Run, Mythic Prey, Run

Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

This one begins with a little pre-play background to help set the stage.

Air Caster: O’Laen.

A child of four and a half years stole his uncle’s cigarettes, who was there to help the family move to a new home. The boy made his way into the attic to try his hand at smoking. Once there, however, the cigarettes were all but forgotten, and the treasures of boxes, chests, and passages in the storage made for a more immediate and exciting adventure. It was in a hope chest, an unremarkable box of treated wood, the lock worn from years of use, the book that seemed to shine as he looked for the source of light underneath the old scarf and speckled jewelry case. At 4, this boy had not yet learned to read, but the words on the cover called to him. They shaped themselves and made themselves known to the boy. This is where and when the boy learned of his bloodline, his true mother’s name among the pantheon of the Arial Gods of a distant place so far removed from here that light from there could never never reach him on Earth.

The book was a guide in the language of the Arial Gods, who’s wings of air carried them anywhere they chose. Who’s knowledge of and reverence for magic stretched beyond the stars. Too much for such a young one, the child fell asleep in the passing of time. He awoke in his bed, but the book was gone from his hands. He had forgotten much of what the book told him, but it was important. Sleep took him again, and he woke on the road to his new home. He asked about the shining book, but no one seemed to know what he was talking about, and no one listened to his cries for help in finding the most important thing in the world.

As the years passed, the boy recalled parts of the book in dreams, briefly, as if to tease him. It seemed to the boy that some of the dreams played out and cast upon the world to make bring forth an assistant, a guide, or some other such helper or protector, but it all escaped his memory soon after waking. In the years to come, he began to collect the best of friends. Then he knew his name.

Bastion of Strength: Frausk.

Hidden from all but a few silent protectors, the fragile child at six years was thrust into a school that did not want him. The very foundation of the school paid for that mistake, as the child’s anger took hold and railed against everyone. No one suspected the child was the reason for the shaking, cracked walls, and bursting pipes. The building was condemned only months after his arrival. His next school suited his temperament and settled his heart, as the silent protectors made themselves known to him, passing him the shielded coin made by his father. Upon which was written the course of activities fitting most properly to a child member of his heritage. The coin called out for companions, and one by one, they came. Then he knew his name.

Maker of Pain: Tienj.

Included with siblings that did not understand him, the child of 5 years gathered the courage to open the only door in the house that was known to harbor the scariest monster of all time, his brothers and sisters prodded and teased without shame. They did not stick around to find out what was in the cellar once the doors had been opened, but the boy found a band of gold hanging in the air that spoke to him of strange ways of thinking. He snatched the band and before he could place it upon his wrist a fiery beast leaped out as if to devour him but was quickly off with the gold band beyond the boy’s reach. The voice of gold still whispered things for a year and spoke of friends to come. Then he knew his name.

Shadow Smith: Clovier.

Mistakenly stolen by fey folk to replace one of their own for a child, the child of only 3 years discovered his true nature much faster than his immortal parent anticipated. Within an hour of the child’s abduction, the fey learned of their mistake, as the child had taken back an item, a patch of cloth, which rightfully, in time, would have belonged to the child, but the actions of the thieving fey accelerated the boy’s coming into his heritage early. Three of the fey lay dead before the child found sleep in his own bed with a black leathery cloth wrapped around his arm. In the following weeks, the black cloth had vanished and left the boy of 3 years with the understanding of shadow and the acute sense of the workings that is life and death, but forgetting most of it days after the cloth went missing. The cloth showed up in dreams from time to time, but after many years the boy would forget nearly all he had come to feel of and from the cloth. When his friends came, however, it was as if he had been expecting them. Then he knew his name.

Blue of Heart: Boleiv’veh.

Lost to the world on the very day of his 6th year, the birthday child was convinced of the adventure the local children had set upon. He followed, bundled in his warmest clothing, making his way through all the obstacles the older ones found as no challenge. Before long the child found himself on a slippery surface spinning about looking for the others. He could hear them, but could not see them though the heavy white snow fall. A quake upon the ice threw him off balance and a crack in the sheet splintered into a million shards, giving way to a burst and shower of frozen water, which sculpted itself into a nightmarish figure that gesticulated with crackling tentacles of freezing liquid. The child knew then that creature was there to kill him, but it was struggling against the ice. The shallow stream directly underneath the creature froze with unnatural speed, and the off balance creature toppled and shattered, bringing up a volume of ice larger than the creature itself. It’s remains vanished in a steam. Something in the hole left by the creature’s demise called out to the child. It glinted with a sharp point and pricked the boy’s finger, drawing blood, a thing small and curved to a hook. The barest sliver of knowledge flowed into the child’s mind, briefly glimpsing what was to come next, and that he was special, and that soon he would have special friends. His family found him some time later and thought it best to move to a safe place. Though he had forgotten most of what transpired, water reminded him of a destiny just beyond his reach and of being stalked. When his special friends arrived, he was surprised. Then he knew his name.

