Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Monday, February 26, 2018

Hello Again, part 2

Hello Again is a campaign story that started in 2014 involving a carousel of players and a roller coaster of arcs all taking place in the town of Kine. At this point, it's starting to look like a bottle episode but I promise it takes a left turn.

So here's where we left off:

Eckehard wakes from a dream in which millions of eyes surround and constantly watch him. The struggle to regain consciousness leaves him weary and confused. He is in the pitch dark surrounded by damp walls and bars, and there’s something more, the itch in the back of his mind, the ever-present craving, a yearning for living flesh grows ever-steadily until any and all sensations are consumed by one, hunger.

Camilla and Coco find themselves in a fog, riding in a wagon. When Camilla looks to her left, she recognizes the wagon driver. It is Mert. This snaps her back to reality, as if waking from a coma, she very bluntly proclaims, “I saw you die.”

More here: part 1

Ernst Fuchs
Eckehard wakes in a dank mud hole of a cell. Barely conscious, he is suddenly consumed with an overwhelming urge to feed. Unable to control himself, a sound of movement comes from the dark sending him lurching towards it. Groping in mad fury he finds the adjacent cell. Drawing close to the bars, he lunges through and grasps the frail frame of a woman then wrenches her to his mouth. In seconds he's devoured the arteries in her neck. Like an animal, he snarls but even satiated the hunger continues to gnaw at his thoughts. The act of draining blood now drives him to utter madness. Movement from deep in the dark drives him on. He begins throwing his weight at the bars. They are stuck deep in the mud and into stone but the bars give slightly with each strike. As his body hits the bars, he's vaguely aware of the rats watching him. They are sitting in a neat line on the other side of the bars like an audience. He's also vaguely aware that the sound of squishing footsteps are making their way to his cell. 

The sound of steps stops and a figure stops in front of his cell, while Eckehard continues bashing the bars. His mania hasn't let up, but it's strange, the rats are gone and he has no urge to wrench at the figure- just to escape and feed. The bars have moved two inches since he began throwing himself at them.

"Ahh, you are awake. You've been unconscious for some time." A tall, strange looking man stood in front of the cell. His voice is high pitched and sounded a bit like a whistle. "If you'll stop, I'll open up the cell."

Oddly his voice immediately snaps him out of his lust for blood and that's when it hits him, the person before him has an off smell, like formaldehyde.  

"Good. You were unconscious for some time even before I was called to help. I apologize for the accommodations. I realize it is no place for a person of your stature, but we are limited by what's available here... and the situation."

This conversation continues for some time. It turns out the person's name is Nylor and apparently, the Silvers had hired him to combat the Red Plague. He is strange though. When he raises an eery yellow lantern you realize you killed an emaciated Nala, wife of Brill the innkeeper. At the rising horror and regret you feel for your actions, Nylor simply tsk-tsks and continues on, explaining that you are in a makeshift underground lab that interconnects with the old tunnels beneath Kine. As Eckehard walks with him they pass some of Nylor's helpers. The strange creatures are only about three feet tall. You'd guess that he employs only midgets, except these shrouded creatures, have bright yellow eyes- or at least he thinks they do, he only caught a quick glimpse.  

Nylor explains that Jorg Silver had summoned him here to cure the plague in his son. After a while you realize that the son Nylor is speaking of is not Roderick (whom you met and is indeed infected with the plague), but a young boy. 

Pieces are falling into place. The players suspect that this is the boy in Brill's keeping and probably why Nala was in a cell next to you. But you don't have to guess for much longer. As Nylor talks about his son he once again leads you downwards. This time the chambers change, but not from mud to stone, instead stone to something else. The long narrow room seems to throb as if it were a digestive tract. There is a large mirror on the wall but it doesn't reflect anything.

Then you notice the boy. Facing away from the entrance is a slanted table and the boy. He has been dissected, body flayed open and a long glowing worm intertwined with what was left of his still working innards. At this point, Eckehard realizes Nylor has left the room. At that same moment, the throbbing room seems to coincide with a growing headache and nausea, also the worm untethers from the boy. Seconds later it lurches towards Eckehard who collapses. Then the worm is on him, burrowing. He barely grasps its end, while the rest is plunged under his skin, preventing it from disappearing inside him.

He overcomes the agony, manages to pull it from his arm, stumble through the hall and eventually up into the stone part of the structure. The worm doesn't follow. Eckehard is left with a deep fear of this place but also anger. He manages to make it outside and begins the search for his companions.

******

Camilla and Coco are in the wagon, riding towards Kine. When Camilla says to Mert, "I saw you die." She is met with a look of confusion, then horror. A moment later Mert runs off into the woods screaming. Out of the fog, Coco and Camilla continue on and realize there are two others with them, a tall man named Trafalgalard and a young woman named Alia. They also seem thoroughly confused. The familiar features of the town are revealed. It is still cold, nearly vacant, but Gaunt the guard is no longer at his post and now a strange tower overlooks the town. That's when they notice a familiar man on a tall horse riding from the tower, Eckehard.

Where were there other companions? Where was Jorg? Roderick? Brill? The town seemed sterile. No one was about, almost like it was a model of Kine rather than Kine itself. After sharing his experience with Nylor the companions make their way to the Church of the Green Lady, the last place they remember being before all this. The church inside is abandoned but the altar opens into the underground just as it did before. The answers they hoped, would be found inside.

Immediately, they notice that the underground is different. A mold seems to grow everywhere and there are cracks in the ground. The cracks are filled with a black metallic substance. It almost looks like an infection spreading throughout the underground. As they explore the tunnels it is not long before they encounter the first living being- if you can call it that. The creature walks on two legs but it has no face and arms. At first sight, it charges at them. After a scuffle the creature is dead but Coco, Eckehard, and Camilla are suddenly filled with a sense that the creature was someone they knew, an old companion in fact. They resolve not to harm any of the other strange creatures they encounter underground- and encounter they do. It was a resolution that is hard to keep. 

They find many strange creatures, each different from the other, all with impossible evolutions like no mouth or trailing intestines. They race through the underground until they finally come to its terminus, a circular room with a tall jet black crystal bursting from the center. It appears this is the origin of the cracks. Coco being the curious person she is touched the crystal and disappears. 

She finds herself in a room. She can see her companions distorted within the crystal as if they are mere reflections. At first, the room seems identical, except that when she walks rather than her moving, the room moves around her instead. On one end of the room, she finds tatters and blood, also a letter like the ones they had found before. It is the mere ravings of a man that'd been trapped in a place for too long except for one thing, it was signed Finn Silver. The long missing nephew. Has he been here the whole time? Behind the rags are loose bricks.

At this point, the others have touched the crystal as well. They are all in the room now, pulling at the loose bricks. As the bricks give way, that area of the wall collapses revealing a starry night. 

That's not quite right. Not a starry night. A blackness. A void. They see endless nothingness and a few pinpricks of light like stars, and before them is a sprawling structure like a mold of an ant colony, and below is a room with an identical break in its wall. After some discussion, the group rigs a rope bridge to the other room.

