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!

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