneath the ancient watchtower!


Soundtrack:

Jack Wall, Myst III: Exile (2001) and Myst IV: Revelation (2005)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Some archers/guards
  • Some cultists
  • Some sprites


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, February 24, 2024

Campaign Journal #22: Gathe, She of Too Many Nicknames

Our heroes have finished talking with Kajh Falkor, so the manor's caretaker, Ahlsid, shows them to the back garden and mountain cliff. A narrow switchback path descends thousands of feet into the mist below. Sentie casts feather fall and the party jumps....

Not long after landing, our heroes stop four merfolk from abducting a boy and girl. Barclay scares the merfolk with the illusion of a tentacled sharknado, which the merfolk unsuccessfully attempt to command. Renn guards the children while Kodrak, Raehendra, and Sentie defeat the merfolk. After the short battle, Kodrak and Raehendra are exhausted—no doubt because of their curse.

The party returns the children to their village. On the way, they spot a familiar-looking runic writing on some gravestones. The children explain that a neighboring village was overrun by lizardfolk and a handful of survivors made it to their village. This was before their time, however, and they don't know any more details.

In the village, our heroes meet the mayor and an older healing woman. They send signals to another village and an impromptu elders' meeting is called. The elders seem convinced that Kodrak and Raehendra can be healed by the Merewaif ("lake wife"), the Gyrgrim ("fen witch"), or the Wolhaeg ("pestilent hag")—though it turns out this is one person. They are given directions and warnings to avoid the lizardfolk.

They encounter Hazephas, who says he will try to arrange a meeting with Rixiilliandrias.

Our heroes finally meet Gathe, an ancient healing woman (of unclear lineage) living in the bones of an ancient dragon. She removes the cursed blood from Kodrak and Raehendra, and then she is told about the party's adventures. Gathe reveals and/or gives advice:

  • The Scymrelde was an awful time. Our heroes must destroy the runic spell pages or those days could return.
  • A resurrected god's powers will be limited—though still exceptionally powerful—until the ritual is complete. However, that god will also be unkillable until the ritual is complete.
  • The blue-eyed being has attempted to spy on Gathe, but could not because she is closed off from the world.

With Kodrak and Raehendra healed, the party heads west, across the river. Gathe has given them two potions to protect them from the felmana, blue-feathered dire centipedes that live in the grasslands. Our heroes also wear vine crowns, which allow them passage across the lizardfolk's lands. The lizardfolk are not happy about this, but they refrain from attacking. A mortally wounded (poisoned) lizardfolk warrior is spotted and healed, and the lizardfolk appear grateful.

Our heroes leave the swamp and head into the grasslands....


Soundtrack:

Austin Wintory, The Banner Saga (2014), The Banner Saga 2 (2016), The Banner Saga 3 (2018)


The Main Cast, our player characters:

    • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
    • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
    • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
    • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
    • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Ahlsid, human, caretaker of House Falkor
  • Gathe the Grove-Ward, healer
  • Hazephas, imp, familiar of Rixiilliandrias, friend of Harold
  • Kajh Falkor, human vampire, once Earl of Falxmed
  • Unnamed healer, human
  • Unnamed mayor, human
  • Children and elders, human
  • Lizardfolk villagers


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, February 10, 2024

Campaign Journal #21: The Conversation with Kajh Falkor

We return to our heroes as they leave Falxmed in a Bartholomew & Company wagon, along with Heyzzzel, Ainen, Gilles, and the (still) unnamed kitchen/scullery maids. Once they are clear of the city, Gilles and the maids are let out, while our heroes continue on. The driver suggests that they seek shelter at the home of Kajh Valkor.

Barclay opens the chest he took from Vict Falkor's desk, revealing many documents. After much discussion and sleuthing, here they are (with redacted sections filled in):


2 pages of runic text:

  • An early/original version of the spell shield, labeled "SKELD" in common Forefast.
  • An early/original version of the spell unseen servant, labeled "THRALL" in common Forefast.


2 sketches by the artist Rathas:

  • A beach scene with rock arches.
  • An underground scene with a column missing a brick.


2 pages with sketches and runic text:

  • Scene: Two women in traditional dress. Text: A Harvest song played on a flute. A sickle and axe feed the home. A girdle hides an empty belly. Each bucket will soon be full. Hoods shade us from the sun. A ram's head is a proper offering. Feathers will be plentiful now. Wear your finest cap and sandals to the dance.
  • Scene: A man in traditional dress. Text: The Four Peoples meet at Midsummer. A family from Woley, tinnersbell on all their garments. A couple from Oandmere, dress and shirt of palest shadeberry. A couple from Measburn, floddoc-dyed trim and a cardinal feather in his hat. A family from Hulderford, cloaks of weld and woad.


3 letters to Vict Falkor, with coded/abridged sections filled in when appropriate:


Vict,

I must say that we are very interested in your council and wish to know more about it. Tell us all, in great detail! We have many volumes of the pages you reference—thousands of them, maybe more! We will sell them for 5 gold pieces per page. Forward as much as gold as you wish and we shall promptly deliver them to you. P.S. We are very serious!

