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savacola:campaign_one

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Table of Contents

Campaign One

Session 0.2024.08.24

Audio Recording and Text Transcription

  1. Consume / Contribute
  2. Define the setting - Savacola (Weird West)
    1. Moons
    2. Calendar
      1. Roll for starting month and day
    3. What happens when you die?
      1. I'm thinking roll last breath?
    4. What happens when you max your weird out
  3. Name the two railway corporations
    1. Railroad is controlled and defended by these two powerful corporations
  4. Name the territories
  5. Name capitals
  6. Define / Roll relationships with adjacent territories
    1. Roll d6: (1-4)Neutral, (5)Allies, (6)Hostile
  7. Define what kind game we are playing
  8. Define what kind of characters we are playing
  9. Weird Weird West System overview
  10. Create Characters - Weird Weird West
  11. Pick starting territory
  12. Sample combat and dealing with trauma

Session 1.2024.08.31

1866.07.08

The party arrived at Blackrock Gold Mine to fetch a wagon load of gold ore for Emil to pay their debt. They scouted the area finding fresh tracks of a small child and dried blood that was not to old.

Delving into the mine the party found the first mine cart full of ore and moved it back to the cart to unload it. Following tracks deeper into the mine they crossed over a cave pond and river to find the second cart and on the way pushing it back they encountered a couple Tunnel Critters, which were quickly killed. Once that cart was back at the entrance the part ventured in once more following a different track where they found another cart and a lot more Tunnel Critters, a feirce fight took place with the party claiming victory with some wounds. They got the cart back to the entrance and then made camp for the night.

1866.07.09

During the night Anthony was tossing and turning with a bad dream, which he told the party about. The dream was a small child with cat eyes and four large canine teeth protruding from its mouth staring at him in the dark.

Odri investaged the bed they had found earlier and discovered it had been disturbed since last he looked at and there was fresh blood on the linens.

The party ate a quick breakfast and head back into the mine to look for more gold ore and found another cart deep in the mine. Near the cart was a bunch of Critter eggs and as the party started to push the cart it let out a single loud metalic screech. After a brief silence the sound of many larger scurrying feet began rushing towards the party and a race to get out before being run down by a much larger Tunnel Critter was on.

Pushing the cart with all their strength and speed the party rushed along the track. Doc threw a lantern to block the big critter but lots of normal ones began pooring out of the wall tunnels. Jacque and Doc started shooting them while Odri, in a panic, was keeping the cart moving. The party regrouped and started pushing the cart across the pond track when a gigantic Tunnel Critter surged out of the depths and slammed into the rail bridge, almost knocking the party off. They pushed faster and made it on to solid ground before it could strike again. All the noise awoke the mines denzines and hoard of Critters was rushing towards the party as they frantically loaded the wagon. Doc and Jacque had to start shooting and they got a gun powder keg ready as a last resort.

With ammo getting low and nearly being overrun, Doc lit the keg, with a mighty kaboom and a cloud of smoke the keg exploded. All that is heard is the frantic sound of ore being tossed into the wagon as the smoke clears you see a few remaining Tunnel Critters running away.

With cart loaded the party is ready to set off for Braveslanding.

Session 2.2024.09.07

1866.07.09

After loading the cart the party talks about what to do and what the little child is, Odri thinks it is a type of vampire. The party decides to explore part of the cave more and finds a cliff that Odri climbs up and is met with a large tunnel critter sleeping in a pool of water. Odri is able to sneak up and stab the critter in the brain killing it, but gets stab in the leg by the critters death throes.

Jac tosses a rope up to Odri who anchors it to the large critter and Doc starts to climb, but slips, falls and twists his ankle. Both Jac and Doc climb up to see what Odri found and everyone wades into the water scooping up gold nuggets. They end up collecting 14lbs worth of gold nuggets.

Exploring deeper they find a water fall and behind several flat grey, gold speckled mushrooms which have some sort of magnetic properties to them Doc harvests one.

Jac and Doc lift Odri up the water fall and sees that it connects with the the area they explored already.

The party turns around and heads back to the ladder the party found and Odri climbs up to find the trap door closed, trying to open it makes a lot of noise and a large tunnel critter appears, it gets blasted but lets out a loud screech and the sound many feet rushing grows louder and louder. Doc climbs up and as Jac is climb up, Doc fires down at the critters but hits Jac in the shoulder, almost knocking him from the ladder. As they rush out through the main room they hear a little child laughing and Odri gets the sense of being watched.

They set off in the wagon and Doc patches up Jac and Odri. Around 2pm they come around a bend and are stopped by Scalp, who wants the gold ore, after some negotitions the party agrees to help Scalp steal the wagon when it leaves Braveslanding. Scalp gives Odri a knife.

That night during Odri's watch they are attacked by a pack of Cemertary Wolves, several are killed before the pack scatters leaving the party and horses unhurt.

1866.07.10

The party arrives back at Braveslanding around 10am.

Session 3.2024.09.21

1866.07.10

The party delivers the wagon of ore to a guarded barn and messenger is dispatched. Odri takes care of the horses and Doc and Jac head to Bob’s Saloon for breakfest. Odri arrives and Jac gives him whiskey. Aftewards the party heads to the carnival to play some games. Jac and Odri both win rare taxidermy masks. Jac's is a lower face wolf and Odri's upper face mask of a Hypnocat

Next they went shopping at Kraft Mechitile and Jac was able to barter for two shotguns and five sticks of dynamite. Odri got a lighter in exchange for two days laber at Kraft, sun up to sun down.

As party is heading back to Bob’s Saloon, Jac was attacked by a kid(Felix) screaming, “you killed my pa”. Jac subdues him and the wind starts to pick up around the kid and Doc knocks him out. Jac carries him into the saloon and puts him in a chair and ties him to it. The party plays poker while waiting for the kid to wake up. Once the kid wakes up they interrogate him and learn is dad was a bandit and his mom works in the fields. Doc gives him money and made him promise to listen and be an informant for the party. Jac cuts him lose and heads to the bar.

The party hangs out in the saloon until time for the puppet show. Doc heard ranchers talking taking about their livestock being drained of blood and overheard some of Emil's men talking about escorting the wagon and that Black was going to be leading them. They are leaving in four days.

Off to the puppet show, which was the classic The Adventures of Sheriff Buck and the Bandit Bunch

It's 7am of 1866.07.11 and you are at Budget Bunkhouse and a messenger from Emil, Happy arrives with Odri's map and another job. “Do this and debt is paid.” Find out what is killing the livestock.

Session 4.2024.09.28

1866.07.11

A messenger from Emil, Happy arrived with Odri's map and another job to find out what is killing the livestock.

Odri went off to work at Kraft, Jac went back to sleep and Doc went looking for help and found Gerod a retired monster hunter, turned farmer.

Odri wakes Jac up around noon and they arrive at Bob’s Saloon a few mins before Doc arrives. Odri shares what he learned from some ranch hands about the vampire and Doc tells them about the retired monster hunter.

Jac and Doc head to the ranch out east, about 30 mins away. They find a cow corpse and no tracks. Doc does autopsy on cow and discovers no rigor mortis and a paralyzing toxin is present in its blood.

Odri ordered 60 silver bullets, silver coating for his knife, and getting his gold ore convert into nails. Order will be ready morning of the 13th

Doc and Jac arrive back at town around 6pm and meet Odri at Bob's. Odri's map is marking a location with a poker hand. The party went to the carnival's play and firework show for the carnivals last day. Odri talked to Anthony and learned he will be taking a wagon train to Phantombank, leaving on the 18th. Anthony wants to move to Phantombank and start his own transport business. Learned about the history of Nightmoure from Anthony

1866.07.12

The next day Odri off to work. While Doc and Jac are at Bob's a woman came rushing in screaming her husband has been murdered. Several people rush out. Doc and Jac arrive, Doc immediately investigates, the husbands throat was slit and head has be skinned. He was not killed there.

While still investigate, they hear a child screaming and rush over and discover a woman's body with the same injuries as the other body.

Session 5.2024.10.12

1866.07.12

7am While the Doc was investigating the second body Frank, Braveslanding's enforce arrived and assigned folks to take care of the bodies. Doc, asked him questions, learned they have some sort of deal with Giggles and to leave it alone.

Odri and Jac share some banter on the way to stable. Doc and Jac ride out to the ranch and Odri heads to Kraft

8am Doc and Jac arrive at the ranch and see the ranch hands prepping to trap and kill what has been killing their cattle, which started about two weeks ago. Jac and Doc find tracks in the mud and follow them for an hour, they appear to be heading in the direction of Blackrock

12pm Doc and Jac setup and wait for night.

Odri, met Bull, who got teleported from the Grimpeaks by a Chittering Dust Devil while searching for gold. Bull tells Odri about Eerie Echoes and sleeping ghosts seen and heard in the caves.

2am, back at the ranch, a cow collapses and the hunt is on. Jac spots movement low to the ground, shoots, and takes the baby's arm off, second shot punches a whole through the its torso. It turns invisible and runs for the fence. Doc manages to spot movement and lands a lucky shot. The baby leaps at Doc, claws and fangs extended. Doc gets weird, enters the fade and speaking with the creatures within learns they need fire or a stake to the heart to kill the baby. He returns and dodges the incoming attack. Breaks his rifle stock and tries to stab the baby as it attacks again. He misses and the baby bites into his neck inject paralyzing venom. Jac arrives in time to shoot the baby's leg of forcing it to run away and turn invisible as it got away bleeding. Jac collected the arm and leg, both having inch long claws.

1866.07.13

630am Jac arrives back in town with Doc and takes him to Barber Burns who cleans up the wounds and rebandages them. Jac takes Doc back to the Budget Bunkhouse

7am Odri picks up his order of silver bullets, silvered knife, and gold nails. Jac goes to Bob’s Saloon to get mats for moltovs.

Odri talks to Ramsey, former Palerider, about Doc's condtion and she agrees to come see him.

8am, Ramsey arrives and after examining Doc, decides she can help him if the party is will to fetch a relic from Nightmoure located in the basement of her old house. The party agrees and she touches Doc with golden hands, then tells them he will be fine in two hours.

Jac goes with Ramsey to get his shotgun measured for a silver bayonet, which will be ready on the 15th, along with some holy water.

Session 6.2024.10.19

1866.07.13

Party spent some time prepping and planning to do will the vampire. A messenger from Scalp hands a note to Jac and leaves. The note reads, “12am tonight 10 miles north of town along the river. Your ore friend”.

The party rides to the ranch, tell the foremen how to kill the vampire. They follow the trail for a while and confirm it is heading towards Blackrock Mine. The party makes some plans to kill the vampire.

They party rides for the meeting point going around Braveslanding arriving early. They meet the messenger, Bubba, who takes them to the real camp to meet the rest of the gang and Scalp. The party has dinner with Scalp and discuss the plan of attack.

1866.07.14

4am early in the morning, Bubba wakes Odri so they can ride to the ambush site. Bubba shares some stories of her time with Scalp and her least favorite place, Lawless Pass and her favorite Tornwater. Around 11am the rest of the gang arrives and setups.

An hour later the ambush is on. It is going well, but Black has been raising undead and is keeping the horses moving. Odri has jumped on to the gold ore wagon. Doc is attacking the front wagon and Jaq is shooting people. Scalp's gang has lost one and the wagon train has lost four. Its turned into a galloping gun fight.

Session 7.2024.11.02

1866.07.14

Jaq takes out a couple riders with dynamite. Black jumps onto Odri's wagon. Odri stabs him and Black disappears in a cloud of smoke. Odri crashes the gold ore wagon breaking its axel. Jaq, riding Chuckles, charges towards Black, almost dodges between wagons, but him and Chuckles get knocked down. Jaq rolls and comes up shooting, kills Black's horse and then Black. When Black dies the necro'd horses crash to the ground and the few remaining gaurds surrender and are escorted away by Bubba and couple others.

Gold ore is moved to another wagon and Scalp and the party take it to the Yahto River. Scalp offers them a ride to Phantombank, but they head back to Braveslanding to finish paying their debt to Emil. They ride south avoiding Braveslanding and setup camp. Doc gets weird and consults with Zastak about the items they took from Black, Royal Voice and Tinted Beauty.

Quite night

1866.07.15

Arrive at ranch mid day and talked to Diamond, the ranch foreman, its be a quiet two days. Head back to town. Jaq picks up his new silver shotgun bayonet and holy water bandoler from Smite Thee Blacksmith. Head to Bob’s Saloon to get moonshine. Odri buys lamp oil and fuses from Kraft Mercantile. The party builds moltovs.

1866.07.16

Downpour, Humidity 96%, Temp, High: 28.6c (83.5f) Low: 17.4c (63.3f)

4am sunrise Party heads for Blackrock Mine Gold. Scouting Jaq discovers fresh distrubd dirt near a unique tree, digs it up to find a chest with 4 cans of corn and a leather [Dice Cup] seared with runes and skulls.

1866.07.17

Rain, Humidity 92%, Temp High: 27.6c (81.7f) Low: 15.7c (60.3f)

Continue through the night arriving at 1am. Look for the vampire but don't find it. Doc spreads ashes on floor. The party starts fire in corner with the horses behind them. Odri makes an alarm string.

3am Doc is on watch. Hears a mine cart squeek. Turns and spots the vampire baby as it starts to leap at him. Throws a moltov hitting in the face. The on fire vampire lands on Doc and starts clawing. Doc starts stabbing with his stake and throws the baby vampire to the ground. Jaq and Odri wake up just in time to see the flaming vampire land on Doc, get thrown to the ground and its flesh turn to ash.

The party collects the proof of death and sets out for Braveslanding, arriving at 12pm, covered in mud and soaked to the bone.

Session 8.2024.11.09

1866.07.17

12pm Rain, Humidity 92%, Temp High: 27.6c (81.7f) Low: 15.7c (60.3

The party arrived at Braveslanding in the rain and covered in mud. They delivered the vampires skull straight to Happy who was pleased it was killed but not about having the skull tossed in his lap. He marked their debt with Emil as cleared and told them to visit Babyface in Phantombank if they want to do more work for Emil.

Off to Bob’s Saloon to dry off, warm up, and eat some food. Next Jacq and party went to the Blacksmith to collect his order and talk to Ramsey about her job and Nightmoure. Ramsey's was convinced to come along and the leave date was set for the 20th. Odri spent the time with Ramsey learning the craft of blacksmithing.

1866.07.20

Before dawn on the day of leaving the party met Ramsey on the shore of the Yahto River, where Doc and Odri joined her in a circle of Belenus Lugh Mithras and received the Blessing of Mithras.

1866.07.21

Drizzle with 91% humidity and temprature between 30.3c (86.5f) to 15.5c (59.9f)c Traveling and Doc sharing stories with Ramsey

1866.07.22

Rain with 93% humidity and temps between 28.8c (83.8f) and 16.5c (61.7f)

Attacked by bandits during the witching hour. Doc kills two and gets shot. Odri has a knife on his throat. Jacq stabs one under the ribs and takes their gun. Ramsey's flashbangs and kills two. Ramsey ask the last bandit if they've had enough, they hesitate, and Ramsey shoots them in the face.

1866.07.23

Drizzle with 98% humidity and temps between 32.8c (91.0f) and 14.3c (57.7f) Ramsey spots a veil creature prowling around and is able to quietly awake the party. Doc gets weird and visits Zastak to learn about the creature and learns how to find doors to the Stygian Library.

You are all mounted, Ramsey draws her rifle, whispers iis, to Polaris and they streak off at a gallop towards the Tormey Mind Devourer.

Session 9.2024.11.16

1866.07.23

Ramsey, on Polaris, bolts off at a gallop, taking a wide arc around the Mind Devourer. Doc follows. Jac rides straight at it with Odri close behind. Jaq fires and Chuckles get swatted by a heavy tentacle sending Jaq and Chuckles to the ground. Odri fires and Knox gets hit by a heavy tentcle sending Odri and Knox to the ground. Ramsey and Doc are firing rapidly at the Mind Devourer as it begins to drag Jaq towards its mouth. Odri cuts one tenacle and Jaq shoots the other. More silver and consecrated rounds land and the Devour tries to run, gets chased, and shot down.

Ramseys builds a pire, carves a symbol of Mithras into its body. It burns and turns into ash at a much exlarated pace. Doc spends time mending the horses and party members.

1866.07.24

Wake up to Rain with 96% humidity and temprature between 28.6c (83.5f) to 16.3c (61.3f)c Spend the day travel to within a mile of Nightmoure before making camp. That night, during the witching hour, the camp is attacked by seven Hell Hounds. Several party members got bit, so Doc spent several hours treating everyone.

After a short rest and a quick meal the party rode to within a hundred yards of Nightmoure and made a quick plan of Doc riding through the center of town draw the Spectres away while the rest of the team, on foot, makes for Ramsey's old home.

Doc enters town singing, and almost imediately the angry screaming of hundreds of Spectres is heard. Doc urges Mayday faster and they are soon galloping through the center. Nearing the town center, Doc sees a two story house on the corner and its upper windows blink like eyes, long spindly arms sprout from the sides and it begins to stand up on several spindly spider like legs.

Meanwhile, Ramsey leads, Jaq and Odri to her old home. Everything is fine until they get near Ramsey house and a clown, dressed in Giggles' Traveling Circus attire steps out of a house close by, yells and starts shooting at them. Jaq rushes the clown, yelling at Ramsey and Odri to get to the house. One clown tries to run for it out the back and Odri shoots him down. A pair of large clown twins come rushing out towards Jaq. Jaq fans the hammers and moes them down and then gets hit from behind as several specters begin appearing from all the noise. Jaq lets out a loud whistle, calling for Chuckles and begins sprinting for his horse, jumps on and begins leading a fast growing cloud of specters away.

Ramsey comes running down the stairs and her Odri head out the door, hear heavy stomping and see the roof of a house moving towards them.

Doc, urges more speed from Mayday, as the house begins to chase. Doc tosses a lit Tillers Delight over his shoulder. Seconds later a satify boom is felt and a deep voice calls from behind, “Run faster little human, I like fast food.” The house nearly catches Mayday, but thanks to two very well thrown holy waters blinding it Doc is able to escape.

Ramsey and Odri dash across the street and out the back of her old blacksmith and avoid getting spotted as the move house settles down. They make safely out of Nightmoure thanks to Doc, and Jaq.

The party reunites and discusses what do next. Ramsey is going to delivery a report to The Church about the large demon house and promises the party will receive a boon of The Church as reward for helping a Palerider.

It is around 9am.

Session 10.2024.11.23

1866.07.24

Wake up to Rain with 96% humidity and temprature between 28.6c (83.5f) to 16.3c (61.3f)c Ramsey cooked breakfast and the party decides to head north to Spotted Spider Woods Logging Camp to get supplies for the journey to Odri's map marker and Ramsey will continue north catch a train to the Fortress of Light to deliver her report about Nightmoure and notify The Church owes Jaq, Odri and Doc a boon. Odri is also sending a letter to his parents with Ramsey

1866.07.25

Drizzle with 95% humidity and temprature between 32.2c (90.0f) to 13.7c (56.7f)c Quiet day of travel. At night while Jaq was on watch he discovered a cabin hidden in a dense clump of trees and vines. Singsong, word salad, giberish could be heard coming from inside. Jaq snuck up a stole the bowl of eggs that was outside next to a rocking chair. Ramsey cooked them up in the morning and Jaq left the bowl hanging from a stick near their camp.

1866.07.26

Quiet day of travel. Crossed the Taa River Arrived at Spotted Spider Woods Logging Camp around 8pm Odri and Ramsey take care of the horses and Doc and Jaq head into Kitty's Cantina

Ramsey walks up to a table of people and tells them to move. They stand and a fight is about to start, but then all their faces go white and they scurry away to the opposite side of the cantina. Servers are quick, courteous, a bit scared of Ramsey and the rest party, now sitting a freshly wipped and clean table. No doves come by to solicit their services.

Doc gets really drunk and the party heads to the Church of Lugh to sleep for the night.

1866.07.27

Rain with 93% humidity and temprature between 32.6c (90.7f) to 18.2c (64.8f)c Wake up at 6am. Doc gets his hang over removed by Preacher Bass. Party heads back to Kitty's Cantina for breakfast. Odri gets some spotted jam. After breakfast party heads to the Needy Tree General Store to purchase their supplies. Odri purchased some spotted bug repellent.

Before the party parts ways with Ramsey she says, “Come see me in Braveslanding, Sun and Moon will need new homes.

On the road again and half the day travel a horrible howling sound pierced the air. Bursting out of the trees, a pack of horror talons race after the party. They let some lead fly striking the pack leader, it seemed unphased. A moltov was thrown on to the road and the talons jumped it. Odri recalled tribal stories of braves riding into battle on them, wierd whispers tell him to do it. Odri stops his horse, gets down, and starts walking towards the fast approaching pack leader. It leaps, bitting into his shoulder at the same moment Odri's wierd is unleashed. Odri is thrown, rolls lays still. Jaq and Doc keep gallopling, thinking Odri's dead. The other talons break of pursuit to head to Odri's body.

The pack leader trots up to Odri, grabs him by the back of his clothes and begins running after Jaq and Doc. The pack follows yipping.

Session 11.2024.12.07

1866.07.27

Rain with 93% humidity and temperature between 32.6c (90.7f) to 18.2c (64.8f)c High noon (12)

While galloping, Jaq looks over his shoulder and sees the pack of [Horror Talon] following them at a trot. One is carring Odri in its mouth. Jaq shoots and his bullet glances off its head. Doc fires and misses. The pack turns and heads into the woods with two remaining behind. Jaq and Doc charge them on horseback. One leaps at Doc, he throws a moltov hitting it in the chest and avoids getting knocked off. The other leaps at Jaq, who fires his shotgun hitting in the face. It runs away.

Doc and Jaq follow the trail for 2 hours and realize they are being lead in a circle. They continue for another hour and find Odri in the middle of the trail with one of the talons sitting on the other side. Doc approaches cautiously, as he is watched intently by the talon. Doc spends an hour working on Odri in the rain with the talon watching. Odri regains consciousness and hears a deep voice, like venom's voice from the movies, in his head asking if desna is ok.

Odri learns the pack of talons was asked by [Nanook] to serve Odri and they agreeded to. The pack leader Lapu introduces the other talons as Tahoma, Chogan, Kitna, Mosi, and their pack name, [Swiftcrest]. Lapu ask Odri if Doc can work on Chogan. Doc agrees and begins removing lead from its face. Odri ask Jaq and Doc about his horse and Lapu says, “Tahoma find, come back”. Jaq sets off following Tahoma to look for Nox. Jaq returns four hours later riding Nox with Chuckles in tow. Odri is already asleep with Lapu standing over him. Doc and Jaq setup their tents and go to sleep.

1866.08.01

Rain with 90% humidity and temprature between 25.3c (77.5f) to 18.6c (65.5f)c Morning comes with rain and a fresh deer carcuss waiting for them. The party talks about what to do next and plans for the future now that they have a posses of talons.

1866.08.06

Five day fast traveled to Odri's map marker.

Session 12.2024.12.21

Audio Recording and Text Transcription

Five days fast traveled to Odri's map marker.

1866.08.06

Around 2pm, in downpouring rain, the party arrives at a 10ft wide sinkhole in the ground wth water running into it. Lapu uses his body to make a ladder for Odri and Jaq to climb down. Odi finds a tunnel the water is flowing down and secures a rope, and slides down. Followed by Jaq who goes slower. Odri almost slams into a rusted portcullis after sliding over 20ft on a 60 degree slope. Jaq arrives shortly after with a lantern.

After some investigation, Odri and Jaq end up breaking and bending bars to form a hole in the very rusted porticullis. They proceed into a small, 10x10ft, room with a grinning skeleton painted on the ceiling and scuplted skeletons in the corner holding the ceiling up. Walls of black and white marble. Floor of a single slab of a purple and white geode. Two doors lead deeper in, west marked with runes, east covered in gems. Odri proceeds in to the room and four three foot tall clockwork spiders come crawling out spitting aciding from gleaming fangs. Odri and Jaq dispatch them and go get Doc to join them. Doc examines the rune marked door, gets weird, and learns door will take some thing when you pass through.

The party proceeds through the east door into another 10x10ft room with beetle carcasses plastered into the ceiling, wall papered walls with golden crowns and a floor of water with undead river trout swimming around and sevaral 2ft diameter pillars awkardly placed. A west door with runes and a south door with gems. Odri starts jumping across using the pillars almost falls in but ends up losing a boot to the ravenous trout. Jaq and Doc following with Jaq losing a boot and Doc half a boot.

They enter a much larger room filled with water, stairs lead down in to the water. A green glow is seen deep in the water on the south wall. Odri swims for it and finds a maw filled with rose thorns, which is about 7ft long and just wide enough to swim through without getting stab if you're careful. Odri swims through, getting scatched and feels a thud reverbate through the water. Odri falls in to a dry unlit 5x5ft room. Jaq and Doc start to swim down. A giant croc grabs Jaq, Doc manages to shoot it in the eye, releasing Jaq. Doc swims for the surface and Jaq swims for the green glow. Doc bearly makes it back to the stairs and out of the water. Jaq swims hard for the open, makes it in just as the croc slams into the wall. Jaq tumbles into the room with Odri. Jaq, with Odri's help, tend to his wounds as best they can and proceed throug the wood door.

They enter a very large room, with obsidian ceiling, quicksilver walls, wood floor in geometic designs. The room is filled with gold, art, artifacts and mummified bodies in various poses. A large throne, carved from weathered bones of a long-dead beast, its structure a blend of rusted iron, desert wood, and tanned leather. The backrest is shaped like the jagged spine of a giant creature, its vertebrae standing tall and sharp. Weathered spurs and worn holsters hang from its sides, dominates the far wall and sitting on this throne is Or'Zean, draped in a patchwork duster made of tattered souls and scorched leather, his skeletal form glows faintly with the greenish shimmer of desert phosphorus. A wide-brimmed hat, worn and riddled with bullet holes, shades empty eye sockets that blaze with an eerie, amber light. His bony fingers grip a weathered staff fashioned from a lightning-struck yucca, adorned with rattlesnake vertebrae and carved runes that pulse faintly.

Or'Zean welcomes Jaq and Odri in a booming, raspy texas accent. They talk for a bit and Or'Zean agrees to bring Doc, who has to play poker for his life with Odri and Jaq and they each only have two chances to beat Or'Zean as the cost. Doc appears more talking is done and Or'Zean heals them and gives them each a [Ring of the Ethereal Steed].

A very nice poker table rises from the floor, everyone sits down and Or'Zean provides 1000 year whiskey bottles for each. Play commences, Jaq wins the first hand, Doc wins the second hand, Odri loses the third hand, but wins on his last hand. The party surives poker and each member is granted a prize from Or'Zean.

Session 13.2025.01.11

Audio Recording and Text Transcription Converted Weird Weird West characters to Everywhen

1866.08.06

Or'Zean told Odri how to unlock the power in the Scrochis tokens and he was able unlock one of them. Or'Zean offered to become a patron if the party lets him out of his prison by destroying six obelisks.

Jac got Echochart Doc got a Hearthstone Odri got The Sovereign Key

Or'Zean gave Odri a clock work pigeon, named Horologum, to collect knowledge and communicate with him.

Session 14.2025.01.18

1866.08.06

Rain with 99% humidity and temprature between 27.8c (82.0f) to 16.4c (61.5f)c Left Or'Zean's prison and road the talons through the night.

1866.08.07

Thunder Storm from the east, with 95% humidity and temprature between 29.4c (84.9f) to 15.9c (60.6f)c Stopped for breakfast, rations and deer. Odri unlocked and bound his second coin. Rode all day and night.

1866.08.08

Drizzle with 96% humidity and temprature between 26.3c (79.3f) to 13.8c (56.8f)c Arrived at Rattlecity mid morning. Doc puts the party up in a luxury tavern, the Swinging Fist. The party heads to the spa to get cleaned up in private baths. Jaq orders a dove, Nora, and goat for Odri. Doc has whiskey and cigars brought for everyone. Odri spends bath time with Nora, a goat, and lots of whiskey. After bath time, drunk Odri sets the goat free and spends the rest of the day in his room with Nora. Nora has tailored clothes, food, and whiskey, brought to the room for Odri and she listens intently to his tells of adventure and makes sure he his happy and taken care of.

Doc and Jaq finish getting cleaned up in the spa and then head to In Stiches to get new cloths and then eat lunch, check the with Vincent to make sure Odri made it to his room and then head to Buckaroo's to look at armor options. Jaq learns that the Spanky's silver supplier's mine has had some trouble with the silver in the mine.

1866.08.09

Rain with 98% humidity and temperature between 27.4c (81.3f) to 17.0c (62.6f)c Odri wakes in Nora's embrace, with a massive hangover. Nora leaves, to fetch Priest Francis. Priest Francis heals Odri's hangover. Odri gets dressed in his new suit and Nora escorts him to breakfast where he rejoins Doc and Jaq.

Session 15.2025.01.25

1866.08.09

Rain with 98% humidity and temprature between 27.4c (81.3f) to 17.0c (62.6f)c

Breakfast at Swinging Fist Saloon

Party heads to Fable and Fiction book store. Odri buys some books. Jaq buys 3 of 5 Dove and the Desperado for Or'Zean

Party heads to Maple & Co. Odri buys a global and poster map of the world, map for grimwater.

Party heads to Buckthorn's Guns & Gear. Doc buys a silvered calvary saber, Odri buys a regular calvary saber.

Party heads back to Swinging Fist Saloon for dinner and one last night in luxury. Its fight night at Swinging Fist Saloon. Odri signs up for a fight after encouragement from Doc, Jaq, and a kiss on the cheek from Nora.

Odri has an intense boxing match, inspired by Nora and insults hurld by Jaq at his opponent, wins by knock out.

While Odri was fighting Jaq shared his plans with Nora and successfully requirted her. For now she will stay in rattlecity and gather information

Odri spends one final night with Nora

1866.08.10

Rain with 95% humidity and temprature between 24.4c (75.9f) to 14.7c (58.5f)c Nora and Odri say goodbye The party boards the train bound for the fortress of light

Edited Meta.AI Generated Story

The rain-soaked streets of Rattlecity were always at their most unforgiving in the late summer months. On this particular morning, 9th of Mudflow, 1866, the humidity hung heavy in the air like a challenge. Odri, Jaq, and Doc had gathered at the Swinging Fist Saloon for breakfast, the smell of bacon and freshly brewed coffee a welcome respite from the dampness outside.

As they ate, they discussed their plans for the day. Odri had a hankering for some new reading material, so they headed to Fable and Fiction bookstore. The shelves were stacked high with dusty tomes and leather-bound volumes, and Odri's eyes widened as he scanned the selection. He picked out a few titles that caught his eye, while Jaq purchased three copies of “The Dove and the Desperado” for a mysterious acquaintance named Or'Zean.

Their next stop was Maple & Co., where Odri bought a beautiful globe and a poster map of the world. He also picked up a detailed map of Grimwater. Odri, meanwhile, had his heart set on a new saber, and he found the perfect one at Buckthorn's Guns & Gear. Doc purchased a silvered cavalry saber of his own.

As the sun began to set, the group made their way back to the Swinging Fist Saloon for dinner and a night of revelry. It was fight night, and the atmosphere was electric. Odri, with some encouragement from Doc and Jaq, decided to sign up for a boxing match. Nora, a beautiful and charming woman, gave Odri a kiss on the cheek for good luck.

As Doc, Jaq, and Nora, waited for Odri's fight to start, Jaq took the opportunity to have a quiet word with Nora. He shared his plans with her, and she agreed to join their cause. She would stay behind in Rattlecity, gathering information and awaiting further instructions.

The bell rang, signaling the start of Odri's fight. Jaq, hurled insults at Odri's opponent to get him riled up. The crowd was on the edge of their seats as the two fighters clashed. In the end, Odri emerged victorious, knocking out his opponent with a devastating combination of punches.

Odri and Nora spent one final night together, the rain pattering against the windows like a gentle serenade.

The next morning, 10th of Mudflow, 1866, dawned gray and wet. The humidity had dropped slightly, but the air was still heavy with moisture. Odri and Nora shared a bittersweet goodbye, their eyes locked on each other's as they parted ways.

With a final nod, Odri turned and boarded the train, Doc and Jaq close behind. The three companions found their seats, settled in, and watched as Rattlecity disappeared into the distance. The train rumbled on, carrying them toward the Fortress of Light and whatever adventures lay ahead.

Session 16.2025.02.08

1866.08.10

Rain with 95% humidity and temperature between 24.4c (75.9f) to 14.7c (58.5f)c Uneventful first day of the train ride

1866.08.11

Drizzle with 100% humidity and temperature between 31.8c (89.2f) to 15.5c (59.9f)c Bandits gallop past Jaq, Doc, and Odri’s passenger car. Jaq, Doc, and Odri move to the dinning car Bandits stop the train. They kill the few gaurds. Bandits rob the two passenger cars. Move into the dinner car. Jaq and Doc shoot down 3. Odri holds up the 4th. The rest of the bandits assault the dinner car. Doc and Odri gun down the leader Bandits flee. Paleriders on gaint dragon flys arrive and capture the rest. Palerider Spades thanks Jaq, Doc, and Odri for their assistants. Puts them in charge of making sure the poisoners arrive at the Fortress of Light.

1866.08.12

Cloudy with 95% humidity and temperature between 25.5c (77.9f) to 18.8c (65.8f)c Arrive at the Fortress of Light. Turn over poisoners to Palerider Spades.

Jaq, Doc, and Odri head to Curious Cartographer. Jaq talks to Lynx about getting some very old maps of Grimwater. Lynx says to comeback in the morning to see what she has found.

Next they head to Oddituriam in search of Odri’s next coin. View some strange exhibits. Doc hears a deck of tarot cards whispering Visit Madame Luna. Doc learns his sister is alive and in the Shadowlands. Learns she is safe and alive for now. Doors to the shadowland are open in the twilight wilds Odri learns that Otis is coming to kill him. Jaq knows, Otis is a hunter for Sable & Sinew Trading Co. Jaq is told to look for Lightning Norris in The Innovators’ Hub

Edited Meta.AI generated story of the above notes.

Last time on Savacola… The sun had just set on the horizon as Jaq, Doc, and Odri settled into their passenger car on the train. The first day of their journey had been uneventful, with only the sound of rain pattering against the windows to keep them company. The humidity was oppressive, but they were all seasoned travelers and took it in stride.

As they chatted and played cards, the train rumbled on, carrying them deeper into the heart of Savacola. But little did they know, their peaceful journey was about to take a dramatic turn.

