Dreamers Showcase
Summary
GM: Sam
Season: Spring 825 WK
Night: Saturday
Location: Online
Level: High
- Party
- Lim – Drinks mage
- Pierre the Halfling – Cook
- Thorn – Front line - Mil Sci
- Sabastian – renaissance Hero - Scribe
- Vixen – Burny burn - Party Leader
- Jaycey – hair and makeup - Mil Sci backup
- Tulip – animal herder
- Employer
The Dreamer
- Mission
To represent the guild in a Showcase competing against other Adventuring Parties
- Pay
Generous
Scribe Notes
The Dreamer’s Stage

The party gathered in Guild Meeting Room Five, only to be met with a peculiar sight: a softly glowing, large blue crystal sat at the centre of the meeting table beside the usual guild paperwork. Once introductions were made and the paperwork dispensed with, a guild scribe entered to explain the matter at hand. She revealed that she—and every other scribe in the Guild—had been plagued by the same recurring dream for weeks. The visions pointed them to a particular location, where a low-level party had been dispatched. That party had recovered the very crystal that now gleamed in front of us.
Yet the dreams did not stop. The scribes remained restless, their sleep disrupted night after night. The crystal, it seemed, was not merely an artifact but an invitation—to a competition. And now, someone had to go through. That someone was us.
We examined the crystal, but it yielded little information. As we debated preparations, we quickly discovered we could neither leave the meeting room nor communicate beyond its walls. Each attempt at magic only caused tendrils to sprout from the crystal, stretching further with every spell cast. Deciding the crystal was growing impatient, we resigned ourselves to the inevitable. Most of us took seats around the table, closing our eyes. Sebastian, in his usual dramatic flair, insisted on standing heroically—only to regret that as he lost conscious and began to collapse to the floor.
When next we opened our eyes, we were seated in plush chairs within a private box overlooking an ornate theatre. Jaycey leaned eagerly over the railing, staring at the strange gathering below: a motley crowd of adventurers from every species and culture imaginable, clad in wildly different attire. Before we could attempt conversation, the lights dimmed. Purple smoke flooded the stage. Out of it emerged a tall figure robed in black.
They introduced himself as the Oracle, emissary of his master, the Dreamer. We were told this was the Dreamer’s showcase, a series of trials both large and small, to be conducted within the Dreamscape. Anyone in the Dreamscape are no more real than the dream itself—though they believed they were. Death, we were assured, was temporary: those who fell would eventually return here. We could work with the other adventurers, or against them. The choice was ours.
Led from our box, we met another mysterious figure known only as the Weave. He guided us to a chamber lavishly furnished, which he explained was ours alone. No other adventurers could enter. The room had remarkable features: a cupboard that conjured any food one imagined (which Sebastian immediately claimed as his throne, eating without pause), and a small side room that not only healed but bestowed a Greater Enchantment upon anyone who entered. While the Weave spoke of rewards, Jaycey remained sceptical, demanding to we wanted to see “the cold hard cash.”
The Weave also explained that our chamber was now connected to a great hall where all the adventurers might mingle. Recognizing the value of alliances, we resolved to make friends. Lim produced an array of extraordinary spirits, while Jaycey conjured an astonishing spread of delicacies. Together with Sebastian and Vixen, they circulated among the crowd, offering hors d’oeuvres and drinks, and striking up conversation with the eclectic and powerful individuals assembled. The hall was a whirl of strange magic, peculiar personalities, and formidable presences.
By the time we returned to our chamber, we had forged some tentative alliances and some interesting information from Thorns reading of auras. Jaycey, however, was less concerned with philosophy than with her recent experience: the unsettling weight of one of the individuals with Avatar-level auras tried to control her perception of him.
North Crossing Reconnaissance
We decided to head to North Crossing to reconnoitre and get the lay of the land. The Dreamscape dropped us into the empty taproom of a bar. Outside the window the late afternoon sun struggled through a light rain. We quickly confirmed we were on the plane of Ulder, near the city of Nihlus. Sabastian strode confidently into the main bar, his natural charisma and heroic bearing turning every head. Within moments the locals were buying drinks for us, eager to share their gossip with the visiting adventurers led by such an great hero. Eventually, the party extracted itself and headed out to the streets to explore.
Our exploring was cut short as the city guard soon reminded us that even heroes need a license and we headed to the Citadel in the east ward—a vast military fortress teeming with soldiers, many armed with silvered weapons— and found our way to the civilian licensing office. The clerk there explained that many adventuring groups had been recently applying for licenses. As part of the process, each of us was required to place our hand on an enchanted gem to test our competence. We all passed with ease, he was most impressed with the natural heroism of Sabastian.
We learned the Military might have work for us hunting dangerous creatures. The clerk also warned us that those who entered the Forbidden Lands often returned missing limbs—and that such wounds were notoriously difficult to resurrect. He provided us with a far more detailed map than most visitors received, after some persuasion on our part.
Later, while exploring the city, we encountered another Dreamscape team - their illusions concealed the undead minions they travelled with. Jaycey struck up a conversation with Alexdraza, a pale necromancer, and they exchanged quests. We shared information about recovering a jewel from the Halted Mausoleum; they told us of a task involving “Cut the heart, crease the grasping,” a cryptic clue that seemed tied to a forest location. We agreed that if aid were needed, the Black Flare would be their signal.
As we made our way toward a tavern called The Sausage and Crab, we spotted two flares in the sky. Lim conjured visions in water to scry the source. We saw Vanilla Berry (purple) entering a tavern, her arm missing, while Oleander Bun (blue) lingered outside a warehouse near the cemetery.
Heading back to the Dreamscape’s common room we found Kagrak throwing furniture at a suspicious group of men, each side accusing the other of treachery. We chose to believe Kagrak. After the others departed, Kagrak confided they had discovered something about “The Rising”—a massive horde of undead that required immediate attention. Vixen, brimming with enthusiasm, volunteered our help before anyone could object.
