“Vanished Lands: Vistel’s Expedition” Session 39.45 — Return and partings

Fellow role-players, here are my notes for “Vanished Lands” Session 39.45, which Rich C.G. hosted in Waltham, Mass., on Monday, 18 August 2014:

In one ancient world, there was a region where strange majicks and demihuman races thrived. The “Vanished Lands” were blessed by the gods and cursed by prophecy. Travelers became adventurers, and adventurers strove to be heroes in the face of many perils and wonders.

Various groups of mercenaries and diplomats have fought humanoids in the northwestern borderlands, encountered pirates on the Sea of Nagendwa, and wandered the hostile Halmed Desert and the wide Plains of Sathendo….

Vistel’s Expedition,” crew of the Zephyr, Player Character Party 39, as of summer 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, burned by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald and cursed tattoo of the “Mad Mage” Ezra”; NGc, Lvl. 10
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 10
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 10
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 10
  • Rhys Davies [Drew S.]-male Tinker Gnome (Minoi) clockwork gadgeteer; TNg, Lvl. 10

(See previous notes for “Hamfast” and “Brendan” [Brian W.], “Tempestade” [Josh C.], “Radius” [Jason E.R.], “Melchior” [Byron V.O.], “Sir Torrel” [Alex W.], and “Brogar” [Brian S.].)

“21 to 25 March 1227 B.C.E.:” In a future Brazil, “Vistel’s Expedition” welcomed reinfocements as it helped about 100 slaves escape from a plantation. The adventurers fought automatons, overseer mechs, and a huge clockwork dragon. After a confrontation with an imp, the group took his steamboat and returned home.


Scully spots the coast of the (proto-Celtic) human kingdom of Saganim. Giacomo and Corwin shake off their disorientation from time travel. Elsa hopes to return to Thadenis, the capital. Rhys is pleased to have taken possession of Rogerio Ribeiro’s riverboat.

Radius bids farewell and pulls the reins of his cubist steed Tangent. Rogue Brendan and Barbarian Brogar hop onto Vector, the Modron Paladin’s chariot, and they depart.

Corwin recommends heading to the port of Drunstimplos, and Scully plots a course. The Bard and Ranger then set up sails, and Druid Elsa controls winds to help the overcrowded vessel. Wizard Giacomo keeps watch for nautical hazards, and artificer Rhys rations coal for the steam engine.

Tempestade and fellow capoeirist Armadeiras Fonseca attend to their fellow refugees. Elsa also Creates Food and Water for the numerous passengers. Corwin recommends that they stay below decks when they arrive in port so that local peasants aren’t alarmed by an influx of escaped slaves.

Scully reminds her companions that they need to make sure the mocambo (rebel band) is properly resettled. Giacomo allows his homunculus familiar Gerald to play with curious Rhys. The former circus performers tentatively name their ship the Zephyr.

The next day, the Zephyr docks at Drunstimlos. Albino Flind Scully stays behind to guard the boat as the other adventurers disembark. They give some silver coins to children for directions to the local lord and find his manor on a hill overlooking the bustling town.

Hill Dwarf Elsa introduces Half-Elf Corwin as a prince of the realm, and housekeeper Agatha Kettleworth brings them to Lord Caerdon. They trade tales about the dreaded Ghost Fleet but are interrupted by armored Brenda O’Connor.

The striking redheaded sentry asks about the strange boat in the harbor and reports that Father Gwydion, a high priest of Ghanki, lord of the waters, has returned after being missing for several years.

According to O’Connor, the Saganim human apparently disappeared after the crew of another ship (see notes for the Dragon’s Bane ) inquired about a pirate named Reilly and his girlfriend Irene, who was supposedly killed in a flood.

Lord Caerdon asks O’Connor to bring Father Gwydion to him. The frail-looking priest seems confused and claims that he has been conducting a wandering ministry. He does recognize the names of Reilly and Irene, but a crowd of happy townsfolk take him to the shrine of Brijitt before he can be questioned further.

Hifalendorin human Giacomo excuses himself to return to the Zephyr. Meanwhile, Rhys grows bored, so he wanders the manor’s halls and notices Sea Elven weapons on the walls. He’s not sure if they are trade goods or tropies of war.

The Tinker Gnome climbs onto a table and grabs a finely worked dagger. As Corwin and Elsa finish their audience with Lord Caerdon, they send the Rogue a magical message to tell him they’re leaving the manor. He rejoins them at the docks.

