Category Archives: Marlowe’s Menagerie

Session 9 – The Crystal Heart

We try the Garden of First Joy next, and this time Kargrath is completely overwhelmed with joy. Felric again goes to save him, but gets stuck in there with him.

The others go into the other gardens, and the main chamber opens.

Kargrath and Felric are joined by a young boy who challenges them to a game. He will jump across a stream and step on certain rocks. We must follow him exactly.

Both Felric and Kargrath succeed early on but fail toward the end. They both lose memories that they had — Korgrath from both sides of his heritage, both ork and civilized. Felric loses the knowledge of his first invention.

-1 die to Knowledge checks the rest of the session.
-1 die to Culture for the rest of the session.

Celestiah has true love pulled away from her, but she realizes that all of the memories in the place are connected and are powering the crystaline heart.

Max gets emotional whiplash — he must make a test when he speaks or he will say the opposite of what he means to.

We go down into the main temple and there is memorite in the walls, where we hear the echoes of memories stored in them.

At the bottom all of the stairs there are five crystaline hearts floating above five pedestals arranged in a circle. In the center there is another heart, which we think is the true one. The floor is in the shape of a mandala.

Celestiah pulls out her spyglass and sees that the one in the center is shining very brightly, so bright that she has to turn the lens away. The other five are connected to it by energy.

There are five pressure plates in the floor that we might need to

Max realizes that this is a music box, and the song is based on the journey through all of the rooms above.

We step on the stones on the floor and the heart is released. We grab it and head for home!

Session 8 – Spygolass

We finally arrive at Willowbrook. It is quiet and creepy here. A woman is sweeping her stoop and greets us warmly, but we see that her knuckles are white as she grips the broom. She invites us in but we decline, thinking that she may be corrupted.

Celestiah checks the area and sees that the black tendrils are everywhere. We decide to move on, quickly.

We finally arrive at the temple and see that there are rooms laid out like a flower. There are 6 chambers:

  • North – The Garden of First Joy
  • South – Pure Terror
  • West – True Love
  • Southeast – Ancient Rage
  • East – Deep Sorrow
  • The center chamber

Max uses his cloak and passes through the closed doors of the center chamber. He finds some runes, however he can’t read them. He scrawls them down and brings them back to Celestiah, who translates them.

In order to gain access to the middle chamber, we must occupy three of the gardens at the same time.

We start at the Garden of Deep sorrow. Kargrath goes in and becomes deeply depressed, not able to move. Felric goes in to save him but starts becoming depressed as well. They are finally able to break free.

Session 6 – BWAAAAAAAAAAH

We sleep through the night, though everyone is now on higher alert now that we’re aware of the music. However, Celestiah’s dome keeps us safe.

We wake up and there is a chill in the air. The stagecoach driver remembers hearing the music but not that it affected them.

As we set off, we notice on the map that the forest is much closer than it is supposed to be — miles. We see that the others who are with us don’t notice this at all. There’s nothing we can really do, so we continue on.

While traveling, we make very good time. We notice contradicting wind patterns, and other strange things like birds flying back and forth between trees, and squirrels. However later, the road goes back into cobblestone. After not too long, there is a fork in the road that should not be there! We decide to go to the left, and the NPCs go to the right. Things get even more weird; deer are walking in perfect circles.

Soon we see a pillar made of marble with veins of gold in it. Celestiah believes that this might be the emotion stone of joy. We come nearer to it and it says “the first laugh of the first child” on it. There are scenes of celebration. Some of us uncontrollably smiling for several minutes due to the effects of the stone. Any fear that we were holding onto disappears. Celestiah looks through her telescope and sees that it is glowing.

Later we come upon another one that is blue and black obsidian. Another emotion stone, and this one is “sorrow”. Celestiah realizes that she doens’t know how long she has been walking. This is possibly 3 miles away from the last one. We decide to head back and meet up with the others.

They are back where we originally split up and are pretty upset — the path to the right follows the edge of the forest but never goes into it. We discuss and eventually take a vote. We decide to go left as a group.

After a long while we haven’t passed any pillars. Continuing on, we finally reach a path that goes into the forest. It is strange in here, with no animals or birds anywhere to be seen.

As we keep on walking it seems to be perpetual twilight. The sounds around us are muted and it gets colder. The trees seem to lean toward the path; it’s thicker where we are but brighter elsewhere. Some of us get very disoriented. Mist starts spiraling up from the ground in little wisps, and we hear children singing again, but this time we hear it from above. Three wolves appear, their bodies like shadow and mist rather than corporeal. They make no sound and the grass is withering as they go near it.

We prepare to fight. The other adventurers take shots at the wolves with their crossbows. One guard hits the lead sorrow wolf. There is a meaty *thunk* but the bolt passes through. The creature stumbles slightly and we can see its eyes that they are flaring with pain. It lets out a blood curdling howl.

Session 5 – Hard Medicine

AKA “42% Tip”
AKA “One Holler, That’s a Dollar”

In the morning, we head for the stagecoach. It is us and a random woman. It is a 3 day journey. As we are leaving Vale’s End, we hear the driver and guards at the gate talking about a risk of bandits in the local area. On the guard’s station there is a small sign that says “Increase Patrols, Refugee Situation.”

