“Vanished Lands: Vistel’s Circus” Update 39.12 — Mystery meat at the Gilded Keep

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.12, which Brian W. hosted in Newton, Mass., on Monday, 15 April 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 spring 2013:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A./absent ]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; NGc, Lvl. 3
  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 3
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 3
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and ringmaster with a mandolin; CNg, Lvl. 3
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 3
  • Tempestade [Josh C./departed ]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), roustabout; CGl, Lvl. 2
  • Radius [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 1

“4 to 5 March 1228 B.C.E.:” Some of the wanderers had gotten royal permission to investigate possible corruption in Thadenis, capital of the (proto-Celtic) human kingdom of Saganim. However, the ceremony designating Prince Daven as heir apparent was interrupted by his half-brothers, Garamond and Berek (Corwin Windsong’s true identity).

After a performance in the Agora (market square), the adventurers reconvene in “Ghanki’s Gin Pub,” where they decide that the princes’ parents could be in danger. Prince Garamond agrees to guard Vistel’s Circus with his Lizard Folk pirates, and Prince Berek takes a few of his friends back to the Isle of Valor.

Hamfast Hammerfist has little difficulty posing as a partier headed to the “Crystal Goblet,” and Scully Strongbow tells sentries that she’s hunting vermin with her owl. Elsa Fairbottom claims to be searching for rare herbs in the queen’s gardens — even though it’s late at night.

Giacomo Du Vane stays in the archives, researching House Sable, which he suspects of necromancy, and options for Berek’s trial for the disappearance of the Bard Katarina several years ago. She was his tutor and lover, as well as the wife of Dalek, a Tiefling (devil-touched) Mage and counselor to the king.

Corwin casts Change Self to pose as a guard and gain entry to the Gilded Keep. He follows King Edmund II and Lord Stefan Sable to a chamber and waits outside. The disguised prince notices a very large cat prowling the corridors. The feline hisses at Berek as he shoos it away. The creature’s shadow changes shape as it rounds the corner.

Meanwhile, Elsa and Hamfast approach the Hall of Thanes. The Dwarf Druid casts Detect Magic but doesn’t find anything wrong with the guards. The tall Zeda human can almost pass as a blond Saganim warrior. Gnoll Scully pretends to chase her owl to a tree near the palace, in the hopes of climbing up to keep a better watch.

Corwin nods as Lord Stefan leaves the king’s chambers, and he hears his father apparently arguing with Queen Margaret. The errant prince hears furniture breaking and smashes in the door, only to see the queen perched unnaturally over King Edmund!

The Bard quickly casts Sleep, incapacitating the woman. As he bends down to help his father tie her up, soldiers arrive with Lord Dalek. The court Wizard says that Corwin has attacked the king, but Edmund groggily vouches for him.

Dalek’s Dispel Magic removes Berek’s disguise and reveals the attacker as a Doppleganger. The king angrily orders his men to scour the castle for the real Queen Margaret, and Prince Berek persuades his father to let him to join the search rather than be expelled.

At the gate tower, Elsa and Hamfast try to talk their way past the guards and hear a commotion inside. Scully decides against scaling the Gilded Keep’s walls and joins her friends.

Corwin/Berek must tread carefully with various nobles watching him. Retracing the queen’s steps back to her chambers, he finds his sister Karenna, who slips him a note telling him to go to the Cathedral of Edillon.

Corwin grabs Hamfast, Scully, and Elsa, and they go to the temple of the lord of the winds. High priest Gwawn takes the group past Paladins and down into the crypt. There, he reveals a secret passage that leads farther beneath the Isle of Valor.

In a subterranean cell, the team finds Queen Margaret fully decked out in armor, flanked by handmaiden Morgaine and “Melchior Merryman” [Byron V.O./Non-Player Character], a Defender of the Night. She explains that they were exploring passages added while the royal family had fled the city when it was under attack by Dubwana (Goblinoid) legions from the Garku Nasit.

The Saganim sovereign recommends that Prince Berek interrogate the shapeshifter and check on his siblings. Queen Margaret reassures him that now that the alarm has been raised, she and King Edmund will be safe.

Corwin and company go back to the castle, where Prince Daven and his girlfriend Princess Julia have just arrived on his new hippogriff. Daven accuses Berek of interfering with state security, and Elsa asks Daven where he has been.

The crown prince replies that he was with friends at his theater near the Bardic College. At Scully’s recommendation, Elsa communicates with the hippogriff, which corroborates Daven’s story about being across town.

The investigators head to the dungeon, where the Doppleganger changes itself to resemble Corwin. It taunts him, trying to loudly implicate the prince in a plot to the guards. The would-be assassin yields no further information.

In the kitchen, Berek is greeted by cook Skilti, who remembers him as a boy. He is butchering a strange animal, which he said was just delivered to him already skinned. Corwin is horrified to recognize it as the unnatural cat he had encountered, and he casts Charm Person to keep Skilti from putting it into meat pies.

Uncooked meat pie
Mystery meat

Berek recalls that Dalek’s familiar was a bat but still believes that the mage, House Sable, and Daven are up to no good. The carnival folk leave the Isle of Valor and bring the cat carcass to the Grove of Arbos, where Scully and Elsa met Brownie Pfenik.

