Sable Wyvern
THAC0 Defender
- Joined
- Jun 25, 2021
- Messages
- 901
- Reaction score
- 2,898
Departing Winterburg, the group finds sign that the fort near the end of the road has seen semi-regular use. South of there, they find a circle of standing stones that were shown on their Vault map, and mentioned by the viscount. The stones radiate magic, and are inscribed with runic symbols. There are tracks indicating 8 – 10 people entered the circle at point within the last couple of weeks, but no sign they left.
Heading south from the stones to the river, the party hears trumpets and other sounds from the west. Cynog speaks to a ferret, who tells them that the sounds belong to the Children of the Forest, who celebrate the wonders of life during the day, and at night mourn all that was lost, even as they ensure their line continues. The ferret believes they are strange, but not dangerous. Although, if you join them, sometimes when you return you find you have become a different animal.
It's decided that messing with these supposed fey creatures is unwise. It’s possible that the people who vanished from the standing stones went to some fey realm. Also mentioned is what happened last time the group ventured into the realm of fairy in one of my games.
Which means, time for some backstory.
Anyway, when the players used those events, from another game, to make a meta-decision to avoid my fun, interesting and trippy fey encounter from this game, I was initially a little annoyed. However, on reflection, I’m really happy. The players, and thus the PCs, now have a real and sensible fear and respect for fairies. Someone losing a hundred of years dancing in a fairy circle is something they believe can actually happen in my game. From the perspective of the characters, visiting fairy festivals can have dramatic, lasting consequences, and is not something to be undertaken light. I think that is definitely a good thing. (And, to be completely fair, one of the possible outcomes of visiting, while it would not have cost the group any time as such, would have included some time-based fuckery they would not have liked.)
So, with the decision was made to avoid the tricksy fey, they continued south, finding a slow moving river flowing south east. Following the river for a few days, it soon turns in a more southerly direction. They find marking showing a large, snakelike shape has been dragging itself in and out of the water. Again Cynog talks to the wildlife, and the group suspects there is a naga in the area. Further south, they come across a walled orcish village on the far bank, and give it a wide berth.
They encounter a dryad, who darts off into the forest after a brief conversation in which Tannek apologises for disturbing her.
A few days to the south, they find a large, overgrown stone table near the river, which they take to be the stone map on their map. Unable to decipher it’s meaning, they do know it’s a sign for them to head east, so they do so.
Eventually they reach another river, and follow it north looking for an easy ford. They do find a ford, and also tracks that suggest a large group – probably about 50 individuals of roughly human size – also crossed her the previous night (seriously, the addition of tracks to wilderness encounter tables is brilliant).
Cynog again talks to the local wildlife, who suggest it was orcs who crossed here. The gnome convinces some birds to scout for him, and they report a force of orcs encamped to the east-southeast.
It’s decided to pursue and destroy the orcs, but we’ll leave that to the next session.
Heading south from the stones to the river, the party hears trumpets and other sounds from the west. Cynog speaks to a ferret, who tells them that the sounds belong to the Children of the Forest, who celebrate the wonders of life during the day, and at night mourn all that was lost, even as they ensure their line continues. The ferret believes they are strange, but not dangerous. Although, if you join them, sometimes when you return you find you have become a different animal.
It's decided that messing with these supposed fey creatures is unwise. It’s possible that the people who vanished from the standing stones went to some fey realm. Also mentioned is what happened last time the group ventured into the realm of fairy in one of my games.
Which means, time for some backstory.
I have always enjoyed inserted somewhat alien, surreal, dreamlike fey into my games, although usually more as a background element, with PCs only getting directly involved with the fey on rare occasions. When I was running Rolemaster a few years ago, the PCs were asked by local farmers to deal with attacks by gremlins. Coincidentally, the gremlin attacks started around the same time a local farmer found a sheep with a golden fleece. The PCs entered the realm of fairy, had met some fairy royalty and the gremlin king, and eventually convinced the locals to return the golden sheep to its gremlin owners. I was pretty happy with how I portrayed the fairy realm but, as usual, all this talk of “time passes differently” and “you might be trapped in their realm forever” and stuff like that had not impact on anything.
Later in the same campaign, the group was tracking a unicorn (I can’t recall why), and followed it into the fairy realm. I decided it was time to pull the trigger and prove I wasn’t bluffing. When the PCs emerged back into the normal world, 75 years had passed.
The reality is, this isn’t something you can generally just do to a campaign. Other than potentially destroying most of my own world-building prep work, it can lay waste to PC plans and things they’ve been working on forever. In this case, doing a massive time jump was disruptive, but not destructive.
Anyway, when the players used those events, from another game, to make a meta-decision to avoid my fun, interesting and trippy fey encounter from this game, I was initially a little annoyed. However, on reflection, I’m really happy. The players, and thus the PCs, now have a real and sensible fear and respect for fairies. Someone losing a hundred of years dancing in a fairy circle is something they believe can actually happen in my game. From the perspective of the characters, visiting fairy festivals can have dramatic, lasting consequences, and is not something to be undertaken light. I think that is definitely a good thing. (And, to be completely fair, one of the possible outcomes of visiting, while it would not have cost the group any time as such, would have included some time-based fuckery they would not have liked.)
So, with the decision was made to avoid the tricksy fey, they continued south, finding a slow moving river flowing south east. Following the river for a few days, it soon turns in a more southerly direction. They find marking showing a large, snakelike shape has been dragging itself in and out of the water. Again Cynog talks to the wildlife, and the group suspects there is a naga in the area. Further south, they come across a walled orcish village on the far bank, and give it a wide berth.
They encounter a dryad, who darts off into the forest after a brief conversation in which Tannek apologises for disturbing her.
A few days to the south, they find a large, overgrown stone table near the river, which they take to be the stone map on their map. Unable to decipher it’s meaning, they do know it’s a sign for them to head east, so they do so.
Eventually they reach another river, and follow it north looking for an easy ford. They do find a ford, and also tracks that suggest a large group – probably about 50 individuals of roughly human size – also crossed her the previous night (seriously, the addition of tracks to wilderness encounter tables is brilliant).
Cynog again talks to the local wildlife, who suggest it was orcs who crossed here. The gnome convinces some birds to scout for him, and they report a force of orcs encamped to the east-southeast.
It’s decided to pursue and destroy the orcs, but we’ll leave that to the next session.