This room appears a lot like the circular room they just left before touching the crystal, but for three portals. Each portal is opaque but bears a distinct color.

So without going into incredible detail, this complex ended up being a micro-universe where Nylor kept subjects to study and experiment on. Our adventure took us into and out of peril in dramatic fashion. For those curious, the playthrough of the conclusion is here: A Fitting End.

******

For now, I'll stick with the story points so we can get to present day. Nylor, this alien's simulation of a man was indeed summoned by Jorg, but it was his undoing. The Silver's have a long history directly entwined with the Masters, the old rulers of the kingdoms of man and still very much powerful entities. Their relationship with them directly resulted in the Red Death and the rebirth of Erasmus Silver in each generation. Jorg wanted to break the cycle so he enlisted the help of an outsider. But the outsider's investigation ended the same way as it does for most experimental subjects. Nylor infected his lessers with disease and facsimiles, experimented, and recording the results.

The party put an end to this, but the tear in time and space that resulted afterward was enough to change something within Camilla, the porcelain robot-like character with no past. After acting very strangely she seemed to flee the party in abject confusion and being tireless, the others were hard pressed to follow.

Part 3: Camilla flees to the forest while her companions pursue. The others feel as if they are being watched. Eckehard is captured and forced to return to Kine.

Ernst Fuchs

Friday, January 26, 2018

The Start of a New Adventure (and campaign book)


It’s been forty years since I’ve come to this place. Fifty since the war broke my people and made them slaves. I’ve grown numb living here. I’ve even taken a human name. I cannot adequately describe the shame I feel for having survived that war. I saw century long friends die at the hands of beings that towered over us. Cut through like a thousand stocks of corn. The fear I felt then is a taste that will never leave my mouth.

When I fled, I was convinced it was because I would not face an unbeatable enemy at the behest of well-to-do men that didn’t deserve it, but even then I was lying to myself. I knew there would be no next battle. We were broken. In truth, the rumor that my people were being made slave soldiers was already spreading. Even as we made our way home, the tension was palpable. I was a coward.

I should have died a hundred times already. If not for you, Oswin, I would have fallen on my sword decades ago. This business with the murders was too much. A week in the dungeons has reminded me so keenly where I stand. I will always be an outsider here. I am thankful for the friends I have made, few that there are, but it is time to return home.

Do not fear for me, I will not go alone. Antak will join me. My only regret is not having your company. Damn the short lives of your people. We will have to meet again in the Halls of Waiting, my friend. Perhaps you will be reborn a Thrymm and we will battle side by side in the next life. Take care of yourself.

Forever your friend,
Kirantukh (Magnar)

PS. Hazel, this note is for you. I will not see your grandfather again in this life but if your travels ever take you east, know that you will always have a friend there.

Hazel read out loud to Oswin and was barely able to finish. Choking back tears, Oswin reached for the letter but instead took her hands and gently patted. “Shhh, shh, now. I always knew he would go back. Be glad Antak is going with him.”

Oswin groped the objects on the table until he found the mug of coffee and lifted it to his lips. “Stop crying, dear. Here, do something to take your mind off of it, go to my room and look in the closet.” He waited a few minutes and listened for Hazel to put down the letter and leave the study. “Do you have it open?”

“Yes, grandpa. What am I looking for?”

“Knock on the floorboards,” answered Oswin.

“What?” Hazel replied as she dropped onto her knees, but she didn’t wait for an answer and began knocking on each plank of wood.

Without a word, Oswin waited for Hazel to find the hidden compartment. It wasn’t long before she exclaimed, “What is this?” There was a sound of wood knocking together and soon Hazel returned to the fire lit room with a long box. “What is this grandpa?”

“Open it,” he replied.

For a few moments Hazel stared at Oswin. He was up to something. Emotional turmoil turned to eager curiosity. Hazel put the wooden box on the floor, undid the latches, and lifted the lid. Inside was a sword, shining as if recently polished. “It’s a sword. Why do you have a sword? And who’s is it?”

 “It is an old family heirloom. The Goddards come from a long line of warriors. Your strange old grandfather decided he liked books more than swords and ruined it.” Oswin chuckled as he spoke, “That is Anmod. It was my father’s sword. I once let Magnar use it. He enjoyed it so much that when he finished with it he immediately gave it back to me and said to never lend it to him again or he wouldn’t be able to give it up.”

Hazel picked up the blade and looked closely at it. “It’s enchanted.”

“Ha!” Oswin exclaimed, “You’re sharp girl! Yes, it is, but it’s not for you.”

She turned the priceless weapon in her hand all the while her eyes never left the blade, “I didn’t think it was grandpa. I’m no warrior.”

“Oh, but you are. You just don’t fight with swords and spears.” Oswin was beaming now. The old man leaned back in his chair and sipped his coffee again. “Now I’m going to say this only once. Are you ready?” Hazel nodded. “Go find Magnar and give him that sword. He is forever emotionally connected to it. You can track him with it easily. I trust you can take care of yourself, too.” Hazel started to protest. “No. No. I can feel it. I know you want to go. I may be blind but I know you care for him and he cares for you too.”

“I can’t possibly leave. Who would take care of you?”

“You don’t think I can take care of myself?” Oswin snapped his fingers and a plate of stew flew to his outstretched hands. “What is there for you in Westhaven? I will not have my granddaughter throwaway years of her life watching me waste away of old age. Go pack your bags. You leave in the morning.”

“But grandfather?!” Hazel was indignant but couldn’t help the excitement from creeping into her voice. She knew once her grandpa decided on something nothing would dissuade him.

“You will leave or I won’t eat. You got that?” Oswin replied crossly.

When Hazel eventually gave in, Oswin leaned back comfortably again. “Now that we got that out of the way, here’s something for you.” Oswin snapped his fingers and a black wooden staff floated over to Hazel from the corner of the study. “This is Daron. Daron protected me on all my adventures, now he will protect you.”

An hour later they finished dinner and Oswin went off to bed. Hazel sat in the study with the two priceless artifacts and looked around the room, spying things she would miss. She was excited, scared, and sad all at once. What will the future hold? Will she ever be back? And would she be ready?” 
With those thoughts running through her head she dozed by the fireside dreaming of adventure.


Arthur Rackham
 

Thursday, January 18, 2018

Hello Again part 1

A couple years back we had one of those games where we just couldn’t keep a consistent group together.  A roulette of six different players, two at a time stepped in and out after two or three sessions. We nearly gave up, but the mystery our GM dreamed up was just too damn good, even the restarts were interesting. So finally after a whole year, we managed to nail down two players and make it through the story. Now, I didn’t run the first two parts of the game, so I can only tell you what happened from my perspective, and then pick up where our old characters left off, so here it goes:

Ernst Fuchs

Part 1


Eckehard the ‘half-aelf’ is sitting, legs crossed and resting on a stool when a burly man in maille struts into the lonely hostel. The only spattering of buildings on the forest road for miles, everyone in the common room is a traveler. Still, Eckehard stands out. His inhuman features always attract the attention of xenophobes and bullies in this part of the world. Mert, the armored brute that just entered took immediate notice- too bad for him. Mert got only one insult out of his mouth before realizing his mistake. Eckehard moved like a snake. His strikes were without mercy and vicious. In seconds Mert was dead. In the ensuing chaos a curiosity- er rather, a bizarre scene unfolded. A woman but not a woman, a moving porcelain doll the size of a woman with an expressionless face, as if it were a permanent plaster mold, entered the bar. Dumbfounded, Eckehard and the three tavern patrons that had stood up to help him (though unnecessary) somehow joined together and make their way to place called Kine on a wagon with a strange box just long enough to house the parties strange new porcelain friend.

