Red Laughter - The Hunt
Summary
Adventure:
GM: Jim
Season: Spring 824 wk
Location: Online
Night: Sun
Level: High+
- Party
- Employer
- Mission
Follow up a Prophecy
- Pay
The friends we made along the way.
Scribe Notes
Chapter 1: Lady Suneth's prophecy

The party gathers to discuss Lady Suneth's prophecy. Lady Suneth, a Kerberite from House Kerberoth, has received intelligence from "the black" and composed a prophecy. The prophecy speaks of a shadowed realm, a wraith of dread, and a noble count freed from the serpent's mark. It mentions three agents, a wise matron, and a veiled seer. The party speculates on the meaning, noting they have three months to act. There will be untold death if we fail.
The party consults with Lord Tirwh, ruler of House Kerberoth, he expresses concern about the situation in the Land of Nod and the potential world-threatening nature of the events. We ask about reaching the Land of Nod. Warious routes are discussed, including through House Tintagel and past the Keep of Five Faces. Tirwh offers little direct assistance but provides information about the political landscape and potential dangers.

The party begins preparations for the journey ahead, visiting Henry the Toymaker, a somewhat eccentric character, to see if he has any useful magical items. After some dramatic bargaining from Henry, which consists of feigned distress and appeals to the suffering of his children, the party acquire the following items;
- Water General Spell Rack: A bracer-like item with a large blue gem. It can store Water General spells equal to the user's rank in Water General Counterspell.
- Magical Pass Action Storage: An egg timer-like device that can store magical pass actions in exchange for life energy.
- Figurine for Corniger: a figurine made of diorite for his horse, Corniger.
Chapter 2: Journey to Jiroth
Callas's guides the party, using a route she knows, to the Heights of Chaos, which takes about five days. Along the way, they discover the Gardens, a special location where they can find a rare herb once in their lifetime. They choose not to use this opportunity yet, saving it for when they have higher herbalist skills.
From the Heights of Chaos, they can see Jiroth in the distance. The party uses Earth Door to travel quickly down the mountain, reduce the treacherous travel to reach Jiroth from a day to an hour. They arrive at the walled city with ramparts rather than proper walls and note the stream running through the middle of the town, which seems to have magically enhanced sewage treatment.
The group visits the Temple of the Singing Bees and makes an obeisance to gain access to normal mana levels in the area. They learn from the guards that people have been disappearing, possibly due to Nephilim activity in the mountains. The party decides to investigate, heading northeast into the mountainous terrain.
Chapter 3: Calamity at Surah
On their way to Surah, the party are ambushed by three blue, devil-like creatures with backwards-bending legs and tridents. A brief but intense fight ensues and the party quickly dispatch the devils, which which disappear in smoke upon defeat.
After the battle, they continue tracking and discover a blasted section of hillside with a summoning circle, triangle, and stone altar. On the altar lies the body of a sacrificed child, less than 24 hours old. Investigation reveals the altar is dedicated to "the Beautiful Marquis." An Ancient Divination reveals that the child's soul was used in a ritual to make the summoned devils chthonic, meaning they cannot be banished from the realm.
They discover tracks leading away from the altar, belonging to a woman wearing soft shoes. The tracks disappear after about 20 feet, suggesting some form of magical transportation. The party debates their next move and, which no leads, decides to return to Sura to inform the authorities. In Sura, the high priest is alarmed by their findings. He provides limited information about the Beautiful Marquis, describing them as a powerful sorcerer of the Mind college with control over white magic and a focus on calculation and measurement. The party learns that families have been going missing from the outskirts of Surah.
Chapter 4: The Hunt

They decide to investigate a farm where a family disappeared three days ago. Afters some hours of trekking with a guide they reach with farm and find some tracking from the farm, the family and other individuals, one using magical concealment. The magically concealed tracks likely belong to the same woman from the altar and the the family's tracks lead in a different direction from the concealed ones.
As night falls, the party decides to follow the family's tracks, hoping to rescue them from their captors, tracking the missing family along a ridge line, with a deep river to their right and a heavily beaten game trail to their left. They estimate the tracks to be less than three days old. Aware of their visibility against the skyline, Turf uses his name change spell to disguise himself as a horse to reduce their profile.
As darkness falls Callas and Turf detect several creatures sneaking up towards them, about 150 feet away initially but closing quickly. The party quietly prepares for a potential ambush, preparing weapons discreetly, not wanting the ambushers to know they have been seen.
Chapter 5: Ambush

Three Mariliths, blue devil-like creatures with four arms, backwards-bending legs, and wielding glaives and shields, charge the party. A fierce battle ensues. The fight is swift and decisive, Turf's powerful blows with Snickersnee and his Soul Blade quickly dispatch two of the Mariliths, Archibald's Hellfire spell damages the remaining devil. Then to deadly Slaad enter the battle, One is pitch black, the other mottled green and brown. Their skin is like stone and Turfs blows, that would kill a nomrmal person, barely hurt them. Corniger, Archibald's horse, delivers the deadly blow with a devastating charge and horn attack.
After the battle, the party discovers some magical components on the Mariliths' bodies, including copper nails that can enhance the Sinking Doom spell, and bronze horseshoe-like items useful for gem creation spells. Examining the bodies the party are able to work our they are resistant to slashing weapons but vulnerable to crushing attacks.
Chapter 6: Pursuit

As the group examines the Slaad corpses, Callas spots a female figure about 150 feet away, sitting on what appears to be an invisible mount about 70 feet off the ground. Recognizing her as likely responsible for summoning the creatures they just fought, the party springs into action.
Turf windwalks after the figure, which flees from the party. In a daring maneuver, he materializes directly above her, attempting to grab her mid-flight. Despite the woman's impressive defenses, Turf manages to grapple her. A mid-air struggle ensues as Turf repeatedly stabs the woman, who is revealed to be an Ogress. The Ogress has powerful defences which Turf overwhelms with his powerful attacks and they both plummet towards the ground.
Turf grabs a wand from her belt before letting her unconscious body call to the ground. The Ogress crashes to the ground, not surviving the impact. The party regroup and they search the body. Turf uses a ritual to bind her soul into a nearby rock, preventing any chance of resurrection or escape.
Chapter 7: Rescue
Regrouping, they continue tracking their original quarry - the missing family. After about an hour of searching, they discover an artificially created cave. Inside, they find the family of five (two parents and three children) being guarded by an Ogre Mage. The party are able to sneak in and launches a surprise attack, the Ogre Mage is quickly overwhelmed and defeated without being able to retaliate. The party frees the family and debates their next move, concerned about a possible second Ogre Mage in the area.
Deciding the family's safety is the priority, the group escorts them back to Surah. They use magic to enhance the adults' strength, allowing them to carry the children and travel faster. Callas hides the Ogre Mage's body using her tunnelling spell.
They arrive in Surah as the sun rises, presenting their findings to the high priest. The party reports on the various creatures they encountered - blue devils, Mariliths, Slaads, and Ogres. They also mention the bound soul of the Ogress and the altar that needs cleansing.
The high priest and townsfolk praise the party for their actions, particularly eliminating the Ogress and Ogre Magi threat. There's some concern about the remaining Ogre Mage, but it's believed he's more likely to flee than cause further trouble. The party being offered accommodations in Surah for a week, with a celebration planned to honour their deeds. However, the group is aware of their time constraints and plans to move on soon to address other pressing matters in their quest.
Chapter 8: Lady Callas, the Wonder Worker
In Jesurea they seek access to the Astral Gate. The priests require a service in exchange, and Callas offers her healing abilities. She treats several locals, including a man with a gangrenous wound, saving his life. Her exceptional healing earns her the title of "Lady Callas, the wonder worker," and this service secures the party access to the Astral Gate.
The party continues their journey north using Turf’s magical carriage. They stop at a Carchemish to rest and gather information. While speaking with the locals, they learn about the rising threat of gorgons in the area. During their stay, they encounter a group of black-armored mercenaries. Black arranges for future contact with a Mind Mage among the mercenaries.
The next two days are uneventful as the party travel as the party travel to Hurrian, and then across the sea to Al-Marhirbah and to Aeaea - the city of Witches.
Chapter 9: Revelations
Aeaea is a city of Witches, Archibald and Turf can see an enormous thorn wall surrounding the city, however Callus sees nothing. Callas head into the bustling city, there is lots of trade in fabric, she makes enquiries and is directed to the residence of Lady Cerise. Cerise, a figure of authority in the Crimson Sisterhood, happily greet Callus. Lady Cerise discloses her role as Matron of the Crimson Sisterhood.
After hearing the prophesy Cerise believes the "Noble Count" is the Comte de Versillac, who was once undead but restored to life by a holy man. The Comte, now deeply hostile toward the Church. She also believes "A seer, veiled in mystic shroud" is Jade Rain, whom is known to Callus, and advises we visit immediately. She gives Callus a magic scroll in exchange for taking a letter to Jade Rein. Cerise warns of dark forces at work, urging caution as the party proceeds on their journey.
Chapter 10: The better part of Valour

After travelling for almost a week the party finds themselves in a deep part of the Abyss, near a lake-like area. They hear a slithering sound approaching and prepare themselves for a fight. As the sound grows closer, they feel the ground heaving beneath them.
Black Archibald sees cracks forming in the ground coming from the north. The party realizes they're facing an enormous creature, something that makes the earth shake must be an enormous size. Realizing the potential danger, the group decides to retreat rather than confront the creature. Callas uses Earth Door to transport the party away from the immediate threat.
Upon reaching safety, Turf uses a Crystal of Vision to look back at where they were. He sees an enormous lenticular-shaped creature, about 22-23 meters long and 3 meters across at its widest point. The party concludes it was likely a Shoggoth, a powerful and dangerous entity in the Abyss. Marking the location on the map as "Shoggoth Point" the party choose a different route to reach Jade Rain.
Chapter 11: Tea with Jade Rain
Travel to Jade Rain's residence takes around a week. The cave is appointed with various comforts. Jade Rain, described as having pale green, almost translucent skin, welcomes them and offers tea. Turf and Archibald are provided a simple tea while Callus is served one with an exquisite flavour.
As they settle in, Turf presents the prophecy written by Lady Suneth. Jade Rain analyzes it, providing insights:
1. She identifies a section referring to the "Comte de Versillac," suggesting he has a crucial role to play.
2. Jade Rain explains that the Count's quest involves discovering the role of the original orcs in the unfolding events.
3. She points out the phrase "with papal ties to cleave," noting its ambiguity—it could mean either to split apart or join together.
4. Jade Rain suggests the prophecy might be directing them to influence papal ties, either strengthening or severing them.
5. She draws attention to phrases like "enterprising schemer," "cunning gaze," and "steer the course of coming trials," hinting at the need for careful negotiation and strategy.
6. Jade Rain warns about the "Eye of Discord," suggesting extreme caution when dealing with this entity.
7. She recommends speaking to "Moonlight Sleeping on a Midnight Lake" for more information, but cautions that this being is a demon lord and would require proper compensation for any aid.
Throughout the conversation, Jade Rain provides cryptic hints and warnings, emphasizing the complexity and danger of the situation the party faces.
Chapter 12: The Prince of Demons
Returning to House Kerberoth they await the arrival of Damien, the Prince of Demons. His approach is heralded by trumpets from the Abyss, and he arrives with a procession of 3,600 demons. It takes a day for the procession to reach the castle. Lady Suneth is flustered with the arrival of a Prince, and insist the party assist to clean the castle, which already appears immaculate.
Damien is described as wearing baroque armour that seems to be moving. He carries a halberd and shield strapped to his back. After a three hour feast, where Turf spend the entire time drumming his fingers. Post dinner the party is invited to join Damien in the green chamber for brandy and cigars.
Each character chooses a uniquely described cigar, which upon smoking, seems to have magical properties. They create various "pools" for the characters:
- Callas gains a sanity pool.
- Turf gains an impatience pool.
- Black Archibald gains a doom pool.
Chapter 13: Schemes and the Missal
Turf is particularly eager to cut through the pleasantries and focus on the heart of the matter, prompting Damien to discuss a figure connected to the church, Giovanni de Crescenti. There is some confusion about Giovanni's role, with suggestions that he was a power broker rather than a direct agent of the church. The group learns that Giovanni was heavily involved in raising Pope Sylvester II to the papal throne, only for the pope to later flee in fear of a prophesied apocalypse at the turn of the millennium.
During the discussion, Damien gives the party an ancient Missal. He mentions that the Comte de Versillac might be willing to trade a service in exchange for the Missal, though its exact value and significance are unclear. The group takes the Missal, recognizing it could be a useful bargaining chip when they eventually meet the Comte.
With this new item in their possession, the party's path becomes clearer. Their focus now shifts to securing the Comte’s assistance, knowing that they may need to offer the Missal as part of their negotiations.
Chapter 14: Farewell and a Chance Encounter
After concluding their meeting with Damien at House Kerberoth, the party sets off to traverse the Abyss. The journey is perilous, and they know the dangers of this shadowy realm well. The Abyss, with its dark, oppressive atmosphere and strange, unpredictable forces, stretches before them as they leave the relative safety of House Kerberoth. They proceed cautiously, aware that while the Abyss can be eerily quiet at times, it can quickly become the stage for catastrophic events.
As they make their way deeper into the Abyss, they encounter Midnight Sleeping on a Moonlit Lake. He approaches the group in a careful, civil manner, not rushing or displaying hostility. Sir Black Archibald, recognizing Midnight from previous encounters, chooses to meet him halfway. The conversation is cordial, though brief, as Midnight does not appear to be accompanied by his mistress, and he seems to be on a personal journey deeper into the Abyss.
During the encounter, Midnight mentions that he is looking for Sweet Regret, offers his assistance, stating that the party need only call on him if they require his help. He gives Callas an intricately carved ivory plaque, which appears more three-dimensional the longer one looks at it. The plaque holds a special significance, though its exact purpose remains unclear to the group. After this encounter, Midnight continues on his way, leaving the party to reflect on the nature of their meeting.
The group resumes their journey, and though the Abyss holds many dangers, they are unmolested for the rest of the way. Their thoughts now turn to the next stage of their mission, knowing they have gained a potential ally in Midnight Sleeping on a Moonlit Lake.
Chapter 15: Sir Andrew and Venice
The party reaches the estate of Sir Andrew, the Lord of Chivalry, who resides in the hills north of Venice. Upon arrival, Sir Black Archibald explains their mission and requests the use of Sir Andrew’s **Astral Gate**. The gate would allow the group to fully cross into the Plane of Nualis, leaving behind the dangers of the Abyss. Sir Andrew, without hesitation, grants them permission to use the gate.
Once the group passes through the gate and firmly enters Nualis, they express their gratitude to Sir Andrew and prepare for their next move. However, they first make their way to Venice to complete a task on behalf of **Henry the Toymaker** and to explore further leads regarding their quest.
