Session 0: Whispers Calling
Our party arrive in the town of Grovistide. or at least they think its Grovistide. The town having its Sign recently edited.
Grovistide crossed out with paint and a new name written crudely bellow.
One by one our party take up stocks of the town. the citizens here speaking some unknown language, not elvish, Dwarfish, Draconic or even giant. between our party nobody has any idea, it seems to be complete nonsense.
Directed into the town's Inn, Inside language seems to have returned to normal, Something about the drink in the tavern suppressing the odd effects that have taken the town.
The party buy food and drink and begin to acquaint themselves with each other. after the introductions are had and cups are thrown the parties attention s drawn by a posting of billboard jobs.
posted three jobs take the parties interest. An old man by the name of pappy is seeking to atone and offering a small fortune for help.
the second a missing child, but as chatter amongst the locals rises the party learn that the child has been missing for supposedly a year yet they all have eye witnessed the child still at home in the village.
The third job seems to be a simple one. gathering mushrooms in the forest, only one party member seems to be keen for it.
The party is split about which job to undertake, a vote is conducted and although one job won favor the minority were stubborn and chose to follow their job anyway.
Don't know what happened with the missing child
The party regrouped to follow the task of Pappy, everyone seems to assume he is a Wizard so much that the party catch on and also begin to assume.
Session 1: Pappy is not a Wizard
Pappy the not Wizard after a bit of convincing from Raishin gives the Party a potion. Telling them that one needs to drink it then head north and “They” will find him. Not elaborating who “they” were.
A small altercation Between Raishin and Kenaan arose over who were to drink the potion, eventually ending to Keenan who was almost instantly pulled into a deep sleep leaving the rest of the party to take him north.
Kennan's body began to glow and started to hover seemingly on its own, leading the party deeper into the forest arriving at a deep pond. the party mostly dove in after Keenan without hesitation. Arno caving to pear pressure.
The party arose in the Feywilds. greeted by strange giant fawna and odd arcane energy. soon set upon by an invisible foe. several spells used to locate it failed until Razza granted Raishin a spell of true sight. allowing her to see the creature was not on their plane of existence. reaching in to attack the party. With no way to fight such a creature the party opted to flee.
Finding paths deeper into the fey forests the party encounter an obviously baited treasure chest sitting in the middle of the road. Raishin striking the chest with a few choice stones revealed that it contained even more chests.
Eventually the party solving the small puzzle and revealed an interesting fey creature by the name of Wesley. a weasel like creature with butterfly wings.
Session 2: Emotionally draining Weasel
Our party reach the town of Astral crown. the city looks to be the site of a meteor landing zone with the crater creating a three pointed formation.
These formations reach high and have been hollowed out to make a majority of the living space for the citizens. many shops and other services litter the ground level. Crystals grow generously all over the town but there worth is minimal akin to quartz.
The town here was raided by Drow during the Feywild war. its not clear if the Drow raid was related to the war or simple a coincidence but the towns people remember it as such none the less.
The party spend some time shopping, getting different foods.
Arno has a small confrontation with a shop owner as he is a Drow.
Keenan buys a cat with countless teeth and butterflies to feed it.
There is lots of advertising and talk of the Witchlight carnival as well as a Hag living in a house to the north at the centre of a massive storm. The party decided to head to the hag stopping by the carnival on the trip as its closer. Need to comeback when Foundry is working and flesh out - Kaos
Session S1: Side Quest, Apple Thief
Arno and Raishin meet a very sad Fey corgi by the name of Ray who has had her shipment of apples stolen by some feline creatures the two agree to help and retrieve the apples for her.
Session 3: A Day at the Carnival
Razza, Arno and Keenan leave Astralia and have an uneventful journey to the Witchlight Carnival.
The carnival is apparently a very popular attraction and plenty of people are trying to get in. As the party joins the line to enter, they spot a Kenku skulking around and sneaking into the carnival.
As the party get to the front of the line, the attendant (a head in a cage) shows them an image of all of the party member's silhouettes and says that we are entitled to free entry, but are not given an explanation as to why this happened. Each member is given a gold ticket with 8 stubs and a set of wings, butterfly wings for Keenan, dragonfly wings for Razza and ??? wings for Arno. The wings do not appear magical in nature. The attendant also shows us a poster saying: “Become the reason there is joy throughout the carnival. Be crowned the monarch of the Carnival at 8 tonight. Meet Mr Light and Mr Witch, plus prizes.”
The party spends the rest of the session exploring half of the carnival and trying out different games and rides, winning different prizes and raising the overall mood of the carnival. They also spot the kenku from earlier doing a shenanigans.
Session 4: Life of the Carnival
Caligos now awake finds himself In front of the Witchlight carnival. Excited he enters and goes to find his companions, Wishing to play games with Keenan and Razzar.
The trio explore the carnival playing games and riding a swan who asks them existential questions. They answer and in return she offers gossip. Something about “The three sisters” and that the mermaid of the lake refuses to do her act because her lover embarrassed her?
Finding a place to eat at the Gardens they order lunch. Live music is being played by a bard with a large frog, Its a dance, Play and music all in one show.
Razzar recognises the bard as a childhood friend. She tells Razzaar his family is in danger and he needs to find the Hags to save them. After lunch The trio also meet the displacer beast protecting lost and found. She has a secret , Is sad when she sees Keenans pet cat
The Trio play a game with Deana, A centaur who works at the carnivals Carasaoul. She offers a game, Guess the names of her horses and you could win a prize.
Each of the trio receive their rounds and Caligos rolls to convince the DM to give Keeanan a chance to win an extra prize. He rolls well and Keenan wins , but before he could claim his prize, a sneaky Kenku who has been causing mischief around the carnival, snatches the prize and runs off.
