“Vanished Lands: Vistel’s Expedition” Session 39.52 — Revealing the Redcap

Fellow role-players, here are my notes for “Vanished Lands” Session 39.52, which Drew S. hosted in Needham, Mass., on Monday, 1 December 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 Pathfinder and FATE 3e Legends of Anglerre, as of autumn 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) 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.].)

“1 to 7 May 1227 B.C.E.:” After a week’s refitting, the Zephyr was airworthy and left Hesolin, capital of the human kingdom of Hifalendor, but Princess Priscilla and Lady Matilda stowed aboard.

The airship’s shakedown cruise northward went relatively smoothly, and Elsa befriended a Treant. In the city of Nadwi, the crew reassured the ruling council that it meant no harm to the princess and offered to help deal with a Centaur uprising.

Freed from his cursed tattoo of the “Mad Mage” Ezra, Giacomo goes to the local Magisterium (magic school) and the Library of Memir to research Vappu Lahja, the mysterious woman named in an old fairy tale who is now stirring up conflict between the Centaurs and humans [see notes for the “Uncommon Companions”].

Scully stretches her legs outside Nadwi’s walls, but she keeps an jealous eye on Svetlana Taildunker, a Wolfen sailor who has recently come under her boyfriend “Capt. Niac’s” [Mike F./Non-Player Character] command.

Corwin visits the temple of Brijitt, goddess of fire and poetry, and talks with priestesses Anastasia and Claudia of the Harp. They relay messages from “Melchior” [Byron V.O.], who is watching Corwin’s enemies in the barbaric port of Gisar. The Bard also learns some Centaur songs.

Elsa still hopes to negotiate between the Centaur raiders and the Hifalendorin peasants, so she brews beer and bakes bread as gifts. Rhys spends all his money on provisions for the airship and takes fellow Gnome Mathilda sightseeing.

After learning at the Grove of Mekkil (Gaia) that some fey are nearby, Druid Elsa and Ranger Scully take their fellowship to meet them. They find a traders’ camp outside the city gates, including some Skaevingol (Viking-style) and Tsucharim (Mongol-style) humans, Wolven, and a few Centaurs.

“Rakhnar Longtail” [Rob A.S./N.P.C.] tells them that much of his tribe has left to follow “the white lady.” The shaman believes that Vappu Lahja is using a combination of ensorclement and clever political arguments to sway so many of his people, as well as Satyrs/Fauns and some Grugach (Wild Elves).

The Centaur asks the commanders of the Zephyr to look for and rescue Antiochus, a kinsman of his. In return, he warns about Theocles, a warlord following Vappu Lahja who could be a dangerous and cunning foe.

The next day, “Vistel’s Expedition” rides northeast, along the Aspar River. The wide Plains of Sathendo stretch to the south and east, and the caravan sees scattered hills to the north. Beyond them are the dense Wisalef Forest and the tall Ivory Mountains. To the west is the nefarious kingdom of Zuromm.

Wizard Giacomo brings Gerald, his homunculus familiar, leaving adept and girlfriend “Dread” Maggie Oakleaf back with the rest of the Zephyr’s crew in Nadwi.

Corwin argues with Elsa about whether to allow Princess Priscilla to join the expedition, but he is outvoted. Scully wants to bring Svetlana to keep her away from Niac, but she reluctantly agrees to have her watch the princess.

Rhys notes that Mathilda isn’t as much of a potential liability and stuffs his three automatons and clockwork butler Vasco into his Bag of Holding. The Tinker Gnome also builds a platform for himself on the saddle of his pony.

Elsa casts Locate Object to find the ring of Baskor Steadyhand, a roustabout in Vistel’s Circus, which has been captured by Vappu Lahja’s followers. It leads the Hill Dwarf toward the hamlet of Alarn, about four days’ ride away.

Flind Scully hunts with her owl “Owlicious” to supplement the team’s rations with small game. Hifalendorin human and city slicker Giacomo recommends that the Ranger or Druid cast Speak With Animals to see if the circus has passed recently.

