“Vanished Lands: Vistel’s Expedition” Session 39.50 — Dead Wizard walking

Fellow role-players, here are my notes for “Vanished Lands” Session 39.50, which Drew S. hosted in Needham, Mass., on Monday, 27 October 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. One such band began as circus performers, rescued slaves, and seeks to fight the dreaded Ghost Fleet….

Vistel’s Expedition,” crew of the Zephyr, Player Character Party 39 in Gene D.’s “Vanished Lands” campaign, using the D20 Basic Fantasy Role-Playing GameDungeon Crawl Classics, Pathfinder, and FATE 3e Legends of Anglerre, as of autumn 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) afflicted by a cursed tattoo; with homunculus familiar Gerald; NGc, Lvl. 11
  • Scully Strongbow [Sara F.]-female albino Flind (Gnoll) Ranger, archer, knife thrower, and sailor, with owl “Owlicious”; NGl, Lvl. 11
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, wandering noble, warrior, and mandolin player; CNg, Lvl. 11
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with banuq (winged cat) Penryn; NGc, Lvl. 11
  • Rhys Davies [Drew S.]-male Tinker Gnome (Minoi) clockwork gadgeteer and impetuous Rogue; TNcg, Lvl. 11

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

“15 to 17 April 1227 B.C.E.:” The crew of the Zephyr began training, shopping, and gathering information in Hesolin, capital of the (proto-Western European) human kingdom of Hifalendor.

King Akkon XII approved the team’s missions to establish a long-range communications network, investigate a centaur uprising near Nadwi, and inspect naval forces at the Gargoyle Headlands toward its goal of building up the alliance against the Ghost Fleet.

Still escorted by Paladins, Giacomo visits the local Magisterium (magic academy), the Library of Memir, and various temples while researching ways to remove his accursed tattoo of the “Mad Mage” Ezra. The Wizard also consults with Zarendo Islander shaman “Tondra” [Rob A.S./Non-Player Character] at her herbalism school.

After reporting to the Saganim embassy and studying at the Magisterium, Corwin spends most of his time browsing for enchanted weapons in the Istari Bazaar. He hopes to hunt down Tiefling (demon-touched) court mage Lord Dalek and his half-brother Prince Daven with help from Cleric “Melchior” [Byron V.O.].

Sea dogs Scully and “Capt. Niac” [Mike F./N.P.C.] recruit seven more sailors for the Zephyr:

  • Mr. Bernardo Tancredo: male Harfoot Halfling (Hobbit) herbalist — under Elsa’s command
  • Chloe Talar: female Phoenician (Iberian) human merchant — Rhys
  • Sir Manoj Andronicus: male Hifalendorin human explorer — Niac
  • Sacha Skegisson: male Skaevingol (Viking-style) human skald — Corwin
  • Siobahn Dearden: female Saganim human shield maiden — Scully
  • Svetlana Taildunker: female Wolfen marine — Niac
  • Trevor ap Carnech: male Saganim (proto-Celtic) human scout — Scully

Elsa and Rhys go to the embassy of their homeland, the Zeda kingdom in the distant Ivory Mountains. They meet Lady Mathilda, a Forest Gnome Paladin wearing a traditional conical hat and a badger pelt, and Wilhelm the Smiter, a Hill Dwarf Cleric of Vulkan (Moradin).

Lady Matilda flirts with Tinker Gnome Rhys, while Wilhelm samples Elsa’s brew and agrees to prepare some armor for the Druid. Elsa and Rhys then meet with Henrik Giantslayer, son of Boris, son of Bolag, a Mountain Dwarf merchant and representative of Zorch (King) Bertrand of Doru.

Meanwhile, Sir Louis and Sir Remy Hotspur recommend that Giacomo endure trials at the temple of Otih, god of the sun and justice. They remind him that both the Magisterium and their order have lost battles against the Undead “Capt. Jack Kildare” [Randy K.M./N.P.C.]. Sir Wotarif, a holy warrior of Urda, lord of the heavens, says that the priestesses of Ishmas (Isis) might be able to conduct a less invasive exorcism.

Tondra tells Corwin about necromantic items and tells Giacomo that his tattoo could be overwritten. “Dread” Maggie Oakleaf, Giacomo’s Sylvan Elf girlfriend, learns from Leon the Blasphemer at the Magisterium that containing the Mad Mage is just as important as separating his spirit from his Hifalendorin human host.

At the Zeda embassy, Henrik listens to Elsa’s plea for help with her communications network and for supplies for the burgeoning naval alliance against the dreaded Ghost Fleet.

The gruff Dwarf is not happy to learn that Elsa is from the rare matriarchal Fairbottom clan, but Rhys piques his curiosity by describing planned enhancements to the steel-hulled Zephyr, including alternate propulsion and submersibility. Henrik agrees to help.

