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 triangle 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 Biarmaland. 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 trained 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 Kubula, 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.
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.
Buffs & Mil Sci
Buffs and Abilities
Magic (caster) | Rk | Effects | Duration | Be | Hr | Mr | Se | Va |
---|---|---|---|---|---|---|---|---|
xxx | xxx | xxx | xxx |
Magic (caster) | Rk | Effects | Duration | Be | Hr | Mr | Se | Va |
---|---|---|---|---|---|---|---|---|
xxx | xxx | xxx | xxx |
Magic (caster) | Rk | Effects | Duration | Be | Hr | Mr | Se | Va |
---|---|---|---|---|---|---|---|---|
Immolation | 12 | Def +20 | 6.5 hrs | ![]() |
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Magic (caster) | Rk | Effects | Duration | Be | Hr | Mr | Se | Va |
---|---|---|---|---|---|---|---|---|
Infravision | 10 | |||||||
See Invis (Rk) | Effective rank for seeing invisible | |||||||
Stealth (%) | 0 | Std / Ranger Outdoors | 63 |
- 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) | ||
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Default
xxx xxx |
Double File
xxx xxx |
Single File
xxx |
Calendar
Spring: Thaw 824 (10) | ||||||||||||||
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Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
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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. | |
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7 | Drive carriage to Surah | 8 | Arrive in Surah fight. Rescue family. | 9 | Rest in Surah | 10 | 11 | 12 | 13 | ||||
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14 | 15 | 16 | 17 | 18 | 19 | 20 | |||||||
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21 | 22 | 23 | 24 | 25 | 26 | 27 | |||||||
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28 | 29 | 30 | 1 | 2 | 3 | 4 | |||||||
Spring: Seedtime 824 (11) | ||||||||||||||
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5 | 6 | 7 | 8 | Rites of Thunor | 9 | 10 | 11 | ||||||
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12 | 13 | 14 | 15 | Equinox | 16 | 17 | Eostre | 18 | |||||
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19 | 20 | 21 | 22 | 23 | 24 | 25 | |||||||
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26 | 27 | 28 | 29 | 30 | 1 | 2 | |||||||
Spring: Blossom 824 (12) | ||||||||||||||
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3 | 4 | 5 | 6 | 7 | 8 | 9 | |||||||
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10 | 11 | 12 | 13 | 14 | 15 | 16 | |||||||
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17 | 18 | 19 | 20 | 21 | Floralia | 22 | 23 | ||||||
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24 | 25 | 26 | 27 | 28 | 29 | 30 | Walpurgisnacht |
Summer: Meadow 825 WK | ||||||||||||||
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Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
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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 | |
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7 | C36 - evade storm. Ride north | 8 | Ride north | 9 | Ride north | 10 | Ride north | 11 | Ride north. Arrive Bjarmaland. Search for Middlemarch | 12 | 13 | ||
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14 | 15 | 16 | 17 | 18 | 19 | 20 | |||||||
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21 | 22 | 23 | 24 | 25 | 26 | 27 | |||||||
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28 | Full Moon | 29 | 30 | 1 | 2 | 3 | 4 | ||||||
Summer: Heat 825 WK | ||||||||||||||
Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
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5 | 6 | 7 | 8 | 9 | 10 | 11 | |||||||
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12 | 13 | 14 | 15 | 16 | 17 | 18 | |||||||
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19 | 20 | 21 | 22 | 23 | 24 | 25 | |||||||
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26 | Full Moon | 27 | 28 | 29 | 30 | 1 | 2 | ||||||
Summer: Breeze 825 WK | ||||||||||||||
Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
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3 | Day of Death | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
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10 | 11 | 12 | 13 | 14 | 15 | 16 | |||||||
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17 | 18 | 19 | 20 | 21 | 22 | 23 | |||||||
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24 | Full Moon | 25 | 26 | 27 | 28 | 29 | 30 |