Twilight's Children
Session 14, 1/13/06-1/14/06
WARNING: The DM's Commentary contains spoilers for future sessions.
If you are one of the players, or spoiler-sensitive, please hide the
commentary now, or go to the player-safe version. |
Monday, February 5th, BC 736
Monastery of the Willing Sentinel, Lamordia
Soundtrack for The Monastery of the Willing Sentinel:
Vas - Remembrance
The Village - The Gravel Road
The Village - The Vote
Gothic Voices with Emma Kirkby - Ave, Generosa |
Suriana's player was able to rejoin us for this session. Gaining a
bit of XP, Suriana was able to take her first actual PC Class level,
becoming a cloistered cleric of the healing and purification domains.
(Cloistered Cleric is a variant cleric class from Unearthed Arcana.) |
The group wakes in the morning after a restful night at monastery.
Sister Eleyna,
Brother Juergen, and
Brother Tomas agree to meet with them
in the meeting hall after breakfast. Ludovic checks the dagger again and
confirms that there is no longer any trace of the necromancy aura, only
conjuration and transmutation. But the group is still wary of leaving it in
the care of the monks, considering how poorly they were able to protect it
from
Vir,
Valric,
and Severed Hand. They decide to take the dagger with
them, for its protection, and for the protection of the monks themselves.
A legitimate fear. I had intended to: 1) involve the players in
the destruction of the Souldrinker and give them something to do, 2)
make the bad guys seem formidable, and 3) use Juergen as the mouthpiece of
Lamordian rationality. But in doing so, I had inadvertently portrayed
The Guardians as incompetent. Not sure if there's any way to rectify that.
I happen to have a lot of respect for the Guardians personally, but
unfortunately my players now consider them fools. |
But when Ludovic, Duffy, Leif, Gavin, and Kerri meet with Eleyna, Juergen, and
Tomas, the monks say that they talked through the night and have decided
they can’t allow them to take the dagger. They thank them for their help,
and acknowledge their strengths, but insist that the mission is theirs,
despite any past failures. Now that the unholy taint of the mists is
removed, it is still a Ba’al Verzi dagger, and the members of that cult of
assassins have been tempted into dark deeds even by the lesser powers of
these daggers. Tomas believes the thing from whom they retrieved the
dagger was a lich, a master of the magical arts who has willingly undergone
a transformation into an undead creature, by means of a foul ritual, in
order to cling to a mockery of life, so that he may perfect his dark
powers. Ancient tales known to some of the priests speak of them, though
many of them thought they must be myth, until reality proved otherwise.
The monks speculate that there are any number of vile purposes to which a
creature of that power could have put the Souldrinker. But they believe the
lessened dagger would be of no interest to it, which is why it tried to
stop the cleansing ritual. If the creature still exists, they believe it
will leave them alone to pursue fouler cursed items.
Ludovic and Duffy are particularly adamant that the dagger is safer with
them than at the monastery. They point out that the creature was not the
only one after the dagger. The Kargatane had infiltrated the monks once
already, and would surely send more agents once Valric failed to report
back. The monks agree, and have decided to take new precautions with the
dagger. With the deadly aura removed, it is now safe to store it here,
where they can watch over it, and it will be sealed in several locked
chests in their fortified vault. They will also redouble their research
into the occult forces in order to ward the vault better against creatures
of the night. Tomas concludes by saying, "You are of course, powerful,
and while we hope you will accept our wishes. We know that if you
disagree, there is little we can do to stop you. But we will try." Still
skeptical, but not wishing to fight the well-meaning monks over it, the
group resigns to leaving the dagger with them.
Taking the group aside before Suriana wakes, Gavin explains his
relationship with Suriana in more detail. As mentioned before, he is a member
of the Order of the Guardians as well. But his is a special task, as he is
charged with protecting his sister, Suriana, rather than any magic
artifact. It is at this point that the others realize he uses the word
sister literally, and not in the religious sense. Gavin actually is
Suriana's older brother. In the time preparing for the cleansing ritual,
he sought guidance from the other monks, and realized that he was taking
his vow of non-interference too literally by not speaking at all. From now
on, he will attempt to be more sociable, but he must always be wary that he
doesn't accidentally influence Suriana's path in any way.
When Suriana awakes, she remembers the ritual, the dark blade held in
her hand, the cold it exuded into her very bones. She remembers chanting
the incantations the priests taught her, focusing her powers into the
blade, as though it were a wounded person she meant to heal. Then the rest
of the night is a blur... She has no memory of the end of the ceremony. A
young sister comes to check on her and tells her that it went well, that the
creature was destroyed, her friends are safe, and that the dagger’s power was
banished forever. She is relieved, but wonders why she can't remember it
herself.
I did say there would be consequences. More elaboration to come later
this session... |
Ludovic offers to magically divine the powers of the dagger, and to teach
the monks how to do so, if they can provide the pearl he needs as a
material component. Eleyna finds a suitable pearl in her quarters, and the
monks enthusiastically agree, asking him to do the same for three of their
other artifacts as well. During the eight hours that the spell will take,
Suriana asks Leif if he would teach her how to use her cudgel
better. Recent events have shown her that she should have some defensive
skill of her own to fall back on. Leif gladly agrees to help her, thankful
for a way to pass the time.
No in-game result, of course, just some role-play. Unless you count
this as the source of her d6 Cloistered Cleric hit-die, improved from her d4
True Innocent hit-dice. |
She also asks Duffy to teach her to shoot, but he tells her it would take
a lot of training for her to become accurate with them. Instead, he gets
Ludovic to give her his spare light crossbow, which is easier for her.
Remembering how useful the villagers were for Duffy back in Refuge, she
resolves to learn how to at least load his guns for him.
The Guardians retrieve the Souldrinker, unlocking it from within several
nested chests, each opened with a key held by a different monk. Then, with
the Guardians' arcane studies expert watching, Ludovic begins the spell to
examine seven different items.
identify. I like to add a bit of flourish to this spell,
including a bit of vague history of the item in the form of a vision. Only
when the DM feels it appropriate, of course. |
First he examines the Souldrinker, which now seems to simply be an enchanted
dagger. A vision comes to him of a man in shadows behind a curtain, in an
ornate chamber. An armored man walks by and the hiding man stabs him with
the dagger, the blade passing through the curtain the victim's armor with
the same unnatural ease. As the armored man falls to the ground, Ludovic
looks down at him, from the assassin's viewpoint. He sees no damage or
hole in the man's armor, only blood welling up from inside, seeping through
the joints of the plate mail.
Ba'al Verzi daggers magically ignore armor. |
Later, Ludovic describes the vision, including the insignia
emblazoned on the victim's breastplate, which Duffy recognizes as the Dilisnya
crest, a noble family from his homeland of Borca. Ludovic goes on to analyze
the other three items that the Guardians have brought, giving them as much
information as he can.
Since I was on the spot here, I decided none of these items were
important, so I didn't even bother describing them. |
With the Guardians' items finished, Ludovic moves on to some of the items
the group has collected recently. Not wanting to risk the Guardians taking
the items into custody, he politely asks his chaperone to leave so that he
can "rest." Once alone, he continues, examining the macabre hand-shaped
candle found in Severed Hand's lair.
a three-fingered hand, from Ravenloft Gazetteer vol. V
and Forged of Darkness |
Ludovic has another vision, this time of a man in dark alley stabbing
someone in the back. The vision flashes to this murderer hanging dead from
a noose. Then he sees the same man lying in a mass grave, and some unseen
force chops off his hand just before the dirt is shoveled over him. The
vision changes again, and Ludovic watches as the murderer's hand is bound
into the shape of the candle, with three fingers extended, and thrown into a
boiling cauldron by green, wrinkled hands. He senses that lighting the
candle will give a spellcaster greatly increased power for as long as the
candle remains lit. He turns his attention to Severed Hand's claw-shaped
skullcap.
the helm of quasimancer creation |
In his mind's eye, he sees a man with dark hair and rich clothing, wearing
an iron crown. The man presents this device to someone who is bowing to
him. The vision shifts as the second man later forces this claw shaped
helm onto a corpse, with the attached syringe plunging through its skull.
Ludovic sees the corpse rise up, it's fingers crackling with magic power.
