Twilight's Children
Session 19, 5/22/09-5/25/09
WARNING: The DM's Commentary contains spoilers for future sessions.
However, all the spoilers in this particular commentary have been revealed
ingame by Session 19. If you are one of the players, it is safe to read. If
you are spoiler-sensitive, and have not yet read up to the Session 19
journal, please hide the commentary now. If you aren't a player and want
the full spoiler-filled story, go to the Full Spoiler
version.
|
Tuesday, October 23rd, 121st Year of the New Kingdom (BC 736)
Theospine Mountains, Nidala
Having found the false dragon machine that Elena had been using to terrorize
her people, Leif, Ludovic, Kerri, Duffy, Joel, Taige, and Kukri set out
in the mid-afternoon to find the lost repository of knowledge at Forenoon
Abbey. Leif's mother Sharon once sought answers there, according to her
friend, the priestess Corinne, but only the flesh-eating undead Ahltrian can
find the Abbey, deep in the Phantasmal Forest. Ludovic expects that the
Ahltrian are some form of ghoul, an intelligent form of undead whose bite
leads to ghoul fever, and whose attacks cause paralysis.
Monster Lore check, using the excellent monster lore collected in this thread. The
roll was high enough to get all the info there. After using it for the
lycanthrope lore last session, I've started to consult that thread and
this one for each monster I plan on using. Hopefully it will help
make that investment in "flavor" skills worthwhile. |
They retrieve their horses from the other side of the river and debate between
destroying the dragon projector or taking it with them. Hooking their horses
to the wagon, they intend to haul it down the mountain, though it will be
difficult.
Soundtrack for The Theospine Mountains:
Vas -
Lila [click to listen]
|
And, knowing that it probably won't fit through the dense forest,
they plan to abandon it just inside the trackless woods, where it will be lost
forever.
Realistically, this plan of getting the wagon down the mountain, relying
only on natural passes, since there are deiberately no roads on the
"uncivilized" Western side, should be close to impossible. And even if
possible, it should certainly slow them down a lot more than it did. But, let's
concede that point and move on with the fun. |
Along the way, they worry once again about Suriana's students and Gavin, having
seen nothing but mist on
Ludovic's amulet since
their last note over ten days ago.
The notes from Nathan were written between sessions by Suriana's player,
with some input from me, then sent to the group by email prior to this session.
|
Ludovic's only guesses
are that either the wagon’s been destroyed, they've been taken by the Mists,
or they rearranged their furniture.
Kerri remarks that their plan of staying in the wagon out of fear of the Mists is "sort of
like pulling the covers over your head in bed." It won't stop whatever's out
there, but it makes you feel a little safer.
Along the bumpy mountain pass, Duffy rides in the wagon studying the
projector. The magical parts seem to be confined to the tiny illusion
generator itself, with all the projection parts being mechanical. He
attempts to extract the magical component but the trail is too rough for
delicate work.
failed high DC disable device check |
Leif stays behind the group to cover their tracks with a leafy tree branch.
After a while, they hear a clattering of stones up ahead and see a man
[green 1] running down another
path that converges with theirs. He slides on the loose rubble, seemingly
running for his life. They all ready themselves, with Ludovic (in bear form)
and Kukri leading the procession, Leif taking the high ground with his bow at
the ready, and the others staying close to the wagon.
So battles went a little differently than usual this session. As a
group, our lives have changed quite a bit since Session 1. Among the
DM, four regular players, and one part-time player, all six of us are married
now (as opposed to only one at the beginning), with four of the six forming
two married couples within the group. At the time of this session, amongst us
there were five children ranging from age 8 months to 3 years. Gaming with
small children
presents a whole new set of challenges, obviously. Babysitters
willing to take a small child for a whole weekend are tough to find even among
family! And although only two of the children were with us for the weekend, it
was pretty clear that a toddler-reachable coffee table covered in dice,
pencils, tac-tiles, dry erase markers, and tasty looking lead
"toys" wasn't going to work. And yes, we've all played without minis back
in the day and managed, but really, once you start using them, it's tough to
go back to the old ways, especially with 3rd Edition rules.
So, plan B: TECHNOLOGY. With a $15 S-Video cable, a laptop,
and a bit of work in photoshop, our HDTV became a battle mat. In photoshop, I
put a picture of each character's miniature on a separate layer, as well as
icons for the bad guys, so they could be moved individually, and used
"blackout" boxes on other layers to control what I revealed of each map.
I setup the laptop to be the primary display, and the TV as a
secondary display, and put just the photoshop picture window on the TV, keeping
the layer menu on my hidden screen, so as not to reveal anything secret with
the layer names. I kept my winamp window on the hidden screen as well to
control the music. Originally the plan was for me to control the layers and
let the players move their own PCs with a wireless mouse. But that became
really tedious, so quickly we gave up on the wireless mouse and just let me do
it all.
Looking back, how did it go? A mixed success, I
think...
PROS:
- Maps looked beautiful, if I do say so myself, rather than sketched hastily in dry-erase
marker.
- Game state could be easily saved overnight or longer by saving the
file.
- No dice knocking over the minis.
- I was able to pop up pictures of NPCs, etc. quickly and easily as
well, which were nice and big and easier to see than my usual method
of clipping them to my DM screen. Also saved some paper and ink.
- Able to rapidly deploy new rooms and bad guys, and zoom in and
out on the action.
- Not entirely related, but having to deal with the laptop more than
just for music made me more likely to remember it was there, and to
remember that
I had access to resources like the SRD and my downloaded PDF books,
which came in very handy for looking up rules.
- Most importantly: We were able to play! For a whole weekend!
With an 8 month old and 13 month old roaming about. The lack of
coffee table meant the middle of the room became open for the kids to
play where we could keep an eye on them, and give them attention
without missing too much of the game.
CONS:
- Extra preparation ahead of time for the maps
- Even on our 720p TV, image quality wasn't that great for a
detailed map. Maybe a 1080i or 1080p TV would be better.
- Moving the minis became very tedious. Photoshop is probably not
the right tool for the job. Visio might have been better, if not as
pretty. I know there are special-purpose programs for playing D&D
online that might work better for offline gaming with a TV map too,
but didn't have time to look into them.
- Very error-prone to misclick and reveal the wrong thing.
- We should've just tracked initiative separately. I did it in an
Openoffice spreadsheet, and it worked, but was yet another keystroke
to switch between things.
- Saved paper and ink offset by wasted electricity.
- I couldn't help but feel that something was lost from the fun and
spontanaity of moving minis around and drawing in marker. Battles
felt a bit more videogame-like. Maybe this is just nostalgia on my
part.
So, in conclusion, I think it worked out well due to the kids, but if they
were all being babysat, or when they get a bit older, I'd rather have the
minis and tac-tiles back.
Anyway, this particular map was found by googling "mountain pass map," and
finding one from the America's Army computer game at a site which is now
defunct. I tweaked the map to remove the text and buildings
and add another pass for the badguys to come down, then threw it into the
background of the
map template
I'd already worked up for the other maps. Way
easier than it looks. For anyone wanting to see the gory details or adapt the
maps for their own use, the
full .psd file is available for
download on the DM's page.
|
Seeing a bear and a wolf blocking the path, the man, dressed in peasant’s garb,
is momentarily shocked, but looking backward, he apparently decides that
whatever's chasing him is scarier and skirts around them. Approaching the
human part of the party,
he pleads, "I am the butcher. Help, they are chasing me!" When Leif
asks, "Who’s chasing you?" he says "Them!" and points up the mountain at
a knight in full armor [red 1] and three more lightly armored men,
[red 2-4] charging down behind him.
As promised in last session's spoiler commentary, I did find a place for
the skin thief encounter I skipped back then. As I explained before,
Islands of Terror says that monsters sometimes use Nidala as a sort of
proving grounds, trying to get in, wreak havoc, and get out before they're
caught by Elena and her knights, and that was what I was going for. I chose
skin thieves to once again evoke the theme of hidden danger under a helpful
facade.
In my mind, "The Butcher" was played by awesome character actor,
Leland Orser. Not
that anyone is likely to understand why, nor did I probably convey it
very well. But I first noticed Mr. Orser in Alien: Resurrection, and
each time I see him in something, he always adds a fun little extra twist on
what could have otherwise been a forgettable character. He's got first
dibs on the part for Twilight's Children: The Movie.
|
The leader of the knights, upon seeing Ludovic the bear and Kukri, shouts, "It
has called the beasts of the wild to protect it!" He directs his followers to
handle "the beasts" while he goes after "it," then rides toward the party and
tells them, "You can stand down strangers, we'll handle this." Seeing that
the knights are all wearing insignias of Belenus, the party moves to protect
the butcher, attacking his pursuers. Duffy's pistols blast through their
armor, and Joel lands a tremendous blow to the leader's back with his sword,
Since last session, Kerri's cohort Joel has "remembered" some more of his
past, including apparently some combat training, and more importantly, some
stats. He's now a Brd1/Ftr6/War Chanter1, with the Smitten feat from the 3rd
Edition Ravenloft Campaign Setting. |
while Ludovic and Kukri bite and claw at his young squires. The butcher
cheers on his rescuers, saying in broken Nidalan, "Yes, I am the butcher!
Beef! I will give you beef!"
Skin theives aren't that bright, and Ravenloft Monstrous Compendium,
volume III says that their true nature quickly becomes apparent due
to their odd behavior and speech patterns. Now that the knights were in
single-digit hit points thanks to the PCs, it was time to spring the twist
with some odd behavior from Mr. Butcher. |
Suspicious, Leif tries to grab the butcher and calls out, "Hold on, let's
talk about this!" But as he holds the man in place, he notices an odd wound
along his neck, filled with shaggy black fur instead of blood. Then the
knight tells them, "You don't know what you're doing! That thing killed
the butcher!" and then slices at his prey with a mighty swing.
In what would be a running theme for the weekend, the dice started to
favor the most unlikely of candidates. Sir Knight here critted the Skin
Theif, nearly killing him in a single blow. Oops. Sometimes I really ought
to cheat more. |
As his sword slams down, it bursts the thin skin the creature was wearing,
revealing a hideous beast underneath.

.
Picture from Ravenloft Monstrous Compendium, volume III. |
Duffy finishes off the creature with a bullet to the head.
But then they hear several moist, snuffling roars from all around. One of
the squires fighting Ludovic and Kukri shouts, "Great Belenus, there are more of
them!" And indeed, several more [green 2-5] crawl out of the cracks and fissures of the
mountains. While the knight pauses to drink something from a flask that seems
to close his wounds,
Seriously, this guy was in bad shape. If the party decided to turn back on
him after fighting the skin theives, I wanted to make sure he didn't drop in
one hit, so I slipped him a cure potion. Also, I didn't want to risk him
stealing any more kills from the party. "Leland the Butcher" was a Skin Thief
Rog6, but the others were just standard classless ones from Denizens of
Darkness. |
the party turns on the other creatures and quickly slays them.
However, the
squires continue to battle with the bear, because no one has bothered to tell
them Ludovic is on the party's side.
I found this most amusing. |
Ludovic reaches out to the spirits constantly swirling in his head and bids
them to telepathically pass a message on to his friends, "Tell them to stop!"
You may recall last session Ludovic got his first two fifth level spells,
permanency and summon undead V. As a spiritualist
necromancer, one of them had to be necromancy or he'd miss out on
his extra specialist spell per day. But upon further reflection, summon
undead wasn't an appropriate choice, though not because it requires a powers
check (which is OK with Ludovic). But Ludovic would object because it uses undead
but doesn't destroy them permanently, as we'd thought. Summoned monsters that
are destroyed pop back to where they came from, restored to life or, in this
case, unlife. To avoid retconning too much, we decided that Ludovic's dad,
the Seer, would've shared that info with him, and he would have sworn off
the spell from now on. Since he hadn't used it since meeting the Seer,
this worked out nicely.
