Thursday, August 22, 2024
The Story of Mister MistMeister and his Many Transformations
Dancing Fairies by August Malmström - public domain
The Story of Mister MistMeister and his Many Transformations
—
In Tobbins Shire there are Tobbins and Mubbins and Muffens plus an occasional Baggins or Took. It is a trading Shire, on the river, with docks, warehouses, and stores. On one street there are big houses for biguns whose kids like swimming in the river off the docks. Some of the Tobbins, Mubbins, and Muffens join them but you won’t catch a Baggins or a Took in the water.
Mr. MistMeister
—
Ari and Caper run across Mr. MistMeister, a dangerous water elemental, on a hike outside of Caper’s Shire.
Before he was Mr. MistMeister he was a water sprite. One day when he was flying a potion maker, greatly afraid, threw a potion of gaseous form on the sprite. The combination of magicks locked the elemental into it’s gaseous form and Mr. MistMeister was born.
He used to enjoy coralling loads of fish into fishermen’s nets so they became so heavily laden that they would break or even capsize the fishing boat. In his mist form he has been corraling people by showing them abandoned houses from the past and luring them into his misty form. He is not evil. He just does what he does because he doesn’t know what else to do. He could be convinced to take up another avocation but he can only be destroyed with very high level magic that counters both the potion and fey magic at the same time.
https://en.wikipedia … ogle_Art_Project.jpg
Pictured is Dancing Fairies painted in 1866 by the Swedish painter August Malmström. Unlike the faires pictured Mr. MistMeister cannot return to the water but is locked above ground as a mist.
Background material above was written by Larry Heyl aka DM Hairy Larry
Cast Of Characters
—
Ari is a human healing sorceress who is bossy and good at reading people.
Caper Tobbins is a halfling bard who is likable.
Tude is Ari’s pet wildcat who is protective and obnoxious.
Clairen is a friendly bouncy dwarf.
Edge Bravestone is a cautious, friendly fighter.
Wyleth is a soldier who was raised on a farm.
Snurgi Snurgison is a dwarf who is a fighter and a poet.
In The Shire
—
Ari is Vivian’s PC
Tude is Ari’s pet wildcat and also Vivian’s PC
Caper is Larry’s DM PC
—
At Inspired Unreality Ari and Caper visit the Shire. So now we have a Milyagon Shire and we’ll have to place it on the map. Probably through Wilken Woods and across the river.
We used Shire friendly dice tables found in the Hearth & Hillside Home.pdf, a name your own price download.
https://weirdandblue … th-and-hillside-home
First we rolled up elevenses from the Sweet Treats table. Caper rolled Tart rhubarb pie with clotted cream and an extra flavour that everybody either loves or hates and Ari rolled Sticky honeycomb fresh from the tallest oak this side of Woolshod Hill which Caper had recently rescued from the bees.
As a good hobbit would, Caper suggested they follow up on elevenses with Breakfast for Dinner. Caper rolled Spicy sausages with flavours from the distant empire of Man and Ari folllowed up with a still-twitching boiled crab that always goes for the nose. So sausages and crabs it was after Caper detwitched the crab with a single blow.
Unable to eat any more Caper suggests a walk through the woods to enjoy the sun. Before they get out of town they meet weary halfling travellers trekking into town wearing the scandalous fashions of a distant March. In fact their garb is brightly colored and entirely inappropriate for the shire. They said some fairies had played a trick on them changing their sensible clothes for this rubbish.
Ari escorted them into a second hand clothes shop where, Mr. Muffen, the owner assured them all he could arrange an exchange for more suitable attire knowing that the brightly colored clothes would sell well when caravans of humans passed through town. No accounting for the tastes of humans. Brightly colored scarves just assure that you’ll be seen in the woods.
After walking a short way out of town Ari and Caper met A well-groomed pony with courtly ribbons, plodding under the weight of a pompous Shirrif and his tall feathered hat.
The Shirrif was complaining about the fairies who he said, “Tied the ribbons to my pony and gave me this stupid hat. Caper said Mr. Muffen will trade that hat for a better one and he probably knows where you could trade the pony for a sturdier horse. They talked on for a while, as one does well met in the woods, and then Ari and Caper continued their hike while the Shirrif plodded on to town.
The Rescue
—
Ari is Vivian’s PC
Tude is Ari’s pet wildcat and also Vivian’s PC
Caper is Larry’s DM PC
—
Last week the Shirrif was plodding on to town and Ari cast detect magic on him. All the ribbons on his pony as well as his hat and the feathers in his hat glowed with fey magic. Caper thought, “Interesting” and he also thought the Shirrif’s stout little pony might make a good gift for the Jenkins kids.
Ari explains aura colors to Caper. Red means blood, white means blind or a child, no aura means the human doesn’t care about colors. Ari said the Shirrif had no aura which didn’t surpise her.
