RECAP: Strange Aeons Session 52
Return to the Campaign and Undead Encounter
The group recounts visiting to a city made of pale stone, petrified in appearance, where they were attacked by feral undead creatures. They discover these undead rely on a nearby cemetery for food, digging up bodies to sustain themselves. New hostile creatures with red webbed feet invaded the cemetery, cutting off the undead’s food supply and causing starvation and aggression among the undead. The party intervened by killing the red-footed creatures, restoring the undead’s food supply and earning their respect.
The group prepares to continue their quest to find a mad poet and deliver gifts collected over many sessions, aiming to learn more about the antagonist Count Lowls (also called the King in Yellow).

Mysterious Packages and Magical Coins
Upon returning to Cassamir, the party receives two mysterious packages: a painting depicting Count Lowls’s manor in flames and a bag containing magical coins engraved with their names. The coins radiate faint divination magic and carry a warning note: “No one has forgotten what you did. Your fates are in the hands of the gods of death. Toss the coins and seal your doom.” The party wisely refrains from using the coins due to the ominous message. The packages are linked to a figure known as the Bag Lady, identified as a cult leader and serial killer who is stalking the group and aware of their actions, including the burning of Count Lowls’s manor.

On the back of the address label attached to the package, the party finds a note from Cesadia Wrentz, chief investigator at the Silent Agency in Thrushmoor, describing irregular persistent activities around the newly appointed sheriff. The note is partially damaged or incomplete, hinting at possible conspiracies or investigations involving the sheriff and cult influences. The description of the woman dropping off the package matches a known ally named Winter, raising suspicions about her true allegiance or possible doppelganger involvement. Doppelgangers have been a recurring element in the campaign, complicating trust and identity.

One character, Jax, sensitive to magic, detects the coins’ magical aura and notes that the coins seemingly “want to be flipped,” but the party unanimously decides against risking their use. The coins and packages symbolize a looming fate or curse, emphasizing the campaign’s theme of supernatural threats and divine judgment.
Magic Shop Visit in Cassomir
Ruid visits a small druidic magic shop run by Manuadox, a human druid from the northern Elvish forests, who sells rare magical items such as snap leaves and a mysterious candle. Snap leaves are expensive (750gp each plus 10% carriage cost) and difficult to craft and preserve. Ruid spots a candle, initially unidentified, is revealed through an Identify spell to be a “Corpse Candle,” which allows continuous Speak with Dead effects while lit. Manuadox is somewhat reluctant to keep the candle but offers it at a discount, signaling its dangerous or unwanted nature. Ruid negotiates and purchases the items using gold received as a reward from a senator.

Commissioning a Ring of Invisibility
Napalm Grady visits a larger, more commercial magic shop in Cassomir named “Erladius’s Magic and Wands,” featuring many standard magical items and an option to commission custom creations.
The shop clerk, Bill, informs Grady that commissioning a Ring of Invisibility costs approximately $25,000 gold and requires signing a legal waiver to avoid responsibility for criminal misuse. A 10-day crafting period is standard but can be expedited for additional gratuity. There is some discussion regarding materials for the ring, with platinum being a mid-range preferred option that does not increase cost. Bill emphasizes the seriousness of such commissions due to potential criminal abuse, But Grady decides to sign the comprehensive waiver and put a down payment on the ring.

Deep Gnome Liquor Challenge
Elib attempts to drink a rare and potent beverage called “Deep Gnome Everclear,” produced by deep gnomes, which few have successfully consumed. The drink appears as a clear liquid with strange orange fumes and causes intense effects resembling being hit by a brick, followed by a recovery phase. Elib successfully passes fortitude and wisdom saves, impressing the crowd and earning a place on a bar plaque. A challenge is issued for another drink, with bets placed and consequences for failing including unconsciousness or permanent intelligence loss. Elib wins the fortitude save but fails the will save, suffering a permanent -1 intelligence penalty, reducing his intelligence score. The group discusses possible magical remedies like Restoration or Regenerate spells to heal the damage, though physical brain damage may be difficult to remedy.