The trio run after but the Kenku evades them. Caligos, Thinking the wings they were given at the start of the carnival, were related to the Kenku, In an attempt to lure the Kenku out Caligos tries to remove a guest's wings.
When guards stop him he tries to de-wing the guards, After that fails Caligos takes his own wings off.
Instead of luring out the kenku, he sees a glimpse of the Hag sisters before being dogpiled by guards. He warns Keenan and Razaar about his vision and begs them to remove their wings before being dragged away by guards.
Keenan and Razzzar remove their wings too and see the same vision but keep their cool. Just as they do we are introduced to Mr Light. Explaining to the two that he is worried the mood of the Carnival is down and convinces them to put their wings back on. Giving them a pat and telling them he hopes to see them at the crowing of the monarch that night .
who are the sisters Will anyone in the group be crowned monarch ? Why is the Kenku creating Havoc
Find out more on whispers of the wild
Session S2: Side Quest, Raishin's Perspective
While the other's are having fun and causing chaos Raishin has arrived at the Carnival much later in the day. Oblivions to the adventures of her party Raishin spends her time cautiously exploring the carnival. finding various games that have peaked her interest.
Plays a few games such as Goblin Wrestling, Feats of strength, and a game she thought was knocking over cans but turns out to be throwing rings on a unicorn horn.
Session 5: The Witch, The Light & the Crowned Monarch
Caligos , arno amd razaar in this session . Caligos was taken to the staff rooms where he was questioned by witch and light. They demanded to know if caligos worked for the Kenku . Caligos was adamant that he was the monarch and that they should treat him better.
Arno and Razzaar split up to see if they can find more information after Razaar was told by the prize givet the Kenku ‘ was only doing it for attention ‘
Razaar goes to find the pie lady from previous sessions , and sees the Kenku eating a samdwhich . He gets him and fhe kenku another and they discuss a deal
i help make you a monarch . You ask where prisoner is
Arno on the other side , literalllyyyy uses everything in his pockets to convince the guard at the stations to find and retrieve Caligos . The guard at the entrance trauma dumps on Arno and tells him if they don’t raise the mood , there won’t be a monarch .but a plan b may be to steal Witch and Lights prized possesions . Arno thanks him and grabs Caligos where they regroup with Razaar
Sharing their information they come up with a plan . Combine Weaseltones eating of feelings abilitie , magical lights and getting Kenku to return all the stolen stuff , the mood would rize . It works but Caligos is told off by Razzaar saying he won’t be a monarch . Caligos gets depressy and facedown lazy lagoons down the river .
The night finally concludes with a show at big top . People poured in and mr light and mr witch greeet the audience and snnounce the winners . A joint monarchy between arno and Razaar. They go onstage to be crowned and whisked iff to the back by Witch and Light.
The owners demand to know what the characters are up to and bring in the Kenku
They conclude that they are looking for Prismeer and the carnival owners oblidge
Session 6:I moustache you a question
Arno, Caligos, Razaar and Keenan session
After entering the portal at the Carnival , the party find themselves teleported in a hot and sticky Marsh. Kettle steam recognizes the place as prismeer and suggests they look for a old tavern that she knew called the “wondering inn” The party agree and search for a high place to find the tavern easier. Approaching a fallen tree , acting as a bridge over the river the party are ambushed by a Brigrade of Brigrad es ( Rabbit folk) who proclaim that they are robbing the party. The Rabbits try to escape after the party killone of the rabbits but the party hold them hostage for information .
The party decide to camp in the swamp for the night for a long rest . They discover they are being watched and learn about the 4 rules of the wilds by Kettle Steam
In the Morning , Caligos climes a nearby tree to determine their path , only to see a falling hot air baloon. The party race to save it from falling and discover a flamboyant purpled dragon in the cage who beg them to comb his moustache and get him out of it .
Session 7: A Festive Show
(Festive Themed Special)
Caligos, Arno and Raishin run into a lady of the Fey-Wild during their trek through the bullywog swampland.
She introduces herself as Anaise, A humble lady of the Feywild who has had her sparkling start stolen. She pleads with the three for them to retreavie it for her. Caligos and Arno agree with Raishin being sceptical. Putting the purple dragon's quest for freedom on hold.
The party head in the direction Anaise told them of to find the swamp quickly terraformed. a spot of snow and tundra with quite a large pine tree in the middle heavily decorated with all sorts of festive things.
The Large pine was made into some sort of building. The party fighting Mimic presents on the first floor.
Sneaking past sleeping mushrooms on the 2nd floor.
Solve a riddle told by a pair of beholders on the third or risk being turned into festive balborls.
and finally on the top floor they spied the star only for it to be swallowed by a dragon made of gingerbread.
Caligos so shocked he past out leaving Arno and Raishin to fight the dragon alone.
Session 8: Grublum & its Colectomaniacs
The party reach the small town of Grublum still on a mission to free their dragon friend.
Razza & Arno are left alone to complete that mission:
After shaking off the magic of Christmas and returning to the Masrshy lands, Razaar and Arno are guided by their purple dragon friend to the Town of Grublum. Here they find that the town is build across a fallen tower. The settlers, mostly gnomes , have built in and around the tower and made it their home. After entering , the two see that the town was mid meeting , . Razaar eavesdropped and found out that the town were split on the decision to go after the thieves that had robbed them of their collections whilst the other half firmly believed the Laws of the Feywild would serve the thieves whats coming to them. Amongs the crowd was the dragon's friend , Jingle Jangle, who was covered head to toes in Keys.