Galix & His Delver Horde


Earl Falkor,

I trust this giantsblood will suit your needs. It was taken from a three-headed faxthurs that my soldiers captured in the southern Rustwood.

My entourage heads towards [Pallistae], the next most-likely location. Will talk about [Hhurtik] when we can meet.

[Taldir Falsteloj, lord of the Havil Pallis]


Earl Vict Falkor of Falxmed,

My lord, Aldus Patrox, wishes to accept your invitation to observe such an extraordinary and unprecedented event. He and I shall arrive via circle as suggested.

I have sent two journal fragments and two drawings as payment. How you knew they were in the grave of Jocosa in Caedsmoor is a mystery that my lord would like to discuss. In any case, you have my lord's word that, should your plan come to fruition, you will be paid handsomely in gold, land, and title.

Cole Varlet, squire-assistant to Aldus Patrox,

Cardinal of the The Church of the Adamant,

Lord of the Garnet Sword,

Advisor and Cousin to His Majesty, Andel Patrox


4 notes to Vict Falkor from Jasny, Chancellor of Falxmed, with coded/abridged sections filled in when appropriate:


Sir,

D. reports that he suspects a colleague owns several pages in her library; he will research and report when possible.

-[Jasny]


Sir,

A representative from the [Havil Pallis] reports that they have begun raids into [Pallistae]. They are now quite confident that the [Ryn]/[Urtik] premise is incorrect.

It appears that [Taldir Falsteloj] has been taken ill and it is quite serious.

-[Jasny]


Sir,

[Wendlaf] reports that the framework is stable and the runes are active and holding; flesh is materializing although differently than anticipated; rituals are ongoing.

Personnel are tying up loose ends and relocating to [Nevriath] outside [Suriidae].

-[Jasny]


Sir,

A man arrived from [Casseval] bearing these two pages. He claimed to be a messenger but was clearly an official of some rank, though he would not give his name. The man demanded to speak with you but I refused, as instructed. He said these were the last two pages in his land as a third had recently been stolen. It seems that [Casseval] initially believed we were involved when they received your first letter. I assured him that we were not. I also explained more about the upcoming event, what his land stood to gain, and, of course, our assurances for the safety of any guests. I trust I have not overstepped. This seemed to put him at ease and he verbally confirmed a guest "of sufficient status".

-[Jasny]


The party takes a long rest in the wagon, save for Barclay. He casts sending to Ilyavoe, saying he had concerns about Vict Falkor. She sends an assistant/familiar, a winged cat named Amphe. Barclay shares what he recently discovered and Amphe/Ilyavoe helps fill in the gaps. When the conversation ends, Amphe curls up on Ainen's lap and teleports both of them back to Ilyavoe.

The rest of the party wakes; Kodrak and Raehendra are still down hit points. They all arrive at House Falkor, situated in a cliffside depression with crops and livestock, and surrounded by a forked river. Our heroes meet Ahlsid, the caretaker, and then Kajh Falkor, a vampire and once Earl of Falxmed.

Kajh hosts the party for the day. At lunch in his dining room, he demonstrates a contraption that moves a light source behind a stained glass window—a recreation of the window in the Thyrre dungeon house. Kajh tells what can about:

  • The time known as the Scymrelde or Scymralth, when magic and spells were being developed. These early spells lacked safety mechanisms and were often harmful to everything around the caster. Unfortunately, they were written down and held in some sort of library—which could prove disastrous if it were located.
  • Rixiilliandrias of Pallistae Starling-on-Tinsley, an equally long-lived magician, but through magic rather than vampirism. Rixiilliandrias loved Kajh's sister, Miela, who died around 200 years ago. Rixiilliandrias hasn't been the same since. Kajh also reveals that Hazephas is the imp familiar of Rixiilliandrias.
  • An (almost guaranteed) teleportation circle to the River Tinsley (near Rixiilliandrias) perhaps 10-14 days' walk to the west. There is another teleportation circle perhaps 7 days' walk to the west-northwest that could perhaps be used to visit Rixiilliandrias. (It is located beneath an abandoned watchtower and may no longer exist.)
  • A healer woman of some repute lives near the bottom of the cliff. Kajh says to speak with the first villagers that they meet.


Our heroes ask a variety of other questions, many of them comical. Kajh displays a great amount of patience. Raehendra asks about Greebles, and Kajh recites a poem he read by Valyric Paega:

Beyond the veil where Greebles bide,
In seas of shadow everlast,
Their hunger for the timeless vast,
Beyond the veil where Greebles bide. 
 
Beyond the veil where Greebles grin,
Their uncanny shapes do devour
That which dares pass its final hour.
Beyond the veil where Greebles grin.

Barclay tries casting a sending spell to Rixiilliandrias, which fails. He then tries casting a sending spell to Hazephas, who says that he will be there when he can—which is where we ended the session.


