Dirlagraun and Burly stand guard outside as Witch and Light usher you into the Hall of Illusions. Kettlesteam hesitates and then stays outside as well: “Details of my pact with Zybilna forbid me from going to Prismeer. Please do all you can to save her!”
As Witch and Light move through the Hall of Illusions, their reflections in the mirrors show them as gloomy shadar-kai children, with your own youthful reflections following behind. Soon, they call you to a halt.the mirrors now reflect everyone’s true age.
Mister Witch faces the mirror and solemnly chants, “Hither, thither, here and there; wander yonder, show me where.” Mists promptly swirl in the mirror, blotting out your reflection. Then Mister Light addresses you in a hushed tone. “Everything you seek and more lies beyond this mirror. Enter, then, if you dare.”
Calanon is last. Assuming he will follow the others into the mirror, Witch grabs him by the arm before he can do so, and imparts some final word of advice.
"Mind the Rule of Three: future, present, past."
Light adds, "Find the alicorn and free the dormant queen at last!"
Through the portal, you are not aware of much, it feels like falling asleep and slipping into and out of a vague blue-tinged dream. There is a faint impression of music, then it's gone. Gradually you become aware of yourselves again. It feels like waking up.
You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. the parts that remain in place are separated by large gaps where portions have collapsed.
A fog-shrouded swamp spreads out below you in all directions, and up from its murk wafts the smell of rotting plants. Also rising from the swamp is the music of nature--a discordant symphony of croaking frogs and singing birds.
"An eerie place of woe and fear, natures music still we hear but through the fog we now must peer to see where we our steps should steer to reach the fabled Prismeer." Viola rhymes dramatically as she cautiously enters the swamp below her. Stealth: 6 Perception: 21 Survival: 20 She specifically tries to find some peacuful animal to ask for directions or a trail to follow.
Calanon nods at their words, his eyes wide as moves to step into the portal finally. He relaxes as he does as if he is coming home after a long day of work, the only sign of restlessness being his hands on his twin swords.
Viola finds handholds and footholds carved into a pillar supporting the highway, and she can easily climb down. She finishes the descent on a cascade of large, colorful shelf mushrooms that cling to the lower half of the support pillar. Her feet sink into thick mud at the bottom.
Viola can easily spot a few frogs wallowing in the muck or swimming in ever-shifting shallow puddles of dirty water. She also spots several birds perching and singing in the branches of a nearby cypress tree, the base and roots of which are lifted well above the muddy ground, giving the impression of an empty cage.
Davis, looking for landmarks, is impeded by fog but he can just appreciate a tower in the distance. A crooked, leaning tower.
To all, Pal will say, "I hear something... A rhythmic sort of rushing sound... Not sure what to make of it, but it could be an Ancient Black Dragon. Be on alert."
"There is a tower over in that direction." Davis informs the others, gesturing to the tower he noticed. "If no one has a better idea, I suggest we head towards the tower."
Pal will say, "Good idea. That's likely where the dragon makes its lair. Probably sitting on a fat pile of treasure and 'lost' items..." Pal will then draw his orb from his pocket and say, "Right behind you buddy."
Viola is just about to chat with a frog when Davis mentions the tower he spotted. "Yes my friends let's visit that tower, together we'll challenge its evil power." She rhymes and dances after the others.
Destination in mind, you trudge through the muck and slime. It’s slow going. Mosquitos are out in force, as well. You haven’t gone too far, howevever, before the ground swells with water. Within a few steps you are now splashing in large puddles. But the water level continues to rise, coming from seemingly everywhere at once. Before you know it, you’re wading (or swimming?) in water four feet deep. The frogs seem unperturbed, the birds flock to the trees, and you also notice the occasional snake swimming away from you.
This post has potentially manipulated dice roll results.
"The chance of us staying dry seems slim but we won't stop, fancy a swim?" Viola says and stows away her violin in her backpack before swimming on towards the tower. Athletics: 17
Dirlagraun and Burly stand guard outside as Witch and Light usher you into the Hall of Illusions. Kettlesteam hesitates and then stays outside as well: “Details of my pact with Zybilna forbid me from going to Prismeer. Please do all you can to save her!”
As Witch and Light move through the Hall of Illusions, their reflections in the mirrors show them as gloomy shadar-kai children, with your own youthful reflections following behind. Soon, they call you to a halt.the mirrors now reflect everyone’s true age.
