Sunday, June 22, 2025

The Life and Times of a Deadman - Episode 42 - A Harrowing Pursuit: The Hunt for Sally on Hook Street

The air in the dreaming version of Sharn hung heavy with the scent of ozone and the metallic tang of fear as London, a determined figure with a keen nose, tracked the elusive hag. The cobblestones beneath their feet seemed to watch with unseen eyes, and a sudden, sharp smell of dogs prickled London's senses. Just as the pursuit intensified, Bosley, ever the free spirit, became momentarily entranced by a majestic elk, while Audrey Rose gasped, remembering a forgotten class, a nightmare vision of missed attendance. It took the collective effort of the group to snap her back to reality. In the distance, a cackle echoed, a chilling confirmation that London was indeed on the right track.

Suddenly, the very cobblestones they trod upon sprang to life, attempting to ensnare their feet like monstrous bear traps. A horrifying howl tore through the air, forcing the group to steel their minds against an unseen terror. At the end of the alley, two canine figures, wreathed in smoke, faded away. But not before a spectral dog lunged at Audrey Rose, biting her leg and trying to trip her, while another savaged Sabrina. Audrey Rose retaliated, throwing a bomb that phased harmlessly through her attacker, only for a second, electrically charged bomb to shock it. London, seizing the moment, unleashed a Searing Light, illuminating the shadowy creature. The battle was on. These were no ordinary foes; the adventurers soon discovered they were pitted against four Nightguants and two Shadow Mastiffs, creatures of pure nightmare. After a brutal struggle, the monstrous canines fell.

Their perilous journey continued, the pursuit of Sally unwavering. Yet, the strange energies of this place began to take their toll. Zita, a usually grounded member of the party, hunched on the ground, seemingly eating imaginary mushrooms and claiming they were calling to her. This place was not right, twisting perception and sowing strange hallucinations.

Finally, their quarry led them to a splendid house on Hook Street. London, ever at the forefront, moved towards the door, the group close behind. Without warning, a deadly vine lashed out, coiling around London. Then, the very grass beneath their feet erupted, trying to ensnare them, but the agile adventurers dodged and tumbled out of the way. Audrey Rose, quick-thinking, sprinted up the stairs and hurled a bomb at the vine constricting London. As one vine tightened its grip on London, another reached out and grappled Audrey Rose. Sabrina, seeing an opening, dashed into the house, followed closely by Zita, who deftly avoided a grasping root. Bosley unleashed a Ray of Frost upon the aggressive flora. Audrey Rose, her eyes scanning the terrifying scene, realized the massive tree was staring at her with malevolent intent. A root burst through the floor, aiming for Sabrina, but she slipped away just in time. Another root lunged for Zita, who dodged it, but a third secured its hold on London. The very trunk of the tree then attempted to bite London, narrowly missing.

Audrey Rose, a scholar of the arcane, recognized the monstrous assailant as a Quickwood, a gargantuan plant immune to electricity and fire, possessing all the inherent traits of its botanical kin. She quickly ingested her mutagen, sharing her knowledge of the formidable tree with her companions. Above, Dol and Tweetie Bear circled, Dol casting Haste upon the group, invigorating their spirits. The desperate battle raged on. Audrey Rose recalled her studies of assassin vines, a realization dawning that her bottled lightning, usually so effective, would be useless against these particular adversaries. At last, after a grueling fight, the adventurers triumphed, destroying the Quickwood and its deadly tendrils. London, ever the healer, tended to the badly injured party members, allowing them a moment to catch their breath before they turned their attention back to the seemingly innocent house on Hook Street.

Monday, June 16, 2025

The Life and Times of a Deadman - Episode 41 - Into the Dream: The Shard, the Spider, and the Hag

In the morning after their grim discoveries, Audrey Rose gathered the team to share what she had uncovered from the Paginarum Lethargica. They spoke at length about the ritual that would allow them to enter the dream realm, the importance of the Dream Shard, and what would be required to defeat the growing threat. The conversation was thick with tension and debate—the path ahead was perilous, and time was quickly running out.

Key pieces of the puzzle were coming into focus. The Brotherhood of the Spider, led by a man named Nahum, currently held the Dream Shard. The house on Hook Street, now a crumbling ruin, had once belonged to Nahum and was originally a temple to the Sovereign Host before the family had built a manor house atop it. The group also learned of a place called Mogul Tar, located in the Baesch Mountains, which might prove significant later.

While Audrey Rose was urging Zita and Sabrina to speak with the magistrate and secure official backing, Bosley quietly slipped away with London. Zita, catching on, followed discreetly. Together they negotiated terms with the magistrate: the group would be paid 1,500 gold per person upon delivery of the Dream Shard and proof of Nahum’s death.

Meanwhile, Audrey Rose continued analyzing the grim mathematics of the dream corruption. At the current rate, the entire city would fall under its influence in just thirteen days. Learning the ritual to counter it would take six. The odds were grim.

The group began attempting the ritual, but their first attempt failed. On the following night, however, they succeeded. It was now Day Eight.