Half-Elf Corwin sings as a thunderstorm passes over the plains, and Tinker Gnome Rhys is careful to keep his contraptions dry. Scully spots tracks of three quadrupeds with cloven hooves. She scouts ahead and sees three unicorns with Elven riders, but the group decides against a detour to meet them.

Sometime later, the scouts see something more worrisome: tents not in the Hifalendorin or Saganim style. Giacomo, Corwin, and Rhys stay back with the horses, while Scully Wild Shapes into a sparrow, and Elsa transforms into an auroch (ancient bovine).

They observe humans wearing patchwork armor and a ragged black pennant with angular red and silver symbols — the flag of Zuromm. Scully shifts into rat form to get a closer look, while Elsa realizes that she might be mistaken for livestock or prey and heads back to the party.

Scully crawls into one tent, which is more crowded and orderly than its exterior might suggest. She sees components for shamanic rituals and a muscular, green-skinned humanoid in black armor. The Ranger dodges hobnailed boots and runs out of the Orc encampment.

Giacomo recommends pressing on toward Alarn through the night, avoiding the Zuromm troops. Scully points out that a proper detour will take hours. Corwin wants to fight, but Elsa wants to stay on mission. Rhys notices that the enemy forces are headed toward the town of Kedetura, which is where Vappu Lahja is believed to be.

Stealthy Scully takes the lead as the group rides on. Rhys follows, protected by aSilence spell from Giacomo. The wary mage also casts Invisibility on winged Gerald. Corwin sulks in his saddle, while Elsa and her banuq (winged cat) Penryn take rearguard. She also casts Message to warn Prince Andre de Giles in Nadwi about the Orcs.

The tired travelers eventually reach Alarn, which they find mostly abandoned. Farmers huddle in their houses, and the lone thoroughfare is empty. The adventuring party passes a boarded-up chapel and stops at the “Mellow Mule” tavern.

They meet a toothless old man playing a battered harmonium and a young girl with lank hair and a tattered dress. The visitors quickly realize that they are ghosts and hastily leave. Elsa again casts Locate Object, which indicates that members of Vistel’s Circus are in a vine-shrouded barn.

The dark leaves shudder as if from an imperceptible breeze, and roots break out of the dry soil toward the group. Giacomo casts Detect Magic and Shield, and Scully draws her long bow and maneuvers. Elsa looks for cover and Wild Shapes into a vulture.

Corwin casts Displacement and Fly on himself, while Rhys readies his clockwork scorpion, which spits acid, and his dragon construct, which can produce fire. Elsa casts Control Plants and has the vines tear the barn doors off their hinges before parting.

The explorers enter the barn and see the wagons of their former traveling companions in the carnival. They hear a high-pitched voice welcoming them, and flying Elsa, Corwin, and Giacomo see small figures made out of twigs moving in the rafters.

Corwin casts Light and reveals a short, bearded man dressed all in red, from his floppy cap to his pointed boots. Despite some similarities, Rhys knows he is not a Gnome. The fellow introduces himself as Gilean and shows off a necklace of hands, one of which has Baskor’s ring!

Prince Corwin casts Lightning Bolt at the evil fey, and Elsa has the vines entangle the Twigjacks. Giacomo activates a Contingency spell on Gerald, and Rhys sends his devices to the carriages to search for survivors. Scully fires arrows.

Gilean shrugs off his electrical burns, and Elsa has the vines rip the roof off the barn. The Dwarf Druid then casts Lightning Strike. Wizard Giacomo casts Mage’s Sword while his familiar turns red as he takes on the Form of the Dragon.

The Redcap refuses to admit defeat. He stomps on the ground three times, causing it to tremble. Gilean then phases into the earth, escaping further spells and arrows. Giacomo sends enlarged Gerald to fly over Alarn to see if there’s any further sign of him.