In Venice, an enormous walled city bustling with activity, the group quickly catches the attention of the gate guards, but they are allowed through without much scrutiny, aided by the imposing presence of Sir Black Archibald’s warhorse. Their first stop is St. Mark's Square, where they notice an odd reaction from the Missal they carry when near the statue of St. Mark. The book seems to resonate faintly with the religious aura of the square, but the group decides to focus on their main task and move on.
The party then seeks out **Giuseppe Briati**, a famous craftsman known for his expertise in glass and metalwork. They deliver a special musket for repairs, as per Henry the Toymaker’s request. Giuseppe inspects the unusual firearm, noting its peculiar design, which resembles a large pistol, and agrees to repair it within a season. The party thanks him, satisfied that their business in Venice is now complete.
With their task finished and further intrigued by the Missal's behavior, the group prepares to leave Venice and continue their mission to stop the Eye of Discord.
Chapter 16: The Comte's Domain
The party arrives at the outskirts of the Comte de Versillac’s domain. The landscape around the estate is a mix of fertile wheat fields and orchards. As they approach, they see the Comte’s imposing black castle in the distance, standing stark against the surrounding plains. The scale of the castle is immense, and its black stone construction is unusual for the region, where limestone or marble would typically be used.
A river encircles the estate, serving as a natural moat, with a drawbridge leading to the castle's entrance. Beyond the drawbridge, the party notices two sets of defensive walls: the outer wall, which is massive and fortified, and a barely visible inner wall that adds another layer of protection.
As they pass through the nearby town, the group sees villagers working the fields. The town itself is unfortified, unlike the heavily defended castle that looms over it. Callas observes the strange use of black stone for the castle, which stands out against the otherwise typical landscape.
With the fertile land contrasting sharply with the castle’s formidable appearance, the party makes their way towards the stronghold, preparing for their next challenge as they seek an audience with the Comte.
Chapter 16: A Short History Lesson
They are greeted by Alois, a tall, strapping man of noble bearing who introduces himself as the Comte’s equerry and escorts them inside.
In a small, book-lined withdrawing room lit by massive bronze and wooden candlesticks, the group meets the Comte, who welcomes them graciously. He is a striking figure—strong and refined, with a bearing that suggests both elegance and hidden strength. After brief introductions, he offers them a rare wine, amber in color, said to be the work of an alchemist vintner. As they taste it, they experience a curious sensation of time stretching, each sip lingering as if time itself had slowed. Black, Callas, and Turf analyze the drink, realizing it holds a unique temporal quality from the aged grapes.
Conversation shifts as the Comte grows somber, listening to the prophecy they’ve brought with them. Turf reads aloud a section, and the Comte’s reaction is palpable; he seems shaken, deeply affected by the words. He shares the story of a mysterious sorcerer from the church who once visited him with a strange mission: to "redeem" him by instilling a powerful remorse—a ritual that allowed the Comte to survive and continue on his unique path. This process, the Comte reveals, was transformative, setting him on his journey toward a strange immortality. Yet he wonders what became of the man who sacrificed himself to perform this ritual, unsure if the man's fate brought him peace or torment.
Chapter 17: Desert of White
The discussion soon turns to otherworldly threats tied to their prophecy. Black and Callas consider the "Sea of White" as possibly pointing to the White Sea in northern Siberia. Recalling various past encounters, they discuss old powers and ominous forces, connecting the prophecy's references to shadowed lands with the possibility of a return of beings such as Morgoth or Sauron.
Intent on discovering the fate of the Comte’s lost acquaintance, they propose a ritual to summon the man's spirit. Preparing carefully, they make their way to the chateau's basement, where they find a space ready for summoning, lined with engraved sigils and surrounded by protective barriers. The Comte provides hydragerum to complete the ritual, which Black notes with admiration.
With everything prepared, they proceed with the summoning, casting spells and layering protections around the circle. As the ritual builds, they await any sign of a presence—but none arrives. Turf realizes that the summoning has failed; the man's true name has changed, suggesting he has ascended rather than fallen. The group shares this result with the Comte, whose tension eases slightly as he absorbs the news. His friend, it seems, has not been condemned.
Chapter 18: Continuing the Investigation
After the failed summoning, the party remains in the chateau's basement, contemplating their next steps. They discuss the implications of the sorcerer's apparent ascension and what it means for their quest. The conversation circles back to the prophecy and its ominous references. Callas suggests that the "Sea of White" could indeed refer to the White Sea in northern Siberia, a place of ancient mysteries and chilling cold.
Black recalls past encounters involving sealing horrors in Siberia and mentions connections to Middle Earth and ancient evils like Morgoth. They debate the possible awakening of old powers and the threats that could emerge from the "Sea of White." The group references various entities and events, including the Star Vampire, and the Doors of Night—a term that stirs concern about barriers between worlds weakening.
Realizing the gravity of their situation, they acknowledge that more information is needed. The Comte listens intently, offering his insights where possible. He seems both intrigued and troubled by the possibilities they discuss. The party decides they must investigate further, perhaps even journeying to the White Sea to uncover the truth behind the prophecy's warnings. In the meantime the Count will look into some of the other things mentioned in the prophecy.
Chapter 19: Journey to the White Sea
As the party continues northward toward the White Sea, they arrive in the city of Arkhangelsk, a stark coastal port surrounded by snow and ice. Along the way, they had received scattered accounts from locals about the “Sea of White,” a place steeped in eerie tales and whispered rumors. Once they arrive, Callas senses something unusual about their surroundings, a shift that feels distinctly otherworldly. She soon realizes that they have crossed into a Middlemarch—a deliberately constructed, liminal boundary that does not occur naturally. The party understands that this crafted space obscures its edges, making it impossible to pinpoint exactly where or when they crossed into it.
Aware now that they are within a hidden, possibly dangerous area, they proceed cautiously, searching the coast and nearby landmarks for any clues. As they explore, they come upon a peculiar sight—what they initially thought was chalk in the landscape appears, under closer examination, to be bone, ancient and imbued with a faint magical aura. They note that the coastline itself forms a shape that resembles a massive paw print, with bays and inlets appearing as pads and claws carved into the land.
With a mixture of curiosity and caution, they take samples and perform various checks, confirming the presence of a magical aura lingering faintly on the bones. Callas uses a crystal of vision spell to gain a broader view, observing the landscape from above and confirming that the peculiar “paw print” pattern stretches nearly twenty-five miles across the coast. The enormity and ancient nature of this discovery suggest that the “Sea of White” holds more mysteries than they initially expected, potentially connected to the prophecy’s dark warnings.
Chapter 20: Hidden Jewels
Turf divines the bones and uncovers a GTN of Urulókir (Middle-earth fire-drakes or fire-breathing dragons, such as Glaurung). However, he notices that this essence or attribute has been superimposed on a previous GTN. Callas is able to identify the underlying GTN but does not recognize it. By collaborating, they establish a shared understanding of their DA's, allowing Turf to apply his expertise in Naming to what Callas perceives. Through this, they determine that the underlying GTN is Ur Sea Serpent. They conclude that a process is underway that will eventually transform the GTN entirely into Urulókir. There are also indications that this transformation could be catalyzed, leading to the full resurrection of a wingless Middle-earth dragon or drake.
The party continues to the southern end of the sub-arctic sea, where Turf experiences the loss of some quality and observes a star reflected on the sea during the day. After some investigation, they determine that this star is a jewel of great historical significance to Turf's people. The party sets out on fire steeds, riding across the waves, and Turf descends into the depths as a shark. He encounters ancient sharks of immense size and fortunately they leave him alone. Locating the radiance of pure light, which is surrounded by plant growth on an otherwise barren sea bed. He retrieves the jewel, accidentally swallowing it in the process.
Back on shore, Black retrieves the jewel by reaching into Shark/Turf's stomach. Fortunately, Turf suppresses the urge to bite Black's arm off, and the jewel is successfully recovered. Turf heals from the intestinal damage that occurred. That night, Turf has a vision or dream, which he conveys in the following form:
Beneath the waves where light refrains, A gem of fire in shadow reigns. Its gleam is caught by restless foam, Yet none can claim it as their home.
The waters guard with jealous pride, A secret star where echoes hide. Its blaze unquenched, though sunk and still, A silent hymn, a timeless thrill.
Black interprets this as a reference to Ungoliant and the party become visibly unsettled. Concluding that their work here is sufficient, the party travel the previous path and return to the Compte.
Chapter 21: What next?
The Compte agrees with Black’s interpretation and becomes even more hesitant to be involved. With some gentle persuasion about the gravity of the quest, he suggests they consult someone knowledgeable about gates. Additionally, he shares his findings: the Crescenti family is attempting to gain greater control over the Church by organizing a crusade against the Compte, thereby promoting their own candidates and influencers within the Church. This would give them significant influence over the selection of the next pope.
The Compte believes the most effective course of action, assuming direct confrontation with Ungoliant is not feasible, would be to eradicate the Crescenti family entirely. The family seems to be based in Ravenna, with origins in Austria, where they still maintain a presence. The exarch of Ravenna is completely under their influence. Moreover, the Crescenti family has strong ties to the Eye of Discord. The Compte theorizes that the Crescenti may represent the mortal lineage or offspring of the Eye of Discord. He offers a reward of 50 white points to the party if they undertake this task.
The party decides that consulting a library, either in Leng or Alexandria, might be the best next step. From there, they can determine which urgent task to undertake first; address Ungoliant or if they should focus on the Compte’s request in the meantime.
Chapter 22: Alexandria
In Alexandria the party tries various methods to locate the library. Eventually Black uses a void detection ritual to try to locate the library. During this, he unexpectedly detects two things: the library's presence (which has a connection through the abyss as it seems this is how it is able to appear on different planes at different times) and a creature that moves through the void, associated with a particular type of "red" that reminds them of "Red Laughter".
The group discusses various approaches to finding both the library and tracking Red Laughter, including seeking help from local scholars (which is deemed too risky given the period's attitude toward magic) and using Callas's "Wild Hunt" ability as a last resort.
They explore Alexandria, and through Black's feeble tracking abilities and the lingering "taste" (of burning human feces) from his void detection, they follow the trail. During this, they encounter a young priest (appearing around 13 but actually in his early 20s) being followed by nine nuns. Callas's spy craft and Turf's magical detection abilities reveal these are "Poor Clares" - highly trained church operatives who serve as assassins and protectors. The priest himself appears to be a philosopher of some significance, potentially useful for their library search, but currently under protection.
As they continue tracking, Black detects writing on a purple wall which reeks of burning human feces. When Turf DA's it, he discovers it's connected to a powerful entity of "avatar level" - a greater fiend. Combat ensues.
Chapter 23: Imprisoned
Turf activated his Holy Aura, providing bonuses against fear and affecting certain creatures, while they took positions near the wall where Red Laughter, appeared as a two-dimensional image. The nuns' Mother Superior began issuing tactical commands in church Latin, including "maneuver 37A."
The nuns executed complex maneuvers, hurdling hedges with spectacular athleticism, their flexible chain weapons whirling. Some formed a protective ring around Lord Tarquin, while others moved to engage the threat. When they spotted the possessed spellcaster stepping behind the wall, one of the nuns sacrificed herself bravely, moving to block any direct magical attacks.
A possessed spellcaster launched fire magic at Turf, though his amulet of iron helped him resist. His magic resistance wasn't halved due to his amulet, and the damage he took was absorbed by his Spell Armor.
Black Archibald charged with his lance at Red Laughter's image, landing a solid hit. Upon striking the wall, they discovered damaging the surface itself could harm the devil - though any damage would be significantly reduced, it wouldn't be protected by its usual defenses. The lance, made of lignum vitae, withstood the impact. Meanwhile, Lady Callas supported with Trollskin spells to protect her allies, and Turf deployed powerful fire counterspells in strategic locations.
Angular runes began cutting their way through Black Archibald's lance toward him. He wisely dropped the weapon, and the Mother Superior immediately attacked the runed lance with her chain weapon, striking with remarkable effectiveness. The other nuns moved up in support of their leader, unwrapping their own weapons.
Turf tracked down the possessed individual (a suspiciously ordinary looking person) and struck him with his soul blade, landing a devastating hit. The blade ignors armor and passes through non-living materials. The possessed person, lacking significant protection beyond basic clothing, collapsed from the blow.
Lady Callas then cast Smoking Magma beneath Red Laughter's position, trapping the devil in searing heat. Black Archibald followed up with Hellfire, and while the devil initially resisted, the combined assault proved effective. The Mother Superior declared she would push the devil back into the magma if it tried to escape. With Red Laughter weakened by these attacks, Turf was able to successfully imprison the devil using his Prison of Zygig.
Chapter 24: Delphic Riddles
Investigation revealed the possessed person wore a cinnabar ring that tainted all magic with a diabolical appearance. They suffered from dual madnesses - one relating to diabolic dealings, the other inducing violent urges.
The party then spoke with Lord Tarquin, the young noble academic whom the nuns had been protecting. While discussing their captives - both Red Laughter and the possessed person - Lady Callas attempted a cure for a madness Lord Tarquin seemed to be suffering from, requiring a sacrifice of sanity points and taking several weeks to fully heal.
During their encounter, another diabolic name emerged: "Titvilius," though its connection remained unclear. Furthermore, another piece of the puzzle is revealed:
Veiled beneath the earth, where shadows creep, Amidst the coils of serpents, silence sings. They guard the balance born of fractured rings, In secret chambers, buried thoughts they keep. Concerned with chaos none may dare to see,
Obsidian tongues taste echoes in the air. Refrained from sight, they weave a subtle care, Attuned to whispers writ in mystery. Conducting rites in scales of shadowed light, Lamenting paths that discord dares to tread, Eternal watchers, bound by sacred night.
Turf realises that the first letter of each sentence reveals something important: VATIC ORACLE. A reference to an oracle supposedly buried/residing beneath the hills of Rome.
Chapter 25: White towers
In his enfeebled state Lord Tarquin readily agrees to take gain entry to the Library for the party. Inside the library, Black Archibald, Turf, and Callas search for an astral gate. The party encounters a room with scholars and a group of six people holding a large silver cross, wearing liver-colored clothing and masks. These people appear to be dealing with some form of "abstract undead."
The party discovers a source of "processed tortured light" and several magical features, including bronze spheres mounted high on pillars. The light seems to keep future light at bay and protect the scrolls etc from wear/decay. When Callas is exposed to this light, she gains crystal-related magical abilities and a special trait.
Turf and Black Archibald help locate two astral gates in the library. Using one, the party travels to a White Tower located on a massive mountain in a semi-arid region. This White Tower is described as being on a mountain the size of Ireland, though only about 4 kilometers high. The tower itself is relatively empty but shows views of different points around the mountain at different levels. Investigation reveals the Tower is on Mt Seir in the Land of Nod on Tanual.
