CHRONICLE: Killing Mendollin – Part of the larger PIN FEATHERS chronicle… > What the Players Know (hunt for Mendollin)
CHRONICLE > Dunstrand Rising is a Living World campaign set in Grand Duchy of Dunstrand in the Steel Realms of the [Fantasy] Steel Realms Setting (planet of Helca).
As delivered initially by and recorded by Feather… from her memory a while back.
Mendollin was the last member of an ancient hidden order of Occultists. He wielded raw magic power – like a sorcerer, but even more powerful. He used to be part of the Gallantine Order. He was part of the group that almost practically all died, trying to stop the wizard Anwin – the nemesis of the Gallants for years – from retiring in peace. It failed. Mendollin killed one of his brethren (it is assumed from the evidence later examined) to get the Eye of Dimov – an organ that could see into the shadow realms and edges of the void and commanded great power. Plague, the leader of The Gallants at the time, decided to destroy it after the attack on the retiring wizard Anwin failed. After, he also stole from a sacred burial the helm of Nicolagous the Seer – a powerful artifact for magi of all sorts. The Gallants had noted its whereabouts, but noted it was warded and decided its better to let it lie forever. While a member of the Gallants, he was known to be power-hungry – this is seen as being amplified in his current condition. No one knew his fate after that. He was driven mad over the years, staying away from civilization. He found a new master to serve on the edges of Dwindor Swamp. In the last few years, he has been identified by his distinctive appearance. He has killed many, including entire caravans and portions of a settlements and travelers. He has taken sacrifices, and his bloodthirst is growing. Whatever power he commands now, he cannot be scryed by House Malor, the ducal order of wizards of Dunstrand or the Druidsof the Moorswood. They have been working with the Witch of the swamp, through the Gallantine agent named ‘Feather’ to record his comings and goings to try and find a home or lair. He has been working on something big, and House Malor, from The Panopticon (their mystical source of power for their order), has sensed a massive disturbance in The Pattern if he continues to live and fulfill his purpose. Evil will seep into the politics of all the areas nearby, there will be no peace or victory of any kind. He travels with a strange and powerful creature known only as “Toad-Faced Dog”. This evil familiar is powerful – it has killed several agents of multiple powers sent to take out Mendollin and it.
Mendollin tried to stop the party in taking the artifacts to the druids of Pranin Moorswood.At the keep, Dalcia of House Malor gathers The Gallants, Sir Roryin Lavinge (riding with The Gallants in place of Asil), and The Raiding Larks (built using the parameters for Characters for Hunting Mendollin), who just arrive from Mev where they were on stand by for any emergency needed with the peace talks with Gwinn. They have exhausted their own mounts traveling at break-neck speed. All the most powerful priests from the Briarwood in Torrelson’s Ford are there, and deplete themselves to make everyone whole and Hale if need be.
Dalcia says, “There is not a lot of time. As you know, we go to stop a man who was once known as Mendollin. There is much at stake, and many elements that had to align to give us this chance. There has been no discussion of payment or reward of any time. Success will bring some of its own, and some of you have been paid handsomely already. But know that with success, you can retire in luxury if you so desire. The Earl, the Duke, and even the sisterhood of the High King’s court have approved this. Any of you may now choose to leave, and no one will know…” she looks around.
Players CAN choose to opt-out.
THE WORLD WILL NOT END. PLAYERS CAN CHOOSE TO NOT DO THIS, OR SWAP OUT THEIR CAMPAIGN CHARACTER THEY DON’T WANT TO USE/LOSE WITH A GENERIC 5TH LEVEL FIGHTER – CHAMPION.
Ok, then let us make haste. The Earl has provided us with the finest riding steeds – yours to keep if you live – we ride for the Moorswood and the Druidhold. There we will see and access our targets through The Eye of the Serpent. The Eye of the Serpent will have several affects. The gaze of Ssissllenn will be affixed, breaking the protections that shield Mendollin and his creature from precise scrutiny. Some may work to your advantage, others may not. This is the nature of the great indifferent eye – it affects all things equally.
