Wednesday, November 29, 2023

COVID Character: Dr. Magnus Andersen

Since the start of the pandemic, I have played more role-playing games than I ever have before. I thought I'd use my space to introduce you to my characters, and give you a little background about the system they're in, what they're like, and what they're doing. 

Dr. Magnus Andersen


Aliases
: None
Pronouns: He/Him
Character Concept: Medical Doctor
Character Stats: Middle-Aged Doctor
Campaign: The Ghosts of Castle Gyllencreutz
System: Vaesen
Campaign Status: Complete!

Vaesen is a fun little game in which you play paranormal investigators in Sweden in the late 19th century. The group and I played through one of the introductory adventures that I believe is called "The Ghosts of Castle Gyllencreutz."

And no, for those of you wondering, I was not able to resist making a Gyllenhaal reference. Sorry about that.

Vaesen has a similar ambiance to Call of Cthulhu, except very Nordic and jaded Lovecraft fans (like moi) don't immediately recognize all the spooky monsters and spells. Our party wound up working together to investigate some occult shenanigans at Castle Gyllencreutz and, after dealing with torrential rain, secret passages, spooky ghosts, and magic doorways, solved the problem and became members of the Society of Artemis.

I played Magnus Andersen, a medical doctor who accidentally wound up getting left all by himself in the castle's spooky great hall, where he was immediately possessed by a spooky ghost. 

Magnus had a checkered past. He put himself through medical school by taking on a side job as a resurrectionist (a person who digs up corpses and sells them to doctors, scientists, and other, less savory individuals). 

Every character in Vaesen has an "inciting paranormal incident" that makes them aware of the setting's supernatural elements. I decided that Magnus learned all about the Vaesen when a skull in a tomb he was...erm...exploring called out his name and started whispering strange secrets to him. 

He was fun to play, and I wouldn't mind pulling him off the shelf and playing him again, should the opportunity arise!

Monday, November 27, 2023

COVID Character: Willy Lightbourne

Since the start of the pandemic, I have played more role-playing games than I ever have before. I thought I'd use my space to introduce you to my characters, and give you a little background about the system they're in, what they're like, and what they're doing. 

Willard "Willy" Lightbourne

Aliases: None
Pronouns: He/Him
Character Concept: Political Activist
Character Stats: Union Agitator
Campaign: Harlem Unbound
System: Call of Cthulhu 7e
Campaign Status: Complete!

I will never stop singing the praises of Harlem Unbound, which was written by Chris Spivey. It's a great campaign, and it brings a unique and much-needed perspective to a fictional universe written and developed by a horrible racist. I learned some things about myself, and about the time period in which Call of Cthulhu is set, by playing in this campaign, and that's pretty cool.

Despite playing through a long and fairly involved campaign, Willy has always been something of a cypher to me. I've never quite known what makes him tick, other than a strong sense of social justice (which, honestly, may be enough). I am glad that, despite my lack of understanding of who he was as a person, he was an integral part of the investigative team. He helped the group out of several scrapes with his legal knowledge, his lockpicking ability, and my semi-obsessive note taking

Willy (and all the other investigators) survived through the end of the campaign, which is a rarity for Call of Cthulhu. That said, they did not escape their adventures without harm. A portal to the Dreamlands sheared off Willy's right leg below the knee, leaving him traumatized and in need of a prosthetic. This rarely slowed him down, though, and also proved to be somewhat prophetic as, later on in the game, he time traveled and wound up in the body of an 18th century pirate.

I realized, too late, that I had made a character named Willy for a game that I played with a bunch of British people. Fortunately, everyone was very mature and nobody mentioned it a single time!  

Sunday, November 26, 2023

COVID Character: Oskar das Kotalett

Welcome to a new series!

Since the start of the pandemic, I have played more role-playing games than I ever have before. I thought I'd use my space to introduce you to my characters, and give you a little background about the system they're in, what they're like, and what they're doing. 

Oskar das Kotalett

Aliases: Father Oskar, Father Kotalett
Pronouns: He/Him
Character Concept: Miner turned worshiper of Sigmar
Character Stats: Human Warrior Priest of Sigmar/10th level Oath of Conquest Paladin
Campaign: The Enemy Within
System: Genesys, WFRPG 4e, D&D 5e
Campaign Status: Ongoing 

Oskar features in the longest-running campaign that I've been in since Covid hit. We're playing through the updated re-release of The Enemy Within, Games Workshop's famous five-part saga originally released in the 1980s. It is an excellent campaign, with good pacing (for the most part), interesting characters, and a lot of good story beats.

