Direbane is an abode to share artifacts, simulacra, histories, and other items of note related to ongoing years adventuring.
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Showing posts with label Blipping #2. Show all posts
Showing posts with label Blipping #2. Show all posts

Saturday, May 30, 2026

Out of the Annulus and into the Spire

 

(We use an old CSWE map for Future Sigil.)


    As the 3 adventurers return from Astral jaunt to final piece of the Rod of Seven Parts, and also discovering the psionic-suppressing Annulus on the way, a Dark Man awaits – and is holding onto Raspatan’s Astral cord. The Dark Man yanks Raspatan’s chord causing Raspatan and the Dark man to fall back, disappearing into the breach in a wall of the Decantur Room. 

    Fog-like shadow elves move into the room through the breach, followed swiftly by several blood-sucking creatures, and then still more shadow elves. 

    The party, deciding they must rest and that their Protection from Evil 10' Radius spell will not last long enough, exit Decanter Room only to find they are back in future Sigil where a 200’-wide path of magic destruction has blasted through to the Church of IT. The Church, they see, is now surrounded by scaffolding with 4 huge pipes at the corners belching forth pitch black columns of smoke 1000’ high. 

    The crest of the church displays a huge symbol of a left hand with an eyeball in its palm. For 100 yards surrounding the church is a field of the dead. Bodies there have chunks of flesh disintegrated by floating softball-sized Spheres of Annihilation. 

    Many Sigil residents have surrounded this killing field, but fear of death keeps them back. Weird Salt Mephits fly overhead to irritate the crowd as a Green Slaad Emissary encourages everyone to pledge their fealty to the soon-to-be God Vecna. The party moves to the lodgings at the elf mistress and learn of earthquakes and deadly green hail. Heading over to Al Samaran the disturbing news from Al is Vecna’s possible ascent to godhood – within Sigil – will destroy the Multiverse!

Saturday, September 6, 2025

A Cascade of D&D

Ha, so all our games were not drug and alcohol infused debauchery.

Technically speaking, our first game system was from the Dungeons and Dragons Basic Set by J. Eric Holmes. Holmes uses a very simple weapon speed system - Daggers get 2 blows per round, long swords 1, and 2-handed swords 1 every 2 rounds. When the Advanced Dungeons and Dragons Players Handbook came out the summer of 1978 we naturally assumed the 'speed factor' of weapons indicated the number of segments within a round it took to wield any particular weapon.

There was no AD&D Dungeon Masters Guide until sometime during the summer of 1979, and I don’t believe I ever read that book straight through. We just began using the updated to-hit and saving through tables, magic items and such, but never got into the nitty-gritty for what we thought we already knew. (Ha, except Dr. John PhD may have tried to explain the DMs Guide version of speed factor, lo by then the drugs were beginning to kick in.)

Pre-Blipping Campaign Dr. John PhD ran our 8th grade Greyhawk campaign from the formal dining table in John's family’s front room. I began to DM some when we hit high school and at the same time began branching out into the Wilderlands of High Fantasy City State of the Invincible Overlord campaign and started integrating the Arduin Grimoire original trilogy into our rules. (We also I think never played at John's again, his mom had a better nose than mine for weed!)

Our D&D combat was FAST, segment by segment actions with multitudes of attacks per 1-minute rounds. Often decisions had to be made in half a melee round or less.

Post Blipping Campaign we never quite attained our old style of play. Ha, #1 was because previously we were not plying rules-as-written (the DMs Guide strangely only used speed factor for initiative). But also, #2, because 3e, 3.5, and 5e (including most all of the reputed “Advanced” retro clones) were based on a style of play where AD&D was cropped onto the Moldvey/Cook BX D&D or the Mentzer BECMI which did away with segments of melee rounds and used only gross action and gross movement.

Rather than our simulation where actions were subjugated to TIME, i.e. the clock would be ticking and the PCs and monsters had to fit their possible and variable duration-based actions within the confines of the passing seconds, the new versions has time subjugated to the ACTIONS of each participant, i.e. everyone gets their move and their attack and at that moment 6 seconds (or 10 seconds depending on the version) duration had passed.

A rundown of our main campaigns pre-Blipping Campaign were:

    • Dr. John PhD’s “Greyhawk” (1977-1982) – Pretty much centered in the Pomarj, we went through most all the classic AD&D modules: Hommlet, the Giants and Descent into the Depth of the Earth series, White Plume Mountain, Tomb of Horrors. This campaign ended after we graduated high school when Dr. John headed of to UC Santa Barbara to become a chemist.
    • Matrox Lusch & Others “Wilderlands of High Fantasy” (1979-1984) – I piggy backed several T$R modules like the giant series, but also ran Tegal Manor, Thieves of Fortress Badabaskor, Dark Tower, all 3 city states (Invincible Overlord, World Emperor, and Tarantis) as part of my main campaign. I also ran the some of the Judges Guild one-offs like Citadel of Fire, Sword of Hope, and Under the Storm Giant’s Castle. The Wilderlands was somewhat of a shared campaign as my brother Sumerled ran Modron and Verbosh and our friend Spacin Jason would run the Arguin dungeons there. In 1982 Judges Guild lost their license to publish “official” AD&D materials and started to use this “Universal” format which was a pain in the ass. Plus a lot of Judges Guild had been disconnected from the Wilderlands setting and sort of silly even before they lost the license.
    • Matrox Lusch “Krull” (1980-1985) – To fill in the gaps of the Wilderlands I would just make things up, ha, with the problem being the monsters would usually “cry uncle” when I was too tired to carry on. So I was accused of “making things up” (true) and also railroading (somewhat true when I was falling asleep in the wee hours). I had written up a dungeon during probably 1979 or so based on the “Pirates of the Caribbean” ride at Disneyland (one of my favorites), and began to spread out from there into other regions of my game world “Krull” (well before the 1983 movie of the same name). Ha, the problem was I still made shit up – I mean it’s D&D and I loved a sandbox and would do these on the fly all the time.
    • J.A.S. “Drow Mag-Tec” (1986-1987) – This is seriously as close as I got to the 80s “Satanic Panic” (our group was so insulated we never heard of that at the time). J.A.S.’s wife watched the 700 Club (Jim Bakker & Tammy Fay Bakker) who did a show on the evils of D&D. So his wife wanted J.A.S. to stop playing that evil magic game immediately. John compromised by developing a setting with no other religions besides the Mycretians (a Wilderlands quasi-Christian-type religion) and the main enemies were the Drow who used something called “Mag-Tec” which was basically sci-fi technology. All the characters were fey (our party was a brownie, a pixie, and a leprechaun) so we had a bunch of innate magical abilities, but no spells. Ha, we were all technos.