“Vistel’s Expedition” regroups at its rented townhouse near the “Golden Horn” hotel and restaurant in Castle Court. The sometime circus performers agree that tackling Giacomo’s tattoo is their most urgent task, although Rhys notes that it saved his life in the barbaric port of Gisar.

Maggie reserves a large lecture hall at the Magisterium for the ritual. Scully and Niac agree to watch the ship and the adventuring party’s possessions. Tondra arranges for the dishonorable discharge of Giacomo’s mentor, who was implicated in the sack of the city by Undead pirates, to no longer apply to him, assuming the tattoo removal is successful.

Paladins surround the lecture hall, and Elsa and Rhys take up positions in Circles of Protection From Evil. Rhys uses his wand of Silence on his four automatons — a spider, a scorpion, and a dragon, plus clockwork butler Vasco.

The quieted constructs take positions just outside the hall, which is about 80 feet in diameter. Giacomo removes his gear and steps into the center. Corwin walks up to him and reads a scroll of maximized Mordenkainen’s Disjunction, which disrupts all magic in the area.

Ezra’s invisible spirit is driven from Giacomo, and the Half-Elf Bard runs for another magic circle of protection. Rhys uses Scully’s enchanted goggles to spot the Mad Mage and directs his clockwork devices toward him.

Elsa calls on Vulkan and keeps Ezra from teleporting away with a Dimensional Anchor. Rhys throws Silenced coins, eventually blocking the Mad Mage from spellcasting. Giacomo runs to a Circle of Protection From Evil and drinks a potion of Cure Moderate Wounds, which removes the base tattoo.

Scary face tattoo on back
The Mad Mage Ezra

Ezra manages to compel a hapless Paladin to shoot at Elsa, but he misses. Corwin casts Summon Monster V, calling two hound Archons. Hill Dwarf Elsa invokes Mekkil (Gaia) for Banishment, but the Mad Mage (who isn’t a typical Undead foe) resists.

Rhys readies more Silenced coins, and his devices encircle the evil mage. Giacomo grabs a dagger made of “cold steel,” a reddish antimagical alloy. Incorporeal Ezra floats above the jaws of the hound Archons and unsuccessfully casts Baleful Polymorph on Elsa.

Corwin casts Faerie Fire so that everyone can see Ezra’s ghostly outline. The Mad Mage shrugs off Elsa’s Ghostbane Dirge but succumbs to Prince Corwin’s Hold Person spell, dropping to the stone floor. Nature priestess Elsa casts Holy Smite, blinding Ezra.

Gadgeteer Rhys switches to his customized crossbow. Angry Giacomo forces his longtime nemesis back into corporeal form with Ghost Trap. Ezra grapples with knife-wielding Giacomo.

Corwin’s Finger of Death injures the Mad Mage, as do the hound Archons. ElsaWild Shapes into a bear and casts Spirit Sense to make sure that Ezra doesn’t call any invisible allies. She instead sees that the Paladins have summoned celestials outside the Magisterium.

MMO ritual
Casting into a magic circle

Rhys hits the Mad Mage with quarrels, and Giacomo finishes Ezra with his cold-steel blade. Corwin Disintegrates the Transmuter’s body, and Clerics of IsmiltarConsecrate the chamber.

Giacomo accepts the congratulations of his friends and allies, and Maggie brings Gerald, his winged homunculus familiar, who now looks less disconcerting. They return to the Golden Horn to recuperate.

Elsa worries about her former traveling companions in Vistel’s Circus, which is late to the Hifalendorin capital. Corwin casts Discern Location and learns that the caravan has been intercepted on the Plains of Sathendo by Centaur followers of the mysterious Vappu Lahja.

Capt. Niac notes that if the group spends thousands more crowns (gold pieces) and waits another several days for Rhys’ refits, the Zephyr could be turned into an airship and travel north even faster….

Now that your characters have reached Level 11, remember to finish updating your records on Obsidian Portal with their current skills, spells, and gear before our next session.

I look forward to Rich’s “Tunnel Vision” modern supernatural game next week, and let me know about the November schedule for both “Vistel’s Expedition” and “A New Dawn.”

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“Vanished Lands: Vistel’s Expedition,” Session 39.49 — Shopping and plotting in Hesolin

Fellow role-players, here are my notes for “Vanished Lands” Session 39.49, which Rich C.G. hosted in Waltham, Mass., on Wednesday, 8 October 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. One such band began as circus performers, became defenders of the kingdom of Saganim, and voyaged aboard the Zephyr….

Vistel’s Expedition,” crew of the Zephyr, Player Character Party 39 in Gene D.’s “Vanished Lands” campaign, using the D20 Basic Fantasy Role-Playing GameDungeon Crawl Classics, Pathfinder, and FATE 3e Legends of Anglerre, as of autumn 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) afflicted by a cursed tattoo; with homunculus familiar Gerald; NGc, Lvl. 10
  • Scully Strongbow [Sara F.]-female albino Flind (Gnoll) Ranger, archer, knife thrower, and sailor, with owl “Owlicious”; NGl, Lvl. 10
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, wandering noble, warrior, and mandolin player; 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 and impetuous Rogue; TNcg, Lvl. 10

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

“12 to 14 April 1227 B.C.E.:” In the Saganim village of Sanry, “Vistel’s Expedition”worked with its new crew and met with Capt. Scarlet of the Sea Elven schoonerFoamrunner. The Zephyr then went to Hesolin, capital of the (proto-Western European) human kingdom of Hifalendor.

