Welcome all, to my world – the magical world of Empai Tirkosu! Every week I delve into this fantastical land and take on the personas of its intriguing inhabitants, playing the ultimate heresy: A solo D&D game!

This is the start of a new campaign, so no need to deep-dive into all the prior chapters to enjoy this. I’m also putting a fair bit of crunch before the main tale, so if you just want to read a cool story then skip to the first big picture.

The characters:

<< Toskan Valdaar, the Stormborn, optimistic squire of the water village Konu Tuga.

Novessa Lokou, holy warrior from Appinamopu Tharth and Tsethem of smoke. >>

<< Elion, a SEIA agent and arcane mechanic with a major survivor’s complex.

Melody, Tsethem of ice and a refugee from the infinite city. >>

Crunch

So there I was, messing around with some pre-game questions and trying to figure out which of the many plot threads I could base this next adventure on, when I also triggered an Intervention: Advance Plot. Not having any current plots to advance, I rolled on the overarching plot threads list: > 4. the shadow tower Time’s up. War is no longer coming. It’s here.



Solo homebrew campaigns. This is where the real fun begins. No more reskinning, no more module confines to stay within: This is a chance to go crazy.

However, this time I want to have somewhat of a structure. In my previous campaign I used The Adventure Crafter to great effect, and prior to that I used the Tome of Adventure Design as a springboard for different segments. This time I’m going to divide the adventure into 3 or more “acts”, similar to the kind of structure found in movies. Each act will be similar to how scenes are run in Mythic, just on a larger scale.

What I’m using:

Wow, that sounds like a potion ingredients list.

Here’s how an act will play out:

1. The act starts. A new list is created for Entities and Plots for this specific act (this is a shared list between TAC and MUNE).

2. Each act has inspirational elements, determined by rolling on some ToAD tables (such as the ones for locations, enemies, and missions). These inspirational elements are very similar Connections in BOLD: They should help inspire the direction and flavour of the act, but they don’t necessarily have to be used.

3. During the first act, a MUNE Intervention are triggered every 4 intervention points. During the second act, they’re triggered every 3 points (as normal): During and after the third act, they occur every 2 points.

4. Two new entries are added to MUNE’s Intervention Type list: Reintroduce Act Plot, and Reintroduce Act Entity. When one of these interventions is triggered, a plot/entity from a previous act is added to the current act. This can be a purely meta intervention, or it can be represented in the current scene.

These new rules serve a bunch of purposes: 1 separates different plots into their respective acts, giving each a distinct feel and avoiding list clogging. 2 further defines each act, adding inspiration for various elements without being too restrictive or precise. 3 increases the DM’s own initiative (and chance for plot twists) as the acts progress, and 4 allows for old plots and characters to crop up later on in the adventure.

* * *

Let’s put this into action. I make a new list of plots (currently none), and entities:

1. Mel

2. Elion

3. Toskan

4. Novessa

Toskan and Nov are two characters I’ve wanted to get back to playing in a while, so while I’m focusing on Mel and Elion right now, I’m hoping the adventure will bring them together.

Now for some inspiration from ToAD:

– Location 1: Elliptical Cocoon of the Insatiable Surgeon

– Location 2: Waterborne Cairn of the Elemental Doppleganger

– Location 3: Filth-Tower

– Mission: Delivery/Transport of a Clue

– Target/Patron: Bandit (popular hero)

– Villain plan: Find Food (causing damage to the environment)

– Villain type: Humanoid

Just a smattering of nice inspiration there. I specifically like the Elemental Doppleganger and the environmental harm – Both are very thematic for this war of shadows. Now it’s time to roll up our first scene, using TAC:

1-4 Tension

5-7 Social

8-9 Action

10 Mystery/Personal

Turning Point

Plotline: New plot

Plot points (characters invokes):

1. None

2. Physical contest of skill (Novessa, Lightning elemental)

3. A character acts out of character (Republicans)

4. Remote location

5. Time limit

Very interesting. The Lightning elemental was a new entity, inspired by the rolls on the ToAD – As were the Republicans (from the “bandit seen as a popular hero”). I think I have enough to start.

* * *

Waves crash against the barnacle-encrusted rocks, surrounded by endless ocean. Piled on top of each other like a crude tower, the ancient boulders stand out as the only visible landmark for as far as the eye can see. Runes scar their surface in the Aquan tongue, who’s magic few would deny despite showing no sign of arcane energy.

