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Fresh from the warforged slaughter in The Blastlands, the Void Knights Grimnar, Nehebka and Muffy are escorted into the war camp of the Rust Blood Alliance on Dämmerung. Nobody dies and nobody fights. Instead, the three sit through a tense war council, take a sandy drink or two, get adopted by a squad of fish-men, and face a late-night interrogation by a mind flayer. By the end of the night they know what is eating this world: a war machine made of its makers’ own minds, fed a sliver of black glass that Nehebka suspects is tied to The Shadow King.

The Story

A Shadow in Twilight

The episode opened far from Dämmerung and far from The Dread Fortress, in a realm of perpetual twilight under a shadowed sun. A castle rose above a thriving town there. Inside it, a man in a slate blue tunic stood at a window and spoke to someone unseen. He said that the Shadow King had once been “broken, murdered,” and that his power had been sealed away: “He was trapped within a box. A box. The power to shape reality and the void itself was used for spectator sport.” That power, he said, had now been “flung across this microcosmos,” and it filled him with dread. “When used recklessly, even a fragment of that power will usher disaster.” Then the scene left him and his secrets behind.

Welcome to the War Camp

Back on Dämmerung, Grim, a small goblin leading five more, took the party up a ladder-stairway into the Rust Blood Alliance war camp. It was full of peoples from The Underdark: drow, kobolds, goblins, hobgoblins, bugbears and Kuo-Toa, the “walking fishmen.” All of them were hauling crates, digging trenches and raising barricades. When the three newcomers appeared, the record scratched and everyone stared.

Nehebka took in everything: matching uniforms, crystal-tipped staves bent into J shapes, officers with gold shoulder stripes. Grim’s own squad stood out in red berets and gas masks. She also caught the mutters: “I’m going to need more than three to win this war,” and, more worrying, “Wasn’t there another knight here already?” Grimnar caught nothing at all, and was proud of it: “I am following the will of chaos. I don’t need to be present.”

The War Council

In a large bell tent guarded by drow halberdiers, officers argued over a map covered in stone tokens. At the centre stood a tall drow in black plate with silver filigree. She was Trissavin Baenerret, war mistress of the drow conclave on Dämmerung. “Hey, everybody, look at what I found out in the Blastlands,” Grim announced. Grimnar introduced himself as “a Void Knight of the Dread Fortress,” and then introduced the silent Nehebka on her behalf, and Muffy, who managed a “Hello.”

A bushy-browed duergar with a hammer and a spiral-braided beard pushed forward and asked whether they could be trusted. Nehebka answered him coldly: “It is not about if we can be trusted. It is about what our purpose is. And we see that you have a problem that is soon becoming ours.” He was Gund Ashbrow, the Alliance’s chief artillerist. He decided they were “far too chaotic to be programmed” to be spies. When Nehebka promised that sand would go down his throat, he bristled. She answered, “I do not threat. Everything I say is a promise.” That ended in a shared complaint about sand: it’s coarse, and it gets everywhere.

Triss then told them that two strangers had arrived a day or two earlier. They wore blues and grays, chain mail and heavy hoods, and carried longswords. They claimed to be an advanced scouting party. They “spoke of chaos,” a word Triss’s people had never had, and said a great accumulation of it was the root of their problems. Then they headed into the Blastlands toward the mountains. Grimnar had served the Fortress for about twenty years, and he knew a second team wasn’t standard. Stolas had sent only these three to Dämmerung. He also defended chaos itself: “it is in itself not harmful or not evil. It is a fundamental force that drives the fate of all of us.”

The Squid and the Angel

The war, Triss explained, was in its tenth year. It had begun when Overworlders raided Underdark homes and temples for treasure. Losing badly, the Underdark peoples united under one banner and built something to win for them. “It stopped regarding us as allies and started to regard us as resources and obstacles.” That was The Warmind, and it now meant to wipe them out. It cast “an umbrella over Dämmerung,” distorting messages and making magic wax and wane unnaturally. Their answer was a desperate operation at a mountain two days south, the Warmind’s lair.

Gund kept grumbling about “that damn squid.” The squids turned out to be illithids, mind flayers, who had helped the coalition build the Warmind: “They were making a brain. Something that could think.” When Muffy innocently said she wasn’t nervous that it was their brain, everyone looked at the floor. Triss cleared the tent and admitted the worst of it: “When I say that we all collectively contributed to this Warmind, it is both literal and physical.”

Nehebka was unmoved. “Forgive me if you thought I cared.” Gund stormed out, and Triss revealed their last hope. Early in the war, with the Warmind’s help, they had struck down “the corpse of an angel, a gargantuan being of light and justice.” Gund meant to turn that divinity into a weapon. Triss invited the party to a meeting about this “armament” the next morning.

