⌬ Campaign Record
The new graduates of Camp Half-Blood arrive in the village of Yawn and decide what path they will take.
Read more →In the morning, the party finds a black ram standing in the middle of the road outside the inn. It is entirely too calm for a ram. It makes eye contact with each party member in turn. When approached, it speaks. ‘You have the look of heroes,’ the ram says, in a voice like gravel rolling downhill. ‘Or at least of people who can be pointed at a problem and trusted to make it worse in an interesting way. Bremen Town Musicians Travel and Transport. That’s who I work for. We’ve got a job — escort a Count and Countess and their young ward across the Slumbering Mountains to Bremen. They’re waiting at the south gate.’ He pauses. ‘Keep a close eye on the girl. In particular.’
Read more →Bremen is a prosperous trade town built at the junction of three roads. The party delivers the Count and Countess to a townhouse in the merchant quarter. Aldric pays without warmth, takes the trunk inside, and shuts the door. Sable lingers on the step and looks back at the party with those watchful eyes. She doesn’t say goodbye — she just looks, as if memorizing them. She will remember every one of them.
Read more →A troll named Grog and his cousins have set up residence under the East Bridge and are refusing to let anyone cross unless they pay a toll of ‘something that was never yours to keep.’ Nobody in town knows what this means. Commerce is grinding to a halt.
Read more →On the road to Goosefeather, the party encounters a traveling merchant named Timothy Tatterling — compact, theatrical, wearing a coat with too many pockets. His cart is pulled by a goat that appears to be reading a small book. He is selling ‘curiosities of genuine metaphysical significance,’ which mostly means things that glow or hum or smell interesting.
Read more →Goosefeather is an agricultural town that smells of hay and ambition. It hosts a significant annual Threshing Day festival — a harvest celebration that involves competitions, a parade, and the ceremonial First Cut of the grain. The town is proud, a little clannish about outsiders, and fiercely protective of its guild rankings.
Read more →Near Sleepy Hollow, the party finds a beanstalk of impossible height — trunk wide as a house, climbing into cloud cover. At the base is a cottage where a nervous woman named Edith explains that her son Jack traded her best cow for five beans from a stranger, planted them in a fit of optimism, and the stalk grew overnight. Jack has already climbed it twice. Each time he came back with something. The second time, whatever he brought back — Edith won’t say what — caused a sound like weeping from the clouds that lasted three days.
Read more →Corster Fre is a Summer Eladrin — tall, angular, with the kind of beauty that makes mortals nervous. He appears during the party’s rest, standing in the middle of their camp with the specific stillness of someone who is very good at not being noticed until they choose to be.
Read more →The house is deeper in the Mirkwoods than anything should be — built between three massive trees whose roots have grown up around the walls like grasping fingers. Smoke still rises from the chimney. Inside: a kitchen, a study full of carefully labeled jars, and a mirror whose surface moves like water.
Read more →When the party hesitates — when they pause long enough for doubt to take root — Dagon’s patience runs out. The curses arrive without warning, in the middle of the night: painful, debilitating, and deeply personal.
Read more →The party reassembles in Porthaven after their individual ‘time outs.’ The city is mid-Festival of Dormius — a celebration of generosity where it is traditional to give gifts to everyone you know. Kiernan, a local contact, is escorting his nieces and nephews to see the Grand Gift of Dormius: a massive ornate present in the market square, wrapped in velvet ribbon, reportedly containing a blessing from the god Dormius himself.
Read more →he Lazy Current is a sleek river skiff — fast, cramped, and expensive. Captain Orlenna Windreaver is a half-elf who has been running this river for thirty years and has zero patience for nonsense, which means she has approximately zero patience for this party. She is gruff, professional, and secretly excellent.
Read more →The village of Silverbend is built on both banks of the river, connected by an old stone bridge. It smells of fish and pine resin. When the party arrives asking about a missing girl, nobody has seen her — but the ferryman noticed a splash upstream and didn’t investigate because ‘the river has business of its own.’
Read more →Sen is a fishing village on the river — smaller than Silverbend, friendlier, with a shrine to a local river goddess and a bakery that smells of cardamom. The party splits up naturally here, which is good — it lets you give everyone a personal scene.
Read more →Brother Ansel removes the curse. The crew celebrate — and then announce they’re done with sailing. They’ve formed a traveling circus. They leave. The ship is the party’s problem now. Sable desperately wants to join the circus. She has already identified three acts she could perform. She is thirteen and has very good reasons and the party is absolutely not letting this happen. Let this be a scene — her pitch is actually good.
Read more →The dwarf is Grumpy — and he actually goes by that, with a sort of defensive pride about it. He is a former Germonian court advisor who has been watching Snow White’s court deteriorate for fifteen years. He is blunt, loyal, and not actually as grumpy as the name suggests — more like someone who gave up on politeness and found it liberating.
Read more →The Verdant Athenaeum is Germonia’s largest library — three floors of shelves under a vaulted green-glass ceiling, staffed by clerks who communicate primarily through disapproving looks. The party has time to research while they wait for Corster.
Read more →The Celestial Drake is a luxury airship — four decks, a dining parlor, a games room, a small casino, and the Pineapple Club for those with the right credentials. The staff are impeccably dressed and professionally unbothered by the kind of passengers who travel on this route.
Read more →Pegport is the main harbor of Neverland — a city of rope bridges, salt-stained flags, and the specific energy of a place that has decided laws are more of a suggestion. The Pirate Festival is in full swing: competitions, music, a parade of ships in the harbor, and the annual Prize Pie competition at Ma Gristle’s Bakery.
Read more →The party splits for the night. One or two members stay at the Salty Siren — where Clingy Pete, a damp and devoted tavern regular, attaches himself to whoever stays behind with cheerful, persistent affection. Everyone else goes camping with the Lost Boys.
Read more →A young sailor arrives at the Salty Siren with a seashell and solemn instructions to put it to one’s ear. From inside: Coral, Chieftain of the Merrow Council.
Read more →The party wakes at the Lost Boys’ camp. Before the descent, give them a final preparation scene: what does each character do with their last morning above water? Who talks to who? This is the last normal thing before the Trench.
Read more →A circle of coral spires lit from within with violet light. The Veil-Renderer cultists patrolling outside (DC 16 Stealth to sneak past, and all party members must succeed). Inside the circle: the Kraken’s Tooth, massive and half-sunken into the seabed, glowing glyphs carved into the coral surrounding it. The Prophet of the Void stands before it, drawing symbols in the water with his staff.
Read more →The party is in Belleville, a small port city built on stilts above the jungle floor, everything connected by walkways through the canopy. It is cast in a permanent greenish light filtered through the canopy. Mayor Barnaby Highbrow has given them rooms at the Coconut Grove Inn and briefed them on the problem: something in the surrounding jungle has been terrorizing traders and travelers. Attacks mostly at night, sometimes in the afternoon. Terrible roar, huge teeth, yellow eyes, ferocious claws. Nobody hurt yet — but the mayor is worried.
Read more →Sable is in the Smee Jungle. She refused to leave the Wild Things, admitted she killed Snow White, revealed she struck a deal with Dagon — trading her mother’s life in exchange for being left alone — and made clear she does not trust the party, does not trust herself, and is genuinely frightened.
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