After asking for assitance from Jingle Jangle, she takes them to her shopo, a shop that sells nothing but keys. She produces a skelaton key and offers to sell it to them for 2000g. Arno tried to barter but instead got an alternative option. Help the townsfolk with the thieves and get the key for free. Razaar and Arno accept the offer and head out to chat to the townsfolk where they quickly learnt that Jingle Jangle was not the only collector in this town. The townsfolk tell the party of Rabbits that have stolen their collections. Collections of birds, buttons, string and teapots . Razaar agrees only if some will join the hunt . Three brave Gnomes join and are affectionally names , Strings. Buttons and TeaPot.
The party find the rabbits with ease and Razaars keen sense of smell but before they jump in, they devise a plan. Arno was to enter with such great pizzaz they were forced to respect him. The plan was to make enough apple and mushroom pies to impress the great Long Scarf , the leader of the the thieves. The plan quickly changes as Arno does his performance and attracts the assistant of Long bottom. Then uses his insperation point to ask “ DM” 'I know a guy' Arno learns of Longscarfs secret Girlfriend, Mini Skirts, and uses it to convince the assistant that Mini had sent him to check on Long Scarf . He rolls high and the assistant takes him to Long Scarf, a magnificent Rabbit with a magnificent scarf. There, he talks to Long Scarf into changing his ways so that Mini Skirts would be proud of him again. He is successful in convincing longscarf to do so , and brings in Razzar and the gnomes to celebrate. Razaar makes 85 Apple pies that taste great. The thieves return what they have stolen and the party return with the goods.
Jingle jangle gives them the keys and they set Sir Travalar, the prurple dragon free . He promises to take the party safely to their next destination and answer any questions they may have.
Session 9: Through the Bullywog Swamps
Razza, Arno, Caligos, Keenan & Raishin after freeing thier moustashed dragon freind yet to be named. He offers to guide them to the edge of the soggy court.
During the trip the party have their rest interrupted when Keenan spies a building with chicken legs. After confirming the house is approaching them he wakes the party who do their best to hide. some doing better that others.
After a very suspicious chat the party seem to mostly agree that the building and its owner Honey mean no threat, Infact she seems to be a victim of Lockjaw, The hag they are searching for. Asking the party to retrieve a dear companion of Honey's in exchange for compensation.
The party enjoy a free meal from Honey, Some enjoy it more than others. Afterwards she offers to take them to he Soggy Court herself. Her Chicken leg house being able to navigate the swampy land with ease. Raishin refuses, Instead traveling on foot.
The party manage to get the attention of a Ballooner merchant. Buying some items not for coin but strange things such as a Shadow or a first born.
The Party were welcomed warmly by theKing of the soggy courts who offered hospitality in exchange for returning a book he stole from slack jaw The partie learns from the book that it is a diary . The book has secrets telling the party that slack jaw is not fond of fire , but loves things that float
how will the party deal with slack Jaw , find out next time !
Session 10: Hag-aling with the Hag
On the door step of Slack-Jaws domain, the party , Razzaar , Keenan, Caligos and Arno find themselves greeted by a Bullywog secretary. Who explains to the party that to get an appointment with Slack-Jaw they must pay the fee. One year of their life to proceed.
Caligos and Arno paid the fee, Ageing one year each in a mater of moments, Keenan however manages to persuade the secretary to wave the fee for him personally due to his history with Slack-Jaw. What did Razza do?
Inside the giant tree was revealed to be a factory. Full of gas powered machinery, tools and other Bullywogs working, CRafting parts to make Airbaloons.
Keenan ninjas his ways through scolding hot pipes too get some loot hidden in plain site.
The crew find that the factory has been partly destroyed by fire. The path to Slak-Jaw's room was a set of stairs now destroyed and replaced by a crude ladder.
Two paths lead to the ladder, They could either test their flexibility through scolding hot metal pipes fit to burst at any moment or the monster swamp that had seeped in due to the fire damage. The party chose the later.
The pond had several large lily pads that had signs of being used by the workers to cross the water without hinderance but the party had another idea. Working together to make a short cut of icy stairs thanks to Caligos quick thinking. The the room and water were much hotter then they realised and the ice began to melt quickly, Arno very nearly did not make it over the ice and the monster of the waters stole his shoe.
Up the ladder the party arrive in Slack-Jaws waiting room, A room were deals are made.
The party get bored of waiting for the hag to arrive so they prod around the room looking for anything of note. They talk about Stu and hear a faint barking behind a wall. After examining the wall thoughly they find a secret switch that opened up the wall of roots revealing a room full of treasure , and a trapped Kettelsteen with Stu .
The Hag finally shows up and hears what the party has to ask. Caligos says he wants to reverse Keenans curse and the hags asks for the menagerie in return. The party collectively disagree.
Slack-Jaw things and says “ ok , how about someone taking Keenans place ?”. Caligos volunteers . Keenan's curse is reversed and his memories of the whole trip lost.
He reverts to his old bird folk self, Ken. Caligos's past is forgotten by all, and no one in the party recognises him . Despite their fall back, the team agree to fight the hag to release Stu and come out victorious . . ./ They return to Camp and reunite Stu with Honey who welcomes everyone with Stu made Stew and a long rest . Team levels up
Session 11: Boats and Their Captains
Being Victorias the Group come out with some revelations, Some loot and eager to get to the next goal. Their on again off again party member Ketelsteen wants to bring them to see his Patron, The Arch-Fey Valour.
The party first must find a way out of the Bullywog Swamps.
After returning Stu to his owner Honey she offers them a safe place to sleep, A warm meal and to take them as far as her house is able.