Grim’s Tour and a Barracks Huddle

On the walk to the barracks, Grim apologized for Gund’s grumpiness. He said his Redcaps rescued people from the Blastlands, and that if the Warmind ever reached a certain city’s gate, “it could spread everywhere.” The armament had only been started a couple of months ago: “It’s genuinely last ditch, and don’t tell anybody I said that.”

Alone in the nearly empty barracks, the three compared doubts. The council had said almost nothing about the Overworlders, and they had killed an angel to use its power. Grimnar wondered whether “this war is already over and they don’t know it yet.” Nehebka had her own verdict on Gund: “He is the single piece of sand that will break the hourglass.”

The Sands Speak

Grimnar and Muffy went to find food. Nehebka stayed behind, after quietly fixing grains of sand to their clothes so she could track them, because “she is the sand, the sand is she.” She drew a circle and an ankh in sand, chanted in an archaic tongue, and prayed to her god-king about the two strangers. Something inhaled, as if lungs had not tasted air in millennia. A voice answered: “Their steps, their purpose. Shadows link them. Chaos beckons.” It said a new king was rising, and that every king needs a crown.

She asked how this king would find its crown. She felt a distant desert sun on her back, and the voice came again: “When something is broken, its pieces lie scattered. And every piece has a reflection. When bathed in light, oh what shadows it will cast. Look where the darkness gathers.” She came out of the trance to find a young hobgoblin mail courier in the doorway, his heart pounding. “The sands have no feeling, child,” she told him. He still asked for help with the camp’s camouflage wards.

Mess Hall Diplomacy

At the mess tent, Grimnar ordered “three of everything” from a bugbear chef in an apron and chef’s hat. The chef had never heard of the Dread Fortress, or of the Grandmaster. Grimnar was stunned: “You live in the void and you don’t know the grandmaster? Elusia Skypiercer? She is the ruler of all of us.” The chef’s reply: “I don’t remember voting for her.” Grimnar said the Grandmaster had been in power for “like 700 years” and “looks very good for her age.” He admitted, “This has never happened to me before.” Naturally, he and Muffy then tried to recruit the chef for the Deathmatch. “If you win, glory. If you lose, that sucks.” He wondered whether he’d just die regardless. “Sometimes they come back.”

At a nearby table, a squad of Kuo-Toa asked what squad the newcomers were from. “We’re 35th,” Muffy lied. The fish-men were the 34th Deep Divers, a squad that had been shrinking, and they were overjoyed. They slammed the table and chanted “three, five, three, five.” It meant they hadn’t been wiped out. They praised the “Changebringer,” and Grimnar recognized it: “Are you talking about Chaos?” Soon the whole table was pounding out “Chaos! Chaos!” with Grimnar joining in, much to the annoyance of two other squads and the chef.

What Chaos Showed Them

Nehebka arrived and shared her omens. She believed the two strangers were “in alignment with what was the Shadow King.” Grimnar charged himself with chaos energy, and Nehebka touched his face to guide him, leaving a hot glass fingerprint behind. He heard a second, distant heartbeat, then saw chaos flowing south to a mountain where a pulsing orb of condensed raw chaos waited. Muffy took out the one sheet of paper she always carries and painted it with a dry brush. The image showed the mountain glowing the same magenta as the warforged, with a small crevice a quarter of the way up as its entrance. The plan was to deny that power to the strangers and to whatever king was rising.

A Night of Sand, Rum and Art

Back in the barracks, Nehebka raised a wall of sand-stone around their cots. “What the fuck?” said the card players outside, who then politely asked how to pass a drink through. Grimnar’s hand shot through the wall, grabbed the bottle and drank. It was sandy, and he choked, then immediately took another swig. “It’s pretty good actually… it’s a nice texture.” The sand he’d swallowed was dead sand now, and would pass through him in a few hours.

The wall came down and the party mingled. A hobgoblin named Calvin of the 23rd Madcaps (Muffy promised to put “Calvin the Hobbs” in a comic strip) explained that the Alliance was “taking a lot more L’s than we are W’s.” Getting captured by the Warmind was worse than dying: “I wish you were dead.” Nehebka sculpted a forlorn glass Calvin. Grimnar rushed over, overjoyed to meet a fellow artist, and whittled a wooden David. Muffy ran a dice game called Cabals and Krakens. She was a horrendous game master, making up the rules as she went and handing a player his opponent’s bones the moment he asked for them.

