Welcome

Shadow Over Sojenka - An Old-School Campaign

 Welcome to Shadow Over Sojenka, an old-school D&D campaign designed to explore the second oldest dungeon of all, Tonisborg! We will be ...

Wednesday, August 30, 2023

Rules for Scroll Crafting

 Crafting Rules for "Protection" scrolls


Scroll, Protection: These spells work just like the

protection from evil spell, but they target a particular

group instead (undead or lycanthropes). A protection

from magic scrolls prevents all magic, including benign,

from affecting the character. Protection scrolls [*found

as part of a treasure are assumed to*] act as

6th level casters.


To create a Scroll of Protection from X, a cleric of at least Level 2 needs to spend 100 GP and one week to research and write the scroll using the finest materials (included in the 100 GP).

A spell of protection versus a particular creature requires a bit of that kind of creature to be incused in the ink. for example, a Scroll of Protection from Lycanthropes would need a bit of Lycanthrope blood, Protection from Undead requires a bit of bone dust from an undead creature.

A crafted scroll of Protection will then function as though it had been cast by the level of cleric that actually created it.

The Ward provides a +1 bonus to Saving Throws and AC against such attacks. the bonus increases by +1 per 3 levels of the original caster.

Session Report 014 - 30 May 1023

 

Introduction


This week we begin with some rumors circulating in Sojenka:


28 May Old Market


There is some gossip in the street about two men who are selling strangely-colored metal bars in the market. They say they are made from dragons.

They say a 5 pound bar is worth 1,000 gold crowns.


30 May  Old Market, The Spire


A local  Voran nobleman is actively searching for his missing wife and is offering a large reward for information. It is said she has run off with the Prophets of the Chosen to the Crystal Necropolis.

Another similar rumor says he is offering 1,000 gold crowns and a saddle-broken griffin to the warrior who brings her home!


Two players were available this week for the Tuesday session:


Cassander, Berzerker Fighter

Zach, Dwarf Fighter


DM NOTE: This is the first dwarf character, and we haven’t really decided on the motif or theme for the Dwarf community/culture, so we are going with tradition. I plan to develop the culture more fully soon. As of right now, the Halflings and Elves have both been developed, with special Class-as-Race features. Both of these are playtest versions of the classes, we shall see how they work out. Please feel free to use them in your own campaign, and share what you learn.

Halfling Classes


Elf Class.



Pre-session Downtime Notes

Castile went to visit some alchemists, about adapting the “Phoenix Flower” (fireworks) concept to a smaller, more portable version that can be used as anti-personnel weapons. (This is some outstanding creativity!)



DM: Castile is able to find that at least two alchemists in Sojenka make "phoenix flowers", small clay pots filled with a magical liquid. These pots are fitted with a wick and launched into the air with small catapults, where they burst into bright, sparkling flower-shapes. They are often used for celebrations, and you know the army sometimes uses modified versions for night-time signaling. 


Depending on the size of the 'flower', these pots cost 8-20 GP each. They are dangerous, misuse can cause a premature "blossom" which can burn your hand off.


Castile: Sounds perfect for this group. Castile will discuss application in small quarters and attempt to get a mock up product. Aiming at maybe 30-40 ft diameter area of effect, something portable, preferably impact triggered but a fuse will do in a pinch. Will offer a contracted deal with the Sons of Mithra for exclusive production and training partnership. Keep it private as possible.


The Dungeon Master: FYI, mechanically, it is a Pyrotechnics spell in potion form...


The Sons of Mithra receive a visitor at the camp in Kaslav:


29 May 1023 

Two young Kordu Bravos come to the Sons of Mithra camp, asking to speak to Cassander. The younger one (named Krunoslav) says he spoke to Cassander earlier in the week about Ghost Town, and now his cousin (named Zvonomir) would like to share something with Cassander.