Presented straight off with this mystery, it wasn’t long after that a new one unfolded. This woman (a PC) named Camilla had no memories (neither did the player). She was obviously not human and had all the emotions of a broom. That said, she could speak and reason, she took suggestions literally, and she carried on tirelessly. Joining us was an old magician, a poor knight, and a little woman named Coco. Coco carried nothing with her yet seemed to have whatever was needed whatever the situation (a small mystery to the other PCs).

Map of Kine. Any old town will work, but we used this one by Dyson: https://rpgcharacters.wordpress.com/2013/12/17/tuesday-map-the-thorp-at-appletree-pond/

Upon arriving, the PCs discovered the town had been struck with the plague, a disease the residents called the Red Death. The town was sparse and few people were ever about. An impressive castle loomed over the town, owned by one Lord Silver. Apparently, he had not been seen for many weeks. The only other remarkable feature in the town was a very old looking church at its center.

After a small confrontation with the lone town guard (who demanded the visitors leave their weapons with him, but settled on allowing Lord Eckehard, a noble, to keep their weapons), the PCs made their way to an inn. Once entered they met Brill, the Innkeeper, a well-to-do entrepreneur with a knowledge of local nobility and a collector. This is where the mystery begins. It’s discovered that Mert works for Brill and Brill works for Lord Silver. Camilla was destined for delivery to this very tavern. What’s more, there is a strange painting in Mert’s wagon. Upon close inspection, a note is found in the wagon and another within the painting. The first says

Mert, you are late. Time is growing short. I require my merchandise delivered to Kine immediately. Bring it to the usual location by mid-fall and I will consider forgiving your delay.

The second says


…I awoke in my sleep again but this time the cellar was filled with offerings. The way was clear and I entered the city of my Lady.

This peaks the PCs curiosity. Especially when they realize there is another painting in the tavern that was clearly painted by the same hand. When they get a chance the PCs remove the backing of that painting and find another note.


…so I knew she called for me and me alone. Why else would she let me into her city? I opened the door with their blood. Fed the rats in the walls. Soon the rats will be sated. The rats. May the rats eat your eyes. Eat my offerings…

Thoroughly creeped out the PCs retire to their rooms but not after noting that Brill and his wife Nala, a couple well into their middle years, are fostering a young son that they suspect is not related to them. They seem overly protective of him.

With the memory of the notes fresh in their minds, scratches and growls coming through the walls in the night were needless to say, unsettling. So much so that two of the party left that night. In the morning, when the three remaining members commiserated over their miserable nights spent awake, they were joined by two others that were also staying at Brill’s Tavern (new PCs). These newcomers seemed curious as well. So when the PCs made their way to the church at the center of town the others joined.

The church was an ancient temple to the Green Lady, a cult that exists only on the fringe of the Free Realm. Their stop at the church revealed only the symptoms of the Red Death and that Lord Silver was indeed missing. It didn’t seem they would get any answers there, so they moved on to Lord Silver’s castle.

Now at this point, why stay? Why not leave at the first mention of the plague? Here's why, unbeknownst to the rest of the party, Eckehard is not a half-aelf, not at all (in fact that’s impossible, no one is a half-aelf but it's an often used lie). His blood is tainted with the blood of Nobles, something that burns hot within his veins, like a rash, always itching, driving him mad. His one solace is a second obsession. He seeks the Lady in Black, one of the long dead Masters now worshiped as a god. His search for her led him to Kine and now the notes seem to confirm it. Coco is a mercenary and Camilla follows orders. They seem useful to him so he feigns lordly interest in the matters of the Silvers, all the while probing for a path to his prize, the Lady in Black.

The PCs gain entrance to Lord Silver’s castle and find a sick and horribly drunk Roderick Silver, son of Jorg, the missing lord. He coughs blood like all the other plague victims except he is mostly lucid and intensely angry. He is outraged at any mention of his father but is prone to ramblings whenever he is mentioned. He raves about his Uncle, a man named Erasmus and his fathers leaving to find him. In the main hall, there are paintings of his father and a rather severe-looking man, whom the party assumed is Erasmus. By Roderick’s third outburst Eckehard has had enough, he surprises everyone in the party with a spell, putting young Roderick asleep and giving them time to explore the castle.

The explorers sneak upstairs where they find the study and a great oak desk. On it, they find an unfinished letter.


Brill, I have word that one of my uncle’s paintings was sold years ago to a collector in the east. It is imperative that I reacquire it. Have your contacts

They also find a note in the pile of papers, written in frantic letters, in the same pen as before but as if written quickly and with an unsteady hand.

RATS I HEAR THEM IN THE ATTIC THEY NEED MORE MEAT STRIP THE FLESH

At this point the group begins worrying that Roderick will soon wake, so quickly they move to through the other rooms. Much of the upstairs seemed mundane if not strangely undisturbed except for a set of large doors. With some fiddling the party realizes it is closed by an iron bar on the opposite side. The doors are wide set but the crack between them is dark (despite the fact that there should be plenty of windows in this room). Coco makes a quick attempt to get through the door but the sudden shouts from below alert them that Roderick is now awake. The party quickly makes their way to a set of stairs. As they descend they realize it doesn’t lead to a back entrance. In fact, it leads to an underground labyrinth.

There was a lot to explore in the tunnels, murals of a shrouded woman, sometimes depicted with another very similar woman or spiders, ghost walls, booby-trapped steps… but we’re going to fast forward to an underground chamber with a lever. When pulled, the ceiling pulls away and a path into a spacious room is revealed. The adventurers quickly realized they must be in the church at the center of town. It’s not long before two wandering monks discover them. A young man named Brother Maynard is nice enough when he finds them considering they were four strangers snooping around the chapel at midnight through a tunnel entrance he never knew existed. He calls for the grandmaster, the forgetful but venerated head of the church, and pretty soon there is a small gathering of monks. The players do their best to talk their way out of the situation but they’re shown the door. On their way out they recognize one of the monks as they pass him in the cloisters- Jorg Silver, the missing lord of Kine. Eckehard calls to Lord Silver. Without warning Eckehard collapses. Jorg disappears. Fade to black.

**End Part 1**

Part 2: Eckehard wakes from a dream in which millions of eyes surround and constantly watch him. The struggle to regain consciousness leaves him weary and confused. He is in the pitch dark surrounded by damp walls and bars, and there’s something more, the itch in the back of his mind, the ever present craving, a yearning for living flesh grows ever-steadly until any and all sensations are consumed by one, hunger.

