Saturday, June 26, 2021

Forest of Wyrd Session #48 - Into the Garden Dome

DRAMATIS PERSONAE:

Ranza (Changeling 5)
Gnarl (Wood Gnome 5)
Hobbs (Hedgefey 5) 
Thrax (Fighter 4)



Moving through the now safe mud pool, the party followed the small trickling stream through a winding passageway before coming to an intersection. Here they found a small pool of clear water into which the stream flowed from the northern passage, whereas the southern branch proved to be a dead end. Before continuing along the stream, Gnarl and Thrax  examined to pool. The bottom was filled with small round stones, of no particular note until Thrax used his shield to dig some out. When viwed outside the water, they could see a small handful of uncut gems amongst the plain river stones. These were scooped up immediately. 

Following the stream further, the party soon came to another large chamber. Here they encountered a heavenly music, tinkling soft and flowing. At the end of the cavern was an unusual sight; a waterfall and pool seemingly frozen in time and not moving. The surface of the pool was like that of tar, gradually getting harder as one approached the waterfall. Which itself was yielding, yet hard. Hobbs tossed a pebble which embedded itself into the waterfall; he also noted that it gradually 'flowed' down into the pool, taking several minutes to do so. Ranza, searching around the edges of the waterfall, spied something behind it. Maybe a room or chamber. But extensive search and experiments revealed no way to access it, though Gnarl used the greenstone to confirm the presence of a worked chamber and alcove. Anyone or anything that tried to pass through the 'water' was simply pushed down by the force of the flow before they could get through.  Somewhat stumped, the party backtracked to the question room to ask for help, and were told to 'be as the water should be'.  

Interpreting this as 'move fast', the party headed back to the waterfall and experimented a bit more. And they found the faster the object, the further it would penetrate into the water. So Thrax guzzled his potion of speed, stripped to his teddy-bear loincloth, and charged at the waterfall. And made it through!  Everyone else waited to see what happened next, but after some time started to wonder if the fighter would ever reappear. Figuring it was better to follow him than wait any longer, the party summoned the nightmare steed. Leaving Feedbag and the stag behind, they all climbed aboard and and used the summoned steed's enormous speed to  smash through the waterfall. On the other side was the chamber. A ruined couch and table sat at the centre, and a pile of broken glass littered the floor. Around both the main room and the alcove were mosaics of geometric patterns and woodland scenes. Observing no Thrax, they started searching around until Hobbs stepped into the alcove and disappeared! Seeing no other options, everyone else followed ...

... and found themselves with Thrax and Hobbs in a verdant wooded garden. Unlike the cool autumn world they'd left behind, this garden was at the blazing height of summer with tress in leaf, flowers in bloom, insects buzzing and birds singing.  They stood in a ring of large toadstools, atop which sat 5 diminutive figures with pointed hats, red cheeks and sickening grins. They immediately started to chant a series of rhymes:

"There's a fountain somewhere in this garden
Whose waters, we hear, sometimes harden,
But a drink now and then
Cures all in our ken,
And may even bring forth cries of "Pardon."

There's a lovely building just here
With turrets and domes far and near.
Tis a shame you can't spy it
As we urge you to try it.
Solve the puzzle and see it appear!

Some may think that our maze is a pest
But it shelters a haven of rest,
And ere anyone leaves
They must leave more that leaves
And then honour our master's request.

There are leaves in the garden to trace
and a maze with a clear central space
with a leaf in your hand
you could stand and stand
but to leave, leave the leaves in their place"

They continued to repeat this chant until interrupted by Hobbs. He asked about the Autumn Maiden, as they had a baby to bring into her protection. The creatures countenance immediately became foul, muttering something about babies having ruined the fun and the 'Summer Queen" never came to visit and play anymore because of the stupid babies. Some additional questioning revealed the Summer Queen and the Autumn Maiden were one and the same. In an effort to get more information, Hobbs offered the leprechauns a riddle. If they answered correctly, he'd give them  prize. If not, they would explain one of their riddles to the party. Hobbs asked: "When it's young it's tall, when it's old it's short. What am I?" After much puzzling, the leprechauns were unable to get the right answer: a candle. Now even more sour and glum, they explained the first riddle. There was a fountain in the garden to the east which, if drunk from, would cure all one's ill's and injuries. And then the five disappeared. 

