“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

“Strange Tales From Chicago,” Session 4 — “Earl of crime”

Fellow role-players, here are my notes for our fourth “Drop Squad” telecom session, which was held on Sunday, 10 November 2013:

Player Characters for “Strange Tales From Chicago,” Geoff C.’s street-level superhero game, using FATE Accelerated Edition (FAE), Skype, and an online dice roller:

  • Fightin’ Fritz” [Gene D.]-male human, flashy Tank, wants to pound knuckleheads, knows all the brawlers about town
  • Capt. Grommet” [Beruk A.]-machine whisperer, wants to get back at the man; knows lots of techies
  • The Crocodile” [Byron V.O.]-old tough guy, wants to clean up the city and get paid
  • Dr. Occult” [Josh C.]-master of occult, seeking enlightenment; knows stage magicians
  • Angel of the Night” [Sara F.]-gargoyle-themed guardian of the city, lives above a library

Chicago, “4 to 6 October 1982:” After chasing leads across the city, the flamboyant private investigators had connected a case of tainted drugs to a mysterious shapeshifter named Earl and the Giovanni crime family.

The team discusses its next moves at the “Drop Spot.” Capt. Grommet contacts Officer Fine, who says that he can hold Earl only temporarily because of circumstantial evidence. Fine also explains that the police can’t raid a mob warehouse because of some “prior arrangement.”

The “Drop Squad” still decides to return to the warehouse where guards had shot at the Angel of the Night. The crime-fighting consultants suit up, with Fightin’ Fritz and Dr. Occult putting on capes and their companions grabbing guns to end things “the Chicago way.”

The team stops for “cheezeborgers” at the Billy Goat Tavern on the way. The Crocodile parks a block away from the warehouse in question so Grommet and Angel can scout ahead. The gargoyle-themed adventuress stealthily climbs to the roof, while the machine whisperer interferes with security cameras.

Capt. Grommet uses a grapple gun to follow Angel. He then uses a yo-yo to ensnare a sentry, dangling him over the side of the building before tying him up and gagging him. The daring duo then peeks into the Giovanni warehouse and sees about 20 men inside. Some are in suits and head into a meeting room, while others wait near parked town cars and a truck.

Fritz, Dr. Occult, and Croc wait out in the car and listen to Grommet and Angel’s progress via walkie-talkie. Angel creates a diversion by climbing up to a smoke detector and setting off a fire alarm and sprinklers.

The Crocodile and Fightin’ Fritz shove some dumpsters to try to block vehicles from leaving the warehouse. The Angel of the Night searches crates but finds only packing peanuts. Capt. Grommet jumps onto the moving truck, as goons pull guns.

The men in suits start to drive off, and clever Dr. Occult throws powder onto their windshields. Croc happily hurls cinderblocks to slow the getaway cars, and mighty Fritz pounds knuckleheads, who soon surround him.

Gadgeteer Grommet throws marbles, but the mobsters evade them. Agile Angel ducks under one auto to slash its tires. Fritz gets winged but uses one henchman as a shield against potential gunshots. Dr. Occult ends up on top of the same car as Croc, who is unable to pull a criminal out the window.

Several felonious minions tackle Fritz, and Capt. Grommet takes out a gunsel with his ball-bearing pistol. They overhear a radio squawking that “the canary has left.” Fritz throws off one of his attackers and radios Angel to search the area.

Meanwhile, Croc and Dr. Occult try to hang on as one Mafioso tries to drive off. Dr. Occult manages to choke him out, and Croc throws rocks at the remaining guards. Capt. Grommet grabs a car and runs down some of the goons.

Fritz switches “dance partners” and is grateful when Capt. Grommet and Angel come to his aid. Croc and Dr. Occult drive in with another seized vehicle and knock down the last batch of bad guys.

The “Drop Squad” ties up the suspects and leaves them in vans for the police. Luigi Giovanni reveals under Dr. Occult’s hypnosis that the five of his men who got away are heading to a major pharmaceutical factory with Earl and high-grade toxins.

Dr. Occult calls Officer Fine, and the P.I.s pile into the “Dropmobile.” Capt. Grommet burns rubber to get to the facility. There, they find Earl ranting about how the entire city must suffer because his friend, a well-known philanthropist, was shot by police in a raid gone wrong.

Fightin’ Fritz engages Earl in conversation while the Crocodile circles around. Capt. Grommet shuts off a valve on a vat, and Dr. Occult looks for more mobsters or local security. The Angel of the Night tries to sneak up to the catwalk, but Earl grabs her and slams her down.

Fritz flips up, but Earl tosses him aside. The shapeshifter drops vials into the vat, which is secure but still starts emitting noxious fumes. Croc kicks Earl in the chest, but the man, who alternates in appearance from a burly blond to a slight Asian-American, seems unaffected.