Soundtrack:

None


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Ahlsid, human, caretaker of House Falkor
  • Ainen, kenku, former assassin
  • Amphe, winged cat, assistant of Ilyavoe
  • Gilles, human, lackey
  • Hazephas, imp, familiar of Rixiilliandrias [via sending], friend of Harold
  • Heyzzzel, gnome wererat, artist
  • Ilyavoe, human, witch general of Fellsdare [via sending]
  • Kajh Falkor, human vampire, once Earl of Falxmed
  • 3 unnamed kitchen/scullery maids


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, January 27, 2024

Campaign Journal #20: The Confrontation with Vict Falkor

We return to our heroes as they hide in one of Earl Vict Falkor's offices, only to find that it's guarded by mimics: an armoire-mimic, a bed-mimic, and a crate-mimic. They are minions, so the party makes quick work of them. During the battle, Sentie locates a switch to a secret door. Our heroes quickly decide to take the secret door and evade the guards searching the mansion.

The door opens on a tight stairway headed up. It leads to a room where the governess, Shammura the Blood Witch, is draining bodies of their blood—which is being pumped into an adjacent room. Shammura is aided by three cloth-and-flesh constructs, no doubt made from earlier victims. Two of the constructs are quickly dispatched, while Shammura launches bolts of necrotic energy at our heroes and the larger construct batters them around. Kodrak drops to 0 hit points but is saved by Renn. Eventually, Shammura is slain and the construct is doused in oil and set alight, which destroys it. A door opens to the adjacent room.

Heading to that room, our heroes discover a sack of blood hanging from the ceiling. It rips open and a massive clotted ball of blood falls to the floor. Some of it falls away to reveal Vict Falkor, now twenty feet tall, his body covered in horns, patches of hair, and additional faces. It's clear that he and Shammura were dabbling in vile blood magic, hybridizing Vict with the body parts of other creatures—bringing to mind the chimerical wolf-dragon the party had fought nearly two (in-game) weeks earlier.

Vict Falkor stands in the blood in the center of the room. Around him are four columns; as they become saturated with blood, they fall apart and empower the villain. Additionally, animated blood minions periodically drip from the ceiling, and Vict has a variety of legendary and lair effects. Our heroes battle Vict while (mostly) avoiding the blood and dodging necrotic gas clouds and other attacks. When the fourth column falls, wings erupt from Vict's back and a window opens in the ceiling. However, the party manages to dispatch the villain before he can take flight. During the battle, both Kodrak and Raehendra are doused in blood, causing damage that seemingly cannot be healed. Our heroes take Vict's head and move on to the next room.

This is a neatly organized study, with little more than a chest and a desk with parchments, quills, ink, and similar tools. The party puts the chest in their bag of holding and takes the sole door down to the kitchen, where three maids are cowering.

Here, our heroes discover that the mansion is on fire. There are two doors available to them, one to the dungeon and the other to a basement storeroom in the city—but it requires crossing a bridge, which has been destroyed.

The party investigates the dungeon and frees Gilles, a lackey imprisoned for daring to brush the Earl's horse. Also, the imp Hazephas is there, hiding inside a Modron's body. He admits that he was sent there to keep an eye on our heroes. But when Hazephas won't reveal his master's name, Barclay "kills" him, sending the imp back to his home.

From there, our heroes call on The Catamount to rescue them. In return for teleporting the party (along with Gilles and the three maids) to safety, Renn offers to kill a demon or devil of The Catamount's choosing.

The party is safer, but there is a riot in Falxmed and much of the city is on fire. Barclay contacts Muire, the Bartholomew & Company agent, who picks them up in a wagon. As our heroes leave town, the last thing they spot is a partially completed statue of Kodrak, the Lord of Backtooth Mountain.


Soundtrack:

  • Atreyu, A Death-Grip on Yesterday [instrumental version] (2007)
  • Hashshashin, nihsahshsaH (2016)
  • Converge, "Jane Doe" from Jane Doe (2001)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Gilles, human, lackey
  • Hazephas, imp, familiar
  • Muire, human, Bartholomew & Company agent in Falxmed
  • Shammura, human, the Blood Witch of Falxmed
  • Vict Falkor, human, Earl of Falxmed
  • 3 unnamed kitchen/scullery maids


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, January 13, 2024

Campaign Journal #19: The Assassin

Our heroes have just spotted (or perhaps interrupted?) the assassin, a figure dressed as a plague doctor. The figure leaps from the window and opens a glider to escape.

Barclay follows the figure through the window, casting misty step to safely reach the ground. Kodrak jumps and falls, taking damage. Renn casts faerie fire at the figure, illuminating him for those giving chase, before turning back to investigate the room (along with Raehendra and Sentie).

The room searchers find a scrying device hidden on a high shelf. Sentie casts identify and learns that it must be paired to a receiving or watching device. Renn leaves to find another priest in the temple complex, to explain Tverdim's death and make sure they are not blamed for the murder.