The party then crawled out of the ring, taking care to avoid touching the toadstools. There was a trail there, so they headed east. After passing over a small stream, they followed along a complex winding path through the open woodland, always taking the branch that led further east. They did take one side path which lead into a small clearing under a large elm tree. A keg sat below the tree, and four pallets of straw lay along the edge of the clearing among the flowering scrubs. On each pallet was an object: a dagger, javelin, and on two earthenware mugs. The party examined each in turn, but decided to not disturb any of it. Suddenly, as they prepared to leave the clearing, the sound of pipes rose from beyond the clearing. Thrax at once started to feel woozy, and fell asleep at their feet. Then into the clearing stepped a quartet of satyrs, looking foul and hostile. The party, remembering the stricture from the cavern to not molest the garden inhabitants, tried to talk. But the four advanced and started to club them viciously. The party tired to avoid fighting, retreating and parrying the creatures blows, and experimenting with various means to turn the satyrs away. They also tired planting the acorn found in Eya's manse, remembering the other stricture to climb an oak tree if attacked in the garden (there were no oak trees around).  When this resulted in no magical tree appearing, and with the club blows continuing, Ranza used colour spray to take down three of the satyrs, and the party used the flats of their swords to knock the last one unconscious. And then they fled, following the path south and east until well away before stopping to rest and bind wounds ...  

TOTAL XP 
640

GAINS
Uncut gems (2x10sp, 40sp, 25sp, 20sp, 15sp)

KILLS/VICTORIES
4 Satyrs [Defeated]

LOSSES
nil

Saturday, June 19, 2021

Forest of Wyrd Session # 47 - The Entrance Caves

DRAMATIS PERSONAE:

Ranza (Changeling 5)
Gnarl (Wood Gnome 5)
Hobbs (Hedgefey 5) 
Thrax (Fighter 4)


The party entered the caves, passing down a short passage and into a chamber with two exits. There was no obvious better choice, so Gnarl sparked up his light spear and everyone headed down the northern route. This led into another chamber with multiple exits; north, south and east. Scattered on the floor were bits of broken stone, obviously debris from the stalactites hanging overhead. Moving into the room, suddenly a number of the stones rose up from the floor. Thrax tried to brush these away with his shield, but with no success. And then the stones started to hurl themselves at the party, while at he same time ghostly voices could be heard chanting: "Molest not the garden creatures"; "Climb an oak tree if the garden creatures chase you". The stones started to impact, and on each hit a strange terror briefly washed over the victim. Then one hit The Dude, who bolted in terror for the northern exit. The party followed after it, only to find the poor mule dissolving in a pile of ochre jelly. Unable to save the creature, Thrax (still giant sized from the earlier potion) reached over to save his bone harp from the baggage, and then everyone followed Hobbs and his stag out through the rock room and into the eastern passage.

This led by twists and turns into another chamber, larger and with a pool of mud at the far side. Next to the mud were two strange pillars or piles, and a slow trickle of water entered the pool from a cavern entrance beyond it. On closer exemption, the pillars proved to be piles of dried mud. Gnarl started chipping away at these, while the giant Thrax waded into the pool to try and reach the exit on the other side. This provoked a response, as six vaguely humanoid shapes rose up and started to hurl balls of mud at the fighter. Several hits later and the fighter could feel his joints start to tighten up and his movement slow drastically from the clotting clay. He backed away out of the pool, and which point the six forms subsumed back into the mud. As Thrax scrapped off mud, Gnarl and the others had successfully deconstructed the two pillars. Each hid a human form, mummified by the mud. It appeared each had died as they were crawling away from the pool. Recovering a few bits of treasure and useful items from the corpses', the party then decided to turn around and look for another way into the secret garden.