They continue along the trail and coming to the top of a ridge they see mist filling a field that opens up before them, evening light glinting off the dewy roof of a distant cottage. (from Scenery On Your Long Treks d12 table)
They walk through the field towards the cottage and Ari, feeling like something might be wrong here recommends caution. Tude’s fur ruffles up on the back of his neck, a sure sign of danger.
Caper suggests they drink some farseeing tea so they can see through the windows from a safe distance. He quickly gathers twigs and builds a fire boiling water in the teapot from his hiking pack. Ari sprinkles in some of the tea and Caper tends the pot while Ari looks around, wondering.
Caper pours two small cups and Ari without thinking stirs her tea with the silver wand from the fairy, King Groad, that enhances teas and potions. After putting out his fire Caper is quickly running about exploring the house through the windows and open door from a distance of about 100 feet. He can tell the house is empty and in some disrepair.
Ari, however sees something completely different. Lost in the mist are human men, women, and children. Ari starts making notes in her notebook for future reference.
She glances up and notices Caper sneaking into the house with Tude following ready to protect him. In the cottage Caper finds a lavishly illuminated tome chronicling a time when the Commonwealth was a wild land of barrow-kings and bigfolk. (from the Heirlooms Of The Estate d10 table)
He can’t wait to show Ari the book and rushes out to her. Ari glances at the book but she is more concerned right now with the lost souls in the mist. She describes them to Caper who can’t see them.
Ari suggests that Caper finishes the tea and gives it a stir with her silver wand. Caper chugs tea straight out of the cold pot and now Caper sees the people too. Ari asks if Caper has brandy and Caper grins tapping his hiking pack.
Ari thinks the minimal amount will help Caper move the people out of the mist and away from here. Caper says he’ll take the minimal amount which is usually one good chug followed by another. Ari says take half the minimal amount and then lead the women and children out because we don’t want a lot of dead bodies which is where this could go.
So Caper takes a wee nip and then starts playing his flute and dancing with the children in the mist. When he leads them across the field they follow enchanted by his flute. The women follow the children and the men follow the women and soon Caper has them all heading across the field toward the path with Ari and Tude bringing up the rear.
There are seven kids, five women, and six men that follow them out of the mist. Some of the men are younger, without whiskers yet, but full grown.
Ari now sees from the trail another even bigger cottage across the road that is also unlived in.
The people still have no clue about where they are. Some of them gripe and complain about the people running a village. They all calm down and start to get along after fussing awhile. Caper says the fussing is a good sign that they have returned to normal. Big folk are always fussing.
Ari is determined to make sure that the people she’s with go a different direction. She’s afraid of danger to them. They could be hurt, killed, or locked up.
Caper wants to examine this bigger cottage on the other side of the path. He can’t wait to see if there are more books for Ari stuck up on a shelf somewhere. He still feels the effects of the farseeing tea and he’s checking out what he can see from here on the trail.
Fey Enigma
—-
Ari is Vivian’s PC
Tude is Ari’s pet wildcat and also Vivian’s PC
Caper is Larry’s DM PC
—
After the eighteen people who had been trapped in the mist recovered their senses Caper and Tude looted the big house across the road and (after rolling another one on the Heirlooms table) he found another book. This looked to be a book of Kings with pictures of Kings surrounded by text. It’s very fancy. Caper grabs it and takes it back up the hill to Ari. Tude nuzzles Ari’s hand.
Caper shows Ari the Book of Kings and Cyndre, the lady boss of the rescued humans, pops over to look. She says, “Oh, aye! I ken him. Old King Cartyr, he died last year.”
Ari and Caper look at each other and Caper says, “King Cartyr is legendary. He died 400 years ago.”
Cyndre looks up noticing details in Ari’s clothing she hadn’t see before. Finely woven cloth with rows of silver buttons. She also notices Caper’s well made boots, made by the cobbler at Tobbins Shire. She bows to Ari and says, “Sorry, my lady, but I worked in King Cartyr’s Castle and he died just last year.
400 years ago, Cyndre and her party left Tobbins Shire and when they crested a ridge they saw a beautiful field covered in mist with an abandoned farmhouse. When they went to see the farmhouse they walked through the mist and that’s the last they remember until Ari, Caper, and Tude led them out of the mist and back up to the road.
Ari and Caper have a short confab and decide that there’s nothing for it but to take these people back to the shire.
Caper shouts, “Time to eat”, thinking they must be hungry if they haven’t dined in 400 years and he takes off down the road back to Tobbins Shire singing a merry tune. With Ari’s encouragement they follow and Ari and Tude bring up the rear being careful that no children stray from the path.
When they get to the shire Caper takes them all to the Inn where they have a hearty stew. The rescued people still don’t believe 400 years passed but they can tell that things are much different then they were when they left Tobbins Shire, as it seems to them, just this morning.
Caper arranges for rooms and breakfast. The Inn only has five man size rooms so the two families take a room and the others bunk up 2 or 3 to a room.
Caper takes Ari aside and says, “It’s not too late. Let’s check Muffens Used Clothes and see if he bought that hat.”