The Nightingales

Nehebka sensed three heartbeats at the door, “all strangely calm.” Five figures entered. Their leader wore a bloody bladed apron and a mechanical plague-doctor mask, and four others wore blank white masks and veils. “Those are nightingales,” Calvin whispered. They were on the Alliance’s side, and the reason nobody ever came back to tell what the Warmind did with captives: they were the ones who kept the fallen from being taken.

The Nightingales led the party back to the council tent. There the leader unmasked: lavender skin, a pulsing brain and four tentacles. He was an illithid. “What big eyes you have,” said Muffy. “And what large ears you have. Fascinating.” He explained that nothing had left Dämmerung in five years; “We made it. And now it is unmaking us.” Each night his Nightingales destroyed every fallen body they could find, so the Warmind could not harvest them.

Then he told the real story. Years ago a black star had fallen from the sky, and Kuo-Toa had gathered around it shouting about the Changebringer. It was “a tiny finger bone, made of perfectly black glass,” and staring into it felt like being pulled in. They fed it to the young Warmind. Overnight it grew, and overnight they started winning, until they were losing. “The noise, ah, the noise. If only you could hear.” Calling himself one of the last of his kind, he asked for their help: “I believe you three are that punch.”

The Physician’s Inquisition

Before letting them go, he asked to read their minds. If they refused, “Then we will have to ask kindly.” Nehebka stepped forward alone: “what you might find within my mind is not easily comprehensible.” He found her mission, her protectiveness, and then her first master, a dark lord of pyramids and sarcophagi who was “darkness and power itself.” He pulled back shuddering as sand fell from his hands. Her god-king had made it clear that he was watching too. “Well, that was exhilarating.”

He replaced his mask and gave his name: The Physician. His mother had just wanted something long and important-sounding. “Mine just called me Muffy,” said Muffy. Once he left, Nehebka visibly struggled to hold herself together. In the barracks, Calvin stared at them: “People don’t normally come back.” The soldiers brought blankets and bottles, and the three slept before the morning’s meeting.

Notable Moments

  • A man in a twilight castle opened the episode by describing The Box of Chaos and the Shadow King’s power, now scattered across the Void.
  • A bugbear chef had never heard of the Grandmaster and “didn’t remember voting for her,” so Grimnar and Muffy tried to sign him up for the Deathmatch.
  • Muffy’s lie made the party honorary members of the “35th Deep Divers,” and it ended with a mess-tent chant of “Chaos! Chaos!”
  • Grimnar bit a sand finger off Nehebka’s hand, then drank sandy rum twice and declared it “a nice texture.”
  • The black star: a finger bone of black glass fed to the Warmind, after which “overnight it grew.”
  • The Physician read Nehebka’s mind and came away shaking, with sand falling from his hands.

Memorable Quotes

  • Nehebka: “I do not threat. Everything I say is a promise.”
  • Trissavin Baenerret: “Yes, we made our own problem meant to save us. And now it is our damnation.”
  • Bugbear chef: “Was there a memo? Was there a missive? Because I don’t remember voting for her.”
  • Grimnar: “Chaos cannot be controlled. It can be wielded. It could be directed. But trying to hold on to too much will lead to ruin.”
  • Nehebka: “I was not created to eat. I was created to protect.”
  • Calvin: “We’re taking a lot more L’s than we are W’s.”
  • The Physician: “We made it. And now it is unmaking us.”

“When something is broken, its pieces lie scattered. And every piece has a reflection. When bathed in light, oh what shadows it will cast. Look where the darkness gathers.” — the god-king’s voice, to Nehebka

Who and What Appears

Characters

Grimnar (Mudcat)

  • A bear-like Void Knight of the Dread Fortress, about 20 years in its service, with burned fingers.
  • A devotee of chaos (“the wheel of chaos”; Nehebka calls him “the acolyte of chaos”). He holds that chaos is not evil: “It can be wielded… trying to hold on to too much will lead to ruin.”
  • Can mimic others’ abilities: he copied Nehebka’s tremorsense and the Physician’s magic resistance. He senses chaos visions and crackles with chaos lightning.
  • Whittles figurines; carved David. Eats whole fish. Took a sandy finger and sandy rum without hesitation.

Nehebka (CriticalBard)

  • A sand being: “She is the sand, the sand is she.” Has tremorsense (30 ft) that detects heartbeats.
  • Rituals with an ankh in sand; prays to and serves the God-King, “the dark Lord she originally served” (pyramids, sarcophagi, desert). “In her mind, she still serves one person only.”
  • “I was not created to eat. I was created to protect.” A guardian; meditates rather than sleeps.
  • Turns sand into glass and sculpts; casts wall of stone from sand; leaves a glass fingerprint when casting guidance.
  • Commander Kaim interrupts her meditations (DM’s improvised image).

