KoSD Questing III Chapter 1
October 10 - October 12, 2025
Site is
Camp Lewis Perkins - South Hadley, MA (View Map).
Site opens at 10/10/2025 at 5:00 PM and closes at 10/12/2025 7:00 PM.
Event starts at 06:00 PM, on Friday October 10, 2025.
Event ends at 06:01 PM, on Sunday October 12, 2025.
Cost is $25-$40 (Sliding Scale). Children under the age of 13 are free and do not apply to the cap..
Cost via PayPal.me is $25.00 per person.
Pre-registration ( money, magic reg ) is required.
Waitlisted players
Staff / NPCs
OOC:
The Knights of the Sable Dragon are proud to present our third installation of KoSD Questing! This event will be running somewhat differently this year! On Friday and Saturday, the event will be capped to 40 players due to parking concerns with the site. On Sunday we will be un-capping the event and running the latest installment of Storytellers, where three new Storytellers will be running content.
Content Warning for KoSD Questing III: Chapter 1
CW: Unrealistic Spider Depictions (webs and costuming), Creepy Dolls, General Horror Themes
During the day there will be a non-aggressive NPC who will have spiderlike features, and on the night quest there will be allusions to webs.
John is ALSO afraid of spiders and we will not be doing any kind of sensory effects or menacing with spiders.
One of the day quests will have limited creepy dolls.
We will also be having general horror themes throughout the event, and throughout the event series.
PLEASE if you have any questions, comments, or concerns about this announcement: talk to a member of our staff. We're here to throw fun content and are always willing to make adjustments for an individual or the whole. We will also be reviewing our bow out mechanic at the event. Surprises are fun, but surprise triggers are NOT.
Friday Night will feature a night quest to research mysterious happenings near the new settlement of Archendell, where Wilma Wilmot and Baron Kurt Gautier have reported consistent sightings of Harrowed Ones and other strange creatures in the area, putting into question the stability of their new settlement.
Saturday, as usual, will feature semi-open-world questing! There will be specific areas of the site where it will be made clear that they are active for questing. These areas will include around Archendell and the surrounding areas (in Blackavar) as well as the Harrowed Lands.
Saturday Night will feature a night quest foray into Chapter One of the Harrowed Lands.
Site Notes: Meals will not be provided for players on any of the days of the event. There will be a light snack table and water available.
Dry Site. No Exceptions.
Carpooling Perks! The site has VERY limited parking, so we will be giving perks to those who travel together in car pools!
Storytellers
Sunday we will be featuring three new Storytellers, Kyra Barry, Matthew Mueller, and Nixon Showalter as they dive headfirst into writing and running plot under the tutelage of our Knights and Squires. Sunday will not have a cap, but we still encourage folks to carpool together to save room on-site. Magic Items must be registered before the event, otherwise they will not pass. Regionals for Sunday will be different from the rest of the weekend and announced closer to the event.
Kyra:
Long ago Dragons lived, hunted, and roamed across the Realms- but the Great Dragon War decimated their numbers, and those remaining dwindled until many went underground. Many dragons remaining in the Realms have gone feral, but remnants of their civilizations can still be found- many of the dragons that adventurers call allies and friends. A village nearby has reported sightings of feral dragons, drawing in dragon hunters looking for aid to help deal with the ferocious beasts.
Matthew:
A letter arrived through mysterious means recently- it reads “Adventurers from the realms, you helped me once before when I lay dead on the shifting path, and once again I ask for help that might not come. My daughter is sick, and since my village lies on the Laurlins’ edge, the Queensguard might not arrive in time. Please- come save my daughter, though I can promise no reward.”
Nixon:
Villages in a small region of the Realms have been reported to be abandoned. Citizens reported having traveled to these villages in recent weeks but they all now appear to have been abandoned for decades, with nature and wild creatures having taken over. Be warned, that not every wild creature you encounter is natural, some seem to be all that is left of what was once the town's population. It would be wise to travel to the most ‘recently’ abandoned village and investigate what could be causing this blip in time.
Other regional effects.