They enter the shop and Caper makes inquiries. “Yes, indeed,’ says Muffens, “the Shirrif did come by and I bought his hat.” Caper asks the price and pays 4 silver without bartering which kind of bothered Muffens. He’s never know a Tobbins to pay asking price once in his life.
Caper also asks about the pony. “Ah yes,” said Muffens, “I directed him to Old Took on the south road not a mile from the shire. He may have sold it there. I tell you he looked a sight on that poor little pony.”
Caper, thinking of the Jakobs kids and those magic ribbons decided to check on the pony in the morning. Ari and Caper continued on to Caper’s Hobbit Hole where they had a nice repast of crab, mutton, and vegetables and decided to end their adventure for the day.
Caper’s Pony
—
Ari is Vivian’s PC
Tude is Ari’s pet wildcat and also Vivian’s PC
Caper is Larry’s DM PC
—
At Inspired Unreality Ari and Caper once again adventured around Tobbins Shire. Ari enlisted the help of Dood a th Wood (pronounced Dude ah th Wude) to divine the spells on the hat and the feather. The feather is a large owl’s feather, probably from Wilken Woods and it is enhanced with fey magic to be a magic augmenter. The hat makes the wearer lighter. The hat takes 25% off and with the feather 50%.
They went to see old Took where Caper bought the pony with the magic ribbons and also bought some light tack for the pony.
Then back to the Inn to see the people they rescued. They now realize they have been thrust 400 years into their future and are at a loss. Ari suggests they make furniture since antique furniture from their era is valued. Turns out a couple of the men are furniture makers and most of them have carpentry experience. They decide to go into business making genuine reproductions with the slogan, hands from the past.
The Ghost Of The Shire
—
Ari is Vivian’s PC
Tude is Ari’s pet wildcat and also Vivian’s PC
Caper is Larry’s DM PC
Clairen is Liz’s PC
—
Adventuring in Tobbins Shire at Eclectic Geekery
Our granddaughter Liz joined Vivian and myself at Eclectic Geekery to play Just Quest. She’s playing a dwarf, Clairen, who is friendly and bouncy.
We woke up in Caper’s hobbit hole and had a fine breakfast. Roughly-chopped turnips, baked crispy brown and served with a selection of chutneys. Also Beastie-shaped roast veggies that create visions of long-forgotten magic.
Then Caper served a sweet treat, A suspensefully swaying tower of sponge cake, liqueur, orange pieces and custard, topped with a layer of syllabub cream. (Now if I just knew what syllabub is)
Clairen wanted to head to town and make new friends so off we went. On the way we met Pogbert Piper blowing spectacular smoke rings in his garden. His smoke looked like soot from a roaring black hearth.
We all heard the ghost of the shire making smart ass comments about the game. (When we are playing in Tobbins Shire and a non player kibitzes they are providing the voice of the ghost of the shire.)
Not to be outdone Caper asked Pogbert for a pinch of bacca and he started blowing smokerings resembling long-gone monsters. He blew a huge ring which floated above their heads and then he blew a Gryphon that flew through the center of the ring.
Caper played a merry jig on his flute and every one was tapping their feet or hoeing in time to the music except Clairen who was bouncing up and down.
Then on to town and a visit to Mr. Muffen’s second hand store. Clairen bought a yellow headband. Caper bought a black saddle for his pony. Ari looked at a brown saddle for her brown horse streaked with white but she wasn’t convinced she needed it. Then back to the hobbit hole to try out the saddle. When they passed Pogbert Piper’s garden he was nowhere in sight. Probably inside for elevenses, which made Caper start to think about what they would eat for elevenses when they got back home.
Acorn People
—
Ari is Vivian’s PC
Tude is Ari’s pet wildcat and also Vivian’s PC
Caper is Larry’s DM PC
Clairen is Liz’s PC
Edge Bravestone is Anthony’s PC
—
Acorn People and Mister MistMeister
Adventuring in Tobbins Shire at Eclectic Geekery on June 18, 2022
On their way back from Mr Muffen’s Second Hand Store Ari, Caper, and Clairen met Edge Bravestone, a cautious fighter. Caper said “Well met” and invited him to his hobbit hole for elevenses. They had a floral mix that, when steeped, thickens the air with love and tea infusing aromas from across the Four Marches.
Caper mentioned that he had heard of an interesting tree across the river in Wilken Woods and when everyone said they were up for a hike anyway off they went.
They took a short cut along the riverbank and soon were crossing the bridge and entering Wilken Woods, a magic forest. Ari and Caper had been to the tree before so Caper led the way, a little over a mile on the road and then a slight veer to the north following a barely used woods trail.
Soon they came to a large oak tree with some owls perched in the upper branches and acorns covering the ground. Caper gathered a bunch of acorns in a pile and stirred them with his finger and up popped an acorn man who said, “We are acorns from the sentient oak. When met with intelligent interest we wake up and talk. The sentient oak can talk too but time runs slow for him. We acorns can understand him but other living creatures cannot.”