By the time our Post Blipping campaigns began in 2004 I had sobered up and wondered what happened to all the friends I used to have, so toward the end of 2005 corralled everyone into version 3.5 by anonymously sending them copies of the new Player’s Handbook. (Also, since Dr. John PhD had moved off to Oregon with his Physician wife I was the de facto DM.)

    • Matrox Lusch “High Fantasy” (2005-2011) – This campaign was set in the Wilderlands, but the party did travel around the planes quite a bit. Timewise I don’t think there was any time travel, but I did have the party visit other settings such as Grayhawk and Arduin during different time periods than when campaigns in these settings typically started. Tragically in 2011 we lost our long-time 30-year gaming friend, Postman Bob (and a friend of J.A.S. longer than that). This sad event resulted in the campaign ending as we decided to roll up new characters rather than carry on without Bob. In addition to Wilderlands products, among the other published works I leaned on for this campaign were Red Hand of DoomCity of the Spider Queen, Expedition to the Demonweb Pits“The Lich-Queen’s Beloved” three-magazine Incursion event featured in POLYHEDRON #159, DRAGON #309, and DUNGEON #100. The overarching plot was an attempt by Tharizdun to free itself from Prime Material chains.
    • Matrox Lusch “Blipping 2” (2012-2019) – In this campaign the characters were unstuck in time and space, but it was due to a mysterious orb they discovered (or possibly revealed itself to them) on Sigil, and the orb transported the party around. We also did not rotate DMs in this campaign, but I visited many of the locations and NPCs from our Blipping Campaign. I also developed a set of rules for this campaign that was a blend between v3.5 and AD&D. Fast forward to DunDraCon in 2018, I ran an “official” game where players could bring in any D&D version of a character they wished, hoping folks would bring out some old high-level characters they hadn’t played in years. However, every single player in that game brought a 5th edition character. Then, at our regular game that Saturday night at the Con the group was short a cleric and advertised for one – every interested person brought a 5th edition cleric. The writing, I saw, was on the wall that 5e had settled in as the standard. I put together a hand-crafted 5e adding some modifications such as critical hit tables and psionic abilities and we ran this modified 5th edition for almost 2 years.
    • Various “New Old Weird World” (2019-2023) – I was fortunate to run a character in a scenario Jeff Rients was testing out and had this realization I had not run a character since I became sober 15 years earlier! I kind of overreacted and told my group I wasn’t going to run the campaign solo any more, that I was going to run a character, we were going to rotate DMs, and we were going to run an AD&D retro-clone (we ended up using Advanced Labyrinth Lord with some of my collected mods). This was more truly a Blipping 2 campaign, although we used only single DMs for 3 sessions each. After the campaign surviving through Coved that campaign took a hiatus when we had all kinds of troubles getting the group together, and were missing some fun players like Sumerled and Random Addison who were extremely opposed to online D&D games. These are the characters I am running (in-person) my End of Time Extravaganza for up at J.A.S.’s mountain abode next October 27, 2025. 

And now I've ended up co-DMing and DMing two 5th edition (2024) campaigns: The Psychedelic Deadlands / Dreamer of Dreams campaign online with Dr. John PhD, and the new "5th Iteration Wilderlands" in-person campaign.

My next task is to understand how I can break down the variety of things folks can do in a 5th edition melee round, and to see if I can get the game subject to time again rather than time subject to the actions. Perhaps it's a difference with no meaning - but I am digging in. It has been almost 15 years since we all last played an official Dungeons & Dragons RAW. Until next week I hope you go easy.

Friday, August 15, 2025

The Astral Asshole

 


The Blipping Campaign, Friday November 29, 1996

Magic Item of Note: Mithral Torch (+1 to Wisdom, True Sight line of sight, it burns twice as bright as a normal torch (80 feet). Once per month everyone within the light has protection from evil and undead within the light are effected as if by sunlight.)

Game Background Music: Old Dick Dale (I think), Ministry, and the Steve Miller Band.

So from where J.A.S. is indicating in the Deities and Demigods we were battling Cthulhi Mythos, namely Nyarlathotep in this session. Plus it seems to have some friend with him. It seems creatures from the Far Realm (called the “Aberrant Realm” in my game) are fleeing from something even worse The Old Ones.

In my pre- and post-End of Time scenario then the New Old Weird World adventuring party (or parties) could encounter two Illithid time-traveling starcrafts, one from the Illithids preparing to travel backwards in time to escape the End of Time event and the second the first Illithids’ ancestors who traveled forward in time to escape the Githyanki. Both are aware of the impending End of Time event and presumably would be aware of involvement by the Old Ones.

The Cthulhu connection from the Blipping Campaign is interesting because the New Old Weird World campaign also intersected with some Cthulhu mythos after escaping from a future Sigil. We departed from the besieged Cthulhu lands by way of resetting the mysterious “Great Portal of Broya,” ending up in an unstuck, time and space-wise, Tegal Manor.

Now I have a couple tricks to play with:

1. One is my thoughts of using the Decanter Room extradimensional space broken through to the Shadow Plane (a colloquial name, not any “official” Plane of Shadow); and

2. How the Old Ones intersect with the End of Time even and their essential indifference to the rest of reality.

Wednesday, August 13, 2025

More Slippery Time ...


I have 2 D&D campaigns running post-End of Time event: Wilderlands 5th Iteration and the shared Psychedelic Deadlands / Dreamer of Dreams (co-DMed with Dr. John PhD), both running 5th edition 2024 rules. The new Wilderlands game incorporates 5e recreations of the original Judges Guild by Goodman Games (Caverns of Thracia and City State of the Invincible Overlord) and Frog God Games (Tegel Manor) with plans to very loosely lay "Tula, City of Mages" over the 5e Historica Arcanum "The City of Crescent" (Victorian-era Istanbul with magic) from Metis Creative. My Psychedelic Deadlands piece of the shared campaign is set in a nascent Outlands centered - again very loosely - around Monty Cook Games 5e version of Ptolus, City By the Spire and surrounded spreading outward, among other things, with hacked bits from the Ultra Violet Grasslands (2nd Edition) by Luka Rejec and Numenera, also by Monty Cook.

My longtime gaming and jamming buddy J.A.S. has moved to a big piece of property waaaay up in the higher foothills California side of the Sierra Nevada mountain range. The makes it quite a hoof to journey up there for D&D and playing music. After our first visit there we had an idea that we could re-enact anew one of our old gaming traditions: the annual camping trip (albeit with the comfortable situation of electricity, running water, and no Park Rangers).

