March 17-19, 2017 Campus Club, Princeton University Pre-Register Here! On-site registration and check-in starts at 3 PM First runs start at 5 PM Close parking in Lot 10, much more in Lot 21 Cost: $25 ($30 on-site), or $10 with college student ID ($15 on-site), or free for Princeton students. Add $40 for a D&D 5th Edition Player’s...
PrinceCon is a 46-hour role-playing marathon held on the Princeton University campus every Spring (since 1976). The character you create on Friday afternoon stays with you throughout the weekend, growing more powerful and accumulating potent magical items as you adventure in a single world with many different talented GMs. What’s the...
Princecon is organized and run entirely by volunteers, including both Princeton alumni and long-time Princecon devotees. Are you interested in taking your participation to the next level? Consider: Leading discussions in the Google and Facebook Groups. Playing in a playtest campaign (at Princeton or elsewhere) to iron out proposed system...
There were a series of intertwined runs involving these countries.
“To meet all the best people” [Lascaux]
Fri 05:14 PM — Sat 12:06 AM
Azareth, Catfolk Mage
Damneron, Human Cleric of Mavors
Dr. EV Tin, Hobbit Cleric of Aru
Dracik, Dwarf Hero
Fyerdenn Sil, Perrin Hero
Rhynnel Aren, Perrin Cleric of Gaia
Tim, Human Guardian
The players were briefed in Newcastle by the Lord Secretary, Uffen Mimsey. Their mission was to deliver to King Clovis of Lascaux an invitation to Queen Nayla’s Masquerade. Concurrently, they were to spy upon the Lascaux Court in order to see if dissent can be sown between Clovis and King Ferdinand of Hesperia, subtly slander Queen Mare in order to prevent her marriage to Prince Francis, and keep their eyes open to any opportunities or dangers.
Newcastle to Montalban
Sailing out of Newcastle under ambassadorial colors, the party made good time until they were attacked at night by pirates near Cadiz. Dracik, on
watch, woke the party, but by the time they made it abovedeck, pirates had boarded and several sailors were down. Dr. EV used a massable heal to stabilize the sailors, and Dracik went berserk and started cutting down pirates. When the pirates realized Queensguard were present, they tried to flee, but Tim and Rhynnel made it across the boarding plank before it could be pushed into the water. Dracik also attempted to cross, but under the effects of a Hallucination, misjudged the location of the plank and fell into the water; fortunately Damneron was ready and successfully tossed him a rope. Fyerdenn sent his own rope across to the pirate ship after they cut the ties, then tightrope-walked across to start attacking pirate archers from behind. The party recovered 3 chests of gold. Interrogating the captain, they learned:
The gold had been taken from a Hesperian galleon
The pirates made their base on an island near Brava (marked to report to the Queen)
Though it would slightly slow their progress to Montalban, the party chose to bring the captured pirate ship and prisoners with them.
The party was met at the docks by Sir Geoffrey, the Nassau courtier to Lascaux. Unfortunately, in Lascaux, one cannot simply announce one’s self and gain access to the King. Worse, Sir Geoffrey reported he had been unable even to present himself before the King in some weeks, much less speak to Clovis. Instead the Lascaux King had been closeted with the Hesperian ambassadors and Queen Mare of Jum. The party made several attempts to work their way into se
eing the King:
Since their prisoners had stolen from Hesperia, the party turned the pirates, and one chest of gold, over to the Hesperian ambassadors. The Hesperians replied by inviting them to breakfast the next morning… in the public square where the pirates were hung for their crimes.
Fyerdenn and Azareth sought “employment” within the castle and found a server who might have been able to get them in… until he was found murdered one morning. Questioning the dead body:
Didn’t know who had killed him
While serving in the rooms where Clovis, the Hesperians, and Mare were (oddly, Prince Francis was not often present), he saw they were looking at maps of the continent, and
In discussion Queen Mare was insistent that she should be Regent of Nassau
Dr. EV and others sought rumors in the Aru temple and throughout the city…
As Sylvania shrinks, Jum (Queen Mare’s country) has room to grow
The wedding between Mare and Francis would likely be in Lascaux, not Jum. This was against custom, but not scandalous
Mare and Francis were childhood friends
There were many disparate notions of relations between Lascaux, Jum and Hesperia (much of which was scandalous)
Tim, while carousing, got into a fight with the dangerous duelist Tomas, an expatriate of Hesperia (and unbeknownst to the party at the time, in the employ of Queen Mare).
Their efforts were noticed by the Queen Mother Catherine (Hesperian by birth, a distant cousin to Ferdinand), who sent them an invitation to her salon.
My dear delegation of Nassau, I have heard nothing but the most amusing stories about your adventures in this fair city. It would please me greatly if you would grace my salon with your presence, so long as your jester behaves himself.
Upon arrival, the Queen Mother asked the party for their contribution to the salon. Tim played the lute, and Azareth belly danced. The Queen Mother introduced the party to her grandson, Prince Francis, and they gifted him with the captured pirate ship in Nayla’s name. He was bemused by this, for he didn’t possess a ship of his own. Dracik then offered to arm wrestle the Prince, who was saved from responding by the dwarven courtier Ivan Sinalvit (and undiscovered by the party, the last of the royal house of Vosgod). Catherine was sufficiently charmed by the barbarians from Nassau that she arranged for an audience with King Clovis.
The following morning, Azareth and Dr. EV “accidentally” bumped into Prince Francis as he was inspecting his new ship, and they spoke winningly of Nayla’s wit and personality, and her interest in meeting Prince Francis.
At the audience with Clovis, the party delivered the invitation to the masquerade, and after a short time waiting in Sir Geoffrey’s apartments, learned that Prince Francis would sail back with them to Nassau on his own ship. Once in Nayla’s court, Francis became entranced with the Queen, and stayed near her person for the rest of the Con.
“The Most Dangerous Game” [Shiang]
(Note: this run was GM’d by John Kliminski)
Fri 8:00pm – Sat 6:00am
Alizar, fey mage
Bert, perrin cleric (Gaia)
Gadric Bitterstorm, epon guardian
Scalk Ferisone, cat mage
Sgt Dredge, perrin cleric (Gaia)
Zaroth, elf hero
The Queensguard were sent to deliver an invitation to Queen Nayla’s Grand Masquerade to the new Governor of Shiang. A Hesperian ambassadorial ship paralleled them and suggested that they sail together to reduce the risk of pirate attacks. The party warily agreed and the ships kept a cautious distance apart.
During the night half of the Nassau crewmen attempted to murder the Queensguard. The cutthroats confessed that they had been paid by a fey in Newcastle to hire aboard this ship and make sure that the ambassadors did not reach their destination. (That fey was one of the Kjallintar cultists, acting under the direction of Queen Mare of Jum who was trying to prevent Nayla from gaining allies.) The party decided to use magic wind and the cover of night to break away from the Hesperian ship.
The next day they saw a cargo ship to the south, heading in the same direction as they were. That ship suddenly exploded, blasted into splinters and debris. The party retrieved a lone survivor (a lookout who had been in the crow’s nest) and learned that the ship had been ready to set sail from the North Shore bound for Byrsa when it was suddenly commandeered by an ambassador from Lasceux to detour to Shiang. There was a typical load of goods and passengers aboard (which included goblin merchants from Vosgod carrying a concealed super-weapon – which accidentally caused the explosion – to offer to the ruler of Byrsa).
At the port in Shiang the Queensguard and the Hesperians’ paths converged again. Both groups were brought to the palace and introduced to the Governor. The party made a good impression for Nassau and politely badmouthed Hesperia. The new Governor seemed to be of interest to all the countries, as Byrsa and Sylvania had also recently sent envoys to make his acquaintence (Vosgod had simply sent goblin merchants to broker an arms deal). The Governor offered his guests to join in a hunt for the occassion. All four delegations were escorted to a forest preserve and positioned around the perimeter. The Governor informed them that they should hunt the other ambassadors, with the survivor demonstrating their fitness as an ally. In the forest the Queensguard decided to organize an alliance with the Byrsans and the Sylvanians to kill the Hesperians, and then exit together without any more bloodshed. As the suggestion to hunt their peers had actually been a test of character in the first place, the Nassau representatives proved themselves not only willing to refuse to kill for gain but also capable of reasoning with the other groups. Impressed, the Governor sent back his reply that he would attend the Masquerade.
“Art of the Deal” [Vosgod]
Sat 12:26 AM Sat 06:09 AM
Bushmills, Elf Hero of Carrunos
Connemara, Fey Hero of Carrunos
Jameson, Fey Mage of Hione
Krischi Drumpf, Perrin Hero of Ratri
Liam Silverbeard, Human Hero of Mavors
Shideem, Fey Mage of Gaia
Silas Silvertear, Fey Cleric of Aru
Tullamore Dew, Hobbit Cleric of Aru
Fun fact: Tullamore, with 13, had the highest strength in the party.
The players were briefed in Newcastle by the Lord Secretary, Uffen Mimsey. Their mission was to travel to Vosgod and investigate the offers of weapons coming out of that country, see if any other buyers were present, and report back. Vosgod had once been a monarchy, but the ruling Sinalvit family had been wiped out in a revolution some years ago. The Iron Council now led the country, but details on the individual members of the Council were few.
Commenting on the mission and the makeup of the party, Liam Silverbeard noted, “It’s too bad we have no Daglir worshipers. We’re short a lot of things. We’re short.”
Because tensions were high with Hesperia, and concerns about the time to sail around the continent (and pirates), the party decided upon an overland route. They chose to skirt the eastern border of Jum and travel through the little-known land of Permyuton, which was largely populated by Catfolk emigres from Shiang (and points further west in the Empire of Cats). About a day into their overland travel, the party was approached by some Catfolk hunters, who did not speak Nassau. Silas Silvertear cast Comprehend Languages in order to act as interpreter for the party.
A representative of the Catfolk asked if the party would you like to join their hunt, and after discussion (during which all but two of the Catfolk began moving off), the party responded that they probably didn’t have time to distract from their mission. “Two days,” the Catfolk replied. Silas tried again to explain that they didn’t have two days to spare — “We will give you two days head start,” the Catfolk interrupted. The party now began discussing whether to try to kill the Catfolk *now*, or lead them into a trap, or just try to outrun them. The two remaining Catfolk started to move off, and Jameson began to prep Fireball. Hearing him begin to cast, one of the Catfolk hit him with an arrow, while the other warned Silas, “Two. Days.”
The party thus began a desperate, multi-day, cross-country chase where Liam Silverbeard exhorted them to try a number of tactics:
Alternately taking great care to cover their traces for a few miles, followed by traveling in a different direction so that they zig-zagged across the land,
Capturing some local fauna and tying some of their own scent-marked clothing to said fauna, leading to the following exchange when Connemara was confused about the details of the plan:
“No, we’re peeing on the clothes that we’re attaching to the pheasants, not on the pheasants.”
“What does a pheasant look like?”
“It looks like a wet chicken.”
As the party prepared for one last push, the Fey were sent off to light campfires in opposite directions, and then make a beeline for the safety(?) of the Sylvanian border.
The party made it under the canopy of the border forest just ahead of the pursuing Catfolk, who dared not hunt inside Sylvanian borders. The party wisely chose not to tread too deeply into the forest, and headed south to Vosgod. Eventually they came upon a dwarven logging camp that appeared to be harvesting entwood as well as regular wood. The loggers were protected by dwarvish soldiers in full plate and prepared for an attack from the Sylvanian patrols. The party debated whether to skirt the camp entirely, during which Silas Silvertear was pointedly asked, “Didn’t your nonviolence almost get us killed?” When it was decided that they would get directions and rumors from the dwarves here, Bushmills hid his ears as the party warily passed signs in the logging camp that declared: “IT’S A DISGRACE TO YOUR HERITAGE. MAKE WEAPONS. KEEP ANGRY AND CHOP AN ELF TO BITS.” (Clearly, the party deduced, Sylvania would not be buying from Vosgod.)
They made their way to the town of Tallin, and met with “The Don” of the Iron Council, noting that a Hesperian delegation was leaving as they were entering. The Don was the shortest dwarf the party had ever met, though to all appearances, he was a dwarf. He made no secret of the fact that everyone wanted to buy his weapons, which Vosgod was happy to provide, but he also wanted to assure the delegates from Nassau that his country had not abandoned all “peaceful crafts.” To this end, after showing the party rotating, rapid-firing ballistas that could be mounted on a ship, repeating crossbows, and a substance that looked like coal crushed to a fine powder and was highly flammable, the Don brought them to a shop where a dwarf was hard at work on a box-like time telling device they called a “clock.” The party marvelled at this, and Liam, who had Knowledge of Celestial Navigation, immediately understood that with these “clocks” on board, ships of Nassau could more accurately navigate the open seas. The Don, who had never been to sea, didn’t understand why the Nassauns were so excited, but he was happy to take the party’s assurances that Nassau would be very interested in putting these clocks in all their flagships; along with the ballistae, of course. In exchange for assurances that Vosgod would sell to Nassau before Hesperia, the party agreed to secure an invitation to the Queen’s Masquerade for a member of the Iron Council who would bring a gift for the Queen.
