Cloudfall | 43 - Fables & Tails

Tim / GM:

Last time on Cloudfall. Just a few hours after finding Huber's hideout, the party's rest was cut short by an uninvited guest. Another feral changeling had taken Tully's form and used the disguise to douse the bonfire and plunge the camp into darkness. Aaron and Doran dispatched the creature in a skirmish that was equal parts brief, brutal, and horrific. They trudged through a field of nightmarish hallucinations produced by blue flowers and made their way to the edge of the lake where cinders rain from the sky.

Tim / GM:

Not long after setting foot on the magmatic stone bridge that reaches out into the lake, the red caps caught up with them. Poppy created a stone wall to hold them at bay while the others moved to safety, then they punted Smillegrin into the black fog of the mire. But it didn't stop the rest of them. In the end, it was Aaron's clever recall that sent a doppel fox dagger through the necks of the last remaining red caps, giving everyone a chance to climb their way onto the fallen ruins of lore. They're back, but this time they've got a lot more stories to tell.

Tara / Journey:

Poppy. Yeah?

Tim / GM:

You are hoisting yourself up over the edge of Lure climbing onto the island, this dirt wall, you know, roots and stone that everyone is climbing up to get onto the fallen ruins here. You climb over the top, and being here is strange. It's so familiar like any other knight on Lor, but everything is off. The towers lean at strange angles as the entire island now leans to one side just a few degrees. The area you're in is not far from tower 13, where you first descended into the caves, But other parts of the island, like the bell tower, have fallen far from here.

Tim / GM:

The wind is restless on this lake. Partially crumbled towers bite into the horizon against the feeble light of the clouds above, and the trees sway severely in the constant breeze. And stony debris all over this place makes every step a constant risk. Who's the last one to climb up?

Speaker 3:

Probably me.

Tara / Journey:

Alright. That would have waited for you.

Hannah / Eryn:

Yeah. Or Guy would have fallen up the rear maybe. Yeah.

Tim / GM:

Guy. Climbing up that root wall is a little more difficult when your head is on your chest.

Thomas / Guy:

Mhmm. Well,

Tim / GM:

careful. Yeah. Your nose is just getting scraped against the dirt as you, climb over. And, Poppy, you see Guy kind of, like, reaching blindly, like patting his hands around the ground for the next hand hold.

Speaker 3:

Oh, and up into the right a little bit.

Thomas / Guy:

My right or your right? Oh, we're facing the same way. Yeah. Okay.

Tim / GM:

You see Guy's hand reach up and grab a tuft of grass and just yank on it like hair to heave his body onto the edge. And you stand onto lore. From here, you can all see the tower of stories where all visitors of lore come to store the adventure of how they came to lore in the first place. Upon seeing it, Hubert gets kind of glassy eyed. He looks over at Dorn and

Speaker 6:

says, when you visited, you searched for answers in many of the towers. Fey magic, celestial affairs, war, and crime. But I do not believe any of you examine the tower of stories. Some who come to lore share their important knowledge with us. Yes.

Speaker 6:

But everyone who comes to lore shares with us their story. Perhaps there is something to be learned here. Do we have time for this?

Hannah / Eryn:

Maybe it's a good idea to take a rest for a moment?

Speaker 7:

We're not exactly in good shape to be facing an invisible giant creature. So

Speaker 6:

I feel right as rain.

Thomas / Guy:

Yes. I could use a bit of a breather.

Speaker 6:

Yeah. Very well.

Speaker 7:

Hubert, is there anything in the tower of stories that you think could help us get out of this? Anyone that visited that spoke of this place?

Speaker 6:

We have had visitors from the Feywild before. Conceivable to think that if they had made it there, they may know how to make it back. I also wonder if any of these beings that you spoke of, these fey lords, they may have visited lore in the past. Certainly worth looking.

Thomas / Guy:

Very well then.

Speaker 7:

Real quick, Tully. Do we should we look for him?

Tim / GM:

He looks a little nervous. He kinda glances between all of you and he says,

Speaker 6:

to be completely candid, I I don't know. I do not know what became of Tully, but I knew what we had to do to survive. He knows where we're going if we're not at that camp.

Speaker 7:

Maybe all the more reason to wait here a moment and hope that he can find us. We'll have to not assume that it's him if something does approach.

Tara / Journey:

Well, the the changelan had his belongings. I'm I mean, we can probably assume that at the very least, he's real injured. He wouldn't have given those up without fat.

Speaker 3:

You think phenom left his story here?

Thomas / Guy:

If we can even trust anything that man said.

Speaker 3:

I'd like to know his account before murdering him.

Speaker 6:

Interesting. I think we should then. Yes. Let us explore this tower. Please watch over Mikey and I while we sift the ruins.

Speaker 6:

What names are we looking for?

Speaker 7:

Phenom would be good. Parsonan? Lyrian?

Speaker 3:

Aver?

Thomas / Guy:

And Viren.

Speaker 6:

Very well. Any other names, any other figures, even if not these feyl lords?

Hannah / Eryn:

Did Lonnati ever come maybe in a different form? What what did you call?

Tara / Journey:

Lonnati wouldn't have gone anywhere. I mean, this is her domain. She lives here. She wouldn't venture out. I don't see any reason why she would want to.

Speaker 7:

Do the Jars speak of whom the story is about or just who

Speaker 6:

Who recorded them.

Speaker 7:

But not what they are sharing.

Speaker 6:

Correct. Okay.

Hannah / Eryn:

Or Maeve. Yes.

Speaker 6:

We have heard other recordings about Renate, but none none from the creature itself. I wonder if she's ever been to the surface.

Tara / Journey:

I only ever met her on the edge of the Feywild or further in. She always told me that she stayed in the Fey

Speaker 6:

realm. Could be that she has a dependency on the magic here. There's something in the air here in the Feywild. It's it's different from the mortal plane.

Tara / Journey:

Well, she's connected to nature. I mean, it only makes sense.

Speaker 8:

Nature is connected to energy.

Tara / Journey:

Right. Just like everything is energy. You know? Forest and the mountains and

Speaker 6:

Journey, when you make it back to the surface, you may want to speak with April. She is skilled in the ways of memory modification.

Tara / Journey:

I don't know.

