Monday, November 1, 2021

The Castle of Transylvania, The City of the Dead, The Low, Low Woods, and More

Things that brought me delight in October, 2021:

Jules Verne, The Castle of Transylvania

I have a lot more to say about The Castle of Transylvania, also known as The Carpathian Castle, on the newest episode of the Bad Books for Bad People podcast, but suffice to say that this is a very interesting foray into the Gothic from one of the authors who is frequently tagged as "the Father of Science Fiction." The late Victorian anxiety about new technologies is here, but given that Verne is generally more positive about scientific progress than, say, the Romantics, that fear gives way to deeper anxieties about a populace that can't be convinced to give up their plebian superstitions.


The City of the Dead

As is tradition, I've been consuming horror movies right and left this October, and they range from new disappointments to old reliable stalwarts. And then there are movies like The City of the Dead, a film I should have seen years ago. This style of horror movie is extremely my shit. Although it doesn't have a ton of action, I love the atmosphere and Gothic aesthetics. Also, call me crazy, but I would absolutely love to vacation in a small New England town that is overrun by Satanic witches. Yeah, okay, you might end up sacrificed, but...worth it.


Carmen Maria Machado, Dani, Tamra Bonvillain, The Low, Low Woods

El and Vee, best friends in a Pennsylvania coal town with a fire raging beneath its streets (in other words: Centralia), wake up in a movie theater with the suspicions that something happened to them while they were asleep. As they begin to investigate what's going on, they're pulled closer and closer to their hometown's dark secret history. The Low, Low Woods lulls you in; it feels quirky at first, even if it's clear that something isn't quite right, but by the end it's absolutely disturbing and brutal. I wouldn't expect anything less from Carmen Maria Machado at this point, so I definitely was not disappointed. One thing I really appreciate about this comic is that from the art to the story, it really captures a little of the magic that 90s-era Vertigo had.


Vampire: The Masquerade, Cults of the Blood Gods and Vampire Companion

God help me, I've been reading  Vampire: The Masquerade lore for fun. You can keep your Gloranthan cults, it's Cults of the Blood Gods for me. And since there isn't (yet?) a hardcopy of the Vampire Companion for the new edition (a mystifying choice), I went ahead and printed my own. You can do the same if you grab the free pdf of it here.


The Reflecting Skin

Back in the 90s I tried like hell to get a copy of The Reflecting Skin in stock for the video store I worked at, but it was impossible to track down. Luckily, tubi has it so I finally got to see it. For a movie with very little blood and very little violence, it is plenty disturbing in a Flannery O'Connor way. In The Reflecting Skin, the fantasy-filled innocence of childhood is a hell, but it's a hell that protects from the deeper trauma of adulthood and all the buried desires, moral culpability, repressions, and terrible secrets it entails.


Low Country Crawl, What's So Cool About Monster Blood?, What's So Cool About Vampire Hunting

Aside from quenching my Vampire: The Masquerade thirst, I also got a few rpg zines from Spear Witch in October. Low Country Crawl is a Southern Gothic-inspired setting; the particular issue focuses on pirate isles. I can probably make use of it to fill out some ideas I've had for Ravenloft's Saragoss. Monster Blood and Vampire Hunting are two very short games about playing monster hunters; to be honest, I probably could have made do getting only one of them, as they're essentially the same game with a thin veneer of difference, but I could see busting out either game with smaller groups when we don't have a quorum to play D&D or the like.


A Pale Horse Named Death, Infernum in Terra

Infernum In Terra may be A Pale Horse Named Death's most solid album yet. On the album's best tracks, the band fuses Type O Negative-style doom to a 90s-flavored desert wind and dark throes of drug addiction vibe. Alice in Chains, but drier. APHND never get as crackly, saturated, or hypnotically enveloping as most modern stoner doom bands; there is a crispness to their sound that provides a nice change of pace.


Barnes, Alexander, NCT, Sienkiewicz, Killadelphia vol. 2

My girlfriend passed me the second volume of Killadelphia when she was done with it and I waited until October to crack into it. Vampire slut Abigail Adams (yes, that Abigail Adams, the First Lady) is out to sow fear and destruction so that her legions of the undead can take over Philadelphia. The main character's dead pops is brought back from the grave to assist, mostly because his son is worried that the case will be handed off to Mulder and Scully. (No, really! Even Walter Skinner is there.) I wasn't expecting Killadelphia to go Gaimanesque with a tour of the afterlife, but I'm still here for the occasional stunning gore spread.