Castile, Mithra's Bastard 

Are guest rites a thing in this setting? Share a drink, split bread, salt, tea, etc? Feel like we ran into that with Varga yeah?


The Dungeon Master

Yes, but you can just say things like

We welcome him as a stranger, or as a guest, or honored guest or family


Castile, Mithra's Bastard

Ok. Cassander will meet with them with Zeljko and the sgts, obviously any PCs that might want to be nearby. Make an effort to welcome them as guests and share the appropriate etiquette. If Ima be assassinated they're going to SojenkaHell to do it.


The Dungeon Master

Zvonomir claims to be an Apprentice mage from the The Brethren of the Order of the All-Seeing Eye. He says he was asked to leave after he started going to gatherings of the Prophets of the Chosen and asking questions about the new goddess EELATHOH, the goddess of Evasion and Escape, "who will lead all who believe to safety from the coming apocalypse."


The Masters told him there was no such Apocalypse, that the Chosen were deluded and good riddance to them.

 Zvonomir had offered his services to the Prophets, as a Diviner. The Prophets were excited to have him, and asked that he use their Seeing Crystal to determine the location of the Mycelium Path.

The Chosen believe the Mycelium Path will bring them to safety from the apocalyptic horror of what is to come from the mountains.


 Zvonomir says he saw nightmarish visions in the Crystal:

  •  a ruined city with gargantuan statues, wreathed in silver fog;

  •  a small woman, seated in meditation, with mushrooms growing on her body, and a flower for a head;

  •  a broken tower with a hole under it that goes down to a slime-filled hellscape...


The Prophets told Zvonomir they found this Crystal in the ruins of the Ghost Town and the flower woman told them how to escape the apocalypse.


The visions confirm what she told them, that the Necropolis was the road to safety.


The two young men look at you earnestly, they seem to believe what they are saying, and appear to be looking for a reward for the information.


Castile, Mithra's Bastard 

Gonna sketch the general likenesses of Tonisborg and Ghost Town, see if Zvonomir can identify either as the one from his vision. The tower with slime infested hole underneath


The Dungeon Master

He recognizes the mill wheel in Ghost Town


On 29 May the Sons recruited some men at arms, Light Infantry, Heavy Infantry and crossbowmen, plus two sergeants to lead them.

Weather

The weather is unpleasant, there are soft,light rains from 23-28 May. Enough to get things wet, but not so bad as to affect travel too much.


30 May 1023 - a Cloudy Day

The Sons of Mithra depart Sojenka in the afternoon. It is two hours to Opatiza, three hours to Samichi.  They camp on the plains. The night passes uneventfully.


31 May 1023 - the Sun Comes Out!

It is a beautiful day! The Sons get started early and reach ghost Town by noonish, do a bit of recon, and at 1pm Zach and a Heavy Infantryman descend into the shaft beneath the ruined tower. This shaft is very deep, 100 feet, and used to have a stairwell, but it has been ruined and shattered in some catastrophe that struck this village.


Zach and his helper secure a sturdy net over the hole in the floor, nicknamed ‘the stirge well’, for obvious reasons!

The rest of the Sons and the men at arms follow, rappelling down the rope without incident.


They split up into two teams, a breaching team and a fall-back team. The fall-back team is there to prevent any rear attacks and to provide support in case of running into something the breachers can’t handle.


Today they are going to explore the NE portion of the complex. They enter a room, painted black, with a hideous mural of a baboon-faced monster with six arms and one great eye! Entering the room triggers a magical effect, a horrible, grating voice booms out, “GAMOSH HUNGERS!”


Cassander raises his weapon and smashes the eye of the mural. They take some time to completely deface the mural before moving on. There are two exits from this room, N & E. the eastern door leads to a short stair, at the bottom are some prison cells. The first three cells hold only stains and dry-rotted straw, the sign of previous inhabitants. The fourth holds an apparition of a finely dressed older man, in very old-fashioned clothes. This apparition does not seem hostile, in fact it looks up from a book or something in its hands and says, “Gregor took the master's crystal, the master is wroth”. Then it looks back down at the book. The Sons decide to let this one lie.