We also visited Vanilla, who told us her party had been ambushed in the Wastes. The very earth itself rose and crashed down on them, forcing a retreat. Many of her companions were still missing. We promised to aid her—though after the urgent matter of Kagrak’s undead horde.
Returning to North Crossing, we met Kagrak’s team at the warehouse to plan our strike. Thorn devised tactics, and together we marched to the cemetery, our weapons blazing with righteous fire. The graveyard swarmed with undead. Kagrak bellowed a war cry and charged, each of his strikes obliterating zombies in single blows. Our parties followed—Vixen and Thorn in the burning front line, Lim and Elderan in the rear, while others unleashed devastating spells. Between steel, flame, and magic, the horde of undead was shattered in short order.
The Mausoleum of Tormented Spirits

The ashes of the fallen undead mages still smouldered as the party searched their bodies, only to find little but strange black patches—proof that whatever treasures they carried had disintegrated with them. The mystery would have to wait. Ahead loomed the mausoleum, its cracked steps descending into shadow where more undead had vanished.
Down the long stairwell we marched, steel and spell at the ready. At the base, skeletal guards barred the way, their empty sockets burning with unnatural light. They were no match for our fury: Thorn’s blade and Tulip’s molten magma ripped through them, their bones scattering like autumn leaves in a storm. The door fell, and deeper still we pressed.
In the next chamber, more of the dead awaited us. These were stronger—some wielding necromantic arts. Thorn and Vixen stood as an unbreakable wall, the vanguard against death itself, while the rest of us rained down destruction. Bone shattered, dust choked the air, and though Pierre’s heart faltered for a moment, the line did not break.
But the true test lay beyond. The exit opened into a colossal circular hall. At its heart stood a lich, surrounded by swirling wraiths, chanting spells of unearthly power. They were shielded by a wall of tormented spirits—writhing, screaming souls bound into a barrier of green flame. Five bridges stretched from the central dais, each lined with undead and crowned with a glowing necromantic crystal. More than a hundred foes waited in that chamber.
Pierre, ever the opportunist, carved a tunnel through the stone to the outer ledge, giving us a path. The party surged forward in a storm of fire and steel. Bone fragments filled the air, Tulip’s mighty bear ripped through the enemy ranks, and Thorn shattered the first crystal with a single furious blow. Still, the lich’s ritual drained our strength, every moment bleeding us of life.
Then came the turning point. While others faltered under the unholy tide, Sebastian rose above despair. With unwavering resolve, he knew someone had to face the lich directly. Without hesitation, he teleported across the gulf, landing in the heart of the maelstrom. His holy rapier blazed with divine radiance as he struck, piercing the lich’s rotting frame with a blow that would have felled any mortal foe. The chamber shook with the force of his courage.
Though the lich healed instantly, Sebastian’s valour had broken the spell of fear. His defiance was a beacon in the suffocating dark. Vixen and Lim, overcome with awe, wept at the sight of his unyielding stand. Inspired by his example, the majority of the party fire-arced into the central dais, charging to his side. Together, they threw themselves against the lich and its wraiths, fighting not just with weapons and spells, but with the burning will kindled by their hero - Sabastian.
The fight raged on. The lich’s life-draining aura clawed at us, round after round, stealing vitality and hope alike. Each time we struck it the damage bled into the ranks of its skeletal thralls. It seemed unkillable.
Through it all, Sebastian endured. Every blow that would have felled another he met with unwavering faith. Even as the lich severed his hand—leaving only a blackened, withered stump—he ignored the agony, pouring every last drop of divine power into healing his allies. His sacrifice kept us standing when death was only a breath away.
Pierre hurled diamond javelins that shattered the necromantic crystals, weakening the Lich, Tulip and Thorn striking deadly blows. Kagrak and Oleander finally joined the fight and crushed the skeletal defenders. At last, with the Lich weakened and surrounded, Jaycey and Lim drove their flaming blades into its form. With a scream that split the air, the lich teleported away, its ritual broken at last.
But victory bore a curse. Using a magical leaf, Pierre reattached Sebastian’s severed hand—only for it to twist and sprout writhing tentacles, turning against its master. Without hesitation, Pierre severed it once more and cast it into the flames. The corruption within Sebastian’s body was undeniable; he bore the mark of the lich’s vengeance.
As Lim set fire to the wooden tendrils still clutching the walls, the party staggered toward safety with knowledge they had received thread. The exit was blocked by more undead—remnants of the half-finished ritual—but they were swiftly cut down. At last, the Mausoleum of Tormented Spirits fell silent.
Curses and Questions

The party returned to their rooms at The Sword and Thistle. There, a silver triangle was found—an object of power—and Lim began the laborious task of lifting the curse from Sabastian, while the halfling hero centred himself in divine focus. The “Shattered Hunger” curse was a grotesque affliction, twisting all healing into nourishment for a parasitic growth. Fortunately, Lim’s first attempt succeeded, and the curse was severed before it could feed again.
When Lim turned her efforts to Tulip, Sabastian took the chance to visit the Dreamlands. Opening the door to the shared lounge, he found chaos within—a violent skirmish raging between several factions, the furniture overturned and barricaded into makeshift fortifications. Before he could process the scene, a blast of dragonfire roared across the room, forcing him to slam the door shut. Meanwhile, other members pursued their own inquiries. Vixen and Jaycey ventured into the city to chase rumours, unearthing new information about the mysterious map. Pierre secluded himself in the library, poring over ancient scrolls and gathering insight into the connected quests.
Later, Sabastian and Pierre took to the skies, seeking to chart the city’s details from above with the aid of a spyglass and Pierre’s keen eyes. Their reconnaissance was interrupted when five hostile fliers launched from the city’s edge to intercept them. Choosing evasion over combat, they dove sharply and landed amid the crowded streets. The pursuers followed, cornering them near a tavern—but Pierre, with quick thinking, phased them both through a wall into an adjacent building, escaping into the alleyways beyond.
