“Vanished Lands: Vistel’s Circus” Session 39.26 — Arrival in Falit

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.26, which Brian W. hosted in Newton, Mass., on Monday, 18 November 2013:

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 Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of autumn 2013:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; NGc, Lvl. 5
  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 5
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 5
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 5
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 5
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 5
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justic; LGn, Lvl. 5
  • Radius [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5

“5 to 9 January 1227 B.C.E.:” The adventurers booked passage from Sileran to Falit on the Foamrunner, a Sea Elven schooner. On the way, they outran a Hobgoblin bireme and a pirate ship and played cards with humanoid pirates at the village of Naira on Emein Island.

While on watch one night, Elsa Fairbottom and Sir Torrel see a man pushing a wheelbarrow of soil across Naira’s docks. Barry invites Elsa to his garden, but Torrel is wary and wakens some of their companions.

While Hamfast Hammerfist and Tempestade stay asleep in their cabins, Giacomo du Vane, Scully Strongbow, and Corwin Windsong go to investigate and to protect Elsa and Sir Torrel. Barry happily leads the visitors along a narrow trail to the jungle island’s interior.

The away team meets “Alpa” [Brian/Non-Player Character], a strange Treant, and human cannibal nicknamed “Bob” [Josh/N.P.C.]. The animated catalpa mutters about a creature in his head. Scully offers to help, but Alpa swings tendrils at her.

Bob offers a severed human leg to Barry, who politely declines and says it should go to his plants instead. Despite her friends’ criticism, Elsa continues following Barry into his garden. As they had feared, it is full of giant carnivorous plants.

Barry and Elsa discuss fruits, vegetables, and herbs while surrounded by flora such as a hangman’s tree, yellow musk creepers, assassin vines, a giant Venus flytrap, blood roses, a huge pitcher plant, black lotus, and wolf in sheep’s clothing.

Giacomo makes notes of potential spell components, as Sir Torrel senses malevolent intent, and Corwin tries to stay on the path. Elsa agrees to search for fungi to add to Barry’s garden, and he escorts them back to the village.

The next morning, Capt. Scarlet orders the Foamrunner to set sail south. The Thalassaquendi (western Sea Elf) asks the onetime circus performers if they left their posts the previous night. Elsa and Torrel admit that they did, and they learn that a crewman came back ill.

Erasol’s stomach writhes, and Elsa diagnoses him as suffering from a parasitic infection. Scully suggests inducing vomiting, and Giacomo, Hamfast, and Sir Torrel help haul the hapless seaman to the rail of the catamaran.

As expected, Erasol spews seven large worms. Corwin quickly casts Sleep, affecting four of the creatures. Elsa invokes Gaia (Mekkil) to summon a water elemental. Sir Torrel slices a worm with his sword, but its pieces continue to wriggle on the deck.

Giacomo miscasts a Magic Missile, but Scully shoots an arrow through a worm. Sir Torrel soon finds himself grappling with another, which tries to get inside his armor. Hamfast simply smashes one parasite with his maul. Bard Corwin draws a blade and strikes another, and Monk Tempestade throws another overboard.

Druid Elsa directs “Puddle” the elemental to sweep the sleeping worms off the ship. Paladin Sir Torrel struggles, as Mage Giacomo and Ranger Scully try to grab the worm on him. Scully, Corwin, and Fighter Hamfast eventually finish up the flukes.

Capt. Scarlet is relieved to see Erasol weak but still alive. The Foamrunner arrives at Falit, which has magnificent minarets, shining domes, and multiple harbors and markets. Time-displaced Tempestade, who is eager to find a way to return to his homeland, disembarks as the others make plans.

Falit map
Falit, capital of the Ebir Sheikdom

Tempestade heads toward the Tower of Wind, one of three towers of sorcery in the capital of the Ebir Sheikdom. On the way, he stops in the slave market. Despite his hatred of slavery, Tempestade purchases sullen laborer Faroukh from Gozar for 20 dinars (gold pieces) in the hope of learning about the city.

Meanwhile, Elsa, Giacomo, Hamfast, Scully, and Sir Torrel get lodgings and stabling near the Camel Soukh. Corwin haggles the rate down to 20 dinars for three nights. The travelers agree to meet at Tower of Alchemy near the center of Falit if they get separated. At 3 dinars a day, they hire a guide, Salim, who takes them directly to the Tower of Wind.

The outlanders find Tempestade and Faroukh and come to a tall spire, honeycombed with entrances and exits up its entire height. Birds, flying carpets, and Djinn fly through the openings. Petitioners, familiars, and sages wander about the ramps inside the airy tower.

At a shrine to Vendrah, lord of the sky, the visitors meet Imam Ghurya. The Hakim (priest) listens to Tempestade’s questions about how to get home and says that he will consult with Tarzu, a wise Djinni. Imam Ghurya asks the adventuring party to return in a day for a possible audience.

In the bazaar, Gnoll Scully buys clothes for herself and Faroukh, whom Tempestade releases. The human Monk gives the fellow former slave 50 dinars and recommends that he seek passage out of the city. The wealthy wanderers give some coins in Beggars’ Alley.

Rather than follow winding streets to cross the city, Zeda human Hamfast suggests taking a ferry across Falit’s harbors to the Tower of Sight. At the docks, the warm northerners buy food from pushcart vendors and find that they like falafel and gelato.

The Tower of Sight is disconcertingly covered in blinking eyes. Curious Scully pokes one, only to incur harsh stares. After waiting in line, the group has an audience with blind seer Lydia.