Ludovic surmises that the device raises the dead; it is activated by
putting it on a corpse and casting certain spells through it. Later, when
Ludovic relates this vision to the others, Kerri fills him in on the
man in the Iron Crown. Since their escape from
Juste's theatre, she has done
some research during their travels and in the local tales she has heard,
the Iron Crown is nearly synonymous with the man who wears it, Darkon's
wizard-king, Azalin Rex.
A successful bardic knowledge check |
Lastly, Ludovic looks at the harp found in Severed Hand's lair, with the
ominous inscription: "For Andres..."
His spell senses that whoever plays the harp can tell the listeners what
to do, and they will be compelled to listen.
Once again, he experiences a vision of the item's origin.
The following vision was added after the fact. During game time, I
hadn't prepared for it, and I knew I wanted to make it special, to drop
some good hints about Andres's past. So, as I occasionally do, I skipped
it during the game, saying, "I owe you a vision about the harp." So, this
journal is actually the first time the players will see it. |
The same dark-haired man in the iron crown stands in a windowless
rectangular stone room. A magic circle has been etched in the floor. Vile
stains are burned into the stone itself. A small table stands in the
corner, covered with ancient-looking books and scattered spell components.
This is Castle Avernus's Incantation Room, room 33 on the map
from From the Shadows, for those who care |
The crowned man is not alone. In the center of the circle stands Andres
Duvall! He appears a few hard years older than he did in Juste's play, and
he is holding a glowing glass orb in his outstretched hand. The crowned
man casts an unknown spell, focused on the circle, which briefly flares
with light. In a cold voice, he commands "Again. This time without that
blasted singing." Andres replies, "But... the song calls forth the light
from the Grey Realm. It is the scrap of moss and the song together that
make the light. I cannot do it any other way." The crowned man cuts him
off, saying, "There is always another way. I will show you in the morning,
and once you have learned to cast in silence, we shall proceed.
My version of Andres is quite different from the canon one. Here,
Andres has been captured by the Kargat, after deserting the Kargatane and
fathering Kerri. Rather than kill him (as Kerri and her family believe)
they delivered him to Azalin, who has come up with a new tactic to
circumvent his curse. If he can learn bardic spellcasting, perhaps
it will be a loophole in the Dark Powers' power. Of course, it didn't
work, but I prefer this explanation for Andres hanging out at Avernus to
the canon one. (Azalin kept him to "lighten the mood.") |
Manus! Take our guest back to his cell." With this, the king looks
straight at Ludovic, who realizes the vision is not from a third-person
view, but from the vantage of someone called Manus. The vision skips
ahead... and Ludovic sees himself locking Andres into a dungeon cell.
Ludovic hears the voice of Manus as though he were speaking himself,
"The Master has been as he is for too long, Andres. For me, it is not as
long. I still remember the simple joy of a bard's song. Will you sing
me something before I go?" As Andres starts to sing, the vision skips
forward again... Ludovic finds himself running down a stone hallway.
Looking down, he sees himself clutching a large purple gemstone in skeletal
fingers. He barges into a room, a modestly appointed bedroom, with a large
worktable and several shelves. He begins magically flinging items from the
shelves and table into a large sack. Books, vials, and quills all haphazardly
fly into the sack. He spins around and spies the harp, sitting on the
table. Grasping it in his rotten hand, he murmurs, "Pity I never got to
finish it for you. More pity that I haven't time to rescue you as well. I
shall return once I am free." He shoves the harp into the sack and weaves
an incantation. The air in front of him opens up in a swirling portal of
dried, dead leaves and he jumps through it.
This last bit of the vision is Severed Hand's last moments as Azalin's
Hand (Manus in Latin/Darkonian). How he got a hold of his phylactery (the
gem), I'm not sure. Azalin's not that sloppy usually. Maybe his escape
was engineered by Azalin from the start for some unknown reason. In any
case, his soft-spot for Andres seems a little out of character, I realize.
Sentimentality is not usually the mark of a Vassalich. But I rationalize
it as some last vestiges of his humanity. Once I stuck that harp there, I
needed a reason for it. This was the best I came up with. |
Weary from his visions, Ludovic asks the others if they can spend the night
here, since it is already late in the evening. They agree. Before they
go to bed, Tomas pulls Ludovic and Leif aside and asks if they
saw anything at the Old Monastery regarding the Bloodknife. When they tell
him that they saw nothing, he reminds them to keep watchful for it,
since they may be linked to its legend.
The whole Bloodknife is a big Red Herring, at least as far as I've
planned so far. Its prophecy (from Van Richten's Arsenal)
just so perfectly fits Leif and Ludovic that I had to throw it in. Tomas
may seem a bit obsessed about it, but then, he is one of the Guardians.
It's his job to be obsessed about magic items. |
Tuesday, February 6th - Monday, February 12th, BC 736
Monastery of the Willing Sentinel, Lamordia
The group actually decides to stay for six days, to recuperate from their
recent ordeal. Duffy takes some time to finish up one of his guns, and to
study Vir. He also asks the monks if Vir can be re-buried in their
graveyard, and they agree. Kerri takes some time to experiment with the
harp. It is a masterfully crafted instrument, and she takes to it easily.
Ludovic agrees to test the harp with her, and she spends some time
magically bossing him around. But after several hours of experimentation,
something goes wrong, and Ludovic suddenly gets very angry. He casts a
spell on Kerri, and storms out of the room. (I think it was hold person,
right? or maybe cause fear?)
With Kerri's high perform skill, she can only fail the check for using
the harp on a natural 1. But if you experiment enough... you'll roll a 1
eventually... |
Later that day, they cautiously approach each other, and make sure they are
both unharmed. In an awkward conversation, they decide not to test the
harp anymore, in case it causes any further outbursts.
This was actually a very well played and funny conversation. |
Leif spends the time teaching Suriana to defend herself, as well as talking
to Kukri. He learns that Kukri was made fun of by his brothers in his pack
for being small. He ran away, but had trouble fighting off larger
predators in the woods. He was very happy when Leif came along and took
him into his pack. After wrapping up all the loose ends at the monastery,
the group leaves for Darkon, to continue on the Stangengrad to see The
Gears.
Monday, February 12th, BC 736
Mt. Steimschloss, Lamordia
The party leaves the monastery, trudging down the mountain, slushing through
snow and sleet. Near the bottom of the mountain, Suriana stops to pick a
shriveled flower poking out of the snow. She breathes on it, and it returns
to full bloom.
The Blossom Breath feat from Van Richten's Guide to the Shadow
Fey. |
She gives the flower to Leif as thanks for helping her, and he waits until
no one is looking, then presses it in his journal.
Leif keeps a secret journal about his travels. His player writes it in a
notebook. Perhaps one day, I will put it online. |
Leaving snowy Lamordia behind via the Wauntmaa road, the party enters Darkon.
Soundtrack for Darkon:
The Count of Monte Cristo - Training Montage
Record of Lodoss War - Elven Flute |
Checking amongst themselves quickly they find that only Suriana speaks
Darkonian. Hopefully some of the locals speak one of the tongues of the
southern lands.
Language is a constant problem for a Ravenloft DM. Strict enforcement
means leaving some people out of role-playing, but lax enforcement is
unfair to the classes that excel at languages. In general, I try to keep
the players informed of who speaks the local language, and give occasional
hassles to those that don't, but unless it's a very exotic locale, I
assume most important NPC's speak one of the more "common" languages. I
think I've decided I prefer "Darkonian" to the canon name of the language,
"Darkonese." It sounds more in flavor for some reason.
|
Nearing nightfall, Gavin and Leif notice two men hiding in the underbrush,
about a hundred feet off the road in the woods. Ludovic, Kukri, and Leif
go into the woods to check it out. When they get close, they see two pale
men, wearing rags. They are not so much hiding as they are just standing
in the woods and staring toward the group on the road. Leif calls out,
asking who they are and what they want. The two men respond in eerie
unison, "I am the voice of Azalin Rex."
This creepy little effect is from the story, "The Crucible of Rudolph
Van Richten," from Tales of Ravenloft. |
They say they’re only interested in the girl (Suriana). They say that she
is blindingly pure, and ask what she is. When the others refuse to reveal
anything about her, the deathly pale men say, "I must study her more
closely." Leif moves to bar their path with his staff, warning them not to
go any further. They simply laugh at his "arrogance" and proceed toward
Suriana. Leif, Ludovic, and Kukri attack them to protect her, and the men
crumple into rotten flesh.