Tulip’s curse proved far more stubborn. Four exhausting days passed before Lim finally prevailed. As the curse unraveled, the corrupted growth expelled itself—a writhing, furious mass of flesh and tentacles. Jaycey and Pierre struck immediately, cutting it down, and Vixen swept the remains in cleansing dragonfire. Yet the battle left its mark: Jaycey’s leg and Pierre’s abdomen were both savaged, and their slow regeneration risked feeding the same curse anew.
What followed would test the stomachs of even hardened adventurers. Jaycey, giddy from an excess of sugared confections, cheerfully volunteered to lose her leg—Vixen assisted with grim efficiency. Thorn, our unflinching healer, opened Pierre’s wound with a dagger, allowing the corrupted flesh to fall away. Both endured the agony with remarkable courage, each biting down on a frosted cream bun as the cleansing flames reduced the remains to ash.
The next three days passed in quiet recovery. Potions were brewed, new limbs restored, a rune portal was created, and shaken nerves soothed. The fighting within the Dreamlands had subsided, and a note from Pigeon awaited them—she had visited the Druids, who were reportedly well-treated. The common room furniture was battered but reassembled, and a fresh notice warned patrons to beware Michelangelo—likely a caution against his unnervingly charming ways.
Then, a white flare was seen far to the east. The Waters of Vision revealed it came from a scry-shielded structure on the coast, though it was not one of the party’s prearranged signals. Cautious of a trap, the party ignored it, instead flying north toward the mountains—toward the dungeon rumoured to be tied to the mystery of The Stopped Clock. Flying out of the city two other groups were seen heading to the coast toward the source of the white flare.
Hours later, deep in the range, a vast draconic shape rose from the peaks ahead. The party descended quickly. The creature’s mournful cries echoed through the valleys, so Sabastian traced words of parley into the sky in draconic script. Soon afterward he and Pierre stood face to face with a black-scaled wyrm bearing two pairs of wings. The dragon explained that one of its young had been kidnapped the previous day, and it scoured the mountains with two of its kin in search.
When Sabastian mentioned the travellers they had seen earlier, the wyrm flew off—and soon returned, dropping four charred bodies at their feet. Thorn, ever merciful, called upon divine magic and restored life to a young human named Andy. Disoriented, Andy explained that his group had been teleported into the mountains against their will, and that he knew nothing of the missing dragon. Soon after, the Dreamscape reclaimed Andy and his companions.
The wyrm led the party to the abduction site. Lim and Pierre found tracks of twelve entering but none leaving, along with pitons and climbing ropes on a nearby cliff face—signs the kidnappers had likely teleported away. Sabastian, a sweet-toothed seer, read the crumbs from a biscuit and divined three colours: Vermillion, Burgundy, and Violet. Jaycey recalled seeing women of those colours in the Dreamscape—a human woman in an vermillion ascot, a dwarven woman with burgundy threads through her cloak, and an elven woman wrapped in a violet sash.
Realising there was little more they could do for now, the party turned toward the dungeon of The Stopped Clock. Thorn, seeking foresight, gazed into the future and saw grim visions: dark-skinned elves locked in battle, a boulder crashing down a corridor, a fall into a pit, and finally—himself and the others impaled upon seven blades.
The Frozen City Beneath the Mountain

We flew across the snow-capped peaks and landed near a set of ancient ruins. Once, the site had been a beautiful and ornate gateway; now, only eroded pillars and weathered stone hinted at its former grandeur. The remnants marked the entrance to the mountain itself — a pair of massive, thirty-foot doors standing slightly ajar.
Beyond them, we discovered a vast underground city. The vaulted ceiling rose thirty feet overhead, and wide stone roads stretched off into the shadows. The most striking sight, however, were the Drow — frozen in time. Caught mid-stride, mid-battle, mid-breath, they were preserved by an ancient spell known as Full Stop. They still lived, suspended between moments, though we couldn’t interact with them… or, regrettably, draw moustaches on their faces.
We explored for hours. The city was caught in the middle of a siege — Drow forces had overwhelmed its defenders. Armoured figures still stood where they had fallen, locked in their final moments of resistance. Deeper within, frozen battles still raged — an entire invasion paused five thousand years ago.
Seeking to learn more, we made for what appeared to be the Treasury. Its heavy wooden doors had long since rotted away. Inside, we discovered a magnificent magical table, displaying a topographic map of the surrounding mountains as they had been millennia ago. The table seemed linked to another somewhere else, though we could not determine where.
In the vault beyond, we found the aftermath of a robbery — the great door blasted open, a thief forever reaching for the last bar of gold, frozen inches away. His bag of gold tantalising close but untouchable. The smaller inner chamber had been untouched. There, we found a set of exquisite plate armour and a large rectangular box, both heavily warded and trapped.
Our careful inspection confirmed it: the wards were ancient and immensely powerful. Sebastian’s attempt to dispel the ward on the armour failed, inflicting him with a curse known as “Devouring Compulsion.” His mouth filled with acid as he tried, he lick the “delicious” armour. Before he could take a bite, Pierre tackled him to the ground, while Thon used her magic to suppress the curse’s effects. Once contained, Sebastian turned his attention to the box — successfully removing its ward and, through clever use of Transparency and Adhesion, disarming the trap. Two hundred enchanted needles — each tipped with disintegration and paralysis — fell harmlessly to the floor.
When Jaycey finally opened the box, she found a figure wrapped in layers of linen, along with a clock, a small wooden hat, and a jewellery box. Unwrapping the body revealed a skeleton the size of a halfling, its organs replaced by intricate mechanisms. We took cover as the clockwork heart began to drum and the bellows where its lungs should be started to pump. Before our eyes, the figure reassembled itself from the metals around it and climbed free of the box.
When we approached, the being introduced himself as Marquilie. He claimed to have been trapped for millennia and thanked us for his release. He spoke of the Power of Alder — people Jaycey recognised from her previous adventures — and then departed the ruins on foot, his purpose his own.