We transition from city cobblestones to packed earth roads. We pass a working farm and see that the gate is open. We see wagon tracks leading out toward Vale’s End. Also the chicken coop is empty.

The family is packing up to leave. The father says that things are getting too bad here and they can’t stay. The mother says that he is overreacting but their daugter has been acting strangely after going into the woods. She has been obsessively drawing the same thing over and over.

We stop the carriage and go inside to see what the girl is doing. Her drawings are of trees with faces, a crystalline heart in a temple, and the same phrase “they remember everything.”

Gordon sees that she is under a mild enchantment. Celestiah checks her aura and sees something grasping her, but she can’t dispel it. We decide that we can’t help her and we head out.

A few hours later we cross the Silver Flow River via Bertram’s Ferry. We overhear Bertram speaking with someone, saying that the river started flowing backward. As we complete our crossing, the water goes completely clear and we see visions of the ferry being built, and then we see ourselves, older, crossing back this way. Korgrath, Celestiah, and Lupin are especially affected by the vision and suffer strain.

We glimpse the forest soon after. Later we pass a merchant who has very strange wares like a mirror that shows other people’s reflections.

As we are heading into the forest people pass us. They hand a map to Lupin and say “you will need this more than us.” The map supposedly shows safe paths through the forest. Similarly someone gives Felric a vial of Liquid Courage.

We approach a tower that is three stories. The temperature starts to drop, and mist rises up from the warm ground. The door is broken open and there is faint light coming from the windows. There are ancient carved warnings in multiple languages. Celestiah knows that it is very old, from the Mordun civilization, and was likely made by dwarves. The Mordun were the “first rememberers” and were more in tune with emotions than anything else. Their healers didn’t just mend bodies, they mended hearts and minds. Gordon’s great grandmother would have talked about these areas.

We decide to check out the tower for 20 minutes. We see carved everywhere the words “they remember.” The second floor is abandoned guard quarters. There are personal effects here left behind in haste. We find a journal entry and part of it says “day 12. The dreams are getting stronger. I can see her face. Tomorrow I go to find her.”

On the top floor we see an elf, and we startle him. He says his name is Malanis and he’s here to study the Mordun. In his journal he is sketching out the construction of the tower. He says that he is unaffected by the forest because of the pendant he’s wearing. He says that the pendant is from the order of Anamnesis. They are the “rememberers of the forgotten, the chroniclers of the lost.” He wants to understand why some things choose to be forgotten.

At night we hear music, like a child’s lullaby, coming from the forest. Celestiah summons her familiar to check out the forest.

Felric stays up to keep watch. He notices after a while that the coach drivers are humming the tune. Suddenly they get up and start walking toward the source. Lupin and Felric grab them and pull them back.

Celestiah casts a spell to create a dome around us to protect us from the music. It takes her a few moments to create it, but two more hours to make sure it is sustained for the next eight. Using her astrolabe and being under the open sky, her powers are greatly increased.

Session 4b – Vale’s End Merchants & Establishments

Merchant’s Quarter

Marlowe’s Menagerie

Location: 73 Silversmith’s Row
Proprietor: Thaddeus Marlowe
Specialty: Magical artifacts, curiosities, and mechanical oddities
Description: A three-story building of aged oak and weathered stone, with windows that seem to look into impossible angles. Recently reopened after being the “Blackhaven Trading Post” for decades. The interior is larger than the exterior suggests, with rooms that occasionally rearrange themselves. A faint humming sound and occasional flashes of blue light emanate from the upper windows.

Notable Features:
Items are organized by danger level across different floors

  • Cellar experiences temporal anomalies
  • Brass pipes and copper wiring integrated into the building’s facade
  • Building is secured with both mechanical traps and magical wards

The Clockwork Compass

Location: 12 Guild Street
Proprietor: Orla Brightgear (Female Dwarf)
Specialty: Timepieces, navigation devices, and precision instruments
Description: A meticulously organized shop with glass display cases containing gears, springs, and partially assembled devices. The walls are lined with clocks that chime at different intervals, creating a constant symphony of ticking and melodious notes. The air smells of oil and metal polish.

Notable Item: “The Wayfinder’s Chronometer” – A pocket watch that always points toward what the holder most desperately seeks.

The Alchemist’s Athanor

Location: 45 Crucible Lane
Proprietor: Tymon Vex (Male Human)
Specialty: Potions, elixirs, and alchemical supplies
Description: A chaotic but methodical establishment filled with bubbling retorts, distillation apparatus, and shelves of carefully labeled ingredients. The air is thick with a mixture of herbal, mineral, and occasionally noxious odors. Tymon wears protective gloves with burn marks and has a perpetual squint from peering at precise measurements.

House Rules: No open flames, no sampling without purchase, accidents are the customer’s responsibility.

Whisper & Tome

Location: 8 Scholar’s Way
Proprietor: Elindra Nightshade (Female Elf)
Specialty: Rare books, scrolls, and writing supplies
Description: A cozy, two-story bookshop with towering shelves and reading nooks illuminated by enchanted lanterns. The upper floor requires special permission to access, housing tomes on more esoteric and potentially dangerous subjects. Elindra is over 300 years old but appears middle-aged, with silver-streaked black hair and piercing violet eyes.