Skepticism, Companion

When I think of doom metal, I think of downward motion, a plunge into the abyss. The first track on Skepticism's Companion bucks this tend; somehow, "Calla" feels like an upward emergence, the triumph of crawling one's way out of purgatory on bloody hands and knees. Don't despair, though, as Skepticism get back to the business of funereal doom in short order. In fact, "The March of the Four" feels like the most quintessentially funereal doom track I've heard in quite some time. 


Brom, Slewfoot: A Tale of Bewitchery

Although I've been a fan of Brom's art since the 90s, probably through those first Dark Sun covers, I never ventured into his fiction. Slewfoot was a good entry point, it seems. Slewfoot is witchy folk horror with a side order of body horror, set in Puritan New England. Do not enter if you've got a bug up your ass about "historical" characters speaking in modern ways because you will have to endure early modern New Englanders talking about "snacks." Also, I don't mean this as an insult, but Slewfoot could make a pretty decent horror film. Events are cinematic, the main roles feel ready to be cast, and the empowerment vs. patriarchy themes are broad enough not to get lost on the big screen.


Kraus, Shehan, Wordie, Campbell, The Autumnal

Good horror can make anything the occasion to be unsettled, even something as mundane and welcome as the falling of leaves in the autumn. A trouble mother and her troubled daughter return to the mother's hometown after inheriting a house from the estranged grandmother; the town is a little too perfect, and the mother's memories of her early life there a little too clouded in mystery. There's a price to be paid for life in the Mayberry-esque town and aww-shucks-isn't-our-town-so-quaint doesn't come cheap in The Autumnal.


The Curse Upon Mitre Square A.D. 1530-1888 and The History of the Whitechapel Murders

This tome is a strange compendium of two books about Jack the Ripper that were published in 1888, the year of the murders. It's a self-published book, with all the usual quirks of sloppy formatting that can entail. The first part, The Curse Upon Mitre Square by John Francis Brewer, is a Gothic novel that supposes that the Jack the Ripper murders are the result of a curse upon that area of London in the aftermath of a lusty monk murdering his sister upon a sacred altar. The second part, The History of the Whitechapel Murders, is a contemporary attempt to write the history of the Ripper killings. It's fairly worthless as a piece of history, but it's pretty interesting to see how people viewed the events without any historical remove. 


Daniel, Moreci, Hixson, Russell, Campbell, The Plot: Part Two

The general consensus seems to be that the second part of The Plot is not as strong as the first. While I enjoyed the conclusion of the comic, I have to agree. The problem is that since the story is separated into two volumes, all the subtlety is sequestered in the first one, leaving the second to function like the final reel of a horror film. That works in a movie since a film is meant to be digested in a single sitting, but it's less successful in a two volume comic. Still, I liked the art style and the gribbly dank horror of it all.


Dune

Although I like to keep my attention focused on spooky shit during the Halloween season, there was no I way I was going to miss out on watching Dune when it came out. And...it's good! Yes, it is slow. One glance at the runtime should alert you to the fact that it's going to be slow. But, overall, this is a solid adaptation of the first bit of Frank Herbert's novel. Do keep in mind that it's only the first bit; it does end a little abruptly. Hopefully it does well enough that we get a part two. We're getting a part 2!


Cassandra Khaw, Nothing But Blackened Teeth

You can't always be sure of what you're going to get with a ghost story. Will it be a tale of psychological ghosts, a classic specter rattling its chains as a dire warning of a doom to come, or something more akin to a b-movie haunted house? I was surprised to discover that Cassandra Khaw's Nothing But Blackened Teeth falls into the latter category. A group of friends (who don't seem to like each other much at all) converge on an ancient mansion in Japan that has been rented out to celebrate the marriage of two of their party. Unfortunately, the mansion is the abode of a ghostly woman whose husband died before be could make it to the altar, which makes it a terrible place for the occasion. Like many an enjoyable horror flick, the characters are generally unlikeable and the words that fall out of their mouths are often insane. And, like a solid example of the kind of horror movie it emulates, it has a s short runtime. Nothing But Blackened Teeth is just short enough to take you along for the ride without overstaying its welcome.