Giacomo and Rhys visited a whirlygig shop and the temple of Otih, while Corwin and Elsa checked in at the Saganim embassy. Scully and her boyfriend, Wolfen Paladin “Capt. Niac” [Mike F./Non-Player Character], go ashore to practice their archery and recruit additional sailors.

Corwin plans to buy or trade weapons and armor at the Istari Bazaar, while Elsa acquires a Bag of Holding, Heward’s Handy Haversack, a ring of Protection (+ 2), a Rope of Climbing, a Wand of Silence, and magical studded leather armor (+2). She looks forward to reuniting with Vistel’s Circus.

With help from fellow Tinker Gnome Otis… and Hill Dwarf metalsmith Werner Dogspittle, Rhys successfully attaches clockwork dragon wings to the Zephyr, one key step in making the unusual vessel airworthy.

Giacomo is escorted by Paladins of Otih and Urda to the local Magisterium (magic school), where he conducts research on ridding himself of his cursed tattoo of the “Mad Mage” Ezra. The holy warriors also prepare an exorcism ritual for the Hifalendorin Wizard, who plans to consult Zarendo (East African) human herbalist “Tondra” [Rob A.S./N.P.C.].

Each evening, the adventurers gather for dinner at their rented villa near the “Golden Horn” hotel and restaurant. They are pleasantly surprised when Melchior [guest Byron V.O.] briefly rejoins them. He uses Mage Hand to shutter the windows and extinguish most lamps.

The Saganim (proto-Celtic) human Cleric of Ulandt, goddess of the night, reports on his investigations in the barbaric port of Gisar. Corwin’s half-brother PrinceDaven and Sean Sable (whose family is suspected of necromancy) have been recruiting mercenaries.

In addition, Lord Dalek, the Tiefling (demon-touched) Sorcerer who once framed Corwin for murder, may be working with the vampires who rule Gisar, says Melchior. Corwin wants to pursue Dalek, but Melchior points out that it will take him several weeks to set up a safehouse in the city, where former teammate Hamfast remains.

The former “Seeker of Lore” also warns that relying too heavily on Teleport is a bad idea as long as the Pit Fiend on Salhonif Island is looking for the group. The group had infiltrated a Temple of Elemental Evil and freed an Efreeti from her bondage to Schm*ckF*ck.

Melchior detects that someone has scryed upon Prince Corwin and Rhys, who has worked most closely on the time-displaced steamboat. Elsa adds anti-scrying measures to her list of potential enchantments for the Zephyr, such as protections against fire, rust and noise.

The next day, Scully and Elsa lead the way to the Grove of Mekkil outside Hesolin’s walls. They find a dimunitive Forest Gnome Druid singing to a sleepy badger. Gaffy Barkeater tells the Ranger and Druid about where to find exotic animals such as pegasi and griffons.

Elsa asks about recent strife between centaurs and Hifalendorin humans on the northern Plains of Sathendo. Gaffy says that a centaur named Zenos may know more and that he can often be found at the “Quiet Deer” tavern.

In Hesolin’s theater district, Corwin and Melchior meet Yvonne Valetta, a priestess of Brijitt, goddess of fire and poetry. She recognizes the Half-Elf’s reference to Maeve Gallagher, a Cleric at the Bardic College in Thadenis, capital of the kingdom of Saganim. Corwin gives her a generous donation of 250 crowns (gold pieces).

Yvonne recounts the fairy tale of Vappu Lahja, a woman woed about a century ago by three lords. She was proud and rejected them and was forced to live out her days alone as the lords fought among themselves, bringing much death to the land [see “Uncommon Companions” notes].

Melchior and Rhys note the similarities between the mysterious woman said to be stirring up conflict between the centaurs and Hifalendorin peasants and “Capt. Jack Kildare” [Randy K.M./N.P.C.], the Saganim pirate who has somehow “hacked” his curse to become leader of the dreaded Ghost Fleet.

In addition, Yvonne mentions “Westly the Wondrous” [Alex J./N.P.C.], a Saganim Bard (and former “Dragonslayer”) in residence at the “Bright Battlement” tavern. Elsa plans to visit the Library of Memir to see if she can uncover more information.

Sometime later, “Vistel’s Expedition” and Melchior go to the palace for a royal audience, thanks to Saganim ambassador Sir Culwych. They admire its high towers, thick stone walls, and well-armored guards. Magical scans sweep over the visitors as they pass by iron-bound gates, parade grounds, and colorful gardens.

