The Subliminal Court
Summary
Adventure: Subliminal Cuurt
GM: Jim Arona
Season:
Night: various weekends
Level: Medium
- Party
- Employer
- Callas
- Mission
- following on from The Liminal Court, locate people to staff the Cathedral; a Choir, Sexton, Concert master (pre New Edison) and a Glazier.
- Pay
- 10,000sp each. Any loot we find. Anything we sell must be offered to Callus first.
Scribe Notes
Chapter 1: Recruiters R Us
In Service of Lady Callas: A Commission Most Peculiar
Lady Callas presented us with an unusual contract today. The task: locate and recruit personnel for her Abbey on Cataclysm Earth. Specifically, we require a choir of twenty-four members affiliated with the House of Fire, a sexton for groundskeeping and crypt maintenance, and ideally a concert master—though a choirmaster would suffice if the former proves unobtainable. The compensation stands at ten thousand silver per adventurer, plus full rights to any loot we acquire. Additionally, Lady Callas retains first refusal on items we choose not to keep. A generous arrangement, particularly given she also provided substantial upfront funding for preparation.
The party composition settled quickly. I shall be accompanied by Slaydar—an orc who adopts a peculiarly obsequious demeanor toward me despite being a fellow party member rather than actual servant—and the Dark Celestial Ishamael. The latter's shadow wings spell proves invaluable for traversing the considerable distances involved, and his various buffs significantly enhance our survivability—a necessity given my rather unimpressive physical constitution.
Preparations and the Bounty of Seagate
With half our payment advanced (five thousand silver each), we turned to preparations. I provided powerful enchantments to all three of us to bolster our magical defenses and overall resilience. From the Guild stores, I acquired a healing potion—five hundred silver well spent—and the necessary myrrh for spellcasting.
Slaydar, ever mindful of my deficiencies, suggested acquiring trollskin scrolls. I accepted his gift of a scroll with appropriate gratitude. The orc purchased two such scrolls at seven hundred fifty silver each—quite reasonable for multiple charges apiece. With our enchantments and the trollskin's substantial armor, I calculated our group defense at acceptable levels, though hardly reassuring for someone of my limited endurance.
Lady Callas also bestowed waybread upon us—three portions each, well-imbued for duration. The food alone eliminates one significant logistical concern.
The weather at Seagate proved abysmal. A fierce gale forced us to delay departure by a day. When conditions improved to a mere fresh breeze, Ishamael deemed it safe enough for flight.
The Journey to Novodom
The flight to Novodom proved uneventful, if somewhat tedious. Four hours aloft with Ishamael's shadow wings carrying us across one hundred eighty miles. I managed my landing adequately—my natural agility serving me well. Slaydar, however, provided the assembled peasantry with considerable entertainment. The orc came streaking in at excessive speed, distracted by some heat source his infravision detected, and found himself skimming above the ground at tremendous velocity. His eventual landing on the riverbank qualified as controlled only in the most generous interpretation.
The peasants, having been denied the spectacle of our messy demise, tucked away their tomatoes with evident disappointment.
The Ravine and the Crack in Reality
Northwest of Novodom City lies a peculiar geological feature—a ravine formed by some ancient cataclysm that split a range of steep hills. We traveled along this inverted peak until we reached the crack itself. Lightning played along the walls, though my lack of metal armor rendered me relatively safe from its attentions.
During our approach, both Callas and Slaydar identified peculiar stones scattered near the entrance. Callas, with her lapidary expertise, recognized them as fulminite—sand or soil fused into glass by lightning strikes. Each piece measured roughly twenty centimeters across, circular in shape, and distinctly charged. Though not transparent enough for lens-grinding in their current state, they possessed a certain translucence when washed. We each collected a specimen.
The crack itself defies conventional description. It appears initially as another branch of the ravine system, but passage through reveals its true nature—a portal directly into the Astral Plane, or perhaps more accurately, into the Abyss itself.
Traversing the Abyss
Ishamael's shadow wings proved their worth immediately. While flight does not function conventionally in the Abyss, it reduces encounter probability substantially. Flying demons exist here, but they tend toward the feeble end of the spectrum. One does not encounter entities like Rampage or Carnage soaring about—apparently the former's devastating abilities require ground contact to function properly. A useful limitation to remember.
I cast walking unseen upon all three of us, successfully cloaking our presence. Combined with our shadow wings and the natural darkness of the Abyss, we remained effectively undetectable to all but the most accomplished observers. The week of travel passed without incident.
We crossed the sole water barrier I know of in this region without difficulty, though Slaydar nearly provided us with another demonstration of his landing prowess. His infravision again betrayed him, pulling his attention toward heat sources at an inopportune moment. This time he managed a recovery, though he admitted to experiencing what he termed a "brown alert." He then offered, as is apparently his custom, to be beaten for his failure. I declined, citing the impracticality of approaching him in his current state.