Caper continued talking to the acorn man and Ari, Clairen, and Edge gathered acorns together. Soon they were all talking to acorn men.
After talking about the tree, the owls, and everything (including fairies) Caper’s acorn man stepped to the fore. He said, “We need your help. There is nothing we would like more than to lay on the ground and wait to be an oak tree. But acorns lying in the shadow of a sentient oak cannot grow. The owls sometimes help by carrying acorns or acorn men to other parts of Wilken Woods but they never cross the river. We would like to expand our horizons and answer our constant conundrum, which came first, the magic forest or the sentient oak trees?”
Caper said, “I know just the spot.”, turning to Ari, “Remember the hill above the mist where we rescued those people from the past?”
Ari agreed that the hill would be more than suitable. Caper said, “We have some unfinished business there too and maybe we can make the misty valley safe with the help of Clairen, Edge, and our new friends, the acorn people.
So each of them carried an acorn man on their shoulder and trekked back to Tobbins Shire and then up the road leading to the misty valley.
When they got to the top of the hill they could see the mist in the valley below and the two ancient houses on either side of the road. The acorn men loved the spot and they jumped onto the ground and ran in different directions looking for a nice place to lie down and wait to be an oak tree.
Caper filled everyone in on the danger of the mist while he started boiling water for tea.
“Ari and I drank this tea before and then we braved the mist and pulled about 20 humans out and guided them to the top of the hill. They wandered into the mist 400 years ago and when we brought them out it was still the same day to them. It wasn’t until the next morning that they began to believe they were 400 years in the future.”
Everyone wanted to solve the mystery of the mist and dispell the danger.
Ari pulled out a bag of tea and four cups. Caper made the tea and poured it. Ari stirred each cup with the silver wand King Groad had given her in feyland. Caper added a drop of Brandy.
“So drink this down.” said Caper, “It’s not safe in the mist and we don’t want to be waking up 400 years in the future, if we’re lucky enough that someone comes to rescue us.”
Ari said, “The tea protects against fey magic and when enhanced by the fey magic in the silver wand it is very powerful protection, indeed.”
When the party entered the mist it was Edge Bravestone that started a conversation, calling out to the mist believing there was a persona involved.
The mist was soon showing multiple faces and waving hands. Although his conversation was disjoint and punctuated with oooos and ahhhs here’s the essence of his story.
“I was a water elemental and one night I took to gaseous form to explore the dry land near the river. I got in a fight with a mage and his magic crossed my fey magic wrong and I got stuck in gaseous form. That’s how I became Mister MistMeister.”
“Time doesn’t mean much to me so I don’t know how long ago this happened. Later a party of humans wandered into the mist. They were lost and distressed. I liked them and I didn’t want to hurt them so I froze time for them.”
“Later on two of you came into the mist and took them off. I don’t know why you weren’t lost and distressed. I tried to freeze you in time anyway but it didn’t work.”
“And now here you are back again with two others. I like you and I’d like to keep you but my magic isn’t working on you again.”
Caper kept an eye on Mister MistMeister while Ari, Clairen, and Edge tried to come up with some ideas to fix things. Disperse the mist? Turn it back into water? What kind of spell could do something to a water elemental?
Ari said, “Ah, but you forget, I am Arimeth, and I am not new to this game.” She picked up a D20 brandishing it in front of us and then she made it disappear. It reappeared on the floor and it was a 5.
Checking the Entirely True Tales From Beyond The High Hedge dice table we read.
The Dwarf-King’s royal artisan has a secret technique for brewing molten metal into heavenly spiced mead.
Clairen the friendly bouncy dwarf is still a dwarf and she could read between the lines. Maybe we need to get Mister MistMeister drunk. That seems to solve most problems for dwarves.
That got Caper’s attention. He tipped his hat to one of Mister MistMeister’s many faces and said, “I believe we’re going to help you out in a bit.”
Then he led the party out of the mist, to the top of the hill, past the resting acorns, and on towards Tobbins Shire to get a keg of ale.
Mister MistMeister Gets A New Name … Twice
—
Ari is Vivian’s PC
Tude is Ari’s pet wildcat and also Vivian’s PC
Caper is Larry’s DM PC
Clairen is Liz’s PC
Wyleth is Conley’s PC
Snurgi Snurgison is Carl’s PC
—
Tobbins Shire July 16, 2022
Session summary (with some additions for narrative flow (or jokes))
The party went to town for a keg of ale to get Mister Mistermeister drunk. In town Edge Bravestone got called away and Wyleth, a soldier who was raised as a farmer and Snurgi Snurgison, a dwarf who is a fighter and a poet, joined us. We carried the ale in our pony cart back up the hill towards the valley.
On our way we saw two farmers taking a picnic break from their toil. Wyleth hailed them and asked if we could join them. They said, “Sure.” and asked about the ale so Caper poured a round. Clairen was happy to have an impromptu picnic with new friends.