With the ritual complete, the group stepped into the dreamscape. A dense fog surrounded them, and an eerie, oppressive silence hung in the air. The twisted landscape mirrored the Fallen District, distorted and uncanny. Shards of corrupted dreamstuff began to swirl, slowly forming into a towering spire.

A faceless, winged gargoyle flew silently overhead as the party suddenly found themselves standing before Lady Kerrington’s house. A crashing noise tore through the dream as metal groaned somewhere nearby. Movement flickered in the corners of their vision—shadows and half-seen horrors.

Audrey Rose gave a warning, moments before a bloated, dog-sized flea with a drill-bit proboscis lunged from the shadows and slashed into them. As the group rallied to fight, the creature vanished into the mist—only to be replaced by six grey-skinned humanoids: cultists of the Spider, closing in with blades drawn.

A chaotic battle erupted. Blades clashed and spells flashed through the dream-fog. Eventually, the cultists and their monstrous companion were vanquished, their forms crumbling into fragments of nightmare.

Then came the cackling.

From the mists emerged an old woman with curling ram’s horns—Sally Scrabblebones. She held Lady Kerrington by the hair, her form limp and unconscious. With a crooked smile and a mocking tone, the hag sneered, “Do you want to make more money? Sure, we all do.” And with that, she vanished into the sky, taking Lady Kerrington with her.

The group stood in the dream-fog, bloodied but alive, realizing they had only just begun to uncover the true horror of the dream realm—and that Sally Scrabblebones now held one of their few allies captive.

Tuesday, June 3, 2025

The Life and Times of a Deadman - Episode 40 - Whispers in Waking: The Dream Key and the Book of Secrets

After a restless night, Zita gathers the group to share a vivid and troubling dream. Audrey Rose suggests that the benevolent rainbow-horned creature in Zita’s dream might be a baku—a rare fae that feeds on nightmares and offers peaceful sleep in return. She also identifies the dream’s sinister orange-horned presence as a night hag, extraplanar entities from the Astral Plane that trade in mortal souls and wield powerful magic.

Later, after their morning practice, the party visits Madam Kerrington’s estate in the Fallen District. The area is now crowded with tents and lean-tos. Dahl observes that most of these makeshift homes appeared within the past two months. When Zita asks one of the squatters why they’re camped there, he explains that it's the safest place to sleep—elsewhere, people’s dreams are under attack.

Audrey Rose recalls something from a previous meeting with Madam Kerrington: a name—Sally Scrabblebones, a night hag active in the area. When Manored, Kerrington’s butler, lets them in, Audrey Rose whispers to Zita that Kerrington herself might be Sally in disguise.

Inside, Kerrington waits for them in the drawing room. She admits to attempting to summon Zita through dreams, seeking to instill urgency. As Zita recounts her dream, the group discusses the baku again, especially its role in shielding against natural and drug-induced nightmares.

Zita confronts Kerrington, asking why she appeared as a night hag in her vision and whether there is a connection to Sally Scrabblebones. Kerrington acknowledges that Sally is real and known in the region but denies any personal dealings with her.

When the conversation shifts to the Clavis Somnus—the mysterious dream key—Kerrington expresses interest in performing a psychometric reading on it. Zita agrees and takes her hand, triggering a vivid psychic vision:

  • Scene 1: Zita finds herself back in the submerged dome temple, but it’s dry. Mira, the woman who gave them the key, is at the altar. Forrest Greevely approaches her, apologizes, and hands over the Clavis Somnus in hopes of resolving a misunderstanding.

  • Scene 2: In the wreckage of the now-fallen house on Hook Street, Fral Tan—the missing nephew they were hired to find—uncovers the Clavis Somnus and a dark tome bound in silver.

  • Scene 3: The house appears intact again. A bald, heavyset man is being pulled by tentacles through a portal. As he escapes, he drops the Clavis Somnus.

  • Scene 4: That same man is later seen in a library, gleefully studying the same silver-bound tome.

Zita recalls that Fral Tan had indeed stolen a book along with the key. Audrey Rose connects this to a previous lead: a religious book taken by Josef Barvasi, one of Mira’s associates. Kerrington suggests that Zita may be developing the rare "gift of dreaming" and recommends they find the missing book. Audrey Rose proposes questioning Myra about Josef, while Zita is eager to return to the submerged temple.

During a group huddle, someone remembers the gang they dealt with in earlier shiver dealings—the Barvasi family. Audrey Rose links Josef Barvasi to the stolen tome. They set out, but when they arrive at the old house on Hook Street, guards tell them part of it remains flooded and under investigation. Zita identifies them as members of the Townsend Agency, and after recognition, they’re allowed limited information.

The party splits up to gather intel. Sabrina learns that the Barvasi gang has gone into hiding following a bloody purge of their associates. She arranges a meeting with the remnants of the gang for 100 gold—and a vague threat involving his vocabulary.

At dinner, the group regathers at a bar, where a street urchin, pale with fear, tells them to follow her to Rook’s Roost. Inside, Shroosh—the gang’s contact—sits in a daze, turban in his hands. The place is wrecked. Around ten Barvasi gang members lie dead, killed within the last day.