Ram V, Kumar, Astone, Bidikar, These Savage Shores

In These Savage Shores, an ancient evil ventures to India for revenge amid political maneuverings, war, love, colonialism, and betrayal, only to meet with a monstrous force that is perhaps even older still. These Savage Shores has it all, a Hammer-style vampire hunter, beautiful dancers, and really fantastic drawings of full-mast ships. I'd say that These Savage Shores was one of the best comics I've read recently, and I've read a lot of funny books in the past few months. Highly recommended to anyone who might be interested in a Gothic tale far removed from the usual locations and sites of the milieu.


The Night Stalker

Do they still make made-for-tv movies on the major networks? If not, it's a shame we won't get something like The Night Stalker. The Night Stalker introduced the world to Carl Kolchak, an intrepid reporter fated to tangle with the supernatural. In this film, he investigates a series of killings that lead him to encounter a vampire. (The real villains, as in real life, are the cops, who are portrayed as both inept and corrupt.) The Night Stalker isn't particularly deep, but it is extraordinarily fun...the kind of fun that I'm not sure really exists in the basic cable package these days.


Old Horror Comics

Over the course of the year, I've been picking up old horror comics whenever I happened to stumble across them for a decent price at antique stores, comic shops, and random weird stores. I made a point of not reading them until October, which gave me a nice little stack to work through in the spooky season. They aren't all winners, of course, but the high points are extremely high!

Dracula Has Risen From the Grave

Dracula Has Risen From the Grave is one of the many absolutely dependable Hammer horror movies. It hits all the expectations: Dracula does indeed rise from the grave (and he's played with aplomb by Christopher Lee), there are a couple beautiful, buxom women to be imperiled, and the overall costuming and set design nail the aesthetic perfectly. If you like the Hammer flavor of horror, you can't go wrong with this one. Also, that poster ain't half bad, right?


Cradle of Filth, Existence is Futile

Existence is Futile came in the mail a couple of days before Halloween--perfect timing, if you ask me. A new Cradle of Filth album is always welcome, but before it drops you always find yourself wondering what flavor of Cradle you're about to get. Existence is Futile is actually a good mix of all the stuff Cradle does well. The riffs are prominent and catchy. The orchestration and choir elements are appropriately over-the-top and Gothic. (Anabelle Iratni is such a fantastic addition to the band.) Dani Filth has a new vocal effect that reminds me of the undead father in the first segment of Creepshow--and I like being reminded of Creepshow.


Monster of the Week and Tome of Mysteries

Monster of the Week is an rpg designed for the experience of playing a group of supernatural investigators. Think Kolchak, the X-Files, Buffy the Vampire Slayer, or Penny Dreadful. The game is "Powered by the Apocalypse," but one thing I really appreciate about it is that it avoids the pitfalls of many similar games in the genre. For one, it isn't laser-focused on emulating a particular media property. None of the playbooks scream that they are meant to approximate a specific character. The game is more interested in giving you the tools to play in a particular genre, rather than judiciously filing the serial numbers off of what would otherwise need to be a licensed game. A couple of the rules stick out as things I might want to house rule or change, and I don't love all the art in the game, but I could definitely see myself running this.

I also picked up Tome of Mysteries, a supplement for Monster of the Week. Tome of Mysteries includes brief premade scenarios and villains, four new playbooks, new moves for paranormal abilities, and a whole lot of advice about playing the game.


Midnight Syndicate, Bloodlines

It is very nearly tradition that every October either Midnight Syndicate or Nox Arcana puts out a new album. I guess it was Midnight Syndicate's turn this year. Bloodlines is another album of "Halloween ambiance": music as suitable for a haunted house attraction at the state fair as it is to just chilling out at home with some candles lit and a bone-chilling book by your side.


Forsaken System Player's Guide

The Forsaken System Player's Guide is the first supplement for Cubicle 7's revision of the Wrath & Glory game set in the Warhammer 40k universe. The book reminds me a bit of WotC's supplements in that it combines fluff with mechanical elements so that there's something between the covers for everyone. It functions as part setting guide (with details about several planets and factions), part additional widgets for character creation (potential patrons, new species, and additional archetypes to expand the offerings in the core book), and additional mechanics for "endeavors" (essentially downtime actions that can be taken between adventures). Overall, really solid additions, absolutely does what a first supplement should do.