Experimenting, Jaycey discovered that the jewellery box could create small imagined items. Meanwhile, Sebastian’s tinkering with the clock accidentally summoned an animated monkey, formed from loose gears and broken furniture. Jaycey conjured a banana for the creature and, to everyone’s amusement, placed the wooden hat on its head — which promptly transformed into a fez. Unfortunately, the curse still gripped Sebastian. Overcome by his hunger for magic, he devoured one of his own enchanted rings before being wrestled down again. Recognising the danger, the party secured a nearby building so that Lim could begin the laborious process of removing the curse.
While on watch, Vixen and Jaycey overheard distant voices. Sneaking closer, they found the Blind Dwarf — the same one encountered earlier in the city — accompanied by undead allies. Facing them was another group: a human, two elves, a halfling, and a half-giant. The two groups argued, each demanding the other leave the city. Their quarrel fell silent when the ground began to tremble — the footsteps of a massive creature echoing through the streets. He fragile peace broken the humanoid group attacked the Blink dwarf, and quickly died under necromantic magics.
A moment later, a colossal komodo dragon, thirty feet tall, thundered into view. Panic erupted. The Blind Dwarf fled with his undead companions, pursued by the beast. Deciding that confronting the monster would require everyone’s strength, Vixen and Jaycey retreated to the safehouse, where the rest of the party continued the delicate ritual of curse removal
Into the Depths

The next morning the party slipped through the silent city. The deeper we descended, the more grim and frozen the conflict became—soldiers locked in mid-strike, spells suspended in the air, a war preserved in ice-cold time.
At the lowest level we discovered a heavily fortified church, its outer gates blasted apart. The courtyard was littered with the bodies of both drow and armored knights. Beyond the beautifully carved doors, time had captured the moment of a violent clash: dozens of drow and knights frozen mid-battle, including three mighty holy knights marked with ornate religious sigils. At the far end loomed a monumental statue of a kingly figure.
At the centre of the frozen carnage, two figures locked in combat drew our attention. Between them floated a glowing blue gem. A tense divination—performed while sitting amid the unmoving battlefield—revealed its true nature: a Grand Magical Multiplier, a dangerously cursed artifact that magnifies magic to epic levels. It was responsible for the entire city being frozen in time. Taking the gem would end the spell… and instantly unleash the full fury of the battle around us.
Sabastian’s Plan
Sabastian, ever the tactical genius, formed a bold plan.
We would surround the combatants with walls and impenetrable light spells. Pierre would snatch the gem and then instantly swap places with his illusion positioned with the party near the church entrance, giving us the seconds we needed to flee. Since fighting our way out of the city was impossible, we would retreat instead to a nearby fortified building—an abandoned bakery—and activate a rune portal to escape.
An hour later the bakery was secured, the portal runes prepared. Through scrying, Lim saw a shadowy figure break through our magical defences at the church. We rushed back to enact the plan.
The gem remained untouched. Pierre seized it and resisted the Emperor’s Damnation—but before he could swap positions with his illusion, a drow struck him with a blow that would have slain any lesser hobbit. The church erupted into chaos as knights and drow unfroze, roaring into immediate and deadly combat.
We ran.
The city exploded around us with noise, battle, and magic as centuries-old hatred reignited in an instant.
Back at the fortified bakery, Sabastian focused intensely on activating the rune portal. Lim scried again and witnessed a shadow-cloaked body hurled from the church doors. Moments later, the largest of the holy knights stormed out, with two knight following, searching relentlessly for the gem. One of the knights discovered Alexdraza and two of her companions—and slew them with terrifying ease.
A series of powerful illusions woven by Jaycey and Pierre saved us from being discovered, a Knight walking past the bakery. Finally, Sabastian completed the runes and activated the portal, pulling the party through. We collapsed into safety at our inn—bruised, exhausted, but alive. In the Dreamlands, Vixen, Jaycey, and Sabastian delivered the crystal to the Oracle, who accepted it and granted them a lesser magic-enhancing gem in return.
The Tailor
After some discussion, and lashings of cream buns, our next goal becomes clear: seek out the Tailor. We consulted the stars for insight into the Tailor’s movements, and the obscure reading supported the clues we already had: the Tailor was heading toward the volcano in the southwest. Tulip visited the Dreamlands to turn in our threads for powerful investments, and the party rested overnight.
Not wanting to reveal our true route, Lim led us west out of the city before turning south for many hours toward the mountain range. Only then did we drop altitude and swing east toward the volcano. Thick grey clouds of smoke drifted overhead—one of them radiating a magical aura that would have caused terrible pain if not for our fire protections.
The volcanic lands ahead were a harsh mix of lava fields and jagged rock. Jaycey spotted a geothermal spring that should not exist there, according to the rangers, so we landed to investigate.
The pools were slightly acidic, as Pierre’s illusionary probe discovered. Beneath the water lay a stony, chitinous shell patterned in black and white. The surface was covered with repeating runes: forfeiture, life force—given, life force—taken, liquid, locked, bound, kept, binding, and subjugation. The water itself pulsed with strange magic—the effect known as “Giving of Self.”
The chitinous shell extended far beyond the pools. When we tunnelled deeper, we discovered that the shell belonged to a living entity—ancient, sentient, and continuously chanting within its mind. Through Thorn’s mindspeech, we realised the horrifying truth: the creature has a combined aura that was made up of "The Creator of the Fabric" and "the Eater of the Lost". The Tailor and the Underbeast were one.
Alarmed, we decided to call for allies.
We fired flares for the three groups we trusted—those we had named Berry, Cream, and Bun.
- Team Berry (Vanilla, Rhy, Zander, Cake) arrived first on wings. They were wary at first, but Sabastian and Vixen approached them, explained the situation, and eased their concerns.
- Team Cream (Pigeon, Pleg, Mystique, Azandra) emerged from a portal ten minutes later; Pigeon was thrilled to see us.