Moving back through the twisted tunnel, Gnarl hauled out the Greenstone of Earthseeing to see what lurked at the end of some of the bypassed tunnels. He mostly observed dead ends, one of which contained a body. There was also a tall cylinder of a room back near the entrance, which suggested to the party it may be an elevator up to the garden. So they rushed back through the stone throwing room and, first, into the occupied dead end. It was full of a deadly mass of stalagmites and stalactites sticking out into the tunnel, on one of which was impaled the skeleton of a long dead adventurer. Once more they looted a bit of coin (and a magical amulet) from the body before moving back through the stone fusillade and back to the entrance cavern. From there they entered the cylindrical room. On the floor was written a single word: "Ask". So questions poured forth, most of which went unanswered. Ranza asked about getting into the garden, and did get a reply. And was told the entrance was deeper in the caverns beyond the mud pool, and they would need to use all their skills to get there. 

Now apparently having no choice but deal with the mud men, the party first choose to rest in this side tunnel for the night. Then next day headed back though the stone room again and into the mud chamber. After trying to think of an easy way to get over the pool without attracting the mud men, they finally decided brute force would have to do. Thrax and Hobbs (on his stag) stepped into the pool and once more the mud men emerged and starting flinging mud, and also hurling themselves bodily at their foes. Soon both Ranza and the baby she carried were suffocating beneath layers of caked mud, as was Hobb's stag. Gnarl rescued the baby and Ranza, wiping away the encasing mud from both, while Hobbs took a moment to help his mount the same way. And in the end, a steady rain of blows took out the mud men one by one and the party's path was clear ... 

TOTAL XP 
1703

GAINS
10cp
72 sp
3gp
gem (150sp)
gold ring (30sp)
Amulet of Weather Prediction

KILLS/VICTORIES
6 Mudmen

LOSSES
The Dude

Sunday, June 13, 2021

Forest of Wyrd Session # 46 - Across the Witches' Fingers

DRAMATIS PERSONAE:

Ranza (Changeling 5)
Gnarl (Wood Gnome 5)
Hobbs (Hedgefey 5) 
Thrax (Fighter 4)



Once on the other side of the gate, Hobbs was disappointed to see Hoppy the frog had not come with them; the frog steed must have munched his lunch in Faerie. At least Hobbs was able to retain the saddle. The party, resolved now to leave the valley and Fortress behind,  and to follow the paths laid by Eya, stopped first at the tower of the Queen of Ravens to recover their mules and say their goodbyes. She was somewhat unamused by their inability to recover her Ravensguard and from what little they'd accomplished under their alliance. But she let them go without molestation. 

The party headed back to Mikan and Allisan's cabin to rest a day before taking care of their final task in the valley; bringing the Book of Seven Souls to Ygrite and have her petition her Samnuha the Watcher on their behalf. The party headed out on cold windy day and reached the witch's tor by mid afternoon. She greeted them cordially and gladly accepted the gift of the book. She told them to return that night when the moon was high in the sky and she would call on Samnuha. This they did, and watched as the witch built a blazing bonfire on the bare hill. And then she stepped into the flames! Moments later, a deep masculine voice emerged to ask: "What would you ask to see of that which the Watcher has seen?" The party had three questions ready (after shouting down Thrax, who tried to ask about his sister):
  • How to Free the Prince Who Would Be? Requires the Crown of the Forest, located in the tomb of the Half Blood King. 
  • Was Eya Telling them the Truth About the Seals? Mainly yes. The dark fey do want the caverns to remain sealed and the shadow wyrm imprisoned; but could very well renege if the circumstances change to their advantage. 
  • How Does One Close a Fairy Gate? Usually by destroying that which anchors it in the fey and mortal realms. This can be the same object, or different items. Destroying it on one side of the gate stops passage only from that direction; both must be destroyed to close the gate completely. There are exceptions to the rule; some gates are tied to a person or creature; so the person/creature must be killed to close the gate.  
Questioning complete, Ygrite stepped out of the fire unharmed and the party took their leave to settle in for the rest of the night in their forest camp. A heavy snow fell overnight, and the party trudged their way slowly back to the disappearing fey tower, which luckily was there this time. There they rested until the weather cleared and they could get back to Mikan and Allisan. There they recovered the mules and said their goodbyes, then headed back over the hills to where their raft was hidden on the banks of the River or Sorrows.  