Meanwhile, Barclay and Kodrak chase the assassin. Their pursuit leads them to a roomful of actual (plague) doctors attending night class; they helpfully point to where the culprit went. The assassin is quickly cornered and Barclay incapacitates him with suggestion, after which they return to the temple.

Our heroes interrogate the assassin, discovering that he is a kenku working for someone with glowing blue eyes. This person (being?) promised the kenku a name, but is likely stringing him along. Barclay gives him the temporary name Ainen, and he agrees to help the Iron Witch in Fellsdare. Ren casts speak with dead on the body of Tverdim, who confirms all of the information they know so far.

Barclay, Kodrak, Raehendra, and Sentie return to their inn room and introduce Ainen to Heyzzzel. Renn speaks with Dara, Grann's girlfriend, and advises her to lay low or leave town. He then returns to the inn room, where a letter is waiting for him:

Renn,

Good news! One of my agents has located and made contact with Liliani in Nevriath, a town near Suriidae on the Galdor Sea. She was with Decius and several guards—my man recognized a couple as former rangers. She may have been leading them, but my man could not be certain. Liliani would not speak with him, and in fact, urged him to stay away for his own safety. He is keeping his distance and will report immediately if the situation changes.

Bartholomew, via Muire


I shall prepare a coach in case you require one.

Muire

Renn casts speak with dead on the body of Grann, who also says that he was hired by someone with glowing blue eyes. He has little information about his final explosive statue, as he merely carved it and applied the magical runes but did not control it.

Our heroes rest at the inn and make for the Earl's manor around noon. They are shown to a waiting room, where they...wait. For hours. In time, they notice a mob of citizens outside the gates and an equal number of guards plus Dimir inside the gates, holding pikes. Everything is peaceful so far, though it won't last.

Sentie, who can read lips, spots a conversation between Dimir and a high-ranking guard. It seems that Earl Falkor has "begun his experiment" and Lady Shammura, ostensibly the governess, is keeping everyone out. The guard is given orders to kill our heroes, and he gathers a force to head inside. At that moment, a giant statue is seen running toward the manor—the final device. The citizens scatter as the statue dives at the gate and explodes. Dimir and many of the guards are killed. The high-ranking guard and his force were knocked down, but they get to their feet and head inside the manor.

The party leaves the waiting room and sneaks into another room, a bedroom/study, to hide. Sentie notices a secret door and they begin to look for a switch or button, as a crate licks Kodrak's leg—revealing that it is a mimic. An armoire-mimic and a bed-mimic also drop their disguises. We'll begin the next session with that battle!


Soundtrack:

None, due to "technical" issues (I forgot to hit play)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Ainen, kenku, assassin
  • Dara, human, Grann's girlfriend in Falxmed
  • Dimir, viceroy of Falxmed
  • Grann, human, sculptor/assassin in Falxmed
  • Heyzzzel, gnome, artist
  • Rana, frog jinn
  • Tverdim, human, priest of Gaelid


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, December 16, 2023

Campaign Journal #18: A Tale of Two Taverns and a Tiefling

We return to our heroes immediately after the viceroy, Dimir, leaves their room. They discuss if they should do something about the Earl of Falxmed, and decide that they must. Paranoid about being watched, they look for sources of magic and find only the party's magical items—including a whistle that Kodrak picked up in Thyrre.

Raehendra and Sentie leave to buy Raehendra a dress. The others examine and experiment with the whistle, eventually blowing it and releasing a "frog jinn", Rana. She isn't much help to them, as she can only grant wishes to frogs. Rana begs not to be put back in the whistle and they free her.

The party splits up again, with Kodrak and Renn visiting a working-class bar (the Curious Crow), Raehendra and Sentie visiting a moderately well-to-do bar (the White Chariot), and Barclay searching for a local thieves' guild.

Barclay finds Vare, a Sanaj (tiefling)-run guild friendly with Whitsleaf and speaks with their liaison officer, Tyesca. She warns him that Falxmed has gradually descended into authoritarianism under the rule of Earl Vict Falkor. It only got worse after a "blood witch", Shammura, arrived and became the governess to his three children. The city is teetering on the edge after the guard kidnapped and murdered several townspeople, supposedly for being involved in the attempted assassination of Dimir. Kidnapping seems to be a feature of the Earl's rule, unfortunately.