From Books of Faerie
Redcap

Scully searches the hamlet and tries to reassure the remaining peasants, who tell her of previous attacks. Rhys finds five bodies in the wagons: Dwarf rigger Baskor Steadyhand, Saganim drover Cerdwyn mab Ardain, Suthern fire breather Amur ibn Wayat, Hifalendorin acrobat Simona Perhuten, and Halfling caricaturist Alberto Barrowright.

Elsa mourns her friends, who likely put up a fight, and Corwin vows vengeance and begins preparing spells to Raise the Dead. The onetime performers deduce from the looted carriages that the rest of the circus has probably been sent on to Kedetura.

The wanderers rest in Alarn for two days, resurrecting the carnival folk, but the spellcasters aren’t able to restore their severed hands. The five people are put on Phantom Steeds, which can run down the Aspar River toward Nadwi, away from hostile fey.

Elsa sends for the Zephyr to warn Prince Andre and evacuate the remaining farmers. With grim determination, the away team prepares to head to Kedetura to confront Vappu Lahja and her Unseelie Court followers….

We’ll be picking up next Monday, Dec. 8, right where we left off. That’ll probably be the last regular “Vanished Lands” face-to-face game of 2014!

“Vanished Lands: Vistel’s Expedition” Session 39.51 — Sky cruise to Nadwi

Fellow role-players, here are my notes for “Vanished Lands” Session 39.51, which Drew S. hosted in Needham, Mass., on Monday, 18 November 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) with homunculus familiar Gerald; NGc, Lvl. 11
  • Scully Strongbow [Sara F./absent]-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.].)

“18 to 30 April 1227 B.C.E.:” With much help and planning, Giacomo finally rid himself of the “Mad Mage” Ezra through a complex and dangerous ritual. Corwin continued shopping, Elsa and Rhys met with the Zeda kingdom ambassador, and Scully and Niac recruited more crew members for the Zephyr in the city of Hesolin.

At the local Magisterium (magic school), Giacomo makes sure that no traces of his cursed tattoo remain. Lord Josiah Mearls offers the Hifalendorin human a faculty position and assigns excitable adept Vinod Fabrizio to be his assistant. Giacomo also celebrates his newfound freedom with droll girlfriend “Dread” Maggie Oakleaf.

Corwin finds Princess Priscilla practicing archery in the royal gardens. Under the watchful eye of guards and chaperones, the Half-Elf prince tells her a few stories of how their fathers, now King Edmund II of Saganim and King Akkon XII of Hifalendor, once adventured together on the Sea of Nagendwa.

Elsa and Rhys return to the embassy of their homeland, the Zeda kingdom. Elsa receives enchanted studded leather armor from fellow Hill Dwarf Wilhelm the Smiter. Lady Matilda, a Forest Gnome Paladin with a conical cap and a badger pelt cloak, asks Tinker Gnome Rhys if she can see his airship.

The Zeda emissary, Henrik Giantslayer, son of Boris, tells Elsa that he has received word from Zorch (King) Bertrand of Doru that their realm will join the alliance against the dreaded Ghost Fleet and participate in her nascent long-range communications network. Merchant Henrik also mentions an Orc attack on the remote Dwarven stronghold of Eagle’s Rest near Dosh Kar.

The wanderers regroup at their rented villa near the “Golden Horn” hotel in Castle Court. Flind Scully and Wolfen “Capt. Niac” [Mike F./Non-Player Character] supervise provisioning and training of the Zephyr ’s growing crew.

Giacomo agrees to look into legends about the mysterious Vappu Lahja at the Library of Memir. The Wizard finds some parallels between the fairy tales of a proud woman cursed to outlive her suitors and the Scourge of “Capt. Jack Kildare” [Randy K.M./N.P.C.], leader of the Ghost Fleet.

In between dates with Priscilla, Corwin checks in with fellow Bards at the temple of Brijitt, goddess of fire and poetry, in Hesolin’s theater district. He also helps Giacomo with his research and waits for letters from “Melchior” [Byron V.O.], who is shadowing his enemies in the barbaric port of Gisar.

