Campaign

This page outlines the collaborative storytelling method of the campaign and mechanical details about the party (e.g. Loot). For more diegetic information see World and Characters.

Collaborative Worldbuilding
The textual and paratextual levels of gameplay resonate with one another. We play socialist characters engaged in magical praxis, and we run a cooperatively dungeon mastered campaign.

Each of the players in our campaign takes on multiple roles. We play one, two, or three of our own characters, choosing between them as the story and world allow; we act as dungeon master, setting the story by ourselves or in collaboration with others; we build out the world, directly and indirectly shaping events. Every one of these roles requires collaboration and contribution. This method allows us to create interesting, unexpected, uneven, and complex stories while sharing the significant and sometimes undervalued labor of dungeon mastering and worldbuilding. It's not without its difficulties, but we've been meeting weekly for more than two years, barely missing a week.

Session Notes
The history of the Red Flagon is organized according to Season, Adventure, and Session.

Adventure Two: Zephyr
It is winter (we are back in time). A messenger arrives - blue-skinned and -haired with horns: it’s Becky of Candlekeep. She has a large tome named Zikran’s Zephyrean Tome. It asks to be freed.

The book opens. Gazra Azam has been bound to the book by Zikran. Zikran wanted the djinn’s knowledge to build floating fortresses. Zikran needs to end the enchantment willingly or be killed.

Fred, Rory, Willa, and Becky travel with the book to the tree line at the Cloudsomething Mountains. On the second day of travel, they rise above the snowstorm; Rory notes birds flying towards the Flagoneers - winged dragon-like creatures (kobolds) decked out in winter garb wielding crossbows. They target the Flagoneers’ winter weather gear. A captured kobold tells the party Zirkan lives with big ghosts writing letters forever.

Zikran lives in a giant’s former abode. Wind Duke; enemies; battle.

Ghost in bedroom (female? fancy clothes): Giuliana gone too song but long ago. Why?

There is a confrontation with Zikran after a combat with some water elementals. The Flagoneers successfully defeat Zikran and show him mercy. The book becomes a tool for summoning a single air elemental - just Gazra Azam.

Becky now has access to the Red Flagon teleportation circle.

Adventure Three: Reincarnation and Showdown with Sark
Varl is reincarnated as a female tiefling! Ullud, Owen, Rowan, Trich, Tonio, and Fred were present at the reincarnation. Varl remained in her room, unseen by others, for the following fight.

Loots from fight with the Jann. From Sark’s body: Studded leather +2, coat and hat Short sword, hoop sword (enchanted) Dried fish (not enchanted) Coin purse (not enchanted); 72 gold pieces, 3 platinum pieces. 2 small diamonds, 2 pearls Red girdle (not enchanted) Boots (enchanted) Pulp paperback (not enchanted)--think Western dime novels–titled: The Red Flagon

Drawn from the tattoo on Sark’s body’ wrist: Sheath for scimitar; wood, leather, and bone, intricately carved with animals (Doubles wild shape duration; allows control of where the +2 silver claw/tooth/antler appears; once per moon, transform into fey creature or fey touched version of creature.) Short sword, hoop sword (enchanted)

From other Jann: 2 x Dagger +1 2 x Studded leather +2, coat and hat Dried fish and bacon jerky (not enchanted) Bedrolls, changes of clothes etc. (not enchanted) Coin purses (not enchanted) 15 gold pieces, 9 silver, 33 copper Ring (enchanted) Staff (not enchanted) Compass (enchanted)

Adventure Four: Claire Deville Croque and the Discovery of Aluminium
Willa introduces Doc, a centaur-shaped robot made entirely of mechanical parts by Willa.

Claire Deville Croque, a famous clockmaker, is in town looking for Willa, her former classmate. She is stationed at the Gilded Flagon. Fred, Doc, and Willa venture there and collect Claire. She invites them to accompany here to a mining operation in the northwest where she’s discovered an incredibly ductile new metal. The Flagoneers travel there by airship. Willa begins falling in love with the technophile Claire.