Camilla and Coco find themselves in a fog, riding in a wagon. When Camilla looks to her left, she recognizes the wagon driver. It is Mert. This snaps her back to reality, as if waking from a coma, she very bluntly proclaims, “I saw you die.”

Ernst Fuchs

Thursday, December 14, 2017

Rise of the Seithran

The Rise of the Seithran can be played as part of the Bone King adventure path or as a stand-alone, but before we get started, here are a couple things from the Bone King campaign that ended up being pretty important for our playgroup.

The Bone King's Ruby Eyes and Iron Ring (see description in the Bone King)

The Cup: Discovered in what seems like years ago, this silver cup was borne out of the shadow keep of a once powerful noble. Since found, it has already changed two of our number that dared to drink from it. Once in the Material World, the cup changes into a gold goblet encrusted with sapphires and emeralds. Our two adventurers that drunk from the cup were brought closer to the Shadow Realm. They now see in the dark and figments of their companions thoughts and fleeting images of their dreams. On this leg of the adventure, the cup has new surprises. You might end up in the Aether, where the cup can take on any number of shapes depending on the realm it's brought into. In the Halls of the Dead, it manifests into a blaze of white fire. Of course one of our foolhardy adventurers decided to fill it with wine and drink from it. What would ever cause a sane person to put a ball of fire to their lips, who knows (not their GM!), but it happened and she was consumed with incredible burning pain. After a few moments of pain that felt much, much longer, she was changed. Her spirit fused to her body, erasing her previous self and making her a planar creature. This has made innumerable changes to her not the least of which allows her to use the reflection in the cup to see images of things she concentrates on.
Magdalena Zwierzchowska

The sea spray greets you like an old friend as the prow of the ship dips down the chop and back up again. At the top of the next wave, the city of Torvald crests the horizon and almost at the same time the sun peaks out of the east. Suddenly it feels two degrees warmer.

Then out of the coastal waves, a ship and then another and another. Three rectangular sails, red striped and decorated with a black ring across the the center, the ships quickly close the distance between you. "Who is that?" You shout to the old captain over the surf. "They are the Seggring," replies Ask, "Leaving for the raids."

Soon the ships are passing and Ask shouts something in Skald at them while raising a shield from the railing and you gawk at the ships full of tall muscular women working the ropes.

The Setting: Torvald is huge for a town in Nord Fyel. In fact, the Vann consider it a city. The streets aren't paved and most buildings are single story long houses that shelter multiple families. There is little else as far as structures, but the docks are something to behold with many dozens of ships at rest on the beach and each at the base of a 50 ft. tall wooden sculpture carved with many faces, some like animals or monsters and painted with blacks, reds, greens, and sometimes blues. There's another such wooden pillar or totem at the center of town, but it stands well over a 100 ft. with a base at least ten feet wide at the bottom.

Making your way through Torvald you'll find many people toiling about but little in way of a market- or really any place to sell goods. In fact, it seems most residents are very self-sufficient (at least in the view of an outsider) and what they can't get they buy from their neighbors. It seems local knowledge will be necessary for navigating the ins and outs of Torvald, especially for acquiring food and hawking goods. Just the same, the subtle wealth of the Vann is apparent in the well-fed populace. There is plenty of drying fish, kelp, and squid hanging on racks outside, also fine fishing nets, dyed furs, and steelwork.

At the center of Torvald is the largest of the longhouses. It is incredibly large for a single story wooden structure. Its walls are lined with doors, now open to the elements, and its roof reaches at least sixty feet tall. From a long way off you see a crowd assembled inside.

The Scene: Once near the structure, you see a short black haired woman dressed in travel-wear, fur, and a woven cedar cape, addressing a much taller women clothed in many furs dyed red and black. The woman, named Hilde is recounting the story of her search for her lost son, only to return to her home to find the rest of the family had disappeared. After searching frantically for some hours, she found only these unusual spheres. Then she holds out one of the four transparent globes. The woman in furs, named Torunn is the Jarl of Torvald. She takes one sphere. It seems like glass, but extremely light and durable. She passes the globe to a strange looking man covered in tattoos and wearing antlers on his head. This is Leif, the town Verndari or druid. He sets the globe down and asks how many she found. She procures 3 others and postulates there is one for each of her children and husband. Next to him another strange looking man, he is thin and short and dressed in only a cedar skirt and an elk-skin cape. This is Knut, an excentric but good-natured witch.

The Spheres: Each sphere is indeed the remains of Hilde's husband, two children, and Hilde as well. In fact, the woman claiming her name is Hilde, is actually a woman named Gudrun- but we'll return to that later. Leif and Knut are unable to discern the spheres' nature, but while experimenting Knut may accidentally open a portal to the Halls of the Dead as that is where they come from. Each sphere once held the spirit of a living being, but they are spent. They were created by the warrior spirits named Valkyrja, but without exploring the other side of the portal it is impossible to discern anything except that they were formed from the chaos of the Aether.

Halls of the Dead: The Halls are immense, mindbendingly so. You can walk for what seems like miles and still be standing at its center. The hall is flanked by statues of women warriors, seemingly made from marble and silver, and standing miles upon miles tall. Adding to the strangeness of the place, the hall has no windows, but it is filled light, so much so that you have absolutely no shadow.

Heading in the direction of the statues will eventually lead to what you thought was a hall but is in fact, an endless number of passageways stretching away from the main hall. Going down any one of them will lead you to an identical great hall, except this one is filled with innumerable rows of men and women in maille and furs drinking and eating. They are being served by lithe silver clad women identical to the statued pillars of the hall. They stand well over ten feet tall and seem to serve no function other than refilling cups of wine and carrying trays of food, despite their full armor and many worn weapons. Scanning the room, your eye is drawn to the "end" of the hall, which when you concentrate seems to actually be the center of the hall. An even taller woman, also clad in silver sits on a throne, her black hair sticks out from under her helm and she sits at the center of the only dark part of the room, an immense black blot on the cobbled floor.

The hall is filled with the raucous of a million warriors. You may approach unhindered. All the silver-clad warrior women ignore you as long as you are unthreatening and the undecipherable buzz of voices continues for as long as you stand in the room. Once you sit at any of the tables, the talking turns from white noise to coherent chatter. The warriors are warm company. They will regale you with stories, including the story of each of their deaths. They know why they are there, though none seem to know to what end (though they have stories for that too). The woman at the center of the hall is Alfhildr, goddess of war.

The Plot: Alfhildr is an oft revered deity that serves as the protagonist in many tales. She is also described as a ruthless slaver that wears the gilded teeth of the previous Alfhildr around her neck. Regardless, she like most beings in the Aether are far removed from materiality. Why they would be involved in this mystery is befuddling to say the least, so bear with me. A once-prominent and now persecuted political faction named the Seithren is making a gambit for the seat at Torvald, attempting to overthrow centuries of democratic tradition to establish an oligarchy and also push out the Verndari (druids) as the spiritual leaders of the Vann.