Arriving at the coast, just north of Grublum the part encounter the beginning of a competition. A boat race of sorts held by the citizens of Grublum. Honey bids the party farewell.
The party learn about what's going on and enter the race themselves, sizing up to competition and learning the rules.
Session 12: Palace of Vrugbaar
After our adventurers finished the boat race they found themselves on the mainland. Kettelsteen met them there ready to lead the way to her Patron's palace. But first they must get through the mist without loosing each other or themselves.
The party camp for the night where Kettelsteen insist she takes the party to meet her Patron, so they can see what they are working for and receive some clues to their personal goals.
The next morning the party follow Kettelsteen deeper into the misty forests. not long after thier journey begain Arno and Ken turn around to realize Razza is missing. With the fog so thick they are unable to see him.
Razza has been caught in a trace by the mist seeing horrible things of the disaster luring him away. Though the two stumbled and panicked a bit eventually Ken had the idea to perform an Elephant call which managed to snap Razza out of his trace, Arno using some dancing lights to beckon Razza back to them then tying themselves together with rope.
The party eventually find Anise who has been lost in the fog for a few days. she agress to join them but isnt very happy about it rather they would join her.
Kettelsteen leads the party to the Palace of Vrugbarr.
The party are otherwise left to their own devices while the master of the house is brought up on the situation.
Razza manages to break a locked door, gets caught and scolded, when he doesn't back down he experiences first hand the power of the house as he is tossed through a nightmare realm.
Ken and Arno do a little browsing of mansion running into a few children's going about their day and examining some of the fine artifacts on display.
Anise does her own snooping finding a classroom.
After all their chatting and chilling learning a few things about and from the Children of the house. The lady of the house calling herself 'Wicked' makes her appearance.
Wicked gives the party a large exposition dump as well as reinforcing each parties personal goals.
- Anise wants something of hers returned
- Razza wannted more clarity with the disaster he is premising
- Arno wantted more information on his mother
- Ken was satisfied until a relevation was made that he was far from free of the Hags influence.
The party meet the Patron Captin valour who is currently in distress due to the Hag's magic
The party could stay the night at the palace and have a well made meal.
Session 13: Heading North, Through the Woods to face Nightmares?
The party is well rested and somewhat resupplied. Their time in the Demi's God's home was more productive for some over others. Caligos awakes from his comatose state to rejoin the party and officially meet its newest member.
After some discussion the party has decided to head north. Towards the snowing mountains. Its said Giants roam these lands but the parties main goal is a Hag said to make her domain here. The party know little on the hag, Not even a name. But they are sure to find more answers during their travels.
They first must get through a place known as The wailing woodland a dark forest that covers the area of some small countries.
Party Downtime before session starts
The morning is Cold and Misty, the tiles floor is freezing to the exposed foot. Its rather dark almost like mood lighting, there is a dull aquatic glow to alot of the mansion coming off the stone that makes up the walls. Its oddly quiet yet the party can hear plenty of movment, almost likes its being muffled. With a family of almost fifty children it stems to reason that there is some Sort of magical sound proofing. Its hard to tell the time even with the sun up the mist is so thick it lets in very little natural light. Upon leaving your room most will see the dining room packed. Some fimilqr faces of the children you ran into the day before but plenty of others too. All with the same monochrome hair in all sorts of styles. Fair fee species as well, elves and half elves seem to make up the magority but there are a few Asimar, Genasi, Half Orc and even some odd ones that (DC Arcana 21) you may or may not know as Kalishta. The spell of food quickly fills your sences still struggling to wake up in this dreary atmosphere. The lady of the house is no where to be seen. A few of the children take looks at you if you ahould approche. Some wave, some ignore, some Snear. If you explore the house you will find all the doors that were locked before still are. The house has a very well detailed garden surrounding it more extravagant at the back of the house. The misty air and cood breeze keep you from completly relaxing. There are plenty of plants here that seem Native to the fey wild but some that obviously are not.
Anise
Anaise would like to start off by introducing herself to the group . Perhaps at breakfast
“ I am Anaise Wellington . I am a bardess from this feylands . I have decided to grace you with my presence in your party . It is your pleasure ”
Ken
“I am Ken. Why are you following us?”
“Why do you think I owe you 10 gold?”
Anise
“ Ken ? Oh what a 'you' name . I have seen your party in combat twice now and think you might just be able to help me. ”
“ don't remember ? I Loanes you 5 gold yesterday ? Are your memories fuzzy again ? ”
Ken
“I think I might be forgetting why we should keep you around. Can someone else remind me?”
Anise
“We share a common goal . Kill the hags . You and I need as much help as we can get ”
Arno
This would be whispered or muttered to Ken “don't worry about her she's trying to swindle you.”
Anise
“Anyway! We have our goals set out for us all and I believe it's best we try to get along for as long as we are travelling together”
Ken
“Which hag are we going after? I would prefer to avoid that hag to the west for now. Bad memories.”
Arno
“Seems that we're leaning towards the one to the north. Good thing too; Cal, wherever he is, has some 'storm' to chase up that way. Not too keen on the cold but we might need to rug up and get some warmth generation before setting out”
Anaise perks up :
“ SHOPPING ?? ”
The children of the mansion have mentioned they have a few oddities to sell,
-come to the 2nd room down the 3rd hallway, left then right-
Its highly unlikely they have everything the party want but a few curious that may peak the parties interest.
If the party are looking for some more serious supplies they will have to return to one of the settlements east such as Astral crown.
Or continue North there is surely to be something before the wailing woods…right?
Razzar
breakfast : Razzar eating quietly and too early for discussion
Razza has a delicious breakfast of French toast, sausage, Pineapple juice and a few doughnuts.