“The Clocks of Vosgod” [Vosgod]
Sat 09:50 AM Sat 12:28 PM
Alizar, Fey Mage of Leo
Bert, Perrin Cleric of Gaia
George of the TBone, Human Cleric of Carrunos
Lumbr, Jack, Dwarven Hero of Leo
Ozymandias, Fey Mage of Janda
Ushan DeLucca, Catfolk Hero
The players were briefed in Newcastle by the Lord Secretary, Uffen Mimsey. Their mission was to deliver the invitation to the Queen’s Masquerade to the Iron Council, secure the first shipment of weapons from Vosgod, and bring the chosen ambassador from the Iron Council safely to Nassau.
With the intelligence gleaned from the previous mission, the party chose to take a longer overland route that skirted the western border of Jum. Along the way, they met groups of dwarves building a road north from Vosgod to the coast of the Inner Sea, from where they could more easily ship their weapons wares. The party also heard rumors of continuing skirmishes between Vosgod and Sylvania.
The party is escorted into Talin with an honor guard, showing the friendship of the Iron Council and Nassau. In Talin, they noted that everyone is not happy — there is an undercurrent of discontent, and even some rotten vegetables thrown during the procession.
The Don of the Iron Council met with the party and discussed the trade deal. They inspected repeating crossbows, “clocks”, discs filled with the fine powder that explode when you step on them. The party also brokered “first rights” to the ship-based ballista in exchange for discovering the leaders of a local group of malcontents.
The party managed to contact a local cell. The leader of the cell claimed that the Iron Council is really a group of goblins! Worse, in the undercities of Vosgod, goblins had been slowly working to impoverish and enslave the dwarves. The counter-revolutionaries could not unite under a common local leader, but at the time of the revolution, a baby cousin to the royal line was smuggled into Lascaux. That baby was Ivan Sinalvit. The party promised he would be found and brought back to Vosgod to lead the counter-revolution.
Though, in the eyes of the Iron Council, the party was unable to solve the problem of the counter-revolutionaries, they were more concerned with getting their representative and gift to the Masquerade. They sailed back to Nassau under Vosgod colors with an initial shipment of clocks and prototype ballistae.
“Crashing the party” [Nassau]
(Note: this run was GM’d by John Kliminski)
Sat 1:30pm – 4:00pm
Johan Gombalsnorf, human mage;
Krumbo Krumbo Krumbo, human hero;
Ozymandias, fey mage;
Ushan DeLucca, cat hero;
Verrah Markann, perrin cleric (Aru)
On the day of the Grand Masquerade the Queensguard uncovered a plot to assassinate Queen Nayla during the party. They detemined that a number of fey (Kjallintar cultists) and eponai (agents of Queen Mare) had been replacing some of the regular workers in the ballroom and using their jobs as a cover to prepare for a ritual of vengeance in the attic above the main hall which would strike down Nayla below. When their plan was discovered the fey fought berserkly to the death for their cause and the eponai withdrew to report back to Mare for hers. The security breach led to the decision to relocate the Masquerade from Newcastle to a secret site in Blackpool.
The chain of islands which became the Kingdom of Nassau were originally inhabited entirely by fey. As pirates began to appropriate the islands for their own purposes, the indigenous fey were squeezed out. The fey embraced the worship of Kjallintar, the scourge of wrath and retribution. Throughout the rise of the Kingdom that sect continued in secret. When Queen Mare was seeking allies against Nassau she discovered the cult and worked with them. Among their efforts, her agents helped the cult to implement a plan to assassinate Queen Nayla at the Masquerade. The Queensguard became aware of the cult when they foiled that attempt. All the cult followers were then rooted out by the Nassau guards and the leaders were tracked down by the Queensguard.
“The Governor’s Gift” [Shiang]
Sat 01:20 PM Sat 04:04 PM
Azareth, Cat Mage of Ratri
Barrett, Fey Cleric of Gaia
Fyerdenn Sil, Perrin Hero
Gadric Bitterstorm, Epon Guardian of Gaia
Rhynnel Aren, Perrin Cleric of Gaia
Scalk Ferizone, Cat Mage of Gaia
Zaroth, Elf Hero of Mavors
The players were briefed in Newcastle by the Lord Secretary, Uffen Mimsey. Their mission was to escort the governor of Shiang, who had received death threats, back to Nassau for the Masquerade.
The party shipped out on a Nassau galleon newly equipped with Vosgod ballistae and clocks. They arrived in Bhind without difficulty and met the Governor at the far side of town. He claimed to have been receiving anonymous threats, but otherwise seemed unconcerned as they progressed through town.
As they neared the docks, Fyerdenn noticed a person on a rooftop, and went to investigate. It was a cloaked human (unbeknownst to the party, Queen Mare’s duelist Tomas) watching the party, and as he spoke into his hand, the Nassau galleon exploded outward, pieces of wood flying everywhere, fortunately without the party on it. Fyerdenn heard Tomas curse “Damn, too soon.” Fyerdenn then tried to steal the device used to communicate, but is discovered and gets into a running melee down to street level.
Meanwhile, the party commandeers the nearest “merchant vessel” flying a Nassau flag. Azareth Dimension Doors the party to get there without exposing the Governor to missile fire. Fyerdenn has to run for it, catches a rope, and is pulled aboard the sloop (“You just invented water skiing!”). Upon closer examination, the “merchant” and his crew appear to be little more than pirates or smugglers, leading to the following exchange.
Governor of Shiang: Can we trust them?
Fyerdenn Sil: We can trust them with your life, but not with your luggage — so it is a good thing we left your luggage.
The “merchant”, Captain Clam, was promised amnesty for his help, while Azareth sent Messages back and forth to Attuned mages in Nassau to arrange for an escort ship of the fleet. They were rerouted from Newcastle to Blackpool; apparently the Queen was in danger and the Masquerade was relocated to the Secret Court.
In the Secret Court, the Queen agrees to meet with the Shiang Governnor.
Governor: Would you consent to Nassau being the easternmost of the territories of the Empire of Cats? You would be showered with gifts and foremost amongst the rulers of this continent.
Queen Nayla: You had other questions?
Governor: If you would accept a proposal for marriage, what would you ask as a gift? The head of King Ferdinand? Money? Troops?
Queen Nayla: Troops.
The Governor plans to offer his grandmother’s ring to Queen Nayla at the Masquerade.
“That Idiot Ivan” [Lascaux/Vosgod]
Sat 05:30 PM Sat 10:28 PM
Astraea, Fey Hero of Gaia
Barrett, Fey Cleric of Gaia
Cecil Wallis, Human Hero
Damneron, Human Cleric of Mavors
Noelani, Perrin Hero of Gaia
Stede Avery, Human Hero
Zip, Fey Cleric of Gaia
The players were briefed in Newcastle by the Lord Secretary, Uffen Mimsey. Queen Nayla had determined that Nassau’s interests might be best served with a destabilized Vosgod, so the party’s mission was to travel to Lascaux and retrieve Ivan Sinalvit, with the intention of returning him to lead the counter-revolution against the Iron Council (or, if he seemed completely unsuitable… eliminate him). According to the latest intelligence, Ivan was at the Queen Mother’s country home in the plains of Lascaux.
Prince Willard of Orcrange helped disguise the party as pilgrims to avoid Hesperian patrols as they made their way through the North Shore to the border of Sylvania. There, they asked the elven border patrols for (and received) permission to travel along the edge of Sylvanian lands, until the could come to Lascaux around the southern end of the mountains.
Using the powers of Gaia (Zip transformed as an eagle and providing aerial reconnaissance for the party), they easily avoided detection in the countryside and made it to the Queen Mother’s estate. Damneron, having been to see the Queen Mother before, talked their way past the Epon guards to the steward. They put on a show for the Queen Mother to get to talk to the Prince. He said that his claim to the throne needs to be proved by The Forge of the Underkings (or, more accurately, the hammer, chisel, and tongs of the Underkings), artifacts of the Sinalvit family that Ivan believed were destroyed in the revolution.
Damneron asked Ivan, if the artifacts could be found, would he seek the throne of Vosgod? Although he had never lived primarily among his own kind, Ivan felt that his time under the Queen Mother’s protection was limited, so he may try to retake the throne. He asks the Queen Mother for advice. Each of the clerics performed an Augury and the answers lead them to believe that the artifacts exist. Ivan returns to the party and declares he will seek the artifacts; for the Queen Mother has told him–
Suddenly the Queen Mother is attacked and killed by Tomas, Queen Mare’s duelist, who seems to also have a grudge against Stede Avery. Several of the Epon guards appear to be on his side, but the party defeats them. The party beat a hasty retreat, for fear of Nassau Queensguard being discovered with the Queen Mother of Lascaux and a number of her guards massacred.
– Ivan said that the Queen Mother told him to go to Count Frontenac in Terra Nova, and release Whitebeard.
(Note: this run was GM’d by Chris Cavendar)
Sat 10:33 PM Sun 01:30 AM
Astraea, Fey Hero of Gaia
Barrett, Fey Cleric of Gaia
Cecil Wallis, Human Hero
Damneron, Human Cleric of Mavors
Noelani, Perrin Hero of Gaia
Stede Avery, Human Hero
Tim, Human Guardian
Zip, Fey Cleric of Gaia
George, Human Cleric of Carrunos
[the following is a transcript of the player notes]
After taking Ivan back to Nassau, we head to Nova Lascaux and the lands governed by Count de Frontenac. Barrett uses Augury to find out that Whitebeard is in Nova Lascaux, and the Count de Frontenac knows how to find Whitebeard.
On the journey to Nova Lascaux we encounter storms and lose 2 sailors. As we head toward the Count’s territories, the lands look poor, crops are stunted. The land is too sick to support the life on it — probably a curse.
We find a road to a guarded gate with a block house attached to the gate. The yellow & black uniforms on the guards show they are troops for the Count.
George and Tom try to go through the gate, it becomes a huge screw up. We go back to the small town which is not far from the Count’s lands. We talk to people about the Count and we are told he is a monster and is not liked by people. We are also told he lives in a prison.
Some of the players turn into birds and explore the Count’s lands. They find that the lands get worse as you move toward the center. 34 miles in they find a volcano. The volcano has a lake in the center. The prison is built on the lake. The last thing they saw was a magnificent hallway that had a doorway that did not seem to go anywhere.
[note: players needed to break at this point; this is where we stopped]
[GM note: a later run recovered a map to the artifacts from Whitebeard]
“Mare, Queen of Hell” [Jum]
Sat 10:50 PM Sun 05:03 AM
Alizar, Fey Mage of Leo
Bert, Perrin Cleric of Gaia
Dr. Odde IV, Human Mage of Mavors
Lumbr, Jack, Dwarven Hero of Leo
Ozymandias, Fey Mage of Janda
Squidlli, Cthuloid Cleric of Aru
Ushan DeLucca, Catfolk Hero
The players were briefed in Newcastle by the Lord Secretary, Uffen Mimsey. Queen Nayla had determined that Mare, Queen of Jum, had become such a menace to the security of Nassau that it was time to bring her in. Their mission was to capture Mare and return her to Nassau.
The party that went to capture Mare included three mages and a Gaia cleric. The Nassau Intelligence Bureau informed them that Mare’s flagship had left Montalban and was heading home to Jum, so the players planned to use a submarine captured from some Kobold pirates to do a high seas D-Door snatch and grab. As the ship passed above them, Ozymandias cast Locate so they could cast the D-Door with pinpoint precision.
Me: “You do not Locate Mare.”
Alizar: “Maybe there’s a Veil on Mare. I cast Locate [in the hopes of winning the LvL battle].”
Me: “You do not Locate Mare.”
Bert: “Maybe this is a decoy. Augury — oh, Gaia, is Mare on that ship?”
Dr. Odde IV (who was loaded with Strong Magic): “Hm… Sometimes Auguries can go astray. You know what? I’m just not comfortable with dropping this line of investigation until I’ve tried. I cast Locate.”
Me: “You do not Locate Mare.”
PRINCECON, where ignoring the advice of the gods happens. Apparently it was a decoy that was seen boarding the ship.
They sail the submarine upriver and note pleasure barges and coaches on their way to Queen Mare’s Castle Weymiss. A bit of reconnaissance revealed there would be a ball that night.
“Even better, a masked ball.”
“Yeah, we look like things.”
The party accosted some lesser nobles, took their clothes and invitations, and successfully entered the castle. Lumbr put his name on Queen Mare’s dance card, for their plan at this point was to have Lumbr dance her into a D-Door, but as he took the first few turns, Lumbr realized that this was the decoy again! He stumbled and fell, risking the wrath of Mare’s guards, but otherwise keeping the mission safe.
Shortly thereafter, everyone began to go mad, part of a huge ritual spell being cast in the dungeons. The party found their way down and battled their way to interrupt the casting and capture Mare.
“Return of the Underkings” [Vosgod]
Sun 10:30 AM Sun 03:00 PM
Ademar Diaz, Human Guardian
Basil Sweetgrass, Epon Hero of Mavors
Cecil Wallis, Human Hero
Damneron, Human Cleric of Mavors
Stede Avery, Human Hero
Stormcloud, Cat Guardian of Leo
Thully Ravaw the One-Handed, Fey Mage of Ratri
The players were briefed in Newcastle by the Lord Secretary, Uffen Mimsey. Their mission was to help restore Prince Ivan Sinalvit to the throne of Vosgod. From Chris’s runs, they had a map to the Hammer, Chisel, and Tongs of the Underkings, which would prove Ivan’s claim. They were located in a tomb of a sorceress of Lapp.
The party went to get the artifacts first. In their words:
We take the same route that we took to o find the Prince the first time, until we need to turn south. We go to a fishing village and buy a small sloop + crew.