Notable Feature: A magical card catalog that can locate any book in the shop within seconds, operated by whispering the subject matter to it.

The Silver Anvil

Location: 29 Forge Street
Proprietor: Durgan Stonehammer (Male Dwarf)
Specialty: Weapons, armor, and metalwork
Description: A large, open smithy with multiple forges constantly burning. The heat hits visitors like a wall when they enter. Finished pieces hang from the walls and ceiling—everything from ornate ceremonial daggers to practical farming implements. Durgan is barrel-chested with arms like tree trunks and a beard braided with iron rings.

House Specialty: “Moonfall Steel” – A distinctive silver-blue alloy Durgan creates using a secret family technique, supposedly incorporating metal from fallen stars.

Temple District

Celestial Remedies

Location: 7 Healer’s Court
Proprietor: Seren Lighttouch (Female Halfling)
Specialty: Medicinal herbs, healing potions, and spiritual remedies
Description: A serene shop with bundles of dried herbs hanging from the rafters and the sweet, calming scent of lavender and sage permeating the air. Crystal jars containing colorful powders and tinctures line the walls. Seren is extraordinarily intuitive, often knowing what ails a customer before they speak.

Notable Service: “Dreamwalker Tea” – A special blend that allows the drinker to consciously navigate their dreams, often revealing solutions to problems or hidden fears.

The Shrouded Candle

Location: 15 Mourner’s Path
Proprietor: Thorne Mortus (Male Human)
Specialty: Funerary supplies, memorial items, and spirit communication tools
Description: A somber but not gloomy establishment with tasteful displays of urns, shrouds, memorial jewelry, and ceremonial items for various cultural traditions. Thorne wears formal black attire and speaks in hushed, respectful tones. Rumors suggest he can speak with the dead, though he neither confirms nor denies this.

House Specialty: “Remembrance Lanterns” – Paper lanterns that, when released, are said to follow the path to the deceased’s spirit, carrying messages from the living.

Artisan’s Alley

Threads of Fate

Location: 33 Weaver’s Court
Proprietor: Zinnia Threadweaver (Female Human)
Specialty: Enchanted clothing, tapestries, and textiles
Description: A colorful shop with fabric samples in every hue imaginable and the gentle click-clack of a magical loom operating itself in the back room. Mannequins display clothing that seems to shift and change subtly when not directly observed. Zinnia has heterochromia—one eye blue, one green—and her clothes always complement both colors.

Notable Service: Custom garments with minor enchantments (water-resistance, temperature regulation, dirt-repelling, etc.)

Prismatic Glassworks

Location: 21 Shimmer Street
Proprietor: Finn Sparkshaper (Male Gnome)
Specialty: Stained glass, crystal objects, and magical light fixtures
Description: A dazzling workshop where sunlight streams through hanging crystal prisms, casting rainbow patterns across every surface. Display cases contain delicate glass sculptures that seem too intricate to have been crafted by mortal hands. Finn wears specialized goggles with multiple lenses that can flip down for different tasks.

House Specialty: “Luminary Orbs” – Glass spheres that absorb sunlight during the day and gently release it at night in various colors and patterns.

Riverside Market

The Siren’s Catch

Location: Pier 7, Harbor District
Proprietor: Captain Mira Saltwind (Female Human)
Specialty: Fresh seafood, exotic imports, and naval charts
Description: A weather-beaten establishment built on a sturdy pier, with barrels of salted fish, nets hanging from the ceiling, and crates of goods from distant shores. The floor is perpetually damp, and the air smells of brine and adventure. Mira is sun-weathered with fading tattoos of sea creatures on her forearms and a voice that carries like a foghorn.

Notable Feature: A massive map table where Mira marks recent sea monster sightings and dangerous currents, freely sharing this information with other captains.

The Wandering Barrel

Location: 4 Brewer’s Row
Proprietor: Barton Oakenheart (Male Human)
Specialty: Wines, spirits, and specialty beverages
Description: A cozy establishment with floor-to-ceiling racks of bottles, aging barrels, and a small tasting counter. The air is rich with the scent of oak, fruit, and spices. Barton has a magnificent mustache he constantly twirls when thinking and knows the story behind every vintage he sells.

House Specialty: “Faegleam Mead” – A honey wine with a subtle blue glow, made using honey from bees that pollinate flowers growing near magical ley lines.

Sweetsmith’s Confections

Location: 16 Sugar Lane
Proprietor: Rosemary Sweetsmith (Female Halfling)
Specialty: Candies, pastries, and magical treats
Description: A charming shop with striped awnings and the intoxicating aroma of caramelized sugar, chocolate, and baking spices. Glass jars of colorful candies line the walls, and a magical cooling cabinet displays delicate pastries. Rosemary is plump and cheerful with flour perpetually dusting her apron and a magical wooden spoon that floats beside her, ready to assist.

Notable Treat: “Memory Drops” – Candies that, when consumed, briefly allow the taster to experience a specific pleasant memory with all five senses.