After exploring the White Tower, the party returns to the starting library and uses another astral gate to gain entry to the astral and from there travel to Venice via Sir Andrews astral gate. From there they plan to travel to Rome to seek something called the Vatic Oracle, which is apparently beneath one of Rome's hills. Through Sir Andrew, they learn about Sibyls - Roman women with prophetic abilities - who are associated with these oracles.
Chapter 26: Overly Inquisitive
After reuniting at Sir Andrew Witherspoon's residence, where Black, Callas, and Turf introduced their new companions Tyndalos and Tulip to the quest, the expanded party made their way toward Rome. The journey took about ten hours, with the group riding Turf's conjured magical steeds, arriving in the city after nightfall.
Their first stop was a gypsy fortune teller's ornate tent in Rome's slums. While there, Tulip, demonstrated her herbalist skills by identifying and harvesting valuable saltbush from the polluted marshland. The fortune teller directed them toward the Vatican as the location of the Vatic Oracle they sought.
The following morning saw them attempting to gain entry to the Vatican proper. Callas, drawing on her previous diplomatic experience, tried leveraging her noble status and bureaucratic skills, addressing the guards in Church Latin. While they were indeed escorted inside, it was to face the Holy Office of the Inquisition - three priests backed by two dozen crossbowmen!
The encounter swiftly turned violent when the Inquisitors deemed them heretics. In the ensuing battle, both old and new party members demonstrated their capabilities - Tyndalos unleashing mental attacks that drove some opponents to madness, Callas deploying devastating magical assaults including a lake of magma, Turf engaging in direct combat, Black providing support, and Tulip wielding earth magic. Many of their opponents perished in Callas's magical flames.
In the aftermath, they managed to charm one of the surviving priests for questioning. He claimed no knowledge regarding the Oracle, however readily agreed to provide his new best friend Turf with access to the Vatican's dungeons. There they found thirty imprisoned heretics, none of whom could provide specific information about the Vatic Oracle's whereabouts.
Chapter 27: Even more Prophecies!!!!
After considering whether to search for underground areas, the party decided against it as their research suggested the Oracle they sought was likely not held captive by the church. Instead, they decided to seek the Tiburtine Sibyl where she was historically based - in Tibur (modern Tivoli), about 19 miles northeast of Rome. The party traveled there, arriving in the afternoon at a small but civilized city of around 12,000 people.
In Tivoli, they located a convent with an orphanage that contained a small temple. The nuns directed them to return the next morning after morning mass and suggested they stay at an inn called the Pheasant and Lamb. During the evening, Callas detected someone scrying on them and traced the magic back to the convent.
The next morning, they returned to the temple, a small shed-like structure carved from ancient dolomite stone, containing maternal figures in recesses. Black performed a vigil and received a cryptic prophecy about the Mirror of Cyprian. Tyndalos used his occult knowledge to determine this mirror could be used to see into the void but at the risk of mental damage.
Malevolent webs stretch dark and thin In shadows where no light can pass Realms beyond our world begin Reaching through the shattered glass Onward through the ancient deep Rushing spirits start to rise Obscure visions make us weep Fragmented through crystal eyes Coiled serpents twist through time Yielding to the spider's call Precious moments lost sublime Rippling through the mirror's fall Insanity claims those who dare Angles bend through spider's lair Nested in the dragon's glare
Before departing, Black left a valuable onyx gemstone as a donation for the orphans. Upon returning to Rome, they found the Vatican crawling with Swiss Guard and mysterious monks in black robes with white sleeves. Tulip and Callas noticed a woman they identified as a Medianite sorceress, though she appeared as a simple nun to the male party members. She wore an elaborate crimson dress and a choker with ruby decorations, though these details were only visible to the female party members.
Chapter 28: Warped Crypts
Tyndalos concealed the party while they snuck into St. Anne's Chapel, having chosen it for its accessible city gates rather than attempting to enter the more heavily guarded basilica. The group descended into the chapel's crypt via a narrow wooden stairwell. In the ossuary, Callas detected a hidden space behind shelves of bones. The party successfully removed a stone block to reveal a hidden passage system.
The corridors possessed unusual geometric properties, with 135-degree angles that only Tyndalos could properly perceive. During their exploration, they encountered a creature described as having a human upper body, a bird-like head, and a serpentine lower half covered in iridescent blue-green feathers. When confronted, the creature escaped by rotating through a wall. Tyndalos gave pursuit, facilitating the rest of the party's movement through strange angles.
Black Archibald's temporarily trapped the entity in a block of ice, but the creature managed to escape before the party could permanently restrain it. Thwarted, the party decided to continue exploring the passage system.
A notable incident occurred when Tyndalos was affected by some form of amnesia while navigating these passages. Black Archibald remedied this condition using brain serum administered via spinal injection. Shortly thereafter Turf detected something and felt the presence, or passage of, a great curse (we believe this was the Noldoran curse to do with the Silmarils). Exposing his Silmaril seemed to reveal a different view of the environment. It seemed to have cracks riven through it which healed in the light of the Silmaril. Furthermore the creature was revealed trapped in amber-colored light within one of the walls.
After multiple attempts, Turf successfully charmed this being, revealing it to be a Nephil from the Land of Nod. Through conversation, they learned that twelve such creatures were seeking refuge from serpents and Kenites. The Nephil also revealed that the passages were constructed by someone else and that both a powerful curse and a fire-breathing worm had previously passed through the area.
Chapter 29: Search for the Mirror
Talking more with the Nephil, the party found they were within an ancient Janusite temple and were corrected about their assumption of the Vatic Oracle - he is not a sibyl. Despite spending several days search the temple's peculiar geometry, the party found little of note. The Nephil suggested that while the Oracle might indeed be present, they had not yet met the necessary conditions to locate him. They suggested seeing a sibyl.
The party headed southward to Campania, where another sibyl might provide guidance. Turf used his Crystals of Vision to help us find where the sibyl is location in Campania. The crystals revealed a prophetic verse:
In twilight's glow, a cavern waits, Near where the earth and heavens meet. Cool winds slip through the shadowed gates, Underneath the hillside's seat. Murmurs rise where secrets keep, Ancient whispers guide the way, Echoes dwell where prophets sleep.
Callas quickly identified the location we needed to go as Cumae. We went to the Temple of Apollo there and on to the Cave of the Sibyl. There was a dozen Dominican monks there, distinguished by their black cloaks with white sleeves in the cave, along with cleaners.
Rather than rushing in, the party retreated to a nearby inn to cast buffs. Upon their return, they engaged the monks in combat. The battle was decisive - seven monks fell, while the remaining five surrendered. Turf transported the survivors to Jiroth via magical means so they couldn't give us away, and the party disposed of the fallen monks' remains through cremation. Among the monks' possessions, they discovered exceptional black bronze chain mail, tabards, and rank 6 weapons.
The surviving sibyl proved forthcoming with information. She revealed that locating the Oracle would require the Mirror of Cyprian, specifically one bearing a face of Janus. This particular artifact, she informed them, was located on the island of Cyprus.
The party secured passage by sea to Cyprus, a journey lasting approximately twelve days. Upon making port in Paphos, they set their sights on the Sanctuary of Aphrodite, reasoning that the goddess's association with beauty might make her temple a reasonable place to start.
Chapter 30: There and Back again
The party traveled to Paphos, a port city with a curving bay in Cyprus. They journeyed to a sanctuary of Aphrodite, located on a spit of land protecting the harbor. Upon arrival, they found the area was more like a cultured orchard than a temple, with trellises of fruit trees and vergers maintaining the grounds. Callas notes a number of familiar looking monks in white robes with black sleeves.
Tulip approached the vergers working in the garden, requiring Callas to translate their vulgar Latin. She discovered they maintained an impressive collection of rare herbs, including a special broad-leafed parsley and a distinctive yellow flower with orange centers that attracted bees even in winter. The monastery maintained an apiary that produced several types of honey, including one with special properties for cleaning septic wounds. The vergers were happy to share cuttings and seeds with Tulip, who stored them in her special preserving box, and she was able to purchase some of their honey.
Feeling they were getting nowhere, the party turned their eyes to the local lord but decided first to scale Mount Olympus in the hope that they would learn more there, before having to deal with the locals. They set off but were startled by cackling from the west around 11 AM, Callas used a crystal of vision and saw an unusual vision of the sun setting. They later learned this was related to hyenas sent by the Great Beast Dog, rather than jackals as initially suspected.
The party then Earth Door'd to Mount Olympus, arriving on a large ledge where they began their ascent. After 2 hours they reached a monastery of Benedictine monks on a plateau. The monastery maintained extensive agricultural fields growing root crops, particularly beets. They were welcomed and encouraged to stay the night.
The next day, they climbed to Mount Olympus's peak, discovering its unusual hexagonal shape. There they encountered Traoticus, a dormant agricultural deity sustained by the monks' activities. Through conversation with Traoticus, they learned the mirror they sought was located back at the sanctuary of Aphrodite in Paphos. Several party members acquired new abilities from Traoticus in exchange for experience points.
After another night at the monastery, where they were served roasted chicken and barley-based meals, the party began their journey back to Paphos. Upon returning to the sanctuary after nearly a week away, they found it occupied by approximately 20 Dominican spellcasters and 6 armored Dominican warriors. The sanctuary was revealed to be a complex of buildings, with the actual sanctuary building located in the center opposite a well.
Chapter 31: No! We are not Dominicans!
The party arrived at the secluded temple complex under cover of night. Surveying the layout—infirmaries, gardens, livestock pens, and administrative buildings—they debated their approach. Tyndalos suggested stealth over confrontation, dismissing his earlier violent impulse due to the presence of children. Using his invisibility near corners, the group infiltrated a terracotta-roofed administrative building. Inside, they uncovered records exposing the monks as clandestine followers of Aphrodite and Eros, disguised as Benedictines to evade Dominican hunters. They seemed to be keeping tabs on the followers / agents of Eris.
The party repositioned to the east and confronted the temple’s leader, after initially panicking the monks behalf. Turf and Black negotiated with the panicked primate, after convincing him the party were not the Dominicans, leveraging their knowledge of the cult’s secrets to secure an ancient Etruscan scroll. The document referenced the Mirror of Cyprian, though its cryptic verses required translation by a priest of Janus. They knew of such a priest residing in Ravenna, which unfortunately was a known bastion of the Crescenti family. The primate further revealed his suspicion that agents of Eris were infiltrating the church.
Travelling through the astral to Sir Andrew's house and then to Ravenna, the party noted armoured hounds, on leashes, being walked by what they decided were 'the gentry' - some visible form of status presumably. Tyndalos detected an astral gate beneath the city using his lantern’s eerie light. Upon exploring an underground canal, which seemed to lead towards the gate, they chanced upon a chamber, where they discovered robed figures chanting to a leader wielding a staff topped with a head. Callas identified the man as a priest of Janus, confirming their path.
More panic ensued until Turf again proved he was not a Dominican. The priest was persuaded to translate the scroll and further provide a Mirror of Cyprian with the appropriate image of Janus the party required.
Decyphered scroll
Read the sky at twilight's hue, Only mix petals of the golden flower. The leaves must glisten with morning dew, First add a sprig of moonlit power. Word your spell as the draught is stirred, To give it strength, chant thrice the name. Find the roots of the whispering bird, The elixir burns with a cooling flame. Truth. The brew will clear a muddled mind, Twisted dreams it will gently untie. Sister wisdom it lets you find, Of truths unveiled beneath the sky. Arachne spoke of shadows where Lies dark petals in hidden glade. In boiling water, buds will air, Wait till colours start to fade. Beyond the forest, nettle’s sting, And dry it sere beneath the sun. The adder’s hiss the mix will bring, Golden figments show it’s done. Serpent lore the brew will hide, Attends the mind with steady glow. It sharpens sight as thoughts collide, On meadows where the shadows grow. The leaves of crimson ash begin, Shores of oceans touched by wine Of civet musk and coloured sin, The brew must boil with slivered vine. White her arms and long her reach, Sea for salt, and river's border Beware the lesson that flames teach His turning dance of broken order Burning bright as dragon’s heart. Eyes will see where shadows roll, And fires within must soon depart. Breath of oak to spare the soul Of grief, sorrow and searing pain Flame can bring to mortal coil For ever be its fearful rain He calls its name to fall from high Knoweth the reaper in the green The worker in the brush Lay in furze its fruit to glean Of bounty rich and lush Your toil returns a harvest rich Mind and body twinned, And quiet, whispered pitch Can set dreams upon the wind. Bend the will of the ebbing tide, It shapes the shore with quiet hand. By moon's pale light, the stars confide, His crafted patterns on the sand Song of the wood where harts are flayed, He walks unseen on unreal road, Is he a ghost or restless shade Hiding the debt that nature's owed In bitter heaths where sorrows sleep, The cavern's throat rings out the knell. Memories linger, cold and deep, Of secrets lost where shadows dwell. The song that whispers through the trees, People lose the fire’s glow. That chill which haunts the warmest breeze, Live hearts yet beating, ebb and slow. There lies a path through shadowed glen, And whispers guide the steps we take. Can courage rise within us then? Be strong, though wills may bend or break. Called from the Void to breach the shore, Forth he strides when spiders call, By darkling paths and oaths of yore, His fate entwined with threads of gall, Name whispered soft, yet feared by all.
By reading the first word of each line, the following was revealed:
Read only the first word to find the Truth. The twisted sister of Arachne lies in wait beyond, and the golden serpent attends it on the shores of the White Sea. Beware his burning eyes and breath of flame, for he knoweth the lay of your mind and can bend it by his song. He is hiding in the memories of the people that live there and can be called forth by his name.
Chapter 32: Of Ossuaries and the Underworld
After decyphering the poem / prophecy the party discussed their next steps, settling upon a return to the serifs / nephlim at the vatican and making use of the Mirror of Cyprian.
Before leaving however, the priest let slip that he was able to "replay" January, allowing two months of uninterrupted training while confined to the temple. The group meticulously calculated timelines, realizing they were nearing the end of the current season ("Blossom") and could exploit the temporal reset for extended preparation.
Exploring Ravenna’s underground network, the party discovered an ancient astral gate buried beneath layers of rubble. Callas summoned an earth elemental to excavate the area, revealing a hidden ossuary filled with Christian remains. Upon investigation, they found skeletons whose souls had been forcibly severed. Callas performed a risky ritual to release the trapped souls, attracting phantasms from the underworld but ultimately succeeding in freeing them.
The elemental further uncovered two copper scrolls (incantations for "Coruscade" and "Slowness") and a greenish stone. The stone, when activated by sacrificing endurance, transforma into a toad-like familiar named Hordling, capable of storing items and spitting ingested poisons.
Later, Tyndalos crafted some topacious stones, producing two magical stones (one blue, one green) and 14 spider-eye stones.
The session concluded with plans to return to Rome’s catacombs to consult an oracle via the acquired mirror. The party sealed the underground astral gate, wary of its connection to the underworld, and prepared to depart Ravenna after securing supplies and completing their training regimens.