The trip to the location of the artifacts is uneventful *except* we see a Vosgod tunneling machine digging under the narrow straits between Vosgod and Lascaux to bring invading troops. [GM note: the party debated whether to investigate, especially considering that they might need to do some digging at the site of the artifacts, leading Basil to quip, “Pardon the interruption of your clandestine invasion. Could we borrow your transportation?”]
We travel to the tomb, casting Pathfinder (to find our way back). The artifacts appear to be buried almost 100’ below the ice, but we find some old tunnels that were used to excavate the tomb. They are in poor shape, so we start digging to widen them. Some ways down we encounter a magical unnatural cold. Dispel Magic does not rid it. Further down we find a hole with a 30’ drop to slush, where the magical unnatural cold appears to end.
Damneron casts Detect Traps and discovers there is a trap in the slush. Using a magic coin, we trigger the trap, which causes the cold to return and the slush to freeze solid. It appears that you would get stuck in the slush and the cold would kill you. Using flight, Basil explores the tunnel, flying above the slush. He finds a room with a sarcophagus and detects “Evil” within the room.
The party enters the tomb and battles some ice monsters. The ghostly undead sorceress inhabiting the tomb offers the artifacts (which “do not belong here”) if we will take them and leave.
We take the Prince and the artifacts back to Vosgod, where he is welcomed by counter-revolutionaries. Damneron gives Ivan a book on the History of the Nassau Isles (itself a gift from the Queen Mother), and the party returns to Nassau.
The Gentleperson’s Guide to Sylvania
The mysterious nation of Sylvania — once vast and influential — has retreated in recent years to its historical borders. There are many who would claim it was “beaten back” or “defeated” — yet a more prudent observer might wonder if this was intended all along by our wise and elegant neighbors, whose long lives give an entirely different meaning to the phrase “long term planning.”
Visitors to Sylvania may enter that forested kingdom only by invitation — and invitations are thin on the ground in these unsettled times. I myself have not passed the borders since I was a small girl — which, of course, has not been so very long ago.
King Istvan III of Sylvania is wise, learned, and, to be honest, gentle readers — even after centuries, still the most beautiful creature ever to grace this life. Sent into the outer lands as a concubine to Dido XXVI in his youth, he has since captivated and successfully wooed a long line of rulers. In his time, he has acted as Consort in Byrsa, Lascaux, Jum, Lapp, Hesperia, and Vosgod. He brought days of unprecedented power and influence to both Jum and Lapp, drove the Byrsans out of Hesperia, and was reforming Vosgod into an artisan civilisation worthy of respect when his spouse Queen Jelena was killed during the revolt that placed the Iron Council in power. (The neverending military aggressions between Sylvania and Vosgod date from this period.) Half the region owes its most elegant and honored traditions to his influence, and rumor in Lascaux now has him preparing to court Queen Nayla I of Nassau.
King Istvan speaks charmingly of the vitality brought to his nation from outside influences, and dazzles all visitors with his stunning treetop palaces and carefully designed treescapes. At his last visit to the royal court of Lascaux, he declared his intention to visit the invigorating islands of Nassau. When asked why he wished to visit the barely civilized isles, he smiled charmingly and quipped, “Fresh blood,” to the laughter of the entire court. The question is only if wisdom and grace can charm such a young and headstrong queen.
Every Elf PC this year was given a “Certificate of Death,” providing the future date of their death due to natural causes. This, courtesy of Sylvania. Of course, they might preempt the given date with an unnatural demise, but their lifespan could not be extended. It seems that every Elf in the world receives such a letter upon reaching their age of majority.
THE REAL STORY, PART 1
King Istvan enjoyed his first several centuries of life, but over time, enjoyed life a little too much, coming to be increasingly obsessed with his own mortality. He was well-known for going on treasure hunts, Indiana Jones-style. But what was not known was that he was not simply searching for treasure, but rather for the secrets of immortality.
Matters came to a head roughly two decades ago, when Istvan discovered a temple of Samwise, an ancient predecessor to the modern Aru religion.
SYLVANIA EXPEDITION 1: CLOSED BORDERS
It was common knowledge that King Istvan intended to propose himself as a consort to Queen Nayla, bringing his wisdom and experience to the island of Nassau. However, the Queen was somewhat concerned by the rumors that the borders of Sylvania have closed to outsiders nearly entirely. That didn’t seem consistent with the open and friendly face Istvan was putting forth. She therefore dispatched a team of Queensguard to investigate Sylvania, and report back before the Masquerade Ball.
The team crossed the North Shore and first hired a wagon to bring them into Sylvania by road. Upon reaching the edge of the forest, however, the “road” degenerated rapidly into a grooved and rutted mess, making ongoing wheeled travel impossible. The group proceeded on horseback, only to find that one or two turns later the road disappeared entirely. The forest closed in as well, with such a mass of thorny undergrowth that forward progress was nearly impossible.
Opting for a new approach, the party left the forest and made haste for a village alongside a river streaming out of Sylvania. They rented a small fishing canoe, and headed upstream. Several days of travel brought simply “more of the same” — woods on the shore and nothing particularly exciting on the river. Growing suspicious, they invoked the power to Detect North, and found it to be spinning about them. At this point they docked the boat, and attuned to a penny they left in the boat for future navigational purposes. They took off overland, and soon lost themselves in the forest. Even flying up past the treetops revealed only an endless carpet of indistinguishable treetops. At that point they Located the penny to return to the canoe, only to find that it was still at their feet.
Finally growing tired of this, they called out to whoever might be monitoring this little show. To their surprise, they received a response. Eventually they were able to talk their way into the treetop home of Lord Walnut, one of the nobles who guard the border of Sylvania. From the party’s notes:
Lord Walnut had much to discuss, though reluctant to do so. It seems relations amongst the elven Nobility had chilled, with little communication between the capital and outlying domains. Additionally, Sylvania has been suffering a few border invasions of late, that they identify as coming from Lascoux
His daughter, Elm showed us to our rooms, but seemed sad, drained. We asked, and she burst into tears. It seems for 20 some years King Istvan has had a team of advanced magicians utilizing novel magic to foretell the exact date of the natural death of all elves, informing them of this information at their age of maturity. Elm’s death was foretold as the very next day. We offered what consolement we could, then Elm returned to the company of her father.
A great cry awoke us in the night, we ran to find Walnut in violent grief over his daughter’s death. After giving him a moment’s solitude, his grief became rage. He cursed King Istvan loudly, again and again.
A disagreement ensued over these Death Certificates. The party seemed convinced they were bad, perhaps even evil. But Walnut was not completely convinced. He had, after all, been able to spend his daughter’s entire last week with her. If he had not known, he might have been out traveling, and then what? If Istvan had the power to determine these dates for all Elves, was it within his rights to withhold that knowledge? Even so, he cursed Istvan for uncovering that knowledge to begin with.
The party returned with a report that at a minimum, Istvan deserved a good bit of suspicion. Many theories were put forth as to the nature and reason behind the Death Certificates, but nothing could be substantiated without additional investigation. Walnut left the party with a magic token to enable future communication, agreed to assist them in their future investigations, and sent them back in time for the Masquerade.
SYLVANIA EXPEDITION 2: TEA WITH THE QUEEN
(This was the 5-10yo kids’ run)
As a special honor, Queen Nayla invited her Junior Queensguard to Tea with herself and her courtiers, the afternoon preceding the Masquerade Ball. During the Tea, her Steward brought a special treat: Chocolate Glazed Doughnut Holes prepared specially for the evening’s Masquerade Ball. (Perhaps you can tell there were props for this expedition…)
One of Queen Nayla’s yokel courtiers grabbed the first Doughnut Hole before even the Queen could have a bite. He was rewarded with a monstrous fit of sneezing, and promptly began to break out in violent read and green warts. (See? Always be polite and wait for the Queen to go first…)
Clearly someone was up to no good for the Masquerade Ball!
The Junior Queensguard first accused the Steward, but he had simply carried the tray from the kitchens. Then the proceeded to the kitchens where they cornered Cook, investigated the preparation area, and the space in general. They discovered several things: Cook also proclaimed his innocence, there was a (very) little green man watching from a crack in the wall, and there were traces of red and green Magic Mushrooms in the Chocolate Glazed Doughnut Hole dough and the vegetable soup.
The little green man disappeared upon being noticed, but the Junior Wizard was able to Size Change the Junior Fey to the point that she could follow. The crack led to another corridor, and she circled back to lead the rest of the party to it the regular way. This led to dusty and unused corridors under the palace, but the group was able to follow the footprints to the hideout of the Goblin King and his crew, who were busy laughing about the inadvertent trial run of the Chocolate Glazed Magic Mushroom Doughnut Holes.
The Junior Queensguard lit into them, and after a short battle, the Goblin King was defeated. He had a bag of gold and an unsigned letter on him, offering the gold as payment for creating a distraction at the Masquerade Ball.
Now under time pressure, the Junior Queensguard split up to check the Archives and the castle Post Office for matching samples. Archives: none. Inbound mail: none. Outbound Mail: the handwriting matched a letter from the Ambassador of Sylvania.
They circled back to the kitchen, whereupon Cook informed them that the Ambassador was liable to demand nuts of varying types at any and all hours of the day and night. They took several handfuls and went to confront him. The Ents at the door nearly stopped them, but were bribed with enough of the nuts to allow the group to proceed.
The Ambassador readily answered the door for a delivery of nuts, at which point the Junior Queensguard confronted him with the goblin’s letter and his own in matching hand. He denied, denied, denied, until the Junior Fey used her Faerie Dust to force him to speak only the truth. At that point, to his horror, a full confession rolled immediately off his tongue.
King Istvan had demanded that his ambassador create a distraction at the Masquerade Ball, sufficient that he could carry out his own (unspecified) plan rather than simply proposing marriage as everyone else seemed likely to do.
The Junior Queensguard shackled the ambassador and presented him and his loose tongue to the Queen, who rewarded them richly. They then agreed to watch Istvan extremely closely at the Masquerade Ball, in order to prevent him from carrying out any malicious plan even without the distraction he was expecting.
All this, of course, accounted for Istvan’s foul mood at the Ball.
SYLVANIA EXPEDITION 3: DEATH CERTIFICATES
After the Masquerade Ball, Lord Walnut contacted the Queensguard with more information on the Death Certificates. He had discovered that they were prepared in batches, and the next batch was due to begin in 10 days. He had a specific location on the edge of the Sylvanian forest (equivalently, on the border of Sylvania) where the process was to begin in the late afternoon. He had no further information.
The party made haste to that location at that time, arriving several hours early to stake out location from within the forest.
They first discovered a pair of horsemen approaching from the North Shore, bearing a sack. It soon became clear that it was a squirming sack. The sack was unceremoniously dumped on the ground near the woods, and the horsemen departed. At the same time, the woods-wise Cleric of Gaia got a vague inkling of movement approaching their position through the woods.
Then, as they say, all heck broke loose. A team of unarmed Cat ninjas knocked out the one PC they noticed, and there was a bit of confusion as various members of both sides did or did not notice the members of the other side. Eventually a proper combat broke out, with Webs, Hydras, and a Jabberwock. The surviving Cat Ninjas attempted to flee with the sack, but the party Webbed it to the ground. Only one Ninja escaped, chased by the faster and meaner Jabberwock. The Hydras meanwhile devoured the rest of the ninjas, to the frustration of the party who needed a captive.
Fortunately, the PCs were also able to chase down the last ninja, and keep him tenuously alive until the Jabberwock departed from whence it came.
The subsequent interrogation revealed that he was a simple mercenary, hired to deliver the sack from Point A to Point B. He was quite willing to cooperate for gold, and had no intention of either returning to Point B to report his failure or of attempting to backstab the PCs after they released him. His grand plan was to take his life and his gold and get the heck out of Dodge. He did offer that they were to be met in a clearing in the woods that evening by three wizards who would receive the sack, and drew a hasty map to the location.
The PCs sped off to that location, arriving shortly before the meeting. They determined that the far side of the clearing was concealed by an Illusion. Breaking the Illusion revealed a pit in the ground, sort of like a whirlpool and made of wood, with the rough appearance of natural growth and rings suggesting great age. At night, they couldn’t see much farther than the 10′ wide maw somewhat below, and retreated to stake out the clearing.
Shortly thereafter the three wizards emerged. “Hey, what happened to our Illusion?” Cue Declaration Phase…
The party magically sealed the exit to the pit and made short work of two of the wizards, while the third rocketed off into the air and disappeared into the deep woods. At that point they took one of the downed wizards captive (allowing the other to, er, expire) and retreated to interrogate the captive in the safety of a Rope Trick. (Rather fortunately, as we will see shortly, they sent the small girl they saved from the bag into a second Rope Trick.)
The captive detailed the ritual that produced the Death Certificates. It has been discovered by Istvan, some two decades ago. The Certificates were created under the light of a Full Moon, in batches of a month’s worth at a time, and the ritual was performed at a special alter forged with the Hammer, Tongs, and etc. of the Underdark, upon which a child must be sacrificed. The rest of the steps and ingredients were relatively mundane.
At this point there was another discussion on the merits of producing Death Certificates at all. The wizard seemed to think a single child was a small price to pay for all the Elves to learn the date of their future demise, such that they could complete their bucket list, put their affairs in order, spend their final time with their friends or family, and etc.