She reviews as you travel:
Next Step: – The party will need to travel to the Druids of Pranin in order to enjoin them to foresee when/where Mendollin will be so that he can be attacked.
Destination: First to The Briarwood of Moorthorne along the Westwinde Trail. Athena of The Gallants leads the way once the group gets to the trailhead. Waiting for them is a serpent of a kind you have never seen before. It is about 10m long, with shiny black scales, thick as a strong mans arm. It holds a bundle of goods, tied up with bark cord. It is the remainder of personal goods from Hansel the Highwayman that Athena killed, given to her as a gift from the druids of the Moorswood, found after she decided to forgo searching and return to Torrelson’s Ford to collect the bounty – thereby making sure hers, Jesse’s and Huff’s efforts lined up to get the deed to The Bladden Silver Mine. Athena snatches the bundle as the serpent lays it down, and slings it over her shoulder. “Come, the trail is safe from here on out. Nothing will impede us.” With that, a massive thunder crack splits the air. Everyone ducks, horses rear. But… nothing further happens. The pathway widens before your eyes to accommodate your mounts. Roots flatten into the ground before you. Single file, you ride into the Pranin Moorswood… The journey takes a full day, despite the made pathway, the it twists and turns constantly. The cold and rain take their toll. Eventually the group gets to the Briarwood.
The Briarwood twists all around you, the foliage shifting and swinging wide. A circle of horses and a fire, around which are several individuals are huddled. They rise and greet Dalcia as she approaches. The druids are silent, in total protection mode. One kneels with a hand pressed to the earth, like an ear pressed to the ground. Another stares skyward and slowly twirls, as birds circle above – as if she is looking down through their eyes. Another kneels where several tiny streams flow into a pool, cupping and tasting the water, as if he is consuming information brought from far away by the water. The last whispers in the ears of the horses as he strokes their necks. They are not tethered, and by the way they are agitated, he seems to be whispering incitements to ride at top speed at a moments notice.
Dalcia hails with full titles the two heralds, and goes to converse with herald Cal Warington of the Earl of Bar-Innis, and senior Herald Aila Vii of the Duke of Dunstrand. The senior herald makes an obvious mystical gesture and their entire area is engulfed in silence – though its obvious they can still hear each other as they speak. After several minutes, the silence is dispelled and Dalcia returns to lead you further. “The heralds are staying here, I will provide them with the feedback they need and report outside the protected Moorswood whatever the result, as fast as they can. We travel now to The Deepwold, the seat of the power of the druids.” With that, she moves to where the one staring skyward points. The foliage parts, and you can see it part as far as the eye can see, in a straight path. She says, “The serpent strikes. Straight to the heart. Follow now.” Dalcia motions for you all to follow her to the heart of the Cold Eye Druidhold.
It takes you a day, but you stand on the shores of Cold Eye Lake. In the center of the lake is the sacred island with the Seven Brothers. The Seven Brothers – 7 standing stones, with Ssissllenn’s Arch (as it is called now) in the middle. The ancient stone circle is also called “the eye” (of Ssissllenn) as it is a powerful scrying device and means into the spirit world. The circle sits on and is made of the ruins of a Bronzemen Megalith which was used to focus wind and sky energy. The sun is over the horizon. “Tomorrow morning we go to the isle yonder. Tonight we will rest. You will be safe in the coils of the serpent – none will disturb you here. There are discussions to be had… several have come to advise. You would do well to listen to this collected knowledge, it may save your life. Do not leave the protective ring, it is for your own safety. Much is being done, great power is being expended here. Come, let us build a fire… the others will be here soon.”
You look around and notice an area has been unnaturally cleared on the edge of the lake. It is ringed by what must be the largest alligators in the moorswood. Kindling and wood lay in wait as you build fires and pitch tents. The horses seem in an unnatural trance, and need no tethers. Soon you are all swapping stories and telling bigger ones. Fresh meat and vegetables – simple, but some of the best you have ever had – are provided. Along with plenty of mead. After the meal, you are joined by a druid woman from the Briarwood, an older woman dressed in green that is Bella, and Dalcia of House Malor. They give you all the knowledge they can:
ASK QUESTIONS USING DISCORD ON ANY OF THE FOLLOWING:
What the Druids Know:
What Bella Knows:
What Dalcia/House Malor Knows:
What the Druids Know: Mendollin
What Bella Knows: Mendollin
What Dalcia/House Malor Knows: Mendollin
What Jesse Knows: He has read the entire annals of The Gallantine looking for information about Mendollin.