On the second day, the rain turned to drizzle, and the temperature soared. As they sat in their passenger car, they suddenly heard the sound of horses’ hooves pounding against the earth. Bandits, armed to the teeth, galloped past their window, their faces twisted with malice.

Without hesitation, Jaq, Doc, and Odri sprang into action, grabbing their guns and moving to the dining car. But the bandits were relentless, stopping the train and killing the few guards who dared to stand in their way.

As the bandits robbed the passenger cars, Jaq, Doc, and Odri took cover in the dining car, waiting for the perfect moment to strike. And strike they did, taking down three bandits with precision shots. Odri held up the fourth, and just as the rest of the bandits were about to assault the dining car, Doc and Odri gunned down the leader.

The bandits fled in disarray, but Jaq, Doc, and Odri knew they weren’t out of the woods yet. That’s when they saw them - Paleriders on giant dragonflies, descending from the skies like avenging angels. The Paleriders captured the remaining bandits, and their leader, Spades, thanked Jaq, Doc, and Odri for their bravery.

As a token of gratitude, Spades put them in charge of ensuring the prisoners arrived safely at the Fortress of Light. And so, the three companions continued their journey, ready to face whatever dangers lay ahead.

The next day, they arrived at the Fortress of Light. They turned over the prisoners to Spades, and then set off to explore the city.

Their first stop was the Curious Cartographer, a shop run by the enigmatic Lynx. Jaq was searching for ancient maps of Grimwater, and Lynx promised to have something for him by morning.

Next, they visited Oddituriam, a strange and wondrous place filled with bizarre exhibits. Doc heard the whispers of a deck of tarot cards, and Odri found himself face to face with Madame Luna, a mysterious fortune teller.

Madame Luna revealed to Doc that his sister was alive and safe for now in the Shadowlands. She warns Odri that Otis, a ruthless hunter, was coming for him. Jaq received a cryptic message - to look for Lightning Norris in The Innovators’ Hub.

What lay ahead for Jaq, Doc, and Odri? Only time would tell.

Session 17.2025.02.15

1866.08.12

Cloudy with 95% humidity and temprature between 25.5c (77.9f) to 18.8c (65.8f)c

  • Jaq learns is father is still alive in 19 from Madame Luna
  • Left Madame Luna
  • Party headed to The Cogtopolis Saloon in The Innovators’ Hub
  • Jaq met Lightning Norris and got invited to a meeting at 10pm
  • Odri had soda for the first time
  • Party heads to the Great Library of Mithras in The Academy of Knowledge district.
  • Get library cards
  • Doc meets with the head librarian Anton. Lears much about the Stygian Library
  • Jaq and Odri locate a probable obelisk location under Nightmoure
  • Odri’s coin is high up in Fortress of Light
  • The other coin on the map is getting closer

The Trail of Clues by Meta.ai

Jaq’s expression remained neutral as Madame Luna revealed the shocking truth: “Your father is alive.” Nineteen years of believing a lie, and yet, Jaq’s demeanor betrayed no emotion. He seemed indifferent to the revelation, his thoughts hidden behind a mask of calm.

With Madame Luna’s words still lingering in the air, Jaq and his companions, Odri and Doc, left her establishment and headed to the bustling Cogtopolis Saloon in The Innovators’ Hub. Inside, the air was alive with the hum of gadgets and the chatter of inventors.

Jaq met Lightning Norris, a brilliant inventor, who was struggling with a problem on his blueprint. Jaq lent his expertise, helping Norris solve the issue and refine his design. Norris, grateful for Jaq’s assistance, invited him to a mysterious meeting at 10 pm.

Meanwhile, Odri’s eyes grew wide as he sipped his first soda, the fizzy drink a novelty in his world. Doc enjoyed the lively atmosphere, taking in the sights and sounds of the saloon.

As the day wore on, Odri used Jaq’s magical map to reveal the locations of the mysterious coins. The map glowed with an otherworldly light, illuminating the paths of the coins. One coin seemed to be pointing to a location high up in the Fortress of Light, while another coin was moving closer, its destination unknown.

After a brief respite, the party made their way to the Great Library of Mithras in The Academy of Knowledge district. The musty scent of old books enveloped them as they obtained library cards, granting access to the vast repository of knowledge.

Doc met with Anton, the head librarian, and uncovered tantalizing information about the Stygian Library, a fabled repository of ancient secrets. Jaq and Odri, meanwhile, pored over dusty tomes, searching for clues about the mysterious obelisks. Their research led them to a probable location beneath Nightmoure.

As the sun dipped below the horizon, Jaq prepared to meet with Norris, his mind racing with possibilities. What secrets would the meeting reveal? Only time would tell.

Session 18.2025.02.22

Wes joins the table as Cash

1866.08.12

Cloudy with 95% humidity and temperature between 25.5c (77.9f) to 18.8c (65.8f)c

  • Jaq meets with the Lightning Norris and a bunch of veiled people
    • is told to bring a piece of eldrite in order to join
  • meets Cash Virgil, a new member of the cult
  • Cash was told to locate a eldrite vein
  • Norris is Cash and Jaqs point of contact at The Cogtopolis Saloon
  • Cash and Jacq team up to find eldrite
  • they head back to the slingshot in The Innovators’ Hub
    • Jacq gets cash a room on docs tab
  • sit down and enjoy the big band and singer, waiting for Doc and Odri to get back
  • Doc follows Odri to the The Paleriders’ Hall, get stopped by the entry guard then decide to wait till tomorrow.
  • Talked to Observation deck controller, learned Spades will be at the hall around 2pm
  • Odri follows the coins pull deep into the The Warriors’ Enclave and finds a 10x10ft metal door in the side of a rock wall guarded by 4 Paleriders.
  • Doc steps out, guards immediately draw guns
  • they head back to the slingshot
  • party reunites
  • Doc and Odri are introduced to Cash
  • chit chat and plan next steps

1866.08.13

Downpour with 93% humidity and temperature between 27.2c (81.0f) to 15.4c (59.7f)c

  • got supplies for library
  • got weapons for Cash
  • Jacq fabricated a Palerider’s Hall coin
  • Party heads to the paleriders hall to meet Spades
  • Cash successfully convienced Spades where he got his coin
  • Meet and chat with Spades, Snake Eyes, Winchester, Lazy and Jawbone
    • Doc mispeaks and is warned by Jawbone
    • party notices divisions in the Paleriders
    • learned Ramsey was trained by Jawbone
  • Doc, Jacq, and Odri get their church boon coins, told to keep them hidden, and to meet with church leaders to redeem it.
  • Jacq uses his map with a boon and it reveals 8 other boons in the Fortress of Light
  • party heads to Great Library of Mithras in The Academy of Knowledge
  • Cash gets library card
  • Party meets Anton - Head Librarian

Edited Meta.AI generated story

Jacq's meeting was shrouded in mystery, with veiled figures and cryptic speech. The cult leader revealed to Jaq that to join their ranks, he needed to procure a piece of eldrite. It was then that Jaq met Cash Virgil, a newcomer to the cult, who had been tasked with locating an elderite vein. Norris, their point of contact, could be found at the Cogtopolis Saloon.

Jaq and Cash formed an unlikely alliance, pooling their resources to find the elusive elderite. They retreated to the Slingshot, a saloon/hotel, where Jaq secured a room for Cash on Doc's tab. As they waited for Doc and Odri to return, they enjoyed the lively atmosphere, sipping drinks and listening to the big band.

Meanwhile, Doc trailed Odri to the Paleriders' Hall, only to be stopped by the entry guard. Undeterred, they decided to wait until the next day. Doc struck up a conversation with the Observation Deck controller, learning that Spades would be at the hall around 2 pm.

Odri, followed the tug of his coins, leading deep into the Warriors' Enclave. There, he stumbled upon a 10x10ft metal door in the side of a rock wall, guarded by four Paleriders. As Doc approached, the guards immediately drew their guns, prompting a hasty retreat.

The group reunited at the Slingshot, where Doc and Odri met Cash. Over drinks and conversation, they planned their next move.

The next day, Mudflow 13th, the party set out, shopping for supplies for the library and weapons for Cash. Jaq fabricated a Palerider's Hall coin, and they headed to the hall to meet Spades.

Cash convincingly spun a tale, explaining how he obtained his coin. The group met Spades, Snake Eyes, Winchester, Lazy and Jawbone sharing stories and small talk. Doc's Annwn remark earned him a warning from Jawbone.

As they prepared to leave, Doc, Jaq, and Odri received their Church Boon coins, with instructions to keep them hidden and meet with church leaders to redeem them. Jaq used his map with a boon, revealing eight other boons hidden within the Fortress of Light.

Their next destination was the Great Library of Mithras, located within the Academy of Knowledge. Cash acquired a library card, and the party met Anton, the Head Librarian. As they delved deeper into the mysteries of Savacola, they began to unravel the threads of a complex web, leading them toward unknown dangers and untold wonders.

Session 19.2025.03.01

Audio Recording and Text Transcription

  • party talked to Anton - Head Librarian
  • entered Stygian Library on 1866.08.13
  • traveled in the library
    • map room → chapel 1 → planetarium → boiler room → ossuary 1 → ossuary 2 → chapel 2 → gateway
  • planetarium
    • got caught taking books by a yellow librarian
  • boiler room
    • met a skeleton cleaning crew
  • ossuary 1
    • found bones of a shadowlands shadow orc, from slave camp #51
    • found bones of Striog the dwarf killed by a baby green dragon on fracterra in the town of otari
    • fought a bone beast after jacq broke the glass display
  • chapel 2
    • found hyper dense dictionary, enchanted ink
    • went through a ominous locked door
  • gateway
    • cash picked up a glowing pick axe

Edited Meta AI Story

As we stepped into the Stygian Library on Mudflow 13, 1866, the musty scent of aged parchment enveloped us, and the flickering candles cast eerie shadows on the walls. We had heard whispers of this mystical place, hidden beyond the veil of reality, and we were determined to uncover its secrets.

Our journey began in the map room, with yellowed charts and ancient texts. Setting off, we entered the first chapel, its pews shrouded in silence. The whispers of the faithful lingered in the air, and we felt the weight of centuries of devotion. Our next destination was the planetarium, where the celestial map glowed with an ethereal light. However, our wonder was short-lived, as a yellow-robed librarian caught us attempting to pilfer ancient tomes. We managed to talk our way out of trouble, but the encounter left us with a sense of unease.

As we ventured deeper, we entered the boiler room, where a skeleton cleaning crew worked tirelessly, their bony fingers scrubbing the floors with meticulous care. We watched in fascination, wondering what secrets they might uncover in their eternal cleaning ritual.

Our next stop was the first ossuary, a chamber filled with the remnants of the ancient dead. The air was heavy with the scent of decay and forgotten memories. Amidst the stacks of bones, we found the remains of a Shadowlands Shadow Orc, once a prisoner of Slave Camp #51, and Striog, a dwarf who had met his untimely demise at the claws of a baby green dragon in the town of Otari on Fracterra. Suddenly, Jacq’s careless gesture shattered the glass display case, unleashing a Bone Beast upon us. We fought bravely, our blades clashing with the undead creature’s unyielding fury.

After our battle, we proceeded to the second ossuary, which seemed to exist in a state of eerie echo. We then entered a second chapel, where we discovered a treasure trove of mystical artifacts: a hyper-dense dictionary and enchanted ink. As we reached for these treasures, we noticed an ominous locked door. With a deep breath, we turned the key and stepped forward.

Beyond the door lay a gnarled dark wood door set into a stone frame, with black iron hinges and a sturdy lock. The whole thing is engraved with the sort of horrible sigils that hurt to look at for too long. Cash climbed the shelves to pick up a glowing pickaxe, its light illuminating the path ahead. We stood ready to face whatever secrets and mysteries lay deeper in the Stygian Library.

Session 20.2025.03.15

Audio Recording and Text Transcription

  • Carasil removed Doc
  • 1866.08.13
  • Traveled from 12.1 to 27.1: infernal gateway → statuary → holding pen → planetarium → jarred brains → phantom datadank → calculation engine

infernal gateway

  • Odri almost passed out opening the infernal door. Closed it.

staturay

  • educated mice
  • jaq left them gunpowder and got a complete plans for a pump action shotgun
  • Cash put on the burial shroud of Kryptos

planetarium

  • fought a ink elemental with Boneyard
  • Odri’s hand is permanently stained ink black
  • Odri got written inscrutions for the runes and process to make a Annwn focus from Boneyard

jarred brains

  • Cash talked to the brain of a legendary miner Raven

calculation engine

  • Party interacting with the calculation engine
  • earned 2 of 6, Doc 0 of 6

Books named

  • Elderite for Dummies
  • The trapping of Or'Zean
  • Dowsing for Elderite
  • Seal Breaking for Dummies

Session 21.2025.03.29

Audio Recording and Text Transcription

Doc awoke in Carasil - Deity of Time house

1866.08.13

27.1 - 35.2: calculation engine → dissection theatre → phantom databanks → holding pen → storage vault → go back holding pen → mausoleum

calculation engine

  • doc tells the party what he experienced they are confused
  • spend more time with engine and earn more progress

dissection theatre

  • a octopus headed humanoid is dissecting a octopus
  • being recorded by a grey librarian
  • a family is watching

phantom databanks

  • meet Stinker, lantern bearer
  • hits Jacq, Cash tackles, Doc pistol whips
  • Doc heals Sinker
  • no stealing, I’m watching
  • runs off leading the party much deeper

holding pen

storage vault

  • stinker gets locked inside

back up to holding pen

  • red librarians are having a argument with researchers about power management / improving output

mausoleum

  • party sleeps

1866.08.14

  • lost soul arrives in the “morning”
    • Ollie the Necromancer
  • demands usage of a body
  • doc is very unhappy
  • Cash consents
  • raises their skeleton

books named books

  • Teleportation for Dummies
  • Shadowlands Bestiery
  • Master List of Artifacts
  • Known Mutations of Elderite
  • Stygian Library Edicate
  • Annwn and You
  • Vield Propestors Manifesto
  • How to Mined Elderite without Mutating
  • Elderite for Dummies
  • The trapping of OrZean
  • Dowsing for Elderite
  • Seal Breaking for Dummies
  • Enchanting with the Annwn
  • Basic Shadowlands Alchemy
  • Sociology of Shadowlands
  • The Slaver's Travel Guide to the Shadowlands
  • Patrons of Light, Beings, Creatures and Entities that Server the Light

Session 22.2025.04.12

1866.08.14

mausoleum → holding pen → tea-room → phantom pumps → stuffed animals → chapel → storage vault → steam vents

mausoleum 35.2

  • started here with Ollie

holding pen 34.1

  • 5 obsidian marmosets. 120

tea-room 33.1

  • sandwiches and cake
  • ticking floor
  • jaq found rest of the dove and desperote series

phantom pumps 32.1

  • heron monster
  • Comet crossbow

stuffed animals 33.2

  • fought 8 black Liberians

chapel 31.1

  • ticking floor
  • book omnibus of an occult manual and a hyper-dense dictionary. +1 career sorc if read for a downtime project
  • a porcelain mask resembling a human skull. +1 CR when sold
  • magical Throwing knife

storage vault 30.1

  • 3 occultum coins
  • a violin made out of glass
  • burial shroud or Sears
  • 4 ogre spiders. 120 vs 3 floating brains. 101

steam vents 29.1

  • fought 3 furious books
  • party is here

Session 23.2025.04.19

1866.08.14

steam vents → calculation engine → calculation engine → map gallery → tea-room → storage vault → boiler room → chained lectern → storage vault → map gallery → exited the library

29.1 steam vents

  • session started here

28.2 calculation engine

  • progress made
  • jaq found passage to connecting to 27.1

27.1

  • odri found a spiral staircase behind one of the shelves!, connects to 0.1
  • odri fought a furious book, used his weird, triggered a mutation, and stopped the book
    • short range vision 15ft, needs glasses
  • jaq found 7 doses of posion
  • killed 5 black order librarians
    • odri bound them with vines

0.1 map gallery

  • door to exit library

0.2 tea-room

  • scones, jam and cream and cocktails
  • a book of prophecies, every one has a 6 they can replace any die with once

1.2 storage vault

  • progress
  • jaq scared off three ogre spiders
  • Nightsight - enchanted hooded robe. Lets the wearer see in the dark.
  • spell scroll, Dungeon World, Rift of Ruin, Level 9, Warlock
  • the hooded monastic robes of the librarians, Jaq took some

1.3 boiler room

  • note: Beware the Bandersnatch, my friend! Just give it what it wants, or kill it like any other fairy.

0.3 chained lectern

  • doc found a detailed set of notes left by prior researchers!

1.2 storage vault

  • an ominous locked door

0.1 map gallery

  • behind the party, the bookshelves rearrange themselves, blocking their route back to 0.2

1866.08.17

stepped out of the library

  • greeted by Mo
  • meet with Anton, Mo, Arthur
  • Eat, drink, and share stores of the excursion
  • Ollie asks a lot of questions about this world
  • Arthur plays the glass violin, beautiful and ethereal sounding
  • sleep

Session 24.2025.05.17

Audio Recording and Text Transcription

Cash meets Carasil - Deity of Time

  • What do you use to mend a jack-o-lantern? A pumpkin patch.
  • What do you call a fake noodle? An Impasta.
  • Why was the birthday cake as hard as a rock? Because it was marble cake!

Cash eats some Infinity Fruit Carasil ask cash to climb to the top of one of the tries to fetch two fruits

Cash gives Carasil a porcelain mask

Cash appears back with the party

1866.08.18

Cloudy with 91% humidity and temperature between 25.4c (77.7f) to 14.5c (58.1f) in Great Library of Mithras basement near the Stygian Library entrance

eating breakfast with Anton and Mo.

Cash becomes an acolyte of Carasil and has pendant to prove it

Anton, Mo, and Odri; lick the Infinity Fruit. Cash has 2.5 pieces of fruit

Carasil has a job for cash

Ollie is all in with the Veil Riders

Odri tells the Pack Swiftcrest to meet them at Wrath Lake.

Odri get’s glasses/goggles made at Outback Optometrist by Speedy

party speeds a week prepping for the rescue mission. Odri build’s his Annwn focuses Doc makes HP potions and gun oil for Jaq

1866.08.25

Downpour with 94% humidity and temperature between 32.8c (91.0f) to 18.3c (64.9f)

start traveling by train from Fortress of Light to Wrath Banks

1866.09.03

Drizzle with 91% humidity and temperature between 32.3c (90.1f) to 14.7c (58.5f)

Arrive in Wrath Banks Doc spends 1 CR to buy a river barge. Cash pilots it across Wrath Lake to meet the Pack Swiftcrest

1866.09.04

Downpour with 95% humidity and temperature between 27.5c (81.5f) to 13.1c (55.6f)

Arrive at other side of Wrath Lake.

Odri introduces Cash to Lapu and whole pack plus five new ones come out of the woods for meet and greet.

Session 25.2025.06.07

1866.09.04

  • Travel up river with two talons pushing the boat
  • got spotted and attacked by a wing of Firebat’s
  • shot down three fourth flees
  • Jaq and Cash got hit by fire. Cash and the boat caught on fire
  • Doc put the fires out

1866.09.05

  • Arrived at Abandongate
  • Questioned by doc master. Cover story is slave buyers for labor
  • Enter through the Chain Gate: “None Leave Without the Butcher’s Leave.”
  • Make their way on a main street towards the portal and slave pens
  • Casually follow a group through the blood portal to the Shadowlands
  • Arrive in the Shadowlands, City of Sakasih
  • meet Zhoxos
  • Taken to the visitors inn, rooms purchased
  • meet Rhelzeeb,
  • Doc requests to see a lot of 50 females, hoping his sister will be in it.
  • scouting the city

1866.09.06

  • inspect lot, Doc’s sister is not there
  • Party sneaks out of the city
  • rides for Rachus - Slave Camp 14

1866.09.07

  • Doc spots his sister
  • shock and awe using the shelter as the exfil point
  • Ollie shrouds the party
  • Jaq, explodes breeders head.
  • Cash, blows a hole in the wall
  • Doc, shoots down several gaurds
  • Doc rushes into the shelter, finds his sister and 10 others, and begins channeling the Hearthstone
  • Ollie blocks the door
  • Cash plants dynamite at the pen gate
  • Jaq, stands at the gate, yelling hear piggy, piggies
  • squad comes, jaq shoots down eight
  • Cash detonates the dynamite, killing the rest of the squad.
  • Jaq sees the Sicarii Priestess running at them on her spider legs,
  • Jaq fires both pistols, shouting, “Savacola says hello bitch”, as he runs into the shelter just as Doc finishes channeling.
  • The party arrives in Anton - Head Librarian’s office atop the Great Library of Mithras

Session 26.2025.06.14

1866.09.07 - Sproutmoon

Rain with 97% humidity and temperature between 30.9c (87.6f) to 13.4c (56.1f)

  • odri arrives back from carasil 1 year older
    • 3 events that could have in the next year
  • party arrived in Anton ’s office
    • 10 refuges and Rallah , 8 women (3pregnant), 3 men
  • party decides to head to braveslanding to take it over
    • refuges will be going with them

1866.09.08 - Sproutmoon

Rain with 90% humidity and temperature between 26.0c (78.8f) to 17.8c (64.0f)Rain with 90% humidity and temperature between 26.0c (78.8f) to 17.8c (64.0f)

  • board express train to Phantombank
  • odri send telegram to Nora - Dove
  • Scorchus coin is moving towards Rattlecity

1866.09.09 - Sproutmoon

Downpour with 93% humidity and temperature between 32.3c (90.1f) to 16.8c (62.2f)

  • Arrive in Phantombank
  • Jaq scouts out Emil’s’s gaurded manision
  • Doc spends a CR for two wagons and supplies to travel to Braveslanding

1866.09.10 - Sproutmoon

Rain with 93% humidity and temperature between 31.8c (89.2f) to 18.7c (65.7f)

  • Caravan sets out for Braveslanding
  • Get held up by 10 bandits late in the day.
  • Jaq throws is hat into the air, quick draws and guns down all but one of them before his hat lands on his head. The last bandit is stunnded, turns to gallop of and Doc shots him, knocking them off their horse.
  • Rallah, rides up to the bandit, looks at him and breaks his neck.
  • Jaq in love?
  • The night is quiet, with the fresh corpses to feed the wilds

1866.09.11- Sproutmoon

Drizzle with 93% humidity and temperature between 32.7c (90.9f) to 17.3c (63.1f)

  • Travel was going smooth until they come around a bend and the Sicarii Priestess Jaq shot at is standing in the middle of the trail.
  • She rushes forward. Doc gets a shot off cracking armor, but takes a bad slash. Jaq shots deflect off her armor
  • Cash connects with Waxfang, the weapon glows and the Priestess turns into living wax. She is terrified, confused, and raging.
  • She slaps at Cash, but her spider leg just splats and breakes on his chest.
  • Rallah crushes one of her wax arms.
  • Priestes dodges odris comet
  • Doc gets a stick of dynamite from cash, lights it, and stabs it into the priestess back.
  • Priestess runs, Jaq shoots out a leg, Odri fires Comet, detonating the dynamite and priestess
  • Exploded wax is all that is left of the priestess
  • The party’s caravan arrives at Braveslanding late in the day.
  • Coin is 2 days behind Odri

Session 27.2025.06.21

Letter from Nora

“I'm well. Glad you are too. Stories are circulating about ghostly wails heard at night.”

1866.09.11 – Sproutmoon

Weather: Drizzle, 93% humidity. Temperature: 32.7°C (90.9°F) to 17.3°C (63.1°F).

The party arrives in Braveslanding after being gone since 1866.07.20 (about two months). Rumors of Giggles Circus were heard a month ago.

Preparations

  • Ramsey is informed of Jaq’s plan to take over the town and agrees.
  • Doc learns from Zastak that 15 enforcers might be friendly.

The Plan

The party splits into two teams:

Team 1 (Cash, Doc, Ollie): Take out Frank
  • Ollie casts a Silence bubble.
  • Cash kicks down the door; they find Frank asleep.
  • Cash restrains him while Doc uses a chloroform rag.
  • Frank is hogtied, and Doc sets up the Hearthstone.
Team 2 (Jaq, Odri, Rallah): Retrieve Happy & Ledger
  • Odri unlocks the door, Jaq removes boots, Rallah floats.
  • They find Happy and his wife in bed.
  • Jaq knocks out Happy; Rallah subdues the wife after a brief struggle.
  • The document safe is retrieved via Odri’s recall channel.

Negotiations

  • Happy and his wife wake up. After assurances of safety, Happy agrees to cooperate.
  • The party takes a short rest.

1866.09.12 – Sproutmoon

Weather: Drizzle, 94% humidity. Temperature: 31.1°C (88.0°F) to 14.7°C (58.5°F).

The Takeover

  • Happy rings the town bell, announces Jaq’s leadership—cheers follow.
  • Doc calls out the enforcer squad—unfriendlies are exiled after Rallah’s mental intimidation.
Frank’s Fate
  • The crowd chants: “Throw 'em in the river!”
  • Enforcers beat Frank, tie a cinderblock to him.
  • Doc cuts Frank’s leg arteries before he’s thrown in. Town cheers.

New Order

  • Ramsey forms a town council with Happy and others.
  • Rallah becomes sheriff.
  • The party rests until noon, then ambushes “the coin”.

The Ambush

  • Otis (with a floating gatling gun) and 12 toughs arrive.
  • Doc & Jaq open fire. Otis suppresses, then vanishes.
  • 3 toughs killed in initial exchange.
  • Cash throws dynamite—Otis’s horse destroyed, he’s knocked down.
  • Odri disables the gatling gun with lightning.
  • Ollie raises 5 skeletons.
  • Jaq downs Otis; Doc demands surrender—7 toughs captured.

Result

  • 7 prisoners taken.

Session 28.2025.06.28

1866.09.12 – Sproutmoon

  • Weather: Drizzle, 94% humidity, temps between 31.1°C (88.0°F) and 14.7°C (58.5°F).
  • Location: Just outside Braveslanding after killing Otis and capturing 7 toughs.

Aftermath of Otis' Death

  • Jaq collects a Gatling gun, horses, and weapons.
  • Odri finds five Scorchis coins on Otis.
  • Jaq lines up the 7 prisoners (oldest to youngest) and offers them a choice:
    1. Join Braveslanding or die.
    2. All initially refuse.
    3. Jaq shoots the oldest, asks again → two youngest agree.
    4. Jaq shoots another → remaining three join.

Necromancy & Skeletons

  • Odri attempts necromancy (fails).
  • Ollie raises two more skeletons (total: 7).
  • Odri and Ollie head to Black Rock Mine for two weeks of training and skeleton storage.
  • Doc gives Odri his Hearthstone ring.

Cemetery Wolf Attack

  • Odri, Ollie, and skeletons are ambushed by ~20 Cemetery Wolves.
  • They kill 8; wolves retreat.
  • Odri re-raises:
    1. 1 skeleton
    2. 1 Cemetery Wolf
  • Ollie raises the rest.

Arrival at Blackrock Mine Gold

  • Odri tells Ollie about past adventures:
    1. Tunnel Critters
    2. Ustrel Vampire kid

Return to Braveslanding

  • Jaq and Doc ride back.
  • Doc greets guards (Shadow & Catherine).
  • The 5 new recruits meet the council and Rallah → rules explained, assigned house-building jobs.

Two-Week Projects

  • Doc: Improves medical/alchemy supplies, crafts scale-increasing gun oil.
  • Jaq & Ramsey: Build two pump-action shotguns.

Week 3: New Year’s Week

  • Celebrations and revelry.

Week 4: Shooting School

  • Jaq conducts week-long training.
  • Final test: Lighting a match from 10 yards.

Week 5: Patrol & Discovery

  • During an overnight patrol, Jaq and Rallah spot a small force approaching.

Session 29.2025.07.05

Cash's Interaction with Carasil

  • Cash visits Carasil.
  • They exchange pun jokes.
  • Cash learns to see future outcomes before taking actions.

1867.01.17 – Ambush Near Braveslanding

  • Weather: Cloudy, 78% humidity, 19.1°C (66.4°F) to 25.4°C (77.7°F).
  • Jaq and Rallah ambush Braveslanding's attackers a day out.
  • Emil's troop approaches, planning an assault.
  • Ambush Tactics:
    1. Molotovs thrown at two mercenary wagons → both set ablaze.
    2. Jaq shoots two mounted mercs; Rallah overturns a cart.
    3. Only 7 of ~30 mercenaries survive.
  • Rallah demands surrender; mercs comply.
  • Jaq loots supplies, horses, and weapons.
  • Survivors given one gun and sent away.
  • They return to Braveslanding the next evening.

1867.01.18 – Preparations (Weeks 6-7)

  • Jaq builds concertina bombs.
  • Jaq repairs a Gatling gun.
  • Jaq and Ramsey build a wheeled mount for it.

1867.02.09 – Journey to Blackrock Mine

  • Weather: Clear, 70% humidity, 14.7°C (58.5°F) to 22.8°C (73.0°F).
  • Party (with Ollie and Rallah) travels to Blackrock Mine.

1867.02.10 – Battle at Blackrock Mine

  • Gatling gun set up at a choke point.
  • Mining vibrations lure a massive tunnel critter from the lake.
    1. Doc/Jaq shoot → bullets deflect.
    2. Odri melts carapace with magic.
    3. Cash throws dynamite into its mouth → head explodes.
  • After ~15 mins, a horde (~150 tunnel critters) attacks.
  • Battle:
    1. Retreat to Gatling gun; Ollie/Rallah hold a wall.
    2. Odri casts whirlwind to delay horde.
    3. Ollie summons skeletons.
    4. Jaq operates Gatling gun (magically enhanced by Odri).
    5. Cash defends door with Waxfang.
  • Result:
    1. Battle ends in minutes.
    2. Cash, Ollie, and Rallah wounded.
    3. Party victorious.

Session 30.2025.07.12

1867.02.10

  • Weather: Cloudy, 72% humidity, temp 15.8°C (60.4°F) to 26.2°C (79.2°F)
  • Doc treated wounds, party rested with Ollie on watch
  • Skeletons gathered tunnel critter corpses into a pile

1867.02.11

  • Weather: Rain, 70% humidity, temp 19.4°C (66.9°F) to 25.4°C (77.7°F)
  • Party moved deeper into mines, encountered large and small tunnel critters
    1. Cash planted dynamite, causing a cave-in and killing the lead critter
    2. Party defeated remaining critters, tunnel partially blocked by rubble
  • Entered egg chamber, debated, then destroyed all eggs (Ollie’s skeletons helped)
  • Cash found a deep chasm with elderite, mined 8 lbs before rejoining egg-smashing
  • Explored south, found a waterfall, cannonballed into the pool
    1. Odri discovered Glimmering Shadowcap mushrooms behind the falls
  • Reached a hot spring, attacked by a huge tunnel critter and smaller ones
    1. Cash used dynamite, killing most small critters
    2. Odri was swallowed whole but killed the huge critter using Waxfang
    3. Rallah cut Odri free, party finished off remaining critters
  • Doc treated wounds, party climbed down a cliff (Odri and Doc slipped, got hurt)
  • Cash explored chasm bridges, found warpstone
    1. Touched it, grew plumage, used Carasil’s power to undo the effect
    2. After discussion, party left warpstone for later

Session 31.2025.08.09

Audio Recording and Text Transcription

AI editing summary of the session transcription

This all takes place from 1868.6.10-21

Mustache Heist for Carasil

  • Cash orchestrated an elaborate prank/theft at the bidding of his supernatural patron, Carasil, who wanted Norman McKenzie’s prized mustache.
  • He spent a few days looking for Norman in Phantomnank, found him, and devised a complex, mostly nonviolent plan:
    1. Dug a trap in the public bathroom using his mutant ability to shapeshift, making the toilet collapse and trap Norman.
    2. Coaxed Norman into eating a pastry laced with laxatives (prepared with Doc’s help), ensuring Norman would urgently need the bathroom.
    3. Cash disguised himself perfectly as Emil using his shapeshifting abilities, further terrifying Norman when he was trapped.
    4. Poured warm wax onto Norman, immobilizing him, and then carefully shaved off his mustache for Carasil.
    5. The mustache was delivered to Carasil, triggering supernatural hijinks — a sequence of bizarre, magical exchanges between Cash and Carasil.
    6. Norman was psychologically traumatized but not killed.

Jacques Showdown with Emile

  • With ongoing threats from Emil, Jacques travels with his companions to confront him directly.
  • He stalks Emil’s mansion and eliminates his guards with precise, deadly efficiency.
  • Jacques waits inside the darkened, now-unprotected mansion for Emil’s return, securing Emil’s family, tied up in the cellar.
  • On Emil’s arrival, Jacques orchestrates a tense standoff, shoots Emil in the knee as a warning, and makes it clear that further aggression or exploitation of Braveslanding will mean worse consequences.
  • He demonstrates the overwhelming capability and reach of Braveslanding’s defenders.
  • He takes trophies (notably expensive whiskey) and presents them to the Braveslanding council as a sign of victory and local dominance.

Session 32.2025.08.16

Audio Recording and Text Transcription

AI editing summary of the session transcription

The following takes place from 1868.6.21-25

1868.6.25

Clear with 96% humidity and temperature between 29.6°C (85.3°F) to 8.3°C (46.9°F)

Nightmoure

  • The party (consisting of Cash, Doc, Odri, Jaq, Ollie) arrives at the ruined, specter-haunted town of Nightmoure, seeking the entrance to an underground obelisk via an old watchtower.
  • The group discusses strategy: considering stealth, magical wards, and support spells to avoid detection by hostile supernatural entities (specters can only be truly destroyed by exorcism or by burning their anchored bodies).
  • Doc casts a group blessing/warding against darkness, manifested by spheres of golden light entering each party member and granting protection.
  • The party infiltrates the tower, discovering bloodstains, human/animal pelts, and sinister magic runes. Odri uses sorcerous senses to detect blood magic tendrils and dark presences beneath their feet.
  • They descend and prepare for conflict, with brief discussions about masks, magical traps, and the haunted history of the location.
  • They reach a set of blood-marked stone doors amid agonized screams and circus music. Listening at the door reveals a large number of people inside.
  • Inside is an arena filled with victims impaled on spikes, a ring of dangerous clowns, and Giggles the boss clown, wielding an enchanted mallet.
  • Initial fighting involves:
    • Creative use of transformation magic (Cash turns into a bison to trample foes, then morphs frog legs to leap and plant dynamite).
    • Jaq uses a spring-loaded barbed wire bomb, trapping and damaging multiple clowns.
    • Odri deploys wind magic to create a defensive whirlwind and later electrifies the barbed wire for area damage.
    • Ollie casts a protective dome and attacks with magical bolts.
    • The party coordinates attacks, using ranged shots, melee, and magical effects to overwhelm the enemy clowns.
  • Giggles proves a formidable opponent:
    • He uses blood magic shields, a flaming squeaky hammer, and powerful attacks (including launching confetti bombs and drop-kicking party members).
    • Cash throws him into electrified, consecrated barbed wire and exploits holy/divine magic to suppress his powers and inflict additional damage.
    • Odri uses a magic mask to strip away Giggles’ magical shield and sequester it.
  • In the climax, Giggles is battered, debuffed, and after a dramatic scuffle, is pinned down by the group. Doc invokes Mithras, glowing with holy light, and symbolically carves off Giggles’ face to end his reign and exorcise the evil.
  • Loot and aftermath:
    • Players secure magical loot (the enchanted hammer, items from fallen clowns).
    • Doc and the party save nine surviving (out of 12) impaled victims using divine powers and medical aid.
    • Discussions and banter follow about the possible consequences, unresolved threats, loot division, and reflections on violence and morality.
    • The group heals, regains hero points and XP, and contemplates their next move deeper into the dungeon—aware that more horrors may await.
  • Character actions highlight: Doc's use of both holy and arcane magic, Cash's wild transformations and frontline chaos, Jaq’s inventive traps, Odri's powerful sorcery and support magic, Ollie’s defensive and offensive spells, and collaborative teamwork under pressure.