In return for an as-yet-unspecified favor, Lydia tells Tempestade that there are a number of ways for him to return to Brazil. They include portals such as those in Emein Island (sealed), the lost city of Tel Silat, and the Zarendo Islands.

Lydia explains that some magical artifacts, Ley line nodes, and powerful beings can also aid with dimensional travel. The obelisk that Tempestade has learned of in the barbaric port of Gisar can send him home, Lydia says, but he’ll have to learn the proper combination of runes to operate it.

Giacomo tarries for a moment to ask Lydia about the “Mad Mage,” who is tied to the tattoo on his back. The blind librarian says that most of the evil Wizard’s peers are dead, but the Sorceress Zu and Lord Nemer at Mt. Gruldar know more about him.

Hamfast hopes to visit Falit’s drinking establishments, while Scully is still wary fellow canids such as Anpur and Wolven. Tempestade prepares to return to the Tower of Wind, and Elsa plans to inquire with the harbormaster about the dreaded ghost fleet and Gisar. Guide Salim asks for an order of places to go.

Although Lydia noted that the cult of Krakas, lord of the maelstrom, has not recruited in Falit as it has elsewhere, Corwin and company are cautious. Sir Torrel asks about the Pernicon (Thri-kreen), orders of holy warriors, and Falit’s three arenas.

Elsa writes a letter to Baskor Steadyhand in Vistel’s Circus telling him of her sightseeing and many deeds….

I hope that everybody enjoyed last night’s game, and thanks again, Rich, for “Elsa’s” notes. I look forward to seeing some of you at upcoming events, including this weekend’s Super MegaFest, the second “Vanished Lands: A New Dawn” session, orJason E.R.’s “Star Wars: Dark Times” next Monday.

“Vanished Lands: A New Dawn” Update 40.1 — Walking with spirits

Fellow role-players, here are my notes for “Vanished Lands” Session 40.1 on Sunday, 17 November 2013:

Long ago in a distant land, spirits and men directly traded bamboo, silk, and steel. Wars to the west, twisted monsters, and power-hungry sorcerers threatened the eastern kingdoms, so the call went out for new heroes of honor and tact….

Player Character Party 40 in Gene D.’s Vanished Lands: A New Dawn” Asian-style telecom campaign, using the Basic Fantasy Role-Playing Game and Advanced Dungeons & Dragons (1st Ed.) Oriental Adventures, plus house rulesSkype, and an online dice roller

  • Souji Nobuto ‘Sonny’ Yoshimitsu [Beruk A.]-male Shengtese Tian Kensai (eastern human weapon master) from a dishonored house in the Lion Clan, specializing in chain weapons; LNg, Lvl. 1
  • Saigo Kasugi [Bruce K.]-male Bamboo Spirit Folk Samurai (eastern Sylvan Elf Cavalier) discreetly serving his daimyo; LNg, Lvl. 1
  • Ember Talon [Sara F.]-female Crane Hengeyokai Wu (shapeshifting Druid), actually a young gold dragon banished from the Celestial Court; NGl, Lvl. 1
  • Soske’ Tiatoshe [Geoff C.]-male Shengtese Tian Shukenja (eastern human Cleric), priest of Shang-ti and animist from the Phoenix Clan, prophesied to do great things; LNg, Lvl. 1
  • Moon Jung-mo [Dexter V.H.]-male Nannuattan Ninja (Msamaki, eastern Dark Elf Assassin) who has left the Shadow’s Claw clan and is posing as a River Spirit Folk Yakuza (eastern Grey Elf Rogue); LNg, Lvl. 1

“Zhengyue, 1 to 2 March 1227 B.C.E.:” As winter snows start to melt in the Bamor Mountains, wanderers converge on the border village of Hazokuwi. Word of an impending truce between cruel Gokuri and the Zedu kingdom draws attention, not all of it friendly.

Sonny finds himself hiking northeast from the House of Xia monastery with Brother Jo, an overeager acolyte. The chain master is passing through the Balef River Valley when he observes military encampments around the village.

Meanwhile, Toshi rides his donkey Wako west and stops at the “Swimming Ki-Rin” in search of tea. The young Shan Sao notices that proprietress Dao Sun Lingjuan is a Nekojin (cat person). Toshi explains that he has been sent by his mentor, Kida Kaiu, a Wu Jen at the court of Bazran Hai.

Ember descends from the mountains with her horse and stops at the Swimming Ki-Rin for a meal. Toshi strikes up a conversation with the crane Hengeyokai. Ember says that she is a nature priestess far from her family.

Jung-Mo makes a grand entrance to Hazokuwi, arriving in a carriage with two young ladies. The Spirit Folk gentleman reserves the best room above the restaurant and notices Toshi’s tiger-print pants and Ember’s beauty. Jung-Mo offers the Wu tea and flowers, but she is wary of his friendliness.

Saigo rides west from Nanlung on warhorse Black Wind. His father, Gen. Hirokazu, tells the young Samurai to keep looking for his missing grandfather, Shinso, an agent for Zedu daimyo Hei Wan Ling. The Bamboo Spirit Folk arrive in Hazokuwi to meet with Gokuri representatives.

In search of his destiny, Soske’ arrives at the village with his well-meaning but nagging Uncle Manny. The old Bushi is determined to keep the Shukenja from harm, but they are both curious about the armies meeting under a flag of truce.

Toshi and Ember play a game of Pai Sho after dinner, attracting spectators including Vivek Ram, a Vanara (simian) soldier who roots for Toshi.

