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Showing posts from March, 2019

Castle Amber VI: The Tomb of Stephen Amber

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Continuing the Campaign Narrative Touching the Ring of Eibon to the viper's tail on the mirror results in the serpent uncoiling enough so that the ring can be slid onto its body. It then undulates like a living thing and the ring travels up to near the snake's head, effectively turning into a collar. Dipping the Sword of Sylaire into the Eldren potion turns the blade of the sword golden colour. A high pitched humming now sounds as the four artefacts resonate with one another, and touching the sword to the mirror shatters them all; the party is now surrounded by a familiar amber haze. When the mist clears, the four adventurers find themselves standing on a seemingly endless plain in front of a 50' square tomb made of amber marble; carved over the entrance is the name of Stephen Amber. Opening the doors to the tomb reveals that its inside is much larger than its outside. This is because the antechamber to the tomb is itself 50' square, with a door to the left and an

Castle Amber V: The Province of Averoigne

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Our four heroes set out for Sylaire. The locals have warned them that the place is haunted, as well as infested with werewolves. However, it is the closest location to the Inn of Bonne Jouissance, and success would provide them with the enchanted sword they need as part of the ritual to summon Stephen Amber's tomb. In all, they require four items: this sword plus a viper-circled mirror, the Ring of Eibon, and a potion of time travel. At least those are the instructions on the scroll they were given by the seeress in Castle Amber's strange internal garden. It takes the adventurers three days to reach the rough area they pieced together from the rantings of the locals in the inn. They head southeast on the main road, then cut through the forest and across the River Isoile in an easterly direction. In all, it takes them three days, with little to worry them apart from some strange shadows flitting in and around their campfire one evening; Destiny puts paid to whatever they were

Castle Amber IV: Arriving in Averoigne

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The four adventurers step through the silver gate into Averoigne, the original homeland of the Amber family. Not knowing how the locals will respond to her, Destiny uses the magical disguise conjured by a Demon of Desire to make her features appear more human. Sir Blanque is fine so long as he keeps his gills hidden, while Marion just looks like someone with really dark skin. Alexia should be fine. The little band moves from a forested area onto what looks like a reasonably well kept highway, at least by their standards. Taking their bearings from the sun, they decide that the direction of travel to their left is roughly northwards; it definitely looks like a main road, presumably between two major population centres. The time seems like it is getting towards evening, and it would be a good idea to find somewhere to make camp. The characters hear sounds of carousing from a clearing nearby, and head off to investigate. They come across a large and, by the looks of it, reasonably wel

Castle Amber III: The Chapel and the Crypts

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The four adventurers pass on through the great double doors at the northern end of the strange internal garden at the centre of the Chateau d'Ambreville. They know that what lies beyond is the chapel, and according to the seeress who gave them the instructions for the ritual to return Stephen Amber, located somewhere beneath the chapel is a triple-locked silver gate. They already have two of the large silver keys, and are looking for a third; this should enable them to pass through to the province of Averoigne on an alternative world. They find themselves immediately in an enormous cross-shaped main building with several doors leading to different parts of the cross, as well as a couple of flights of stairs leading up to an organ loft. Dominating the room are rows of statues of the Amber family, all looking slightly deranged. There is a high altar at the far end covered in elaborate yellow drapes. Shrugging, the group goes straight for the altar. Shifting the drapes reveals tha

Castle Amber II: The Central Octagon

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Continuing another strange interplanar adventure with: Destiny: Melnibonean (actually Menastrai) sorceror Marion: Shazaarian (actually Nihrain) "rogue" who carries the newly restored Runestaff Sir Blanque: Filkharian half-merperson noble warrior Lady Alexia: Eshmirian, servant of the Balance, formerly a warrior-priest of Chaos The characters are about to enter the central section of what they now know to the the manor house of the Amber family. A group of six of the cat people they met previously is waiting for them at the entrance to the central octagonal forest. They say they want to come with them to see the demise of the hated dog-breaths, so the players acquiesce. The internal garden is vast, easily 180' per side. A yellow brick road wanders through the place, and the party decides to stick to it as much as possible. The first area they come across is thickly wooded, and out of the corner of his eye Sir Blanque sees the cat people move surreptitiously into an