The next day was a sunny one, and they loaded up the raft and pushed it out into midstream, headed downstream towards those lakes known as the Witches Fingers. Progress was swift and unimpeded on the river, and they turned north into the Western Finger before the sun was at high noon. Skirting the eastern shore, they were headed for the town of Upland for news and supplies when suddenly there was a disturbance on the nearby shore. A white stag burst out of the undergrowth and, charging into the water, swam towards the raft. Moments later, a trio of dire wolves followed, likewise diving into the lake to follow the panicked deer. The stag reached the raft, and all feared it would overturn them as it struggled to climb aboard. Gnarl cast a charm mammal and convinced it to swim around to the other side and let the party deal with the wolves. Hobbs meanwhile hauled out the saddle of domestication and slapped it on the animals back, thereby replacing his frog mount with a white stag. Meanwhile, on the landward side of the raft, Ranza had cast colour spray and momentarily took all three wolves out of the fight.  Two soon regained consciousness, but the third had drowned in the meantime. The two survivors, sensing they'd lost their easy prey, turned to swim back to the forest under a hail of arrows from the rest of the party. Both were able to escape, through each was struck by arrows multiple times. 

The rest of the day passed without incident, and by late afternoon they pulled the raft out of the water at the base of one of the innumerable bluffs that lined the shore, just below the town of Upland. They climbed the steep hill via a faint path, reaching the top amidst flocks of sheep and scattered farms. Upland itself was a crude motte and baily structure of wooded walls and wooded buildings, while to the north of town they could see the image of a woman in robes carved out of the turf on the chalk hillside. Asking a passing shepherd for directions, they were directed to the Inn of the Tiny Moon where they took lodging for the night from the chipmunk hedgefey proprietor, Sqizzle.  Questioning the hyperactive fellow and, later that night, a few other patrons gleaned a little information about the area:
  • The townsfolk were vaguely aware of the Autumn Maiden, and confirmed the information received from Eya. She dwelt in a garden hidden under a crystal dome some ways north of town, overlooking the Middle Finger. The dome sat on a hilltop, but could only be seen in the light of the setting sun. There was a cave at the base of the hill where the simple folks would sometimes go to ask a simple boon, which was often answered.  
  • The figure on the hillside was St. Danu, the patron saint of mothers and children. Further questioning revealed forms of worship the Church would probably consider somewhat heretical, all led by a trio of women know as the Maiden, Mother and Crone. The party also gleaned  connections between St Danu and the Autumn Maiden, but decided to not point that out to their guests. 
  • North towards the mountains was all boggins and bears.  Look out for the boggins of the hidden Lethean Well!
  • Looking to change their coin into portable treasure, they learned their best bet was to seek audience with Thayn Thorfin Bluefeather. 
Thrax and Gnarl headed out to the other, seedier establishment in town, the Dagger and Mountain Tavern, for a few drinks and a burping contest. The rest of the party headed into town to try meeting with the Thayn's steward, Othland the Tall. They found the aptly named servant and were successful in getting an audience with Thayn Thorfin. But Othland suggested waiting for later in the day when his lordship would be better lubricated and hence in a better mood. This the party did, and dutifully presented themselves at the Thayn's manor that evening.  The burly, hirsute lord was much impressed by them, taking and especial likeness to Ranza.  They traded news back and forth, and the party was also able to turn their coin into jewelry and gems. 