Chapter 33: Deceived!
Black Archibald expressed interest in acquiring some war hounds, making arrangements to purchase breeding pairs for 200 gold pieces, planning to return for them later.
The group traveled to their destination using magical fire steeds, making a journey of about 450km in approximately 10 hours. Upon arriving at the gates late at night, they were questioned by guards about their late arrival. During their entry, Turf sensed that their names were being magically recorded when written down by the guards. The party proceeded into some catacombs, where they encountered snake-like beings called Nephilim. They presented a mirror and an imago to what appeared to be the god Janus, who indicated a path for them to follow using a line of light. The god also showed interest in a cage containing an entity called the Red Laughter, but the party declined to hand it over.
Following the light, they encountered a copper plate bearing two faces - revealed to be Befrons, an Earl of the Dead. This turned out to be a trap, as Befrons attacked them. The demon cast necrosis and engaged in physical combat, particularly targeting Turf. Black Archibald landed significant blows against the demon, while dealing with a death curse that he managed to resist. The party eventually defeated Befrons, whose construct body left behind several magical items including a fox fur that animated into a fox named Sienna and a protective teal chiffon shawl.
The party concluded that the path they were following was a trap and decided to return to the Nephilim for further guidance.
Chapter 34: Revelations
The party informed the Nephilim that they had, in fact, been manipulated by a demon. The Nephilim had not considered the entity to be God with a capital G, but rather a kind of urban spirit or localized deity and had not considered that they may have been deceived. The party continued to discuss the implications of this revelation, and Turf noted that their names had been observed by an unknown entity. Black speculated on whether the messages they received were part of a larger trap.
The conversation then turned to the Vatic Oracle, whom the party had planned to contact using the mirror. After confirming that the mirror was still in their possession, Turf attempted to activate it through divination. The mirror's surface darkened, a mist formed within it, eventually giving way to a translucent face that slowly acquired color. The Nephilim reacted with awe to the display of magic.
Turf addressed the image in the mirror, and the entity identified itself as Mario, the Vatic Oracle. Recognizing Turf, Mario commented that he had read about him "in the stars." When asked where he was, Mario confirmed that he was in the Underworld, noting that being an Oracle was not a particularly safe profession. The party questioned him about his condition, confirming that he was fully dead and content in the Elysian Fields.
The conversation moved to prophecy interpretation. The party presented the long prophecy, which they had been working through for some time. Mario acknowledged the complexity of the text and gave his insights.
Upon questioning Mario about the Silmaril, he described it as a "seed", likening it to a star or even the Big Bang. Mario warned them not to get too close, as it could "go off at any moment."
The conversation shifted to the White Sea. Mario revealed that the Northmen called it Bjarmaland. The party debated whether their previous journey had actually taken them there, but Mario’s insight suggested they had not yet reached the true location. Black recalled that during their previous journey, when the moon was absent, the Void had felt particularly close. Mario reacted with alarm, confirming that this was a very bad sign.
With two major paths before them—investigating the White Sea (Bjarmaland) or searching for Sweet Regret and the Chalice—they debated their course of action. Ultimately, they decided to seek out Sir Andrew to gather further information.
The party met with Sir Andrew, who provided additional insight into the White Sea. He referred to the region by another name, suggesting that it was known as "Bjarmaland" to the Northmen. His knowledge of the area helped confirm the Oracle’s claim that the party had not actually reached the true White Sea during their previous journey.
The party set out on their journey toward the White Sea, following the directions provided by Sir Andrew. The trip was uneventful at first, but as they traveled deeper into the northern wilderness, the landscape grew harsher and more desolate.
After some time, they came upon a small village with a broken palisade wall. The settlement, which had once held a few hundred people, appeared to have been attacked. The damage to the fortifications was severe, with sections of the palisade shattered and structures within the village partially destroyed.
Callas used a Crystal of Vision to scout the village, noticing a number of Frost Giants and Polar bears. After some buffing and discussion she Earth Door'ed the party into the area the Giants were lounging in, surprising them!
Chapter 35: Round One
The party gathered at the entrance to the village, meticulously planning their strategy. Callas and Tulip discussed where to place protective walls once inside, while the others determined their combat roles. After finalizing their approach, they teleported into the frigid landscape populated by towering frost giants, massive ice elementals, and ferocious polar bears.
As they materialized in the frozen terrain, the party struck without hesitation. Turf uncorked a dark potion that shrouded him in death magic, then lunged at the nearest frost giant. His enchanted blade bit deep into the creature's flesh, followed by a devastating strike with his soul weapon that left the giant reeling.
Tyndalos, his tentacles writhing, summoned arcane energy that erupted as Yellow Fire, forming a tetrahedron of destruction that washed over several enemies. One frost giant caught the full force of the blast, its icy flesh searing under the magical flames, while a polar bear managed to partially resist the spell's fury.
Black Archibald, his armor gleaming even in the dim light, activated his Blood Amulet of the Crimson Oak. The ancient artifact pulsed with power as he delivered a crushing blow to the same giant Turf had wounded, driving his mace deep into the creature's torso.
Meanwhile, Callas focused her earth magic, causing stone to surge upward behind the party in a protective barrier that reached thirty-five feet high. Tulip followed suit, erecting another wall of stone along their flank, strategically creating a defensive position against the eighteen-foot giants.
With their defenses established, Tyndalos fixed his otherworldly gaze upon one of the giants and launched a presence attack. The giant's eyes widened in terror as it beheld Tyndalos' true form, and it turned to flee in panic.
As the surprise round concluded, Turf's martial prowess allowed him additional strikes. He whirled in a deadly dance, his weapon "Snicker-snee" slashing repeatedly at the wounded giant. Blood cascaded from multiple wounds as the giant toppled backward, gravely injured and barely clinging to life.
The battle proper began with terrifying swiftness. An ice elemental, standing over twenty-five feet tall, materialized behind Black Archibald and launched a savage attack. Shards of ice tore through Black's armor, delivering a wicked slash that crippled his primary arm. Another blow hammered his shoulder, followed by a vicious puncture wound to his groin. The knight staggered, momentarily stunned by the brutal assault.
Across the battlefield, another giant hurled an enormous ice ball that shattered against the wall behind the party. The explosion sent frozen shrapnel flying in all directions, tearing through two polar bears and striking Tyndalos, who winced as the ice fragments lacerated his form.
Turf, seeing the danger posed by one of the ice elementals, gathered his strength and executed a tremendous leap that carried him twenty-five feet through the air. Landing with perfect balance, he immediately launched into an attack, his weapon of flames biting into the elemental's frozen body and causing parts of it to steam and melt away.
A new threat emerged as a different type of elemental—something akin to a salamander—crafted a pillar of ice and climbed atop the party's stone wall. From this vantage point, it inhaled deeply before exhaling a devastating cone of cold that washed over the battlefield. Several party members managed to resist the worst of the magical frost through innate spell resistance, but all felt the biting cold seep into their bones.
The polar bears, seemingly undeterred by the magical chaos, continued their advance, navigating around obstacles with predatory intent.
One particularly massive frost giant hefted a boulder-sized chunk of ice and hurled it with tremendous force. The projectile exploded on impact, sending lethal ice shards in all directions. Black Archibald, drawing on remarkable reflexes, managed to lurch out of the deadly zone. Tyndalos was less fortunate, suffering grievous wounds that sent him reeling, though he managed to remain conscious. Callas activated a powerful defensive magic at the last second, avoiding the damage entirely. Tulip, caught unprepared, was struck repeatedly and collapsed unconscious as her blood stained the snow.
With multiple party members gravely injured and their position compromised, the decision to retreat was made without debate. Callas began preparations for an Earth Door spell as the others gathered around her, bringing Tulip's unconscious form.
As they prepared to flee, an unsettling sight drew their attention skyward—six pale dwarven forms rocketing into the heavens, carried aloft by magical javelins.
The party formed up around Callas with Tulip's unconscious body. Callas cast Earth Door and teleported with Black Archibald, Tyndalos, and Tulip's unconscious form about four miles away from the battlefield. Turf, meanwhile, triggered his Wind Walk ability, becoming mist-like as he flowed away from the combat, eventually reuniting with his companions at their retreat point.
Once safely distanced, they administered emergency healing to Tulip using Troll Skin magic, stabilizing her condition. The party then assessed their injuries: Black Archibald's plate armor bore a significant hole at the shoulder, Tulip's magical armor had been similarly damaged, and Tyndalos suffered wounds to both his natural armor and his mystical raiment.
As they tended their wounds and contemplated their next move, the party knew they had narrowly escaped a battle that could have claimed all their lives.
Chapter 36: Stormy days
Following their hasty retreat from the skirmish with frost giants, the party established a safe vantage point from which to observe the aftermath. Using a scrying crystal, they witnessed a commanding frost giant wielding a halberd-like weapon overseeing the enemy forces, attended by the odd looking elemental. This leader was performing a ritual upon the bodies of two fallen frost giants, which had been frozen solid.
Tyndalos's occult knowledge determined the ritual would require approximately two hours to complete. After assessing their injured state and the formidable opposition, the party wisely elected to abstain from re-engagement. While observing, they documented pale dwarven entities ascending skyward upon what appeared to be magical javelins.
Weather conditions rapidly deteriorated as fog enveloped the area, followed by stillness and snowfall. The ambient temperature began descending to dangerous levels. Lady Callas Earth Doored the party another 16 miles, tho it was difficult to maintain a constant direction due to the snowfall and overcast sky. The party constructed a defensive shelter in the snow, with Lady Callas erecting a stone dome. Mistress Callas employed her earth magic to conjure smoking magma within the shelter, providing essential warmth as temperatures fell below minus twenty degrees Celsius.
Turf maintained vigilance, patrolling the perimeter despite the bitter cold, his resistance to extreme temperatures proving invaluable. During one such patrol, he observed an ice elemental passing at approximately one hundred meters distance. The elemental did not detect the party's presence and continued onward. Overnight precipitation intensified considerably. By morning, snow accumulation exceeded half a meter and continued to increase. Further scrying revealed the previously fallen frost giants had been resurrected through the leader's ritual, though they appeared to be recuperating, as evidenced by their ragged state. The giants were observed employing wind magic to direct forest fires with apparent purpose.
The party enacted their withdrawal strategy, utilizing Mistress Callas's Earth Door enchantments to transport themselves multiple times in succession, achieving considerable distance from the area of conflict. The massive storm created by the frost giants extended approximately twenty miles from the village, with cloud formations reaching several miles in height. The party then resumed their original journey, successfully circumnavigated this meteorological disturbance. Their journey proceeded for several days, bringing them to the trading hub of St. Petersburg. This thriving port city, positioned between Finnish territories and Estonian lands, provided opportunity to replenish supplies. Winter conditions had elevated prices for provisions, particularly foodstuffs, though the party secured necessary preserved meats and other essentials. Lady Tulip acquired specimens of specialized kelp known for its salt-concentrating properties, noting its capability to reduce salinity in brackish water when harvested with regularity.
Continuing their expedition, the party arrived at Arkhangelsk, known in Viking nomenclature as Bjarmaland. This settlement is situated within a marshy delta region characterized by flat terrain. Recognizing this location as their primary investigative target, the party commenced searches for dimensional anomalies, referred to as "middlemarches."
Tyndalos summoned his moor hound, Buskerville, to assist in tracking these anomalies. The animal successfully located one such phenomenon, which investigation revealed to be conditional rather than positional in nature – requiring specific conditions to be met for entry rather than merely locating the correct physical position.
Turf attempted multiple divination enchantments upon this anomaly, encountering significant resistance suggestive of anti-divinatory protections. Persistence yielded results, however, with the revelation that access to this particular anomaly requires utterance of a specific individual's true name. The party catalogued this information but prudently elected not to attempt entry, suspecting that this might be the name referenced in the last prophecy and were reluctant to summon/release anything.
Further exploration revealed Arkhangelsk's geographical position resembles the base of a parabola with multiple recesses. At a location identified as Chubola, positioned at the focal point of this parabolic formation, the party discovered a specialized anomaly. This phenomenon exhibits the extraordinary property of receiving multiple middlemarches simultaneously, causing dimensional overlap where separate realities share a single geographical point. The significance of this discovery remains under investigation. The party continues to document these anomalies while maintaining appropriate caution regarding potential extra-dimensional entities.
Chapter 37: Black amber
The company departed from Arkhangelsk, planning to search for black amber deposits. Black amber, a fossilized tree sap from when the region was temperate, can be used to trap time and is highly sought after by alchemists. The locals informed the party that deposits might be found in a "ghost forest" - a mysterious location that sometimes appears and sometimes doesn't - about a week's travel east along the coast and three days south inland.
After negotiating for a guide, the adventurers decided to travel to St. Petersburg first to acquire trade goods, as the locals preferred barter to coin. During their two-day journey, they were welcomed at St. Petersburg where they purchased buckets of nails as payment for the guide, with bronze nails being particularly valuable.
While in the city, the party visited the Duke's library. Though lacking a dedicated archivist, they made significant discoveries. Callas found incantations for "smoking magma" and another spell requiring "summoning and controlling earth elementals" and "earth door" - a powerful transportation ritual that could convey users through the elemental plane of Earth at remarkable speed. Meanwhile, Turf discovered an individual true name of a creature with green and black scales, three types of heads it could deploy, and bat-like wings - some form of dragon-like beast that could take on the properties of whatever armor the shapeshifter wore.
The party also visited the cathedral, where they determined it was a high mana zone despite the city's concentrated population making the surrounding area a low mana zone. Callas decided to sacrifice a point of perception to establish a transportation point outside the city. After three days of preparation - Callas learning her incantation, Turf studying his newly discovered true name, and Black Archibald researching - they found a suitable spot near a forest outside St. Petersburg where Callas could place her marker.
As the party journeyed back to Arkhangelsk with their nails, they encountered trouble. While traveling through a pine forest at about 2000 meters elevation, Turf spotted a frost giant - a pale blue, ice-like creature carrying an axe. The party quickly took cover and attempted to remain hidden. While using a crystal to scout ahead, they heard a twig snap nearby.
Turf moved forward to investigate and discovered a polar bear sniffing around, with three pale dwarfs following behind it. These dwarfs had rank 16 invisibility, but Turf could see them with his enhanced vision. They were slender for dwarfs, with pale grey skin and black hair and eyes, moving lightly across the snow and carrying military picks and shields.
A battle ensued. Turf launched a surprise attack, leaping 25 feet and charging an additional distance to deliver a devastating strike to one of the dwarfs, killing it instantly. The remaining dwarfs attempted to counter-attack but were fended off by Turf's defenses. Meanwhile, Callas cast petrification on the polar bear, slowing it, and Black Archibald engaged it directly.