Session 33.2025.08.23

Audio Recording and Text Transcription

The following takes place on 1868.6.25

AI editing summary of the session transcription

  • The party tends to nine wounded survivors after a major fight with clowns, utilizing divine healing and medical skills to stabilize them.
  • Cash examines and attunes to a magical clown hammer GHét, gaining various clownish and magical abilities with it.
  • The group debates and executes a plan to teleport the survivors back to safety at Braveslanding, coordinating with Ollie and Rallah.
  • Characters explore further into the dungeon, descending ancient spiral stairs and investigating strange architecture and remnants, including skeleton-laden ceilings and rubbery, corrupted walls.
  • The party crosses a dangerous roller-covered hallway using agility and ropes, arriving at a grand cathedral chamber.
  • The party encounters and defeats a wave of redcap goblin creatures with coordinated gunfire, melee, and area magic.
  • After the battle, they search for the goblins’ origin, barricade a nest filled with blood and remnants, and secure the area.
  • Players investigate the cathedral, studying runes, story panels, and a massive gold dragon statue, piecing together historical lore about the dragon Mithras, its foes, and the founding of the current civilization.
  • Doc experiences a vision and blessing at the statue, transforming his sword into a radiant relic and receiving a divine quest to “find my children.”
  • The group continues into maze-like corridors, navigating trapped hallways (swinging scythes, fire jets, and bladed walls) with caution and care.
  • Players come across statues embedded in the walls that animate and attack; Doc uses his new sword to destroy one and later performs a mass exorcism to banish the possessing spirits from the statues.
  • Odri enchants an Elderite blade with arcane energy, enduring its magical side effects for improved combat utility.
  • The party explores branching tunnels, finds rich tapestries revealing religious tenets (“traits of light” and “traits of shadow”), and carefully catalogs clues for later translation and use.
  • In various encounters, the group chooses to avoid unnecessary combat (e.g., fleeing a steam trap room), and makes decisions about which collapsed tunnels or dangerous rooms to bypass, mark, or investigate later.
  • They discover a massive underground foundry, investigate clues about the construction of ancient dragon-sized manacles, and deduce their magical and material properties.
  • By appealing to the enigmatic time-being Carasil, the party is granted a vision of the foundry’s history—witnessing church leaders and the Sisters of Night Shadow collaborating in secret, the crafting of the bindings, and the slaughter of all workers.
  • They learn three names: Wraith, Obscura, Morwen, The Trinity
  • Players discuss the implications of these revelations, raise philosophical and strategic questions about their allegiances, and plan to share findings with their allies.

Session 34.2025.09.06

Audio Recording and Text Transcription

The following takes place on 1868.6.25-26

Arrival at the Dungeon and Opening Riddle

  • The party traverses a corridor, encountering a wall with a stone face giving a riddle (“I have a neck but no head, two arms but no hands”).
  • After solving the riddle (“shirt”), the wall opens, allowing them to continue deeper into the dungeon.

Entering the Power Room and Stadium

  • They enter a strange environment with a moving platform, skeletons hanging from the ceiling, and red gas lamps.
  • The group feels a growing sense of supernatural power as they enter a large room with moving platforms and a massive white obelisk flecked with gold at the center.
  • Suddenly, the group is magically transported to a stadium filled with cheering spectators, where they are contestants on “Deal or No Deal,” hosted by the flamboyant, fiery Scorches.

Deal or No Deal Game Show

  • The party is prompted to pick treasure chests, with tension and humor running high (Cash displays impulsive luck and jokes, Doc is cautious, Odri is pragmatic, Jaq is skeptical).
  • Through luck, in-game mechanics, and some clever use of time rewinding (Cash uses a faith point), the group defeats the contest, earning an enormous sack of 750,000 gold coins.
  • After the show, they are returned to the dungeon with the gold, but face significant logistical challenges moving it (the gold is extremely heavy, requiring magic and careful planning).

Logistics and Rest

  • Odri explores magical and practical methods for moving the gold, including levitation and attempted storage spells; the party ultimately prepares to wait for Ollie to arrive with teleportation help or more magical solutions.
  • The party debates their next moves, contemplates waiting two days, and considers casting rest and healing spells.
  • Jaq tries to engineer solutions and divvies up labor among the group; drinking and strategizing ensue.
  • Cash experiences strange, violent dreams that hint at intrusive supernatural influences, related to his magical hammer.

Investigation of the Obelisk

  • The party jumps and leaps across platforms to reach the obelisk, with various magical enhancements (Odri boosts his jumping ability).
  • Upon reaching the obelisk, Cash impulsively touches it, triggering a vision: he sees a powerful eye (Mithras), who warns him not to interfere, describing the obelisk as part of the prison holding Orzine, a dangerous lich.
  • Cash suffers mental stress and returns, physically altered (glowing eyes, shaken), then shares his experience.
  • Doc, seeking answers, kneels before the obelisk and receives a stronger, more direct vision from Mithras: he is anointed as Mithras’ “champion” (pale rider), his gear transforms, and he gains divine knowledge and abilities.

Party Discussion and New Purpose

  • Doc reveals his transformation and new purpose: fighting darkness as the champion of Mithras, gathering true allies, and resisting false leaders.
  • Cash processes his encounter, feeling driven by new impulses to confront evil and pursue violence for good causes.
  • Odri continues to support the group with magic and engineering, expressing curiosity and uncertainty about direction.
  • Jaq assists with moving the gold and strategic planning; reflects on the party’s increasing power and their shifting role in the story.

Exorcism and Cleansing

  • Doc, empowered by Mithras, casts a major exorcism spell through the obelisk, releasing trapped specters in the town; he senses the main source lies southwest in the complex.
  • The party secures the gold in the cathedral, sets magical alarms, and prepares to explore the dangerous southwest room indicated by Doc’s vision.

Strategizing and Long-Term Goals

  • The group discusses possible futures: conquering darkness, gathering allies (including clowns, pale riders, and others), and contemplates their rising power and transitioning to quest-givers or leaders of factions.
  • Cash becomes more aggressive, driven by visions and supernatural impulses (“carnival music in his head”); Doc doubles down on his divine mandate.
  • Odri is reflective and lost about future plans; Jaq considers war machines and weaponry for coming conflicts; Mithras remains a guiding but enigmatic force.

Session Wrap-Up and Reflections

  • The party recaps their exploits, reflects on system changes and upcoming playtests, and contemplates becoming NPCs due to their growing influence and abilities.
  • Discussions veer into tabletop game design, future campaigns, and logistics for the next sessions.

Session 35.2025.09.20

Audio Recording and Text Transcription

The following takes place on 1868.6.26-27

Dungeon Exploration and Environmental Hazards

  • The party enters a corridor lit by red gas lamps with bizarre environmental features (skeletal ceilings, black walls) on their way to a southern source of evil.
  • They encounter an iron door with a flashing stone mosaic—a pattern-matching challenge akin to “dance dance” or “twister”.
    • Cash nimbly dances to open the first door, with others following his lead (Doc, Jacq); Odri opts to phase through the obstacle using new powers developed after a past event.
  • The group splits and reconvenes on the other side, discussing Odri's evolving abilities and past transformations.

Room of Skeletons and Initial Discoveries

  • The players enter a large, oppressive chamber filled with piles of unmoving skeletons—the previous source of the specters they banished.
    • Doc confirms with his powers that the specters are gone, but they debate what to do with the skeletons and the strange organic black matter on the walls.
    • Cash, Odri, and Doc theorize on the history of the place and its magical battles.

Puzzle and Trap Progression

  • The team is sealed in as evil laughter echoes; metal puzzle pieces rain from the ceiling tied to door mechanisms.
    • Jacq, Cash, and others experiment with solving the puzzle, assembling pieces to open doorways.

Hall of Mirrors and Navigation

  • The party solves the puzzle and enters a hall of mirrors, a disorienting place requiring multiple successful mind rolls to advance.
    • Doc creates and uses magical light, while the group works together to navigate through, recording critical successes.

Ice Corridor and "Clay Golem" Encounter

  • The next door unleashes a corridor filled with ice shards, requiring agility checks; Jacq, Cash, Doc, and Odri dodge and take some damage before advancing.
  • They enter a new chamber with a solar system model and encounter a hostile 10-foot-tall clay golem that aggressively repeats, “Unauthorized access—leave or be killed.”
    • Cash attempts to climb and attack with a special deconstructor dagger (from a previous adventure), which is more effective than ordinary weapons.
    • Odri uses telekinesis to open a slot in the golem for Cash to insert dynamite, while Doc magically blesses the explosive.
    • With team coordination, the dynamite is detonated inside, splitting the golem and neutralizing its threat, at least temporarily.

Solar System Model and Magic Telescopes

  • The group investigates the advanced, centuries-old solar system model, discovering hidden worlds, advanced detail, and magical telescopes allowing for remote viewing and psychic tracking (including attempts to track their ally Ollie).
    • Odri experiments with the telescope's power requirements, while Doc analyzes the model for extra or unusual planets and records findings.
  • Jacq and others speculate on the utility of the model and whether it can be transported.

Further Dungeon Progression: Traps and Swimming

  • The group tunnels onward, encountering more rooms and obstacles, including a submerged corridor requiring transformations (Cash grows gills, webbed hands).
    • Cash escorts less-aquatic party members with creative swimming and “air bell” magic to create pockets of air underwater.
    • Odri and Jacq face difficulties and take damage while escaping acid traps and greasy chutes, with Doc and Cash collaborating to save each other using ropes, strength, and magical platforms.
  • The party battles mechanical ants in a subsequent room—a wave of 41 that swarm all members.
    • Odri and Doc join magical and electrical powers to EMP large numbers of ants at once while Cash fights with the deconstructor knife and Jacq supports with firepower and tactics.

Return and Long-Term Planning

  • After successful combat and exploration, the party reassesses goals—considering whether to rest, haul gold, secure the dungeon, or install magical defenses.
    • Cash and Doc debate whether to turn the dungeon into a base or fortress, with a focus on transportation and magical research for future growth (portals, drones, clearing spectral threats).
  • Everyone rests and recovers, tending wounds and planning to finish cleaning out the catacombs, defeat the remaining evil “house,” and possibly transport the planetarium model.
  • The session closes with party members setting up for the next adventure, some talk of system changes (Dagger Heart), and confirming schedules.

Session 36.2025.10.25

Audio Recording and Text Transcription

The following takes place on 1868.6.27-7.2

  • Odri has a dream and meets nanook, who tells him to meet Aldartok in Aklaq
  • Cash has a dream with a little girl asking him to kill more people to add to her audience in exchange for power
  • Jaq, the ferryman visits in a dream and tells him to expect a new herald in Braveslanding
  • Doc learns he has a glamour to hide his new look and purpose
  • players discussing suspicious card play and shifting focus to dealing with known evils in town.
  • Mutations and dangerous substances are mentioned, with characters joking about Eldrite chew and encounters with mutated entities.
  • Players recall a previous encounter with Oros
  • The group identifies their goal: dealing with Oros, an evil two-story house, described with windows as eyes and a door as a mouth, armed with long limbs and a tongue.
  • Strategy is discussed: possible ambush, traps, use of fire and dynamite, and holy blessings.
  • The party ascends through the cathedral, whistling clown music and preparing for confrontation.
  • Rituals and blessings are performed; magical symbols are traced for group benefits before the battle.
  • The house is located; planning shifts between exorcism and explosive attack.
  • Confrontation begins; Doc rides up and challenges the house, transforming as he attacks.
  • The house animates, stands up, and speaks about tribute; Doc fires at it as combat commences.
  • The house retaliates by grabbing Doc and his horse with its tongue, trying to pull them into its mouth.
  • Initiative rolls; Doc breaks free using a holy aura, and the house pursues the group.
  • Players aim for the house's legs and limbs, inflicting damage and trying to restrain its movement.
  • Odri uses plant control to slow the house, while others use melee and ranged attacks.
  • Cash and Odri climb onto the house, targeting windows and limbs with magical and physical weapons.
  • The house retaliates with multi-limb attacks, inflicting significant damage and grabbing more players.
  • Odri channels a powerful arcane blast through his elderite saber, destroying one of the house's eyes.
  • Doc alters his barrier magic, forming a Mithras holy symbol inside the house's mouth for major damage.
  • Cash throws dynamite inside the house with the help of the magical barrier, chaining massive internal explosions.
  • Doc shackles the house’s legs as it tries to flee, with assistance from Odri’s moving trees.
  • The house tumbles over; players regroup and continue attacking as it attempts to crawl away.
  • Final assaults occur, with more dynamite stuffed into orifices and sustained gunfire until the monster collapses, transitioning from house to fleshy corpse.
  • The group incinerates the corpse with magical holy fire, cleansing remaining evil.
  • Healing and recovery follow, along with post-battle character interactions.
  • Friendly clown Gilbert emerges, grateful for the group's actions in ending Giggles' reign.
  • Players plan the construction of a massive carnival town, discussing attraction ideas such as haunted houses and rides built with Elderite.
  • Jaq and Doc cleanup the remaining evil clowns.
  • Ollie is tasked with managing underground traps and secrets, with an emphasis on secrecy.
  • Doc consults Ollie to perform a ritual, transforming his dead horse into a skeletal, golden-maned, mentally-linked undead mount. A symbol of his new Pale Rider powers and leadership.
  • Discussion on Nightmoure being renamed to Carsil's Carnival, with Cash as the Ringmaster. Jaq to design rides.
  • Session wraps with characters allocating resources, healing, and considering long-term goals for upcoming sessions.
  • Plans are set for character transitions, possible retirement of Jacq and Cash, and system migration to Dagger Heart.
  • The group discusses and brainstorms new characters for upcoming sessions in a new system (Dagger Heart), actively considering possible ancestries, classes, background ties, and inter-character relationships.
    • There is interest in making one of the new PCs “Cash’s firstborn son,”
    • The group explores how the new arrivals could be recruited or introduced via trusted contacts, like Nora or Scout.
    • Character concept brainstorming includes options like seraph (angelic) ancestry, bard and guardian classes, elf or dwarf lineage, and the impact of the party’s background and powers.
  • The session ends with group reflections, jokes, and anticipation for future adventures in both the carnival town and broader campaign.

Session 37.2025.11.1

Audio Recording and Text Transcription

The following takes place on 1868.6.27-8.2

Character Building and Setup

  • Players decided to focus on finalizing character builds before moving into in-game actions, discussing class selection, heritage, and community backgrounds.
  • Detailed choices were made for each player's class, with side discussions about mechanical options, stats distribution, and community origins (e.g., Elf in the Inferno, Seaborne near the river).
  • Players reviewed and assigned trait arrays, discussed armor mechanics, and made sure everyone had the correct equipment, including unique and magical items (e.g., a magic crossbow called “Comet”).
  • Heritage and community choices were finalized, with the GM providing clarification and approval on thematic fits.
  • Initial equipment, experiences (skills), and domain cards were distributed and discussed, with players choosing two narrative experiences each for their characters.
  • The group outlined mechanical considerations like secondary weapons, armor thresholds, and proficiency rules. Players clarified how swapping weapons and armor mechanics would work in the new system.
  • Some downtime planning occurred, with proposed projects for between-session activities, such as crafting rings to house spirits or magical items.

System Review and Homebrew Discussions

  • GM gave a refresher on the rules of their new system (Dagger Heart), emphasizing system flexibility and homebrew friendliness.
  • Discussion ensued about the possibilities and limitations of homebrew classes, ancestries, weapons, and armors. The group shared jokes about creating “rings of power” and system balance.
  • Players reflected on previous campaigns, notable homebrew experiences, and the general shift to more flexible storytelling.

In-Character Downtime and Epilogue Activities

  • The group entered a period of downtime and role-play, discussing character goals and projects during a time skip.
  • Downtime plans included:
    • Odri collaborating with Ollie at Carousel’s Carnival to construct a ring that contains a harmless spirit.
    • Doc returning to Braveslanding to report to Ramses, update her on recent developments, and discuss uniting the Pale Riders.
    • Cash dedicated significant time to mining and crafting underground, occasionally visiting the carnival for spiritual advice.
    • Jaq focused on inventions and long-term projects, including building infrastructure like a railroad spur and possible magical vehicles.
      • Railroad Phantom Bank → Braveslanding → Nightmoure
      • Railroad Rattlecity → Nightmoure
      • Railroad Braveslanding → Blackrock Gold Mine
  • Doc and Ramses:
    • Doc relayed everything learned during the previous arc, including the cleansing of the city’s violent underworld, discoveries about ancient magical imprisonment, and presented artifacts and tapestries found beneath the city.
    • Ramses was deeply moved, nearly brought to tears, as Doc revealed the truth about the centuries-old battle, informed her that Mithras was in grave danger, and that Doc had been asked to lead the Pale Riders to free Mithras.
    • Doc expressed a need for Ramses’ experience and wisdom to unite the old guard, and asked her to walk forward as a champion alongside him, explaining that she embodies both peace and hard-won strength.
    • Ramses, overwhelmed and honored, agreed to walk by Doc’s side, planning to quietly rally her loyalists among the Pale Riders before a direct confrontation with political enemies in the capital.
    • In a symbolic gesture, Doc performed a magical “mending touch”—a restorative ritual likened to knighthood—intended to heal Ramses’ old wounds, reinvigorate her for leadership, and grant her supernatural blessings as captain of the Pale Riders.
    • The scene concluded with Ramses preparing to depart the city for at least a month to begin her secret mission, promising to return before the new year, and with Doc giving her a magical ring to help her on her journey.
  • Odri's Grimiore ring:
    • Ollie grows a soulstone
    • Jaq forges an edlerite ring
    • Odri and Ollie capture, in the soulstone, a spirit of knowledge from the Annwn

Introducing New Characters and Party Changes

  • After a month-long timeskip
  • Cash reappeared with his large, unusual “son” Junior, who was left to travel with the party as Cash focused on other projects.
  • The party welcomed new faces: Edgar (a noble bard with a mysterious background and ceremonial mask) formally joined after a supernatural encounter involving the “Herald of Death.”
  • Jock officially announced stepping back from adventuring to maintain the forge and build support infrastructure, assigning Edgar to take his place on the team.

Travel

  • The group received word from the Spotted Spiderwoods logging camp about unexplained disappearances marked by a foul mist and jittery spiders—anomalous for the area.
  • The party set out to Spotted Spider logging camp to investigate reports of disappearances and supernatural phenomena.
  • While resting at camp, the party shared some stories of their backgrounds, family histories, and motivations.
  • Party members discussed tactics, planned out long rests to recover stress/hope, and affirmed party bonds before entering danger.
  • Everyone arrived at the logging camp, prepared to investigate the mystery, and ready for the next stage of their adventure.

Session 38.2025.11.22

Audio Recording and Text Transcription

The following takes place on 1868.8.7

Arrival at Kitty’s Cantina

  • The party interacts with Kitty and other NPCs, placing food and drink orders and engaging in playful yet inquisitive dialogue.
  • Junior requests jelly toast, prompting banter and group camaraderie.
  • Party asks about local problems, uncovering leads on loggers’ disappearances and strange mist happenings.

Awaiting Creepy

  • Rodeo (Kitty’s messenger) is dispatched to set up a meeting with local leader Creepy.
  • Doc and party discuss how best to investigate, eventually hear from Lapu about a painful red mist.

Encountering the Mist

  • Doc reveals angelic wings and scouts the perimeter from above, mapping out the extent and possible center of the strange red mist.
  • The group establishes a marching order: Junior leads as shield, Edgar and Doc support, Odri readies spells.

Entering the Mist

  • Party traverses game trails amid a red mist, with roots lashing out; Doc is grabbed by vines and rescued by Junior’s axe and Odri’s fire spell.

Finding the Cave

  • Doc scouts from above to locate a cave at the center, providing a tactical entry point.
  • The group approaches cautiously
  • Giant mosquitoes attack; Doc shoots with his rifle, Junior wields a battle ax, Odri uses fire and ice spells, Doc provides healing.
  • Tag-team moves and rally dice are used for bonus effects, with players supporting each other through quick actions and clever rolls.

Deeper in the Cave

  • Fight blood oozes and a large ooze made of humans and blood magic
  • Odri unleashes area fire spells to clear vines; Junior absorbs damage, breaks free, and saves teammates.
  • Doc heals hit points and breaths fire
  • Edgar, launches an arcane barrage
  • Junior was engulfed by the giant ooze
  • The party enters a ritual chamber, confronting an armored blood-magic priestess wielding ant-pincer daggers.

Session 39.2025.11.29

Audio Recording and Text Transcription

  • In the ritual altar chamber, a flesh-armored witch of the Sisters of Night Shadow appears from behind the party, immediately charging Junior and critting Junior with a brutal dagger strike that tests his armor and survivability.
  • Junior barely survives by burning armor and elderite duster, while Doc, Edgar, and Odri rally: Edgar inspires the group with words and music, Junior counters with heavy axe blows, and Odri uses elderite fire power to free allies from grasping blood-soaked vines.
  • The witch repeatedly tries to dominate Junior’s mind, but Junior resists her psychic control attempts twice, gaining hope and confidence as he steps between the witch and Doc to protect him.
  • Edgar plays restorative and empowering songs—healing hits, granting rally dice, and later an epic “vulnerability” tune—turning the tide as Doc and Junior perform a devastating coordinated combo: Junior hooks the witch with his axe while Doc blasts her at point-blank range with his rifle.
  • The witch dissolves into a room-filling red mist, forcing the party to act under constant stress; she reappears in different spots to slash at Doc and Edgar, while blood-drawing vines repeatedly ensnare the group and force reaction rolls and rescue actions.
  • Odri uses flame and melee to burn through vines and free both himself and Junior, then joins in a series of brutal tag-team attacks with Doc that culminate in an enormous crit chain where Doc and Odri together unleash overkill levels of damage on the witch.
  • Badly wounded, the witch flees down a tunnel; the scene shifts into an abstract chase where Junior, Edgar, Doc, and Odri roll movement, take shortcuts, and race her through a twisting cave track while still dealing with roots and ambush slashes.
  • During the chase, the witch successfully mind-controls Doc: he hears himself answer “Yes, mistress,” receives the command to kill his companions, and turns his rifle and elderite blade on Edgar and Odri while internally consumed by murderous compulsion.
  • Edgar reacts fast, putting Doc to magical sleep with a lullaby to neutralize him before he can seriously hurt anyone; the team decides Doc must stay down until the witch is unconscious or dead, based on Edgar’s assessment of the magic.
  • Junior and Odri continue the pursuit while Doc sleeps and then repeatedly struggles to break the domination; when Doc finally wakes mid-chase, he is still under the witch’s control and nearly crits Odri with his blade as Odri narrowly avoids a lethal blow using a hope-fueled reroll.
  • Odri confronts the witch alone for a tense moment, trading fire and steel and resisting her attempt to add him to her “family” of thralls, while Doc keeps wrestling the control effect until a final instinct roll finally frees his will.
  • In the climactic chase finish, Junior anticipates the witch’s route through the caves, uses his familiarity with tunnels to ambush her from a side nook, and decapitates her with a vertical elderite axe strike across her eyes and skull, killing “Crazy” outright.
  • After the fight, Odri claims her distinctive scarab-charm daggers, Doc searches the corpse, cuts off the embroidered Sisters emblem from her armor, and finds a sealed letter addressed to “Delilah,” which hints at shapeshifting infiltrators and mentions reporting progress to “The Lady.”
  • The party regroups emotionally: Doc apologizes for trying to kill his friends while mind-controlled, and everyone agrees they’re exhausted and low on resources, planning to rest and report what they’ve learned.
  • As they attempt to rest, another blood-blob creature drops from the ceiling; Junior and Doc react first, with Doc healing Odri slightly and Junior striking, then Odri finishes the blob with an intense flame barrage fueled by stress, popping it in a burst of fire.
  • Exploring further, they find a locked chest in the bloodstained tunnels; Junior fails to brute-force it at first, then later smashes it by hurling it down stairs, while everyone fends off yet another lash of grasping vines.
  • Dividing the loot, Doc, Odri, Junior, and Edgar each draw potions or items, and Odri quietly pockets a rune-carved whistle that Doc later identifies as a “Piper whistle” whose tone can be heard by everyone within a mile.
  • Returning to the altar chamber, the magic-savvy trio (Doc, Edgar, Odri) determine the grotesque bone-and-flesh altar is the blood magic engine powering the red mist, animated roots, and shapechanging rituals; Junior, Odri, and Doc systematically hack, burn, and shatter it, enduring more stress and vine attacks.
  • As the altar is destroyed, the earth itself seems to groan, the red mist thins and sinks away, and the roots lose their bloody, muscular look and revert to normal cave vegetation—the immediate threat to the region finally broken by the party’s actions.
  • Outside, the red mist over the forest is gone; Odri calls Lapua via their connection to confirm the remission of the phenomenon, and the group heads back toward town, planning rest, debrief, and next steps.
  • Back in town, they split up: most go to Kitty’s Cantina for food, drink, and decompression, while Odri visits the small church where the rectangular-bodied preacher Bass heals him with Mithris’s power and asks what the group has been doing in these dangerous parts.
  • Over food and drinks, Doc, Junior, Edgar, and Odri discuss Crazy’s ties to the Sisters of Night Shadow, the ominous Delilah, and the letter’s talk of stealthy infiltrators and shapeshifters.
  • During level-up and table talk in Kitty’s, each character advances mechanically—more armor, damage, and abilities like Edgar’s spells and Doc’s domains—while they also set narrative goals: investigate Delilah, talk to Creepy, send word to Ramses and Braves Landing, and eventually head toward new trouble spots like Whisper Post and Aklaq.
  • The session closes with the party in town awaiting Creepy at Kitty's.

Session 40.2025.12.13

Audio Recording and Text Transcription

  • The group reviews recent war rolls for the wider setting, resolving hope/fear results for fronts like the railroad and distant conflicts before zooming back into the PCs’ story.
  • The GM recaps the prior session: in the ritual altar chamber, the party fought the flesh‑armored Sister “Crazy,” Doc was mind‑controlled and put to sleep by Edgar, Junior ultimately decapitated her, Odri took the scarab daggers, and a sealed letter to Delilah about shapeshifting infiltrators and “the Lady” was recovered; they also looted potions, found the piper whistle, destroyed the altar, and cleared the mist.
  • Back in town at Kitty’s, the party eats, drinks, levels up, and waits for the camp boss Creepy King to return so they can report in and maybe get the new items identified.
  • Creepy King arrives at Kitty’s: a grizzled, late‑middle‑aged ex‑Pale Rider with a patched duster and an air of authority, who thanks the party, covers their food and lodging, and listens grimly as they describe the loggers’ fate and the destroyed cult site.
  • Odri shows Creepy King the scarab daggers and the whistle; he senses heavy shadow on the blades, warns they are steeped in evil and should probably be destroyed, but leaves the choice to them.
  • Over drinks, the PCs confirm their lack of leads on Delilah, briefly ask Creepy if he knows her (he does not), and decide they will likely have to move on rather than chase a phantom lead in the logging camp.
  • The party spends the night drinking, socializing, and discussing their plans for the next day, including Junior’s drunken antics and the group’s bonding.
  • Junior curls up to sleep by the tavern fireplace.
  • That night Odri dreams of the great hound‑spirit Nanook, who rumbles that it is time for Odri’s test and commands him to come to Aklaq to be tested
  • Edgar arranges for a hot bath and evening company (Bruiser and Razor) upstairs
  • After finally falling asleep, Edgar finds himself once more aboard the death ferry with Covos at the helm and Crazy, the recently slain Sister of Nightshadow, as the new passenger.
  • Covos greets Edgar warmly, says she misses his music, and confirms that Crazy has only just begun to accept that she is dead, her earlier arrogance now shocked into silence.
  • Edgar goes to speak with Crazy, reassuring her that what lies beyond the Gates is better than the horrors she served, and reveals his own death: robbed, shot through the heart, left in the mud for the gators, then later awakened after the Veil and elderite appeared.
  • Crazy admits she barely understood her glimpses of “the creature made of butterflies”—and that if she had known such a being existed she might never have walked the Sisters’ path; she now sees the beauty and strange welcome of what waits beyond.
  • In response to Edgar’s questions, she explains her work: performing rituals and magic to turn people into monsters, operating from a forward base in the Grim Peaks built among purple crystals, with rumors of an ancient, forbidden chamber below she was never allowed to enter.
  • She describes her superior, Sister Delilah, as a short, elderly, dark‑skinned woman with luminescent violet eyes, a dangerous assassin‑infiltrator based in Rattle City, and mentions other sisters: Ida sent toward Nightmore and Edith toward Saigona searching for something old.
  • Crazy further explains that the Sisters of Night are an organized criminal sisterhood of witches, assassins, and smugglers whose true goal is to spread shadow and turn humanity into monsters, all under a hidden leader known only as “the Assassin,” symbolized by the sigil the party found.
  • When the ferry reaches the Gates, Edgar plays for the dead one last time; Crazy, now calmer and partly redeemed by truth and regret, passes through in a cloud of butterflies as Covos and Edgar quietly wish her rest.
  • By morning, the party has both Creepy’s grounded warnings and Edgar’s otherworldly revelations, and they set their sights on traveling south toward Nightmore and beyond, intent on following the trail of Sisters Ida and Edith and taking the next step in their larger fight against the shadow.
  • Meet Ollie, get a message to Braveslanding about the Nightsister, Rallah responds, shes dead already.
  • The party travels back through Nightmore’s underground complex toward the obelisk chamber, passing cleaned‑up deadly rooms and now‑controlled clay golem and training spaces on the way.
  • Odri explains that the great white‑and‑gold obelisk is one of several pillars Mithras raised to form a mystical net that seals the lich Orzine beneath the continent; if enough crack, Or'Zean will be freed.
  • Edgar, Odri and Junior approach and touch the pillar, they are overwhelmed by visions and emotions: a rush of divine light, Mithras’s hatred of shadow, and an understanding of how the obelisks bind Or'Zean like points in a cage.
  • Mithras addresses them directly, calling on them to “serve the light,” spread its virtues, and destroy the shadow and its servants—especially the Sisters of Nightshadow who are trying to crack the pillars and free Or'Zean.
  • Junior, moved but naive, asks if it is right to take this vow, and Odri—torn between his old faith in Nanook and this new revelation—ultimately kneels and accepts Mithras’s charge as well, resolving the tension by seeing both powers as allies of the same light.
  • Mithras warns that one obelisk is already cracking in the Grim Peaks where the Sisters’ headquarters sits, and that if three fall Or'Zean will be loose; he urges them to stop the Sisters, help free him from his current weakened, “shackled” state, and defend the remaining pillars.
  • As the contact ends, a wave of power rolls over the group: they gain new hope, their eyes glow white gold for a moment, and Junior and Odri find a new Mithras medallion marking them as his chosen champions, able to call on a small miracle of light once per rest.
  • Party heads to the map room
  • They first use the echo chart with the Sisters’ sigil patch and see many pings: dense clusters in the Grim Peaks atop an obelisk site, single marks in Braves Landing and Nightmore, and more scattered in major cities, confirming how widespread the Sisterhood is.
  • Using the telescopes, they then deliberately scry Nightmore, zooming down to street level until they clearly pick out the specific restored house on the outskirts where Sister Ida is hiding, giving them a concrete target in town.
  • Next they turn the scrying system toward Aklaq in the far southern swamps, watching the view plunge across the map and down into a vast living city grown from titanic trees, vine bridges, and a wooden wall, and Odri locates the monumental central tree where the Speaker he must meet resides.

Session 41.2025.12.27

Audio Recording and Text Transcription

Doc’s meeting with Creepy (former Pale Rider)

  • Creepy reveals he was an orphan raised entirely by the Order, became a Pale Rider, and left in disgust after Nightmoure, now hating the current Riders and wanting nothing to do with The Church or war.
  • Doc tells him the party purged Nightmoure and is rebuilding it into a strange circus-town, inviting Creepy to visit and hinting at the chance to restore the Riders’ old ideals.
  • Creepy refuses any return to the Riders or the church but agrees he will neither hinder nor support Doc’s mission; he will defend his current home and keep his distance from politics.
  • Doc shares a vision via touch, showing Creepy his Mithras-infused experiences and the darkness under Nightmore; Creepy is moved to tears, acknowledges Doc’s burden, and offers himself as a potential advisor if called upon later.

Doc’s audience with Carsil

  • Doc wakes in the familiar stone room of Carsil’s realm, fully healed, with his gear restored, then enters the vast throne hall with the river, fruit tree, and towering cedar throne.
  • Carsil greets him with jokes and wordplay, bantering in puns before Doc raises the serious question of whether the encroaching darkness threatens Carsil’s existence.
  • Carsil shows Doc a near-incomprehensible cosmic vision: a creator entity producing realities, Carsil ferrying them to a destructive counterpart, and an entire cosmos of light and shadow in conflict, all threaded by “strands” of fate.
  • Carsil explains he already knew Doc would ask, displaying infinite possible versions of this meeting, including timelines where Doc drinks from the river, takes fruit, or dies; he notes he rarely experiences surprise.
  • Satisfied that Carsil is not truly threatened, Doc ends with another joke, and Carsil accepts the “gifts” of humor, sending Doc back with renewed perspective on his small but crucial role.

