Beryan: The Sun King’s reach grows deeper. He is not hard to find. I have seen his tracks all across my travels. He has many followers. While he has not gained the title that he seeks, be wary of a face to face confrontation.
Br: Who is the Sun King?
Beryan: I’m convinced he’s a mortal man, but like me he has found his way into the Elder Lands.
These are the Elder Lands?
Yes, this is the Elder Lands
All paths lead here?
More and more seem to be.
The barrier is weakening.
Yes.
(We could probably get back here, via well or some other means.)
Could we use Beryan as a patron?
Yes. She gives us +1 fellowship point. If we send her a message and place we need to go (leave a note at the base of the tree), she can tell us how to get there, but can’t guarantee that the road will be easy.
We now have 7 fellowship points. Storr is no longer miserable. Silas now has 0 levels of exhaustion.
Beryan referred to the girl as “Come, foundling.”
We tell Beryan about The Oracle and the one eyed blacksmith at the grave of his mother option and asked if she knew where that was.
The Boatman is able to ferry you there. I think you need to leap over the falls of the edge of the world.
- We journey We journey.
Scout (Exploration) - Silas (+6)
Look-out (perception) - Krambler (+4)
Hunter (Hunting) Storr (+3)
Guide (Travel) Balthazar (+4) We ask Beryan about the path due south.
She says the forest in that area that is known for singing with sinister voices.
Bal fails first check by 6. Event happens at the first hex. Hunter is target. 22.
Storr gets lost. She comes upon some tracks of some deer and chases them too far up into the mountains, they are very fleet of foot. She gets a little lost but comes upon this beautiful spread of fall mushrooms. She’s able to bring back both the deer and the mushrooms, and we all eat a bountious feast and fatigue DC does not increase.
Bal rolls 8, we burn a fellowship point (6), and get a 18. Next event is three hexes away. We’re traveling up in a valley. K rolls a 22 percep. The voices K is hearing on the wind are starting to grate on the party, getting anxious. Any small sound raises frustration and anxiety. Fatigue saving throw increases by 1.
Bal rolls a 20. 3rd event (which hex are we on??). We come to a bridge high up in this forest. As we’re walking, it’s still autumn. We’ve left the colder parts and it seems more October-ish. Chance encounter. Storr hunts. She is going through the woods and she hears someone chanting. She sees someone standing on the bridge and beckons us over. There’s a tall figure flanked by two armored figures.
One is an older man, with a bald head wearing a red cape and holding a staff. The other two are unnaturally tall wearing armor, standing very still near him. We don’t see any insignia at this point. Branwen sends Koweth into the air and she wargs.
Koweth sees the man throw a FIREBOLT at K which hits and K goes down, hard. Like see you later, Koweth.
- We fight WE FIGHT.
- Silas takes too long, and realizes his AC is much lower now that he’s wearing the helmet (monk’s unarmored bonus and all that)
- Kramb does some fire and wind shit which is impressive
- Bald guy can seemingly teleport. He does a bunch of wizard shit.
- Kramb goes down and starts making saves
- Storr grapples one of the armored dudes
- Silas mauls the wizard to death
- Storr attempts to toss one of the guards over the side of the bridge, but can’t do it. Instead, she drags him across the bridge, so…
- Branwen can hit him with Rhiannon’s gale, which she does, and she unleashes a gust of wind 50 FEET LONG
- One of the guards goes over the side, but manages to wade up back into the fight. He dies anyway.
- The other guard is “still looking rather hale” so we call it for the night. TO BE CONTINUED…