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Event 9 - The Undercroft



Introduction


When we last left you, the world had folded shut. The void had begun to envelop Mystvale, the circus ended, its new patron spoke, and when the curtains fell, the town looked whole again, save for the red glow inside Songbird's Rest. Except…you couldn't leave. Every road out turned you around and put you back at the edge of town. Here's the thing we most need you to know before July: the town you wake up in is not Mystvale…



I don’t think we’re in Mystvale anymore, Mr. Muffins…


Since Event 8, your characters have believed they're still home. Think of it as a shared fever dream: the place has worn Mystvale's face, and everyone in it has gone along with the illusion without quite questioning it. When the event begins, the dream breaks, and you'll find yourselves somewhere else entirely: a quiet town at the heart of the Crimson Vale. This matters for a practical, out-of-game reason. You don't need to pretend the buildings are the ones you remember. The tavern is a tavern, not Songbird's Rest. The town is laid out differently, named differently, and built differently, and you should treat it as a real place you're seeing for the first time. So don't plan around Mystvale geography or Mystvale landmarks. If you're picturing yourself behind the bar at Songbird's Rest, picture the bar that's actually there instead.


Please note: Even though you all have been in this “shared fever dream”, any IG conversation roleplaying you have done between the events is canon and did happen.  Any IG physical roleplaying (like testing the “barriers” of the town, examining physical objects outside, trying to open jail doors) did NOT actually happen, because you haven’t actually been in Mystvale.


Your buildings don't come with you


Because you're not in Mystvale, you won't have access to the benefits of your settlement buildings. For Event 9,  you'll have access to the following buildings ONLY if you bring or build a physical representation (our props can count): the Forge and Metalworks, the Alchemy Lab, the Artificer's Workbench, the Infirmary (someone will need to set up a field hospital), the Chantry (please see the note in the Aurorym channel), the Tavern (this will be covered by the Bar that the Tavernmaster and Crew are going to be setting up), and Housing (this will be covered by the in-game tents). Likewise, you'll also have access to the Black Market and the Web of Informants. If you don’t see a building on those lists, you don't have it for this event. Reach out if that's going to be a problem.



How the game itself will feel different


While a normal Eldritch event tries to hook mods and deliver plot relevant points to you, this game won’t do that expressly. In this game, you are inside a closed realm with its own rules. The game play will encourage exploration and investigation.  Make no assumptions - find out how things work, scrutinize anomalies, and discover long hidden truths during your time in this realm. The place, and the people who keep it, are the game. Expect to be pulled in a lot of directions. There's more happening here than any one character can chase, and not all of it is a part of the main story. Don't be discouraged if you feel like you can’t see or do it all. Follow what catches your interest and trust that all the threads in the tapestry make up the greater story of the weekend.


So what's actually going on?


The event is built around five main storylines, each its own distinct experience. Move among them at your own pace. There's no fixed order or single path to resolution. Beyond the five main storylines you will have plenty of other points of intrigue to latch onto. Combat, roleplay, or unraveling a mystery, there's a thread here for however you like to play. We'll share more in-game information at opening announcements and in your player packets.


Some Out Of Game considerations


One of the most obvious ways this game is different from others is that it is physically taking place at another site. We will be playing at the beautifully immersive Camlann Medieval Village and looking to set a great example as the first larp they have ever hosted. The space is nestled in a rural neighborhood, with residential houses on three of the four sides.  There is a site enforced expectation of quiet hours beginning at 10pm. This will be strictly enforced as we do not want a visit from the local police. This will be the first game we have had in the peak of summer, so take extra precautions with costuming (a notice on armor suggestions has already been issued). We recommend in the strongest terms that those wearing armor or heavy costumes bring an alternate costume along with their standard gear, along with a second set of clothing for anything against the skin.  If Staff asks you to change out of your armor for safety reasons, you are going to need something else to change into.   Be sure to stay on top of hydration, food, and rest regularly.  Take care of yourself and take care of each other. Lastly, we will have a dedicated medic on site you can go to for any related needs.


This will also be our first tent based game and will require additional supplies and preparation. You will absolutely want to bring some gallons of drinking water.  If the Burn Ban is Level 3 or below, propane cooking stoves and portable gas/propane fire pits will be allowed.  Anything of that nature, you will need to provide for yourselves. We have limited space for in-period tents. The out-of-period sleeping area will be out of play, so you won’t need to disguise your modern camping equipment there.


This will be our first event where we don’t have ready access to showers. That, combined with the heat, we are encouraging players to use best hygiene practices including but not limited to: bag/solar showers, cloth wipes, using soap, applying deodorant, changing undergarments, and having another set of costuming to change into. We will supplement water availability with a large fresh water tank and drinking water stations, as well as provide three accessible porta-potties with built-in hand washing sinks.



Let us know what you're up to


We love player-run content, and Event 9 is no exception. Your rituals, gatherings, ceremonies, schemes, and stagings are part of what has made this campaign so special, and there's room for them alongside everything we've got planned. One ask: the weekend will be jam-packed, so if you're planning something of your own, email us at contact@eldritchlarp.com as soon as possible and talk to us about what it is and when you were planning on running it. Telling us early lets us protect your plans, and sometimes build something better together!


 
 
 

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