We had left our New Old Weird World campaign hanging just at the time our heroes were on the the Mind Flayers' home planet of Penumbra searching for the Annulus psionic nullity device with pursuing Githyanki warriors barking at the party's collective heels. I thought a great idea would be to have an overnight affair up there with the gang for guitar jam and a tournament-style session of gaming to resolve the mess of the Mind Flayers traveling back in time to re-enslave the Gith origin peoples.

However... it seems the New Old Weird World campaign must have started before the end of time event, although definitely far in the future of the campaign multiverse and seemingly near the end of time event itself.

During the seminal sessions (heh, heh ... he said “semen”) of the New Old Weird World campaign the party met Sick Rick’s old PC “Ranger Rick” from the Original 90s Blipping Campaign. At the time Ranger Rick had been for “hundreds of years” magically kept in an undying state deep in a dungeon designed to keep something in (Deep Carbon Observatory by Patrick Stuart). When he encountered the party he offered a warning, “They’re here from the shadow,” then used the dispel magic ability from the Blipping Campaign’s Amethyst Throne to remove the magic keeping him “alive” and permitting him to die.

Now I’ve looked back to see where we left of the Blipping Campaign PCs. This was before we rolled characters for a “less good” Blipping Campaign in December 1997 when I began to have other priorities... I don’t have any notes from the last session we gamed with the original Blipping PCs, but there is a video (oh god yes) from the second-to-last session titled “The Astral Asshole” no less.

This also happens to be the last video from our classic AD&D 1st Edition period of gaming which lasted from December 1977 through February 2005. (Out of preservation for our battered original rule books and to have some welcome updates to the somewhat confusing original Gygaxian rules, whenever we’ve played “AD&D”-style since we’ve used some retro-clone.)

Now that I am getting closer to the End of Time event, I'll also note (again) the New Old Weird World Campaign wasn’t the only party of PC adventurers who had reached the Mind Flayer home world of Penumbra. Our “Blipping #2” campaign from a far-future Wilderlands had discovered in undead caverns on Ghenrek IV an Illithid Spelljamming Nautiloid ship which had an autopilot taking that party to Penumbra.

So there are two parties on Penumbra as the Illithids attempt to flee. Could there be two sets of time-traveling Illithids? There are for sure the Illithids planning to escape the End of Time event by time travel to the past. But there are also the ancestors of those Illithids fleeing the past back to the future. Should they meet, hmmmmmmm...

Friday, July 4, 2025

Slipping Time in Dungeons and Dragons (Another Essay Wherein It Is Good Players Do Not Read My Blog)


I have devoted lots of hours (weeks, months, years, decades) toward the Dungeons and Dragons game, right up there with jobs, and only essential compensation having been companionship with my fellows of the game. (There is also a distinct possibility based on personal and family history I am somewhere on the spectrum for autism and that D&D helped me build self-esteem and rewrite my personal narrative, ha, so there is that too.) The campaigns I run I attempt as best I can to all fit together in strange and wonderful ways into a single overarching setting. This banks time I can re-use to construct narrative background and provides great rewards forming common existential bases for the variety of adventuring party settings and events.

However, several campaigns over the past 5 years have reached a point where they have begun to approach and even wrap around an “End of Time” event where I feel the need to at least make an observational leap to what happens at the “End of Time” for my game.

The caveats are that my observations must be somewhat in harmony with how the still-developing adventuring campaigns have already “wrapped” around the end of time. And also be as best as I can manage philosophically consistent with the game Multiverse which in various magic and lore has already co-signed time travel itself as a thing. That said, I am not too much worried about specific outer plane Gygaxian metaphysics because what I imagine is a moment where time and space do, or at least seem to, cease to exist – temporal movement, the Multiverse, and all related planes are gone… or perhaps almost gone. Of necessary the event itself is beyond experience for any planar and extra-planar beings or spaces.

****NOTE: I have used in-game the apocalyptic description for the “End of Time” reckoning from Star Rovers RPG, co-written by David Hargrave, which I loosely pasted over some Judges Guild Traveller background… 

For Time has begun to run out. The Hurrakku — they who would gnaw their way through a starcluster and leave nothing in their wake — had already starswarmed. And even though they were still more than forty galaxies away, they were headed in the Empire’s direction.

But they were only the messengers of a great doom. What goaded the Hurrakku onward was the fear of impending annihilation. There loomed behind them an expanding, starless, blackness — A rift in the Space/Time fabric grown so large that it consumed the Past, the Present, and the Future. This was the Final Darkness that Would Cancel Everything!

And also the description from the 3.5 supplement Lords of Madness that Illithids existed “… at the end of time.” “Facing annihilation,” Illithids “… traveled to the past, arriving roughly 2000 years before the present in any given D&D campaign.” Mind Flayers are almost always lurking in the background of my campaigns.

Otherwise, without so far having researched in any depth folks smarter than me on the subject, either in a game sense or our own “real world” physics, I am attracted to 4 possibilities that might fit given I’ve already gamed adventuring parties whose adventures at least seem to have wrapped beyond the end of time relative to parties prior to the “End of Time” event.

Full Stop / “Dead End”: The Multiverse “births” then events unfold in a singular routine. Time travel past and forward is unable to change events because appearances in the past/future have or will have already happened or deigned to occur. This is Robert A. Heinlein’s “The Door Into Summer” version and how I generally structured time travel in my game without having yet added the “End of Time” epistemological considerations. But with time travel another possibility arises for perpetuating the game Multiverse...

The Loop / “Roly Poly”: The existent “wrap” in my game may indicate time folded back on itself as characters or beings head back in time before the “End of Time” event, but appear early in the generation of the Multiverse such that it only seems new. Yet ultimately, given “The Door Into Summer” the Multiverse unfolds exactly the same as a result of no change with the inputs (i.e. anything that happens in the past has already happened). A game could have new characters and delve deeper into incidents for how this or that history actually occurred – but characters would have no agency to change actual events that are “known,” either in game or meta–game. That is sort of a bummer given my sanboxxy sensitivities, which leads to my next possibility…

Re-Birth / “New Big Bang”: Something nature to the “End of Time” event, or perhaps some interruption or alteration or missing/hidden piece of the Multiverse re-births into a new multiverse, sort of a new Big Bang with new possibilities, and explains the formation of a Multiverse some ways similar to, but not exactly same or maybe very different than, the former Multiverse. There is also a possibility of entities from the old multiverse to jump through time over the “end” and “bang” events into the new Multiverse.

