Waiting on that Level Two Vaccine

Friends! Dear readers! Welcome back to the Quarantine Questers! Glad you’re here! Grateful for your readership!

Very well, I shall dispense with the exclamation points. Let us get on with it, as they say.

Starting things here off right:

Carlos: Half-Elf LG Storm Sorcerer (Anderson)
Andraste: Wood Elf CG Monk (Jenny)
Thro’Viloanna Hlaendeth AKA Vilya: High Elf NG Wizard (of the Divination School) and her snake, Astraeya (Maddy)
Brynja of the Shadowaxe Clan: Dwarf CG Twilight Cleric (Heather)
Thack: Dwarf NG Barbarian (Brent)

Also, for posterity, I will post the bill of fare at tonight’s repast:

Taco Pizza, Canadian Bacon Pizza, Fruit Salad, Green Salad, Oreo Brownies.

This party seems to be eatin’ good in the neighborhood, let me tell you. This scribe is sick and tired of boiled mutton and pottage day in and day out. I don’t know what Taco Pizza is, but I would certainly give it a try.

I will also take this opportunity to remind you that this company of heroes are still Level One…and there was made mention of a Level Two vaccine. Whether or not the DM heard this and is considering it is unknown at this time.

Alas, our brave party soldiers on nevertheless.

After the barn housing Oswald’s desecrated body goes up in flames, the heroes hightail it back to Greymoor. They meet Henriette, et al., on the road back, and after a semi-restful evening at the Greymoor Bend, the party prepares to travel east to the domicile of Old Lady Sybil, a scary witch-hermit who requests their presence.

And in the morning, Henriette presents a scroll to the party, which contains some very detailed instruction on traveling to the witch-hermit’s house and it is emphasized that the instructions are to be followed to the letter. Or else.

Go to the edge of the wood, it doesn’t matter where, and whisper these words…
“Freedom on the edge of the wood, a pale star
Guided by the spirit who walks freely.”
Then, walk forward until the trees block out the sun.
Close your eyes.
Keep walking until you feel her doorstep.
Do not go inside unless invited.
To leave, do everything in reverse.”

As always, there are some questions that need answers. The monk begins.

Andraste: Why her? (Scribe presumes she means Sybil, and why she’s the one the heroes must visit).

Henriette: It’s been some years since I have seen her because she’s a recluse, but she also has powerful magic. She may assist with our village’s troubles.

Oooooookay. The party Head(s) East (and the soft refrains of “Never Been Any Reason” fill the air…Head East. No? Google it.) It’s a sunny, bright day and the countryside abounds with squirrels. No deer are spotted, thank the Gods. The party walks on and eventually, they find themselves in a thick forest, surrounded by gullies, streams, thick low-hanging branches, vines, and spiderwebs…

Whoa, what? Spiderwebs? Like, Harry Potter and the Chamber of Secrets size? Or Hobbits-in-Mirkwood size of webs?

All the spiders are a-hunting, I guess, because there no arachnids in the vicinity. The party travels on and soon, the trees’ canopy is so thick that only a dimness pervades the growth. At this point, Andraste suggests the group close their eyes, per Sybil’s insane instructions, and continue on.

It’s one hot mess here as the blind leads the blind. The group shuffles along, hands on shoulders, single file. However, Vilya’s snake, Astraeya, is out and about, acting as eyes for her human. The order of players is thus: Thack, Carlos, Andraste, Vilya, Brynja. The two bookends have their weapons out at the ready…although, what’s their “eyes closed” penalty on attack rolls?

The DM has Thack roll a Dex check, which the barbarian does not do very well on, and thus, whacks his head on a low branch. To prevent further misfortune, Vilya and Thack trade places. And the group shuffles on. While there are spooky sounds all around them and what seems like days pass by, the party eventually bumps up against stone.

Sybil’s doorstep, perhaps?

There is a box of sorts on the step, or at least what feels like a box. The group has not opened their eyes yet, and finally, Andraste decides to chance it. Indeed, Old Lady Sybil’s home is more like a three-story manor, not a neglected shack they were all expecting a scary-witch-lady-hermit to take up residence in.

Interestingly enough, the box has the names of all the party members on it, and within it is a letter. And two objects: a key and a map. The letter is from Sybil, instructing the party that she will help them, but that if things aren’t done or if the heroes do not figure out the mysteries, everyone will die.

Well, no pressure.

Especially now that there’s no sign of the witch anywhere to greet them and/or answer questions.

With a Moon Party just around the corner, the questers decided to return to Greymoor; however, everything they’ve done must now be done in reverse. And it’s no easier this time around. Brynja, the dwarf cleric, leads the pack, but a low Dex check roll means causes her to trip and fall, taking Vilya with her. So the order changes again, with the high elf now at the front. Things go from bad to worse as Vilya critically FUMBLES a Dex roll and twists her ankle. Carlos the Sorcerer finally takes over and things proceed apace from there. No eyes were opened during any of this and before too long, the party feels the warmth of the sun on their faces. The scroll instructions are read backwards and FINALLY, the nightmare is over.

It appears to have snowed in Greymoor while the party journeyed inland, prompting the barbarian to make up a fun, new game called:

TIC THACK SNOW!

Upon rushing back to Sir Thames’ house, the upturned state of things indicate someone has been there, as if searching for something. When the party comes upon the owl tree outside, they see the ground around it has been disturbed and further investigating turns up a long black box. And inside the box is a sword. The Sword. Pale blue light shines from the blade as Thack reaches for it. As it the barbarian is only hero at present who can wield martial weapons, he carries the blade on him.