The party seemed to be of the opinion that perhaps the death of the child was not necessary to the ritual at all, and “somebody” was using the extra power for “something” (evil).
The wizard also revealed that this was the only such alter, and these the only trained wizards — King Istvan kept the knowledge very close.
At that point, one of the explosive-filled clocks that the party was carrying around with them detonated. While the Queensguard weren’t damaged beyond the power of Cure Wounds to repair, there was nothing left of the poor wizard save paste.
SYLVANIA EXPEDITION 4: THE RITUAL
Having put a stop to the ritual for the time being, but with significant open questions as to the necessity and utility of the sacrifice, the next step appeared to be to research the ritual itself. Lord Walnut was able to uncover the location of the last treasure hunt that Istvan went on — to an ancient temple of Samwise, in Nassau itself!
Knowing its nature and approximate location, the party was able to magically home in on the temple. The entrance was hidden underground, but was still relatively accessible. The PCs were able to dig free the doors, and translate the surrounding text, which mentioned Faith, Love, Hope, and Wisdom.
Upon entering, they found themselves in a small welcome chamber with decorations and statues in a very different style, but overall a reasonably familiar function. The sole door out informed them that they must have Faith to proceed.
The test of faith turned out to be a bridge over a giant chasm, complete on both ends but with a large gap in the middle. The Fey established that simply flying over it did not allow them to proceed beyond the far side. Some tests with a stick revealed that there was no floor or support in the gap. Finally the boldest, or perhaps most faithful, of the Queensguard proceeded to step into the gap without safety or backup plan, and it did indeed provide solid footing for him to cross to the far side, revealing a door leading to the test of Love.
The party was immediately ambushed by angry Orcs from a lair in the cave of Love. They correctly managed to (narrowly) resist aggression, and through a combination of hugs and Telepathy were able to appease the angry Orcs by offering a meal. Upon completing the meal together, the door to the test of Hope opened.
In the room a cold, dark pond awaited. Soon after they entered, smooth, hairless, grey humanoids began to emerge from the depths of the pond, clawing for the blood of the living creatures ahead. The party was able to pass this test as well, offering the mindless creatures warmth and therefore a measure of hope to their painful existence. At this time the door to the final test of Wisdom appeared.
This room contained a small amphitheater, sunken into the floor such that the Queensguard looked down on the center. There, they found a large and ornate altar, bearing a single envelope. Meanwhile, the room had only one exit — a large hole, hastily smashed through the wall to the side, revealing a corridor beyond.
The writing on the envelope promised the reader that it would reveal the date of their future demise, if only they would open it and peruse the letter within. The Queensguard naturally decided that the only course of Wisdom was to ignore the letter, since such knowledge could not lead to any good outcome.
At that point, the final door was revealed to the crypt of the Samwise, where their most honored priests were interred.
THE REAL STORY, PART 2
King Istvan, needless to say, did not pass the Test of Wisdom. Obsessed with life as he was, he opened the letter. The PCs later found his discarded letter, quoting a date two years from when he opened it.
Without being able to progress, Istvan broke out of the final room. And, in so doing, he found the maintenance system for the temple. From this he was able to discern the ritual that empowered the altar to generate letters — and notably to the PCs who followed his footsteps, no sacrifice was involved.
Equally importantly, he discovered the process for creating the mindless drones for the Test of Hope. This involved taking a humanoid and using a different ritual to erase its mind. When that ritual was complete, the drone would last forever, though it would require periodic infusions of “Life Force” to continue to operate. The notes also emphasized the importance of not allowing the drone to acquire a mind.
With the date on his letter giving him a specific and near-term deadline, Istvan put these pieces together. He used the Ritual of the Drone on himself with the small customization that he restored his mind afterward. He brought the Ritual of the Letter to Sylvania with one “minor” addition to provide the ongoing life force he now required to continue to operate.
And that brings us up to the present, whereby the PCs on the the third run had temporarily disabled the Ritual of the Letter, putting the squeeze on the Life Force required for Istvan to carry on…
SYLVANIA EXPEDITION 5: THE END OF ISTVAN
Queen Nayla demanded that the new Ambassador of Sylvania come to answer this latest report. When he did not appear, she sent a detachment of the Queensguard to fetch him (to be questioned, it must be said, not simply “dead or alive”).
Arriving at his quarters, the Queensguard found a terrified servant blubbering about the Ambassador. They pushed in, to be greeted by a grey and shriveled corpse. There was no obvious cause of death, except insofar as the very essence had been sucked out of it. When the group’s Cleric consulted his God, he determined that Istvan caused the death, though not in a way that required him to be present, and the one-word summary of the cause of death was “Drain”.
When the group attempted to report back to the queen, they were put off, despite the importance of their message. They pulled all the strings they could, and upon describing the condition of the ambassador, were told that the Queen herself appeared to be suffering some of the same symptoms, starting from the hand where Istvan had touched her at the Masquerade Ball.
With new urgency, the group departed to the pit where the ritual had been performed, determined to put an end to it, once and for all. They brought a Bag of Holding filled with oil, in case they would be able to burn out the ritual.
Arriving at the clearing, they scouted and investigated the area and the exit of the pit, and then took positions around the edges. Sadly, their precautions were insufficient and they were in turn ambushed by two hostile wizards. Two Fireballs and Four Hydras later, the party was rapidly approaching total defeat. With most of the group down, Yoded Boulderguard heroically invoked a ring of Haste to both grab the Bag of oil from a fallen comrade and sprint for the edge of the pit, where he was met by three of the angry Hydras.
With Yoded about to be ripped into 24 bite-size pieces in Combat Phase, the two party mages had one final chance to act. One, also quite concerned with his own mortality, prepared Teleport. The other, opting to make Yoded’s sacrifice worthwhile, used his final arcane energy to cast Power Word: Pyromancy and Ignite the Bag, spewing a thousand gallons of flaming oil down onto the ritual apparatus below.
With that, Yoded Boulderguard was consumed (R.I.P.), the altar necessary for the ritual was melted to slag, and the last few party members made good their escape. Istvan, one of the two attacking wizards, knelt by the side of the pit to mourn the loss of his last chance to generate or steal the necessary Life Energy.
While Queen Nayla was obviously (and thankfully!) spared disastrous partnership with Istvan, these events leave Sylvania in a tricky place. Istvan, ruler for the better part of a millennium and planning on at least another, left no plans for a succession. Further, he is not technically dead, simply unable to act without a further infusion of Life Energy. It seems unlikely that Sylvania will return to its former prominence for quite some time.
Meanwhile in Nassau, Yoded Boulderguard was posthumously granted the highest honor of the Queensguard: elevated to the Queen’s Own for conspicuous gallantry and intrepidity (at the cost of his own life) above and beyond the call of duty.Read More
Ratri has a secret. In fact, she has a lot of secrets, and is willing to share them… if you have something worth trading for.
First Run “On the Loose”
Morley the Dark
Pfferdsensen the Trollrider
Wussun of the Narwal Tribe
In their own words:
The “All Mother” Eir asked us to go check up on Ratri, who was chained to Law Rock in Mannheim.
We travelled to the south coast, where we interceded between (“Greenpeace”) Members of the Open Door, who was rescuing a small whale who beached itself to escape THE Serpent, and a group of Driftwood rights gang (dozen men w/weapons). After a run-around (literally by Wussun), minimal casualties and a patrol by Lord Luthor Sigursson, we headed to Sigurshelm where we met an old man who told tales (Hione?). Lord Luthor arrived later with a dead “fish man” and strange red algae.
Onward to Law Rock**, where a being was chained on top. Chains were broken and a parley began. What we learned ::: AS PER THE FREED LADY :::
> Wyrd sisters write tablets (with our Fates)
> Breaking a tablet *can* alter outcomes (be wary of unintended consequences)
> Blank tablets may be veiled (so Detect Magic may not work), and may require Dispel Magic to reveal and Read Magic to read the writing
> See Alex for trading of tables (or Secrets) for Secrets
Law Rock has “Fate of Janda” carved on it. (Not broken, see board). Not sure if this event has already happened.
As we were leaving, we found the area was surrounded by many trolls. They let us pass freely; were they under control of the Lady?
- Wussun, holder of the Keys
** En route, there was a mystery iron cage near Katla.
GM notes: This run was to give the players a flavor of Mannheim and an introduction to southern Jaanmark. Along the way, they got some quality time with Hione and Ratri. The players talked themselves out of a big combat with Trolls at the end of this run by playing nice with Ratri, who left them with some goodies and an “open door” for further trading of information, but the fact that they didn’t try to arrest Ratri disappointed Hione, who left the scene without warning to brood upon the state of Mannheim and the heroism of his Valiant.
The “Greenpeace” Members of the Open Door were a cell of dupes used by the overall Open Door of Night (ODoN), Ratri’s demihuman cult of the Serpent. While the dupes were a nuisance, the rest of the Cult could work in secret on their primary objective: to erupt the Ring of Fire and flood southern Jaanmark.
Second Run “To Stoenheim”
In their own words:
Looking for the wife of Oodlask, “Sybil”, supposedly a daughter of Hione.
In Stoenheim, encountered 3 Ettins. Killed 3 Ettins and looted the bodies. Found Sybil, got a letter for her mother. A group of Ettin attempted to kill Sybil. We saved her and delivered her to Oodlask via Valkyrie express.
Delivered letter to Eir. Also got a letter for Ratri (don’t know where she is).
If you know where Ratri is, see Keith Belgerent for letter.
GM note: there was strong suspicion that Sybil was Ratri in disguise. Sybil was, in fact, a true daughter of Hione and Eir. I had originally intended for Sybil to provide information “for free” about Fate Stones, but the party was offput by their reception; when told that they were emissaries from her mother, Sybil was abrupt and complained it was a little late for her mother to mend bridges. As a result, they determined that Sybil should not be forced to come home to Mother, and simply asked to deliver a letter from Sybil to Eir.
This was actually a fabulous turn of events, because this brought Ratri’s “secrets for fate stones” exchange to the fore. Saturday morning, Wussun (from the first run) traded a Fate Stone from the Valor Hall board to Ratri for the information about how to break Fate Stones. Of course, Wussun didn’t ask about whether there were any *consequences* or limitations on who could break Fate Stones, so the players didn’t know about death by Fate Stone until they tried it, and they didn’t know that gods couldn’t break Fate Stones (and therefore Ratri must not be a god) until later still.
Third Run “Njal Njalsson MUST NOT DIE”
Kattero Hex Monkeybane
Pirata Fuerte Gato del Fuego
The Diary of Pirata Fuerte, Walker of the Deep, Heavyweight Champion of the Caverns, Ponderer of Suplexes
This new group is the worst so far. The Mannfolk wants to hunt us, and the Vatenari has an ego the size of the great serpent. We were deposited on the Stormsness peninsula. We proceeded to walk to a nearby town and entered the tavern. We found we need to travel north and east to find the farm Njalsson lives at. We reach a frozen river near the farmstead; however, we see a couple groups of people with weapons. Our suddenly giant flying Svartalfar played a decent role in ceasing hostilities. We flew to the farmhouse on our giant Svartalfar friend. Apparently the Njalssons are in a feud with their in-laws. All this boring diplomacy bores me, but we get Njalsson to agree that maybe it is time to end the feud. Apparently the Njalsson boys were trying to stop a blood feud by continuing the blood feud.
Our overly dramatic Vatenari informed Njalsson of the prophecy concerning his family. We then asked about the tablet to discover if he knew anything about it.
Many personal questions ensued pertaining to their family life, but I did not take part in this. I sat and meditated, preparing myself for the match to come. I woke up to people looking for my Katt Koomr and suggesting we turn them into a cougar.
KILL ME NOW
We set out after Skarp-Hedin, and found him near a bend in the river, out cold. I was forced to use the Katt Koomr on Kattero. A tattoo of a snake swallowing its own tail appeared briefly on Skarp-Hedin’s arm. He seemed unsure of what had just happened. The party thought that cutting the arm off might help. The Pain, My Head Hurts.
The party removed a curse from Skarp-Hedin, and he seemed to improve. We walk back to the house. He seems much less murder-y. They force me to pet Kattero with the brush again. It would appear most of the family has the arm marks. An Analyze Spell reveals there is a curse on them that will turn them into fish people. Someone just told Njalsson this seems fishy.
PLEASE MAKE IT STOP
Pirata Fuerte could not bring himself to continue, so Dimrodel finished by noting:
The cult in the town brings sacrifices to the fish people. The cult must be destroyed. Do that next. The cult was abducting the family and cursing them. We relocated the Njalsson family to a nearby town — Sigurshelm. Keep them safe. The future of the Carrunos religion depends on it.
PS – if they cause any trouble remind them of “a dwarf on both your houses”.
GM note: this was a short run, but the players got quite a lot done. It seems like the Fate Stone describing how the children of Njal would survive and help populate the New World was never actually found by the players, so it likely fell into the hands of Ratri’s minions. Eir had become aware of the existence of this Fate, and unsure of the status of the Fate Stone, and so wanted the Valiant to ensure the safety of the family. They did this rather well in this expedition, though I hear that they took Skarp-Hedin adventuring in a later expedition and got him killed in Baenheim. Should that have been a cross-scenario “With Friends Like These” nomination?
Fourth Run “The Open Door of Night”
GM Notes: NO RUN REPORT?! Those bastards!