Elsa loans her ring of Feather Fall to Rhys and casts Message to warn Orlando Vistel, founder of Vistel’s Circus, not to fight his captors. The Druid has learned that her former traveling companions are being held by the Centaur followers of Vappu Lahja who have been raiding human and Halfling villages across northern Hifalendor.

Rhys and Niac make the steamboat Zephyr airworthy by attaching a dirigible balloon to its masts and extending the wings retrieved from a clockwork dragon. Shipwright and Paladin Niac notes that hot air will provide lift, but more sails will still be needed for propulsion.

After about a week, “Vistel’s Expedition” leaves Hesolin and sails through the air northward, along the Aehonir River. To the west is the (proto-Celtic) human kingdom of Saganim, and Hifalendor and the broad Plains of Sathendo stretch to the east. Far to the north are the Wisalef Forest and the Ivory Mountains.

Giacomo serves as navigator, comparing the stars to charts and magically projected maps. As first mate, Corwin relays Capt. Niac’s orders to the crew in the rigging. Elsa helps the ship get under way by invoking Mekkil (Gaia) for a Gust of Wind. Rhys and his apprentices keep busy with the steam engine, and Ranger Scully watches for aerial foes.

From the ground, the wings of the floating Zephyr make the ship look like a dragon, scaring the occasional farmer. Niac asks Giacomo to plot a course from Hesolin to the Hifalendorin (proto-Western European) human city of Nadwi and then east, to the villages under attack by Centaurs.

Corwin and Rhys aren’t especially surprised when stowaways Priscilla and Matilda emerge, but Giacomo and Elsa are incensed at the potential international incident. Corwin argues that the young women should be free to pursue their own interests, but Elsa warns that King Akkon may send pursuers.

Mr. Bernardo Tancredo, a Halfling herbalist under Elsa’s command, attends to Maggie and other crew and passengers who get airsick in the first day of travel. Elsa and Scully talk with chatty and hungry birds confused by their vessel.

On the second day out of Hesolin, the Zephyr passes over Androth, where some performers from Vistel’s Circus began their misadventures more than a year ago (in “game time”). The airship avoids the village, and Niac agrees to sail at half speed rather than stop at night. Giacomo casts Nondetection and Scry. Matilda enjoys the view from the top of the dirigible.

On the third day, the experimental airship passes Grenville and marshes. The sailors on watch spot a tree waving at them. Elsa Wild Shapes into a bird, and Corwin casts Fly and carries curious Priscilla to investigate. The rest of the crew of the Zephyr watches from a distance. Giacomo uses a spyglass.

Elsa asks the Treant for permission to land in her branches, and the “Old Missus” is happy for the company. Corwin casts a translation spell to understand Sylvan and translate for Priscilla.

The sentient tree says that Cooter, a human guide from the village of Keyans, occasionally passes through the area. Corwin notices some bones at the Old Missus’ roots and flies down for a closer look, despite her protestations of “being too messy for guests.”

Corwin and Priscilla see several humanoid skeletons covered in yellow mold. Elsa shifts back to Hill Dwarf form and climbs down to join them. The Old Missus asks them not to disturb the corpses, since they feed her.

Prince Corwin tentatively identifies the bones as those of Troglodytes, slimy reptile folk. Elsa manages not to inhale any spores as she collects a sample of the fungus, over Corwin’s objections. They bid farewell to the Treant and fly back to the ship.

Giacomo lectures the away team on parleying with a potential monster, but Elsa gives the sample to Bernardo and writes a note to Barry the Gardener, a strange being she met on Emein Island in the Zarendo Archipelago.

The next day, lookouts spot two Pegasi with riders approaching from Nadwi. The Zephyr has crossed more than 200 miles in a fraction of the time it would have taken going upriver or on horseback.