Speaker 6:

We nearly had to implement this upon you when you arrived at Lor, for you would not give up the tower.

Tara / Journey:

I don't understand.

Speaker 7:

You would not give up the tower? What do you mean?

Speaker 6:

Well, there was a a brief moment where we thought you were going to invade the towers when you were asked not to. And, well, we were considering taking that incentive from you so that you would stop your pursuit. However, when I told April to prepare a modification, I was actually speaking to Eren. Little did I know.

Hannah / Eryn:

Oh, yeah. Sorry about that. Yes.

Speaker 6:

All for the better, I believe. But journey, I suggest you open your mind.

Tara / Journey:

I don't understand what you mean.

Speaker 6:

Perhaps I don't have the convincing sway needed for such a conversation. Perhaps one of you do.

Speaker 3:

I don't even know what what the implication is.

Tara / Journey:

Yeah. Hubert, I think you must be confused. You've been here for a while, and you've been through a lot.

Hannah / Eryn:

Sometimes journey, you can't trust things at face value. I mean, even in the fae, I don't know. It just seems like you could trust less and less than in the real world. So

Speaker 3:

that's true. My mom always says that everything and everyone has an ulterior motive.

Speaker 7:

Okay. Anyways, Hubert, are you you are implying that Journey has had her memories modified in some way?

Speaker 6:

Forgive me. No. I'm implying that she should. Lanati is an evil creature. There is no two ways about this.

Tara / Journey:

I don't understand how you're coming to that conclusion. I I mean, I've been around Lanati my entire life.

Speaker 3:

You didn't seem evil.

Tara / Journey:

She's been taking care of me and my people for decades. Decades upon decades.

Speaker 6:

Your experience is your own. I will not seek to change your mind here.

Thomas / Guy:

Journey, I have seen you want to accept the best in everyone, but I think I'm with Hubert on this one.

Speaker 7:

Give it time. All powerful things have their own goals and objectives, and

Speaker 3:

That's true.

Speaker 7:

We need to be wary of Lenati, obviously, but, I mean, that we are surrounded by evils here. I don't think that's I don't think she's our top concern right now. She's willing to help us for a cost, but willing to help us nonetheless.

Tara / Journey:

I mean, she's definitely something separate from, you know, our mortal experience. I I grant you that. I think she wants what's best for us.

Hannah / Eryn:

Why do you think that?

Tara / Journey:

Because that's what she's always wanted.

Hannah / Eryn:

Did she tell you that?

Tara / Journey:

Of course. Mhmm. And I experienced it. She took care of me.

Hannah / Eryn:

I don't I don't know.

Speaker 6:

It's quite alright. We've all had different experiences with this creature. Perhaps further experiences will increase our wisdom. For the time being, Mikey and I will look through these jars, try to find the things of value. Who among you would like to stay with us and who would like to rest in the warming house?

Speaker 6:

He, gestures over to

Tim / GM:

one of those cobbled stone warming houses, and sure enough, one is still intact. Although it's got a fissure down the middle, the the whole thing split in half.

Thomas / Guy:

A guy raises his bloody gauntlet. I would like to rest, please.

Hannah / Eryn:

I can stay with you.

Tara / Journey:

I can stay as well.

Speaker 6:

Very good. That should be plenty of firepower if the 3 of you want to rest. Yes.

Speaker 3:

I don't need much rest, but I I'm not really up to the task of digging through dusty old jars. So

Speaker 6:

Suppose not. We will,

Tim / GM:

we will bring them back

Speaker 6:

to the warming house so we can all listen together.

Speaker 3:

You guys will will bell us if if you need anything?

Tara / Journey:

Yeah. And if we run into any trouble, we'll let you know. Okay.

Thomas / Guy:

Is that a short rest?

Tim / GM:

We could actually do a long rest here.

Tara / Journey:

Oh. Acha.

Tim / GM:

Can around.

Tara / Journey:

Do it.

Tim / GM:

You've got time to do it. Let's start out back in the warming house. The 3 of you move into the warming house, opening the door, and when you do, it actually falls off the hinges kind

Speaker 6:

of thing.

Tim / GM:

Mhmm. So you have to, like, pick it up and put it back in place. Mhmm. You can see a little bit of the outside through this fracture that runs down the center of the room here showing clear to outside. Even though it's it's pretty dark, you can still see some of that weak light up in the clouds.

Tim / GM:

It smells just like it used to, which is comforting. Probably there's a place for a fire if you're inclined to make food.

Speaker 3:

Are you guys hungry?

Speaker 7:

It's hard to relax until these might still be out there.

Thomas / Guy:

No. But tasting some of your food might, bring some comfort, puppy.

Speaker 3:

Maybe I'll just make broth. Nothing too heavy and something

Thomas / Guy:

warm. Broth it is.

Speaker 7:

Yeah. Thank you, Poppy. I'm just gonna keep an eye out, I guess.

Speaker 3:

Don't go far.

Speaker 7:

Yeah. I I'll I'll stay within earshot.

Tim / GM:

Poppy's cooking up some broth. Guy, if you were to close your eyes, just the smell of this place, the feeling of being in this warming house, it's almost like being back on the clouds, back on Lor.

Speaker 3:

Kinda weird being back.

Thomas / Guy:

Yes. I certainly never thought we would be back, what with this plunging into the clouds and all.

Speaker 3:

Yeah. What are we gonna do?

Thomas / Guy:

I don't know, Bobby. Everything about hunting down these fey lords, it's I won't lie. It's exactly what I want to do, but that's what worries me.

Speaker 3:

Like, what Guy wants to do or what the general wants to do?

Thomas / Guy:

Well, for once, I suppose it's both.

Speaker 3:

I think that's valid. I didn't ever expect to end up here, so I'm still coming to terms with

Thomas / Guy:

it. Thank you for coming along for the ride, Poppy.

Speaker 3:

You're welcome. I really didn't have a choice, but, but I'm happy I stuck with it. This is grander than anything I've ever done.

Tim / GM:

Poppy, as you're taking out more and more ingredients to put into this broth, falling out of your pack is a couple, like, crispy bits of pinch. Pinch burned to death in the last episode.

Tara / Journey:

Oh, no. I forgot.