Approaching Sister Ida’s house at night

  • Back in Nightmore, the group confirms it is around 11 p.m. and travels to the edge of town where Ida’s small, weathered, mostly dark house stands apart from the more populated area near the tower.
  • Junior walks straight up and knocks, with Edgar watching from outside and others ready to move; Ida answers gruffly from the dark, asking who is disturbing her at this hour.
  • Junior bluntly asks if she is Sister Ida and immediately tells her they want her to come peacefully for interrogation; she simply says “no” and attacks.

Initial ambush and interior traps

  • In the pitch-black interior, Ida manifests twin daggers of shadow and rapidly strikes Junior, discovering that his upgraded Elderite Duster can heavily reduce damage but at extra armor cost against her attacks.
  • As Junior pursues her deeper into the house, he nearly triggers a steel trap but avoids it; the party realizes the interior is rigged “Home Alone”-style with deadly surprises.
  • Edgar and others enter, lighting a torch and then magical light to cut through the unnatural darkness, while Ida retreats into deeper shadows to fight on her own terms.

Lasso, counter-magic, and escalating shadow attacks

  • Junior uses his lasso to successfully rope Ida in the dark, restraining and making her vulnerable rather than dealing damage, and begins hauling her toward the light.
  • Ida spends her supernatural resources to sever the rope with whipping shadow-wisps, negating the restraint and demonstrating she can burn through conditions as easily as armor.
  • She repeatedly hurls shadow bolts at Junior and Edgar from concealment, each attack forcing extra armor expenditure and stress, steadily chewing through the party’s protection.

Doc’s dramatic entry and net trap

  • Hearing the call for help and “shadow magic,” Doc takes to the air, smashes through a side window, and immediately gets caught in a net trap dangling inside the house.
  • He flares his draconic wings to cast light through the room, illuminating Ida’s position enough for allies to target her, even while he struggles to get free.
  • Odri and Junior move carefully through the trapped interior while Edgar lines up support magic from outside, coordinating around the sudden light source Doc provides.

Sleep spell, axe blow, and the fight spilling outside

  • Edgar plays a powerful lullaby to magically lull Ida to sleep, but she shrugs it off by burning her own resource and mockingly wags a finger at him.
  • Junior goes “Unstoppable,” closes the distance, and buries his axe into Ida, dealing solid but still “minor” damage against her high defenses and layered protections.
  • Doc follows up with ice magic, pelting Ida from behind; she responds by slipping through shadow, fleeing out a window, and taking the fight up onto the rooftops.

Rooftop chase and snares

  • Outside, Ida appears on the roof as a shadowy archer with a long black bow, firing down at Odri and Junior; Elderite armor and shield reactions keep the worst of the damage at bay but at heavy cost.
  • When Odri sprints forward, he triggers a snare that hauls him upside down from the roofline, leaving him restrained and vulnerable until Junior chops the rope.
  • Ida repeatedly shoots from high ground, then melts into darkness, forcing Doc to use flight and his night-hood to spot her hiding in the chimney’s shadow while the others chase on foot below.

Extended pursuit and arrival of the horror talon

  • Realizing a straight-up toe‑to‑toe fight favors Ida, she attempts to escape across multiple rooftops and out into the dark streets, turning the encounter into an abstract chase sequence.
  • Doc keeps harrying her with rifle shots and Odri with ice blasts, while Edgar throws sonic magic from range and Odri calls in a horror talon, marking Ida as prey.
  • As the chase stretches on, the hounds close in from behind; Ida even shoots one with a shadow bolt, marking stress on the creature but failing to drive it off.

Critical hit on Doc and final stand

  • During the running battle, Ida lands a devastating critical shadow-bolt on Doc’s face, inflicting enormous damage that nearly drops him; he survives only by exhausting his armor and draconic scale defenses to keep the wound to “severe” instead of fatal.
  • Despite the injuries, Doc and Odri remain inside very‑close range while Junior relentlessly sprints to close the gap, and Edgar continues to chip away with ranged magic.
  • The horror talon’s presence keeps pressure on Ida from behind as she tries to outrun the group, but the party’s combined fire gradually wears her down.

Killing blow and immediate aftermath

  • The chase culminates with Edgar and Junior killing Ida with a tag team move.
  • Her body drops with no sound of footsteps, emphasizing how she moved in total unnatural silence; the shadowy daggers are gone, but her long black-ash bow remains.
  • The group searches the corpse, collecting the bow, a strange ring, a vial swirling with smoke, and a purple rune‑carved crystal, noting the insect-sigil patch sewn under her clothing that marks her as one of the sisters.

Cleanup, return to the tower, and item handoff

  • Noting the house was abandoned and far from the newly repopulated center near the tower, the group leaves the building as a trap-filled husk and returns to the safety of the tower around 11:30 p.m.
  • Back at the tower, they give the black bow, ring, vial, and crystal to Ollie, who is delighted by the haul and promises to study and identify the items while the party rests.

Session 42.2026.1.1

Session 43.2026.1.10

Session 44.2026.1.24

Part 1

  • The party resumes mid-battle in the Grim Peaks, defending an obelisk area filled with bridges, purple crystal chasms, and tunnels, while cultists, shadow orcs, and “sisters” (night-witches) press in from multiple angles.
  • Doc opens the session with a massive fire AOE, burning a cluster of shadow orcs, using hope/fear mechanics and new class abilities to convert results and clear stress, establishing the tone of a brutal resource‑drain fight.
  • Junior focuses on minions at the front line, cleaving through them with explosive damage, while the group repositions toward a side door to avoid being surrounded by stronger enemies and long‑range witches.
  • The group cuts their way to the nearby door under crossbow fire, drops a tough orc leader, and ducks into a dormitory room with arrow‑slits, where they barricade themselves and prepare to hold the position while enemies converge outside.
  • From inside the dorm, Doc breathes fire through the arrow‑slits to torch the orcs rushing by, while Junior stands at the door ready to intercept, and Edgar sets up to use sleep magic on anyone who pushes into the room.
  • Three orcs charge into the dorm; Edgar drops the lead one with a sleep spell, tripping the others, giving the party advantage and letting Doc and Junior cut down the intruders in close quarters.
  • A melee night‑sister assassin (the “shadow daggers” witch) sprints along the outer ledge, trying to get inside; Doc tags her with a fire blast as she passes the window, wounding her badly before she can enter.
  • Junior slams the door and physically bars it, trapping the wounded assassin outside while the group executes the last orc in the room and regroups around the barricade, exchanging hope and minor healing.
  • The assassin finally bursts through the window into the dorm, immediately carving into Doc with her daggers; Junior uses his scramble ability to evade a killing follow‑up, narratively shoving her off balance and setting up a counterattack.
  • Doc and Junior trigger a “team‑up/tag‑team” maneuver, their weapons blazing with divine/eldritch light as they jointly impale and hack into the assassin, dealing massive combined damage and marking her as a true enemy of Mithras.
  • A second witch appears at another window and magically splits the assassin into multiple shifting images, forcing the party to make instinct checks to hit the real one while she keeps striking back in the cramped room.
  • The outside mage sister lobs an arcane grenade through the window; Junior dives on it with “I am your shield,” eating what would have been a devastating multi‑target blast, converting it into armor and stress at great personal cost.
  • In response, Doc switches to his eldritch rifle and starts sniping through the window, trying to punish the grenade‑throwing mage, but whiffs the shot—still generating hope from the miss per the table’s mechanics.
  • Orcs outside bash down the dorm door; one uses a lasso to restrain Edgar and start dragging him out while the others move to finish the wounded party, prompting Doc to shift back into aggressive AOE to break the rope carrier.
  • Doc charges out of the dorm and breathes fire over the clustered orcs, burning the lasso‑holder to death and searing the others; an instinct check confirms the real witch is also caught in the flames, killing her in a blaze of purifying fire.
  • With Edgar still initially tangled, Junior and Edgar coordinate: Edgar keeps dropping threats with spear crits, while Junior maintains pressure on remaining orcs and uses his “soldier’s bond” compliment (“Good job, champion”) to refill both their hope.
  • When another night‑sister enters the fight, she uses mass sleep magic (“enjoy the nightmares, little boys”) to drag the party into psychic combat; Junior fails his instinct roll and collapses into magically induced nightmares.
  • Edgar repeatedly crits with his obsidian spear, using flashbang‑style control and sleep magic to neutralize new enemies, and eventually puts this mage‑sister herself to sleep so the group can bind or finish her as needed.
  • Junior’s nightmare is a maze of loneliness and abandonment; Doc uses “mending touch” to reach into that dream, sharing his own past trauma of losing his sister and his hard‑won resilience, giving Junior advantage to fight his way out.
  • Empowered by Doc’s memory, Junior wakes up, drinks a stamina potion, dons his Pale Rider glamour, and executes the sleeping witch with a grim, wordless beheading, showing a darker, more ruthless edge than earlier in the session.
  • Almost immediately, another wave arrives: three assassin apprentices and yet another mage‑sister cross the bridge, horrified at seeing their sisters’ corpses and screaming for the PCs to be killed.
  • Edgar advances onto the bridge and unleashes a “flashbang” mind‑furnace effect, stunning all enemies (including the mage) and forcing them to mark stress, which makes the assassin minions vulnerable and unable to react.
  • Doc follows the flashbang by flying over the line and breathing white‑hot fire across the stunned minions, instantly incinerating the entire rabble and clearing stress for himself via the hope‑tagged AOE kill.
  • The new mage shakes off the daze, calls in more minions from a side door, and uses windows further along the cavern wall as firing points for crossbow volleys and another round of group attacks against the party.
  • A fresh night‑sister with an obsidian spear rushes in, mirroring Edgar’s weapon; she duplicates herself into illusions, then trades heavy blows with Junior, who struggles to land through the shifting images.
  • This spear‑sister hits Edgar with a shadow‑laced strike that eats extra armor slots, pushing his defenses to their limit and forcing hard choices between marking HP and burning precious hope to regenerate armor.
  • Meanwhile, new orcs surge out of side doors; one lands a nat‑20 lasso on Doc, yanking him out of the air and leaving him restrained and vulnerable as other orcs start rifle‑butt beatdowns around him.
  • Junior plays the “executioner” role, hacking at the illusion‑shrouded witch until he finally pierces the true image, landing a huge hit that badly injures her even through her substantial defensive tiers.
  • The witch retaliates again with nightmare magic; Edgar fails this time and falls into the same stress‑draining dreamscape that previously gripped Junior, while Junior alone manages to shrug off the spell.
  • With Edgar asleep and Doc surrounded, Junior and Doc pivot to survival mode: Doc burns down orcs around him with another fire blast, breaking the lasso, while Junior keeps trading ax blows with the witch, trying to end her before she can finish either of them.
  • Edgar repeatedly fails instinct checks to wake, taking cycles of stress that spill over into HP, but the group keeps the enemies off him long enough for time (and rolls) to finally break the spell’s hold.
  • Once awake, Edgar and Doc rapidly mop up remaining archers and minions in the side room—Doc goes in, burns three crossbow apprentices near the stairs, and then returns to the main fight as Junior drinks a health potion and re‑engages the witch.
  • Near the end of the session, with resources nearly empty and several near‑TPK moments behind them, Junior shrugs off a massive spear hit thanks to his unstoppable + duster combo, taking zero damage from a strike that would otherwise have broken his armor and HP.
  • The session closes in a razor‑thin state: the party has killed multiple night‑sisters, fought off waves of shadow orcs and assassins, burned through potions, hope, and armor, and barely stayed on their feet, but they remain standing in the Grim Peaks with more of the dungeon still ahead.

Part 2

  • Party resumes in the aftermath of a brutal fight with two Night Sister siblings and their minions; the group is battered but still in control of the battlefield.
  • Edgar reaches out telepathically to the backline sister, calls her by her true name Rose (daughter of Ida), and plants the first seeds of doubt in her mind about the Night Sisters’ cause, promising proof via a mysterious letter from her mother bearing the seal of Covos.
  • The party finishes off the remaining minions with fire and steel, leaving only the two Night Sister sisters alive; Edgar uses invisibility and showmanship to dramatically present Rose’s sealed letter, appearing beside her as the document materializes out of thin air.
  • Rose opens herself to the message and is torn between loyalty to her sisters and the revelation from her mother; while she wavers, the party strikes hard but also uses healing light and hope to keep everyone standing, including their enemies, to preserve the chance of a parley.
  • Junior and Doc co‑ordinate a powerful show of force and mercy: Doc’s flaming blade both harms and heals, restoring a bit of strength to allies while underscoring that the Pale Riders they represent are not simple butchers of darkness.
  • Edgar presses the advantage, spear at a sister’s back and voice calm rather than cruel, telling the Night Sisters their time is done and offering surrender instead of slaughter, while Doc fans his wings and spends hope to bolster the intimidation and rhetoric.
  • The combined pressure—Edgar’s deathspeaker authority, Junior’s frightening combat record, Rose’s shaken loyalty, and a visible manifestation of Covos’s butterfly wings and motherly presence—forces the two surviving sisters to throw down their daggers and surrender.
  • In the quiet that follows, Rose reveals that nearly everyone else in the base has been killed or is bound to fixed posts; she and Kraken admit the Night Sisters are effectively broken here and agree to sit down with the party for drinks and a tense, exhausted conversation about what comes next.
  • Over drinks, Doc and the others confront Kraken about her future: they warn that continuing to serve the Lady and the Assassin will unleash a darkness that will destroy not just the world but the Night Sisters themselves, and they offer safe havens like Nightmoure for defectors willing to renounce the Lady, not each other.
  • Kraken pushes back, demanding proof and balking at abandoning family; Doc responds with a long, heartfelt speech about the false Pale Riders, the true mission of Mithras, and the difference between necessary violence and fanaticism, making clear they could have killed the sisters already but chose not to.
  • Rose quietly reads and “experiences” her mother’s letter, which is more vision than ink; she breaks down sobbing as the message and Covos’s presence sink in, further convincing Kraken that something profound is happening beyond simple manipulation.
  • After negotiation, the party draws a clear line: Kraken and Rose may live and even keep their sisters if they leave this place and do not go back to aid those trying to crack the obelisk; if they return to support the Lady’s schemes, the party will be forced to kill them.
  • Kraken, unused to being anything but feared, grapples with the idea of people who can annihilate them but instead share food and talk about hope; she tentatively agrees to leave with Rose and consider a different path, while the party takes a short rest and restores resources.
  • Rose and Kraken offer to escort the group deeper, where other sisters and acolytes are studying the obelisk; they admit those below will be hard to convince, but Rose shows new resolve, ready to slay her own if necessary now that she has seen the truth.
  • On the way down through storage rooms, lava‑tube tunnels, and labs, the sisters wave past armored constructs and a buzzing hive‑woman monstrosity, revealing they control these horrors via rituals learned from the Assassin and the Lady.
  • The group discovers a large golden Mithras symbol set into the floor; when Doc kneels and touches it, the sigil flares with light, his draconic features intensify, and he regains a strong, peaceful connection to Mithras for the first time since touching the pillars, while Junior joins him in the glow.
  • In the symbol’s radiance, Doc and Junior share an emotional bond, feeling each other’s fears and commitments—Doc’s weight of responsibility and future uncertainty, Junior’s dread of killing and desire for another way—cementing a near‑telepathic combat synergy between them.
  • The sisters, awed by this display, take notes and slowly begin to treat Doc as the “real” Pale Rider champion rather than a heretic, while the party moves on into a more formal underground chapel warded by heavy doors and arcane locks.
  • The group reaches a carved shaft containing the main obelisk, cracked and scaffolded for study; Doc flies down to touch it, flares with gold‑white light, and speaks directly with Mithras, who is weaker but proud, urging them to gain strength before confronting the Trinity head‑on.
  • Mithras confirms that shattering the obelisks would strengthen him but also free Orzean eventually, and that the Night Sisters attacking this pillar have made the others feel safer by comparison; he tells Doc to keep fighting the Shadow and, if possible, eliminate this border of assault.
  • Returning to the balcony, Doc invites the sisters to touch the obelisk themselves despite the Lady’s explicit prohibition; the four primary Night Sisters (Rose, Kraken, Boots, Bandit) each put a hand to stone and are individually pulled into a vision where Mithras lovingly but firmly lays bare Orzean’s history and goals.
  • Each sister emerges from the contact shaken, eyes glowing, and crying, now fully convinced that the Lady and Orzean are leading them toward annihilation; they accept the party’s offer to retreat to safer cities like Nightmoure and to reshape the sisterhood into something less bound to darkness.
  • Doc explains that the Pale Riders, too, lost their way and became zealots, so the answer is not erasing the Night Sisters but reforming them; Rose admits some sisters have deep grudges against Pale Riders, but those might now be redirected toward the fanatic current leadership instead of the world.
  • Bandit points out the Assassin is hidden and that only the sisters can safely guide the party to him, likely in the sewers of Grimridge; she urges haste before others arrive through the blood portal and discover this quiet rebellion.
  • The Night Sisters walk the party back through the complex to a blood‑rune portal chamber; they calmly kill Shadow Orc guards with their shadow bows, using the spilled blood to light the runes and open a roiling maroon gateway to Grimridge.
  • Doc, Junior, Edgar, and the sisters step through and find themselves shin‑deep in liquid blood, then wade out into underground passages leading toward a mausoleum‑like chamber lined with corpse‑filled alcoves; Kraken signals them to hold back while Rose strides ahead to confront more of their order.
  • Rose, now openly defiant, calls down the corridor to elder sisters guarding the portal and declares it is time to walk a new path: the Night Sisters are finished, these three have slain their kin and will kill the Assassin, and their only options are to join or perish.
  • Doc dramatically enters with wings flared, supporting Rose’s ultimatum with talk of Ida, of Covos, and of the cost of ignoring their future; Edgar appears beside Kraken, invisibly then suddenly visible, reinforcing the sense that death and the afterlife itself back their words.
  • The elder matron scoffs and threatens death, swearing service to the Assassin and refusing to kneel before a “foul man,” but Doc answers that he asks them to stand against darkness, not bow to him; a high‑stakes Presence test decides whether this will be diplomacy or slaughter.
  • Edgar spends his last hope to empower Doc, who calls on all his resources—Pale Rider authority, Mithras’s light, the testimony of dead sisters, and the living proof of Rose and Kraken—to deliver a speech so powerful it hits an almost impossible result, tipping the room away from combat.
  • Even the hardened matron yields, dismissing her dagger and demanding to see proof; Rose hands her Ida’s Covos‑sealed letter and recounts the visions of Orzean and the truth about the Lady, while the younger sisters watch and whisper.
  • The elder matron and remaining sisters eventually touch the obelisk or otherwise share in the revealed truth, concluding that the Lady serves only herself and that strength must now mean protecting each other instead of tearing the world down; they agree to follow this new “matron” and relocate to Nightmoure and other safe places.
  • The new Night Sister leader vows to keep news from Grimridge from spreading and to either bring the remaining sisters under her leadership or execute any who insist on clinging to the Lady and the Assassin, effectively dismantling the local Night Sister war machine in a single day.
  • With the Night Sisters converted, the party’s broader campaign shifts: instead of smashing every obelisk, they now aim directly at killing the Assassin and eventually the Lady, leveraging their new allies’ knowledge of blood portals, Grimridge, and the sewers where the Assassin is rumored to lair.
  • A junior sister guide changes into middle‑class clothes and prepares to escort the party into bustling Grimridge (population ~80,000), promising discreet lodging and pointing out that, dressed as ordinary travelers instead of Pale Riders, they will not draw much attention unless they seek it.
  • Lighthearted banter closes the session: a sister flirts shamelessly with naive Junior, scholars scheme to study his strange origins after the Assassin matter is settled, and the players and GM reflect on how close they came to a TPK, how the fear/hope mechanics pushed them to the edge, and how an extraordinary persuasion roll rewrote the Night Sisters’ fate in one afternoon.

Session 45.2026.1.31

Audio Recording and Text Transcription

  • Table talk and pre-session rolls: The group jokes about AI, then makes war progress rolls for the railroad from Braves to Black Rocks and a “Cash” downtime roll, setting overall campaign progress and tone.
  • Cut to Odri with Carasil: Odri finds himself in the throne room of the catlike deity Carasil, confused about how he arrived, and is reminded that no one remembers coming or going from this place.
  • Pun-trial with Carasil: Carasil tests Odri with a series of wizard puns; Odri solves some with knowledge rolls and wordplay, proving his wit and earning the cat god’s approval.
  • Offering to Carasil: Carasil presses Odri for something he is unwilling to part with; Odri rummages through his belongings, briefly considers hijacking Cash’s prophetic book and reciting “holy” social-vegan jokes as an offering.
  • Sudden return: As Carasil dismisses him with another quip, Odri abruptly finds himself back with the party in a modest city house, where several Night Sisters (including a tall, imposing elder) and a silver‑haired, gold‑eyed woman named Gamblin are present.
  • Escort to the Chipmunk’s Chest: The tall sister sets a breakfast meeting for the next day and assigns Gamblin to escort the party through the streets of Grimridge to the Chipmunk’s Chest, an upper class three story inn.
  • Checking in at the inn: At the Chipmunk’s Chest, an older concierge named Scooter checks them in, comments on how battered they look, and offers rooms, baths, food, gambling, dancers, and “doves” as bathing assistants.
  • Baths and character beats: Junior, inexperienced with bathing and intimacy, awkwardly requests help; Jacques helps him, Odri appears perfectly clean thanks to Carasil, and there’s a running gag about Junior’s naivety during the bath.
  • Evening in the saloon: The group cleans up and eats in the bustling saloon with cabaret, gambling tables, and comfort food; Junior discovers lasagna (and garlic bread) for the first time and has a near‑religious experience with layered pasta.
  • Junior’s moral crisis: Over dinner, Junior worries aloud about having killed Night Sisters before negotiating with them, asking if they are actually the good guys; Doc and Edgar reassure him but acknowledge they could have tried more diplomacy.
  • Explaining Carasil to Odri: The others bring Odri up to speed, explaining Carasil as a cat deity of time-fruit and puns who periodically plucks party members out of reality, leaves them naked, and returns them healed and laundered.
  • Recap of the mine and Shadow Orcs: The party summarizes the hellish mine expedition Odri “missed”: endless Shadow Orc waves, stress mechanics maxed out, arcane grenades, bladed creatures, a Mithras symbol they activated, and nightmare sleep magic.
  • Political situation and geography: They explain that a portal brought them to Grimridge, the capital, placing them behind enemy lines near a walled citadel, and that war and Scrapbeack assaults threaten Gravecliff and the southern frontier.
  • Night Sister schism and new allies: The group recounts convincing some Night Sisters (e.g., Rose, Kraken, Boots, Bandit) to break from the old order and align with Mithras and Covos, giving them “friends in the shadows” instead of enemies.
  • Junior’s existential faith questions: Junior wrestles with Mithras “wanting him to kill but feel bad about it,” Doc reframes Mithras as valuing life while forcing hard choices, and Junior’s guilt is softened by lasagna and camaraderie.
  • Sexuality and innocence comedy beat: A long comedic aside explores Junior’s childlike mentality inside an adult body, his obliviousness to flirtation (“rolling in the hay”), and Doc’s extremely clinical birds and bees explanation, setting tone and character dynamics.
  • Night’s rest and level‑up tease: The group retires for a long rest, repairs gear, and is told they will level up if they survive the coming assassin fight, giving them a clear next objective and incentive.
  • Junior’s “become a son of Nanook” project: That night, Junior begins a personal long‑term project to gain Neme as a father figure, trying to commune by running through alleys on all fours and acting feral; a poor Instinct roll shows he makes no progress but tires himself out.
  • Odri’s rune experimentation: Odri spends time in the bathhouse quietly tracing temperature runes in basins to change water from cold to warm, beginning to systematize his scattered rune knowledge without vandalizing the inn.
  • Morning at the inn: The party reconvenes over breakfast; Junior orders reheated leftover lasagna, others order more conventional food, and they share a low key slice of life moment before facing the Night Sisters again.
  • Return to the Night Sisters’ safe house: Gamblin escorts them back to the unremarkable city house; they descend to the familiar living room where elder Sister Frankie and multiple Night Sisters wait to formalize their bargain.
  • Frankie’s deal and war politics: Frankie confirms that, after their previous high DC diplomacy and Mithras visions, several sisters (Bandit, Boots, Rose, Kraken) will accompany the party back to Nightmoure as allies, while Frankie positions herself to take control if the current leadership falls.
  • Assassin and Lady intel dump: Frankie briefs them: the assassin is a demon that manifests as a coordinated insect swarm, keeps many giant spiders, and cannot abide the light of Mithras, while the Lady is an unnaturally old human leader, deeply bound to Shadow and the assassin, obsessed with conquest and enslavement.
  • Terms of support: Frankie promises to show them the route to the assassin but will not fight beside them, to avoid political blowback; if the party kills both assassin and Lady quickly, Frankie’s loyalists will fill the power vacuum and grant the party access to a vast spy network.
  • Shopping mandate: Before descending, Frankie encourages them to stock up in the city—potions, weapons, gear—since Grim Ridge sells nearly anything and they will likely face spiders, poison, and demonic resilience.
  • Heading to the Bleeding Jester: Gamblin leads them through bustling markets to the Bleeding Jester, an eccentric orange and green potion shop wreathed in steam and carnival mirrors, topped with a jester hat roof.
  • Meeting Clarga at the shop: Inside, they meet Clarga, an older, theatrical Australian accented proprietor with oversized eyebrows, and negotiate for health and stamina potions (D4+1), walking out with a shared stock and a shotgun bandolier full of potion “shells” for Junior.
  • Potion worldbuilding: The table codifies potions as fast use shot vials or jab in the wound pellets; they consider rarer crit guaranteeing brews and stress trading snap powders but settle on affordable basics and a few specialty ideas.
  • Final readiness check: With potions redistributed (Junior heavily stocked, others carrying backups), the group decides they feel “pretty prepared,” and Gamblin asks if they need anything else before delivering them to the assassin’s lair.
  • Descent via back alley cellar: Gamblin guides them through Bard’s Grove market to a small house behind a shop, says a slightly flirtatious goodbye to Junior, and leaves them at a cellar door that leads into the undercity and sewer approach to the assassin.
  • Entering the sewers: The party descends into a damp, echoing tunnel network, oriented north toward the assassin’s location, navigating running water channels and carefully choosing the drier, more stable passages.
  • Discovering an old dungeon: A side passage leads to a disused underground jail with old remains and a collapsed stair, plus a moss covered heavy wooden door crusted in cobwebs that looks long unopened.
  • Junior’s fateful kick: Junior decides to brute force the door with a boot, kicks through, and gets his leg stuck in rotten wood as something on the far side bites his foot, dealing heavy damage and injecting paralytic venom.
  • First spider contact: The group hears skittering and sees glimpses of large spider eyes and legs clawing at the broken door; Junior fails his reaction and is temporarily paralyzed, becoming a stationary target.
  • Rescue under pressure: Edgar and Doc coordinate to yank Junior free with a strong contested pull, while Odri throws an ice spike into the dark gap, scoring a hit and drawing a hiss from within.
  • Webbed and dragged counterattack: A web spray shoots through the door, restraining Odri and beginning to reel him inside; Doc and Edgar execute a spectacular wing assisted strength pull, crit yanking Odri back and snapping the burning web.
  • Door ripped open and reveal: Two massive four foot spiders tear the remaining door off its hinges and climb into view on the ceiling and walls, forcing the party into a cramped room fight with limited light.
  • Junior’s charge and entanglement: Junior charges in with his axe, misses, and is immediately web restrained in the doorway, becoming a liability and a physical blockage as spiders begin to cocoon and drag him.
  • Fire and ice chaos: Doc and Odri cycle between fireball, flaming hands, and ice spike in the tight quarters; early rolls fizzle, causing tension as the enemies leverage webs, ceilings, and darkness.
  • Burning webs and freeing Junior: Doc deliberately targets webbing as well as spiders, blasting away the cocoon strands with fire while Edgar cleaves through remaining threads, freeing Junior at the cost of stress and near miss damage.
  • Spider mobility and tactics: The spiders repeatedly scuttle out of melee range, climb on webs overhead, and use reactive webbing to stay at the edge of torchlight, spitting restraining strands and attempting to isolate one target at a time.
  • Odri’s repeated captures: Odri is webbed, partially dragged, freed, then webbed again as the spiders rotate targets; Junior even jumps bodily in front of one web shot to protect Odri, becoming restrained in his place.
  • Turning the tide with crits: The players start landing key crits: Doc’s fire spells and Edgar’s blows vaporize several spiders in bursts of flame, one crit both killing a spider and burning away Junior’s bindings in a single action.
  • Chase into the dark tunnel: A surviving spider manages to web and drag Odri deeper into a side tunnel; Doc and Junior sprint after it, dodging additional web shots from hidden spiders ahead as the fight moves into near total darkness.
  • Lighting Mithras in the dark: Odri, partially cocooned, flares Mithras’s light to negate disadvantage and get a clear line on his captor while still physically restrained, setting up ranged spell attacks down the tunnel.
  • Near-miss cavern rocking fireball: Odri lobs a fireball blindly down the shaft, badly missing but filling the passage with concussive flame that lights up sarcophagi and shows the fight is brushing up against some ancient, tomb like structure.
  • Final spider kills: With improved visibility and better positioning, the party chains a fireball crit and melee follow ups that incinerate the remaining spiders, ending the ambush at high resource cost but without losing anyone to poison cocooning.

Session 46.2026.2.7

Audio Recording and Text Transcription

  • Party finishes dividing health and stamina potions and reviews their last meeting with the Night Sisters before heading back into the underground to clear the spider infested crypt and tunnels.
  • They free previously cocooned prisoners, decide to send them up via the crypt stairs rather than back through sewers, and then push north into the dark, spider haunted passages using magical light to guide the way.
  • Entering a vast chamber carpeted with beetles, the swarm rises and shapes itself into a towering beetle assassin that announces it has been waiting for them and immediately opens the boss fight by hurling spear like bolts.
  • The first phase of the assassin fight centers on ranged exchanges: Doc tests it with an opening attack, Odri hurls repeated fireballs, and everyone quickly learns the creature’s beetle spear attacks inflict heavy damage, halve evasion with barbed projectiles, and force stressful reaction rolls to avoid bleeding or extra effects.
  • The assassin pins multiple heroes with barbs, forcing them to choose between ripping them out with painful strength checks or fighting on with reduced evasion while enduring volleys of green beetle spears that repeatedly hit severe damage thresholds.
  • Edgar uses his heritage ability to temporarily stun the assassin at a key moment, giving the party a free round where all three unload: Doc’s brutal melee, Odri’s fireball, and Edgar’s shadow magic together smash through its severe threshold and force it to dissolve back into loose beetles.
  • Phase two begins as fresh giant spiders pour in from side tunnels and ceilings; some attack directly while others web and drag characters, initiating a long, grinding skirmish where the party juggles killing spiders, cutting webbing, and repeatedly saving each other from paralysis.
  • Doc is ambushed from the ceiling, bitten, paralyzed, and wrapped, ending up dangling from webs like a piñata while the others try to blast the spider off him without dropping him to his death.
  • Odri repeatedly uses push style force magic to slam spiders into walls and ceilings, sometimes launching himself along with them, trading HP and stress to break their lines and prevent allies from being dragged away.
  • Edgar alternates between direct damage (shadow bolts) and battlefield control, burning stress to convert fear into hope so their key spells and attacks land when it matters most during the attrition fight.
  • Several times spiders succeed in paralyzing Odri or Edgar and begin dragging them off to be wrapped; Doc uses his movement, wings, and sentinel abilities to swoop in, physically haul comrades away, or act as a glowing decoy to draw attacks.
  • Stress, hope, and fear become a tactical resource: players spend hope to negate enemy crits, reroll massive damage, flip results from fear to hope, and gain advantage on crucial rolls (such as breaking webbing or resisting venom).
  • The assassin intermittently reforms from beetles into multiple illusory copies, creating a mage style shell game where each hit must be followed by an instinct roll to see if it strikes the real body, stretching the fight and forcing resource expenditure.
  • During one such reform, Odri and Edgar correctly identify and hit the true assassin with a push and a shadow blast, forcing it to dissolve again and triggering yet another spider wave instead of an immediate kill.
  • The mid battle stakes escalate as webs and poison repeatedly take someone out of the fight: Odri wakes only to find himself in darkness and webbing, Doc keeps getting knocked down and cocooned, and Edgar is dragged and wrapped while spiders try to carry him away.
  • Doc answers Edgar's taunt about being the champion of Mithras by rallying and landing a massive crit with his Mithras blade, carving through a spider in a single devastating blow and reestablishing himself as a frontline threat despite his earlier bad luck.
  • Swarms of smaller beetles surge across the party’s boots in a later phase, costing failed characters hope or forcing them to take unarmored direct damage on the assassin’s next attack, underscoring the creeping, oppressive nature of the lair.
  • After clearing yet another wave of spiders, beetles start massing again; the group takes a brief one round window to cut off remaining webs, drink potions, and reset their positioning just before the assassin reforms for the final time.
  • In the climactic sequence, Odri times a critical flaming hands blast as the beetles coalesce, hitting the assassin mid formation for enormous stacked damage and forcing it to dissolve again, which immediately triggers the three spiders plus assassin endgame.
  • The finale becomes a synchronized combo: Edgar charges in and drives a spear into the assassin’s marked weak point while Odri follows with a huge kinetic push, effectively ripping the beetle body off the spear and slamming it into the far wall.
  • Their combined strike deals roughly sixty plus points in a single exchange—enough to break the creature’s massive damage threshold and finish off its remaining HP splattering beetles across the cavern wall as a dark, screaming shadow dissipates and the oppressive atmosphere lifts.
  • Exhausted, Edgar collapses beside his spear, Doc thanks him for the reminder of who he is supposed to be, and Odri begins checking cocoons, carefully avoiding fire so as not to harm potential survivors.
  • With no more spiders returning, the trio takes a short rest: cleaning webs off armor, patching clothes, spending recovery dice, and joking darkly about being exterminators rather than executioners after killing upward of a dozen giant spiders.
  • They decide to devote the rest of the day to rescue, and—with Doc invoking Mithras and Edgar calling on Covos for guidance about whose time is not yet they systematically search the lair, prioritizing cocoons that glow with life or read as not yet destined to die.
  • Over several hours, aided by those divine or fate based senses, they cut open cocoon after cocoon, ultimately freeing scores of paralyzed captives from across the city while leaving the dead undisturbed.
  • Recognizing the political risk of dumping hundreds of confused victims into the streets of a shadow controlled district, Doc returns to inform Gamblin and the Night Sisters, who bring Elder Sister Frankie and others to coordinate an organized extraction.
  • Aboveground, wordless scenes of webs, refugees, and quiet leadership unfold: the sisters arrive in ordinary clothes to avoid spectacle, begin triage and sorting, and work with the party to move survivors through safer exits and into their care.
  • After a long rest and time to clean gear, Gamblin, Bandit, and Rose gather the party again, marking them with a day light rune that lets them see clearly in the dark streets and signaling the start of a coordinated Night Sister purge of Shadow Orc forces in the city.
  • During this nocturnal operation, Doc and Odri deliberately glow with divine and auric light to act as bait; patrols of shadow orcs charge the shining targets only to be silently erased by hidden sisters striking from the darkness.
  • The group falls into an efficient rhythm: Edgar supports as a bard with songs and healing, Doc focuses on being a luminous decoy and ally to the sisters rather than a commander, and Odri provides opportunistic magic and utility, all while trusting Gamblin’s team to run the actual op.
  • By the end of the night of slaughter, the party has helped the Night Sisters erase multiple orc patrols and destabilize local Shadow operations without drawing open attention, setting up the political and military consequences that will be addressed with Frankie over breakfast in the next session.