This party wanted to go after the “Open Door” cultists, but struggled for a while to find leads. They went to Sigurshelm to talk to Luthor Sigursson, but he had died under somewhat mysterious circumstances — his horse fell through the ice as he was crossing the river. There was precious little in the way of hard information, as neither his marshal tasked with investigating the “Open Door” nor his daughter, now busy seeing to affairs of the town, seemed to know what was going on. [in the case of the marshal, he really didn't know what was going on; in the case of the daughter... see below]
Speak with Dead (or was it Question Dead? there was significant debate over which would be more useful to cast) revealed that Luthor believed he had been murdered by a mage. Using some items that allowed them to talk to crows, the party followed a potential suspect’s path upstream to the foothills of the mountains. With judicious use of Telescopic Vision, the party scouted a cave entrance a half mile off, and began to make preparations. First, the mages took a nap. Partway through the nap, the scout with See Invisible saw a group of seven lightly armored, cloaked figures leaving the cave, but no one else could. Quickly the party worked to make everyone able to See Invisible and plan out an ambush, but once buffed, Black Sun went Berserk and charged ahead. Markus tried to Hold Person, but Black Sun was already out of range [nyah! nyah! Clerics can't modify range because it's beyond the power of their god! wait, what, hunh?]
Black Sun, with a high Con and several levels of Toughness, refused to go down easily, but was glad when the rest of the party caught up. In a nice move before his HP dropped too low, Black Sun made his Will save to end his Berserk, Power Word cast Mirror Image (and rolled the maximum number of images), and went Berserk again.
The party took one prisoner, and with the help of ESP, determined that Luthor Sigursson’s daughter was the one who hired the mage. Searching the cave, they found a shrine to The Serpent being born “out of the darkness” that made them think of Ratri. There was also a device that could cause large scale Tremors. The way forward was now clearer; however, some of the players needed to get sleep, so they turned over the job of capturing her to the next party.
Fifth run “The Ring of Fire”
Using the Eye of Oodlask (see Shant’s scenario writeup when available), the party traced the activities of the Cult of the Serpent from Laex, its head (the daughter of Luthor Sigursson), to a network of cells, operating out of a series of small caves in the mountains. Each cave contained one of the tremor devices; the party now faced the difficult decision of whether to try to disarm the devices or go directly after Laex. They eventually decided to disarm the devices; the problem was that there were a lot of caves, but they hoped to take each one down quickly. The cultist crew manning the tremor device in the first cave was taken down before they could set off the device; however, one of the cultists left alive managed to activate a magical device carried on a cord around his neck that transmitted a message “to the lady”. The jig was up, and while the party was able to stop another tremor device just after it was activated but before it built up to full power, soon the Ring of Fire was erupting and mountains were literally blowing their tops.
The party now traveled to Sigurshelm, but Laex had flown the coop. (There was strong suspicion that Laex was Ratri in disguise, but she was the true daughter of Luthor Sigursson and one of Ratri’s high priestesses.)
Dismayed at having lost their original target, they thought of the Fate concerning Magus, and went with him to Katla (joining the party in Bob’s run) to see if they could both calm Katla and save Magus.
Technically Not A Run “Ratri”
A few final runs where plagued by Ratri. First, Steve W.’s party traded the secret of where Ratri could find a spear that would allow a non-god to kill a god (in the possession of Kjallintar in Bob’s run) in exchange for information on how to chain the Beast (your own son, Ratri?!). She promptly stole the spear, causing a little chaos in Bob’s run, killed Daglir offstage (slightly hosing two Daglir clerics as I went around and erased Daglir’s name from expedition chalkboards), and finally appeared in Blue’s run to stab her ex-lover Carrunos, putting him at death’s door. As Ratri tried to deal the coup de grace, however, Hugh (having broken a stone) “Defined Fate” to cause her to miss, and then Ryan (also having broken a stone) “Defined Fate” to cause her to miss on the multistrike. The players then used a lantern (acquired on a late night combined run with me and Bob) that allowed them to “Banish Shadows”, sending Ratri away and into hiding, where she did no more mischief for the rest of the con.Read More
Run #1: Hunting the Beast
PCs: Valious Flex, Hrolf the Burning, Dimrodel
The party met with a group of Valkyries who transported them from Valor Hall to the plane of Mannheim in the Northern Jaanmark. The party was dropped off on the road to Rodel, the village responsible for the guarding of the chained Beast, Hralor. Rodel is also the village Dimrodel grew up in and saved several Ages in the past. The weather is very cold despite that fact that the sun’s path indicates it is late spring. Bandits on the road, threaten the party with violence but they do not take them seriously. When an eleven year old female Katterfolk named Tintam offers to lead them to the place she has seen The Beast chained they drop a turkey leg from Valor Hall and some other items for the bandits. The bandits fight over the things left for them. Dimrodel, a worshipper of Carrunos, just wants Tintam, the Katterfolk to start running, so he can hunt her for sport.
On the way, Tintam shows them a sketch she made from outside the grove of The Beast. It depicts Hralor chained with weapons embedded in his skin and fur. Upon arriving at the grove, they notice that the snow around is undisturbed and no natural occurring animals enter the odd-feeling grove. The also notice there are not any weapons in the 130 foot long form of Hralor. The group decides to summon a pig and commands it to enter. Nine skeletal condor-sized birds shuffle out from under the snow; eight of them descend on the pig and tear it to pieces. The birds with the emerald green glowing eyes burrow back under the snow. Suspecting an illusion, they sling a summoned rat at the Beast and it is skewered on the needle like fur.
Hralor’s voice rumbles out of his closed muzzle and when Tintam mentions that Dimrodel is three thousand years old (a fact he mentioned earlier), Hralor surmises he is one of the Valiant because he has heard the call of the roosters signifying The Final Battle of The Twilight of the Gods. He also surmises that they are there to see that he remains chained so that he cannot fulfil the prophecy of killing his grandfather, Hione.
The party decides that they need to get closer and they formulate a plan. They summon another pig and wait for the undead birds to attack it. Once the skeletal birds attack, the two mages coordinate their Fireball spells and decimate all within the radius. The one that held back and did not attack the pig flies off toward the village.
As they approached the hind quarters of Hralor, they heard hissing coming from one of the spots where a weapon should have been embedded in The Beast. As they prodded at the sealed opening, it opened and a large creature made entirely of air emerged. At its core was a small vortex of smoke. It was the smoke that spoke with Hralor’s voice. Another emerged from the belly area and flew over to battle the party. Hrolf cast a faerie fire to make the elementals easier to hit. A ward was cast against air elementals and it protected them against one of the creatures. When they all seemed doomed, Hralor’s voice cloud left the elemental and escaped down a hole expressing that he had wished that he could have fooled them longer but they would soon be dead anyway. No one would be warning Hione. With a bugbear and jubjub bird expertly summoned by Valorious Flex, they destroyed the two air creatures. Only a day earlier, these two creatures had been asked to keep Hralor’s discarded hide inflated while the majority of Hralor in his new gaseous form escaped down the hole. The party called back the Valkyries, returned to Valor Hall and reported Hralor’s escape.
Extra Information: If the party had decided to follow the smoke form of Hralor’s voice down the hole they would have followed a wide tunnel and emerged under the town bridge. Here they would have encountered the two trolls who had dug the tunnel and (if they survived) received some key items and much loot.
The undead birds were set to guard The Beast by a priest of Ronkel from the village of Rodel about fifty years ago. He had become mad with grief when people started to disbelieve in the gods and stopped guarding Hralor. He prayed for guidance from Ronkel and instead received instructions from a very young Thoki, the lord of Undeath, to create the birds. His instructions to his new creations were clear. Eight birds were to battle anyone who disturbed the grove and one was to fly back to the town and alert the priest and he would alert the militia. However, since those orders were instilled into the undead birds, the priest had died, the militia disbanded and the village of Rodel was all but deserted. Many of the citizens had already killed each other over food disputes. The starved residents all stared at the undead abomination perched on the head of the statue in the town square, directly outside the dilapidated church of Ronkel. The statue was carved to resemble a man named Dimrodel who had once saved the town but had died in the process long long ago. The bone and feather creation squawked and squawked. It stared at the gathering crowd with its emerald green glowing eyes and awaited further instructions that would never come.
Run #2: Seeking the Thief Lord
PCs: Krosp, Haldir, Pirata Fuerte, Kattero Hex, Ozymandias.
Back in Valor Hall, Daglir tells the next group that he intends on creating a new chain that is more subtle than the heavy chain forged by the Svartalfar masters two ages ago. He has many of the ingredients but needs at least three more rare items. The first is the Lock of the Thief Lord, known also as Calder Vel. However since the Thief Lord died he resides in Baenheim. The new lord of Baenheim, Thoki, will be obligated to meet with them and perhaps help them if they show him the ‘Good Token’.
The party is dropped off at the gates of Baenheim by the Valkyries who instruct them to blow the horn to call them back. They trek across the plane of Baenheim and enter through the gate of the city and are escorted through the city and into the stalagmite palace of Thoki. They meet Thoki who looks like a platinum-haired nine year old boy who has had his eyes replaced with faceted emeralds. His frigid aura of power leeches the life away from the living. He agrees to give them the location of Calder Vel in exchange for one game of Gobblet. One of them alone must play against him. If they win they get an escort to the resting place of Calder Vel and if he should win they get only the directions and they must bring him back something from the Thief Lord’s fortress. They agree and Kattero Hex begins playing. Thoki requests Samantha, a living woman, to watch over the game. The longer they play, the more she ages. Whether it was Thoki’s skill or his attempt at distraction Kattero Hex loses the game and Samantha is dismissed to regain her youth. Thoki explains that the item he wants from the fortress is a stone box with a clear front.
With Thoki’s instructions, the party arrives at a frozen lake. Situated at its center is a pile of Viking ships that were at one time lost at sea. After much reconnaissance, the party is still rather hesitant. So Calder Vel dressed in strange plate and a strange helm beacons to them to cross the ice and surprisingly they do. When they are half way across, The Thief Lord says that he will never go back and will not heed the call. He stomps his foot and six wet humanoid forms burst forth from holes in the ice. Combat begins and Ozymandias is shot multiple times with arrows and starts bleeding out. Kattero risks himself to feed a Valor Hall turkey leg to the bleeding Vatenari and saves his life. Meanwhile, Pirata Fuerte wrestles Calder Vel and eventually squeezes the life out of him floating in the water after the ice is broken. They then discover the lantern mark of Hione on each of their adversaries including Calder Vel. They were all Valiant who had escaped Valor Hall sometime in the Axe Age.
They are able to gather items at their leisure from the fortress known as Meidmar. They pick up the stone box and discover that it is filled partially with ashes and its base is made from a Fate Stone. On Calder’s body they discover that the Lock of the Thief Lord is actually a normal lock of blonde hair from Calder’s younger sister, Ratri Vel.
The party decides to not take the box back to Thoki. When they blow the horn and call the Valkyries to take them back to Valor hall, two flying skeletal giant serpents with green glowing eyes are sent from the city. Each serpent has three of Thoki’s private guards on it. Just as the party think they are doomed, the Valkyries arrive and whisk away our adventurers. But the serpents can also become incorporeal. Luckily, they do not move as fast as the Valkyries and they lose their pursuers before they reach Valor Hall.
Extra information: All undead created in this world are powered with the energy of Thoki which is why they always have glowing green eyes, similar to his emerald eyes.
Thoki is the youngest child of Ratri and Aru. And brother to The Beast and the World Serpent
Calder Vel was the mortal older brother of the mortal girl, Ratri before she was able to gain enough power to masquerade as a goddess. Calder’s death was the reason that she had no family when Hione the Hermit accepted her as his foster daughter.
Calder Vel was a great warrior from the Axe Age. When he died gloriously in combat, under orders from Hione, he was ferried up to Valor Hall by a Valkyrie. Calder grew tired of the monotony of Valor Hall and sought escape. He escaped to Baenheim along with six others knowing that the uneasy truce between Hione and Ronkel would prevent his capture. He set up the reliquary with ashes of his original body to keep the Baenfolk and Necromancers out. (see below). It is from his protected niche in Baenheim that he became the Thief Lord, stealing ships from the vast ocean. When the horn of the Final Battle was blown, he knew he would have to defend himself against any who would try to reclaim him for Hione’s grand army of Valiant. Early in the Axe Age, Hione realized that he needed Valiant who were heroic and not just simply skilled warriors and leaders (who were possibly selfish) to populate his army in the Final Battle.
The stone box reliquary is what maintained the ward that kept the spirits and necromancers out of the Lake of Iss surrounding the fortress of Meidmar. As long as the stone box remained in the ward, only the seven escaped Valiant (or other Valiant) could cross onto the lake. Thoki’s grand plan was to have the box removed from the lake so that he could come in and claim Meidmar as his own. The larger mass of Meidmar extended down to the bottom of the lake and could be reconfigured to provide transportation along the roots of the World Tree. By using Meidmar, Thoki could help get the Giants in Stoneheim to the Final Battle in Godsheim as per his mother’s wishes.
Run #3: Trouble with Gllalena
PC’s: JAru Fyen, Stentos, Thune, Ragnar Vang, Virgil Redwood, Dwizar, Ozymandias
The group pf Valiants’ goal was to find the ‘Brightness and the Love of a Sun’, the next component to the chain that Daglir was forging to confine Hralor, The Beast. After discussion with Daglir and the severed and reanimated head of Mimir, a former Alfar king from the early Wind Age, the party concluded that the strange item could be found in the forests of Alfheim. Mimir explained that right before he was executed, the newest high Priestess of Danu was born. Her name was Gllalena (pronounced Gal-a-lay-na) which translated into Alfarish meant Brightness. She was cursed and blessed with an innate connection with the sun and had difficulty controlling her power.