Tanuel and the Ascent to House Kerberoth
We arrived at Tanuel through the great arched gates at the base of the butte. The Kerberites stationed here represent the largest and most formidable of their kind—shapeshifters averaging eight feet in height, many manifesting armor directly from their bodies and wielding wicked polearms called horbids. A half-dozen of these warriors patrolled the gates alongside smaller administrative Kerberites, humans, and the occasional hill giant. Orcs, Slaydar noted with some interest, appear uncommon in this region.
The entire settlement at the base qualifies more as a military encampment than a proper town. Behind it, carved into the butte itself, a steep road switches back and forth for approximately one mile vertical to reach House Kerberoth proper. The engineering required to bring wheeled vehicles up such a grade must involve extensive use of bastions and securing points.
The Pool of the Hounds
On the fourth switchback, we encountered a most remarkable feature—a pool of the deepest green I have ever witnessed. A fire giant attended here, bringing the fearsome Hounds of Kerberoth down to drink. These creatures stand as tall as horses and possess three heads each, manifestations of House Kerberoth's power.
Slaydar, observing the hounds drink from the pool, began speculating about its properties. He surmised that the creatures derived their powers from the water itself—a not unreasonable hypothesis given the unusual coloration and the hounds' evident supernatural nature. With characteristic impulsivity, he decided to test his theory by drinking from the pool.
The consequences proved immediate and dire. Slaydar cried out in pain as a wound opened along his primary arm, from elbow to mid-forearm, along the inside. The injury does not bleed. It simply remains open, exposing muscle, vein, and artery in grotesque detail—a sight that would turn most stomachs.
The wound has diminished Slaydar's vitality noticeably. More concerningly, Lady Callas examined it and pronounced it beyond conventional healing. Curse removal might not suffice either, she suggested, though this would be the logical place to attempt such a remedy. She mentioned the Mal'ebonirans as a possible solution, though extracting him from their care might prove the greater challenge.
Slaydar resolved to manage with the injury for the present. The arm remains functional, merely unpleasant to observe. I refrained from commenting on the wisdom of drinking from mysterious supernatural pools.
Henry the Toymaker and Acquisitions
House Kerberoth proper boasts a marketplace of considerable interest. We sought out Henry the Toymaker, a merchant of unusual wares whose reputation precedes him. He stocks spell racks of exotic design.
The first item he displayed was a bracelet—essentially a charm bracelet with empty plates designed to hold engraved semi-precious stones. This rack enhances one's spellcasting reliability through subtle magical augmentation. Potentially useful, though of limited value to someone like Ishamael who rarely fails to cast.
The second item captured my attention immediately: a dreamcatcher-style spell rack, constructed from dried and plaited rawhide, approximately fifteen centimeters in length. It pins to one's breast, either on cloak or chest. The enchantment enhances the first healing spell received each day substantially. A healing spell that would restore modest vitality instead provides considerably more restoration.
I negotiated for the dreamcatcher. Henry's asking price proved unconventional—he requested payment in blood. I agreed, trading a measure of my own vitality. He extracted the payment with professional efficiency. The temporary reduction in endurance seemed trivial given our eighteen-day wait for the next caravan to the Heights of Chaos.
Ishamael examined a cloak with air aspect that moderates wind effects, allowing tactical movement control while airborne rather than being forced to travel at maximum speed. The asking price proved... unusual. Henry wanted something specific from Ishamael, though the details of their negotiation remained private. Ultimately, no exchange occurred.
Strategic Planning and Logistics
Lady Callas suggested we present ourselves to Lord Tirwh and Lady Suneth, the rulers of House Kerberoth. We agreed that paying respects would be appropriate, if only to make our presence known rather than request specific boons.
The caravan schedule allows us eighteen days before departure. Time enough for training and preparation, though the logistics of our actual mission present considerable challenges.
The fundamental problem: we seek to recruit twenty-four choir members, a sexton, and a concert master. Moving such a large group through the Abyss invites disaster. Groups exceeding half a dozen living souls attract attention at rates that render protection nearly impossible. Even moving them in smaller groups, a few at a time, presents significant risks.
We discussed several potential solutions:
Ley Lines: Lady Callas can access ley line travel, but this still requires moving our recruits through the Astral Plane and up to the butte at Tanuel—hardly ideal for a choir unaccustomed to such environs.
Nexus Points: If we could identify nexus connections between our recruitment location and Cataclysm Earth, we might bypass the Abyss entirely. The Himalayan Complex in the Land of Nod connects to New Alusia through a portal, but this merely relocates the problem rather than solving it.
The Underworld: Nekros theoretically provides passages, though entering the realm of the dead with two dozen living choir members strikes me as profoundly unwise. Additionally, I lack the necessary bone circle knowledge for such transport, and I strongly doubt Nekros would share such information even if he possessed it.
Ship Transport: Moving a ship across the Abyss proves beyond our current capabilities. Lady Callas might negotiate such transport, but the dangers inherent in the attempt seem excessive.