Snurgi was inspired to compose a poem on the spot.
We was walking along and found some farmers
We knews they was safe, they wore no armors
Our friend sat down plop, to eat a potluck
And we was confident, no one would harm her
One of the farmers was an idiot but they were both really nice and we enjoyed their company.
And then off we went to the top of the hill overlooking Mister MistMeister in the valley. Caper quickly brewed some tea that protects against fey magic and after Ari stirred it with her silver wand and Caper added a drop of brandy we all drank the tea.
Then we filled buckets of ale and tankards for ourselves. Mister MistMeister was quite curious about the buckets. Caper called out, “We brought you some ale.” and everyone set the buckets down on the ground. Mister MistMeister liked it and he made a face for every bucket and then some smaller faces started trying to steal the ale from our tankards. Caper covered his with his hand but everyone else just chugged their ale down. Snurgi emptied his whole tankard in one quaff with most of it going down his throat but some spilling onto his beard. Mister MistMeister made a dozen little faces to drink the ale from his beard.
After drinking nearly a keg of ale Mister MistMeister was drunk. Pretty soon the mist started thinning revealing a yellow rivulet cascading down the valley towards the river. The party decided to follow him down to the river to see how he was doing.
When they got to the river his face popped up out of the river as yellow as can be. He said, “I used to be Mister MistMeister but now I’m Mr. PissMeister. Clairen suggested that he could try some cranberries. Nobody had any cranberries but Ari had some Panacea Berries which look like cranberries and have general healing properties. She tossed one to Mister PissMeister and he turned pink. Everyone thought it was an improvement. He certainly smelled better. Mister PissMeister said, “I used to be Mister PissMeister but now I’m The Red Headed Rascal.” He did a series of swoops and dives all the time remaining careful not to take his gaseous form and become mist again.
He asked if he could do something to repay us. Caper said, “I know time is different for you and you don’t think in days and years like we do but when those people wandered into the mist that was 400 years ago for us. Can you show us this valley 400 years in the future?”
The Red Headed Rascal said, “Easy as pi. In fact I can take you there if you want.”
Caper demurred, “Oh please no, I just want to look, I’m happy enough in my own century.”
The Read Headed Rascal said, “Look.” and he looked up the valley. When the party followed his gaze they saw a large circle colored green and yellow and some colors they didn’t know. In the circle was the valley, fully populated by sentient oak trees. And when they looked under the trees their was a village of acorn people with houses, roads, and carts pulled by beetles. The sentient oaks did so well growing in the valley that the acorn people lived lives of their own before finding a final resting place where they could lay down and wait to be an oak tree.
And looking up to the top of the hill they saw four giant sentient oaks that must have grown from the acorn people they had carried across the river. They decided to name them the sentinel sentient oaks.
After bidding fare thee well to the Red Headed Rascal the party climbed to the top of the hill and looked around. No more mist. And no more houses either. When Mister MistMeister returned to his liquid form he must have lost all connection to the time when he captured the humans in the mist.
On the way back to town they saw the same portly shirrif wearing a hat with a feather and riding another pony all bedecked in ribbons. Caper talked to him for a while but he told Caper he was the shirrif and he could ride a pony if he wanted and it wasn’t any business of his. The shirrif said, “The last pony I had wouldn’t carry me after I sold my hat to Muffen. I’m keeping this pony and the hat.” After the shirrif passed Ari detected magic and sure enough the hat, the feather, and the ribbons glowed with fey magic. Caper shook his head and said, “Those fairies have been having fun with the shirrif again.
They made it back to town before dark and returned the empty keg to the tavern. They saw some of the people they rescued in the tavern and they decided to join them, have a drink, and fill them in on The Story of Mister MistMeister and his Many Transformations.
—
We played using the dice rolling tables in Hearth & Hillside Home, Being a book of pastoral pleasures for Halflings and Bigfolk alike.
https://weirdandblue … th-and-hillside-home
During play at the last session dice were rolled against the Idioms For Idiots D20 table for all conversation from Farmer 1. He was the idiot.
https://archive.game … s.org/blogs/post/968
Thanks to DM Kier for the Mister PissMeister joke.
Thanks to Eclectic Geekery in Walnut Ridge, Arkansas, for providing gaming space.
Ari and Caper have been campaigning together for over 30 years.
—
Illustrations
Gamer+ Photo Gallery
https://archive.game … album/hairylarry/127
Capers Hobbit Hole
by jawajeziorski - Pixabay License
https://pixabay.com/ … new-zealand-6314749/
Caper’s Pony
from FREE*SVG
https://freesvg.org/ … n-pony-color-drawing
Dancing Fairies
by August Malmström - public domain
https://en.wikipedia … ogle_Art_Project.jpg
Tuesday, July 27, 2021
Caper’s Song Book from hairylarry’s blog
A bard’s songbook is like a magician’s spell book in that it contains words of power, songs for wind, songs for rain, songs to make the fire burn hotter and warm the room, songs of companionship to warm the heart.
https://gamerplus.org/blogs/post/797
Ari and Caper worked on Caper’s Song Book last night on Inspired Unreality.