Claire’s ship is attacked by a goblin airship. They were ordered to attack by Zim Cran the Powerful, a wizard located in the mountains to the north (no he’s not), amidst dry, barren red mountains. There is a small pit excavation site with a clockwork golem clearly fashioned by Claire.

Seth is reincarnated as a female Jann. There has never before been a female Jann.

Adventure Five: Parenting
Ralkuken visits the Red Flagon with their nine horrible children. Hijinks ensue.

Adventure Six: Long Winter
Session One

Today is Mole Day - a brisk, bright winter morning. It has been winter for an unusually long time. The mole will bespeak the future of the season. Seth (now a Jann woman), Doc, Kip, and Fred attend the festivities.

A multi-faith temple - local stone, stained glass - is the site of the ceremony. A strange Shakespearean/Giegeresque articulated metal ball speaks to us: “Time is out of joint.” Everything but the Flagoneers is frozen in time. It identifies itself as Fate. Another strange metal shape appears, this one made of 12 hands grasping a circle - Time. They attack. Seth banishes Time.

Fate identifies themself and Time as “Inexorables.” Something has happened to Time, they say. There is something missing in Fate’s tapestry in the manifold. Each Inexorable is responsible for one way of tying the universe together.

There are several cases of things lasting forever - a log burning eternally, Owen pouring tea, kids making and unmaking a snowman, etc. Dispelling magic ends the effect. And, in an apparently unrelated issue, some guys from JZ’s camp got beaten up in a forest. When Fred and Kip investigate, they find animals trapped in time loops. They also see a large set of footprints leading down into the ComTek mines.

The priestesses of the Temple of Gond suggest that only an incredible force - maybe magical, maybe technological - could tear a hole in the fabric of reality, and that such a force would undoubtedly leave a mark.

A wingless, sapphire-encrusted dragon dives towards Iron Town. It speaks: “Make way for Majess Alfikry. You have tampered with the manifold and I will set things right.”

Session Two

The dragon confronts Seth, accusing her of being unnatural? I think? A battle is fought. There is a rainbow light. The Flagoneers reawake to a familiar sound, the one they heard that morning. The time is out of joint. Everyone - including Owen - heads to the mines. High in the mountains, following a trail of a mysterious creature seemingly connected to the temporal distortion, the Flagoneers are attacked by some sort of echo monsters.

Session Three

The Flagoneers head up into the mountain, through a crevasse, and find an iron door and a metal box with a green and red gem. Fred (as Comrade Kong) smashes the box to no effect; Doc casts Knock on the door, triggering a rockfall and opening the door. Beyond is an iron golem and an old friend - Victoria Crankenstein. She informs the Flagoneers that ComTek has developed a technique for inexhaustibly extracting a rare resource. The destruction of a wall of force seems to index the time loop.

Another day dawns. The Flagoneers execute a plan to inform Majess Alfikry about the possible source of the time loop. The dragon appears around 4:00pm, repeating the same speech as before; the Flagoneers explain the situation and the dragon waxes professorial on the nature of the temporal distortion. The dragon also conveys a clear understanding of the problem of Crankenstein’s spatiotemporal resource extraction: you can’t get something from nothing - the material needs to be coming from somewhere.

Adventure Seven: Gretretka
Flagoneers:

Doc Kip Gavin Newt Tonio Novoman Trich Ullud

Others:

Dardain Rotrik Brawnstone Solri Brawnstone Leina Glypcart Olga Halfhand Note I should change this so that it redirects to her non-deadname The Knifewards The Matron Lefla Steele The Teenage Beholders Tuck Xanfir

Session One

Several of the Flagoneers have been at work on the whole ComTek thing. Kip and Varl have been going at it pretty intensely, albeit in different ways.

Chippies have been in the news. They've been responsible for bizarre magical side effects. Some of you