Archspire, Bleed the Future

I've been looking forward to this one, and Bleed the Future does not disappoint. If you've heard Archspire before, you should know what to expect: murderously technical death metal with percussive vocal blasts that feel like taking a slug in the chest from a shotgun. Of course, the burden that Archspire has chosen to bear is that ever album has to be more technical than the previous one. Somehow, they pulled it off without sacrificing clarity or brutality.


The Red Room Riddle

I had quite strong memories of watching The Red Room Riddle one afternoon when I was all of eight years old. As part of their initiation into a club, two young boys are supposed to venture into an eerie abandoned house and report back about what is inside. Led in by a strange lad in antiquated clothes, the duo encounter the dreaded red room...in which a boy and his dog died in a fire. I was able to watch this again thanks to the archiving efforts on Youtube, and you know what? The Red Room Riddle is still good, creepy fun.


Halloween Stuff

Truly the most magical time of the year:



Friday, October 29, 2021

The Carpathian Castle

Episode 50: The Carpathian Castle

Jules Verne is best known to American readers as the author of beloved adventure tales like 20,000 Leagues Under the Sea and Around the World in 80 Days. But was one of his wildest acts of science fiction to anticipate Bram Stoker's Dracula by nearly a decade in his novella The Carpathian Castle? Jack and Kate will attempt to address just this question by diving deep into this 1892 story of Mittel European suspense.

How does Jules Verne reveal his feelings about rustic people? Why are telephones so damn terrifying? Siri, is it raining? All these questions and more will be answered in this month's episode of Bad Books for Bad People!

Sunday, October 24, 2021

Candlekeep Mysteries Review: The Curious Tale of Wisteria Vale and The Book of Inner Alchemy

I've been running the adventures in Candlekeep Mysteries, a book of seventeen scenarios based around the legendary library of Candlekeep and the strange tomes kept within. The adventures in the book aren't necessarily meant to be played one after another; they're more geared toward being dropped in between adventures of your own devise, but playing them back to back hasn't been much of an imposition. 

But is Candlekeep Mysteries good? I reviewed the first five adventures hereThe Price of Beauty and Book of Cylinders here, Sarah of Yellowcrest Manor and Lore of Lurue here, and Kandlekeep Dekonstruktion and Zikran's Zyphrean Tome here. In this review I'm going to give my impressions of the next two adventures in the book, so you can better decide for yourself whether this is a sound purchase for you and your group.


The Curious Tale of Wisteria Vale

Written by Kienna Shaw

Developed & Edited by Christopher Perkins & Hannah Rose

"The Curious Tale of Wisteria Vale" is a decent adventure, but things become a little too convoluted over the course of the scenario. The characters enter a self-contained demiplane where the main events of the adventure are located, but while they're there they also have to navigate multiple extradimensional spaces within paintings inside the demiplane itself. These paintings have random destinations, with multiple routes leading to the same places without any graspable internal logic to figure out. That's a bit much because it basically leads to a situation where players have to try things at random, hoping to get lucky by picking the right portal that will lead them to something helpful. And woe unto you if your players split up to explore multiple avenues. That way lies a massive potential headache. It is pretty cool that this adventure lets the players face off against a beholder; that's iconic and feels right for the adventure's level.


The Book of Inner Alchemy

Written by Daniel Kwan

Developed & Edited by Hannah Rose

There's no way around it: "The Book of Inner Alchemy" is an extremely linear adventure. Pages have been stolen from an ancient tome about ki, clues point to an evil monastic order hiding out in a forest, so the adventurers go there, beat some evil monks, and retrieve the pages. More interesting investigation options or a more complicated layout of the monks' headquarters would have gone a long way toward making this more than a point A to point B adventure. Also, I would have liked to have seen fewer clues gated off behind skill checks; it's potentially possible that the players end up directionless if they flub the rolls as written, which strikes me as bad design.

This might be an unpopular and unwanted opinion, but it's a little wild to me that a guy best known for his involvement with Asians Represent, a group that is pushing back against Asian themes being relegated to stereotypes and cultural misconceptions, turned in an adventure where the premise is "Fight kung-fu guys, and then fight even more kung-fu guys." I was hoping for something a little less stereotypical, though I do think the premise is fine on its own. My issue is that this was a prime opportunity to show the world that there is more to Asian themes and aesthetics than martial arts, but I feel that opportunity was missed. 