Rhys gives the Elven blade to Giacomo for safekeeping and analysis and then heads to the “Sailor’s Climb,” the nearest pub. Scully sighs and follows him. Corwin and Elsa Teleport to the Gilded Keep in Thadenis.

Members of the Tartan Guard harshly question the prince before allowing them entry, but Corwin is not offended since he knows of recent threats to his homeland. His sister Karenna is overjoyed to see him, and King Edmund II and Queen Margaret invite Corwin and Elsa to join them for dinner.

Meanwhile, Giacomo discreetly pays fishwife Shannon 25 crowns (gold pieces) for food for the Brazilian refugees. Rhys dances a shanty, while Scully makes contact with Alcander, an Atlantean (Minoan/Theran) human with the Order of the Golden Lion. He says her boyfriend “Sir Niac” [Mike F./N.P.C.] has been inquiring on her whereabouts.

Unfortunately, Rhys runs afoul of drunken sailors Eavin and Charas Thulba. Eavin and the pugnacious Gnome trade blows before the larger man swings a bar stool. Alcander tells humanoid Scully to wait in the shadows while he grapples with the thugs, as bruised Rhys slips back to the boat.

Corwin and Elsa tell Saganim’s rulers about their many misadventures, fighting Undead giants in the port of Sileran, sailing the dangerous Sea of Nagendwa, and making friends in the sorcerous city of Falit. They also mention potential allies in the Zarendo Islands, if not new foes such as a certain Pit Fiend.

King Edmund grants Tempestade and his compatriots 10 square miles (worth as much as 100,000 g.p.) about a day’s ride south of Drunstimlos for farmsteading. Corwin and Elsa also receive 2,000 crowns and a promise that Paladins are on their way to investigate the return of Father Gwydion.

Queen Margaret and Princess Karenna are disappointed that Corwin can’t stay longer, but he and Elsa say that fighting the Ghost Fleet is a worthy long-term mission.

The explorers Teleport back to Drunstimlos. Corwin looks for O’Connor, but she is out on patrol. Elsa stops by the shrine of Brijitt but can’t detect Father Gwydion’s intent.

Back at the Zephyr, the party members compare notes and set watches for the night. Elsa attends to Rhys’ injuries, and Giacomo is relieved that his cursed tattoo of the Mad Mage Ezra seems dormant.

Late the next morning, four knights ride into the Saganim town. They are accompanied by 10 men at arms. Scully runs out to embrace Wolfen Niac, and Lady Igraine Tegan salutes Corwin and company.

Giacomo recognizes Sir Sigmund Adelbard as a fellow Hifalendorin (proto-Western European) human, while Sir Amir Abdul-Rahim is a Suthern (proto-Arabic) human Ghaffir from the Ebir Shiekdom.

Corwin and Elsa give Tempestade and the refugees the deed to the land granted by the king, as well as 200 crowns. Giacomo gives the Monk Boots of Elvenkind to replace the Boots of Spider Climb he lost to a Gelatinous Cube beneath the barbaric port of Gisar.

Lady Igraine and Sir Amir agree to escort Tempestade and his people across the southwestern Plains of Sathendo. The grateful Brazilians leave Drunstimlos and set out for their new home.

Sir Sigmund agrees to help look into Father Gwydion’s mysterious return and potential ties to Sea Elves, pirates, and the Undead. Niac and Scully catch up and begin plans to make the Zephyr more seaworthy.

Elsa says that removing Giacomo’s tattoo should be the team’s next top priority. The Druid also sends a Message to Capt. Scarlet aboard the swift Foamrunner asking to meet at the nearby village of Sanry as she begins building her communications network.

Corwin hopes that onetime traveling companion Hamfast is doing well back in Gisar. The prince also reports to Lord Caerdon and considers Vaughn Rikkar, a Sylvan Elf flute player among the knights’ followers, as a potential apprentice.

Rhys helps buy supplies such as coal and considers arbalests and other modifications to the party’s vessel…. Meanwhile, far to the east, another band fights its way out of the Nannuattan (eastern Dark Elven) outpost of Dulthor….

Congrats again to “Vistel’s Expedition” on making “name level” and acquiring a mobile base of operations! I hope our lean team will soon be ready for new seaborne adventures!

The “New Dawn” telecom game will also resume this coming Sunday, Aug. 24, before we take a break around Labor Day. I also look forward to continuing Bruce’sPathfinderEberron/Reign of Winter” miniseries in September and perusing D&D5e….