We concluded that solving the transportation problem could wait until we actually located suitable recruits. First, we must find them.
Astrological Consultation and the Land of Nod
Ishamael, with his modest astrological abilities, offered to conduct a specific reading. His natural perceptive talents, enhanced by our enchantments, gave him excellent chances of divining useful information.
He posed the question: "Where is the best place to find a choir of the House of Fire?"
The stars indicated the Land of Nod, specifically the eastern region before the Court of Jade. This aligns with our initial assumptions—the Land of Nod hosts numerous religious orders and choirs. The House of Fire, being a religious organization that particularly offended Rome during its time, would likely maintain a presence there.
Training and Preparation
With eighteen days at our disposal, we turned to self-improvement. I contemplated my priorities. Magic stands paramount—I have the opportunity to advance my skills considerably with dedicated training, leaving several days for other pursuits. My walking unseen spell, while functional, could use refinement. The wound to my arm serves as ample reminder that defense remains my greatest vulnerability.
Slaydar, having survived his dramatic landings, expressed interest in improving his flying skill. A sensible choice given the technique he learned through practical application—what he terms "not hitting the ground fast." He also explored necromantic options, though his limited magical aptitude constrains his utility with most spells. His considerable strength, however, makes him an adequate pack carrier, which—alongside his inexplicable sycophancy—largely defines our rather unusual party dynamic.
OOC DetailsItems AcquiredArtephius:
Slaydar:
Ishamael:
Session SummaryThe party accepted a recruitment contract from Lady Callas to find staff for her Abbey on Cataclysm Earth: a 24-member choir (House of Fire preferred), a sexton, and a concert master. Payment: 10,000 silver per adventurer plus first dibs on loot. After preparations at Seagate, the party traveled via Ishamael's Shadow Wings to Novodom, then through a crack in reality into the Abyss. Journey continued to Tanuel and House Kerberoth, where Slaydar was cursed while drinking from the Hounds' pool. The party acquired magical items from Henry the Toymaker and learned through astrology that their targets are in the eastern Land of Nod. Currently waiting 18 days at House Kerberoth for the next caravan to Heights of Chaos, with plans to train and prepare before continuing the mission. Chronological Timeline
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Chapter 2: Safe as houses!
The Journey to Tintagel and a New Companion
The caravan departed House Kerberoth on schedule, bound for Tintagel through the Centre Jungle. Our party gained a fourth member during the journey—an orc necromancer named Sin, affiliated with the College of Necromancy. She possesses competent skills in bone construction and spectral weaponry, though her temperament suggests the aggressive impulsivity characteristic of adolescent orcs. Nevertheless, her abilities proved invaluable in the trials that followed.
The Centre Jungle and Dire Omens
As the caravan established camp at the edge of the Centre Jungle on our first evening of travel, an ominous roaring sound echoed from deeper within the forest. The sound possessed a depth and resonance that suggested a creature of considerable size. The canopy above us filtered much of the remaining daylight, creating an environment conducive to Ishamael's shadow magic but less than ideal for visual reconnaissance.
The party immediately began defensive preparations. Sin and Slaydar erected bone constructions through the trees—interlocking skeletal barriers designed to entangle and slow any approaching threat. Sin's initial casting unfortunately backfired, triggering a deep sleep effect that she successfully resisted through considerable effort. She managed to complete a second construction successfully, creating a bronze-reinforced bone chain stretched between sturdy trees.
Ishamael cast Shadow Forms upon the entire party—powerful manifestations that granted us substantial defense in melee combat, though somewhat less in close quarters. A considerable enhancement to our survivability, particularly for someone of my limited endurance.
Crystal Vision and the Approaching Menace
Ishamael provided me with his crystal of vision, recognizing that my familiarity with Earth and Environmental magic, however modest, made me the logical choice for reconnaissance while he prepared his combat spells. I sent the crystal approximately two hundred feet into the jungle, positioning it perhaps sixty feet above the ground to maintain visibility beneath the canopy.
My perception, enhanced by both my magical aptitude and Ishamael's enchantments, revealed a terrifying sight: a massive bipedal creature approximately twenty-five feet in length, with enormous hind legs, diminutive forelimbs, and devastating jaws. The beast battered down seventy-foot trees as it advanced directly toward our position. A Tyrannosaurus Rex—moving with terrifying speed that made escape impossible, even mounted on camels.
The creature possessed an uncanny interest in our party specifically, ignoring the caravan's camels to focus its attention upon us. Perhaps it detected the scent of orcs, or perhaps our magical emanations attracted its predatory instincts. Regardless, we found ourselves the primary target of a creature capable of devastating our entire group.
Preparation for Combat
The party adopted a defensive posture behind the camels and available cover. I prepared Walking Unseen, though I recognized the spell's limited utility against a creature hunting primarily by scent. The bone constructions provided our best hope of slowing the beast's charge.