Back up into the mural room, then N, through a door into a larger, 50 x 50 room, with a 20 foot ceiling and a wooden gallows in the center. The skeleton of a man in shabby, rotted clothes hangs from the noose. The crossbowmen fire a couple of quarrels into the body, but it does not move. Cassander cuts it down and it is carried back to the entry shaft for burial later.


The gallows room has a door in the N wall, which leads down a short passage to another stair, 20 feet down to a locked iron door with a very unusually-shaped keyhole. They peek into the room and discover it is a torture chamber of some kind. There is a black-robed body lying on the floor in the center of the room. Unable to defeat the lock, they turn back.

Crossing the large room off the entry shaft, they scare up some rats, which skitter off to the south. The door in the west wall leads to another large room, with two large “columns” forming smaller rooms within. There is a door in the N and S walls.

On the floor here is another dead body, this one in livery of fine quality, now dry-rotted. Rifling the pockets reveals a set of three keys, but none are the odd-shaped one for the prison room.

The door to the north is jammed, but they force it open and encounter four skeletons!


After a brief battle the skeletons are defeated and two large barrels of wine are discovered, marked with the year 976. 47 years old! There is also the un-animated body of a soldier, with high quality armor and shield. The fallback team rolls the barrels back across the large, central chamber to the entrance shaft.


The two smaller rooms are broken into, the northern one containing a bunch of construction and excavation equipment, the southern one is a wine storage room, with another apparition. It is holding a cup of wine, which it raises in a seeming “toast” gesture, but they slam the door shut!


They decide to pull back to the main chamber and investigate the copper-clad door in the north wall. This has a stylized face carved in bas relief in the center. As they approach the face animates, shouting, “NONE MAY PASS UNLESS THEY KNOW THE WORD”.


Zach tries the door and is zapped with a blast of electricity, which knocks him back, but not out.


The face in the door shouts again, “DID NEUREM SEND YOU? I SHALL TELL HIM YOU TRIED TO ENTER”.


They start trying all sorts of passwords, finally hitting on “Gamosh”, the name of the baboon-cyclops in the mural.


The door opens, revealing an alchemy laboratory filled with tables of equipment in a state of serious disarray. Something terrible happened here. They do a fairly thorough search and find a few interesting-looking books, some bottles of strange liquid, a jar with a live frog in it, two scrolls with unreadable writing, and two metal keys. One is of a very distinctive, angular shape. It looks like it will open the prison door!



They do find a secret door, and go through. It leads to a short hall, a staircase down to a locked iron door. The door is locked with an unusual lock, fitting the strange key.




A couple of hours have passed, and they are satisfied with their progress and the loot they have uncovered. Cassander says, “we need some packing material to carry out this alchemy equipment!”


The group returns to the entrance shaft, and there is a terrible odor. They see two reptilian humanoids slipping into the water and they swim downstream, through the damaged grate in the wall.


With the men at arms keeping watch, they haul the loot up to the surface, then climb the ropes four at a time. Once on the surface they cover the hole with rubble again, to hide it from prying eyes. They load the loot into their wagon and the patrolling men at arms encounter a giant trap-door spider. It kills one of them before it is defeated. Its den only contains animal bones, and those of a small humanoid. Goblin?


Zach harvests the poison and silk from the carcass.


They head back toward Samichi for a couple of hours, and make camp. The night passes uneventfully.


1 June 1023

In the morning it is only two hours to Samichi and five hours to Sojenka.

They bring the loot to the Tower of the Council of Ancients for identification.