Sabrina comforts Shroosh, who reveals the gang had come to hide. He left briefly and returned to a massacre. Audrey Rose inspects the bodies, noticing strange puncture wounds the size of small drill holes. Sabrina takes a severed leg and arm, convincing Audrey Rose to store them in the bag of holding for analysis.

Back at Kerrington’s, they ask her to psychically investigate the remains. Zita touches her hand and experiences a sudden vision: A man at a door says he’s heading to a bookshop on Winding Way. Then chaos—flashes of violence and sickles shaped like spider legs. A mangy, flying creature with a metallic growl flits through the carnage.

Following this new lead, the group travels to Winding Way. The bookstore is trashed, its door kicked in. Behind the counter is a freshly killed body with similar wounds. Bosley hears whimpering and finds a 15-year-old girl hiding in a cabinet. She describes how someone burst in and slaughtered Diogorgio with a spider-like blade. She never saw a special book.

Searching the store, Bosley finds a crate of unsorted books, including a suspiciously old ledger that seems unrelated to the shop’s current business. Audrey Rose and Bosley investigate magically. They discover a bookmark of deception—an item that conceals both a book’s content and magical aura. When removed, it reveals the silver-bound tome they've been seeking. Audrey Rose quickly restores the bookmark to hide the book again.

The next morning, after a night of rest, London returns Zita’s constitution. Audrey Rose begins studying the mysterious tome. The group has finally recovered both the Clavis Somnus and the long-lost book—but the mystery only deepens, and dark forces seem to be one step ahead.

Monday, June 2, 2025

The Life and Times of a Deadman - Episode 39 - The Maw and the Medani: A Journey Through Shadows and Celebration

After narrowly surviving the events at the tower, the adventurers embarked on a perilous trek back to the train. Their path was plagued with crumbling buildings, treacherous terrain, and relentless hordes of ghouls. Exhausted but determined, they reached the train and delivered the horn to Uncle Jonathan.

Unfortunately, Sabrina, Dahl, London, and Audrey Rose all fell ill with ghoul fever. Thankfully, London was able to cure the entire group. After a debriefing with Uncle Jonathan and Erix, the party prepared to continue their journey.

Audrey Rose requested that London learn Restoration by morning, intending to question the enchanted painting about the mysterious book. She and Uncle Jonathan began cataloging the artwork recovered from the tower. Meanwhile, Zita attempted to bond with the Warforged, hoping it would imprint on her. Sabrina went to sleep, London gnawed on a shoe, Dahl scanned the train with Detect Magic before heading to the weapons cart, and Bosley examined the mysterious titan.

Zita and Sabrina observed the location where they had first acquired the weapons cart. A nearby warehouse glowed with unnaturally bright light. Then came a deafening roar. Alarmed, Audrey Rose urged Uncle Jonathan to accelerate the train. He hurried to the front cart to assess the situation.

Sabrina climbed atop the train to investigate. In the distance, she spotted a fast-approaching light—revealed to be a monstrous train-like creature, crawling on countless centipede legs with a gaping, tooth-filled maw. She hurried to the rear cart and tried to disengage it. Casting Glitterdust, she exposed a massive glowing eye on the front of the creature. It lunged and bit off half the train, pausing to chew.

In a frenzy of chaotic improvisation, the group used black powder, a ballista, and a storage cart in a makeshift trap. The resulting explosion bought them precious time, and the adventurers left the wreckage behind. They took shifts watching from the rear of the train. During London’s watch, the creature reappeared. Zita fired the ballista, striking the creature’s front car.

Sabrina proposed a bold plan: destroy the conductor stones beneath the tracks to slow the pursuing monster. Audrey Rose convinced Uncle Jonathan to stop the train. In ten frantic minutes, they dug up 30 to 40 feet of stones. It worked. The creature never reappeared, and the party finally reached Braelin safely.

The next morning, they debriefed with The Dead Man, Charlie. Dahl recounted their harrowing experience, and Charlie asked whether they had encountered any of the green worms seen in the Mournlands. They had not.

Barnsworth distributed their accumulated messages. London subscribed to the local newspaper. Later, three well-groomed young men—Barnsworth’s nephews Tar (a House Kunderrack bookkeeper), Elain (a sleep-deprived university student), and Jerrain (a muscular House Cannith apprentice)—brought food to the group. Their appearance and behavior suggested Barnsworth was attempting some matchmaking. Sabrina suspected as much.

Audrey Rose chatted with Elain about becoming an alchemist. The group settled into Braelin life, enjoying weeks of celebration, shopping for magical items, and brewing alchemical potions.

One morning, Sabrina arrived at breakfast completely plastered, having spent the last three days in Velvet—the dragon-themed red-light district. She brought extravagant gifts: a gem-encrusted collar for London (100 gp), a fine perfume for Zita (300 gp), and a bottle of luxury wine for Audrey Rose (300 gp).

Audrey Rose raised the topic of the Medani offer. Initially hesitant, Zita was swayed by the revelation that the Medani seal would grant them access to noble circles. The group agreed to meet the Baron to negotiate the price, hoping their recent fame would give them leverage.