Slaydar activated his Trollskin scrolls—potent protections that granted considerable effectiveness when combined with our various enchantments. Both he and I successfully triggered the protective magic, encasing ourselves in regenerative armor that might allow us to survive a glancing blow from those terrible jaws.
Sin prepared her spectral weapon enchantment, imbuing her battle axe with supernatural striking power. The caravan guards readied their crossbows, though I held little hope that ordinary bolts would penetrate the creature's hide. Ishamael prepared his most devastating magic—dark fire and lightning bolts from his invested items.
The beast closed with terrifying speed, covering ground at a rate that made evasion impossible.
The Battle Commences
Ishamael struck first with dark fire—a bolt of shadow flame that scorched the creature's scales. The attack penetrated its natural armor, inflicting modest damage but failing to slow its advance. The T-Rex charged directly into Sin's bone construction, the bronze-reinforced chain catching its massive legs. The creature failed to avoid the trap and fell prone, its tremendous bulk crashing to the jungle floor in a thunderous impact.
Slaydar immediately seized the opportunity, employing his Hand of Death spell—a necromantic curse that allows the caster to crush a victim's heart through sympathetic magic. He made a crushing gesture with both hands, and I witnessed the creature's chest spasm as the spell took hold. The damage proved insufficient to fell the beast, but it clearly experienced considerable distress.
The caravan's crossbowmen demonstrated admirable courage and surprising accuracy. Seven bolts found their marks, inflicting both endurance and fatigue damage despite the creature's formidable natural armor. The accumulation of wounds began to tell—the beast bled from multiple punctures, though none individually proved decisive.
Ishamael continued his magical assault with additional fire bolts and lightning. I attempted Enchanted Sleep—my sole offensive spell of any potency—but the creature's massive endurance rendered the magic ineffective. The spell requires physical contact, and I possessed neither the courage nor the stupidity to approach within fifteen feet of those jaws.
A Moment of Tactical Desperation
The Tyrannosaurus recovered from its prone position and, surprisingly, resisted the fear effect of Ishamael's magic. It turned toward us with renewed fury, having shaken off the psychological assault. The beast charged again, this time employing a trampling attack that threatened to overrun our entire position.
In a moment of what I can only describe as calculated recklessness, I advanced toward the creature, drawing my main gauche and shouting to attract its attention. The theory possessed a certain logic: my mobility and evasive capabilities exceeded those of my companions, and drawing the creature's aggro might prevent it from devastating the less mobile members of our party. Additionally, as the physically weakest member of the group, my death would represent the smallest tactical loss.
I moved perpendicular to the creature's line of attack, gaining the defensive benefit of lateral movement. The beast, possessed of limited intelligence but considerable predatory instinct, fixed its attention upon me. I maintained my evasive posture, prepared to dodge whatever assault it might launch.
The Killing Blow
Slaydar's Hand of Death continued to squeeze the creature's heart while the caravan's crossbowmen maintained their barrage. Sin repositioned behind cover, preparing her own defenses should the creature break through our line. Ishamael continued his assault with invested magic, each bolt chipping away at the beast's formidable vitality.
The accumulated damage proved decisive. The creature's heart, subjected to Slaydar's necromantic compression, finally surrendered. The Tyrannosaurus collapsed mid-charge, its tremendous bulk shaking the jungle floor one final time. Ishamael's Kiss of Death ability ensured the creature would not recover—within moments, it expired completely.
The caravan erupted in relieved celebration. Eight of the guards had frozen in terror at the sight of the charging predator, but the remainder maintained their composure admirably. Without our magical intervention, the creature would undoubtedly have slaughtered the entire caravan, devouring the guards and leaving the camels scattered across the jungle.
Salvage and Spoils
The dead Tyrannosaurus represented a treasure trove of valuable materials. The creature's scales provided natural armor—substantial protection on the dorsal surface and somewhat less on the softer underbelly. The caravan's leather worker calculated that the hide would yield approximately thirty sizes of leather: eighteen of hard leather and twelve of soft.
We negotiated the distribution of materials. The leather worker required six sizes for his own armor—a reasonable request given his services to the caravan. I claimed soft leather for myself, as my casting requirements preclude heavier armor. Slaydar opted for hard leather, befitting his more robust constitution and willingness to engage in direct combat. Sin and Ishamael made their own arrangements.
The creature's teeth, each the size of a dagger, consisted of extraordinarily hard ivory suitable for weapon crafting. The bones, while hollow, possessed remarkable strength—approximately as resilient as teak but significantly lighter. The meat proved edible, resembling chicken in both texture and flavor.
Slaydar's Peculiar Acquisition
During the skinning process, Slaydar performed his Ask the Dead ritual upon the creature's corpse, seeking to establish some form of supernatural connection. The ritual succeeded in ways I suspect he did not anticipate.
