Gary's Games

Dreamhounds of Paris part 2
The day after the dream

November 4, 1932
The cast:
Marcel DuChamp (Mark)
Marcel Moore (Kathy)
Gala (Gerri)
Charlie Watts (Brett)

Our dreamers attempted to reunite in the Dreamlands, went home, and had a fitful night of sleep. Apparently unable to dream in any way.

They return to Le Cyrano and compare notes. Dali has insisted that he’s going to stay in bed all day. Claude also is not at the bar. They begin to compare notes and slowly come to realize that they did indeed dream, but that the details are slow to reveal themselves.

Charlie had been dreaming of walking through the streets of Paris when he suddenly found himself on the shore of the ocean, on a rocky promontory, the smell of rotting fish, and the sea in the air. He looks over and sees Duchamp who is staring at the rugose plain behind them, dotted with leafless trees and abandoned farmhouses.

Marcel in her dream is walking along and sees Charlie and Duchamp standing in a field. She looks up into the sky, a greyish overcast sky that is pulsing, throbbing, with a greenish color. This memory had eluded her until she had sat down at the table with Gala, Duchamp, and Charlie. She realizes that Gala was in the dream as well, but that Dali was not there.
The remembering continues- a figure lurks in the doorway of one of the farmhouses, they are somehow drawn to this person, even from a distance, they can smell his stench and know he is ridden with lice. The figure is familiar, but they cannot place the memory.
It begins to set in that they were in the Dreamlands, but only now are remembering it. It is as if it is a shared memory.

The figure begins walking towards them but there is something or someone behind him. It is a yellowish figure…almost a stain of yellow in reality. In the sky, there are crows, hundreds of them. As they look closer though, they see that they are not crows, but actually are squids flying in the air. The color of the sky changes to a vaginal darkness. The yellowish stain continues to follow the enigmatic figure approaching you.

Charlie attempts to dreamscape a banana tree in the figures way and does. He then tries to get a large clump of bananas to fall on the yellowish figure but fails.

As they discuss what occurred in the dream, they realize that they know who this figure is.

It is Maldoror, murderous Maldoror! Part romantic hero, part monster, who had undertook a battle with God in the book Songs of Maldoror written by Lucien Ducasse under the pseudonym of Comte de Lautreamont.

This figure may be the key to why they cannot dream, or why they cannot actively remember their dreams.

Luckily, for them, this book was one of Breton’s favorite pieces of literature. This Homeric epic, written in the late 1860’s, seemed to personify the struggle of art and man against society to Breton. He even has a copy. Another man, who supposedly knew Ducasse, one Leopold Didot, owned the copy he has.

They decide to find Didot and question him about the book.

Didot lives in a squalid flat on the rue Doudeauville in Montmartre. He is old (born in 1837) and seems to survive off bread, milk and spite. He initially refuses to talk to the dreamers until they flatter him enough to gain entrance. As they enter his apartment, dozens of black cats scatter and leave hissing out the open window. They discuss the book and Didot goes on and on about the sorry state of art and poetry. They gather the following information from him:

  • He knew all of the artists and writers of that time- Mallarme, Baudelaire and even Victor Hugo
  • Ducasse was a pipsqueak and a madman and if there was, any justice in the world it is that the filth he wrote was consigned to the literary scrap heap
  • The man was insane. And if you need proof of that Ducasse said that his sickening descriptions were of another world that was like a dream, but real
  • Ducasse also claimed that men could reshape that realm to their will. That painters like Gustave Moreau and Odilon Redon (part of the symbolist movement of art) could do this.
  • Was Maldoror real? Absurd! On his deathbed, Ducasse said he would go to meet him in Thalarion where together they would unite and fight Lathi.
  • Some other artists were mixed up in the dream nonsense. Baudelaire learned to go there while translating Poe. Mallarme went mad there and spent his last years writing a poem consisting of text that lined to other bits of text, about the rolling of dice.
  • He hints at something called ‘The Yellow League’ and that maybe Ducasse was poisoned.
    Abruptly he halts the conversation and ushers the players out. They do a little research on the Yellow League and only find that it was a political movement during the second French Empire)

Other things you know:
Thalarion: a city in the Dreamlands also known as the City of a Thousand Wonders. The spires of this city reach so high into the sky that their tops cannot be seen from the ground and the outer walls extend far past the horizon. The carven gate Akariel stands athwart its pier. No one who goes through it ever comes out: only madmen and monsters survive here.
Lathi: the phantom ruler of Thalarion. Some call Lathi a false god.