Royal citadel
Palace in Hesolin

Elsa brings her banuq (winged cat) Penryn, and Rhys dismounts from Vasco, his clockwork butler. Despite being an agent of her majesty’s (Queen Margaret of Saganim) secret service, Melchior introduces himself without an alias.

Heralds announce the heroes as they enter a great hall with massive pillars with inscriptions in multiple languages, a vaulted ceiling, and a red and white checkerboard marble floor. They briefly wait in a receiving line before bowing before the throne. Counselors sit on curved benches nearby.

Prince Corwin introduces himself, and King Akkon XII sends greetings to his “brother king,” Edmund II of Saganim (and Corwin’s father). Hill Dwarf Elsa asks for support for her long-range communications network, and Queen Belinda offers a room in the palace.

However, Adm. Clothard Leontis is skeptical about proposals for widening the naval alliance between Hifalendor and Saganim against the Ghost Fleet to include the Ebir Sheikdom, the Kelp Kingdom, and the Principality of Silado (Tong Sheng).

Elsa and Corwin assure King Akkon that they have the approval of King Edmund and hope to visit more capitals. Adm. Leontis notes that existing allied forces are outnumbered by Undead pirates by about 10 to 1, but he grudgingly grants permission to inspect the naval base at the Gargoyle Headlands, about two days’ sail east of Hesolin.

Flind Scully and Gnome Rhys ask about the evil cult of Krakas, lord of the maelstrom, and additional defenses for the Zephyr. The admiral recommends checking with Hesolin’s harbormaster and the temple of Addoh, lord of the sea.

As a gesture of goodwill, the onetime circus performers offer to investigate the centaur attacks on northern farms. Lord Taneli Ellarthen, a Quelithan (High Elf) court mage, observes that Hifalendor would prefer to avoid bloodshed among its citizens and neighboring fey folk such as satyrs and centaurs.

King Akkon notes that his son, Prince Decius, was held hostage in the frontier until he was rescued by the King’s Cavaliers [see “Faith-Based Initiative” notes]. The petitioners notice an athletic young woman, later identified as Princess Priscilla, and Corwin and Melchior (who is married) can’t help but flirt with her.

Gen. Naresh du Goray says that troops in the city of Nadwi stand ready to help, but the adventuring party may be able to deal with threats that he cannot. The king approves of the party’s missions on behalf of Hifalendor.

The happy wanderers return to the “Golden Horn” and begin plotting a course to the Gargoyle Headlands, Nadwi, Falit, and more ports….

While we missed Beruk and Josh, it was good to see everyone, plus Thomas & Kai-Yin, for Byron’s latest visit to the Boston area! I hope that those of you with colds recover soon. Also, remember to update your character records on Obsidian Portal and let me know of any changes regarding equipment or spells.

I look forward to Drew’s “Cumberland County” Southern fantasy one-shot (using Roll for Shoes) tomorrow and continuing Rich’s “Tunnel Vision” modern supernatural miniseries! My “Vanished Lands: A New Dawntelecom game will continue tonight.

“Vanished Lands: Vistel’s Expedition” Session 39.47 — Black sails and the Nook & Cranny Council

Fellow role-players, here are my notes for “Vanished Lands” Session 39.47, which Drew S. hosted in Needham, Mass., on Monday, 15 September 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. One such band began as circus performers, rescued slaves, and seeks to fight the dreaded Ghost Fleet….

Vistel’s Expedition,” crew of the ZephyrPlayer Character Party 39 in Gene D.’s “Vanished Lands” campaign, using the D20 Basic Fantasy Role-Playing GameDungeon Crawl ClassicsPathfinder, and FATE 3e Legends of Anglerre, as of autumn 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) afflicted by a cursed tattoo; with homunculus familiar Gerald; NGc, Lvl. 10
  • Scully Strongbow [Sara F.]-female albino Flind (Gnoll) Ranger, archer, knife thrower, and sailor, with owl “Owlicious”; NGl, Lvl. 10
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, wandering noble, warrior, and mandolin player; 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 and impetuous Rogue; TNcg, Lvl. 10

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

“1 to 4 April 1227 B.C.E.:” The commanders of the Zephyr oversaw the riverboat’s overhaul, recruited crew members, and bought supplies in the Saganim (proto-Celtic) human village of Drunstimlos.

They also Teleported to the capital of Thadenis to report to the king and queen. The adventurers learned of strife in neighboring realms, the whereabouts of Corwin’s enemies, and potential allies.

Giacomo visits the Harandrim Academy, the local Magisterium (magic school/library), and asks Maggie Oakleaf if she’ll join him aboard the Zephyr. The droll Sylvan Elf adept agrees.

Scully asks her companions to make her boyfriend, “Sir Niac Eden” [Mike F./Non-Player Character], the captain of their ship because of his nautical experience. Corwin is concerned that the Wolfen Paladin (and former “Dragonslayer”) might have divided loyalties, but Scully reassures him that his first duty will be to the ship.

