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The Princess of Shadow Glass Incident

The Princess of Shadow Glass Incident

The Princess of Shadow Glass Incident refers to the catastrophic battle that took place in the depths of a dwarven ruin. What began as a moment of triumph quickly spiraled into disaster as the shattered core of a dwarven mech unleashed the formidable Princess of Shadow Glass, an enigmatic and terrifying force of darkness. The encounter ended with the near-total defeat of the adventuring party, leaving their fates hanging in the balance.

Background

The adventuring party had been investigating the ruins of an ancient dwarven stronghold when they uncovered a dormant dwarven mech. In an attempt to harness its power, Fjord inadvertently shattered its core, unknowingly releasing the Princess of Shadow Glass, a being of terrifying power. The moment she emerged, a soundless scream filled the chamber, paralyzing those within. The shadows coiled and twisted into her ominous form, her glassy visage reflecting dim torchlight, and her presence exuding an unnatural silence that heralded doom.

The Battle in the Ruins

Initial Engagement

As soon as the Princess emerged, Gregory and Primrose reacted with urgency, calling for the party to escape. However, the only visible exit, a massive metal door, was sealed shut. Acting swiftly, Gregory teleported forward to unlock the door while the rest of the group braced for battle. Recognizing his movements, the Princess glided after him, her motion silent but lethal.

Meanwhile, Fjord and Jember attempted to break down the door through sheer force, their combined strength shaking the frame but failing to breach it. Zeromus, thinking quickly, commandeered the downed dwarven golem, aiming its arcane cannon at the Princess. With sweat beading on his brow, Fjord struck the door again, the sound of metal groaning under pressure reverberating through the chamber.

The Princess Unleashes Her Power

As she advanced, the Princess’s glass limbs cut through the air with deadly precision. Olaf met her attack head-on, raising his warhammer to deflect her blows, but the sheer force sent him staggering. Dark energy pulsed from the crack in her shoulder, growing stronger with each movement.

Realizing they were facing an entity beyond conventional combat, Olaf called upon his divine magic, summoning a host of radiant spirit guardians in the form of glowing moths. The delicate-winged creatures swarmed the Princess, each touch sending waves of divine energy coursing through her body. Yet, to the party’s growing horror, she remained unscathed. Her form shimmered and refracted the light, but no cracks formed—no weakness revealed itself.

The Arrival of the Prism Constructs

Sensing the desperation in her opponents, the Princess conjured glass prism constructs, twisted reflections of herself, to encircle the party and cut off their escape. Fjord fought fiercely, but the constructs’ numbers overwhelmed him. With precision and calculated movements, they carved through the group’s defenses, pressing them further into a losing battle.

Jember, seeing the dire situation unfold, cast a thick smokescreen, obscuring Fjord from the constructs. “Fjord, get out of here!” he yelled. Taking advantage of the cover, Fjord broke free and made his way to the newly opened door. However, the battle within the chamber reached its breaking point.

The Fall of the Party

As Fjord escaped, Gregory and Olaf found themselves overrun. Bloodied and exhausted, they succumbed to the relentless assault of the Princess and her minions. In a final desperate act, Zeromus summoned a massive serpent, Squeezy Boi, to shield Olaf and push back the constructs. Though the serpent struck fiercely, it stood no chance against the Princess’s overwhelming power. Within moments, Squeezy Boi was shattered, its form collapsing into nothingness.

With their allies fallen, Zeromus and Fjord were left with no choice. Acknowledging their imminent defeat, they lowered their weapons and surrendered. The prism constructs closed in, binding them in shimmering chains of glass, their fates left uncertain.

The Lone Witness

As the dust settled, Jember, hidden in a nearby corridor, bore witness to the catastrophe. He stood at a crossroads—should he flee and seek aid from Bizzo and the goblin army, or remain and share his comrades’ fate? As the session drew to a close, the lingering silence of the Princess’s soundless scream echoed in his mind, a chilling reminder of the power they had unleashed.

A Meeting with The Dread Omen

Following the disastrous battle, Jember, the only free member of the party, made the fateful decision to surrender himself. Riding Butty back into the chamber, he raised his arms, surrounded by fireflies, and sang “The Parting Glass”, capturing the Princess’s curiosity. Amused by his boldness, she allowed Jember, Zeromus, and Gregory into her chamber for wine and conversation.

She questioned Gregory’s connection to the Feywild, unsatisfied with the party’s responses. The Princess then revealed aspects of her past, her rivalry with The Queen of Air and Darkness, and the significance of The Night Diamond, which had been stolen from her by the Queen.

Meanwhile, Fjord and Olaf remained bound, resisting their captors. While Fjord attempted multiple escapes, Olaf instead prayed to Selûne, seeking divine intervention. During the discussion, Jember and Zeromus consumed ancient Fey wine, triggering vivid hallucinations that revealed personal memories. Impressed by Jember’s story, the Princess gifted him The Cloak of The Wild Hunt, instructing him on its use and warning him to avoid confronting the Queen directly.

Aftermath and Speculation

Once released, the party reconvened above ground. Fjord and Olaf clashed over their choices during the fight, but tensions subsided. Dr. Alara Stoneblossom treated their injuries, growing alarmed upon learning of the Princess’s involvement. The group consulted with Bizzo, who immediately ordered his goblin forces to abandon the ruins.

Further research revealed that the dwarves of Haunghdannar had forged The Night Diamond, and that Fjord himself might be descended from this lost lineage. With no clear answers on Old Gnawbones’ attack on Phandalin, the party returned home to regroup.

Back in Phandalin, Olaf sought guidance from Lady Garelle, while Jember experimented with his new cloak, finding himself overcome with an intense desire to hunt. Zeromus, deep in study, uncovered the legend of The Black Doom, a black dragon thought long dead but now linked to recent events.

The party debated their next move: should they attempt to steal The Night Diamond from the Queen of Air and Darkness, or hunt The Black Doom? Gregory proposed an audacious plan—to lure the Black Doom by seizing the Night Diamond. The party agreed and prepared for their journey to Yartar, where their next great challenge awaited.


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