It has been a bit of a hiatus, but we’re back! Hooray! The lands beyond Qvosfeir await, as our team etches closer through the rugged terrain of the bloodied wyvern peaks. And by lands beyond, I mean quite beyond! As always, things are about to get even weirder!
Greetings and well met! Welcome to the realm of Qvosfeir, a land of frigid tundra and hardy folk. Under normal circumstances, the Kingdom of Orvaldt would be a thriving hub of trade and travel, overseen by King Orvaldt; proud head of the clan as well as ruler. A thriving internal economy of mining helped to establish the kingdom’s presence far before modernizing into the city of today. Forged by an ancestor of Orvaldt, as well as House Emberbeard, the small mining town grew until it had earned its place as a proud and powerful land. The nearby land proved lush and fertile, as the rocky crags and fields gave way to refreshing springs and favorable hunting grounds.
That was, until the “strange things” began to occur. A general term, the strange things marked a series of events over the course of a year; people vanished, the soil turned bad and crops withered, plague began to emerge from no where, strange poisons leaked into the water, reports of horrible monsters overwhelmed locals and travelers alike… especially the miners. The far most odd were two incidents witnessed by residents. The first being tendril-covered ball creatures attacked a nearby homestead, dissolving what prey they could find and absorbing it into their mass. Upon being slain, attempts to study them only brought confusion as they had no discernible anatomy from quick glance and they melted and vaporized not long after death. The other incident was an airship jumping out of a planar portal over the mountain, before a pillar of incredible light shot up from one of the peaks and destroyed the vessel, as it crashed somewhere in the mountains below.
Attempts to discover the cause or end it outright have been failures, with the remainder of each exploration group returning insane or deathly sick. Those who didn’t die were sent to a converted sector of the Physician’s Ward of the city that was converted into an asylum. Meanwhile, much of the populace has been evacuated with the help of much of the kingdom’s army, as bandits and other opportunistic folk have seized the chance at picking at the desperate kingdom. Attempts to gather heroes from the inside and outside have been mostly fruitless. Those who survived the raiders and bandits have managed to push into the city, in hopes of an audience with the king.
Hello again! For a slight change of pace, I wanted to chronicle my expanded take on the D&D adventure I wrote a little ways back. Don’t worry, more homebrew is on the horizon. In fact, I have a prospective DM’s Guild project that’s almost done as well. While I’ve had fun running modules over the years, even running organized play events, I wanted to jump back into creating my own campaigns. I hope you enjoy reading this as I did running the campaign! In addition, I hope to have some uploaded audio logs of the campaign as well, for your entertainment. I’ll probably post an announcement on that, but in the meantime, the FlumphCast YouTube channel is where the videos will be found.
“Haven’t had enough of the ol’ hunchback shopkeeper’s wares, huh? Well, there’s more where that came from!”
Here is a small helping of even more magical items for Halloween. Enjoy.
Author’s Note: I wanted to make a few more magical items in addition to what I made before. Also, more JoJo references? I figured why not, since Part 1 is airing on U.S. television. I had to hold myself from making anything Vento Aureo, Stone Ocean, Steel Ball Run or Jojolion because not enough people read the manga… and they should. Also, be on the look out for how many Eternal Darkness: Sanity’s Requiem references I can squeeze into one item.