First we worked on a list of songs.
Song to make people dance
Song to make people alert
Song to make people like me AKA the opening numbers
Song of reflection
Song of hope
We renamed Song to make people alert to
Song of perception
tin tin aree tin tin aroo
look about look about could be you
jump about jump about one and two
tin tin aree tin tin aroo
and we wrote the lyric.
To be sung by the whole party twice through to increases alertness and perception.
The bard leads the song. The party sings it twice around. Just that helps. Some DMs may give pluses or advantage on perception and other pertinent rolls.
We had a great time and I look forward to filling in more blank pages in Caper’s Song Book in the future.
Next week, Monday, August 2, is the first Monday of the month and we will be discussing Fantasy and Science Fiction literature.
Wednesday, November 25, 2020
The Wizard and the Djinn
Image by OpenClipart-Vectors from Pixabay
The Wizard and the Djinn
by Larry Heyl - CC BY
Setup
The party wakes up in the morning next to a clear running creek. There is a slight chill in the air so they stir up the fire and make hot tea. They eat fruit and biscuits with their tea as they trade stories around the fire.
(DM hint: time permitting go around the table with the stories allowing the PCs to fill in their backstory and add items to their character sheet.)
They hear a noise in the woods and they all look to see what it is. When they look back there is a striking figure wearing a pointed hat and holding a staff standing next to the fire. The wizard addresses the party saying “I’m Randolph the Red and I need your help with a quest. There is a famous Djinn, Coriandor, who has disappeared. He had a spell book I need called The Pink Omnibus. He also had gold and jewels. I don’t need the treasure, you can keep that. But I need the spell book and if we find his lamp I want that too. Grab your packs and fill your water bags. You’ll need water where we’re going.”
If party members do not do as told Randolph the Red puts a compulsion on them. They do get a saving throw but he is a very powerful wizard. When they all have their water the wizard steps into the middle of the party and slams his staff on the ground. They begin spinning in a large circle like they were caught up by a tornado and then they fall from the sky to land in a desert surrounded by sand vipers, no wizard in sight.
Goals
Recover the Pink Omnibus and the lamp.
Make off with the loot.
Somehow return home (Probably with Randolph the Red’s help)
Get Even with Randolph the Red for his compulsion.
Assets
Map of the desert area where they are sent
Pregen character sheets for the party
Character sheet for Randolph the Red
Character sheet for Coriandor the Djinn
Character sheets for Coriandor’s friend and family
Stats for Sand Vipers and additional desert monsters
Map of the camp where the Coriandor’s friends and family wait for him including his tent
Map of his tent with the treasure, book, and lamp
Sunday, September 27, 2020
Milyagon Treasure Hunt
Snowy Owl by Francois Nicolas Martinet & Georges Louis Leclerc Comte de Buffon dated between 1770-1786 , public domain
Milyagon Treasure Hunt
Week One
Ari, Caper, and Tude (Ari’s wildcat) got a message from Kendrick to go see the witch at Milyagon. The witch gave them their quest, to bring back an owl’s tail feather, some squamish mushrooms, and a branch from the ancestor tree in the Wilkin Woods. She also mentioned that no one knew more about Wilken Woods than the woodcutter.
The party went and talked to the woodcutter who drew them a map and gave them sage advice about the fairies.
They entered Wilkin Woods and traveled nearly all the way across it on Woods Way. About halfway across they ventured south and found the first marked owl’s eyrie. Returning to Woods Way by traveling due north they found a landmark, a tree with a burl on it that looked a little bit like a face with knotholes for eyes.
Continuing along Woods Way they realize they must have passed the second marked eyrie. Caper leads the party back, leaving the road to the west of the eyrie which they also find. It is now evening so they eat supper and prepare to camp hoping for more luck with these owls in the night.
The Woodcutters Map drawn by Larry Heyl CC-BY
Week Two
Ari, Tude, and Caper were joined by Bones under the owl eyrie. The party erected a large tarp using rope and Bones’ tent hoping to catch a naturally falling owl’s feather. Caper climbed a tree trying to make friends with an owl but when it started to get dark he had to come down. They attracted two owls by putting out some meat in a cook pot on a tripod.
Then Ari threw Tude’s ball under some bushes. Tude ran over and flushed a bunch of rodents and bunnies. For a few minutes there was a flurry of owls feeding. The next time Tude ran under a bush Caper shot a little bunny rabbit. Holding the dead bunny Caper called to the owls with a series of hoots. An owl landed on Capers outstretched arm and started feeding. With his other arm he slowly petted the owl. And then he had a hold on the tail feather that had been bothering this owl. Bones said we should scare the owl. Tude tried to scare it and Caper added in some cat noises and the owl flew off leaving one tail feather behind. Caper handed the feather to Ari for safekeeping.