Shadowmarket (Underground)

The Broken Lock

Location: Accessible through a hidden door in The Rusty Nail Tavern
Proprietor: Silas Nimblefingers (Male Halfling)
Specialty: Lockpicks, security circumvention tools, and information
Description: A secretive establishment only accessible to those who know the right people or passwords. The space is cramped but efficiently organized, with various security devices displayed both as merchandise and as examples of what Silas can help bypass. Silas has a nervous tic of constantly checking over his shoulder but is unmatched in his knowledge of Vale’s End’s security systems.

House Rules: No names, no questions about other customers, payment in advance.

The Masked Merchant

Location: Varies weekly (follow chalk symbols in the Undercity)
Proprietor: Unknown (changes appearance regularly)
Specialty: Cursed items, forbidden artifacts, and dangerous knowledge
Description: A mobile marketplace that never stays in one location for more than a few days. The merchandise is displayed on black velvet cloths, each item accompanied by a card detailing its dangers and uses. The proprietor wears an enchanted mask that subtly changes their voice and obscures their identity.

Notable Feature: Customers must leave something of “equal danger” to make a purchase—not necessarily coin, but something with equivalent risk or power.

Whisperleaf Apothecary

Location: Dead end of Tanner’s Alley, through a door marked only with a single leaf symbol
Proprietor: Nyx Shadowgarden (Female Drow)
Specialty: Rare poisons, antidotes, and mind-altering substances
Description: A dimly lit shop with preserved specimens in jars of murky liquid and plants growing under magical lights that simulate various environments. The air smells of earth, chemicals, and exotic blooms. Nyx speaks rarely and touches nothing without her thin black gloves.

House Rules: Buyers must demonstrate knowledge of proper handling or be refused service, no refunds for self-inflicted poisonings.

Mystic’s Row

Astral Harmonies

Location: 9 Stargazer’s Path
Proprietor: Lunari Constellation (Female Tiefling)
Specialty: Astronomical instruments, star charts, and celestial magic components
Description: A circular shop with a domed ceiling painted to show the night sky, complete with enchanted stars that twinkle and move to reflect the current positions of celestial bodies. Telescopes, astrolabes, and other observation instruments are displayed on carved wooden stands. Lunari has silvery skin, star-white hair, and horns that curve like crescent moons.

Notable Service: Custom birth charts that reveal not just past alignments but upcoming celestial events that might significantly impact the customer’s life.

Fauna & Flora Emporium

Location: 27 Greenward Street
Proprietor: Thorne Wildshaper (Male Half-Elf) and Ivy Thornheart (Female Half-Elf)
Specialty: Exotic plants, magical seeds, and uncommon familiars
Description: A lush, maze-like shop that feels more like a miniature jungle than a store. Magical climate zones maintain different environments for various species, from desert succulents to tropical orchids. Cages and terrariums house potential familiars ranging from mundane (but intelligent) cats and ravens to more unusual creatures like miniature elementals and pseudodragons. Thorne and Ivy are twins who finish each other’s sentences and seem to communicate with plants and animals without speaking.

House Rules: Potential pet owners are thoroughly interviewed and must demonstrate they can provide appropriate care.

Dreamweaver’s Loom

Location: 41 Twilight Terrace
Proprietor: Esmé Slumbertide (Female Human)
Specialty: Dream-related items, sleep aids, and nightmare protection
Description: A serene shop with walls draped in flowing fabrics of deep blues and purples. The lighting is soft and warm, and the air carries the gentle scent of lavender and chamomile. Enchanted dream catchers and mobiles hang from the ceiling, gently spinning and catching the light. Esmé has a calming presence and speaks in a melodious, almost hypnotic voice.

Notable Item: “Nightmare Lanterns” – Crystal lamps that absorb negative energy from dreams, gradually darkening as they fill with captured nightmares and requiring periodic cleansing.

Crafters’ Commons

Beastmaster’s Provisions

Location: 14 Hunter’s Way
Proprietor: Rowan Beastfriend (Male Human)
Specialty: Animal supplies, training equipment, and monster-hunting gear
Description: A practical establishment filled with saddles, harnesses, specialized feed, and tools for animal care alongside equipment designed for tracking, capturing, or defending against more dangerous creatures. Taxidermied heads of unusual beasts decorate the walls, each with a plaque describing how it was respectfully hunted after becoming a threat to settlements. Rowan has a pronounced limp from a wyvern attack in his youth and is always accompanied by a one-eyed wolf named Shade.

Notable Service: Custom training regimens for unusual animal companions or recently tamed wild creatures.

Runecrafter’s Workshop

Location: 38 Spellward Street
Proprietor: Grimm Sigiltouched (Male Dwarf)
Specialty: Runestones, enchanted jewelry, and protective wards
Description: A sturdy stone building with runic carvings on every surface—walls, floor, ceiling, even furniture. Different sections of the shop demonstrate different runic schools and applications. The air hums with latent magical energy, and small sparks occasionally leap between metal objects. Grimm’s beard is braided with tiny metal beads inscribed with miniature runes, and his arms are covered in tattoos that sometimes shift and change.

House Specialty: “Binding Bands” – Paired rings, bracelets, or necklaces inscribed with connection runes that allow wearers to sense each other’s general emotional state and direction regardless of distance.