Shortly after, Audrey Rose and Dahl received an invitation from Jamey Rook, a mystery writer, for lunch at Beef Hooked, a restaurant in the Grayflood shipyard district. Audrey Rose asked Zita to tail them in disguise, just in case. London, meanwhile, was distracted by the sound of sweeping. Curious, he followed it to two ratfolk: Purchase and Daz. After a brief exchange, London purchased their lunch—an artisanal pastrami sandwich—and took a glorious nap.

Elsewhere, Bosley discovered Vlatex, a bustling café and tea shop in Goblin Town. Its sign read (in Goblin), “You want coffee, maybe you get coffee, maybe you get punched in face.” The seven-foot-tall bugbear Vlatex, impressed by the agency’s exploits, offered to buy rare cultural artifacts from Darguun. Bosley gained a new contact.

Back at the agency, Zita prepared for her undercover assignment with lipstick and disguise help from Dahl. Audrey Rose consulted Sabrina about Beef Hooked. At the restaurant, Jamey—modestly dressed but stylish—invited Audrey Rose and Dahl to lunch, hoping to base characters in her next novel on them. She saw through Zita’s disguise, but the meeting ended peacefully, albeit strangely: they neither asked many questions nor paid any fee. Zita remained suspicious. Audrey Rose explained that Dahl simply wanted to talk.

A few nights later, as Zita left the agency, she began to float—an experience she found oddly unimportant. She drifted above the Fallen district and spotted Madam Kerrington’s house, surrounded by tents and shanties. A rainbow-colored wooly mammoth flew circles above it. Inside, the house was in ruins. In the sitting room, the autowriter sat idle, and a couch had been overturned. Zita inserted paper into the autowriter. It began to scribble: Help, help, help—and drew a familiar key.

Beneath the couch, she found a disturbing figure: Lady Kerrington’s body, but with a hideous hag’s face adorned with orange horns.

Trouble was stirring once again.

Sunday, June 1, 2025

The Life and Times of a Deadman - Episode 38 - Echoes of the Horn: Siege of the Ghoul Tower

The adventurers pressed onward, following the eerie sound of a horn through the thickening fog until they reached a towering ten-story structure. Outside, the air reeked of decay, and the ground swarmed with enthralled ghasts and ghouls. These horrifying undead were known for their paralytic, flesh-eating bites that could turn victims into ghouls, and the ghasts emitted a nauseating stench that made the party uneasy.

Zita slipped forward stealthily to the building’s entrance, with Audrey Rose close behind, moving quietly to avoid disturbing the undead sentinels. The rest of the group followed cautiously. Audrey Rose took her mutagen as they entered the tower, where no doors or traps barred their way. Inside, the structure was a chaotic patchwork of narrow, twisting passages and cramped rooms, seemingly constructed by merging dozens of different buildings. The ghoul infestation was everywhere, filling the corridors with their sickening stench and eerie presence. Even Tweetie Bear’s fur stood on end, his discomfort palpable.

They paused to decide who would play the horn once they retrieved it. Audrey Rose suggested Sabrina, but Sabrina was hesitant. On reaching the ninth floor, Audrey Rose fortified herself with a shield spell. The floor was an expansive, open area with many doors and windows that looked out into the void. There, in the distance, stood a strange woman surrounded by a crimson aura. She wore a professor’s uniform and was undead—but unlike the others, she wasn’t enthralled. She smiled at the adventurers, revealing an unsettling surplus of teeth.

Sabrina boldly announced their intent to ascend to the horn’s resting place. The woman introduced herself as Belleth Zenden, petting Barry the Barrel, a mysterious companion she trusted to watch the others. Audrey Rose speculated whether Belleth was a victim of the horn’s power or already dead before its call. Belleth explained she had tended to this undead flock for months, having learned the horn’s location in Calisart’s vault from the hag Iron in exchange for two university students. The horn had been sounding for weeks, drawing the undead flock to her. Belleth, a native of the region, revealed her dark ambition to take over the world.

Spotting a staircase, Audrey Rose and Zita moved upward, with the rest following except Sabrina, who remained behind to distract Belleth. Sabrina attempted to bluff her way into favor by performing a fake fire bolt spell, which was actually a cleverly disguised dispel magic. The unexpected magic caused some spells to fade, startling Belleth who vanished with a scolding “Naughty girl,” and then commanded the undead to attack.

A horde of undead surged forth, inflicting damage on the group. Zita was paralyzed; Audrey Rose retaliated with a flesh-eating bomb, while Bosley unleashed burning hands and Dahl cast haste. London channeled healing energy as the undead continued their assault. Zita grew nauseated and Audrey Rose was also paralyzed under the onslaught.

Sabrina cast glitterdust, revealing the swarm and blinding many. She called for the group to gather the paralyzed and retreat upstairs. Bosley carried Audrey Rose to safety, and Tweetie Bear rescued Zita, enlarged by Dahl’s magic to aid the escape. London healed the party as Barry watched Sabrina, smiling ominously. Sabrina cast glitterdust again, this time including Barry, drawing the creatures’ attention toward her.

Bosley and Audrey Rose reached the tenth floor, finding an empty room except for a plinth holding a green and gold horn that played on its own. Sabrina hung off the side of the building, blinding the undead below. Audrey Rose checked the plinth for traps before grabbing the horn. Zita attempted to play it, producing a terrible sound. Dahl tried next, but nothing happened. London hurried downstairs where Barry was eyeing him; the undead swarmed him. Audrey Rose tried to play the horn but failed, while Sabrina climbed a window to join the others.

