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Showing posts from July, 2020

Chapter Four

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The Undead in their (un)Natural Habitat Day One The party returns to Eeore and make final arrangements to enter the cemetery. They hire a wagon and driver (an associate of Eeore’s who sometimes collects corpses), load their gear, weapons and armor into the caskets and proceed to the center of the cemetery, virtually unnoticed.  Above ground, it is built in a ring like an expanding city, the grave markers and mausoleums are arranged in their own neighborhoods: rich/poor, races and subraces, religious factions.  As in life, so in death.  It is an active cemetery, with the living participating in their relationship with their deceased as appropriate to their culture. Ivy and flowers grow freely along the trails.  The concentric growth means that the newest and therefore most visited graves are on the outer rings, and the traffic and frequency of visits decrease as one gets closer to the center of the cemetery.  In the center lies a very old and almost for...

Chapter Three

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Meeting the Gnomes (and raising an army) Day one The road south out of Copry is less traveled and rather serene. The open grasslands start flow into low hills then to open woods. A camp site beside the road appears to be a good site to rest, and    it looks to have been used within the week. It seems safe.   T he party camps for the night, taking shifts for their watch. As it turns out, gnome rangers scouted the party and deemed safe. Each player wakes up with flowers in their hair, on in the case of a balding gnome monk, pasted to his forehead. As the party presses deeper into the woods, the trees grow thicker but the air seems lighter and cheerful. The party experiences: Illusions: Overhead, baubles of light float overhead like balloons, in bright luminescent colors. As the players walk beneath, the balloons explode into fireworks. The effect, while delightful, is also overwhelmingly captivating. Traps: trails and roads off of the main path seem to dead end in a ri...