Tim / GM:

After using the, cantrip, I believe it's bonfire that makes him, flame up and roast himself. Yeah. So he gets a few turns of, like, heavy firepower action, but after that, he burns down to nothing. So you'll have to remake pinch.

Tara / Journey:

Yeah.

Thomas / Guy:

Oh, Pinch Pinch is looking a little worse for where?

Speaker 3:

It's happening. Do you think, do you think I could, like, make some sort of cookie armor for him so he doesn't explode so quickly.

Tim / GM:

Oatmeal scales?

Thomas / Guy:

Yeah. Guy taps on his breastplate. What do you think, Gus?

Speaker 3:

Gus makes

Tim / GM:

you shrug. Yeah.

Tara / Journey:

Right.

Tim / GM:

Doran, you said you were moving out of this warming house?

Speaker 7:

Yeah. I I think Doran wants to, just go out, kind of walk down about to, like, where we climbed up

Tara / Journey:

Mhmm.

Speaker 7:

And just, sit and be on the lookout to see if Tully is able to make his way over.

Tim / GM:

Yeah. You're sitting out on the edge of the kind of dirt cliff that leads back to that magmatic bridge. Every now and then, kind of move out of the way of some cinders floating to the ground, but there's nothing too severe as far out. That stone wall that Poppy had created has since lost its integrity and has crumbled into a loose pile of pebbles and sand. And you hear something.

Tim / GM:

Wood steps moving through grass and then sand. Your Ganymede hearing, you can tell something is coming down the beach toward you. One thing.

Speaker 7:

Does it sound like even steps and everything?

Tim / GM:

It does. Maybe injured or belabored walking.

Speaker 7:

K. I'll stand up and look.

Tim / GM:

Make a, perception check without advantage.

Tara / Journey:

Natural one. Wow. Oh.

Speaker 7:

Tully, who's there?

Speaker 6:

Hello.

Speaker 7:

Hello. Hi.

Tim / GM:

You see squinting up from the darkness a turtle waving one hand and kind of like limping towards you.

Speaker 7:

You alright there, big guy?

Tim / GM:

He's still a good ways away from you on that magmatic bridge. He kinda falls to one knee. K. Help me. I'll walk

Speaker 6:

over towards him, but I'm gonna stay

Speaker 7:

out of, arm's reach. Help me. Tully, you wanted to show something to us earlier when we saw you a couple nights ago. Something you were proud of that you grew. What was it?

Speaker 7:

Give me one more perception check. Like, do have, an effect with Ganymede allowing to tell if something is lying to me. Okay. Let me just double check what that does.

Tara / Journey:

It's pulling your card. He

Thomas / Guy:

hasn't really said anything yet.

Speaker 7:

Advantage to determine whether someone is lying would be, 19.

Tim / GM:

You are squinting at him as he gets ready to answer you, and you don't even need his answer. You see Tully look kind of behind him over his shoulder, and then up past you to see if anyone else is there. That's enough for you to know, Doran. This is not Tully.

Speaker 7:

Take a step back, and I pull out the magic missile wand. Please. And I shoot

Tim / GM:

him. Alright. Roll, 3 d 4 plus 1. Oh. Yeah.

Speaker 3:

Poor changeling is probably just trying to get out of here. No.

Speaker 7:

6 plus. So 7 damage.

Tim / GM:

Yep. You see an ignition of white light as these magic missiles pour out of that wand. Maybe for the first time. I'm not sure. They crash into this changeling, and the first one causes it to revert its form.

Tim / GM:

It's kind of rapidly changing shapes to figure out what its next move is going to be.

Speaker 7:

I'm gonna go in if I can and and just try to stab it with, the blade of Salem. Fuck.

Hannah / Eryn:

Are we close enough to hear this?

Tim / GM:

Nobody's close enough. Anything could happen to Dorne. Right?

Speaker 3:

Dorne would never ask for help.

Speaker 7:

I'm gonna go in and try to stab it with the blade.

Tim / GM:

Yeah. Make an attack.

Speaker 7:

Do I get advantage since it's on the ground? Or

Tim / GM:

it is standing up at this point. After it got shot, it was backing up and trying to change form again. Okay.

Speaker 7:

25 to hits?

Speaker 6:

Oh, yeah. K.

Tim / GM:

Eight damage. Okay. Still standing. You see it shift that black smoke that you've seen before coming out of Eren. When it finishes this

Speaker 6:

time You're sick. Get out of here.

Speaker 7:

You killed my friend. It just

Tim / GM:

looks like you as you are now. You can see this long bone coming out of its arm that is hardening into a blade, and it's holding the blade of King Slammers Riz in its hand. And it can even pronounce it right.

Speaker 7:

It's an approved Doran. No.

Tim / GM:

It looks even goes, you're sick. It's going to stab at you. K. That is a 19 hit. That hits.

Tim / GM:

K. That is 6 slashing damage.

Speaker 7:

K.

Tim / GM:

As you are struck with a bone blade. Ew.

Speaker 7:

Alright. I'm gonna use greater invisibility on myself.

Tim / GM:

On the changeling?

Speaker 7:

Go invisible? Yeah. And then step back and then stand still and watch it.

Tim / GM:

Okay. It is, going to make an attack with disadvantage. After you disappear, you just hear,

Tara / Journey:

and

Tim / GM:

it just starts swinging wildly. Another perfect Dorn impression. Only a 9 this time.

Speaker 7:

Does not hit. Alright.

Tim / GM:

Yeah. Being invisible, it actually turns kind of in the wrong direction and starts slashing close to the edge of the water thinking that you're trying to, like, skirt the outsides here.

Speaker 7:

Can I get a sense of, like, how much I've actually hurt it in these attacks? Like, is this?

Tim / GM:

It seems like it's got plenty of energy left.

Speaker 7:

I'm gonna step back a little further, and then I'm going to use, the bling ring of spell storing and cast fireball on it.

Tara / Journey:

Oh my god. Oh my god.

Speaker 3:

Are we gonna hear that?

Tim / GM:

Wow. Alright. That is a spell save, I believe. A dexterity save. Mhmm.

Speaker 6:

What's the DC on that?

Speaker 7:

Do you know? DC 16.

Tim / GM:

Okay. Fails that with a 13. Yeah. This is just 8 d6. Right?