Zita, wearing slippers, descended the building’s side as angry growls followed her. Belith cast a spell at London, which failed, while Dahl rushed to Audrey Rose to retrieve the horn. London retreated upstairs as the undead stormed upward, with Bosley attacking first with fiery breath, igniting several foes but quickly overwhelmed.

Audrey Rose identified the artifact as the Horn of Quintus—an ancient magical item requiring a high skill check to activate. It could enthrall certain undead through performance or device use but risked turning its wielder undead if exposed too long. The horn also carried specific instructions for its destruction.

After deliberation, Dahl and Tweetie Bear took the horn, flying under the cover of fog toward the train station. Meanwhile, Zita used a ghoul’s voice to command the undead inside the tower, signaling it was safe to descend. London healed the weary group and moved to protect Bosley, preparing for whatever awaited next.

Saturday, May 31, 2025

The Life and Times of a Deadman - Episode 37 - Echoes in the Ash: The Lung Creatures and the Haunted Horn

 The adventurers’ journey aboard the lightning rail continued under an eerie, pink-tinged mist that grew colder with each passing hour. London was found quietly chewing on a shoe, a small sign of the tension mounting among the group. When the train halted for repairs, the adventurers disembarked to protect the engineers and mechanics at work.

Sabrina heard something shuffling nearby and warned Zita that undead might be approaching. London instinctively dashed toward the sound, prompting the engineers to retreat behind the party for safety. Suddenly, from the thick mist emerged eight grotesque creatures resembling human lungs with legs and an attached esophagus. One lung-creature aimed its esophagus at London, releasing long, hairy strands that flopped onto the ground behind him. Two creatures ensnared engineers in painful tangles of hair, while others narrowly missed the party members. Tweetie Bear was caught in the tangled mess as well.

Sabrina cast confusion to disorient the attackers. Zita tried sawing through the hair while attempting to tumble past the creatures, only to be kicked as she slipped by. Dol enlarged Tweetie Bear, but he was still unable to break free.

Bosley responded with a fiery blast, setting two of the creatures writhing on the ground. The attackers tried to spit and kick at Audrey Rose, who retaliated with explosive bombs. The kobold, Snacko, added his own fire attacks to the fray. Meanwhile, London, Sabrina, and Zita fought the lung-creatures on another front, while two of the creatures bizarrely battled each other.

Zita was the first to fell one with a precise strike from her double daggers. Audrey Rose’s bombs took out two more, and Zita shredded another before Tweetie Bear finally broke free. The remaining creatures attempted to vomit hair on Audrey Rose, Bosley, and Dol, but an explosive bomb thrown by Audrey Rose decimated one more. Bosley finished off the last lung-creature.

In the aftermath, the injured gathered around London for healing, while Zita examined the remains of the strange creatures but could not identify them. None of the group had ever seen anything like them before.

Back on the train, Dol noticed the pink mist thickening, and when she picked up a piece of ash, she realized it was actually a scab from some unknown wound or affliction. The group ate and traveled for a few more hours before another stop.

London spotted a horse-drawn carriage in the distance. Dol sent Tweetie Bear to investigate. The horses were collapsed on the ground, and the two riders slumped lifeless in their seats. Among the luggage were canvas bags filled with mail, including an unopened package wrapped in brown paper and twine. Tweetie Bear brought the package to Dol, who opened it to reveal an oil painting of a pair of six-sided dice, showing the numbers 4 and 3.

As Dol held the painting, her hands burned painfully, causing two points of Constitution damage. Suddenly, she understood the painting’s magic—it granted her the effect of an augury spell once per day. Testing it, the painting shifted to show a happy crowd reading mail. Confident it was safe to bring the mail aboard, she instructed Tweetie Bear to gather the rest and stow it in the equipment car.

The night passed quietly, and the morning was uneventful. Sabrina inquired if Erix could scribe a teleportation scroll, to which he responded affirmatively. The engineers soon announced their approach to the remains of Kalasar, once a city now swallowed by the Mournland. The ash in the air thickened noticeably.

Dol explored a nearby switching station and found a couple of abandoned lightning rail cars on a sidetrack, separated from their train by dead conductor stones. One car was a flatbed carrying a wrecked mechanical device, which Bosley identified as a war forge titan — a massive, mecha-like war machine. The adjacent cart was open and partially loaded with pristine crates. Sabrina pried one open to reveal paintings, which both she and Bosley recognized as government artworks intended to be moved to safety but abandoned too late.

From the fog, London heard faint music—a horn’s call drifting eerily through the ash-filled air. The engineers and technicians continued their repairs while Erix and Uncle Jonathan stayed behind to protect them. Drawn by the mysterious sound, the adventurers moved toward the source, stepping deeper into the uncertain and haunted heart of the Mournland.