At the Zedu camp, Saigo and Gen. Hirokazu report to Gen. Shin Kyong-tsu. The Korobokuru (eastern Dwarf) is happy to see the Spirit Folk and shares his hopes for a lasting peace. Gen. Hirokazu isn’t sure it’s a good idea, but he gives Saigo leave for the night as the older officers catch up.

On his way into the village, Saigo watches as Prince Mutsuhito and his retinue arrive. The androgynous aristocrat recognizes his sister’s suitor and introduces Saigo to Baron Xin Pronunc Hu, a human delegate from Tong Sheng, and Zhou Li, a Samurai escorting them.

Saigo asks Baron Xin about the negotiations, but the noble declines to provide details other than that he plans to talk with the Spirit Folk generals and Lady Yun Aei-Yong, a Nannuattan from Gokuri, in the morning.

Baron Xin goes to talk with Gen. Hirokazu and Gen. Shin, leaving Saigo, Mutsuhito, and Zhou Li in search of drinks. At the Swimming Ki-Rin, Brother Jo and Uncle Manny are impressed by the newcomers.

Sonny suggests that Brother Jo and Uncle Manny go outside to compare fighting moves and war stories. Soske’ is grateful for a relatively quiet meal. Jung-Mo slips out during the carousing, giving Ember the impression that he’s up to something.

Toshi and Ember find that their tiles and skill are evenly matched in Pai Sho, and Zhou Li seems interested in the Hengeyokai. After the game, Toshi and Ember head to Soske’ and Sonny’s table to ask about a comment about destiny they had overheard.

Prince Mutsuhito gets drunk and abusive, so Saigo decides to take him back to camp. The night is cold and clear, and the village streets are empty. Sonny notices that it has been a while since he sent Brother Jo and Uncle Manny outside.

Saigo and Mutsuhito stumble out into the darkness, and Sonny, Ember, and Soske’ head out to look for the others. They find tracks leading to the stables and then back to the road. Toshi, Jung-Mo, and Zhou Li have apparently retired for the evening.

As Saigo helps Mutsuhito walk, he senses that they are being watched. The Samurai turns and sees Uncle Manny and Brother Jo following, but something isn’t right: They are floating, and their eyes are glowing!

Caster
Floating spirit

Saigo sheathes his sword and swings at Brother Jo. Drunken Mutsuhito is evenly matched with Uncle Manny, jerking like a marionette. Soske’ uses a Positive Energy Burst to free Uncle Manny, who drops to the ground.

Ember casts Detect Magic and sees a faint spirit trail leading from Uncle Manny down a steep slope to the river. Brother Jo stabs at Ember with a cold blade but is wrapped by nimble Sonny’s chain. Mutsuhito swings wide.

Brother Jo is knocked back by swift Saigo, but pious Soske’s Protection From Evilhas no effect. Ember gracefully shifts to crane form and follows the trail to a boat, which has no oars or sail. An old woman appears to be huddled beneath a blanket.

Still restrained by Sonny’s chain, Brother Jo manages to kick Saigo. Prince Mutsuhito knocks down the possessed Monk, and Soske’s second Positive Energy Burst drives out the screeching spirit. Uncle Manny struggles to get to his feet.

Ember grabs the blanket, revealing three Bakemono (Goblin) summoners. She flies back to her companions, who agree to go with Saigo to the army camp for the night….

I hope that everyone enjoyed our first game! Let me know if you have any further questions about the setting or your characters. Byron, I hope you feel better, and good luck to Dexter and Beruk with your job situations.

Sara and Bruce, it was good to join you (and Josh and Janice) for “Thor 2: the Dark World” this past weekend, and I look forward to seeing some of you at tonight’s “Vanished Lands: Vistel’s Circus” or Jason E.R.’s “Star Wars: Dark Times” next Monday. Our adventures are just beginning! -Gene

“Vanished Lands: Vistel’s Circus” Session 25 — Setting sail with Capt. Scarlet

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.25, which Brian W. hosted in Newton, Mass., on Monday, 4 November 2013:

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 Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of autumn 2013:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; NGc, Lvl. 5
  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 5
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 5
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 5
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 5
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 5
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justic; LGn, Lvl. 5
  • Radius [Jason E.R./departed]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5
From Ships and the Sea
Three Elven hulls

“25 December 1228 to 4 January 1227 B.C.E.:” The former circus performers and their allies had slayed three out of four giants attacking the Saganim (proto-Celtic) port of Sileran. Brig. Liam Muldoon declared that the threat of attack by the ghost fleet had passed for now.

Giacomo du Vane returns to Sileran’s damaged Magisterium (magic school/library) to study the Contact Spirit spell. Hamfast Hammerfist recuperates at the forge of Nersago (Vulkan/Moradin) and asks listens sailors’ rumors at various bars. Scully Strongbow acquires Tanglefoot and hollow arrows from alchemist Muriel Tekla at Tobin’s Emporium.

Tempestade considers going back to the Blackhorse Woods to ask the Grugach (Wild Elves) about their deity of time, but it would take too long. Instead, the time-displaced martial artist eats berries from Druid Malcom Wickham and hallucinates.

Corwin Windsong spends most of his time around the winter solstice with kinsman Cormac ap Morgan, the local earl, and Nydarelle, an Alvari (Sylvan Elf) Bard. The Saganim prince also asks Father Mathew at the temple of Edillon, lord of the winds, to restore Giacomo’s unnaturally colored eyes or hands.