They met with many colorful characters who told them that Gllalena was rarely seen because she was contained in a sphere composed of twisted of ironwood vines that was suspended between the ground foliage and the high tree canopies. The population, including Danu and Carrunos feared she would burn down all of Alfheim. But ‘The Brightness’ was a bitter woman who was devoid of love until recently. As a long standing tradition, she would not meet with anyone unless they brought her a Reethee flower. And if the party could find a Reethee flower they would be in for a treat because she had recently found love and was finally happy with an Alphar by the name of Ulifar who was somehow able to resist her fires.
The party needed a Reethee flower and they found that they were all but extinct for the Alphar revered Gllalena and had picked them all over the last two Ages I order to meet with her. After alienating the dancing and playing Alphar (otherwise known as Mimir’s Children, though they didn’t like being called that) they were told to go to a place called the Weeping Tree where a few Reethee grew at its base. After a skirmish with the fairies living among the bladed leaves of the weeping willow-like tree, they were successful in getting three Reethee flowers.
They heard crying coming from the flowers and found that the Reethee flowers contain the tiny offspring of the Fairies they had fought and killed. After climbing to the entrance of the ironwood sphere and exploring the strange fireproof sphere, they met with a few inexpertly designed traps including a Carrunos mirror corrupted with glass lace to change the party into prey animals. Fortunately, the party’s only Katterfolk, JAru Fyen, was unaffected by the magic as it originally was designed to be a beneficial prayer item.
When they arrived in the upper floor which was designed to look like a garden although a fireproof one, they met Gllalena, Ulifar and his two servants. Even though they delivered the Reethee flowers to “the Brightness” (who promptly roasted and ate the flowers and tiny offspring), she and Ulifar would not listen to Stentos, the party’s nature priest, no matter how much he implored them. She seemed happy but always agreed with Ulifar’s guidance and when she started to get upset and lost control of her fire powers he held her and extinguished her flames with some sort of cold powers. In desperation, the party’s talker consulted a magical set of Runic tiles they had picked up on a previous adventure. In response, the twenty five tiles fell in this pattern (see attached image) (Translation: CONVINCE HER HES NOT WHAT HE IS)
They entered into combat and successfully killed a servant. When he died, the illusion that was veiling him melted into mist and revealed a large creature with sixteen teeth that was obviously related to Giant kind. A few moments later, his body hardened and it crumbled into a pile of loose stones. Ozymandias was eventually able to dispel the illusion surrounding Ulifar and revealed his true form to Gllalena, who began to cough up a golden viscous liquid. It was the potion used to make her fall in love with Ulifar and that also clouded her mind with happy obedient thoughts. The axe-wielding Thune gathered up the liquid known as The Love of the Sun. Ulifar commented that his plan was to keep the person connected with the sun calm and literally cool so that she would never flare up and thereby keep the sun that warmed Mannheim from ever truly giving heat. Ulifar and his servants were responsible for the three year long winter known as Fimbulwinter. Now devoid of love once again and capable of bursting into flame she demonstrated her anger by grasping Ulifar’s head and reducing it to ash. The party quickly left the ironwood sphere as the temperature started to increase. They called for the Valkyries and returned to Valor Hall with the newest component in the chain that was needed to rebind The Beast.
The actions of the characters in this run ended the Fimbulwinter. The sun began to warm Mannheim and things began to thaw. In the days following what was supposed to be The Final Battle, the mortal world experienced its first Spring in three years.
The giants in the final encounter of this run were the runts of the Giant kind and relied on their innate illusion abilities and sneakiness to survive. They are called the Jotnar and are ruled over by the primordial Giant, Sjinnar.
When Gllalena, the High Priestess of Danu, was able to speak with her followers in Alfheim, she relayed what had occurred with the Giants who were able to infiltrate their forest. And realizing it should never occur again, she instructed the Children of Mimir to cease their play and prepare for The Final Battle against the Giants.
Run #4: Return to Grumgard
PC’s: Pirata Fuerte, Kattero Hex
Pirata Fuerte and Kattero Hex were talking with a frustrated Daglir who could not understand the final ingredient of the chain that he was trying to forge to bind Hralor, The Beast. Magus, the Master of Magic, appeared mysteriously to translate it. Speaking telepathically, he informed them it was something called the Last Tear of the Last Grumgard Giant. Magus opened a transportation portal so that the pair of Katterfolk could enter the Valley of Grumgard located in Godsheim.
They saw the stone ruin of the villages of each of the five Giant kinds; The Innauga, the Tetrakh, the Ettin, the Trolls and finally the Jotnar. In each location, Magus shared the stories that were at one time told by Hione as a wandering hermit of how each Primordial Giant was banished to Stoneheim for trying to betray or trick the gods. By weaving grand illusion, Magus showed that each time a Primordial Giant was cast down to the mortal realm or lost in the mists between worlds, some gods and their followers, led by Hione himself, slaughtered all the living creations of that particular Primordial Giant. Eventually, there were no more Giants left in the Grumgard Valley. Even Giant children were murdered such that the valley contained only the stone remains of Giant corpses mixed among the stone shells of the vine covered buildings.
In the final village, the party of two saw a lone Jotnar sifting through the rubble. Magus turned invisible and let them deal directly with him. When they approached him, he ran and behind a boulder and hid but a young Alfar maiden ran away screaming. When they realized that there was no where the large creature could have hidden they surmised that the Alfar was the Giant in disguise. When they caught up to him he did not attack and instead sought sympathy. The Jotnar found common ground in the Katterfolk’s hatred for Carrunos. The Jotnar continued to tell them that he was there looking for a lost artifact to help his lord, Sjinnar, the primordial Giant but he did not know what it looked like. As he explained he kept on shifting his illusional disguises. Once the pair of Katterfolk realized they couldn’t help, they allowed him continue searching.
Once out of view of the Jotnar, Magus made himself visible again. He explained that what he showed them was true because he was there in all instances hidden from view. As the last Grumgard -born Giant died, who happened to be a Jotnar child, he had caught its final tear and carried in his liquid body until he could release the burden of holding it to those who had seen what he had seen and could feel what he feels.
But his time was over. The Wyrd sisters had prophesized his death saving many in Mannheim and although his fate may no longer be locked, knowing ones fate and following it was a comforting thought. But before he left to fulfil his destiny, he gave Kattero Hex a feather from his truly magnificent hat for the laws of magic were about to change. He gave Pirata Fuerte a Valkyrie horn to summon a ride back to Valor Hall and Magus left through a magical portal to do what he could do against the volcanoes in Mannheim.
Magus is also known as Godspittle as he was created from the combined saliva of all the Gods. Magus acts as the filter to the wild magic in the world. His godly aura of power is the ability to tame and control magic. Without him magic would be more difficult to control. The situation would get worse and worse the longer the world is without its magical governor.
Ratri was asked in many different points in history to erase certain memories in individuals. The first time she was asked to do it to a god was when Storm Lion came to her shortly after the death of his wife in childbirth. He grieved so much every time he saw his children, Janda and Mavors, that he could no longer function as the warrior the world expected him to be. When she made the mother’s identity a secret and it remain permanent she knew she could alter other deep rooted memories. For instance, she no longer wanted to be mortal foster child of Hione. Instead she wanted to be remembered as a goddess who true father was Hione and who was sister to Storm Lion and Aru. And perhaps that was her greatest secret. That she truly was not a goddess at all but only a powerful mortal who had deceived the mortals and gods.
But when the burden of what had been done in the Grumgard Valley became too much for many of the members of Hione’s raiding parties, he commanded his ‘daughter’ to eliminate the knowledge of the Valley entirely from the minds of the gods. No one would know exactly where on the plane of Godsheim the ruins of the true homelands of the Giants rested. But since Magus never revealed himself, Ratri didn’t realize he knew it all.
Once the party left, the Jotnar found what he was looking for. The stone Egg of Arrow Attracting was exactly what Sjinnar needed to destroy Carrunos. It was used in Blues’ final run much to the woe to the players.
Run #5: Grandfather’s Fate
PC’s: Markus, Thunder, Noly, Thornflower, Black Sun, Haldir, Hrolfson Steadyhands
The party received the ironsilk bag of specially forged chain from Daglir and was instructed to not open it until they were in close proximity to Hralor.
But before they could leave Ratri appeared and traded secrets with them. They learned that Thoki was the offspring of Ratri and Aru, and that the way to make Hralor solid permanently was to find and remove her Ratri’s dagger from his belly. Hrolfson Steady hands asked her how to become a god and she told him to become a woman and become impregnated by a god, carry a god child within him and take some of the power for himself. That was the first step. In exchange for that information they told her that Kellintar, the Primordial Ettin was in possession of a magic spear that was powerful enough to kill a god.
When they finally went to the cottage of Hetta they found it was located on the edge of a glacier and once the Valkyries left, the party was shot upon by three fur wearing individuals. The party quickly killed them and discovered they had different kinds of fur on their bodies. Hetta came out and after a brief exchange they realized her memory was severely compromised. After stressing her out, she changed into a smaller version of The Beast, Hralor and a fight ensued. They tried to dewere her but the creature she had become told them the story in anger. When she was a young priestess of Danu, she was charged with killing the creature that was born between Ratri and Carrunos, but he had scratched her. After Danu tried to remove the curse and failed, Hetta sought solitude because of the things she would tend to do in her bestial form. But over time her mind broke. She wore the small fate stone around her neck, the one that prophesized Hione’s death in the embrace of The Beast. The party almost killed her but because of primarily Noly’s protests, they left her alive but unconscious. They took the small Fatestone and the Valkyries flew them directly to The Final Battle.
Hrolfson Steadyhands felt his connection to Daglir severed and he knew that Daglir had been killed.
At the battle, they saw the fortress of Meidmar floating in the Well of Aetla, having transported the mass of the Stoneheim army. They also saw Storm Lion battling the World Serpent on the horizon. And finally they saw Hione and the skinless Hralor locked in their epic fight. Since the Valkyries had been previously commanded to never enter the area of a battle where Hione was fighting they dropped off the party on the side. They saw Hione leap up to deliver killing blow to the back and when it didn’t work Hralor turned into smoke and Hione fell to the ground without his spear, Spakveita. As he struggled to his feet the party realized he was suddenly acting very old and that his spear contained much of his youthful vigor and fighting ability. Hralor coalesced and knocked Hione to the ground holding him there with his fanged paws. The party went under The Beast to look for the Ratri’s magical dagger and tried to pull it out. As The Beast started to pull his grandfather to his chest to impale him on the broken spear hafts embedded there, Thunder ran up screaming the incantation to destroy a Fatestone and as he broke it he held its explosion against The Beast. Thunder sacrificed himself in the explosion and as the magic of predestination faded and The Beast turned to see what had harmed him, Hione rolled out of the way. At that same moment, Noly with help from others pulled the dagger free. Waiting on the side for his opportunity, Haldir saw that The Beast’s abilities to become smoke were taken away opened the ironsilk bag and Daglir’s chain erupted outward. Its fine shining golden links shot out like rays of light striking The Beast. It snaked through his exposed muscle while he howled in agony, laced itself into the hard packed earth and started to pull him down. Both Marcus and Noly ran from under the thrashing creature but Thornflower missed her chance to escape as the mystical chains began to wrap the body further. She would have been crushed under Hralor’s weight but Hrolfson redefined her fate and she saw a narrow space between the lines of chains just as the beast god came thundering to the ground. Thornflower lay on the ground panting.
Hrolfson climbed to the top of Hralor’s bound form and withdrew Hione’s spear and yelled that he would kill Hione and become a god himself. Hione was just rising and was still on one knee as Hrolfson charged down the shoulder of the whimpering Beast. Marcus tried to slow down the Ridarri’s charge by trying to tangle up his legs with his staff. It was enough and Hione was prepared. Hione grabbed one of the embedded spears from the chest of Hralor and he and Hrolfson fought in single combat. The light cast by Hione’s spear seemed to return some of his strength and as he tried to wrestle it from Hrolfson’s hands all of his strength returned. He pulled Spakveita free from the traitor’s grip even as Hrolfson tried to alter his form to a wolf and bite Hione’s neck. The Sovereign god pulled him free and threw him to the ground. Hione said, “Hrolfson Steadyhands, I hereby banish to Mannheim until the end of your days. Specifically to Stoneheim, because that is where I throw my garbage!” The rest of the party exchanged glances and seemed to secretly wonder if they did the right thing in putting Hione back on the throne. Hione thanked everyone and told them they would no longer be confined to Valor Hall and that could wander all of Godsheim for all eternity and see its wonders or they could return to Mannheim, but they were now free. He then took Spakveita up to the top of the gold laced mass of predator and said he was sorry but it was Hralor’s limitless hunger that forced his hand in this. He then plunged his spear deeply into the neck of the bound beast. And it was Hralor that died that day…
The people, who were guarding Hetta, were lycanthropes who had to remain hidden even from Hetta.
With so many people on the fence about the morality of Hione and the gods in general, I strongly believe if Hrolfson Steadyhands had approached things differently by starting a speech instead of a charge, they could have overthrown Hione. If they had used Spakveita to injure or kill him, it would have worked on him.
