Session 146 - January 4, 2024 Report
General Summary
Feywild Day 59 - Fall 23
- After Merry and the party confirm they do not want to open the crystal with the bard until they are back on the Material Plane/Barony, Roth suggests that they go find a gate, if there is an open one, in the Fall Feywilde to get home.
- Roth then embarks on a bureaucracy trail to try and find how where a gate it, and starts with Nima, the arcane crafter, (who was working on crystal sending stone option) who has no idea, and sends you to the Chancellor of the Estates, second in command, Lade Evensense. After a brief meeting, she suggests the Stag Arch, but you all will need a guide to get you there, and sends you to Cpt Coraris to find a guide.
- Cpt Coraris is very happy to see Roth, and due to the return of a family shield, he can easily send you with a scout who is going in a similar direction. The scout is leaving the day after tomorrow, and will take the party most of the way there.
- Roth returns to the party and tells them of the plan to depart and they spend the rest of the day relaxing in the Feywilde.
- Alethra works on her puzzle book. Beartrum goes to play with the owlbears and enjoys some sunshine. Roth begins to brainstorm some long term magical projects and Merry relaxes.
- The party meets the Cpt and the scout, Gideon who is surprised to see an owlbear in the party, and asks if since the party will not be what he expected, if he can bring along his owl bear, Strawberry. The party readily agrees.
- The group heads out to the Stag Arch, which is only 1 day out of the scout's normal route for this part of the Fall Feywilde.
- It rains part of the way through the afternoon, soaking everyone, and making the trip a little longer than originally expected. Roth uses the cleansing stone to keep dry and Olly enjoys making friends with Strawberry.
- Long rest in the mini-mansion on a tree, Gideon and Strawberry were very happy with the food and sleeping options, which were far superior to what the normal route accommodations.
- Mid-afternoon the party reaches a small glade where the left foot and calf of a statue stand 5 ft tall, covered in moss and clearly having been retaken by the forest.
- The group is understandably concerned given their last statue encounter, where is was sentient and tried to kill them. Gideon has never seen a creature like the one the party faced, but he will be aware of statues in future.
- After travel, party long rests in the mini-mansion.
- Nothing happens while traveling. Strawberry gets a short hot tub experience, and is very pleased overall.
- Long rest.
- During the day the scout, Gideon notices some slight shift in the forest, and suggests that there may be a dryad in the area who is new.
- About an hour later, a dark bark skinned dryad appears out from a tree and casts a spell to hold the party in place.
- Roth rolls a very high insight check (34) and does not sense any ill will, just surprise and caution from a large group of unknown people near her tree.
- Roth uses his Panache ability, and the dryad is now his new best friend, happy to point out the easiest way to the area of the forest that they seek, and suggesting that Roth be this dryad's contact with the Fall Court, so that she can have her official territory recognized.
- While Roth is able to deflect the dryad's attention to Gideon as a messenger to the Fall Court, the party is impressed with Roth's ability to defuse what could have been a very sticky situation with a territorial creature.
- A few hours later, Gideon shows the party a small line of mushrooms on the forest floor, which marks the edge of the territory of the Stag who protects the gate.
- As Gideon has never been into the area or interacted with the Stag, he is unable to say anything helpful in guiding the party's interaction. He then gives a small gift to Beartrum, and matching necklace to Strawberry's and he continues on his way.
- His parting suggestion is maybe play a song to announce their presence.
- Liking this, Merry and Roth play Lady Holly's the Song of Fall (Song of Abundance) and towards the end, a large pure white Stag approaches, with a large set of silver/shimmer horns which seem magical, not necessary physical.
- The stag thanks the party telepathically, and then looks a Beartrum, surprise he can speak. Beartrum tries to talk the Stag into letting the party cross over and use the gate, but it does not go very well.
- Roth and Merry then takes over the persuasion and do a very good job, so the Stag allows the party safe passage under the condition they tell no one the location of the gate on the human side and do not use it unless the Stag gets some forewarning.
- These terms are accepted and the small mushroom line disappears, letting the party cross, and then regrowing after they cross over. Merry then asks for one mushroom, and the Stag allows 1 to grow which Merry adds to her bag of holding.
- After an hour or two of walking, the party passes a small pond with a waterfall tumbling out of a small rocky stone formation. On the other side is a pointed arch, which the party assumes goes back to the Material Plane. Olly removes gear and flies through, being resummoned 6 seconds later. Olly says it is dark, a cave, and smelled slightly of sea water, and there were likely bats.
- The party then takes a moment to try and confirm if the sea water would be a problem (should Roth cast water breathing), and is there a way out of this cave, etc. Olly is sent back through for 30 seconds, and this time confirms it is a cave, there is a small salt water pool and a high ceiling. There is a small opening, and likely the party can get out, but it may require some magic.
- The Stag then looks at the party in confusion when Olly returns a second time, and the party then decides it is safe enough and passes thorough the gate.
- Olly, Merry, and Beartrum roll high enough to remember the entire trip.
- Roth uses one of his feather tattoos to "not be gone 10 years", and hears a voice says "Done." He then feels a slight warmth on his arm, likely signaling the use of his feather tattoo.
- They arrive on the material plane with a 1 to 1 ratio, 64 days having passed.
- The Arch is inlaid in a rock and seems to be in an abandoned sea cave, as there is a slight sea smell but not yet any sound of waves.
- The party goes down a long narrow cave, which makes it hard for Beatrum, who finally asks to be turned into a smaller something so that the party can move faster. Beartrum becomes a turtle, and 20 mins later the party is out on a beach on the edge of a tall 80 ft cliff.
- Merry does a Survival roll, and they are no longer on the Bay of Songs, but seem to be on the other side of the continent, in Flamelian's territory, which is where Roth used to work out of.
- Since it is night, the group decides to spend the night there, and then work on a plan to get back to the barony the next day.
- The party flies up the cliff to the top, to avoid any tidal issues, and pops the mansion door against a small rock.
- Alethra contacts Fen, who is very happy to hear that the party is back, and he will work with them tomorrow to open and tree and "bring them home".
- Alethra promises to send a message as soon as they find a tree of the correct size.
- Party Long Rests - Level up to 16
- The next morning, the group finds a tree and then contacts Fen, who scrys on the tree they found, allowing them to get back to Barony. Fen is so happy that they are all back and that Alethra is safe and in one piece.
- After learning they were gone 65 days now, which seems to be the same amount of time they were in the Feywilde, the plan is now for the group to rest and recharge.
- Merry wants to wait until the next full moon to open the bard in a crystal, so there is now some downtime options.
- Fen confirms that the gate did open the last two full moon, but it seems like the time it was open was not consistent. Also mentions Tristian asked about Alethra, and thinks it is sweet.
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