If paladins feel like pain to a darklord, a True Innocent should
really be like an open wound. I can't have her attracting darklord
attention everywhere they go, but Azalin isn't the type to let
something like that stand without investigating, and unlike Adam or
Dominic, he's got the means to do so. So, this was a good opportunity to
work in that dire attention drawback. |
A bit shaken by this encounter, the party heads on toward Rivalis. They see
the town distantly on the horizon, but shortly they realize that the town
is much closer, and much smaller, than they had assumed. Much of the town
is about half as large at they expected. It appears that a large halfling
population lives here. They pass a cozy-looking inn called the "Old Way
Point," and try to get a room, but the proprietor says they can't stay.
"It's nothing personal, you just can't fit," he says, recommending an inn
across town called the "Traveler’s End" that caters to "bigfolk."
At the inn, Kerri and Ludovic have a plan to entertain the patrons.
Ludovic ducks into the kitchen while Kerri gathers the attention of the
crowd. Ludovic casts his polymorphing spell and comes out of the kitchen
as a bear wearing clothes. Kerri plays the part of an animal trainer as
she commands the bear to do a "strip tease" dance. After the performance,
Ludovic goes back into the kitchen to change back into human form, and
only then notices the cook, stirring something at the hearth. Worried
about her reaction to magic, Ludovic tries to calm her, but her reaction
surprises him. She excitedly asks if he is a wizard, and produces a broken
pot that needs repair. Still bemused, he mends her pot with a quick spell,
and heads back out to the common room, where Kerri has become mobbed by
the patrons, several of them clamoring for her magic to fix things, help
with assorted problems and ailments, and asking her to provide charms and
potions. It is clear that a traveling wizard in these parts isn't feared,
but respected. In retrospect, they realize that a land ruled by a
wizard-king is likely to have a very different view of magic than they are
used to.
Kerri and Ludovic's players had apparently come up with this idea to
throw the DM for a loop, and elaborated on their "surprise" for several
weeks. It certainly did surprise me, but I decided to spin things back
onto them, and follow it to the logical conclusion, based on Darkon's view
of magic. It was a fun bit of comic relief for all involved.
If this was a Barovian or Tepestani inn, things would have turned out
drastically different. Thankfully they chose a relatively harmless time
and place for the stunt.
|
Suriana goes upstairs to rest, and Leif volunteers to guard her, so
Gavin can stay downstairs with the others. The incident in the woods has
Leif worried that Suriana will be targeted again. Meanwhile, downstairs,
the cook gives Ludovic a complimentary plate of cheese biscuits to thank
him for the pot repair. It seems that the cook and innkeeper are wife and
husband. Ludovic learns that the nearest wizard is Zorian the Alchemist
Brief mention in Ravenloft Gazetteer vol. II. |
in the city of Nartok to the south, which is too far for most folk to travel,
so they have to rely on traveling wizards like Ludovic and Kerri for their
magic needs. Gavin is having a drink at the bar when the innkeeper
grumbles after serving a large dour looking man. "Watch out for that one,"
the innkeeper says suspiciously, "he's Kargat, I'll wager." Gavin asks
what that means, and the innkeeper explains that the Kargat are the king's
secret police, and it pays to watch out for them. He suspects this man
because of the large chain he wears as a necklace. Gavin points out that
the innkeeper wears a chain on his wrist, and the innkeeper explains that
it is his wedding bracelet. Chains signify responsibilities and binding of
contracts in Darkonian culture, but someone with a chain as large as the
dour man must be someone of great station and power, and the innkeeper
doesn't trust his looks. Gavin keeps this conversation to himself.
Just a little splash of Darkon's culture from Ravenloft Gazetteer
vol. II. The man isn't Kargat, of course, since they are
"unchained," but the innkeeper doesn't know that. It was also time to
inject the name Kargat, since they know of the Kargatane, but not their
masters. |
Tuesday, February 13th, BC 736
Rivalis, Darkon
Before leaving in the morning, Ludovic tells the others that this is the
town where his mother died when
he was a child. He hasn't been back since then, but he'd like to find
where her fortune-telling tent was. He asks around to see if anyone
remembers a vistani fortune teller setting up a tent in town around twenty
years ago. Eventually he finds an old man sitting outside of the inn who
oddly says he spoke with Ludovic last week about this. The tent was down
in the market square on the east side, just like he told him last week.
Ludovic is very perplexed by this, since he was on top of a Lamordian
mountain last week, but he shrugs it off and heads to the market square.
So, what's going on here, right? I'm not sure how much I can reveal
just yet, even here. But this is the start of something big that should
begin to play itself out in session 15 and beyond. With the
Cynthia/
Metus
story resolved for now, Ludovic needs some new story hooks, and here's the
first one. For reasons I won't yet divulge, Ludovic is going to be spotted
in places he has no memory of being, doing things he knows he didn't do. I
will give one obscure clue to the Ravenloft DM's out there: The Thinker.
|
Once there, his memories are sufficient to guide him to the very spot where
her tent stood. He kneels down on the cobblestones and pays his respects.
The party leaves town, heading south through the Forest of Shadows. They
spot several wanted posters nailed on trees. The signs call for the
capture or, preferably, killing of Galf Kloggin, a dangerous bandit in
these woods. The posters show a sketch of the man, and a wax mark, sealed
with a crown insignia. Also, along the way, Suriana asks Kerri about some
of the local flora, eager to learn anything she can about healing.
After a day and a half of traveling, they reach the city of Nartok.
Wednesday, February 14th, BC 736
Nartok, Darkon
Around midday, they first see the town up ahead, it is a bustling city,
with half again as many people as Rivalis, and built on human scale, so it
is much larger overall. The fortified city walls stretch out from a large
keep, and make the whole town seem like a fortress. With the exception of
Levkarest in Borca, it is the largest city any of them have seen, even
larger than Port-a-lucine. The effect of the city's size is increased by
the wide array of people that fill it. There is a large population of
demihumans represented, and even among the humans, there is an unusually
cosmopolitan mix of appearances and ethnicities.
Taking Suriana as translator, Leif picks up some rations for Kukri.
Ludovic goes to visit Zorian the Alchemist and, conversing in Draconic,
picks up some spell ink. The group gathers to eat at an Elven restaurant,
which is very expensive (5 gp each) for beautifully presented small
portions of meatless cuisine.
I
picture the elves as the ultimate "gourmets," with all implications,
both good and bad. :) Not exactly the best food for rough and tumble
adventurers. |
Kerri takes the opportunity to ask some Darkonian elves firsthand about her
whipvine. She tells them that her father’s name was Andres (or perhaps
"Albert") Duvall, and her mother’s family name was Storer. They don't know
of him, but the whipvines are greatly treasured by the Elves, who are
concentrated in northeastern Darkon. For a human to be gifted one, he must
have done a great service for an elf, or have shared a great friendship or
love with one of their kind. Speaking with the locals, they learn that
that although the border is close, the Falkovnians have never breached the
walls of Nartok, despite several attempted invasions. Generally, the
people have a good opinion of Azalin Rex, and see him as a protector. They
say he extends his life with magic, having ruled for about 160 years.
Prior to Azalin, Darkon was ruled by another wizard named Darcalus, who
ruled for a 333-year period called the Arcane Age, also known as the Age of
Secrets.
Leaving the city behind, the party leaves toward Stangengrad, with a
stop planned in Creeana, where they have been recommended a storage place,
called "Sivvy's Safe Deposit." On the way, they see several more wanted
posters for Galf Kloggin.
Thursday, February 15th, BC 736
Creeana, Darkon
They reach the small town of Creeana at night, and easily find Sivvy's safe
deposit.
This is what happens when you look quickly at the map, see a town,
look it up in the Gazetteer, find that there's no section for it, and
assume it's a regular town. Oops. Turns out Creeana's supposed to have
been a ghost town for 75 years after being destroyed by the Whistling
Fiend. I haven't decided yet if I will let this version of Creeana stand,
or have them return to find the place long deserted. (The old "But there
was a bustling town here! We ate at that inn last week!" "You must be
mistaken, that town's been deserted for years." trick.) |
Sivvy is a gnome, with a hawk branded on his forehead, covered
with a scar in the shape of an "X".