And now, To The Library! Henriette seems very, very surprised that the party not only has a map of her floor plan, but also a key to the special collections cabinet in the study. After all, the woman says, the key was lost a year ago. Huh. Anyway, the group soon finds what they seek: a tome with page dogeared at the entry “Lycanthropy”, the disease in which humans transform into werewolves. After the DM reads a description of the affliction, Henriette slams the book closed, but not before a stray sheet of parchment flutters to the ground. Brynja picks it up and hands it to the wizard. Vilya recognizes it as a Scroll of Moonbeam (a silvery beam of pale light, 2d10 radiant damage) and promptly hands it back to the Moon Cleric for future use.

And on that note, it’s MOON PARTY TIME! Off to the Chapel of Selune our noble adventurers go. Sounds of merriment already fill the air as the group reaches the church. Thack and Brynja do a lap around the perimeter to scope out the scene; Andraste, Carlos, and Vilya enter the chapel, intent on going to Father Derigor’s quarters. Because frankly, the priest seems to be the only sus at this point in time. Some random old lady asks the party why they are entering his rooms and they respond by informing Nosy Nellie that they are FD’s Hype Squad…as the Father is giving a big Moon speech later, he needs assistance in preparing. The lady resists the sound reasoning and finally when Andraste says, “Just let us in,” the woman accedes.

Father Derigor’s chambers is a 40’ x 40’ space of white stone, stained glass windows, and contains a large statue of the moon goddess, Selune, herself. Carlos can discern a faint outline at the statue’s base and upon Investigating, finds that the wings of the statue act as a lever of sorts. At the base, a door/stairway opens, and in the immortal words of punk rock band The Clash:

Should they stay or should they go?

In other news, Thack and Brynja enter the chapel after their brief patrol, and the minute they enter, the heavy doors close, and the locks click shut of their own volition.  Odd. The dwarves note that the party-goers seem to not notice this weird and alarming development. The barbarian and cleric find their way to the others, who are still deliberating on a course of action in the Father’s quarters.

And the party that plays together, slays together…well, they sashay together as well. Single file down the stairs they go, into a 100’ x 30’ room lined with pillars and at the end of the chamber is a small set of steps to a shrine. Brynja rolls a laughable Religion check, and the DM takes mercy: it’s enough for the cleric dwarf to tell the shrine is NOT for the Moon Goddess, Selune…and is in fact, a shrine to a Bad God.

The questers see Father Derigor as they quietly approach. A young, distraught girl is shackled to the altar and FD snarls at her that she killed her own father in a beastly fit of rage.

Annnnnd, that’s about all the party needs to hear. Weapons are drawn, spells are prepared, and because Father Derigor is so wrapped up in his castigation of the girl, our heroes will get a surprise attack.

Brynja: Comes in hot with Sacred Flame for 2 pts damage.
Carlos: Witchbolt for 1 pt.
Andraste: Running to FD, attempts to punch once, but FUMBLES! The monk finds herself on her back, looking heavenwards.
Vilya: Chill touch – 3 pts necrotic damage.
Thack: Begins to Rage – deals 11 pts damage.

Father Derigor, now fully aware and bent on vengeance, informs the group that they have angered his god, Malar. He shifts into werewolf form and charges at the party. The young girl, Erin, still chained to the altar, also transforms into a wolf as well. But…she’s chained to the altar, so she’s going nowhere.

B: Guiding Bolt misses
C: Witchbolt – 7 pts.
A: Stands up and gets 1 pt of knee-to-the-groin damage in on FD.
FD: Slashes at Thack for 10 pts.
E: CUurls up into a ball and growls to self.
V: Firebolt for 3 pts.
T: Raging for 12 pts.

B: Moves closer to engage in melee, misses with her mace.
C: Witchbolt – 10 pts.
A: Uses quarterstaff – 5 pts damage, but whiffs on the bonus hit.
FD: Swaying a little after Thack Attack and misses on the barbarian.
E: Starts whining.
V: Firebolt misses.
T: Misses!

B: Misses with mace.
C: Witchbolt – 3 pts.
A: Misses twice with quarterstaff.
FD: Misses Thack.
E: Continues to make pathetic whimpering noises.
V: Firebolt – 3 pts.
T: Still raging – 10 pts.

B: Casts Sanctuary on Thack and hits FD with mace for 8 pts.
C: Witchbolt – 11 pts.

Father Derigor falls down, nearly dead at this point, but is able to croak out “Avenge me” to Erin. Thus, with an oath, he dies. And, he remains in wolf form, and won’t that be dandy for the townspeople to find him in such a state?

After Brynja comes in with a marvelously epic fail and botches her attempt to use the Moonbeam scroll/spell, it’s realized that Erin, the wolflet, needs to be subdued in some way. So, the twilight cleric redeems herself and casts Sleep on the girl. Upon the successful cast, the girl’s eyes close and her human form returns. However, the group feels it is imperative to remain close to Erin as the particulars of her condition is still unknown.

Andraste runs to fetch Henriette while the rest remain behind. And it seems like a good place to end the evening.

And guess what? It’s also a good place to stop, rest, AND LEVEL UP, BABY!

Ain’t no stoppin’ them now…

As always your devoted scribe,
Heather