--the adventurers remain at the Inn of the Blue Feather; Arangil, the innkeeper, is more than happy to keep on the party as guests
--the weeks in Darkwell continue to mount
--the adventurers are visited by the Sisterhood, who help the party by removing the curse of a Calamity from their midst; the Sisters deign to answer a few questions posed by the party:
"What is the intention of the children?"
The mistics answer, "They seek to create a vessel...one that will be filled with the prophecy of Night."
"How can we stop the Children?"
The mistics answer, "The end can only be brought about at a moment when it can be be brought about. The Children are bound by destiny, a destiny that cannot be changed until they are released from fate. The Children are beyond your immediate reach."
"What are the invisible forces killing people across the realm?"
The mistics answer, "They are creatures with no history or connection to the vaults you have been opening. As to their nature, it is believed they are creatures of the Dreamtime. Why the creatures have appeared or crossed into the Waking World, that has yet to be discovered. It is possible that they are simply from the Mists. However, they are more destructive than anything that has appeared from the Mists in some time."
--the Sisters also tell the party that the divination of many questions can be accomplished by Bleys
--Sir Barret Drummond returns to the party; he wishes the party to assist him in taking the Daggers in Darkwell all the way across the Realm to Marsul, Eldun to the Guild of Iron, where the Daggers will be destroyed
--Abeyal Scalfire, librarian for the Darkwell Library or Grimoirie joins the party
--matters of the Wardens of Dawn and the company council are discussed with much passion and questioning
--one night, as the party settles in the common room of the inn, the Children visit once again
--the party is transported to the ruin of an old, old tower made of stone and packed earth; little of the square structure remains save for a couple broken walls, timbers, and flagstone floor
--the children once again leave the party with a riddle:
--a survey of the area reveals the party is somewhere in western Josson, so far west that the dark, storm-like West Wall of the Mists is visible on the horizon; the weather is also cloudy and stormy
--investigation reveals a great iron seal with the eye of the Curi upon it beneath the flagstones; investigation also reveals the tower walls contain bones embedded in the earth and stone; Sir Drummond realizes the walls of the tower radiate undeath
--the party is attacked by animated skeletons that pull free from the tower walls
--strange things happen while the party explores the tower (e.g. whispering voices, fell cold winds, Celcian inexplicably going invisible, pieces of wall crumbling and falling)
--the adventurers attempt to solve the riddle; wrong answers produce destructive and detrimental results (e.g. Calliel is bound by a Prison, an air elemental is summoned to attack the group, party members are driven insane, Igraine is compelled to want to open the Curi seal)
--eventually the party decides to open the seal; Bleys uses a bit of his blood to unlock the seal; the magic of the seal questions Bleys; right answers eventually allow the seal to be removed
--below the seal is a deep chamber, like a well, similar to the vault the adventurers discovered in eastern Ashur; stairs, narrow and treacherous, wind like a screw down the walls; several members of the party fall while trying to climb down the stairs
--the area of the tower seems to be affected by unluck manifested
--the party discovers another Curi vault or tomb containing a golden box; the golden box is open when they get to the bottom of the well and its contents are missing
--Bleys believes the box contained a human heart
--eventually the party solves the riddle: "hunter and hunger" are the answer and they are returned to the inn's common room
--the adventurers must now continue their research, their planning, and decide on their next course of action
--the weeks in Darkwell continue to mount
--the adventurers are visited by the Sisterhood, who help the party by removing the curse of a Calamity from their midst; the Sisters deign to answer a few questions posed by the party:
"What is the intention of the children?"
The mistics answer, "They seek to create a vessel...one that will be filled with the prophecy of Night."
"How can we stop the Children?"
The mistics answer, "The end can only be brought about at a moment when it can be be brought about. The Children are bound by destiny, a destiny that cannot be changed until they are released from fate. The Children are beyond your immediate reach."
"What are the invisible forces killing people across the realm?"
The mistics answer, "They are creatures with no history or connection to the vaults you have been opening. As to their nature, it is believed they are creatures of the Dreamtime. Why the creatures have appeared or crossed into the Waking World, that has yet to be discovered. It is possible that they are simply from the Mists. However, they are more destructive than anything that has appeared from the Mists in some time."
--the Sisters also tell the party that the divination of many questions can be accomplished by Bleys
--Sir Barret Drummond returns to the party; he wishes the party to assist him in taking the Daggers in Darkwell all the way across the Realm to Marsul, Eldun to the Guild of Iron, where the Daggers will be destroyed
--Abeyal Scalfire, librarian for the Darkwell Library or Grimoirie joins the party
--matters of the Wardens of Dawn and the company council are discussed with much passion and questioning
--one night, as the party settles in the common room of the inn, the Children visit once again
--the party is transported to the ruin of an old, old tower made of stone and packed earth; little of the square structure remains save for a couple broken walls, timbers, and flagstone floor
--the children once again leave the party with a riddle:
Two words in near rhyme
To solve in a days time
---
see, seek, search
need, need, need
follow, follows, find
want, want, want
catch, catches, kill
take, take, take
what are we?
To solve in a days time
---
see, seek, search
need, need, need
follow, follows, find
want, want, want
catch, catches, kill
take, take, take
what are we?
--a survey of the area reveals the party is somewhere in western Josson, so far west that the dark, storm-like West Wall of the Mists is visible on the horizon; the weather is also cloudy and stormy
--investigation reveals a great iron seal with the eye of the Curi upon it beneath the flagstones; investigation also reveals the tower walls contain bones embedded in the earth and stone; Sir Drummond realizes the walls of the tower radiate undeath
--the party is attacked by animated skeletons that pull free from the tower walls
--strange things happen while the party explores the tower (e.g. whispering voices, fell cold winds, Celcian inexplicably going invisible, pieces of wall crumbling and falling)
--the adventurers attempt to solve the riddle; wrong answers produce destructive and detrimental results (e.g. Calliel is bound by a Prison, an air elemental is summoned to attack the group, party members are driven insane, Igraine is compelled to want to open the Curi seal)
--eventually the party decides to open the seal; Bleys uses a bit of his blood to unlock the seal; the magic of the seal questions Bleys; right answers eventually allow the seal to be removed
--below the seal is a deep chamber, like a well, similar to the vault the adventurers discovered in eastern Ashur; stairs, narrow and treacherous, wind like a screw down the walls; several members of the party fall while trying to climb down the stairs
--the area of the tower seems to be affected by unluck manifested
--the party discovers another Curi vault or tomb containing a golden box; the golden box is open when they get to the bottom of the well and its contents are missing
--Bleys believes the box contained a human heart
--eventually the party solves the riddle: "hunter and hunger" are the answer and they are returned to the inn's common room
--the adventurers must now continue their research, their planning, and decide on their next course of action
