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Session 12: The treasure hunt continues

We join the party as they take a short rest and spend some time getting to know the new members Ryker and Havayla. Turns out they’re not only displaced in space, but also tiiiiiiiiime. It was year 564 PtF (post rift) when they left Hearthollow, now it is 604. To add to their confusion, Wander and Yiven point out the tree tattoo on both Ryker and Havayla’s necks, previouslt unknown to them. Feywild is weird, yo.

While the party rests, Wander takes a moment to cast commune, asking Knowledge if the door will lead to the seed of the feywild (yes), are they are close to the seed of the feywild (almost touching distance), are the newcomers linked to the feywild (no more than you). Satisfied, Wander leads the way back to the puzzle door.

As a refresher,

[they see] a carved wooden door with an odd orange glow. It appears to be wooden, but is carved like bones and sinew. At the top of the door are winged celestial creatures angled down, as similar demonic creatures climb up from below. Between the opposing forces is a serpentine women with six arms. Written on the door in Sylvin is: “That which you seek is beyond Meralif’s door. The key is five treasures, five challenges from the fey. Find them, solve them, find the way.”

Across the door are five insets, in the shape of a triangle, diamond, circle, tear drop, and oval.

Wander places the shaped crystals in their matching indents. With the last piece, the door shifts, and she pushes it open. With a gust of air, the door opens into darkness.

The party steps in to a large cavern, 200 ft tall and at least as wide. Grassy ground stretches out infront of the door, dropping off into a subterannian lake. Flowering plants with large thorns (nature checks say don’t touch) grow along the sides of the cavern and into the water. Across the lake is a massive weeping willow type tree, with large hanging fruit. Beholderooms loom far above, seemingly unbothered by the party’s movements.

Arunak and Ryker see a deep, dark spot in the water. Wander casts Water Walk on the team and they quietly start across. Partway across, Arunak has a moment of perceptive clarity and sees the dark spot…move…

Yevin casts firebolt across the lake, away from the party, startling and making Havayla trip. The Beholderooms pause, taking in the sudden sound. Suddenly, there is more movement under Havayla as a giant snakey head bursts out of the water. Followed by another… and another… and another… it’s a Hydra. Roll for initiative.

A hectic and desperate fight follows as the hydra attacks multiple times and disappears under the water. Clever tactics by Nahtan draw it’s attention (cannonball), Ryker cobbles together a maltov cocktail arrow, Arunak attempts to stun, Yiven holds off the beholderooms, Wander casts harm, Zezu lops off a head in a flurry of bladework, Havayla protects with spiky spirit guardians, and Donkey insults it one too many times. Wrapped in the Hydra’s tail, Donkey is pulled under and the worst is expected.

It is Aurora the unicorn that takes the killing blow. As the body begins to sink, Nahtan dives down and cuts the snakey monstrosity open, pulling out the lifeless body of his companion. Wander rushes over to cast Revivify, and Donkey’s soul returns to his body.

Battered, the crew climbs to shore, except Nahtan, Yevin, and Arunak, who dive down to see where the hydra came from. And quickly return after discovering a nest of (probably?) dead beholders. On shore, Wander cuts down one of the fruits and Zezu cuts a path through the spiky vines to a stone door in the far end of the cavern. Opening the door reveals a cottage-like room, with a bed, kitchen, bookshelf, and a mist or liquid covered table in the middle. Wander uses her innate Firbolg abilities to sense magic in the room and is guided to the table, the foot of the bed, and a door frame leaning against the wall on the other side of the room. Ryker and Havayla argue that the crew should go back to safety and rest before exploring further.

As everyone decides what to do, Nahtan casts “Locate Object” looking for the Feywild seed. The fruit in Wander’s hand starts to glow. Just then, they hear a strange flapping noise, like a blanket, coming from above the room. A shape drops from a hole in the ceiling as the Derailers come face to face with a friendly Flumpf.

And that is where we left the adventure. What is in the room? How will the crew get out now that they have found the seed? What is the Flumpf doing here? We’ll find out next time, with the Derailers

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