Keeper of Growth: Hassik.

Kept, protected, insulated, and isolated, the child of 5 years hungered for something that was not allowed to him. The sand, scorpions, and lizards stopped providing entertainment to the boy. When a rock began to sing to him, he spent as much time with it as he could. The songs were stories, hidden, masked, and muffled, but he understood every word. For weeks the child visited the rock, taking in all that he could. It’s song was different one day, and it lulled the boy to sleep. He woke soaked with slime and the rock split down the middle. A withered plant laid dead in the center, and the boy knew it to be the singer. His frantic parents fled with the boy, and the family lost themselves by living from place to place, camp sites, hotels, and finally had to settle. His parents, not his true parents he discovered, told him of his special heritage and that a great evil was looking for him. The child was told to find his inner strength and cultivate it to protect himself. That was when he realized the people he believed to be his parents were far too frail to go on much longer. They told him of other children that were like him, which the child also heard in the song. Next, he met his friends. Then he knew his name.

Your protector has been called away.

You all find yourself in Dallas, TX.

Introducing... gnomes?

Klahr and Simon invited Nous to join them at the Cherry Pit for a night of frolicking abandon. It was bubbles night. A rather large number of little people have discovered the joys of S&M. Finding Knuj in the giant bubble machine was surprising enough. When he vanished, the three went searching. Sensing pain, Klahr found Knuj fighting multiple small guys that had flat tails, horns, and a nasty disposition that seemed to go perfectly with their tiny daggers.

Fight, fight, fight. Party wins with a few scrapes and discovers a few things about each other’s powers.

Learning a few tidbits about Knuj, the party ask him to be their mentor while they try to figure out this new part of reality they’re playing in.

The skinless man

Knuj shares a warning…

A woman of dark brown hair and skin an ashen shade of the same, appeared wounded, limping, and in obviously in pain.

Knuj recognzied her. “Alasia, what are you doing here? How’d you get here?”

Her eyes rolled to the back, nearly falling over before Knuj could catch her. “I’ve come to warn you,” she started. “The darkness is observing you. It is what has brought me here to this place. It looks a little like my world. The darkness has been keeping me prisoner, making me do things. I’m too strong to be kept for long, but not strong enough to be free of it. And it can’t hide everything from me. So, I know what you did, and I hate you for it… But you may be my only hope.”

Tears well up in Knuj’s eyes, “I’m sorry. I thought it was the only way to stop it.”

Alasia waved her hand to shush him, “it’s done. I wish you would have succeeded. It would have been better than this. I have something to show you. Can we go somewhere to rest?”

Knuj took her to a safe place and tried to get her to fall asleep.

“No,” Alasia refused sleep. “You must open your mind. I have to show you what it has done. Where we traveled to. What it has created.”

Knuj shaped a pocket of dreamscape for Alasia. Now, she, instantly alert and unharmed, rose to begin her tale, and with an amazing show of power, shaped the dream to reenact scenes from her memory. At first, the images were unclear, vague, as Alasia explained she picked up images, thoughts, and feeling from the darkness while she lived inside it. She projected them outward for Knuj to experience himself.

*First Scene:
A speckled sky with a pool of reflected light, but then strange lights under the water. The darkness painfully took the shape of the lights.

*Second Scene:
A strange room, perhaps a lab of sorts, with what looked like a skinless bloody man walking around. The darkness took the shape of the bloody man, and stole a picture or a statue of a wounded young girl. She appeared to almost be alive. The darkness creature took the shape of the young girl and smiled.

*Third Scene:
A little clearer now. A figure, looked like Knuj, formed from the darkness, took a knife to throat after throat in a city club, and called itself Jury to some and Executioner to others. Its eyes swirled black and white, churning with a kind of turmoil.

*Fourth Scene:
As if looking up upon a pitch black maze in the sky, lines radiated a darkness that swallowed specks of white stars that would emerge from within the black lines. From within the black maze, a white cream dripped off the sides of a complex twisted path made of a living darkness. The bloodied skinless man was there, but he was not really skinless, merely red with oddly shaped legs and hands for feet. He carried a cloth his right hand.

*Fifth Scene:
The red man stepped upon the dark path, and the darkness began to leap up as if to devour him. He struggled through the path and nearly fell countless times. Little pink lights, not the white ones, sometimes dripped upward and seemed to give the red man strength to go on. The red man was headed to the center of the maze created by the dark path.

*Sixth Scene:
His goal was to rescue the wounded girl at the center of the black maze. The wound upon her back was painful and exposed, and she did not look as though she would last much longer. It then became clear that the cloth the red man carried was dripping red upon the path and the white healing light brought those drops up into the red man. When the red man finally reached her, he placed the strip of skin upon her back and sealed the wound with his mind.

*Seventh Scene:
The red man stood up with a smile, eyes as black as cold space, and the girl sank down to slumber and lay still. The red man faded from site, but the black pattern remained.