We went south looking for the fairy circle trying to get some help from the fairies finding the ancestor tree. Ari and Caper kept true south while Bones scouted east and west. Bones was about a quarter mile to the west when he found the fairy circle. He jumped right in it and started dancing but fortunately he made his saving throw and didn’t fall into Feyland.
Bones stayed near the fairy circle and after a while Ari and Caper noticed he was late. Ari asked Caper if he had anything with Bones scent on it so Tude could track Bones by scent. Caper held his rope out for Tude to smell and then they followed Tude west to Bones.
Caper found some rocks for chairs and sat down about 20 ft. from the fairy circle and played his flute. Sure enough some pretty fairies came to listen to the music and the party started up a conversation with them.
Week Three
In which we recover all the loot, branches from the ancestor tree, squamish mushrooms, and a tailfeather from an owl, and complete our quest.
Last week we left off talking to the fairies near the fairy circle. Cautious not to ask a favor and indebt ourselves to them we finally found out that the fairies remembered when the woodcutter came through here and found the ancestor tree. When the fairies pointed out the trail that the woodcutter took, Caper couldn’t see it but Ari and Bones could and Caper soon discovered that it was a game trail and he could also help follow it with his tracking skills.
After hiking for about 4 hours we found ourselves at the foot of a large hill. The trail seemed to continue up the hill but it was not distinct. We decided to climb to the top before dark even though we were already tired.
It was dusk when we got to the top so we waited for dark to see if the big tree at the top of this hill was the ancestor tree. Ari detected magic on the tree and it was magical. She detected magic on branches on the ground and they were not. So this might not be the ancestor tree but at least we were in the right vicinity.
The moon was already up in the sky when the sun set. Soon it was dark and the moon lit the treetops but we didn’t see a fey glow. Bones helped Caper up to the first branch and Caper carefully climbed to the top where he could look out over the moonlit forest. After Caper got back to the ground he said, “I think we’ve come too far. The moonlit glow is brightest to the northwest and I think the ancestor tree is back a ways in the direction we came.”
In the morning Bones suggested that Caper climb the tree again for a daytime view but it was slick with dew and Caper couldn’t do it. (I rolled a 4) So we headed back down the hill the way we came and at the bottom with the sun peeking up over the eastern horizon we searched for a path up a hill to the northwest. Soon we were climbing the next hill and were at the top well before noon.
Of course there was a big tree at the top of this hill too. Bones boosted Caper up and he was easily able to scramble up to the top. When Caper climbed back down he said, “The next hill to the northwest is even taller than this one. I’m not sure the ancestor tree is there but I’m pretty sure this isn’t the ancestor tree.” So after we ate we continued on to the northwest again. Ascending the next hill we found a huge tree. It was time for supper. After we ate we thought we would look around for squamish mushrooms just in case this was the ancestor tree. Bones found a patch of them due west and then Ari found a big patch north of them.
After the sun set the big tree glowed brighter than the moon. We went to the big patch of mushrooms and followed the moonbeams penetrating the forest canopy and shining on the ground. With half the night gone Bones finally saw the moonbeams light some mushrooms and he was able to pick five of them which barely covered the bottom of the witch’s bag.
In the morning we ate and although we were tired we decided to search for a branch from the ancestor tree before we slept. We searched here and we searched there and then Ari found a big branch just north of the tree. She detected magic on the branch and sure enough it was a branch from the ancestor tree. Caper searched again to the northeast and Bones searched around close to the tree. Bones found one but Ari couldn’t tell if it was magic or not. Caper suggested that Ari carry her branch and that Bones should carry his back to the witch to find out if it is magic.
After their naps Ari searched for medicinal plants and Caper searched for mushrooms. Ari found a fever plant and harvested leaves. Caper found two large mushrooms he knew to be edible but when Ari detected magic on them she discovered that they were magical and Caper decided not to eat the magic mushrooms until he had talked to the witch about them.
It took two more nights to find enough mushrooms. The third night we spread out a little with Bones looking at the patch to the west while Ari and Caper looked at the big patch. We had good luck toward morning. With the moon near full it didn’t set until almost sunrise. We ended up with 30 mushrooms. 20 filled the witch’s bag half full and Ari put the other ten in another bag stowing them carefully in her pack.
Although we were tired we decided to hike on back to Milyagon. We found a game trail heading east and we left the Wilken Woods in the farmlands to the west of Milyagon. Soon we were across the bridge and at the Inn having a hot dinner, something Caper really missed while they were camping.