Dreamhounds of Paris
Afternoon Coffee

November 3, 1932
Le Cyrano bar next to the Moulin Rouge

The Cast
Kathy: Suzanne (aka Marcel Moore)
Mark: Marcel Duchamp
Gerri: Gala
Brett: Charlie Watts
Claude Calhoun- NPC
Dali- NPC
Andre Breton- NPC

The depression is settling in on Paris, and Andre Breton couldn’t be happier. Finally, he says to his fellow surrealists, finally- there will be no money to pay for art! There will be no more patrons! Just art! Art for the sake of art!

The others at the table don’t agree with him. They are tired, and weary for some reason. Dali cannot remember the last time he felt like creating anything. He’s detached.

The new member at the table has arrived with a portfolio of photographs from New York city. He aspires to be a surrealist, but only Breton will allow it. The others are impressed by his work. But they are tired. They aren’t sleeping…or are they sleeping too much.

They aren’t dreaming. As a group they begin to talk about that. Breton angrily leaves as no one is willing to talk about the triumph of art over economics.

Gala remembers the last time she and Dali were there. They were journeying down the Oukranos, fishing peoples secrets out of the water as they went.

For Duchamp, the last time he remember was playing one of his favorite opponents in chess…the captain of the guard in the town of Kadatheron.

They continue to look at the photos Watts has brought. He specializes in double exposures. His best they all agree, is one of the skyline of Paris…but what attracts them to it is the skyline of Celephais that bleeds through the image to them.

As the day wears on, they decide that they must return to the Dreamlands. They leave and agree to meet each other there that night.

What dreams will be dreamt?

Shore Leave!
The Search for the Mad Mage's Eyes Continues!

The ‘Black Drake’ docks at the Rock of Bral and the players disembark to see the sights.

Their first stop is to visit the Fireball Alliance, the local guild hall for mages of all types. Grink and Rodalyn are allowed to enter and Rodalyn gets a membership to the guild. Membership, having its privelages, allows him to do some research on Greyspace, curses, and so on.

While he’s doing that, the rest of the party heads to a bar! They go to Large Luigi’s, a sketchy tavern run by a Beholder. Of course a bar fight breaks out! They square off with the crew of the ‘Starfire’, a rival ship that once beat the Black Drake in some kind of race. The crew of the Black Drake is triumphant, and Luigi expels the defeated crew of the Starfire from his bar.

Hetron decides to chat with Luigi the Beholder and ends up getting charmed by him. Hetron spills it. Spills all of it. About what they are doing, where they have been, where they are going….he sings like a prison canary. Speaking of singing…Rodalyn arrives and pulls out the pan flute…and rolls a natural 20 on his performance roll!

From the bar, the players head to the headquarters of the Pragmatic Order of Thought, an organization they believe can help them remove the curse on Hassans arm. On the way they are ambushed in an alley by some Yakuza! (yes…YAKUZA!!!!!!!!!!!!) They defeat all but one of their assailants who slips away from them into the city. Hassan performs a ‘live sacrifice’ of one of the Yakuza and discovers it seems to ease the tension on his arm. How interesting!

After some navel gazing with the Pragmatic Order of Thought, the party is led to the temple of Ptah, where some starry eyed (literally) priests remove the curse and free Hassan’s arm from the evil amulet!

Back at the ship they find the captain has secured passengers (4 gnomes and a dwarf) and cargo (crates of silk) and is prepared to leave for Greyspace.

They depart, and eventually enter the sphere of Greyspace. Once there they are ambushed by pirates! Star Vampire Pirates no less!

A Galleon and two Dragonlfy ships attack them. The Dragonfly’s are crewed with boarding parties. The crew of the Black Drake destroys one of the Dragonflys with a critical hit from their ballista but cannot repel the other boarders in time. Meanwhile the Galleon begins to fire volley after volley of catapult shot at the ship.

Rodalyn takes the fight to the ships themselves! He manages to fly out and fireball the other Dragonfly and harasses the Galleon enough to get it to break off its attack.

On deck, the battle is engaged and one of the gnome passengers and the dwarven passenger are both killed. Hetron is taken out of the fight but is quickly restored to service by Hassan. After a heated battle, the boarders are killed off and the attacking Galleon is allowed to speed away. Perhaps they will meet again?

The Shrine of the Bronze Congregation
Our first foray into 5E DnD

Welcome to the town of Daggerdowns! A town of adventure, mystery, and danger!

Days ago several children from the town disappeared after playing in the hills above the town. One child came running home, terrified and telling tales of shadows detaching from the walls of a cave they had found. The mayor of the village, Mayor Quartz- an unbelievably old Dwarf, and the priests from the temple of Mishakal, charge a group of adventurers with the task of finding the children and bringing them home if they can.