Business in town complete, they stayed one more night and then headed back to the raft and points north, all under a light wet snowfall. They travelled quickly, reaching a point west of the cave/dome before noon. One more beaching the raft and climbing a hill, they found at the crest a faint path and a curious signpost labelled 'Court of the Warbelowe'. It pointed to the east, down an even fainter path. Curious, they none the less decided to ignore all side treks and headed along the path towards the location of the cave. As they searched the base of the hill, Gnarl noted there were some unusual tracks in the snow. And at about that same time, those that made the tracks emerged from the adjacent pines. Two strange writhing vine creatures, and Nibblewick, the annoyed little s**t who'd dogged their footsteps since the first Goblin Fair. The malicious fairy turned the vine things on the party, and soon Hobbs and Thrax were lashed tightly and immobile by the creatures. Gnarl tried using entangle to neutralize Nibblewick, but for some inexplicable reason the spell failed. He then used his plant control potion to have Thrax released, who in turn used his growth potion to turn into a massive killing machine. Hobbs also broke free and used Stonethorn to hurl boulders, while Ranza  blinded Nibblewick. One vine creature as cut down, and the second charmed monster was likewise neutralized. On the edge of defeat, the fairy disappeared, and an immediate search of the area could find no trace of him. So the party turned their attention back to the hill and soon uncovered a cave entrance ...

TOTAL XP 
300

GAINS
none

KILLS/VICTORIES
2 Vine-Stranglers
1 Dire Wolf

LOSSES
none

Sunday, June 6, 2021

Forest of Wyrd Session #45 - A Change of Pace

DRAMATIS PERSONAE:

Ranza (Changeling 4)
Gnarl (Wood Gnome 5)
Hobbs (Hedgefey 5) 
Thrax (Fighter 4)
Vegarious (Changeling 3)


As a first order of business, Gnarl passed the crying baby off to Ranza, who wrapped him up in an impromptu sling. The gruff wood gnome knew nothing about babies, there being no such thing in his world. Thrax then pushed open the door behind the pit, and the party walked into a library. Shelves of books lined all the walls, and in the middle of the room was a comfy chair, ottoman and a side table. While the rest of the party browsed the books and selected a few choice titles, Gnarl headed for the chair. On the table was a pipe and tobacco pouch, as well as an open, face down book. The wood gnome scooped up the smoking paraphernalia, and a quick sniff indicated the baccy was magical. He then moved to the book. To his surprise, when he picked it up and turned it over, the book clamped down on his hand with enough force to crush knuckles and draw blood. Ranza came over the help, grabbed the book, pulled it of Gnarl's hand and threw it across the room. She then approached it carefully, and found he tome to be whimpering to itself. Speaking to it calmly and softly, she got the book to talk. It seemed to know a lot, but was not really forthcoming on much useful information. Though the party learned there was a healing pool someone in the river valley below Fortress Iacarta.  But it offered little useful information on the manse, Eya or anything else in their immediate thoughts. 

Ranza carefully placed the book back on the table and then the party moved on to the next room. This room had walls covered in apothecary cabinets, and a quick survey uncovered a range of weird things like rocks, herbs, bones, bits of wax and similar items. Three drawers were locked, so Gnarl went after them with his knife, carving away the wood to get access. This bit of petty destruction was interrupted by two fuzzy bee men who barged in and unfurled into insectoid nightmares which attacked with claw and stinger. These were dispatched with relative ease and the looting continued. In the three locked drawers were found a small crystal vial (8 drops of healing), a round piece of amber carved with the same eye as Thrax's rock, and a small spider in a top hat. Who tried to bite Gnarl and then skittered away until Ranza slammed a cabinet drawer down on top of it to keep it trapped and safely away from them. 