As the fight continued, the frost giant spotted them, but Callas quickly cast a wall of stone for protection. The combat was fierce - Turf dispatched a second dwarf with brutal efficiency, Black Archibald battled the polar bear, and the frost giant launched ranged attacks at the party. The wall protected Callas but reflected some attacks onto Black Archibald, who took the damage with stoic resolve.
When the frost giant attempted to flee, Callas trapped it with another wall of stone and then dispelled it when it reached the top, causing it to fall. The stunned giant was then assaulted by both Turf and Black Archibald. Despite its armor spell that provided protection against fire damage and resistance to blades, the giant eventually fell to Turf's soul blade, which drained its stats as it delivered the killing blow.
After the battle, Black Archibald performed a dark shriving ritual on the bodies, gaining energy points from the fallen foes - frost and giant points from the giant, and dwarf and mass points from the pale dwarfs. The party used smoking magma to dispose of the bodies, ensuring no evidence would remain, and continued their journey.
Upon reaching Arkhangelsk, they presented the nails and secured a guide after some negotiation. With their impressive mounts, they traveled in four days what would normally take a week. Their guide led them to a valley where they could see treetops poking through mist. The terrain suggested a massive impact site, as if something had struck the earth with tremendous force, shaking the land like a tablecloth.
After their guide departed, the party began descending toward the misty forest below, curious about what they might find in this strange location.
Chapter 38: A mind-bending encounter
The party found themselves at the edge of what appeared to be a crater-like formation covered sparsely with pine forest. Turf established a base with a runic circle as a precaution for quick evacuation and cast a necromantic counterspell over the area. Meanwhile, Callas created a ring of stone with enhanced vision duration.
As the group began to move forward, Tyndalos sensed danger with his eldritch detection abilities. While discussing defensive measures, three ghostly figures emerged from the crater - identified as Pale Queens of Torment. The entities rose into the air and targeted several party members with their torment abilities. Turf, Black Archibald, and Tyndalos were affected, forcing them to resist or suffer penalties to their combat abilities.
Tulip launched a devastating whirlwind vortex at the entities, destroying two of them outright. Shortly after, the party was struck by a mind-based attack from an unseen source. Callas erected a stone wall for protection while the remaining members attempted to locate the attacker.
Tyndalos became aware of movement through the astral plane, recognized as a wrymhole. While Black Archibald targeted and eliminated the remaining Pale Queen with a well-aimed magical javelin, three mind flayers emerged from the wrymhole to the north.
The mind flayers launched psionic attacks against the party. Though most members resisted, Tyndalos suffered severe willpower damage that left him temporarily unhinged. Turf charged one of the mind flayers and decapitated it with a decisive strike from his weapon Snicker-Snee.
The remaining mind flayers attempted to flee - one retreating into the astral plane while the other was destroyed by the party. During this time, Sir Archibald's behir horn began vibrating, indicating a dragon's presence within a mile.
Concerned about facing both a dragon, which they suspect is the one mentioned in prophecy, the party used Callas's Earth Door spell to retreat to a safer location near St. Petersburg. There, Callas used healing magic to restore Tyndalos's damaged willpower.
While recuperating, they used a crystal to scry the crater area and observed a crystal skull with black gems for eyes - identified by Tyndalos as a demilich - emerging from the ghost forest. The party debated whether to return and confront this powerful undead entity but ultimately decided against it due to its formidable defenses and need for siege damage to effectively combat it.
Chapter 39: Cryptic Plots
After deciding to stay longer in St. Petersburg, the party prepared for their confrontation with the Demilich. Tulip found an incantation of Blending that would create a minor area of effect, allowing multiple targets to be affected simultaneously. Meanwhile, Turf discovered a book about the English short sword in the library—a weapon capable of both chopping and stabbing, inflicting different types of damage depending on how it was wielded.
While the others researched, Black crafted Greek Fire grenades in the alchemical laboratory. He also prepared potions of Enhanced Vision and Witch Sight for the group. On the first of Heat (effectively February), Tulip brewed a Draft of Clarity, focusing on the question: "What's the best way we can defeat the Lich while staying alive and keeping our souls?" The potion revealed cryptic but valuable information about sneaking into the Lich's crypt unseen and destroying its phylactery:
From hollow sockets, midnight tendrils blaze, Black beams that feast on light’s forsaken breath. Each photon turned to force, a dire malaise, That drags the living toward their clutching death. No shield deflects the weight of ceaseless dark, No armor bends the spectral fingers back. Momentum steals the step, the limbs grow stark, As flesh and fate dissolve in onyx wrack. Yet deathless lords have secrets bound in bone, A whispered name upon a phylact’ry sealed. Destroy the soul within—by fire or stone— And watch the eldritch horror’s power yield. So strike the heart it keeps in crypts unseen, Lest shadow’s grasp make dust of what has been.
The group traveled to the Void Abbey, a strange octagonal church associated with an ancient monastery. Before approaching the structure directly, they stopped several miles away and summoned an Earth Elemental to dig a tunnel. Callas directed the elemental to burrow toward the crypt beneath the abbey.
After tunneling for hours, the elemental sensed "bound earth" ahead—a magical barrier it couldn't pass through. Black attempted to breach this obstacle by summoning a dark sphere, creating a hole about 60 centimeters across. The dark sphere slowly ate through the bound earth, eventually revealing a brick wall that had been weathered by exposure to the void.
When the sphere touched the wall, it was rebuffed. The wall appeared to be specially protected against void magic through repeated exposure. Unable to penetrate further underground, the party decided to surface near the abbey and find another entrance.
The group emerged near the abbey's vestry door. Tyndalos, being the stealthiest, approached first to examine the entrance. He found no traps but discovered the door was locked. Using his skills, he picked the lock, causing a hiss of equalizing pressure as the door opened.
Tyndalos cast Invisibility in Corners to help hide the party. They entered the vestry—a small robing room where priests would prepare—and found a narrow spiral staircase leading down. The staircase was so tight that those wearing plate or scale mail had to turn sideways to descend.
Moving carefully to avoid making noise, they descended the spiral stairs in single file: Black Archibald first, followed by the bear (which Tulip had shrunk back to normal size), Tyndalos, Callas, and finally Turf. After two complete rotations, they reached the bottom of the stairs.
Instead of a traditional crypt with shelves of bones, they discovered a strange octagonal chamber. The room featured narrow five-foot-wide pathways zigzagging across the space, with a large cylindrical object—about 65 feet long and 15 feet wide—positioned in the center. This cylinder appeared glassy from some angles and metallic from others, resembling mithril but not quite the same material.
Translucent, crystal-like structures filled much of the remaining space. The party identified the crystal as being ectoplasm. In the center of the floor, they found a bronze manhole cover with a ring that could be turned to open it.
While examining the chamber, Turf noticed something disturbing: when the central cylinder became more translucent, he could see faces in torment inside—approximately two dozen souls trapped within. DA-ing it, he determined the cylinder was a magical construct with the primary purpose of "containment."
The party debated whether to investigate the manhole or examine the cylinder further. As they considered their options, they realized they had discovered something far more sinister than a simple crypt—perhaps some kind of power source or engine that imprisoned souls.
Chapter 40: Crowned with Fire

Turf, taking precaution, placed a magical barrier called Forbiddance at two stairwells to prevent undead from approaching through those entrances.
The party then turned their attention to a manhole cover in the floor. Tyndalos offered to examine it for traps and, finding none, prepared to open it. Before proceeding, Turf cast additional protective magic—a Circle of Turn Undead—over the manhole area.
As Tyndalos opened the manhole, a wave of malevolent energy surged outward, striking several party members. This energy drain attacked their very souls, permanently reducing their fatigue and endurance. Black Archibald managed to resist the effect through sheer force of will, while Turf's magical cloak provided protection from the soul-draining assault.
Looking down the open manhole, Tyndalos spotted a crystalline skull with beady eyes staring up at him—a Demilich. The skull appeared to be made of black amber, and possessed an almost complete set of teeth, indicating its considerable power and age.
The Demilich then unleashed a spectral form called a Howl, a misty apparition that moved toward the party. Turf, acting boldly, descended toward the Demilich and smashed a magical potion over it—a Consummation of Fire and Water, which made the skull as flammable as paper. He then leapt back out of the hole with remarkable agility, narrowly avoiding something that tried to catch him.
The Demilich targeted Black Archibald with its eye beams, but he managed to dodge one attack. However, the Howl struck several party members, dealing various levels of damage. Black Archibald threw a Greek Fire grenade at the Demilich, but it used a legendary resistance to avoid catching fire.
Callas attempted to contain the Howl with a Wall of Stone while Turf attacked one of the Howls directly, damaging it significantly. The battle continued with the Demilich summoning additional Howls and targeting party members with eye beams.
Eventually, Callas cast a Smoking Magma spell that caught the Demilich, which had already been rendered flammable by Turf's potion. The Demilich attempted to use another legendary resistance but had exhausted its supply. The skull caught fire, and by the end of the combat round, it was consumed by flames.
After the battle, the party searched the area and discovered the bodies of the monastery's inhabitants—mere husks whose souls had been trapped in the Demilich's teeth or phylactery. Even though they had destroyed the Demilich's physical form, it would regenerate in one to ten days unless they drained its phylactery of power.
The party found that the phylactery contained the souls of approximately 25 brothers from the monastery and 9 Mind Flayers. Black Archibald began the process of extracting the trapped souls from the teeth of the destroyed Demilich, with plans to use some of them to restore the fatigue and endurance that party members had lost to the soul drain.
Among the loot, they discovered various scrolls belonging to both the monks and the Mind Flayers, including one particular scroll that appeared to be a prophecy related to a powerful entity that they referred to only as "the first dragon."
Gilded in flame, he coils through the night, Lurking where shadow devours the light. A whisper of doom in a dreamer’s breath, Unwinds the sweet thread that leads into death. Rising in silence, unseen by the eyes, Under the skin, he spins whispered lies. Neither sword nor strong will can break his spell, Ghosts heed his call from where secrets dwell
Chapter 41: Cleanup

The party continued their exploration of the Abbey, Turf discovered a woman's body lying on the floor in a five-foot-high chamber, wearing a white lab coat. As he approached to examine it, the seemingly dead woman suddenly grabbed him.
The woman identified herself as Helen and asked about the Demilich. When Turf informed her it had been destroyed, she expressed relief. She was evasive about her identity, refusing Turf's request to subject her to a Rune of Truth. She revealed she had a "faint death effect" that made her invisible to undead, allowing her to survive.
Helen explained that Giovanni De Crescenti had brought the craft to investigate a Celestial event, which turned out to be a crashed Void Cruiser. The mindflayers from the crashed vessel attempted to enslave everyone, planning to feed them to the Demilich. When De Crescenti opposed them, the Eye of Discord betrayed him to the mindflayers, doubling his power to escape and also releasing the Demilich from the mindflayers' control.
The Demilich subsequently drained all but three of the mindflayers, with the survivors fleeing into the astral plane. When Tyndalos addressed her as "Dr. Wormwood," she reacted with surprise. Before departing, she warned the party to "watch out for the mandrakeit." Turf observed her transform into an albatross as she left.
Callas's divination revealed she had a long-living sentient aura from the plane of Eisenkirche and possessed a powerful rank 60 troll skin effect permanently active.
The party then investigated the crashed Void Cruiser in the center of the crater. It measured about 60 feet long externally but 120 feet internally. The Demilich had torn it apart, moving components to the Abbey. Black theorized the Demilich had been kept will-less by the mindflayers who drained souls from it to power their craft.
Their search of the wreckage yielded significant treasure: various magical items and two dozen gems. Black Archibald successfully processed the teeth they had collected from earlier encounters, gaining Will and Trust points. They also discovered shards of Great Ruby, Great Sapphire, and Great Emerald among the gems.
After discussion, they decided Tulip would receive the Great Ruby shard, Black would take the Great Emerald, and Callas the Great Sapphire.
The party then explored the mysterious Ghost Forest that appeared and disappeared around the Abbey. Turf's divination revealed it was an ancient forest skipping through time, experiencing time only about 30% of the time. Tyndalos discovered the fractal patterns in the tree bark absorbed astral backlash.
When Tulip attempted to extract sap from the trees to study the phenomenon, she found it was winter and the sap had gathered in the bole of the tree. The party carefully drilled into a tree and discovered the frozen sap could be used to store Backlash energy. Further divination revealed this substance eventually fossilized into Black Amber.
Exploring the area with Tyndalos's earth elemental Grimpen, the party located four pieces of Black Amber. Callas used her gem-sensing ability to find approximately 25 pounds more. The group discussed potential uses for the Black Amber, including possibly using it to slow down the Demilich's resurrection process.
After collecting their findings, the party decided to destroy the Demilich's phylactery to prevent it from returning in that location, theorizing that the mindflayers likely had a backup phylactery elsewhere. Black drained the souls from the phylactery before destroying it.
Chapter 42: Mindbending Phrophecies

The wind cut through our layers despite our preparations as we surveyed the frozen wasteland around the focal point, the temperature a bitter minus 17 degrees. Before us stretched a desolate vista - an ellipsoidal island to the north, surrounded by vast frozen marshlands. Though icy, the ground remained firm enough for passage. The nearby estuary's salt water resisted freezing, but sharp ice formations jutted dangerously along its banks.
We debated our approach to the island. Turf boasted his resist temperature ability would suffice, while Callas clutched her cold stone and suggested our winter clothing might be adequate, though she noted any pace faster than a walk would expose us to perilous winds.
After some discussion, we chose to investigate the focal point itself where the middle marches overlapped. Tyndalos began examining the dimensional anomalies, employing his peculiar abilities to peer into the upper astral and manipulate angles. He unleashed his hound Baskerville and his swamp elemental Grimpen, and produced his lantern to aid in the search.
As Tyndalos probed reality's fabric, he made a startling discovery: the space-time folds were ancient beyond measure, possibly predating both of us - a sobering thought given my own considerable age. These distortions originated from another world, one perhaps created through music rather than word or light. We speculated that this other universe might be Eä itself, the world of Tolkien's legendarium, which would explain the musical nature of its creation.
Callas stepped forward to perform an astrology reading, posing the critical question: "What triggers the arrival of Ungoliant?" The resulting prophecy proved complex:
When flame and smoke breathe thrice upon the shore, And mortal dreams bleed gold into the deep, The shrouded oath shall open up the door, And waken that which even void would keep. A cry of broken earth, a blade unstrung, Shall call the eater forth from starless den; When ancient breath meets songs yet left unsung, The weaver's jaws shall stretch to feast again. Three times the fire must scour the sacred field, Three times the stolen thoughts must knot the way; Then shall the gate, by hidden blood, be sealed, And she shall climb where once no light could stay. The world's own sigh shall loosen lock and chain— And hunger rise, unfettered, crowned by pain.
We puzzled over these cryptic lines, debating whether "shore" meant the physical coastline or the boundary between void and our plane. The references to "the weaver's jaws" and "three times the fire must scour the sacred field" sparked particular discussion.