That said, my group had a good time with the adventure precisely because we leaned into the over-the-top aesthetics of Sunday matinee Kung-Fu Theater, which, while it provided some outrageous moments of high-flying action, probably didn't do anything to play against reductive conventions or overused tropes. We had to lean into something to counteract the linear "go here, get into a fight with monks, fight more monks, fight more monks, fight the boss monk" nature of the adventure as written. Still, on a final positive note, I do like the stats for Steel Crane, Jade Tigress, and Bak Mei; although they're all evil monks, the slight variations in their statblocks made them feel different in play. 

Thursday, October 21, 2021

I Put a Spell on You

Episode 39: I Put a Spell on You

It turns out I never posted about this episode when it was fresh out of the podcast factory, but there's no better time than the Halloween season to return to it.

In the 2019 biography I Put a Spell on You: The Bizarre Life of Screamin' Jay Hawkins, journalist Steve Bergsman tracks the life of the noted shock rocker including his rise-and-fall-and-rise to fame, run-ins with the law, and rocky romantic life. Kate and Jack discuss the book as it relates to the biography as a literary form, the perils of the Big Rock Bio, and the challenges and responsibilities of research.

Does Jay's penchant for lying and self-aggrandizement make him an impossible subject for a biography? Where does "rock 'n' roll authenticity" stop and "novelty act" begin? Just how much damage can the Imp of the Perverse do to a person's life? Does anyone know where we can get jobs playing piano in a Hawaii strip club? These questions and a whole lot more will be discussed in this month's episode of Bad Books for Bad People.

Tuesday, October 19, 2021

The Canopic Being

I've been running the adventures in Candlekeep Mysteries lightly reskinned for my Krevborna setting. The characters are all employed as members of Creedhall University Library's "Special Collections Department," aka adventurers. This is a recap of what happened in "The Canopic Being." Fair warning: spoilers lurk below.

The Characters

Elsabeth, human paladin played by Anne

Rufus, human barbarian played by Steve

Events

As is usual, Elsabeth and Rufus were called into a meeting with Horatio Lupa to receive their next assignment on behalf of the library. This time, however, Horatio was in a dark mood; he paced the room as he informed them about a book that had already been in the library's possession for nine months. The book was initially thought to be a tome related to ancient burial practices and therefore misfiled, but a scholar at the university named Maya Sadaar realized that it was actually a manuscript detailing the many ways to make an undead mummy. The book itself proved to have an unnerving appearance: it was bound in some sort of scaly hide that randomly sprouted reptilian eyes that seemed to watch everyone in the room.

Maya had deep misgivings about the book, but she had gone missing before she could relate her concerns to Horatio. Worse yet, at the back of the book was a list of "sacrifices" and two of Elsabeth and Rufus's coworkers in the SCD and a friend from two previous adventures were on that list: Rising Leaf, Tobias Wolfe, and Lady Valor's names were there alongside Alessia Baseer (a priest at Our Lady of the Sorrowful Vision) and Maya Sidaar's. Adding a further ominous tone to this list was the fact that both Rising Leaf and Tobias had been unexplainably missing from work. Even more disquieting was that the list of sacrifices ended with Rufus Clarke's name!

Since it appeared that Rufus could be the next target, he and Elsabeth attempted to set a trap for whomever might be after him. Rufus stationed himself in a tavern, with Elsabeth disguised in a hooded cloak at a nearby table. However, the person who approached Rufus surprised them: a woman dressed in clerical vestments, who looked like a fish out of water in the busy tavern, sought him out. Her name was Shira Endellion and she, like the missing Alessia, was a priestess at Our Lady of the Sorrowful Vision. She explained that she knew that Rufus and Elsabeth would be at the tavern because as a priestess dedicated to the saint of foresight she had been blessed with a vision of herself meeting the pair in this particular establishment. She also had a vision of taking the duo back to her church to help them solve the mystery that was currently before them.

At Our Lady of the Sorrowful Vision, Shira was able to add more information to the developing picture. She informed Elsabeth and Rufus that in the catacombs beneath the church lurked an uncanny older temple, and that Alessia had been occupied with researching its origins before she disappeared. She also noted that Rising Leaf, Tobias, Valor, and Maya has all come to the church bearing warrants issued by the Church allowing them access to the old temple complex. Rufus was able to discern that the writs were clever forgeries, but it was clear that all of the missing people had been lured into the old temple's depths.