Alasia stopped, saying, “he used my gift to draw out the dream while he did his work.”

A look of horror fell upon Knuj’s face because he recognized the pattern.

From Oracle to Amazon

Kurt, by way of a shocking introduction to the world of myth, finds himself in the company of would be friends and of godlings like himself. Kurt learned Loki, his father, left him with a medallion of unknown qualities.

The party learn of Alasia’s recapture by the Darkness, and a dream Oracle spoke of the Red Man coming on the morrow. Red’s powers were not known, but the Darkness may yet be behind his coming arrival.

Torn between attempting to find and rescue Alasia and confronting Red, they decide it best for a reconnaissance mission to determine the Red Man’s objectives, and ambush Red, if possible. Lacking a desire to spend the night somewhere in the Amazon, they asked Knuj to take them to the site immediately.

Kurt discovered some useful tricks about his powers and took some time to adjust after tripping and running into a tree. Dr. Klahr patched up what little bruising Kurt suffered. Nous, still only mildly worried about the body he’d left in his dorm room, began the process of summoning zombie minions, sending them out to discover what they may.

Meanwhile, Simon found lattice worked vines and a perch atop a tree. From the vantage of the perch they discovered an indigenous population. Unwilling to interact with the natives, Simon, Klahr, and Nous pondered their next move. Kurt, however, slipped into the village, literally, face first into mud, where nearby children ignored his antics.

Zombies search for chickens

There are moments that can’t readily explain why some people do the things they do.

Simon spent most of his time scouting the area, discovered a winding path to a river and another lookout platform, while Kurt tested his speed and stealth against the local’s perceptions and ignored the zombie attack about to descend on the playing children so that he could search for clues amongst their personal belongings. Simon later immolated a wandering zombie, and Kurt succeed in yelling at another.

Nous, an over zealous zombie generator, was still busy summoning more zombies (of varying levels of “skill”) and had already set out his minions to collect dead chickens. The nearby village did not appreciate the fowl search, and the resulting panic from the attack on their children brought chaos to this relatively harmonious world.

Klahr used first aid on a wounded child, only to find moments later a distended belly followed by an adult being escorted away from the danger by his fellow tribesmen.

Who's the daddy?

Coming to terms with his control over zombies, Nous rounded up the walking dead to lay in wait to capture the Red man. Meanwhile, Klahr convinced the ill man, Sonho, and his friends that the party was here to help and got the three natives allow him to proceed with start the examination. Kurt injured himself badly enough that Knuj took him to safety, letting the party that he’ be back.

Klahr puzzled over the cause of the distended belly and could only conclude a parasite or a supernatural “Alien” was about to burst forth. Together Klahr and Nous figured there were at least two creatures within the man, and a crude surgery needed to be performed in order to save the man. Simon rushed out to the river to collect and heat sterilize water, while Nous gathered cloth, knives, and something to be used for stitching wounds.

Vermelho, a spirit, transparent, intangible, and looked to be a member of the tribe, positioned himself behind the sick man, empathically communicating his desire to help and that the children inside Sonho were theirs. In less than a half an hour later, with the help of Vermelho’s empathic healing, triplets were delivered, two boys and one girl, apparently healthy, Sonho and Vermelho obviously overjoyed at being parents.

Vermelho expressed sorrow and left abruptly, but the party tracked him down to a temple, where the interior was brightly lit with an abundance of torches. After several passageways a chamber, with many more lit torches only much dimmer because a dark pattern appeared to devour the light.

Nous took his ghostly form and spoke with Vermelho directly, learning that Vermelho was indeed a spirit that could only interact with the world minimally and through dreams, originally created as a byproduct and a reflection of a creature called Yado, who was being using by the Nightmare Guardian, offering him immortality and power in exchange for his help. A particularly special girl’s genetic code found living in a computer simulation facilitated Yado’s ability to attain immortality.

Simon walked the dark pattern, then Klahr, and when Nous attempted it in his spirit form. The darkness nearly devoured him in the attempt but managed to solidify and finish the path.

The dark pattern gave them the power to see dream passages between worlds, traverse fey paths, and potentially open supernatural doors closed to unseeing mortals.

Vermelho thanked the party for giving him the family he’d always wanted, expressing the idea that his lover could walk the pattern so they could be together more easily.

Out of the Amazon

Knuj did not return.

Unable to figure out how to get home, the three remaining demigods attempted to sleep on the jungle floor, unsuccessfully. Grateful and concerned villagers invited them to stay in a hut and fed them the next morning. Alesia impatiently waited for them in the clearing, but was very interested in the dark pattern they had discovered. She walked it, and then showed the party how to look for pathways in, out, and shortcuts through this world.

Spending some productive time searching for the Dreaming Oracle, they’re warned of their impending doom. Shown a compass that appeared to point in their direction, and told that in order to get a god compass, they’d have to break into Mount Olympus and find a box sitting in Hera’s chambers.

Loki may know a way in.


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