Tyndalos then attempted to determine the parabolic pattern's orientation using his profane geometry. His first attempt failed despite expending angle points. I offered my considerable mathematical expertise, but our combined second attempt also failed. Tyndalos persisted, increasing his angle point expenditure for a third attempt.
The strain began to show. Suddenly, I felt something shift within me. Dark, glittering sparkles began emanating from my form - a manifestation of some sort of color confinement effect, though not one I possessed naturally. The sensation was... disconcerting, as if my interaction with the strong nuclear force had been altered.
Tyndalos recognized the phenomenon immediately and tried collecting the leaking substance in his inkwell. He calculated it would take a full day to gather a significant amount. Meanwhile, Callas worked to heal my encroaching madness, spending an hour in purification to convert sanity into clarity points. I'll admit, the treatment was necessary - the world had taken on a distinctly different hue.
Turf placed a Rune of Truth on Tyndalos and established a mind counter-spell across the area. Thus protected, Tyndalos made his fourth attempt, using an inspiration point and burning his amulet of the three. Turf lent him another amulet that further reduced the difficulty.
Finally succeeding, Tyndalos determined the parabolic pattern pointed toward an extra-planar direction, producing another prophecy:
In secret looms the blade of woven shade, Whose edges slip through time's unraveling seam; A hand of dark on lightless forge was laid, To stitch the night in folds no sun may dream. No metal sings within its formless frame, No hammer rang to forge its hollow breath; It thirsts for earth to cry aloud its name, It drinks the world and sows the seed of death. When driven deep where hidden marches meet, The wound it carves shall bleed the weft of skies; Through broken soil shall hunger spill and fleet, And ancient black shall weave her million eyes. One blade, one cry, one sundered living thread— And lo, the spider wakes the tangled dead.
Tyndalos immediately recognized the blade described as an adder's tongue - a Norse sword-making technique where rods are plaited and beaten flat rather than folded. The prophecies aligned with disturbing clarity. This blade, described as "woven shade" and forged in secret, appeared to be the same "blade unstrung" mentioned in the first prophecy. It would need to be driven into the earth at the focal point where the marches meet, creating a wound that would allow Ungoliant to enter our world. I noted that such a weapon would require a black amber scabbard to contain its dangerous properties - a practical consideration given its apparent nature.
We also learned that the broken Tormentorcon from our Demi Lich encounter could serve as a locus for binding the free-sending for the Pale Queens of Torment, though sacrifices would still be required.
Standing in that bitter cold, we contemplated our discoveries. The prophecies had provided crucial information about coming events, but raised new questions about who would wield this blade and when the foretold moment would arrive. As always with such matters, clarity came wrapped in further mystery.
Chapter 43: Chicken Feet

We traveled to Nevaeh, a small town outside St. Petersburg, using Callas's travelling spell through the elemental plane of Earth. Though planning to continue to St. Petersburg, we decided to stay the night in Nevaeh first. During our stay, we heard local legends of unusual creatures - enormous horses, white bulls with bronze hooves that breathed fire, and unnaturally occurring waves of bears. The locals also spoke of "skrællings" - described as tall, blonde, handsome beings wearing fine clothing and unusual metal armor with a laminated surface.
Upon reaching St. Petersburg the next day, our company found the gates heavily guarded. We learned that merchant caravans had gone missing, and patrols sent to investigate hadn't returned. Turf offered our services. The captain provided directions and offered bounties: 10 gold for each merchant train found, and 1 gold for each patrol member recovered. Setting out westward, we eventually found traces of one patrol that had left the road and begun skirting a forest with marshy terrain surrounding it. As darkness approached, Callas used her Earth magic to raise a stone wall shelter, and our group established camp for the night.
During the second day of tracking, Sienna (Tulip's fox companion) detected unusual saltiness in the area. I identified it as witch salt, though it had been denatured by water. As we settled for another night, we caught the scent of chickens and heard the creaking of wooden boards.
Looking northward, Callas spotted what appeared to be a sailing galleon moving through the air above the treeline. It was Baba Yaga's hut on chicken legs, approaching our position! The mercenaries under our command became hysterical with fear. Turf quickly cast counterspells on me and Tulip as protective measures.
The hut stopped at the edge of the forest, and a plank extended from it like a wooden tongue with a large cauldron at the end. A hunched figure - a witch nearly seven feet tall but bent with age - emerged wearing the classic witch's hat. She hopped into the cauldron and launched herself into the air, circling around our stone wall shelter.
The witch attempted to cast Earth Tremor to break down our defenses. Turf took to the air using Wind Walk, hoping to crash into the witch's cauldron. Callas dispelled her stone wall to prevent it from collapsing on our group, and Tulip cast Animal Growth on her bear companion. As soon as the wall came down, the hut began attacking the mercenaries, who were still frozen in terror.
In the ensuing battle, Turf managed to reach the witch and struck her with his soul weapon, temporarily stunning her. When struck, light poured from every orifice of the witch, healing her wounds. I, mounted on my faithful steed Corniger, charged across the battlefield in rhinoceros form, delivering devastating blows. Callas cast Magma, sending a glob of molten rock toward the witch. Our combined assault eventually brought the witch down - she fell from her cauldron and perished from the impact with the ground.
With the witch defeated, her hut continued attacking the Byzantine Guard who had been paralyzed with fear, carrying them off on its chicken legs. We were unable to save them as the hut retreated into the wilderness at remarkable speed.
The remaining mercenaries fled in terror, leaving our company to decide our next course of action.
Chapter 44: The Pursuit
We began our chase after the walking hut, which had fled from our previous encounter. The strange structure, supported by legs some twenty feet long, was moving eastward at considerable speed - approximately forty miles per hour according to Callas's estimation.
Faced with this unexpected flight, we quickly devised a plan to pursue. Callas transformed into her hind form, capable of matching the hut's pace. Turf shifted into a warhorse to carry Tyndalos, while I mounted my faithful steed Corniger. Tulip, for her part, cast enlarge upon her bear companion and rode upon it, though it moved somewhat slower than the rest of us.
Our pursuit led us deep into the forest, keeping to the hut's trail which was not difficult to follow - each of its claw-like feet left impressions nearly six feet long in the soft earth. Though the canopy prevented aerial reconnaissance, Tulip and Callas proved adept at tracking the creature through the woodland.
After several hours of pursuit, we found ourselves becoming fatigued and strung out over a mile's distance. We regrouped, continuing our pursuit, but it soon became apparent that even our fastest members could not gain ground on the fleeing structure. We would need to employ magical means if we had any hope of catching it.
Chapter 45: The Wild Hunt
Callas proposed using the mystical Locket of the Wild Hunt, an ancient artifact that would allow us to match and potentially overtake our quarry. With Tyndalos channeling his moon points to enhance the magic, Callas invoked the power of the Wild Hunt.
The effect was immediate and otherworldly. We were swept up in a primal fervor as spectral hounds and horses appeared from the forest shadows. Moon-shrouded figures of hunters rode alongside us, and a chilling ululation filled the wind. Under this enchantment, we covered ground at a bewildering pace, faster even than forty miles per hour.
Four hours later, we caught up to our quarry. The hut had backed itself against a steep scarp, attempting to ascend the incline. We had it cornered at last.
Chapter 46: The Battle
With the hut trapped against the hillside, we moved to engage it. Turf charged forward with his blazing weapon held high, delivering a powerful strike to one of the hut's chicken-like legs. The magical blade bit deep into the limb, cleaving through wood and whatever strange material composed the creature.
I followed with a charge of my own, though the creature managed to dance out of the way with surprising agility for its size. Callas's spectral hound from the Wild Hunt joined the fray, sinking ghostly teeth into another of the structure's supports.
Tyndalos, ever the strange one, extended his tentacles to wrap around two of the hut's legs, attempting to pull them together like some inverse Samson. Though he managed to secure his grip, the hut's strength proved too great. It tore one tentacle free, causing Tyndalos considerable pain.
Turf struck again with his blazing sword, further weakening the hut's leg, while I maneuvered Corniger for another pass. This time my indigo blade found its mark, delivering a devastating blow to the structure's pelvis-like junction. The magical weapon sheared through the wooden frame, and the entire hut collapsed to the ground with a tremendous crash.
Unfortunately, the collapse caught both Turf and Tyndalos beneath it. Turf managed to weather the impact, but poor Tyndalos suffered grievously - the hut crushed two more of his tentacles, rendering him unconscious.
Chapter 47: Inside the Hut
With the hut immobilized, Tyndalos (after being revived by Turf's healing magics and Callas's Trollskin spell) used his strange knowledge of hyperbolic geometry to find the entrance. Inside, he discovered that the space was not at all what one might expect. Rather than a simple interior, the hut contained what appeared to be a tower of three floors and a cellar, all somehow occupying the same space - jumbled and unstable.
Recognizing the danger of this collapsing pocket dimension, Tyndalos quickly surveyed what treasures might be salvaged. He spotted a rod, two staffs, a scroll, a candle the size of a small lantern, gems of blue and yellow, and a cloak. Using his angle points to navigate the treacherous space, he managed to retrieve most of these items before the dimensional instability became too great.
Shortly after Tyndalos escaped with his haul, the hut imploded into a tiny singularity, leaving nothing behind but a brief distortion in space that quickly sealed itself.
Chapter 48: The Witch's Remains
Having dealt with the hut, we decided to return to the site of our battle with the witch who had previously controlled it. Using Callas's Earth Door magic, we transported back to that location to search for any valuable items or information.
Upon arrival, we found the witch's body in an advanced state of decay - or rather, putrefaction. Turf's divination revealed this was due to some alchemical process rather than natural decomposition.
In a rather uncouth display, my hordling familiar consumed the remains, later spitting out bones that had somehow transmuted to black bronze - a rare metal as strong as steel but non-magnetic.
From the witch's personal effects (and some that had been inside her body, retrieved from the hordling's digestive tract), we recovered three potions: one of healing, one of longevity, and an enhanced restorative that could terminate poisons. We also found a curious key with a question mark worked into its head, which seemed to have the property of occasionally opening locks instantaneously.
Chapter 49: The Hut's Origin
Following the hut's trail backward, we tracked its origin to the east. After a few days of careful tracking (with several false starts and lost trails), we discovered a clearing where a basement remained - presumably the original location of the hut before it began wandering.
The basement contained little of value, but Tyndalos did uncover a black sapphire, a universal solvent, and a "Potion of Storm Giant strength." Tulip examined some soil-filled trays and discovered a peculiar tuber that pricked her thumb, momentarily turning her blood green before her natural resistance overcame the poison.
Most significantly, those of us with knowledge of such matters recognized this as a fey place - a nexus point leading to the realm of Leoness, which lay about seven days' travel eastward. Unlike normal distance, this one was measured in time rather than space - whether walking or flying, the journey would take exactly seven days.
We have established a camp at this location, considering our next move. There is talk of constructing a wick here or potentially using the nexus for training, as time flows differently in Leonis. Callas attempted to use her astrological knowledge to determine the current flow of time between the realms, but instead received some form of prophecy that remains to be interpreted.
The tracking of the hut has been successful, though perhaps not in the way we had anticipated. We have gained several magical items of potential value, discovered a rare planar nexus, and eliminated a threat to the local population. I shall update this record once we have decided upon our next course of action.
Chapter 50: Better late than never? maybe
After some discussion, our immediate priority shifted to locating the missing merchants and guards. Turf transformed into a hawk to survey the area from above while the rest of us tracked along the road. From his aerial vantage, he spotted the bedraggled caravan approximately ten days behind schedule - twelve merchants with four heavily laden carts drawn by struggling draft horses, escorted by two dozen guards.
The merchants had endured a harrowing ordeal. Three wolf packs, totaling over thirty beasts, had attacked them in what the guards described as highly unusual behavior. Half the merchant party had perished in the assault. The surviving horses had been released during the battle but later recovered, save for one particularly valiant donkey that had slain several wolves defending its charges. The guards spoke nervously, frequently glancing toward the northern horizon.
We escorted the survivors back to St. Petersburg, where Captain received our report with satisfaction, though he expressed regret over the losses. The surviving guards from our earlier encounter were reportedly spending their time between the tavern and the church, still shaken by their experiences with the supernatural.
With that duty complete, we discussed our next course of action. Some among us had considered pursuing Dr. Wormwood, but Tyndalos argued persuasively that we had already spoken with her and gained what information we could. More pressing matters demanded our attention in the immediate vicinity.
I resolved to perform a vigil, spending the night in contemplation of all the prophecies and information we had gathered, investing considerable insight to divine our best course of action. Through this meditation, the path became clear - we must return to Arkhangelsk.
After three days of travel, we arrived to find Arkhangelsk completely destroyed. Not a soul survived. Every structure had been razed, most burned to ash, while stone buildings had been melted into pools - evidence of temperatures exceeding five thousand degrees. Massive clawed prints, as of something sixty feet in length, marked the dragon's passage throughout the devastated settlement.
As Tulip and Turf examined the tracks more closely, Tulip suddenly collapsed, her eyes rolling back as foam appeared at her mouth. Using her healing arts enhanced with clarity, Callas managed to revive her, though she remained deeply shaken. Upon recovering, Tulip reported detecting the scent of a Balrog in the area.
We quickly raised our defensive enchantments. I brought up my protective wards while the others prepared their magical defenses. Turf offered protective counterspells against fire damage, which seemed the most likely threat we would face. The devastation had occurred approximately one week prior, with tracks indicating both the dragon and Balrog had been present together.
Following the trail of destruction, we discovered that every community within the Middlemarch Parabola had suffered the same fate. The creatures had been methodical in their slaughter, leaving no survivors among the sentient populations. Wild animals had been killed incidentally, though some birds may have escaped due to their mobility.
Callas attempted to locate the sixty-foot dragon using a crystal of vision, scanning for the massive creature basking on distant beaches, but detected nothing. Both the dragon and the twenty-five-foot Balrog remained invisible to our magical senses.
We proceeded to the focal point of the region and made a disturbing discovery. Both I and Tyndalos could perceive that the Middlemarches were actively unraveling, like a zipper opening toward the north. This unweaving was simultaneously affecting Nualis itself, creating a rift through which the Great Spider would emerge.
Through careful observation, we determined she would arrive by Friday - merely four days hence, given that this was Monday.
Recognizing the dire nature of our situation, Turf called upon Lord Mandos for aid. The call was answered, and both Mandos and his wife manifested, though appearing shadowy due to their limited power in this realm. Mandos acknowledged that the dark forces had chosen this location precisely because it lay outside their father's direct domain.
Lady Mandos offered a solution: a distaff, a magical rod used in spinning, though it could only be wielded by a woman. The plan would require us to create thread from Form without Substance, spin it using the distaff, and then weave it to seal the dimensional breach. However, she warned us that once the Great Spider became aware of our efforts, she would send the dragon, the balrog, and another ally - some manner of eye creature - to stop us. The risk was enormous, but the alternative was the complete unmaking of our world.