So we started a search for spell to replace it, and even after
extensive research by Suriana's player, resulting in a 12-page document
detailing the choices, nothing was really jumping out at him. The two top
contenders were spirit self, a Wu Jen spell from Complete
Arcane, and gelid blood from Frostburn, rethemed
from "cold blood" to "the spirit fighting with the body." Then it occurred to me,
if we're going to start retheming things, wouldn't it be more appropriate to
step back to the roots of the spiritualist class? They are necromancers really
only by default, but what they really specialize in is not manipulating the
forces of death, but interacting with and getting information from the
dead. So what if I borrowed a page from the old Arcanist class in 2e's
Domains of Dread and allowed him to treat divination spells as
specialty spells as well, with the theme of "consulting the spirits." The
player liked this idea and quickly settled on Rary's telepathic bond,
with the theme that he's harnessing the his mental connection to the local
spirits and using magic to share it with his allies. Player reaction to this
spell was universally positive. Though, PC reactions to sharing
Ludovic's insanity for ninety minutes at a time were mixed. :) Duffy in
particular was not thrilled with this "crazy gypsy magic" in his head. |
Eventually, someone tells the knight to call off his men, and they stand
down. Upon inspecting the bodies, Ludovic mentally tells the others that they
are skin thieves, a monstrous form of humanoid shapeshifter that wears the
skin of its prey as a disguise. Their eight fingered claws contain a paralytic
poison.
Knowledge (monster lore (monstrous humanoid)) check from the same source as before. |
The knight introduces himself as Sir Eoin Silvertree,
Character made up by me. As I'd used mostly Celtic names for Nidala, Eoin
is an Irish name, and Silvertree was an attempt to follow the same
adjective-noun formation as Shadowborn, Greylocks, etc. Sir Eoin was a Ftr5,
specialized in Mounted Combat. His squires were both Ftr2. |
and informs them that attacking members of the Guardians of Morals is
usually punishable by death, but since they also saved their lives from the
monsters, he'll call it even, and forget the misunderstanding. For a brief
moment, over Ludovic's spirit bond, the party mentally debates whether to
kill the knights anyway, but ultimately decides that not everyone serving
Elena is necessarily evil themselves.
It was quickly noted that the telepathic bond opens up a whole new
world of discussions that used to be out-of-character now becoming in-character
over the "walkie-talkies". |
Sir Eoin then turns his attention to the party and their wagon. Thinking
quickly, Kerri convinces him she is a traveling juggler, the others are
her bodyguards, and the wagon is full of props.
Thinking back now, that cover story really should have gotten them in
deeper trouble, what with Elena's rules against merriment and all, but it
didn't occur to me at the time. Still, Kerri's incredibly high Bald-faced Lie
skill... er... I mean Bluff skill saved the day. |
The Knight offers to help them turn their wagon to head toward civilization,
but they decline. He reminds them to be sure to report for inspection once
they reach a town, and heads off with his squires in tow.
I'm glad I waited to use these guys, since as it turned out, I think the
encounter fit better here. Now that they "knew" that a criminal being chased
by Elena's knights would be a victim needing their help, it was that much
easier to lure them into believing the skin thief. Also, there was the added
fun of them having to hide the contents of the wagon. |
Wednesday, October 24th, 121st Year of the New Kingdom (BC 736)
Theospine Mountains, Nidala
Here begins the homebrew adventure, Before I Wake, which will be
interleaved with the main adventure. As part of this adventure, I used the
rules in The 3e Guide to Dreamwalking, by Jester of the
Fraternity of Shadows. Since the 2nd Edition boxed set, The Nightmare
Lands was never officially updated to 3.x, Jester's netbook really filled a
void for me.
Overall, I think the rules worked really well. There a few tweaks
I will probably make next time. First, the Dream Use DC's to realize you are
dreaming, and to wake up, are far too low for my tastes. While these may be easy to do in a
pleasant dream, they seem much harder during a nightmare. And from a gameplay
standpoint, they completely short-circuit the dream encounter, making much of
the other dream rules moot. Why try to heal yourself, or force a transition,
etc., when you can just leave? Secondly, while a regular bad dream might just
cause fatigue in the morning, I think the influence of the Nightmare Court and
dreamspawn need to have more severe and lasting effects in the waking world. I
wouldn't give every dreamspawn the "waking wounds" power, but I may need to work
up some other powers to make their attacks matter more after the dream is over.
The "clean slate" nature of waking up (especially combined with the ease of
doing so) makes the whole thing much less scary.
|
Kerri wakes up with a painful, insatiable hunger. Leif is concerned, and asks
if she's alright. She opens her pack to look for Gondegal's magic bowl and mug,
but her bag is inexplicably full of food: nuts, berries, jerky, bread, and more.
At this point, Leif's player asked if he saw this too, and I had to admit
that Leif wasn't really there, and she had been actually been playing Kerri's
dream version of Leif. |
She doesn't even notice that Leif has faded away, and unable to help herself,
she begins to devour the food.
Soundtrack for Kerri's Dream:
Copycat Soundtrack - Panic
|
She looks up from her meal and sees the pack is too large, almost the size
of a person. The inside of the bag holds not food, but gory torn flesh.
Joel lies before her, eviscerated. He looks up feebly, sword falling from
weakened fingers as he lifts it, and weakly croaks, "Look out Kerri, there’s a
monster!" She sees her hands covered with soft brown fur; membranous wings
connect her arms to her body. She finally realizes it's a dream, and spreading
her bat wings, flies up toward consciousness, wind whipping through her hair,
feeling absolute freedom. She shares the bad dream with her friends, and
Ludovic theorizes that with no new moon in Nidala, her werebat side is trying to
break free in her dreams.
Soon, they reach the base of the mountains and set off on the day-long
journey across the plains to the edge of the forest. That evening,
they set camp just outside the forest.
Soundtrack for Ludovic's Dream:
Vas - Ephemare
|
While Ludovic and Duffy are on watch that
night, they both see a flicker of light off in the woods, coming closer.
Ludovic wakes Leif and the others up.
Paranoid PCs... This was supposed to be a private moment for Ludovic. :) |
They see a white light, silhouetting what appears to be an old man stooped over
a walking stick, carrying a sack. The light is perhaps from a lantern they
can't see. Ludovic shouts, "Halt!" and the man shouts back, "Is that any way
your mother taught you to talk to your elders!"

They are
relieved to see that it’s Ludovic’s father, the Seer! He continues, "Took a
while to find you, son... This blasted forest taxes even my divinations." As he
emerges from the forest, they see the light source is actually "William," the
Seer's ball of floating light. Ludovic asks suspiciously, "What brings you from
the forest?" and he replies, "I have something to show you!" From his sack, he
pulls out a small door carved out of ivory, a small piece of polished marble,
and a tiny silver spoon.
Leif's player commented, "So, he wanted to show us what he got at a garage sale?" |
Ludovic recognizes them as the components for a magnificent mansion
spell, which causes Ludovic to wonder, "If he can cast that, why does he live in
a hut?"
Well, the hut was bigger on the inside than the outside, if you
recall, and they didn't get a full tour. |
The Seer casts a spell and his items disappear, leaving a shimmering glow. He
asks Ludovic only to come inside with him.
Ludovic skeptically follows him,
through the opulent rooms of the magical mansion hidden beyond the portal.
Finally, the seer reaches a door and asks Ludovic to close his eyes. He leads
him into the next room and sits him into a chair before bidding him to open his
eyes. At first, he thinks he’s looking into a mirror, but seeing the
garish clothing the "reflection" is wearing, he realizes it’s his brother,
Dmitri, seated across from him, at a table laden with gourmet food. Dmitri
smiles and says, "good to meet you, brother." Ludovic asks, "What brings you
here?" and he replies simply, "Father." Ludovic complains to Dmitri
that his behavior in Darkon brought Ludovic a lot of trouble, which Dmitri
starts to laugh off, when a voice off to Ludovic's right interrupts, "Boys,
boys, stop squabbling! Would you care for some pheasant in gravy,
Ludovishka?" Ludovic knows its his mother's
voice even before turning and seeing her. He angrily pushes
back from the table and jumps to his feet saying, "What is this trickery!?"
She beams back at him, unfazed, "The whole family, together at last!" He
demands, "I don't know who you are but you'd better answer quickly." The Seer
attempts to calm him, saying, "You should know by now that all things are
possible through magic." "Not bringing back the dead!" counters Ludovic.
Not through arcane magic, at least. |
The Seer keeps his calm, saying "That’s a very limited view." Madame Natasha
says, "You wound me with your words. I've come so far, please sit down and eat."
Ludovic retorts, "I will wound you with more than words if you don't explain
how you got back." She gestures to the Seer and Dmitri, replying, "You assume
they are responsible for it, but they had help. Isn't that right, my lord?"
With that, she looks off to the side, toward a giant bat-winged creature
hunched over the table.
An Ennui (Greater Dream Spawn). Pic from The Nightmare Lands boxed
set. |
Soundtrack for the reveal of the Lord of Dreams:
Copycat Soundtrack - Panic
|
It seems unbelievable that Ludovic could have not noticed
it before. The thing cackles to itself, and says "I am the Lord of Dreams.
Name partly inspired by NeoTiamat's Dreamlord Night-Terror from his
Eye of Anubis campaign at the Fraternity of Shadows forum. Before that, it
never occurred to me that Ennui might have names. |
Where is the stone?" Ludovic, completely confused, says "what stone?" The
monster grabs Ludovic's mother by the neck with one of its four claws and,
threatening to cut her throat with another, says, "Where is the netherstone?"
Ludovic bravely says, "I have no idea what you’re talking about. And I'm not
convinced this is my mother. So first, convince me that this is my family."
The Lord of Dreams lashes out at him with all four claws, and he feels thoughts
being leeched from his head.
The dreamspawn throws Ludovic down with disgust, exclaiming, "ugh, the
stone is not here!"
As Ludovic wakes up from this nightmare, he yells in pain,
but finds his wounds healed, though his mind is still fogged.
The Dream Rules say hp damage only lasts as long as you are in the
dream world. But it doesn't say what happens to ability damage. I ruled that
mental ability damage (like the ennui's Memory Drain attack) would linger upon
waking. It seemed to make sense that way. |
He realizes it’s actually Kerri and Joel’s watch, and he's been sleeping.
He mutters, "Someone is going to pay!" When Kerri asks what’s wrong, he
replies "There’s someone here who’s haunting dreams. They’re looking for a
stone." "What stone," she asks? "The netherstone." They wake everyone up to
warn them. Kerri tells everyone the story she heard once called "The Shaman and
the Stone," in which a shaman uses something called a netherstone to travel to
the world of dreams.
succesful Bardic Knowledge check |
Leif thinks how nice it was for Ludovic to see his mother, even if she wasn't
real. He thinks to himself, "Now that I'm prepared for it, I'd almost welcome
that kind of nightmare every night."
Funny, he didn't welcome it when Juste offered something
similar in Session 9. ;) |
Instead, Leif has pleasant dream about hunting with Kukri and other everyday
things.