The Inked Scroll

Location: 5 Scribe’s Avenue
Proprietor: Quill Inkwright (Nonbinary Human)
Specialty: Maps, documents, calligraphy, and tattoos
Description: A bright, airy shop with large windows to provide natural light for the delicate work performed within. One half of the establishment is dedicated to paper goods—maps, scrolls, and fine stationery—while the other contains a tattoo studio where Quill creates designs that occasionally move or change color based on the wearer’s mood. The walls are covered in examples of their work, from ornate wedding invitations to maps of legendary dungeons.

Notable Service: “Living Maps” that update themselves as locations change, though they require “feeding” with a drop of ink each month to maintain this ability.

Lower Ward

The Tarnished Crown

Location: Corner of Beggar’s Row and Forgotten Lane
Proprietor: “Old King” Coleman (Male Human)
Specialty: Secondhand goods, junk with hidden value, and salvage rights
Description: A sprawling, disorganized shop that spills out onto the street with tables of miscellaneous items. The interior is a labyrinth of towering piles, narrow pathways, and precariously balanced treasures mixed with trash. Despite the chaos, Coleman can locate any specific item within minutes. He wears a dented copper crown and speaks of himself in the third person as “the King.”

Notable Feature: Coleman offers “salvage contracts” that grant exclusive rights to clean out abandoned buildings, with profits split between finder and “the Crown.”

The Copper Kettle

Location: 22 Hearth Street
Proprietor: Marta Warmhands (Female Human)
Specialty: Practical household items, cookware, and comfort foods
Description: A welcoming shop that smells of fresh bread and soup, with practical household goods arranged neatly on shelves and hanging from ceiling hooks. A large hearth dominates one wall, where Marta demonstrates cookware while preparing food she shares freely with customers. Her hands are perpetually warm to the touch, rumored to be a blessing from a hearth deity she once sheltered during a winter storm.

House Specialty: “Forever Warm” pots that keep their contents at the perfect temperature for hours without additional heat.

Pins & Needles

Location: 11 Thimble Street
Proprietor: Tailor “Quickfingers” Reed (Male Halfling)
Specialty: Clothing repairs, alterations, and affordable attire
Description: A narrow but efficiently organized shop with rolls of fabric, ready-made garments, and a fitting area separated by a colorful curtain. Despite the budget prices, Tailor’s work is impeccable—he can mend a tear so perfectly it becomes invisible and repurpose damaged clothing into something entirely new and fashionable. He works with astonishing speed, his fingers a blur when he’s focused on a project.

Notable Service: “Rush Repairs” – For an additional fee, Tailor will complete mending jobs while customers wait, regardless of complexity.

Session 4a – Marlowe’s Available Curiosities

Marlowe’s Menagerie: Available Curiosities

Thaddeus slides a leather-bound catalog across the workbench, its brass corners gleaming in the lamplight. As you open it, a subtle scent of machine oil and parchment wafts up. Inside, meticulous handwriting details items currently available for selection with your tokens.

Mechanical Marvels

Resonance Locket

Appearance: A silver locket with intricate gear patterns etched on its surface. When opened, it reveals a miniature brass mechanism surrounding a small blue crystal.

Properties: When two or more of these lockets are attuned (requiring them to be held together during a full moon), they create a telepathic bond between wearers. Each locket can sustain one telepathic message per day, transmitted instantaneously regardless of distance.

Warning: Messages occasionally pick up “echoes” from other dimensions. Speakers should avoid unnecessarily cryptic phrasing, as the locket has an unfortunate tendency to interpret ambiguous statements in the most troubling way possible.

Chrono-Compass

Appearance: A brass pocket compass with multiple nested dials and a crystal face that occasionally ripples like water. The needle glows faintly blue in darkness.

Properties: Rather than pointing north, the needle indicates the direction of the nearest temporal anomaly—places where time flows differently, objects displaced from their proper time, or beings existing outside normal temporal constraints.

Warning: Prolonged physical contact may cause the user to experience brief glimpses of possible futures or echoes of the past. These visions are not necessarily accurate predictions but rather fragments of probability.

Mechanical Familiar (Assorted Models)

Appearance: Small constructs resembling animals or insects, crafted from brass, copper, and silver components. Each has crystalline eyes that glow with a soft light matching its primary function.

Properties: These autonomous companions serve specific purposes based on their design. Available models include:

  • Clockwork Owl: Enhanced perception and night vision, can record and replay sounds
  • Brass Spider: Climbs walls, spins copper wire, detects vibrations
  • Silver Fox: Tracks scents, disarms simple traps, delivers small items
  • Copper Songbird: Mimics voices, creates distracting sounds, alerts to danger

Warning: Mechanical familiars develop distinct personalities over time. They require regular maintenance and occasionally develop quirks ranging from charming (collecting shiny objects) to troublesome (activating at inopportune moments).

Ætheric Spyglass

Appearance: An extendable brass spyglass with multiple lenses that can be rotated into position. The main lens is ringed with small sapphires and etched with arcane symbols.

Properties: Reveals invisible entities, magical auras, and enchantments when viewed through. Different lens combinations allow for various detection specialties:

  • Blue lens: Reveals illusions and disguises
  • Red lens: Shows sources of magical energy
  • Yellow lens: Highlights hidden mechanisms and traps
  • Green lens: Detects life energy and distinguishes the living from undead

Warning: Prolonged use in areas of intense magic may cause temporary synesthesia—experiencing one sense as another (seeing sounds, hearing colors, etc.).