The food is exquisite.
Razzar hears the kids mention that -the food has gotten so much better since that swamp hag was disposed of -
Its not sure where the food comes from, Unseen servants simply bring plates of food to the guests a few minuets after they sit down
Ken
Ken would like to find a plant close to the Manor/Castle for the purpose of the spell Transport Via Plants so we are able to return quickly.
Ken sees plenty of odd and mundane plants around the gardens of the mansion as well as the more untamed nature outside the Mansion’s borders.
There are too many eyes for Ken to work magic secretly within the mansions boundaries and outside nature is weird and wonderful.
Where and how would Ken like to conduct this spell?
Ken was going to ask Wicked if it is safer to use a plant inside or outside the Mansion for the spell, but as we cannot find her, he will just find a plant outside the mansion that looks as safe as possible.
He isn't trying to be stealthy this is purely for future convenience.
All he needs to do is touch a plant that is at least Large is size. No magical mumbo jumbo needed until he needs to teleport.
Throughout Breakfast and the morning ritual Ken is unable to locate wicked, Asking any of her children they will say similar things along the lines of “sorry she is busy” Ken can easily locate a Fey tree some 30 ft from the bordersnof the manstions grounds. it is curlly with transparent leaves like many of the trees around this forrest, as a bonus there seems to be bone of the sleeping figures the party encountered earlier Ken conducts the process he needs for the spell and catches a small spark in his mind. a thought or feeling. was it from the tree? or a presence elsewhere trying to make contact, touching the tree again fails to creat the same feeling, but the spell is primed.
Anise
Anaise : And what may I call you Peace maker drow and Toffee apple elephant ?
Anaise: “ whose pet is he ? Isnt that an aweful diet ?”
After talking to the Party Anaise would like to see what the children have to offer.
“ Oh this should be fun”
Arno
During the downtime between recalling some memories with Ken and musing about the mansion, Arno would like to head back to where the first room of that armoury/ artifact room was and take note in his journal with the religious notes on the items on display. Noting down the intricacies of such craftmanship and magic, potentially what ties to certain sects they could be seen as (if something seems ritualistic in nature he would assume it's something from a nefarious or cultist origin, as example)
As Arno brows whats on display he quickly begins to realise there is no real common theme for these items. What he may of thought to be items of religious sentement are actually more mundane. It becomes more and more clear that the items are of a personal collection rather than having any meaningful ties to the world There seems to be alot of daggers and knifes, a few tomes and books, a few pieces of jewellery and some odd trinkets. Yet nothing gives any hint of origin or purpose outside the obvious (books to be read, dagger to stab) Arno remembers Wicked did mention her collection and how its one of her joys to collect rare and powerful items. Arno is able to recognise that everything is enchanted is some way shape or form but if he wants to find out more he would have to focus on a particular item. (Knife, Book, jewlerry, odd trinket) (DC 26 Arcana Check To identify a single item of choice. A lower roll may reveal some information, you may also use the identify spell if Arno has it or perhaps one of then-other party members has more Arcane you could gain assistance from) Aside from all this Arno is easily able to sketch out the items he wants in his book taking notes of the designs and hypothisis he may have. It will take 5-10 minuets per item recorded. There are 15 items on display in this room not including the statues
Session Start
Anise, Arno, Caligos and Ken left the manstion in the morning meeting the Fairy Dragon they rescued earlier on the way out who reiterates that the party should find a guide for the woods.
about a days travel North the party arrive at the southern most entrance to the wailing woods, encountering a colourful cast of characters all preparing to make the week long journey through the woods.
THrough varing levels of sucsessful convocations the party manage to
Session 14: Death, Forrest? escape?
The party are a few days into their journey through the woods, their only guide now being Ken's fuzzy idea of the land around with his spells but are otherwise very lost.
After their fight with nature the party are wounded and low on moral. They realise they are lost as if the forrest is changing around them. However in a moment of true heroric action Caligos pleaded with the gods of the Storm to show him and his party the way foward…and they responded. A flash of lightning and the crack of thunder gave Caligos an otherworldly pull in the right direction, confidently he lead the party for the next fee days of travel.
Despite this the party were beginning to feel the effects of the woods. All but Ken began to surcom to madness during the travel. With supplies running low they began to formulate a schedule. Anise to save the day brought forward her Hero’snFeast she would use this to sustain the party for their journey.
By the end of the 3rd day the party had reached some rather large ruins. Arno reconised this as some sort of checkpoint though it was beyond repair. They were not the only ones. Several of the other people and guides they had met at the forrest entrace where here though some fewer in numbers.
Raishin was also here, the party had lost her early into theirr journey but she managed to beat them to the checkpoint and rather unscathed. She had brought thier original guide, the thorn throne knight who had unfortunatly fallen to her injuries only a few hours earlier. Caligos and Anise take the oppitunite to loot the body much to Arno’s shock.
After mingling with the other groups a bit only really asking if they could join a new guide and being offered extrodanary prices or just flat out refused.
The party found a young Aarakocra lady by the name of Telula. Being escorted by a trio of lesser Myconoid. She explains that she is trying to get home to her mother who loves in these woods, but the Hag magic has made it too dangerous for her to travel alone, She requests the party escorte her home and in return, Mother will get them out of the woods.
After a bit of discussion the party agree , and after possibly the calmest long rest the party have had in a while they set off following Telula.
Session 15: The ‘Who’ when you ask ‘Who’s There?’
After a Gruelling battle with the monsters of the woods and the woods itself the party come out Victorias and massively scathed.