Elsa Fairbottom gives generous donations to the temples of Nersago, Otih, and Gheket. The Dwarf nature priestess also acquires an enchanted shield (+1) and a wand of Cure Light Wounds. Sir Torrel reports to Father Bran at the tower of Otih. The priest of the lord of the sun and justice recommends that the Paladin go on a quest for a Holy Sword.

Still worried about his tattoo, which might be connected to the “Mad Mage,” Giacomo inquires about antimagical solutions. Hamfast sends some money north to his family in the Zeda kingdom and spends the rest on alcohol.

Scully spends time outdoors with owl “Owlicious” and Owlbear “Oswald.” Once Tempestade recovers from the “magic berries,” he huddles in the Moonbeam Inn for warmth. Corwin collects money from his friends and secretly takes Hamfast’s maul one night to be enchanted. The Bard also buys a Potion of Invisibility.

Elsa studies tomes on the Undead and the barbaric port of Gisar, where there is supposedly an obelisk that can help Tempestade return to his home to rescue fellow slaves. She also spends time with fellow Dwarf exile Burdag.

Sir Torrel keeps a wary eye on Megara Anteia, an Achaean (Mycenaean Greek) priestess of Gheket, as she rebuilds a temple to the mistress of witchcraft. Elsa calls her companions together to discuss plans for Falit, capital of the Ebir Sheikdom.

Tempestade hopes to ask at the city’s three towers of sorcery — Alchemy, Sight, and Wind — for information on his distant homeland. Giacomo notes that the Suthern (proto-Arabic) humans of the Halmed Desert are more comfortable with magic and the Djinn than most.

Hamfast says he just wants to make money. Scully wants to avoid other canine humanoids, such as Anpur (Jackal folk), Wolven, or Gnolls (Hyena folk). Elsa worries about “Capt. Jack Kildare’s” [Randy K.M./Non-Player Character] Undead pirates and rumors of evil Druids.

Corwin, Sir Torrel, Giacomo, and Elsa agree on the need to gather more information about the giant attack, the ghost fleet, and connections to the cult of Krakas, lord of the maelstrom. But first, the onetime “Vistel’s Circus” members must obtain passage from Sileran to Falit.

Hamfast’s drinking buddies tell him that the Dreaming Death, Northern Wind, Shameful Hoard, and Stormy Insanity are well-armed, if not particularly trustworthy. Scully hears that the fishing vessel Gull’s Wing and trade ship Friendly Moon may not be large enough to accommodate her group.

Corwin’s contacts recommend the Brave Duchess, Wise Chariot, White Surf, Clever Mare, and Cloud Challenger, which are approved by Saganim’s royal navy but are not very swift. Elsa asks about buying a ship but learns that it would cost many thousands of crowns (gold pieces).

The adventuring party eventually settles on the Foamrunner, a Thalassaquendi (western Sea Elven) schooner. Elsa talks with first mate Valagon and agrees to return at dusk to meet his captain. Passage would cost 8 g.p. per person.

The travelers find the white Foamrunner lit by lanterns, with an elegant dinner table set out. Valagon introduces Capt. Scarlet, a lithe Sea Elf with a red sash and a saber. She introduces the rest of her crew.

female pirate
Capt. Scarlet

Sir Torrel gives a blessing before the meal. Giacomo gets drunk from a rare Fey wine, but the Elves don’t seem to mind. Hamfast chats with laconic oarsmen Delrembor and Caeriseth and oarswoman Thenasquel before hauling Giacomo back to the inn.

Thanks to her training with “Sir Niac” [Mike F./N.P.C.], Scully can verify that the Foamrunner, which has outriggers in addition to a sleek hull and triangular sails, is seaworthy. Young Erasol and Cildor hang on every word of Tempestade’s travels, but they don’t recognize the oceans he describes.

Corwin flirts with Muriel, the rudder controller, and Araswe and Fingonel, female sailors usually on watch. Elsa gives Capt. Scarlet and Valagon bottles of liquor and compares notes with cook Curufinwe. She also asks for a special cabin for Oswald.

The next morning, the passengers bring their possessions aboard, and theFoamrunner sets sail southward. Capt. Scarlet shows Elsa and company charts of possible courses. One crosses the Bay of Ethalgo and passes through the Nali Strait. It is more direct and faster, but there is more risk of encountering corsairs from the Garku Nasit.

The other route goes east into the Sea of Nagendwa, with a stop at Emein Island before reaching Falit. There’s a greater chance of storms or pirates, but Capt. Scarlet is confident that she can outpace and outmaneuver any rivals, so the group chooses the seaward path.

The first day passes uneventfully. Fingonel spots a Dubwana (Hobgoblin) bireme to starboard, but it is too far away to be a threat. Wizard Giacomo needs Curufinwe’s help to recover from his hangover, and Fighter Hamfast and Paladin Torrel takes turns at the rigging and oars.

Bard Corwin plays his mandolin and continues flirting with Muriel. Druid Elsa and Ranger Scully communicate with a racing pod of dolphins, while Monk Tempestade enjoys the sunshine.

On the second day, clouds fill the sky, and Araswe notices something sinister. A ship flying the skull and crossbones bears down from the east, and Capt. Scarlet orders evasive maneuvers.

Corwin asks Valagon how he can help. Hamfast and Sir Torril join the crew on the oars, as the catamaran sharply turns and tilts out of the waves.