Session 47.2026.2.14

Audio Recording and Text Transcription

  • The session opens with downtime “war rolls,” then cuts to Junior awakening fully healed in a strange crystal-lit room that smells like his cave home, with his gear pristine and an infinity/hourglass symbol on the door.
  • Junior steps into a grand hall lined with doors, braziers, fruit trees bearing the same fruit his father once gave him, and massive four-armed cat-idol statues flanking ornate double doors bearing the same symbol.
  • Answering Junior’s call, a wooden tuxedoed golem appears and leads him through the doors into a vast throne room divided by a river, where the living version of the cat-idol—Carasil—watches him from a towering chair.
  • Junior and Carasil have a strange, philosophical conversation: Carasil claims to know all and nothing, implies Junior is “not really human,” hints Cash “created” him, and offers the river as a way to cease existing entirely.
  • Carasil tests Junior with bad jokes and puns, reacts with delight when Junior completes “nacho cheese,” and frames this humor as a kind of sacred “holy book” Cash should have taught him.
  • Junior presses about his father and identity; Carasil dodges direct answers, refuses to meddle in relationships unless it’s “funny,” and reveals a taste for fear and entertainment that makes Junior call him a bully.
  • Carasil and Junior talk about the Dark Library, fear, and entertainment; Carasil demands that Junior offer him something, prompting Junior to pull off a childlike “ear trick” with bread, jelly, and spiders that delights Carasil.
  • Impressed by the trick, Carasil collapses with laughter, ends the audience abruptly, and Junior is returned to the waking world, where he recounts the “paradise garden” dream, the bullying mustached figure, and being told he isn’t human to his companions.

  • The narrative jumps to after “the night of slaughter,” where the party and the Night Sisters have purged key enemies in the city; the heroes arrive at Frankie’s manor in a blue-brick, pagoda-style citadel district for a debriefing breakfast.
  • Inside, they surrender weapons, join Frankie and several named Sisters (Bandit, Boots, Rose, Gambling, Kraken, Storm, others) at a formal table, order indulgent breakfasts, and are introduced to elder Sisters who will help orchestrate a coup against the Trinity’s control.
  • Over breakfast, Frankie and Storm outline the strategic situation: the Lady, founder of their order and possibly akin to the sewer assassin, leads a looming offensive toward Grave Cliff and Grimwater using Scrapbeak’s lightning weapons and monstrous war machines.
  • The group discusses the Lady’s uncertain weaknesses, her possible connection to Or'Zean (perhaps as a spouse or relative), and the location of Or'Zean’s phylactery, speculating it may be guarded by an alligator.
  • Frankie and Storm explain that Scrapbeak is arming troops headed for a massive offensive in about a month, with lightning guns and hybrid mechanical–flesh constructs; they emphasize that killing the Lady is the first priority to disrupt the assault and military chain of command.
  • Using maps and place names, they lay out the front lines: Grave Cliff as a critical fortress with a few hundred soldiers and Pale Riders, a built-up enemy legion poised to smash the front, and a timetable where a breakthrough would allow a rapid push to the capital by rail.
  • The party and Sisters brainstorm allies and logistics: War Dogs, Pale Riders, and Veil Riders, while worrying about travel times, rails-in-progress, and supply constraints.
  • A significant strategic plan emerges: coordinate with Ramses at the Fortress of Light and Grave Cliff, leverage Mithras-linked power to sway the garrison, and aim to take control of the army away from the Trinity once the Lady is removed.
  • The group reviews travel options—blood portals to Rattlecity, express train to Phantombank, hound mounts, partial rail spurs—and debates whether to split the party to simultaneously reach the fortress, the church, and Nightmoure.
  • They settle on a broad division of labor: Odri, Boots, and Bandit will travel via portal to Rattlecity, then on to the Fortress of Light to contact Ramses and Anton the librarian; Edgar, Junior, Rose, and Kraken will return to Braveslanding and Nightmoure to rally local assets and connect with Ollie and her skeleton-based magic.
  • Frankie commits to moving Night Sister assets into position and using the Sisters’ blood-portal network for strategic mobility, while also investigating Mithras lore, chain construction, and ancient bindings via archivists and the elder artificer “Sister Mustang.”
  • Frankie proposes sending Sister Mustang, their elder artifactor, to Braveslanding to collaborate with Jacques and Cash on elderite and captured Night Sister weapons, including disabling old wards on daggers and exploring new war tech (like lightning-resistant gear).
  • There’s an extended tactical conversation about the enemy’s fire bats ridden by mountain orcs, air superiority, and how allied Warhounds, Pale Riders, hounds, and potential teleportation tech might counter the Lady’s Legion at Grave Cliff.
  • Odri contemplates future projects with Anton and the Brains at the Fortress of Light, including studying root knowledge and working toward portal or teleportation systems to overcome the one-month strategic logistics bottleneck.
  • The meeting stretches through late morning into lunchtime as they refine objectives: halt or reverse the offensive, kill or neutralize the Lady, seize military control, then pivot the war machine against Scrapbeak and, eventually, the monster-held Misty Slow territory.
  • After plans are set and Sisters assigned (Boots and Bandit with Odri, Rose and Kraken with Edgar and Junior), attention shifts to near-term obligations: a public gala the next day to honor them as heroes, and the need for properly formal attire.

  • Post-lunch, the scene transitions to a more lighthearted “shopping episode”: the group leaves the Citadel district, passes towards the brothel-and-fashion district on Lance Row, and visits an absurdly themed high-end clothing shop full of cherry-blossom decor.
  • They meet Harrison, a flamboyant Midwestern-accented tailor in cherry-red finery, and his fast-talking assistant Bert, both with big afros and thematic cherry accessories, who are stunned to be outfitting the famed sewer-rescue heroes for the gala.
  • Junior, guided by Gambling/Irma, experiments with what he might wear—suit, dress, kilt, or a combination—leading to playful discussion of his size, the practicality of giant dresses, and possible hybrid looks like sequined skirts with blazers and top hats.
  • Odri, with Bandit and Boots, opts for a restrained, oriental-inspired look: a banded-collar jacket in black with silver detailing, matching trousers, and refined but not over-ornamented shoes, fitting the city’s Japanese/Chinese-inspired high fashion.
  • Boots and Bandit choose dramatically bright colors for themselves—a gold ensemble for Boots and lime green for Bandit—highlighting their desire to step out of the shadows and enjoy being vivid, visible people rather than unseen killers.
  • Through small talk in the shop, the heroes learn more about the Sisters as individuals: Boots loves holidays and fears being unloved; Bandit craves small victories, dreams of founding a scholarship, and fears getting lost; Kraken loves teamwork and dreams of running a marathon.
  • The sequence ends with everyone emerging outfitted for the gala, bonds between heroes and Sisters strengthened, future romantic or emotional threads hinted (like Junior and Irma), and the group heading to a private, slowly rotating rooftop restaurant to eat, decompress, and close the “beach episode” before the next, more dangerous phase.

  • The session closes out-of-character with the group confirming that they’ve had a lore-heavy downtime break after multiple dungeon crawls, aligning on long-term goals—rally allies, defend Grave Cliff, push back the Lady’s offensive—and planning to level up and run the gala plus travel to Rattlecity in the next episode.

Session 48.2026.2.21


  • Level-up housekeeping and domain card choices are finalized as the group finishes character advancement and discusses builds.

  • The scene shifts to Doc awakening in Carasil’s whimsical realm, escorted by a musical wood golem to a throne-room audience filled with magical instrumentation and paladin-themed joke tests.
  • Carasil outfits Doc for the upcoming gala, conjuring racks of clothing and hairstyles; Doc chooses dragon-aspected, holy-man formal wear that reflects his devotion to Mithras and his pale rider form.
  • As payment for Carasil’s hospitality, Doc trades a joke from his world, and the scene hard-cuts to Doc instantly appearing at a fancy coastal restaurant with the rest of the party and the Night sisters.

  • The group shares a celebratory seafood feast in a private rotating lighthouse-restaurant suite, introducing Junior to non-spider food, explaining pastries, and deciding to visit a bakery afterward.
  • Junior reveals he’s only four months old, baffling everyone, and the sisters eagerly promise to teach him to dance before the gala, planning practice sessions and joking about trends like flossing.
  • Over dinner, the party catches Doc up on events since he “vanished” to Carasil: the destruction of the shadow orcs, the new political situation, their shopping for formalwear, and evolving plans to confront the Lady and rally allies.
  • Doc explains the time-being Carasil and how its outside-time visits erase portions of his memory, forcing the party to reconcile their shared “quantum” history with his missing experiences.
  • Strategic talk resumes: they outline the original split-party plan (Fortress of Light vs. Braves Landing), then reconsider now that the “champion” (Doc) is present, resolving to coordinate with Ramses and gather Pale Riders and other forces before the Lady’s offensive.
  • Scrap Beak and other demonic threats are discussed; the sisters detail Scrap Beak’s flesh-and-metal lightning constructs and their own covert coup plans inside the Lady’s army to seize control once the party strikes her down.
  • The group clarifies Mustang’s role as an elder artificer sister interested in elderite, and sets expectations that more intel on bindings and artifacts will come from the sisters’ archivists.
  • Doc formally introduces Carasil’s name at the table; one sister impulsively speaks it, is yanked into the same time-outside reality, and returns shaken, prompting a darkly humorous toast to “new experiences” and mutual unease.

  • With the serious briefing concluded, they decide to enjoy their victory night: heading first to a specialty cake bakery so Junior can try cake for the first time.
  • At “We Take the Cake,” the group meets Skipper, samples a flight of ten cakes, and Junior ecstatically chooses chocolate, ordering one cake to eat now and another delivered to the Chipmunk’s Chest inn.
  • Jokes about Junior’s age, money, and paying for things punctuate the scene as the party realizes several of them are oddly bad with mundane finances.
  • They carry cake to a seaside park instead of a club, settling among fountains, gazebos, and ocean views while Edgar plays violin and others describe dancing, music, and the joy of peaceful downtime.

  • Junior experiences a full sugar high and crash, mirroring a real-world anecdote shared at the table about a toddler’s blue-frosting meltdown and instant post-bath pass-out.
  • The gazebo becomes an impromptu dance school: the sisters and Edgar teach Junior and anyone else who wants it basic and regional dances, with mosh-pit energy, no weapons, and a growing crowd of onlookers.
  • Junior rolls poorly at first but improves with advantage and support, eventually dancing well enough not to embarrass himself at the gala.
  • The others roll to learn dances; good results mean they pick up both social and formal steps, with jokes about interpretive dance becoming a new “experience” that might one day matter mechanically.
  • Edgar’s playing escalates from gentle pastoral tunes to more complex rhapsodies, possibly augmented by unseen symphonic spirits, and he unconsciously begins to build a reputation as a sought-after musician.
  • The night stretches into hours of dancing until park curfew and noise norms force them to quiet down; Junior falls asleep under a cherry tree, is loaded into a cart, and later wakes only long enough to eat his second delivered cake before crashing again.

  • That night, during rest, Edgar finds himself once more on the death-ferry with Covos, confronted by the captured assassin demon whose shell seethes with hate and refuses to aid them.
  • Covos explains Edgar’s options: return the demon to the abyss, send it to the End (unmaking it), or do the “interesting” thing and absorb its power into his violin.
  • Edgar questions the demon about the Lady but receives only contemptuous answers about “pathetic humans reaching beyond their grasp,” confirming the Lady’s dangerous, overreaching nature without details.
  • Choosing not to let the demon return or be summoned again, Edgar plays a heartfelt tune that strips the demon’s essence into his instrument while the creature rages uselessly against an invisible barrier.
  • Covos approves of Edgar’s resolve; the assassin is annihilated, and Edgar awakens with a new boon: he may select a Midnight domain card or equivalent special power as a reward for absorbing demonic essence.

  • Morning at the Chipmunk’s Chest finds the party nursing cake hangovers and joking about cake as the perfect fuel, crab cakes as “seafood cake,” and the versatility of cakes and pastries as delivery systems for anything.
  • Junior laments having no money while dreaming of a future free of fighting; others advise him on earning, hinting he’s already “earning in advance” through their shared risks.
  • They review travel options for reaching the Fortress of Light: agreeing the blood portal via Rattle City is far faster than a week-long train from Grim Ridge, and foreshadowing future large-scale battles at Grave Cliff.

  • With hours free before the gala, the party splits up: some propose returning to the park, while Edgar opts for quiet reading of contemporary poetry and arts in town.
  • Odri tours museums with sisters—nautical history, art galleries, and a small, somewhat hidden myths-and-relics exhibition reflecting suppressed pre-Church spiritual history.
  • Odri and Doc search for a Stygian Library door in the main city library, rolling to sense it; they don’t yet create a portal but confirm that a sufficiently large library plus a death in the stacks could support one someday.

  • The sisters lead them to Toad Plaza Wharf and into a nondescript warehouse, introducing the clandestine smuggler emporium called Raven’s Quill, warning them to keep its existence secret.
  • Inside Raven’s Quill, an elderly cloaked woman presents five rare items for sale: a rune-carved box, a beautiful feather, an amulet, a small pendant, and a bottomless embroidered messenger bag.
  • After paying handfuls of coins to identify them, they learn the box produces a random potion once per day; the feather improves survival when falling unconscious; the amulet grants once-per-day invisibility-like hidden status; the pendant helps resist maxing out stress; and the bag is a thought-targeted, bottomless storage item.
  • They debate the morality and risk of items, confirm Raven’s Quill and its proprietress are legitimate in the sisters’ eyes, and leave with a mix of new gear and knowledge of an illicit artifact pipeline into the city.

  • As gala time approaches, the party regroups at the Chipmunk’s Chest, bathes, dresses, and describes their formal outfits in detail: riding boots and embroidered vests, sage-green kimono, dragon-aspected monk formalwear, and coordinated colors with their sister companions.
  • Weapons are prohibited at the gala, so Odri stashes his sword in the bottomless bag, while the bag itself is checked with coats or offered to a sister for the evening to avoid fashion clashes and dancing encumbrance.
  • A carriage arrives in a light drizzle and carries them into the Citadel District to the mayor’s manor, a three-story blue-stone pagoda with teal-lit “underwater” aesthetic, sculpted ponds, brooks, and a wave-patterned perimeter wall.
  • Inside a parlor, they reunite with the full sister cadre, now in matching formalwear that pairs visually with each PC, and Frankie quietly tells Doc he may call her “Sylvia” in public.
  • The herald announces their entrance one pair at a time—Sylvia and Doc, Junior, Odri with Martha and Sue, Edgar with Catherine and Rose—to applause from survivors and city elites.
  • The PCs are escorted to seats of honor beside Mayor Ada and the city council at the U-shaped head table, while the sisters occupy a near-front table and tease them about hero status and public attention.
  • The main hall is revealed as a grand ballroom filled with 186 survivors and their families, banquet tables, a central dance floor, buffet lines, and a small orchestra playing upbeat country dance tunes.
  • Social anxiety spikes for some (especially Odri), but allies offer quiet encouragement, reminding them they’ve faced demons and assassins—this is the “fun” part of heroism.

  • The gala itself begins, setting the stage for political conversations with the council, social maneuvering, and dancing later that night, as the session ends with XP questions and plans for the next session’s roleplay and upcoming three-pronged assaults before confronting the Lady.

Session 49.2026.2.28


  • Party opens at the grand U-shaped council table in Grim Ridge’s underwater-themed ballroom, where the mayor gives a formal speech honoring the heroes and announces a gala in their name.
  • The mayor calls each PC in turn Doc, Odri, Junior, and Edgar, prompting hip-hip huzzahs, clinking glasses, and a very public recognition of their role in the recent rescue.
  • A procession of all 14 councilors follows; the party walks the line, meets each council member with their colorful accents and appearances, and receives the city’s hero medals from the mayor while a photographer captures the moment.
  • The band swells, the mayor calls for “let’s party,” and the formal ceremony dissolves into a full-on celebration with dancing, drinking, and the council and citizens mingling on the floor.

  • Doc makes a deliberate circuit of the room, treating the gala as political reconnaissance. He chats up Texas (sewers/garbage), Elsie (crafts/arms production), and Jose (Lance Row entertainment district) to gauge their influence, war stance, and potential as allies or suppliers.
  • With Texas, Doc builds cordial rapport over shared knowledge of the sewers, the spider infestation, and missing workers, and earns a quiet offer: if they ever need to move things through the city unseen, Texas can help.
  • With Elsie, Doc probes Grim Ridge’s weapons industry; she bluntly explains they mostly supply their own troops (and Scrapbeak), focus on arms and ammo, and would only consider shifting exports or dealing in rare materials if there’s serious coin and clear benefit to her district’s workers.
  • Doc warns Elsie about the deeper war against the cabal and the monsters beneath the city, hinting at rare resources they can supply and foreshadowing a future contract once the “real” enemy forces the city to choose sides.
  • With Jose, Doc tries to turn Lance Row’s information flow into an intelligence network, but his apocalyptic talk of demons and “true darkness” mostly earns skepticism; Jose insists he knows his district, views Doc like a zealot, and remains noncommittal, though he admits Hangman is reliable with money.

  • Parallel to Doc’s politicking, Odri dodges the dance floor by creating a kids’ mini-carnival in a corner: prestidigitation tricks, target shooting with conjured cups, minor fireworks, and a golem-slide built from chairs and tables that wears out all the children.
  • As parents notice, Odri is informally recruited as “best babysitter ever,” fielding offers to perform at future parties while Night Sisters float in and out of the kids’ chaos.
  • Junior throws himself into the dancing and revelry, constantly pulled onto the floor; he becomes the life of the party until endless free drinks and attention finally knock him out, and he has to be wheelbarrowed/carried back to the Chipmunk Hotel.
  • Doc and Sylvia share quieter, more personal time between dances; he opens up about his past (lost parents, changed sister, long shadow war), while she reveals her own ancient Night Sister lineage, tied to pre-veil magic that was never meant to turn the world into monsters.
  • Sylvia pointedly tells Doc he’s been “in the shadows too long,” pushes him to cut loose, even offers to spend the night together, and frames the Night Sisters’ ethos: live, eat, drink, and be merry because death is always close.
  • As the night deepens, the formal line between “heroes” and “citizens” dissolves completely: kids sleep in piles at the bottom of the slide, cups and conjured dishes vanish, adults get rowdy, and the gala becomes a messy, joyful blur until exhaustion takes over.

  • By early morning, Junior is hauled back to bed, Odri is half-carried off the dance floor by the sisters, Doc stays relatively sober but emotionally loosened, and everyone wakes the next day at the tavern restaurant to reconvene over lunch with medals still hanging or tucked away.
  • Over lunch, the group and the Night Sisters talk next steps: redirecting Grim Ridge’s war machine toward Misty Slow and the “lady,” timing around a roughly one-month window, and how their rare resources (and pale-rider-style weapons) might tilt the coming conflict.
  • They decide to travel via the Night Sisters’ blood portal network: meet Elder Sister Mustang (artifact specialist) at the portal house, endure the iron-and-blood passage, and emerge in Rattle City’s slums before taking mundane transport onward.

  • In Rattle City, Mustang glamours herself to look like a normal citizen, the group discusses what to do with Boots and Bandit and who goes where (Nightmore vs the mountain), and they home in on a shared goal: reach the mountain library to find Anton, Ramses, and rally pale riders.
  • Before boarding the train toward the Fortress of Light, they stash clearly unnatural weapons and elderite gear, buy mundane dusters/armor, and plan to pass as wealthy but ordinary travelers to avoid trouble from the anti-“weird” authorities.
  • Travel brings them back to the mountain city and its great library; climbing to Anton’s office, they find him already expecting them, trading a knowing look with his seer-sister as he booms a welcome that signals the next arc is about to begin.

  • The session closes on that doorway moment in Anton’s office—with the heroes, Night Sisters, and librarians all in place—and on the players’ stated plans: leverage Anton and Ramses, rally pale riders, research rings/portals, and prepare Grim Ridge’s defense for the true war behind the visible one.

Session 50.2026.3.14


Takes place from 1868.9.4-5

Act I – The Prophecy Unfolds

  • Table chatter and Hope/Fear rolls wrap, then the in world scene resumes at the Fortress of Light and its great library.
  • The party is reminded they left Elderite and overtly magical gear on the sisters’ train car in the Great Bazaar before coming to the library.
  • They meet Anton and his seer sister Luna in Anton’s office; Luna, crystal ball in hand, delivers a prophecy assigning each hero a mystical role and laying out a long sequence of future tasks (Gravecliff reveal, slay the lady, unleash dragon blood, save the meadows, destroy the abandoned gate, slay the Butcher, shatter the Obelisk, slay the Lich, purge the Palriders, confront the Trinity, free their father, face Kalvuch).
  • Younger sisters are stunned and anxious, while veterans Frankie and Mustang silently agree this is vital, ordering Boots and Bandit to write everything down.
  • The party confirms Ramses has Anton’s name as a safe contact and explains they came to check on her and get guidance on their next steps.
  • They clarify that Luna has given them a path, not a detailed strategy; they joke about Plan A, B, and a desperate Plan C involving Junior's “full reveal” as a battlefield distraction.
  • Discussion turns to the Trinity, described as ancient, powerful, not friends, and users of their father’s blood; Anton and Luna caution the party not to confront them until they have more training and power.
  • They talk through Pale Rider command structure and learn Gravecliff is already an embattled fort manned by riders and Grimwater troops, likely low on reinforcements due to the wider war.

Act II – Descent to the Hidden Basement

  • The group decides to stay at the library rather than in an inn, using the basement’s quarters, rare books, and the brains as resources; Odri especially wants rune research.
  • They ride a long elevator deep into the mountain, emerging into stone carved stacks and an office built around a secret door.
  • Mo leads them to the Silt: three human sized floating brains with spinal cords, speaking telepathically in overlapping voices.
  • Doc introduces the Silt as allies who escaped with the party from the Stygian Library and now hide here; the sisters are surprised but not shocked, given the horrors they’ve seen.
  • Boots and Bandit eagerly want to explore the Stygian Library someday; Doc warns it is time warped, lethal, and not a place to enter until after their current mission, promising detailed briefings and to guide them personally later.
  • The Silt and Mo explain that the basement holds forbidden books hidden from Trinity purges and welcome careful study as long as the books never leave.

Act III – Tales of the Other Library

  • While Mo arranges food, Doc and Odri share Stygian Library stories with the sisters and Silt, turning the evening into a campfire style debrief.
  • They recount brains in jars acting as computers, soul powered engines, soul hunting librarians, and the unentered hell gate that blasted them with heat and screams when opened.
  • They tell of the annoying “little person” turned Library servant that Doc locked behind a door, the ink golem whose remains now stain Odri’s hand black, and undead constructs and predators that stalk the stacks.
  • They remember the endless pastry table, joke about wishing they could have taken it, and describe a mind flayer like faction and super intelligent rats who traded firearms expertise for black powder and now run a “space program.”
  • They connect Luna’s “foreigner teaches” line to Ollie, a necromancer from another world who trained Odri.
  • Doc frames all of this as both warning and promise: after the war, the sisters could vastly expand their knowledge through the Stygian Library, if they’re careful about what they bring out.

Act IV – Training and City Recon

  • The next morning, Mo brings breakfast in the basement and the group plans the day.
  • Odri, Boots, Bandit, and Mustang remain to study: they focus on rune basics and survival applications, with Mustang explaining runes as a math like language where mistakes can be catastrophic.
  • Doc, Frankie, Rose, Kraken, Junior, and Gamblin prepare to head into the city: goals are to find Ramses and gather war intelligence, while the sisters will also tap smugglers and merchant contacts.
  • Edgar and Junior, with some sisters, spend part of the day in the city doing low stakes recon and bonding, most memorably ordering absurd mountains of ice cream and floats at a parlor, leaning into a “live while we can” vibe and drawing attention like a small celebrity entourage.

Act V – Hall of Riders and Ramses’ Return

  • Doc and Frankie go to the Pale Riders’ hall, a vast rock hewn complex with luminous stone, memorial halls of engraved names and candles for the dead, and a great hall dense with riders, smoke, leather, and gunpowder.
  • Doc uses his coin and boon to enter, bringing Frankie; he searches for Ramses but is first intercepted by Spades, the towering Windrunner from the train, and they exchange a friendly greeting.
  • Spades describes the war in bleak terms—endless black “orc” monsters, ruined border cities, desperate battles north and south—and frames the primary need as more bodies, hinting that Doc could be pulled into the grinder.
  • Reading him, Doc realizes Spades is a true Trinity zealot, unlikely to be turned and potentially an eventual enemy; Frankie quietly admits she’d have killed him if they weren’t surrounded by his comrades.
  • Spades confirms Ramses was in the hall recently, speaking with “old timers,” but doesn’t know her lodgings; she was seen as recently as the previous day.
  • An older Windrunner, Jawbone, recognizes Doc and introduces him to a table of veterans—Snake Eyes, Winchester, Lazy—who represent the skeptical “old guard” more aligned with the original Palerider mission.
  • Jawbone mentions Ramses will be joining them for lunch and quietly sends a squire to secure a private diplomatic chamber once she arrives, signaling they expect serious, possibly seditious discussion.
  • Ramses arrives, loud and warm, clearly surprised but pleased; she and Doc embrace, and he hints at the heavy story he needs to share.
  • The group—Doc, Ramses, and the veterans—takes a tram toward the diplomats’ quarter and a private room to talk freely, ending the session with the stage set for a major strategy conversation next time.

Session 51.2026.3.21


Takes place from 1868.9.5 - 1868.1.2

Act I – The Aetherium

  • Edgar and Junio visit the neon Aetherium, meet Sunny, and are offered big money for “war-helping” experiments.
  • The intake forms’ clauses about permanent damage, next of kin, and Weird opinions raise alarms.
  • Omens of danger surface: death-soaked vibes, painted-over silver cage metal, and a shadowy creature in the back.
  • Sunny hints at monster experiments, singles Junior out as “perfect,” and pushes pay and custom meals.
  • The group backs out, pockets candy and paperwork, and vows to return with the champion to expose the site.

Act II – Food, Funk, and Punk

  • They decompress in the Great Bazaar, gorging on food at Madame Calamity’s, Dust Devil Dining Room, and Black Star Bistro.
  • Edgar kicks off an underground funk jam in a park, turning the outing into a street-music scene.

Act III – Council of Riders

  • Roland (Doc) meets Ramses and her advisory circle in a padded room at Confidential Commons and lays out the whole campaign: Night Sisters, demon slaying, war machines, obelisks, and the Lady.
  • He reveals his conversations with Mithras, manifests wings, and convinces the riders Mithras is real and backing him.
  • They dissect how the Trinity weakened divine power, predict splits among preachers, riders, and missionaries, and accept that conflict is coming.
  • Gravecliff emerges as the key front: a fort with 50 riders, 500 soldiers, and 24 Windrunners facing a legion with lightning-tech engines.
  • Ramses urges following prophecy and possibly arriving mid-battle so a “dragon-man” champion can turn the tide and hearts at once.
  • Roland “commissions” the riders by channeling Mithras through the creed book, healing old wounds and letting them feel Mithras’s living presence.
  • Jawbone volunteers to fly ahead to Gravecliff, warn the fort, and quietly prepare sympathetic riders for the coming reveal.

Act IV – Threads of War

  • A big feast at Dust Devil Dining Room brings Ramses, Anton, Luna, the Night Sisters, and the party together to share intel and progress.
  • They realize the Aetherium sits on a silver “cage” site meant to ward the Weird, implying the Trinity is perverting a prison into a lab.
  • The group adds “deal with the Aetherium” to their post-Gravecliff agenda while prioritizing the fort’s defense.
  • Logistics solidify: travel to Braves Landing, then onward via teleportation and trains to marshal allies and elderite gear before the two and a half week window closes.

Act V – Rallying the Allies

  • In Braves Landing, they reunite with Jacq and Rallah amid piles of gold and see how far their elderite armor and gear have evolved.
  • Roland briefs them fully on the Lady, Trinity, war machines, Night Sisters, Horror Talons, and prophecy; Braves Landing commits 50 fighters and resources.
  • Odri calls up all War Dog packs and Swiftcrest mounts, ordering them toward the front to harry the enemy and support Gravecliff.
  • They secure an express train with a chef car, plan to buy horses at Phantom Bank, and schedule the four-day transit so they arrive rested but just in time.
  • During downtime, Odri pushes rune research with Mustang and Ollie, gets warned by Carasil about time runes' dangers, and the crafters dream of future high-tier artifacts.
  • The session closes with every faction synchronized on timing and roles for the Gravecliff siege, and the group (out of character) lining up a big double session for the multi-front war and boss fights ahead.