Raehendra and Sentie visit the White Chariot and speak with its proprietor, Vencek. Raehendra examines the tavern's artwork, a veritable history of Falxmed:

Paintings in the main room:

  • Earl Nathye Falkor and Kater Falkor, First Lord and Lady of the Falconmarch [painted in later style]
  • Miela Falkor, Lady Falconmarch [painted in later style]
  • Earl Kyril Falkor, Third Lord of the Falconmarch [painted in a much earlier style, and perhaps 500 years old]
  • [and so on]
  • More paintings of earls, sometimes interspersed with stewards (viceroys and chancellors).
  • [Most of the artwork features falcon motifs, but this changes to wolf motifs in the most recent several generations. At this point, Raehendra notices that the tavern is mostly wolf-themed, but all of these pieces appear newer.]
  • [more paintings]
  • Earl Beris Falkor and Olig Falkor, Twenty-Second Lord and Lady of Falxmed; their child, Vict; Vict's governess, Elena Tesar [Raehendra confirms that Elena Tesar was her own governess.]
  • Earl Vict Falkor and Tomil Falkor, Twenty-Third Lord and Lady of Falxmed; their children Vseve, Yaro, and Casim; their governess, Shammura

Paintings in the parlor:

  • Kajh Falkor and Jehan Falkor, Second Lord and Lady of the Falconmarch; their sons, Kyril and Miros [a painting removed from the main room]
  • Miela Falkor and R. of P., Lady Falconmarch and Court Astronomer [a painting removed from the main room]
  • Several other Earls who had fallen out of favor
  • This room also features all sorts of falcon-themed wood and stonework, much of it moved here from the main room.

Sentie eavesdrops on the Falxmed guardsmen also in the tavern. They are apparently aware that our heroes are not friendly to the government of Falxmed. A plot is underway to kill them if they visit the Earl. However, if they don't visit the Earl, innocent prisoners will be murdered instead. The victims will get blamed for the attempt on Dimir's life. After the guards leave and citizens arrive, Sentie makes some drinks for the crowd.

Kodrak and Renn visit the Curious Crow and listen for information from Kendruta, the proprietor, and the crowd—loosening their lips with rounds of free drinks. They hear many of the stories that Tyesca told Barclay, albeit from the perspective of the working class. Kodrak wrestles a series of dwarves. Renn talks with Dara, a young woman whose boyfriend, Grann, has been missing for several days. He agrees to look for the man.

Our heroes come together to investigate the disappearance of Grann. He is a successful sculptor who apparently gained a mysterious benefactor. The party breaks into his workshop and is creeped out by all the humanoid statues. Barclay and Renn enter Grann's bedroom, only to find the man dead, hanging from a rope. A suicide note is nearby. Raehendra enters the display room, where a statue animates and explodes when it gets near her. This explains the mysterious method of attack against Dimir, which had previously been believed to be "kids throwing rocks".

Barclay stashes Grann's corpse in his bag of holding and everyone returns to their inn. They cast Speak with Dead on the body and learn/clarify that Grann did die by suicide, that he sculpted the statue that was used against Dimir, that he has carved his "largest work ever", and that he confessed to Father Tverdim, a priest of Gaelid in Falxmed.

Our heroes rush to the Hallasar temple and break into Gaelid's room, only to find the priest dead and desiccated on the floor. The presumed assassin, someone in a plague doctor costume, throws a dagger (which misses Renn but sprays him with acid) and leaps out the window!


Soundtrack:

Robin Carolan & Sebastian Gainsborough - The Northman (2022)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Dara, Grann's girlfriend in Falxmed
  • Grann, sculptor/assassin in Falxmed
  • Kendruta, proprietor of the Curious Crow Tavern in Falxmed
  • Rana, frog jinn
  • Tyesca, liaison officer of Vare in Falxmed
  • Vencek, proprietor of the White Chariot Tavern in Falxmed
  • [unknown], assassin


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, December 2, 2023

Campaign Journal #17: Finally at Falxmed!

Our heroes reach the toll bridge into Falxmed and pay the tax/toll collector, an ogre named Harold, and his "old friend" imp, Hazephas. Sentie takes a liking to Harold and wants to chat, but Barclay urges the party onwards.

Almost as soon as they arrive in Falxmed, the heroes begin to hear wolves, ever closer throughout the day. They even spot the wolves on a far-off mountain cliff, and they appear larger than the wolves our heroes have encountered.

While they travel, Barcley uses sending to gain more information about Raehendra and her parents. Her parents were put on trial and found guilty of enslaving kobolds in their shop, along with a handful of subordinates. Wendlaf, the cultist of Eltheodir who Raehendra remembers her parents once discussing, was strangely not mentioned at their trial. Raehendra also remembers an instance when her parents don't remember Grindhalf, a manager who was also found guilty at the trial. It seems unusual that they wouldn't remember, although Raehendra is known for her flightiness and perhaps her parents are the same?

Barclay and Sentie discuss religion, and Barclay suggests that Sentie's god, Corus, is not the positive force that Sentie believes he is. Sentie walks into the woods and prays to Corus—and a being answers. However, Sentie understands that it is a being of darkness, not light. Two celestial messengers, Hyathe and Sorvelle, arrive to warn Sentie about Corus, explaining that he is a god of death and deceit. They urge Sentie to scrutinize Corus before putting his faith in Him.

Our heroes reach the peak of some foothills and find the Top o' the Hill Inn, a place that Gerne recommended, burned to the ground. Aevyr quickly investigates the smoldering ruins and finds evidence of arson but no bodies. A sign indicates that this was punishment for "harboring terrorists", signed fancifully "J".