Muffy (JustSeum)

  • A small fennec-fox creature with large ears; can stretch about three inches taller on her hind legs.
  • A painter (“I paint there”) who reveals images with a dry brush on the one sheet she always carries.
  • Carries a “call to home” on her back. Ran Cabals and Krakens badly. Her mother “just called me Muffy.”

Trissavin (Triss) Baenerret: drow war mistress of the drow conclave on Dämmerung and leader of the council. About 6’2”, in black plate with silver filigree. Stoic, desperate (per the Physician). Has worked with Gund since the war began.

Gund Ashbrow: duergar chief artillerist of the Rust Blood Alliance. Spiral-braided beard, hammer. Leads the angel-weapon project. Calls illithids “the squid”; hates sand.

Grim: goblin leader of the Redcaps (red berets, gas masks). Rescue and commando work. He found the party and vouched for them.

The Physician: an illithid, “one of the last of my kind,” who leads the Nightingales. He wears a mechanical plague-doctor-like gas mask and a bloody surgical apron with blades and a wand. Mind-read Nehebka and was rebuffed by the God-King.

The Nightingales: four white-masked, veiled medics. Each night they destroy the Alliance’s fallen, brains and bodies, so the Warmind can’t take them (“counting corpses”).

Calvin: hobgoblin of the 23rd Madcaps, with a high-and-tight haircut. Subject of Nehebka’s glass sculpture and Muffy’s planned “Calvin the Hobbs” comic.

The 34th Deep Divers: Kuo-Toa tunnelling squad, seven at the start and fewer now. They worship the “Changebringer”/“flux bringer” (chaos, “many names”). Salute is two chest slaps and a gargle. They adopted the party as the “35th.”

Unnamed NPCs

  • The bugbear chef: never heard of the Grandmaster; a Deathmatch recruitment target.
  • The young hobgoblin mail courier: asked for help with the camouflage wards.
  • The drow guards.

The two strangers: in blues and grays, chain mail, heavy hoods, longswords and one shield. They claimed to be an advanced scouting party, knew about chaos, and headed through the Blastlands to the mountain. Nehebka believes they are aligned with the Shadow King.

The man in the slate blue tunic: an unnamed figure in a twilight castle realm who knows the Box of Chaos history and dreads the scattered power.

The God-King: Nehebka’s deity. Answers via breath and desert sun.

The Warmind: an elder brain built by the illithids with the coalition, literally from the peoples’ own contributions. It turned on its makers, grew from the black star, blocks communication and travel, and builds Warforged and Titans.

Mentioned: Stolas (gave the mission); Elusia Skypiercer (“ruler of all of us”); the Shadow King.

Places

  • Dämmerung: the war world. The Underdark peoples fled to its surface.
  • Rust Blood Alliance war camp: bell tent, barracks (ten cots), mess hall, watchtowers, camouflage wards.
  • The Blastlands.
  • The mountain, about two days south: the Warmind’s lair, with a crevice entrance about 25% up and a pulsing chaos orb.
  • The city with “the gate”: if the Warmind reaches it, “it could spread everywhere.”
  • The twilight castle realm: shadowed sun, perpetual twilight.
  • The Underdark: dwarven bastion cities, drow conclaves, goblin warrens, kobold dens.
  • The Dread Fortress (mentioned).

Items

  • The black star: a metacarpal-sized finger bone of perfect black glass that “pulls you in,” given to the Warmind.
  • The angel corpse and Gund’s “armament” (the “divine bomb”).
  • Crystal-tipped J-shaped staves and wands.
  • Muffy’s ever-same sheet of paper and dry brush; her “call to home.”
  • Grimnar’s wooden David; Nehebka’s glass Calvin.
  • Homemade molasses rum.

Lore statements

  • The Shadow King was murdered and his power boxed and used for spectator sport. That power is now “flung across this microcosmos” (cold open).
  • The Warmind’s chaos source jams messages and travel. The Physician says for “these past five years”; Triss says the war is in year 10.
  • Void Domain knights patrol the Void and have reports of illithid voidcraft (“tentacled vampires”).
  • Some peoples of the Void have never heard of the Grandmaster or the Dread Fortress.
  • Grimnar says the Grandmaster has been in power “like 700 years” (hearsay; see Continuity).
  • Divination omens: a new king rises; every king seeks/needs its crown; broken pieces lie scattered, each with a reflection; “Look where the darkness gathers.”

Full Round-by-Round