Of course, it could be that “The Door Into Summer” set history is not the nature of the Multiverse, leading into the 4th possibility I consider…

Temporal Branches / “Time-Stems”: This is a William Gibson-esque infinite multitude of potential universal timestreams where time travel does not change the source Multiverse, but rather produces an alternate branch of time. While it is not possible to physically pop over from one time-branch to another, characters would still meet beings from their origin Multiverse altered only in the sense of their contact with different branches. Potentially an infinite number of Multiverses from which, as a result of cross contamination through time travel, it would be virtually impossible to discern which is the “real” Multiverse, or even if that really matters. 

Anyhow, that is a long explanation being the good news is that I do not need to answer any of these questions quite yet. I can preserve a timeline of my campaigns to date (below) to set some parameters, then just see what direction where go the present campaigns.


I have 2 campaigns on hiatus that both are approaching near the “End of Time” event that some of the players are encouraging me to run “tournament style” and the remaining campaigns I feel are post-”End of Time” event, so possibilities 1 & 2 seem to be excluded and I am leaning into possibility 3.

CAMPAIGNS TIMELINE

The years are 1st Year 0 relative to the High Fantasy campaign (where the time stuff began to loosely cohere), 2nd the Wilderlands Balozkinar’s Corrected Commoners Calendar (“BCCC”), and 3rd Greyhawks Common Year calendar (“CY” and “BCY”). Note that many dates are approximations.

--------------------------------------------------------------------------

-47,733 / -43300 / -47,158: Uttermost War comes to an end.
       |
       |
       |
-35,000 / -30567 / -34,423: During Century Wars of Domination Agent Smith arrives from early 21st Century Earth and is transformed into cybernetic unit 718552.
       |
       |
       |
       |
-2,000 / 2433 / -423: Future Illithids arrive in past.
       |
       |
-200 / 4233 / 376: Githyanki uprising, future Illithids disappear from past & Astral Plane.
       |
0 / 4433 / 576: High Fantasy Campaign begins in the Wilderlands, Blipping #2 Campaign begins in Sigil, Wilderlands of the Torment Nexus Campaign begins in the Wilderlands and a cursed scroll from the ancient Markab ruins in Ashenshaft and found in the library of the Wizard Korpauntarl transported the adventurers through time and dimensions in space to Cube World.
       |
1 / 4434 / 577: Blipping Campaign begins in Arduin. High Fantasy thermonuclear-like explosion resulting from Tharzadu'un traversing portal escaping to Arduin - Artaban/Codex of the Infinite Planes intervenese saving party; throws Blipping Campaign to be "unstuck" in the Multiverse.
       |
2 / 4435 / 578: Baron Uther of Blackmoor activates the “secret weapon” from City of Gods in Valley of the Ancients, unwittingly a massive terraforming device, and the planet Ghenrek IV is forcibly tilted from its axis.
       |
       |
4,000 / 8433 / 4,576: Blipping Campaign #2 arrives in future Comeback Inn.
       |
       |
       |
16,345 / 20778 / 16,921: Blipping Campaign #2 arrives in late 20th Century Earth.
       |
16,355 / 20788 / 16,931: Blipping Campaign arrives in late 20th Century Earth.
       |
16,565 / 20998 / 17,141: Blipping Campaign #2 arrives in late 22nd Century Demonic Earth.
       |
       |
20,000 / 24433 / 20,576: Space/Time Rift approaches Imperium, Blipping #2 Campaign arrives in future Ghenrek IV/Ghostring to discover Illithid Spelljammer which carries them to Illithid origin disc-world “Penumbra.” New Old Weird World Campaign adventurers also end up on Penumbra after visiting future Sigil and future Illithids depart the future to the past. 

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Out of Time and Wrapped Campaigns
  • New Old Weird World Campaign: A flat disc planet (on the back of a turtle?) on pocket plane (post “End of Time” event) but passes through a far future Sigil to Penumbra prior to Illithids fleeing (pre-"End of Time" event)
  • Wilderlands of the Torment Nexus: Wilderlands of High Fantasy on Prime Material Plane (Pre-"End of Time" event), sent to Cube World on pocket plane (Post “End of Time” event)
  • Psychedelic Deadlands / Dreamer of Dreams Campaign: On Outlands and Prime Material Plane (Post “End of Time” event)
  • Wilderlands 5th Iteration: Wilderlands of High Fantasy on Prime Material Plane (Post "End of Time" event and pre-"End of Time" event???)

Saturday, February 13, 2021

No DunDraCon in 2021

 







So, for only the second time in DunDraCon's 44 year history the convention was cancelled for President's Day Weekend. (The first time in 1982 DunDraClone was held that year the weekend of Memorial Day.)

2021 was supposed to be the inaugural year for DunDraCon's new location at the Marriott Hotel in Santa Clara, CA, but the pandemic has put the kibosh on festivities and our traditional Saturday night game was on-the-line. Ha, so glad we got our last DunDraCon in San Ramon, CA in for February 2020 before everything began shutting down.

DunDraCon, the West Coast's longest running gaming convention:

  • Claremont Hotel in Berkeley, CA (1976-1977)
  • Lemington Hotel in Oakland, CA (1978)
  • Villa Hotel in Oakland, CA (1979-1980)
  • Hyatt Hotel, Oakland, CA (1981 for DunDraClone)
  • Dunfey Hotel in San Mateo, CA (1982)
  • Hyatt Hotel, Oakland, CA (1983-1991)
  • Marriott Hotel, San Ramon, CA (1992-2020)
  • Marriott Hotel, Santa Clara, CA (coming in 2022)

Wednesday, September 30, 2020

Everything Is Connected

 

(Wilderlands imposed on Ghostring)

My present Judges Guild Wilderlands campaign has been running for 15 years, and has direct linkages back through our "Blipping" campaign running between 1988-2005 and somewhat looser connections from our earliest campaigns there and elsewhere from as far back as 1979. (Ha, however, in a sort of "Groundhog's Day," every Wilderness campaign restarted the jumpstart year of 4433.)

Unfortunately, fast-forward back to nowadays after Bat in the Attic Games announced in February 2020 it would suspend all future dealings with Judges Guild over a series of racist and antisemitic posts made by Judges Guild owner Bob Bledsaw II, and it has become complicated to support the old-school brilliance of these Wilderlands works by the Senior Bob Bledsaw, who passed in 2008 and is unconnected to the present drama and controversy.

I sort of pulled a fast one on our shared referee "New Old Weird World" campaign and slipped the Wilderlands into a world map there, albeit in a Tekumellian, post-apocalyptic scene more than 20,000 years in the future.