The weaving itself would require specialized knowledge that could only be bestowed upon one of us, though the process would fundamentally change whoever received it. As this was conceptual weaving - essentially sealing reality itself - it demanded more than mere craft skill. We decided that I would create the form without substance using my alchemical knowledge, Callas would use the distaff to spin it into thread, and Tulip would receive the weaving knowledge to seal the breach. The process would take three days to create sufficient material, followed by the dangerous work of actually closing the rift.
Before departing, we received additional counsel. Mandos explained that standard magical protections would prove useless against the dragon's breath weapon, which could not be resisted by conventional college magic. The dragon possessed our individual true names and could use them to compel obedience, inflicting continuous damage until we complied with its commands. It could also systematically destroy our magical protections.
Turf attempted to call upon Lorien for additional aid in concealing our elven nature from the Balrog's supernatural senses, but the call went unanswered. With time running short and no other options, we prepared to withdraw to a safe distance to begin our preparations.
The weight of our task was clear - we had mere days to create an impossible thread, weave shut a tear in reality itself, and somehow avoid the attention of three apocalyptic beings bent on preventing us. Yet with the fate of all existence hanging in the balance, we had no choice but to attempt this desperate gambit.
We withdrew from the area to begin our work, knowing that upon our return, we would face either triumph or doom at the hands of forces beyond mortal comprehension.
Chapter 51: Plans plans plans
The eve of battle brought with it a flurry of preparations, each member of our company applying their considerable skills to the grim task ahead. Time pressed upon us like a physical weight, yet we endeavored to ready ourselves as best we could for what may well prove our final confrontation.
In the quiet hours before dawn, I completed the arduous ritual to manifest Form without Substance, that ethereal working which has served us well in past encounters. Meanwhile, our stalwart Tulip busied herself in the preparation of her renowned Sorrows Balm potions—those miraculous draughts that, through some peculiar mathematics of fate, render their imbiber immune to harm when fortune's wheel turns upon the numbers one or nine, or indeed when the very damage dealt bears the mark of prime calculation.
Turf, ever the diplomat in our darkest hours, sought counsel with Sir Andrew. Though that good knight could offer little direct aid given our dire circumstances, he pledged the prayers of his monastic brethren and, more significantly, entrusted Turf with the true name of the Lady of the Lake. This precious knowledge allowed Turf to petition that ancient power directly. From her divine grace, he received a ring of considerable virtue—one bearing three charges of fate's very reversal, a boon that may yet prove our salvation.
I took it upon myself to inform Damien of our predicament: the looming battle with the great wyrm, and the terrible possibility that the Sister of Arachne might breach our realm to devour not only Nualis but the very foundations of existence thereafter. Our warrior companion's eyes lit with familiar fire at the prospect of such combat—one can never predict the mind of a true fighter when death beckons.
During our reconnaissance of the dragon's likely position, sharp-eyed Callas observed curious portents upon the waters. An orca had taken to circling the same oceanic coordinates with unnatural persistence—whether this bore significance or was mere coincidence, we could not determine. More troubling still was her sighting of a white bird keeping vigil from the northern reaches. We quickly discerned this to be none other than The Beautiful Marquis in avian form. Rather than risk revealing our presence through parley, we maintained our concealment and observed from afar.
The Compte arrived as promised, requiring swift education in our current straits. When we spoke of the Marquis's presence, a shadow fell across his noble features. The implications were clear to him in ways they were not to us—somehow, this augured that his approaching death would be his final one, with no hope of return or resurrection.
With heavy hearts but resolute purpose, we completed our battle preparations. Underground bunkers were excavated and fortified, each protected by the strongest wardings our combined knowledge could muster. Every contingency we could foresee was planned for, every advantage sought and secured.
The die is cast. Whatever dawn may bring, we have done all that mortal hands and minds can accomplish. May the gods look favorably upon our endeavor, for surely the fate of more than our small company hangs in the balance.
Chapter 52: The Red Laughter and the Kraken

We found ourselves at the critical juncture of our mission, with Tyndalos preparing to execute an audacious plan to bind the Red Laughter. Despite the inherent risks of dealing with such a creature, Tyndalos offered it freedom in exchange for service, proposing it become a mask that would amplify his Seeker Dagger, Grin Madder. He spoke of forming an "unholy Trinity" - a jester of war.
To ensure our safety, Tyndalos had prepared an elaborate fractal contract. This contract was designed to grow more detailed the closer one examined it, with fine print within fine print, creating layers of complexity that would theoretically make escape mathematically impossible. He imbued the contract with considerable magical power.
The Red Laughter agreed to the terms and signed the contract. The devil was transformed into a mask which Tyndalos attached to his hip for quick access. The entity's mad cackling echoed as the transformation completed.
With this dark alliance secured, we turned our attention to the weaving ritual that would interfere with our enemies' plans. Turf cast multiple protective wards around our position - a ritual sealing against hell to keep devils at bay, warding with runes, paralysis wards against dragons, elemental warding, and an area counterspell to provide magical resistance. The counterspell would grant significant protection against named spells within its radius.
Callas and Tulip began the delicate process of spinning and weaving, moving in an expanding spiral pattern outward from our central position. This ritual required their complete concentration as they worked to seal the bug U in the void using form without substance. The rest of the team kept a watch for the dragon and its allies.
Our vigilance was soon rewarded. A seal emerged from the icy waters, approaching our position. Tulip attempted communication with the creature, discovering it was simply seeking fish. We allowed the creature to depart peacefully after it found no sustenance among us.
As we continued the weaving process, moving in our careful spiral across the frozen estuary, a polar bear appeared at the edge of our vision. Turf's divination revealed the creature was magically compelled. I rode out to engage the beast while the others maintained their positions within the protective wards.
The polar bear proved no match for my enchanted mace, Indigo. I struck it down with brutal efficiency, then dragged its carcass back toward our group as proof of our resolve. However, as I returned, an ominous sound reached our ears - the thunderous cracking of ice from the north.
Turf immediately deployed a crystal of vision to investigate the disturbance. What he observed was truly terrifying - a kraken had broken through the sea ice and was casting a waterspout, a massive tornado-like formation of spinning water and debris approximately two hundred feet across. This magical maelstrom was heading directly toward our position with devastating speed.
We were forced to abandon the weaving temporarily as survival became paramount. Turf quickly cast water counterspells on all of us, knowing the nature of the approaching threat. The waterspout would arrive within moments, covering twenty-five hexes with each pulse of its movement.
As the waterspout bore down upon us, we prepared for the worst. Those of us within the warding with runes hoped its magical protection would preserve us, while others sought what shelter they could find. When the watery tornado passed over our position, our magical defenses proved their worth - the warding successfully dissipated the deadly spell, sparing us all from certain death.
But our reprieve was short-lived. The kraken itself came steaming up the estuary at tremendous speed, breaking through ice as it approached. At the last moment, as it drew near our position, the creature revealed its true nature - dropping its name-change spell and reverting back into a massive dragon, sixty feet in length.
The dragon immediately unleashed its breath weapon upon us - a devastating cone of superheated flame that engulfed most of our party. The magical protection, Sorrows Balm, we had prepared proved its worth once again, as Tulip's carefully crafted potion negated the damage entirely when the total proved to be a prime number. We emerged unscathed from what should have been a lethal attack, much to the dragon's apparent surprise.
As the dragon realized its initial assault had failed, we prepared for a proper battle. Callas used her earth magic to transport herself and Tulip to a safer position at the edge of our protective circle, while the rest of us prepared to engage the beast directly.
Tyndalos stepped forward and delivered an extraordinary pronouncement:
"Intruder, worm, not of this world, a super serpent. Hear me, Glaurung of the false name. I was here after the light when dirt was named. I was here after the fall when dirt was named again. I was here when the dirt shook as the first condemnation fell. Because you have named yourself of this world a usurper of names, you are now subject to its laws. The first condemnation applies to you, serpent. By the authority once vested in me as a seraph, never formally revoked, by right of witness and deep contemplation of dirt, I invoke the curse of the serpent."
He then recited from Genesis 3:14:
"Because thou hast done this, thou art cursed above every beast and every folk. On dirt shall thou grovel. On dirt shall thou choke. There is enmity now between her and thee, and between her brood and thy load."
He then pointed to myself and Turf and continued:
"They shall crush thy head, and thou shalt bruise his toad."
And finally finished with:
"That is not dead which can eternal lie."
His invocation was so powerfully delivered that it granted him significant mystical energy to use against our draconic foe.
Turf consumed potions to enhance his capabilities, drinking both a death potion for protection and a potion of wolf's blood for increased prowess. I positioned myself to flank the dragon from a different angle, hoping to force it to divide its attention and prevent it from catching us all in a single breath weapon again.
Glaurung struck first with terrifying speed. The beast attempted to cast a power word upon Turf, uttering his true name with magical compulsion. However, Turf's natural resistance proved sufficient to shrug off the enchantment, leaving the dragon frustrated as its opening gambit failed.
Callas responded by quick-casting a Wall of Stone, positioning it strategically to provide cover against the dragon's anticipated breath weapon. The wall stood thirty-five feet long and fifteen feet high, offering substantial protection for our formation.
Tulip consumed her Foxglove Draft, enhancing her magical capabilities for the battle ahead, while positioning her summoned creatures - a bear and serpent - to support our assault.
Tyndalos attempted to close distance but found his range spells insufficient to reach the beast from his current position. Instead, he delivered a pointed threat, warning the dragon of our intentions.
I mounted Corniger and began advancing, preparing for a charge while consuming a potion to enhance my combat effectiveness. The Comte transformed into his hawk form, readying his own magical assault.
Turf, displaying characteristic boldness, spurred his mount forward into melee range. This proved both brave and costly, as Glaurung immediately unleashed a devastating series of attacks. The dragon's massive bite and claws struck with supernatural precision, each blow carrying the potential for grievous wounds. Despite wearing his protective cloak, Turf suffered multiple severe injuries that would have felled lesser warriors. His magical cloak's protective enchantments activated repeatedly, turning what should have been fatal wounds into manageable injuries.
The dragon's assault was relentless - bite after bite and claw strikes that carved deep wounds. Yet Turf's extraordinary luck and magical protection saw him through the onslaught, though he was left bloodied and wounded.
In a decisive moment, Turf struck back with his Will Hammer, a weapon designed to drain magical essence rather than inflict physical harm. The first blow drained a significant portion of the dragon's willpower, weakening its magical defenses. A second strike proved even more effective, causing the ancient beast's consciousness to waver as its mental reserves were depleted.
Seizing this critical opportunity, I spurred Corniger forward in a thunderous charge. My lance, enhanced with dragon-bane enchantments and empowered by luck, struck with tremendous force. The weapon pierced deep into the dragon's vitals, delivering what should have been a killing blow.

However, as Glaurung's body collapsed, a horrifying transformation began. The dragon's form burst open, revealing that it had been merely a vessel. From within emerged a twenty-five foot tall Balrog, wreathed in smoke and shadow, wielding an enormous sword and flaming whip. Simultaneously, a strange mechanical entity appeared - an Ophanim, a throne-like being covered in eyes and composed of brass gearing and crystalline components.
Tulip, seizing the moment, cast her Whirlwind Vortex with extraordinary precision and power. The spell struck the Balrog with such devastating force that despite its supernatural resilience, the creature was torn apart entirely by the magical winds, destroyed before it could bring its terrible weapons to bear.
But our victory was short-lived. The Ophanim, observing the Balrog's destruction, immediately employed one of its divine abilities. One of its many eyes gazed upon the fallen Balrog and cast Temporal Reversal, rewinding times effect to restore the creature!
Turf, still engaged in close combat, continued his assault with the Will Hammer. His relentless strikes continued to drain the Balrog's willpower until the creature's mental defences finally collapsed entirely, leaving it unconscious and helpless.
With both immediate threats neutralized, the Ophanim began ascending rapidly skyward, seeking to escape our reach. Tyndalos transformed into his true avian form and gave pursuit, while I continued advancing on Corniger. The Comte, still in hawk form, attempted to blind the creature with his White Lightning spell, though the divine being's natural resistances proved too strong.
The battle became a desperate race as the Ophanim climbed higher, launching devastating Purity Lance and Razor Orb attacks against us. I suffered severe injuries from these celestial weapons, while the Comte was struck down and had to drift to the ground with a crippled wing.
Turf, displaying remarkable courage, triggered his Wind Walk ability and flew up to grapple with the ascending creature. Though initially thrown off, he managed to catch hold and began striking with his Will Hammer. Each blow drained more of the being's willpower until finally, after several devastating strikes, the Ophanim's consciousness failed entirely.
With the creature unconscious and helpless, we were able to secure it and begin harvesting the valuable materials from our fallen foes. The dragon yielded scales suitable for magical armor, teeth that could be fashioned into enchanted weapons, a single intact eye with powerful magical properties, and several claws. The Balrog provided materials for equally impressive gear - its scales could be forged into exceptional shields, while its claws, sinews, and even parts of its spine offered unique crafting opportunities.
The Ophanim proved most valuable of all, its crystalline eyes containing potent magical abilities and its mechanical components offering rare materials for those skilled in such crafts.
Following our victory, several of us chose to sample the dragon's heartblood, a dangerous but potentially rewarding practice. The ancient blood was highly caustic and deadly to most who attempted to consume it. I succeeded in surviving its effects, as did Turf, Tyndalos, and Tulip. However, my faithful hoardling companion was not so fortunate - the caustic blood proved too much for his constitution and he perished from its effects. Fortunately, Callas was able to restore him to life through her ministrations.
With our foes defeated and our objectives secured, we had successfully completed another critical weaving of the barriers protecting our reality, while gaining substantial magical treasures and materials from our victory over these ancient and powerful beings.
People and Places
People
- Jade Rain - an enigmatic figure familiar to both Cerise and Callas. Lives in the Abyss.
- Comte de Versillac - who was once undead but restored to life by a holy man, and as a consequence has a serpent mark on his brow. He is deeply hostile toward the Church.
- Lady Cerise - Matron of the Crimson Sisterhood. Lives in Aeaea, a city of Witches
- Sir Andrew Witherspoon - The Lord of Chivalry
Prophecy Interpretations by the Vatic Oracle (Mario)
1. The Setting of the Prophecy
In the shadowed realm where mortal woe and spectral might entwine, A tale of dark and light unfolds in the world’s bleakest design. Where ruthless fiends and holy men in fate’s grand stage do play, The next three moons will spin their threads in destiny’s display.
- The tale of dark and light represents the ongoing struggle between the fiends (devils, masterminds) and those opposing them.
2. The Wraith of Dread & The Darkened Lord
A wraith of dread with burning eyes, in torment’s guise arrayed, By darkened lord’s command doth seek the hearts of men betrayed. In lands where sorrow’s seeds are sown, where fear doth reign supreme, The fiend with cruel intent shall weave a harrowing dream.