Corwin meets with “Melchior Merryman” [Byron V.O.], a priest of Ulandt (and former “Seeker of Lore”) who offers to travel to Gisar to covertly find out what Corwin’s half-brother, Prince Daven, is doing in the barbaric port. They also hope to locate Lord Dalek, a Tiefling (demon-touched) Mage who once framed Corwin for murder.

Rhys decides against giving (former “Liberator”) “Ulrich Vandermoor” [Ted A.H./N.P.C.] at the Royal Society for Cartography full plans of his steamboat. He also purchases coal and carouses with new friend (and former “Lorewarden”) “Brother Cathal Duartbell” [Atilla C./N.P.C.].

Elsa excitedly shares a letter that she has received from Vistel’s Circus, which is performing in the nearby human kingdom of Hifalendor. The adventuring party agrees to sail east, first to meet Capt. Scarlet and the Thalassaquendi (western Sea Elf) schooner Foamrunner at Sanry and then to the city of Hesolin.

Before returning to Drunstimlos, Giacomo obtains components for Bracers of Armor, and Scully looks for specialized ammunition. Corwin tallies up vehicle expenses at about 5,000 crowns (gold pieces) so far and returns 1,500 g.p. to each of his peers.

Elsa checks with Miss Crevan on the establishment of the first office in her long-range communications network, and Rhys is eager to get back to the Zephyr to supervise its refit. The group Teleports back to the windy coast.

Capt. Niac reviews the crew roster as the now-seaworthy ship prepares for its shakedown cruise:

  • Sir Niac Eden [Mike F./N.P.C.]-male Wolfen Paladin, captain
    • Tiernan Saunders: male Saganim cabin boy, sailor 1
  • Prince Corwin Windsong [Bruce K.]-male Half-Elf Bard, first mate and morale officer
    • Doyle Tunney: male Saganim (proto-Celtic) human apprentice, Bard 1
    • Evan Bradford: male Saganim fisherman and sailor 1
    • Fiona Chadwick: female Saganim sailor 1/Rogue 1
    • Gordon Selwyn: male Saganim sailor 1/Rogue 1
  • Rhys Davies [Drew S.]-male Tinker Gnome, engineer
    • Vasco: male clockwork butler
    • Automatons: dragon, scorpion, and spider
    • Cyric Ahearn: male Saganim carpenter and sailor 1
    • Emmet Banning: male Saganim sailmaker and sailor 1
    • Evelyn Morgwyl: female Half-Elf tinkerer and sailor 1
    • Ronan Teague: male Saganim blacksmith and sailor 1
  • Giacomo Du Vane [Beruk A.]-male Hifalendorin human Wizard, scholar and mage
    • Gerald: male homunculus familiar
    • “Dread” Maggie Oakleaf: female Sylvan Elf adept, apprentice
    • Almaric Dorimus: male Hifalendorin (proto-Western European) human navigator, Lvl. 2 sailor
  • Scully Strongbow [Sara F.]-female Flind Ranger, animal handler, security/marine, scout, sniper
    • Owlicious: male owl companion
    • Glynnis Shannon: female Saganim sailor 1/Fighter 1
    • Holt Chapman: male Saganim farmer/stablehand and sailor 1
    • Reginald Seward: male Saganim pirate, served aboard the Mad Saber and theBloody Manta; sailor 1/Fighter 2
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid, cook, chaplain, and healer
    • Penryn: male Banuq (winged cat), animal companion
    • Audrey Driscoll: female Saganim (proto-Celtic) human cook and sailor 1/Fighter 1
    • Kaitlin Ellis: female Saganim acolyte of Ghanki/sailor 1

As the Zephyr gets under way, Corwin presents himself to the crew as the “good cop” to Niac’s “bad cop.” Rhys shows his team how to feed coal to the boiler as well as hoist the sails. Giacomo stays in the map room, both because he hasn’t yet gotten his sea legs and because he wants to create a crystal ball that can project images.

Elsa double-checks provisions in the galley and blesses the ship and its new crew. Scully checks on the horses in the cargo hold and borrows Rhys’ spyglass. After several hours out on the Sea of Nagendwa, she spots something from the crow’s nest.

A four-masted ship with black sails approaches from several miles away. It alters course to bear down on the Zephyr, and Capt. Niac calls for battlestations and sets the helm to intercept. Corwin relays commands and encourages the Saganim sailors with song.

Black Sails
The Cruel Cutlass

As the Zephyr and the pirate ship close, Niac gives the order for a warning shot. Scully loads the forward ballista and fires across the other vessel’s bow. It returns fire, skewering Kaitlin Ellis, an acolyte of sea lord Ghanki.

Corwin casts Fireball at the Cruel Cutlass’  forecastle, killing four Saganim pirates. Niac orders the crew to prepare for broadsides. Corwin defensively casts Mirror Image, creating seven illusory duplicates of himself.