Our adventurers and their status at the end of the game
Ornic the Wise (Dwarven Priest of Mishakal)- deceased
Kepeshkmolik Ashunderlaa (Dragonborn Ranger)- deceased
Iados (Tiefling Sorceror)- 2nd level
Voltar III (Human Sorceror)- deceased
Gil Ho-Tep (Dragonborn Fighter)- deceased
Strand Brandleburr (Halfling Cleric of Yondalla)-deceased
Pyotr (Gnome Rogue)- 2nd level
Thagbran (Human Barbarian)- 2nd level

Ornic, Kepeshkmolik and Iados began the day inspecting the outside of an old cave where the children were thought to have entered. Outside of the cave were several broken pillars. The pillars had ancient dwarven writing on them and were of a style of dwarvish architecture that nobody had used in at least a hundred years, maybe more. The writing indicated that this was a temple to an old sect of human gods known as ‘The Bronze Gods’.

Ornic knew of this old cult and how they were involved with Dwarves. Centuries ago Dwarves and humans hated each other. It is rumored that a group of Dwarves began worshiping a sect of human deities, hoping to curry favor with them in order to either best the humans, or at least end the fighting between the two races.

The trio entered the cave and came to a hallway where they could see the scattered footprints of the children and some odd drag marks. Closer inspection of these drag marks revealed a slimy residue…like… a snail trail. Suddenly, the ceiling came crashing down on them in the form of 4 conical stones…one of them striking Iados! The stones did not shatter on impact with the ground. Instead, they righted themselves and began slowly moving back up the sides of the walls. The creatures were dispatched quickly as they moved very slowly, and were very easy to hit. They appeared to be some kind of mollusk that was living on the roof of the cave.

After a moment they gathered their wits and went further into the temple. They came upon a room with four bronze statues in it, and in front of each statue lay the lifeless form of a child. The statues were of a naked woman holding a basin above her head, a naked man with wings, a naked woman with a bulls head, and a naked man with a goats head. The room also had a small stone altar with a bronze bowl and knife on it.

Of course…the statues were animated and of course one of them began attacking them. The statue of the woman with the basin began to slowly move and tried to bash their heads in with her empty basin. They dented her and decided to run for it back down the hall and towards a door they had spied. The statue continued toward them, slowly.

Making their escape they entered a very large and dark chamber. This room appeared to be some kind of festival hall as the ruins of many tables and chairs were strewn about. They could see the footsteps of the children in here as well…two sets coming in and one set leaving at a run!

They didn’t get much of a chance to insect these as Ornic was ambushed by two Shadows from above. The Shadows struck him down and moved in to finish his companions. Kepeshkmolik was downed quickly as well and Iados was knocked out cold shortly afterwards.

Hours later, Iados awoke in the darkness. He carefully checked his companions and found they had no pulse, and were cold to the touch. He returned to the town and recruited the assistance of Gil Ho-Tep and Strand Brandleburr.

Again Iados and his brave companions entered the temple. This time they were accosted by many more Shadows! Gil Ho-Tep and Strand Brandleburr were struck down but at least they took a few of the Shadows with them.

Iados once again returned to town and recruited the assistance of Voltar the Third and Thagbran the Barbarian. He warned them about the Shadows and how he knew they would be waiting for them.

Voltar cast Mage Armor on himself and the trio entered the temple. Voltar died instantly when a Shadow shot straight through him (critical hit!) Thagbran went into a rage! The remaining Shadows were dispatched!

Pyotr the gnome rogue came running up to the temple….afraid he would miss out on the fun, he had followed the trio to the cave.

They went back into the festival hall and inspected the wine cellar. Here they were attacked by what they recognized as a Darkmantle. it was like a leathery squid-bat-thing and it tried to eat Thagbrans head.

As they continued to search they found the last remaining body of one of the missing children…and got to fight his Shadow as well. They found a concealed room full of silver plates and cups.

They went into the first chamber, and discovered that the statue which had been attacking them was nowhere to be found. The other three were still there however. They found the skeleton of an old priest and disarmed the trap on a chest to score a jeweled dagger and ruby encrusted chalice.

Returning to the room with the statues…they thought and thought and thought about what to do. Iados used his sorcerous powers to make it appear as if he was pouring blood into the bronze bowl. This brought the remaining statues to attention.

At this same time, Mayor Quartz appeared with a warhammer in hand and began accusing the players of being “meddlers in things they didn’t understand”. Thagbran made as if he was drinking the blood and ordered the statues to attack Mayor Quartz. Which they did…murdering him…ripping him limb from limb.

And with that…they returned the statues to where they found them, and took the bodies of the children…and all of their former comrades in arms back to the town for a proper burial.

They learned that Mayor Quartz was trying to resurrect the old cult but they don’t know why.

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


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