In retrospect, I wonder about Sivvy's life. The clear indication from
his forehead is that he's an escaped Falkovnian. But if he was born in
Falkovnia, he won't remember it since he lives in Darkon. Perhaps he
thinks he was born in Darkon, but captured for a time by the Falkovnians
and branded. Maybe he really was born in Darkon and captured by the
Falkovnians. No way to know unless he crosses the border, which he has
little incentive to do. I suppose it really doesn't matter, since he's
mainly a plot device to avoid unnecessary hassles in the next part of the
adventure. |
He makes a decent living renting out locked chests for travelers heading
into Falkovnia. For a small fee, one can take their key with them, and
return to collect whatever they don't want to be caught with over the
border.
Presumably, Sivvi makes most of his money when people don't
return. After one year, the contents of the chest are forfeit, and the
locks are easy enough for small, gnomish fingers "taking 20" to pick.
No one gone that long in Falkovnia has ever come back looking for their
things. |
Dropping off most of their incriminating belongings with Sivvi (anything
with
Gustav's
mark on it, Vir's head, most of their "backup" weapons,
etc...), they find an inn and go to sleep.
Friday, February 16th, BC 736
Falkovnia-Darkon Border
In the morning, they head toward the border of Falkovnia. By midday, they
reach it, clearly marked by patrolling soldiers and a guarded checkpoint.
Oddly, the only soldiers in sight are Falkovnian. There are no Darkonian
soldiers.
Off course, Azalin has no shortage of troops nearby, if needed. |
The party splits into two groups, so as not to attract
attention. Ludovic, Duffy, and Kerri enter the guard post in the first
group. Nearing the guard post, Ludovic remembers the Talon bracers that he
is wearing. Thinking quickly, he polymorphs into himself, without the
bracers.
Astute readers, especially those who own Ravenloft Gazetteer vol.
II will wonder how Ludovic is able to get away with this at all.
Considering the powers of the bracers, this subterfuge, as well as some of the
upcoming sneakiness, shouldn't be allowed. The real answer is that I goofed
and forgot. Which is not so bad in the end, since we had limited time to
play, and adding in this complication would've made us even more rushed to
finish. But it is a missed opportunity that I do regret. In-game, I
suppose we can say that the bracers are taking some time to overcome
Ludovic's high will and inherent distrust of Falkovnia/Drakov. Most people
who put on the bracers do so with an existing loyalty to the Falkfuhrer,
so the effect is immediate. We'll see if it's as easy for him getting
out of the country. |
The guards inspect their belongings, putting peacebonds on all weapons and
charging associated taxes and fees. Then, they ask them several questions,
writing the answers on their official entry papers. When asked his
occupation, Ludovic replies, "wanderer," which the border guard records as
"mercenary." Duffy and Kerri list their occupations as "doctor" and
"herbalist(or was it entertainer?)" After being cleared, and warned to
keep their papers on them at all times, they enter Falkovnia.
Soundtrack for Falkovnia:
Blind Guardian -Gandalf the Magician
Count of Monte Cristo - Betrayed
Conan the Barbarian - Anvil of Crom |
Finding a secluded spot, Ludovic takes the shape of a
bird and flies back over the border to the second group. They give him
some weapons and other items that were too important to leave with Sivvi,
but too dangerous to have inspected by the border guards. Turning back
into bird form, he crosses back into Falkovnia while the second group is
processed. Gavin, Suriana, and Leif go through similar inspection and
interrogation and meet up with the others across the border. Only Leif
manages to get marked as a "mercenary" after describing himself as
"Nikko Warrenani", a traveler from Barovia.
Leif often wonders what happened to little Nikko, from Sessions 4-5
(The Evil Eye). He used his name here as a little nod to that
adventure. |
A short walk from the border on a log-lined road leads them finally to
Stangengrad. Like Nartok, it is a walled city, but inside the walls, the
contrast is striking. People go about their business like in any normal
town, but poverty is clearly the norm, and soldiers patrol everywhere.
On their way into the town, they pass three dwarven slaves, chained at the
legs, forced to scrub bloodstains from a wall, under the watchful eye of a
Falkovnian soldier. From nearly everywhere in the city, a huge tower in
the northwest corner can be seen. After a small contribution, some local
beggars tell them that it is called The Tower of Horns, and that no one
knows what's inside, but the eerie horns inside sound every hour. Duffy is
the only one who speaks fluent Falkovnian, but Suriana is starting to pick
it up. Figuring that this tower might be The Gears, they try to approach
it, but soon realize that only natives are allowed out of the central
market square of the city. Even the locals have papers, and the soldiers
seem to feel free to demand that anyone passing by submit them for
inspection.
Duffy returns to his new beggar friends and offers to buy their clothes
from them so that they can blend in with the locals. The beggars gladly
give him the rags off their backs in return for new clothes purchased at a
local shop. The group books a room at the Broken Bauble, just off the main
square. Inside, the inn is a welcome respite from the constant military
presence, without a soldier in sight. The party settles in, and changes
into their new beggar clothes. Kerri applies some makeup from her disguise
kit to mark each of their foreheads with a false hawk brand. On their way
out of the inn, the innkeeper gives them a knowing smile. Apparently this
is not that unusual of an occurrence. Approaching the edge of the market
district, they are intercepted by one of Duffy's beggar friends, who block their
path and quickly fake a conversation. He tells them to wait because the
guards follow a set schedule, and they don't want to be caught without
local papers. The beggar watches for the soldier to pass and then tells
them to go, a few at a time, and quickly, and to be back before curfew.
They reach the tower by mid-afternoon. It is black, huge, and imposing,
with large brass doors, and no windows. The area around the tower is
mostly deserted, with only the occasional passerby to be dodged. The
doors are barred on the outside with a huge brass beam. Leif lifts the
heavy bar, trying to appear nonchalant in front of the others, despite the
extreme weight, and sets it down on the street with a loud clang that
causes everyone to panic for a moment. When no soldiers arrive after a few
moments, they continue, only to find that oddly enough, the doors are
barred from both sides.
And here we see the DM doing all but scream, "This tower is flavor
text. Go about your business, and leave it alone." A good lesson: Beware
when including the overwhelming detail that the Gazetteer series provides.
Some of it consists of tantalizing hints that the DM can expand upon. But if
the DM doesn't expand on that particular hint, he'd better be ready to do so
on the spot, or else use the plot hammer to knock the PC's back on track
and make them stop poking their heads behind the scenery. What's in the
tower? Beats me, ask the Kargatane. |
After checking for any back or secret doors, they decide to wait until
tomorrow, when Ludovic can study his blinking spell to get in.
Thankfully, once they actually found The Gears, they didn't try the
tower again, or I'd have to find a way to stop blink. |
Heading back to the inn, they see that one of the chained dwarves is missing.
The soldier guarding them is trying to explain himself to a Talon. Duffy
overhears that the dwarf was last seen heading towards the southern
district, near The Gears. Seizing on this bit of luck, they follow the
Talon, who says he's going to deal with the runaway dwarf.
It is about now that they sheepishly realize that they could've asked just about
anyone where The Gears is. It's apparently well known, and not any big
secret. |
Once in the southern district of the town, they see the Talon talking to
another soldier. The soldier is coming around a corner, wiping blood from
his sword with a cloth. He tells the Talon that the situation is "taken
care of." Saddened by the apparent death of the escaped dwarf, they
examine the area and find the block dominated by a huge abandoned
warehouse, six or seven stories tall. All the windows and doors are
boarded up, and they conclude that this building must be The Gears. They
decide to pull the boards off of one door to get in. Someone named "Oly"??
(another Dwarf? a passerby? one of the beggars? I don't remember)
volunteers to board them back up to avoid suspicion. They accept and head
inside.
There's not much info on The Gears in Ravenloft Gazetteer vol.
II, but with the help of some folks on the Fraternity of Shadows
forums, I fleshed the place out into something workable. Special thanks to
ScS, DeepShadow, Mortavius, daffy72,
Jasper, BlackBoxGamer, and The Lesser Evil, whose
ideas I adapted into the final adventure. In my version,
the mysterious clattering warehouse started from humble beginnings as the
madness-inspired work of a single inventor driven to build a thinking
machine. It evolved into true sentience as 11 other geniuses each added a
room of their own devising, each one teaching a different aspect or mode of
thought to the consciousness of the place, each 50' x 50' x 50' room moving
on its own accord through the warehouse, connecting and disconnecting with
each other to pass information and thoughts. Now the Gears has sensed that
it is near "completion" as it has discovered the existence of the Clockwork
plane of Mechanus (Manual of the Planes) and manifested a desire to
transport itself to that perfect world. It has already opened up a small
one-way vortex from Mechanus, and it believes that the thirteenth and final
room added will transform The Gears itself into the portal by which it can
escape into Mechanus. The possibility that this act could pull all of
Stangengrad, or Falkovnia, or even all of Ravenloft into Mechanus, possibly
killing everyone in the process, is of no consequence to the alien mind that
is The Gears. For their parts, the creators of the rooms are not
necessarily knowing accomplices. Each of them created their room for their
own purposes, and each room reflects the creator's goals, not that of The
Gears.