Giacomo casts Magic Shield, and Rhys fires his crossbow but misses. Scully fires another ballista bolt, scattering enemy crewmen on the opposing deck. Shots from the Cruel Cutlass narrowly miss Corwin, thanks to his Mirror Image.

Cleric Elsa rushes to aid Kaitlin, and Capt. Niac exhorts the crew to stand firm. Bard Corwin Disintegrates part of the foe’s main mast, which falls and kills another pirate. Wizard Giacomo inflicts madness on some of the commanders of the Cruel Cutlass with Emrikol’s Entropic Maelstrom.

Engineer Rhys turns his attention to fire control and reloading ammunition. Ranger Scully casts Call Lightning, injuring another pirate. The Cruel Cutlass breaks off and flees. While some aboard the Zephyr want to pursue and loot the damaged craft, Capt. Niac Lays on Hands to help heal Kaitlin and congratulates his crew on a successful shakedown cruise.

The Wolfen Paladin of Otih, lord of the sun and justice, also sternly warns them not to get too confident, since the dreaded Ghost Fleet has numerous ships and has magical protections. “Vistel’s Expedition” sails north.

That night, those on watch hear and glimpse something with a feathered wingspan of more than 20 feet fly overhead. They theorize that it could be a gryphon, like the one ridden by Prince Daven.

During the second watch, Scully and Corwin notice Niac pacing about the captain’s quarters. On the third watch, Giacomo banters with his cursed tattoo of the “Mad Mage” Ezra, resisting its attempts to take him over and confusing members of the crew with an apparently one-sided conversation.

In the engine room, Rhys convenes the first meeting of the “Nook and Cranny Council” with similarly diminutive Vasco, his clockwork butler, and Gerald, Giacomo’s homunculus familiar.

The Zephyr safely arrives at the Saganim village of Sanry. Giacomo and Maggie busy themselves in the ship’s map room, leaving others to go ashore. Scully and Niac go to the “Steed’s Stream” inn to see if there are any additional sailors worth recruiting.

Corwin wanders around, thinking of lost loves and the homeland he may not see again for a while. Elsa and Audrey Driscoll procure supplies for the galley and tend to the Druid’s banuq (winged cat) Penryn.

Rhys keeps Cyric, Emmet, Evelyn, and Ronan busy with repairs and training, as the explorers wait to rendezvous with the Foamrunner to ask about the Sea Elven history of conflict with Drunstimlos and participation in a naval alliance against the Ghost Fleet….

Thanks again, Drew, for hosting, and we missed you, Rich! I hope everybody enjoyed your shakedown cruise, and I look forward to continuing your seaborne adventures. As you can see, I’ve revised the crew roster on Obsidian Portal, and remember to make sure that your characters’ spells and possessions are up to date.

I look forward to our next “Vanished LandsA New Dawn” telecom session, as well as character generation for Rich’s “Tunnel Vision” miniseries (using StorytellerWorld of Darkness — Hunterthe Reckoningat Brian S.’s place next Monday.

“Vanished Lands: Vistel’s Expedition” Session 39.46 — Shore leave

Fellow role-players, here are my notes for “Vanished Lands” Session 39.46, which Drew S. hosted in Needham, Mass., on Monday, 25 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. One such band began as circus performers, rescued slaves, and seeks to fight the dreaded Ghost Fleet….

Vistel’s Expedition,” crew of the ZephyrPlayer Character Party 39 in Gene D.’s “Vanished Lands” campaign, using the D20 Basic Fantasy Role-Playing GameDungeon Crawl ClassicsPathfinder, and FATE 3e Legends of Anglerre, as of summer 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) afflicted by a cursed tattoo; with homunculus familiar Gerald; NGc, Lvl. 10
  • Scully Strongbow [Sara F.]-female albino Flind (Gnoll) Ranger, archer, knife thrower, and sailor, with owl “Owlicious”; NGl, Lvl. 10
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, wandering noble, warrior, and mandolin player; 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 and impetuous Rogue; TNcg, 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.].)

“26 to 31 March 1227 B.C.E.:” The newly dubbed Zephyr arrived in the Saganim (proto-Celtic) human port of Drunstimlos. Corwin and Elsa Teleported for a quick visit to Thadenis and reported on their plans. Scully was happy to meet an Atlantean contact, as well as Sir Niac and other knights.

Giacomo worried about his accursed tattoo and the suspicious return of a long-missing priest. Rhys worked on the steamboat, filched a Sea Elven knife, and got into a bar brawl. Tempestade and his fellow Brazilian freedmen left for their new homeland.

Over the next week or so, “Vistel’s Expedition” continues working to make its steam-powered riverboat seaworthy. Ship’s mage Giacomo decorates the Zephyr ’s square mainsail with an avian coat of arms but recommends against flying any one nation’s flag.

