The Mystery of Everdark Falls

Session 2

Regrouping

The players catch their breath from the battle with the spiders as they determine what their next move is.  When Whitme sets the amulet down on the table, Freid finds it odd and again questions where it came from.  Whitme doubles down on the lie that it belonged to him, but Freid sees right through it and forces him to come clean.

Freid and Nedara begin to theorize about the amulet and devise methods to learn more information from it.  While Freid begins drawing a glyph on the ground to test it magically, Nedara's scientific method is more "smashy-smashy" based.  Nedara swings her weapon forcefully only to have it reflect off the amulet like the mirror.

While this is going on, Whitme begins investigating the house, and decides to open a door on the opposite side of the room, only to reveal a small hallway with another door.  Wix investigates the window.  As he peers outside, he realizes that he can see some ground across a dark plane, and then nothing.  Even with his dark vision, it's as though he's looking out into an abyss.

The party seems restless as the glyph still isn't finished, and Nedara continues to investigate the room.  She notices a set of claw marks on the other door in the room.  Apparently, that's a positive sign, so she decides to fling the door open as Wix readies himself on the adjacent wall.

The door reveals a kitchen covered with giant rats.  The rats' heads spin around as they dash towards the door, leaving their spoiled food behind.  Luckily for the party, the rats hit a choke point at the door.  Freid gets annoyed that the party can't wait 5 minutes for him to finish his glyph, but drops what he's doing and springs to action.  He casts a grease spell on the floor in front of the door, leaving the rats slipping and sliding all over the place while the others slash them all down.

With a pile of rat carcasses now lying lifeless in the kitchen, Freid goes back to finishing his glyph, which attempts to see if he can move the amulet temporarily into another dimension.  Surprisingly, the amulet falls through and is unable to be moved.  The party decides to rest in the house and heal up.

When they wake up from an uneventful night, something weird is happening.  It feels like it's morning, but outside, it's still dark.  The party makes their way outside to find themselves in the middle of a town.  As they begin to look around, they notice a large well in what looks like the town center. 

The Well

Wix drops a light down into the water to reveal that it's quite deep, and also that there seems to be an object at the bottom.  Jumping in and swimming to the bottom, he attempts to retrieve what appears to be a large metal container.  Unfortunately, it seems to be stuck to the bottom.  Freid conjures up a grappling hook and Wix affixes to the box and swims up.

Using all of his might Wix and the others pull on the rope and dislodge the box.  Suddenly, a metal plate cuts through the water, partway down, trapping the box underwater.  Afraid of getting into trouble, the party decides to move on and sees a large structure to the north of the fountain.  Whitme and Nedara make their way to the front door, while Freid and Wix explore behind the structure.  They realize that when they get to the edge of the town, they seem to be on the edge of some sort of cliff, with nothing but a black abyss.

Exploring the Inn

For some reason the party feels like it's a good idea to split up, so while Whitme and Nedara go through the front door, Freid and Wix begin climbing a ladder to a series of second story windows.  While peering thorough the windows, they find four rooms that all look very similar, and decide to bust through.

Meanwhile, Whitme notices that the amulet is slightly glowing when near a large wall mirror and Nedara realizes that the reflection of the mirror is missing a decorative statue that's on the other side of the room.  Nedara makes eye contact with the statue and  begins to charge it at full-speed, knocking it onto the ground.  When Nedara turns her back, the statue animates and begins swinging.

Hearing the commotion, Freid and Wix run for the staircase to head to the first floor as quickly as possible.  As Freid steps onto the staircase, a rug on the ground rolls up a bit as if to trip him, but he makes his way down, barely noticing.  Nedara and Whitme are in the heat of battle as Wix and Freid get down the stairs.  Out of nowhere, a rolled-up carpet rolls down the stairs after Freid and unfurls itself at his feet, desperately trying to wrap itself around and suffocate them.  At the same time, another carpet on the ground begins to animate as Whitme runs by it.  As it attempts to grab him, a dark shadow spider leaps out of the amulet and the carpet wraps itself around the spider instead.

The carpet crushes and begins to suffocate the spider while the other three take down the statue and carpet on the other side of the room.  Whitme drops what he's doing and begins walking toward the door with a glazed look in his eyes.  The party destroys the rug that was killing the spider and with the final blow, the spider turns to a puff of dark, black smoke that dissipates into the air.  Whitme comes-to, wondering what happened.

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Session 1
Where Are We?