Session 52.2026.4.4


Takes place from 1868.1.2

  • The party arrives at the mountain fortress of Gravecliff in a thunderstorm with an entourage of about 68 allies and roughly 80 horses and mules, hearing distant cannon fire as they ride up the back gate.
  • Windrunners have already spotted and announced their approach, so Jawbone greets them from the battlements, confirms their identity, and orders the stone gate opened so the caravan can enter the courtyard under cover.
  • Inside the fort, ordinary soldiers stare in awe at the newcomers in shimmering dusters while Night Sisters in black armor quietly take up a rear guard role to protect the support column.
  • Jawbone leads a smaller group, including Doc, Edgar, Odri, Jacques, Junior, Cash, Rallah, Ollie, and Frankie, into the mountain to the command level: a war room filled with runners, a large battle map, and markers for three massive spider mechs advancing on the mountain.
  • The group meets General Boyer, a hard pressed commander overseeing around 50 Pale Riders, 24 Windrunners, 500 regular troops, and a few hundred support staff, facing roughly a thousand enemy soldiers plus three giant spider like walkers.
  • Through the map briefing and vantage scopes, the party sees that the mechs are heavily armored, immune to most cannon fire thanks to shields on their guns and cockpits; Jacques studies them and identifies the legs as structural weak points, with the cockpit also being a critical target if the shield can be bypassed.
  • The party confirms they have brought about 68 elite fighters plus hidden allies: roughly 200 mounted War Dogs from the southern tribes waiting to slam into the enemy’s flanks, prompting Boyer’s astonished realization that real War Dogs are present.
  • The group strikes an agreement with the general: the fort’s forces will concentrate on enemy infantry and air threats, while the party and their associated forces will focus on bringing down the three mechs, knowing that destroying them likely wins the battle.
  • A brief but significant religious moment occurs when the Mithras touched party member shakes Boyer’s hand, channeling a quiet warmth that surprises and unsettles the general, who invokes Mithras’s blessing and resolves to coordinate closely with them.
  • The defenders warn of enemy firebat riders (giant bats that spit napalm) contested in the skies by Windrunners; they expect the party to come under air attack once the mechs call for support.
  • Time is established: the three mechs are about six hours from reaching the fort, giving just enough time for planning, equipping, and rest, and the party jokes about naps and drinks while still committing to aggressive action.
  • Strategic planning follows: cannons will be retasked to fire at mech legs; War Dogs will harry enemy troops to keep pressure off the strike teams; and the party decides to split into three mech hunting teams, but to send one team first to learn how the machines fight before signaling the other two attacks.
  • The group also debates wild magical and technological options—like teleporting a mech’s cockpit or a chunk of its hull back to Brave’s Landing—but recognizes the danger and complexity, keeping those ideas as last resort tricks.
  • There is a prophecy/identity thread: Doc and others consider when to reveal their true nature and use that revelation to shatter enemy morale, tentatively deciding that dropping the mechs first and then revealing on the battlefield would have the strongest psychological impact.
  • Communication chains are set: Rallah is designated as the preferred relay for battlefield updates because she can mentally pass information to the rest quickly, and the party clarifies they will fight as an independent unit rather than directly under the fort’s command structure.
  • When the time comes, the first strike team—Jacques, Cash, Rallah, Ollie, and accompanying regulars and Warhounds—saddle up, rallying the troops; they ride out from Gravecliff in heavy rain, descending the mountain toward the central mech.
  • The party charges across the battlefield with about 25 regular soldiers and two dozen Warhounds screening enemy infantry, while bats and Windrunners duel overhead and the mech’s Tesla cannon begins firing at long range.
  • The mech’s initial Tesla blasts target Jacques but mostly miss or are absorbed by his new Elderite plate armor, giving the team a sense of what the weapon can do without immediately killing anyone.
  • Closing to far range, Jacques and Cash focus fire on the front legs: Jacques’ Elderite guns and Cash’s hammer strikes severely damage one leg, confirming that focused leg attacks can cripple the walker despite its overall toughness.
  • As they approach, four hulking “pigmen” Tesla troopers—ogre like soldiers with backpack mounted Tesla cannons—disembark from the mech, adding elite infantry to the fight and threatening the strike team with heavy lightning blasts.
  • The mech performs a massive ground stomp that shakes the area and injures the group, while the Tesla troopers open up with lightning shots; Ollie absorbs a serious hit but stays in the fight thanks to her armor and grit.
  • Rallah uses her abilities to plant an image of herself in a Tesla trooper’s mind, then triggers panic remotely, forcing one of the ogres to flee away from the fight and temporarily thinning enemy fire.
  • Ollie rides in close beneath the mech and unleashes cinder grasp fire magic into a front leg, setting it ablaze briefly despite the pouring rain and inflicting major structural damage before the storm douses the flames.
  • Cash, using his wall crawler abilities and simian style movement, scrambles up a mech leg under fire, plants a stick of warp dynamite, lights the fuse, and then vaults to another leg to escape, relying on his climbing to outrun the blast.
  • The warp dynamite detonates in a bizarre, reality warping explosion—more like a miniature tear into a hostile dimension than a normal blast—shearing one front leg off and leaving a lingering distortion field that imposes disadvantage on actions within far range.
  • The distorted zone also disrupts the mech’s accuracy: its next Tesla blast at Ollie misses completely, further proving the warp effect is as dangerous to the mech as to the party.
  • Jacques continues to anchor the fight with relentless Elderite gunfire, spending hope and stress to fuel Slayer style shots that rip through the mech’s support ogres and further chew away at the remaining front leg.
  • Rallah and Ollie press forward under the mech, moving through the chaos as Cash repositions, and together the team finishes off the exposed Tesla troopers, clearing the deck so they can focus solely on the crippled walker.
  • Combining Cash’s explosives, Ollie’s magic, Rallah’s close in strikes, and Jacques’ heavy firepower, the team destroys both front legs and catastrophically damages the body, causing the mech to collapse and rendering its main cannon useless.
  • With the mech down, the party mops up the remaining crew and soldiers around the wreck, while the broader battle rages: Warhounds and fort regulars slam into the enemy army, Elderite weapons screaming as they carve through rank and file troops.
  • On the heights above, General Boyer and her staff watch the mech’s destruction through scopes; the command level erupts in cheering and shocked profanity as they witness the impossible: a single small strike team has toppled one of the enemy’s super weapons.
  • Night focused casters like Ollie begin raising fallen bodies into skeletal reinforcements to further bolster the fort’s side, turning casualties on both sides into renewed assets for the defenders.
  • The party quickly strips usable Tesla guns from the fallen ogres, noting their weight and potential value for future fights, and contemplates how to integrate this captured tech into their arsenal.
  • There’s no time to rest: with one mech down, the battle shifts toward a slaughter in the defenders’ favor as hope and enemy fear swing hard, but two more mechs remain, and the War Dogs prepare their own mech strike action.
  • Cut to the War Dog operation: a second mech is ambushed as hundreds of tribal riders and mounts crash into the enemy army’s flank, while a small elite War Dog team—with camouflaged gear and ghillie like outfits—sneaks into far range of the walker.
  • Two War Dog sharpshooters coordinate a devastating tag team attack on the mech’s legs, pouring synchronized fire into one limb, then burning hope and stress to immediately pivot their shared attack onto a second leg.
  • Their combined volleys deal massive damage, blowing one front leg clean off and leaving the other hanging by warped metal and chitin, again proving that concentrated fire on the limbs can topple the entire structure.
  • While War Dog melee fighters and mounts tear through the surrounding infantry, the shooters deliver another tag team salvo into the remaining front legs and even test shots against the cockpit shield, confirming that leg destruction is still the fastest route to a kill.
  • The second mech collapses under the sustained War Dog assault, heavily damaged around the cockpit and unable to advance, as a crystalline shimmer appears around its head section, hinting at deeper arcane systems inside.
  • From vantage points on the mountain and across the field, allies see the second walker go down; morale surges among Gravecliff’s defenders while panic and confusion begin to spread through the Southern army’s ranks.
  • The session ends with two of the three massive spider mechs destroyed, War Dogs and fort troops pushing the advantage, and the party poised to ride back into the broader battle, planning how and when to reveal their deeper identities and finish off the remaining enemy forces.
  • The group opens in mid-battle against a massive mechanical spider mech, trading heavy fire as a ranger fails an aerial leap onto it and is blasted by a devastating lightning crit.
  • One rider charges on a horror talon, launches himself onto the mech’s cockpit, and lands a brutal crit that severely damages the head, setting up a coordinated kill.
  • The party focuses fire on the cockpit; a tag team attack smashes it open so the pilot is exposed, the Wardog finishes him off and flings the body out as the mech crashes nose first into the ground.
  • Tesla ogres and troopers emerge and unleash volleys of lightning and fire; several PCs take massive damage, with one character pushed to a death move and forced to risk everything on a duality roll.
  • The downed character rolls a critical success on “risk it all,” surges back to full health and stress in a dramatic, tattoo glowing resurrection that unnerves enemies and rallies allies.
  • The fight continues across the mech and surrounding terrain as the party trades blows with Tesla troopers, flinging some off ledges, sniping others, and using mark for death and throwing blades to bloody and finally break the squad.
  • The last troopers are picked off with coordinated melee and gunfire; enemies are knocked from heights, finished on the ground, and the group ends the engagement victorious, joking about Power Ranger style high fives and primary color outfits.
  • Cut to the command tower: commanders and allies watch the battlefield strewn with hundreds of shadow orcs and Tesla trooper corpses, concluding that roughly half of the enemy force has been annihilated and the assault is decisively broken.
  • In debrief, General Boyer and Captain King formally recognize Doc as “the champion,” and Doc reveals the larger truth: Mithras is real, is being held captive in the Fortress of Light, and the ruling Trinity is a false church.
  • The room accepts Doc’s revelation after witnessing his miracles and notes that the Trinity abandoned this front to die, reinforcing suspicion of their motives or competence.
  • Discussion turns to strategy: hold this border, hunt “the lady” who led the shadow armies, and ultimately march on the capital—not via frontal assault, but by striking the Trinity and rallying true followers of Mithras.
  • Frankie and the sisters argue they must pursue the Lady and secure Shadow Sweep; they redirect their forces to guard the Meadows and plan to kill Scrappy next to secure the southern flank.
  • Captain King offers Windrunner support and air bombardment with bombs if the Lady is dug into fortifications, and eagerly negotiates for firearms and warpstone tech to arm his fliers.
  • Doc immediately cedes his spare rifle to King, grants his group salvage rights to the mechs and mechanical wreckage (with a sister involved), and Jacq is effectively tasked with organizing salvage, telegraphs, and industry around the captured tech.
  • Between scenes, Cash feels a “warpstone tingle” under the fort; he excuses himself, follows the feeling down into natural caverns, and discovers there is likely warpstone (or something similar) beneath the mountain.
  • Other PCs use the lull to explore: one seeks ancient archives in the old fortress and finds a hidden library of historical records; others walk the corpse strewn field, perform songs or rites, or help with prisoners and cleanup.
  • Junior searches the battlefield for the gambler sister, finds her after an hour of tracking and directions, and joins her in personally hunting down fugitives and tracking the Lady’s trail.
  • War Dogs and horror talons are debriefed: packs begin to return home, leaving a small contingent behind for future raids, while leaders discuss how their southern culture and the northern fort can now cooperate.
  • By late day, Frankie returns with hard intel: the Lady has retreated to the border town of Red Bluff, about 40 miles away, and she urges an immediate night strike before the town can be reinforced.
  • The group chooses a two wave approach: an elite strike team (PCs plus sisters) will fly in on Windrunner dragonflies to assassinate the Lady, while cavalry and War Dogs follow as a slower second wave to secure the town by morning.
  • They coordinate seats on 20 available Windrunners, confirm that the General will remain to hold the current line, and assign War Dogs to night hunt around Red Bluff ahead of the assault.
  • Plans for after the Lady’s fall are sketched: level up to tier three, then follow the prophecy—“meet the sun, save the Meadows, kill Scrappy”—by riding the luxury train south to the Meadows where the next great threat and “the sun” await.
  • In the meta wrap, the GM flags the coming Lady fight as intentionally lethal and proposes a “tag team” mechanic so players can swap in secondary PCs mid boss battle, aiming for a climactic, high pressure confrontation next session.

Session 53.2026.4.11


Takes place from 1868.1.2

  • Party reviews rules for tag-teaming, death moves, hope, stress, and armor before the session’s main action, then re-establishes last-session events at Gravecliff Fort where Doc revealed himself as the Champion of Mithras after destroying spider mechs.
  • The group recalls that they learned the enemy general, “the Lady,” is in Dread Bluff Village, and they plan a night strike: elite Windrunner riders on giant dragonflies will fly them ahead of the main army to assassinate her, then hold out until reinforcements arrive.
  • In the air en route to Dread Bluff, a group stealth roll goes badly, attracting a wing of orc-ridden fire bats that spray napalm; a chaotic, disadvantage-ridden dogfight begins in the dark.
  • Doc leaps into aerial combat, revealing his pale-rider look with glowing wings and a screaming elderite rifle; he blows a fire bat’s head off and sends its rider plummeting, establishing his mythic presence in the sky.
  • Legs closes in with an elderite shotgun, making brutal close-range blasts that injure bats and riders; Odri skewers another bat with an ice spike like a missile, and the team methodically clears the patrol despite heavy incoming fire.
  • After the last bat and rider are annihilated (including a massive shotgun crit that bisects bat and orc), the convoy pushes through and reaches Dread Bluff, seeing that the village is burned out and transformed into a makeshift arena surrounded by bonfires and stands full of cheering shadow orcs.
  • From the air they spot an arena pit ringed by eight burning pillars, blood-soaked fighting below, and a VIP “president’s box” where the Lady watches the spectacle, confirming their target’s location.
  • Doc calls for a strafing run: twenty dragonflies tighten formation, and the strike team drops dynamite, launches fireballs, and opens up with rifles and shotguns in a coordinated bombing-and-gunfire pass over the arena and stands.
  • Cash hurls warpstone dynamite into the densest orc crowds while others rake the pit with bullets and spells, killing roughly half the assembled shadow orcs, creating a burning, radioactive kill zone that will hamper anyone entering it—including foes.
  • As the team pulls up to circle and land, a 20 foot “bug tornado” whirls from the VIP box into the arena center, coalescing into the Lady, who amplifies her voice and mockingly invites them to join her in the pit for a proper show for her soldiers.
  • Accepting the challenge, the heroes land inside the arena while their Windrunner and Grimwater allies hit the stands, triggering a wider battle off-screen; Doc grabs Junior and dives into the center, taking point as champion in the coming duel.
  • The Lady’s full appearance is revealed: a tall, gray skinned, Middle Eastern-looking woman in beetle-chitin armor and a living cloak of flies, wielding twin pincer-like blades, who wordlessly beckons them closer like a kung fu villain.
  • As the party moves into position on the stepped stone terraces, Edgar senses the arena is steeped in recent death, and Odri realizes it is an ancient place of power; he begins studying moss-covered carvings, hoping to tap that energy later.
  • The Lady shatters into multiple identical images around Doc and Junior, and the first exchanges begin: Doc’s radiant fire and rifle shots test the illusions, dispelling one copy, while Junior swings his axe and the others scramble for angle and elevation.
  • The Lady responds with devastating blade-dance flurries that strike everyone in close range, testing the group’s armor thresholds and stress mechanics; Junior repeatedly steps in as a tank, using unstoppable resilience and elderite armor tricks to swallow enormous amounts of damage.
  • She escalates by dissolving her fly-cloak into clouds of choking insects that flood the arena, forcing all heroes to spend stress just to clear their throats and speak, cutting off mid fight table-talk and in-world coordination until they pay that cost.
  • Junior shrugs off a mental “nightmare” attack and uses the moment to reveal his own Pale Rider nature, aligning himself openly with Doc as a second supernatural champion, which visibly delights the Lady as she recognizes a worthy opponent.
  • Odri abandons pure rune-reading long enough to blast another illusion with ice, shattering a second copy, while everyone pieces together that the Lady’s difficulty to hit drops as they reduce her number of images.
  • Hard Boiled, the new shotgun-wielding fighter, uses Doc’s wing-assisted boost to vault up toward the Lady’s platform, but whiffs a big advantage attack; her counters with peerless accuracy and direct-damage strikes begin to bypass armor and threaten even the tankiest characters.
  • Odri brings in a summoned golem to add another body and threat in the melee.
  • Repeated blade-dances and direct strikes push everyone toward the edge: armor slots get chewed up, hope is drained by fear rolls, and several characters flirt with massive damage thresholds; Junior cycles stress, armor, and special abilities to stay barely standing.

Edgar is killed in a blaze of glory causing four stress damage to the lady.

  • At a key moment, the Lady lands a crit-level, 60-point strike aimed at Junior; using his guardian tools, he splits the incoming massive damage with Doc so each takes part of the blow, then uses his tank kit to downgrade and absorb enough to survive, but both are now on a knife’s edge.
  • Doc uses a rare ability to clear HP for an ally and spends precious hope plus a risky TN 10 roll to keep Odri alive at a moment when a lethal hit would have finished him, threading the needle between character death and cinematic save.
  • The Lady continues to refresh herself by regaining fear on successful hits, fueling more activations: relentless combos, peerless accuracy to halve evasion, and repeated blade-dances make the mid fight stretch feel like a prolonged boss phase with escalating pressure.
  • Eventually Jacq crashes the “honor duel,” entering through the arena doors with far range guns; his defiant “I don’t give a—” attitude breaks the Lady’s declared rules, prompting her to scream for the orcs to kill everyone and turning the surrounding stands into a full-blown brawl between their allies and her forces.
  • Jacq’s first shots miss, but his presence and fire add to the onslaught
  • the Lady into a clearly bloodied, exhausted state; her breathing is ragged, and she’s burning through her last stress and relentless uses while still carving chunks out of the party.
  • Odri, on the brink, chooses to stay a valid target so he can maintain an ongoing spell: the ground shakes, a golem forms from arena stone, and it wades into the fray, smacking one of the remaining images and helping collapse the last of the Lady’s duplications.
  • With only the true Lady left and her defenses lower, the group focuses fire and melee; between Doc’s righteous strikes, Jacq’s fire, Hard Boiled’s gunplay, Junior’s relentless tanking, and Odri’s magic, they finally cut her down in a hard-fought climax.
  • Jacq fires again shatter all of the lady's illusions and landing the killing blow.
  • Doc fly's her body into the sky and incirates it.
  • As she dies, the Lady’s death confirms the end of the Nightshadow war-leader threat; the arena battle in the stands rages on around them.
  • the table the group debriefs: the fight felt fair but brutally lethal, showcased the system’s stress/hope/armor dynamics, and forced them to use nearly every resource and trick they had.

Session 54.2026.5.9


Takes place from 1868.1.2-3

  • The battle opens in a thunderstorm as Edgar lies dead in the rain and Dragon Knight Doc hovers 60 feet over a blood-soaked arena holding the incinerated remains of the Lady.
  • Shadow orc hordes mass around the pit and open fire on the party as allied Windrunners and firebats clash above, turning the whole arena into a chaotic warzone.
  • Jacq lays into the first horde with withering gunfire, mowing down multiple orcs and drawing return suppressive fire that pins most of the group in place under a hail of bullets.
  • Doc, in golden dragon knight form, dives from the sky and carves through a horde with a massive sword strike, then uses his abilities to clear stress and wounds from himself and a nearby ally.
  • Ollie hurls spell attacks from the pit, burning through another horde and cursing them so their next damage will be halved, helping the group survive the gunlines above.
  • Junior risks the suppressing fire to reach Edgar’s body under heavy fire, takes hits, confirms Edgar is truly dead, then slams a health potion and a dose of warp elderite to push himself beyond his limits.
  • The warp elderite erupts through Junior’s body, transforming him into a crystalline, radioactive-looking demon-giant wreathed in purple, green, and white light, leaving warp-trails when he moves.
  • Supercharged Junior warp jumps across the battlefield to Doc’s side, his new elderite armor deflecting bullets as he tears into a horde with devastating melee attacks, annihilating what remains of that group.
  • Firebats strafe the arena, dousing the party in napalm; Doc is briefly set ablaze while the rest take splash damage, forcing everyone to juggle fire, stress, and armor as the fight escalates.
  • Jacq spends hope to unleash a whirlwind of gunfire, shredding lines of orcs like a heavy bolter and drastically thinning two different horde groups in a single brutal volley.
  • Doc and Junior continue their deadly tag team charges, rushing from group to group; Doc blitzes half-strength hordes while Junior’s warpfueled strikes finish off survivors, bullets pinging harmlessly off his crystalline shell.
  • Ollie teleports herself and Jacq into a new “target-rich environment” on the arena rim, where the two coordinate attacks—Jacq’s whirlwind fire and Ollie’s blazing magic—together vaporizing yet more orc clusters.
  • As the battle grinds on, the party keeps chaining hope fueled attacks: Doc and Junior leap again to smash a stronger horde, Ollie and Jacq keep burning and mowing, and the allied forces whittle down the last pockets of resistance.
  • The final scattered groups of shadow orcs are cut down—Doc’s charge, Junior’s finishing blow, and follow-up gunfire erase the remaining enemies until only corpses and spent shells are left in the arena.
  • The wider battlefield quiets as Windrunners mop up the remaining bats overhead and the sisters and Braves spread into the ruined village to finish off stragglers and secure the perimeter.
  • Doc scouts from the air looking for prisoners or surviving captives but finds only ruined buildings, empty cages, and dried blood—a long history of pit fights with no one left to save.
  • The group regathers around Odri and Edgar: Odri is found slumped in cover and healed back to fighting shape, while Edgar’s body (or what remains and his gear) is gathered and moved somewhere sheltered out of the rain.
  • Junior retrieves Edgar’s tiny fiddle; when he picks it up, it magically vanishes into his pocket and can be recalled at will, carrying faint echoes of Edgar’s campfire songs and hinting at deeper power to unlock through downtime practice.
  • The party discovers Edgar’s remaining possessions: his mask, a silver pocket watch engraved “Alistair Corbin III” with the motto “A man is defined by his duty,” a locket from Isabella, an unfinished song “My Belle,” and a journal of names and sketches from the ferry.
  • They resolve to create a memorial in Braveslanding, envisioning a statue of Edgar over a river with children launching little boats past it, and a small museum or shrine displaying his watch, locket, journal, and other keepsakes.
  • Ollie inspects the arena’s stonework and glyphs, realizing the pit was built atop a dormant place of power that might either seal something dangerous away or serve as a latent magical focus, but would require a full archaeological-style project to truly understand.
  • As hours pass, the sisters and Braves finish sweeping the burned-out town and rescue a dozen gaunt survivors from a church that had been used as a holding pen, pulling the last victims away from eventual sacrifice in the pits.
  • Reinforcements from Gravecliff arrive with Lapu and other allies, turning the battlefield into a recovery camp as they tend to wounded, stabilize the area, and effectively mark the Lady’s forward base as reclaimed.
  • Around the camp, the group processes Edgar’s death in different ways: Doc helps with clean-up and healing, Ollie checks on allies and quietly manages her exhaustion, and Junior alternates between grief, practicing the fiddle, and joking about future “projects” with his father.
  • Jawbone pledge to return home and spread the tale of the Lady’s defeat, effectively becoming heralds of the party’s deeds among the faithful while accepting the risk that their story might draw reprisals.
  • Nanook’s wardogs prepare to raze Serpent’s Creek, and Lapu reports they can handle that operation alone, giving the party space to focus on larger threats like Scrap Beak, the Butcher, the Pale Riders, and the prophetic tasks still unfinished.
  • The group debates their next move, weighing whether to hit Serpent’s Creek, confront the Pale Riders and “the Trinity,” or “meet the sun, save the meadows,” finally settling on heading toward Sun Meadows while letting their allies manage secondary fronts.
  • Before leaving, they stock up on healing potions and specialty consumables, talk about building teleportation infrastructure and other projects, and confirm Jawbone will quietly seed the story of the Lady’s fall to test who supports them.
  • They mount up, ride a day and a half to the White Trails fortress-city on the border, and get waved through by Frankie’s lookouts straight to their personal train while the on-edge city watches this heavily armed, dust coated cavalry column pass by.
  • Boarding their luxury train southward, they level up into a new power tier, discuss new specializations and abilities, and begin downtime projects—Junior practicing Edgar’s fiddle, Odri working on teleportation theory, and Doc and others tuning their builds for the threats ahead.
  • As the train rolls toward Grim Ridge and then Sun Meadows, an intercut scene shows Edgar on the ferryman’s boat, handing a letter to a woman in black and red who boards a train of her own, while Death offers Edgar a choice between final peace and the life that should have been.
  • The session closes with the heroes in transit, newly strengthened, the Lady defeated, Edgar honored but gone, the campaign pivoting toward Sun Meadows and looming confrontations with Scrap Beak, the Butcher, the Pale Riders, and the mysterious “Trinity.”

Session 55.26.5.16


Takes place from 1868.1.2-3

Opening chatter and setup

  • The group brainstorms a mini-campaign idea about people shrunk by an AI that “learned magic,” imagining post-apocalyptic dollhouse-scale adventures.
  • Conversation shifts to paper-football and old tabletop games, then the GM pivots back to the current campaign goal: wrapping up the Coyote Gang in a co-GM’d train-heist battle using Frontier Scum vs Daggerheart characters.
  • The GM explains how to handle cross-system rolls, defenses, HP generation, exploding damage, and Aces/skills, and players quickly recap prior events like mutants, a lightning wand, and the creepy town where Tallow died and came back.

Brief recap of prior adventures

  • The table recalls an earlier session where a character died, reappeared smiling in a cursed town with kids in windows and a gator god, and the party fled when the supernatural got too intense.
  • They remember killing a burned, bald NPC on the road and an accidental back-of-the-head shot on a barge, reinforcing how lethal and chaotic this world is.

Train, factions, and heist plan

  • The GM lays out the train map: green squares as cars, with players free to position main PCs and Coyote Gang bandits wherever they want.
  • They outline the train’s layout: engine and fuel up front, mid-train passenger/dining/workshop cars, and troop/horse/supply cars toward the middle and rear.
  • The Coyote Gang spots a “fancy” wealthy train and debates tactics: hit from both ends, disconnect cars, avoid being on a bridge, and split into engine-team and caboose-team.
  • Rumors say it’s a rich train heading south, but there’s no time to properly case it—this is a “target of opportunity.”

Coyote Gang mounts the attack

  • The gang plans to board at both ends: one team hits the caboose, another goes for the engine, arguing about whether to steal cargo or the whole train.
  • Smokes, Tallow, and others ride up, firing guns in the air and whipping themselves into a “fear and surprise” bandit frenzy, talking about buying their own town with the spoils.
  • Characters roll to leap from horseback onto the moving train, establishing Aces and new skills (like “Train Hopping”) when they crit.

Caboose: first contact with Junior

  • Smokes kicks in the caboose door and finds Junior, an enormous, violin-playing ogre-like Daggerheart character.
  • Smokes demands surrender; Junior casually drops his violin and it vanishes, unnerving the bandits and prompting accusations of witchcraft.
  • A terrified bandit tries to axe Junior and nat-1s, hurling the weapon out the window; moments later Junior grabs a bandit and throws him bodily out the train, dealing heavy damage but leaving him alive near his horse.

Gunfire, panic, and morale in the caboose

  • Smokes and Tallow unload revolver and shotgun shots, but Daggerheart thresholds and armor soak most of the damage, making Junior look nearly bullet-proof.
  • Junior retaliates with his massive Elderite battleaxe, slamming Smokes into the wall, flinging off his hat, and triggering Smokes’ signature fear response and gastrointestinal “problems.”
  • A shotgun blast scrapes across Junior’s screaming magical duster, producing horrific sounds and pushing Smokes into a failed morale check; he flees and jumps off the slowing

Session 56.26.5.23


Takes place from 1868.1.4-6

Establishing the railroad and political backdrop

  • The group clarifies that the continent is dominated by two powerful railroad companies, one per continent, which operate semi-independently of local governments and act as their own security and smuggling arteries.
  • It’s reiterated that the railroads can make or break towns by choosing where to stop or build around, giving them political clout rivaled only by a weakened Church.
  • Doc’s original background as a medic working rail jobs and traveling the lines is restated to situate the party’s current “office train” as a semi-untouchable mobile base.

Time skip and setup in Sun Meadows

  • The GM clarifies the timeline: only about 12 hours have passed since the last attack, roughly a day total in-world, and the party’s lightning rod item hasn’t been researched yet, only the strange hat.
  • The calendar advances to the morning of the fifth, day of the formal meeting and dinner with the Sun Meadows leadership, giving the party several hours of free time in the city beforehand.
  • Some characters choose to wander the city to gather rumors or explore, while Doc and others prepare for the formal dinner hosted by Lord Holder and the Sovereign.

Splitting the party for the evening

  • The group decides who will attend the political dinner versus who will stay back or roam: Odri, Doc, and Frankie agree to represent the party at dinner.
  • Ollie asks Drift if she wants company to explore the town rather than attend the formal event, and the two head out together to drink, observe nightlife, and watch for trouble or rumors.

Arrival at Lord Holder’s manor

  • Odri, Doc, and Frankie travel to the Citadel and are led to a newly built, black-and-white marble mansion with a flame-like aesthetic in its stonework, banners of meadows and wildlife, and a black marble floor with white and orange “flame” walls.
  • Lord Holder greets the party in a shimmering silk suit with sun-colored oranges and reds, then seats them at a heavy dark-wood table topped with white marble while a small orchestra plays softly.

Entrance of Sovereign Corbin

  • Holder calls for everyone to rise for the Sovereign as the far doors open and Sovereign Corbin enters: a tall, lean woman in her 40s with emerald eyes, slicked-back dark hair, an orange dress of living flame patterns, and a crown of rolling plasma fire.
  • As she approaches, her aura of power and absolute authority is physically palpable; her dress flames seem to animate, and her handshake is uncomfortably warm.
  • Each PC is introduced in turn; she greets Doc (Roland), Frankie, and Odri by name, noting that some call Roland “Doc,” and allows them to address her as “Sovereign Corbin.”
  • The party notices Corbin bears a strong familial resemblance to Edgar (the dead bard/violinist), looking like an older version, reinforcing earlier hints that he was related to her.

Sovereign’s blunt question: “What do you want?”

  • Once seated, Sovereign Corbin immediately demands Doc speak plainly: “What do you want?” stressing that she has no patience for riddles or side stories.
  • Doc responds by recounting the wider prophecy/quest: ending the Great Darkness, their path through Gravecliff, Dreadbluff, and Forge, destroying the Lady and a demon, closing Shallow Gates, and targeting Scrap Beak as the next major objective.
  • He explains they came to coordinate with Sun Meadows because Scrap Beak’s war effort and mechanized spiders are threatening this front, and he does not want to move military assets through her realm without her knowledge or consent.

Sovereign’s narrow focus: her realm first

  • Corbin interrupts Doc’s broader exposition to state she does not care about anything outside her realm; she has been under siege for 10 years, and her priority is defending Sun Meadows from Misty Slow and Scrap Beak’s forces.
  • She says if they are here to help with that, they can talk; if they survive dealing with Scrap Beak’s domain, then perhaps she will entertain larger cosmic concerns.
  • Doc emphasizes that the external Darkness would eventually threaten Sun Meadows too, but Corbin pushes him back to the immediate, practical threat of Misty Slow and Scrap Beak’s war machine.

War briefing: Scrap Beak’s forces and theater

  • Corbin has Holder bring in a large map of the region, pointing out Shallow Gate as Scrap Beak’s main fortress and primary factory, once a trading town of ~50,000 people before being consumed by the war.
  • She describes Scrap Beak’s army as overwhelmingly mechanized and not native to this world: small 3-foot goblins piloting robots, with gnomish commanders—small humanoids with large heads—directing operations.
  • Humans in the occupied territories are either willing or forced labor in factories, and any humans who travel into those zones (or get off the train there) are quickly conscripted and never return.
  • The closest human town, Elderville, lives in fear; no one willingly travels farther east because mechanized patrols and endless goblin mechs sweep up any intruders.

Mechanized enemy doctrine

  • Corbin and later Holder outline the mechanized threats:
    • Standard clankers piloted by goblins that fight like armored infantry.
    • Suicide “bomber” bots whose chest cavities are explosives that detonate if they fall, are hit, or reach targets.
    • Juggernaut-type humanoid mechs with spinning fan-blade arms and integrated lightning cannons.
    • Larger “tank” golem constructs that are heavily armored, sometimes repelling or attracting metal and requiring multiple cannons and explosives to bring down.
  • Vital zones are typically the torso, where the pilot or power core resides; limbs and heads can be shot off while the mech keeps moving until its core is destroyed.
  • Lately, suicide bots have become more common, and more heavily armored variants are appearing that shrug off standard small-arms fire, forcing reliance on heavy artillery.

Trench war and the Sovereign’s role

  • Corbin explains that for the last year or so the war has settled into brutal trench combat, with both sides dug in and making little territorial progress.
  • She states that without her awakening as the Sun ten years ago, the front would have collapsed within six months under the flood of goblins, gnomes, and mechs.
  • Her fire powers—she flatly says “I am the sun; fire cleanses all”—are the strategic asset preventing collapse, especially against larger spider mechs the party previously fought elsewhere.
  • However, she is overstretched: she cannot open a third front against the railroad, so the rails still run through enemy territory, and she must tolerate war profiteering to maintain logistics.

Terms of cooperation

  • Corbin tells the party that if they are truly intent on killing Scrap Beak, their best contribution is to take their train east, then north into his territory and “get on with it,” knowing it will be a lethal endeavor.
  • If they survive and succeed, she is willing to revisit discussions about broader threats and their prophecy, but until then she refuses to be drawn into off-realm politics.
  • She offers access to a “museum” of captured enemy machines and a craftsman district where researchers study salvaged mechs, so the party can better understand enemy technology before heading out.

The Sovereign’s departure and Edgar revelation

  • After laying out the military situation, Corbin rises from her chair, bursts into flame, and exits through an iris-like opening in the ceiling, literally leaving as a column of fire.
  • Once she leaves, Holder casually confirms that she once had a brother named Edgar who was murdered about 20 years ago and lay unburied for 10 years, mirroring the backstory the party knows about Edgar the bard.
  • Holder promises to speak to her about this connection, hinting at a much more intense conversation once she learns Edgar may have persisted or returned in some form linked to the party.

Dinner and storytelling with Lord Holder

  • With the Sovereign gone, Holder claps for dinner and fine food and drink are served, relieving the tension of the meeting.
  • Holder invites Odri to tell stories; Odri recounts the fall of their bard companion Edgar in the battle with the Lady, their allied armies (Pale Riders, Sisters, Shadow War Dogs), and their victory over mechanized spiders and the Lady’s forces.
  • A tone of nostalgia and grief mixes with pride as Odri describes Edgar’s violin, etiquette lessons, ice-cream date with twin sisters, and charismatic antics, while Holder listens, amused and sympathetic.

Holder’s front-line experience

  • Over the course of the dinner, Holder drops his political mask and speaks more like a seasoned soldier, revealing he fought at the front for years.
  • He shares details about the enemy’s goblin mages and gnomish alchemists: goblin casters with carved runes who sometimes die in spectacular magical mishaps, and gnomes acting as snipers and battlefield medics/alchemists deploying gas and bombs.
  • He confirms that gnome slingers act as long-range snipers; often you only realize they’re present when someone nearby suddenly explodes.
  • He notes the long progression of the war: open field battles early on, then entrenchment; escalation from hordes of flesh troops to ever-more-advanced mechanized units that resist regular arms.

The Sovereign’s pass and access to research

  • At the end of dinner, Holder gives the party an official pass sealed with the Sovereign’s mark, granting them access to the “museum” and research facility run out of Ryman Jug’s gunsmith complex.
  • He warns that the pass opens many doors, but abusing it will get them killed, and he makes it clear he is serious.
  • Holder confirms that the pass also serves as identification at the front lines so they aren’t mistaken for enemy infiltrators when operating near Sun Meadows’ forces.

Drift and Ollie’s night in the city

  • While dinner unfolds, Drift and Ollie spend the night moving through taverns, watching how people change as night falls, and listening for rumors about disappearances, cursed districts, and people lost to the war.
  • They notice a demographic gap: almost no one between roughly 25 and 55 is present in the city nightlife; that age band is largely gone to the front, leaving mostly younger people and older shopkeepers, implying a massive mobilization.
  • Rumors circulate about parts of town people avoid after dark and about citizens who boarded trains eastward and never returned, echoing what Holder and Corbin said.

The alleyway lesson: Drift vs. street thieves

  • Late at night, as Drift and Ollie leave a tavern, someone jostles Drift and steals one of her potions, prompting her to track the thief.
  • She shadow-steps into a dark alley where four teenage thieves are sorting their loot on a barrel; she appears among them, admonishes them about stealing “especially from me,” and then uses Shadow Bind to have their own shadows restrain them.
  • The terrified teens scream about curses while Drift calmly reclaims her potion, confiscates one bag of gold as a “learner’s fee,” and orders them to return the rest of the stolen goods, warning them not to steal from the poor or from happy people.
  • Ollie dramatically drops her disguise, revealing a flaming green skull, intensifying the scare; guards arrive later to find the kids shaken and babbling about monsters and cursed jewelry.
  • Drift and Ollie walk back, laughing about the “Batman effect,” having intentionally burned themselves into local street legend as shadow-born enforcers.

Planning the next day

  • Back at the train, the party regroups in the morning; Doc calls for a briefing with Jacques, Rallah, Ollie, and others to parse what they learned and plan next steps.
  • Doc relays Corbin’s intel on goblins and gnomes; Ollie recognizes them as essentially goblins and gnomes from her own world: chaotic, clever goblins and hyper-intelligent gnomes, dangerous when organized under a strong leader.
  • Ollie cautions that goblins are usually tribal and self-limiting, but a strong controlling intellect (like Scrap Beak) can turn their chaotic intelligence into directed, industrialized war, which fits the current situation.
  • The group discusses using Ollie’s knowledge of otherworldly creatures and Jacques’ tech skills to analyze captured mechs, and they agree that seeing the salvage warehouse is critical before finalizing their strategy.

Visit to Ryman Jug’s and meeting Slim

  • The party visits Ryman Jug’s Guns & Ammo, a massive, block-sized sandstone and glass complex styled with Roman columns and bright signage maintained by flying lights.
  • Inside, they meet Jug, a tall, green-eyed woman with yellow dreadlocks and a gravelly Cajun accent who quickly recognizes their Sovereign pass and understands they’re here for “the museum.”
  • Jug calls for Slim, a lanky teenage assistant, who emerges from a hidden panel; Slim recognizes Drift’s red glasses and panics, revealing herself as the alleyway thief from the previous night.
  • Jug scolds Slim about stealing, apologizes to Drift, and instructs Slim to take the party into the back warehouse and show them whatever they want, noting that with the Sovereign’s pass they can test and even damage salvage so long as they don’t hurt anyone.