All fighters gain one call of fighters intuition, as per the spell. This effect does not refresh between spell resets.
NPCs may abstain if fighters intuition is called against them. If that happens, it’s not expended.
Transcribe (1st Circle)
Uses: 3 - Verbal: 15 words - Active: Speak to EH or MM
This spell allows the spellcaster to translate any document written in another language. If the written text is encoded in another language, the spell will translate the document but not decode it.
Ghostly Circle (2nd circle)
Uses: Unlimited, one at a time per learning Verbal: 10 words. MC: a rope of 15 feet or less with a ghost blade ribbon tied to it. Caveats: Circles, Suspension
All weapons within the circle are under the effects of ghost blade.
A single spellcaster with multiple castings, or several different spellcasters, can combine Ghostly Circle spells to make a larger one. The spellcaster may decide to break their own circle whenever they choose by uncrossing the rope. The spellcaster can do this even if the circle was cast with other spellcasters.
Etch Into History (3rd Circle)
Uses: 1 - Verbal: 20 words, repeated continuously - Active: Must give an explanation to the recipient of the spell before casting - Caveats: Chanting, Suspension
This spell allows the spellcaster to empower another player with magic energy. The spellcaster must say their complete verbal once before the receiving player is empowered. As long as the chanting continues, the target player receives the following buffs:
They are considered an Enchanted Being
They have one call of Resist Death as per the spell
They may call “Protection" hits they take from a call of “Magic,” “Silver,” “Disease,” “Piercing,” “Lightning Bolt,”, “Poison.” and regional calls that are blocked by aura of protection.
They may call Magic when they swing their weapon or fire their bow
As Before, So Beyond (4th Circle)
Uses: 1
This spell allows the spellcaster to give the EH or MM one word they would like to learn more about. The EH or MM will then reveal to the spellcaster a glimpse of the past, the present, and the future of that word or phrase.
Greater aura of protection (5th circle)
Uses: unlimited, one at a time- Verbal: 20 words - Active: Kneel with no weapons or shields in hands, or lie on back - Caveats: x
Aura of protection, as per the spell, but in addition protects against boulder, fireball, and some regional effects.
Spirit Companion (6th Circle)
Uses: 1
This spell allows the spellcaster to choose a spirit companion, each with its own set of unique abilities. Pick your favorite and see where they guide you.
Pre-Event Research Action
Would you like to research some aspect of the KoSD Questing plot before the event? Simply fill out this form to tell us what you would like to know and how you would like to research it! Players who have pre-registered by September 12th will receive priority for response timing.
Special Calls
Reveal: This will be followed by some kind of identifier. If you match the description of any of the identifiers, you must immediately raise your hand and make yourself known as that kind of being.
Fear: If your character is dealt damage (legal hit not protected by armor) by an attack with the call of "Fear", then you must roleplay being afraid (running away from it or cowering in fear) of the source of the attack until your next death or the death of the source of the attack.
Harrowed: You will know how this affects you if it affects you.
Hallowed: You will know how this affects you if it affects you.
Nightmare: As per Fireball, and you gain a stack of Harrowed. Resisted by Resist Death, Resist Magic.
Godstrike: A God is levying it's full strength against you. If you or any of your equipment is hit by this call, see a Marshal.
Magic rules changes
The spell Call the Soul no longer needs a marshal present to cast at this event.
The Light spell is being removed for this event. Casters with this spell currently in their build may replace it with a spell of the same circle or lower that the spell was learned in.
The Disrupt Light spell is being removed for this event. Casters with this spell currently in their build may replace it with a spell of the same circle or lower that the spell was learned in.
All players may carry a light source for this event following the guidelines below:
Material: Chemical light stick and dark bag or EH- or MM-approved electronic light with an on/off mechanism
All players may carry up to one active light source on their person at a time. Electronic light sources must be checked in before use and may be pulled if they may be too bright or unsafe for the event. Lights may be of any color, and effort should be made to make them look in-character if possible. You may flavor your light in-character as mundane or magic in nature.
Weapons longer than 6'6" and archery will not be allowed during the night quests.