A Kataros Aasimar lands heavily onto the slippery rocks, the blow cushioned by her gunmetal armour and the bulky garments padding out her emaciated frame. She scrambles back to her feet to face her opponent – A chaotic mesh of zigzagging lightning bolts that coalesce to form a vaguely humanoid shape.

Novessa wipes the blood from her cheek. This negotiation wasn’t exactly progressing as she’d have wished. The rare lightning elemental had started attacking ships that traveled too close to its cairn, interrupting a trade route to a nearby republican town – who had reluctantly called upon Novessa’s friend Toskan to reason with the creature. As a royalist and leader of the rival village Konu Tuga, he’s usually the last person the republicans would turn to for help. But as a lightning dragonborn, he’s the only one who really stands a chance.

However, his thunderous roars don’t seem to be doing much to deter the elemental. The crackling creature sears the sea around him as Novessa whistles for her mount. Ala, a giant celestial owl, swoops down to her aid – And is promptly incinerated by a bolt of lightning.

Novessa: *turns her crimson eyes menacingly to the elemental* Oh, now you’ve made me see red. KNEEL.

The elemental crashes to the ground in a shower of sparks, allowing Toskan to get a few good swipes in with Crusader – but it’s Novessa’s rapid trio of blinding attacks that stagger the lightning spirit properly.

Novessa: *takes a step back, blowing the hair from her mouth* We good? We happy?

Toskan: *levels Crusader at their stunned foe* Get this through whatever passed for a head with ye: You can’t go attacking ships! They have as much a right to the sea as ye do! *jabs his weapon for emphasis, before shooting Novessa a look* This be a lot simpler if either of us spoke Aquan..

Novessa: I think it’s got the point. *raises her eyebrows* In both senses of the word. It certainly looks less angry.

She sticks a healing hand into the elemental, smarting as the lightning crackles off her skin. Free to move once more, it zips off to a flattish rock by the base of the cairn – and begins singeing it with bolt after bolt.

Novessa: What’s this?? What’s it doing?

Toskan: *stares in alarm* Blowing off its anger, p’rahps?

The elemental draws back. Burned into the rock face is a harsh, angular rune. A worried frown clouds Toskan’s reptilian eyes. He doesn’t speak Aquan, but he knows that marking all too well:

The rune symbolising shadow.

* * *

Crunch

Should we continue along from this scene directly?

Oracle: Yes, but… It’s automatically altered.

TWENE: Remove Major Element Or in this case, remove major elemental, amirite?



It took Novessa several minutes to summon Ala again, allowing Toskan time to attempt communicating with the elemental. He deduces that a bunch of shadow-creatures have moved into the area, causing the native elementals to grow protective of their territories. The lightning spirit points to where it encountered the dark creatures, but very obviously refuses to come with them.

They fly north on Ala’s magnificent wings. The directions are far from ideal, but they don’t have much else to go on. After three hours non-stop flight, they rest in a shallow area and take stock.

Toskan: *glances at Novessa from behind his sextant* I see ye be avoiding using that mask. Any particular reason?

There is, kind of. Both of them had joined the elemental princes in sacking the infinite city, and Novessa had been gifted the Tsethem mask of smoke to aid her in battle. She hasn’t worn it recently, however – the mask seems to be distant, like it isn’t properly attuned.

Novessa: I’ve always felt like light is more my thing. Smoke just… *sighs* It’s useful, of course, but it feels like it’s ignoring me.

Crunch

MUNE Intervention: Entity Positive (Toskan)

Portent: Mast lobbed



A sperm whale’s tail crashed noisily into the water several yards away. Toskan grins at the sight.

Toskan: Let’s count our blessings – the corruption hasn’t taken ahold just yet.

But it’s only a matter of time before the shadow starts to spread, so they hurry on with their search. Finally, they see their quarry – indicated by a patch of darkness on the ocean far blacker than that of the approaching dusk. At the eye of the corruption writhes a shadow elemental flanked by two blackened skeletons, the animated remains of Mirlings.

Toskan: *inhales sharply, causing a little static electricity* Elemental! How can this be?

Novessa: It must have been summoned. *frowns* But that would take some exceedingly dark magic. Who could be behind this?