Thursday, October 25th, 121st Year of the New Kingdom (BC 736)
The Western Plains, Nidala
The party awakes in the morning, at the edge of the forest. After Duffy finally
removes the magical component that creates the miniature dragon illusion,
successful Disable Device check |
they shove the projector just inside the woods, depending on the eerie amorphous
nature of the Forest to ensure that it will never be found again. Duffy also
keeps some of the more interesting looking mechanical parts.
220gp worth of raw materials for tinkering, plus one prototype of the first
level illusion spell of his choice. |
Then they follow the treeline north to the River Finn, and using the river
as a guide to hopefully prevent getting lost,
Yeah, sure that'll work... :) |
they head into the gloomy and sunless woods.
Friday, October 26th, 121st Year of the New Kingdom (BC 736)
The Phantasmal Forest, Nidala
After camping for the night in a clearing along the river, they set out again,
and after a few more hours of fruitless hiking, reach the fork that they
expected, based on the map in
Suriana's Book. Hoping that this
lost Abbey might be in the ruins of Avonleigh, they cross to the northern shore
at the fork, intending to set off toward the road labelled King's Highway. But
soon after crossing, Kukri smells "death," in a clearing up ahead. When they
reach the clearing, the reason is obvious, as a pair of rotting, nearly skeletal
corpses are lying in the center. While searching the remains, Ludovic's
Ethereal Empathy picks up a vision of a lady and a man getting suddenly attacked
by ghouls.
It's always interesting to see how the players react to various threats. I
think I kind of oversold the ferocity of the ghouls in this little cut scene,
because for the rest of their time in the forest, they were way more cautious
than 9th level characters really need to be around CR3 monsters. Obviously they
didn't know that most of the Ahltrian were simple ghouls, but it amused me. |
Having seen no other sign of the Ahltrian, they contemplate setting a trap here,
but are worried that they could be ambushed as easily as this couple was.
Regardless, they are resolved to give the victims a proper burial, and they
delegate the task of digging to Joel, while figuring out what to do next. But
they are interrupted when Joel finds more bones buried just under the surface.
The only way I saw them getting to Forenoon Abbey was with the help of an
Ahltrian, (most likely compelled). But it seemed like they were content to
wander until they stumbled on it. So I forced the issue a bit by letting them
stumble on this Ahltrian "feeding ground." |
After finding a relatively unused area of the clearing, they bury the victims,
and lunch on some rations while talking over what to do next. Only Ludovic is
comfortable enough around the dead to sit in the clearing, while the others eat
in the nearby woods.
Maybe unintentional, but that sure looks like ghoul baiting to me! |
Setting camp, Leif notices a ghoul creeping up on the clearing, and mentally
alerts Ludovic.
ghoul picture from the Monster Manual, with the red death's
head added in photoshop, marking him as one of Ebonbane's ghouls. |
Ludovic mentally replies, "Try to take it alive... relatively speaking."
The decayed undead ghoul leaps at Ludovic with inhuman speed and bites him
in the shoulder. The wound burns intensely. A deathly stiffness creeps
through his body, spreading outward from the wound.
Toxin spreads through his body, making even the slightest movement almost
impossible. Breathing becomes unthinkably difficult and the beating of his
heart is a taxing burden. Lurking beneath it all is an oily wrongness, the
touch of something perverse and wholly inhuman.
This description of ghoul paralysis, mostly lifted from the
Shadowborn novel, makes it far scarier than "lose your next 1d4+1
turns". |
The ghoul leans into his frozen face and
says "Shouldn't go in the Forest alone, Now you’re alone with me!" But the
creature is sadly mistaken as Duffy blasts a hole in its chest with his
pistol, and Leif tackles the ghoul and ties him up.
I didn't want to go "full Gollum" with this ghoul, but there was really not
much getting around it. I tried to make him a bit more sinister and cocky than
Gollum, and less sycophantic, but I'm not sure how successful I was. |
After some awkward negotiations, the ghoul agrees to lead them to the library,
in return for not burying him deep underground where he'll "starve" for
an indeterminate number of years.
Threats of Violence against an Evil NPC or Monster. Not a Powers Check,
but still, probably for the best that Suriana's not here to see it. |
The Ahltrian's requests for just a small taste of human flesh fall on deaf
ears. Securely tied up, and tethered to Leif, the ghoul leads them back along
the river that they'd been following.
Soundtrack for the journey to Forenoon Abbey:
La Legende de Gaucelm - La Flamme
|
But oddly, when they come to what seems
to be the same fork in the river, they arrive from along the opposite branch
than what they thought they'd been following.
Much like the Blair Witch Project, in these woods, even following
the river isn't a safe bet against getting lost. |
After crossing to the southern bank, they reach a clearing, which Leif's keen
eyes confirm as the same clearing where they set camp the night before.
They camp for the night, and take up the usual watch schedule.
The ghoul says he's stronger than the flesh, and doesn't need to sleep, so Leif
tries get some more information from him during his watch. He learns that many
humans have reached Forenoon Abbey, but only one escaped, presumably Sharon,
by shining a bright light from her hands and a metal circle.
As a true priestess of Belenus, she was able to turn undead. |
Meanwhile, Ludovic wakes up, his eyes snapping open, but he finds himself unable
to move.
As guessed by the player, I was inspired here by the real-world phenomenon
of sleep paralysis.
It's happened to me a couple times, and it is every bit as disturbing as it
sounds. But of course, this being Ravenloft, we have to turn it up a notch.
What's worse than not being able to move your own body? After a "failed Will
save," let's find out... |

After trying unsuccessfully for a few moments to move or call for help, Ludovic
sees his own hand move in front of his face and flex of its own accord. Despite
his growing horror, he feels a grin spread across his face, and his body begins
to stand up. Realizing the truth, Ludovic calls out mentally, "Taige, is that
you?" and his body replies, "Yes, it's me, Ludovic." Unfortunately for Ludovic,
his telepathy spell has worn off, and the only one who hears his psychic cries
for help is the surly ghost who's finally succeeded in taking over his body.
Leif asks Ludovic if he's alright, and Taige says he's fine, but he just wanted
to study some spells. Leif seems to think this is odd behavior on Ludovic's
part and starts questioning him, but Taige brushes off the interruption and
pulls out his spellbook.
Once again, Leif's player was unknowingly playing "dream Leif". I tried
not to give away the trick again so soon, but Leif can be very very cautious
sometimes. So I had to ask for a Sense Motive check, which thankfully failed,
so Leif had an in-character reason to let the dream proceed. |
After studying for a short time, he begins scribing
strange symbols on a piece of blank paper. Ludovic quickly recognizes what he's
doing and tries to stop him, but is as powerless as Taige usually is.
Another "failed will save." Until Lud realizes he's dreaming, his efforts
are doomed to failure. |
Taige holds up the finished magic runes and says nonchalantly, "Hey Leif, take a
look at this!" As Leif reads the page, a smoky brown snake lashes out from the
page and encases him in a crystal prison.
shadow conjuration mimicking a sepia snake sigil, a trick
that Ludovic's player had been talking about for a while but never got around to
using. The look on his face when he realized "Taige" was using his own idea
against him was priceless. |
Meanwhile, Duffy is working in his workshop, tinkering with Vir's head.
It does
not occur to him at the moment that he doesn't have a workshop of his
own.
In character, of course. Out of character, Duffy's player immediately
caught on and went with it. "I've got a workshop? Cool!" |
The nonexistent setting seems perfectly normal, as one of his recent
inventions scratches out a playful tune to fill the silence.
But as Duffy reaches deep inside the head to set a gear in place, tiny
spring-loaded clamps pop out from the neck's inner surface and grab tightly onto
his hand.
I'm not a total cheat, even in dreams. I did give him a Reflex save. It
was a DC35, but I did give him a save... :) |
Then two tiny gear-driven buzzsaws orbit his wrist, slicing his hand
cleanly off! Duffy screams in horror
Here, the player actually called for a horror check, looking for a
suggestion of a reaction that he could role-play. The result, fittingly enough:
nightmares. Perfect. |
and reflexively grabs for the head with his other hand, hoping to free his
severed hand from within. But a thin, razor-sharp loop of wire ejects from
Vir's ear and loops around Duffy's wrist, constricting tighter and tighter
until his other hand is severed as well. With a deep chuckle, the head rolls
over to a pile of spare parts and the heap of machinery starts to stand up, in a
lumbering, roughly humanoid shape, [BIG green 1] with Vir's head on top, and Duffy's lifeless
hands dangling mockingly from the ends of its arms. Faced with this
preposterous monstrosity, Duffy's mind finally registers that he's dreaming, a
nightmare of incredible magnitude.
succesful Dream Use check. |
Ludovic, however, has not yet discovered the same truth. In his dream, he once
again tries to reign in Taige through diplomacy, but Taige simply points his
fingers to his hijacked head, and blasts Ludovic with a ray of spirit-wracking
energy.
disrupt undead, as Ludovic often does to Taige when he gets out of
line. |
The force of the blow knocks Ludovic's spirit free from his own head,
[green 1] and he
floats in the air, watching helplessly from the outside as Taige pulls out a
dagger and slices the sleeping Joel's throat.

Kerri, meanwhile, is in the midst of her own bad dream. She finds herself
trapped in an apparently abandoned building, with the distinct sense that she's
being chased. Determined to turn the tables on her pursuers, she sprouts
leathery bat wings and flies up to the ceiling where she hangs on and lurks in
wait...
alter self, not lycanthropy or Dream Use. I
had intended to run Kerri's dream as the classic "running through a
maze" dream, so I mapped out a whole complex for her pursuers to
chase her through. Instead, she stood her ground, and I only got
to use one room! :)
|
Determined to take control of his dream, Duffy wills himself to sprout a pair of
pistols from the ruined stumps at the end of his arms, and ducks behind a
workbench, ready to spring out and blast the mechanical monstrosity.
Woohoo! Duffy is the first to deliberately try to alter his dream via Dream
Use. And what a great way to do it, too! I was laughing about Duffy's
gun-hands all weekend. |
But behind the bench is something even more unexpected:
A tall, dark haired man, dressed in bizarre fashion, he wears a surreal outfit
stitched together from hides of impossible looking creatures.
[red 6] He complements
Duffy on his realization that "permanence is an illusion," and Duffy deduces
from his primitive clothing that he might be the Shaman of Kerri's story.
pic from the boxed set, The Nightmare Lands, the Abber Shaman
illustration. |
Duffy asks him if he knows anything about the netherstone. Indeed, he
is looking for the stone as well. He says, "We must find it
before the dreamspawn do. Your friends are in danger. We must go." "Agreed,"
replies Duffy. The shaman tells Duffy to concentrate, and step out of the
dream, but Duffy can't quite do it.
As the machine bears down on them, the Shaman touches Duffy's shoulder and shows
him how. They are suddenly in a vast field of shimmering bubbles, each one
apparently holding another person's dream. Far in the distance, beyond the
bubbles, Duffy can make out a forest, and in the other direction, cliffs
dropping to a raging sea. The Shaman calls this place The Terrain Between, and
then introduces himself, saying that he calls himself "Walks Alone."
This caused Duffy's player to ask if he should start calling himself,
"Walks with Walks Alone." Walks Alone appears all too briefly in The
Nightmare Lands, and it was tough for me to get any solid read on his
character, other than being the archetypal Abber Shaman. |
Walks Alone leads Duffy into one of the bubbles, and they emerge in Kerri's
dream, where the door of the dilapidated room slams open, revealing her
mysterious pursuers.