In retrospect, I realize that's two adventures in a row involving a requirement
of thirteen things. (The Heart Chamber's thirteen souls, and The Gears's
thirteen builders.) I'll have to watch myself to avoid getting repetitive. |
Beyond the door is a long hallway, and mechanical sounds resound ominously
from within.
Soundtrack for The Gears:
Requiem for a Dream - Beginning of the End
12 Monkeys - Main Theme
Midnight Syndicate - The Lost Room
Braveheart - Betrayal and Desolation
Danzig's Black Aria - And the Angels Weep
Dark City - Sleep Now
Einsturzende Neubauten - Yu Gung
Event Horizon - Event Horizon
Event Horizon - Gravity Drive
Simple Plan - End Credits
Thomas Gowan - True Dungeon, Gen Con '06 - track 5
|
Beyond a door at the end of the hallway, they negotiate a
small maze of mechanical traps, with swinging and spinning blades, crushing
spiked walls and the like. Suriana whispers a brief prayer for their
safe passage.
Upon trigging the first trap, a scratchy,
high-pitched voice sounds from within the walls saying, "Welcome, Welcome.
Do not be alarmed. Be terrified... as we were, when your cursed king took
the lives of my children." The voice seems to get stuck and repeat "my
children... my children... my children."
This room was built by a mad scientist gnome named Filip. He built it
as a trap for Talons and others who serve Drakov, hoping that one day, it
will become enough of a nuisance that Drakov himself will enter, where he
can have his revenge on the man who destroyed his family. The voice is a
recording, however, on a scratchy phonograph (Anachronism alert!), as Filip
himself is long dead. |
Passing through the maze, they hear all manner of mechanical sounds, and
suddenly, Leif, Kukri, and Kerri begin to feel nauseous. Duffy uses his
mechanical knowledge to determine that the room is actually spinning, by
watching the motion of a makeshift pendulum. Kerri gives an herbal
concoction to Leif, Kukri and herself to alleviate the nausea. While at
first it only appears to work on some of them, Suriana lends some magical
assistance to the brew, and they are all relieved somewhat.
resurgence from Complete Divine. |
They find
themselves in a small room, where three small bronze clockwork gnome
children emerge from a hole near the ceiling, each shouting, "Death to the
falcons!" They attack, swinging their small bronze swords wildly. As each
clockwork gnome is destroyed, a claw emerges from the hole and pulls it
back in for repairs. Kerri, still a bit woozy, tries to fly up to the hole
and disable the claw, but the others simply smash it the next time it comes
out. It seems the whole apparatus is more fragile than it appears. Once
the claw is destroyed, they make quick work of the clockwork gnomes.
Here I used a Clockwork template I found on the wizards boards, and
applied it to standard 1st level gnomes. I wasn't too happy with the
results. Far too easy. Also, I forgot about the hidden flamethrowers in
the floor I'd planned to use. Oops! |
Forcing their way past a sealed door in the claw room, they run up a
conveyor belt and past some more traps and arrive in what appears to be a
control room of sorts. They find two skeletons on the floor, one large, in
rusted and pierced Falkovnian armor, and one small, with a hawk-marked
sword through its ribcage.
Here lies Filip, and the soldier who made it past every trap but the
last poison arrow. |
Behind a glass window, Suriana spots a collection of gears, lenses, and
mirrors that seem to provide a view of any spot within the traps they'd
just come through. Duffy smashes the glass and pulls out the mechanism
from within for later study.
This is a "prototype" (i.e. scroll) of clairvoyance for
purposes of Duffy's tinkering feats. See the
House Rules page |
There is a large door leading from this room and a spiral staircase leading
up. They elect to try the door first.
And never went back to the stairs! I had some creepy stuff up there...
the twenty-three prior victims of Filip's room, built into macabre giant
jack-in-the-boxes by the vengeance-mad gnome. Also, his workbench and
living quarters, and some more traps. |
Beyond the door lies what appears to be a pristine art museum. The
spiraling corridors house beautiful portraits and murals on the walls, and
amazingly lifelike statues.
This room was built by an artist of some sort. I honestly didn't put
much effort into the background of this room. It's main purpose is just to
be creepy and odd, and represent another "mode" of thought for The Gears.
|
The party is sure to check the statues, making sure they aren't going to
animate in any way, but they seem to be just normal statues.
Nothing like the phrase "amazingly lifelike statues" to put a party on
edge. Nope, just statues. |
Reading the placards, Duffy doesn't recognize many of the subjects, but
there is a huge
portrait of Falkfuhrer Vlad Drakov.
There is also a large mural that depicts the "Dead Man's Campaign." It
shows ranks of Falkovnian soldiers fighting an army of the living dead.
Passing uneventfully through the strange room, the group enters a door at
the end of the hall.
In stark contrast to the tranquility of the previous room, this room is a
massive collection of moving clockwork parts. Belts, gears, and sparking
machines whirl past in a dizzying display.
This room is a nest of "Sheens," the alien mechanical monsters from
Dragon Magazine #258. I found a 3e update of them online. This group was
sucked into Ravenloft without their queen and having been trying to rebuild
a replacement ever since. This room is simultaneously a factory and the
product of that factory, with the ever-evolving queen being built into the
ceiling. There is only one sheen here standing guard. The others are out
gathering supplies, or infesting other rooms of The Gears. |
Duffy, is of course, fascinated, and a bit of deduction shows that the
machines are attempting to build something. Parts are deposited from a
hopper onto the belts, and travel from station to station where they are
modified, inspected, and eventually either sent upward into the huge machine in
the ceiling, or rejected back into the hopper. As the group moves across
the room, one of the machines starts to move, unfolding into a towering
monstrosity of bladed limbs,
surrounded by a glowing magical field. It brutally attacks the group,
lashing out with a bolt of lightning.
A render sheen. Unlike my usual problem, this menace was really hard
to beat. I deliberately upped the difficulty here, using the render even
though it was several CR's higher than the party. It was meant to be a
lesson in "retreating" and it was, even though they did eventually beat it.
The players agreed that the following battle felt a lot like a game of Robo
Rally, with all the conveyor belts and dangerous welding, grasping, and
cutting machines. I'm not ashamed to admit there was probably some
subconscious inspiration there, plus a bit of conscious imitation of the
factory scene from Attack of the Clones. |
Despite not being caught in the blast of plasma, Gavin's skin erupts in
burns, and Suriana, caught full blast by the beam, is less injured by it
than the others are.
Leif and Gavin rush into the fray while Duffy fires at the creature, his bullets
seemingly slowed by the field around the creature.
Suriana begins to glow with a holy light that streams out of her eyes, but
misses the machine.
lantern light from the Book of Exalted Deeds. |
Kerri lets a howling scream, attempting to shatter the horrific
Meanwhile, Ludovic's magic missiles seem to have a powerful effect on it.
Magic vulnerability. +1 damage per die. |
Kerri lets a howling scream, attempting to shatter the horrific
machine, which causes several metal panels to crack open on its carapace.
Not exactly in the rules as written, but I decided it was a good
idea, and the sheens are unusually vulnerable to magic.
so I let shatter reduce the render sheen's crazy high AC by a bit. |
As the conveyor belt pulls Gavin away from Leif, the creature slashes Leif
severely with its mighty claws. Bleeding and ragged, Leif stumbles over to
Suriana; putting his hand on her shoulder, he asks, "are you OK?" She
responds that she's fine, with a knowing glance, and grasps his hand,
healing his wounds subtly.