Capt. Grommet finally figures out how Earl keeps changing his appearance and disrupts his hologram generator. Earl is revealed as a blobby green alien! Mostly unfazed, the “Drop Squad” tries to capture the malefactor.

Croc hits Earl with a wrench, but the creature easily dodges it. Fritz drops to the floor and kicks out the catwalk support in the hope of dumping Earl into the vat. Dr. Occult tries to swing clear but gets caught on the edge of the vat. Angel heads to his rescue with a salvaged pool cue.

Dr. Occult feels the chemicals burning through his shoes, and Angel helps him to safety. Croc tries to block Earl’s escape and is slimed for his efforts. Fritz kicks out a second catwalk, but Earl slithers out a second-story window toward blinking lights.

Croc dives after the alien and into its spherical, liquid-filled craft. Fritz crashes out a window, as Dr. Occult throws a rope around the spaceship. Unfortunately, both it and Croc pass through the gelatinous mess.

Good nyborg, dude!
Spherical space ship

Earl swears revenge and flies away. Officer Fine arrives to take custody of the mobsters, and the “Drop Squad” goes to the police station to talk to the Earl in lockup. He — or more properly, his suit — melts away.

While the vigilantes have solved the mystery of the adulterated drugs and prevented the city from being poisoned, they have little to show for their success. Their reward money goes to pay for damages at the pharmaceutical factory, and though there are fewer mobsters in the warehouse district, they have made an alien enemy….

Thanks again, Geoff, for the fun scenario! I thought it was a good demonstration of the “FAE” rules, and the retro feel worked well. I wouldn’t be surprised if we returned to these heroes at some point….

In the meantime, I’ll see some of you at tonight’s “Star Wars: Dark Times” game, and I look forward to starting our “Vanished Lands: A New Dawn” fantasy telecom campaign next Sunday, Nov. 17.

“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.

“Strange Tales From Chicago” session notes

Fellow role-players, here are my notes for our latest miniseries, which I enjoyed, despite a late start and unfamiliarity with the “FAE” system:

Player Characters for “Strange Tales From Chicago” Geoff C.’s street-level superhero game, using FATE Accelerated Edition, Skype, and an online dice roller, Sunday, 20 October 2013:

  • Fightin’ Fritz” [Gene D.]-male human, flashy Tank, wants to pound knuckleheads, knows all the brawlers about town (see also City of Heroes MMORPG)
  • Capt. Grommet” [Beruk A.]-machine whisperer, wants to get back at the man; knows lots of techies
  •  The Crocodile” [Byron V.O.]-old tough guy, wants to clean up the city and get paid
  • Dr. Occult” [Josh C.]-master of occult, seeking enlightenment; knows stage magicians
  • Angel of the Night” [Sara F.]-gargoyle-themed guardian of the city, lives above a library
State Street
Chicago in the 1980s

Chicago, “30 Sept. 1982:” Officer Fine visits the “Drop Squad,” a private investigation agency. He tells the group that five unrelated people have been poisoned by arsenic in Tylenol capsules over the past few days. The Chicago Police Department is looking for all the help it can get, he says.

The team agrees to check out the pharmacy in return for access to official lab reports. The do-gooders pile into a Chevy, crank up some tunes, and head to Main Street in a working-class neighborhood.

Capt. Grommet and Dr. Occult go inside to talk with manager Robbie, whose wife offers them honeycomb toffee. The private detectives take the candy for later analysis and learn that some extra medicine bottles somehow showed up on the shelves. The druggist also mentions that “no-good thugs” broke in a few weeks before.

Meanwhile, Fightin’ Fritz and the Crocodile walk around the pharmacy to look for signs of other break-ins, drug deals, or more suspicious activity. They then walk a few blocks away to visit Fritz’s pal Joey in some public housing. He complains about drunk sailors but says that nobody else unusual has been in the neighborhood.

The Angel of the Night climbs up a building, getting applause from bystanders for the feat. She keeps an eye on things but sees no tracks. Capt. Grommet and Dr. Occult learn that an apartment above the pharmacy has been vacant for several months and leave a note for landlord Finnegan Brogan.

Grommit and Fritz debate the merits of recent movies as they head back to the office. The group also checks in with Officer Fine on more toxicology reports, including for the toffee.

On Oct. 1, the gumshoes follow leads to the harbor and a warehouse district. The flamboyant Fritz and man of mystery Dr. Occult attract some attention from the dock workers leaving their shift, as Angel watches from another rooftop. Grommet and Croc go for a lower profile.

At the “Salty Dog,” the second bar the private dicks visit, they spot some of the thugs described by the pharmacist. Fritz offers to buy a round of drinks, but they rudely reject his offer. Angel shadows the suspects, and the group follows her to another building….

I look forward to continuing our investigation next Sunday! Bruce and Dexter, I hope that you’ll be able to join us. I also hope that we’ll be able to put the finishing touches on the P.C.s before the start of the “Vanished Lands: A New Dawn” fantasy game.