- Team Bun (Kagrak, Oleander, Vandra) arrived soon after by air.
While waiting, we spotted another figure on distant wings—Pierre identified it as Michaelglo. At Lim’s suggestion, we cast invisibility on ourselves and convinced the other teams to do the same. Cream warned us that Michaelglo had slaughtered entire parties on the beach, giving us even more reason to avoid him. Lim checks the parties and finds some of their members are charmed by Michaelglo, he is able to remove this.
After we explained what we had found, the assembled groups hesitantly agreed to help, though some were clearly reluctant to face the Underbeast. Oleander was able to connect to the entity’s mind as well and detected a second consciousness—a malevolent presence disrupting the main chant. Lim began a counter-chant to stabilize it.
Pigeon spotted a door at the base of one of the steaming vents, and together we tunneled down quickly. Team Cream, Sabastian, Vixen, Pierre, and Jaycey descended first. The door was magically sealed, but using a transparency spell, we saw that it was not a door at all but a layer of skin with flesh behind it. Floating runes, similar to what we observed before, drifted behind it.
Revealing them triggered waves of psychic pain. Vixen, Pigeon, and Mystique couldn’t resist it and began screaming. Pierre managed to soothe the agony in Vixen’s mind, but the malevolent chanting suddenly grew stronger. The pain intensified—and Mystique’s screams ended abruptly as her skull fractured. She collapsed, dead.
The Awakening
Mystique's party focused on resurrecting her
Oliander generates shadows/undead
We share buffs with the other parties
- don't forget the +10MA totems from now dead party
- trollskin Rn12 (Alasandra?)
- heart rune, heal 12 EN first time we take EN damage (Karag?)
- enlarged essentially more EN size 6 +10EN size 7 +15EN (Pigeon?)
- small stone to everyone which screams when an entity actively desiring harm is within 100ft, will fade over a couple of days
- 6 pts drain resistane (Vandra?)
- Berry has short term buffs
We poked the hole/skin/flesh pit a bit more
- appears chitenous, slabs abot 1/2 foot wide with gaps between showing a different material
- avatar level aura
- GTN nothing (on chiten or other material, see below)
- primary weakness separation from host
- primary magical ability, host of reincarnation
- greaatest weakness, removal of core
- not immune to fire
- best counterspell to resist "everything, specials and generals"
- a Titan?
Tulip made stone bunkers because we are going to make an explosion, Lim created saturated earth centered on the pit, which we then boil and rock/soil explodes into a large crater. Many canions and spaces form. We put a tunnel under the (now?) acid lake, which collapses into the exposed chiton
A 3rd voice joins against Lim, seems to be repeateating a recorded line. A giant hand claw forms out of rocky terrain and smacks Lim. Some in the team (names?) add voices to Lim's chant, and Pierre casts illusionary euphonia.
Things progress to a significant earthquake, terrain can be seen moving up to a mile away. About a mile away we see a snake with arms rise out of the earth (it must be big!). As the snake rises up, an amphitheatre and buildings appear and a range of humanoid shapes appear out or the ground.
Through Fire and Stone
We fly over to investigate, overfly then land and enter a temple that has emerged. The temple contains 4 large square (pillars??) crystals which contain significant "energy" on a central island floating in a sea of lava, lava is 30' below platforms, ceiling is 55' up but with 20' of stalactites. (a bit confused here, but there is also crystals on 3 of the smaller islands?) There are a range of entities with armour bound to their bodies. 3 tall elegant humanoid are armed with staves, in the centre of their chest is a red crystal with a visible beat. More excitingly there is a figure at far end of room, horned, 8', with no visible weapons, identifid as deamon spawn.
- Pillar 2, (Formerly Living Composite) Major Magical Effect: Mana Channeling and Availability
Tulip puts down stone walls as bridges and Vixen takes 5 party members into the fray. Pier jumps into combat, and does massive damage to one of humanoids, which "dies" and bubbles down into the soil. Thorn stuns another.
The devil guy goes back through the door. The atmosphere changes, the middle island gets a "darkening effect" around it, but this has not changed the lighting level. We can see stationary bubbles under the surface of the lava, which pop and small winged forms emerge.
The party fought their way across shattered stone islands, assailed by winged creatures bursting from the lava below. Several massive magical stones were destroyed in the chaos, each detonation unleashing violent surges of magic, stone, and molten rock that obliterated everything nearby.
We pursued the shadowy figure into a tunnel, racing through twisting corridors until we reached a dead end. While regrouping, we noticed a humanoid silhouette etched into the wall and quickly realised the figure had passed through it. Tunnelling revealed a parallel passage, which we followed at speed. Forcing our way through a sealed door, we emerged into an enormous chamber nearly fifty feet across, its floor completely covered in glowing runes.
At the centre of the room floated a large, intensely magical sphere. The runes were all focused on it, targeting the Creator of the Fabric—an avatar-like aura emanating from the sphere itself.
After brief discussion, we chose to destroy the runes. Disintegrating the floor triggered a catastrophic chain reaction: the entire structure began to shake violently as lava surged up from below. We fled through collapsing corridors, barely staying ahead of the rising molten tide.
Final Battle
Breaking free onto the creature’s surface, we regrouped with the other two parties. The land was scarred and pitted with lakes of lava, while dark, malevolent clouds churned overhead. From them, vast hordes of flying creatures poured in. Something gnawed at Jaycey’s mind. She suddenly collapsed, and when Pierre rushed to heal her, he too fell unconscious. Jaycey had been in contact with another mind—one that delivered cryptic, unsettling messages. Both recovered quickly, and hurried discussions followed as the encroaching hordes drew ever closer.