Dr. Van Richten [red 2] stands in the doorway, armed with a crossbow
loaded with a gleaming silver-headed bolt. Three of his companions
[red 3-5] are close
behind, also armed with silver weapons. The Doctor shouts, "Get those
monsters," pointing to Duffy and Walks Alone. But before they can attack,
Kerri shrieks a magically enhanced scream that blasts the four men.
sound burst, having made her Dream Use check to figure out it's a
dream, and not the real Van Richten |
As the three companions die, they shift into a gooey, liquid silver humanoid
shape momentarily and then disappear. They look exactly the same as the
creature Duffy saw leap from Ludovic's head, which Leif saw jump into Kerri’s
head, back in Darkon.
Though damaged, "Van Richten" remains standing, and Duffy quickly wills the door
to shut and sturdy locks to appear, holding it shut.
More succesful Dream Use. Somewhere around now, Duffy realized
that maybe he should have imagined himself with hands
holding guns, rather than gun-hands, so he could have closed
the door normally. :) |
Temporarily safe, Walks Alone explains to them that the netherstone is a
portal between the waking world and the Nightmare Lands. He pulls a cloth from
the air, colorful on one side, plain on the other, and also a needle and
thread, with a pebble tied to the end of the thread. He explains that one of
these creatures, a Morph, found a weakness in the barrier between the waking
world and the Nightmare Lands, known as a Nether Portal. The dreamspawn slipped through, taking the key to shut the portal with it, which allowed it to punch back through into the dreamtime, creating a second weakening of the barriers. To illustrate, he pushes
the needle through cloth from the decorated side and pulls until the pebble
breaks through, then repeats the process from the plain side.
I'm taking a bit of liberty here on the nature of netherstones, but I had
to come up with a way to further the "dreamspawn in Kerri's head" plot, and
this was the solution I came up with for giving them something they could actually
do about it. |
Now other dreamspawn have learned of this and are searching for the way out.
They feed on fear, guilt, and despair and they seek to sow those dark emotions
in the waking world. The barrier must be resealed. The morph with the key must
be found, and the key must be returned to seal the breaches.
The dream spawn know that the breaches are in this area of the
Web of Dreams, among the dreams of the party or their close friends or enemies.
"But the morph is somewhere in your dreams and it must be found to seal the
breaches." Suddenly, the shaman is distracted for a moment, then tells them he
cannot stay, "Someone is bothering my body. I must return to it. I will see
you again." Then he disappears abruptly.
Duffy and Kerri concentrate and are able to step out of Kerri's dream and into
Ludovic’s, where his spirit is engaged in a wizard's battle with his body, still
controlled by Taige. Ludovic flies up into the air, raining magic on Taige's
bear form.
But Taige takes the form of Skeever the Imp, and flies up to meet him, moonblade
in hand.
moonblade from The Forgotten Realms Campaign Setting |
Ludovic plunges into the ground, his incorporeal spirit form passing down
through the earth.
I found out later that according to WotC, incorporeal creatures can't go
deeper into an object than their own size, but hey, it's a dream, so whatever.
|
Eventually, he hits a pocket of air within the ground, and within it is the
dining room of his father's magic mansion from his previous dream.
the ennui used its Dream Use powers to force a transition. |
At the table are Duffy, Kerri, and the creature that called itself the Lord of
Dreams.
In each dream, I designated a role for an ennui. These ennuis are
different individuals, each searching for the netherstone and the breach between
worlds that it openned. In Kerri's, it was Van Richten. In Duffy's, the
spare-parts golem. And in Ludovic's, it was Taige in Ludovic's body.
I ran all the dreams together, in disconnected areas of a single map.
Again, the
full .psd file is available for
download on the DM's page.
I handled their actions as per combat, though not much actual combat occurred. The
stats for the ennuis were from Denizens of Darkness, though with DR
15/+3, I knew no one would be able to do much to them, so I implemented
something I've been thinking about using for a while: gradual DR.
I'm not entirely satisfied with either 3.0 or 3.5 Damage Reduction rules. I like
3.0's use of different levels of magic (+1,+2, etc.) rather than a single
"magic" category, but I don't like the completely on/off nature of it. So my
rule for these guys, and possibly from now on is: each +1 of magic reduces the
DR by 5. So nonmagical weapons against a 15/+3 would be reduced by 15. A +1
would be reduced by 10, a +2 by 5, and a +3 would bypass the DR. Seems fair to
me. |
With Duffy and Kerri's help, Ludovic dispatches the dream creature, and all
three of them wake up.
By landing a killing blow in the dream world, Ludovic gains 1 willpower
point |
They brief Leif on their dreams, and Kerri mentions that Walks Alone's mention
of "The Nightmare Lands" rings a bell to her.
Before the Great Upheaval, where the Nocturnal Sea is now, there once was
a place called the Nightmare Lands. But it disappeared when the mists rolled in
over it during the Upheaval. A few years later, when the mists rolled out
again, the Nightmare Lands were gone, and the Nocturnal Sea was revealed.
Eventually, they let Leif get some rest, still tethered to the ghoul, but
he has a strange dream as well...
So as to minimize downtime, I ran this dream simultaneously with the
others, on the same map, even though it happened later chronologically. I
trusted to fate that this wouldn't result in too many contradictions or
paradoxes. |
Tendrils of mist creep up around him, emerging from the grass and surrounding
trees. The misty fingers dance across his chest and through his hair, like the
caress of lover. The mist coalesces into a figure in the darkness... into the
shape of Suriana! [red 1] But she's clad all in black, form-fitting silk, and her hair
is darkened to a deep auburn; it cascades wildly down her shoulders. But,
having been prepared, Leif quickly realizes that it's a dream. He fights
showing any emotion, though he doesn't even know what to feel. She says that
the Mists have shown her the way. "The Mists aren't evil, they're everything,"
she says, as a wisp of mist dances across her hands like a spider. She thanks
him for showing her to her true path, tells him that the Guardians didn't
understand her destiny, and asks him to join her. He demands, "What do you
want? What is your purpose here?" "All I want is you," she replies, pressing
uncomfortably close. Leif fights himself again, not knowing how to feel but the
knowledge that this is a dream overpowers his emotions. He asks, "Are you
really who you appear to be? Or are you the Lord of Dreams?" She frowns for a
moment and says "Of course I'm not her. She’s never coming back, and it's all
your fault," as dark bolts of energy fly from her hands and Leif feels their
foul energy coursing through him.
darkbolts, from The Book of Vile Darkness. I didn't work
too hard on "Dark Suriana's" stats, since she wasn't real anyway, but I knew
her primary attack would be darkbolts. |
Leif demands, "What is the netherstone?"
If I'd actually run this after the others had filled Leif in, he might not
have needed to ask that, but let's chalk it up to him not thinking straight
since it's a dream. |
but when she doesn't answer, he
strikes her down with his staff and she disappears.
By landing a killing blow in the dream world, Leif gains 1 willpower point
|
Leif attempts to hold onto the dream and not wake up, and manages to dream a bit
longer.
There's no explicit DC for that in Jester's rules, so I made it a little
higher than voluntarily waking. |
He concentrates and thinks of
his mother until she
appears before him.
There didn't seem to be an appropriate Dream Power in the Guide to
Dreamwalking to cover this, so I made it a "Create Item" check with a
higher DC of 15. |
He knows she's not real, but he asks her to tell him something new, hoping she
might show him something useful in his subconscious that he'd forgotten. She
lays a hand on his shoulder and the world changes around him. He's back in
Krezk, Barovia, sitting with Conrad in the ashes of their family home,
grieving the sudden loss of his mother, Sharon. The crowd of villagers is
gathered around, their sad, piteous faces all showing genuine concern...
except for one old, balding man, with a long white beard.

Unlike the others, his unfamiliar face shows only a slight smug smile of
satisfaction.
The picture is a crop of Benjamin James Redant's
"Master of the White Robes" from Elfwood.
I'd planned on this flashback/revelation happening later
in Nidala, but the player gave me a much better opportunity, and I took it. |
Leif catches only a glimpse of him before he fades into the crowd, and Leif
returns to the dream-clearing in the forest with the apparition of his mother,
and then finally wakes.
Saturday, October 27th, 121st Year of the New Kingdom (BC 736)
The Phantasmal Forest, Nidala
Thankfully, the ghoul is still there in the morning. As far as they can tell,
everything is real now. The ghoul seems to sense their unease and mockingly
asks, "So, are you all well rested?" Leif's only response is to re-spritz the
ghoul with perfume.
For ease of tracking by scent. |
The ghoul continues to lead them along the river, toward where they entered
the forest. When questioned, he says it will take a half day, and as promised,
half a day later, he giggles, "We’re here."
Up ahead, the river leads to a
clearing, inexplicably sitting along the path they'd followed into the forest.
It's now midday, and they see a walled complex in the clearing, built
along the river. It looks like they would have practically walked through it on
the way in, it if it was really there. Leif asks, "Does the library move?" The
ghoul laughs and says, "No, but
the forest does." Approaching closer,
they can see the decrepit main building of the Abbey.
Picture coutesy of Google Sketchup, a way cool tool that I
was introduced to by NeoTiamat of the Fraternity of Shadows forum.
Descriptions of Forenoon Abbey had to be gleaned from the Shadowborn
novel, the only canon source on the place. The layout of the Abbey was based
on the Covenant of the Hallowed Doctrine Monastery map, from Heroes of
Horror. I had to add a second story for the library, add a belltower, and widen the
ground floor a bit. I made the map in photoshop, using every tip I could glean
from the Fantasy Cartography YouTube tutorial by Zombie Nirvana games. (Many thanks to
lostboy of the Fraternity of Shadows forum for pointing me toward those
tutorials). Then, I did the Sketchup model based on the resulting map, and took
some captures of it from different angles.
Again, the full .psd files for
downstairs and
upstairs
are available for
download on the DM's page, along with the
Sketchup model
|
The windows were once stained glass, but have all have been shattered. Shards
of glass, like rows of fangs, lining the inside of stone maws, glitter in the
faint light.
description straight from the Shadowborn novel. |
Sunk
into the ground in front of the building is a huge golden disc with the symbol
of Belenus engraved on it. Kerri sprouts some wings
and takes a quick flight around the abbey to reconnoiter.
A bit of fun serendipity here: with the computer in easy reach, rather than
just use the snapshots I'd prepared, I opened up Sketchup and spun the camera
around the model as Kerri flew. Got some nice "oohs" and "ahs" for that. |
She reports back to the others that there are several outbuildings in addition
to the main building, which has some sort of domed chamber at the rear.
The
whole compound is surrounded by a wall, and the river runs straight through the
grounds, passing through culverts in each wall.
You'll note that I didn't have time to add the outbuildings, river, and wall in the
Sketchup model.
|
Also, it looks like the wooden
supports at the top of the bell tower were cut with an axe, causing the disc to
fall.
Leif tells their ghoulish guide to take them to the library, but the monster
refuses to go any further. When reminded of his deal, he simply smiles
confidently and sits down, apparently unafraid of retribution now that he's
"home."
They leave him and head into the complex, but Kukri senses something
not right in the bushes flanking the entrance, so Leif thwacks them.
The only one to make a Spot and/or Wilderness Lore check. grumble. Remember what I said about the
dice favoring the unlikely? |

Up close, it's clear that they’re Bloodroses,
[green 1-4] and the party
makes short work of them.
Bloodroses (from Denizens of Dread) rely on surprise, mainly. Once you know
they are there, they're pretty easy to take out, especially if you keep your
distance, since they can't move. Another disappointing bad guy for me. I
should have taken the basic concept and beefed it up to more of a challenge. |
Duffy finds some sort of magical trap engraved onto the step, and scratches out
a few key runes to disarm it.