Casemir’s Magic and Knowledge Resources
Andi explores various magic shops and bookstores seeking information on the Dreamlands, the Yellow King, and related cults. Most shops cater to novice mages and contain common spells and histories. She discovers a hidden bookstore named “Nebulith Ocean,” accessible by ringing a bell and entering a secretive hallway. Inside, an elderly knowledgeable bookseller offers rare books on the Dreamlands and the Yellow King for 50 gp each, with a requirement to share recent adventures as payment. The group acquires four rare books, including one about demonic commerce and exploitation, which provides insights on demonic influences and trade in the Dreamlands. Andi begins transcribing the books into common language for easier understanding.

Transition to Dreamlands and Temporal Anomaly
The party undergoes a magical ritual and awakens in the Dreamlands, specifically at a caravanserai that appears restored and active compared to previous visits. Evidence suggests they have traveled back in time or to an alternate timeline where the caravanserai is functioning normally. Environmental details include a working fountain, animals present, and signs of life and commerce. The party notices linguistic oddities such as mismatched lip movements and auto-translated speech, typical of the Dreamlands. They prepare to enter the caravanserai without stealth, intending to conduct business and gather information.
Approaching the caravanserai, the party observes large hound-like magical creatures guarding the entrance, along with a smaller shifting, formless being. The creatures are identified as magical guardians, possibly of demonic or otherworldly origin. The group attempts to communicate and negotiate entry, expressing intent to purchase animals (horses, camels) for travel and supplies. The smaller creature acts as a gatekeeper, permitting inspection and entry to the courtyard. In the courtyard, the party observes animals and shadowy creatures that flicker in and out of visibility depending on sunlight exposure, suggesting magical concealment or dimensional shifting.
The party identifies the shadowy creatures as night gaunts, known demonic servants adept at handling animals but lacking understanding of commerce or money. The group requests to speak with the local leader or headman, and are led toward a general store within the caravanserai complex. Inside, they encounter a man previously thought dead, now alive and acting as a merchant or supplier. A contract is presented for the purchase and transport of animals, revealing stringent and harsh clauses with severe penalties, including death and physical mutilation for breaches. The contract is inferred to be written by devils or demonic forces, emphasizing the dangerous nature of the deal. The party debates terms, including route flexibility and legal bindings, aware of the Dreamlands’ unique temporal and spatial rules.
Meeting with Mr. Wanderlust and the King in Yellow’s Fate
The party meets Mr. Wanderlust, a towering, imposing figure described as about 12-14 feet tall, wearing a top hat and sharp teeth, embodying a mysterious and possibly sinister presence. They inquire about Count Lowls (King in Yellow), learning he has been taken to the “moon,” a place of punishment and exile in the Dreamlands. The moon is described as a prison where entities like Count Lowls are confined, hinting at a significant quest to reach or rescue him. The party is told that the King in Yellow and Count Lowls are the same entity, whose growing power is a source of curses and chaos. Mr. Wanderlust suggests the party must find him to lift curses and resolve ongoing threats. The party plans to deliver a heavy, magical box to a distant city as part of their quest, with the option of side jobs.

The conversation hints at complex political and supernatural intrigue involving powerful entities in the Dreamlands.
Conclusion and Next Steps
The group prepares to proceed with their quest, balancing logistical concerns such as transporting animals and delivering the magical box. Scholars nearby continue their arcane work and rituals, supporting the party’s mission to confront Count Lowls and related threats. The session ends with anticipation of further exploration, challenges, and unfolding mysteries in both the Dreamlands and the prime material world.
Key Insights and Themes:
- The campaign blends traditional fantasy RPG elements (dragons, undead, magic items) with Lovecraftian and mythic horror motifs (the King in Yellow, Dreamlands, demonic contracts).
- Player choices and chance heavily influence outcomes, often with humorous or tragic consequences.
- The Dreamlands represent a fluid, mutable reality with temporal anomalies, magical conceals, and complex political factions.
- The narrative emphasizes the interplay between mortal agents and cosmic or supernatural forces, with contracts, curses, and cults shaping the story.
- Character progression and acquisition of magical items and knowledge are crucial for advancing the party’s objectives.

