Twilight's Children

Session 19, 5/22/09-5/25/09


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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

Soundtrack for Banemaw's Cave:
Notre Dame des Paris - Bohemienne [click to listen]
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.

Soundtrack for Mountain Battle:
Vitamin String Quartet- Misery Business [click to listen]
Boondock Saints - The Blood of Cu Chulainn
[click to listen]
Castlevania - Into Battle

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.
failed will save
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.
Int drain.
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

Soundtrack for The Theospine Mountains:
Aeone - Indira [click to listen]
Gladiator - Earth
[click to listen]
Alex Miranda - Last Breath of a Loved One
[click to listen]
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.

Soundtrack for Ludovic's Dream:
Mary Reilly Soundtrack - House of Henry Jeckyll [click to listen]
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.
Soundtrack for Duffy's Dream:
Mary Reilly Soundtrack - Mrs. Faraday's [click to listen]
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.

Soundtrack for Kerri's Dream:
Cube Soundtrack - Why are we here? [click to listen]
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:
Soundtrack for Walks Alone:
Sounds of Nature - Incan Pan Pipes [click to listen]
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.
Failed Dream Use check.
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.
The gray morph from Session 15
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.

polymorph self
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.

Bardic Knowledge
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.
Soundtrack for Leif's Dream:
8mm Soundtrack - Missing Persons [click to listen]
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."

Soundtrack for Forenoon Abbey:
The Crow Original Score - Pain And Retribution [click to listen]
Nox Arcana - EveningStar
[click to listen]
Nox Arcana - Necronomicon
[click to listen]
Dead Can Dance - Monk With Bells
[click to listen]
Nox Arcana - Temple of the Black Pharoah
[click to listen]
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
alter self
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.
sound burst

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.

Abyssal
Gravetouched Ghoul picture from Libris Mortis, with Ebonbane's red death's head mark added in photoshop.
Soundtrack for dining room battle:
Varttina - Aijo [click to listen]
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.
failed her first check.

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

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?"
close enough.
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."

Soundtrack for the climactic library battle:
le Reve Soundtrack - Filet [click to listen]
Midnight Syndicate - Fallen Grandeur
[click to listen]
Orbital - Event Horizon
[click to listen]
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

Soundtrack for :
Dinosaur Soundtrack - The Egg Travels [click to listen]
Rhythm of the Pridelands - Lea Halela
The Vitamin String Quartet - Helena
[click to listen]
The Vitamin String Quartet - Girls Not Grey
Vitamin String Quartet - Hypnotize
[click to listen]
Mychael & Jeff Danna - Hills of Ireland
[click to listen]
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,
ghoul fever.
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

via speak with animals
"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.

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