The helpful Fey says it could be a varun, a breed of cat used by the Drow (western Dark Elves) of Zuromm. The exhausted party returns to the Agora to catch a few hours of sleep in their familiar tents and wagons guarded by Garamond.

The next morning, Elsa leads the way to the Royal Society of Cartography to ask “Ulrich Vandermoor” [Ted A.H./N.P.C.] for fragmentary maps of the Underdark. At the tower of the Tartan Guard, Hamfast hears Sir Owen’s tales of attacks by giant spiders and scorpions at the edge of the Halmed Desert.

Prince Berek sends a message to the queen, who sends Melchior to meet him at the Houses of Healing. Corwin reports on his findings regarding the cat and his frustration in questioning the Doppleganger. Melchior suggests leaving the palace alone for a time and seeing if there are ties back to the nefarious Dark Elves.

Sister Ophelia, a priestess of Ulandt, lady of rest, tells fellow Cleric Elsa that the knights of Otih, lord of the sun and justice, are also trustworthy. Scully is interested in meeting Wolfen Paladin “Niac” [Mike F./N.P.C.]. Although Berek and Garamond oppose Prince Daven, neither is eager to become heir to the throne himself.

Corwin takes Scully to the Bardic College, where they meet with Maeve Gallagher, a priestess of Brijitt, goddess of fire and poetry. There, the Gnoll Ranger gets a makeover as Corwin considers Maeve’s advice on repairing his reputation with the people of Thadenis.

Hamfast notes that it might also be worth paying a visit to the Zuromm embassy, while Giacomo continues his studies….

Given the tragic events at the Boston Marathon, it’s understandable that we were all a bit distracted, but it was still good to get together with friends. Let us hope that justice prevails in the real world at least as much as in our fantasy ones.

Remember that we won’t be meeting next Monday, April 22, because David I.S. (who played Elf Ranger “Kelan” 25 years ago) will be visiting for the Boston Comic Con. There also won’t be a “Vortex:  Terra’s Pride” telecom space opera session this coming Sunday.

Jason E.R.’s “Barsoomian Adventures: the Tenth Ray of Mars” planetary romance will continue on April 29, and good luck to Josh C.’s “Steam Wars” telecom group. I look forward to resuming our adventures in the “Vanished Lands” in May!

“Vanished Lands: Vistel’s Circus” Update 39.11 — Inheritance interrupted

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.11, which Rich C.G. hosted in Waltham, Mass., on Monday, 8 April 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 spring 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. 3
  • Hamfast Hammerfist [Brian W./absent ]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 3
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 3
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and ringmaster with a mandolin; CNg, Lvl. 3
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 3
  • Tempestade [Josh C./departed ]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), roustabout; CGl, Lvl. 2
  • Radius [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 1

“2 to 4 March 1228 B.C.E.:” The performers had caroused and conducted research in Thadenis, capital of the (proto-Celtic) human kingdom of Saganim. They also obtained an audience with King Edmund II and Queen Margaret and got permission to discreetly investigate possible corruption in the court.

Celtic costumes
Warriors of Saganim

Scully Strongbow returns from hunting with Grugach (Wild Elf) Badgertail outside of the city. The Gnoll Ranger says that they found tracks of a Lizard Folk warband while hunting deer. It is unusual for such humanoids to venture so near to Thadenis.

The next morning, Giacomo Du Vane visits the Harandrim Academy and finds a modest building near the “Happy Brownie” inn and the Royal Society for Cartography. The Mage buys a Tincture of Energy from Akael Nightmist and chats with Maggie Oakleaf, a droll Sylvan Elf student.

Giacomo joins Corwin Windsong in the Agora (market square) to get a silver and ruby pin of a tree for Maggie. Bard Corwin buys an opal necklace for Maeve Gallagher, a priestess of Brijitt, goddess of fire and poetry, he met at the Bardic College.

Crowds gather for the investiture of Prince Daven. A parade leads from the Agora, where Vistel’s Circus is encamped, to the Isle of Valor. Hamfast Hammerfist mingles with the peasants. Leaders of various craft guilds go first, followed by members of the clergy.

Elsa Fairbottom walks with Anatoly Yusoprov, a Dwarf priest from Nersago’s Forge. Druid Elsa also notes the presence of Clerics of darker gods Libitoh, Nenashen, and Gheket.

Scully watches from a riverfront rooftop overlooking the East Rush. She spots a rare Wolfen [“Niac,” Mike F./Non-Player Character] with the Paladins of Otih, god of the sun and justice. Different orders of warriors come next, including caber tossers, the Jaden Spearmen, and the Tartan Guard.

Sir Banor Finney, whose late squire Adric Thumon had enslaved Goblins at a silver mine near Androth, rides with other knights. Finally, aristocrats, diplomats, and councilors cross the Cavalier’s Bridge to the Isle of Valor.

Corwin and Giacomo slip across the Temple Bridge with Maggie and Maeve. They try to avoid being seen by the Tiefling Mage Dalek and Lords Stefan and Sean of House Sable. Corwin notices a man with a bushy beard and a yellow hat talking with one of the queen’s handmaidens — “Melchior Merryman” [Byron V.O./N.P.C.].

King Edmund announces that he is naming Prince Daven heir apparent. A blonde woman arrives on a hippogriff and presents it to the crown prince. Maeve explains that the rider of the winged steed is Princess Julia, who is expected to soon be betrothed to the ambitious Prince Daven.