Northern Roman city
Nadwi from the air

Corwin casts Invisibility on Princess Priscilla, and Capt. Niac hails the airborne cavalry. The knights order the ship to follow them, because King Akkon wants his daughter returned home safely. Corwin and Elsa reluctantly comply.

Rhys retracts the Zephyr ‘s keel, and Scully helps furl the sails. The boat lands in the Aspar River, and another set of watchmen escorts the crew to the provincial governor’s palace. The visitors notice that there are more demihumans in the northern Hifalendorin city than in the capital of Hesolin.

The team is brought before Nadwi’s ruling council, and Prince Andre de Giles, a kinsman of King Akkon, recognizes Prince Berek. Grizzled Gen. Sixtus Aurelias berates the young nobles for making light of the disappearance of Princess Priscilla, whose invisibility drops after she smacks Rhys for an impertinent comment.

Elsa explains that the Zephyr has come to seek allies and help with the Centaur uprising, and Lady Elaine Valis says that their leader may have taken on the identity of Vappu Lahja to enhance her reputation. Sir Roderigo Adelmo notes that the northwestern borderlands have otherwise been peaceful lately, with few raids from the nefarious kingdom of Zuromm.

The aged Sir Mador Basored advises Prince Andre, who complains that he has been waiting in vain for reinforcements from Hesolin for several months. The feudal lord suggests that he will take his time replying to the king about the princess if the Zephyr’s crew deals with the Centaur threat.

Lord Clobard Thudoric, the mayor of Nadwi, gives the explorers permission to stay in his city for a few days, but he warns them that they will be under guard. The party leaves the palace and walks out into the cobbled streets….

I hope that everybody enjoyed our latest “Vanished Lands” sessions, and remember to make sure that your characters are up to date on Obsidian Portal. Remember that the “New Dawntelecom team won’t be meeting on Sunday, Nov. 23.

I look forward to continuing our adventures in December, as well as to concluding Rich’s Hunter: the Reckoning miniseries and preparing for Jason E.R.’s “Channel 37” dimension-hopping scenario! Other likely one-shots around the holidays include myStar Trek: Restorationand D&D5e demos by Dexter V.H. and others.

“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.”

“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 39.48 — From Sanry to Hesolin

Fellow role-players, here are my notes for “Vanished Lands” Session 39.48, which Drew S. hosted in Needham, Mass., on Monday, 29 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./absent]-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.].)

“5 to 11 April 1227 B.C.E.:” The Zephyr made its shakedown cruise along the Saganim coast and easily defeated the pirate galley Cruel Cutlass. “Vistel’s Expedition” worked with its new crew and planned for future destinations.

At the village of Sanry, “Capt. Niac” [Mike F./Non-Player Character] gives part of the crew shore leave. The Wolfen Paladin stays aboard the ship with Scully, partly to avoid any xenophobic Saganim (proto-Celtic) humans.

Giacomo and girlfriend Maggie Oakleaf find a used book shop run by Liam Mulroney. The Wizard recognizes a tome on chromatic (evil) dragons once owned by his mentor, Teradin Calzor.

Corwin and apprentice Doyle Tunney go to the “Steed’s Stream” pub, where the Bards perform for a swooning audience. Elsa takes her banuq (winged cat) Penryn, fellow cook Audrey Driscoll, and recently wounded acolyte Kaitlin Ellis out for drinks.

Diminutive Rhys sits under a table with the “Nook & Cranny Council” — Giacomo’s homunculus familiar Gerald, clockwork butler Vasco, and cabin boy Tiernan Saunders (an exception to the height limit). They agree to acquire hammocks for the engine room in the Zephyr.

Giacomo and Maggie return to the ship to continue setting up its chart room. Corwin gets a room for the night from Mona Collins, the proprietor of the “Steed’s Stream,” to entertain two young ladies.

Elsa learns from Eileen O’Shea, the priestess at a chapel of Brijitt, goddess of fire and poetry, that the other large ship in port is the Northern Shark, likely a pirate galley and best avoided. The Clerics trade tales about Prince Berek.

