GM’s Observations
- We’ve had some long gaps in the game due to poor health on both my part and David’s part. I’m writing this write-up almost five months after the actual session as my life is just very busy these days.
- The narrative splits in two at this point. One thread follows Ethan, Isabelle, Yaeger Zane and Cal as they proceed through the red Door to the Necromancer’s lair. This happened ‘off camera’ as the actual session focused on Grant and his actions when he lost contact with the others.
Major Characters
- Ethan, Isabelle, Grant, Yaeger Zane, Cal, Jessamyn
Adversaries
- The Dead, The Necromancer
Adventure Hook
- This session carries directly on from Session 287.
Background
- Ethan, Isabelle, Yaeger Zane and Cal have entered the Gates of Night and travelled through ‘the Paths of the Dead’, a section of the Stair where the living do not normally go. There they have found a red Door which appears to lead to the Legendary Realm. The Legendary Realm was supposedly destroyed (or at least severely damaged) through Ethan’s actions against the Dragon Lord, Nicol Bolas.
- Grant has lost contact with the group as they went through the red Door.
Adventure Summary - Grant’s Story
- Leaving Jessamyn behind on the Ventar side of the Gates of Night, Grant walks the Grand Stair in pursuit of his comrades. He periodically contacts Jessamyn to let her know of his progress. The dead do not interrupt his journey. They watch him but allow him to pass..
- After some time travelling through the many passageways and stairways, Grant reaches the red Door. Studying it as only a Master of the Stair can, he decides that this is indeed the Legendary Realm but there is something different about it. There is something broken about the realm and he can tell that there is something wrong with the Door itself.
- Grant is approached by a revenant that he recognises. Greinvir is, or was, a Dwimmerlaik. They talk a little - no one has talked to Greinvir in a long time. Grant offers Greinvir some sustenance in exchange for information - the Dwimmerlaik confirms that four Lords of Gossamer entered the red Door.
- Grant decides to repair the Door’s connection and he opens it. He finds himself in a very different place where Ethan and the others have journeyed to (GM’s note - this has happened before - entering the same Door to the Legendary Realm does not result in the characters ending up in the same place. The Legendary Realm tends to place people where it wants to place them - it has a guiding will). He finds himself in what looks like a 17th or 18th century European township with buildings made of stone and timber. The streets are mostly deserted.
- Grant cannot sense Ethan in this place. He begins looking around, eventually taking to the air in crow-form and finds that the people are fleeing to the west. A great undead army has gathered on the other side of the river to the east. The undead army is definitely large enough to easily take the town and it looks like the remaining living soldiers are with the refugees.
- Perplexed and frustrated, Grant tries to get his bearings and then he recognises the mountains to the west and north. These are the snow-capped peaks of the Galena Mountains. Grant has been here before and he recognises these lands as ones that he once ruled long ago. This suggests to him that that city below him is Heliogabalus, which was once the largest trading city in the kingdom.
- As he considers what to do, Grant’s other self (the Shadow King) becomes aware that Ethan and the other Lords of Gossamer have exited this realm. (GM’s note - whatever the Shadow King knows, Grant knows and vice versa). Grant attempts to return to the Grand Stair but finds that the Legendary Realm does not want him to leave. The Door is no longer accessible. Clearly this Realm wants him for something. He considers forcing a connection, creating a Door but wonders what the Legendary Realm’s response will be. The realm feels fragile and brittle. Grant remembers a faerie grotto on the way to the town of Bloodstone where the pixies lived and he decides to return to it to find a faerie path out of the Legendary Realm.
- The faerie grotto is empty and cold. The pixies and the funny faerie dragon that lived there are long gone. Nevertheless, Grant is able to open the faerie path that has not been used in a long time. He enters the living earth and journeys into the deep.
- After a lengthy journey under the ground Grant enters a damp grotto where an underground waterfall fills a clear pool. There are small cultivated gardens here - a family of blue-hatted gnomes lives here. They welcome Grant and offer him hospitality in exchange for some stories. Grant contacts Jessamyn to tell her where he is, and then he tells Grennir and his family some of his many travels.
Adventure Summary - Ethan’s Story
- Ethan’s experience in the Legendary Realm is very different. (GM’s note - the Legendary Realm remembers that it was Ethan who hurt it very badly and it lashes out at him) They have reached the Necromancer’s grave-fortress of marbled stone and are being attacked on all sides. An undead harpy-like creature has carried Isabelle off. A great undead giant is slugging it out with Yaeger Zane, and Cal has been injured.
- What follows is a full-blown battle and no way to retreat as the Legendary Realm has changed the Door back to a normal door. The three remaining Lords of Gossamer fight to the death in the tomb city. Yaeger Zane goes toe-to-toe with the undead giant, hacking off great sections of it but it refuses to die. Ethan fights with sword and Dragonshield to keep the fast moving undead waves from sweeping over them like a tide. He is unsuccessful in protecting Cal who is dragged off and under their throng.