Magical Implements

Bottled Starlight

Appearance: A crystal vial sealed with silver wire, containing what appears to be liquid light that shifts between pure white and pale blue.

Properties: When uncorked, releases true starlight that illuminates a 60-foot radius for 1 hour. This light reveals all invisible objects and beings, negates magical darkness, and causes fey creatures to become entranced for 1d4 rounds.

Warning: DO NOT OPEN INDOORS. The light will seek the highest point in any enclosed space, potentially damaging ceilings or roofs as it attempts to reach the sky.

Whisperwind Scarf

Appearance: A finely woven silk scarf that seems to float as if in a gentle breeze, even in still air. The fabric shimmers with subtle patterns resembling wind currents.

Properties: When worn around the neck or head, allows the wearer to send whispered messages on the wind to anyone they’ve met previously, so long as the recipient is outdoors and within 1 mile. Also grants advantage on saves against inhaled toxins and can capture and store a single sung note for release later.

Warning: The scarf sometimes carries back whispers not intended for the wearer—secrets spoken to the wind by strangers within its range.

Folding Sanctuary

Appearance: A small, ornate tent made of shimmersilk that fits in a pouch when collapsed. Intricate protection symbols are embroidered along the seams with silver thread.

Properties: When set up, creates a 10-foot diameter space that is:

  • Temperature controlled regardless of external conditions
  • Soundproof from outside to inside (but not vice versa)
  • Protected from scrying and detection magic
  • Slightly displaced from the material plane, making it difficult to notice

Warning: Time passes unpredictably inside—sometimes faster, sometimes slower than the outside world. Users should not plan precise exit times.

Empathic Gemstone

Appearance: A smooth, oval-shaped stone that changes color based on the emotions of whoever holds it. In its neutral state, it appears as cloudy quartz.

Properties: Absorbs and stores emotional energy, allowing the user to:

  • Sense the emotional state of others within 30 feet
  • Project stored emotions in a 15-foot radius
  • Temporarily suppress their own emotional responses for clarity in crisis
  • Communicate basic feelings to creatures that don’t share a language

Warning: The gemstone retains emotional imprints from powerful experiences and may spontaneously project these when in environments similar to where they were absorbed.

Arcane Artifacts

Synchronicity Dial

Appearance: A pocket-sized brass device resembling an astrolabe with multiple rotating rings and a central crystal that pulses with a soft rhythm.

Properties: When activated, creates a field of enhanced probability in a 10-foot radius for 1 minute. Within this field, coincidences become more common—dropped items land where needed, missed attacks might trigger favorable environmental effects, and seemingly random events tend to connect in meaningful ways.

Warning: The mathematical principles underlying synchronicity are complex; for every beneficial coincidence generated, an equally improbable (but not necessarily negative) event will occur within 24 hours.

Arcane Lexicon Lens

Appearance: A monocle with a frame made of intertwined silver and copper, the lens itself appearing to contain swirling text that becomes readable when held to the eye.

Properties: Allows the wearer to comprehend any written language they encounter. For magical texts, it provides a basic understanding of content without granting the ability to cast spells from them. Also highlights hidden messages, coded text, and magically concealed writing.

Warning: Occasionally causes the wearer to unconsciously speak in random languages, particularly when startled or emotional.

Phase Cloak

Appearance: A cloak made of fabric that seems to ripple and flow like water, its color constantly shifting between deep blue and purple. Silver threads create constellations across its surface.

Properties: Allows the wearer to become partially ethereal for short periods (1-2 rounds), enabling them to:

  • Pass through solid objects no thicker than 1 foot
  • Temporarily become immune to physical damage
  • See into the Ethereal Plane
  • Touch incorporeal beings and objects

Warning: While phased, the wearer is visible on the Ethereal Plane and may attract the attention of entities dwelling there.

Sympathetic Sigil Stones

Appearance: A pair of smooth, palm-sized stones with matching symbols carved into their surfaces. The symbols glow faintly when the stones are within 1 mile of each other.

Properties: Creates a magical link between locations where the stones are placed, allowing:

  • Sound to pass between the locations
  • Small objects (no larger than the stone itself) to be transferred from one stone to the other once per day
  • Awareness of general conditions surrounding the paired stone (temperature, light level, presence of life)

Warning: If one stone is destroyed, the other becomes unstable and may create a temporary portal to a random location before crumbling to dust.

Curious Commodities

Ever-Burning Coal

Appearance: A piece of coal that glows with a constant inner heat, radiating warmth without consuming itself or requiring oxygen.

Properties: Provides heat equivalent to a small campfire without smoke, flame, or fuel. Can be used to:

  • Warm a small room or tent indefinitely
  • Cook food when placed in a suitable container
  • Keep water from freezing in cold environments
  • Provide comfort in extreme cold

Warning: If submerged in water or other liquids for more than 1 minute, creates intense steam that can cause minor burns to nearby creatures.

Traveler’s Walking Stick

Appearance: A wooden staff with metal bands at intervals and various small mechanical components that can extend from its surface. The wood appears to change grain patterns subtly over time.

