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!

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