Friday, May 30, 2025

The Life and Times of a Deadman - Episode 36 - Into the Mournland - The Lightning Rail Journey

The adventurers boarded the train and headed east, accompanied by Uncle John and Professor Erix Wrighten. Their destination was Vathirond, located on the northeastern edge of Breland. The town had suffered heavily since the Mournland’s emergence, with many residents fleeing as strange and dangerous creatures appeared from the ever-present mist.

At Vathirond, the group was transferred beyond the barricade to a shortened rail line with a single cargo and passenger carriage. They met their engineers, Tabin and Isti, who would operate the train between the barricade and the Mournland’s interior. Their goal was to reach Talastart, a central hub within the mist-shrouded region. The team also encountered three mechanics—Talina (a gnome), Elun (a goblin), and Snacko (a kobold)—who had been maintaining the lightning rail for years. Sabrina learned that these three were seasoned and knowledgeable, invaluable to the expedition’s success.

Zita recommended the party set up four-hour shifts for vigilance and rest, with shifts assigned to Dahl, Zita, Sabrina, Audrey Rose, Bosley, and London.

Before departure, Uncle John gifted Zita two potions of Shield of Faith. Dahl and Bosley joined the technicians at the front of the train to learn how to monitor the tracks and systems.

While on watch, Bosley overheard a chilling tale of a trio of creatures—eight-legged, hyena-like beasts—that had once charged from the mists, emitting thunderous roars that shook the ground and caused widespread destruction.

Uncle John handed Audrey Rose a Type 2 bag of holding, capable of carrying 500 pounds and 70 cubic feet of gear. London cast Consecration on the passenger car, a protective ward that would last fourteen hours. The train was moving steadily at top speed—about 140 feet per minute.

During the first watch, Dahl noticed ghostly faces drifting outside the windows. “Souls of the lost ones,” Tweetie Bear murmured. Zita observed the fog thickening and the temperature dropping. Sabrina passed the time reading a paper.

Suddenly, the train slowed. Isti knocked on their cabin door to report they had reached their first stop for repairs—five conductor stones needed replacement, a task expected to take a few hours.

Audrey Rose, London, Dahl, Bosley, and Uncle John headed outside to guard the engineers during repairs.

Out in the mist, London and Bosley heard metallic clattering. Animated barrels rolled toward them. Uncle John and Audrey Rose threw bombs at the advancing threat. Then, fiery tendrils surged over a nearby hill, engulfing Tweetie Bear and Dahl with electrical damage.

The barrels barreled forward—one struck Bosley, another clipped Uncle John, and a third missed Audrey Rose. Uncle John destroyed a barrel, and Audrey Rose threw a frost bomb at the tendrils-creature, which retaliated by spitting out Dahl and attacking London with an electrocution blast. Dahl quickly cast Haste, while Tweetie Bear attacked the ooze-like entity.

Erix Wrighten fired an acid arrow, but it seemed ineffective against the creature’s magical resistance. The battle continued fiercely until the ooze exploded, scattering the barrels, which then abruptly stopped rolling.

Later, Bosley and London spotted a glowing draconic rune suspended in the air. Bosley recalled stories of creatures capable of manifesting such runes on expeditions in Xen’drik.

That night, Bosley kept watch while others ate. He noticed strange, rune-covered creatures—about the size of great Danes—with large faces like dinner plates, running alongside the train. Fortunately, nothing further happened during London’s watch.

The next morning, Dahl kept watch while London cast Consecrate on the train again. London spotted a massive, menacing structure just off the rail line. Audrey Rose guessed it was a former lightning rail workshop—where carts and carriages were built and added to the line.

Around noon, the train slowed once more. Tabin informed the group that more conductor stones required repair, but a rail car was blocking the track and had to be moved.

Uncle John proposed investigating the contents of the obstructing rail car first. Zita picked the lock, and London pushed open the door. Upon inspection, Uncle John shouted, “Great Scotts!” and summoned Erix. The professors quickly identified the cargo: components for crafting magical staffs and wands—dragon scales, black powder, and other arcane materials. While valuable, it would take significant effort to move and reattach the car to the train.

Taking their time, the group carefully lifted and secured the cart back on the rails. Thankfully, the conductor stones under it remained functional.

While the engineers continued repairs, Sabrina, Zita, and Bosley explored an abandoned station nearby. Inside, they found benches and seats pushed aside, forming a large blood circle in the center of one room. Uneasy, they avoided stepping inside.

Sabrina tossed a clump of dirt into the circle. Suddenly, disembodied voices calling “Mommy! Daddy!” echoed around them. Five small figures emerged from the blood pool, each with an animal skull for a face.

The group backed away cautiously as one figure approached Bosley, asking where his father had gone. Bosley’s bluff failed to convince the spectral child, and the others advanced. Sabrina called for Audrey Rose, who came quickly. Though these were undead children clutching stuffed rabbits, Audrey Rose refused to attack unless provoked and instead withdrew along with the others. The figures did not follow.

London sniffed the air, suddenly sure he had been there before. Memories flooded back of a sunny day on the platform, his master’s presence nearby. Exploring the station further, London found the ticket booth, where a skeleton lay—familiar by scent. He recalled the ticket master telling him he was a good boy and his master praising him as the best boy.