To achieve their ends, this small but powerful group of wilders has enlisted the help of Magnhildr, sister and rival of Alfhildr. In exchange for the sacrifice of four of her sister slaves, the Valkyrja, she will aid them. A difficult task to be sure, but now organized the seithran are resourceful. They summoned four Valkyrja and with the souls of Hilde and her family they dispelled the enchantments that force the Valkyrja to obey, knowing they would attempt to kill Alfhildr and take her place on the throne. Now, the Seithren need only wait for the freed Valkyrjas' likely deaths.

When the adventurers play through Torvald to the Hall, they are likely to discover the spheres once housed the souls of Hilde and her family, but they were spent. It is possible to discover the identity associated with each sphere. Likewise, it is possible to use the spheres to return home (but a word of warning, each time a portal is created, a sphere is destroyed) They are also likely to witness the four Valkyrja attack Alfhildr and die in the process. Their blood will be added to the ever-growing dark blot on the floor.


Arthur Rackham
When you return to Torvald, a startled Knut is in the middle of making stew when you spring from his cooking pot. Once the confusion passes you'll realize you've been gone for weeks (or at least much longer than you suppose). Immediately you make your way to Torunn to tell her what you discovered.

You learn from Torunn that Leif left for a village called Kimbr to better study Hilde's home, but he has not returned. Torunn introduces you to a man covered from head to toe in tattoos. Despite the chill of fall, he is almost naked. His name is Hakon, a painted warrior and tracker. He is as blunt as he is skilled. She was just about to send him to Kimbr to track down some thieves stealing sheep from the counties around Torvald. She seems unconcerned about Leif's absence because apparently the Verndari are outside her control and frequently gather for meetings, but since the trouble with Kimbr and the apparent thievery in the same area, she would like you to accompany Hakon on the two-day trek to find him.

Kimbr: A small village with friendly people. When you arrive, Hakon leaves to track the stolen sheep. The villagers point you to Hilde's home at the edge of town and also confirm that Hilde had three children, not two (exactly as she claimed but curious if you discovered the identities of the orbs). Also strange, the villagers are unable to talk about the youngest of the children. Whenever a villager mentions the child they begin to contradict themselves. Curiously the villagers seem to be aware that what they are saying doesn't make sense, but they can't help it. In fact, once they start contradicting themselves about the child they start contradicting themselves about the whole family, eventually resulting in a splitting migraine and confused mumbling. Something else, they become confused about the whereabouts of Leif. Not only that, but the whereabouts of any Verndari. There should be at least one in each county and all the villagers should know the identity of the local Verndari.

Each of the villagers is marked, though they don't know it. The Seithran have enchanted all the townsfolk to obey their commands and avoid certain topics, all without them ever knowing the Seithran were ever there, despite the fact that the Seithran's main gathering point is the vale only ten miles up the forest path.

One thing the villagers do know is a woman named Gudrun. Gudrun was ostracized from Kimbr as a child (for being a Seithren or wilder). She was long thought dead, but some of the local farmers recognized a woman in the forest that resembled her (now a woman in her late teens).

The Vale: Having found only a dead farmer, and tracks of sheep leading into the forest, Hakon comes to find you. Hakon, blunt as he is, wants to track them into the forest but with night falling seems to want some backup. The mood of the town and the wanton nature of the farmer's death has him a little spooked. Making your way through the forest, you come to a point where there is a light flickering through the cedars ahead. After a mile or more, you come upon an incredible scene.

An inferno casts long shadows across the cliffs. There are more than twenty women sitting around a huge bonfire. Behind them are the men. An equal amount of men are split into two groups and between them is a group of children. From the protection of boulders, you can make out provisions, wagons, and two squatted forms beside what looks like bears. One of the women stand up and come near the fire, so close that it should burn her. Suddenly she thrusts a hand into the flames and opens it. The fire erupts to the heights of the cliffs and morphs into the shape of a tall bird, perhaps an egret or crane, and then into the shape of a woman- a familiar silver clad warrior woman. Staring down at the woman now clutching her burnt arm, a voice fills the camp, "You have done well," spoke the fire woman, "Your reward." And she holds out a hand. Quickly, each of the women stand up and one at a time approach the proffered hand. It's difficult to see, but each returns with a gold ring and a blackened hand. When the twentieth ring is given, the fire dies to mere embers, and the short woman that first thrust her hand in the fire turns to her followers and presents her ringed finger, "Our labor," she says,"Sleep well tonight my brothers and sisters. Tomorrow the Eldring recaptures Torvald."

What Comes After: Hakon recognizes the seithren for what they are and is eager to make for Torvald tonight. He will want to warn Torunn and muster all the warriors in Torvald. If you wish to head back (Hakon may elect to leave you immediately so as to get the word to Torunn faster), you will find the city abuzz. Palisades are being erected around Torvald. It seems the whole city has answered the muster.

The Seithren and their Plan: Twice a seithran warrior raised an army and conquered Nord Fyel. The seithran, Alfarr the Great ruled Nord Fyel as king for nearly 80 years. In this short time, seithren were accepted members of society. At the height of Alfarr’s reign, the council of seithren, called the Eldring, rose to power. In only a short time the Eldring displaced the Verndari as the spiritual leaders of the Vann. But once Alfarr passed, the Eldring became corrupt and fraught with infighting. Not long after, the jarls returned to power. A decade later, Hjalmar the Fierce seized control of the Eldring and led the surviving seithren once again to power and glory, reconquering Nord Fyel in a bloody war, and after many years, Hjalmar claimed the throne at Torvald. The night of his coronation, he was poisoned and the Eldring that remained were slaughtered in their sleep. Since his fall, the seithren were branded anathema. In most places, the seithren are now reviled and feared. They are known as forath or monsters, and once discovered many are ostracized or killed. In some places the seithren are pitied. They are hidden, shunned, or left to die. There are, however, a few remote villages where the seithren are respected and honored. The seithren are born with an innate ability to spellcraft. They are gifted or tainted with this power at birth. Roughly one in ten thousand Vann folk are born seithren (the seithren are wilders).

The Eldring is long gone but the seithren are not. Left for dead, Gudrun, the black-haired young woman posing as Hilde, wandered the forests around Kimbr surviving two frigid winters before meeting Astrid, the short woman that thrust her hand in the fire to summon Magnhildr. Astrid is five years her elder and had been wandering the forests for a decade before meeting Gudrun. Astrid, ambitious and embittered by the trials she was forced to overcome, gathered other ostracized children. Astrid delved deep into the Shadow Realm to learn the intricacies of demon magic and mentored Gudrun. Upon meeting a demon named Turel, Astrid learned about the realms within Aether and a way to contact the "gods" for aid. With Magnhildr's gift, the seithran plan to catch Torvald at unawares. Gudrun's visit to the city set the plans in motion, setting the orbs as a trigger for the Valkyrja to attack and starting a countdown for the infiltrators that have taken up residence in the city. Now that all the Verndari in the counties are dead, there is no one skilled in casting spells to stand against them, but they are trusting in more than just brute strength. Their attack will take two forms, within the city and at its flanks. The plan has many risks. They are vastly outnumbered, but Astrid has put all bets on the table. It's all or nothing.