The party hears movement in the woods and prepares to fight the wolves they've heard all day, only to be surprised by a buck, which is immediately slain by a hunter, an older woman named Radya. She invites the party to her home, where she runs an orphanage. Radya recounts stories about Falxmed, about how the land is cursed, about a recent attack on the viceroy Dimir, and about the tyrant Earl Vict Falkor. She also mentions the Earl's governess, Elena Tesar; Raehendra remembers her own nanny, also named Elena—an intriguing coincidence?

Sentie again visits the woods during the night and disfigures his tattoos of Corus. Raehendra, Kodrak, and Radya find him and bring him back to the group, where Renn binds the wounds.

The next day, our heroes continue their journey, first riding through a village that closes their doors and windows, and finally into the capital city. Once inside the gates, they immediately see some dead bodies, strung up for the attack on Dimir.

The party continues to the Bartholomew & Company offices, where the local agent, Mousek, thanks them for their efforts. As promised, he gives Kodrak a well-crafted axe and a Ring of Proof against Detection and Location to Barclay. Mousek gets them a set of rooms at the inn next door, where they discuss what to do next. They mostly agree to investigate the Earl, Vict Falkor, and stop him if possible.

At that time, they are interrupted by soldiers and the viceroy, Dimir. He welcomes them to Falxmed, and quells any concerns that they are being investigated for the attempt on his life. He also invites them to meet the Earl at their convenience. Dimir then goes on to say that he recognizes Raehendra, and he knew her parents—in fact, he had tried to get them to expand into Falxmed but they chose Lyrum and Myruna instead. Dimir closes by implying that he can't believe Raehendra got away with the crime of slavery.


Soundtrack:

Robin Carolan & Sebastian Gainsborough, The Northman (2022)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
  • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Corus[?], sun god[?]
  • Dimir, viceroy of Falxmed
  • Harold, ogre, tax/toll collector
  • Hazephas, imp, friend of Harold
  • Hyathe, an aulxa [celestial messenger] of Vallo, god of light in the Hallasar pantheon
  • Mousek, human, agent of Bartholomew & Company in Falxmed
  • Radya, [human?], orphanage owner
  • Sorvelle, errandthane [celestial messenger] of Currend, goddess of the day, knowledge, and light in the Sedeyr pantheon


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, November 11, 2023

Campaign Journal #16: Action-Oriented Ambush

 Addendum from the last session:

  • Barclay's ritual spellbook has been updated to add new spells.
  • Sentie gains a Mantle of the Hummingbird, a Cloak of the Bat but flavored after a hummingbird and based on light instead of darkness.

The party is still awake after inspecting their new or upgraded items. Barclay heads to the port to see if he can get their cargo available sooner; Renn and Sentie go with Barclay to keep an eye on him. Raehendra goes back to bed. Kodrak goes for a run.

Barclay gets the ship moved to the front of the customs queue. Gerne makes arrangements for their cart while Barclay sells his plundered spyglass to Eofra. Gerne tells them to watch for highwaymen, to pay the merchant rate of 20g per person when they get to Falxmed, and to stop at the Top o' the Hill Inn for the best food outside Fellsdare. Kodrak finds the three getting ready at the port. They pick up Raehendra and depart Myruna.

After a couple days of travel, the party fights highwaymen—or highway...persons? Their leader is a woman, after all, as are several of the bandits. [I used the "action oriented monsters" from MCDM's Flee, Mortals! book: a Knave, 2 Brawlers, 2 Trickshots, and an Owlbear!] It was a difficult fight: Renn is repeatedly knocked down and Kodrak ends the battle with only a fraction of his health remaining. One hostage, an archer, is taken.

Barclay and Kodrak investigate the bandits' camp and find a reluctant bandit practicing an "I quit" speech. He's sent on his way. They locate the treasure horde, which includes some gold, scrolls, a magical Wire of Comprehend Writing, and a runic spell page that heals. The hostage shows no remorse for his deeds and is slain.

Our heroes get back on the road and soon find themselves on a floodplain with a river in the distance—and the Falxmed border! As the afternoon passes, they come to the toll bridge and find an ogre toll-taker and an imp playing chess. The ogre introduces himself as Harold...where we'll pick up next time!


Soundtrack:

Basil Poledouris, Conan the Barbarian (1982) and Conan the Destroyer (1984)

Christopher Larkin, Hollow Knight (2017)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Eofra, Captain of the Errandgull in Brass
  • Gerne, Bartholomew & Company agent in Myruna
  • Harold, ogre
  • Unnamed imp
  • Some bandits


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, November 4, 2023

Campaign Journal #15: In Myruna

Our heroes speak with Mili, a middle-aged dwarven woman who is (at least temporarily) running Dweorfton after the deaths of its priests and elders. She doesn't know much, but she confirms that the cultists of Eltheodir were all slain.

