Character Creation Lost Things
So far, as children a young noble elf Rory went with her father to the outskirts of the city of Neverwinter on business, and while playing outside saw a light disappear into the woods nearby, she chased it and almost tripped over a dwarf child who was relaxing under a tree. The two followed the light out onto the road where they saw it collide with a young Tiefling who was walking by. They saw the light was actually a pixie who was hurrying and not watching where she was going. Grumfield the dwarf kindly offered the pixie some bread and cheese and helped her on her way, and she seemed grateful but rushed off. So then the children all followed her to a carnival that had set up in the meadows nearby. They decide to sneak into the carnival and see what was going on with that pixie.
While inside, they look around and see a few of the carnival attractions including a story time with a witchlight hand named Candlefoot, and they are told about some of the lore of the carnival and the Feywild. They also see a displaced beast and a bugbear who seem to be in charge of keeping the peace and a goblin who takes their ticket. They find the pixie again, who they learn is named Cobweb. For some reason they are allowed to stay at the carnival without tickets, but they know they are being watched. While looking around, the party notice some other children that appear to be wearing unsettling pig masks, you can’t tell if they work for the circus or are visitors. They seem shady. This is made clear when the Tiefling Fable tries and succeeds in procuring a few items from Lost Property, but as she walks through the circus she realises she actually lost something herself - her smile! The party also win a few magical items from the attractions. Eventually they are made to leave by the owners of the Witchlight carnival Mr Witch and Mr Light. On the way out, they two older kids are distracted and do not notice when the younger kid is lagging behind talking to the pixie Cobweb. Suddenly the gates to the circus close with Fable and Rory on the outside of the gates and Grumfield still on the inside.
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This is where we left off!
Witchlight Carnival
Eight years have gone by and Fable who is been living the life of a rouge in and around the city, finds herself in a tavern and sees a help wanted ad looking for adventurers. She responds to it and finds herself at the pumpkin farm at about the same time as Rory (Aurora) does. Aurora as come to the farm on family business but also had received a strange letter prompting her to come by. The two are sat down by the owner and elderly warlock named Madryk Roslov and he offers them various goodies for morning tea. He tells them that he didn’t expect anyone to come, but he hopes they would. He proposes a job for them, if they are wanting adventure and money and offers substantial payment. He tells them the job is to find and bring back unharmed his patron the archfey Zyblina. He tells them she is the ruler of a plane in the Feyrealm called Prismeer. Fable is keen on adventure but pushes for payment upfront not trusting Madryk. Aurora is less concerned about riches and more about taking on the adventure. Madryk offers a chest of loot and says that should they succeed then what inside is only a fraction of their reward, for he was once an adventure too and he feels he might be close to leaving this plane, and he has no family and wants to pass on his riches to someone worthy. Should they succeed that could be them. They also realise they recognise each other from when they were children, they went to the carnival together and they remember that they lost “the kid” and that he was left behind. So now they have the duel purpose of the job they were hired to do, and finding out what happened to the kid.
Opening the chest, they find a substantial small fortune and perhaps more valuable a letter of introduction to the Novak houses and an offer of land in the city of Waterdeep. Fable pockets the treasure and Aurora takes the letter. And so the two would be adventurers head off towards the carnival but before they even get to the gate a middle aged dwarf with a sparkly beard and the armour of a paladin spots them and calls out to them. Quickly they learn that this is in fact the other child they met that day eight years ago. No need to search for Grumfield because he found them! But they wouldn’t have recognised him at first because he is now much older than them, somewhere closer to middle age! So how did he get here? He doesn’t remember but he knows he was left inside the carnival when the gates closed. Maybe someone inside knows what happened to him? As you got ready to wait on the long line Fable and Aurora hear their names called from the VIP ticket booth and discover someone had left two tickets for them. Who? As they collect these, Nikolas Midnight the elderly goblin Ticketmaster seems to recognise Grumfield and suggests that he had been working at the carnival, giving him a ticket too. The gang now have legitimate tickets and a set of fairy wings each so that they can go into eight of the carnival attractions.
Inside the carnival the newly formed party catch up on what has happened since they last saw each other. Fable, who lost her smile all those years ago has been wearing a frown for eight years, and might want to try to look into who stole that and if she can get it back? Grumfield has apparently lived half his life already but cannot remember what happened. Perhaps they can find out more about where he has been? Aurora felt responsible for what happened to Grumfield and also wonders why she was picked to receive a strange letter calling for her help to save Zyblina.
The party start by looking at the map and find themselves at the Carousel where a miserable Witchlight named Diana Cloppington needed help fixing the equipment before anyone can ride it. Instantly she recognised Grumfield and assumed he was there to help. Apparently he worked at the carnival. The party end up helping decode the names of the unicorns on the carousel in order to repaint them, and the unicorns give them some clues, including to try the Big Top and the Hall of Mirrors for more information. They also learn that Diana was cursed and cannot tell them anything about the carnival. They find out that Grumfield may of been working security with Hurley and Burley.
The party then split up and would meet up again at the Big Top in half an hour. In this time Fable ventured towards the Teapot Bubble ride and the Pixie Kingdom. She learned that Cobweb the Pixie who the party met when they were children, still works at the carnival and was working at the Snail Race. She used one of her ticket passes to ride the Teapot ride and ended up in a bubble floating above the carnival, where she had a good vantage point. She waved at the other two party members as she floated over them. Unfortunately she farted inside the bubble and decided to pop it early but I’ll advisedly did this over top of the Pixie Kingdom, landing on top of a poor pixie family and flipping a cart. Luckily no one was hurt but she might not get any information out of the poor pixies now.
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The Carnival’s Mysteries
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Bigtop Extravaganza
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Welcome to Hither
You found yourselves in the Feywild, in the domain of Prismeer after stepping through the portal from the Witchlight Carnival.
The Inn At the End of the Road
After this exploration, you suddenly found yourself in luck, when you came upon a roaming tavern called The Inn at the End of the Road. You stayed overnight and met some interesting characters including the Inns proprietor Tsu Harabax. You ordered some food and drinks that had some unexpected side effects. After resting, you left the inn you had your fortune told with three cards appearing, a unicorn, a lone black cat and an antlered deer.
You landed in a foggy, wetlands and you decided climb to on top of a broken highway that rises out of the fetid swamp. You managed to climb up unscathed and were able to get a decent view of the surrounding landscape.
Balloon crashes (DC 18 Perception).
In the distant sky, you spot a great balloon spinning out of control as though punctured. The balloon plunges out of sight, disappearing into the fog approximately a mile away. You saw the distant crash in one direction, but you also spied a tall lop-sided tower in another direction. You made your way down again but this required some some saving throws and you did take a tumble.
The Bigand’s Tollway
After leaving the Inn well-rested, you encountered half a dozen rabbit-like brigands who were chanting a song about someone named Agton Longscarf. The harengons demanded that the party pay a toll in the form of one of giving up a memory of happy delight as a toll payment. The brigand leader, Jebbek offered information in exchange. However, you confronted the brigands rather than give up any memories. During the combat, the party realised they were not going to come out on top, and chose to flee the fight. Rory, who had turned into a swan at this point, flew the others to safety. Unfortunately, she flew over a gushing o-well, which shot the party further into the air.
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The Slanty Tower
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Telemy Hill
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Downfall
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Bavlorna’s Cottage
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Imprisoned/h2>
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Facing Bavlorna
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Welcome to Thither
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Session 0 – Character Creation
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