The Gold Rings:
It says a lot about the character of a wilder that manages to survive past childhood, but adulthood does not signal the end of danger. Pouring even a moderate amount of power into casting spells creates unpredictable and sometimes lethal side effects for wilders. Magnhildr's gift prevents this (negating the identical dice effect). It also ramps up the amplitude of the spell (always roll 4 dice when casting spells and resisting them). Each of the seithren women was gifted a ring. The ring is tied to the seithrans' will. With time, each seithran with a ring will be utterly destroyed- another sacrifice to Magnhildr.



Arthur Rackham

Thursday, August 24, 2017

The Bone King

Nord Fyel is a far distant kingdom. Its people, the Vann, are isolated from the continent by the Giants' Mountains. The Vann appear in the south only to raid the coasts or trade with the fortified towns of Kelet. Our adventurers left from Elhis with a crew of Vann to explore this isolated country and make their fortunes, but upon arrival of their first Vann town, nearly everything went to shit.

The town of Hundenshode was burned to the ground, the long house at the center of town was packed with mutilated bodies, and the island of Hudd surrounded with an impenetrable fog. What's more, the boats at its docks were intact but all were resting on the seabed, just below the water.

This adventure had its twists and turns, but ultimately what it led to was a portal, mistakenly opened by Saga the witch. She paid with her life, but not before being "rewarded" by the Noble she accidentally resurrected. Fortunately for her and the townsfolk that managed to hide in the caves up in the hills, the adventurers were able to release Saga from her "gift," close the portal and in the end dispatch the Noble. Of course, this did not erase the Noble from the world, but he was trapped in the Shadow Realm– and from that place, the adventurers bore out a gift. A cup, dull silver in the Shadow Realm became a gold jewel encrusted goblet in the material world. With that, the mist dissipated and the survivors boarded the boat with its crew and left for Torvald.

Theodor Kittelson

The ship pitches, you dream about the dark, the Noble's hall in the Shadow Realm, Saga crying, a heavy rain. You are sleeping in a forest as black as the caves you just left. You feel as if something is watching you. You catch glimpses out of the corner of your eye but when you turn your head you see nothing. Ahead is a tall standing stone. When you come near, suddenly you are on your back and you cannot move. Then a face looms over you. A face of a corpse with eyes like rubies. You try to sit up but you feel a crushing weight on your chest. It’s hard to breathe… you wake.

The light of the two moons is pale making the night sky bright with stars. At the back of the ship is a dark shape. You are reminded of the corpse. Long shadows obscure its face, but when you near it, you recognize Ask, the captain, staring blankly. You shake him and the shadow passes. He appears normal again but bewildered, then confusion ensues. The ship lurches as it strikes a reef.

It's then you notice the cliffs. You are very near the shore. Ask looks up at the stars. Noting the constellations to get a sense of direction and the moons for the time of night and exclaims how far off course you are. The boat is taking in water. You’ll need to come ashore for repairs.

The Cup: Evroul, the once great Master gifted his vassals beautiful goblets. When drunk from, mortals would gain mystical powers (roll a random power). 1- darksight, 2- immunity to fear, 3- shadow touch (can interact with incorporeal things), 4- wilt (creatures you wound can only be healed of 1 Life for each instance of healing), 5- suggestion, 6- inspire fear in those that oppose you

If you've drunk from the cup you are touched, drawing the attention of the ancient draugar that now stirs beneath his ancient broken fortress. He wants the cup and he would like nothing more than to add to his number of servants.

Dreams: Characters that drank from the cup dream of a time under the Nobles. The one that possesses the cup dreams of Hundenshode and the castle hall in shadow. Each time the possesser dreams he also sees the standing stone and eventually the ruby eyed corpse (a creature known as the Bone King). Each time the touched characters dream, the Bone King gains a stronger foothold in the minds for as long as the adventurers remain on the shore (start at 2d6 and then add a d6 to its dream checks for each time its invaded their dreams before). The Bone King will also attempt to lead or trick the dreamers into its dungeon. Once the Bone King can roll 4d6 against the adventurers in the dreams, it will reach for their neck and drag them in (they may of course resist).

The Runestone: 50 meters up the beach is a tall runestone. Such runestones are scattered about Nord Fyel. Most tell stories. Some familiar, some so old that the people and events they speak of are forgotten, while others are strange and speak of strange things and events not generally known. On this runestone is an inscription:

Under shadows of the western peaks,
drawing nigh the untravelled pass,
The Mountain King watches ever vigilant,
while his children break the hilltops.
In all their might, even they fear the chamber…
which below the ground fatefully lies!

(Runestone inscription borrowed from Oerath Windsoul)

The runestone is a portal. In the realm of dreams, it appears as a narrow hall. The Bone King will lure the drinkers and possessors of the cup in a shared dream down this narrow path into a strange and closed off dungeon. Once entered the wall appears solid again. The adventurers will be unable to leave unless they can answer the riddle:


My life can be measured in hours,
I serve by being devoured.
Thin, I am quick
Fat, I am slow
Wind is my foe.

A CANDLE  (once a candle or fire is lit, the wall becomes a pathway and the adventurers are free to explore the dungeon. If the fire would go out, whatever room they are in is again closed off)

The Dungeon: Use Dyson's cubic dungeon, it is perfect for this--> Cubic Dungeon

The Dungeon has no escape. The passages are only revealed with fire but even without it the characters can see. The outline of the entire dungeon is visible because it exists in the Shadow Realm, hence its impossible nature. Within the dungeon are a few things of consequence. The Bone King will leave them trapped while it hunts the trespassers on the shore, but it will leave the characters guarded. On the opposite side of the cube, an old wight shadows their movement, always staying on the opposite side (and while in the dungeon it regains Power and Life 1 per round). It will not be revealed, however until this riddle is solved (this riddle repeats on many walls):


The part of the bird
that is not in the sky,
which can swim in the ocean
and always stay dry.
 A SHADOW

The last riddle within the dungeon is this:


What is deaf, dumb and blind
and always tells the truth?


A MIRROR

This riddle hints that a mirrored surface will reveal the passage which exits the dungeon. It also reveals the mundane aspect of the dungeon, which is black as pitch and a linear catacomb (but you cannot access it without magical help). There is a room within the dungeon with silver objects. There is a silver tray there. If brought back to the original room, reveals the exit. If the adventurers walk backward while facing the mirrored object they will exit the dungeon.

Valdis: This strange hermit lives on the cliff overlooking the beach where the adventurers and crew have come ashore. Valdis is an ancient witch. So old, in fact, that she is dead. Valdis is a völur, a creature given a semblance of life from sheer force of will. She is not quite old enough to know how the draugar came to this place or when its fortress was last manned, but she does know its story– but she will do nothing for free.