We decided to make for the creature’s head, miles away along its body. To do so, we needed to hold our position for half a minute while the other parties gathered their minions. The wait felt endless. Waves of hostile magic slammed into us, and demonic cavalry crashed into our defensive line. As our formation began to buckle, the other parties finally lifted off. Together, we flew through billowing, enchanted smoke toward the creature’s head. The magic within the smoke tormented us all, leaving Sabastian in constant agony. At the head, the creature’s “mouth” opened into a field of platforms suspended over lava. Two clearly magical standing stones, thick with runes, flanked a central figure performing a ritual beside a dragon-headed statue. We assaulted the crystal on the left while the other party attacked the one on the right. Fighting through relentless waves of enemies, we shattered our standing stone, which erupted in a devastating explosion.
Throughout the battle, Vixen grew increasingly powerful, aided by an unknown external entity. As we reached the central figure, Vixen engaged it in a fierce mental struggle, ultimately breaking its control and freeing a captured dragon. The world dissolved around us.
We awoke in the Dreamscape, where the Oracle informed us that our task was complete. With a gesture, it sent us on our way. We returned to the Guild meeting room, bearing our spoils and the boons we had chosen from the Oracle—victorious, but changed.
Guild Award Suggestions
- Smartest - Sabastian using transparency and adhesion to disable a trap that would have otherwise taken an hour
- Smartest - Pierre - swapping with his own illusion as part of a heist to make for a quick exit
- Bravest/Stupidest - Vixen - For accepting random demonish power and stepped into a lava throne and throwing the bad guy off a cliff.
Info

Legend:
- Keyhole = dungeon
- RedShape = monster sighting
Info from Tavern
- The city is a way point to the icy north, on the plane of Nihlus
- Refugees have been coming throught the city for months and the sale of weapons and armour has spiked. Jaycey seems to know a lot about this.
- Noises coming from the city streets and giving them weird feelings – started since the new neighbour more in a month ago
- Light in the forest – people going missing.
- There is a task board in candy street (which we later learn is a prank)
Rumours
- the volcano in the north area, the structure there is an old fortress for the production of metalworking (not sure about details) (In north by marsh)
- Story of conflict between to parties as an interventionist party trapped them in their tracks, still there. In the NW in the mountains (blue ones)
- Inhabited cave system of old druids. Taken over by plants and animals. In the SW forests.
- Drowned temple spotted in the water in the east.
- Southern waste lands (grey area) is where the other parties went for the smith, could be read herring.
Quests from the Citadel
- Small group of hippogriffs in the planes to the south side of the river
- Goblins middle south.
- Something controlling the forests to the southwest (not the druids but same forest)
- Winged beast in the mountains (north)
Info from Marquilie
- The Tailer was tracking someone in outpost in the south where the colcanow was
Map locations
- Smith in waste (2121)
- Druids in in the forest to the south (312)
- Farmland and nobles (1016)
People and Places
People
The Dreamers
- The Dreamer - our host
- The Oracle - organising all the parties
- The Weave - our personal assistant
Frozen city
- Marquilie - Power. Trapped for 5k years. Released by the party.
The Adventurers
Details of other adventuring parties, there are other members we have not met.
| Group | Name | Description | Comments |
|---|---|---|---|
| Cream | Pigeon | College - Unique - aspects of size and mass Highest ranked skill - ??? | |
| Cream | Pleg | College - ??? Highest ranked skill - ??? | |
| Cream | Mystique |
DEAD - head ruptured | |
| Cream | Azandra | College - Earth Highest ranked skill - ??? | |
| Cream | This team seems friendly | ||
| Berry | Vanilla | College - Ash??? Highest ranked skill - ??? | |
| Berry | Rye | College - ??? Highest ranked skill - ??? | |
| Berry | Kaeda | College - ??? Highest ranked skill - Warrior | |
| Berry | Zander | College - ??? Highest ranked skill - Warrior | |
| Berry | Blake | College - ??? Highest ranked skill - Warrior | |
| Berry | Will send up purple flare to talk to us
Overhead: going to the waste and finding the smith. Have already send out scouts.
They are part of a larger group. | ||
| Cake | Michelangelo | College - college celestial (but things behind that) Highest ranked skill - ??? | |
| Cake | Jayna | College - ??? Highest ranked skill - ??? | |
| Cake | Steve | College - ??? Highest ranked skill - cryptography (codes) | |
| Cake | Shows some of their notes. Quest called “the Stopped Clock” - cease the clock in the marching. Overheard: discussing how to approach parties. Not sure if will co-operate or go solo | ||
| Bun | Kagrak | College - ??? Highest ranked skill - ??? | |
| Bun | Oleander | College - Celestial - all of them. Highest ranked skill - ??? | |
| Bun | Vandra | College - ??? Highest ranked skill - Navigator | |
| Bun | Will send up Blue flare to get our attention. Plan to find a Necromancer in a graveyard to question them. | ||
| Carrot | Hurg | College - ??? Highest ranked skill - ??? | |
| Carrot | Bargus | College - Mind Highest ranked skill - ??? | |
| Carrot | Hank | College - ??? Highest ranked skill - Military Scientist | |
| Carrot | Get the feeling this team will go which ever way the wind is blowing Will send up red flare to talk to us | ||
| Overripe | Blind Dwarf | College - ??? Highest ranked skill - ??? | |
| Overripe | Blindfolded Figure | College - Mind Highest ranked skill - ??? | |
| Overripe | Alexdraza | Pale Female | College - ??? Highest ranked skill - ??? |
| Overripe | Clear eyed elf | College - ??? Highest ranked skill - ??? | |
| Overripe | Have undead minions and illusions hiding them. We exchanged a quest with them | ||
| Sour | Unsteady male | College - ??? Highest ranked skill - ??? | |
| Sour | Elven male | College - Water Highest ranked skill - Healer | |
| Sour | Overripe | Dwarven male | College - Earth Highest ranked skill - ??? |
| Sour | Clear eyed elf | College - none Highest ranked skill - ??? | |
| Sour | May have illusionary auras We think they attacked Kagrak | ||
Mil-Sci
Daily pattern
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’
Travel Magics
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’ ‘’Can the party eat/sleep/etc on the mode of transport.’’
Watch Order
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’
First - ??