However, sharp-eyed Scully notices a commotion at the Sailor’s Gate. Two ships (later identified as the “Charming Princess” and the “Wind Duke”) pass the Isle of Grief. Reptile Folk pirates force a path for Prince Garamond, Daven’s older half-brother.

Honorable Garamond challenges Daven’s ascension on the grounds that their eldest sibling, Prince Berek, is still alive and is innocent of the murder of Dalek’s wife Katarina. King Edmund and Queen Margaret are displeased by the public strife and take the argument into the Cathedral of Edillon.

Elsa and Scully manage to catch up to Giacomo and Corwin. Giacomo bribes sentry Aerith into letting them into the temple. They hear the nobles arguing under winged statues in the echoing halls.

Lord Stefan takes notes as Prince Garamond says that he doesn’t want the throne, but Daven doesn’t deserve it either. King Edmund asks Garamond how he knows that Berek is alive, and Princess Karenna tries to be inconspicuous.

Corwin steps forward and reveals himself as the exiled Prince Berek. Dalek is angry to see him, but Queen Margaret and her guards keep any blood from being spilled in the cathedral. Elsa, Giacomo, and Scully vouch for Berek/Corwin’s character.

King Edmund says that he will let the incomplete ceremony stand, leaving Prince Derek the heir apparent for the time being. Berek must first clear his name of the years-old charges before he or Garamond can challenge their half-brother. Lord Stefan suggests a trial by combat.

The weight of ruling his realm upon him, King Edmund agrees to reconvene two days hence. In the meantime, Vistel’s Circus will perform in the Agora, and Berek and Garamond must stay within the city’s walls, if not yet in the Gilded Keep. Giacomo and company are given permission to continue their research.

The princes and their companions go to “Ghanki’s Gin Pub,” near the Ironhooves Arena. Giacomo plans to investigate House Sable and reopen the records surrounding Katarina’s disappearance. The Wizard asks Maggie to help.

Garamond tells brother Corwin/Berek that he searched for him on the Sea of Nagendwa, but lost his original crew when he was shipwrecked in the Zarendo Islands. Garamond eventually fell in with the Lizard Folk and returned home.

Wise Elsa notes that with Daven in line for succession, the king and queen may be in danger as the older princes wait for trial. Corwin asks Garamond to send his crew to guard the circus, while his allies try to sneak back onto the Isle of Valor to protect the crown.

Corwin warns Orlando Vistel about the heightened danger, but the circus founder expresses confidence in his master of ceremonies. Scully and Elsa bring their animal companions to the Grove of Arbos, where they meet Druid Lorcan Mahoney and Pfenik, a friendly Brownie.

Vistel’s Circus begins its show in the Agora (another is planned for the nobles in a few days). Corwin introduces acrobats, fire dancers, and additional artists wrangled by Maeve. Some of the audience is curious about his true identity.

Giacomo returns to the Hall of Thanes, ostensibly to read up on Saganim laws, but he also has an Invisibility spell ready and is looking to warn Queen Margaret or her agents. Scully and Elsa leave the circus early to head to the Isle of Valor “to hunt rats” with Owlicious.

Corwin casts Change Self to disguise himself. The once (and possibly future) Prince Berek looks for his half-brother Daven and foes Dalek and Stefan in the gloom….

Please remember to make sure that your Player Character records are up to date, and let me know if I’ve left anything out. While my notes are accurate, I haven’t done justice to the fun role-playing of our recent sessions. I also look forward to continuing our adventures tonight!

In addition, I’ll try to post an update for last night’s ” Vortex: Terra’s Pride” telecom space opera soon, and remember that we won’t be meeting next week. Josh, good luck with your “Steam Wars” game. Jason’s “Barsoomian Adventures: the Tenth Ray of Mars” planetary romance will resume on April 29. Later, -Gene

“Barsoomian Adventures” Sessions 4 and 5 — alternate timeline

Fellow role-players, here are notes from our fourth and fifth sessions, which Brian W. hosted in Newton, Mass., on Monday, 18 March and 1 April 2013:

>>Player Character roster for Jason E.R.’s “Barsoomian Adventures: the Tenth Ray of Mars” (Tē-sis ē Bâr-süm) pulp planetary romance miniseries, usingSavage Worlds,” as of spring 2013:

  • Sgt. Joe ‘Knack’ Kanaki” [Gene D.]-male Nisei Jasoomian (Japanese-American Terran human) tail gunner; two-fisted patriot who’s smarter than he looks
  • Beauregard ‘Bo’ Jennings” [Beruk A.]-male African-American Jasoomian, USO trumpet player, expatriate (NYC), former professional boxer and member of the French Foreign Legion
  • Kar Dalan (Kâr Dé-lan)” [Brian W.]-male aysismad (red Martian), an independent panthan (sellsword/scout) currently serving the nation of Raxar (Rax-âr)
  • Olera Gala” [Sara F.]-female Barsoomian masena (Thurian/Martian), one-eyed feline hunter and scout
  • Capt. Billy ‘Rip’ Rohrer” [Bruce K.]-male American Jasoomian pilot of the “Lucy Goosey,” a B-17 Flying Fortress bomber
  • Betsy ‘Blaze’ Harper” [Rich C.G.]-female American Jasoomian, fiery redhead, former Olympic hopeful, and aspiring actress on USO tour for exposure and patriotic duty, along with Carla Rizena and Lucy McIntyre
Perils of Barsoom
Barsoomian dangers

>>[Historical records] “4 January 1944:” The group quickly suspected that this was an alternate Barsoom, one where history had been altered radically. Noticing a group of white-skinned warriors retreating, the Jasoomians of the party leaped with their earthly muscles to intercept.