Sailor and scout Scully helps boyfriend Niac [Mike F./Non-Player Character], who is also a shipwright. Bard Corwin, who has some experience as a seaman, performs in the “Sailor’s Climb” inn and recruits the following crew members (at a total of 150 g.p. per month):

  • Almaric Dorimus: male Hifalendorin (proto-Western European) human navigator, Lvl. 2 sailor; LNg
  • Audrey Driscoll: female Saganim (proto-Celtic) human cook and sailor 1/Fighter 1; TNl
  • Cyric Ahearn: male Saganim carpenter and sailor 1; LNg
  • Emmet Banning: male Saganim sailmaker and sailor 1; NGl
  • Evan Bradford: male Saganim fisherman and sailor 1; TNg
  • Evelyn Morgwyl: female Half-Elf tinkerer and sailor 1; CGn
  • Fiona Chadwick: female Saganim sailor 1/Rogue 1; CNg
  • Glynnis Shannon: female Saganim sailor 1/Fighter 1; NGl
  • Gordon Selwyn: male Saganim sailor 1/Rogue 1; CNg
  • Holt Chapman: male Saganim farmer/stablehand and sailor 1; CNg
  • Kaitlin Ellis: female Saganim acolyte of Ghanki/sailor 1; LGn
  • Reginald Seward: male Saganim pirate, served aboard the Mad Saber and theBloody Manta; sailor 1/Fighter 2; CNe
  • Ronan Teague: male Saganim blacksmith and sailor 1; LNg
  • Tiernan Saunders: male Saganim cabin boy, sailor 1; NGc

Cook and healer Elsa ignores the case of the recently returned Father Gwydion, a priest of Ghanki, lord of the waters, who may be associated with pirates. Instead, she pays provisioner Lorne Alwinson about 200 crowns (gold pieces) for ship supplies and Halfling grocer Anika Hendriks 50 g.p. for a month’s worth of rations.

Engineer Rhys is most busy refitting the Zephyr, making the following enhancements with Niac’s guidance [see Classic Play: Book of the Sea and other D20/OGL nautical sourcebooks]:

  • ballistae, 4 (large crossbows, -4 to hit, 3d8 damage, 120 ft. range, 500 g.p. each, plus 50 g.p. for ammunition)
  • battlements (+2 to cover, 100 g.p. total)
  • dinghys/lifeboats/rowboats, 4 total (50 g.p. each, AC9, Hardness 5; 4 passengers each)
  • keel fin, retractable (1,000 g.p.)
  • masts and lanteen sails (triangular, under ship supplies)
  • wings, clockwork dragon’s (for future airship stabilizers)

The adventuring party reconvenes at the inn. Giacomo wonders about hostile relations between the kingdom of Saganim and the Thalassaquendi (western Sea Elves) of the Kelp Kingdom.

Scully offers Niac as a potential captain for the Zephyr . Elsa says another visit to Thadenis, the capital of Saganim, is in order before meeting with Capt. Scarlet of the Foamrunner, and Corwin agrees. They and Giacomo prepare Teleport spells.

In his quarters, Rhys pulls a robotic waiter that he had taken from Pais Doce, a plantation in future Brazil, out of his Bag of Holding. He is surprised when the boxy construct speaks. The Tinker Gnome asks Corwin for help translating Portuguese, and the Half-Elf casts Know the Words.

They learn that the clockwork automaton can learn simple commands. Rhys’ latest mechanical aide joins Giacomo’s leather-winged homunculus familiar Gerald among the team’s growing number of companions and followers.

The wanderers Teleport from Drunstimlos back to Thadenis. Elsa leads the way to the Royal Society for Cartography, where apparently indolent student Ilnadu Magevictor sleepily greets them. He fetches “Ulrich Vandermoor” [Ted A.H./N.P.C.], who is delighted to share travel notes.

medieval docks
Saganim seaport

Rhys, a first-time visitor to the large city, is pleased to find someone else interested in the Zephyr ’s plans. Ulrich pays 500 g.p. for a copy, as well as 100 g.p. apiece for recent maps of the Ebir Sheikdom, the Zarendo Archipelago, and the Gusorin Confederation from Flind Scully and Hill Dwarf Elsa.

Ulrich also mentions “Pruts…” [Patrick D./N.P.C.], another Tinker Gnome who once traveled with the “Dragonslayers” through the Ivory Mountains and Wisalef Forest. Scully studies maps of ports around the Sea of Nagendwa.

Rhys inquires about sources for coal to power the steamship. Ulrich replies that there are mines in the Zeda kingdom of the Dwarves and Gnomes, some of the Zarendo Islands, and the nefarious kingdom of Zuromm. Corwin expresses interest in buying a mine that’s readily accessible from the sea.

Corwin and company go to the Bardic College, where they meet Maeve Gallagher, a priestess of Brijitt. Corwin and Elsa donate hundreds of crowns to the temple of the goddess of fire and poetry. Giacomo excuses himself to visit Maggie Oakleaf, a droll Sylvan Elf adept he befriended at the Harandrim Academy.