Here is big secret…Only a god or god-like being like a primordial Giant could kill another god or god-like being. If the killing blow was delivered by a mortal, it would not be successful. But the spear would have worked because it contained the essence of Hione’s youth. Also, if a character had tried to push Hione’s spear deeper into the Beast it also would have been successful in killing Hralor. But the spear that Kellintar had made also would work (See Bob West’s runs). This is why Ratri wanted it so badly. As a mortal, she could never be successful at killing a god.
If Hione had died all of the Lantern marks on every Valiant would have faded away, and everyone would have had their freedom anyway.
Long Results from my runs.
Fimbulwinter is over and the natural seasons have returned, now that the sun is giving warmth to the world again. However, Gllalena, the Danu High priestess becomes very lonely with no one to talk with. The party had stolen the protective items from Ulifar. If they had given them to the Alfar in Alfheim, the citizens could have been her companions as Ulifar had been. They could have prevented her depression, but instead Gllalena left her ironwood vine home and burned down a sizable portion of Alfheim before Danu was able to stop her and return her home. Danu visited her High priestess more often and they became very close friends.
Meidmar is floating in the Well of Aetla. Anyone with a sailing background could take it travelling to any place the World Tree touches.
Since the Fatestones predicted the end of the world as we knew it and the Twilight of The Gods, there are no Fatestones that predict events after the Wolf Age. The future is unwritten and the people of these worlds can make their own destiny with nothing written in stone.Read More
It was the end of an Age. Long ago the gods had cast from their home the giants who shared it. With both sides resolute in their attitudes toward each other, conflict between them eventually erupted. The gods had on their side a host of the Valiant – the spirits of heroes who had died honorably over the ages. The giants had allies in the form of mighty monsters and strange cults. Both sides were destined to destroy each other so the world could start anew. Unknown to them, that future was written in stone… literally: the descriptions of key events were inscribed on magical tablets known as Fate Stones which caused those details to be inevitable.
Ratri, the goddess of secrets, had a secret of her own — that she was in fact not a god but a mortal who had risen to great enough power to masquerade as a god. To her, the demise of all the god-kind would leave the field clear for her to control the next world. Ratri learned of the Fate Stones and discovered that if one was broken the events it described were able to be changed. She set about locating the Stones, breaking those which opposed her plans (beginning with the prediction of her own death) and protecting those which supported them.
As the final battle raged across the heavens and the mortal realm and the land of the dead, a handful of Valiant whose Fates had been freed by the Wyrd Sisters took action against Ratri’s conspiracy. Through their bravery and sacrifice, they were able to change the ending of the world. Many of the gods were saved, though some were lost and others weakened. Some of the giants were removed, but others elevated in power. Ratri remains at large but with her true nature now revealed to all she will have a harder time making allies… except for those who truly share her cause.
Now a new Age begins, shaped by the ending of the last. With multiple factions fighting, this will be the Age of War. Which side, if any, will emerge victorious at the close remains to be seen in another 1000 years.
After all, it’s not like the future is written in stone.
- Andy’s scenario recap
- Blue’s scenario recap (work in progress)
- Bob’s scenario recap
- Steve C’s scenario recap
- Steve W (Wolf) scenario recap
- York’s scenario recap
- Alex’s scenario recap
- Best Strategist: Chris Cavender
- Best Tactician: Ryan Carr
- Best Roleplayer: Kate Oliver
- Best Player of PrinceCon 40: Corwin Knaff
- Master of Valor Hall: Hugh Huntzinger
Long ago, in the Sword Ages of the world, most Giants were still friendly with the Gods, and Kjallintar became the companion of the gods, but most especially of Janda and Mavors. Under their authority and tutelage, she judged the law among all the races, giant and non-giant. Indeed, she bore a son to Daglir, whom she named Djaglintar. The offspring of gods and giants may be of either kind, and Djaglintar was of Giant-kind, and remained with his mother. But, Kjallintar was jealous of her privileges as judge, and fearful to appear weak in her application of the law.
One day, in the Riven Shield Age, two mothers came before her, laying claim to the same child. The facts were easily ascertained: the birth-mother had fled before invaders, and was forced to abandon her son. The foster-mother rescued the child and lovingly raised him. Now, both mothers wanted custody. In a similar case, Janda had declared that law could not decide this, and handed the case to Mavors to decide on the equities. He offered to divide the child in twain, but this was merely a ruse to determine who loved the child more, and the child was restored to the foster-mother. Kjallintar tried the same ruse, but was unable to quickly decide which mother was more appalled. Afraid, lest indecisiveness undermine her reputation, she carried out the division, and handed each mother half the corpse. The mothers were distraught beyond words, and Janda was furious. She cursed Kjallintar to have two faces, and banished her. Her children followed and Mavors judged that the curse would fall upon them as well.
Kjallintar nursed her hatred. Djaglintar, being of god-blood, was able to modify the curse, so that each of the Ettin, as Kjallintar’s offspring were called, had two heads, not merely two faces, which gave them powers in addition to being hideous to all other races. All the Ettin swore revenge upon all the gods, that their tongues would be cut out, and that Janda should die painfully at the hands of Kjallintar.
Now, if came to pass that Djaglintar had a son, Albervir, who was subtle of craft and mighty to make marvelous things. But, Albervir was not content, and wanted to be the instrument of his grandmother’s revenge. So, during the Wind Age, he learned the arts of disguise from Ratri, and disguising himself as a Svartalfir, lived a mortal’s life as a faithful follower of Daglir, until he had gained the attention of the god himself and was taken to Godsheim to learn craft. Being the grandchild of Daglir, he learned quickly, and more than his grandfather wished or wot. Having learned deep secrets, he departed for Stoneheim, to perfect his arts. Keeping his disguise, he travelled to Mannheim, and tested many ideas there. But he lacked the power of Daglir’s Forge, that is until he learned of the great power hidden within the volcano Katla.
And so, in the Wolf Age, Albervir proposed to create five great items.
The first would be the Rings of Drawing Clerical Power. These would appear to be rings that gave additional prayers each day, and that would become more and more powerful as the days hastened to the Final Battle. But, in reality, they were drawing power from the Clerics, and at the appointed time would vanish with their accumulated power to add their power to that of Kjallintar. In this manner her vow to cut off the gods tongues would be fulfilled, for how do the gods speak if not through their clerics?
The second would be the spear Aetgir, which could allow a mortal to slay even a god. While Kjallintar, as primordial Ettin, had the stature to slay a god, this spear would make her twice as deadly.
The third would be the armor Weliundmail, which could protect the wearer from the attacks of the gods. The power of this armor would be greatly increased if the power of the wearer were enhanced, as by the rings.
The fourth would be the Helm of Forgetfulness. It was the plan to place this upon Mavors head, so that Janda could watch her brother disgrace himself by forgetting all oaths and promises. This would be her torture, before the blade struck.
The fifth would be the Hammers of Unfate. Albervir had learned of the Fatestones, upon which the Wyrd Sisters had written prophecies that could not fail unless the stone was broken. H bethought that some would protect the gods or foredoom Kjallintar and need to be destroyed. For this purpose, he created two great hammers that, if used to strike a Fatestone, would destroy it, though the energy released might cause great destruction. Djaglintar had learned that the Wyrd Sisters had inscribed two fatestones, one protecting Janda and one protecting Mavors. Both needed to be found and doubtless both destroyed.
He also created a variety of war statues, each with a different purpose, designed to protect his laboratory and to bring low the mortal realms. Some were agile and spider-like, to run down adversaries. Some were built like tortoises, with tails that could batter down castle walls and destroy siege engines. Some were predators, shaped like bipedal crocodiles, some of which were small and swift, and some slower and more powerful. And there were statues in the form of fire-breathing brazen bulls, while others were monstrous beasts with multiple horns and vast strength. And so matters lay, until the Valiant intervened.
Dramatis Personnae, in order of first appearance:
|Martine Klaengrdottr||Mannfolk Hero, NPC (backstory)|
|Len||Vatenari Mage, follower of Mavors, played by Colin Sandon|
|Treeborn||Mannfolk Guardian, Pantheist, played by Tim de Capio|
|t, r, a||Svartalfir Hero, follower of Storm Lion, played by Elissa Hoeger|
|Bruce Battlestandard||Svartalfir Mage, follower of Magus, played by Joshua Gabai|
|Jaru Fryen||Katterfolk Hero, Pantheist, played by Peter Vancsa|
|Black Sun||Mannfolk Mage, Storm Lion, played by Aaron Mulder|
|Hrothnjall||Mannfolk Mage, Servant of Albervir, NPC|
|Krojin||Ettin Guardian, Assistant to Albervir, NPC|
|Albervir||Ettin Mage, NPC (offstage)|
|Hrolff the Burning||Mannfolk Mage, follower of Hione, played by Chris Cavender|
|Thunder||Katterfolk Cleric of Storm Lion, played by Spencer Kipe|
|Alyeria||Alfar Guardian, pantheist, played by Zen Zen|
|Thornflower||Alfar Hero, follower of Storm Lion, played by Susan Bergeron|
|Krosp||Katterfolk Hero, follower of Danu, played by Charles Taylor|
|Markus||Katterfolk Cleric of Danu, played by Tim de Capio|
|Haldir||Alfar Hero, follower of Carrunos, played by Michael Brokes|
|Pirata Fuerte||Katterfolk Hero, follower of Storm Lion, played by Timothy Sullivan|
|KatteroHexMonkeybane||Katterfolk Hero, follower of Storm Lion, played by Ryan Carr|
|Amberette||Svartalfir Cleric of Danu, played by Megan Coppock|
|Pfferdsensen||Riddari Guardian, follower of Carrunos, played by Greg Nelson|
|Magus||God of Magic, played by Alex Reutter|
|Noly||played by Charles Taylor|
|Rogar Ironheart||Svartalfar Hero, follower of Daglir, played by Corwin Knaff|
|Vegt||Mannfolk Mage, follower of Hione, played by Alan Zitomer|
|Mavors||God of Justice, played by Robert West|
|Kjallintar||Primordial Ettin, NPC|
Chapter 1: In search of a lost expedition
The morning dawned as ever in Valor Hall, except that groups of the Valiant were preparing for missions to other realms — a thing that had not happened for an age. As groups were forming, and ways to forestall the evil times discussed, one lone survivor from such an expedition arrived. It was Martine Klaengrdottr, a Mannfolk Hero, who had travelled with six companions to Mannheim, following some vague clues. Moments before entering Valor Hall, where all her wounds would surely be cured, she collapsed. Several of the Valiant rushed to succor her, but she died in their arms. Her last words gave the location of a cavern in the great volcano Katla and the garbled phrase “Alb..collapse..second..” In her possession is a burnt-out Trollhammer and the fragments of a stone with an inscription in moving, magic writing, that somehow gave an impression of being of more-than-ordinary importance.
Examination of the broken stone revealed a text: “Janda will live longer than her brother, but if Mavors should die, a new star shall appear and then fade, and Janda shall not outlive that star.” Examination of the trollhammer revealed that it once was a fearsome weapon that had power to smash items of great power, perhaps even the fable fatestones. The burnout released such great power that it was now only under slight enchantment.
Seven members of the Valiant gathered to go to Katla, find the cavern and explore. Wishing to prepare themselves for what might be a desperate battle, they arrived at dusk in a secluded dell within sight of Katla, cast spells and prayers of preparation, and settled down to rest. In the morning, they ascended the forested slopes of Katla where they spied furtive movement underneath the trees and black crows at about the place where they expected to find the cavern. Moving cautiously, the group drove off an attack by huge dire wolves.
The cavern was nearly completely blocked by a rockfall, through the gaps of which carrion birds flew. Martine’s last words might have spoken of such a collapse, but was it a natural misadventure, or was it connected to the burned-out hammer? And what did this have to do with the danger to the Gods? With due care and great labor, the Svartalfir, aided by the remaining members of the party, removed the rocks and opened the way into what was left of the cavern. The interior was piles of rock, and the back was blocked by another rockfall. The whole smelled of burning and of the charnel-house.
More digging revealed the bodies of the lost expedition, and their magical treasures, mixed with burned parts of some sort of giant. A debate ensued on the proper disposition of the bodies, and whether their prized weapons and other magical possessions should be left with them as grave goods. An infernal machine soon dubbed the Hammer Wheel lay on its side. There were signs of an enormous fire and collapse, and a muffled, high-pitched laugh could be heard. One of the bodies had a sack, which contained an undamaged table with a prophecy concerning Hione. Was this the “second” of which Martine spoke? It did not read as something that ought to be destroyed; perhaps it was to be protected from destruction?
Digging some more, a door was found, and behind that door a filthy chamber, with a man, half-starved and dying of thirst, who identified himself as Hrothinjall, assistant to the Great Albervir. Albervir, it seems, had somehow fooled Daglir and received training as an artificer. (Was this what Martine meant by “Alb”?) Hrothinjall was clearly quite mad, but careful questioning and ESP revealed that Albervir was the grandson of Kjallintar, that “fate had been destroyed”, that the trollhammer and a vast explosion had a part in that, that turning on the Hammerwheel was dangerous, and that the party should remove the remaining rockfall so they could die. He also denied that the stone found was the “second”, saying that the first and second were “like, yet unlike, such as siblings ought to be.”