Basically, I had found some time back a Judges Guild adventure for the sci-fi game Traveller call "Marooned on Ghostring." The setting is a planetary system missing from records of the galactic Imperial government, and several (but not all) of the attributes are similar to the system of Ghenrek IV, the planet where The Wilderlands exist.

I ran with this information adopting what I needed and changing the rest to fit the world into the Imperial empire of the far future.

Ha, so myself, I have been running essentially one campaign all this time. Everything is sought to fit (not always smoothly) within an ongoing story of our group's adventures where I've refereed.

  • Furthest back, circa year -30,000 BCCC, Agent Smith (High Fantasy campaign) from an alternate or far-away galaxy future had dabbled in forbidden arts and ends up on Ghenrek IV during the Uttermost War between the intergalactic Elder Alliance and the forces of a single Markab prince from The Void. Smith is attacked by "Grey Goo" (a nanotech swarm) and only saved when Elder Alliance engineers transform Smith into a cyborg. Smith is secretly left behind on Ghenrek IV when the Elder Alliance abandons their starbase there under terms of a cease fire with the Markrab Prince.
  • During the year 4433 several large masses of combatants ranged across the Wilderlands (High Fantasy campaign). A humanoid and giant force that sieged City State of the Invincible Overlord. Githyanki sent by their Lich Queen to establish a massive hatchery helping combat future Mind Flayer domination. The traitorous Drow Necromancer who plotted with the World Emperor to field an undead army. And finally the undead horde released from Mount Doom across the Wild North above Valon.
  • Also during 4433 an adventuring party (High Fantasy campaign) resisting the Githyanki incursion assembled the Tripartate of All Evil, inadvertently releasing the dreaded elder god, Tharzadu'un. As the elder god attempts to access a hidden portal to escape from this prime material plane, a massive magical-thermonuclear explosion occurs and the party/world (?) only survives through intervention from Codex of the Infinite Planes. This adventuring party is soon after imprisoned in a stasis field as when they moved to defeat the Drow necromancer.
  • At some point by 4434 the Baron of Blackmoor sends a group of adventurers (Blipping #2 campaign) to acquire what he believes to be a powerful weapon to defeat the various forces threatening Blackmoor. Unfortunately the "weapon" activates "The City of Gods," a terraforming installation left over from the Elder Alliance/Markab days which was never put into use. The Baron activates terraforming force beams to manipulate flows in the molten core of Ghenrek IV altering the planet's tilt, spin, magnetic field, gravity, etc. and creates a world-wide apocalypse.
  • The adventurers (Blipping #2 campaign), after messing with a faulty Mind Flayer time ship, are deposited sometime around year 8400 in the northern post-apocalyptic dry barren waste. They are only able to escape back in time after discovering the Comeback Inn situated on a barren outcropping of magical black rock. The inn has a somewhat randomized time portal in its basement. This is how the adventurers meet the Baron of Blackmoor in 4433.
  • After these adventurers (Blipping #2 campaign) fell through an interplanar transtemporal "rabbit hole" into an alternate prime material plane where they meet Matsuhara Yatsuya, a Time Lord, who sends the party through using his TARDIS to a number of alternate far, far future scenarios, which seem to ultimately resolve in either a "Matrix"-like AI generated artificial existence, or a fiery ecological disaster of acid rains and marauding demons.
  • The adventurers (Blipping #2 campaign)are abandoned in the Wilderlands approximately in year 5,433 where there is only a barren, icy wasteland populated by cultish white elves who are in transdimensional communication with Githyanki. Ultimately, they discovers a Githyanki plan to infiltrate the Mind Flayer home planet, a discworld.
  • In our latest campaign (New Old Weird World campaign)adventurers are back on Ghenrek IV circa 25,019, utilizing the Ghostring world map to provide new terrain, and the planet is still tilted from the terraforming 20,000 years previously which has altered the original climate.
We are now rotating referees, so while I started the campaign I have little control over where the campaign will end up (although I did hit up Sick Rick our next referee about the Wilderlands connection).

Despite the recent drama of Bob Bledsaw's son, the Wilderlands for me continues to be our longest running campaign setting which still pays dividends to our imagination.

Friday, May 31, 2019

The Ancient Illithid Empire

(Cartography by Dennis Kauth)

Mind Flayers are very much in the backstory of the present campaign I am running, so I have been delving into what I can learn about the ancient Illithid Empire. The most succinct informative notes I could find are originally from Nar here and the Wikipedia Illithid article. I merely re-edited the details for my post.

The Illithiad suggests illithids may be from the Far Realm, an incomprehensible plane completely alien to the known multiverse. There is no mention of time travel in this theory. Instead, they emerged somewhere countless thousands of years ago, beyond the histories of many mortal races, and spread from one world to another, and another, and so on. It is explicitly stated in this book that the illithids appear in some of the most ancient histories of the most ancient races, even those that have no mention of other races.

The supplement Lords of Madness provides that the Illithid were a star-faring people who existed at the end of time. Facing annihilation, the Illithid traveled to the past, arriving roughly 2000 years before the present. In these two differing versions of the story, much of the variance hinges upon a fictional text called The Sargonne Prophecies. The Illithiad described the Prophecies as misnamed, and that much of it sounds more like ancient myth than prophecy. Lords of Madness takes the name more literally, and states that The Sargonne Prophecies are in fact prophecy—or, perhaps more accurately, a history of the future.

According to the Lords of Madness history, Illithids are one of the few races respected by the aboleths. This is because the aboleths remember the origin of almost every other race, through their hereditary memory. However, illithids, as far the aboleths can remember, just appeared without preamble, which scares them.

Another version comes from The Astromundi Cluster that the illithids are descended from the outcasts of an ancient human society that ruled the now-shattered world called Astromundi. The outcast humans eventually mutated, deep underground, into the mind flayers. In the retconned history of the illithids found in either The Illithiad or Lords of Madness, the emergence of illithids in Astromundi becomes a freak occurrence due to the intervention of Ilsensine through its proxy, since the illithids of Astromundi have their own histories as emerging solely upon that world.

However and whenever it occurred, when the illithids arrived in the Material Plane of the far past, they immediately began to build an empire by enslaving many sentient creatures. They were very successful, and soon their worlds-spanning empire became the largest one the multiverse had ever seen. They had the power—in terms of psychic potency and the manpower of countless slaves—to fashion artificial worlds. One such world was this empire's capital, called Penumbra, a diskworld built around a star, which was a thousand years in the making. Such was their might that the Blood War paused as the demons and devils considered a truce to deal with the illithid empire.