Waking Up in the Basement

Four adventurers slowly begin to wake up in a dimly lit basement.  A barbarian named Wix is chained to one corner of the room injured and unarmed.  The other three lay around each other in a circle on top of a dusty rug in the middle of the floor.  In the center of them lies a mysterious amulet.  As the party awakes, a wizard named Whitme (yes Whitme, not to be confused with Whitney) snags the amulet while the others aren't looking and attempts to store it in his pouch.

There is much confusion in the party as everyone tries to figure out who they are and why they're here.  An artificer named Freid goes over to Wix to try and unshackle him from the wall.  He's met with a swift kick from Wix, who is startled and unsure what Freid's intentions are.  However, Wix is ultimately free from his chains.

Whitme realizes that the amulet seems to have somehow made its way outside the pouch and bounces on the floor.  This catches Freid's attention who questions Whitme about it.  Whitme convinces him that the amulet is his, although Freid can tell that it has some sort of dark magic surrounding it.

The room has a large mirror on one side.  On the other side of the room is a set of stairs leading up to a hatch in the ceiling.  Something is odd about the mirror.  The players realize that the reflection in the mirror doesn't seem to match what's actually in the room…  A halfling barbarian named Nedara and her mastiff pet Brutus begin to examine the mirror to see if it comes off of the wall and also try slashing at mirror, which only causes the weapon to skid off the surface.

Whitme pulls up the rug in the room to find a key, which he tries to use on a door that is opposite of the mirror to no avail.  The key just spins in the lock.  Whitme tries to push and pull the door, with no success. Being the clever wizard he is, he tries sliding the door to the left which reveals a passageway under the staircase.  Nedara realizes that the door isn't open in the mirrors reflection…

Inside the passageway is a small chest and a large lever on the wall.  While investigating Wix pulls on the lever, which doesn't seem to affect anything (although the players later find out that the lever activated a trap with the ceiling hatch and the staircase).

To be safe, Whitme pulls the chest out of the passageway and attempts to open it.  Using the key he found earlier, the top of the chest pops open, but also unleashes a poison dart, sticking Whitme right in the neck.  Fortunately Freid is able to heal the poison, and the party finds that the chest contains 25 gold pieces, a battleax, a blank scroll, and a lantern.  Wix takes the battleax, and Whitme pockets the other items.

Freid and Wix make their way up the stairs to investigate the hatch.  Next to the hatch is a panel with 4 switches that can be moved with up or down.  However, they are all currently in a "middle" position.  While investigating, Wix notices that in the mirror the switches are different – from left to right, they're in the down, up, down, down position.  He tries that on the panel.  All of the sudden, the stairs retract into the staircase, leaving a flat, slippery surface that sends Wix and Freid sliding into the side of the wall.  As they begin to slide, a row of spikes quickly protrudes from the wall.

Freid bravely blinks away to the middle of the room leaving Wix to slam right into the spikes.  However, he gives him a pity heal to make up for it.  The players give it another shot, this time tying a rope around Wix so that if it triggers, he'll be able to be pulled to safety.  Again, the trap triggers, but this time Wix is safe.

Whitme realizes that the reflection in the mirror is reversed and suggests trying down, down, up, down instead.  Wix gives it a shot, and click the hatch unlocks.  Whitme has been thinking about the amulet the whole time and has a strong urge to put it on, which he does right before the players make their way up the hatch.


Exploring the House

The players find themselves in a dusty old house in what looks like a living room.  There are a couple doors leading outside of the living room, and across from the hatch is a window where the players can see outside.  Whitme, Wix, and Nedara make their way to the window to find out what they can see.  It's fairly dark and seems like it may be night.  The room has a table in the center and a couple chairs strewn about it, one of them tipped on its side.  There are a few cobwebs around, and the floorboards seem to creek as the players take a look around.

Freid spots a fireplace on one side of the room and makes his way there to take a look around.  As he pops his head in he's suddenly engulfed by a swarm of spiders who begin munching on him.  Another swarm skitters out and heads for Whitme.  Before they get there, a large spider leg comes out of the amulet, across Whitme's chest, and then another across the other way.  A huge spider pulls itself out of the amulet, pushing Whitme to the side.  The swarm of spiders begins attacking the large one, who flails about while Wix hacks all the spiders to pieces.

Whitme calmly gets up off the ground and begins walking to the lower door.  Suddenly he realizes where he is and seems to have had no control over his body or memory of what happened since he was on the ground.

While this is happening, Nedara rushes over to Freid's aid, and both of them make short work of the swarm that began attacking him.

The party turns on the remaining swarm and large spider to finish them off.  When the large spider is killed, it turns to a shadow and fades into the wall, completely disappearing.  Whitme doesn't seem to trust the amulet and takes it off, setting it on the table while the party regroups.

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