XP LOG 30 May Session


Liquid Treasure

20 GP

2 EP

12 SP

8 CP


Loot GP

Alchemy Notebook - 1000 GP

Petrified Wood - 3 GP

Green & Blue liquids - 10 GP

Codex 1 - 3000 GP

Codex 2 - 4000 GP

Codex 3 - 2000 GP


Scroll 1 - 400 GP (2x LI spell, 1x LII spell)

Scroll 2 - 600 GP (2x LIII spell)


Ivory Dice and Game Board - 100 GP

Frog in jar - 10 GP

Wine Barrels - 160 GP


Spider parts - 70 GP

Magic Chain Mail - 600 XP (or gold value if sold)

Magic Shield - 250 XP (or gold value if sold)


Combat  40 XP


Total 12,247 XP 


Zach - 1

Cassander - 1


Zeljko (Hench) -1


PC 4,899 XP Each, NPC 2,449 XP


Take the loot to the Council of Ancients for analysis. Pay 200 GP to get some info on the armor and shield. Both appear to have been made by the Imperial Armory, probably about 70 to 80 years ago, from the design work. It likely was made for a Guard Captain for a household or caravan.

(Each item is +1 and weighs 1/2 of what it should)


The Council offers you 5000 GP for the two items.


Downtime


Zach has enough experience to go for level training.


The Alchemy book is primarily about creating elixirs affecting human flesh, both living and dead. There is some information about the creation of Zombies through special poisons and rituals.

The book has references to Dyrantil, a  god of Alchemy, and to Tharaton, a god of Undeath.

There are instructions for making an ebony rod, shod with gold and silver, that can drain energy (levels) from humans & use that energy to animate corpses in hideous undeath.

There are formulae for two kinds of poison, and their antidotes.


The three codices are magical books of spells. The Council offers to purchase them for the above listed amounts.

  • Codex 1 - 3000 GP

  • Codex 2 - 4000 GP

  • Codex 3 - 2000 GP


They make no mention of which spells are in the books.


The group sells everything but the Alchemy book.


Friday, August 25, 2023

Session Report 013 - 25 May 1023

 

Introduction

PCs:

Funeral 

Barber 

Scribbles 

3/5 

Messer 

Boris 

Charlos 

Braun



After resting for a day they return to the abandoned temple to make sure that everything has been cleared out, in a final sweep. Funeral has been given a Scroll of Sanctification by the Keepers of the Keys (Temple of Hades) to cleanse the shrine after it is cleared.


There is another metal bar-style door in the south wall of the ritual chamber, it guards a stairwell down, another barred door at the bottom. They decide to go back out the front way and follow the unopposed corridor. 


They go back and search a room they skipped last time, and find a large supply of valuable incense cones, six golden worship bowls and a beautiful tapestry. In a locked wardrobe are two smelly wax candles, of a sickly yellow color. Both are about four inches thick and 12 inches tall. They have an engraving or carving of some sort on the bottom, but Three-Fifths keeps that info to himself.


In the next chamber, at the bottom of the stairs, they find a former sleeping chamber, with hacked and chopped wooden paneling on the walls. There are two piles of ash and two more shortswords, no longer aflame.


They are able to disarm a trap and find it guards a prison cell, with two dead humanoid figures spooning. One is a human woman with unusual features, and the other is a large, tall figure with a practically skeletal face. This second creature is not human, as its legs bend “backward”, like a bird, or a horse.


Mystified, Funeral gives a sanctus blessing and anoints the bodies. Boris then beheads the “Outsider”-"-looking creature, suspecting it may be a demon or vampire of some sort. The head and the rest of the body are tossed over the cliff into the ocean, while the woman is buried outside.


While the rest of the party handles the “burial Detail”, Funeral performs the Sanctification ritual from the scroll, cleansing the temple and re-dedicating it to Hades.


One the 26th the party returns to Sojenka, and gives a report to the Keeper. He pays them a 1000 GP reward and thanks them for their service. Unfortunately, they have no knowledge of the “nosferatu” creature found in the cells below the shrine.