Giacomo readies offensive spells such as Fireball and Lightning Bolt, and Elsa watches for signs of the ghost fleet. Sniper Scully watches the approaching craft with a spyglass. Tempestade uses his Ring of Jumping and Boots of Spider Climb in the rigging to help unfurl sails.

Tense moments pass as the pirates close the distance, but the Foamrunner manages to change tack and make for the port of Naira. The other vessel breaks off its pursuit.

Scully and Tempestade stay with the Elven ship, which sends a few crew members ashore for supplies and brief leave. The would-be heroes head to the “Wobbling Crane” tavern, where they find that most of the patrons are humanoid rather than human.

Elsa is pleasantly surprised to find that the proprietor is a River Dwarf named Mathilda. They share a “Banyan Brew” before a card game catches their attention. Meanwhile, Rib Gnawer, a Sea Hag (aquatic Troll), takes a romantic interest in Hamfast.

Elsa and Sir Torrel sit down at a table with Bleeding Ulcer [Bruce/N.P.C.], the Merrow (aquatic Ogre) captain of the Undertow, and Kouracos Velthin [Beruk/N.P.C.], the Sahuagin (Shark man) captain of the Tentacled Mother.

Corwin divides his attention between belly dancers and the card game, which uses suits of clams, squid, eels, and whales. Hamfast chats with Rib Gnawer, first mate on the Undertow. She explains that several undersea races use sailing ships to transport trade goods and interact with surface dwellers.

Capt. Velthin beats Elsa during the first hand, and Bleeding Ulcer wins over Kouracos in the second. The stakes escalate, as the gamblers put coins, gems, and pearls on the sticky table. Elsa draws better cards than Kouracos and Bleeding Ulcer in the next rounds before her group makes a cautious withdrawal.

Back at the small harbor, Elsa reimburses Sir Torrel, and the passengers join the crew of the Foamrunner in keeping watch through the night. During the second watch, Elsa spots a man pushing a wheelbarrow across the deserted docks.

The well-spoken man introduces himself as “Barry” and explains that he is bringing rich soil back to his gardens. Sir Torrel’s Detect Evil gives him the sense that Barry would like to feed interlopers’ blood to his carnivorous plants. The Paladin warns the Druid against visiting the gardens, but Elsa’s interest is piqued….

I hope that everybody enjoyed our latest fantasy game, which will resume on Nov. 18. In the meantime, please make sure that your characters’ possessions are up to date on Obsidian Portal.

I look forward to wrapping up Geoff C.’s “Strange Tales From Chicago” superhero miniseries this coming Sunday, as well as to continuing Jason E.R.’s “Star Wars: Dark Times” scenario next Monday!

The “Vanished Lands: A New Dawn” telecom group should now start on Nov. 17. Let the Game Masters know your availability for late November.

“Vanished Lands: Vistel’s Circus” Update 39.24 — Turning tides

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.24, which Brian W. hosted in Newton, Mass., on Monday, 21 October 2013:

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 Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using theBasic Fantasy Role-Playing Game, as of autumn 2013:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; NGc, Lvl. 5
  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 5
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 5
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 5
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 5
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 5
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justic; LGn, Lvl. 5
  • Radius [Jason E.R./departed]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5

“20 to 24 December 1228 B.C.E.:” The adventuring party had helped the Saganim (proto-Celtic) human port of Sileran strengthen its defenses in response to unnatural weather. Scouting expeditions to nearby swamps and the Bay of Ethalgo revealed more cult activity, amphibious humanoids, and potential for attack at the winter solstice.

In the wet weeks leading up to the holiday, the onetime circus performers had also conducted research at various temples and participated in bouts at the “Silver Stirrup” pub.

At the local Magisterium (magic school/library), Giacomo du Vane continues his inquiries into the so-called Mad Mage, who is connected to his tattoos, according to Megara Anteia, a dark priestess of Gheket. He reviews his credit with colleague Muriel Tekla at Tobin’s Emporium.

Giacomo also mentions to his friends “cold steel,” a reddish antimagical alloy, as a potential defense against the dreaded ghost fleet. In addition, the Wizard plans to ask about getting passage to Falit, capital of the Ebir Sheikdom, on the Sea Elven schooner Foamrunner [see “Dragonslayers” notes].

Hamfast Hammerfist evaluates and enlists mercenaries at the Silver Stirrup to help with Sileran’s defense. Scully Strongbow asks Caranthir, a Sylvan Elf Druid at the Grove of Arbos, about the giant footprint she found in the swamps.

Corwin Windsong, Elsa Fairbottom, and Sir Torrel help train Sileran’s militia at the Caerling Circus. Corwin spends his spare time with Nydarelle, a Sylvan Elf whom he met at the Bardic College/temple of Brijitt.

Elsa also helps River Dwarf Burdag with siege engines and obtains holy water from priest Henry Ironfist at Nersago’s Forge [temple of Vulkan/Moradin]. Tempestade makes sacrifices at various temples and still hopes to rescue people from his distant homeland.

Sir Torrel reports to Father Bran at the tower of Otih. The Paladin then goes to the agora (market square) to ask Tch’tt (“Tochit”), a Pernicon (Thri-kreen), to watch out for cultists of Krakas, lord of the maelstrom.

The wanderers have reconvened for dinner at the Moonbeam Inn when they hear shouting out in the sodden streets. They run to the harbormaster’s tower on the Watcher’s Tor, where they see a blue-skinned giant scaling the city walls!

Corwin casts Mirror Image and draws his enchanted long sword, while Elsa enflames Sir Torrel’s sword and Hamfast’s maul. Scully climbs the tower to get a better vantage point and sends owl “Owlicious” to see what else is going on.