Corwin gives an additional grant so that Daven’s Theatre, for which his exiled half-brother was a patron, is renamed after him. The prince also auditions Doyle Tunney as an apprentice. The young man performs on the harmonica, tambor, and harp and shows potential.

Maeve refers Elsa to Miss Crevan for setting up the first office in the Druid’s planned long-range communications network. Rhys shares tales he heard from the skalds in Gisar and gives the flame-haired priestess a copy of his notes.

The onetime circus performers are disturbed to learn that centaurs are allegedly fighting with Hifalendorin humans on the Plains of Sathendo. Maeve repeats rumors that Vappu Lahja, a pale woman from a fairy tale, has appeared and may be the cause of the unusual strife.

Sometime later, a chariot pulls up to the Bardic College, and Miss Crevan steps off. Elsa gives her 500 g.p. to set up the rental office and explains her ambitions for a stronger alliance against the dreaded Ghost Fleet.

Rhys asks “Brother Cathal Duartbell” [Atilla C./N.P.C.], the armored driver of the chariot, about enhancements that he notices. The Paladin of Edillon, lord of the sky, is happy to recount his heroic deeds with the “Lorewardens” and offers to give Rhys a ride. The curious Gnome agrees, and Ranger Scully sends owl “Owlicious” to keep an eye on them.

Duartbell and Rhys go careening through Thadenis’ busy streets, scattering scared pedestrians. As the two horses and the chariot charge through the mainAgora (market), Rhys presses a brass button, and scythe-like blades pop out of the wheels, obliterating several fruit stands!

Two members of the city watch stop the fancy chariot, and Sir Duartbell tells the “little man” to stay hidden while he offers apologies and recompense. The guards aren’t surprised to see the boisterous knight, and they warn him not to drive so recklessly again.

As soon as they’re out of the Agora, the Saganim human gives the reins to his new Gnome friend, and they speed back to the Bardic College. Bro. Duartbell names Hanuf Wazir in Falit and Guillaume Sixtus in Hesolin as craftsmen who supply him. Scully winks at Rhys, signaling that she knows about his latest mischief.

Corwin brings the party to the Hall of Thanes, where King Edmund II and Queen Margaret greet them while dealing with counselors asking for more security on the streets. The artist formerly known as Prince Berek asks for a more private audience, and they retire to a smaller hall for dinner.

Edmund the Strong is pleased with the party’s defense of Sileran against Undead giants and its escalating fight against evil. He gives each member an item from the royal armory:

  • Giacomo: Marvelous Pigments
  • Scully: Ring of Protection (+2 Armor Class)
  • Corwin: enchantment on his shark hide (+2 AC)
  • Elsa: helmet, horned (+2 AC)
  • Rhys: Gem of Tongues

Giacomo recommends against overuse of Teleportation because it could be tracked by a certain Pit Fiend in the Temple of Elemental Evil on Salhonif Island. Scully notes that removing Giacomo’s tattoo of the “Mad Mage” Ezra is another top priority.

Corwin warns the king about Lord Caerdon, who may be involved with an unauthorized feud with the Sea Elves in Drunstimlos. He also catches up with his younger sister Karenna, who has matured from being a spoiled aristocrat.

Elsa gets approval from the king for her communications mission. Rhys plans to use his magical gem to enable Vasco, his robot butler, to communicate with the party.

The team stays at the Gilded Keep for the night. Corwin broods in his childhood chamber, recalling how he was falsely accused of murder. The prince casts Limited Wish to learn the whereabouts of Lord Dalek, the court mage who framed him for the disappearance of his wife (and Berek’s tutor and lover) Katarina.

Corwin has a vision of the Tiefling (demon-touched) Wizard in a room with Sean Sable, the son of Lord Stefan Sable (whose family is suspected of necromancy) and a friend of exiled Prince Daven. They are in the barbaric port of Gisar, no doubt scheming.

Angry Corwin awakens his fellowship. Giacomo is wary, having heard at the Bardic College that Daven is gaining followers in the east. Scully points out that there are many evildoers worth fighting, and Elsa suggests notifying former colleague “Hamfast” [Brian W./N.P.C.], who is still in Gisar.

The priestess of Mekkil (Gaia) and Vulkan (Moradin) also prefers to travel to Falitfirst. Rhys reminds the group that the Zephyr isn’t yet ready and of the need for paying missions. Corwin still swears vengeance and goes to look for “Melchior” [Byron V.O./N.P.C.], a sympathetic Cleric of Ulandt, goddess of the night….

Thanks again, Drew, to you and your wife for hosting and feeding us! I hope everybody enjoyed our latest session. The face-to-face groups will be taking a week off for Labor Day, but I look forward to resuming Bruce’s “PathfinderEberron/Reign of Winter” miniseries.

“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.

Riverboat
Steamboat

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….