Properties: Adapts to different terrains and situations, providing:

  • Superior balance on uneven ground
  • The ability to test depth of water or quicksand
  • Extension to up to twice its length for reaching or crossing gaps
  • Conversion into a makeshift shelter support, fishing rod, or defensive tool

Warning: The staff develops preferences for certain types of terrain over time and may become difficult to use in environments it “dislikes.”

Weather Worker’s Barometer

Appearance: A complex glass and brass instrument with multiple indicators, small weather vanes, and a central chamber containing what appears to be a miniature storm system.

Properties: Provides perfect weather predictions for the local area up to 48 hours in advance. Advanced features include:

  • Detection of unnatural weather patterns
  • Warning of elemental influences
  • Identification of weather-controlling magic
  • Limited influence over minor weather conditions (can clear fog in a small area, briefly delay rain, etc.)

Warning: The device is sensitive to the user’s mood and may occasionally create small weather effects in its immediate vicinity that reflect emotional states.

Esoteric Oddities

Whispering Liar’s Coin

Appearance: A silver coin with an animated face on one side that subtly changes expression. The reverse side bears the symbol of a tongue tied in a knot.

Properties: When flipped during a conversation where deception is present, lands on:

  • Face side: If the last statement was true
  • Reverse side: If the last statement contained falsehood
  • Edge (rare): If the statement was technically true but intentionally misleading

Warning: The coin occasionally whispers the truths and lies it has detected to nearby listeners when stored with other coins.

Nightmare Lantern

Appearance: A dark metal lantern with red crystal panels that cast shadows seeming to move independently of light sources. Small crystals hang from chains around its rim.

Properties: Absorbs negative energy from dreams, protecting sleepers within 20 feet from nightmares. The lantern gradually darkens as it fills with captured nightmare essence and requires periodic cleansing by exposure to sunlight.

Warning: If not cleansed before becoming completely dark, may release all captured nightmares at once during the next sleep cycle of nearby creatures.

Serendipity Snuffbox

Appearance: A small silver box with intricate patterns that seem to rearrange themselves when not directly observed. Inside is a sparkling powder with an ever-changing color.

Properties: A pinch of powder, when scattered, creates a brief moment of favorable coincidence:

  • Lost items appear in obvious places
  • Needed tools become immediately available
  • Minor obstacles resolve themselves
  • Brief environmental advantages appear in conflicts

Warning: The universe maintains balance—for each instance of good fortune, an equal measure of coincidental bad luck will affect the user within the next 1d4 days.

A final note in Thaddeus’s precise handwriting appears at the bottom of the last page:

Present your tokens to me when you have made your selections. Choose wisely, as each item has both benefits and consequences. Additional maintenance instructions will be provided upon selection.

Session 4 – Hogs Dogs

Celestiah, Lupin and Felric stop by “Threads of Fate” at 33 Weaver’s Court in the Artisan Alley. It just happens to be open this late at night, thankfully. Lupin talks with her and explains that we are in a bind, and need clothing for an appointment early tomorrow morning. She seems to have stock in what we need and all 3 of us buy more subdued outfits for 75 gold each.

After changing, we head to a nearby pub called the Drunken Dragon. This is in the Temple District with the museums and academy are located. This is on the way to the Merchant’s Quarter where the Menagerie is.

The ork and dwarf are at the Hog’s Dogs pub, which is a total dive bar.

We have noticed that mechanical birds have been following us. Lupin snatches one and takes it apart — it appears to have some of the same parts as the birds we saw in the Menagerie. Clearly Marlowe has been spying on us, however this is slightly relieving that we aren’t being followed from the venue.

We go back to the Menagerie and Thaddeus is in his study. He looks like he hasn’t slept all night. He is eager to see that we have found the pendulum. Lupin tosses him the bird and says “a little bird told me that we were being followed.” He apologizes for startling us, but says that we are an expensive endeavor and he wants to keep track of his investment.

He checks out the gear and is delighted in what he sees. He gives us each a token that could be exchanged for one of the items in his shop.

He begins filling us in on our next item: The Crystalline Heart of Mistwood. It was created by a forgotten civilization that inhabited Mistwood, which is north of the Veil’s End. The Heart serves as an emotional conduit, which can capture and preserve emotional states. He gives us a map. The Heart is in a temple ruin overgrown by the forest near a village called Willowbrook. Here your emotions can be reflected back at you, which can be very dangerous.

For retrieval of the heart, he offers 500 gold per person now and on successful delivery. Also any 2 items from the Uncommon Curiosities, as well as access to his network of collectors and scholars in the region. This could give us access to information and artifacts. He also says that he has some Dwarven medical texts to give to Gordon.

We make our choices of what items we want:

  • Celestiah takes the Etheric Spyglass
  • Kargrath takes the Serendipity Snuffbox
  • Gordon takes the Silver Fox Mechanical Familiar
  • Felric takes the Arcane Lexicon Lens
  • Lupin takes the Phase Cloak

Thaddeus gets a shard of something off of a shelf. He gives it to us and says that it’s a shard of the heart that will glow if we get nearer to the heart. He says that Willowbrook is 3 days from here on foot, and the temple is 2 more days north. We can get help from the people of the village to guide us. Also, we need to be careful because the trees are rumored to move.