Tara / Journey:

Yeah. Okay. Just 8 d 6.

Speaker 7:

29 fire damage then.

Tim / GM:

Okay. That has an impact. Okay. Doran, what happens here, you lose this fireball and you see the flames spread. You see the black silhouette inside that fireball as this thing is

Speaker 6:

swallowed up. But when the

Tim / GM:

fire dies down, it is gone.

Speaker 6:

You don't know if it jumped

Tim / GM:

in the water, sprinted away, or turned into an ant.

Hannah / Eryn:

The old ant trick.

Tara / Journey:

I don't

Tim / GM:

think they can get that small.

Hannah / Eryn:

No. Like, your your ant. You know? Yeah.

Tim / GM:

Yeah. Aunt Gertrude.

Speaker 3:

Aunt Gertrude.

Tim / GM:

Great job, Doran.

Speaker 7:

Yeah. Doran was just filled with rage, like, seeing it impersonate Tali and then try to taunt me. That was an emotional strike. And now seeing the remnants of a fireball and knowing that I probably brought any attention to my location at this point. Still invisible, but feeling the reality of the situation, Doran turns and starts to leave.

Tim / GM:

Doran, as you're walking back to camp, back to the warming house, you hear Ganymede whispering to you the whole time. It says, that was bold, but perhaps stupid. Are

Speaker 7:

you trying to help me right now, Ganymede?

Tim / GM:

Yes. Well, it's not working.

Speaker 7:

I feel terrible. Don't really know why even, but

Tim / GM:

That was a Tully. Correct? I heard his voice. Wasn't Tully. But it took his form.

Tim / GM:

It did. But you already killed the one that took Tully's form.

Speaker 7:

I stop. Invisibility drops. I lose concentration

Tim / GM:

at that. You're right. Is it possible they're sharing? Are they educating each other?

Speaker 7:

Could maybe mean that Tully's still alive, that one was able to see. That could be too. So where does that put us? Do we go back? Not right now.

Speaker 7:

You're right. It was stupid. I'll I'll I'll head back, and we'll we'll talk to everyone else.

Tim / GM:

Finally, inside that tower of stories. In here, it smells like musty rainwater and crumbling stone, and it has the appearance of a lost and found. Beyond leaving their stories, it seems people used to bring all sorts of trinkets to lore. Sometimes, just garbage in their pockets. Sometimes, it seems intentional tokens of appreciation for the knowledge.

Tim / GM:

Everything here has been tossed across the ground and broken memory jars spill into the room. You can hear little whispers that distract your every thought as these memories have been loosed. And Hubert kind of shakes off all the distracting whispers in the room and says, very well. We will search

Speaker 6:

for those names. Please, make sure we have no intrusions.

Hannah / Eryn:

I guess I can just stand right outside here. I don't know.

Tara / Journey:

I can stand guard if you wanna scout around the tower in case there's something in the corners, in the inside.

Hannah / Eryn:

Sure. How how big does it seem?

Tara / Journey:

I

Tim / GM:

think these towers are only, like, 35 or 40 feet across. Okay. So, it's not a huge circumference. You can, you know, go around the whole tower in 30 seconds.

Hannah / Eryn:

Is are there stair like, different levels and stuff with this one? Yeah. Okay. Yeah. Aaron's gonna climb around and go up and down the stairs and try to scout out everything, holding their crossbow ready to shoot it Yeah.

Hannah / Eryn:

If I need to.

Tim / GM:

Since you're still just trying to pick up anything you can pick up, let's do a perception here.

Tara / Journey:

K.

Speaker 7:

Perception.

Tim / GM:

Take advantage for relying on your sight.

Hannah / Eryn:

We love to see it. 18.

Tim / GM:

Okay. Before we resolve that, Jurnee, let's have you roll your investigation or perception or whatever it's gonna be there.

Tara / Journey:

Yeah. Definitely. Perception again. Yeah. Definitely perception.

Tara / Journey:

Do I roll with advantage?

Tim / GM:

No. You cannot rely on your feel here.

Tara / Journey:

14.

Tim / GM:

K. Do roll with advantage.

Tara / Journey:

24.

Tim / GM:

Perfect. Journey, while you're outside, you feel something tiny near you, a presence. Too small to be a person, maybe too small to be a changeling. Is it a redcap? Erin, from inside, you're on the 5th floor now.

Tim / GM:

There's a couple stone fractures in the walls here, couple points of damage as Laura had crashed to the ground, and through that crack in the wall, you see something moving in the leaves of the trees, something tiny that doesn't belong here. Journey, you hear a noise in the tree above you. It's that presence.

Tara / Journey:

I look up.

Tim / GM:

There's something in the branches. It's too dark to see what it is.

Hannah / Eryn:

Can I get a shot on it from the crack? Can I see I'm gonna just aim my crossbow

Tara / Journey:

at it?

Hannah / Eryn:

I'm not gonna shoot.

Tim / GM:

Yeah. There's enough room to, like, shoot through that wall if you needed to. Okay.

Hannah / Eryn:

I'm just gonna be holding Yeah. And keeping an eye on it. Yep. I'm gonna also try to see more with my Ganymede eyes if needed if it moves.

Tim / GM:

It's kind of like catching, like the sight of laundry out of the corner of your eye in a dark room where you're like, I know that's a person. I know that's a person. Mhmm. And when it moves, you recognize a cloud Kip. Journey from below.

Tim / GM:

You see some furry figure moving among the branches here. You know that nothing here means good. Everything here means you death.

Tara / Journey:

Yeah. I'm trying to kind of square up and getting ready to, cast Entangle

Speaker 6:

Okay.

Tara / Journey:

To catch it.

Speaker 6:

Okay.

Tara / Journey:

Journey kind of slinks closer to the tree line Mhmm. To get up close to where it is. And I'm gonna send one little fey bud to above where the thing is Yeah. To see if I can get just a glimpse of it.

Tim / GM:

Yeah. As that fey bud travels up, Aaron, it's a little startling to see that light all of a sudden, but works according to plan. That's enough light to see a little detail on this cloud Kip. Journey, you see it too. It's a harmless cloud Kip, but why is it here?