Second - ??
Third - ??
Night watch
First - Jaycee, Lim
Second - Tullip, Thorn
Third - Vixen, Sabastian
Pierre as cook.
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
Pi - - - Ja |
Single File
Pierre | |
Buffs
General Buff Notes
Buffs listed in the table don't need to be detailed; other buffs not on the table must be mentioned at the time they are cast.
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight.
Weapon Spells, which weapon/s it is going on normally should be noted also
Fatigue is limited by your ability to drink restoratives.
Anyone unable to cope with Rank 10 restoratives, please report to your nearest alchemist for Tough pills.
If you do not have an alchemist, one has been provided for you in this party.
Long duration buffs
| Magic | Rk | Effects | Dur | Lim | Pierre | Thorn | Sabastian | Vixen | Jaycey | Tulip | Bear | Raven | Fox |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Linking Lifeforce (Sa) | 4 | This ritual allows the Adept to bind an object to the life-force of an entity. The object will reflect the entity’s physical condition if they are within 500m | Permanent | Y | Y | Y | Y | Y | Y | Y | |||
| Armour of Earth (Tu) | 17 (11) | +36% defence +1prot | 9 Hours | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y |
| Shadowform(Sa) | 9/15 | +20/32% defence melee/ranged and 10/16% in close | 5/8 Hours | N | Y | Y | Y | Y | Y | Y | |||
| Witchsight (Sa) | 20 | see objects or entities which are invisible. see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere. | 10.5 Hours | 20(T) | Y | Y | Y | Y | Y | Y | Y | Y | Y |
| Shadow Wings (Sa) | 14/20 | The target of this spell receives wings comprising Dark and will carry the target, and anything that the target can carry, at a speed of 16-44mph/0-60mph. Can change speed with a magical pass action. | 7.5/10.5 Hours | Y | Y | Y | Y | Y | Y | Y | N | N | N |
| Strength of Stone (Pi) | 20 | +20 EN | 21 Hours | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y |
| Waters of Strength (Li) | 20 | [D-2] + 20 PS | 25 pot / 105 effect | Day | Day | Day | Day | Day | Day | Day | Day | Day | Day |
| Strength of Stone (Pi) | 20 | +PS | 21 Hours | Night | Night | Night | Night | Night | Night | Night | Night | Night | Night |
| Water Adaptation Suite (Li) | Mixed | Water Breathing, Water Proofing, Buoyancy, Resist Cold (-3 cold damage) | Enough | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y |
| Heat Shield (Li) | 11 | 48 ablative vs ice/cold | 12 hours. | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y |
| Mind Shield (Th) | 14 | Thoughts can't be read and adds +38 to MR vs mental attack | 29 hrs | Y | Y | Y | Y | Y | Y | Y | ? | ? | ? |
| Mind Speech (Th) | 12 | Communicate Mentally (Speech and Images) with up to 13 targets who are within 390ft of the Principal target. | 130 mins | Day | Day | Day(F) | Day | Day | Day | Day | |||
| Disguise Illusion (JC) | 15 | Change Appearance | 16 hours / 12 days | Y | Y | Y | |||||||
| Fireproofing (Vi) | 10/16 | protects the target from all nonmagical fire and heat effects up to the heat equivalent of a bonfire. An entity or object is also protected against smoke effects (including smoke inhalation), heatstroke and sunstroke | 11/17h | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y |
| Fire Armour | 10/16 | This spell protects the target against damage by fire for 44/68 points of protection. Protection is ablative and when the damage the spell may absorb is exceeded, the spell is dissipated with any excess damage applied to the target | 11/17h | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y |
| Soul Mark (Sa) | 8 | This magical mark is not visible, its existence can only be detected by a specific question using Detect Aura or with Divination. Sabastian may target anyone with the mark with any spell or ability, provided it is in range, for example cast Spectral Warrior or scrying with a Crystal of Vision. | 1 W | Y | Y | Y | Y | Y | Y | Y | |||
| Blending (Sa) | 11/17 | While remaining still, the target is not able to be seen by non-magical means (i.e. as for invisibility). | 11/17h | Y | Y | Y | Y | Y | Y | Y | |||
| Walk Unseen(Sa) - (Tu) | 6/12 - 7/13 | The target of this spell may move unnoticed, not invisible. This means that it will not transmit light. | 7/13h - 8/14h | ||||||||||
| Disguise Illusion | 17 | Change appearance | 18 hours/9 days | Y | |||||||||
| Enhance Animal | 10 | +3 Ft/En NA, +40% MR, +15% S.C. +2 DM (Does not stack with some other effects) | 11 Days | - | - | - | - | - | - | - | Partial. | Y | N |
| ?? | ?? | ?? | ?? |
Short duration buffs
| Magic | Rk | Effects | Dur | Lim | Pierre | Thorn | Sabastian | Vixen | Jaycey | Tulip | Bear | Raven | Fox |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Strength of Darkness (Sa) | 13/19 | +8/11 PS | 140/200 min | Y | Y | Y | Y | Y | Y | Y | |||
| Durability (Sa) | 10 | One object weighing up to 22 pounds may be made more resilient and less susceptible to damage. Armour protected by this spell will have 3 extra Protection to a maximum of the equivalent Steel armour.