Another fun character moment. With something like 2 hp left, Leif's
only thoughts are if the others are alright, and Suriana, understanding his
pride is at stake after that savage beating, heals him without letting the
others know how bad off he was. |
Finally the creature is defeated, and the party starts to recover, binding
their wounds. Suriana is infuriated at Gavin, having noticed the results
of his spell, and having felt the ring he gave her grow cold as she was hit
by the machine's blast. The group hears her threaten to "take it off," but
Gavin reminds her that she promised not to. Suriana glares angrily at
him, but they are interrupted when one of the machines grabs the smashed
guardian and tosses it back into the hopper. A grinding noise erupts from
the hopper, and reassembled parts of the guardian machine start pouring
onto the conveyors, as the other machines seem to be re-building the
creature. The group sees this as a sign that they should leave quickly,
and run back toward the art room.
But the door they came in through no longer leads back to the art room.
They find a completely new room behind it, a cluttered workshop of some
sort, with large half-built engines of unknown purpose scattered about.
Cautiously looking around behind one of these devices, they are startled to
see a baby of approximately nine months reaching into a whirling device
with several sharp gears.
This room is the work of a Fir (see Van Richten's Guide to the
Shadow Fey). It is not the same Fir that was tracking them in Lamordia.
I put this one here to serve as an introduction to the race, and to get
them to finally stop asking what was up with the baby footprint and the
hedgehog. :) I borrowed heavily from the Clockmaker encounter in VRGtt
Shadow Fey, but I haven't decided if this Fir is the same one. I
just really liked the feel conveyed in that scene, and some of the lines
are way better than what I could come up with. |
Kerri (?) calls out, "Get away from there! It's dangerous!" and the baby
looks up. He fiddles with something inside the machine, and then stands,
speaking in unintelligible gibberish. The child has slightly pointed ears,
and is wearing a violet toga. After a moment, he crawls around behind the
device, and pulls out a large horn-like device with several knobs and dials
attached. He holds the horn up to his ear and spins a crank several times.
Then he offers it up to each of the newcomers gesturing that they do the
same. After they all comply, he takes it back saying, "There, now we can
understand one another."
This horn is a fir-made wand of comprehend languages. I
debated at length with myself whether to let it fall into PC hands. I
decided against it. If Duffy wants to build one, he can go ahead. |
The curious adventurers question this creature who is clearly not a normal
human infant. He answers their questions distractedly as he continues to
fiddle with his contraption. When asked what he is, he replies, "Your kind
call us Fir, but I never understand it. They use that name for us whether
we are young or old, mischievous or kind. How so many of us could be the
same, while we are not, I’ll never know."
Thanks Rucht, Brett, Tad, and/or Penny, whoever wrote that perfect
line in VRGttSF. |
Further prodding reveals that he is immortal, and that his kind lives in
the Shadow Rift. When asked if he always appears as
he does now, like a human child, he laughs and quickly shifts between
several forms, including a hedgehog, a hideous monster, and an old lady
with baby hands in place of her eyes, before settling back into his baby
form. They immediately ask if he was following them on Mt. Steimschloss,
but he claims he's been inside The Gears for years.
When asked about The Gears, he says there are twelve rooms because there
are twelve builders. He pauses and looks at Duffy for a moment, and says
that he could be the thirteenth, "if he’s clever enough." Thinking on
this, Duffy starts to hear within the rumblings and clankings of the
machinery something like a voice. None of the others can hear it. The Fir
claims his name would not be pronounceable by mortals, but part of it would
sound like "Div." Duffy asks about Gustav Malvoni, and whether it's true
that he built this place. Div says that Malvoni was just one of the other
builders. As for the other ten builders, Div doesn’t know all of them. He
knows that the whole place was built by "the first," and Div is the only
immortal among them. Div becomes distracted and turns his attention to
Suriana. He tells her, "You have a precious gift. The Green Lady favors
you... oh, I see now, you are one of us. Pity you are one of them as
well."
This is the first in-character hint of Suriana's fey ancestry. She
doesn't know that the powers from her Redhead feat, Blossom Breath feat,
and Fey Bloodline level are due to that ancestry and not her True Innocent
status. I have really not touched on The Green Lady yet at all, and I'm not
really sure where to go with her. One may ask why Gavin doesn't have
similar powers, being her brother and all. Rather than accuse their mother
of any indiscretion, I will assume that feytouched powers are a recessive
gene that only crops up once in a while. |
Duffy then asks what he is building, and Div expounds upon the
incredibly confusing mechanical design, with concepts that are bewildering
and nonsensical to the whole group, although Duffy follows along a bit
longer than the rest before being hopelessly confused. The group leaves
Div to his work and prepares to search for Gustav's room. Duffy listens to
the whispering clockworks outside the room, and whispers back, "show me
Gustav's room." They open the door, and see a brief glimpse of the inside
of the warehouse. Huge gears and clockworks lift another cube-shaped room
up to the door, locking it into place. As they leave, Div calls out,
wishing them luck, and cheerfully telling Duffy, "if you’re clever enough,
I’ll steal your shadow."
This last part really unsettled the players. I said it in a very
chipper and hopeful voice, as though Div was offering to buy him ice cream
or something. Up till then, they had seen him as odd, a bit quirky and
strange, but harmless. I couldn't resist letting the sinister amoral side
of the Shadow Fey slip through, making them wonder just exactly what sort
of monster they'd been engaging in friendly conversation. In case they had
turned aggressive, Div would've defended himself with several tin
soldiers from Forged of Darkness, but since they were amiable
throughout the encounter, he never had to use them. |
The group moves into the next room, which is dominated by a huge musical
automaton, with an integrated pipe organ, and a huge clockwork display of
dancing animals, leaping frogs, and birds on metal rods.
This is indeed Gustav's room, built as a trap for his wayward
creation, Talos. |
The two keyboards of the organ are playing themselves, and the tune is the
same as the song from Gustav's music box.
Soundtrack for Gustav's Room:
Coheed & Cambria - Light & Glass (Just the soft piano part at
the end. This is the same music I used for the "Mordentish Lullaby"
played by Gustav's music box, and for the journey inside Vir. It is
Vir's zeitgeiber.) |
The machine is marked with the Malvoni symbol, and the rest of the room is
a wood paneled ballroom. After some time, the music stops, and Kerri
prepares to try to play the melody from memory. But the group is wary, and
decides to rest first.
Saturday, February 17th, BC 736
The Gears, Stangengrad, Falkovnia
In the morning, the party braces themselves, as Kerri plays the melody,
starting with the first two notes, middle c and b. Part of the floor
springs up, with metal panels forming a box large enough to hold a large
man. A secret door opens behind the organ pipes, revealing a small
workshop.
Soundtrack for Gustav's hidden workshop:
Copycat - Lay me Down (Gustav's Theme)
Princess Bride - Main Theme (The Engineer's Theme, with added
ticking clock sounds)
|
The box travels on a track over to the workbench, and opens,
revealing stout metal bands that would have bound whoever was unlucky
enough to be standing where the box formed.
This is the trap Gustav built into the room. The plan was to lure Vir
here, let the music stun him, and then trap him in the box. In the
workshop he has a clockwork rusting grasp device, one of the few
"spells" that affect mechanical golems. But Vir never took the bait, so
the trap lies unused. The first two notes played determine which square of
the room pops up to form the trap. I had mapped out the grid on my map
with letters. Unfortunately, I neglected to think which notes would be
natural to try. So the players asked me what the first two notes of the
song were, and I had no idea. But with no one in the group who knows
music, I was able to just roll randomly and no one was the wiser. So I
have no idea if C and B are actually the first two notes of the song. |
Searching the workshop, Duff finds a pistol and a prototype for a
rusting grasp device. They also find a rolled up piece of paper
with a hawk engraved wax seal. It is a letter...
The group wonders how the letter got here, since there is no sign of a
body, and it's unlikely that the Talon who wrote it would have left it
behind. Kukri sniffs the letter and indicates to Leif that it smells like
the "baby," Div.
speak with animals. This letter is another case of me creating
a clue to be left behind without fully thinking about how it got there.
(see also the note on Valric in Session 12). The players had a good point.
Thinking quickly, I decided that Div brought the note here from wherever
Dietrich succumbed to the dangers of the Gears. Since he's an unpredictable
fey, I don't really need to give him a reason to do so.
(The font is Vinque).
|
Kerri experiments further with the organ, pressing c and d, this time. She
soon realizes that the notes form a grid on the floor, determining where
the trapped box springs up from the floor. Each 5' by 5' square of the
floor is actually connected to a complex series of hinges and gears, such
that the trap can appear nearly anywhere in the room.
Having found what they came for, the party leaves and heads back
to Div's room, but the mysterious creature's room is no longer there.