Kodrak goes for another run around the city and discovers the wide variety of human vendor food and drink: lizard on a stick, meat pies, "roc" wings, wolf nipple chips, durian, and gnomish root beer.

Raehendra, Renn, and Sentie return to Captain Eofra's home, where they are staying. Renn gets some rest while Raehendra and Sentrie work on hobbies and chat about Barclay.

Barclay investigates the assassinations of Myev and Haymil, wife-and-husband sheriff-councilors. This involves speaking with the two guards at Myev and Haymil's home (and stealing the couple's locked chest), Ol' Jack at nearby "Murder Alley", and apothecary/sewer explorer Theren. It turns out that Myev and Haymil were investigating (a) some magical pages that had recently appeared on the black market and (b) anyone asking questions about those pages—which includes adventuring party the Silver Hare and also our heroes. Barclay surmises that the assassin exited the sewer in "Murder Alley", entered a skylight in the home of Myev and Haymil, and murdered them from above.

Barclay explains everything at their temporary home. There is a general sense of unease, bordering on paranoia, as our heroes discuss the assassin's probable targets—including themselves. Sentie sends a message to Bartholomew: "Sentie here. Assassins are after people in contact with the books. Keep on the lookout. They are of the highest caliber." Bartholomew replies: "Thank you, will be on my guard. Stay safe."

That night, Renn wakes Kodrak, Raehendra, and Sentie and brings them outside. His concern is that Barclay is the assassin. They discuss it and come to no conclusions except to keep an eye on him.

The following morning, the party awakes to the scent of brimstone and sweet incense. They discover that their magical items have all...changed:

  • Kodrak's greataxe and hammer have merged into a Greataxe with a meteor charm; it grants an extra attack on critical hits and reveals anything invisible within 60 feet.
  • Raehendra's bracers of archery have gained the ability to store items, such as arrows.
  • Renn's glaive has gained a racial damage buff that can be changed daily.
  • Barclay and Sentie's item changes are still to be determined.

Barclay and Renn are immediately suspicious about the brimstone and the intrusion into their belongings. They each call out for the Catamount, a rakshasa (devil) that our heroes freed in the dungeon below Thyrre. (At the time, he gave his name as Ilfa Thurk.) The Catamount denies being involved.

Our heroes prepare to leave Myruna—if possible, doing whatever they can to push up their departure—to get to Falxmed.


Soundtrack:

Austin Wintory, Abzu (2016) and Traveler: A Journey Symphony (2022)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • The Catamount, rakshasa
  • Mili, dwarf, new head of Dweorfton
  • Ol' Jack, (likely) unhoused alcoholic
  • Theren, apothecary, sewer explorer
  • 2 unnamed guards


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, October 21, 2023

Campaign Journal #14: Chaos in Myruna

We return to our heroes, all currently separated:

A dwarven librarian approaches Kodrak hesitantly and tells him of murders and desecration at the local dwarven temple, and that their Shard of the Light of Sentor has been shattered. On the wall are the words 'Eltheodir has risen'. This mirrors a similar cult ritual in Lyrum—though our heroes stopped that one.

While walking, Sentie sees two guards outside a building. As he passes, a third guard flings the door open and vomits in the street. Sentie glances inside and spots two corpses on the floor, blackened and contorted. This also mirrors some assassinations in Thyrre.

The revision mentioned in our last journal happens: rather than saying that everything is quiet in Myruna, Barclay's liaison officer Reda advises him that the town is in chaos: "Everything's gone to shit. A cult murdered some dwarves at their temple in Dweorfton [dwarf-town]. A council member almost got murdered in a carriage. Some guards are missing. We're involved in none of it. We knew about none of it. The higher-ups are shitting bricks. About the only thing going right is the pirates. Haven't seen 'em for weeks."

Barclay visits the curio shop Eyefuls & Trifles and speaks with its owner, Phenrey Byshe. Phenrey is shaken by his earlier conversation with Sentie, who had tried to sell his (copied) runic spell page; he isn't sure if Sentie was being truthful, was there to rob him, or, perhaps worse, was a foreign agent who would drag him off in the night.

We jump back to Sentie, who helps a mother with a sick child. She says that she's been waiting for a doctor all day, but when she finally saw one, he was running away. Sentie also tends to Ol' Jack, who says the town guards have been messing with him by rotating the manhole cover in "Murder Alley".

Raehendra explores town, visits a bookstore, and gets into a fight.

Renn buys wine for the evening and runs into the Silver Hare, the adventuring guild they met in Lyrum.

Eventually, everyone returns to Captain Eofra's home, where they are staying in Myruna. (In the meantime, Eofra has dropped off 750 gold pieces and two baskets of food. Renn pockets the gold.) Barclay gets upset at Sentie for attempting to sell the runic spell page, as it's tied in with everything they're doing—and potentially to the assassinations as well. Barclay burns all of Sentie's notes.

