Saturday, February 2, 2019

Session 21

Date Played: November 17, 2001

Soladain, 21st of Thaumont 1,000 A.C

After an uneventful night of watches, the party packed up camp and continued north through the thick forest. Through the small breaks in the budding canopy the sky appeared blue, although dark clouds could be spotted to the north along the horizon. The journey through the lightly forested valley was pleasant and balmy. The coming of spring had brought some greenery to the forest. Nothing was encountered, and the lack of any contact with living creatures put the party on edge, especially Eric.

Lunadain, 22nd of Thaumont, 1,000 A.C

The day was partly cloudy but the travel was easy and cheerful. By evening, in the final hour of the setting sun, the party arrived along the bank of the Lake of Lost Dreams. The party began making camp while Chow-Lin went faerie-spotting in a meadow by the Lake. She found herself dreamily at peace and watched the setting sun with fascination. Shortly, her lover, Kuan-Yo, someone she had not seen in several years, appeared before her. She could hardly believe he was here and began talking with him, drinking him in with her eyes. Meanwhile, Eric noticed something odd about Chow-Lin. She was surrounded by a ring of tiny mushrooms glowing silvery-white in the twilight between setting sun and rising crescent moon. Having learned about such things during his druidical teachings with the Hengemaster, Eric instructed Hamlin and Markus to help him block her from the light. Covering her with the tent caused the effects of the faerie ring to fail, releasing Chow-Lin from the waking dream. Although only an hour had passed, it felt more like a week for Chow-Lin. As a result she was very awake and aware, having spent most of her time in a dreamlike state of restfulness.

Later that night, during Chow-Lin and Hamlin’s watch, they both felt a little dreamy. Close to 10 pm, Markus began having a nightmare of some sort just as a patrol of goblins spotted the campfire. The goblins were armed with spears and began closing the distance between them and the party. Chow-Lin and Hamlin were able to rouse Eric and Markus, but Markus ran off into the night screaming like he did during his nightmare. Eric was able to slow most of the goblins with an entangle spell, and Chow-Lin managed to kill a couple with her magic missiles. Even Hamlin was able to kill a few using his sling. Once the combat was ended and all the goblins were killed, Eric started calling for Markus. All he kept hearing though was an ominous voice which seemed to come from all around him. Markus, having run as far as he could, was lost in the woods south of the Lake. Using the bare glow of the campfire as his only guide, Markus wandered back to camp eventually. Once they joined back up, the party kept a close watch for the remainder of the night.

Gromdain, 23rd of Thaumont, 1,000 A.C.

The party awoke refreshed and revitalized. Once they set about their morning chores, prayers, and meditations, they found themselves somewhat dreamily disconnected. By spending an hour surrounded by faerie rings they discovered that training came freely to their minds, allowing them to advance themselves to a higher level of awareness and ability: Markus experienced hyper-sensitivity allowing him to better tune his fine muscle control for combat and stealth; Chow-Lin recalled a spell once used by her lover, Kuan-Yo many years before and was able to write it into her book before losing the memory; and Eric was able to better understand his druidic lessons and advance in ability with his granted powers.

Having lost track of Pip sometime during the goblin battle in the night, Eric became concerned when he hadn’t reappeared in the morning. Also, curiously, no shred of evidence remained of the battle and the goblin bodies had vanished. Searching for Pip after morning meditations, the party found him in the rushes and weeds along the lake. Pip had discovered a group of water sprites, “nixies” he called them, who were willing to help the party cross the Lake of Lost Dreams. Agreeing to the assistance, and without further recourse, the party followed Pip back to the nixie conclave in a clump of marsh grass along the lakeshore. Here the nixies threw enchantments upon the party causing them to sputter and gasp for air. Eric, having experienced this sensation as a familiar spell, dove under the water. Everyone found that they could breathe in the water just like fish. Using this ability, they followed a course set by the nixies who guided them across the expansive Lake. Unfortunately, the party left the horse and pony on the other side of the Lake, being unable to bring them into the water. Pip remained behind also, not trusting the water sprites. It is assumed that he stayed with the horses. After some time, the party arrived on the far bank where they met a centaur-mare named Briar Rose. After drying out their goods and preparing to walk, Briar Rose led them along the path to Haven.

The road passed through pleasant farm lands and rolling meadows. Many different folks lived here in Haven, including halflings, gnomes, dwarves, elves, and even humans. As the road continued on, the conditions of the farms and homes deteriorated drastically. Sick and dead animals could be seen along the way and much of the vegetation was shriveling and dying as well. Just before arriving at the Palace of the Silver Princess, Briar Rose left the party, having been told to rejoin the main force of defenders after delivering her charges to the Palace. She told them to use the same means of contacting the Protectors for further instructions as they had before.

Once the party figured out to use Pip’s medallion, Eric activated it and spoke with the elven Protectors. They asked the party to enter the Palace through a tunnel that would be made for them by the Protectors’ magic, however they could not hold it open for long. The red glow permeated the entire area around the Palace in an ever-expanding sphere. They were told that its touch meant eventual death to all good and natural creatures while evil beings drew power from it. The party prepared themselves and then entered the magic tunnel provided by the Protectors. Within the red glow, they could see withered crops, dead animals, fallen humans and elves, and burnt-out dwellings. The only things still alive in the red glow were thorny shrubs and sickly-looking white rose bushes. The Palace itself seemed to have suffered a huge explosion; half the walls were crumbled into piles of debris. The tunnel led straight on to an open portcullis in the side of the structure. Here, the palace was actually hewn into solid bedrock so the lower outer walls were more like a cliff face than a mortared wall. Upon approaching, they noticed a small rodent scurry out of the opening and into the red glow. It twitched, then fell over dead. Cautiously continuing, Markus nonetheless managed to set off a tripwire trap that shot darts at him. Although he was not seriously injured, it put the party on edge. Once they entered the building, the magic tunnel began to collapse behind them. The red glow covered everything once more and, with a sudden clang, the portcullis fell shut as well, leaving the party trapped within the Palace of the Silver Princess.

Cast of Characters
Hamlin Hoefurrow – halfling warrior of the Shires, party henchman.
Pip Bumbercork – brownie from Haven who has traveled far to ask for help from the druids.
Kuan-Yo – Ethengar-Glantrian sorcerer; beloved of Chow-Lin (appears in a vision only).
Nixies of the Lake of Lost Dreams – agreed to help the party cross the lake using water breathing spells.
Briar Rose – centaur-mare of Haven who led the party from the Lake of Lost Dreams to the Palace.
Protectors – mysterious elven spellcasters who guard Haven from attack and preserve the faerie enclaves.

Areas of Note
Dymrak Forest – dark wood of eastern Karameikos filled with goblins and Vyalia elves (faeries or grey elves).
Lake of Lost Dreams – enchanted lake bordering the faerie realms of Haven; known for faerie rings and odd mists.
Haven – secluded kingdom in the foothills of the Thunder Mountains; ruled by the benevolent Princess Argenta.
Palace of the Silver Princess – royal seat of Princess Argenta of Haven.