In the morning, the druidess sings along the shores of the lake. It slowly drives back the fog and clouds above. The surface of the water is still, without a single ripple as the rain stops. In the stillness, everyone stares at the sacred island at the center of the lake as it is slowly revealed, still wreathed in fog. Strange thumps and ticks, as if wood striking stone, echo over the water – seeming to come from every direction. “Good Moordaeth of Pranin, Keeper of the Stone Circle, protector of the Wood, Stream, and Shore! Your servant calls you to come forth! We seek the wisdom of the father! We seek his unerring gaze upon our enemies, so that they may be revealed and made vulnerable! We bring sacrifice!” As her last shout reverberates, Bella strips and moves into the water. She swims several meters out, and dives under the water, vanishing from view. A deep heart-beat like sound fills the area. For a minute or more, ripples lap all around as the sound gets louder and louder. Then the still water begins to roil.
She turns to the group. “Make ready yourselves and your gear… the Lord of Serpents is near.”
On the island is truly a spectacle to behold. Three naked figures in tunics of translucent snake skin writhe in some sort of dance-like trance. Seven stones begin to glow a soft blue-green, the sheen of tarnished copper. Everyone mutters and whispers as a figure steps forward, taller than the stones. A sinuous long neck, supporting a head of green scales and piecing draconic eyes. A green dragon, some 60m from tip to tail, coils around one of the standing stones, resting its head on the top of one casually. The small isle is shrouded in wisps of mist, the dragon’s head rests at a point above them. Snakes of all sizes and types crawl over the isle, and in the water. The water itself coils and writhes, like a hundred thousand serpents… and then solidifies. A raft made of serpents is woven before your eyes. Then the raft becomes larger, and longer. Longer until a walkway to the island woven of serpents beckons you. It is a bizarre sensation, but the living walkway supports you and even aids in your balance as you tentatively walk across it. (It is more like a moving escalator.) You walk to the island, and gather on its shores before a bonfire that roars to life in front of the crude arch at the center of the standing stones. There is barely a sound, certainly no one speaks, awed by the entire spectacle.
The Gallants all hear a voice in their head…
Na’grindl the Lady in Green says, “Anyone wondering how you get home? If the eye blinks, all that stepped through its gaze will be torn back through, mid-action. It will not blink for any but the Moordaeth who will see all without bias and through all tricks and obfuscations. If the eye closes, as it will if Mendollin or Toad-Faced Dog try to follow its gaze back to the resting place of the serpent, all who stepped through will be stranded and must find their own way home. Sustenance, you must scavenge it or bring it with you in such a case. If all lie dead, the eye will close.”
THE GALLANTS CAN SET A TRIGGER.
The Good Moordaeth speaks…
I say this once only: The Necromancer is increasing the Soul Scourge power, and seeking to “conquer death” by removing all life. Sickness is spreading from the south, fatigue is growing. Entities long buried, long anchored in the depths of the living world of Helca itself have begun to rattle their chains. You feel this as earthquakes and shuddering in the roots of all the navels of the great forests on Ustermaya. It is bringing them closer to the surface. The Once-King is one such being, and closer than all others so affected. It is even being felt inside the edges of the forest of Ynth, normally a bastion against the outside world. Perhaps it may even threaten The Aelfpaths. It has somehow seen the swallowing of time, this is known by a few powerful entities, and lesser beings have at least sensed this. This is the madness of the all-devouring worm. We have looked through the Eye of Ssissllenn and see this clearly. There will be but one moment to stop his escape, a moment revealed by the unblinking eye of Ssissllenn. His creatures, Mendollin and Toad-Faced Dog must be stopped if possible, or his time will come soon. Knowing this, it is not the end of the world. But many living things will possibly be affected in such an unnatural event. Gather round. Bring forth the sacrifice.
