Campaign Adventure Notes 060426
Raw campaign notes preserved from Campaign Adventure Notes 060426. Times New Roman 12pt, tight spacing.
=== CAMPAIGN RULES PACKET === Final Seed: F|3PC18U8V|t=20260529|weird=3 Campaign: The Iron Concord of Smoke (Packet I0MJ) Rolled: 06/04/2026 [Factors] CF: 1 (Complexity Factor: max rules looseness cap) MF: 9 (Magic Factor: max spell level cap) PF: 9 (Physical Factor: max innate ability cap) TF: 2 (Temporal Factor: max temporal looseness cap) PsiF: 9 (Psionic Factor: max psionic level cap) TechF: 9 (Tech Factor: max technology level cap) AdultF: PG-13 (Adult Factor: max adult mpaa cap) [Enforced Rules] - Segment order: PCs act on top of segment; Monsters act on bottom (standard). - Known Classes: Full Collective, A.I. are banned - Known Spells: Full Collective, Random are x2 Cost - Known Psionics: Artificial Intelligence Generated only - Known Rogue Abilities: Full Collective - Known Kits/Feats/GGL/Familiars/etc.: Randomly Generated only - XP / Advancement: XP by encounter + story awards. [Classes / Races / Minis Determination] Mode: CF BUDGET PACK Classes+Races+Minis Picks: 6 Budget: (3 + CF) + 2×SN = 6 (with CF=1, SN=1) Per-pick cap: each pick must be CF ≤ 1 Cost model: Class pick costs its CF; Race pick costs its CF; Minis pick costs its CF. Display rule: list chosen picks and subtract cost until budget is spent. [Starting Stat Determination] Mode: ALL 13S Rule: All stats start at 13. Display: Str Dex Con Int Wis Chr = 13, 13, 13, 13, 13, 13. [Starting Package] Starting SN: SN 1 (baseline campaign start). Starting Location: Rural region unknowingly bordering the Far Place (quietly collapsing) Starting Wealth: Starting gp = set at 10,000 Player Picks: Randomly rolled, Freely traded [Custom Weirdness Line] Weirdness: None. Reality is boring today. 6/4/26 SN=1 kxp: 0 to kxp and kgp Storyline: The town sits in a forgotten rural valley where rolling fields, old stone fences, and narrow dirt roads stretch farther than they should. At first glance it appears ordinary: weathered barns lean against the wind, church bells ring on schedule, and farmers still gather at the general store to trade rumors and complaints about the weather. Yet a strange stillness hangs over the countryside, as though the land itself is holding its breath. Travelers often remark that distances feel wrong here. A hill visible from town may take hours to reach, while a distant farmhouse sometimes seems closer than it should be. Locals dismiss such observations with shrugs and stories about unfamiliar roads, though most quietly avoid venturing too far from established paths after sunset. The surrounding wilderness grows increasingly peculiar with distance. Forests become unnaturally silent. Creeks occasionally flow in directions that seem impossible. Abandoned structures appear where no records suggest they were ever built, only to vanish weeks later without explanation. Livestock occasionally wander off and return days later unharmed but strangely altered, staring at empty corners and refusing to enter certain fields. The oldest residents speak of places that no longer exist. They describe crossroads, ponds, orchards, and entire homesteads remembered by dozens of people despite leaving no trace on any map. Family photographs sometimes depict unfamiliar buildings standing where open pasture now lies. Few dwell on such mysteries for long. Doing so tends to invite uncomfortable questions. Recently, subtle signs of decay have begun to spread. Fences sag without breaking. Trees stand healthy while their shadows appear wilted and thin. Wells produce water that tastes faintly of dust and old memories. Dogs bark at empty horizons. Birds alter their migration routes to avoid the region altogether. Unknown to the townsfolk, the valley rests against a weakening boundary separating reality from the Far Place. As that distant and alien realm slowly collapses, tiny fractures have begun to appear along the edges of the world. Most manifestations are harmless oddities for now: misplaced roads, forgotten names, missing hours, and landmarks that seem uncertain whether they ever truly existed. The townspeople remain largely unaware of the danger. They continue planting crops, repairing roofs, attending weddings, and arguing over trivial matters while the fabric of existence quietly unravels around them. The collapse has not yet become obvious enough to inspire panic. But every year there are fewer stars visible from the northern fields. And nobody can quite remember why. A favorite topic of conversation at the town's general store is the legendary Hundred Rooms, a rumored dungeon said to lie somewhere beyond the western farmlands. Every resident seems to know a different version of the story. Some claim it is hidden beneath an abandoned grain silo swallowed by weeds decades ago. Others insist its entrance only appears during heavy fog, concealed within a grove of dead apple trees that cannot be found twice. According to local folklore, the dungeon consists of exactly one hundred rooms arranged in no sensible order. Farmers tell tales of chambers filled with forgotten tools, dusty treasure chests containing a handful of silver coins, and small but dangerous creatures lurking in dark corners. Supposedly each room presents a modest challenge suitable for inexperienced adventurers, wandering mercenaries, or overly curious teenagers seeking glory. The stories agree on one peculiar detail: nobody seems able to describe more than a few rooms. Veterans returning from expeditions recount battling giant rats, goblins, animated scarecrows, and other minor threats before inevitably becoming confused about what came next. Their accounts grow vague beyond the first dozen chambers, as though memory itself becomes tangled within the dungeon's halls. Old maps occasionally surface showing possible entrances, but none agree with one another. Some place the complex beneath nearby hills. Others indicate forgotten cellars beneath ruined homesteads. A few even suggest that the Hundred Rooms slowly drifts beneath the countryside, changing location over time. Most scholars dismiss the tales as simple frontier folklore. After all, every rural region seems to possess rumors of hidden tunnels and lost treasure. Yet enough travelers return with strange trinkets, faded maps, and stories of underground passages to keep the legend alive. Recently, however, the stories have changed. Several explorers have reported discovering rooms that did not match older descriptions. Hallways appear longer. New chambers seem to have formed where blank stone walls once stood. One trapper swore he found a doorway opening onto a landscape that resembled the nightmarish descriptions of the Far Place before the passage sealed itself moments later. The town elders dismiss such tales as exaggerations. Privately, they worry. If the Hundred Rooms truly exists, and if the collapsing Far Place is beginning to leak into the dungeon, then the old legend may be evolving from a harmless local curiosity into something far more dangerous. For now the dungeon remains a relatively minor threat, a place of weak monsters and modest treasure. But it may no longer be entirely part of this world.