Razza and Caligos on deaths door with Ken not far behind, Arno looking worse for wear and Anise with a few bad injuries but the threat had subsided. The party cheered in triumph and were about to collect the loot and recover before they heard a whispered singing in the wind.
Wind, the party had not gotten a simple breeze let along this strong wind since stepping foot into these cursed woods. Then out of the dark came a clawed wispy figure. Singing on the leaves, far bigger than the golems they just defeated. It whispered seemingly looking strait at Ken Found you Hatchling
As the creature demanded to know why the party were in the forest they bickered amongst themselves and waiting till the last possible moment, literally inches from death until Ken finally spoke up.
After a short explanation the creature was reveled to be a mutated Aarakocra of sorts. who profusely apologized to the party and thanked them for escorting her daughter Telula She brought them to her abode, a safety from the darkness of the woods.
At the abode the party could finally rest as the air of calmness filled their bodies. It might as well have been a completely different world from the dark woods they had spend the last week in.
It was here that the creature reveled her self to be Ozrelia a powerful Druid who like many in the Feywild had been trapped by the Hag's meddling, however with her power she has managed to create a limited doorway for herself and Telula. She offers Ken to come with her as its reveled that she is Ken's biological mother. Explained a bit of Ken's family to him and opened up some memories he had lost.
Despite the way out Ken decided to stay with the party. Ozrelia drifted him a staff of great power to protect himself.
After their long rest
Session 16: A Surprise to be sure, But one of Utter Bedlam
The party have a bit of rest and relaxation. they begin to unwind as they sort out a few issues the party receive a new visitor. A Gnome by the name of Gimbelhorn. He introduces himself as a humble noble traveler who has lost his way. he is quite friendly introducing himself to the visitors and owners of the house.
The party have a few personal moments with other characters as some get custom orders done from Annabell others get some ailments cured by Xelor. Arno and Ken have a moment of discussion and venting while Caligos and Anise have a bit of forward one sided flirting. Anise decides on a change of long term plans going from one to be feared to one to be loved.
As the night kreeps in Xelor and Annabell leave the house for a lovely date leaving the party alone with the servants.
As Anise goes to identify the various magic items she triggers a trap laid in the necklace now known as a Hag's Eye. A beast of Bedlam had been placed in the locket and sprung forward with nothing but death in its plans as it unleashed its power upon Caligos and Anise unknown to the rest of the party to to the use of a Silence spell.
The beast ravaged the pair of Caligos ad Anise. Te Beast of Bedlam is an old monster one from the chaotic planes of Pandemonium. A trap set by the hag Covern. its attacks reducing the adventures to incoherent blobs of flesh as its claws tore through the persons will and physical being. in a small miracle Anise was able to focus her ego and reform long enough to scream for help.
The party rush to aid but the beast os cunning and cleaver. Blocking one entrace making the majority of reinforcements take the long way around.
The blockage was cleared by Ken but the few seconds it bought the beast was enough to Incapacitate Razza, reducing him to a mound of twisting flesh.
Gimbelhorn was backed into a corner with Anaise being little help, firing off spells at a creature she did not understand and so the spells she chose proved most ineffective.
Arno applied pressure with his shadow and mighty swings of blade while Ken tried to conjure up some magic of his own.
The best was (somewhat relenting) as it tore apart the party, whittling down their willpower witch each chaotic claw attack.
The beast spoke in Abyssal, a lauguge none of the party could understand.
Soon into the fight Cal was driven to the brink and passed out leaving his party a man down with no hope of waking him
Up (Cal’s player left session early)
The party were on the backfoot, none had faced a creature of such power before
Session 17: On the Road again, The city of Glass
The party finish up their business at house Xelor before making the journey to the city of glass, Along the way they run into some 'Immortal' Bandits who had been hired by the hag in the north to kill the party.
Once reaching the City the party did some shopping and learned that somewhere along their journey they had been twisted in a time anomaly and had been missing from the Fey wilds for close to 12 months.
They also learned that the Witchlight Carnival has changed ownership.
Session 18: The Witchlight Festival
With all thats happened the party have the opportunity to relax and enjoy their time a bit before they are to set off again into Twisted mischievous perils.
The City of Glass has gone festive, with the Witchlight Carnival moving in and becoming temporarily intwined with the entire city, Dubbed the Witchlight Festival.
The party finish up their shopping but hit a snag, As Ken has been robbed!?, With little idea of when and who the Kenku festers with anger. But ultimatly it would be impossible to find them at this time and they had more urgent matters. Aiming to chase the thief later that evening.
The party decide to pay Anise’s Sister a visit, From recommendation of Mr Micker she has access to powerful divination and a collection of odd trinkets the party may find amusing.
Meeting Velvin, Anise’s older sister and new owner of the witchlight Carnival she seems like a rather odd posh woman, Looking closer to resemblance to the mother Annabell who thenparty met only a week ago but less round, though not far off as Velvin was sporting the large round stomach of pregnancy.
She lets the party parouse her wears asking if they have any odd items or strange trinkets to trade, making it clear she wasn't after gold.
Call tries to offer his Trident of Baking bu Velvin refuses weapons.
Arno offered a Unicorn horn which Velvin was very interested it, she took the party out the back of her shop so Arno could have a better pick. Finding a strange wooden doll wrapped in a scroll.
The party asked for a divination reading which Velvin accepted, This time asking for a gold payment for her service.
Each party member who paid was given the oppitunity to ask Two questins oertaining to anything they wannted to know.
Arno Asked of the future jouneynhe would have to make to rescue his mother and if he would have a place in this world once the tasks are done.
Anise Asked if there were other ways to convince the hags to cease thier influence and if she could get back what she has lost without bloodshed.