The creature's spirit, or perhaps merely an echo of its consciousness, manifested within the severed forelimb. Slaydar engaged in a lengthy conversation with the entity, which revealed itself to possess a distinctly female personality with the aggressive mannerisms of an adolescent orc. The spirit identified herself as "Tina" and claimed to have died previously, only to find herself bound to the Tyrannosaurus's forelimb through supernatural means she could not fully explain.
Slaydar, with characteristic grandiosity, claimed credit for "crushing the beast's heart and rescuing her." The spirit expressed reluctant awe at this assertion, accepting Slaydar as a powerful figure worthy of respect—or at least wariness. The two established what Slaydar describes as "clan mates" status, though the specifics of this arrangement remain opaque to me.
The orc now possesses a sentient T-Rex claw that runs about independently and converses with him late into the night. The other caravan members find this development deeply unsettling, though I suspect they will adapt. Adventurers accumulate peculiarities as inevitably as they accumulate scars.
The Animated Horror
Not content with a mere talking claw, Slaydar decided to animate the entire Tyrannosaurus skeleton. He employed his necromantic abilities to raise the creature as an undead servant—a process that required multiple castings to maintain but yielded a mobile mount of terrifying aspect.
The animated skeleton possesses considerable physical capabilities though it lacks the natural armor of the living creature while retaining the structural strength of its massive bones. Most significantly, it radiates an aura of fear that causes automatic fright in those who behold it.
When Slaydar first animated the skeleton, eight members of the caravan guard immediately froze in terror. The remainder experienced profound unease, and all would suffer ongoing penalties to their morale for the duration of our journey. Sin suggested we keep the creature at the rear of the caravan to minimize psychological damage to our traveling companions.
Slaydar, predictably, insisted on leading from the front with his skeletal mount. The caravan master reluctantly agreed, reasoning that the creature would at least frighten away other predators. I suspect this decision will create complications when we attempt to enter populated areas, but such concerns remain problems for our future selves.
Reflections on Magical Cooperation
The battle demonstrated the effectiveness of coordinated magical assault. Ishamael's dark fire and lightning provided consistent damage output. Slaydar's Hand of Death, while requiring sustained concentration, proved devastating against a single large target. Sin's bone constructions created tactical opportunities that prevented the creature from leveraging its superior mobility.
My own contribution remained modest—reconnaissance through crystal vision and a desperate attempt to draw aggro that thankfully did not result in my being trampled into paste. I recognize that my offensive capabilities remain limited. Enchanted Sleep, while theoretically powerful, requires both physical proximity and successful casting against targets with lower endurance than a massive predatory dinosaur.
The experience reinforces my conviction that survival depends upon proper preparation, tactical positioning, and the willingness of one's companions to employ genuinely terrifying magic. Slaydar's necromancy grows increasingly disturbing with each application, but I cannot deny its effectiveness.
Session's End
With the Tyrannosaurus defeated and its materials claimed, we prepared to rest for the remainder of the night. Slaydar's animated skeletal mount stood watch over the camp, its terrifying presence thoroughly unnerving the caravan guards even as it provided a certain grim reassurance. The orc conversed quietly with his severed claw companion, establishing the peculiar relationship that would characterize our continued journey.
Our mission to recruit choir members, a sexton, and a concert master for Lady Callas's Abbey continues. Tintagel and the Land of Nod still await us, along with whatever challenges the eastern territories present. I have acquired materials for moderately improved armor and considerable experience in coordinated combat against overwhelming threats.
I have also gained an orc companion who rides a skeletal Tyrannosaurus while conversing with a severed claw inhabited by a dead girl's spirit. Adventuring, I have learned, never becomes more conventional with experience—it merely reveals new depths of peculiarity to which one must adapt.
OOC DetailsItems AcquiredArtephius:
Slaydar:
Sin:
Ishamael:
Party (shared resources):
Session SummaryThe party traveled with the caravan from House Kerberoth toward Tintagel, gaining a new companion—Sin, an orc necromancer. On the evening of the first travel day at the Centre Jungle campsite, a massive Tyrannosaurus Rex (5-hex creature, TMR 12) attacked the caravan, targeting the party specifically. Through coordinated magical assault, tactical positioning, and considerable courage, the party defeated the creature. Ishamael's dark fire and lightning, Slaydar's Hand of Death, Sin's bone constructions, and support from caravan crossbowmen combined to bring down the beast. The party salvaged extensive materials including armor-quality leather, ivory teeth, and lightweight bones. Slaydar animated the T-Rex skeleton as a mount and acquired a sentient forelimb companion inhabited by a spirit named "Tina." The session ended with the party resting at the Centre Jungle camp, having gained the caravan's respect and preparing to continue their journey to Tintagel. Chronological Timeline
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Chapter 3: The Lands of Chaos
The Ford of Sands and Trackless Perils
Our journey through the Heights of Chaos continued with remarkable incidents. At the Ford of Sands, Slaydar and Sin demonstrated the impulsive curiosity characteristic of their race by sending spectral hands into the river to investigate potential aquatic life. Instead of fish, they discovered pockets of trackless waste—planar voids that trapped their magical constructs for the duration. The scouts collected sand in glass vials, and the caravan wisely chose to camp at the ford rather than risk travel with active trackless wastes potentially seeking attachment.