Leaving the spider behind, they moved on again. Having checked most of this level, it was time to head up the stairs to where they hoped to find the pool. Hobbs stepped into the room with the stairs and the buggleburr guards. The two fey goblins didn't seem to pay him any attention, so the badger-man boldly marched over to the stairs and started to climb. At which point the buggleburrs lifted their cranking bars, inserted them into holes on the stairs and started to turn them. Which resulted in the stairs twisting together like grinding gears! Hobbs was nearly crushed but jumped away at the last minute with his lightning fast badger movement.  The buggleburrs then cranked the stairs back open, and went back to standing at the ready. Initially stumped as to what to do, Ranza solved the problem by casting colour spray and knocking out the pair of fey footmen. These were quickly trussed up with their own clothing, and then with Hobbs in the lead, everyone headed up the stairs

The hedgefey no sooner reached the top of the stairs when a familiar voice spoke: "Well, you've finished ransacking my manse have you?" There in the centre of the room, ensconced on a throne in the shape of a giant daisy was Eya. After a few awkward and uncertain moments (during which Eya convinced Hobbs to give back the candlesticks looted from the banquet hall), the fey lord got down to business. Which was finding out what the party's business was in Fortress Iacarta and why they were intent on getting all the seals to access the shadow caverns.  And the best answer they could give was because it was there and they hoped to find great treasure in the caverns. That said, Eya offered them a deal. He was guardian of the caverns. Charged by the lords of fey to keep the shadow wyrm, son of the Black Mother, trapped in the caverns below the keep. If they gave up their quest and turned over the seals, he could in exchange guide them to whatever they desired. And he seemed to already know what they might want; offering treasure of silver and gold; or great magic; or a safe place for the baby cradled in Ranza's arms; or raise the child's mother from the dead; or where to find the true ruler of the Forest of Wyrd to usurp the Earl. The party was somewhat overwhelmed by the offer and the change in circumstances. But in the end opted to make a deal with the strange creature. They were able to negotiate three paths on which to move forward:
  • The Autumn Maiden [Hex 15.01]: Looking for a way to keep the baby safe, they first considered and rejected raising Erthis from the dead, fearing she and the child would be rejected by their tribe as both now had the taint of fey. Instead Eya directed them to the realm of the Autumn Maiden, who saved and protected baby's when they were in danger of being kidnapped by the fey. This was the women from Hobbs' vision in the pool of the Woad Chief. She was, they learned, one of the seven daughters of the Green Man and a power of the Forest in her own right. Eya directed them to a cave above the Witches Fingers where they could access her domains. 
  • Tomb of the Half Blood King [Hex 01.07]: Eya told of a time after the first men in the Wood, the D'war, had fought the dark fey and driven them back. One of the fey lords, Crindis the Hidden One, had captured the daughter of the High Chief of the D'war. The two fell in love and had a child, who would rule the Forest of Wyrd for a brief time as the Half Blood King. The Half Blood King in turned married one of the seven daughters of the Green Man, but he soon died in battle against his jealous and mercurial father-in-law. The Half Blood King was buried in a hidden tomb infused with the magical power which the party desired. 
  • The Prince Who Would Be [Hex 02.02]: Eya's story continued to tell of the son of the Half Blood King and She Who Wore the Crown of Stars. This was The Prince Who Would Be, who carried the blood of all the powers of the Forest (man, fey and wood god) and could rightfully claim to truly lead all the inhabitants of the Forest. On his fathers death, The Prince was sprinted away to safety to await the time when could return and claim the Forest of Wyrd as his own. 
Their deal made, the party turned over the two flower seals which could unlock the shadow caverns. Eya then led them to the Star Pool, readjusted the constellations and reset the time so they could proceed back to the gate and emerge back in the Fortress without any time effects. On the way to the gate, they met the strange girl again, who airily noted it odd that Thrax still lived, and took the eye stone back from the befuddled fighter. And at that, the party passed though the gate to the world they knew best. 

TOTAL XP 
2050

GAINS
Drops of Healing (8)
Tobacco Pouch (2x yellow lemon scented plugs [wall of fog @ 7th level], 3x black licorice and tar [stinking cloud @ 7th level]; 2x red spice and tea [hypnotic pattern]. 
Amber eyeball [250sp]

KILLS/VICTORIES
2 Apina
2 Buggleburr

LOSSES
none