Gimbelhorn asked if there was a way to kill his patron that has his soul bound to servitude as well as more detail on the patron themselves
Caligos asked about the memories he has been having if they are real and what they mean. He also asked what awaits him in the north
I forgor what Ken and Razza asked
After the questions had been done and the characters left to ponder a bit Ken ran off to do his own exploring, leaving the rest of the party with a new option, to interact with The Deck of Many Things
Razza dies
The party have some festival games and earn some prizes before retiering for the night
Calligos gets a big egg he learns is a dragon egg
Session 19: The Witchlight Festival, Part 2
As the Sun sets the festival changes, the noght markets come out of the Shadows and the more Un-Selie Fey prowl the streets.
Before the asin sets Ken wishs to find Razza’s body and treat it properly then try and find his pickpocket.
Caligos has bought some books on generic dragon lore learning he thinks the egg is a Gold Dragon egg. He learns the egg is very close to hatching and is egg sitting
Gimeblhorn has some errands to run, reserch to conduct, and money to gamble
Arno is prepping fornthe baracks brawl.
Anise is prepping her performance and wants to go on a shopping spree
New Razza to join the party
Isooz and Ken try to find Razza's body during the night. Isooz gets Velvin to do some divination. and finds Razza's body, him Ken and Arno eventually meet up and burry Razza
Cal's egg hatches
Ken finds the pickpocket along with Isooz, They have a scuffle in the alley resulting in victory.
Cal learns of someone looking for a Drow
the party see Death, Cal has a quick convocation
Anise secures some airship transportation
Arno does shopping and runs into Yonari also organising some transportation
there is a confrontation with Wicked
the party answer some riddles
gimbelhorn gambles and reserches about magic tatoos
Session 20: The Witch light Festival, Part 3
The party is left licking thier mental wounds after the ordeal involving wiched and her child.
Arno begins making preparations right away. Confirming with the Slayer they raced in the earlier days. They gave Arno some details about the nature of the Hag the party planned to face. A Night Hag with power of sleep and dreams. Her Fortress isolated in the cold blizzard lands of the northern Feywilds. Yonari mentioned that the fortress does not belong to the hag and she had infact taken it from its previous owner, Noting that the previous owner might be a valued ally if the party can find them.
Yonari also reiterated the nature of the Feywilds and its laws. portraying that Arno and his friends didn't need to kick down the door they could approached the Hag on friendly terms, Though how effective it may be is anyone's guess.
Shortly after this Arno confronts the stranger who seems to be looking for a Drow. Finding out quickly it was abounty hunter, hired by somone from Arno's past to drag him back to the Watching eyes. “There is more work to be done” Arno managed to convince the bounty hunter to give him more time, The bounty hunter giving Arno one month to sort out whatever he needed, Tracing a runic symbol on Arno's flesh “So i can find you when the time is up”
Arno had a convocation with the possessed shadow he obtained from Anise's father. Learning that the shadow did indeed belong to someone else in a previous life. A soldier called Vincent who served under Duke Miguel Rollo as part of his special division.
He explained that during a decisive battle of the Rebellion in Reton he was on the loosing side, and developed a seething hatred for the man who bested him on the battle field. Eventually finding out that the soldier who bested Vincent was indeed a woman in disguise, the same woman the party knows as Wicked.
Arno tries to reason with this presence, trying to make them see reason that this burning hatred won't amount to anything, But the shadow countered with the fact that the unquenchable hatred was the only reason he is able to remain in this half-life state, without it his will would fade and vanish into the ether.
Cal got up very early before Rozellna had awoke to meet with Velvin to ask a Festival related favour. Approaching her shop Cal ran into Gimbelhorn who looked as if he was returning from a massive night of party and adulatory, missing clothing and with a massive grin on his face, carrying a bottle of booze and covered in marks of lipstick he didn't even seem to notice Cal walking past.
Cal entered Velvin's shop and was mistaken for a suitor, Velven came to greet him dressed provocitivly but upon realizing who Cal was she yelped in embarrassment and dashed back into her shop out of sight to put on something more decent.
Cal completely naïve to the situation happening simply thought that the two were playing “dress-up” and asked if he could get an invite to the party next time.
Putting that aside Cal came to request a time slot for a Performance headed by Anise. it took some convincing and a promise for a side quest but eventually Cal secured a performance slot for this evening.
Anise and Ken had a small moment together in the tavern as Anise tried to cheer Ken up after his traumatic event with Wicked. They talked a bit and Anise offered Ken a magic paint set she had obtained from the Festival ticket prizes. Though this did little to bring Ken out of his slump it at least gave his mind something else to focus on.
Issoz joined in shortly after questioning the validity of the parties mission. Though Isooz had his friends and people to save he put forward why the party were doing the bidding of the gods, Why the gods couldn't solve their own problems? Their display of power was evident.
Ken seemed to partially agree but both Raishin and Anise saw the bigger picture. That the problems the party were facing were not the problems of the gods but mortals, And explaining that Isooz idea of a 'God' is far from the beings they have encountered.
Isooz put into question the parties deal with Wicked though it was quickly shown that his naivety on the situation was showing.
Raishin challenged Isooz own resolve, the idea he was questioning everything mans to her that Isooz is not a trust worthy ally, one without resolve and the will to get the job done, believing the gods will somehow fix the mess mortals have created.
The Convocation left unfinished as Cal and Roz joined, Explaining of his planned surprise. Handing everyone charms he had received from Velvin to protect them from the Un-Sellie of the night markets cause Anise was t perform at Sunset.
The performance was fantastic
The party make some last minuet purchases.