With the cart reattached, the group boarded the train and resumed their journey. London’s somber mood weighed on the team, and they did their best to lift his spirits as the train carried them deeper into the mysterious Mournland.

Thursday, May 29, 2025

The Life and Times of a Deadman - Episode 35 - Preparations for the Mournland

The adventurers turned their attention toward Vathirond, a city perched at the edge of the Mournland—what was once the nation of Cyre. Ever since the Day of Mourning, strange and terrifying things had emerged from the mist to attack the town: undead, rogue constructs, living spells. Occasionally, the skies even rained blood… or fish. Vathirond lived in the shadow of catastrophe, clinging to the edge of normalcy.

Meanwhile, Audrey Rose amused herself with her magical hat. She reached inside—and to everyone’s surprise, 160 gold coins flew out. Then, for reasons known only to her, she pulled eight children from the hat as well. Eventually, the children found their way home. Afterward, Audrey Rose settled in with the Necrotic Manuscript, quietly reading. The others watched closely, wary for any changes in her demeanor. So far… nothing alarming.

In less than two days, the group arrived in the sprawling city of Sharn. After a much-needed night of rest, they headed to the University to update Uncle John on everything that had happened. He listened intently and recommended they speak with Erix Stritland to prepare for future incursions into the Mournland. The goal was to obtain anything that might help the group navigate its twisted landscape safely.

Audrey Rose showed her uncle the mysterious hat. He issued a stern warning about fae artifacts, advising her to lock it away and forget the combination. London, meanwhile, negotiated five minutes of petting in exchange for half a cinnamon roll.

Audrey Rose and Zita spent time researching the Mournland in the university’s vast library. What they found was disturbing: ten years ago, the nation of Cyre—roughly the size of Belgium—was obliterated in a single, inexplicable event. Ever since, the land had been shrouded in a constant, unnatural mist. The vast majority of Cyre’s population vanished that day. No group has claimed responsibility, and to this day, no one knows what really happened.

The land is now haunted by living spells, undead creatures, and the infamous Lord of Blades, a renegade warforged general. Healing magic is unreliable there, and danger lurks in every ruined city. They located a detailed map, and Audrey Rose sketched a copy for the group. They traced the lightning rail line running through towns like Meterol and Eston, and noted its passage near Vathirond.

They reviewed what they knew of warforged: though similar to constructs, they aren’t immune to mind-affecting effects or ability drain. They don’t eat, drink, or sleep, and they may be vulnerable to rusting effects. Zita, however, remained deeply uneasy about the undead. She voiced serious doubts about joining the expedition. Audrey Rose, too, questioned whether their agency was equipped to handle such a perilous mission. Unfortunately, Charlie had no new information to offer.

During downtime, Sabrina spent freely—on good wine, fine food, and the care of war orphans.

Ten days later, during breakfast, Audrey Rose heard her uncle’s voice inside her mind. Come see me at once, he urged. An expedition is afoot.

She hurried to his office, where both Uncle John and Erix awaited her. Together, they outlined a bold proposal: a funded expedition into the Mournland. Both men would be joining the journey—John bringing his expertise in bombs, and Erix as a powerful wizard. They planned to requisition a lightning rail and assemble a repair crew. The team would ride the rail as far as Vathirond, then transfer to a private expedition rail designed to run directly into the Mournland.

The rail would serve as their base of operations as they followed the tracks deeper into the unknown, searching for clues about Professor Zendor. Erix believed she may have followed the rail either to avoid becoming lost, or because the Horn of Quintus lay along its route. If they didn’t find her along the rail… she might be gone for good.

The adventurers were to serve as security for the mission. Uncle John offered to brew potions to protect Zita from the undead. Sabrina, ever practical, asked about payment. The group would be granted first claim on any spoils discovered during the expedition, and the university would supply them with a superior bag of holding. The horn itself, if recovered, would belong to the University.

Most of the party agreed to 10,000 gold as their payment. Zita requested protective magic—either against the undead or to remain invisible to them.

The team was ordered to depart immediately. Bosley secured goblins to staff the expedition train. Audrey Rose made arrangements to ensure that high tea would be honored aboard the rail.

The following morning, the group gathered at the station. With the sun rising behind them and the threat of the Mournland ahead, they boarded the train—and set off toward destiny.

Wednesday, May 28, 2025

The Life and Times of a Deadman - Episode 34 - The Monster Above

The group pressed deeper into the asylum, moving cautiously down a dim corridor. At the end, they discovered another hidden door. Without hesitation, London stepped forward and kicked it open, revealing a secret study.

Inside were two more of the strange, "basket-headed" men—and with them, an older man wearing a worn leather apron. The moment they crossed the threshold, combat erupted.

Audrey Rose acted on instinct. As the old man shifted, she hurled a bomb at him, seizing the moment for an attack of opportunity. The explosion rocked the study. The rest of the group surged into the room, weapons drawn. Sabrina unleashed a Glitterdust spell, coating the enemies in sparkling motes of magic and briefly blinding them.

Then, in an instant—Crowe vanished.

The team fanned out and scoured every inch of the basement, searching frantically. But Crowe was nowhere to be found.