Note that the added Protection replaces (rather than adds to) any other Protection bonuses due to a material’s strength (eg Armourer bonuses). If the item is broken, or armour suffers damage from a Specific Grievous, the magic is dispelled |
110 Mins | ||||||||||
| Weapon of Flames (Vi) | 17/20 | +18/21% SC. +9/10 normal creatures of cold or water or against the Undead +18/20 Damage | 22/25min | Hand & 1/2 | Wing | Rapier | Tulwar | Dagger | Battle Axe & Scimitar | ||||
| Creating Light Sword (Li) | 10 | +11% S.C. +5 DM vs dark aspected/aligned entities. | 15 min | ||||||||||
| Diamond Weapon (Tu) | 16 (10) | SC +16% (+10%) | 21 (15) min | ||||||||||
| Diamond Weapon (Pi) | 9 | +10% S.C. +4 to A class, +2 to B class | 14 min. | ||||||||||
| Multiple Images | 10 | 3 Illusions, equal chance of being hit | 11 mins | Y | Y | Y | Y | Y | Y | Y | Y | Y | |
| Heroism | 15 | 16% def, 16 vs fear, 16 vs reaction rolls | 160 mins | Perm | Perm | ||||||||
| Invisibility | 18 | Invisibility | 95 mins/9 days | Y | |||||||||
| ?? | ?? | ?? | ?? |
Healing
| Magic | Rk | Effects | Duration |
|---|---|---|---|
| Earth Healing (Tu) | 16 (10) | 19 (13) Dmg | 5min |
| Restorative (Li) | 10 (can be higher) | -12 EN +24 FT | potion |
| Waters of Healing (Li) | 20 | D+15 EN then FT | potion |
| Celestial Healing (Sa) | 20 | 20 Dmg | Spell |
Animal (and other) Companions
| Animal | Base key stats | Always on | Effects |
|---|---|---|---|
| Bear (Tu) | 16PC 25PS 24EN 25FT | bind animal, animal growth, armour earth, strength stones, blending | natural weapons are magical weapons of cold +5dmg |
| Raven (Tu) | 18PC 23MD 22AG 10EN 24FT | bind animal, armour earth, strength stones, blending | - |
| Midsummer Vixen (Tu) | 12PC 19MD 24AG 7EN 12FT | ritually bound, armour earth, strength stones, blending | petit mort self, firelight and pyrotechnics from her tail |
Self only buffs
| Magic | Rk | Effects | Dur | Lim | Pierre | Thorn | Sabastian | Vixen | Jaycey | Tulip | Bear | Raven | Fox |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Charismatic Aura (Sa) | 20 | +25% to reaction rolls (conditional) | 105m | ||||||||||
| Heroism(Sa) | 15 | +15% to fear checks for friendlies in line of sight. | Permanent | Y | Y | Y | Y |
Useful for GM Skill Numbers
| Skill Ability | Effects | Lim | Pierre | Thorn | Sabastian | Vixen | Jaycey | Tulip | Bear | Raven | Fox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Ranger - Detect Ambush | 126 (+woods) | 100/122 | 140 | 0 | 142 (152 woods) -6roll | ||||||
| Ranger - Detect Trap (Outdoor) | 126 (+woods) | 100/122 | 0 | 142 (152 woods) -6roll | |||||||
| Thief - Find Trap | 116 | 133 | 134 | ||||||||
| Danger Sense (Or similar) | 126 | 133 | 180 | 121 | |||||||
| Other |
Illusionary Aura
11 word stereotype to fool DA, DE or Divination, lasts 11 days per cast
- Lim - Average solar celestial with extra potion magic and no illusionary aura.
- Pierre - Bun enthusiast and Oven maker no Assassin with no Illusionary Aura
- Thorn - Were-duck vegetarian with no Illusionary Aura
- Sabastian -Master sculptor with ennui and no illusionary aura.
- Vixen - Average Fire Mage with no Assassin and with no Illusionary Aura
- Jaycey - Average Illusionist, Journeyman Troubadour with no Assassin with no Illusionary Aura
- Tulip - Veteran juggler with fear of spiders with no Illusionary Aura
Other
- Wand(Sa) - can increase all aspects of a spell/talent, except BC, by 6 ranks. Prevents doubles, triples.
Only for the colleges; Earth, Water, Celestial (star, light, dark), Solar, Air, Life (i.e., wiccan), Rune, Fire.
Fiddly to use.
- Consumption Manifest - Everyone who eats at least 1 pound of Jaycey's Illusionary food gains regeneration of 1 En then FT per minute for 8 hours
Loot and Expenses
Thread
Glories and Rewards - the quests in the Dream world and rewards.
Significant Items
The Rising
- Lich's - glaive
- undead - various amulets
Frozen City
- Full set of armour - plate?
- hand and a half
- Fancy club
- box about 4ft tall and 3 ft wide and wrap. (not magical)
- Clock – NoM – manufacturing – monkey, rino, eagle + 3 more
- Jewellery box – magic – NoM – storage and creation. Small gold ring in a pillow.
- Wooden hat – NoM – reshaping
- 200 needles - disintegrate/paralysis
- Gem from the Oracle
Gifts
Purchases
Minor Items
Party eaten by Dragons
- Amulets of Luck * 4
- Assorted loot off four bodies.
Calendar
Spring
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Candlemansa | ||||||||||||||
| Thaw (10) | ||||||||||||||
| 1 | Guild Meeting Into Dreamscape. Scout. Fight undead. | 2 | Remove curse Sabastian | 3 | Remove curse Tulip | 4 | Remove curse Tulip | 5 | The Carzalan Generals BallRemove curse Tulip | 6 | Remove curse Tulip | |||
| 7 | Regenerate | 8 | Regenerate | 9 | Regenerate | 10 | White Flame. Mountain dungeon | 11 | Curse removal | 12 | Grab gem, escape | 13 | ||
| 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||||||||
| 21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
| 28 | 29 | 30 | ||||||||||||
| Seedtime (11) | ||||||||||||||
| 1 | 2 | 3 | 4 | |||||||||||
| 5 | 6 | 7 | 8 | Rites of Thunor | 9 | 10 | 11 | |||||||
| 12 | 13 | 14 | 15 | Equinox | 16 | 17 | Eostre | 18 | The Seagate Spring Ball | |||||
| 19 | 20 | 21 | 22 | 23 | 24 | 25 | ||||||||
| 26 | 27 | 28 | 29 | 30 | ||||||||||
| Blossom (12) | ||||||||||||||
| 1 | 2 | |||||||||||||
| 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | Floralia | 22 | 23 | |||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | Walpurgisnacht | |||||||