Session 17: Night of Decision Report
General Summary
Initially, the party gathered in a magical dome that looked like a pile of leaves (so much so that a kid tried to jump into it and got face-slammed, ran to "mommy" who scolded "that's why you listen to me when I tell you not to do something") and spent some time, before resting for the day, discussing a variety of strange philosophical questions from Roy and deciding what they might do next. Eventually they slept so they would be awake all night, then awoke a bit after sundown, perhaps an hour or two. Roy conjured another dome called "Wilderin's Wonderous Watcher Ward" which appeared as a pile of hay in the corner of the yard for the animals this time.
The group, except for Trysor who took Horse form and entered the stables, gathered in the dome to watch. To pass the time, Roy pressed further on certain of his strange questions, what would Roisin Marshfield do in particular circumstances, what would Boris like to see happen. In the end Roisin Marshfield was faced with keeping her father out of the Iron Fortress (freeing her from his hunters) or ensuring Thrimann a happy life, Roisin Marshfield chose to ensure the happiness of others over her own. Roy said simply "Wish Granted", and a burst of radiance and power filled the area.
Roy 's camouflaged dome disappeared, and a horrid ghastly worm appeared near the stables, outlined in glittering light. The worm reacted faster than anyone else, and leapt over to Roisin Marshfield, striking with incredible force and fury. The strike succeeded and the horror simply bit Roisin Marshfield's head clean off and swallowed it. As Roisin Marshfield's headless body fell to the ground, Roy screamed in denial and his magic enabled him to replay the previous few seconds. Roy reached out and pulled Roisin Marshfield aside, narrowly avoiding the deadly strike. As the party began to fight Quirico managed to hit very hard, and Boris and Jeeves both connected as well. It was then that they discovered that the creature could use powerful magics as it simply disappeared from view. Roy used his eyepatch to gain the mystical ability to see ethereal beings, and caught the creature moving about in that ghostly plane. With Roy 's directions the party rearranged themselves and prepared for the creature to return, but most of their prepared attacks missed. The creature then created a strange flux in the warp of fate, causing interference and enabling the creature to avoid much of their next set of actions as the creature simply moved away. Trysor , now in the form of a clockwork soldier, managed to rush forward and strike the creature with a flurry of blows, but the creature revealed yet another twist in the skein that removed Trysor 's fate, causing his very existence to unravel and reweave without him. The party, shocked at the sudden change and loss, was only briefly even aware of the change before even that memory was removed and replaced. After unweaving Trysor , the creature again disappeared and moved away. The party was again directed by Roy , and when the creature reappeared they were able to best the horror.
As the party regrouped, shocked at the lack of injury but confused by the change in their fates, they heard a slow clapping nearby, and turned to see an individual walking toward them clapping. They suddenly recalled that this Cigfran (kig-vrən) had been with them at the start, but got in some kind of trouble and had to remain behind, promising to catch up with them later. Cigfran expressed gratitude at finding them, and appeared impressed at their success in dealing with the creature. The party discussed for a while what to do next. They were not sure they had dealt with the problems in town, and wondered if they should remain here, head back into the mountains, or seek some other path. As everyone had slept recently, nobody was tired, so they had a night and a day to spend before resting again. Roy wandered off to the tavern for a bit, while the others decided what to do.
Comments