He expects us to be back within 2 weeks, or the heart might be useless to him. We decide to get passage on a stagecoach to take us, which will be much faster. We would pay 75-100 gold one way, and the coach leaves tomorrow morning. However, the trip from the village to the temple will be on foot as it’s impassable.

We do some shopping at the local vendors to get gear for the trip before departing.

Session 3 – The Pendulum Heist

Celestiah researches and finds out more about the Star’s Return Blades. The master who made them was Lyra Stellarum. He collaborated with an astromancer from the Etherian Academy. The noble who commissioned them was Lord Deverus. This was meant to protect his daughter from the Shadowtech Consortium. They were trying to recruit her for her natural talents in celestial magic. Lyra forged the blades under a meteor shower. The astromancer then built the blades under 3 different celestial events so they are bound to the cycles of the stars.

Lupin greases some palms and finds out some information from Xavier Copperhand, a halfling. He says that the security is extremely tight. At the Rusty Nail Tavern, after the fourth ale he says that the wards flicker momentarily when the sound changes. Prof. Helena Vale carries the key to the wards. The champaign toast at 8:30 is a good time to strike; most of the guards will be in the main hall during this time. The exhibit runs until 11pm.

Gordon goes to the Dwarves’ Guild and talks with his people. Unfortunately he doesn’t find anything.

Felric goes to the city archives and finds the building’s blueprints. The 7 main areas are the Grand Foyer, the Central Atrium (with glass dome), East Wing (pendulum is here), West Wing (manuscripts archive), North Gallery, South Gallery, and Staff Corridors. There doesn’t seem to be any sort of a second exit but we could look into the sewer layout. He tries to look into the main city’s drainage system but is not successful.

Korgrath snatches a servant and finds out that the servants will be freshening the flowers at 5:30. The shift changes every 30 minutes.

We aren’t sure that we have a plan, but we will try our best. We head to the event right on time. There are many academics here in fashionable attire, and aspiring students.

Lupin recognizes Orla Brightgear, she has a shop with precious instruments. He chats her up and she says she’s interested in the device but doesn’t know much about it. She says that the hostess was here earlier but she hasn’t seen her in a bit.

When we go by the pendulum, it creates a sense of calm here. We notice that we are feeling others’ emotions and also their thoughts. Celestiah assenses the item and the wards. She thinks that she would be able to remove them with her abilities. She sets up an illusion that makes the room look like everything is normal at the threshold of the door. She then removes the ward from around the main pedestal, and then puts a sack over the device.

Korgrath and Gordon start a brawl and draw the attention of the four guards. One of them runs out to get more help. Felric tries to stop him but fails. The dwarf and ork try to leave through the servant’s wing.

Celestiah and Lupin hoof it out of there.

Session 2 – The Harmonic Pendulum

Lupin purchases a sword cane for defense.

Felric purchases a set of knives called “The Stars Return Blades.” These were made by a weaponsmith who worked with an astromancer to create the weapons. I’ve heard rumors that the blades dissolve into light after thrown and then rematerialize in their case. Felric negotiates and brings the price down to 60 from the original 70.

Gordon the Dwarf looks for a handaxe that will help him as a healer. He considers a couple of options and settles on the Life Mender’s Hatchet, which leeches the life force from a downed foe and captures the energy as a healing spell for later. Gordon negotiates as well and pays 110 gold.

We head back to the Menagerie and speak the password “teapot” again. Celestiah shows Marlowe the item and he is able to see through the illusion. He inspects it and is extremely pleased. Celestiah asks Marlowe what he intends to do with it, and he says that it is one of the most powerful and useful magical items in existence, and that he would never sell it; it will be kept here so it is safe and can be used for our adventures.

Marlowe goes to the register and gets us the rest of our money — 600 gold each!

We see several more curious things in the room. One is a “temporal stabilizer”. There is also a clockwork songbird, musical mechanical flowers, focusing lenses, and a consciousness vessel. We see some blueprints that say “experimental device” and it looks like he was working on something to do with memory capture. He explains that the sphere it’s a consciousness vessel that can hold parts of personality for preservation. He shows us a crystal that can capture more of a mind and preserve it.

Felric asks him why this is important to him. He says it’s his life work. He gets more serious and asks if we’ve ever lost someone. Lupin says yes. He says that he lost his sister Evelyn, and it’s her song that is playing on one of the other devices. He wants to bring her consciousness back, as a final end goal.

He goes to a spider-looking device with a crystal on it. He activates it a holographic map appears. The Thaumaturgical Society event tonight is hosting an item called the “Harmonic Pendulum” that can help to hold consciousness patterns. He says that he has tickets for us, and our job is to retrieve this item. The pendulum will be in the east wing under moderate guard. He gives us a small bag of mechanical scarabs that could provide a distraction for us.

The pendulum is encased in a hexagonal crystal display. It is brass and silver alloy and emits a humming sound that changes pitch every 3 minutes. The exhibit will close tomorrow, so this is time sensitive. He gives us 250 gold each as a down payment, and says that we can choose an “uncommon” item from his collection once the pendulum has been collected.

We decide to go to Lupin’s haberdasher, Madame Lillian’s Emporium. Marlowe says that he has arranged for reasonable pricing for us. After we get fancy clothing that would fit in during the event, we head back to our homes and get to sleep for the night.