Tara / Journey:

I was about to cast entangles, so I stand there for a second like, and then I relax a little bit. I'm gonna cast speak with animals.

Hannah / Eryn:

Okay. Nice.

Tara / Journey:

And, hopefully, this one time, it'll mean something that I did that.

Hannah / Eryn:

Tim's like, fuck. You solved my not an animal puzzle.

Tara / Journey:

And I just say, hey there. You're pretty far from home.

Tim / GM:

Me? Yeah. Yes. And indeed I am.

Tara / Journey:

Yeah. This isn't any kind of place for a creature not from here.

Tim / GM:

You see it move forward on the branch a little bit and look down at you, Jurney? Are you are you not here to to eat meat?

Tara / Journey:

Oh, never. Never ever. But I might be able to help you get out of here. I'm

Tim / GM:

too wise for you, and it backs up and goes back into the tree branches a little bit. I know Faye Treasury.

Tara / Journey:

Oh, I I'm not Faye. I'm just looking for a way out of here. I'm from the Material Plane.

Tim / GM:

You see it squint down at you hard and say, but you are. You are Faye.

Speaker 6:

I see it.

Tara / Journey:

I've I've got some Faye about me. That's for sure. But I'm not from here. Where are you from? There?

Tim / GM:

And it jerks its head up

Speaker 6:

and looks back down at you. Says, there? Up there?

Tara / Journey:

I'm from up above. Yeah.

Tim / GM:

It runs up the branch and back down in like a quick loop, and

Speaker 6:

it says, are you going back there?

Tim / GM:

It does another quick loop going up and then back down.

Tara / Journey:

I'm I'm trying.

Tim / GM:

Will you will you take me?

Tara / Journey:

I'd be happy to.

Speaker 6:

Oh, very well. I'll I'll follow behind you.

Tim / GM:

Don't ever touch me or get close. Okay.

Tara / Journey:

I I can trust that, you'll keep up. You're pretty quick.

Tim / GM:

Yes. It does another, like, loop back up into the trees, comes back down, stares down at you again, and finally looks up at the crack and sees Aaron with a crossbow pointed at it. It says, what is this stretcherie?

Tara / Journey:

I don't know. I mean, I got friends in the building who are watching out for me.

Tim / GM:

One of your friends is pointing a veritable ballast day at me.

Tara / Journey:

Well, then we'll just have to, make them quit that, won't we?

Tim / GM:

I much prefer it.

Tara / Journey:

Alright. I'm gonna use my echo bell. Hey, Aaron?

Tim / GM:

Take the shot.

Speaker 3:

Go for you're a go. No. Go for Aaron.

Tara / Journey:

I've made a new little friend out here who would very much appreciate it if you would put down your weapon.

Hannah / Eryn:

Is it is it really is it really one of them?

Tara / Journey:

It really is, And, I agreed to help this new friend.

Hannah / Eryn:

You just hear it turn off and then

Tim / GM:

Aaron runs. Down the stairs. As you pass by Huber, you hear him

Speaker 6:

say, yes. Vietnam green, indeed.

Hannah / Eryn:

I just don't even care.

Tim / GM:

I run

Speaker 8:

out to where

Hannah / Eryn:

they are. Cool. And then I skitter to a stop next to Jeremy, like

Tara / Journey:

hi.

Hannah / Eryn:

My eyes are big as saucers staring at the kid, kip, the cloud kip. Yeah.

Tara / Journey:

This is my friend, Eren. Ah. And they would not harm you. They will not harm you.

Tim / GM:

No? The wielder of the siege weapon would not harm me?

Hannah / Eryn:

No. No. Aaron, throws the crossbow bolt down on the ground, and then slowly slowly bends down and does a little curtsy motion to the cloud, Kip. Please, I I've always wanted to be your friend.

Tim / GM:

So prim and proper. How unsettling. But Cloud Kip jumps onto Journey's shoulder and circles around your collar and then sits on your shoulder.

Tara / Journey:

This friend, Cloud Kip. I'm sorry. I didn't catch your name.

Hannah / Eryn:

Name? What's its name?

Tim / GM:

The Cloud Kip does one more circle around Journey's collar and this time squatting right on her head. It says, perhaps

Tara / Journey:

fable. Oh, oh, that's a nice that's a nice name. Erin, this is fable.

Speaker 3:

Hello. Hi, fable. I'm Erin.

Tim / GM:

Otherwise, you may say,

Tara / Journey:

unfortunately, I I don't speak your language aside from casting a spell, and you don't understand any of this. You're just hearing me like. I'd be happy to address you as Fable. I appreciate it, and I know my friend Aaron would be happy to keep you company as well. They tend to be a little kiplock in their mannerisms sometimes, so you might find that you have a lot in common.

Tim / GM:

We cloudkips are not much one for artillery.

Tara / Journey:

Well, we don't have claws.

Tim / GM:

Ah, you make a fair point.

Tara / Journey:

You're welcome to follow us back up to the material plane.

Tim / GM:

Yes. I I I will do that.

Tara / Journey:

And I tell Aaron every bit of that conversation. So, I would not recommend reaching out and grabbing or trying to tempt. I would just say let let them come to you because they Yeah. Are real quick and they'll just run off.

Hannah / Eryn:

Yeah. Yeah. Yeah. Totally. I remember, you gotta wait really patiently and then hold up the berries.

Hannah / Eryn:

I remember. So I'll do that next time.

Tara / Journey:

Yeah. Maybe even just set the berries down somewhere and just let them do what they wanna do and

Tim / GM:

Did someone say the human word for berries?

Tara / Journey:

I think we could find some food for you if you're hungry.

Speaker 6:

If you can find berries down here, yes.

Tara / Journey:

I I mean, berries is a good good shot at berries. Yeah. They want berries.

Hannah / Eryn:

They want berries. Yeah.

Speaker 6:

We had found some of those names.

Tara / Journey:

Oh.

Speaker 6:

Oh, they're right out here. Sorry. We found some of the names you're looking for. This, phenom green. Yes.

Speaker 6:

Something of, Viren, this diver, of course. Also, I believe a city came here once.

Hannah / Eryn:

What city?

Speaker 6:

A the name Lodom is inscribed onto one of these jars, but I believe that was a city, was it not?