27 May 1023 Downtime


~ Scribbles studies the candles at the Academy, using the Library.


DM NOTE: I created the Academies as a ready-made Faction for any player that wished to join. There are definitely benefits to membership, including access to training, using the library freely for research, and a unique list of spells (each Academy has access to about 60-75% of the Blueholme spell lists, not all of them have the same spells, and each academy has its own unique spells from other sources like the 1e PHB, the Book of Elder Magic, and the Black Libram of Nartarus). Unfortunately, the Players do not avail themselves of this resource as often as they could. In addition, there is a Fortune Teller’s Guild, which no one has been utilizing!


~ Funeral shares the logbook and map they found in the shrine. The Keeper is not aware of its meaning, but a member of the clergy is a former sailor. He is able to give some information:

Funeral Downtime

has a convo with the Keepers about the map and the cave


The Senior does not really know what to make of the map, other than it obviously shows a cave of some sort. But he does know that Brother Rigoberd is a former sailing man, and summons him to help with the log book. Brother Rigoberd is able to explain the lodestone headings and how they give directions - you can follow the course of the ship.

He fetches a sea-chart and the course follows the shore from the west toward the mouth of Paradise Bay. He shows them going ashore at The Moaning Caverns, 15 miles along the coast on the edge of the Great Salt Marsh (he points at a spot almost due south of the end of the Serpentine). He says there is a famous pillar of stone there, riddled with caves that are home to many sea birds. When the wind blows, it goes through these caverns and tunnels, making a haunting, moaning sound.

He believes the Dagonites of the area would likely know more about it, as they are fond of sea-bird eggs.


Given that the cave is not down on the shore below the temple, we still have that footpath to investigate. But I get the feeling we want a full complement for that.


The missing Noble woman looks like a high reward for relatively low risk. I think we should chase that rumor.

Boris takes the enchanted swords to the Council of Ancients for study and identification:
Lore from Council of Ancients re: enchanted swords


Karakala: Berzerker demi-god of fire magic.

Grants power and spells in return for human sacrifice.

The ultimate goal of the sorcerer-priests of Karakala is to transform into a fire elemental themselves and become immortal.

A sorcerer-priest of Karakala is believed to have the power to breathe fire, and this flame can ignite a human being, burning them to death! Humans killed in this way are transformed into Burned Men, near-mindless servants without will or reason. They are rumored to carry enchanted blades that burn with unholy fire, powered by the destruction of their own soul.


As Berzerkers yourselves you thought that Karakala was a legend, or a story to scare small children.




XP LOG 25 May


Funeral - 1

Barber - 1

Scribbles - 1

3/5 - 1

Messer - 1

Boris - 1

Charlos - 1

Braun - 1


Liquid Treasure

1000 GP Paid for completing Quest on Chapel

2,500 CP (25 GP)

2,000 SP (200 GP)


Loot

5 x Sm Golden Bowl - 30 GP ea

Lg Golden Bowl - 50 GP

Tapestry - 100 XP

2x Golden Candlesticks - 70 GP ea

2x wax candles - 100 XP ea

Black Ram's Horn Shofar - 200 XP

Pots of Incense Cones (11 pcs) - 5 GP ea

Crate of Incense Cones (1600 pcs)  - 5 GP ea

Alexander's Grimoire - 5000 XP

Enchanted Shortswords - 500 XP ea


Total XP = 17,620


2,202 XP each


Wednesday, August 23, 2023

Session Report 012 - 23 May 1023

 

Introduction


The Sons of Mithra have decided to do some investigating at Ghost Town.

Sikandar

Zach

Cassander


Zeljko Henchman


Men at Arms: 10 Light Infantry + Sgt Aulos

10 Heavy Infantry

10 Crossbowmen


Downtime (Pre-session)
Cassander Downtime Swaggering for information on the Ghost Town


History of the Ghost Town


A Sorcerer named Neurem, a Voran from an old family, set out to build his own tower for research and build a town to support his researches, after a terrible falling out with the Council of Ancients.