Despite rampant PC paranoia about what the trap might have done to them, it
was just an alarm spell that would've rung the church bells. I even
had the sound effect ready from the A Light in the Belfry CD. Oh well.
|
Exploring the main abbey, they are confronted with a giant globe of glowing
hands blocking the main hall. [pale blue circle] Ludovic recognizes the spell from an ancient
text, a barrier that can only be crossed by those who worship the same deity as
the caster.
Hand of the Faithful from The Spell Compendium. |
Trying to determine who cast the spell, Leif attempts to push
forward through, and he can, albeit slowly and with much effort. Ludovic and
Kerri guess that perhaps his connection to Belenus through his mother is enough
to work.
Leif is simply strong enough to force his way past the Fortitude save. The
spell was cast by the Abbot, and as such, only passable without a save by those who worship
Brigit and/or Ebonbane. |
Not wanting to risk being separated from the group, Leif rejoins them as they
enter a side room to skirt the barrier.
In this next small room,
There was a cold-based glyph of warding here. I can't remember if
Duffy disarmed it or got blasted by it. |
Duffy and
Ludovic pass by a wash basin and shelf of rotted towels. But just as they call
for the others to follow, dozens of severed, animated hands
[little red
dots]
crawling claws, stats and picture from Monsters of Faerun. I envisioned the whole compound to be teeming with
them, like some kind of deranged undead spider infestation. |
spring from the basin and the shelf, trying to bear them down to the ground.
I tried to experiment a bit here in how to make (extremely) low CR monsters
into a threat to midlevel characters. The claws tried a lot of tactics,
tripping and grappling, making use of the Aid Another action, etc. But
ulimately, they weren't much more than a creepy nuisance. I was all set to
grapple Ludovic's mouth shut if he started casting, but he just shifted to bear
form and crushed them. It's tough to overcome 4 levels of size-difference
grapple modifiers, even with ample Aid Another bonuses. And when they did
succeed in tripping someone (Leif, I think), their "smite fallen" ability
meant that they got to do a whopping 2 hp with each attack instead of 1.
Whee... |
While the macabre critters have trouble hurting the battle-hardened party, they
prove tricky to destroy, hiding within clothing and taking cover by darting
between their legs. Duffy struggles to keep focused, as the severed hands bring
memories of his recent nightmare to the surface.
I
didn't realize how hard I was hitting the "hand" motif, with the claws,
Duffy's dream, and the spell in the foyer, etc. Unintentional, but I'll take
the credit. :) |
Eventually Kerri has had enough and
fills the room with a shriek that shatters the hands and leaves her friends'
ears ringing and heads pounding.
As they catch their breath for moment, Duffy hears a muffled cry from the next
room, as well as some garbled chanting. They burst in the door and face a
foul stench and a horrifying sight: four Ahltrian ghouls [green 1-4] sharing the meal of
a paralyzed man [blue dot] laid out across a banquet table, as a fifth [green 5] Ahltrian stands at a
pulpit, reading from a book in a harsh, guttural language.
Gravetouched Ghoul picture from Libris Mortis, with Ebonbane's
red death's head mark added in photoshop. |
Duffy, wearing Azalin's crown
helm of comprehending languages |
under his hat, can understand the chanting clearly. The four feasting ghouls
break off their meal, one to try to escape with the victim, and the others to
attack Leif, who is first through the door.
the chanting ghoul is actually a ghast. The others are gravetouched ghoul
Ftr6 (the gravetouched ghoul template appears in Libris Mortis.) |
The other continues to read his unholy liturgy...
"Long ago the Great
Kingdom was a shining beacon of hope. Thirteen provinces bound together,
protected by the Knights of the Circle, an order of paladins dedicated to
Belenus, the sun god. Beyond the borders of the Kingdom lay the Southern
Empire, under its just and noble ruler, the Grand Caliph Mudhar ab Sang.
The peaceful and naïve folk of these lands were ill prepared for the
arrival of a greater power. The Ebonbane." After this, and each other
time he mentions the name of The Ebonbane, the other ghouls pause in their
attack to call out responsively, "Long may he reign!"
Since the ghouls' headquarters was once a place of
worship, I thought it might be thematically fun to crank up their "worship" of
Ebonbane. |
"Ebonbane, god among fiends, ruler of dark places, corrupter of mortals and lord
among demons. The Ebonbane..." "Long may he reign!" "...fixed its sight on
these lands, dominated ab Sang, and turned the ancient empire to evil and
demon-worship. With the Southern Empire befouled, the shadow fell next on the
Great Kingdom.
"The Grand Caliph’s elite servants, the Ahltrian, were reforged into an army of
assassins, who clashed with the holy warriors of the Circle in a bloody conflict
known as the Heretical Wars. During the war, the Ahltrian Lysander Greylocks led
a strike on the city of Hammerlin, and captured a Knight of the Circle, a young
paladin named Kateri Shadowborn, defender of the Province of Avonleigh. Lysander
subjected her to unspeakable torments, but shockingly, her will could not be
broken. And during her ordeal, Lady Kateri learned of the true nature of her
foe."
Another case of the dreaded "Backstory Dump". As I'd done for Gabrielle
Aderre in Session 5, and for the Grand
Conjunction and Azalin in Session 17, I
had to take a whole lot of story and condense it down as much as possible, so as
not to bore the players too much. The text itself is culled from
Islands of Terror, Shadowborn, and Darklords.
Unfortunately, the Shadowborn/Ebonbane/Elena story is so complex that even
just the basics is still a long story.
In Ravenloft, it's often really important
to know the history of the bad guys, but I've not yet figured out how to do
this well. If you dump it all at once, everything has to stop while the DM
reads a book out loud. If you spread it too thin, everyone forgets the
details before they become relevant later in the story. So, I tried to balance
it a bit, taking a cue from (believe it or not) A Light in the Belfry.
Not a great adventure, but it does spread its backstory around in pieces,
throughout a dungeon crawl, with the party picking up a bit of the story in each
room. So I planted a few different places in this dungeon crawl where they
might find parts of this "Libram of Ebonbane." Worst case, if they skipped them
all, Lysander could rattle it all off at the end, but best case, they'd find a
piece at a time. |
Leif grabs for the victim and gets into a tug of war with the ghoul, eventually
pulling the poor fellow onto the floor at his feet.
Leif is then struck by two big blows
for 35 hp! After the last few battles showed my monsters weren't up to
the task, I quickly slapped a couple extra fighter levels on these guys during a
food break. (They were originally Ftr4) Looks like it worked! :) |
and falls unconscious, thinking death has finally caught up to him.
Literally. Leif's player had forgotten about the temporary hit points that
Joel's song had given him, and thought he had gone below -10. |
As usual, he hadn't let anyone know how terrible he felt after the fights with
the shrubbery and claws. Adding insult to injury, the ghoul climbs on top of
the fallen Leif to fight the others through the doorway, and when they finally
slay it, its body sprawls on top of both Leif and the hapless victim. By the
time all the ghouls are slain, there is a huge pile of bodies blocking the door,
and Ludovic the bear digs through them to free the two humans at the bottom.
Using the door as a choke point resulted in this unintentional bit of
comedy. All the ghouls died in the same 5'x5' square where Leif fell
unconscious and where the victim ended up. They were piled up like cordwood. |
After healing Leif, they wait for the paralysis to wear off and cautiously
question the man they saved. (Experience has taught them that needing a rescue
is one thing, but earning trust is another.) The grateful man's name is Holger
Boyd. He was camping in the plains with Kip, his companion. They had been
hunting, and Kip was on watch, while Holger slept. "Next thing I knew, I was
getting dragged into this building." Ludovic asks, "What town do you hail
from?" and Holger replies, "Well, I grew up in Skorrlag." Leif wonders
privately, assuming that the guy is telling the truth, if he knows Leif's
newfound family. Holger asks if they've seen Kip, "a young boy... my height,
brown hair, that kid always had his head in a book. I should have known better
to let him keep watch. I hope he survived."
Holger recovers his longspear from under the table
Why did the ghouls bring it along? Because I needed Holger to hold his
own in combat, and not be a ball and chain. |
and says "There’s one more thing I need to know. Where do you stand on
Elena Stranglehold?" When Leif asks who Elena "Stranglehold" is, he relents,
"Fine then, Elena Faith-hold if you must." Kerri says, "Yeah, we don't like
her." Holger smiles and says, "Then you’re good in my book." Kerri shows
him the dragon projector. In awe, he says, "Got to show The Wolf this."
Confused, they ask about The Wolf, and he explains, "The Red Wolf. He’s the
leader of what we call The Pack.
Red Wolf and his Pack are described in the Book of Shadows. Holger is my
own creation. He served a few purposes. First, by watching
NeoTiamat's Eye of Anubis campaign, I saw the beauty of combats with
"win conditions" other than: kill all the monsters. I tried to play
with that a bit this session, and "save the hostage" is a good one. Once I
needed a story for the hostage, having him be the link to the Red Wolf became
obvious. (Before that I wasn't sure how I was going to work The Pack in.)
He's a Scout, from Complete
Adventurer, level 8, with spring attack
and a reach weapon, the longspear, which seemed like a fun combo to play. |
The Stranglehold calls us bandits... We live here beyond the mountains where she
can't reach. But to have proof that the dragon is only trickery, that’s
something we can use against her."
Badly beaten, they decide to barricade the doors, and stay here for a day
to rest up and heal. Holger agrees to stay with them until they leave the
Forest.
Sunday, October 28th, 121st Year of the New Kingdom (BC 736)
Forenoon Abbey, Nidala
They try to read the book the chanter was reading from, but only Duffy, wearing
the crown, can translate. Picking up where the ghoul left off, he reads
"... she dedicated herself to ridding her world of the evil of The Ebonbane.
"And she succeeded. Lady Kateri's forces gradually drove back the Ahltrian. At
the battle of Sined Pass, she took captive her former tormentor, Lysander. But
rather than exact revenge, the paladin repaid hatred and malice with compassion
and sympathy. With the divine aid of her god, she purged him of the influence
of Ebonbane and then brought him to join the monks of Forenoon Abbey. There, he
embraced a life of penitence, in the service of the Moon Goddess, Brigit, and
became Kateri's trusted advisor. Finally, after four years of war, Lady Kateri
faced the Grand Caliph himself and expelled the dark force within him from her
world. Mudhar ab Sang was restored to his true self, but he could not bear the
weight of the atrocities committed through him and soon took his own life. Both
the Great Kingdom and the Southern Empire started to rebuild, and Lady Kateri
put down her sword..."
That night, Kerri is the only one who has a dream. She is in the labyrinthine
building again with Van Richten stalking her. She sees the shaman, Walks Alone,
who shows her a wicker hoop, decorated with feathers, string, and beads: a
dreamcatcher. He says she must make one herself, in the waking world.
According to Van Richten's Arsenal, only the Abbers themselves can
make a dreamcatcher without going through the Wondrous Item Creation process,
but I'd done all I'd planned in the dreamworld for now, and I had a lot to do in
the waking world, so I couldn't keep having ennui visits every night. So I let
her use any appropriate crafting skill check, with a high DC and long time
investment. This way, she can make one, but it's not easy, and as we see
later, not a permanent solution. |
He also tells her that her friend (Duffy) has "great potential." As the
dreamspawn-Van Richten thumps at the door, about to break through, Walks Alone says,
"Perhaps you should wake up now. Until you exist again..."
I found it really hard to roleplay Walks Alone, trying to keep to the
philosophy of the Abber people as laid out in The Nightmare Lands Boxed
Set, and expanded in an article in Quoth the Raven #6. As an adaptation to living
in the dream world, they only believe in the existence of what they can see.
