The Occult Moving of Fate

The team meets a clairvoyant who can direct them. She will work with Druidess Emma Duckthoirne and Alfre to prevent anything 'dangerous' coming through. The local church refuses t otake part in it.

Plot points/Scenes

The team meets with Madame La Fayette who sometimes deals with the Fizsimons family. She lets them know that the Fitzsimons are happy to allow them t otravel with any of their caravans or ships to any port that benefits both. She also wants to help them get more information about the possible secrets to their quests. She'll only do it on holy ground due to the danger and to try to avoid the dangers of something taking advantage of her power. She will suggest to them the grove for a seance.   By going in there she will be able to tell the group that there is a way to restore Alice's memory. It involves the use of a rare crystal used by a powerful Hag in the east that alsohas access to the Vorpal sword. Her lair can be found in Kysa Córa in the Swieitokrzyskrie Mountains (a part of the Lysogory Mountain Range) and part of the Nova Stupia region. Know as a place for Slavic paganism and witches, many learn to cast from the Hag who is as willing to kill them as teach them. As long as they produce magical goods for her to use or pass to the Hag community at large they live. It is deep in the east of the Slavic territory and they can get there relatively easily but they have to be careful of the pagans & witches there, especially the latter who can be duplicitous. The cave she uses is heavily overgrown at the exterior and marked with the colour of her skin, a deep purple marking at the entrace. Both the sword and the crystal is both there near the entrance and she may be present. If disturbed during the seance, a purple hand may appear out of a shadowy misty portal and grab the runic sticks destroying them.   Alice will also be told she might not be able to directly speak to the Archfey due to the power of these god-like entities. Any that come through runs the risk of killing Madame Le Fayette, and possibly even Alice herself.   With Archie, he'll be told about the same creature and will be warned she is one of three. He'll be warned she is the most powerful out of a coven, and the other two are far more insiduous compared to her. One is in south east Britain, and the other in Feywild but doesn't really bother anyone any more. Ievery case they are still dangerous. The one in south east Britain is the one that really done the damage along with a Saxon lord. She can use the seance to contact Morgana la Fey who may appear and give the shock that she is an avatar of the Morrigan, who wants the witch killers destroyed. Morrigana will also grant him a single boon to use once by summoning a swarm of crows to help out once. She may also give him a mark after the defeats the hag there allowing 1d4 Evocation spells to be learned permanently without the cost or the need to roll.   Arne is given information that the patron wants him to become a mouthpiece for her when he gets the cloak. He'll be warned that Birgin is loking in to getting the remains of the treasury and his kobold minions are still present there. If he makes it there, he may be able to pay them off using the rest of the treasure hoard and allowed to keep the cloak to use. He'll be warned that excessive use will lead to him being drawn into shadow permanently. If he uses it wisely his patron will look upon him as her executioner / assassin / mouthpiece or similar. He has to wear it for 24 hours to activate it's power.   They are also warned that others on their own side are watching them with interest. A place called Wookey Hole may be of use to Archie in Surrey in Britain, Arne's village mat be of use for supplies and fighting men & women, Alice is told to get the crystal as it is less likely to be missed in the long run.   Also, a book may be mentioned that has the ability to restore Alice & give spells to the others... the dreaded King In Yellow book. Last seen at Wookey Hole Caves, it may grant Alice the memories she wants, and give both Archie & Arne one spell each. I may help Magnar increase a single Proficiency or Weapon Proficiency. If they make it and read it they have to make a DC 20 to 25 Wisdom saving throw or driven permanently insane. Then it vanishes into thin air.   They are left to plan what to do next or ask more details where possible, if Madame Le Fayette is still alive and able to finish.   Alice may be shown the animals in the grove too.
Related Organizations
Related Locations

Comments

Please Login in order to comment!