I was a late addition to the game. The GM found out I had free time and asked me if I wanted to roll up a character and join in on the fun. He also said that the other players would be glad to have me, especially if I played someone who was specced for frontline fighting. I was, of course, happy to oblige.

We have changed systems--and virtual tabletops--several times, for a variety of reasons, but Oskar has remained remarkably consistent. He started out as a laborer/miner that got religion and decided to serve Sigmar. He's not nearly as fire and brimstone as other Sigmarites in the game, and the GM has to sometimes remind me that, yes, Geoff, Oskar would think it was fine and great to murder any goblins he comes across, because that's what Sigmar wants.

Despite that, I have a hard time playing a zealot, and so Oskar is more reserved and relaxed than his brethren. He also wants to mend bridges (or fences) between the Sigmarites and the Ulrician church--a major plot point in the latter half of the campaign. His willingness to do this, and his insistence on wearing his full priestly regalia even in the face of strong anti-Sigmarite sentiment, has earned him some confused and worried glances from people on both sides of the religious debate. Oskar mostly ignores this, devoting his time to rooting out cults, killing skaven, and trying to keep the Empire from falling apart. 

Considering he's only gotten 1 Sin point so far, it seems like he's doing a pretty okay job!

Surprisingly, Oskar's previous history as a miner (which I more or less chose at random), has saved the party's bacon numerous times during the campaign. We keep finding ourselves in skaven warrens, sewer tunnels, caverns, and (currently) an abandoned and possibly haunted mine. Having the GM tell me, "okay, Oskar, because you're a miner, you know..." gives me the warm fuzzies every time I hear it!

He is the current wielder of the holy sword, Barrakul, the Hope of the Mountains, which he and his companions recovered from a templar's sarcophagus in the Chaos-ravaged village of Wittgendorf.


 

 

 

Friday, November 17, 2023

Dungeon ADVENTURE!: Forest of Fear, Part Two

Lokerimon says goodbye to the party, but not before telling them that they can visit in the future to study sorcery and history with them, if they wish. He also informs Talia that he possesses a gate to the Great Maze.

On their way to the Ancients’ house of healing, the party detours to explore the settlement they saw from the ruined Soldarian tower. On the way, they are ambushed by a group of beast men, all of whom bear the features of boars. Things are tense, but Aries calms the beast men with his natural charm and by mentioning that the party is friends with the Mistress of the Pines.

Hello from Clan Calc

The beast men are relieved that the party is friendly. They say that they were worried that the party’s presence marked the end of “the treaty” between themselves, the logging camp, and the vihrea clans. They invite the party to visit their settlement for dinner. This turns out to be the very place the party was trying to get to anyway, so it works out.

At the settlement, the party is told to, “use privy, then eat.” This causes some consternation, especially from Ulfast, but other assume that this is the beast men’s way of saying, “wash up before dinner.” At dinner, they are seated with Yokk, the older, female chieftain, and are told that the settlement is the steading of Clan Calc.

Yokk explains that the treaty was originally created by the Mistress of the Pines to prevent conflict and bloodshed in the woods. This works fine for Clan Calc, as they only want to live in peace. The party asks if Yokk has heard about the strange red smoke that devours people, or if she has been visited by the unpleasant throuple the party met earlier in the day.

Yokk replies that the only outsiders that she has met recently are a group of people from “Uvers City,” who wanted her permission to study some old ruins north of Lake Tross. Yokk also mentions that these people liked studying, “old things, but not mother, who is oldest thing I know.” She claims that there
were six or so people in the group, but the party realizes that her counting skills are tenuous, at best.

During dinner, some of Yokk’s banner pigs report that a group of people are passing quite close to the settlement on the river. The party is invited up to one of the watchtowers to observe these people. In the waning daylight, the party sees three people trying (and mostly failing) to navigate a rowboat down the Orish River. Ulfast recognizes the trio as Rehappa, Anosto, and Torgain. The rowboat soon passes by the settlement and down the river.

After the feast, the party watches as Clan Calc dance vigorously to a frenetic drumbeat. Talia joins the dancing, has a good time, and somehow comes away unscathed. The night ends with the members of Clan Calc singing a long, low lament about a group of people who must travel the lands, looking for a sense of purpose. Each refrain focuses on the people arriving at another place, only to be told that their purpose isn’t there. The song doesn’t so much end as stop abruptly.