Instead of a peaceful introduction, the Jasoomians landed in the middle of a firefight between the morgor {m’R g’R} and the soldiers. A fierce battle ensued; Blaze suffered a horrific injury from a morgor plasma rifle, but luckily the Barsoomian medical paste healed her very quickly.

All the morgor died, and all but one of the soldiers. He introduced himself as “Than 4722515,” a soldier bred on Jasoom and stationed here on Barsoom to repel the morgor invasion of the solar system. He didn’t understand any of our complex questions about reality and time travel — he suggested that the group accompany him to Horz to talk with a Van (Barsoomian for Priest). Blaze grabbed a working morgor plasma rifle.

In Horz, the Thans were reassembling their forces. The group met the local Vans (513, 675, 926), who, according to Kar Dalan and Van-tija, resembled therns. The Thans and Vans dared not utter the sacred name of Issus, instead referring to her as Aysha [É-ša], which means “The Forbidden One”. Van 513 showed his medallion, which projected a visual image of Lucy dressed in an ancient Barsoomian costume.

The Vans told the group about the coming of Issus 1 million years ago and the founding of Kiptang. Zylor Bar was well known as a historical villain. Once Issus’ herald, soothsayer and high priest, Zylor Bar had the gift of prophecy and held council with powerful leaders of the time to discuss an ambitious plan that spanned a million years. Apparently, he then betrayed Issus and was killed by Issus’ champion, Kar Kilad.

Van 513 led them to the museum at Horz to the exhibit of Zylor Bar, which still contained his notes and the time machine behind thick glass! After fruitlessly hacking and shooting at the glass, Blaze finally used the remaining fuel in the plasma rifle to melt a hole. The air rushed into the vacuum, disturbing the silence of a million years. The group decided that Bo and Van-tija would stay behind to pore through the notes to discover a way to repair the machine.

The rest commandeered 2-person fliers or kozar [kō-zâr] and headed for Raxar in search of Knack. The group discovered that the city of Raxar did not exist — in its place was a large field, with two sets of tracks leading north, both tracks eventually converging, implying that the travelers were companions.

Olera noted that the second set of tracks was made by a masena. Kar Dalan reminded them that the mines of Emar Radtai were located to the north of the city in the foothills.

Nearing the mine, Olera noticed that an invisible vessel was following them. Sensing this, the ship released its skin of prismatic magnetic sand (which appear to have been bending the light) and attempted to flee. Rip pulled an Immelmann turn and blasted the morgor scout vessel out of the sky.

The group was met at the mine’s entrance by a host of Kors or miners. The overseer Kors (5814481, 5793207, 5943392) explained that their friend had volunteered to enter the mines to investigate the disappearance of several miners over the past two cycles (approximately two weeks).

Skeptical, the team nevertheless agreed to enter the mine as well. They came upon the wounded mutated masena in the passageways. Next, they saw the unconscious Knack, webbed up as captives of horrific, blind digging creatures, the rykor [rī-kōr]. At the same time, creatures began to enter the mines: morgor, greb {g’R ‘B} (morgor tracker hounds) and syhar {S ‘R} (morgor war hounds). Although the group vanquished the rykors, the vast numbers of morgor seemed insurmountable.

Strangely, none of the morgor or their hounds attacked the group. A morgor captain whistled for his forces, stated that the mines were now under the control of the morgor and that they would return with the right equipment. The morgor collapsed the mine entrance, leaving the reunited group in the back of the mine….

Edgar Rice Burroughs' Mars
Barsoom

>>”From the correspondence of Joseph Kanaki, 8 January 1943:” I’m not exactly sure of the date anymore. I had gotten separated from the rest of the crew of the “Lucy Goosey.” Yes, we’re still on Barsoom, as the locals call this version of Mars. I should say, “versions,” since Zylor Bar’s infernal machine had thrown us into an alternate timeline, where the red planet was still lush with vegetation.

If you think this is confusing, just imagine how we felt. The city of Raxar had vanished, and the mutated masena (cyclopean, cat-like Martian) from Padzok was still with me. I made my way to an encampment, which turned out to be a mining outpost (the source of Emar Radtai’s wealth on the other Barsoom). I learned that the red folk had been wiped out and that Barsoom had been repopulated by Jasoomian (Earthling) slaves. What had Zylor Bar done?

While I couldn’t quite pass for a native, I offered my services in the hope of learning more about my surroundings. After all, I’d need more allies than a former lab rat if I was to find my companions and get home. Nearly everything we’ve encountered here is hostile, beautiful but deadly, or both.

The miners gave some sob story about missing miners, so I thought about volunteering but opted to make for the city of Kiptang instead. Well, I must have been knocked out, because I don’t remember what happened when I turned my back.

When I awakened sometime later, “Blinky” the hapless masena and I were bound in giant spider webs. What tortures or monsters would we face next? Fortunately, the rest of my merry band found and fought their way to me.