Once something leaves their sight, it ceases to exist until they see it again.
This is hard enough to wrap your mind around on its own, but then my story
revolved around W.A. hunting for the morph in Kerri's head. How can someone
hunt for something if they only believe it exists when they can see it?
Luckily, the Abber Shamans have a slightly different outlook than the
average Abber Nomad, so I stretched it a bit, allowed W.A. to conceive of things
he couldn't see, at least in the abstract, and only threw in some hints at the
Abber philosophy, like this odd farewell above.
|
Upon waking, and tending to the wounded, Kerri scrounges up some beads from her
entertainer's outfit, feathers from Leif's arrows, and some wicker from the
basket holding her healer's kit, and sets to work on her assigned project.
Eight hours later, she's close, but can't quite get everything to line up and
stay stable like the shaman's dreamcatcher.
Some thumping and snarling from outside disturbs their sleep, but the
barricades hold, and none of the Abbey's residents manage to break in.
Having rested up some, the group packs up and keeps exploring, into the next
room, apparently an empty kitchen. As they are about to pass through to the
door on the far side, Holger warns them to be cautious. He has noticed that the
chimney of the fireplace doesn't quite connect to the ceiling.
Once again, everyone fails their all-important Spot check except the NPC.
Nice going, Holger. :P |
Leif, at least, isn't surprised; he remembered that there was no chimney
outside, and was suspicious of the fireplace as well. Duffy takes some shots at
it, and rather than ricochet off the bricks, they plunge into them, leaving
bizarre, gooey wounds. As Holger charges the "fireplace" [red rectangle] with his spear, he is
surprised to be grabbed from the side by the legs of a table [brown rectangle] he was running
past.
Holger was built for skirmish fighting, but what does he do in his first
battle? Get grappled by an attack-of-opportunity on the first round. Good way
to make him not seem like a ball and chain, eh? Unfortunately, it was the
"right" move from his perspective, since he failed to Spot the table as unusual.
They're mimics, by the way. They don't always look like treasure chests,
remember. |
A fierce battle ensues between the party and the sticky, mushy table and
fireplace. Joel and Duffy both lose their swords to the creatures' adhesive
coating and get grappled by the table, while Leif manages to pull his staff free
from the fireplace, only to get squeezed by a faux-brick pseudopod. Duffy
keeps pulling weapon after weapon from his sheathes as each gets stuck to the
creature after one hit. Wanting to avoid a repeat of the ghoul fight in the
dining room, Leif sheepishly admits over the mental connection that
that he probably won't be able to take another squeeze. His remaining friends
that are still mobile manage to assist him in killing the creature before he has
to find out. Holger also takes quite a beating from the creatures, nearly
dieing, but once again they manage to save him. Retrieving their weapons from
the bodies of the aberrations, they proceed to the next room.
They find themselves back in the foyer, on the other side of the ghostly
barrier. Leif searches the area and find some faint women’s footsteps in the
dust.
20 year old footprints in the dust, when the place is inhabited by dozens
of ghouls? not likely, but he did roll a natural 20, I think.
|
Evening approaches, but they resolve to spend a few more hours in
exploration, heading first into the golden dome at the rear of the building.
It appears to be a chapel, with a central altar surrounded by circular pews.
The altar is a flat stone table carved in the shape of Belenus's symbol, but
a vile-looking black sword is plunged into it, cracking the stone.
Ludovic sees an armored lady kneeling at the altar that no one else can
see. [red 12] Her
armor is covered by a red tabard with a black hawk symbol, and her black hair is
short, save for a coil of long hair over her shoulder.
As explained later by The Abbot, this is Dasmaria Eveningstar, from the
Shadowborn novel. Paladin of the original Circle, and companion of Alexi
Shadowborn, she died on the grounds just outside the Abbey. In keeping with John
Mangrum's reimagined Shadowlands cluster, I had her revive as a ghost
and fall under the pull of Ebonbane. (No evidence that I can recall that she
had a personal relationship to Kateri herself, only Alexi. But there
just aren't that many other characters to work with in the book.) I wanted a
ghost to add some danger to the big battle ahead, and since she died failing to
protect Alexi, she fit the bill.
She's Pal4 with the 2nd rank ghost template, but since a paladin
would lose most of her abilities due to the alignment change inherent in
undeath, I took the liberty of twisting her paladin abilities instead, and
swapped them for the Paladin of Tyranny abilities from Unearthed Arcana.
|
Ludovic approaches and asks if she can hear him. She looks up at him with
anger, and hisses "Be gone, do not disturb me." Undaunted, he asks, "To whom
are you praying?" She begins to sob, clutching at the altar, "He won't
answer. Why won't he answer me?"
"He" is Belenus here, but could also be Alexi. |
He asks, "Can you see the sword on the symbol?" and she grunts, "Yes." But then
starts to wail again, "I have failed! I have failed. I wasn't strong enough!"
A little hint here at the Strength-draining ability I gave her. |
Ludovic asks, "Are you a knight of the Circle?" She replies, "I hope that I am,
but Belenus won't answer me!" She seems to be getting very agitated, and then
abruptly sinks into ground.
Meanwhile, Kerri senses that the sword in the altar is vaguely magical.
Duffy attempts to pull out the sword, and much to everyone's surprise, out it
comes. But suddenly it shatters in a hail of shards, screaming in a guttural,
inhuman cackle of evil. Once the sword is gone, the feeling of uneasiness that
once pervaded the chapel is gone as well.
unhallow with a magic circle against good. This is
not the real Ebonbane, of course, but an illusiory echo of him
serving as a focus for the unhallow spell. |
The lady ghost rises back up from the floor to declare forlornly, "Master will
be furious," before sinking back underground. Apparently her "master" is no
longer Belenus.
Kerri looks at one of the books in the chapel; it's written in Abyssal.
Borrowing the crown, she sees that it's a copy
of the Libram of Ebonbane, but slightly more complete than the last one.
In the player notes I used as the basis of the journal, Ebonbane is written here
as "Evan Bane." A good alias, if Ebonbane ever wants to pass himself off as
human. :) (It's not uncommon for the players to mispell NPC and place names,
even when I spell them for them. Maybe i should print up signs...)
|
"...Lady Kateri put down her sword...
One year later, the last three remaining Ahltrian met in secret to summon their
master back into their world to seek its vengeance. They created a magic blade
to house the fiend’s abyssal spirit, and once sealed in the sword, Ebonbane’s
first act was to draw the very life-force from its servants, remaking them as
powerful undead slaves. Then, The Ebonbane began the grand
quest that would come to define its existence: The complete and utter
destruction of the woman who had defeated it, and the absolute corruption of all
she held dear.
"The Dark Triad, as the last of the Ahltrian called themselves, brought the
unholy sword to Forenoon Abbey, killed all who dwelled there, and shared
with them the curse of undeath and the domination of Ebonbane. Then, wielded by
the traitor Lysander, the sword-bound demon sought out its nemesis at her manor.
Kateri greeted her old friend at the door, but immediately sensed the truth.
Kateri and the dominated monk fought a long and exhausting duel, but eventually
Ebonbane shattered the blade of Kateri’s holy avenger and struck down the
paladin."
She summarizes to the others, "The Great Kingdom was good. Ebonbane, lord of
evil, made a neighboring kingdom corrupt. The Great Kingdom's Knights of The
Circle, led by Kateri Shadowborn fought back. She was captured, tortured, and
escaped, then captured Lysander, the minion of Ebonbane that tortured her. She
forgave him, and brought him to Forenoon Abbey to worship Brigit the
Moongoddess. Then Kateri defeated Ebonbane, but the last three Ahltrians got
together and trapped Ebonbane in sword. Ebonbane swore to defeat Kateri
Shadowborn. The Dark Triad brought the sword to Forenoon Abbey, where Ebonbane
dominated the traitor Lysander, then used his body to kill Kateri Shadowborn."
Well, when you put it that way, it's downright simple. :) |
The group concludes that all the traps and guardians seem to be placed to
protect the upstairs, where they can just make out the shape of some
bookshelves -- the library they seek!
The other side of the downstairs that they didn't explore contained an
arsenal full of vargouilles, [red 1-6] sleeping quarters housing
some skin kites [red 7-11] (from
Libris Mortis), and a work room, where some ghouls [green 5-7] sat transcribing
copies of the Libram of Ebonbane. I think they did briefly poke their
heads in the glyph of warding protected room on the right of the
foyer, which contained a big pile of bones and some hidden crawling claws.
[little red dots] They also never explored the outbuildings,
most of which I never detailed much, but the storeroom building had a wine
cellar, where I placed the prisoner pit where Alexi, Ferran, and Lysander were
kept in the novel. |
Duffy and Leif creep upstairs
stealthily and hide among the shelves. They see a man in a red cloak
[red 1] seated at
the far end, scribing something in a book.
Lysander Greylocks, from the Shadowborn novel. Spoilers for the
Shadowborn novel follow..
click here to reveal
In the book, the
master of Forenoon Abbey is a Ghoul Lord, with no other name, who is annihilated
by the holy light of Corona, Alexi's sword. But Lysander is willingly destroyed
by Alexi at the end. So why did I deny Lysander his final rest? Well, Forenoon
Abbey is one of Ebonbane's "pearls," according to Mangrum's take on the cluster,
a subdomain ruled by someone important to Kateri, corrupted to serve Ebonbane's
revenge. But Mangrum said only that it was ruled by "The Abbot". The Ghoul
Lord in the book showed no real connection to Kateri, and never called himself
Abbot, but Lysander was too connected to her not to use as one of these
corrupted demilords, and as a monk, could easily become an abbot. So I dragged
him out of the grave again to serve as the new Abbot.
Lysander's picture is from this cover of H.P. Lovecraft's
At the Mountains of Madness. I shaded his cloak red, as it is in the
novel, and added a tiny moon pendant on a chain to reflect his worship of
brigit, then made an uncropped and cropped version to hide his rotting body
until he stood up. But I guess even the cropped version looks sufficiently
evil that they instantly assumed he was some kind of undead, and also
guessed
that he was the "traitor monk." |
Leif carefully removes a book from the shelf, and is surprised to see a leering
ghoulish face peering through from the other side. The ghoul lashes
out through the gap and rakes Leif across the face with his toxic claws.
Leif: high Hide check, low Move Silently check. Ghoul: high Hide check
and high Move Silently check. |
Seeing Leif in danger, Duffy shoots the red-robed figure and shouts, "call off
your monster!" The man in red replies calmly,
"Is that any way to enter a library? Show yourself if you seek knowledge."
Most of the party cautiously enters the center of the Library, with Joel
and Holger guarding the rear downstairs, and Ludovic in imp form on Leif's
shoulder. The ghoul,
[green 1] and several others like it,
[green 2-4 and 9] spread out in the darkened
corners of the library to watch their leader speak with the outsiders, and hope
for a meal to soon follow.
The party first asks, "Who was the lady in the chapel?" The Abbot answers, "That was
Dasmaria, one of Ebonbane's triumphs." The ghoulish choir responds in unison,
"Great is the Ebonbane! Great are His works!" Ludovic asks mentally through
Leif, "How long have you been the Abbey?" and the reply is, "Oh, for a few
centuries," as the Abbot stands, revealing more fully his decayed form.