Tara / Journey:

Yeah. Maybe maybe it was someone from there?

Speaker 6:

Could be. Let's take it with us.

Tara / Journey:

Yeah. I think that's a good idea. Maybe they'll have something. I don't know.

Hannah / Eryn:

Eren picks up their crossbow bolt and just kind of holds it sheepish sheepishly at their side, so the cloud trying to kinda hide it.

Tim / GM:

Cloud Kip is, like, staring

Speaker 6:

at it the whole

Tim / GM:

time. I'm sorry.

Speaker 9:

Hubert, I I have definitely heard this name before, but

Speaker 6:

I don't know if we need this wood.

Tim / GM:

Do you know who's

Speaker 9:

Narapria? You guys know that name?

Hannah / Eryn:

Sounds familiar.

Tara / Journey:

I think I have heard that before, but I I say bring it. Whatever.

Tim / GM:

Okay. Well, probably got enough for now. Right? I mean, at least the first round.

Hannah / Eryn:

Yeah. Let's find the others and listen to them together? Yeah. All to the warming house then?

Speaker 6:

Yeah.

Tim / GM:

As you all make your way back to that warming house, when you open the door to your absolute horror, Doran is not there. Journey.

Tara / Journey:

Hi.

Thomas / Guy:

You are being stalked by a local fauna.

Tara / Journey:

Oh, I made a little friend, kinda. Everybody, don't worry about the cloud kit. Their name is Fable. Don't touch them.

Speaker 3:

Oh, so cute.

Tara / Journey:

And, also, don't jump if they touch you. I told them that we're gonna be able to help them get out of here and get back to the material plane because they definitely don't belong here.

Hannah / Eryn:

Does anyone have any berries?

Speaker 3:

I might have some, like, raisins. That's dried berries.

Tara / Journey:

I I think that's close enough.

Speaker 6:

While I understand the Cloud Kipper's priority 1, perhaps we should investigate these.

Hannah / Eryn:

Wait. Where's Doran?

Tim / GM:

Where is Doran?

Speaker 3:

Did you guys not see him?

Tara / Journey:

He was thought

Thomas / Guy:

he was with you.

Speaker 6:

Goddamn that boy. Where is he?

Hannah / Eryn:

Doran runs outside and tries to look around.

Tim / GM:

Huber follows him. Her. Them. Why don't we, every time.

Speaker 3:

All are accurate. Yeah.

Thomas / Guy:

Why don't we try the bell?

Speaker 3:

Doran, come in, Doran. Are you being stupid again, Doran?

Speaker 7:

Copy that puppy, and yes. I'm almost back. Don't worry.

Tara / Journey:

Can I

Hannah / Eryn:

see him?

Speaker 3:

I'm gonna have to reheat the cup of broth I made for you.

Tara / Journey:

I like it cold. It's fine. Ew.

Tim / GM:

Scanning the, horizon here, you do see Doran walking back looking a little dazed.

Hannah / Eryn:

Stop doing that. You can't just leave and not tell anybody.

Speaker 7:

Yeah. I'm sorry. And I'm not a changeling. Let's see.

Thomas / Guy:

That's enough for me.

Speaker 7:

Okay. I was I I was trying to find Tully. Sorry. And

Tim / GM:

you smell burnt hair when Doran approaches.

Thomas / Guy:

Been lighting your own fires there, Dorn?

Speaker 7:

Ran into a changeling. Not a friendly one. The what? Why didn't you ask for help? I I thought it was totally at first got a little too close.

Speaker 7:

I couldn't see it very well. But anyways, it's it's okay now. We got bigger things to worry about. I'm sorry.

Speaker 6:

Not to conclude to use the echo bells first. You should have called for help.

Hannah / Eryn:

Wait. Where's the changeling?

Speaker 6:

I don't know.

Hannah / Eryn:

You don't know?

Speaker 7:

It's hurt.

Hannah / Eryn:

Is it dead?

Speaker 7:

I don't think so. Fuck. I I tried.

Speaker 3:

What side of the captain's quarters do you sleep on?

Tara / Journey:

I'm a lot

Speaker 7:

of the nights I spent in the bathtub.

Speaker 3:

That's him. Yeah.

Hannah / Eryn:

Can I do I'm gonna, hold on? Can I do a quick perimeter check around to see if I can detect any creatures Sure? Changeling? I'm gonna do a runaround. I don't know if anyone wants to take a look to see.

Thomas / Guy:

I think it is smart while these changelings are afoot to institute a rule where no one goes out of sight of at least one other person.

Tara / Journey:

I can go with you and try and feel for someone.

Hannah / Eryn:

Okay. Yeah. Are you okay?

Speaker 7:

I'm fine. I got some things to share, but we can wait till we get back to the warming house.

Hannah / Eryn:

Well, why don't you go back with these guys and we'll go around and

Tara / Journey:

check. It'll just be a

Speaker 6:

minute. Okay.

Hannah / Eryn:

Yeah. So Journey and I are gonna run around and just try to clear clear the area, essentially. Mhmm.

Tim / GM:

Give me a perception check.

Hannah / Eryn:

Let the women handle this.

Tara / Journey:

If we're using our Ganymedes, can we do advantage?

Speaker 6:

Sure. Yeah. I think both of yours could apply in different ways here.

Hannah / Eryn:

Oh, not good. Perception?

Tim / GM:

You're doing a perception based on sight, Erin, and feeling. 24.

Hannah / Eryn:

17. Okay.

Tim / GM:

With the 24 journey, you can be conclusive that there are no other live presences around this warming house within a 100 feet or so, aside from that cloud kit, of course. Aaron, walking around outside, you can see a little bit farther with better clarity, and you can actually look far ahead to that next island to the rainy hills. And there, you can just see tall grass kind of waving in the, the dim light here, and you focus in on those trees and see that they're all kind of swaying to one side as the wind blows harshly against them. And then you see a copse of trees that is bending the wrong way, and that copse of trees makes a path as it cuts through the forest there.

Hannah / Eryn:

Does it seem like it's coming towards us? Or

Tim / GM:

Just seems like it's kind of moving sideways through the forest there. Okay. Unaware of your presence at all. It's so far away. Sometimes it's hard to remember that you're actually zoomed in by, you know, a quarter mile or so.