“Bo” Jennings had fled Hors, a city populated with Vans (priests) and Thans (warriors). The city was besieged by the shriveled morgor. With Bo was the clever Van-tija, former aide to Thuran Gan, a.k.a. the Thern mad scientist Zylor Bar.

Van-tija was angry that Zylor Bar had picked Lucy McIntyre to pose as the goddess Issus in the distant past, rewriting history — don’t ask me, I don’t come up with these cockamamie ideas. At least she made herself useful by studying the notes for rebuilding the time machine.

Kar Dalan tersely explained where and when we were. The red scout and the Amazonian “Blaze” Harper have been exchanging lingering glances, but I don’t want to think about that right now.

Olera Gala, another masena but not mute like “Blinky,” identified the cracked power source for the device as a seenar [sēn-âr]. Of course, the stones were rare. Capt. “Rip” Rohrer got us back on task — the morgors had collapsed the exit, so we’d have to find another way out of the mines before they returned.

We delved deeper until we came to a large intersection. In the center of the chamber was a control panel with three buttons. There were three tracks leading out, two with two-person mine cars, and one with a four-passenger car.

After some debate, we tried pushing each of the buttons, which apparently fueled the vehicles, sent them down the tracks, and then recalled them. The cabin of the four-passenger one filled with a strange fluid. Rip and I took one of the two-seaters for a look.

We came to a disused cell with an ancient timekeeping device, but we couldn’t read the many dials and numbers. I shuddered at spotting yet more webs. We rolled back and shared our findings.

The other two-seater led Capt. Rohrer and me to a spherical chamber with a strange column in the center. It looked broken, but we could tell that the top and bottom somehow fit together. I think this area was some sort of refinery.

Brave Kar and impatient Blaze took the larger car down to what they described as a larger chamber with a possible exit. It turns out they didn’t have to hold their breath — the goo that had enveloped them allowed them to breathe as they descended through rock and water.

Bo and Van-tija rejoined us, having slipped by the morgar army assembling outside the mine. Olera and Blinky smelled their hounds, so we took turns in the four-seater and descended to the lower level.

We followed artificially lit passages to a row of mechanical humanoids standing behind more buttons. Beyond them was a room with seven alcoves, and we soon realized that each robot was like a key.

When I pushed a button, my body slumped to the stone floor. As I opened my eyes, I saw from the perspective of one of the robots! Blaze followed suit, but she got two robots stuck in the arcing electricity of one of the doorways. I had to hop to help free them.

We also learned that if a robot was affected, we’d wake up back in our own bodies. After some trial and error, we matched up the automata with their corresponding buttons. My hopping android enabled me to avoid the lightning and push one button.

Bo dove into a deep pool to push one button with a blast of air, while Kar used a long bar to move aside barbed wires from another. Rip took control of a flying robot to ascend a vertical shaft. Blaze’s strong construct lifted a stone blocking one button.

Olera and Van-tija reluctantly entered robots to extend a metallic arm through a tapering passage and rapidly push a segmented set of buttons, respectively.

When we pushed the buttons simultaneously, a large spherical chamber similar to the one we had encountered previously opened up. The column or pillar at its center came apart, but nothing else apparently happened.

Unfortunately, six morgor commandos led by a giant representative of that horrible race, Gorgum {g’R g’M} caught up to us. We didn’t know how to get out of our robotic forms, and they had already tied up our Earthling bodies and Blinky. Rip and I dove into the emaciated menaces, knocking several down. Capt. Rohrer’s robot was melted, but he returned to his own body.

Bo blasted one at short range with a burst of compressed air, and Olera and Blinky turned invisible and freed Rip. Kar smacked some of the morgor until his robot was destroyed. Blaze wandered toward the pillar, and Van-tija went to a control panel and returned to her own body.

We returned to the control room, where more of Gorgum’s morgor troops waited. They assigned us numbers. The general gave us one zode (two hours) to find a seenar. Smooth-talking Bo got permission to go out to his hidden flyer to retrieve some “mining equipment” — actually, the inert time-travel device.

Scrambling for a lead and an escape route, we went back to the first spherical chamber. Now that we knew how to operate the pillar/piston, we activated it. We found writing in English from Lucy giving a date: “Oct. 12, 9,996,539 B.C.E.” This must be where, or rather when, Zylor Bar took her.

We quietly raced to the old clock, as the morgor ignored us. We eliminated the remaining rykors and destroyed the spider-like hatchlings.

Under Kar and Olera’s watchful gaze, Van-tija reset the clock, which had been counting down to a date three days hence. We saw a floating image (hologram) of Lucy, but it dissolved into static and sputtered out. A vault then opened, revealing an intact seenar on a pedestal!

Apparently, Zylor Bar’s machine could travel through space or time, but each trip through the latter consumed one gem. We transported ourselves through space just outside of Kiptang, which was being sun bombed by the morgor. Relieved to be free of the morgor in the mines, we then plunged back in time, nearly 1 million years.

If we’re lucky, we’ll be able to undo the damage caused to the past, restoring Barsoom to a dry but somewhat free planet and returning to Earth to fight the Axis. But to do this, we have to stop Zylor Bar without killing him.

Kiptang was little more than a village, surrounded by tents. Kar noted that it looked like a religious revival, and Olera invisibly scouted ahead. Rip and Blaze wanted to charge in, but Bo and I realized that we were outnumbered.