Someone asks what he's doing here, and he explains, with awe,
"Kateri’s death was only part of Ebonbane’s revenge. The next was the
destruction of her legacy. Even now, at the heart of the Phantasmal Forest, the
god-fiend lies plotting, sending his minions forth to corrupt those people and
places Kateri loved -- each one drawn into a prison of torment, floating through
the Forest, like bubbles on an oily pool."
analogy courtesy of John Mangrum's postings about the Shadowlands. |
"I am but one of many," he concludes with sadness. "Ebonbane's will is strong,
stronger than me. My name is Lysander." As they'd surmised, he is the member
of the Ahltrian, who captured Kateri and tortured her, but was forgiven and
rehabilitated by her, before Ebonbane used him to destroy her.
Leif says, "Many come here to seek knowledge. Tell me of the one who survived."
Lysander tells him "The other was a woman alone. She sought the knowledge of
the true path of Belenus." "Is that book still here?" Leif asks. "Yes," says
the monk. Leif continues, "I would like to take a look." The Abbot asks him,
"Why do you seek this knowledge?" and Leif answers, "I don't know yet.
Perhaps the answer will be in the book." The Abbot presses him, "What brings
you here?"
The reason Lysander is being so invasive here is because I had some info to
dump and no one was asking for it. :) The party's reason for coming her was to
find out about Sharon, but my reason for having them here was to learn about
Elena as well. So I was desperately trying to find any way to excuse a
long-winded digression into Elena's history. |
But Leif replies literally, "The ghoul outside the window behind you."
One of Leif's trademark true-but-not-at-all-what-you-meant answers.
Perfect for avoiding painful questions while leaving the asker unsure if he's
being sarcastic on purpose or just missed the point. :) |
Lysander walks over to the shelf and pulls out one book, and places it on a
reading table, saying "That is what you seek, the truth of Belenus before
his worship was corrupted by the Knight-Protector."
Aha! I found a way to steer the conversation toward her. |
Ludovic asks, "How long ago was it corrupted?" He replies, "It is the 121st
year of her New Kingdom." Ludovic presses further, "How does she live so
long? Our kind don't live that long." Lysander replies,
"Elena Faith-hold is one of the trinkets collected by
Ebonbane. But perhaps the greatest of all since she corrupted herself."
It is clear that the undead monk says Elena's name with love.
Some successful Sense Motives. They all missed the Sense Motive check to
notice the even greater love when he said Kateri's name. |
Kerri asks, "What happened to Ebonbane’s sword... the one that you wielded?"
"Ebonbane still lurks in the forest," Lysander's expression reverts to awe
as he proclaims, "Ebonbane
is the forest."
While they talk, Leif is furiously flipping through the book; it is
The Libram of Belenus, like the one he read before in the temple in
Nidala. It starts out the same, but is a lot longer, with many more details.
Unlike Elena's censored version, it describes how
Belenus led the pantheon of gods: Brigit, the goddess of the moon; Diancecht, the god of healing; and
others, and how they worked together to create the world in their image.
If you remember that Diancecht was the deity worshipped in Southmoore,
the Mordentish town burned by Elena that the party visited in
Session 3, you get a cookie. |
Lysander recalls that Sharon asked about Elena and how Nidala had come to
this, and most importantly, how she might be defeated. He told Sharon then,
"To defeat her, you must know why she is here."
I was hoping someone would then ask the obvious: Why is she here?
|
Leif asks, "Why did Elena go around burning villages?"
Lysander explains, "As I said, she is the most prized of Ebonbane's
collection. A paladin, trusted friend of Kateri Shadowborn and fellow
Knight of the Circle, Knight-Protector of the Province of Nidala. After
the Heretical Wars, Elena returned to Nidala a hero. Although she knew
herself to be merely a vessel of Belenus’s power, she still basked in the
adoration of the masses. After a time, her people’s praise filled her head
and she began to see a purpose beyond simply protecting Nidala from evil.
She set forth on a crusade to crush evil utterly, followed by thousands of
fanatics as devoted to her as to Belenus himself. The forces of evil rose
as one to oppose her, and the War of Evil lasted many months, but Elena and
the forces of good emerged victorious.
"In the wake of her victory, many Nidalans forsook the other gods of their
pantheon, turning from Brigit, Diancecht, and the others to worship only
Belenus, as their hero did. As Belenus’s following spread, the few holdouts
began to be seen by the people as outcasts, stubbornly refusing to join the 'One
True Religion.' The zealots among the clergy came to Elena with vicious lies
about the nonbelievers, and eager to please her god, Elena leapt into another
holy war against the heathens. It was then that her paladin’s gifts deserted
her, as did her unicorn mount; Belenus had withdrawn his approval. But Elena
was convinced of her own righteousness, and was certain these tests of faith
would only make her stronger. After extinguishing those who would not worship
Belenus, she turned among her followers and sought to annihilate those who were
not firm allies, and those who were not human. With each purge, she found some
new target, some faction not as holy as she, against which to continue her
crusade.
"When her divine powers didn't return, she began to doubt, and prayed to Belenus
for guidance. Belenus was silent. But something else answered. A swirling fog
arose, and when it receded, she found herself in a strange land. As she
wandered this new place, she found in each village she encountered, something of
the evil she'd eradicated from her own lands. Resolved to cleanse this area of
its vile inhabitants, she devised a test. Disguised, she would enter a town and
sit quietly in a public place to observe. If she saw more evil than good in one
day, she would destroy the village and all its inhabitants. But as fate would
have it, her chosen spot was often the center of ill-repute in each town, where
evil among the townsfolk was most likely to be seen. Her harsh judgment fell on
ten towns before she was once again whisked away by the Mists. She emerged
before the Faith-hold Castle, as a wizened old servant welcomed her home to
Nidala.
"Now, she is one of us, though she doesn't know it. We love her, and she hates
us because we love her."
Quote adapted from the Book of Shadows framing fiction. |
The party is shocked to learn that she’s an Ahltrian too!
The Abbot continues, "You may wonder why I tell you these things. This is
information that all the Ahltrian know, so it is important that you learn it if
you are to join us."
With that, the surrounding ghouls begin to close in and
attack, and Holger and Joel rush in to assist, and they aren't the only ones.
The Abbot calls out, "Dasmaria, why don't you tell them of your fate?" and
Dasmaria rises up from below, [red 2] filling the room with a sense of crushing despair.
Aura of Despair salient ability, from RLPH.
Since this, combined with the Paladin of Tyranny ability, gave her two
functionally different Aura of Despair abilities, I mixed them together a bit.
Rather than a 10' aura with no save that give -2 to saves, and a 50'
aura that gives a save, but affects attacks and skills in addition to saves, I
simply used the 50' aura of the ghost ability, and forced a second save against
the same thing within 10'. (Suriana's player helped with this idea.)
|
Lysander prays to Brigit for sanctuary
the spell, of course. Lysander was statted at Clr7 with the gravetouched
ghoul template. I gave him spells as per a
follower of Brigit, even though he now also worships Ebonbane. |
and Leif finds himself unable to defy the goddess's protection, so he joins
Holger, Kerri and Duffy, fighting the ghost and the other ghouls instead,
while Ludovic, Kukri, and Joel fight Lysander.
Joel and Ludovic's high Will saves as a Bard and Wizard respectively, made
his sanctuary spell less than satisfying, but at least it kept Leif,
Kerri, and Duffy off his back. |
As they approach the monk, there is a sudden huge crash, and
a giant bell comes careening down from the belltower above, bashing into Ludovic
and Leif before crashing through the floor.
trap from Pathfinder's Skinsaw Murders module. |
Kukri takes cover under the stairs and is unharmed.
The bell is soon followed by a hail of arrows, from archer ghouls [green
5-8] perched in
the belltower. Duffy's magic bullets, and Kerri's holy water infused whipvine
make short work of the ghostly paladin, Dasmaria, as dozens of
heavy books leap off the shelves at them at her mental command.
Telekinesis salient power. |
Leif strikes the final blow,
and she whispers an earnest "Thank you," to him, as her spirit disperses.
I had planned for Dasmaria to use the environment a bit better, passing
through the shelves and using them as cover, but with everything else going on,
I forgot, so she was a lot easier to kill than planned. |
Meanwhile, the undead monk
starts draining the life force from the room to heal himself
Profane Lifeleech feat from Libris Mortis. This ended his
sanctuary, but since Joel and Ludovic had made their will saves, it
wasn't doing much good anyway. He also had the Profane Vigor feat from the same
book, but I don't think he got a chance to use it. |
and Duffy sees more ghouls approaching outside, pouring from the outbuildings.
Especially concerning is a giant, two-headed ghoul
[big green 1] that climbs easily up the
Abbey walls and crashes into the library through the window.
a gravetouched ghoul ettin. A bit high-fantasy, maybe, but I see the
Shadowlands a little bit more fantasy oriented than most of Ravenloft. And I'm
more tolerant of high-fantasy creatures out in the wilderness where the average
citizen of Ravenloft won't see them. The picture is again, just the ettin
from the Monster Manual, with Ebonbane's
red death's head mark added in photoshop. |
Duffy takes a few shots at the massive creature, then takes cover behind a
behind a bookshelf, where he and Leif see a swirl of mists begin to gather,
and much to their surprise, Suriana emerges from within the cloud, seeming to
claw her way into reality, struggling against some force that's holding her
back. Unlike the Suriana in Leif's dream, her hair is its normal vibrant red,
and she wears her usual modest white travelling dress. She reaches out and
touches the bookshelf with one hand, her eyes closed in concentration. Then she
grabs a single specific book and throws it on the floor before being yanked
forcefully back into the bank of mist, which instantly collapses in on itself
and disappears.
OK, random, right? Hear me out. This is the real Suriana, she's
still stuck in the Mists, and I haven't fully worked out what's happening
to her. But I have a decent sketch of an idea, and part of
it involves her being allowed to watch her friends briefly, though not to
interfere. But in doing so, she can clearly see that they need one of
her unique talents: the scholar's touch spell from Races of
Destiny, which allows her to touch a book and
instantly know its contents as though she read it. This is an incredibly
flavorful spell, but not at all useful in combat, except right now,
when they need to get as much info out of this library as quickly as
possible before getting overrun with ghouls. I figured it would be a shame
for her to miss the chance to help out. So, in-character, she sees that
she's needed and through sheer force of will, pushes herself through the
Mists for just a moment: long enough to find the most crucial book and
point it out. Then, she's sucked back to where she was by whatever
forces and/or entities are keeping her there. I didn't play this out with
Suriana's player, but I'm fairly sure there's nothing her out of character
for her, so I don't think he'll mind. Soon, I'll have to actually nail
down what's happening to her, play it out with him, and work in how
this event looked from her point of view.
|
As Leif rushes to help Joel with the giant ghoul, Duffy tumbles behind the shelf
to scoop up the book. The enraged monster shoves the heavy shelf over. Duffy
narrowly leaps out of the way, as the shelf smashes into the next one, and the
next, and the next, toppling the whole row like dominoes.
Of course, the one guy in the path of the falling shelves is Mr. Reflex
Save with Evasion. But it was fun to topple them, nevertheless. Like
Dasmaria, I had plans for this guy to use the environment a lot. The old
bookshelf dominoes trick here was one way. I also really, really wanted to
paralyze somebody, then throw them out the window into the lake, but everyone
kept making their Fortitude saves, unfortunately. |
Duffy quickly notes that the title of the book is
"Ceremonies and Rites of the Church of Belenus," as he stashes it in his pack.
Finally able to attack Lysander, Leif once again deals a final blow,
destroying the monk. After a string of bad luck, Leif is relieved to be
proving himself effective, once again.