Tim / GM:

Okay.

Hannah / Eryn:

Journey, I just see maybe that invisible creature off on the next next island.

Tara / Journey:

Yeah. I don't feel anything close by. It's good to know that we can see it moving around.

Hannah / Eryn:

Yeah. It's kinda freaky. It just looks like all the trees are going the wrong way against the wind.

Tara / Journey:

I don't like that. Okay. Well, maybe let's get back with the others. Yeah.

Tim / GM:

Y'all make it back to the warming house, and when you walk in, Mikey's got his hand over one of those jars. And kinda the instant you step in, he pops the top off of it. You all here. I can tell you about fey bargains. You all hear phenom, he says.

Tim / GM:

Fey bargains are heard by the Weave, and they're upheld by those who swear them. It's each individual's magic that becomes binding, enforced by the uncaring judgment of of magic. And it's all attached to the true name that the Weave knows you by. That's what we talk about here, our our true name. That's why it's so powerful and so important.

Tim / GM:

Yes. I've I've sworn to one such bargain, one that would kill me if I violate it. I can't risk saying much more than that.

Speaker 6:

However,

Tim / GM:

no harm comes to me from reciting the bargain.

Speaker 9:

It goes,

Tim / GM:

I will not harm nor speak the name, nor bring to ruin all the same. I will tithe my take and follow his wake, And in exchange, I leave the lake. My freedom's secure, but death should I fail. The withering prince, Lyrian Hale.

Speaker 10:

Well, that was a bunch of bullshit.

Tim / GM:

Mikey puts the top back on the jar,

Speaker 10:

but that makes sense to anybody.

Hannah / Eryn:

Prince Lyrian, did we know that?

Tara / Journey:

I mean, we knew that they were all fey lords. We didn't know specifically their roles.

Thomas / Guy:

Perhaps it is a false title of royalty, but I think it matters not.

Tara / Journey:

I wonder if the lake that we're on now is the lake he mentioned. That was the deal to get out of this place, to follow and obey Lerion.

Hannah / Eryn:

Yeah. Didn't didn't Hubert tell us that this was the Autumn court?

Speaker 6:

It is.

Hannah / Eryn:

Was Lyrian Hale the prince of the Autumn court?

Speaker 6:

Very well could be, but this place was not always like this. We know this from ancient knowledge. The autumn court is described as a beautiful realm bathed in eternal twilight, not pitch darkness and vile death.

Speaker 3:

He said withering prince. Did Lirion ruin this place?

Tim / GM:

I don't know, Poppe.

Speaker 7:

None of these jars say Lirion?

Speaker 9:

No. I'm sorry. I don't know if he's ever really bed to lore by himself.

Speaker 6:

Or maybe he did. But there's a

Speaker 9:

couple other towers we could search

Speaker 6:

a couple more days maybe.

Speaker 3:

You didn't see a jar with Valor and Breeze on it, did you?

Speaker 9:

I don't remember that, Abe. Okay.

Speaker 3:

Oh, it sounds like Phenom doesn't have a choice.

Speaker 7:

He had a choice. He made a bargain.

Speaker 3:

And you had a choice, and you made a bargain. Yep. Do you enjoy the bargain you made?

Speaker 7:

I haven't killed any kids. Sorry, Poppy. That that didn't mean it

Speaker 6:

had you. I hope you

Speaker 10:

didn't bear that bee.

Thomas / Guy:

It can be very easy to be swept up in these fae bargains.

Speaker 3:

Me and my mom always says that you read the fine print on contracts before you sign them.

Speaker 6:

Right. Yeah. Yes, Dora and I can say this is disappointing, but not wholly unexpected. Can you detail the parameters of your bargain?

Speaker 7:

Why don't we get through some of the jars first before we get to that?

Speaker 6:

Very well. Mikey, may I do the honors?

Tim / GM:

Pops off another jar, and you hear voice. I come seeking knowledge of the kingdom of Lotem. As much as you have, I want to know everything. And I'll start the bidding here. I know how the clouds were born.

Tim / GM:

So what can you tell me about Lotem? You hear a distant voice. It's the memory taker. You hear, I

Speaker 10:

can tell you nothing here, but I can tell you that most knowledge would be within your reach if you were to explain the genesis of the clouds.

Tim / GM:

You hear, fear it again. Very well. The origin of the clouds. It starts with an ancient hag we call Lanati. She met with not here.

Speaker 10:

I think this is best saved for another tower.

Tim / GM:

And the jar cuts off there.

Thomas / Guy:

Veerin was here?

Tara / Journey:

Veerin knew something about Lanati. I mean, I I guess that makes sense because they're all from this kinda area.

Speaker 3:

Hubert, what tower might that be in, the other jar?

Speaker 6:

Who's to say? Could have been war and crime. It could have been celestial affairs without knowing the nature of how they were born. It could be fey magic for all we know if Lanati's involved, but I don't know if that tower survived.

Tim / GM:

Huber.

Thomas / Guy:

Virid, she came here seeking knowledge of Lotem, my homeland.

Speaker 6:

It seemed that way.

Tara / Journey:

Oh, god. Mike, you found a jar that just says modem on it. Did you wanna listen to that one? We think it might be from someone from your home.

Thomas / Guy:

The jar was labeled modem?

Tara / Journey:

Right. Just like the city. I'm assuming that it's just somebody from there.

Speaker 6:

A surname, actually. You see here, it's written in the 4th lower right quadrant.

Thomas / Guy:

Guy reaches for the bottle, like, not really asking for permission.

Tim / GM:

Yeah. You take it out of his hands. He just kinda looks at you with a shocked expression.

Thomas / Guy:

I would like to listen to this in private, if you don't mind.

Hannah / Eryn:

No. I do mind.

Speaker 6:

We had agreed to listen to these together.

Hannah / Eryn:

Yeah. You can't keep things from us, Skye.

Thomas / Guy:

Keep things? Well, Huber Huber led Veerin to my homeland.

Speaker 6:

How am I to know the intentions of someone when they come to school?

Thomas / Guy:

Everything. She brought us to our knees.

Speaker 3:

Guy, that might be very helpful information for us all to have.