Should the adventurers want information, the price will be one of their possessions. She cannot be tricked, whatever she asks of the adventurers must be given exactly. Once given, Valdis tells the story of a nameless fear unleashed upon the forest kingdom, north of the Nobles' Empire. These people, she tells you, were the Grey. At first their onslaught was unchecked, but the Grey are clever. They hid well and ambushed whenever possible, so after hunting across the vast woodlands in vain, the Nobles returned their attention to humanity. So it came to be that the most powerful of the Nobles' servants passed through the giants' mountains, a thing thought impossible, and made war on the Vann. The Vann named the most powerful of these creatures the Bone King (the Bone King is a draugar).

The Bone King built his castle in southern Nord Fyel and conquered half of it, pushing the Vann ever northwards. Only after the death of their masters and the growing strength of the Seithren were the Bone King and his servants driven into their crypts.

She will give no other help until it's needed and needed it will be if the party is split. If the adventurers seek help or protection, Valdis will create a globe of light to guide and keep them from fear as long as they are within its light, but the price will be steep. She will do this in exchange for a year of an adventurer's life (which subsequently becomes a forgotten year of their life), an adventurer's name (once given it remains their true name, but they and everyone that's ever known them no longer remembers it), or an adventurer's humor (they no longer laugh or enjoy humor).

The Last Riddle: Hidden at the base on the back of the runestone is a crudely carved riddle, left by Valdis as a hint to a secret, second entrance.


A life longer than any man,
it dies each year to be reborn.


A TREE

There are ruins, hidden deep in the forest. At the center of these ruins is a tree. At the base is a bone hand with an iron ring on its index finger. Pull this ring and a second entrance to the dungeon is revealed. But a word to the wise, the hand is still connected to the draugar. If pulled at night, the draugar will come alive and drag the one who touched it into its dungeon, where it will be much, much harder to defeat.

This is also an excellent map for this (also Dyson): The Caverns of Ulthik

Theodor Kittelson
Ruby Eyes: The eyes of the Bone King, pried from his again dead skull, are little more than expensive jewels, until held up to your eyes. When looking through the rubies intentions are laid bare, invisible things become visible, and enchanted marks flare to life with a sudden intensity.

Iron Ring: Plain and otherwise unremarkable, this ring is weighty in the hand and ever cold. Knowing it came from off the Bone King's finger, the adventurers were too afraid to put in on. They were, however, curious. When discovered, the wizard Elias cast an Impression spell on it, but even that was ill-advised. The ring lashed out with such ferocity it left poor Elias catatonic for ten long minutes. The iron ring is imprinted with the Bone King, acting like a copy of the original. If put on, your personality will gradually erode and eventually be overwritten with the mind and powers of the Bone King.

The Bone King's Servants: A wight (inside the dungeon), innumerable zombies (outside; he can spend an action to raise 1d6 each round, but only at night)

Hundenshode Resources:
  
The left insignia is Turel (anyone who's played Soul Reaver should recognize this --Soul Reaver is awesome if you've never played it or read the story btw). The second insignia is Stolas, a demon of knowledge. The left Insignia (Turel) is circled, it is also carved on Saga's head. In the room is a cauldron filled to the brim with a strange substance that reflects no light (it is a portal). In front of it are two burnt out candles (ghost candles). There is also a cat, pegged to the wall and a summoning circle that's clearly been broken (accidentally, by the cat, thereby freeing the summoned creature).

Monday, July 31, 2017

Chapter 4: The Marble Throne

This is a continuation of the King Thadar's Catacombs Campaign (Chapter 3: Lady of the Stars).

Summary: At this point in the campaign you've likely succeeded in preventing Lady Ilka's assassination or failed spectacularly. If you've succeeded then the Eloszor army will march on Városa and catch the Green's between hammer and anvil. And more, if your map of Kerthaz makes it to the Blues, the loss at Városa and Kerthaz will deal the Greens such a blow that they are unlikely to recover.

However, if you've failed then Városa remains besieged and the Eloszor refuse to march into the valley, but there's still a chance. If Kerthaz can be breached quickly, then the Városa army is free to return to the city and break the siege.

For now, we will assume you succeeded because even if you failed, Chapter 4 still provides an interesting alternative...

The Lady's Errand: Lady Ilka is grateful for your role in thwarting the assassin. What comes next, she tells you, is the final demise of the Greens and opposition in the valley. Soon it will be time to set sights northwards. She allows you leave and join the Eloszor either on the march to Városa or to the armies besieging Kerthaz, and assures you, she will honor Lord Gabriel's offer, but she also offers an alternative. Pass beyond Kerthaz to Fenyovar, the furthest northern fief in Vale.

She confides in you that Vàrosa, long a neutral state, risked war for one reason, the powerful Vadas family has nearly consolidated the whole of northern Kelet and the balance of power is shifting. Lady Ilka is a strong ally and friend of the Queen, the matriarch of the Veres family and brother to the lord of Városa. To remain in power the Veres family must be a counter balance to Vadas or risk invasion. Kelet has long been a kingdom only in name. Its five regions are fractured. The Veres family has kept Kelet from slipping into a theocracy under the church but only barely. Vadas is a tyrant but also an extremely religious man. He is also old. If he conquers Kelet and usurps the throne, chaos is likely to follow his death.

The lord of Fenyovar has remained aloof from the conflicts in Vale. His fief is either the first line of defense against an invasion from Vadas's armies or an excellent staging point. Go north and curry favor with this mysterious Lord Miklos.

Lady Ilka presents you a writ offering a defense agreement and acquisition of materials. As an emissary of Ilka, determine Miklos' intentions and send word of any agreement you come to with him.



Setting: Fenyovar is a quiet town nestled in low forested foothills. The streets and buildings are well kept and over them looms a large castle manor. It appears that most the townsfolk are well off or at least even the poorest eat well. This is unusual for Kelet. Perhaps because of this, the denizens of this town are friendly and speak highly of Lord Miklos. It seems Miklos is a benevolent overseer. When you speak with the townsfolk you learn Lord Miklos regulates guilds and the Triad strictly, which serves to combat corruption. Speaking with the townsfolk leads to many fantastic stories about Lord Miklos. Some say he is half-aelfin while others say his family has the ancient blood of the Thegn, a mythical race of men. The stories surrounding him all have a degree of enigma and fantasy. The fact that he rarely leaves the castle and that he has been lord of Fenyovar for as long as anyone can remember lends to the mystery.

Resources: I used this map as a stand in for Fenyovar:
Oravsky Podzámok (here is the artist's page: http://www.francescabaerald.com/maps/)

Magda Zwierzchowska
Miklos: Miklos is an intelligent character with complex motivations, made all the more complicated by his nature. Miklos is a dhampir. He has been lord of Fenyovar for as long as anyone can remember. He rarely shows himself in public, but his realm is prosperous. And though he has the savvy of Machiavelli and occasionally gives in to his primal urges, his ultimate desire is peace and stability. With Bálint Vadas conquering the only remaining lordship in the north his sights will turn southwards to Ártér and the capital. With the rumors of war in southern Vale and the adventurers' arrival, Miklos sees an opportunity, but he must play his hand carefully. Miklos has planted an agent in Bálint Vadas' council. This agent has become Bálint's closest advisor and lover. The Eszes clan is the last northern family to stand against Vadas and also the family of Bálint's wife (she still lives, locked away in Vadavar). All that remains of their holdings now is a small mountain fortress and the daughter of the late Áron Eszes. Miklos had considered offering friendship to the Vadas family (and indeed has already made some small gestures of friendship), but Bálint is too close to the Church of the Triad. Miklos has watched the church tear Kelet apart and hates it.