Rhys offers Gerald food and drink, even though the winged familiar isn’t designed for digestion. The mischievous Tinker Gnome also invites Penryn to join the “Nook & Cranny Council.”

The next morning, Corwin pays his respects at the chapel and offers 50 crowns (gold pieces) for favorable gossip. Eileen describes the history of “Capt. Jack Kildare” [Randy K.M./N.P.C.] and the Undead pirates. Back at the inn, the Half-Elf talks with a mysterious armored warrior known as “the Traveler.”

“Dynar Al-Vyn Natar” [James A.W./N.P.C.] is a Myrmidon who has taken up the defense of Sanry as a personal mission. He recently fought Swamplight Lynxes and dealt with local headman Boss Desmond.

Rhys spots a swift vessel with outrigger pontoons and lanteen (triangular) sails approaching. The engineer notifies Niac and goes to the “Steed’s Stream” to announce the arrival of the Foamrunner, which Elsa had Messaged to meet.

The Hill Dwarf Druid greets Capt. Scarlet and her crew. The Thalassaquendi (western Sea Elf) tells her former passengers about pursuers sent by the Pit Fiend in the Zarendo Islands.

Hifalendorin (proto-Western European) human Giacomo notes that an angry devil is the lesser evil compared with the dreaded Ghost Fleet. Capt. Scarlet confirms that the cult of Krakas, lord of the maelstrom, and the Scourge are connected.

Elsa describes her plans for a long-range magical communications network and asks if the Kelp Kingdom would be willing to join that and a naval alliance. Rhys provides a jeweled dagger he stole from a manor in Drunstimlos. The Thalassaquendi say they expect reparations for a robbery from the Coral Temple by Saganim pirates about 15 years ago.

Capt. Scarlet offers to go to the undersea city of Oceanis on behalf of “Vistel’s Expedition.” Rhys’ interest is piqued by the possibility of submarine travel. In return, a Limited Wish spell grants the Foamrunner temporary invisibility against fiends, giving it lead time against Schm*ckF*ck’s minions.

After the Sea Elves depart, Giacomo agrees to get his cursed tattoo of the “Mad Mage” Ezra removed in the city of Hesolin. Corwin puts on another fine show at the “Steed’s Stream,” and Elsa teases him with a framed handbill from his time as a carnival performer.

Rhys works with carpenter Cyric Ahearn, sailmaker Emmet Banning, tinkerer Evelyn Morgwyl, and blacksmith Ronan Teague to hone their operations aboard the Zephyr. Capt. Niac gives the order to board and head northeast on the Sea of Nagendwa.

Wizard Giacomo works on a spotlight using Zorya Polunochnaya’s Moon (costing 1,500 g.p.) for Ranger Scully and gadgeteer Rhys. First mate Corwin moves about the ship to learn about each sailor’s duties.

Priestess Elsa reminds her companions that in addition to her communications network and an alliance against the Ghost Fleet, they should offer to help the kingdom of Hifalendor deal with a Centaur insurrection on the northern Plains of Sathendo provoked by a woman named Vappu Lahja.

About a day’s sail from the Hifalendorin capital, the crew of the Zephyr spots three groups of naval vessels on the horizon. Capt. Louise Jeffords, commander of the H.M.S. Sea Wolf, a well-armed cruiser, hails Capt. Niac. She signals for the refitted steamboat to follow her into port.

The adventuring party is impressed to see Hesolin’s highwhite walls as they pull into the busy harbor. The naval escort departs, and Niac allows everyone to go ashore.

Giacomo, who has been reluctant to return home, says that he needs to visit the local Magisterium [magic school] and “Tondra” [Rob A.S./N.P.C.] regarding his tattoo removal. Niac suggests also checking with the temple of Otih.