Olera returned and confirmed that Zylor Bar appeared to be in the village square, presenting Lucy as the divine Issus and holding a version of the device. We had to rescue her from his shackles or mental control, but first, we had to find a way to get close. Rip grabbed some period clothing, and we prepared to follow Zylor Bar and Lucy as they headed toward the nearest ancient Barsoomian city….

As always, feel free to add any details I’ve missed as you post notes for the past two sessions. I look forward to continuing our adventures later this month! -Gene

“Vanished Lands: Vistel’s Circus” Update 49.10 — On her majesty’s secret service

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.10, which Brian W. hosted at his home in Newton, Mass., on Monday, 25 March 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 spring 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. 3
  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 3
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 3
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and ringmaster with a mandolin; CNg, Lvl. 3
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 3
  • Tempestade [Josh C./absent]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), roustabout; CGl, Lvl. 2
  • Radius [Jason E.R./absent]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 1
On the Isle of Valor
The Hall of Thanes

“1 to 2 March 1228 B.C.E.:” The performers continued their exploration of Thadenis, capital of the (proto-Celtic) human kingdom of Saganim. They planned to investigate corruption within the realm but spent their first night carousing.

Nursing a hangover, Hamfast Hammerfist joins Elsa Fairbottom at Nersago’s Forge. The chants to the lord of the mountains (also known as Gobnihr, Vulkan, or Moradin) don’t help Hamfast feel better at first. Elsa accepts Mountain Dwarf priest Anatoly Yusoprov’s invitation to take a turn at the ringing anvils.

Rather than heading straight to the Harandrim Academy, the local Magisterium (magic school/library), Giacomo du Vane gathers rumors at the Temple Tor. He shows shopkeepers and sages items such as needle and thread taken from the Necromancer near Tensar, as well as a sketch of an arcane symbol. They also refer him to Eudar, a puppeteer.

Scully Strongbow goes to the Field of Grulla, the huntsman, where she buys arrows from a gruff Grugach (Wild Elf) scout. Badgertail sees the Gnoll’s owl companion and offers to take them hunting at night.

Meanwhile, Corwin Windsong goes to Thadenis’ Bardic College, where he chats up Maeve Gallagher, a priestess of Brigitt, goddess of fire and poetry. He learns that Prince Daven, the third son of King Edmund II, is going to be given a hippogriff as a sign of his status as heir apparent.

The adventurers regroup at the Royal Society for Cartography for lunch. “Ulrich Vandermoor” [Ted A.H./Non-Player Character] says that he has requested a royal audience on their behalf. Corwin and Elsa join the society, which charges an annual fee and pays for maps from any exploratory missions. Proud Ulrich gives each of them medallions of membership.

Elsa also persuses a book of regional ales, as Ulrich and Corwin explain the importance of Prince Daven’s ascension and the relationships between House Sable, which they suspect of necromancy, and the throne.

Apparently, Lord Stefans of House Sable is a longtime counselor of King Edmund. His son Sean is a friend of Garamond, Daven’s older brother. Ulrich is interrupted as a herald arrives with a summons to the Hall of Thanes.

Ulrich accompanies the group to the Isle of Valor, where they pass armored guards and knights. They hear of a dispute over territory that could result in an execution but stay focused on the task at hand.

Corwin and Giacomo are uncharacteristically quiet, leaving Elsa to conduct introductions to King Edmund II and Queen Margaret. As their cover story, the visitors request access to a quarry on behalf of Angus of Baln. They then ask for a private conversation and are escorted to the royal chambers.

Scully presents the Sable signet ring taken from the Necromancer, as well as a sigil from a flesh golem. The king takes the charges seriously and seems to recognize Corwin. He then leaves the room so that Queen Margaret can discuss more details with plausible deniability.

She grants permission for the wanderers to watch House Sable, but orders them to report directly and solely to her. To help, she also requests that Vistel’s Circus perform for the nobility after Daven’s investiture as crown prince.

Back at the “Happy Brownie” inn, Elsa asks Corwin what happened between him and the king. The disguised Bard admits to his aristocratic lineage, which he had hidden even from his companions until now.

“My story begins almost 30 years ago, when Athelward the Just was chief of the Saganim clans, and the sun shone down on a land yet untroubled by monsters and wars. Prince Edmund and his cousin Cormac ap Morgan traveled across the ‘Vanished Lands’ in search of adventure.”

“Edmund the Strong fell in love with an Elf named Lyrilian Moonshadow, and they had a son, Berek. The rare Half-Elf learned to fight from his father and about art from his mother. Unfortunately, Lyrilian died in childbirth, leaving Berek with a younger sister, Karenna.”

“When Edmund became king, he remarried, and Queen Margaret is loved by the people. Her son Garamond got along well with his older siblings, despite the difference in age. Edmond also fathered another son, Daven, by consort Galera. Our people are more flexible about kin than our neighbors in Hifalendor. Garamond and Daven were more like their father than Berek ever was.”

“Berek fell in love with his tutor Katarina. However, that Bard was already married to Dalek, a Tiefling Mage and advisor to the king. Their affair was discovered, and Katarina disappeared. Blood was found in her chambers, and the prince fled to the stormy Sea of Nagendwa. Many regarded this as an admission of guilt. I am Berek, son of Edmund, but I have renounced my claim on the crown of Saganim.”