Rufus and Elsabeth decided that they needed to venture into the old temple in hopes of finding their friends. The brick and stone of the catacombs gave way to strange material; the old temple was comprised entirely of glowing crystal that had been etched with draconic design elements. Like the book they had handled earlier, reptilian eyes would blink open on the walls, floor, and ceiling to spy upon them. Surprisingly, they were greeted by the missing priestess Alessia Baseer in the first chamber of the complex.

Alessia said she was there to welcome them to the temple on behalf of "the prophet" and that all of the people they were seeking were already deep in spiritual contemplation with him. She said they were free to explore the temple as they wished, but she did warn them against the dangers of the temple's hall of mirrors and its crystalline dais. With that, she left them to their own devices and entered her bedchamber. Rufus got the impression that whatever was speaking through Alessia and piloting her body was not the woman herself. Moreover, Elsabeth noticed a fresh scar that started near the woman's left collar bone and descended below her garments. Seeing an opportunity to gain some valuable, if grisly, information, Rufus burst through the door of her bedchamber and knocked the surprised priestess unconscious with a single blow. Alessia was then dragged out of the old temple to where Shira was waiting with four guards. With Shira waiting to provide divine healing, some impromptu exploratory surgery was performed, which determined that the heart beating in Alessia's chest was a shriveled, desiccated organ that smelled of resin and herbs--it was likely not her original heart.

Upon returning to the crystalline temple, Rufus and Elsabeth encountered several rooms of strange phenomena, including a room full of floating mirrors shards (when one touched Elsabeth, she had a vision of herself being sliced open by an unknown assailant) and a domed room where the ceiling gave a view of a far away land of shifting sands and pyramids (gravity was suspended in this chamber, causing the duo to float in mid-air). In another chamber the duo found the corpse of Maya Sadaar. She was lying in a pool of dried blood with a dagger and a strange object laying just out of reach, as if in death she had released her grasp on both. The object proved to be a withered pancreas that smelled of resin and preserving herbs. It appeared as if Maya had realized that she had a monstrous organ transplanted into her body and killed herself digging it out. 

Also found in Maya's pocket was a sheaf of notes that detailed a way to ensure that a mummy could not reform itself after the destruction of its corporeal form: its heart would need to be destroyed to keep it from returning. This knowledge would soon come in handy. After traversing a room full of floating motes of light, the pair found themselves in another chamber in which gravity was suspended. Floating in the middle of chamber was a figure that Rufus immediately recognized: it was Saretomet, the mummy that the SCD had set free in a prior adventure! Having noted the power of the group who had feed him, Saretomet had added them to the list of mortals he wanted to take over by transplanting his organs into their bodies. Rufus was the last "sacrifice" on his list.

The ensuing battle against Saretomet was harrowing. Saromet's hit the pair with some absolutely diabolic spells that left them greatly weakened or poisoned. A massive punch from the mummy left Elsabeth on the verge of death, but Rufus poured a healing potion down her throat in time to save her. A good move, too, as Elsabeth soon had Saretomet impaled on her blade...after which he promptly turned into a pile of dust. However, his dissolution also left behind a pile of healthy organs: a heart, a brain, an eye, a pancreas, and a pair of kidneys. The organs were taken by Elsabeth in hopes that they could be returned to their rightful owners.

After the brawl with Saretomet, Rufus and Elsabeth continued to search for their missing friends. Inside a chamber that contained a number of canopic jars and a crystal sarcophagus, they were met with Leaf and Tobias, who were still clearly under the mummy's control. Another fight broke out, with the possessed Tobias unleashing bolts of psychic fury and Leaf using his peerless martial arts skills against his compatriots. Leaf managed to knock Elsabeth unconscious, but in the end both Leaf and Tobias were knocked out without killing them.

With their friends unconscious, Elsabeth and Rufus were free to explore the chamber. The canopic jars held mummified organs. The question of Lady Valor's whereabouts was soon answered when she appeared, with an eye not her own glaring out of her face, and attacked the duo. A command spell from Elsabeth caused Valor to drop her sword; Rufus promptly knocked her out as well. With Saretomet vanquished, at least for the moment, and their friends and their organs collected, Rufus and Elsabeth elected to stop exploring the temple and get down to the dirty business of restoring their allies.