- The Wraith of Dread with Burning Eyes is a powerful undead entity, but its identity is obscured by dark magic.
- The Darkened Lord is not a demon, devil, god, or immortal, but rather a power of some kind.. He resides in the Outer Darkness.
- The Oracle suspected he was one of the bad old ones, meaning he has been around since the early days of the world.
- The hearts of men betrayed refers to groups/factions/people that has suffered betrayal.
- The land where sorrow’s seeds are sown refers to the Land of Nod, where the Red Laughter’s infernal scheme was enacted.
3. The Matron & The Agents Three
In the murky depths of witchcraft’s art, a matron wise and bold, Foretold by agents three of yore, the tale of terror told. She sent forth those with secret aims, where fiendish shadows creep, To pierce the veil of devil’s schemes, where mortal souls do weep.
- The Matron is Lady Cerise, a Medianite Witch who was involved in initiating the investigation
- The Agents Three were Tell, Jedberg, and Uzi, who were sent on a mission related to the prophecy.
- the devil’s schemes were confirmed as the Red Laughter’s plan in the Land of Nod.
4. The Count & The Chalice
Yet far within the twilight’s grasp, a noble count remains, Whose life, though freed from serpent’s mark, bears past’s enduring chains. This count, with quest of balance bound, through hidden paths shall tread, May thwart the devil’s ruthless hand while soul debt he does shed.
- The Count is the Comte de Versillac, a former vampire seeking redemption.
- Freed from the serpent’s mark means he no longer serves darkness/death, but his past haunts him.
- The Oracle confirmed that the Count is seeking the Chalice and Sweet Regret, which might be the key to stopping the Red Laughter.
- May thwart the devil’s ruthless hand suggests that if the Chalice and Sweet Regret are used correctly, they could banish the Red Laughter to Hell
5. The Seer & the Embassy
A seer, veiled in mystic shroud, with visions deep and true, Hath seen an urgent embassy, a path of fate to view. This mission bears a humble quest to seek the noble’s aid, To glean what truths the count might hold, in the murk where shadows played.
- The Seer is Jade Rain, a mystic figure who directed the party toward the Count.
- The Oracle confirmed the Count may have crucial knowledge about the unfolding plot.
6. The Enterprising Schemer (Machiavelli)
In distant coasts where merchants plot, and schemes of power weave, An enterprising schemer stands, with papal ties to cleave. His cunning gaze on shifting tides, with alliances entwined, May steer the course of coming trials, with threads of fate aligned.
- The distant coasts refer to Ravenna, where merchants and power brokers operate.
- The enterprising schemer is Niccolò Machiavelli, an immortal mastermind - The Eye of Discord .
- With papal ties to cleave confirms he is working with or against the Papacy in secret.
- Masterminds manipulates fate through anchor points, setting long-term plans into motion.
- His true goals remain unknown, but he is actively influencing events.
7. The Grand Conflict of Fate & Destiny
Thus, as the lunar cycles turn and shadows deepen still, The forces of the dark and light will clash with potent will. With every stride and hidden move, their fates entwine and twist, In the grand design of cosmic dance where none may long resist.
- This stanza reinforces the ongoing cosmic struggle, with mortals and immortals caught in the battle.
- The Oracle confirmed that both fate (mortals) and destiny (immortals) are in play (and both are in fact required to successfuly oppose this evil plot), and one or more Masterminds are actively working to steer the outcome.
8. The Unfolding of Fate
And so shall fate unroll its scroll, with twists both sharp and sly, Till ends are met and truths are known beneath the cosmic eye. In this tumultuous sphere of war, where mortal and divine, Will weave the strands of destiny, by cunning or design.
- The Oracle warned that events are unfolding according to someone’s design.
- The Mastermind’s influence means the party may be pawns in a larger scheme.
- There is a major battle between mortal choices (fate) and divine manipulations (destiny).
Additional Discoveries & Actionable Points
The Silmaril
- The Oracle confirmed that the gem of fire in the prophecy refers to the Silmaril.
- It is a seed, like a star, or even like the Big Bang itself.
- The party knows where at least one Silmaril is, but the Oracle thinks it is dangerous to get close to it, as it could go off.
The White Sea / Bjarne Land
- The Oracle confirmed that the White Sea is called Bjarne Land by the Northmen.
- The party may not have actually reached the real White Sea during their previous travels.
- The Void being close when the moon is absent is a serious warning.
The Vatic Oracle’s Take on Machiavelli
- Niccolò Machiavelli is an immortal mastermind capable of manipulating fate through anchor points in time.
- These anchor points act like wards but set in time rather than space—triggering certain events when conditions are met.
- There is no easy way to detect if one is caught in his web of manipulation.
Original Prophesy
- "A seer, veiled in mystic shroud, with visions deep and true" = Jade Rain
- "Yet far within the twilight’s grasp, a noble count remains" = Comte de Versillac
- "a matron wise and bold" = Lady Cerise
These comments represent info from Jade Rain
In the shadowed realm where mortal woe and spectral might entwine,
A tale of dark and light unfolds in the world’s bleakest design.
Where ruthless fiends and holy men in fate’s grand stage do play,
The next three moons will spin their threads in destiny’s display.
A wraith of dread with burning eyes, in torment’s guise arrayed,
By darkened lord’s command doth seek the hearts of men betrayed.
In lands where sorrow’s seeds are sown, where fear doth reign supreme,
The fiend with cruel intent shall weave a harrowing dream.
In the murky depths of witchcraft’s art, a matron wise and bold,
Foretold by agents three of yore, the tale of terror told.
She sent forth those with secret aims, where fiendish shadows creep,
To pierce the veil of devil’s schemes, where mortal souls do weep.
Yet far within the twilight’s grasp, a noble count remains,
Whose life, though freed from serpent’s mark, bears past’s enduring chains.
This count, with quest of balance bound, through hidden paths shall tread,
May thwart the devil’s ruthless hand while soul debt he does shed.
The CdV has a part to play
There is some diabolic interest.
Find CdV, get him to do something and that will tell us that is going on
Our leverage against CdV is the fact he has been freed from the serpents mark - he has a debt/obligation to pay.
Has a special defence against the bad thing = Whose life, though freed from serpent’s mark, bears past’s enduring chains.
The CdV's quest involves discovering the role of the original orcs (first elves) in the unfolding events.
Party may need to take an undiplomatic with the CdV to get him to assist.
A seer, veiled in mystic shroud, with visions deep and true,
Hath seen an urgent embassy, a path of fate to view.
This mission bears a humble quest to seek the noble’s aid,
To glean what truths the count might hold, in the murk where shadows played.
The Count may refer to a countdown
In distant coasts where merchants plot, and schemes of power weave,
An enterprising schemer stands, with papal ties to cleave.
His cunning gaze on shifting tides, with alliances entwined,
May steer the course of coming trials, with threads of fate aligned.
Cleave could be read as splitting apart or joining together
Papal = the pope = which resides on the plane of Nualis
There is a family of schemers Giovani de Craschenti. They are the "Eye of Discord," and extreme caution must be taken when dealing with this entity.
The current pope, Turgius is a smart puppet of the GdC
Three things to look at;
• Enterprising scheme
• Cunning gaze = eye of discord
• Coming Trials
hinting at the need for careful negotiation and strategy.
Might require us to influence papal ties, either strengthening or severing them.
Thus, as the lunar cycles turn and shadows deepen still,
The forces of the dark and light will clash with potent will.
With every stride and hidden move, their fates entwine and twist,
In the grand design of cosmic dance where none may long resist.
And so shall fate unroll its scroll, with twists both sharp and sly,
Till ends are met and truths are known beneath the cosmic eye.
In this tumultuous sphere of war, where mortal and divine,
Will weave the strands of destiny, by cunning or design.
Crescenti Family Details
Influence in the Church
- The Crescenti family has notable influence within the church hierarchy. Giovanni de Crescenti, a key figure in the family, was instrumental in ensuring that his nephew, Sergius, ascended to a position of power within the church after a "purge in the Curia" in which many cardinals were killed.
- Sergius, who replaced the previous leader, is described as an "intelligent puppet" of Giovanni de Crescenti, suggesting that while he held authority, he was largely controlled by Giovanni, allowing the Crescenti to maintain their influence within the church.
Character and Motivation of Sergius
- Sergius appears to have been selected because he would not oppose Giovanni's manipulations. He valued a secure and wealthy life more than any real authority over doctrinal matters, implying that his loyalty lay more with his comfort and safety than with the spiritual mission of the church.
- Under his leadership, the church flourished as a "financial empire," which suggests that the Crescenti were using the church's influence to increase their wealth and economic power.
Papal Ties and Manipulation
- There is an ongoing effort to either "split or join" the connection between the church and the Crescenti family, depending on interpretation. The prophecy mentioned in the transcript seems to imply some destiny regarding the Crescenti's influence over the papacy, suggesting a significant impact on future political or religious directions.
Giovanni de Crescenti's Role
- Giovanni de Crescenti is directly referred to as being involved with and possibly orchestrating changes in church leadership. His role in finding a replacement for his nephew implies a strong, perhaps Machiavellian, influence within both secular and ecclesiastical circles.
- Giovanni is associated with a "merchant empire," indicating that his influence is not only ecclesiastical but also rooted in extensive financial and commercial power.
- Giovanni was discovered to be dead, betrayed by the Eye of Discord in a battle with a downed Void Cruiser. The EoD betrayed and sacrificed Giovanni to allow himself to flee successfully and also release the Void Cruisers battery (a demi lich).
Buffs & Mil Sci
Buffs and Abilities
| Magic (caster) | Rk | Effects | Duration | Tf | Ca | B | Ty | Tl |
|---|---|---|---|---|---|---|---|---|
| Strength of Stone (Callas) | 20 | EN/PS + 20 | 21h | EN |
| Magic (caster) | Rk | Effects | Duration | Tf | Ca | B | Ty | Tl |
|---|---|---|---|---|---|---|---|---|
| xxx | xxx | xxx | xxx |
| Magic (caster) | Rk | Effects | Duration | Tf | Ca | B | Ty | Tl |
|---|---|---|---|---|---|---|---|---|
| Void Shroud Slow (B) | 12 | -3 init/pulse to nearby | ||||||
| Forcefield | absorb dmg/pulse | 30 | ||||||
| Prot vs Magic | absorb magic dmg/pulse | 27 |
| Magic (caster) | Rk | Effects | Duration | Tf | Ca | B | Ty | Tl |
|---|---|---|---|---|---|---|---|---|
| See Invis (Rk) | Effective rank for seeing invisible | |||||||
| Stealth (%) | 0 | Std / Ranger Outdoors | 195 |
- Greater Enchantment
- ?
- Mil Sci Raise Morale
- +1 WP
Watch Order
| Hour: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Std Watch | xxx | xxx | xxx | |||||||||
| xxx | xxx | xxx | xxx | |||||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
xxx xxx |
Double File
xxx xxx |
Single File
xxx |
Calendar
| Spring: Thaw 824 (10) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Candlemansa | 1 | Guild Meeting Meeting Lord Tirwh and Lady Suneth |
2 | Travel the Heights of Chaos. | 3 | Travel the Heights of Chaos. | 4 | Travel the Heights of Chaos. | 5 | Travel the Heights of Chaos. | 6 | Travel the Heights of Chaos. | ||
| 7 | Drive carriage to Surah | 8 | Arrive in Surah fight. Rescue family. | 9 | Rest in Surah | 10 | 11 | 12 | 13 | |||||
| 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||||||||
| 21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
| 28 | 29 | 30 | 1 | 2 | 3 | 4 | ||||||||
| Spring: Seedtime 824 (11) | ||||||||||||||
| 5 | 6 | 7 | 8 | Rites of Thunor | 9 | 10 | 11 | |||||||
| 12 | 13 | 14 | 15 | Equinox | 16 | 17 | Eostre | 18 | ||||||
| 19 | 20 | 21 | 22 | 23 | 24 | 25 | ||||||||
| 26 | 27 | 28 | 29 | 30 | 1 | 2 | ||||||||
| Spring: Blossom 824 (12) | ||||||||||||||
| 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | Floralia | 22 | 23 | |||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | Walpurgisnacht | |||||||
| Summer: Meadow 825 WK | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Beltane Full Moon | 1 | C32 training |
2 | C33/34 Rome |
3 | C34 Sir Andrew |
4 | Travel north | 5 | Travel north | 6 | Travel north C35 fight | ||
| 7 | C36 evade storm. Ride north |
8 | Ride north | 9 | Ride north | 10 | Ride north | 11 | Ride north. Arrive Bjarmaland. Search for Middlemarch | 12 | C37 Ride to St Petersburg |
13 | Ride to St Petersburg | |
| 14 | St Petersburg - buy nails, library research | 15 | library research | 16 | library research | 17 | Ride to Bjarmaland. Fight giant and drarves | 18 | Ride to Bjarmaland | 19 | Ride to Ghost forest | 20 | Ride to Ghost forest | |
| 21 | Ride to Ghost forest | 22 | C38 Fight ithilid. Emergency escape teleport |
23 | C39 Prep and research |
24 | Prep and research | 25 | Prep and research | 26 | Prep and research | 27 | Prep and research | |
| 28 | Full Moon | 29 | Prep and research | 30 | Prep and research | 1 | Prep and research | 2 | Ride to Ghost forest | 3 | Ride to Ghost forest | 4 | Ride to Ghost forest | |
| Summer: Heat 825 WK | ||||||||||||||
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| 5 | C40/C41 Fight Demi-lich. Process teeth |
6 | Process teeth | 7 | Process teeth | 8 | Process teeth | 9 | Process teeth | 10 | Process teeth | 11 | Process teeth | |
| 12 | Process teeth | 13 | Make amulets | 14 | Make amulets | 15 | Make amulets | 16 | Make amulets | 17 | Make amulets | 18 | Make amulets | |
| 19 | Make amulets | 20 | Make amulets | 21 | Make amulets | 22 | Travel via portal to outside village | 23 | Arrive St Petersburg | 24 | Tracking patrol | 25 | Tracking patrol | |
| 26 | Full Moon - meet patrol | 27 | Encounter Baba Yaga - pursue hut | 28 | Defeat hut, start tracking it back | 29 | Loot witch, tracking huts old trail | 30 | Tracking huts old trail | 1 | Tracking huts old trail | 2 | Discover huts origin, return Arcangelsk | |
| Summer: Breeze 825 WK | ||||||||||||||
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| 3 | Day of Death Panic, making Form without Substance | 4 | preparations | 5 | preparations and arrival of Comte | 6 | Sealing and fighting Glaurang | 7 | 8 | 9 | ||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
| 24 | Full Moon | 25 | 26 | 27 | 28 | 29 | 30 | |||||||