Crunch

MUNE Intervention: Entity Negative (Toskan)

Portent: Undisturbed Chipped



Toskan drops from Ala into the deep, swimming with fluid grace towards the shadow creatures – But before he can reach them he’s intercepted by a massive shark rising from the depths like a bad dream. Blackened skin and protruding bones mark the poor beast as having been corrupted. It catches Toskan in its mighty jaws, forcing Novessa to also take a dip to hold off the shadow creatures.

It’s a drawn out slog of a battle, but they manage to destroy the undead and dissipate the elemental. Toskan takes a quick swim around the area to see if there’s any more signs of corruption, but the darkening ocean makes everything murky as it is.

They hurry back to Konu Tuga to get out of the cold, lost in worried thoughts. If someone is out there with the power to break the planar seal and pull shadow creatures from their dark realm, it spells nothing but trouble.

If only it was as simple as that.

* * *

Crunch

Alrighty! I feel like this is a decent and foreboding start, but we also haven’t introduced all our main characters yet – so I’d say the first act is still on. Are we gonna continue along with these two characters, or switch to another scene? Oracle: Yes …Shit. I hate wording stuff like that. Okay, shall I use TAC to create a new scene? Oracle: Yes TAC Turning Point

Plotline: New

Plot points (characters invokes):

1. A meeting of minds

2. The leader

3. A character has a clever idea (Elion)

4. None

5. Escape



We pick up with Elion and Melody, living it up in Little Orthraze. Dina, The head of Gnomish intelligence (a prolific agency secretly supporting SEIA) has stopped by to ask for a first-hand account of Jevak and his warning.

Dina: Yeah, yeah, I’ve heard the details. Did- *coughs in a horribly dry fashion* Did it ever cross your mind the Mirling might be lying?

Elion: Nah, we just blindly trusted him. No, but I’m serious, Jevak wasn’t like most Mirlings.

Dina: Oh yeah? How was he different? You were trapped in hell, Torli. Before that he was your prisoner, and before that he was trying to escape that island. When was he ever not in a position to lie to you?

Elion: *pauses, the realisation hitting that Jevak had always had plenty of reason to stay in his good books*

Mel: *pipes up* He liked being a hero.

Dina: Come again?

Mel: He.. *glances at Elion* He got a kick from being the protector. That’s gotta count for something, right?

Elion: Yeah. You’re right. *nods slowly* He coulda wimped out of so many fights, and he totally did at first. But he went above and beyond. That’s not a Mirling thing.

Dina seems a little annoyed that her angle is being put down. She explains that their problem is that the Astral plane is so expansive that it’s impossible for them to pinpoint where the main shadow force is gathering. They’ve received word of several encounters with the elementals, but they seem sporadic, random – most likely stragglers passing through stars.

Mel: Why not just ask them where the tower exit is?

Dina: You ever seen a shadow elemental? They’re not exactly talkative. And we haven’t encountered any Mirlings yet. Not alive one, at any cost.

Elion: *eyes widen* Um, what? You haven’t dealt with the hunter on the island yet??

Dina: *frowns* What makes you think it would know any more than the one you captured?

Elion: He was elite. The dude had armor and shad, he was like equivalent to a general! I’d totally gamble on him knowing exactly where it is.

Dina is dubious, but agrees to fund a trip to the fey island to capture the hunter. She sends a message asking Appinamopu Tharth to send a holy warrior to locate the Mirling and act as interrogator. A message that finds its way into the hands of Novessa Lokou and Toskan Valdaar, returning from their stay on the plane of water…

Closing thoughts

And there we go, the first act! A little shorter than I’d have envisioned, but at least we’re solidly into the action now, with a clear goal. The plots/entities list looks like this now: Entities

1. Mel

2. Elion

3. Elion

4. Toskan

5. Novessa

6. Lightning elemental

7. Republicans

8. Shadow elementals

9. Dina (head of GI, surprising, feeble) Plots:

1. The oncoming shadow invasion

2. Recapture the Mirling



* * *

And that’s all for this week! Hey, if you’re the 0.1% actually reading this: Congrats, you’ve just won yourself some free character art! Drop me a comment anywhere with a description of your PC/OC/AnyOtherTypeOfC, and I’ll sketch a shoulders-up portrait of them, just for thee. Mind you, I’m only doing this for the first 3 commenters, so be speedy!