Giacomo maims himself in an effort to cast Scorching Ray, and Hamfast ponders whether the attack is a diversion. The huge monster sweeps Saganim sentries and catapults over the parapets with blasts of water from the Bay of Ethalgo.

Paladin Torrel steps forward and draws first blood in the battle. Monk Tempestade kicks at the giant but is thwarted by the icy steps. Bard Corwin hits the creature, as Druid Elsa’s Light and Bane spells fails to harm it.

Ranger Scully fires silver-tipped arrows and quickly searches for holy water or oil. Mage Giacomo casts Force Manipulation but has better luck with Magic Missiles. Fighter Hamfast first swings at the giant’s knees and feet before hitting higher up.

The azure aggressor, whom Giacomo identifies as a Marid or type of Djinn, slams Hamfast and Torrel. Bashir also grows from 10 to 15 feet in height. Sir Torrel casts Protection From Evil, and Tempestade tries to climb onto the giant, who repeatedly swats him away.

Corwin keeps swinging at the Marid, while Elsa invokes Moradin to Bless her allies. Scully smacks herself with her bow before properly landing arrows. Giacomo casts more Magic Missiles, and Hamfast turns their opponent into a puddle.

There’s no time to rest as Tempestade leads the rush to the next sounds of battle. The squad finds the Crab Shanty crushed by a female Sea Giant. Swashbuckler Corwin has difficulty hitting Fothri, and pious Elsa’s Hold Person is unsuccessful.

Sniper Scully runs to the Eorl’s Tor, and Giacomo switches from Web back to Magic Missiles. Hamfast grabs a few items from fallen Bashir and swings mightily.

The Sea Giant hurls a rock at Elsa but misses. Torrel swears in frustration, possibly offending Otih, as his magical tulwar fails to find its mark. Swift Tempestade runs toward Fothri, as Saganim humans hurl spears.

Corwin and Hamfast hit their foe. Elsa fumbles an attack before going to heal Tempestade and Hamfast. Giacomo’s Color Spray has no effect, and the giantess swings a Riptide Whip at Corwin.

Tempestade grabs at the whip but is smashed into the ground. Torrel prays to Otih and casts Light. Elsa trades blows, while Scully almost loses her bow because of frostbitten fingers. Tempestade cuts himself free and reaches for his sling.

Giacomo maximizes a Magic Missile, and Dwarf Elsa claims victory as Corwin beheads the Sea Giant. Exhausted but exhilarated, the adventurers run farther down the waterfront, past the agora. Owlicious tells Scully that more giants are fighting spellcasters in the southeastern part of Sileran.

They see another Sea Giant and an even taller Storm Giant in the rubble of the Magisterium. Tempestade joins members of the town guard in fighting the Sea Giant as his companions go after the Storm Giant, who is approaching the Halls of Haranur.

Fantasy giants
Giants attack!

Giacomo casts Invisibility and tries to see if any of the items from the Marid or first Sea Giant might be useful. Corwin casts Mirror Image to create illusory copies of himself to distract the Storm Giant. Gaprekisu has killed several sorcerers and soldiers with electrified javelins.

Elsa Heals Self and grabs Fothri’s whip. She also casts Guidance on Sir Torrel, whose Detect Evil finds that the giants are more chaotic. Scully finds a repeating hand crossbow in the ruins of Tobin’s Emporium.

Corwin and Hamfast strike at Gaprekisu, whose tough hide turns half of their blows. Elsa digs through the debris and finds a Wand of Frost. Scully’s crossbow bolts fire wide, and Tempestade tries to climb Cormu, the second Sea Giant.

Sir Torrel casts Spiritual Hammer, and Giacomo cuts himself to cast Force Manipulation to provide shields. The Storm Giant dispels one of Corwin’s images and stabs Giacomo with a javelin.

Cormu drops a rock on Tempestade, knocking him unconscious. Saganim sentries scatter, and the surviving adepts rush to contain the damage. Megara is wounded in front of her temple. Corwin manages to cast Web against Gaprekisu but stuns himself.

Elsa casts Cure Minor Wounds to stabilize Tempestade and reads a scroll of Protection From Electricity. Fighter Hamfast and Sir Torrel circle the Storm Giant, landing a few solid blows but taking wounds in the process.

Unlucky Giacomo harms his own visage, burns a hole beneath himself to catacombs, and makes his hands translucent. The Wizard recovers by casting Levitation and maximizing more Magic Missiles. Gaprekisu eventually gets unstuck from Corwin’s Web and destroys the rest of his Mirror Images.

Cormu kills another guard and another spellcaster. Tempestade manages to get out from under the rock and limps toward the temple of Otih. On the way, he finds a shortbow, so he heads to the Eorl’s Torr to join Scully on higher ground.

After casting Cure Light Wounds on Torrel and pulling Corwin to safety, Elsa fires the Wand of Frost at the Storm Giant, to little effect. Hamfast has better luck with his hammer. Giacomo quaffs a healing potion before a miscastMagic Missile forces him to shout out his true name.

The Storm Giant hits Sir Torrel and shrugs off arrows from Scully, Tempestade, and Sileran’s archers. Giacomo’s last maximized Magic Missile manages to slay Gaprekisu, but Cormu runs over Corwin on his way back to the bay. The sole surviving giant jumps into the water and swims away.

Scully sees only one sail on the horizon, so Brig. Liam Muldoon concludes that the giant attack isn’t an immediate precursor to an attack by Undead pirates. The clouds above Sileran begin to disperse for the first time in weeks.

