Session 1-Into the Wilds
It has been a very long day.
It has been hours, though it feels like days since you left the port at GreyMouth to enter the guard like arms of the Isle of Arcanum and Divinity. It feels like weeks since you’ve seen the mainland of your homes, wherever they may have been.
Running. You have all been running for what your muscles tell you have been hours, though it can only really have been minutes...you think. The midday sun is beating down on you, working its heat in between your clothes and your leathers, sweat beginning to drip down your backs and your brows, getting into your eyes, stinging a bit till you wipe them away, leaving trails of dust and dirt from travel in its place.
Those...things that caught your group unawares on your trek up to the school split the large group that had accompanied you from the boat. Pausing for just a moment to catch your breath, you all take a moment to look around and see who has managed to keep up.
Looking around, you see your remaining numbers equal three elves, a gnome,and a halfling. Some of you know each other, others are strangers.
[facilitate introductions]
Plot points/Scenes
[Gelora, Dink, Thaelyth- the second you stepped off the boat onto the land of this island, something felt off to you, like something was out of place, though its familiar, it’s hard to recall whats wrong exactly...like theres something behind every hidden surface, that you cant quite see, or something is watching you, but when you turn to look its just nothing]
[roll a nature or perception check to remember this feeling] [DC14]
[success, you have felt this way once before...on that day]
[in case of nat 20: this is the exact feeling you got an that day, the rippling feeling in your blood, that you weren’t quite all here, on this plane...right before you went into that strange land]
As this happens, you hear the crunching of breaking twigs, rustling leaves, as it appears whatever was chasing you is catching up. What do you do?
{stealth checks or roll initiative}
[Hidey hidey or fighty fighty ensues]
Once the party moves on:
[Whomever is leading the group makes a survival check to determine how fast they move]
FORESTY DECRIPTIONS
At some point:
You feel a tingling sensation start to creep up the base of your spines. Slowly….slowly it reaches the tops of your heads as you walk on through the woods. As it crests, all of the hair on your body stands on end as if you were hit with an electric current. Suddenly you feel woosy, as if you had been drinking, or almost as if you were standing on the deck of a ship in choppy waters. You feel this energy coalesce around you from the ground you stand on, as it reaches up higher and higher, the world starts to go dark. You feel….or do you hear it? A deep thrum of energy fills all of your senses as everything shifts around you suddenly, lurches, as if you had a hook around your midsection, and you briefly have the sensation of falling a great distance.
Then, as quickly as the feeling started…. you find your feet again, the world around you dark, but its there. You still seem to be in a forest, but the sun, once high at its midday zenith, is nowhere in sight.
[Wisdom or Intelligence checks]
Y’all have found yourselves in the realm of of the faeries.
What do you do?
Random encounters -Roll 1 d4- or choose appropriately at your will
1- You come across a small river, its gently flowing water looks so...peaceful.
Make a wisdom saving throw [DC 13] on a failed save, the water calls out to you, it looks so inviting…..You are considered charmed.
This effect can be broken by being pulled out by a party member, though you will want to fight this. [Strength check depending on party members involved]
If checks are failed, after a bit of time, something wraps around your ankle, it wants you to join it, it would seem. [wisdom save DC 13] It will attempt to drag you under the surface.
The charm effect is broken once your head is fully under the water for one turn. Roll strength to break away, or roll initiative
2- a faint sound of weeping can be heard floating in from between the trees, but only Thaelyth, Dink, and Gelora can hear it if followed, it leads to a small child in a small clearing of grass. [Thia}
If they interact kindly, Thia will instruct them towards their house, a small carved cavern, with a living door. Here, you will find Thia’s mother, Ellias a forest steward. Dependant on how role play goes, she will reward the players with 2 minor healing potions, and will summon the hollow beast to guide them to the c
3- You come upon a herd of moon foxes in a clearing, some of which are walking on their hind legs in a slow circular pattern under the moonlight.
4- something seems to be following you. [perception check DC 13 reveals what seems to be a wolf, emanating a soft silver glow from its fur, almost as if it was dripping a soft mist or a fog off of it, catching the light. It doesn’t seem to be aggressive, more….inquisitive than anything.
The Hollow Beast will lead players to the Moon Mirror Pond if they make their case convincingly.
Backdrops
Threats
SRD
Axe Beak
Large beast, unaligned
Armor Class 11
Hit Points 19 ( 3d10+3 )
Speed
50ft
STR
14 +2
DEX
12 +1
CON
12 +1
INT
2 -4
WIS
10
0
CHA
5 -3
Senses passive Perception 10
Challenge 1/4 (50 XP)
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 ( 1d8+2 ) slashing damage.
An axe beak is a tall flightless bird with strong legs and a heavy,wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.
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