The following day brought us to a ruined wall complex containing several mortuary temples arranged in an avenue. Slaydar identified the central building as a death site—a place where bodies were prepared for burial according to ancient funerary rites. The practice involved removing the brain through the nostrils while preserving the heart, as the culture believed reason resided in cardiac rather than cerebral tissue. Slaydar performed his life-prolongation ritual upon Sin here, taking advantage of the necromantically resonant location. The ceremony succeeded on the second attempt, halting her aging process indefinitely. The caravan guards remained at considerable distance during these proceedings, their discomfort palpable.
The Crumbling Paths and Fossil Discoveries
We arrived at a landscape dominated by decaying aqueducts—massive earthen structures with stone facing, rising to remarkable heights and stretching in sweeping curves across the terrain. Ishamael climbed to investigate, discovering the structure's true nature through planar interrogation. The Crumbling Paths, as they are known, constitute a multi-planar phenomenon where sections always orient east-west regardless of the traveler's position. The structure appears to exist simultaneously across multiple planes of reality.
During his descent, Ishamael's footing failed when stone crumbled in his hands, though his Shadow Wings prevented any serious injury. The fallen stone revealed a remarkable fossil—a laminate creature that appeared to be a sea organism but in fact traveled on the wind in an atmosphere of unusual composition. A fascinating specimen for philosophical contemplation, though its practical value remained unclear.
The Cloud Trees of Cindereth and Unusual Provisioning
After a full day's travel that felt curiously brief, we entered an orchard of massive trees bearing watermelon-sized fruit. The Cloud Trees of Cindereth reach extraordinary heights and produce fruit of remarkable properties. The flesh proves extremely filling—a few slices satisfy completely—yet provides no actual caloric content. The fruit remains edible for approximately one year if unopened, but rapidly deliquesces once cut. The juice quenches thirst admirably, and a skilled vintner might ferment the high sugar content into valuable wines.
I immediately recognized the commercial potential. These fruits could revolutionize dietary practices for those seeking to reduce consumption while maintaining satiation. We harvested a considerable quantity, storing them within the T-Rex skeleton's ribcage through clever application of warping magic. The caravan guards found our enthusiasm peculiar but offered no objection.
Syrioth's Azure Grasslands and the Crimson Spires
The next plane, Syrioth, presented grasslands of such rich green that in certain light they appeared almost blue. A mercifully brief day of travel provided welcome respite and opportunity for training. The subsequent journey through Coldstream tested our endurance more severely. Temperatures plunged to near freezing, the bitter cold sapping our strength with every hour of travel. The caravan maintained extensive fires and collected substantial water stores to avoid nighttime excursions into the cold. The guards' woolen blankets, though harsh against unprotected skin, provided admirable insulation. Their wives weave them with extraordinary skill, creating common materials of exceptional quality.
The following day brought us to a peculiar landscape of crimson metallic structures resembling tents with central spires rising to impressive heights. Each "tent" consisted of an alchemical transition metal—hard as bronze but with unusual oxidation properties. The structures leaned at steep angles from vertical, their metallic "skirts" giving the appearance of wind-caught fabric frozen in place.
In an ill-advised experiment, I allowed blood to drip upon one of the fallen spires. The structure immediately began draining my vitality at an alarming rate while manifesting translucent human figures moving through the area as if the metallic structures did not exist. Slaydar identified these as insubstantial dead, though they proved unresponsive to necromantic communication. Ishamael's healing intervention halted the blood drain and dispersed the manifestations. The structures possess an aura of Remembrance—not a graveyard, but definitely a site where death has occurred in significant quantity.
That evening I experienced vivid dreams of conversations with unfamiliar people, discussions where I perpetually lacked some essential context that would render them comprehensible. The bleeding had evidently created an unwelcome connection to whatever memories these spires preserve.
The Thorn Fields of Havoth
Travel through Havoth proved utterly exhausting. I found myself far more drained than my hardier companions, struggling to keep pace as we crossed the landscape. The terrain consisted of cultivated fields of thorns arranged in precise rows like a plantation. The plants themselves demonstrated remarkable properties: dark green with bright yellow bulbs, they possessed elasticity like rubber, resisting attempts at crushing. The sap proved highly corrosive to metals and organic materials alike, blackening and destroying a cloth rag in moments.
The T-Rex managed to tear free a section of plant, which we preserved for potential alchemical trade. The caravan guards used bill hooks to protect the camels from the thorns while traveling single-file through the furrows. The plants, known as Thorn of Havoth, serve as source material for creating green vitriol—a dangerous but valuable alchemical component. Extraction requires considerable alchemical expertise to perform with any degree of safety.