As it is now dark, the party is invited to stay the night, sharing space in a slightly too small hut. Though the party sets watches, just in case, the night passes mostly uneventfully. Talia, who takes the last watch, notes only that she saw what looked like Marion standing over Thavick. It soon turns out that he was just getting up to go outside and use the privy.

30th Quatre, 504 A.S., Summer

The party departs the settlement. They are gifted with a jar filled with leftover soup from the previous night’s feast. They travel to the east, into the hills north of Lake Tross, and soon find an encampment. 

The Archaeologists' Camp

The encampment consists of several tents that ring a weatherworn statue of a woman dressed in a headdress shaped like a cat’s head. One hand, which is outstretched and pointing to the east, holds a pair of intertwining coils that reach upward to the sky. This seems to be a representation of magical power, but its purpose or meaning is unclear.

The camp is neat and tidy, apart from, worryingly, several piles of discarded clothing laying upon the ground. It is also being picked over by a group of virhea from Clan Centipede. Realizing that they are robbing the camp, Tegwin saunters up to demand answers. He finds the vihrea to be both friendly and forthright. Their leader, Kiuga, says that they knew the people camped here, and that they were archaeologists from the University of Silverton.

Kiuga says that her people survive by hunting and gathering, and that she told the archaeologists that the vihrea would happily take anything left behind, rather than let it go to rust and ruin. She says that the vihrea have been watching the camp for a few days and, as the archaeologists have seemingly departed, they have come to help themselves.

Kiuga of Clan Centipede

Phinneas, concerned, does a sweep of the camp and finds at least four piles of clothes that remind him of the scene back at the tree. He also realizes that one of the vihrea has scavenged a journal, which he plans to use as, “good quality lavatory paper.” Phinneas trades his bow for the book, which the vihrea thinks is a very good deal. While the vihrea goes off to practice his target shooting, and while the others continue to question Kiuga about the archaeologists, Phinneas begins to read.

The journal was kept by someone named Finna, a student under a Professor Dinfirth. It describes the archaeology team’s arrival and study of the site. It includes the following:

  • The team’s encounter with a very sick deer, who died. The deer was taken outside the camp and buried with great care, out of fear that it was infected.
  • Professor Dinfirth becomes demanding, obsessive, and paranoid. She does not want the Artificers’ Guild to learn about the site.
  • To find the site, one must simply go in the direction the statue points.
  • The team spends a great deal of time pulling out the door to the entrance of the ruins, where they find blue tablets with unknown writing. They then break into the adjacent chamber, where they encounter many strange machines.
  • There is mention that the Professor returns from the ruins with a curious metal rod with a glass tip.

Kiuga and her vihrea say that they never saw any red smoke and never heard of anyone disappearing and leaving their clothes behind. They do say that they encountered a bear experiencing similar symptoms to the deer described in the journal. They say that they burned the corpse when it died, which is met with some skepticism from Phinneas. Kiuga says that she and her clan stay well away from the ruin, and don’t know what’s inside of it.

The party and the vihrea part ways, and the party travels eastward toward the ruin.

The Ancients' House of Healing (Accessible Rooms Only)

The party finds the ruins much as described. They pass through the first chamber with the blue tablets into the second chamber that contains the machinery. The centerpiece of the room seems to be a console of some sort, which stands before a housing containing four hollow tubes of perfect crystal, each about 2 meters in height.

Behind the console is the bloodied, bloated corpse of a woman, a notebook laying near her hand.

The party looks through the notebook and learn that the dead woman is none other than Professor Dinfirth. Thavick voices his low opinion of the professor, stating that she was foolish for not alerting the Artificers’ Guild about the ruins. When the others raise eyebrows at his seeming callousness, he goes on to say that the Ancients’ artifacts are dangerous and powerful, and that people who handle them without proper training or caution often meet fates not dissimilar to the professor’s.

The players learn the following from the notebook: The Professor believes that this machinery would have allowed the Ancients to heal people, regenerate limbs, or even create fully functioning bodies. This required some sort of “base matter,” which could be collected, she thinks, using a glass-tipped rod which attaches to the console at the front of the machine.

The party experiments with the collection rod and realizes that it will fit perfectly in a slot on the console. This raises several questions, the most pressing of which are how did the rod travel all the way from here to the woods near the logging camp and, could the machinery in this room be used to resurrect the professor?

Thavick, with little urging, decides to touch the crystalline tip of the rod to the professor’s body. This causes reddish smoke to issue forth from the rod, which envelopes the corpse and instigates a strange, super-rapid decay. Before the party’s eyes, the professor’s body rots away and vanishes, leaving only her clothing behind. Thavick notices that the amount of reddish liquid in the rod’s reservoir has increased significantly. In fact, the rod looks almost full.