Corwin plans to check in with the Saganim embassy and the temple of Brijitt. He has sent “Melchior” [Byron V.O.] ahead to the barbaric port of Gisar to track down the murderous Tiefling mage Lord Dalek and his half-brother Prince Daven.

Elsa recommends sticking together, especially for any royal audience. She also expresses interest in shopping and meeting up with old friends in Vistel’s Circus. Rhys hopes to find coal for the ship, as well as fellow craftsmen.

The team first walks to the center of town, passing by dens of vice around the Arena of Ariyas, odiferous smithies, and the theater district. Giacomo leads the way along the wide, cobbled streets, and Corwin is curious about who’s performing in the noisy taverns.

Elsa observes various columned temples and even Pegasi flying from the palace towers. Rhys begins asking around about Hesolin’s guilds. They climb a hill to the “Golden Horn” hotel and restaurant in quiet Castle Court.

Charismatic Corwin inquires about lodgings with Averain, who suggests renting a villa rather than a room or suite. For just 50 crowns, the group gets a townhouse for a fortnight. Despite wary Giacomo’s objections, outgoing Elsa hires local youth Justine as a guide.

Giacomo, Rhys, Maggie, and Evelyn go to the Gnomish quarter, between Embassy Row and the Magisterium. Rhys gleefully compares notes with the owner of “Otis’ Whirlygigs” on wind power, screw propellers, and clockwork. Giacomo and “Dread” Maggie are bored, but Half-Elf Eveyln tries to follow their technical conversation.

Meanwhile, Corwin and Elsa cross the street to the Saganim embassy. The prince demands to meet the ambassador for his homeland, saying it’s a matter of national security. However, officious Miss O’Leary [Drew/N.P.C.] requires visitors to fill out numerous forms first.

Elsa tries to be pleasant with the bureaucrat, who eventually brings them to Sir Culwych [Beruk/N.P.C.]. Prince Corwin and Elsa explain how they wish to strengthen the alliance between Saganim and Hifalendor, and the skeptical emissary eventually comes around. He agrees to request a royal audience within the next few days.

Giacomo and friends then go to the temple of Otih. They meet Sir Louis [Rich/N.P.C.], a Paladin of the god of sun and justice, and Sir Remy Hotspur [Bruce/N.P.C.], a member of the King’s Cavaliers. They ignore Rhys, Maggie, and Evelyn when a routine scan detects the presence of strong evil on Giacomo.

The unlucky Wizard explains his plight and how, when Hesolin’s Magisterium was sacked by the Ghost Fleet a few years ago, Teradin Calzor imparted the tattoo on his back. The knights manacle and shackle Giacomo, whose true name is “Gerald” (hence the name of his familiar, in an attempt to misdirect enemy spellcasters).

Sir Remy is less sympathetic than Sir Louis, accusing the Hifalendorin of being a traitor, like other arcanists who have gone missing since the attack. Rhys vouches for Giacomo and agrees to submit to Otih’s judgment.

The Rogue swears on Sir Louis’ shining lance, and all his misdemeanors flash before everyone’s eyes. Sir Remy is still reluctant to release the mage, but Sir Louis calls for Sir Akkon Wotarif, a Paladin from the cathedral of Urda, lord of the sky.

Sir Akkon arrives and agrees to help escort Giacomo as he moves about Hesolin. He says that a ritual to exorcise the Mad Mage will take a few days, but it’s necessary before the holy warriors would allow “Vistel’s Expedition” to meet the king.

The wanderers reconvene at the “Golden Horn,” and Corwin and Elsa are surprised to find Giacomo with an escort of knights. They rest before resuming their exploration of the walled city….

We missed you, Sara, and I hope that everybody enjoyed our latest “Vanished Lands” sessions. Remember to review your character records and wish lists for gear and magic while you’re in Hesolin.

I also look forward to continuing Rich’s “Tunnel Vision” (using Hunterthe Reckoning) next Monday. Remember to let me know your availability for Byron’s next visit on Wednesday, Oct. 8.