Non-Combat players as defined by the Omnibus may register a temporary build of up to 3 paths of spells for this event.
REGIONALS
Regionals for this plot are a little different. Everyone has access to the Blackavar Regional List below, but only certain characters who have become “Hallowed” or “Harrowed” have access to the appropriate regional list. For example, Fred has slots 1-4 Regional Magic and has one stack of Hallowed. Fred doesn’t want Lend Magic, so Fred takes “Reveal Harrowed” in that slot. Unfortunately he doesn't have three stacks of Hallowed, so he can’t take Hero’s Journey in that slot. You can buy down regionals between paths in this plot so long as you meet the pre-requisites. Hidden regionals may still be taken so long as you meet the pre-requisites, and will be revealed to all players.
REGIONALS
Regionals for this plot are a little different. Everyone has access to the Blackavar Regional List below, but only certain characters who have become “Hallowed” or “Harrowed” have access to the appropriate regional list. For example, Fred has slots 1-4 Regional Magic and has one stack of Hallowed. Fred doesn’t want Lend Magic, so Fred takes “Reveal Harrowed” in that slot. Unfortunately he doesn't have three stacks of Hallowed, so he can’t take Hero’s Journey in that slot. You can buy down regionals between paths in this plot so long as you meet the pre-requisites..
Blackavar
- Lend Magic - 5 Uses - The caster expends any number of uses of a spell they can cast of any level to restore that many uses of a spell of that level to another player. Spells with unlimited uses cannot be expended or restored this way.
- As per Magic Missile, but you get 1 prop.
- Death Wish - 4 Uses - As per spell
- Guidance of the Sable Dragon - 1 Use. Un-skewable Guidance.
- Fourth Wall Break - 1 Use - Ask the Marshal a question, get an OOC answer that you can take as IC
- Deus Ex Machina - 1 use - see a marshal and argue about how the story needs. something!
Hallowed -
- Reveal Harrowed - 3 Uses - Verbal: 10 followed by “All in the Sound of my Voice: Reveal Harrowed”: Any Harrowed Creatures who hear this must make themselves known from where they are standing
- HIDDEN
- Hero’s Journey - 2 Uses - Speak to a marshal to find out “whereabouts in the story am i?”
- HIDDEN
- HIDDEN
- HIDDEN
- HIDDEN
- HIDDEN
Harrowed
- Reveal Hallowed - 3 Uses - VC: “All in the sound of my voice: Reveal Hallowed!” - Any Harrowed Creatures who hear this must make themselves known from where they are standing
- HIDDEN
- Bribery - 2 uses - Material: One ‘little treat’ of the marshal’s preference - unlocks a favor from the marshals, but the marshal may choose to do something adverse to the party in exchange and/or may make it known that you bribed them for this purpose.
- HIDDEN
- HIDDEN
- HIDDEN
- HIDDEN
- HIDDEN
9 Camp Perkins Rd.
South Hadley, MA 01075
Driving Directions to Camp Lewis Perkins
9 Camp Perkins Rd. South Hadley, MA 01075
From the North:
Take Rt. 116 South towards South Hadley.
At Gagne's Package Store, turn right onto Pearl Street, then left onto Woodbridge
Street.
Cross the bridge at the bottom of the hill and turn left onto Camp Perkins Rd.
Camp is at the top of the hill on the left.
From the South:
Take Rt. 116 through the center of South Hadley.
At the second fork where Rt.116 veers right, go around the island onto
Woodbridge Street to the left.
Continue .8 miles.
At the bottom of the hill before a small bridge turn right onto Camp Perkins
Rd.
Camp is at the top of the hill on the left.
Camp Lewis Perkins - PavillionFrom Route 9:
Take Rt. 9 to Rt. 47 in Hadley.
Follow Rt. 47 south towards South Hadley.
Turn left on Pearl St. (.5 miles after the sign indicating that you are in
South Hadley)
Take the first right onto Woodbridge Rd.
Cross the bridge at the bottom of the hill and turn left onto Camp Perkins Rd.
Camp is at the top of the hill on the left.