Curious about what might happen, Thavick decides to plug it into the console...

The Ancients’ machinery rumbles to life. Marion experiences a powerful head rush during this experience. The nearest crystal tube begins to fill with a whitish goo that slowly congeals into a human woman with antler nubs and skin of a distinctly grunish texture and hue. The party looks on in awe as the crystal tube opens. Phinneas approaches the woman and asks if she can understand him. It turns out that she can. 

Professor Dinfirth, I Presume?

The woman introduces herself as Professor Alyc Dinfirth. The party hands her the clothes on the floor, only to discover that they do not quite fit her new body. The professor’s memory of recent events is somewhat patchy, and the party tries to fill her in on what happened to her and her students. She does not take this particularly well and begins screaming and crying. Tegwin tries to reassure her, which doesn’t work. Thavick slaps her across the face, which does. Several party members note that the professor has a brief flash of intense rage, where it looks like she’s going to attack Thavick. She doesn’t, though.

Talia probes the professor’s mind and finds it to be a violent, storm-like maelstrom. Talia has never encountered anything like this before, and doesn’t know what it means.

The party escorts Professor Dinfirth to the archaeology camp. They notice that Dinfirth seems not to know the way and has a lot of trouble walking. Once they return to the camp, they have an early dinner. Dinfirth eats and drinks quite a lot, and compliments Phinneas on his cooking. She says everything is delicious.

After dinner, Dinfirth excuses herself to get some sleep. Before she does, Talia informs the professor that she will be entering her dreams to get more information about her news state. The professor agrees to this. Phinneas stands guard outside the tent. He is concerned to note that the professor goes to sleep on a cot occupied by the clothing that were likely left behind when their owner disappeared.

While all this is happening, Tegwin asks Ulfast if he can take Daegal, her tiger, out hunting. Ulfast agrees and man and tiger depart.

Talia ventures into the professor’s dreams. She encounters a very distorted vision of Dinfirth being congratulated by her colleagues. The dream starts to peel away in one corner, and Talia looks beyond it, only to once again be confronted by the swirling maelstrom. She is forcibly ejected from the professor’s head.

While Professor Dinfirth sleeps, the rest of the party compares notes. They are very concerned about the professor and her new “state,” and what exactly it means. Among other things, they posit that the professor’s new body could be temporary, and that it could fall apart at any time, that the personalities of all the people taken by the rod are fighting for dominance in the professor’s mind, that the professor is part animal (bear, deer) and that this may explain some of her idiosyncrasies.

Anosto, a Human, the Charming and Boisterous One

This discussion is interrupted when Tegwin and Daegal return. They are accompanied by three other people: Anosto, Torgain, and Rehappa. The two men bear Rehappa into the camp on a makeshift stretcher. It turns out Rehappa was bitten by a snake. Anosto, seeing Tegwin through the trees, ran to him to get help, only to almost get shot/mauled by a tiger for his pains.

Aries, who would rather not be a party to this, hides in the woods.  

Tensions in the trio are still high, but Rehappa seems very pleased that she’s found some people who can save her life from the likely deadly venom of the snake. Ulfast tries and fails to draw out the venom using her magic, leaving Tegwin to use the tried and true, “suck on the wound,” method. This seems to work, and Rehappa begins making goo-goo eyes at Tegwin as a result.

The sudden arrival of the trio awakens the professor. Talia tells the professor about the dream that she experienced. Dinfirth is, unsurprisingly, concerned. She suggests that she, the party, and the trio all return in a group to civilization. The trio happily agree, admitting that they are only going to get themselves killed wandering around in the forest.

Dinfirth says that she will contact the University of Silverton about next steps. When Tegwin inquires about a possible reward for the party’s aid, she promises to include a note for the Bursar about compensation. Realizing that the professor is writing letters, Thavick asks if she’s going to write one to the Artificers’ Guild to notify them about the ruin. The professor, chastened by the disastrous results of her expedition, agrees.

Torgain, a Dwernun, the Taciturn and Sullen One

The party—less Marion (who doesn’t want to) and Thavick (who "tweaked his back")—and Anosto and Torgain spend some time hiding the entrance to the ruin behind a screen of fallen trees and rocks. The party note that Torgain and Anosto are much friendlier with one another when Rehappa isn’t around, and suspect that she’s a dryad or some other Wild being that’s controlling them.