After we ate it was a short walk to the witch’s cottage to the northeast of town and she was vary glad to see us. She kept the branch Ari was carrying saying it would do fine. She looked at the branch Bones found and said it was also from the ancestor tree and was in fact a magic quarterstaff. She told Bones to keep it and thanked him for his help. When Ari showed her the two bags of mushrooms she was delighted and said that she would teach Ari how to make the squamish salve and she could keep the extra for her medicine kit. She grinned wide when she saw the tailfeather, stuck it in her bonnet where it looked right at home, rolled her eyes three times, touched her nose, and said, “Yes, this will do nicely. My thanks to all of you.” Then Caper showed the witch his magic mushrooms found beneath the ancestor tree and the witch said, “Now these are nice. These mushrooms are not dangerous but they should be consumed in moderation. One half of one of these large mushrooms will affect three people as if they had two large tankards of ale. And, of course, the mushrooms are much easier to carry then a keg of ale. Unlike ale the mushrooms don’t slow you down in fact they do the opposite and make you slightly more dextrous for about four hours.”
Slight Denouement
Caper and Bones found a bench under an oak tree and sat down to rest while Ari and the witch made the squamish salve.
They ground the squamish mushrooms into a paste with wild cherries and sage to make the salve which is good for treating carbuncles and other skin ailments and can also cure light wounds. About 2/3 of the salve filled a jar the witch had set aside so she went and got a smaller jar which she filled and gave to Ari.
With that task done Ari and the witch walked over to Caper and Bones and the witch said, “The items are for the Ogre up in the foothills Northwest of Milyagon. He has been under pressure from orcs and hobgoblins moving in. The branch makes a magic quarterstaff to fend them off and the mushrooms are the important ingredient in a salve for his carbunkles. And the feather? That’s for his hat. The Ogre has a magic hat and the owl’s feather, willingly given, is a component of the spell. He is smart for an ogre because of the hat so it is very important that the feather in his cap does not become bedraggled.”
Enlightened but still very tired the party made their way back to the inn where they ate a hearty supper and turned in early for the night glad to be sleeping on beds under a roof instead of on the ground under the stars.
—
This story unfolded over three nights of play on discord. Vivian played Ari and Tude, Carl played Bones, I was the DM playing Caper as an NPC. I also wrote the quest soon to be published as a minizine. The text is licensed CC-BY.
Sunday, August 18, 2019
Yon Rogar’s Hat
Illustration from The Violet Fairy Book, public domain
Yon Rogar’s Hat
by Larry Heyl
It was late afternoon and Yon Rogar eyed his woodpile. There was no way that tiny little bit of wood was going to get him through fair day, tomorrow. The woodcutter was late with his delivery, probably carving on one of those statues of his. Yon decided to go after some wood himself. He threw his ax in his barrow and pushed it across the bridge to the Wilken Woods.
As usual it was slim pickings with very little deadwood on the ground. Yon picked up a few pieces and then pushed his barrow deeper into the woods. This was more like it, he picked up a few more pieces and then eyed a dead branch, about to fall off an old oak tree. That one branch would fill his barrow, he thought, so he reached up and gave it a tug. It was still well stuck to the tree and Yon couldn’t pull it loose. So he reached up with his ax and gave it a good chop. That did it. The branch fell at his feet.
It was then that he heard the moaning, deeper than a person or an animal would make and more substantial than the wind. He looked around but he didn’t see anything moaning. The wind was picking up, blowing through the leaves with a whooshing sound and the moaning was getting louder. The branches started to thrash about but not like they should in a wind. They were like the arms of a giant, moving with purpose.
One of the branches knocked the ax out of his hand. One slapped at his face and when he ducked it took his hat off. Yon was frightened. He threw the ax and the dead limb into his barrow and he ran for the bridge, leaving his hat behind.
The branch didn’t really fit in the barrow and everywhere it hung out it was getting caught on scrub and bushes. Yon just bulled through never even slowing down until he was out of Wilken Woods.
He threw the dead limb on the ground and made short work of it with the ax cutting it into pieces small enough to fit in the barrow. He worked up a sweat and wiped his brow noticing his hat was missing. “I’ll go after it later.” he thought as he loaded the wood into the barrow and pushed it across the bridge.
After he had stacked the wood he was still hot so he went to the Inn for a pint. “I’ll have a story to tell tonight, that’s for sure.” he thought.
He never did go back after his hat.
Epilogue
About a month later Yon Rogar was at the woodcutter’s cabin bringing payment for some wood left at his forge and making another order. After they were done with business Yon looked around and right there, on one of those ax hewn wood statues, was his hat, sitting on that wood head just like it belonged there.
Thinking the woodcutter had found his hat in the woods Jon said, “That fellow there is wearing my hat.”
The woodcutter said, “Well, it was your hat, but I see you’ve got another one now.”
“Still, I liked that hat better. I think I’ll just take it home and clean it up.”
“Best not,” said the woodcutter, “You lost your hat to the woods and it’s yours no more. Ain’t no use in stirring up trouble or that fellow with your hat might come a visiting, looking for it.”
So Yon thought better of retrieving the hat and on the walk home he near convinced himself that he liked the new hat better. It did leave him wondering though, how the woodcutter knew he had lost his hat in a fight with the woods.
“Yon Rogar’s Hat” by Larry Heyl is licensed CC BY. There is more about Milyagon including Mini Zine Quests at minizines.cc.