The “museum” of war machines

  • Slim leads the group into a vast warehouse filled with Costco-like racks of enemy salvage, organized by war-year (Year 1 through Year 10), with side offices where craftsmen disassemble and study mechs.
  • She starts with the newest generation:
    • “The Beast,” a four-legged mech with an ejector-style goblin seat, lightning “laser” cannon with a focusing lens, and logistic/support role including repairing other mechs and even launching goblins as projectiles.
    • “The Juggernaut,” about seven feet tall, humanoid with a rotating fan-blade arm that acts as a blender or shield and a larger lightning cannon arm; armor now mixes steel and early titanium.
    • “The Bomber,” ~4-foot suicide machines whose armored chest cavities explode if they fall, get stuck, or reach troops; they’re fast but fragile and designed to die.
    • A huge 8–10-foot “tank” golem made mostly of titanium-like metal, seen with goblin and gnome squads but apparently unpiloted, requiring multiple cannon hits and explosives to put down, and capable of attracting or repelling metal.
  • Ollie and Jacques inspect the big golem and spot faint runes etched into its armor: protection and power-runes, indicating it is an actual magic golem, not just tech—something closer to Ollie’s home-world constructs and evidence of high-end artificers in Scrap Beak’s employ.
  • Ollie explains that such metal golems are extremely hard and expensive to create in her world and likely require anti-magic, heavy explosives, or direct rune disruption to disable, making them a serious escalation.

Documents and biology of goblins/gnomes

  • The party asks for renderings or autopsy notes; Slim shows them bound reports containing sketches of goblins and gnomes, plus anatomical diagrams gathered from dissections.
  • Goblin mages are depicted with carved symbols and tattoos, their eyes wild, while non-mage goblins look mischievous and manic; gnomes resemble small humans with oversized heads and mad-scientist hair, sometimes with medical diagrams showing familiar organ layouts.
  • The research notes confirm that goblin flesh is no more resistant than human flesh, and Sun Meadows doesn’t bother storing corpses here; they only keep mechanical salvage.

Weapons testing against mech armor

  • At the party’s request, Slim arranges time at the range with armor plates from various mech types: standard clankers, newer variants, and the metal golem.
  • The party tests firearms, spells, and Elderite weapons: against clankers, everything behaves as expected (vulnerable to concentrated fire, cannons particularly effective), confirming battlefield experience.
  • Against the metal golem plates, most attacks are significantly resisted; runes still seem partially active even on salvaged fragments, and Elderite is less effective than hoped, reinforcing that this unit is magically protected.
  • Jacques later confirms, after working on a plate in his workshop, that the golem is disrupted by Warpstone, and he calls for Cash to help secure more Warpstone to craft specialized munitions.

Odri’s realization about Corbin’s magic

  • While moving through the facility and thinking back on the Sovereign, Odri connects dots: the city feels weirdly low in ambient annwyn magic, but Corbin herself felt saturated with it.
  • He realizes that around Corbin there was far more annwyn concentration than the environment should support, supporting the idea that she is a conduit or nexus for that power, which helps explain her “I am the sun” claim and the war’s stalemate.

Strategic planning and teleport ideas

  • The group debates next steps: Jacques insists they need more Warpstone and proper tools from Brave’s Landing to create Warpstone bullets or other weapons effective against the metal golem and advanced mechs.
  • They discuss using Odri’s once-per-long-rest teleport spell and the Pale Rider ring to rapidly move key members back to Brave’s Landing, then to the Nightmore map room to spy on Scrap Beak’s territory.
  • The teleport spell’s constraints are reviewed: it is safer to teleport to places they’ve physically been (e.g., the train, Brave’s Landing) and riskier to jump to unvisited locations; map-room views do not count as “having been there.”
  • They sketch a plan: use the ring to send a small team (Odri, Jacques, Rallah, possibly Ollie or a Sister) to Brave’s Landing, take the train to Nightmore, use the map room to study Shallow Gate, patrol routes, and terrain, then teleport back to the train or Sun Meadows after resting.

Force disposition and political assignments

  • The group needs to decide what to do with their troops: send them back to Brave’s Landing, commit them to the Sun Meadows front, or keep some contingent with the strike team; this is left for next session’s decision.
  • Frankie decides to stay in Sun Meadows to help build diplomatic ties between the Sisters of the Night, Sun Meadows, and the Sovereign’s court, coordinating troop redeployment from the west to this new front.
  • The Sisters discuss splitting their efforts, with some possibly returning to Nightmore to study the old temple and library while others stay with the party or support Sun Meadows, reflecting their growing integration into the larger war effort.

Session 57.26.5.30


Takes place from 1868.1.6-16

Throne room and the River

  • Junior wakes in Carasil’s throne room, unsure how he got there but reassured it “doesn’t matter.”
  • Carasil asks what Junior has brought; Junior unloads loot: lasso, hero’s medal from Grim Ranch, Edgar’s fiddle, evergreen kimono, bandit “scum hat,” etc.
  • Carasil loves the items and proposes a trade: answer his ice-cream riddles in exchange for favor (and maybe ice cream before throwing Junior off something).
  • Junior struggles adorably through a series of ice-cream and banana puns, getting close but missing (“because it’s always the coolest one there,” “needed to split,”, “pun day”).
  • Carasil suggests Junior should read more “holy scriptures,” reminding everyone Junior is functionally illiterate and needs to learn to read.
  • Carasil points Junior toward the River of Infinity/Time, offering power if he dares to look.
  • Junior looks into the river and is overwhelmed by infinite timelines—Edgar living, everyone dying, branching futures and pasts all at once.
  • The GM calls for a roll for each stat; Junior rolls absurdly well (crits on multiple stats), effectively tanking the sanity-like consequences.
  • Mechanical outcome: Junior ages a year, becomes fully healed and full of hope, gains literacy, and can now read.
  • Carasil’s music and golem band celebrate his achievement; he’s granted an additional “year of learning” and chooses to learn to play the violin, unlocking all his existing violin-related skills.
  • Carasil gives Junior a “homework” boon: Junior may write three prophetic events that might happen in the next year.

Eldrite Powder and Cut to the War Council

  • Carasil declares Junior has survived the River of Infinity and calls him “child of the warp,” asking what else he offers.
  • Junior offers a vial of Eldrite powder, explaining that it unlocks warp powers when rubbed on the gums.
  • Carasil upscales the vial to his own size, dips a finger in, rubs it on his gums, his pupils blow wide, and he clearly loves it.
  • Scene smash-cuts: Junior suddenly finds himself back in the war-council train car, where the group is deciding their next moves.

Briefing Junior and Current War Situation

  • The party recaps for Junior: last big memory was bandits attacking the train; since then they reached a town and met “the Sun,” Sovereign Corbin (who resembles Edgar on posters).
  • They explain they met Lord Holder, who serves Sovereign Corbin.
  • The enemy’s army is outlined:
    • Clankers and mechs piloted mostly by goblins and gnomes.
    • Four-legged repair units that fix everything.
    • Small suicidal sappers/bombers that run in and explode.
    • Huge 8–10 foot tanks, likely using improved defensive rings, and much more resistant to damage.
  • Tactical priorities:
    • Kill bombers first, then four-legged repair units, then everything else.
    • Goblins are chaotic; gnomes are cunning and often alchemists/mages who prefer range and weird magic.
    • Goblin mages supposedly explode in “creative ways” when killed.
  • The party notes Eldrite/warp is extremely effective on most of these enemies; nothing they’ve seen in this army resists warp.
  • Junior, now able to read, shows off his new skill; the group reacts to him looking older, with a scruffy proto-mustache, joking he’ll need to shave.
  • Doc warns Junior about the Sun: she is extremely dangerous, melts anything, and wants only facts; Junior resolves to basically not talk unless asked.

Strategic Split: Front Lines vs. Recon

  • The broader plan is recapped:
    • Jacq, Cash, Ollie, Cash return to Braveslanding
    • Cash will go dig warpstone in the mines.
  • It’s clarified that the enemy city has heavy patrols and air support (bats, mostly mechanical), and anyone who gets off the train toward the city never comes back—total blackout.
  • The group decides current mission is primarily intel gathering and defensive action on the front, not ground-taking.
  • A force of 50 kitted soldiers (rifles, shotguns, sidearms, dusters, Eldrite) is being hardened at the front under Rallah and the Night Sisters; Frankie stays to handle diplomacy and mobilization of allied armies.

Map Room: Scouting Scrap Beak’s City

  • Odri, Rallah, and Ollie travel via short train to Nightmore and then to the magical map room around late evening.
  • In the map room, they zoom out to the wider area, then in on the city: it’s a vast industrial metropolis on a river with constant smoke and heavy industry.
  • The southern road appears as a massive highway of goods and war material; there’s no train line directly into Scrap Beak’s fortress, so no easy insertion via rail.
  • Humans are rarely seen; when visible, they are collared, under guard, or pushing goods. The visible populace is overwhelmingly goblins, gnomes, golems, and clankers (maybe 80% non-human).
  • The map reveals multiple road entrances but none truly “unguarded” since the city itself functions as living security—anything soft and squishy stands out instantly.
  • Odri experiments with the map’s tracking: searching for “Scrap Beak” zooms to a central, fortified fortress-factory complex.
  • They observe the city over an entire day-night cycle:
    • Activity never ceases; southern road traffic of raw materials in and mechs/troops out is constant.
    • Goblin worker shift changes every ~4 hours; factories dump workers to taverns for rowdy revels, then they cycle back.
    • The north road traffic is mostly food and wood; the war material artery is clearly the southern route.
  • Odri takes extensive notes and drafts a detailed map, including street structure, factory blocks, and major “arteries.”
  • They identify major factories by output type; the only place producing the big golem types is a complex just south of the central citadel.

Portal Discovery and Long-Term War Thinking

  • The group meta-discusses (in and out of character) overall war goals versus assassination aims.
  • Using instinct/knowledge rolls while scanning the city, Odri and Rallah search specifically for planar anomalies, suspecting a portal from prior Twilight Wild experiences and abandoned gate lore.
  • A critical instinct roll pins down a large portal in the city, conveniently located near a major factory and close to the main southern artery.
  • They recall previous intel: an older portal at abandoned gate was extremely stable, always open, funneling orcs and enslaved people; they infer this one may be similarly robust.
  • The group debates whether to hit the southern supply line (classic war target) versus going straight for Scrap Beak (assassination objective). They conclude:
    • Supply line strikes would slow the front, but might not draw Scrap Beak out.
    • Assassinating Scrap Beak likely fractures goblin cohesion, sending clans feral and leaving gnomes struggling to hold control.

Sewer Entrances, River, and Approaches

  • They scan the riverbanks via the map for sewer outfalls, identifying multiple discharge points along the city’s riverfront.
  • They select a sewer outlet under/near a bridge as the best stealth entry point—partly shielded, reachable from the main river, and a plausible route for an escape tunnel.
  • Questions are raised about river characteristics:
    • It’s a large, Mississippi-scale river, generally gentle except during storms.
    • Heavy industrial runoff makes it a sludgy brown near the city, but it’s cleaner upstream.
  • They brainstorm multiple infiltration schemes:
    • Direct trench advance through the front line (40 miles of WWI-style trenches).
    • Overland approach from the north through less-contested territory.
    • “Shotgun” distraction with miniguns and automated killing platforms to draw attention while a team infiltrates.
    • Warpstone super-bomb delivered by air/balloon or cart, with huge risk of detonation killing the carrier.
  • They rule out sustained frontal combat and mega-bomb ideas as too risky and noisy for this mission; stealth and assassination remain the priority.

Final Plan: Zodiac Boat and River Infiltration

  • They converge on a stealth river insertion plan:
    • Build or acquire a small boat (effectively a Zodiac-like skiff) staged at Braves Landing (or nearby).
    • Use teleportation and the Hearthstone to pre-position at a remote stretch of river far upstream from the city.
    • Float downriver mostly at night, hiding in forest/swamp by day, and slip into the chosen sewer outlet under the bridge.
  • Logistics are worked out:
    • Odri will teleport to a wilderness riverbank with the Hearthstone, accepting penalties for a “seen only through the map” destination, burn experience/hope to secure success, and endure a scary near-miss landing in the river but swim to the bank.
    • Rallah uses the teleport ring to join Odri with the boat and supplies. They set a small camp, hide the Hearthstone, and avoid patrols.
    • A strange levitating mushroom-eyestalk creature appears, gestures “give me,” sniffs around supplies; Rallah casually kills it, confirming it’s some kind of fungal thing.
  • Back on the train, Doc brief the 50 soldiers, share tactical intel about enemy units and weaknesses, and Drift gives a powerful pep talk that boosts morale and stress-clears several troops.
  • Odri prepares his second teleport jump.

Teleport Back, Boat Loaded, and Mushroom Watchers

  • Odri teleports from the wilderness back to the train, arriving with a loud pop in a familiar car thanks to prior experience aboard.
  • The party coordinates:
    • Rallah uses the ring to bring the boat and supplies to the wilderness river site.
    • Odri needs a long rest before the next teleport, so the party waits and cycles stress.
  • During this wilderness day, another levitating mushroom creature appears, again begging for food; Junior feeds it spider jelly on bread until it’s full and it begins following Junior around.
  • As they travel, more of these floaters are spotted watching from the woods. Junior’s follower sticks with him when it can, clearly food-motivated.

Eight-Day River Journey

  • The party embarks at night in the skiff, using finesse and strength to control the boat while the river’s current does most of the work.
  • Travel is modeled over several days with escalating difficulties:
    • Heavy rain and thunderstorms at different stages; Drift's control and Junior’s raw strength keep the boat stable.
    • When storms rage, the river becomes dangerous but good rolls prevent capsizing, with Junior effectively powering the skiff while others hang on.
    • On calmer days, they fish to pass time and stock food, catching sizable river fish in cleaner stretches upstream.
  • More floating mushroom creatures trail them periodically, especially when they camp in the woods by day. Doc shoos one away by throwing food into the water and firmly indicating “no more.”
  • Thanks to strong navigation and awareness rolls, they avoid patrols and ambushes during the entire eight-day drift downriver to the city.

Entering the Sewer under the Bridge

  • Approaching the city in a thunderstorm, they time their run to coincide with heavy rain and thunder for maximum noise cover.
  • Working from Odri and Rallah’s earlier map observations, Drift pilots the skiff under the bridge toward the chosen sewer outlet while Junior acts as dark-vision spotter.
  • Group checks (with advantage from the storm) succeed spectacularly, including a critical roll, resulting in a near-perfect stealth insertion: the party slips into the sewer unmarred by patrol sightings.
  • Inside, they find the sewers unexpectedly large along the initial stretch—big enough for the skiff to continue deeper under the city, likely constructed under major roads.

Sewer Navigation toward the Citadel

  • Junior leads using Underborn instincts; with strong instinct rolls and group support, they make steady progress through the tunnels.
  • The GM sets a progress track (roughly a mile of sewer); with a critical and high-success rolls, they close the distance faster than expected, staying beneath main avenues.
  • They eventually reach a large sewer junction/collection room beneath the citadel—large drains converging, with some rough stone steps leading up toward the fortress interior.
  • They secure the boat in this junction so it can serve as a quick retreat vehicle back downriver if needed.

Ascending into the Golem Guardroom

  • Drift scouts ahead up the stairs, moving into a dim, lamp-lit room at the top.
  • She sees two massive 10-foot steel/titanium golems guarding a single door—these are big clanker/Templar constructs, heavily warded with rune-engraved armor, presumably ordered to kill intruders on sight.
  • Drift withdraws to brief the team: no secondary exit, tight room (about 10×10), and narrow stairs—if golems follow, it will be single-file and extremely claustrophobic.
  • The group quickly rules out stealth or distraction (little room, constructs unlikely to be fooled), and decides on a direct shock assault: Junior and Doc lead with melee, Drift support from the shadows, Odri as magical backup.

Golem Fight: First Construct Down

  • Junior and Doc charge the first golem together, spending resources (hope, tag-team) and using their upgraded weapons.
  • Their initial blows bite through a magical resistance field; damage is halved but still enough to inflict multiple major wounds on the first golem.
  • Drift slips into the shadows, darts in with daggers to exploit openings, and lands a huge sneak attack that cracks armor plates and further destabilizes the first construct.
  • The golem’s outer plating splinters and its internal workings are exposed; it’s badly damaged but not yet down.
  • On a subsequent opening, Doc unleashes dragon fire: his breath weapon melts and cracks the already weakened golem, its glowing runes flicker out, and its eyes go dark—it becomes an inert hulk, effectively dead.

Golem Fight: Magnetic Pull and Chaos

  • The remaining golem activates its special defenses:
    • It triggers a massive magnetic pulse that yanks metal weapons toward its body, forcing everyone to make strength saves to hold onto their gear.
  • Drift fails one of the early pulls; Drift’s daggers weapons slam onto the golem and stick there, disarming them.
  • The golem follows with brutal punches:
    • It pummels Junior and Doc with heavy fist strikes, dealing large physical damage and slamming them into walls.
  • The construct later spends stress to trigger another magnetic surge, this time ripping multiple metal weapons from multiple party members before Odri and Junior can recover them.
  • Under sustained attack from Junior’s battle-axe, Drift’s regained daggers, and Doc’s blade, the golem's rune-shield flickers, and its movements become glitchy.
  • On a major wound, it begins flailing wildly—its arms smashing into walls and sending shockwaves down the tunnel; two party members fail reaction rolls and take heavy collateral damage.

Finishing the Second Golem

  • Drift lands a series of disciplined strikes, carving deep channels in the golem’s chest and shoulders.
  • Odri uses a power push to slam the damaged golem into the other (now inert) construct, staggering both and granting advantage to allies.
  • Junior hammers it with his axe, each blow chipping more armor and forcing the internal rune engine to flicker; Drift continues stepping into shadows, then back out to stab into newly opened cracks.
  • After sustained pressure, the final golem suffers another major wound, its eyes flicker and die, and it finally locks in place, depowered and inert, still standing but no longer active.
  • The party retrieves their stuck weapons from the dead golem’s surface, catches their breath in the carnage-filled guardroom, and confirms the stairwell and sewer behind them are clear.

Session End State

  • Both citadel-gate golems are destroyed and inert, left as scarred metal statues in the small 10×10 guardroom.
  • The stairs behind the party lead back down to their secured skiff and the escape route through the sewers and river.
  • Ahead lies a single door deeper into Scrap Beak’s fortress-factory; the party stands wounded but intact, poised to breach into the citadel interior at the start of the next session.

Session 58.26.6.13

Takes place 1868.1.16

AI Transcription

  • The party starts already inside the Scrapyard Factory complex, having previously infiltrated through the sewers, killed two golems, and climbed into a sprawling, stadium-sized junkyard-warehouse full of noise, mechs, goblins, and gnomes, all while hunting the boss known as Scrap Beak.
  • They navigate the chaotic factory using group stealth and progress rolls, threading through piles of scrap, active machinery, elevated catwalks, and working mechs, gradually closing in on Scrap Beak while an abstract “alarm countdown” ticks in the background.
  • A failed progress check triggers the first big encounter: the group is ambushed by a steel golem, a juggernaut mech piloted by a goblin, a gnome alchemist with poison gas and acid vials, and a beast-bot repair unit, all fighting among improvised “junk pile” terrain the players build on the battle map.
  • Drift and Junior focus on the juggernaut: Drift grapples and chokeholds the mech, exposing the “gooey center” pilot, while Junior unloads a massive damage combo that nearly one-shots the machine and visibly panics the goblin inside.
  • Odri works range control: fireballs and ice bolts test the juggernaut’s defenses, clash with its spinning arm-shield, and eventually punch through for heavy damage, while he also deals with the gnome’s poison clouds that inflict direct damage and disadvantage to anyone acting inside them.
  • The gnome repeatedly repositions on higher scrap stacks, throws poison/acid vials to create lingering gas zones, and wears a special mask that negates the gas damage, forcing the party to constantly move and eat direct damage to escape the clouds.
  • The steel golem relentlessly closes on Junior, delivering huge melee hits that Junior soaks with armor and “Unstoppable” style mitigation, effectively tanking the encounter while still contributing bursts of melee damage.
  • The beast-bot repair unit jumps onto the steel golem mid-fight, welding it back together and regaining HP for it, which prompts Drift to break off and aggressively destroy the healer before the golem can be restored.
  • After several brutal exchanges, Drift and Junior coordinate to finish the juggernaut: Drift clings to its back, Junior lands a record-setting damage roll that tears through multiple damage thresholds, splits metal and pilot both, and leaves the mech sparking and collapsing.
  • The steel golem, near destruction, enters a glitchy “bowling ball” behavior, charging through the party, knocking them back, and dealing big AOE impact damage before finally getting iced and overloaded, shutting down in a burst of electricity.
  • Odri snipes the gnome alchemist off then closes in and literally crit-splats him into the floor, leaving only a bloody smear and a partially intact gas mask that the party salvages for future poison protection.
  • With the immediate enemies down, the group considers taking a short rest but instead opts for potions and minimal downtime, preserving their limited rests while patching armor and HP via consumables and class features.
  • They resume the abstract search through deeper factory levels, using more progress rolls amid constant noise, secondary explosions, and the sense that the facility is enormous, eventually completing enough successes to locate Scrap Beak’s inner lair.
  • The GM reveals the boss arena: a huge junk-choked space where Scrap Beak, a 15-foot plague-doctor crow construct covered in mechanical implants and crackling lightning, works at a bench while three “Mecha” support suits project energy beams from backpack antennae into him, clearly some kind of shield/empowerment link.
  • The players arrange the terrain again with multi-level junk stacks and choose their approach vectors, identifying the beam-mechs as priority targets since each has a repair countdown on its backpack and can restore its link to Scrap Beak after taking damage.
  • The party opens with a strong alpha strike: Drift hits a Mecha with a massive sneak attack from range, nearly destroying it and immediately breaking its beam connection, signaling that disabling backpacks is key to stripping Scrap Beak’s defenses.
  • Odri uses a force-style push spell to launch that wounded Mecha bodily across the arena; the impact inflicts major damage and leaves it crumpled near Scrap Beak, while confirming that knockback/terrain damage is viable and cinematic.
  • Scrap Beak reacts by calling “guards” and flinging heavy junk slabs at Junior, knocking him off platforms, inflicting significant damage, and establishing his signature move of using the environment as improvised weaponry.
  • Mecha suits show off mobility and firepower: they jet between platforms, fire wrist rockets at multiple PCs, deploy chest beams, and maintain or re-establish beam links as their repair countdowns complete, keeping at least one shield beam on Scrap Beak most of the time.
  • A successful knowledge check reveals the underlying mechanic: each Mecha’s backpack repairs itself after a certain number of “fear” results on rolls, and a destroyed backpack temporarily disables its beam; there will always be three Mechas in the fight, so the party can’t win by attrition alone.
  • Super-soldier “wrestler” guards enter: veiny, speedo-clad, Captain-America-style bruisers whose skin glows with strange lightning; they charge across the battlefield using dropkicks, grapples, and throws to reposition the PCs and threaten choke-outs.
  • Junior, running an “Unstoppable” build, becomes the designated damage sponge: he endures repeated punches, dropkicks, and Scrap Beak shovel strikes.
  • Drift repeatedly uses mobility and control: grappling enemies, marking them vulnerable, and unloading huge melee combos that stack extra dice from advantage and class features, repeatedly pushing enemies through multiple damage thresholds in single attacks.
  • Odri alternates between Fireball, Ice Bolt, and telekinetic pushes, at times hitting multiple clustered enemies, obliterating Mecha backpacks, and occasionally discovering mid-session that Fireball should have been rolling extra proficiency dice, retroactively confirming how lethal that spell really is.
  • Scrap Beak’s boss pattern emerges: when he takes major or severe damage, he emits a shocking pulse AOE that forces agility saves, marking stress on PCs and himself, and then chains into electrified shovel swings and later missile barrages from his back.
  • The missile barrage attack pattern blankets the arena in homing rockets, requiring high reaction rolls; failures deal large AOE damage, pushing the party’s resources down and forcing potion usage and careful positioning behind junk cover.
  • The party experiments by firing directly at Scrap Beak while he still has active beams, discovering that the shield reduces incoming damage but does not make him invulnerable, which shifts their strategy from “always kill beams first” to “sometimes hit the boss under partial shields.”
  • Drift and Junior systematically work through Mecha supports: they batter backpacks into major and severe damage, force beams offline, and sometimes use knockback or Warp Shot to reposition them into tighter clusters for Odri’s Fireballs.
  • In one critical sequence, Odri drops a high-damage Fireball on Scrap Beak, Mecha suits, and a nearby soldier simultaneously; Scrap Beak uses a Mecha as a shield to halve damage, but the blast still pushes several enemies into new thresholds and briefly leaves Scrap Beak with no active beams.
  • Wrestler guards repeatedly try to restrain Junior and Odri with grapple/choke sequences; Unstoppable and defensive reactions often negate the restrain, but when they succeed they follow up by hurling PCs across the arena into walls, scrap piles, or right at Scrap Beak’s feet for additional direct damage.
  • At one point a wrestler attempts to choke Odri to unconsciousness, only to over-stress his roided-out body and die of what is essentially a lightning-steroid heart attack mid-grapple, collapsing in convulsions at her feet.
  • The fight enters a long mid-phase resource grind: HP totals are shrinking, armor slots are nearly gone, several characters are close to stressing out, and they juggle decisions between attacking, drinking potions, or using rest-like abilities, all while new beams periodically reactivate from Mecha repairs.
  • Drift pulls off a key assassination: she closes on a weakened Mecha, crits with a colossal sneak attack, and then spends a hope ability to yank the suit bodily off its perch with a stake-launcher, slamming it to the ground and permanently removing another beam source.
  • As the Mecha network thins, Scrap Beak gets fewer and fewer beams; eventually there is a window with only one active beam on him, and the party seizes it to focus him down even though they know the shield will absorb part of the damage.
  • Drift delivers the finishing sequence on Scrap Beak: she closes to melee, slides behind the towering crow construct, and executes a massive crit sneak attack that disembowels the boss—knives carving through the midsection, mechanical guts spilling, and Scrap Beak letting out a horrible scream before collapsing.
  • Seeing Scrap Beak fall, the remaining enemies immediately rout: the wrestler behind Junior turns and sprints away, and the last intact Mecha jets off, shouting that they “have to go,” ending the fight without a clean mop-up phase.
  • With the boss down, the party quickly loots: they grab Scrap Beak’s distinctive electrified shovel, at least one intact Mecha backpack, and scrapbeaks body, eyeing future power-ups or reverse-engineering opportunities.
  • Pressed for time and wary of reinforcements in the still-active factory, they decide against hiding for a short rest and instead use a teleport ability: GM offers to allow Scrap Beak’s entire corpse as an “object” and Odri accepts a reduced teleport bonus in exchange.
  • The teleport roll succeeds solidly, so rather than scattering them days away, the group reappears directly in a train storage car, bloodied, exhausted, and hauling Scrap Beak’s body and gear, just as their ally Doc returns looking surprisingly clean and confused.
  • The session closes with the party securing their trophy kill, earning a milestone level-up, discussing new cards/abilities (like Valor’s “Rise Up”), and planning downtime: healing up on the train, eating ice cream, and prepping for how Scrap Beak’s death and the captured tech will reshape the broader campaign.

Session 59.26.6.20

Takes place 1868.1.17

AI Transcription

Act I – Carasil and the River

  • Doc wakes in Carasil’s throne room, trades paladin and light-themed jokes, and is invited to look into the River that shows all timelines.
  • He submits to six raw stat checks, crits on Agility, and experiences an “everything everywhere all at once” vision where his worst fears and highest goals both play out across countless futures.
  • As a cost, Doc ages a year and, like Junior before him, gains visions of three possible events that might happen to him over the coming year.
  • Carasil offers a boon: Doc can either lock in a seen future or ask to learn something he’s long desired, with Carasil preferring broad wishes he can “fill in.”
  • Doc asks for the certainty of freeing Mithras and ending the Trinity, trusting Carasil to resolve the details, and reality snaps back to the war.

Act II – Return from the Timeless and Scrapbeak’s Legacy

  • Doc finds himself on the train, pristine and rested, beside Scrapbeak’s smoldering 15-foot corpse and his battered companions Odri and Drift.
  • They recap the fight he doesn’t remember: mechs, gas goblins, dwarven shield lines, and a brutal duel with Scrapbeak where “Junior” tanked most of the punishment.
  • The party inventories battlefield loot: a spiked power-glove gauntlet, a missile backpack, a force-field backpack, the massive electric shovel, and Scrapbeak’s plague-doctor mask.
  • They plan to strip useful tech for the armory while keeping functional access, and note the Sovereign is away at the front, leaving them in a rear-area train staging ground.
  • After a long rest—repairing armor, sharing hope, meditating on Carasil’s promise, and indulging in ice cream or shawarma—they’re ready to rejoin the war.

Act III – To the Front and the Plan

  • Riding out from Sun Meadow, they reach Ralah’s trench command near the river, where she’s directing a desperate push against enemy forces pinned between their line and the water.
  • The group reports Scrapbeak’s assassination and removal of his body, likely causing confusion in the enemy command structure and slowing reinforcements.
  • Ralah outlines the strategic picture: reclaim the river as a natural barrier, then pivot along the railroad to shove the enemy back; artillery across the river is a major threat.
  • The party weighs options: lead a heroic frontal charge through no man’s land, or attempt a stealth infiltration across the lines and river to hit artillery, command posts, and supply caches.
  • They choose the black-ops route: Drift leads a night infiltration, aiming to cripple artillery and decapitate leadership behind enemy lines.

Act IV – Crossing the Lines

  • Using group stealth checks with Drift at point, they slip through friendly trenches, traverse no man’s land, and move into the enemy trench system under cover of darkness.
  • Flares and rising alert levels start to bump the difficulty, but smart use of stats and advantages keeps them ahead of patrols for several segments.
  • At the river, Odri struggles with the swim and Doc helps keep him from going under; between swimming and short teleports they all end up wet but across the water.
  • From the far bank they can see and hear active artillery flashes, confirming battery locations deeper into enemy territory.
  • They push on with another sequence of stealth rolls, narrowly maintaining concealment as the enemy grows more suspicious and search patterns tighten.

Act V – Fireball Diplomacy: Artillery Hunt

  • First battery: they spot a goggle-wearing gnome director and a crew of goblin loaders moving shells and powder in a compact gun pit.
  • Odri lines up a prismatic Hadouken-style fireball directly into the powder stores; the initial blast triggers a massive secondary explosion that annihilates the gun and collapses the pit.
  • Odri dives for a trench but still takes significant debris damage; the ground heaves as artillery, goblins, and fortifications vanish into a smoking crater.
  • Alarms and flares go up across the sector, and the group sprints toward the next battery under intensifying search efforts.
  • With more stealth successes they reach a second gun; Odri repeats the powder-shot tactic, blowing another cannon sky-high, this time managing the fallout better thanks to the Elderite duster.

Act VI – Goblins, Gnomes, and Chaos Magic

  • On the way to the next gun, a failed progress roll throws them into a goblin patrol: rifle hordes and two strange mage-casters.
  • Drift drops into the trench and carves through clustered goblins with cloak-blade attacks, killing the casters and badly damaging the rifle squads.
  • One mage death sets off a glittering hurricane that sucks bodies and goblins into a violent vortex, forcing Strength saves just to avoid being flung; another ages grotesquely in seconds before collapsing.
  • Odri fireballs a horde flung to far range, while Doc’s fiery breath finishes off survivors; remaining suicide-bot “clinkers” swarm in and explode, but the team mitigates the worst with Agility saves.
  • The patrol is wiped, and the party resumes its push toward more artillery, aware that every explosion is raising the stakes.

Act VII – Gnome Counterstrike and Sector Collapse

  • Further stealth and artillery strikes escalate the situation until a Fear result on a progress roll triggers a major counterforce: alchemist gnomes, grenade-tinker gnomes, and six gunslinger squads.
  • Drift charges, shredding clustered gnomes and forcing them to respond with gas vials and flash grenades that fill trenches with toxic clouds and inflict Vulnerable and disadvantage.
  • Suicide bomb drones again roll into close range, pinning the group with overlapping explosion zones; multiple saves turn potential disasters into ongoing chip damage.
  • Doc and Drift repeatedly grab gas vials and hurl them away, eating direct damage to stop the trench from becoming a death box.
  • Despite flashbangs, gas, and rifle fire, Drift decapitates a gnome with a massive overkill blow, Doc burns down the other tinker, and concentrated magic and melee wipe remaining gunslingers, leaving one survivor at range as the “witness.”

Act VIII – Breaking the Back Line

  • With the counterforce broken, Odri makes a direct rush for another gun, triggering stacked suicide-bomber reactions that nearly blow him apart mid-run.
  • He still reaches the powder, detonates yet another artillery piece, and survives the blast with more direct damage as debris rains around him.
  • Counting the destroyed batteries and the losses inflicted on crews and support units, the GM rules that this rear artillery sector is effectively crippled and cannot quickly reconstitute.
  • The party loots rifles, gas masks, and enemy tech samples for Jacq and the armory, looking to reverse-engineer gas countermeasures and gadgets.
  • They take a short rest in an enemy bunker, patching armor and HP, lowering stress, and studying trench maps to identify likely command posts for their next round of decapitation strikes.

Session 60.26.6.27

Wes' last session :(

Takes place 1868.1.17

AI Transcription

Opening with Junior and Carasil

  • Junior wakes in Carasil’s throne room by the river, with a band playing and an easy, surreal vibe.
  • Junior offers Carasil his sad memories of eating ice cream; Carasil accepts, framing sadness as part of growing up.
  • Junior asks to be shrunk back to an egg; Carasil declines because it’s less entertaining, and instead prompts Junior with riddles and jokes (clock, stick, hot dog joke).
  • Carasil conjures hot dogs; a golem butler brings platter after platter while Junior eats until he’s full.
  • Carasil warns Junior he “sees him in the warp” and that something is approaching sooner than expected; eating more Elder/hot dogs won’t help.
  • Carasil offers Junior a role as “defender of the Infinite,” explaining Junior will always appear where he’s needed, even through the Warp, and will always be where he must be. Junior accepts.
  • Mechanically, Junior becomes part of the Slipstream: shield has no range limit; once per character per scene, Junior appears when someone would mark their last HP and absorbs the damage.
  • Carasil asks Junior to raise awareness about dried grapes (raisins) as a quirky “public service” side quest.
  • Junior chooses not to look into the river again, feeling satisfied and very full of hot dogs.

Transition into the Battlefield

  • Junior abruptly appears in a nighttime battlefield trench, six feet deep, near his compatriots (Doc, Odri, Drift) as artillery fires to the north.
  • The party is set to assault a command bunker; most can see in the dark except Odri.
  • Odri channels arcane energy to launch a fireball down the trench.
  • The fireball impacts, lighting up the trench and triggering two steel golems that charge, glitching, sparking, and flailing.