Once this heavy lifting is done, the party returns to Weir. Marion makes plans to write a play about his experiences.


Wednesday, November 15, 2023

Dungeon ADVENTURE!: Forest of Fear, Part One

28th Quatre, 504 A.S., Summer

The party arrives at Pothurst Forest. It is a relatively small forest, tended by foresters and loggers both. The party find it to be well-maintained and quite penetrable. There are signs of logging industry and replanting efforts throughout.

Suddenly, there is a scream of terror, and a grunish woman comes tearing down the forest path toward the party. She runs past and through them, shouting, “run! Run! The smoke is coming for us all!”

A fearful Marion tries to follow the grunish woman, only to be caught and restrained by Aries and Talia. Talia leads the party onward, and eventually smells smoke. Curious, she continues deeper into the wood.

The party stops at the base of a low hill. On the other side, plumes of thick, red smoke twist skyward. Talia and Ulfast suspect that the smoke is of magical origin, and Ulfast fears that it was shaped by sorceries inimical to living creatures.

The party crest the hill as the smoke begins to break up, and find a small logging camp on the other side. Strewn around a clearing are heaps of clothing and shoes that leak tendrils of smoke. Nearby, burned into the bark of the largest tree in the area, is a single word.

RUNNARUCH

Pothurst Forest: Six Hexagonal Miles of Adventure!

As the party surveys the eerie scene, loggers arrive from a nearby camp. They are brought by “The Kid,” who escaped the smoke. Their leader is Jenks, the camp supervisor. The loggers initially suspect foul play from the party, but soon relent. They instead begin to blame someone called the Mistress of the Pines.

Two other loggers seem to have escaped the smoke: Scamper, the grun woman that passed the party on the road, and Slipsaw, a dwernun man who lost two fingers on his left hand in a logging accident. Slipsaw is also, apparently, the reason why the logging camp is a dry one, as he was very drunk when the accident occurred.

Phinneas sees that someone has blundered into the forest to the east, and that the trees there have been burned. Tegwin asks the loggers if there is anything in that direction, but does not receive a straight answer. Jenks takes half the loggers back to the camp to look for Scamper and Slipsaw, and leaves the rest of the loggers—with The Kid, in charge—to explore the forest.

After Jenks leaves, the loggers admit that they have a still to the east. They take the party there. On the way, they spot a bloody handprint missing two fingers. They also find a curious metal rod, which is hollow and partially full of a strange liquid. A square cut crystal tips one end.

Thavick analyzes the rod and determines it is part of the Ancients’ technology. Talia also studies it and notes powerful Natramantic sorcery surrounding it.

At the still, Tegwin helps himself to some moonshine. Ulfast and Daegal find Slipsaw in a nearby hut, semi-conscious and oozing blood from his pores. She and Thavick tend to him, and Ulfast determines that Slipsaw has been affected by Chaos sorcery.

The party returns Slipsaw to the camp and discover that Scamper has returned unharmed. They turn Slipsaw over to Cookie, the loggers’ cook and surgeon. They are invited to stay for dinner and rest at the camp overnight. During their stay, they are warned not to leave the road if they go north of the Orish River. They are also warned to stay well away from the old pine forest in the west, which is the home of the Mistress of the Pines. Jenks mentions giving the same advice to some, “academics,” who he is pretty sure did not listen to him.

The Mistress is a Spirit of the Wild of immense power, who first appeared to the loggers and threatened them with fiery death if they clear cut too much of the forest. They have a healthy respect for her rules, and do whatever they can to remain on her good side.

29th Quatre, 504 A.S., Summer

Rehappa

After breakfast, Phinneas manages to convince the party to go looking for the Mistress of the Pines. Marion balks at this, but is eventually persuaded to go along with it. They wander the forest for a while, sticking close to banks of the Orish, so as not to get lost.

They encounter a trio of people: Rehappa (a sylvani woman), Anosto (a human man), and Jorgain (a dwernun man). The trio seem to be lost and seem to have a very tense relationship. This is made worse by Rehappa clumsily flirting with Aries. Aries takes Rehappa aside to make sure that she is not the men’s prisoner, while Marion takes Jorgain aside and asks if he is planning to waylay and rob the other two. Jorgain is confused and admits they are all “friends,” while Aries realizes that Rehappa is the troublesome one, and is manipulating both men to her benefit.

The trio are students of history, apparently, and are searching the forest for ancient ruins. Rehappa mentions an old Soldarian tower somewhere to the north, but admits the boys didn’t want to explore it because it looked too unstable.

Shortly thereafter, the party and the trio part ways.