The notes say "kicking some butt." But that was just a bit jarring for the
pseudo-in-character journal. |
He was starting to feel replaced by Joel who was admittedly doing great for
their pack in prior battles. Eventually, all the ghouls
in the room are dead, but more are approaching from all sides, the party is
badly wounded, and Holger lies unconscious, but stable, on the floor.
Not wanting to find out whether the supply of ghouls is limitless or not, they
run, leaping through the window, and levitating down to the ground on the back
of bear-form Ludovic, carefully avoiding a giant shrub of the white bloodroses.
darn spot checks... grumble. |
They flee the shambling horde, reaching the forest edge, and the horses, which
are miraculously still there.
I
can't bring myself to kill the horses. I'm pretty sure this is
only because Kerri's is named Buttercup! |
They head north along river to get out of the forest as soon as possible; as
afternoon becomes night, they still haven't reached the edge. They set up
camp to rest up and heal. Most are badly injured. Leif observes, while
traveling with Holger, that he seems to be quite the woodsman, able to find his
way quickly and quietly through the dark forest, which earns him a bit of respect
in Leif's eyes.
That night, Leif has a dream about "Dark Suriana" again. Embarrassingly, he
finds himself in an opulent bed, beneath silk sheets, with "Suriana" curled up
next to him. She stares at him with the eyes of a temptress and demands to
know where the stone is. With effort, Leif forces himself awake.
Ordinarily, I shy away from sexual situations as DM, but since a) this was
only a dream, b) Suriana's player has a thick skin, and c) Leif's player is my
wife, I was comfortable enough to push the boundaries a bit. And it also
helped that it made sense in-character, and wasn't gratuitous. She's always
stressed that he may be a tough-guy hero, but Leif is still (mentally) a shy
teenage boy. This would not be the first time a teenage boy had an
embarrassingly impure dream about someone he knew, and perhaps had perfectly
pure feelings toward. |
Meanwhile, Duffy refuses to take Kerri's sedative, wanting to try working his
way through the nightmares, practicing to gain control of his dreams.
Despite his efforts, every twenty minutes of so, Duffy wakes up screaming.
On his watch, Leif talks to Holger and reads the book Suriana found. The
well-kept book includes ceremonies and prayers for nearly every occasion,
including the marriage of a priest or priestess. Since part of the reason that
Sharon fled was because she couldn't marry Leif's father, this was clearly one
of Elena's corruptions of the Belenite faith.
Monday, October 29th, 121st Year of the New Kingdom (BC 736)
The Phantasmal Forest, Nidala
By mid-morning, they reach the forest's edge, but not where they expected; with
some consultation of the map and Holger, they figure out they’re on the north
end of Nidala, east of mountains. The Forest must have grown around the
northern edge of Nidala as well. After some discussion, they unanimously
decide they want to help the resistance, if they can, and ask Holger to lead
them to Red Wolf's stronghold. During the two day journey through the
mountains, Kerri succeeds in making her dreamcatcher, Ludovic starts to look
ill,
and Leif shares with Holger the books’ contents and they agree that Elena must
be stopped.
Wednesday, October 31st, 121st Year of the New Kingdom (BC 736)
Theospine Mountains, Nidala
Late in the morning, they reach a cave, deep in the mountains.
Holger makes a bird noise, and waits for the proper response before bringing
them into the cave complex, a group of connected natural caverns, bustling with
a small group of people. As they near, an elf springs to his feet, pointing a
nocked arrow and demands, "who are they?" Holger says, "Don't worry Rupert,
they're friends. They saved my life." Rupert lowers his bow, grumbling, "Well,
I don't like the looks of them." They learn that
Red Wolf isn't there, he’s "on his pilgrimage." Holger is surprised, exclaiming,
"Already? What day is it?" It’s the last of October.
A lady comes out to greet them and Leif notices the emblem on her brooch is
the same as Davvyd and Gavin’s, the symbol of the Morninglord of Barovia.
Her name is Nadia, and when they
ask if The Red Wolf went to meet
Gondegal, she is shocked. "How do you know Gondegal?" she asks, and she is
even more surprised to learn that they came across the Mists with him. "But
you are not fellow knights," she says, "You would be with him now...
Well if you are friends with Gondegal, you are friends of my husband, Irvyne,
who is one of the Order." And despite Rupert's glowers, she invites them in.
Unfortunately, she won't tell them where the pilgrimage is only that
they’ll be back in a few days. Then she suddenly has to leave because she’s
not feeling well. While Holger shows the rest around, Kerri and Ludovic follow
Nadia discreetly, and find her vomiting by the river in a grotto outside the
caves. Kerri wants to help. She sends Ludovic back and tells Nadia she's a
healer. Nadia reveals that she's not sick, she’s pregnant. She asks Kerri
not to say anything; even Irvyne doesn't know yet. She gives her
some anti-nausea herbs and herbs that are good for growing babies.
"pre-natal vitamins" was the exact phrasing, but I don't think they would
have known those words in this era of medicine. It was noted that silphium
resin from Ravenloft Gazetteer, vol. IV
would have been a bad thing to give her, since it relieves many common
ailments, but is also most effective as a contraceptive. Probably not the best
thing to give a pregnant lady. Good pharmacist skills, Kerri!
|
Back in the caves, the others are meeting the other Pack members and asking
questions like, "How long has this uprising been going on?", "How do they get
recruits?", and "How do they know to trust the recruits?"
But most of the people Holger introduces them to are too concerned about Kip to
make much conversation.
Actually, I don't recall how I answered those quesions. I might have. |
Holger introduces Leif and Duffy to the only other woman there; her
name is Maureve Spellweaver.
Across the room, Ludovic's player's ears perk up at that name. |
Aside from being a woman, she really stands out from the crowd because unlike
the other members of the ill-kempt, ragtag band she’s wearing a
beautifully maintained pink silk dress with blue highlights. Like the others,
she first asks about Kip, but then agrees to answer some questions, though
her demeanor is very aloof, as though they're bothering her. She’s
one of the ones who’s been here the longest. She and Irvyne escaped together
from the dungeons of Faith-hold castle, with six or seven others. "We’re all
that’s left from the first batch, almost ten years ago now." Attempting to sway
her to a more friendly disposition, Leif asks, "Where did you
get your dress? It’s beautiful." She replies, "It's one of the last things I
have from home." "Where’s home?" asks Leif, and with a wistful look, she
replies, "very far away." Finally, he asks her, "How do you
know Nadia?" and learns that Irvyne rescued Nadia from Elena’s clutches in
the past year, fell in love with her, and soon married her.
Ludovic arrives, and Leif introduces them. Testing the waters, Ludovic says,
"what is your name?" in Draconic. She’s pleasantly surprised and is
interested in getting to know more about Ludovic.
They leave together to discuss wizardry and swap spells.
A "study date" is what the others called it. That better be all it is; I
don't want to see what happens to Ludovic if a certain someone finds out it's more than that.
;) I gave Maureve a random spell book, using this tool, and
stuck dimension door on it, since I know Ludovic wanted to learn it so he
could use his Dimensional Jaunt reserve feat (from Complete Mage). But what I didn't count on was Ludovic being
broke and out of ink. Oh well, he'll have to learn it when he levels. |
After getting to know the pack, the party settles in to wait for Red Wolf.
On the first night, Kerri tries out the dreamcatcher that she was told to make
by "Mr. Walks with Himself," as she calls him. She clasps the dreamcatcher
tightly, and she and Duffy sleep while Joel and Leif watch over. In her dreams,
Kerri finds herself on a stage and all around are people watching expectantly;
she’s standing there with a harp and a stand with music in front of her. She
quickly realizes she’s in a dream and tries to will Duffy to come to her dream.
Duffy doesn't arrive but Walks Alone does, and, true to his name, he is alone.
As the audience grows restless, he tells her that dreamcatcher must be hung over
the sleeper. As long as sleepers are near it, it will work. She asks him, if
she can wake up, hang it up, then meet him back here. But he tells her that the
dreamcatcher will prevent all intrusions, even him. Just then, LeMot Sediam
Juste emerges from the wings and walks toward her, his hands extending into
creepy claws. She tries to will his hands to fall off, but fails. Walks Alone
tells her to run away and wake up, and with some effort, she does. In the
waking world, she relays the shaman's instructions and hangs the dreamcatcher.
She goes back to sleep and this time, tries to look for the stone. She
concentrates on trying to make a happy, pleasant jail for the evil thing in her
head. But it seems she needs to practice more, since nothing happens.
i.e. she needs some ranks Dream Use ranks. |
Joel watches over her all night. Despite the dreamcatcher, Duffy still has
nightmare echoes of his horrifying first contact with the dream creatures.
Without proper treatment he'll have the horror-induced nightmares for at
least two weeks. |
But at least he seems to have no further unnatural intrusions.
While they sleep, Joel and Leif notice that one of the five beads in the
middle of the dreamcatcher shatters.
It's kinda of hard to adjudicate the dreamcatcher fairly. Since a bead
shatters for each blocked intrusion, it's completely arbitrary how long it
lasts. I could shatter them all in one night, or let it last forever. I feel
bad for a PC who actually goes through the Wondrous Item process to make one,
and wastes XP on it. |
When Kerri wakes and hears about this, she is disappointed to know that the
protection isn't permanent, but sets out to create more dreamcatchers, with the
help of one of the members of the Pack, who is a craftsman.
Kerri will have time to make three attempts at dreamcatchers. We were
running short on time, and will have to roll them out later. |
During the downtime, Leif tries to teach Kukri a trick,
We'll look up a trick and roll for it later. |
and probes the Pack members for their history with Elena. They've
confronted her forces but never her directly because they’re too scared. Red
Wolf is trying to figure out a way to strike against her soon because he’s
losing patience, and wants to see his people free. Elena has sent her forces
across the mountains to look for them, and they've moved their stronghold
several times to avoid being caught. They have to be careful, because Elena
has great powers. Her knights are just knights for the most part; none of the
other knights claim to be a paladin like Elena does. But at her right hand
is an old man named Theokos who is often by her side in inspections.
He’s rumored to have magic powers.
Ludovic succumbs to the Moon Madness and runs wild on the third night.
After he gets back, Kukri approaches Leif. Kukri tells him
"something really weird happened..." Apparently, Ludovic met up with
about a dozen other vistani, and they went off and chanted and "howled"
together. Kukri couldn't get close enough to tell more because the other
vistani glared at him, and for some reason he couldn't approach any further.
the ol' evil eye. I was beginning to think I'd let Ludovic off too easily
on the Moon Madness of late, letting him literally just "run." It's supposed to
be something a bit more mysterious, so I decided to crank up the eerieness
a bit, especially since I'd established there were Vistani in the area. |
Saturday, November 3rd, 121st Year of the New Kingdom (BC 736)
The Pack's Stronghold, Nidala
Red Wolf and the rest of his men come back, but one wiry man is injured.
Maureve gasps and runs to him, furious, "Garik, you fool, what
happened? Get yourself to Nadia for some healing!" He complies and Nadia
shines her Morninglord symbol and heals Garik with a prayer. Irvyne, the
Red Wolf, seems to be so named for the red lacquered wolf-styled armor he
wears, under his black and gold Knight of the Shadows cloak.
Leif has finally found some level of trust and respect for Gondegal's
Knights, and an in-character reason to join them. Of course, this realization
comes 3 days too late to join up at the annual meeting. Figures. |
His wild brown hair and stubbled face give him a look that makes it easy to
believe Elena's accusation of banditry. But though he is wary of the party at
first, he is grateful to have their help. Once he and his men settle in from
their journey, together they will make plans to bring Elena Faith-hold down.