The rumor is that he was forced out due to immoral practices and for attempting to summon creatures from the Outer Darkness.


Whatever the reason, he was able to construct a tall tower and extensive earthworks with a magical device he discovered in the Gateway Fortress.


One day, in the summer of (August?) 979 IC, a merchant caravan returned from making a trip to the town and reported that all were dead and the town in ruins. Baron Opatiza sent an expedition to discern what had happened, but even his own Court Wizard was unable to discover the cause.


One thing is known for sure, the Goblins of the Serpentine are frequently found lurking nearby, and have been for years. The young Bravos that seek adventure and glory report the ruins of the tower and town are overrun with Goblins.


The Ghost Town is widely regarded as being haunted by the spirits of those who died there.



23 May

After 10 hours of travel, they made camp on the shoulder of a hill, two miles from Ghost Town.


DM NOTE: In good weather the trip to Opatiza from Sojenka is two hours on foot. Three more hours to Samichi, then five hours across the grasslands.

24 May

First thing in the morning they travel down into the vale, with the light infantry providing a screen

They check on the “holes” they had covered with rubble the last time they were here, finding them untouched.

The absence of the Stirges in the various underground nests was commented on, but there is no consensus as to what may have happened to them.


They uncover the largest pit, in the ruined tower, and two Heavy Infantry are tasked with descending. One almost falls, but they manage to get to the bottom in one piece. Their lantern shows the floor of the chamber is littered with dead goblins. A Brief examination shows they have been drained of blood! Each has a single, large puncture wound in their chest or abdomen.


While the Infantry are checking the goblin corpses, five light infantry and 5 crossbowmen descend, followed by the party members. The stream flowing through the chamber looks unchanged, however the portcullis at the south end is partially blocked by a dead goblin, and it is shaking in the current.


The bodies of the goblins yield 16 SP, many beetle claws and large, thick fish scales.


The group goes up the staircase to the west, and into the large, dark chamber. They turn left, and stop at the door in the east wall. They listen, and hear nothing. Opening the door reveals a chamber dripping with Green Slime. The door is closed.


Continuing around the perimeter of the room they come to the double doors in the center of the south wall. Carefully opening the door they see a large room, set like a great hall with tables and benches for dining. At the far end, to the south, there is a raised dais with an ornamental table and four elaborate chairs.


As they enter the room and begin to peer about, they hear the most wonderful music! Singing voices like angels captivate the explorers. Virtually all of them fail their saves against the songs of the Harpies in the rafters! The *Charmed* party members are commanded to flee, running out of the chamber and back toward the exit shaft.

The two infantry closest to the Harpies are killed and eaten, while the remaining PC and six ov the infantry begin to press an attack.


Everyone fleeing winds up charging into the stream and get an additional save. Two of the infantry and the PCs snap out of it.


The infantry and Sikandar, who were not affected, attacked and killed the Harpies. The Sons collected the antique dishware on the tables and sideboards, and found two pieces of jewelry.

Searching the walls reveals a secret door to the kitchen, where they find a great deal of moldy supplies and spoiled wine. (Zach tries some of the wine, later gets food poisoning)


THe kitchen then leads to a larger pantry room, with two internal storage areas. And a giant centipede that they actually manage to capture and stuff into a leather sack! One storage room is filled with excavation equipment and the other is wine storage, and home to a ghostly apparition. Those who see the apparition and fail their save flee back into the large chamber, for a turn.


Zach slams the door shut, and they chalk it with a danger symbol. They will come back and deal with that later. They find a corpse in odd livery, searching it reveals a ring of keys (three of them, all different), a signet ring with an “N” and a slender golden necklace with semi-precious stones..

The Sons decide this is as far as they can delve tonight, so they collect their treasures and head back to the surface. The sun is going down behind the Serpentine. They travel back to the ring of hills and make camp.