After a moment of stunned silence, Hamfast likens Corwin’s tale to that of Alfonse Dourface and his sons Hanso the cowherd and Zeppo the wheat farmer. Elsa wonders about where Garamond might be and suggests that Corwin reclaim his rightful place as Prince Berek, but he is not interested.

Ulrich points out that Prince Daven is known to be ambitious and that they now have to worry about both Lord Stefans and the Mage Dalek. Giacomo conducts research into House Sable’s holdings, and Hamfast lets Orlando Vistel know that a show has been added to the public one in the main Agora (market square).

Sometime later, Corwin prepares a lineup of acts for the next few days and slips back into the palace to check on his sister. A cloaked courtier walks from her room, and Karenna is angry at Berek for leaving and summons guards to throw him out.

Scully hikes out of town with Owlicious and fellow Ranger Badgertail. They cross fields and pastures before finding wilderness where their animal companions can roam free.

As crowds gather for Prince Daven’s elevation, the members of Vistel’s Circus take up their own positions. Wary Giacomo looks for various notables such as Dalek and Lord Stefans. Tall Hamfast mingles with the Saganim townsfolk and yeomen and looks for nonhumans.

Cloaked Scully watches river traffic on the East Rush, while Corwin covertly approaches his half-brother Daven. Pious Elsa maneuvers to the Cathedral of Edillon. Horns and drums announce the beginning of the ceremony….

I hope that everyone had a happy Passover or Easter. It was great to see the whole gang after various scheduling interruptions this past winter! I look forward to rejoining Jason E.R.’s “Barsoomian Adventures: the Tenth Ray of Mars” planetary romance tomorrow night, and the “VortexTerra’s Pride” telecom space opera will resume next Sunday. Be seeing you, -Gene

“Vanished Lands: Vistel’s Circus” Update 39.9 — Time to get smacked

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.9, which Brian W. hosted at his home in Newton, Mass., on Monday, 25 February 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 spring 2013:

  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 2
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and ringmaster with a mandolin; CNg, Lvl. 2
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 2
  • Giacomo ‘the Mysterious’ Du Vane [Beruk A./absent]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; NGc, Lvl. 2
  • Scully Strongbow [Sara F./absent]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 2
  • Tempestade [Josh C./departed]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), roustabout; CGl, Lvl. 2
  • Radius [Jason E.R./departed]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 1
Dragon Magazine cover
Performers and peasants

“26 to 28 February 1228 B.C.E.:” In the Saganim (proto-Celtic) human village of Nobb, performers from Vistel’s Circus had met “Pita ‘Ol’ Pete’ Arborson” [Dan A./Non-Player Character]. The Barbari human Ollave agreed to guide them on a quicker path toward Thadenis, capital of Saganim.

On the way southwest, scouts from the caravan found two small but vicious outposts of Orcs and wargs from the nefarious kingdom of Zuromm. The circus troupe made a forced march through wintery woods to the hamlet of Baln.

Circus founder Orlando Vistel notes that the community is too small to be worth setting up for a full show. Corwin, Hamfast, and Elsa go to the “Sanir’s Trumpet” pub, where they try a variety of brews recommended by barkeep Angus.

“Melody” [Lori K.S./N.P.C.], a Skaevingol human Skald (Scandinavian-style Bard) in [former “Seeker of Lore”] Ol’ Pete’s retinue, performs a song from her homeland. Corwin plays his mandolin, and Gnome inventor Ashkator Bibbleshins joins in with his accordion.

Strongman Hamfast offers to wrestle the diminutive Gnomes in the pub for a round of drinks, as brewer Elsa samples the local ale, Fey wine, and Gnomish cordials. Hamfast returns to the wagons to help drovers Cerdwyn mab Ardain and Baskor Steadyhand set up and guard the camp.

Ol’ Pete’s young apprentice Caleb accompanies Elsa as the Druid feeds Oswald, her Owlbear cub, as well as other animals. Corwin warns Angus about the Orcs and invites Melody up to his room.

The next morning, Elsa overhears Ol’ Pete lecturing Melody about protecting her virtue, and Corwin avoids Tamara bint Yasmina, a dancer in the circus and onetime paramour. Elsa goes to console Melody, while Ol’ Pete confronts Corwin.

The Bard promises that he won’t hurt Melody and that he would take care of her and any potential children. Ol’ Pete is placated, and Elsa says that although she admires his paternal instincts, Ol’ Pete should give his followers more freedom.

The Saganim peasants and Gnomes of Baln bid a fond farewell as Vistel’s Circus departs. Scouts Scully and Ivy (another of Ol’ Pete’s band) walk ahead of the wagons. Giacomo studies spells in the tinkerer’s cart of the late Necromancer from the Sable clan, while Tempestade shivers and stays close to the other roustabouts.

Hamfast asks Ol’ Pete if there’s anything interesting in Thadenis, since he has never been in a city before. The Ollave mentions temples and arenas, the supposedly haunted Isle of Grief, and numerous bars. Ivy refers Elsa to the Royal Society for Exploration and Cartography.

Corwin asks Mama Vistel for hair dye and shaves his goatee. The Half-Elf reveals that “Corwin Windsong” is not his true name and that he is familiar with the capital of the kingdom of Saganim. Elsa concludes that he must be an exiled or disgraced noble.