Instead, they are back in the control room of the gnome-built deathtrap
they first passed through.
One last chance for them to try the stairs. They didn't care. Moving
on. |
Duffy listens again to the whirling clanking clockworks until he can hear
its voice and asks to be brought to Div's room. They wait a bit and then
open the door, revealing the room he requested, but the Fir seems to be
gone.
Where'd he go? Who knows, he's a fey! :) |
Duffy once again whispers to the great machine, asking what it wants, and
how he can help. It is becoming easier to speak to the machine, and the
thoughts and ideas that the machine sends back are becoming more and more
appealing to him. The machine tells him to come to the "first room," where
it is easier for The Gears to talk. The door opens, and leads to a new
room they haven't seen before.
The center of the room is dominated by a huge network of gears, pistons,
and spinning columns etched with runes and numbers. Beyond this great
machine is a cozy nook with a plush chair. Beyond the chair, the end of a
quill can be seen, scribbling furiously. Coming around the chair they see
that no one is sitting in it. The quill is held by a mechanical arm, which
has written on the paper, "Who are you and why have you come?" Inspecting
the desk on which the paper rests, they determine that they can write on
the provided blank pages, and deposit them in a slot, where the page is
whisked away into the machine, and soon after, a response will be written
by the quill. Through this somewhat tedious interface, the group has a
long conversation with the consciousness of The Gears itself.
They learn some of the history of The Gears, how it started in this room
as a mad tinkerer's project to build a thinking machine. And how each room
provided it with a new way of thinking, as the machine tells them, "From
Thomas, I learned to think. From Filip, I learned revenge. From Gustav, I
learned responsibility. From the Sheens, I learned transcendence." They
ask what it learned from the other builders, and it writes, "From Sven, I
learned mysticism. From the Thorns, I learned preparation. From Olaf, I
learned determination. From Borigia, I learned Creativity. From Hans, I
learned Blasphemy. From Marcus, I learned Friendship. From Div, I learned
Otherness. From the Inevitable, I learned of the realms beyond."
I was on the spot here. I'd only figured out what those first four
taught The Gears. I had to come up with something for each of the others,
as well as names for the ones that had been nameless. Borigia was the first
Ravenloft artist I could think of. I don't know whether or not this
Borigia is actually Borigia Vetighetto from the Book of Souls. |
The Gears asks Duffy if he will build a room, so that they can be complete.
Once complete, he and The Gears will leave this place for the realms beyond.
Duffy asks what if he doesn't want to leave, and the Gears writes that
everyone will be brought with them, and everything. Duffy is concerned by
this, wondering if completing this construction will cause the end of the
world, and what will it mean for the people who do go to these realms
beyond. Will they survive the journey? While Duffy considers what to do,
The Gears offers to show him the greatness that waits in those realms. The
door of the room opens onto a new room, a tunnel of spinning, precise
gearwork.
At this point, I was really struggling for new and different ways to
describe gears, clockworks, and machines. Luckily, there wasn't much left
to the adventure. |
Duffy and the others walk through the tunnel and emerge on the
face of a giant gear, floating in the blackness of space. Far above, they
can see other
distant gears, even larger,
with whole mountains and even buildings sitting on them.
This room is the vortex that is forming to Mechanus. It was built by
a weakened Kolyarut Inevitable who found himself trapped in Ravenloft and
driven slightly insane by the chaos inherent in the plane. He is trying to
get back to Mechanus, and influencing The Gears to do so. I had readied an
encounter with him, but we were running short on time, so I skipped it. |
Dizzied by this sight, they return to the quill room, and think about the
implications of what they have seen. Can this really be another world, and
it is any worse than their own? Could it possibly be a better place?
Meanwhile, Ludovic is curious about the room that taught blasphemy, so he
asks his University amulet to show him Hans's room. He has a vision of the
room, it's dark claustrophobic spaces filled with rotting human remains
strung up on painful looking clockwork monstrosities. He struggles to keep
his stomach down, and dismisses the magic.
This room I had originally left undefined, with just a brief jotted
note: "Room #9: Cyborgs??" Thankfully I made this glance sufficiently
disturbing enough that they didn't pursue it further. |
Duffy wonders if he can build the final room, and in doing so, teach The Gears
compassion, so that he can prevent the machine from fulfilling its plan, or make
it find a way to bring only itself to the other realm, without destroying the
world.
Actually, a pretty brilliant plan, but very risky, and without a clear plan
of execution. |
But he wonders what he could possibly build in the room that would teach a
machine compassion. Unsure what to do, he asks Ludovic to read his future, and
determine the best choice. Ludovic casts the runes, and calls forth a portent
of what will happen if Duffy completes the final room.
augury, by way of the Portents feat from Van Richten's
Arsenal. |
He is assaulted by visions of "immeasurable woe." Duffy takes this as a sign
that he should not attempt to complete The Gears, and bracing for retaliation,
asks The Gears what will happen if he doesn't agree to build a room.
Yes, ladies and gentlemen, my players were one augury away from
destroying the world. I didn't count on that, I can tell you! I'm sure if he
had tried to complete the room, I would've found some way to cop out so the
campaign could continue. But thankfully it didn't come to that. |
But The Gears is unexpectedly calm and patient, writing, "Perhaps one day, you
will, when you are ready. If not, another builder will come eventually." In
that case, Duffy asks if they can leave, and The Gears agrees, but first, it
writes, they must pass through Sven's room. The door opens, revealing
another new room.
There were, as one might notice, three rooms that were never used. We were
running short on time, and I decided enough was enough. If we ever end up back
in The Gears, I'll at least have some new tricks to pull. For those reading
this commentary, I'll just give a sketchy description of each: The Thorns were a
fanatical underground Falkovnian resistance group that built a training room to
practice their fighting. The twisting, turning, spike-filled room has
since been infested with Sheens. Marcus was a wizard who took a blank room
and filled it with a permanent illusion of a bustling tavern, including
many of his lost comrades. Olaf was a Falkovnian savant, determined to
prove himself to his superiors who built a weapons factory. He was
executed for his madness, and his spirit haunts the room.
This factory held one of my best metagaming moments. Note that the
"Violent Thrust" option of the telekinesis spell allows one to fling
multiple weapons at people, using your BAB+ability modifier and doing
normal damage. In 3.5e, they added a limit on the number of objects flung
(1/caster level) but in 3.0, it was purely weight based. A ghost with the
Telekinesis special attack (even a lowly rank 1, 1 HD ghost like Olaf) can
use telekinesis as a 12th level sorcerer, once per round, as a
free action. That's 300lbs of weapons, or in Olaf's case, 75
longswords. With 75 attacks per round, a good number of them will probably
hit, no matter how low the BAB is. Even if you use the 3.5e limitation of
12 objects, that's still 12 attacks per round, although 3.5 also puts a
waiting period of 1d4 rounds on the ghost's Telekinesis power and makes it
a standard action. Still, an average of 3.4 attacks per round. Not too
shabby for a 1HD creature. Now, where is a ghost going to find 75
longswords? Why, in a haunted weapons factory, of course... Too bad I
didn't get to use this room. Maybe some other time, hopefully before we
fully convert to 3.5e.
|
Across from the entrance of this final room is a large wall covered in
small brass panels, on hinges. Duffy experimentally touches the panel, and
it clatters on its hinge, flipping through several images before settling
on the image of a tarroka card, the Four of Stars (The Abjurer).
I described this effect out of character as similar to those mechanical
signs at airports and train stations that show arrivals and departures. This
room was build by some sort of mystic named Sven, obsessed with "breaking the
code" of vistani divination. It is left open whether he was successful or not.
|
He continues to touch random panels as four more cards are revealed: the
Four of Swords (The Mercenary), the Two of Glyphs (The Missionary), the
Nine of Swords (The Torturer), and the Spirit. Then the panels reset to
blank brass. Ludovic also tries the machine and his reading is: the Dark
Master, The Eight of Glyphs (The Bishop), The Marionette, The Four of Coins
(The Merchant), and The Horseman. But without a full-blooded vistani woman
around to interpret the results, they are unsure of the meaning of the
reading.
Conveniently giving me time to interpret them for maximum impact. |
Meanwhile, the others have walked around the wall
and found an ominous group of clocks. They are labeled in several
languages on engraved brass plaques, and it takes the whole group to
translate them.
Three of them have already stopped, while the other four still count down.
Clock 1, at zero, reads in Balok, "The First Schism."