- Meanwhile, Isabelle slays the harpy-creature in mid-air before it can fly her outside of the city limits and she lands heavily near the immense perimeter walls. Ducking into the shadows, she Wayfinds her way back to the others, narrowly avoiding groups of undead who are hunting her.
* Image sourced from Google Images but I think this is from one of the Tomb Raider games (City of Light?)
- There is no sign of the Necromancer himself (or herself) in the battle - just a tidal wave of fast moving undead of different sizes and shapes - they come from all directions. Even Yaeger Zane agrees that it is folly to stand and fight given their overwhelming numbers and poor position. Ethan fights through the army to recover Cal before he is slain, and then they make a run for it through the city, looking for a more defensible location. Isabelle rejoins them - she is battered but alive.
- With no apparent way out, Ethan leads them deeper under the white sands into the catacombs beneath. There seem to be no other Doors here, or even other doors. Ethan collapses the corridors behind them to give them some respite from their pursuers.
- It is not long before they hear sounds of digging. The undead are still coming after them. Whatever is coming after them is big.
- Icons are not working, and there is no Door to access. Cal has a device which should trigger an emergency recall spell, but he has no idea if it will work for four of them. While they discuss options, Ethan heals their wounds and fatigue using Eidolon. They have not seen any sign of the Necromancer here but clearly the whole world is against them - the undead seem quite feral in their ferocity in hunting the living. Cal and Ethan discuss ways to mask their ‘scent’ while the pounding continues. The chamber that they are in trembles as if something large is coming. Cracks form in the roof and sand trickles down from above.
- Yaeger Zane volunteers to hold whatever breaks through to give them more time. Isabelle suggests following the passages deeper. She thinks that there may be another way out (using her Wayfinding). With the pounding becoming louder, Cal tells the others that he’ll try to get help. He activates the device and teleports out, leaving Yaeger, Ethan and Isabelle behind.
- Isabelle asks Ethan about using Sorcery to teleport out, but pieces of the ceiling start falling in. They retreat further and Ethan collapses more of the passageway behind them. As they run, Ethan says that the realm is fighting him - he could use Sorcery but it’d probably ‘break’ the realm in some way.
- Tapping into the power of Wynterlyr’s Ring, Ethan reshapes the corridor ahead of them and an icy wind begins to blow. The corridor changes from hewn stone to a natural tunnel of jagged rock and ice. After about a mile of running, the tunnel opens up at a cliff-face looking over a frozen coastline of ice and rock. The temperature is well below zero but Ethan is not feeling the cold at all. His breath doesn’t produce condensation like the others.
- Ethan can tell that they are no longer in the Legendary Realm. He’s used faerie magic to escape - the others don’t quite understand how he has done it - they assume that he has used Sorcery after all. Feeling his strength in Sorcery returning, Ethan collapses the tunnel behind him to prevent pursuit.
- As Isabelle moves to ask Ethan where they are, he receives an Icon contact. It is Abbie (Abigail). He excuses himself and accepts the contact. Abbie asks if he is okay. She felt that something was wrong and that he was in danger. She asks if he needs help. Ethan reassures her and tells her that he is fine. He also mentions that the last divination that he did for her also suggested that she was in danger. He asks after her. They dance back and forth, neither of them offering to share what they are up to. It ends with a joke, and Ethan suggests that they should just find a sailing boat and just sail away together. They both like the idea but they both know that it won’t happen. The Icon contact ends with the offer of help on both sides.
- Isabelle frowns. She can tell who Ethan has been talking to. Isabelle is not normally envious but she is on this occasion. She suggests that they get to someplace warmer and Ethan agrees. With no nearby Door, Ethan uses a Sorcerous teleport to return them to the Agora and a nearby ‘tea shop’. They make numerous Icon contacts (to Cal, to Grant etc) to reconnect and debrief.
- Yaeger Zane is frustrated with the situation. He didn’t like the Paths of the Dead, didn’t battle the Necromancer and he calls Cal a ‘chicken’ for leaving. Yaeger decides that ‘tea’ is not his thing and he goes to find a beer instead. This was Ethan’s intent as it leaves Ethan with Isabelle.
- Isabelle is pretty shaken by the adventure. There were moments where she thought she was going to die. Ethan reassures her as best he can, but it is half-hearted. He also didn’t realise it would be that bad. Isabelle points out that the vessel of ‘Courage’ is charged. They have completed what they set out to do. The fact that the Necromancer is still out there is a problem for others.
Other Impacts
- The Necromancer remains in control of a powerful realm. His (her) goals remain unknown.
- The vessel of Courage is charged, enabling Hephaestus to perform his first Great Task (of three).
Further GM Observations
- I did not want the Necromancer to be a pushover. I set this up to make it impossible for even four Lords of Gossamer to just walk in and win. We have had many adventures where the Lords of Gossamer defeat the villains easily because of their power level - I wanted something different this time. The villains are not stupid and they are on their home turf. The PCs need to learn from this and if they want to pursue, they need to find more information and new avenues of attack.