The following morning, our heroes visit tiny Dweorfton, a small walled area of Myruna, and offer their help at the dwarven temple. In an extended ritual, their partially repaired (but uncharged) Shard of the Light of Sentor is recharged—and so is Kodrak's smaller shard.

We leave our heroes as they are about to speak with the newfound leader of Dweorfton.


Soundtrack:

Austin Wintory, The Banner Saga (2014), The Banner Saga 2 (2016), The Banner Saga 3 (2018)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
  • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Ol' Jack, (likely) unhoused alcoholic
  • Phenrey Byshe, owner of Eyefuls & Trifles
  • Reda, Whitsleaf liaison officer in Myruna
  • [Unnamed mother]
  • The Silver Hare, adventuring guild
    • Aldire, half-elven fighter
    • Hainan Halfheart, dwarven cleric
    • Irinduith the Ever-Fair, elven ranger
    • Meera Haemuund, human wizard
    • Nellandus of Gauwhil, human rogue


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, October 7, 2023

Campaign Journal #13: Fleeing Pirates and Chasing Clues

We return to our heroes at four in the morning, on a merchant ship sailing the Hallas Sea north of Loril. Renn Summerstar is partying with the crew when a 15-foot-tall projection of Lady Ilyavoe, the Ironwitch of Fellsdare, appears on deck—fulfilling Renn's request to meet. She answers questions from Renn (and later, Barclay) and clarifies her role in their adventure, which is mostly tangential:

  • Bartholomew spoke with Ilyavoe about his realistic dream/vision of the party. She advised him to trust it, or at least look into it.
  • Later, when her "spy" returned with the three books, hiding them in a well in Thyrre, she hired Bartholomew to return them.
  • Her role as Ironwitch is to observe and counter external threats to the nation of Loril, primarily from the lands of Casseval and Feore. She is aware of internal threats (like Galix and the cult of Eltheodir) but they are outside the purview of her office.
  • She closes by telling Renn and Barclay that three ships, presumably pirates, are on an intercept course with their own vessel. Their only hope is to alert the crew and sail as quickly as possible to Myruna.

For the next five days, our heroes assist the ship and crew wherever possible:

  • Barclay inspires the crew, gives critical (magical) suggestions, and later causes a pirate helmsman to steer his (pirate) ship into another. Aevyr, his imp familiar, steals a spyglass from a pirate lookout.
  • Kodrak assists the crew with turning the sail, a necessary maneuver as they tack into the wind.
  • Raehendra fires cannons and later fiery arrows, critically damaging one ship and drawing pirate crewmembers away from their jobs to put out fires.
  • Renn generally stays out of the way, though he later magically enhances the crew.
  • Sentie creates energy drinks for the crew and rains fire upon the pirate ships.

In time, the ship reaches the safety of Myruna, where it will take several days to clear customs. The party is sent to shore to spend that time as they see fit. The captain, Eofra, allows them to stay at her home, as a thank-you for their assistance.

Kodrak goes for a run around town, when his shard of stone again communicates with him. It indicates that it is a "Shard of the Light of Sentor" but is still only partially active. Kodrak visits a library for more information—which we'll get to next session.

Raehendra also visits a library, but for information about Greebles. The librarians find two books for her: one does mention "Greebles" but it is clearly a typo; the other, by an author named Ippan, seems to back up some of the details in Valyric Paega's journal.

Sentie visits a curio shop and offers to sell (a copy of) the runic spell page. The shopkeeper clearly recognizes the document (by mention alone) but pretends not to, and curtly asks Sentie to leave.

Barclay visits the local Whitsleaf guildhouse and speaks with his liaison contact, Reda, getting the lowdown on local activities. [He is told that little is happening in Myruna, which we'll have to...revise next week.] He also runs into a former Whitsleaf guild member, Giry, who tells him that people were looking for him in Fellsdare, just after Midwinter. Remembering that Bartholomew's dream happened at Midwinter, Barclay sent a message to the dwarf via sending stone: "At Midwinter, did you task people to search for me using shadowy sketches of me? And what's the status on that Proof vs. Detection charm?" Bartholomew replied: "Yes. Needed to know identities/intentions of group. Hope you understand. Whitsleaf subtly inquired, leading to job. My agents in Falxmed have lead on charm."

Renn visits the library for information about the time known as Scymrelde. The librarians research the mention and relay what they have found:

The Scymrelde or Scymralth was a (likely legendary) time shortly after the sun Morn was put to sleep (also likely legendary). The sleeping sun bathed the planet in magical essence, which allowed spells to be created. These early spells had few safeguards, which wreaked havoc on people and the land alike. The mages who survived learned to control their spells while everyone else sought shelter for at least a generation.


Soundtrack:

Joe Hisaishi, Princess Mononoke (1997)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Ilyavoe, human, the Ironwitch of Fellsdare
  • Eofra, half-human, ship captain
  • Walthy, the cook's boy
  • Ship crew
  • Giry, human, thief and former member of Whistleaf
  • Reda, Whitsleaf liaison officer in Myruna


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

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