No. Miklos will usurp Bálint at the peak of his power and use the last member of the Eszes family to cement his claim on the north, but he must act quickly to ensure the conflict in Vale continues and offers no resistance. Ilka's writ complicates things.

Csilla: Csilla is Miklos' edge. When the time comes she will dispose of Vadas and turn control of his army to Miklos. Csilla has spent half a decade with Vadas and gained his utmost confidence and even his affection. They will not turn on him while he is alive, but should he die their loyalty passes to her.
Csilla has proved herself invaluable. In fact, her success has raised Miklos' suspicions. After assuaging his concerns, Csilla prepares to return to Vadas. Csilla is inscrutable. It is one of her many talents. But she will do what is required of her. She recognizes the need for stability in Kelet. She also recognizes that any stability Vadas brings will be short lived. She is also, however, not convinced that Miklos will serve better. She does not know his true nature but knows he is different and suspects it will prevent him from establishing a stable empire. Csilla is shrewd and will do as Miklos wants until an opportunity presents itself. The adventurers may be that opportunity.

Magda Zwierzchowska

Scene 1: The adventurers arrive in Fenyovar. As emissaries of Ilka, the adventurers can ride right up to Fenyovar Castle and request an audience with Miklos. Show them the writ and David, the tall head servant of the castle, will grant them entry. The adventurers will be admitted into a comfortable waiting room with a fireplace, chairs, books, and numerous tapestries depicting the geography of Fenyovar. There is also a large portrait of a pale man with sharp features, jet black hair, and eyes the color of ochre. In a short time, they will be admitted to the main hall. A long blue rug runs its length. There are two guards at the entrance and a pale man with black hair sitting on a strange marble seat. Standing next to him is another man in black and silver livery and a servant holding a long sword much too large for her, but unsheathed. She is very carefully holding the sword so that it does not touch the floor. As the adventurers approach they may notice one other servant scrubbing the stone floor, she appears to be cleaning up blood.

Miklos will probably speak first as he will want to control the conversation. He may draw attention to the servant and mention that a spy of Vadas was captured and he had just finished interrogating him (which is half true; the blood is from a captured Eszes soldier). He will want to establish his stance against Vadas immediately. While the adventurers speak with Miklos and present him with the writ they may notice something strange. Everything Miklos says sounds incredibly believable. The adventurers will have an unnatural impulse to trust him and anything he says rings true (attempting to discern a lie or exaggeration unerringly fails). This is due to the throne that Miklos sits on (it is not a spell so it cannot be countered but characters with Sense Magic will feel something happening and sense his motives normally). Miklos will want time to speak with his advisors and see how he can help. The players are granted room and board in the guest houses in town but not the castle, which is unusual and draws attention to the fact that the castle staff is meager for its size. On further exploration, the players may learn most the guardsmen also have quarters in town, rather than a castle barracks. Upon exiting the castle the adventurers may notice a tall well-built woman in the hall. She very obviously takes notice of the adventurers but does not approach. Observant characters may notice a light distortion near her (she is a hussar with a phantom companion).

Scene 2: In town, rumors swirl around the visiting characters. There's much to learn here and the townsfolk won't be shy about speaking with the adventurers. Rumors of the Vadas army, the war in the south, and the death of Áron Eszes will be common. There are also interesting stories surrounding Miklos and his origins. Exploring further the adventurers may learn that the most prominent organizations are the craft guild and only one priest of the Triad. It's odd there isn't even a representative for each of the three goddesses. Apparently, there are strict rules to prevent corruption and violaters in the past have either left town in a hurry or disappeared.

When summoned to Castle Fenyovar, Miklos again meets the adventurers in the great hall. In addition to the guardsmen, servants, and advisors, the tall woman with the shimmering thing is present. Miklos explains that he would like to discuss how best to aid Ilka and the Blues, stating that he would like to see a united Vale, indeed a united Kelet. He also explains that Vadas presents a problem. If he were to ally with Ilka and the Blues, Vadas is likely to invade Vale and Fenyovar would be the front line. He is unwilling to let that happen and presents a counteroffer: livestock and grain will be sent south, but there will be no open military alliance. However, he also offers this: if Ilka would give them leave, he suggests the adventurers slip through Vadas territory to Felvidék. Felvidék is the last unconquered hold out of the Eszes family and where Aliz Eszes, last of the Eszes family has gathered her supporters. There is also a possible ally near Felvidék that may be willing to fight the Vadas family, the half-men known as catfolk. He assures you catfolk are indeed real and that they were once steadfast allies of the Vadas family, until they were betrayed. He asks that the adventurers sit on this and return with an answer.

Scene 3: Miklos invites the adventurers to a formal dinner. Csilla is also there. The adventurers give their answer. If the answer is no, then the adventurers are free to leave, but they are watched and later ambushed on the road. Miklos will not want them to return alive if there is a possibility that the Blues will arrive in force and foil his plans. If the answer is yes, Csilla lays out the plans, explains that there are scattered Eszes forces and that they are slowly making their way to Felvidék as word of Aliz's survival spreads. She will give them a week of travel (if she can) before the Vadas army moves again. She suggests that the adventurers pass as near to Lake Mél as possible. She will explain the danger of the half-men that live in that place but also suggest seeking out their aid. The catfolk have a long history with the Vadas family and are old enemies.

Inbetween Scenes: While the adventurers are in Fenyovar they will have significant time away from Miklos. There is much to explore here. There is Otto, the priest without a following. And Pel, the collector of Naerodian artifacts. And Hanna, the rare book seller with tomes of genealogy and heraldry.

There are also the ruins around town. As with the rest of Vale, there are Naerodian ruins here. One particular outcrop just peaks through the forest. Hidden in the underbrush is an entrance to a network of tunnels. The tunnels here are a vacant labyrinth. Exploring this area extensively reveals a secret entrance to the dungeon under Fenyovar Castle. Exploring further is a dangerous gambit.

Csilla may search out the adventurers in secret. The ruins around town may be a good place to meet them. Csilla can break the spell on the adventurers if they become charmed by Miklos words, thereby casting doubt on his intentions. She will not go into detail about her allegiances but she may imply there are better leaders in the north than Vadas or Miklos.

Last, if the adventurers wish to explore Miklos' background, they can find that Miklos has been lord of Fenyovar for decades. There is at least one art piece in the castle depicting a man with a striking resemblance to Miklos. The staff claims it is of Miklos' father Mátyás. In truth, Miklos has been lord of Fenyovar for well over a century. Sometime during the Aelf War he became Margrave of Fenyovar. His father was a man named Mátyás and his mother, Olivia was a dhampir, but they were never lords.