Phinneas leads the group to the tower, which is leaning, but still structurally sound. From the parapet, he and Marion spy an encampment on the other side of the Orish, a tall, white tower some distance to the north, and a ruined structure to the southwest. 

"Geeeeooooff...are those skulls in the trees?" "Yep!"

Phinneas cajoles the party to visit the ruins. They find a large, burned out and collapsed building surrounded by overgrown vegetation. Numerous dead trees around the ruin have had skulls placed among the branches. Phinneas spies a cluster of very large mushrooms, but realizes that they are probably not good to eat. Marion pokes his head into the ruin and discovers that it might once have been a temple of some kind. He also spots the skeleton of a gigantic humanoid.

The bones begin to move, assembling themselves into animated armored skeletons. The party gives battle. During the fight, Ulfast uses her necromancy to speak to the skeletal warriors, who demand that she speak “the countersign.” She unfortunately does not know the countersign and cannot give it. Instead, she tells one of the skeletons that she cannot speak the countersign while there are intruders about, and convinces it to let her into the ruins.

One of the skeletal warriors

At this moment, the large skeleton animates. It is twice the size of a man, with skeletal wings and numerous horns. Marion becomes enraged seeing it animate, for reasons he cannot explain. Thavick ducks into the temple and fires a reservoir arrow filled with adhesive, injuring the giant skeleton and gluing it to the floor.

Ulfast tries to trick the countersign out of the giant skeleton to little effect. However, Marion, out of nowhere, realizes that the countersign is, “nine by nine.” He tells Ulfast, who says it to the giant skeleton. It and all the other remaining skeletons deanimate and crash to the ground, lifeless.

The much, much larger skeleton

The party searches the ruins and discovers they are in a former chapterhouse of the Cult of the Nine Abyssal Lords. Tegwin mentions that the Church of the Pantheon of Light destroyed the cult’s presence in the region about 50 years ago.

The party finds an obviously evil book hidden inside the altar. It is written in Soldarian and seems to contain the rites, precepts, and rituals of the cult. Ulfast takes it, along with the giant skeleton’s skull and fingerbones.

Talia realizes that the skeletons were animated by an old ritual magic spell bound into the area. She suggests smashing the skeletons so that they cannot rise again if anyone else finds this place. The party does so.

The Mistress of the Pines

The party sets off to the pine forest to speak to the Mistress. It is not long before she makes a dramatic entrance in a flash of lighting and thunder, surrounding the party with a cloud of angry wasps. Aries and Talia kneel (with everyone but Thavick following suit). They explain their recent adventure in the ruins, and of the curious scene at the tree. The Mistress is deeply concerned by this, and says she must make preparations, in case the Cult of the Nine is trying to return to the area.

As for the word, “RUNNARUCH,” the Mistress says she does not know its meaning, but that Lokerimon the sage, who lives in a tower in the north, might. She tells the party they can rest at her home, should they need it, and then vanishes.

Lokerimon, sorcerer and sage

The party travels to Lokerimon’s metal tower in the north. They find it surrounded by a hedge labyrinth. The labyrinth confounds them, at first, until they realize that the maze on Talia’s sigil of Yin’Isstil matches the labyrinth exactly. Following it, they exit the maze, reach the tower, and speak to Lokerimon.

Lokerimon invites them inside and provides refreshments. He learns of Talia’s faith and says he knows of her order. He promises to trade knowledge for knowledge. The party tells him of their encounter at the ruined chapterhouse, which disturbs him. They then tell him about the incident at the tree and the word “RUNNARUCH.”

Lokerimon, intrigued, disappears to check his archives. Leaving the party to their own devices. They are hailed by a strange, caged creature that looks like a puffball with thick legs and too many eyes. They later learn that it is a patinko, a creature from another world.

The sage returns and says that he has a possible explanation for the party, but it is based on several leaps of logic. He tells them that:

  • The Ancients had a house of healing in the hills north of the lake.
  • The Ancients had discovered the four elemental forces that make up living beings.
    • In humans, these forces are referred to with the following symbols: ACGT
    • In grun and vihrea, these forces are referred to with the following symbols: HNRU
  • The magics at the tree were a mix of necromancy, pyromancy, and natramancy
  • He posits that someone has rediscovered the Ancients’ knowledge, and is using it for some purpose.

The party begins to speculate wildly on this. Ulfast thinks that they should find the Ancients’ house of healing and investigate it for more clues. Lokerimon shows them the rough location of the house of healing via a vision on a scrying table.