After squaring away some more old business dealing with Sarah Jane’s installation at an Adastrican nunnery in Lyssa’s Port, we return to the party, holed up in Copperhill Station.
The group heads north into the Ramoth Heathlands, where they immediately fall afoul of the locals. A military captain of some kind named Franken takes charge of them – they will need to come to the White Citadel, where Lady Athryn dwells. The spellcasters are adjured to refrain from using their abilities, lest is cause trouble, but no-one will say why. Everyone is being cryptic. Liath determines that the locals have a practice of drugging their animals, to protect them from “going mad”, but again, no details are forthcoming. When their own horses start to get skittish, most of the party reluctantly agrees to the practice. There are empty cattle-corrals everywhere, but surprisingly little cattle. Also it is much snowier in the Heathlands, and the weather becomes colder as they journey north.
Eventually they arrive at the White Citadel – a huge structure of white stone, built on a very large scale – possibly originally as a home for Giants. It has obviously been refurbished several times. There they meet Lady Athryn herself – tall, beautiful, obviously powerful, but cryptic and apparently enjoying some secret joke. She seems to know all about Iolar somehow, and knows that the party will be attempting the Fey Path. She intends to insure they proceed to their goal quickly, but has them spend the night in the citadel first.
She informs Iolar that she has lost something in the woods where the path is – a white, cold orb. It needs to be returned to her. She also makes Iolar swear not to defy her. She is obviously hiding something, but what?
The party is delivered to the strange woods near the citadel where the Fey Path begins, and they set out. Things quickly take a turn for the bizarre, as they are accosted by a huge throng of small blue Mites, some riding large spiders. During the combat, Liath briefly spots a bizarre, intimidating figure, some kind of emaciated elf woman, and she hexes him with an evil eye before disappearing again. The combat does not last much longer, but the party is now confused somehow, and no longer sure of their direction.
Marching on, they find themselves once more approaching the entrance to the path, and they hear a ruckus – just beyond the trees, they can see Lady Athryn pursuing an emaciated elven figure, who flees into the woods carrying a large sack. This foreboding personage makes another appearance within the wood, but from a different direction – and lays a heavy wasting curse upon Ishma.
The party emerges from the wood, but it seems to be a different time than when they entered it – a different season – things are out of joint. Lady Athryn appears and accosts them, not recognizing Iolar. She is brandishing a deadly blade and nearly kills him in the course of interrogating him, and is obviously distraught. Iolar assures her that he has come to retrieve what was stolen from her, and she urges the party once more into the woods.
Now the party comes upon a stone circle, with many paths branching from it. They try to rest, but Zarunal feels that something is wrong – time itself is out of joint here, in this place where no feels hunger or fatigue or the passing of moments. The party cannot rest and recover nor find their way. They stumble on down another path.
Now they come to large clearing containing some kind of shrine. There are two Satyrs here, and what looks like a bloody corpse, and perched upon the shrine a shadowy, gloomy presence. One of the Satyrs laughs madly while the other plays his pipes in a bizarre, cacophonous way – the music places an enchantment upon Ishma, compelling her to come closer…
What will happen next session?