Arrival at Tintagel
After a brief final journey, we arrived at Tintagel—a castle city situated at the elbow of U-shaped hills rising to impressive heights. Terraced farms covered the hillsides, irrigated by channels fed from a water source at the summit. The castle itself stands where a moat once existed, now a dry depression crossed by drawbridges.
The population of Tintagel consists largely of spellcasters, identifiable by the chaos marks that distinguish them from ordinary humans: red sclera, black irises, and various physical peculiarities such as backwards-bending legs. Despite these unsettling characteristics, the Tintagelites demonstrate little malicious intent—they pose danger primarily through distraction, unreliability, and the occasional catastrophic accident rather than deliberate malice.
Our entry with the animated T-Rex skeleton drew considerable interest from the local wizards, many of whom examined it with quizzing glasses and lorgnettes. One figure—tall, slender, wearing silver chainmail and a conical helm—descended from the sky, examined both the T-Rex and Slaydar within it, and simply said "No" before departing. The sixth such skeleton today, apparently.
The local wizards expressed interest in purchasing the skeleton, though not for unreasonable sums. They offered exchange in magical services or goods rather than currency. A Staff of Power would require multiple such specimens—well beyond our current resources. More modest exchanges included spell racks, incantations, and various invested items. Of particular interest was an Enchiridion of Incantations based on Bolt of Energy, containing several variations including Levin Bolt (stunning lightning), a columnar lightning bolt, burst of energy (which restores vitality), and various elemental projectiles.
The Tintagelites proved fascinating if frustrating trading partners. They possess exceptional skill with incantations but demonstrate profound organizational difficulties. A guardsman specifically warned us that deals must close quickly—the wizards frequently lose interest in agreements made even days prior, their attention captured by new fascinations. Yet they prove valuable trading partners precisely because their unreliability stems from distraction rather than duplicity.
We also learned that the thorn material from Havoth holds value here, as the wizards extract its alchemical properties for creating green vitriol. However, any attempt to return through the Heights of Chaos to harvest more would prove futile—the trackless wastes do not permit simple backtracking. One must follow established routes or possess exceptional tracking skills enhanced by magic. Earth mages apparently navigate such regions most effectively.
Observations on the Journey and Local Customs
This journey through the Heights of Chaos has impressed upon me the fundamental truth that reality itself varies considerably between planes. Each realm operates according to its own principles—from the Crumbling Paths that maintain consistent orientation regardless of position, to the Cloud Trees that provide satiation without nutrition, to the metallic spires that harvest blood to manifest memories of the dead.
The trackless wastes present particular danger. Unlike conventional geography where one might retrace steps, these planar voids do not respect spatial consistency. The caravan's rangers possess knowledge of safe routes accumulated over years of travel, but deviation risks becoming permanently lost in placeless nowhere. Slaydar and Sin's spectral hands remain trapped somewhere west of us, calling forlornly for their masters until the magic sustaining them finally expires.
The Tintagelites themselves embody a peculiar paradox—simultaneously brilliant and unreliable, capable of extraordinary magical achievement yet unable to organize even simple cooperative endeavors. Their chaos marks serve as constant reminder that proximity to the Abyss shapes both form and function. Yet their essential lack of malice makes them preferable trading partners to many more conventional merchants I have encountered.
Practical Considerations
My physical endurance continues to prove the limiting factor on these journeys. While my companions suffer manageable exhaustion, I accumulate weariness far more quickly during difficult travel. The Strength of Stone and Waybred enhancements from Lady Callas provide essential support, but I remain keenly aware of my physical limitations. Should I fall unconscious from exhaustion during some crisis, the party's capabilities would be only modestly reduced—a cold comfort, but realistic assessment nonetheless.
The T-Rex skeleton, while impressive, proves less valuable than Slaydar hoped. The bones themselves—hollow, light, strong as dense wood but remarkably lighter—possess considerable practical application for construction of boats, gliders, or lightweight implements. However, multiple such skeletons would be required to obtain truly exceptional magical items. We may trade portions for more modest but immediately useful enhancements.
The Cloud Fruit represents a more promising long-term investment. If we can establish reliable transport through the trackless wastes, these fruits could find ready market among the wealthy seeking to reduce food consumption while maintaining comfort. A master vintner could potentially create valuable wines from the high sugar content. The Abbey itself might benefit from such provisions, reducing the burden of feeding a large staff while maintaining morale.
OOC Details
Items Acquired
- Substantial supply of Cloud Fruit - stored in T-Rex ribcage (filling, non-caloric, lasts approximately one year unopened)
- Thorn of Havoth material - for trade or alchemical use in Tintagel
Sin:
- Life Prolongation ritual completed (aging halted for 14 years) - performed at mortuary temple
- Four red flesh beetles (in bag, in torpor when dark) - collected at Ford of Sands
Ishamael:
- Uncommon herbs from Scented Jungle (accelerate Earth Mage healing spells)
- Aminote fossil material - from Crumbling Paths investigation
Training time
3 days of downtime - After the T-Rex battle 2 half-days at Cindereth and Serioth 1 half-day after the Crimson Spires
4.5 days total.