Scully and Ivy signal the wagon train to halt and bring Hamfast, Corwin, and Elsa to a grim discovery. The Gnoll and Grugach (Wild Elf) have found the frozen bodies of three Sylvan Elves and seven Orcs. There are signs of magic, but no identifying heraldry on either side. If any Orcs survived, they fled without looting the bodies.

Pious Elsa casts Gentle Repose on the Elven corpses so that they can be brought to Thadenis. Corwin warns Orlando and Cerdwyn to beware of more bandits on the road, and Hamfast carries the fallen to a wagon.

That evening, the circus camps under the stars. Hamfast, Cerdwyn, and Baskor take the first watch and stoke the fire. During the second watch, Corwin and Ivy hear an eerie caterwauling.

Corwin wakes Elsa and creeps out to investigate. He is surprised by a mountain lion, but a quick Sleep spell neutralizes the danger. Druid Elsa and Ranger Scully are pleased at the lack of violence. Elsa and Caleb have an uneventful third watch.

The caravan crosses the Plains of Sathendo, as the terrain shifts from woods to hills and, finally, sheep pastures and frosty fields. Ol’ Pete, Caleb, Ivy, and Melody take their leave. The performers behold the gray stone walls and towers of Thadenis and join the throngs at the city’s gates.

They pay the blond Saganim sentries a weapons tax and head to the “Happy Brownie,” which is between the temple district and various consulates. Corwin spares no expense, paying innkeeper Doyle 30 crowns (gold pieces) for a week’s stay in a suite.

Elsa spends 2 g.p. each for midrange rooms for Miranda Barrowright, Halfling priestess of Yondolla, and her family, as well as few other members of the troupe. Hamfast is content to spend 1 g.p. for space in the “Happy Brownie’s” common room.

Hamfast, Corwin, and Elsa go to the Royal Society for Exploration and Cartography and find a brownstone in a quiet neighborhood. An apparently bored student greets them from behind a desk, but a voice from deeper within the building instructs Ilnadu Magevictor to show the guests in.

In a book-lined room, “Ulrich Vandermoor” [Ted A.H./N.P.C.] welcomes the trio. In return for a map of the Zuromm outposts within Saganim borders, former adventurer [with the “Liberators”] Ulrich agrees to arrange for an audience with King Edmund II so the group can investigate corruption within the realm.

The wanderers then go to the embassy of the Waletku kingdom, where they are greeted by Elven soldiers resplendent in mithril chain. The haughty guards are suspicious of the scruffy human, Half-Elf, and Dwarf but swiftly give them permission to bring the Elven remains into the white building.

Quelanthi (High Elf) consuls Annette and Valery are troubled by the group’s story of an Orcish ambush and promise to properly bury the dead and notify their families. The diplomats mention the shrine of Corellan Larethian in the Field of Grulla, the huntsman. Grateful for the service, Annette and Valery grant Vistel’s Circus safe passage through the Blackhorse Woods.

Hamfast later helps Cerdwyn and the roustabouts set up tents in the southeastern part of the Agora, or market square. Corwin goes to the Bardic College, where he sees redheaded priestesses of Brijitt, goddess of fire and poetry. Disguised Corwin also chats with Miss Crevan, a Half-Elf who has performed at the Cathedral of Edillon, lord of the sky.

At Corwin’s recommendation, Gnoll Scully and Lizard Woman Malinzel keep a low profile. Ol’ Pete had recommended that Giacomo check out the Harandrim Academy, the modest local Magisterium (magic school/library).

Elsa goes to the temple of Nersago, also known as Gobnihr, Vulkan, or Moradin. The Dwarf gives a generous tithe and is pleased to see Clerics of the mountain deity wielding hammer and tongs above massive anvils and passing around flagons of strong ale.

Speaking of liquor, Hamfast leads Cerdwyn, Baskor, clown Graham Tervin, and the Flying Perhutens on a pub crawl around Thadenis. The circus folk make themselves at home at “Ghanki’s Gin Pub,” which hosts a mix of sailors and gamblers from the nearby Ironhooves Arena.

They then pay the toll at the Cavalier’s Bridge to party at the “Crystal Goblet,” which turns out to be a stuffy officer’s club. The rowdies stagger back to the “Happy Brownie” and “Half Moon,” and their recollections become blurry after that.

Hamfast intends to lead the carousers to the “Silver Tankard,” the “Leprechaun’s Spittle,” and finally, the “Chalice of Pain,” but few make it that far. Meanwhile, Elsa visits the “Bulging Baldric” but is disappointed to find it full of swashbuckling Saganim swains.

The next morning, the performers groan amid hangovers. Hamfast joins Elsa at Nersago’s Forge, and Corwin awaits word from Ulrich about a royal audience at the Hall of Thanes….

Beruk and Sara, I’m sorry that you couldn’t join us, and I hope that Josh feels better! It was good to chat with you during the latest “VortexTerra’s Pride” telecom space opera, and I hope you’ll be able to attend Jason E.R.’s“Barsoomian Adventures: the Tenth Ray of Mars” next week.

I may have to travel in the coming week, but I’ll try to let everyone know if it will affect our games. Note that Brian won’t be available on March 11, so we’ll have to meet at Rich’s place in Waltham, Mass. In the meantime, take it easy, -Gene