Suddenly, the ground rumbled beneath their feet. A tremor. Then another. Dust shook loose from the ceiling. Sabrina’s eyes widened—she realized with dread that the creature was upstairs, and Crowe was likely with it.

They sprinted back up through the asylum, bursting into a main chamber. There, it waited.

A terrifying monster loomed before them: a twisted amalgamation of nightmares. It had four gnashing heads, six legs that scraped against the ground, and eyes—so many eyes—glistening and malevolent. It radiated chaotic energy.

Acting quickly, Sabrina cast Suggestion on the beast, whispering calming words into the weave of magic. Against all odds, the creature halted, momentarily pacified.

Breathless and on edge, the party debated their next move.

Sabrina urged retreat. The creature was too dangerous, and Crowe was nowhere to be seen. But Audrey Rose stood firm. She argued that they had a moral duty to destroy the thing—a creature of pure chaotic evil that had slipped through the broken seal. If left alive, it might return to ravage Carrion Hill again.

Tension gripped the group. The decision loomed. Fight… or flee?

Tuesday, May 27, 2025

The Life and Times of a Deadman - Episode 33 - The Asylum of Madness

The interrogation of Hyve began with Sabrina casting Suggestion to loosen his tongue. Under the spell’s influence, the sage admitted he believed another of the ancient seals had been unearthed—this one in the Lazar Principalities. Pirates had found it, though Hyve didn’t know much more.

He also offered some insight into Crove, the asylum’s administrator. Hyve suspected Crove was a spellcaster; he’d once seen him unleash a beam of light at an ogre. The mention of Professor Zenden came up again—Zenden had asked Hyve about the Horn of Quintus weeks ago. Hyve recalled being told it was aboard a rail car traveling through the Mournland.

That name stirred unease. The Mournland had once been Cyre. Bordering Breland to the north, it was transformed five years ago when a magical cataclysm swallowed the entire nation in a thick, unnatural fog, killing nearly everyone. Now, nothing truly lived within its borders.

Audrey Rose collected a few tomes of personal interest while Hyve, visibly shaken, revealed more. The ritual he and the others had performed bound fragments of their souls to the seal. The creature they had awakened believed it could reclaim its full strength by hunting them down and murdering them one by one.

Sabrina gently convinced Hyve to remain under the town’s protection—a sort of sanctuary-prison. He reluctantly agreed.

Back on the streets of Carrion Hill, something felt off. The townspeople were panicked, many hastily packing carts and fleeing. Sabrina stopped one dwarf to ask what had happened. The dwarf, wild-eyed, said that several newly built houses had been crushed, Meyer had been cut in half, and one of the guard towers had been flattened.

Sabrina turned to warn Hyve—only to find he had vanished.

Nearby, a small boy named Ches Mortalbea tugged on the end of her robe. He clutched a stuffed owlbear and explained that his father worked for the mayor. They pushed their way through the crowd and reached the mayor’s office after an hour, but found it abandoned. Ches's father arrived shortly after and led them to the destroyed guard tower.

The tower was utterly leveled. A familiar blood spiral had been painted into the stones. The air stank of burnt electronics, and Myre’s lifeless body lay nearby—coated in slime. He had been killed recently.

The group immediately set out for the asylum, a large, one-story rectangular structure. Its main double doors hung open ominously. Sabrina noted that the building had no windows, and she spotted side entrances at both far ends. A seal from House Jorasco was posted on the door—but it was a counterfeit. Sabrina removed it.

The party approached the left side entrance. A heavy wooden door barred the way, but Zita unlocked it. Inside, they found an empty chamber with several doors. From the shadows, a man in scaled leather armor with a cage on his head roared and charged at Zita, landing a blow.

Sabrina cast Daze to disorient him, Audrey Rose engulfed him in flames, and London knocked him out cold, then tied him up. The party pressed on, passing through a set of wooden doors to the left. They moved through a room and into a long hallway, eventually reaching a door at the far end. There, the corridor branched into a T-intersection, with another door straight ahead.

They chose the forward door and discovered the main office of the asylum. Sabrina knelt and inspected the rug, then searched the desk. Her efforts revealed a hidden compartment containing a twisted wand carved with an eye on one side and an ear on the other. It was a Wand of Suggestion, still holding nine charges. The command phrase was: “Going once, going twice, sold.”

Exploring further, the party moved through another door into a private lounge, then into a small library lined with shelves. The books focused on savage cultures and esoteric faiths—most of them referencing the Cults of the Dragon Below. Audrey Rose discreetly swapped out some of the duller history volumes for the more arcane texts.

Backtracking, they returned to the large double doors from the main office. These opened to a broad hallway with yet another pair of heavy doors ahead. To the left was a wide passage; to the right, a smaller one.

Two men in straightjackets stood before the central doors, chained in place. They shrieked and lunged but were held fast by their restraints. Sabrina quickly dazed one, and the group passed through the door into a stairwell descending into madness. Maniacal laughter and shrieking echoed from below.

At the bottom, two women in straightjackets stared silently. One lunged for Sabrina’s face as the group moved forward.

Searching the area carefully, London used his keen sense of smell to sniff Crove’s chair. Catching a faint scent, he led the team to a hidden door deep below the asylum.