First Steel Golem Engagement

  • Junior rushes in to block and attack; he hits a steel golem for a large damage roll (~60), causing it to freak out and smash through him to reach others, dealing heavy physical damage.
  • Heal-bots appear at the far end of the trench, peek around corners, and repair the lead golem, extending the fight.
  • Odri casts Wall of Fire along the trench, trapping golems (and Junior) in a flaming lane; initial damage hurts golems but is less effective than hoped, and also targets heal-bots.
  • Gas canisters get thrown into the trench, filling it with toxic gas; gas snuffs out the wall of fire via a fear spend, leaving the trench full of poisonous smoke.
  • Several instinct checks are rolled to avoid direct gas damage; some pass, some fail, leading to repeated direct damage and threshold stress.

Trench Tactics and Gas Management

  • Doc and Drift move through gas and use instinct rolls to avoid damage while repositioning.
  • Odri uses a magic hand (Mage Hand-style) to grab a gas canister and yeet it out of the trench, avoiding “Dutch oven” levels of toxicity.
  • Multiple heal-bots keep repairing the lead golem; Doc and Drift focus on them and the golems to break the attrition loop.
  • Drift’s hits repeatedly cause golems to glitch and barrel through allies, knocking them into trench walls and spreading collateral damage to both party and enemy units.

Juggernaut and Gnome Arrival

  • Juggernaut mechs with goblin pilots enter the fight, with blender arms and arm cannons.
  • More instinct checks happen; gas masks exist but are mostly not worn, so damage and disadvantage to attacks into gas persist.
  • A gnome shows up behind cover, tossing gas canisters and acid vials into the trench, creating acid puddles and stacking conditions on Junior and others.
  • Drift tries to throw gas back out and/or toward enemies; she succeeds with disadvantaged rolls, partially clearing the trench.

Junior’s Slipstream Shield in Action

  • Juggernaut arm cannons and golem charges repeatedly threaten to drop allies to 0 HP; Junior’s new “I am your shield / Slipstream” power triggers, teleporting him in front of lethal hits and absorbing damage.
  • Junior appears momentarily in front of each ally, time-warp style, then returns to his position.

Managing Gas and Shadow Positioning

  • Gas canisters keep landing; the trench repeatedly fills, forcing instinct saves each time.
  • Drift summons a humanoid shadow spirit (midnight spirit) that can move and carry things; the spirit grabs multiple gas canisters and removes them from the trench, dragging them up and out to clear the area.
  • Drift uses shadows and teleport-like movement to reposition, attack gnomes with dagger work, and attempt to choke-hold a juggernaut goblin pilot.

Killing the Gnome and Stabilizing the Bunker Fight

  • Drift teleports to the fleeing gnome and executes a high-damage decapitation, with blood flowing into her arms.
  • Doc and Drift engage juggernauts in melee; Drift uses Rain of Blades to damage multiple juggernauts at once, softening them for Junior’s follow-ups.
  • Odri attempts ranged spells (ice spikes, fireballs) through gas-obscured areas, sometimes hitting unknown targets, sometimes missing and hitting walls/water tanks.
  • Multiple nat 20s from enemies keep the tension high; Odri's forces re-rolls, Junior’s shield and careful armor management prevent deaths.

Climax of the Command Bunker Combat

  • One juggernaut is pushed down the trench via knockback effects, colliding with others and spreading damage.
  • Doc enters negotiation mode for a moment, offering surviving juggernauts a choice: die or carry a message that Scrap Beak is dead and the army is ruined. Juggernauts reject the idea, claiming “they always have more,” and return to fighting.
  • Doc and Drift focus fire: Doc uses Rain of Blades crits to shred juggernauts, and melee swings to deliver massive damage; Drift chips in with rifle/steak launcher shots that skip off shoulders but accumulate damage.
  • Eventually, the remaining juggernaut mechs crack and fall apart; goblin pilots are cut down or die inside their failing frames.
  • Doc vents frustration by poking a dead juggernaut with his sword one more time to “make sure,” highlighting how obnoxious these enemies were.

Aftermath in the Command Center

  • The party secures the command bunker, now littered with maps, telegraph wires, and command paraphernalia.
  • Examination of maps reveals four sectors; each sector has four artillery groups, a command post, and four supply caches. The party is in “sector one.”
  • The group realizes the artillery they destroyed earlier plus this command bunker were part of this sector’s infrastructure; three more similar sectors exist further upriver, about a day’s travel each.
  • Long-term goal in this theater emerges: dismantle artillery, command, and supply in this sector, then decide whether to push into others or return to base.

Short Rest and Downtime Mechanics

  • The party takes a short rest in the command center: repairing armor, regaining hope, swapping domain cards, and prepping.
  • Elf traits give extra downtime actions; Doc uses armor repair that also refills one ally’s armor slot.
  • Prep actions restore hope; some characters coordinate to prep together for extra recovery.

Travel to the Supply Cache

  • Using the bunker maps and Drift’s scouting leadership, the party travels to a nearby supply depot, earning advantage on progress rolls.
  • Group progress checks are made with different attributes justified in-fiction; failures with fear would trigger patrol encounters, successes move them closer without incident.
  • Despite some near-failures, they reach one of four supply warehouses in sector one.
  • The depot consists of an underground warehouse, fed by four trenches; goblins move in and out with food, gear, and ammunition (less explosive than artillery, more logistics-focused).

Assault on the First Supply Warehouse

  • The warehouse is roughly 24×24 squares, with 10-foot ceilings, shelves everywhere, and multiple goblin guard squads plus goblin mages inside.
  • Drift and Doc choose shock-and-awe entry: Doc charges and Junior, Doc, Drift begin hitting sentries hard, triggering alarms and drawing defenders.
  • Drift agilely navigates shelves, hits a mage for lethal damage; the mage’s death triggers a chaotic surge that can push or affect nearby targets with wind-like effects.
  • Goblin archers (hordes) aim at Doc, firing volleys that do moderate damage; Doc often reduces via armor and powers.

Odri’s Fireball Records

  • Odri throws a massive fireball at goblin hordes and mages, achieving an 80+ damage crit plus additional dice, totaling ~118–120 damage and hitting six units (a record for the table).
  • That “mini-nuke” fireball nearly destroys an entire goblin squad in one shot, establishing Odri’s fireball as the most damaging single effect so far.
  • Follow-up Rain of Blades from Drift hits survivors in the cleared line-of-sight after the smoke clears, finishing more goblins.
  • A second fireball later in the warehouse is smaller (~38 damage) but still enough for massive damage on remaining hordes.

Clearing the Warehouse and Capturing Zub

  • The party systematically wipes goblin groups: Junior and Doc wade through squads, Rain of Blades plus melee turns clusters into scrap.
  • One goblin, Zub, surrenders, offering to make hot dogs for Junior and begging not to be killed; Junior accepts Zub as “new friend” and potential subordinate.
  • Zub explains the goblin hierarchy: goblins are enslaved labor, bosses (gnomes, like Bullet) and Scrap Beak threaten them with death if they don’t work or fight.
  • Zub confirms Scrap Beak is “boss of bosses” and Bullet was the local command boss; hearing Bullet is dead makes Zub feel freed, but he fears other gnome bosses.

Zub’s Perspective and Enslaved Goblins

  • Zub describes goblin life: endless moving of boxes “from shelf A to shelf B” because bosses change their minds; peeing on the floor due to lack of breaks; being captured and pushed through portals, not knowing where “here” is.
  • The party realizes goblins are conscripted and not ideologically committed; they are forced by gnomes and Scrap Beak’s hierarchy.
  • Doc and Junior propose that if big bosses (Scrap Beak, Bullets, other gnomes) are killed, goblins might surrender; Zub agrees goblins would rather be free than die.

Rigging the Warehouse to Explode

  • Zub reveals explosive storage (ammo cages) but lacks keys; he admits he loves explosions and bosses don’t trust goblins with locks.
  • Doc/party open explosive cages; Zub gleefully scatters dynamite sticks and munitions around shelves and gear, creating a chain-reaction killbox.
  • The party exits, detonates the warehouse, and watches the explosion take out the supply cache infrastructure.

Plans for Other Depots and Zub’s Future

  • They discuss luring patrols into warehouses before explosions but decide the depots are far apart and patrolled by hordes, making trap logistics messy; they choose to move to the next warehouse instead.
  • Zub wants to be “new boss’s” follower; Junior is torn between protecting Zub and the difficulty of keeping a 1-HD goblin alive in large battles.
  • Zub asks for a medal like Junior’s Grimridge medal; Junior says medals must be earned in valorous battle, hinting Zub could become an informant or messenger.
  • They consider throwing Zub “over the mountain” as a messenger to other goblins to spread news that Scrap Beak and Bullet are dead, but worry gnomes will kill him if he announces it prematurely.
  • Idea surfaces: Zub could act as a herald once more bosses are dead, showing Junior’s medal as proof of “new boss” status.

Meta: End-of-Session Questions and Future Goals

  • End-of-session prompts: they confirm they overcame a “noble monster/enemy” (command bunker juggernauts + gnome), gathered important world info (sector structure, goblin enslavement), but didn’t solve problems without violence.
  • Long-term goals discussed: free goblins from gnome/slaver hierarchy, clear all depots/artillery in sector one, then address other sectors or an “evil gate” supply line.
  • Junior’s new pact with Carasil (“defender of the Infinite”) suggests future visits to Carasil via Warp or river, possibly bringing Zub as a gift/experiment.
  • They agree next steps are further depots, talking to the Sovriegn, and eventually cutting off the gate that supplies this warfront.

Session 61.26.7.11

Takes place 1868.1.18-20

AI Transcription

The session follows the party’s night raid behind enemy lines to cripple the war effort and liberate goblins, then their return to the Braves’ army camp with a new allied force. Here are the story beats in temporal order:

  • Party reviews last session
    • Recap: Junior became “guardian of the infinite” for Carasil; the group previously destroyed one of four goblin supply depots in Sector 1 of 4 on the front line and learned goblins are effectively enslaved by gnomes.
  • Post-recap: battlefield context and short rest
    • Time is just after midnight on the 18th; the previously destroyed “Costco” warehouse is now a smoking ruin.
    • Party confirms they are on a short rest after the brutal command bunker fight and prepares to move on to the next depot.
  • Appearance of Zub and tone-setting goblin chaos
    • Zub, the chaotic time-goblin, appears with bad jokes (“How does a penguin build a house? He igloos it together”; “A jumper cable walks into a bar…”) and vanishes.
    • Party is reminded not to accidentally stab Zub if he appears mid-combat, establishing his role as a recurring chaotic ally.
  • Stealth approach to the next goblin “Costco”
    • The party advances through trenches using progress rolls, avoiding patrols while crossing open “Costco” parking lots under flares in the sky.
    • They reach another active Goblin Costco warehouse with visible guard squads posted at the entrances.
  • Opening engagement: devastating ranged fireball
    • The party decides to open with a big spell at range instead of a close assault, targeting clustered guard squads (two archer hordes and two mage goblins).
    • A massive fireball annihilates both mages and nearly all riflemen; the remaining goblins panic and flee, failing to locate the source of the attack.
  • Wild magic triceratops incident and mop-up
    • Wild magic surges: one mage’s corpse grows into a triceratops-like dinosaur with visible intelligence, then reverts and dies in a short, stressful transformation.
    • Drift’s Rain of Blades and follow-up attacks cut down fleeing goblin riflemen; a goblin soul separates into ghost and zombie before both are destroyed, showing how volatile wild magic is around goblin mages.
  • Second wave at the same depot: even bigger boom
    • Another group of goblin archers and mages investigates the carnage, only to be hit by an even higher-damage fireball (over 120 points), completely wiping them out and structurally damaging the entrance.
    • Zub appears again to celebrate the overkill with more jokes and party horns; wild magic flings one mage’s corpse far away and petrifies another at death.
  • Decision pivot: from slaughter to recruitment
    • Observing the goblins’ fear and hatred of their gnome masters, the party decides to stop simply exterminating and instead flip goblin squads to their side.
    • They plan to approach goblins as “new bosses,” leveraging Zub’s influence and gifts to form a new clan identity.
  • First mass recruitment: Cerulean Knights are born
    • Inside the warehouse, goblin mages Zox and Usyk introduce multiple goblin squads; Zub drops a mysterious present box labeled cryptically “not for you / wrong again” until it finally says “for goblins.”
    • The goblins tear it open, finding a trove of blue mustaches; the party declares that wearing a blue mustache marks friend vs foe, and Zox/Usyk christen the new “Cerulean Knights” goblin clan.
    • Goblins eagerly accept improved working conditions (breaks, lunch) and the promise of no more abusive bosses, aligning themselves with the party.
  • Arming and demolishing the second warehouse
    • The newly allied goblins retrieve travel packs, rifles, and dynamite sticks from the warehouse, each goblin carrying at least one stick of dynamite.
    • Under party direction (especially Doc and Drift), goblins wire explosives to key supports; Odri tosses a fireball to trigger a massive controlled demolition from a safe trench distance.
    • The explosion is accompanied by Zub’s face as a fireworks sigil in the sky and the text “Cerulean Knights,” signaling the clan’s first official action.
  • March to the third depot: goblin army grows
    • The party advances toward the third warehouse, now escorted by dozens of Cerulean Knights; stealth rolls are made with multiple advantages thanks to goblin scouting and “sheepdog” herding.
    • A patrol of goblin squads confronts them; existing mages Zox/Usyk and the mustachioed goblins convince the newcomers that “Scrapbeak” (their demon boss) is dead and that new bosses are better.
    • Zub appears with another shower of blue mustaches; the new goblins don them and join the Cerulean Knights, pushing the total force toward ~90 goblins.
  • Third warehouse: repeat of liberation and sabotage
    • The pattern is repeated: mages and rifle squads are rallied under Zox/Usyk, dynamite is placed on structural supports, and the goblins are instructed to recruit their “brothers” and kill gnome masters.
    • Another fireball demolishes the warehouse; Zub’s sky-firework again announces “Cerulean Knights,” and this time adds orders “Goblin South / Goblins to the railroad,” indicating a larger strategic move.
  • Final (fourth) warehouse: completion of sector sabotage
    • The party leads the now large goblin column to the fourth and final Costco-style depot in this sector of the front.
    • The four (later six) goblin mages rush in shouting “new bosses,” Zub drops yet another present of blue mustaches for additional goblins, and the warehouse’s goblins are rapidly integrated.
    • Dynamite is again placed; Odri’s fireball produces the biggest explosion yet, with Zub’s fireworks reading “Cerulean Knights” and “Goblin South to the railroad,” confirming a new mission: move the goblin army to the railhead.
  • Strategic status after four depots
    • All four supply depots in this river sector are destroyed; the artillery emplacement set from a prior mission remains disabled.
    • The party has effectively “cut the head off the snake” for this sector: logistics are crippled, and goblin forces are aligned to turn on gnome masters.
  • Long march south: escorting ~200 goblins to the railroad
    • The party leads roughly 200 Cerulean Knight goblins south toward the railroad and river bridge, making a series of progress rolls with fluctuating hope/fear.
    • Failures with fear produce encounters, including a major one: a Clanker squad of four juggernaut mechs (piloted by goblins) and two beast-bots confront them.
  • Turning the Clanker squad: high-presence speech
    • Doc (with Orderborn and Voice of Reason abilities) makes a powerful presence check with advantage and a D20 hope die, declaring Bullet (their old boss) dead and formally presenting the Cerulean Knights and their new leadership.
    • The juggernaut pilots accept the new command, join the Cerulean Knights, and even their robots receive magical blue mustaches from a Zub party horn event.
    • The Clanker squad forms a protective guard around the party and goblins as they continue toward the railroad.
  • Crossing the river and returning to Braves Landing
    • The combined force reaches the railroad and uses the bridge to cross back over the river toward Braves Landing, avoiding active enemy traffic.
    • It’s around 3–5 AM by the time they reach the Braves encampment; everyone marks stress from the long night, but the mission objectives are complete.
  • First contact at the Braves camp: stunned reaction
    • A Braves soldier (Beans) spots the party leading ~200 mustachioed goblins and a Clanker squad and rushes to alert command, barely believing what he’s seeing.
    • Hurricane (short, middle-aged Native leader with mossy green eyes and copper hair) arrives, hears the quick summary: death of Scrapbeak, destruction of artillery and depots, formation of Cerulean Knights, and goblin liberation.
  • Goblin integration and anti-slavery stance
    • On hearing that goblins were enslaved and abused by gnomes, Hurricane reacts with near-uncontrollable rage at slavery, vowing to ensure their freedom and integrate them into the Braves army.
    • The party explains the goblins’ rules: kill gnomes, obey new bosses, convince other goblins to defect, keep wild-magic mages at a distance, and heed Zub whenever he appears.
  • Reporting strategic effects: map updates and logistics
    • The party provides Hurricane with an updated tactical map: locations of destroyed artillery, supply depots, and rough distances from the front line.
    • Hurricane plans to forward goblins and Braves troops up and down the river to accelerate liberation of other sectors now that logistics and leadership (Scrapbeak/Bullet) are compromised.
  • Emotional coda: Rolla’s reaction and knocks
    • Throughout the night, Doc sends multiple knocking messages to Rolla (via their bond) to mark each major explosion and reassure her they’re okay; she responds groggily with profanity and disbelief about “200 goblin army and growing.”
    • On return, Rolla acknowledges the party’s success, notes that she didn’t have “robots with mustaches” on her bingo card, and commits to keeping the Braves army focused on pushing the enemy back across the border.
  • Long rest and goblins bonding with Braves
    • The party takes a long rest (~6 hours), clearing stress and restoring resources; they wake around midday.
    • In the mess tent, goblins entertain Braves soldiers with exaggerated stories and minor illusion “crayon” stick-figure animations, further cementing their new alliance culture.
  • Strategic discussion: next objectives
    • With this sector secure, the party and Rolla discuss broader goals: push the enemy fully back to the border, then consider whether to help the Sovereign liberate deeper cities or pivot to prophecy-driven objectives (destroying the portal and slaying the Butcher at Abandoned Gate).
    • Rolla strongly counsels against entering the Butcher’s world, advocating instead for destroying the portal from this side, while the party weighs remaining prophecy steps and Mithras’ situation.
  • Travel plan: rail to Richwater and resupply
    • A major port city, to rest, resupply (potions, scrolls, specialty items), and potentially plan an arcane heist.
    • They stay at the Tenderfoot saloon in Richwater—a lively establishment with dancing and piano shows, run by Bones, a shaggy violet-haired owner with a lazy eye and Irish accent.
  • Shop interactions and introduction of the Blind Dwarf target
    • In a magic-item shop, they buy health potions and learn about specialized items like arcane grenades and “bridge seeds,” which can create bridges if misused.
    • The shopkeeper hints that the rival shop, “the Blind Dwarf,” stocks such seeds and similar high-end wares; she asks the party to obtain a specific item from the Blind Dwarf and his bag of bridge seeds, framing it as a professional rivalry job.
  • Heist debate: Nightmore vs Blind Dwarf vs Sovereign
    • The party debates whether to:
      • Go to Tight Water (capital) to update Sovereign Frankie directly and consult the Sisters.
      • Go to Nightmore (with the telescope) to get real-time intel and talk to Jock.
      • Execute a small heist against the Blind Dwarf for bridge seeds and an item.
    • Doc pushes for prioritizing the Sovereign and prophecy objectives, wary of crossing lines into an enemy-controlled town again, while others consider the heist as a fun, low-stakes operation with strategic payoff.
  • Session close: next steps lined up
    • The session ends with the party planning to visit a map shop, send telegrams (Scrapbeak dead, depots destroyed, mustachioed goblin allies), then likely pursue the Blind Dwarf lead before heading toward Tight Water and Nightmore.
    • Future goals include: scum-hat research, bridge-seed acquisition, portal destruction and confronting the Butcher, and possibly recruiting new players (out of world) to join the campaign.

Session 62.26.7.18

Takes place 1868.1.20

AI Transcription

Recap and setup

  • Party has recently destroyed enemy warehouses, rescued ~200 goblins of the Newt clan, and helped the Cerulean Knights, then did some resupply and accepted a side job to steal seeds from a rival shop in Elderville.

Leaving the candy shop and Zub’s blue mustaches

  • The party leaves the Black Wall candy store, planning to head to Harborview Library.
  • Zub appears, banters about a fictional rap group “Cellophane,” then dramatically explodes into a shower of tiny blue mustaches.
  • The mustaches inchworm along the ground and are implied to crawl onto people in their sleep, bonding and granting powers, turning into a weird Cerulean-Knight adjacent phenomenon in town.
  • Townsfolk notice the party and the mustaches but, being far from the Church’s influence, react with curiosity instead of panic.

Crossing the city toward Harborview Library

  • The GM establishes a “progress clock” for crossing the city; traffic is notably dense with horse-drawn carriages and crowds.

Alleyway: drifting off gang of teens

  • The party hears a cry for help in an alley and investigates.
  • They find a nervous teen gang (16-ish ringleader plus some younger teens) harassing an older, wealthy gentleman.
  • Drift steps up as a cool street presence, calmly telling them to leave the man alone; the teens recognize the group’s reputation and flee.
  • The rescued gentleman introduces himself as Mr Grey, thanks them, and tosses over a bag of coin as a reward.

Meeting the Museum of Weirdness curator

  • The older man asks Drift about her line of work; Drift identifies as a monster hunter in town to fight the war.
  • The man reveals he runs the Museum of Weirdness and is interested in acquiring monster specimens, especially the body of Scrapbeak (one of the enemy war-leaders).
  • The party explains Scrapbeak’s body is currently on their train and may end up displayed, pending negotiations with the Sovereign.
  • The curator notes that despite monsters appearing elsewhere over the last 10 years, the region around the Sovereign has almost none, speculating that whatever happened is centered on her or her presence.
  • He invites the party to come to the museum later for formal recorded interviews about their weird experiences, and accepts a single razor-sharp feather from Scrapbeak as a display piece.

Describing the university district and architecture

  • As they walk, the curator gives background on the city: two universities and a clean, circular layout.
  • Architecture is described as Persian/Islamic-inspired: lots of stone and glass, flat rooftops for watching the sea, and an overall well-ordered, sand-derived construction aesthetic.
  • The party and curator eventually part ways as the group reaches the Harborview Library.

Explosion at the research lab

  • Near the university, they pass a lab building and hear someone inside shout “Oh sh— get down!” just before a blast.
  • Odri is slightly too slow and is hit by flying glass and shrapnel, taking damage that is mostly absorbed by his eldrite-infused coat, which glows briefly and alarms Mr. Gray.
  • A fire starts inside the lab room; the party rushes to help.

Rescuing Professor Benny and saving the lab

  • Doc dives through the broken window to reach an injured researcher (Benny) lying about 15 feet from an exploded workbench, severely bleeding from a back wound.
  • Using medical knowledge and a restorative ability, Doc heals Benny, closing the wound and waking him as he carries him out through the window to safety.
  • Inside, some assistants attempt to contain the fire, but it is starting to spread across papers and equipment.
  • Odri launches a frost spell that manifests as a cold mist/fog explosion, extinguishing the flames and filling the room with steamy frost.
  • Drift frantically gathers scattered research notes and papers before they’re ruined, and successfully recovers the bulk of Benny’s work.

Discovering the napalm research

  • Back inside the lab, Odri examines the recovered notes and identifies them as the design for an experimental exothermic firebomb, effectively a napalm-like grenade.
  • Odri, with a critical success, fully parses the math and chemistry, identifies the exact cause of the blast, and silently annotates the research with corrections that prevent runaway reactions and improve the mixture’s “stickiness.”
  • The party returns the annotated notes to a dazed Benny while not taking explicit credit for the improvements; Benny is confused, insisting he never wrote those changes and that the handwriting isn’t his.
  • Odri copies the corrected formula into his own notebook, effectively gaining a working recipe for sticky napalm.

Mr. Gray reacts to eldrite and magic

  • Mr. Gray, having seen Doc’s coat flare with eldrite and the frost magic in the lab, is simultaneously fascinated and unsettled.
  • He asks if the “monster gear” in Doc’s coat could someday be displayed in the Museum of Weirdness, but Doc refuses, noting it’s currently saving his life.
  • Mr. Gray eagerly scribbles notes and reiterates his desire for detailed oral histories, then departs, promising to host them at the museum if they survive.

Harborview Library: maps and city research

  • The group enters the massive Harborview Library, with sea-snake carved pillars and neon magenta, gold, and black décor, lit by cool white light.
  • The librarian, Millie, a short, amethyst-eyed woman with a Minnesota-y accent, helps them locate an Elderville street map on the third floor.
  • They find a large, detailed 4-foot square map with districts, including the train station in the Board district, and market districts Spear Square and Paladin Plaza; the blind dwarf shop is located in Spear Square.
  • Elderville’s layout is noted as messy and industrial, having grown haphazardly outward from the rail hub, unlike the carefully planned current city.

Newspaper archive: Elderville’s slow fall

  • On the fifth floor newspaper archive, they search for old Elderville papers (none more recent than about five years ago).
  • Early articles depict a prosperous industrial boom with new factories providing jobs, followed by rumors and “weird story” items about little green monsters and dwarfs/gnomes arriving from the north—clearly goblins and allied smallfolk.
  • Later pieces describe factories shifting to war-machine production, growing authoritarianism, and worsening conditions: good jobs degrade into near-slave labor as war demands escalate.
  • Reports emerge of vanishings, failed escape attempts, and “troublesome” workers being dumped into the ocean, painting a picture of a city sliding into martial-law-like repression.
  • Final years of coverage imply a regime change aligned with the war effort, a clamp-down on free movement, and a climate where those who leave on foot or off the approved paths simply never come back.

Failing to find “weird” lore in the library

  • The party asks Millie about books on the Weird/Weirdness magic, but she indicates there is nothing public in the collection about that—no accessible forbidden section here.
  • They decide that deeper Weird research will likely require better credentials or Sovereign-level access at a later date.

Crossing the city: random incidents on the way to food

  • On the way to find lunch, the GM runs a series of travel “clocks” in the crowded city.
  • A reckless carriage nearly runs down pedestrians, but the party intervenes: Doc grabs reins from above using his wings, and the others yank people out of danger, though Odri takes a glancing hit and heals it with magic, impressing bystanders.
  • In another incident, a falling paint can from a precarious painter’s rig narrowly misses them; a rope snaps and the painter nearly plummets three stories.
  • Doc flies up, convinces the terrified painter to let go, and carries him safely to the ground while the painter’s partner secures the other rope; the painter vows to inspect ropes more carefully—after chewing out “Jerry.”
  • A minor fruit-stand mishap with a careless passerby knocks over apples; the party mostly watches, paying minimal attention, illustrating how commonplace chaos is here.

Lunch at Elementary and planning Elderville

  • They find a busy restaurant called “Elementary,” decorated with primitive islander vibes: mud-like tables, bamboo-ish booths, and rune-lit torch-style lights that Odri recognizes as runic, not mundane.
  • The specialty is barbecue clams in a sea-inspired sauce alongside roasted meats and vegetables; the group eats heartily, with Tumbleweed (their tall Inuit-tribe server) recommending seafood.
  • Zub manifests at the table again, steals bites from everyone’s plates, and leaves behind a mustache spelling “Zub the best,” reinforcing his chaotic benign presence.
  • Over food and drink they strategize about Elderville: whether to ride in openly, jump from the train roof, or infiltrate using teleportation and goblin recruitment.

Strategic discussion: liberating Elderville

  • Using the newspaper intel, they conclude Elderville is a heavily industrial, war-supporting city with conscription-by-disappearance and widespread goblin/gnome control.
  • The group considers leveraging Cerulean Knights and goblin conversions: using their mustache-driven cult of personality to flip goblin allegiances and start an internal wave of rebellion.
  • They note that Juggernaut mechs are goblin-piloted, while healer bots and suicide bomb bots are automata, implying that flipping goblins could cripple part of the war machine while preserving support assets.
  • The party also argues about intel: they suspect the Sovereign’s side lacks detailed information beyond the front lines, meaning they will be among the first to map current Elderville conditions.

Boarding the train back toward Elderville

  • After finishing at Elementary, they rest, clear stress, and head back to the train station using another set of city travel checks punctuated by small rescues.
  • They buy standard tickets (no luxury car) and board a train that will take about five hours to reach Elderville, expecting to arrive around 9 PM.
  • On the journey, they eat, drink, and observe as the train passes heavily industrial terrain and then into Elderville’s outskirts, noting clanker patrols and rifle-equipped gnome squads seen from the windows.
  • Elderville proper appears Gothic and oppressive: gray stone, blue roofs, dense industrial sprawl, and a haunted, polluted atmosphere.

Arrival in Elderville: customs and security

  • The train pulls into the Board district station; they see clearly separated lines for merchants vs. workers, with Juggernaut mechs and gnome officers supervising.
  • The party lines up as “merchants,” planning to claim they are selling medical supplies and seeking rare coins; Odri takes point as the face.
  • A valley-girl-accented gnome in the first booth records their details, collects a substantial tariff (a bag of gold), stamps their papers, and warns that losing the papers means automatic factory conscription.
  • At a second checkpoint inside a secure building, another gnome (old, Patrick-Star-with-French-accent) conducts weapons declaration; six Juggernauts stand ready along the walls.
  • The party shows only some weapons (daggers, revolver, stake launcher, shotgun, saber) while successfully hiding others via finesse; they pay per-weapon fees and are warned that undisclosed arms mean straight to the factory if caught.

First impressions of Elderville streets

  • Exiting the secure building, they step into Elderville’s streets: humans look exhausted and broken, goblins harried, and gnomes plus Juggernaut teams patrol in force.
  • Approved shops are marked with a Scrapbeak emblem; human activity is mostly transactional under watchful eyes, and the whole district feels like a controlled, war-time company town.

Reaching The Blind Dwarf shop

  • Using the copied map, they navigate toward Spear Square, the main market district housing “The Blind Dwarf” shop.
  • The Blind Dwarf storefront has a half-destroyed sign with fading magenta and pink paint and a disturbingly fleshy-looking door illuminated by electric lights similar to the lethal arc-lights seen in previous battles.
  • The shop is a small, single-story building with display windows showing weapons and wares, and a back counter line of higher-end locked cases.

Infiltration: Drift enters through a side window

  • Drift scouts the perimeter, finds a side window, and silently slips inside while the others remain outside.
  • She immediately senses that many items are alarmed: six prominent display cases contain a caged glowing sprite, two documents, a chain belt with a familiar sacred symbol, a monstrous claw, and a ring with an obsidian stone.
  • The shop is dark and quiet, indicating it is closed, but also heavily warded and trapped.

Stealing the seed bag: Alarm triggered

  • Drift locates the quest objective: a small labeled bag of bridge “seeds” behind the counter.
  • As he picks them up, a faint glass-breaking sound indicates he has tripped an alarm—some magical or mechanical sensor tied to the seeds.
  • A four-segment “consequence clock” for guard response begins; every non-perfect action can advance it.

Decision to smash-and-grab everything

  • Drift signals the others through the open window that she has the seeds but that alarms are active and the shop is trapped.
  • They decide to go full smash-and-grab: use the bag of holding, clear the six high-value items, and teleport out via Doc’s cube before guards arrive.
  • Odri conjures a mysterious mist to fill the shop’s interior, helping conceal Drift’s movements and giving her advantage on the grab while Doc prepares the teleportation cube.

Smash-and-grab execution and escape

  • Drift rushes case to case, breaking glass and throwing items into the bag: the sprite cage, two documents, the chain/belt with the Mithras symbol, the raptor-like claw, and the obsidian-ring.
  • Destroying one of the protected cases and taking its contents triggers a loud, clear alarm, escalating the guard response clock.
  • Drift dives out the side window into the mist with the bag, and Doc activates the teleport cube as Juggernaut squads and ground troops converge on the shop.
  • In the last instant before the cube solidifies and they blink away to the train, they glimpse multiple Juggernaut teams and soldiers rushing up through the haze.

Back on the train: wrestling with the Bag of Hoarding

  • Safely back on the train’s dining car, they start pulling loot out of the bag of holding, which acts like a “bag of hoarding,” resisting giving items up.
  • Multiple failed attempts inflict stress until Doc focuses on the Mithras-marked chain, leveraging Pale Rider experience, and successfully retrieves it.
  • They gradually extract the claw, ring, caged sprite, and two documents after several tense pulls, then, for fun, Drift successfully “asks” the bag for hope-leaf and pulls out a single dose packet.

Identifying the loot: recipes and relics

  • The two documents are recipes: one for minor health potions (craftable in downtime), and one for “dark smoke,” a defensive vial that, when used, adds an agility-based D6 to evasion against a single attack, similar to a smoke bomb.
  • The monstrous claw is a relic that grants +1 Strength while carried or worn, clearly from a powerful beast like a raptor-type monster.
  • The chain/sash bears a Mithras-related symbol: through an hour of study, Doc realizes it is a Paragon Chain once worn by priests, allowing its wearer to meditate on a principle; once per long rest they can spend a hope to roll a D20 as their hope die on rolls directly aligned with that principle.

The Corrector Sprite and personal ear-advisor

  • The tiny glowing sprite in the cage whispers barely audible phrases to Odri, referencing “help” and “correcting,” reminiscent of old Inuit stories of corrector sprites.
  • Odri checks with Nanook (his patron) telepathically; Nanook says sprites only serve their purpose and nothing else, implying they are neither deceitful nor altruistic beyond that function.
  • Concluding it can be removed later and is not parasitic, Odri opens the cage and lets the sprite settle on his ear like jewelry.
  • Mechanically, once per short rest the sprite grants advantage on one attack roll by giving timely whispered guidance; in fiction, it becomes a tiny adviser murmuring corrections.

Bridge seeds and hope-leaf: future projects

  • Odri, on a critical analysis of the stolen “seeds,” discovers they are bridge seeds: when planted, they grow thick vines from the user’s location to a distant point within far range, acting as temporary climbable bridges that vanish at the next short rest.
  • There are three such seeds; the group debates how many to admit to the Elderville contact vs. keeping as strategic assets, and starts musing about growing a bridge-seed tree and a hope-leaf bush as longer-term projects.
  • They note that Inuit elders and the Sovereign’s circle may be able to help cultivate such magical flora later.

Session close: back to Sovereign’s side

  • They plan to rest overnight on the train, then in the morning return seeds (or some portion of them) to their original quest giver in the capital in exchange for promised rewards: Moon Drop (darkvision trinket), snap powder, and gill salve.
  • The group also plans to report on Elderville’s current conditions, deliver Scrapbeak’s remains for political leverage or museum purposes, and then spend some time in the capital on projects, crafting, and intel gathering before their next major operation.

Session 63.26.7.25

Takes place 1868.1.20-22

AI Transcription

savacola/campaign_one.1785080952.txt.gz · Last modified: by rabidbaboon