The Saganim people bury their dead and begin repairs to the harbor. Cormac ap Morgan, the local earl, thanks Prince Corwin for limiting the potential casualties.

Giacomo asks Bethany Drumgoule if the Magisterium needs investors to rebuild. He also gets a Ring of Water Breathing from Scully, who claims Goggles of Underwater Vision, a Ring of Water Adaptation, and a Torc of Shark Repellent from the fallen giants.

Hamfast takes Gaprekisu’s masterwork great sword, and Tempestade grabs his +1 electrified javelins. Corwin finds shark hide armor (+1) among Bashir’s possessions, and Elsa has Fothri’s platinum amulet of Krakas melted down.

Elsa and Sir Torrel also make sure that some of the 4,000 crowns (gold pieces) in recovered pearls goes to help the city. Each of the defenders gets about 600 g.p., and Giacomo asks the knights of Otih for Restoration spells to recover from his magical mishaps in battle.

After helping to slay three out of four giants attacking Sileran, the onetime circus performers rest, re-equip, and prepare to set sail for Falit….

I hope that everyone enjoyed our back-to-back sessions and big battle! Your characters probably won’t level up until they reach Falit, but gear and magic will be available. I look forward to seeing some of you at Josh & Sara’s Halloween potluck this coming Saturday!

In the meantime, I also look forward to concluding Geoff C.’s “Strange Tales From Chicago” scenario and starting up the “Vanished Lands: A New Dawn” telecom team. Remember that Jason E.R.’s “Star Wars: Dark Times” game will meet at Rich’s place next Monday, Oct. 28.

“Vanished Lands: Vistel’s Circus” Update 39.23 — Swamp Scrags

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.23, which Brian W. hosted in Newton, Mass., on Monday, 14 October 2013:

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 Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of autumn 2013:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; NGc, Lvl. 5
  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 5
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 5
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 5
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 5
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 5
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justic; LGn, Lvl. 5
  • Radius [Jason E.R./departed]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5

“26 November to 19 December 1228 B.C.E.:” The wanderers had learned about other ports of call, Undead pirates, and unusual weather in the Saganim (proto-Celtic) human city of Sileran. They joined the residents in preparing for a potential attack.

Giacomo du Vane returns to the local Magisterium (magic school/library) and Tobin’s Emporium, where the Wizard finalizes the sale of a Necromancer’s cart to alchemist Muriel Tekla.

Map of Sileran
Map of Saganim port on the Bay of Ethalgo

Bar brawlers
Hamfast Hammerfist goes to the Caerling Circus, which he is disappointed to discover is an arena devoted to chariot races and wrestling rather than gladiatorial matches. Maude, a bookie, refers the Fighter to the Silver Stirrup pub.

Scully Strongbow takes her owl Owlicious and growing owlbear cub Oswald to the Grove of Arbos for exercise. The Ranger also visits the field of Grulla, the huntsman, for archery practice. Tempestade is not impressed by most of the games at the Caerling Circus, despite the presence of fellow Monk Ling-Wa.

Corwin Windsong and Elsa Fairbottom ask aged scholar Witheril at the Bardic College for more information about Undead controlling the port of Gisar. The Bard and Druid also ask about who could conduct a ritual altering the weather, since Sileran has suffered from weeks of clouds and rain.

Sir Torrel gets an enchanted Gem of Translation from Tch’tt (“Tochit”), a Pernicon (Thri-kreen) who is grateful for news of slaves liberated from Hobgoblin legionnaires. The Paladin later joins Hamfast and others at the arena and Silver Stirrup.

Giacomo slips away to the temple of Gheket, goddess of witchcraft and the night. He asks Megara Anteia for help with his tattoo. The priestess observes that it appears to be the visage of the “Mad Mage,” a Hifalendorin arcanist of a generation earlier who was magically imprisoned for betraying a patron.

Sultry Megara says that she can remove Giacomo’s magical ink, in return for his goodwill to the worshippers of Gheket. The Hifalendorin (proto-Western European) human asks for time to consider her offer.

Corwin, a.k.a. Prince Berek, turns down an offer from kinsman and earl Cormac ap Morgan to stay at the Halls of Haranur so that he can be at the Moonbeam Inn, closer to his friends and singer Phelir.

Corwin also asks Nydarelle, a Sylvan Elf Bard he met at the temple of Brijitt, goddess of fire and poetry, to accompany him to the Silver Stirrup. Elsa invites Burdag, a River Dwarf working to improve Sileran’s defenses, to join her for drinks.

At the bar, Corwin pays the 4 crown (gold piece) entrance fee so that Hamfast can participate in underground boxing bouts. Seamus Earbiter [Patrik D’H./Byron V.O./Beruk/Non-Player Character] defeats Half-Orc Fang [Matt F./Josh/N.P.C.] with an eye gouge. Tempestade watches with bemusement.

Mighty Hamfast quickly bests Seamus, winning wagers for Giacomo, Corwin, and Elsa. Proprietor Wilbur Camden tries to arrange for another challenger when tough-talking Paddy [Beruk/N.P.C.] strikes Scully, knocking the Gnoll unconscious. Torrel races to Scully’s side and Lays on Hands.

Hamfast dives into the crowd and beats Paddy down. Hamfast buys a round of drinks and becomes fast friends with burly Seamus. Elsa offers to watch his gold rather than let it all be spent on alcohol, but the Zeda human turns down the Dwarf.