The Moordaeth leads you to the arch among the standing stones as the other druids chant bestially. The rumble of their voices gets lower and lower. The air feels electric as you jostle each other, forming a tight group, expecting some portal to open and to walk through the arch. The Circle of Stones has begun to thrum. Minutes go by, the heartbeat of the moorswood you can feel in your feet. The world gets smaller and smaller, and you begin to feel a sense of vertigo. The air around you grows thick, and the details of the woods, the sky, even the ground get hazy and indistinct. You feel a massive blast of wind, as if a portal was opened, and air rushed in. This is followed by the sound of a thousand elephants bellowing. A fire burns under the arch, touching the underside. Flame leaps from the arch to standing stones. The stones are covered in colors, serpent eyes abound in a mosaic of styles. You gasp, inhaling the burning fumes, and suddenly you feel like all the eyes are looking at you. Just as you begin to lose yourself, over the fury, you can hear the Moordaeth’s voice, “An eye for an eye! Na’grindl! Bear witness!”
Over the chaotic din around you, a throaty voice cracks out.
Mendollin runs with four slavering mastiffs in front of him him, eyes bloodshot and breath ragged. Another 3 dogs run behind him, all the same. Next to Mendollin his staff is floating in mid air, tracking speed with him. The creatures are moving towards a boat in the distance, a skiff, like the locals use along The Black Shore. Once they reach it, their master will be actively shielding them from any gaze of scrying while in the boat – he would become aware of the powers arrayed against him if they reach it. They are in the Wonald Delta now, seeking to stir up creatures there into unrest. I cannot say for certain where the eye will capture them, but it will be somewhere there.
The throaty voice continues… translating what it sees into the following. The Moordaeth responds asking if you wish to invoke the power to alter the Weave of The Pattern to fixate the vision.
PCs can roll to determine which overall general terrain they find themselves in. One PC can use a Character Weave to choose whichever the groups wants. d6/2 >
PCs can roll to determine terrain feature for each of the 4 sections. One PC can use a Character Weave to choose whichever the groups wants. d4 >
PCs can roll to determine which section they appear in. One PC can use a Character Weave to choose whichever the groups wants. d4 >
PCs can roll to determine how they appear on the battlefield. One PC can use a Character Weave to choose whichever the groups wants. d4 > (TFD = Toad-Faced Dog + 3 Dogs / M = Mendollin + 3 Dogs; the groups are separated by 50′)
When the Eye of the Serpent opens, you will have a choice of CONFRONTATION OPTIONS.
Any spell that has a duration more than 10 minutes, you can assume you have in effect ahead of time (within Concentration limits).
DC 20 Perception > Athena senses the pain.
DC 25 Perception > (Gallants members only)
At the edge of light, several times you have seen a mysterious figure that seems to come and go, wreathed in fog, with a cowled hood. She has piercing yellow eyes. Just as you try to lock eyes, or even go to beckon them, they vanish in a swirling of fog.
The area is dead quiet for the instant you step through the eye; It reminds you who were there of that moment in the Moorswood where you felt hunted and heard the whispers… “The King is Watching”
“You have chosen for the eye to be sudden and swift… so be it! Open your lid now, ancient one, and carry those assembled with your vision to the field of battle!” For an instant, you feel disoriented, and the world goes dark. In the next moment, it is light all around you, and you are assaulted by your senses. You scramble to orient yourself and prepare for combat, not knowing exactly where you will be landing.
As you drop out into the Wonald Delta, two groups of figure are obvious. A wave of power rolls over the landscape. One of the 4 dogs clearing the way has its illusions stripped away and is revealed as Toad-Faced Dog. Mendollins staff goes flying into the reeds several meters away, whatever was carrying it experiencing the same sort of dissolution. Mendollin snarls and whips his head in your direction. The other dogs stagger and look around, nearly dropping over in exhaustion. As the control exerted over them is stripped away, they snarl and form a pack, running off in a loop, keeping the confrontation in their periphery vision as they make their escape.
Spell Effects