Eventually, the primary slave race of the illithids developed resistance to the mental powers of their masters, and revolted. Led by the warrior Gith, the rebellion spread to all the illithids' worlds, and the empire collapsed. The illithid race itself seemed doomed.

The Ancient Illithid Empire

The book and adventure series, The Illithiad and the Overmind adventure arc by Bruce R. Cordell, first introduced the ancient Illithid empire in-depth into the ancient empire's capabilities. Unlike most assumptions of the ancient illithid empire, illithids are fully capable of faster-than-light space travel and may possibly be the only D&D race capable of doing so.

Truespace

Completely different sets of natural laws govern the crystal sphere containing Penumbra, the ancient capital of the Illithid empire, from normal wildspace. “Truespace” is weightless and airless; however, objects cast adrift from worlds and planetary bodies do not possess a residual gravitational field, nor are they fortunate enough to gain an envelope of breathable air.

Player characters who gaze through the ventral observation ports see a star-sprinkled void not unlike the landscape visible during their trip through wildspace. However, the uncounted stars visible in Truespace all lie within the same crystal sphere.

This is basically all saying that the Illithid capital is the one known place in the D&D multiverse containing realistic space. The size that Truespace needs to be to have a full night sky is questionable but its probably at least a few hundreds of not thousands of light years at minimum.

Ancient Nautiloid

The nautiloid uncovered in Masters of Eternal Night is not the same class of nautiloid used by present-day illithids. The nautiloid is completely sealed, and it can maintain an internal atmosphere even when physical environments and natural lawa fluctuate and vary between worlds. The construction of the nautiloid is in some ways akin to terrestrial ships; however, every surface is molded and smoothed, alternating between mirror-bright surfaces and resin-like projections.

Here is a sentence from the adventure that indicates these nautiloid ships are metal:

Voor larvae consist of whatever material their spores used to form their chrysalises. In the cast of the nautiloid-composed voor, the creatures consist of a metal- and mucous-mixed resin.

The ancient vessel discovered by the PCs is self-powered and partially autonomous; PCs who place the brainmate in this cradle activate the ship. A ghostly voice, or perhaps a mental whisper, speaks:

"Reinvgoration protocols executed and successfully completed. Navigation coordinates successfully installed. Destination: Penumbra. Awaiting launch command, or alternate coordinates. Artificial attraction field initiated. Air generators online. Heating filaments energized. Lockdown on exists successful. Psychoportive propulsion initiated. Remaining travel time to Penumbra estimated at six sleep periods.”

This is where the assumption of faster-than-light comes from. The crystal sphere is probably hundreds or thousands of light years in size at least and the ship can travel through it within 6 days. The map at the beginning shows that you definitely don't enter Truespace directly beside Penumbra either.

Penumbra

When the light of the star becomes more pronounced, PCs can see the structure that surrounds and dwarfs it: an unimaginable large, flat disc with a hole for the sun at its very center. At this distance, PCs see small nubs that must actually be walls thousands of miles high. These walls rise around the hub, ensuring that only glancing rays of the star's illumination actually strike the surface of the disk. PCs dimly see vast bodies of water and cloud cover on and above the disk.

The Illithid Empire crafted a suitable seat for their empire. A thousand years of engineering produced the disc known as Penumbra. The shape of the artificial world mimics a perfectly flat platter, with a star situated in a relatively small hole at its center. To extend this analogy, think of the sun as if it were the size of a pea on a conventional plate. Thus, the radius of the disc itself is a bit larger than the orbit of a conventional world around its sun. The disc is a few thousand miles thick and consists of a nearly indestructible material called substare. The artifact is quite massive and weights far more than the sun itself.

The thickness and sheer size of the disc produces normal gravity on the surface, diminishing somewhat at its edges. The inner wall serves as convenient worldwide shade. creatures on the disc live in perpetual twilight. The inner wall also keeps the breathable atmosphere from drifting into the sun. The outer edges of the disc do not require walls, as the atmosphere flows inward.

This description is basically the standard description of an Alderson Disk.

At the height of the illithids' empire, mind flayers inhabited both sides of the disc. Thrall races from the hotter worlds lived near the inner hub, while creatures from colder climes lived out near the rim. Though Penumbra consists of unbreachable substare, a hundred feet or more of normal rocks, clay, and topsoil covers this mysterious substance. The illithid builders incorporated artificial magnetic lines through the length and breadth of the substare comprising Penumbra. Thus, a lodestone or compass points the worth north - toward the Shine (sun).

Penumbra did not posses an extensive underdark environment while the illithids held sway above, the mindflayers did delve hollows here and there, fashioning some especially important areas directly into the nigh-indestructible substare that makes up Penumbra. Illithids were perfectly capable of either creating or otherwise harvesting and work with near indestructible scrinth-level materials and at a scale larger than any other races.

Penumbra consists of about 3000 Solar Masses worth of Substare with a habitable space of over 4 billion Earths. The Illithid Empire was well beyond a tech level 15 civilization capable of creating or harvesting 6x10^30 kg of substare a year and producing an average power output of at least 1.5*10^34W over a thousand years.

Voor and the Gith

The closest path to Penumbra lies through a region of space once claimed by the voor. The voor are long dead, but they once provided a terrible threat to the illithid empire. No record of their existence remains, save for a few relics left over from their fight against the illithids.

The nebulae near Penumbra represent the blasted remnants of voor resistance destroyed eons past by the illithids. These vast clouds of dust contain seeds of the voors' vengeance. Like spores or seeds, motes of the interstellar dust settle upon the surface of a nautiloid. Each speck of dust sprouts tendrils that bore microscopic channels in the side of the nautiloid. Thus rooted and planted, a speck "grows," utilizing the material structure of the ship itself to form a complete chrysalis. The brainmate simply reports, "Contact with abiotic organisms detected..."

The voor larvae primarily hate illithids. A voor larva is immune to psionic attacks and any mind-affecting spells, items, or psionic abilities. Voor larvae represent only one form of the creatures that were once collectively known as the voor by ancient illithids.

The people collectively known as the forerunner race represent the root stock from which the githzerai, githyanki, and many other splinter races evolved. The grimlocks on Penumbra were once forerunners manipulated by the mind flayers' psychobiological sciences and transformed into a racially distinct species.

The illithids, then holding mastery of much of the multiverse, encountered the voor against which the mind flayers' psionic powers proved useless. When the illithids' standard thrall troops also proved inadequate to vanquish the voor, the mind flayers began to fear. Out of desperation, a long-vanished Creed began to experiment upon selected thralls using the Tumerogenesis Tanks. Entirely new battle races were developed and imbued with strange abilities. Some races even received psionic abilities akin to the illithids themselves.