The unconscious Leaf, Tobias, Valor, and Alessia were taken to Creedhall's medical college. The surgeons there worked in tandem with priests from Our Lady of the Sorrowful Vision to remove the mummy's organs from the unconscious victims and replace them with the originals. Once the surgeries were completed and everyone was stable and on the road to recovery, the mummy's organs, including his heart, were gathered in a metal pail and set afire. As Saretomet's chance to rejuvenate himself was destroyed, his voice came on the dying wind, promising that the SCD could not escape the greater doom he had foreseen in their future...

Sunday, October 17, 2021

The Book of Inner Alchemy


I've been running the adventures in Candlekeep Mysteries lightly reskinned for my Krevborna setting. The characters are all employed as members of Creedhall University Library's "Special Collections Department," aka adventurers. This is a recap of what happened in "The Book of Inner Alchemy." Fair warning: spoilers lurk below.

The Characters

Elsabeth, human paladin played by Anne

Rising Leaf, human monk played by Michael

Gnargar, kobold monk played by Heather

Events

A fatal incident had occurred in a restricted section of the library: two members of the Special Collections Department had been murdered and pages had been cut from a tome called The Book of Inner Alchemy. The book described ways of manipulating ki to serve as a shortcut to immortality. Examining the crime scene provided a few clues. Gnargar ascertained that the two SCD agents had been killed by someone wielding powerful martial arts. Also discovered in one of the SCD agent's hands was a scrap of black cloth emblazoned with a white skull. Leaf and Gnargar both recognized the insignia; it was the symbol of the Death's Head Killaz, a group of monks who had turned from the righteous path to operate as bandits in the Cloakwood.

Into the Cloakwood, then. As they traversed the forest looking for the hideout of the Death's Head Killaz, the group smelled a noxious scent and spotted a writhing darkness inhabiting a hollowed out petrified tree. Approaching the tree were two people wearing black outfits and with their faces painted to resembled skulls. The pair were pushing a wheelbarrow piled high with corpses. The group watched as the two Death's Head monks began to heave the bodies into the oozing darkness, which consumed the corpses. The group decided to follow the two monks back to their hideout.

The group followed the two monks into a clearing that sheltered three wooden structures and a larger stone edifice shaped like a blossoming lotus flower. Between the entrance to the clearing and the buildings stood a forest of stone pillars. As the group headed toward the smallest of the wooden buildings, they were spotted by monks clinging to the stone columns above them, where they were keeping watch. There were four lackeys dressed in black and a man with silver hair who was clearly their leader. The leader identified himself as Steel Crane, and his black jacket was torn exactly where the Death's Head Killaz skull insignia should have been.

Rising Leaf engaged Steel Crane in a high-flying martial arts duel as the two monks bounced from pillar to pillar trading blows. Gnargar and Elsabeth kept the lackeys occupied, felling them one after another. Back up amid the stone columns, Steel Crane swung a metal whip at Leaf; Leaf leapt up and ran along the thin steel coil, closing the distance to land a fearsome kick that knocked his opponent unconscious. Leaf rode his body as it fell, using it to cushion the impact of the fall.

Steel Crane was revived and interrogated. He revealed the Bak Mei, the leader of the Death's Head Killaz was currently studying the stolen pages in the lotus-shaped temple. Sneaking past the Death's Head Killaz acolytes in the compound's library, dojo, and sleeping quarters, the group burst into the stone lotus building. The center of the building was dominated by a pool of water filled with floating lillies, beyond which was Bak Mei, the elderly master of the Death's Head Killaz. Bak Mei was attended by a number of lackeys and by Jade Tigress, his facially scarred second in command!

Leaf engaged with Bak Mei, while Gnargar faced off against Jade Tigress and Elsabeth held the lackeys at bay. Rising Leaf found himself overmatched by the older martial arts master; Bak Mei's manipulation of ki left him stunned and wide-open to a flurry of attacks that knocked him unconscious. Gnargar triumphed against Jade Tigress and her poisonous strikes, but was felled when Bak Mei turned his attentions on him--Gnargar was also knocked out. Elsabeth managed the lackeys by knocking them into the pool of lilies and slaying them as they emerged one-by-one, but she now found herself alone against Bak Mei. Drawing on a previously known inner well of strength, she plunged her sword past the monk's canny defenses, ultimately ensuring the group's victory. The day was carried on a razor-thin margin. Leaf and Gnargar were revived, and  after gathering the missing pages from The Book of Inner Alchemy, the battered and bruised group fled the compound before more lackeys could intervene.