Interloopers in the Gloaming Court
The Interlopers in the Gloaming Court Incident refers to a significant event that took place on in 1450, in which a group of adventurers became embroiled in a complex series of trials within the domain of the Wild Hunt. The incident involved political confrontations, supernatural phenomena, and a climactic battle with the Queen of Air and Darkness.
Background
As the party passed through the portal into the Gloaming Court’s trophy room, each adventurer was forced to confront their own personal challenges before fully materializing in the space. The nature of these trials varied for each individual, testing their resolve, fears, and past traumas. For detailed accounts of each adventurer’s experience, see:
Events in the Gloaming Court
The Trophy Room and Psychological Strain
Upon overcoming their trials, the adventurers found themselves in a trophy room within the Gloaming Court, later identified as a stronghold of the Wild Hunt. The room contained taxidermied remains of various creatures, raising questions about its origins and purpose. Shortly thereafter, Percy materialized, displaying visible distress and making cryptic references to his past military engagements. His agitation led to speculation that the Gloaming Court’s environment was inducing psychological trauma among those present.
Olaf and Fjord emerged from a glowing white portal shortly after, bringing additional reports of their own separate experiences. In an attempt to fortify the group, Olaf cast Twilight Sanctuary, a protective spell commonly used in high-risk operations.
Labyrinthine Pathways and Tactical Maneuvering
The adventurers proceeded through an interconnected network of tunnels and passageways, eventually reaching a coat-check room occupied by Spriggans and a Yeth-Hound. Using stealth tactics, they successfully avoided detection. However, multiple failed escape attempts led to the realization that they were trapped within a shifting maze, which repeatedly led them back to the original trophy room.
Upon further exploration, the group entered an opulent great hall where they were detected by a Yeth-Hound, which immediately summoned reinforcements. This marked the beginning of the first recorded engagement within the Gloaming Court.
Battle with the Yeth-Hounds
The confrontation escalated as the Yeth-Hounds responded with an ear-splitting howl, inducing temporary paralysis in Olaf and Zeromus. Despite this setback, the group coordinated a counteroffensive:
- Jember executed a critical strike, eliminating one of the beasts before it could call for further reinforcements.
- Olaf repelled a charging Yeth-Hound using his tower shield.
- Gregory neutralized another creature with successive Eldritch Blasts, allowing Olaf to finish it off with a single decisive warhammer blow.
- Jember, propelled by a tactical assist from Zeromus, performed an aerial maneuver and delivered a fatal arrow shot to the remaining hound, securing victory.
Following the battle, Jember extracted a trophy tusk from one of the fallen beasts, citing the influence of his enchanted cloak.
Navigating the Enigma of the Gloaming Court
Despite their victory, the group remained ensnared within the labyrinthine structure. Their subsequent actions included:
- Repeated encounters with identical rooms despite taking different routes.
- Careful cartographic documentation of pathways to detect patterns.
- Stealth-based avoidance of additional Spriggan patrols.
- Discovery of a flourishing garden featuring an enigmatic black diamond displayed atop a pedestal of tree roots.
The Emergence of the Queen of Air and Darkness
Following deliberations, the party decided to have Jember use his magical cloak to retrieve the black diamond. However, when Olaf attempted to physically grasp the artifact, tragedy struck—his right arm was severed just below the elbow by an unseen force. Moments later, the chamber was engulfed in an eerie darkness as a deep, malevolent laughter resonated throughout the space.
A towering figure, later identified as the Queen of Air and Darkness, materialized amidst swirling shadows and magical energies. Descriptions from witnesses indicate that she stood approximately twelve feet tall, radiating an aura of both captivating beauty and overwhelming dread. As the party prepared for engagement, the session concluded, leaving their fate uncertain.
Aftermath and Speculation
While full details of the confrontation remain unverified, the Interlopers in the Gloaming Court Incident is widely regarded as a significant escalation in the ongoing struggle between the adventurers and the Unseelie Court. Scholars and tacticians continue to analyze the event, seeking to determine both the nature of the Gloaming Court’s maze-like properties and the precise implications of the Queen’s direct intervention.
Further developments are expected as the adventurers attempt to regroup and counter the unfolding threat posed by the Queen of Air and Darkness.




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