Anise accompanies Wicked to retrieving her daughter who was in Presion, the noticeable things being that the child is missing an arm and a Leg.
The party aive at the airship docks and shortly after set sail into the sky.
The ship sails for three days during which Ken practices painting. Cal and Yonari spar, Anise practices her performing and Isooz meditates and explores the ship.
Session 21: Dead and Cold are the forgotten memories
The party arrive in the blizzard soaked alps, after a few days of journey that the party was well prepared for they arrive in a ruined village. Cal upon entering the village suffers mental anguish as he fall to the ground with a splitting headache. Memories of his past flooding in. unable to handle it he staggers though town eventually arriving at some ruined buildings. he sits motionless unable to cope with the onslaught of lost memories trying to claw to the surface. he seems to be reconised and is taken into custody by the local guards.
Dot Notes To be fleshed out
Cal is taken into custody by the village guards, the party talk to the captin trying to convince him to change his mind but little can be done, a snow ball is thrown by Arno and Anise prevents a full on fight. The town folk fane ignorance of the Hags and anything of the feywild.
Arno and Gimbelhorn follow Cal being taken to Jail where they hear a story about why Cal is in Jail, they also find Kettlesteen in the same jail who asks to be freed,
Ken, Issoz and Anise go around town to see whats going on, asking some of the towns folk about its history. they learn about the cursed child and what happened all those years ago.
Eventually they are approached by members of the churche who ask the adventures to bring the cursed child to save the vilage from its curse that they cannot speak.
Session 22: A Dance with Caligo's Heritage
Upon Entering the eye of the storm and defeating the shade of Caligos the party are offered only a brief moment of reprise before the shade rises from death, Bigger, stronger and looking far more impressive tan the regular Caligos.
Cal pushes his pride aside and asks the party for assistance.
The battle ensues with Big Cal Dominating the battlefield with assistance from Auril's heart. Solidified in a tomb of near clear ice, Thumping away as it unleashes beans of pure screaming cold and traps of ice walls.
The party quickly realise if they are to survive this they will need to use every resource at their disposal. Anise coming in with a massive support turning the once difficult blizzard terrain into something more manageable with magic.
The battle is going poorly as the party are on the back foot until with combined effort they manage to use Gimbelhorn's Hurl through hell to remove Big Cal from the battlefield. only for a moment but something is better than nothing. The party try to see how best to destroy the heart with all their attacks bouncing harmlessly off the ice. The heart did not stop its assault as it barraged the party in screaming cold power.
Only learning that the ice was magical in someway before Big Cal returned from its hellish trip, clawing his way out of the demonic portal and unleashing his anger upon the party. Though the fight felt like it went on for hours it was only moments but most of the party was brought to the brink.
Ken rampaging around confident in his power but lacking in execution, Gimbelhorn firing off eldrich blasts with the last of his energy, Anise keeping the party as healthy as she could, Arno adding his party and providing melee support, Cal matching is fluoshing attacks with style Tough the efforts were working, if they could hold out for just a bit longer they would win this fight and claim the rewards.
However.
Weather out of fear, foolishness or insanity Anise drew upon the vile cursed weapon she had found in the Wailing woods. Calling upon its power to end the fight right then and there.
The party were victorias though it was not a victory worth celebrating. The wounded were tended too but Anaise remained asleep despite her injuries being healed.
The party now went to work trying to destroy the heart that had ceased its onslaught once Big Cal had vanished. The heart still beats.
Some members of the party think to simple upheave the heart in the ice. not realising that the ice and the heart are well over 20ft in diameter and are stuck fast to the ground.
A few attempts are made to smash the Ice to no avail.
A bigger problem emerges as they realise they are now trapped within the storm with no idea how to escape. a few ideas are tossed around until Raishin points out the massive frozen lightning bolt and suggests using that in the same way as Cal's mother used to get inside the storm.
The party agree and the task is complete, the Party would have to return later with a McGuffin of some sort they have skipped.
The party return to camp with Anaise still asleep.
They begin talking about their next move.
They accidently teach Rozellena Sunbeam.
They fry Anaise with a sunbeam to try and wake her up, it does not work…
During that night when its Caligos's turn for watch he is meted with the spectre of his Giant Mother once again, Surprised to see him as he is her. She explains se had expected to never see Caligos again after he claimed his heritage. But Cal knows that something went wrong and the battle was not properly won. Though his disappointment is understandable Mulguni explains that there is another chance, otherwise she wouldn't be there.
There is a little bit of lore dropped about the events of Caliugos' past and to clear up the mystery before Caligos is left alone again.
The party wake up to Anise having grown up a considerable amount due to the payment by the cursed weapon.
Gimbelhorn recognises the weapon as being one from his Patron's collection.
The party return to town learning that not only are some of the owns folk they saw die back alive but none of them remember the party.
The party meet the members of the church who solidify their next best move. to go into the dungeon bellow and claim its power.
Session 23: Dungeon Bellow the Memory
The party have begun their crawl into the Dungeon bellow the village. With the promise that the Catacoms hold treasure, adventure, and a few solutions to problems they were facing.
Being Overly cautious has been their downfall as they look for traps where their are none and overlook the areas that teem with danger.
Their Oblex guide being little help as of yet the party still remain in the very early stages of the Dungeon.
Session 24: Dungeon Bellow the Memory, Part 2
The Party have managed to find some Familir faces as prisoners and some troubling clues, Upon leaving the prison cells they are set upon by an Arch Demon.
Session ???: Halloween Special
The party find a peculiar pumpkin shaped door during their travels, Inside a type of Demi-plane where they are greeted by a faceless creature, Welcoming them to the party and asking them To draw items from a hat before they are allowed inside.