Session Summary
The party completed their journey through the Heights of Chaos trackless wastes with the caravan, traveling from the Centre Jungle camp to Tintagel over approximately nine days. The journey included encounters with numerous planar phenomena: trackless wastes at the Ford of Sands that trapped Slaydar and Sin's spectral hands, ancient mortuary temples where Slaydar performed life prolongation on Sin, the multi-planar Crumbling Paths where Ishamael discovered unusual fossils, the Cloud Trees of Cindereth producing non-caloric but filling fruit, crimson metallic remembrance spires that drained Artephius's vitality when blood-activated, the freezing passage through Coldstream, the dangerous thorn fields of Havoth, and finally crossing a lava river via Sin's bronze bone construction bridge. The party arrived at Tintagel, a castle city populated primarily by chaos-marked wizards known for exceptional magical skill but profound unreliability. Initial negotiations regarding the T-Rex skeleton revealed local interest in magical trades rather than currency, with various spell books, incantations, and invested items available for exchange. The session ended with the party beginning to explore trading opportunities in Tintagel while considering their recruitment mission objectives.
Chronological Timeline
| Date | Event |
|---|---|
| Day 28 | Departed for Heights of Chaos; rested at Scented Jungle where Ishamael gathered uncommon herbs |
| Day 29 | Long day's travel through Heights of Chaos; camped at Ford of Sands; Slaydar and Sin lost spectral hands to trackless wastes; red flesh beetles cleaned T-Rex skeleton |
| Day 30 | Collected four flesh beetles; continued lengthy travel; arrived at mortuary temple ruins; Slaydar performed life prolongation ritual on Sin (succeeded on second attempt); rested at ruins |
| Day 31 | Exhausting travel to Crumbling Paths; Ishamael investigated structure and discovered aminote fossil; camped beneath aqueduct |
| Day 32 | Traveled to Cloud Tree orchard of Cindereth (curiously brief journey); harvested cloud fruit |
| Day 33 | Brief travel through Syrioth grasslands |
| Day 34 | Grueling journey through Coldstream's bitter cold; camped by frozen stream |
| Day 35 | Recovered from extreme cold; traveled to Crimson Spires; Artephius bled on spire, manifested insubstantial dead, was healed by Ishamael; camped at spires |
| Day 36 | Utterly exhausting travel through thorn fields of Havoth; harvested thorn plant material; camped in thorn fields |
| Day 37 | Brief final travel to Tintagel; crossed lava river via Sin's bone construction bridge; arrived at Tintagel; began negotiations regarding T-Rex skeleton and exploring magical trading opportunities |
References
Mil Sci
Watch Order
(Proposed) An elf with witch-vision on each watch, attempt at partnering more and less experienced party members, with cooks on first and last watch (and Fizz and Ron not on the same watch).
| Hour: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| xx | xx | xx | xx | |||||||||
| xx | xx | xx | ||||||||||
Calendar
Autumn | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Lugnasad | ||||||||||||||
| Fruit (4) | ||||||||||||||
| 1 | Guild Meeting | 2 | 3 | 4 | 5 | 6 | ||||||||
| 7 | 8 | 9 | 10 | 11 | 12 | 13 | ||||||||
| 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||||||||
| 21 | 22 | 23 | 24 | Meet Callas and commence adventure. | 25 | Rained in! | 26 | Flight to Novodom | 27 | Into the astral and across the abyss | ||||
| 28 | Flying in the Abyss | 29 | Flying in the Abyss | 30 | Flying in the Abyss | |||||||||
| Harvest (5) | ||||||||||||||
| 1 | Flying in the Abyss | 2 | Flying in the Abyss | 3 | Flying in the Abyss | 4 | Flying in the Abyss | |||||||
| 5 | Flying in the Abyss | 6 | Flying in the Abyss | 7 | Flying in the Abyss | 8 | Flying in the Abyss | 9 | Flying in the Abyss | 10 | Flying in the Abyss | 11 | House Kerberoth | |
| 12 | Training etc | 13 | Training etc | 14 | Training etc | 15 | Equinox Training etc |
16 | Training etc | 17 | Seagate Autumn Fair Training etc |
18 | Seagate Autumn Fair Training etc | |
| 19 | Harvest Moon Training etc |
20 | Training etc | 21 | Training etc | 22 | Training etc | 23 | Training etc | 24 | Training etc | 25 | Training etc | |
| 26 | Training etc | 27 | Training etc | 28 | Training etc | 29 | Michaelmas Training etc |
30 | Training etc | |||||
| Vintage(6) | ||||||||||||||
| 1 | Caravan | 2 | ||||||||||||
| 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | Blood Moon | 18 | 19 | 20 | 21 | 22 | 23 | |||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | Beerfest | |||||||