Mister Witch faces the mirror and solemnly chants, “Hither, thither, here and there; wander yonder, show me where.” Mists promptly swirl in the mirror, blotting out your reflection. Then Mister Light addresses you in a hushed tone. “Everything you seek and more lies beyond this mirror. Enter, then, if you dare.”
"Oh good Sirs, you dare me to go?
Let me then you my bravery show
and face your Hourglass Coven foe."
Viola rhymes before dancing into the mirror.
Pal will follow Viola into the mirror.
Davis gives the carnaval owners a nod of respect, then strides into the mirror after the others.
Calanon is last. Assuming he will follow the others into the mirror, Witch grabs him by the arm before he can do so, and imparts some final word of advice.
"Mind the Rule of Three: future, present, past."
Light adds, "Find the alicorn and free the dormant queen at last!"
Through the portal, you are not aware of much, it feels like falling asleep and slipping into and out of a vague blue-tinged dream. There is a faint impression of music, then it's gone. Gradually you become aware of yourselves again. It feels like waking up.
You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. the parts that remain in place are separated by large gaps where portions have collapsed.
A fog-shrouded swamp spreads out below you in all directions, and up from its murk wafts the smell of rotting plants. Also rising from the swamp is the music of nature--a discordant symphony of croaking frogs and singing birds.
"An eerie place of woe and fear,
natures music still we hear
but through the fog we now must peer
to see where we our steps should steer
to reach the fabled Prismeer."
Viola rhymes dramatically as she cautiously enters the swamp below her.
Stealth: 6 Perception: 21 Survival: 20
She specifically tries to find some peacuful animal to ask for directions or a trail to follow.
Calanon nods at their words, his eyes wide as moves to step into the portal finally. He relaxes as he does as if he is coming home after a long day of work, the only sign of restlessness being his hands on his twin swords.
Looking around at the swamp Davis frowns. "Anyone know where to go from here?" He asks the others.
Viola finds handholds and footholds carved into a pillar supporting the highway, and she can easily climb down. She finishes the descent on a cascade of large, colorful shelf mushrooms that cling to the lower half of the support pillar. Her feet sink into thick mud at the bottom.
Viola can easily spot a few frogs wallowing in the muck or swimming in ever-shifting shallow puddles of dirty water. She also spots several birds perching and singing in the branches of a nearby cypress tree, the base and roots of which are lifted well above the muddy ground, giving the impression of an empty cage.
Davis, looking for landmarks, is impeded by fog but he can just appreciate a tower in the distance. A crooked, leaning tower.
Pal will follow Viola, keeping a look out for anything interesting or threatening.
Perception check: 23
Pal, you've noticed a strange, rhythmic sort of rushing sound. It's faint, far enough away that it's out of sight, in the fog.
To all, Pal will say, "I hear something... A rhythmic sort of rushing sound... Not sure what to make of it, but it could be an Ancient Black Dragon. Be on alert."
"There is a tower over in that direction." Davis informs the others, gesturing to the tower he noticed. "If no one has a better idea, I suggest we head towards the tower."
Pal will say, "Good idea. That's likely where the dragon makes its lair. Probably sitting on a fat pile of treasure and 'lost' items..." Pal will then draw his orb from his pocket and say, "Right behind you buddy."
Viola is just about to chat with a frog when Davis mentions the tower he spotted.
"Yes my friends let's visit that tower,
together we'll challenge its evil power."
She rhymes and dances after the others.
Pal will hike up his robes and trudge through the murk along with his companions.
Destination in mind, you trudge through the muck and slime. It’s slow going. Mosquitos are out in force, as well. You haven’t gone too far, howevever, before the ground swells with water. Within a few steps you are now splashing in large puddles. But the water level continues to rise, coming from seemingly everywhere at once. Before you know it, you’re wading (or swimming?) in water four feet deep. The frogs seem unperturbed, the birds flock to the trees, and you also notice the occasional snake swimming away from you.
Pal will shriek in terror and attempt to climb a nearby tree as he shouts, "Snake! Snake! SNAKE!"
If there are no trees or other climbable terrain Pal will attempt to climb Davis.
Athletics check: 1
Acrobatics check: 5
"The chance of us staying dry seems slim
but we won't stop, fancy a swim?"
Viola says and stows away her violin in her backpack before swimming on towards the tower.
Athletics: 17