If the illithids introduced biogenetic factors for aggression into their thralls, it is possible that this trait survived and carried over into present-day races. Perhaps this genetic tampering is responsible for the long war between the githyanki and githzerai that rages to this day. Though not a commonly accepted belief, some illithids think that it was the mind flayers' triumph over the voor that planted the seeds of the slave revolt,

Note: Any githyanki or githzerai presented with this hypothesis becomes violently agitated and patently refuses to believe that their race relied on anything but their own indomitable will in gaining psionic power and destroying their masters.

With these new powers, the enhanced thralls eventually managed to destroy the voor. With the voor threat neutralized, the illithids euthanized all of the surviving enhanced thralls, or at least they thought so. Some few escaped into the general thrall population.

It is possible these enhanced thralls overthrew the illithid empire. Thus, the illithids may have planted the seeds of their own undoing. This presents a slightly different picture of the Illithid's eventual downfall by the Gith. And it wasn't just carelessness and arrogance but desperation in creating super soldiers against a dire threat that may have led to their downfall.

The Annulus

Beyond a door is a chamber, empty except for a glowing grid of inscribed lines covering a 10-foot-diameter area on the floor. Above this intricate symbol floats a metallic hoop, 1 foot in diameter. The metal of the hoop, or ring, is silvery, and contains many strange and arcane devices and projections. The object is the Annulus.

The Annulus is the ultimate psionic nullifier. Developed over a thousand years of steady effort by an Elder Concord of ancient Penumbra, the Annulus served as the ultimate tool to keep peace among the various illithid Creeds.

At the height of the illithid empire, there were literally thousands of Creeds, all of them with their own vision of how the empire would best be served. In this chaos of differeing viewpoints, however, one Creed in particular was viewed as a dangerous liability. That Creed was called The Friends of Man. Deemed a danger too great to ignore, an illithid Elder Concord convened, and with its blessing, the Annulus was brought to bear on the Friends of Man, wiping them from existence.

In the aftermath of the Friends of Man's destruction, the Elder Concord felt that such power was a thing not be used lightly, and so it was stored for all eternity, practically within reach of an Elder Brain. After centuries, it was almost forgotten, and when the thrall uprising commenced, the Elder Brain guarding the site of the Annulus' internment was taken unawares. If it had been able to bring the Annulus to bear, perhaps the revolt might have gone differently.

The prime power of the Annulus is psionic nullifcation. While grasping the Annulus, the wielder can trigger the psionic nullifcation effect once per year. The wielder must specify a target or group of targets within 500 feet. The target can be as specific as a particular psionic individual or psionic item or as general as a particular grouping of psionic beings that share the same philosophy that are clustered within a 100-foot radius of a center point... the targeted psionic entity (or entities) or psionic device, regardless of any protection it may posses, is nullified with a terrfic explosion. In effect, nothing is left but floating dust.

A more powerful entity (such as a demigod) will tax the Annulus to its limits. If the Annulus is used to nullify such a target, the Annulus success, but it is also completely destroyed, and cannot be retrieved by any means.

The Annulus in its original time seems far more long ranged to be able to destroy a creed that was considered such a threat to the Illithids and even possibly turn the tides of the Gith rebellion.

Saturday, May 18, 2019

Wild Space

Ok, so I am gaming my adventuring group through a dystopian apocalyptic Wilderlands where some cataclysmic event has knocked the planet Ghenrek IV off it's axis.

Last game we had two new players introduced, Daughter Cooliosis and her Coastie husband, who are each running some futuristic characters. Soooo of course because my brain is never settled I had to come up with an entire intergalactic milieu for the setting.

Judges Guild back in the late 1970s and early 1980s published several supplements for the science fiction RPG Traveller set in the Gateway quadrant. I wondered whether there was any effort to tie in the Wilderlands setting with the science fiction products.

While it doesn't appear that there was any direct effort to do so, I did find a Judges Guild Traveller scenario Marooned On Ghostring where, as a result of an interstellar mis-jump, a starship crew ends up at an uncharted planetary system.

The similarities are that Ghostring (the planet) is the fourth planet of the system, earth-like, and has a planetary ring - all just like Ghenrek IV from the Wilderlands.

While the topography is not the same, there was an area in the middle of the Ghostring planet map that was amenable to some slight changes that would evoke the Wilderlands setting. I photo-shopped the adjustments and resulted in this map below. Hexes are 435 miles across which puts that center-northern continent with my changes in at the same scale as the Wilderlands.



The northernmost area needs some work where Valon and areas above that city would be, but otherwise the Wilderlands settled in quite nicely.

Next I had to add my off-kilter for the future Wilderlands, and also change the weather effects to make the planet colder and more barren. This is the planetary map I'll be using in the game.


Wednesday, May 1, 2019

DunDraCon Moving to Santa Clara after 29 Years

(My first DunDraCon convention badge, DDC 16. Then hacked it for DDC 17.)
DunDraCon announced that DDC 44 will be the last at the San Ramon, CA Marriott Hotel and are moving the gaming convention to the Santa Clara, CA Marriott.

My gaming group has attended DunDraCon in San Ramon since Kevin tipped us off about the convention moving there in 1992. We have commandeered vacant rooms, gamed in stairwells, hallways, private guest rooms, and of course all the open gaming rooms.

Sumerled, J.A.S., and Postman Bob even made it up onto the roof of the hotel one year. (Somebody in maintenance left a long ladder alongside the building - attractive nuisance!)

We have had an annual pre-game parking lot BBQ nearly every year (even in the rain), and used to hold a breakfast BBQ also with J.A.S. and his gas-grilled pancakes.

During my "dark times" with the drink when our d&d game wasn't all that healthy our single game every year was still The Con. The only two I missed are 2005 when I resided, newly sober, in my SLE, and 2014 when I had to retake the bar exam that February.

Dang, nearly 3 fucking DECADES... that I believe qualifies as an era.

Saturday, April 27, 2019

Nobody Home?

(Art from Black Gate)
So, lizard-cleric takes a long view with his superior infra-vision across the night-time snowy wastes and suddenly spots two humanoid figures moving as quickly as they seem capable through the snow toward the rope trick where the party is hidden. Lizard-cleric awaits their approach and hales them when the couple, a bare-chested human and a half-giantess, is within 40 feet.

Just as the couple make the location of the party's rope, masses of ghouls appear behind following them, ghouls being room-temperature undead and invisible to lizard-cleric's infra-vision.