Hrothinjall was locked back in his cell, now cleaned and provisioned. The Hammerwheel was dragged outside, and Bruce Battlestandard began to play with it, trying to understand its function. Meanwhile, a metallic statue in spider-form strode through the rockfall on the far side of the cavern, and attacked the party. Another appeared, in the shape of a great tortoise with a shell made of stone and a tail in the form of a huge club. A third also appeared, in the form of a crocodile that walked upon two legs made of brass. Black Sun, having decided that the rockfall was an illusion that affected all senses, strode through it purposefully, and found himself confronting a small (20′) ettin who was starting up a fourth statue, this in the shape of a quadruped with three horns. A long corridor stretched behind. After a pitched battle, the spider was destroyed, and the turtle entangled with the Hammerwheel. Both went careening down the mountainside. Using spells of hallucination and tripping, the Ettin was disabled long enough for the party to effect its escape. In a valiant last blow, Treeborn blinded the Ettin, but was himself slain. The party escaped to the plain and sounded the horns to summon the Valkyrie to return them to the Halls of Valor.
Meanwhile, came the news that Janda was dead, and a new star had appeared that the sages said would soon vanish. In light of later events, it was clear that a servant of Kjallintar had given up his life to strike the Fatestone that protected Janda’s life, striking it with a Hammer of Unfate. Martine’s party had, doubtless, died attempting to prevent this. The nature and fate of the “second” stone would be revealed in due course.
Chapter 2: Exploring the Laboratory
Having confirmed from other sources that this was indeed a laboratory, a party of seven set forth to learn what could be learned, thwart what could be thwarted, and perhaps to wrest some powerful knowledge and/or weapons. It was agreed that there was a second fatestone somewhere that had to be destroyed before the new star faded, whatever doom it portended. Arriving, they saw a large number of Ettin, guarded by statues, bearing objects off to the Southwest. Rather than engage in a hopeless, but glorious, fight, the Valiant decided to enter the cavern complex. Using Locate Object, the mages were able to pinpoint the location of a stone, similar in substance to the broken one, but intact, and which gave off an air of portentousness. Hrothnjall was gone from his prison, and the corridors of the laboratory were vacant. Apparently all been abandoned in some haste: remnants of a library remained, as did component parts of various infernal devices and a rear guard of the combat statues. Some of these were gathered for later analysis.
Because time was believed to be of the essence, the party tried various ways to limit combat. Attempts to use Dimension Door and Teleport to reach the location failed. Eventually, using stealth, the Valiant found their way deep inside the mountain, to a chamber that contained a strange cylindrical device. The device seemed to bring up mud and steam from the unguessable depths at which the dormant volcano was active. Beyond the device was a narrow passage, too small for an ettin, or indeed a riddari. At the end of that passage was a smooth surface, impervious to Darkvision. Ordinary light would penetrate it, however, and beyond was a stone tablet, written with magic writing.
Hrolff the Burning had knowledge of a crystal that darkvision could not penetrate: such crystal is impervious even to the greatest of fire, or indeed lava itself. It is very hard, but very brittle. A strong stroke thrusting with a sword shattered it, and the stone was brought forth. Reading the magic writing, “Mavors will live longer than Janda, but if Janda should die, a new star shall appear and then fade, and Mavors shall not outlive that star.”
Obviously, this was the “second” stone, like a sibling to the first. Sages have since argued about the fact that two fatestones, both created by the Wyrd Sisters, contradict one another so directly. Some say that it shows limitations in the knowledge of the Fates, but others argue that a Fate is not contradicted until events inconsistent with that Fate transpire. If either Mavors or Janda died, one of the two Fatestones would be false, so clearly neither could die until one or the other stone was broken. And it was fated that at least one should be broken, as clearly as if that fact had itself been written on stone. Kjallintar’s plan was now clear: having destroyed the Janda stone, she would strive to preserve the Mavors-stone from all harm, thereby sealing his doom.
Hrolff knew of a method by which such a fatestone could be destroyed, but he had never seen it done, and did not know what the consequences were. So, he began a chant of the victory of his Will over Stone Sealed Fate. And when it was done, the stone shattered, but so did the cylinder behind him. A great gout of flame poured out, enveloping and incinerating him, as clearly foretold by his name. Thunder stepped forward, prepared to throw all his power into a massive cure that could save Hrolff, but it was too late. And, somehow, Thunder sensed that Hrolff had been chosen by Fate to die, and that interfering with that could only bring further woe.
The cylinder now spewed out mud and clay, which was glowed of magic. The party gathered up handsful of it and proceeded to return to Valor Hall, singing the praises of the mage who had sacrificed his life for Mavors as the star that was to herald his doom faded from sight. The clay that was extracted from the mud proved to have marvelous powers: a few minutes’ concentration, and it would transform itself into a magical weapon or armor. The more clay used, the bigger the weapon or armor.
Chapter 3: Out of the Frying Pan, into the Lava
Hunter or Prey
Carrunos and Danu have been estranged from the gods due to Ratri’s “seduction” of Carrunos — at least if you listen to Danu. In the Wind Age they have left the other gods and taken up residence with the Alfar in Alfheim.
Now the giants come and while Carrunos and Danu oppose them, their split from the other gods weakens the defenses for Godheim and may spell disaster in the fated Final Battle.
Carrunos was our Freyr-analog. During Ragnarok he participated in an epic fight against the Fire Giant Surtr — which he lost. Freyr was also a god of fertility (and I think that came across), was married to the giantess Gerðr (or Gerd), and had given away his magic sword (potentially Lævateinn/Hævateinn) which fights on its own “if wise be he who wields it”. Without it he lost to Surtr.
Of the primordial giant that opposed him, Hione said this:
“Let me tell you a story of gods and giants,” he began. “Once upon a time Sjinnar, runt of the giants, lived among the gods, and they were friends. Back then, Sjinnar was the greatest of trackers. It is said that he could follow a falcon on a cloudy day. But Sjinnar was alone, and jealous of Carrunos and Danu. One day, Sjinnar proposed to Carrunos that they should hunt for a glimpse of Mimir’s children at play, and they went to a very misty place that no one had explored before. It was Sjinnar’s intention to lose Carrunos there in the Mist between worlds, but Carrunos has an unerring ability to find his way in the wild. Instead, Sjinnar still wanders that other land.”
Also the fact that Carrunos and Danu had left the rest of the gods in the Wind age, and we’ve got a lot going on.
So, Sjinnar, primordial creator of the Jotnar, becomes our Surtr-analog. However, the Jotnar cloak themselves in illusion and are tricksey instead of being associated with Fire, so they get others to do much of their dirty work for them, involving Trolls, Tetrakh, and even Ratri and her Cult of the Serpent. However, the giants always being half a step less powerful than the gods, Ratri was actually playing him.
Sjinnar hungers for revenge. The best he could do would be to blind Carrunos and let him wander forever lost in the mists behind the nine realms. Killing Carrunos would not be as sweet. And those mists, which he has learned to walk over the Ages he’s been stuck in them, allows him to move others between the nine realms without using the normal bridges between them.
Sjinnar knows he needs to lure Carrunos out of his place of power, and will use his own hubris to do so. He convinces Drótten (warband leader) Skirnismal, a renowned Tetrakh archer, that he has a plan to allow Skirnismal to overcome Carrunos. Several tricks would be used. First it is set up to kill the most in the shortest time, and with four arms he could fire two bows of haste and outshoot Carrunos. Second the targets would be the Bálhaukr, firehawks, little cousins to the legendary Bálroc, Fire Roc, which slept in volcanos. Without special arrows, they would burn up or melt before hitting.
But all of that was for Carrunos to discover and become complacent, because the biggest trick was causing them to overload and immolate to hurt and blind Carrunos so Sjinnar could pull him into the mists. This is homage back to Surtr the Fire Giant.
Now, Sjinnar is nothing but opportunistic. The Bálhaukr were available because the Cult of the Serpent, one of the two organizations that were part of the Open Door of Night, Ratri’s secret organization. They were attempting to anger the Bálroc to set off the volcanos, and part of what was done was to steal their little cousins away. (To find out more about them, and also the final straw to setting off the volcanos with the Thumpers, please see Andy’s and Alex’s scenarios.) He gets Trolls to make fireproof cages out of volcanic rock.
He later brings Trolls to cut of the Svartalfar’s supply of Star Metal (3rd run), and sends some Jotnar into Godheim itself to bring back the Stone Egg from the giant’s ancestral valley from before they were exiled (Steve Wolfson’s run). And finally, he waits in the mists to ambush Carrunos and enact his revenge.
Run the First: Old Friends and Old Enemies
Friday evening, 6 hours.
Haldir (Michael B.) Alfar Hero of Carrunos
Ilyeria (Zen) Alfar Guardian
Keith Belgerent (Ron S.) Riddari Guardian of Magus
Sven Silverbeard (George M.) Mannfolk Paladin of Carrunos
Thornflower (Suzanne B.) Alfar Hero of the Storm Lion
Thunder (Spencer K.) Katterfolk Cleric of the Storm Lion
Tosinsthal Wilfsyn (Corwin K.) Svartalfar Hero of the Storm Lion
Vegt (Alan Z.) Mannfolk Mage of Hione
Run the Second: Geld Unsettled
Saturday morning, 6 hours
Armoladd (Jeff D.) Alfar Hero of Danu
Athelia (Shannon D.) Alfar Cleric of Danu
Pfferdsensen (Greg N.) Riddari Guardian of Carrunos
Ragnaroc (Rob T.) Svartalfar Hero of the Storm Lion
Vinnelop (Liz T.) Alfar Guardian once of Janda
Run the Third: Metal, Fire and Words
Saturday evening, 5 hours
Keith Belgerent (Ron S.) Riddari Guardian of Magus
Riffington (Kelly W.) Alfar Archer Ambusher (Hero)
Rogar Ironheart (Corwin K.) Svartalfar Hero of Daglir
Sven Silverbeard (George M.) Mannfolk Paladin of Carrunos
Vegt (Alan Z.) Mannfolk Mage of Hione
Wussun of the Narwal Tride (Hugh H.) Alfar Cleric of Danu
replaced with Wuswosun (Hugh H.) Alfar Cleric of Danu
This run needs a bit of a preface. It was intended to give the PCs two (but really three) spread out goals that all involved investigation and travelling and a limited amount of time to achieve them. They would have access to the Valkyrie to transport them, but sounding the horn would put forces on alert. How would they spend their time and resources, which goals would their prioritize.
However, directly before this run started, the Mirror/Eye of Oodlask was recovered. This meant that they had perfect visibility over the entire world including perfect retrocognition. So they found out people involved, and played them back in time until the found everything. It was gorgeous how effective they were in using it, and they were able to accomplish all three objectives with time enough to go back and stomp on some Ettins that they had stealthed through the first time in order to get more loot. Smart murderhobos, I salute you.
Run the Last: The Hunt is On
Sunday morning, 5 hours
Archion Stormfriend (Ryan R.) Mannfolk HERO of the Storm Lion
Bruce Battlestandard (Josh G.) Svartalfar Berserker Mage of Daglir
Dimrodel (David R.) Mannfolk Cleric of Carrunos
Hattero Hex Monkeybane (Ryan C.) Katterfolk Guardian of the Storm Lion
Riffington (Kelly W.) Alfar Archer Ambusher (Hero) of Carrunos
Wuswosun (Hugh H.) Alfar Cleric of Danu
(covert to carrunos)
Carrunos would be wounded by overloaded immolating firehawks, but even though it would put him directly in the blast radius his cleric Dimrodel cast Immunity to Fire on him. Carrunos was still blinded by the light of the burst of the magically enhanced firebird.
Carrunos was then almost killed by Ratri with Kjallintar’s god-slaying spear, with Dimrodel again casting to stabilize. Ratri struck again the next round, yet Wuswosun bent fate and god vs. god became a narrow miss. Ratri struck a third time, and this time Archion Stormfriend, locked in a one-on-one duel with the leader of the Tetrakh Honor Guard,
Carrunos was blinded and dragged into the mists by Sjinnar, but with the aid of Dimrodel, Wuswosun and the more-giant-than-giant Bruce Battlestandard was able to overcome and slay him. Dimrodel, his cleric, and Wuswosun, his beloved Danu’s cleric, replaced his eyes with carved ones of Oak and Holly (thank you Regrowth spell) and given an extra boost from Bruce’s Second Sight, was abel to lead all four of them out of the mists.
Carrunos was convinced by the players to rejoin the other gods, and once her Fatestone was broken and she stopped turning a deaf ear to him, Danu relented and came as well. His eyes have been burned out and replaced with one of Holly and one of Oak. One of his saviors, his cleric Dimrodel, now bears similar eyes. Perhaps he will be the next High Priest of Carrunos.
Katterfolk have done several important tasks for him, but when Hattero banished Ratri who was attempting to assassinate him at the eventual cost of his own life, his friends asked Carrunos a boon to honor his sacrifice. Carrunos acknowledges Katterfolk as true hunters, the closest thing he’s get to an apology, and his blessing now work on them.
But Carrunos has spilled his lifeblood and will be weakened for a long time to come. Luckily he can call upon his strong arms, such as his paladin Sven Silverbeard or the instrument of his vengeance and now wielder of his bow, Wuswosun.
Sjinnar is slain, his bashed and arrow riddled body lost in the mists that will now forever be his final resting place. The soul of any Jotnar that now dies will go to Baenheim, but those Jotnar souls that died before him and went to Sjinnar will forever be trapped in the mists behind the realms, haunting them and turning them dark.Read More