Swamp rats
Elsa recommends checking the swamps northwest of Sileran for renegade Druids or cultists of Krakas, lord of the maelstrom. Corwin requisitions a river boat with some of the local militia. The skies clear as they head into dense reeds outside the city.

Scully sniffs and detects a scent similar to the Sea Hags encountered in the sewers of Thadenis. The onetime carnival performers disembark, leaving the guardsmen with the boat. Scully, Sir Torrel, Corwin, and Hamfast take the lead, with Giacomo, Tempestade, and Elsa following.

The group follows a narrow path leading into the marshes and realizes that it is in the shape of a spiral, Krakas’ holy symbol! The winding way leads to a clearing and a large iron cauldron. Giacomo casts Levitation, Elsa invokes Gaia (Mekkil) to Bless , and Torrel Detects Evil.

Symbol of Krakas, lord of the maelstrom
Winding path

After a few shoves, Hamfast and company overturn the cauldron, spilling a Sahuagin (shark man) stew. Their horror is only compounded when Scully and Elsa find giant-sized footprints. The away team races back to the boat but finds it capsized and its crew drowned.

Scully and Sir Torrel dig into the sand to disrupt the spiral pattern, as Elsa tries to cast Mend on the boat. Soon the sounds of cackling interrupt them as four Scrags (amphibious Trolls) enter the clearing.

Hamfast steps forward with his maul, exchanging blows with the lank-haired Scrags. Elsa casts Entangle , slowing two monsters and Hamfast, and nimble Tempestade kicks at the regenerating Trollkin. Corwin hits with his enchanted sword, but Scully’s initial arrows, dipped in holy water, miss.

Giacomo casts Magic Missiles , and Sir Torrel wields a flaming tulwar, thanks to Elsa. Hamfast frees himself from the weeds, as the Scrags rake at him and Torrel with filthy claws. Tempestade spins but misses, while Elsa casts Bane.

After a few more misses, Scully and Corwin connect with their foes. Hamfast and Tempestade defeat one Scrag, and Torrel, doing better than he did unarmed at the circus, smites another. Elsa casts Light and drags Hamfast away for healing, and Giacomo’s ball of Force Manipulation helps slay the third Troll.

The group quickly incinerates the Scrags, and Giacomo casts Levitation to cross the Warenthol River before dusk. Hamfast, Scully, and Sir Torrel fall into the cold waters, forcing the others to fish them out. That night, the travelers warm up back at the Moonbeam Inn and debate their next moves.

Bay expedition
During the next few weeks, Giacomo asks Bethany Drumgoule at the Magisterium if she has heard of the Mad Mage. The Saganim sorceress recognizes the tale but says that others in Hesolin or Falit would likely know more.

Hamfast returns to the Silver Stirrup to see if any of the patrons have the experience and willingness to fight in Sileran’s defense. Scully hunts for more Trolls outside the city’s walls but finds no signs of a larger ritual.

Tempestade asks Megara Anteia about her distant homeland in the hope of recognizing directions to his own. The Achaean (Mycenaean Greek) witch describes many islands ruled by warlords, reachable only by months at sea or hiking over many mountains. Unfortunately for Tempestade, this doesn’t resemble the jungles and plantations of Brazil, which he still hopes to reach via a mysterious obelisk in Gisar.

Corwin and Elsa work with the militia in case the dreaded ghost fleet attacks during the winter solstice. In addition, Corwin courts Nydarelle, and Elsa consults Sylvan Elf Caranthir at the Grove of Arbos on how to find or recognize evil Druids. She also sends maps and reports to “Ulrich” [Ted A.H./N.P.C.] at the Royal Society for Cartography back in Thadenis.

Sir Torrel asks Father Bran at the tower of Otih, god of the sun and justice, how a temple of Gheket can be tolerated in the city. The Saganim priest explains that death is part of life but notes that the followers of that goddess should be watched.

The adventurers reassemble at the docks to board the Brave Duchess , a Saganim warship. Brig. Muldoon and Capt. Perry order the cog to set forth to search for more sites where Scrags or Druids could be controlling the weather over Sileran.

Giacomo borrows a spyglass, as Hamfast and Sir Torrel hug the rail. Scully has her sea legs, thanks to training with “Sir Niac” [Mike F./N.P.C.]. Tropical Tempestade huddles below decks for warmth.

Corwin chats with the officers. Capt. Perry says that Capt. Scarlet, the Sea Elf commander of the sleek Foamrunner , might be able to help him get to Falit [see notes for the “Dragonslayers”].

Elsa casts Talk With Animals to ask questions of a seagull and a swordfish. The creatures describe Suthern human corsairs, Goblinoid pirates, and occasional Undead, but what catches Elsa’s attention is a mention of Tritons.

The large sea folk could be responsible for the giant footprints near the Sahuagin stew and spiral of Krakas in the swamps. Since Tritons are typically found out in the Sea of Nagendwa rather than in the shallower Bay of Ethalgo, the explorers theorize that whatever is coming to attack Sileran has driven them into the bay….

I hope that everyone enjoyed our latest face-to-face game, and thanks again for the birthday cake! Remember that we’ll be continuing with “Vistel’s Circus” next Monday, Oct. 21, and Jason E.R.’s “Star WarsDark Times” will resume on Oct. 28 at Rich’s place in Waltham, Mass.

In addition, I look forward to Geoff C.’s superhero one-shot this coming Sunday, with the “New Dawn” Asian-style fantasy telecom game to begin on Oct. 27.