The humanoid newcomers turn to stand and fight, while haughty paladin and several companions drop down to join the fray. Despite brutal destruction and waves of undead-turning waged by the adventurers, ghouls keep coming in numbers approaching hundreds. As combat continues lizard-cleric notices heat from a tall gaunt and armored shape perhaps 500 feet in the distance on a large hill opposite the source of ghouls from whence the humanoid couple ran.

As battle rages a huge undead knight approaches, half snake and wielding weapons in its four arms. The giant half-snake is adorned over its eyes with a blackened visor.


The new bare-chested man motions toward half-giantess companion, indicating he sees the visor, when the giant half-snake lobs a small globe into the midst of the heroes. The globes explodes in fire and necrotic magic. Haughty paladin leaps in front of his dragonborn associate, sparing her from certain destruction, while the others, severely wounded, retreat back into the rope trick (shrinking the half-giantess to fit everyone).

As the battle seems futile a large band of githyanki warriors, as they had briefly encountered in white elves cavern lair, magically appear shifting in and out of existence engaging the ghoulish warriors.

Haughty paladin's left leg is missing from the orb's explosion, and adventurers retreat up the rope trick. Lizard-cleric takes I final look to locate the strange gaunt and armored person, who is now bounding through the snow in their direction.

The party rests and heals for some time within the extra-dimensional space of the rope trick, when it is decided to take a look about before the spell ends.

Outside extra-dimensional space they seem to be floating in dark and silvery clouds. Off in the distance a city stands on a huge floating rock. The city is marked by two ivory towers intertwined in a double-spiral, a double-spiral exactly the same as the towers on the assimar's banner...


Sunday, April 7, 2019

Future Viridistan

(Original map from Judges Guild, 2005 I am pretty sure...)

Har, I "Ted Turnered" a black and white re-imagined Viridistan, City-State of the World Emperor. I still think this is a trippy map and wanted to enhance it a bit, then, since the adventuring party I have been game judging is in a future dystopian Wilderlands, though perhaps I will utilize this map for the "Immortal City" of the future (circa about 5400 BCCC).

There are a number of factors for future Viridistan. One was when we last left it was being threatened, unbeknownst, by undead hordes from beneath the city-state. Second there was a conspiracy by Wildfire, son of the Green Emperor, to take the throne. Third was the apocalyptic explosion from the City of the Gods in the Valley of the Ancients.

I think I'll start with the named features on this newer map to see what characters and artifacts might have survived the intervening history. Next I suppose I'll have to figure out what happened prior to the apocalypse. Fun stuff, heh, heh, heh...

Saturday, February 16, 2019

Frozen from Fire

After taking snow runner ship from the white elves, party envisions a long rest tho the wolves cry off from the south east. Second watch lizard-cleric with his infravision suddenly spots two score archers taking aim at the disabled ski-boat, as arrows rain down white elf swordslingers throw over their concealing frozen cloaks and rush adventurers encampment.

Follows is a fiery and bloodied combat, horde of white elves versus seven heroes: lizard-cleric, haughty paladin, dragonborn, elf mage-thief, barbarian half-orc, man-with-no-name, and paladin of smite.

Mage-thief's fireballs are most effective as any white elves not slew end trapped with feet frozen into the ice. At battles end these white elves frozen consume some flask, smiling at the party, their captors. With nary more than little talk their throats begin to bulge and burst with writhing worm-like leeches spilling on to the snow and slithering toward the adventurer inquisitors when mage-thief burns it all.

The white elf host disembarked from another elven snow runner ship, discovered 200 yards to the north. This craft also bears a violet oval portal ostensibly what permitted the small army of white elves arriving suddenly through the snow.

Having just obliterated 100 white elves in a matter of moments, haughty paladin leads the way through the magic portal where they land in the middle of an evil drum circle serenading him ...

(art by Tom Baxa)
And about 200 of his brethren. And a small-odd platoon of white elves. And a cat-beast.

Man-with-no-name reaches out "Shadow walk!" and the party moves along the border between prime and shadow for a brief 5 seconds then steps back into prime.

Now among a gray, dead forest of only wood, bereft of leaves, the heroes decide to rest and heal their wounds inside the extradimensional space of a rope trick. As they climb to enter the space, Paladin of Smite spies upon a hillock some distance away, a unnaturally tall, slim figure in black plate and a skull-like helm of bright silver.

Saturday, October 20, 2018

Arctic Cat & Pin-Cushions

(White elf cleric in snow*)
Midnight hour approaches and adventurers' dreams spersed of huge spider grinding sexually against wizardly human - pincers dripping ichor against his head.

As party awakens from troubled visions, Druid at guard indicates a quint of holy warriors moving forward in the snow, accompanied, Lizard-cleric recognizes, with his allies the Half-orc barbarian and elf mage-thief. Lizard-cleric wonders strange what brings together across the multiverse.

Group approaches and board druid's earthen platform, when Lizard-cleric's expansive infravision spies a lone being standing off several yards behind the interplanar arrivals. Apparently a white-haired elf woman, attired in ivory-beaded jewelry and bearing a largish white cat in her arms.

Haughty paladins charge at female through snow, who sets aside feline and unleashes a column of ice upon the devout cavaliers. As a paladin reaches elfin enchantress at her position, she has vanished. Instead, bearing across the snow plain is a ship of elves unleashing volleys of damaging arrows.
(White Elves' snow runner*)
The craft circles at long arrow-distance to avoid direct combat (Lizard-cleric does knock-off crow's nest inhabitant), and our heroes regroup when druid is attacked by the white cat! The lynx-sized creature slashes at druid's throat simultaneously unleashing a spell of debilitating noxious clouds.

While the adventurer's gather themselves against the missile weapons, Lizard-cleric and human Paladin are able to defeat cat from slaying druid. But suddenly the white elves' snow-ship is bearing down again from the opposite side. Running full speed, apparently aware of the region's topography but yet unaware of druid's earthen platform, the snow-runner crashes it's starboard side against the druid's elemental-piled earth and careens off in a spin.

Even disabled the white elves quickly regroup to arrow-attack, when druid confuses having shape-changed into lynxish white cat whom white elves do revere as commander.

White elves are defeated being unable to withstand mage-thief's fireballs, although a half-dozen escape, and the party examines their bone-crafted weapons and accouterments. The craft itself seems to bear some directional indicators - a bone-spur of cut sundial surrounded by cardinal points with interlineated markings and a rotating pointer under glass.

Perhaps indicators to the elves' base, or some other adventures...

(*White Elf slightly mod from Luka Rejek's art. Larry Elmore drew snow runner without elves.)