Referring to the Church of Ezra's First Schism |
Clock 2, also at zero, reads in Darkonese, "The Great Upheaval."
Referring to the Grand Conjunction |
Clock 3, also at zero, is labeled with the vistani Tralak meaning "Cursed
Birth."
Referring to the birth of Mallocchio |
Clock 4 has 3 years remaining, and reads in Darkonese, "Requiem."
Referring to the Grim Harvest's Requiem |
Clock 5 has 14 years remaining, and reads in Mordentish, "Our greatest hope
is lost"
Referring to the death of Dr. Van Richten |
Clock 6 has 42 years remaining, and reads in Mordentish, "The Time of
Unparalleled Darkness."
Referring to everyone's favorite vague prophecy of doom |
Clock 7 has about 47 years left, and reads in Draconic, "The End of the
World."
Referring to nothing in particular, but it sure sounds important |
Shuddering at the dark sounding prophecies yet to come, the group leaves the
room via another door, and finds themselves back out on the streets of
Stangengrad in the middle of the night.
This creepy little room did not really have the effect I intended. They
wrote down the dates/events, and then sort of shrugged and moved on. What can
they do about the distant future? Not much. Although they did speculate
whether the "End of the World" date was when Duffy should return and
complete the final room. |
Under cover of darkness, the party scurries back to the Broken Bauble Inn,
hoping to avoid being caught out after curfew. Looking wistfully back at the
warehouse, Duffy sees a
human-shaped clockwork automaton watching
them from the door they exited from. Before he can mention this to the
others, the machine retreats inside The Gears and closes the door behind him.
This is the Inevitable who built the vortex room. Unlike The Gears itself,
he is not so patient. And he now views Duffy as a contract-breaker, who must
finish the room he promised, or be killed for his breach of faith. I couldn't
resist planting a lingering plot hook, even though we were running out of time
for the session. |
Back at the inn, the group changes out of their peasant disguises and settles in
for the night. Before going to sleep, Suriana takes out her
journal
to write
about the day's events, as she usually does. But she is alarmed to find
that the next page seems to have been carefully ripped out of the book.
She didn't notice it before because she was still writing on the back of
the previous page, and nothing that she's written seems to be missing.
Curious, she rubs a charcoal on the next blank page to see what the indentations
can reveal about the missing page. To her horror, she finds two entries in the
journal, apparently written in her own hand, but that she has no memories of
writing...
And the consequences of exposing her innocence to Dark Magic begin to catch
up to Suriana. I must admit, I was very proud of this twist. Suriana's player
actually wrote the
journal that Duffy, Ludovic,
and Taige read back in session 11, as part of developing her background. He also
sent this journal to me as a word document, which allowed me to create these
"new" journal entries in exactly the same format and the same elegantly
girlish script font (French Script MT) that he had used, and
hand them to him to read. Thus, he got to experience the same unsettling
feeling that Suriana did, of seeing words he did not write in his "own hand."
It was very effective. I love hearing the words, "Man, That's just creepy."
|
Sunday, the fourth day of February 736(day 109)
What have I done? Everyone is smiling and telling me I did so well, but they
didn't see what I did. The horror of what was in that dagger, it haunts me every
time I close my eyes. I had no idea such evil could exist, such alien uncaring,
so inhuman. The Mists filled that cursed weapon, and I forced them out, through
me. In doing so, I caught a glimpse of their true nature. Oh, the terror of
that nature... It drives me to weep. The Mists are no mere fog, they live, they
watch, they twist, they reward, they punish, they create, they destroy. Is the
world truly real? Or just a lie spun from mist? I do not know for certain
anymore. I feel things I never have before. True fear... and doubt. They have
left their mark on me.
Monday, the fifth day of February 736(day 110)
I tried to rest, as they told me to, but there was a scratching sound under the
bed. I looked and saw a mouse, it's leg broken, perhaps by cat or some other
creature. I tried to heal it, but I ... couldn't. That place inside me is
empty, though I have slept and the power should be there. What have I done? I
set the mouse out in the hall where I cannot hear it.
This last sentence was the most disturbing to the player. He was very
alarmed that Suriana would rather put the mouse out of sight than find
someone else to heal it, or even put it out of its misery. For her to act
so out of character meant something was truly wrong for her. I must
pause a moment to thank the great Sam Kieth, author and artist of the amazing
comic book series The Maxx, for this scene. It's around issue 7 or so
where young Julie does the same thing to a wounded rabbit. It creeped me out
then, and it creeps me out now. Out of sight, out of mind....
|
It is nearly morning. Soon everyone will awake. What will I tell them? What am
I without my destiny? Is this all there is? A knock at the door... it is
Brother Tomas. I will open it and face him, though for the first time in my
life, I know not what to say.
So what happened? Clearly, Suriana's exposure to the mist-cursed
Souldrinker dagger took a toll on her soul. In fact, the glimpses of the true
nature of Ravenloft that she saw while forcing the mists from the dagger were
enough to completely destroy her fragile Innocence. When she wrote the above
pages, she had lost her True Innocent powers, and was reduced to a lowly
commoner. When Brother Tomas came to check on her, she told him what had
happened, and he "fixed" it. Knowing that the True Innocent's work was not
yet done, and that the world needed her, Tomas, possibly along with some of
the other monks, used one of the artifacts in their care to erase her
memories of what she had seen. Blissfully unaware of the dark truths she
had seen, her Innocence was restored. To completely cover up what they had
done, Tomas made sure to remove the last page from her journal. I couldn't
in good conscience permanently remove Suriana's innocence for things she
did under DM control while the player was unavailable, but I couldn't let
such contact with evil leave her unscathed either. This was the middle
ground I found.
I love the old cliche of someone willing to do what "must" be done, so that
others don't have to soil their hands. By willingly sacrificing some of their
own goodness, they let others retain the illusion of being untouched by the
darkness. (See examples in the Section 31 of Star Trek, Giles's ruthless
killing of Ben to destroy Glory in season 5 of Buffy the Vampire Slayer,
and the "You can't handle the truth!" scene from A Few Good Men. Also,
more shades of The Maxx, echoing Julie's inability to admit to herself
her part in the origin of The Maxx.) Tomas's actions are my homage to that
delightfully grey area. In the words of Captain Sisko, closing the Deep
Space Nine episode "In the Pale Moonlight," "So, I lied,
I cheated. I bribed men to cover the crimes of other men. I am an accessory
to murder. But the most damning thing of all... I think I can live with it.
And if I had to do it all over again, I would. Garak was right about one
thing: A guilty conscience is a small price to pay for the safety of the
Alpha Quadrant. So I will learn to live with it. Because I can live with
it. I can live with it. Computer, erase that entire personal log."
|
Unsure about what happened to her, and worried about who altered her journal,
and what it all means, Suriana is deeply unsettled. She wonders if she is
perhaps possessed? or under some spell or curse? She tells no one what she
has found, but resolves to leave the group and return to Haven, where hopefully,
among the people she trusts most, she can find some answers and guidance.
I knew that Suriana's player wouldn't be able to play with us for some
time, so we needed to write her out somehow. This provided quite a good
excuse. |
Sunday, February 18th, BC 736
Stangengrad, Falkovnia
In the morning, Suriana tells the others that she must return to Haven for some
guidance, as she is unsure of where her journey is taking her. She does not
reveal her misgivings about the journal, but she does mention that considering
their encounter with "The Voice of Azalin Rex," the rest of the group may be
safer in Darkon without her. She wishes them well on their journey and
expresses her hope to see them again someday. She takes Leif aside and presents
him with something she's been working on since the Monastery. She found some
texts in Nidalan in the library there, and asked the monks if she could borrow
one. She hasn't yet worked out the language completely, but she has made some
progress in creating a primer for some basic words. She was hoping to be fluent
enough to help Leif once they reached Nidala, but at least he will have this
primer to get him started.
The group bids Suriana and Gavin farewell and begins the journey back to
Nartok. They are looking forward to leaving the oppression of Falkovnia behind
and continuing their "tour" of Darkon, in search of Goodman Ramien of Viaki, and
Gustav's workshop near Mayvin, and possibly Vir's "home" in Tempe Falls,
before meeting Gondegal in Neblus for the journey to Nidala.
Naturally, a solid plan like that won't go exactly as scheduled. Next up,
a revised From the Shadows, finally bringing the Andres Duvall story
front and center.
|