On returning to Sojenka they sell their loot and go visit Varga the Horse Trader to liquidate the jewelry.

Davorin the Apothecary is delighted with the live centipede, and pays the group 200 GP for it.


XP LOG 23 May Session


Loot/Liquid 1,050 GP


Combat  105 XP


Total 1,155 XP Total


Sikander - 1

Cassander - 1

Zach - 1

Zeljko (Hench) -1


PC 330 XP Each, NPC 165 XP



Downtime

Castile will inquire about flashbang type items


Castile is able to find that at least two alchemists in Sojenka make "phoenix flowers", small clay pots filled with a magical liquid. These pots are fitted with a wick and launched into the air with small catapults, where they burst into bright, sparkling flower-shapes. They are often used for celebrations, and you know the army sometimes uses modified versions for night-time signaling. 


Depending on the size of the 'flower', these pots cost 8-20 GP each. They are dangerous, misuse can cause a premature "blossom" which can burn your hand off.


Castile: Sounds perfect for this group. Castile will discuss application in small quarters and attempt to get a mock up product. Aiming at maybe 30-40 ft diameter area of effect, something portable, preferably impact triggered but a fuse will do in a pinch. Will offer a contracted deal with the Sons of Mithra for exclusive production and training partnership. Keep it private as possible.


The Dungeon Master — FYI, mechanically, it is a Pyrotechnics spell in potion form…


Downtime Event:

29 May 1023 Two young Kordu Bravos come to the Sons of Mithra camp, asking to speak to Cassander. The younger one (named Krunoslav) says he spoke to Cassander earlier in the week about Ghost Town, and now his cousin (named Zvonomir) would like to share something with Cassander.


Castile, Mithra's Bastard 

Are guest rites a thing in this setting? Share a drink, split bread, salt, tea, etc? Feel like we ran into that with Varga yeah?


The Dungeon Master 

Yes, but you can just say things like

We welcome him as a stranger, or as a guest, or honored guest or family



Castile, Mithra's Bastard 

Ok. Cassander will meet with them with Zeljko and the sgts, obviously any PCs that might want to be nearby. Make an effort to welcome them as guests and share the appropriate etiquette. If Ima be assassinated they're going to SojenkaHell to do it.


The Dungeon Master 

Zvonomir claims to be an Apprentice mage from the The Brethren of the Order of the All-Seeing Eye. He says he was asked to leave after he started going to gatherings of the Prophets of the Chosen and asking questions about the new goddess EELATHOH, the goddess of Evasion and Escape, "who will lead all who believe to safety from the coming apocalypse."


The Masters told him there was no such Apocalypse, that the Chosen were deluded and good riddance to them.

 Zvonomir had offered his services to the Prophets, as a Diviner. The Prophets were excited to have him, and asked that he use their Seeing Crystal to determine the location of the Mycelium Path.

The Chosen believe the Mycelium Path will bring them to safety from the apocalyptic horror of what is to come from the mountains.


 Zvonomir says he saw nightmarish visions in the Crystal:

  •  a ruined city with gargantuan statues, wreathed in silver fog;

  •  a small woman, seated in meditation, with mushrooms growing on her body, and a flower for a head;

  •  a broken tower with a hole under it that goes down to a slime-filled hellscape...


The Prophets told Zvonomir they found this Crystal in the ruins of the Ghost Town and the flower woman told them how to escape the apocalypse.


The visions confirm what she told them, that the Necropolis was the road to safety.


The two young men look at you earnestly, they seem to believe what they are saying, and appear to be looking for a reward for the information.


Castile, Mithra's Bastard 

Gonna sketch the general likenesses of Tonisborg and Ghost Town, see if Zvonomir can identify either as the one from his vision. The tower with slime infested hole underneath (edited)


The Dungeon Master 

He recognizes the mill wheel in Ghost Town