Speaker 7:

How about this? We agreed to a buddy system. One person can be with Guy when he listens. I understand not wanting to air this laundry in front of everyone. I trust you would tell us about it afterwards, though.

Thomas / Guy:

Yeah. Yes. Yes. I think that is fair. Poppy, would you mind joining me?

Speaker 3:

Oh, you want me to go? Yeah. I'd I'd be honored to. I thought you were gonna ask for Doran. But, yeah, I've I'd be happy to, and and your secrets will be safe with me if there aren't for other people to hear.

Thomas / Guy:

Thank you.

Hannah / Eryn:

So we just all leave you 2 then to it?

Thomas / Guy:

Well,

Speaker 6:

it's a little hard to hear outside. We'll we'll step out.

Hannah / Eryn:

Whatever. Eren walks out, hopefully, like a teenager. Whatever. Like, whatever.

Tim / GM:

It's just you and Poppy in that jar.

Speaker 3:

Oh, fuck. Is this is someone you know?

Thomas / Guy:

Yes. It might be someone I was close to.

Speaker 3:

Well, whatever we hear, I'm not gonna judge you.

Thomas / Guy:

I know. That's why I trust you, Poppy.

Speaker 3:

Thanks. Ready when you are.

Thomas / Guy:

Let's crack it open.

Tim / GM:

This one seems to have cut off the first couple words of whatever he was saying, but yes. That's right. It's Prince Lotem. Not correct. If you need the first name, it's it's Endrick, but it's rarely used.

Tim / GM:

Very well. As I had mentioned, I'm the Prince of Lotem. However, my visit has so little to do with my station, my life. In fact, entirely to do with the life of another, of others. I know a few places to go that could provide such deep knowledge as as lore.

Tim / GM:

Something has happened to my kingdom. Something terrible. I fear that it's already lost, but I I know for certain that it is. I struggle to accept it, but there is something that can yet be salvaged. I've come to Lour seeking the knowledge of how to save

Speaker 6:

Adolahan. Oh, no.

Tim / GM:

How can it be reversed? Please. And that's it.

Speaker 3:

Is he talking about you?

Thomas / Guy:

Guy kinda sits there with a bottle, and then he kinda rotates his head in the swaddle so that it's facing his chest so that no one

Speaker 7:

can see it.

Tara / Journey:

Oh, no.

Thomas / Guy:

I think it was about me, Poppy.

Speaker 3:

He must have been a very good friend to go so far to find a cure.

Thomas / Guy:

Yes. I did not deserve such a friend.

Speaker 3:

I I wouldn't say that. I think you deserve luck.

Speaker 6:

Do I need more time? Or

Speaker 3:

It's your call.

Thomas / Guy:

No. You may come.

Speaker 6:

We have a few more to get through. I'm afraid these are quite heavy.

Hannah / Eryn:

Wait. What was in the loatem jar?

Thomas / Guy:

It was a message from the prince, Andric.

Hannah / Eryn:

Prince Andric. Of Lodom. Oh, well, that makes sense why it was called Lodomjar then.

Tara / Journey:

Is anything in there relevant to?

Thomas / Guy:

Well, he talked of how the kingdom was already lost as you well know, but he came to lore seeking knowledge of how to save a Dola'an or reverse it.

Hannah / Eryn:

Is that possible, Guy?

Thomas / Guy:

I do not know. The message ended there.

Tara / Journey:

Was this someone that you knew?

Thomas / Guy:

Yes. I have memories of Andric.

Tim / GM:

You'll hear a wooden clattering, and you hear Mikey go, oh,

Speaker 8:

sore I'm sorry. And you hear, I'm a snatcher of sorts. If someone from up here in the clouds needs something, or someone from down here in the Feywild, I can make that transaction happen.

Tim / GM:

But Aaron, there's a familiar chill as Diver's voice rumbles through the building.

Speaker 8:

I've made that voyage many times. But this time, I was heading up to the clouds. Some bloke approached me looking for protection on the way. Promised me a tidy sum, but he made me swear a bargain. He's lucky I didn't kill him right then.

Speaker 8:

And then when we got up to the clouds here, it was my plan to snatch up a changeling, a naturalized one. You know, one that could talk fancy and do human shapes and,

Tara / Journey:

a a a menace

Speaker 8:

as they are, you understand, to be dealt with. So I was going to snatch one up and well, I planned to get rid

Tim / GM:

of it. You can all tell he's, like, faltering with his story, like, lying through his teeth at several different junctions. He says, well,

Speaker 8:

well, it's not it's not right to just kill a changeling. Right? So I just kept it as my own, like a child. Ungrateful as it is. It's a tricky little shit.

Speaker 8:

Keeps me up at night. I came here to learn.

Speaker 10:

Why? Why? Why was it done?

Speaker 8:

Why did I have to snatch up a changeling? That's not for you to know, reptile.

Speaker 10:

It's not. It's for the archives.

Speaker 8:

Let's just say, my little pet can do a very good impression of somebody important. And we've got big plans for a city that needs strong leadership.

Tim / GM:

I'm sorry. I dropped the cup.

Speaker 7:

Does does this jar say when it is from?

Speaker 9:

Yeah. Actually, kind of a long time ago.

Speaker 7:

How long?

Speaker 9:

This is over 12 years ago.

Speaker 7:

K. Aaron, do you know whom Diver was speaking of a changeling impersonating?

Tim / GM:

Give me a history check, Erin.

Hannah / Eryn:

Okay. I was like, I No.

Speaker 9:

You don't

Hannah / Eryn:

know, Erin. Okay.

Tara / Journey:

I was like, oh, fuck.

Tim / GM:

Does not know.

Tara / Journey:

Hannah does not know.

Hannah / Eryn:

It's a 12.

Tim / GM:

Oh. Yeah.

Hannah / Eryn:

Erin don't know shit.

Tim / GM:

Erin doesn't know much. But But what you do recall, Aaron, is that while you were not given toys, items, anything fun, anything fancy, anything decorative, Diver made it a point to plaster the hideout with posters of Libera just to give you a good look.

Speaker 6:

I can give you all more time before we move on, but we do have one more. Perhaps you need a moment to digest.

Tara / Journey:

To have her help someone get out of here.

Speaker 7:

It had to have been a Fae because it was a Fae bargain.

Tara / Journey:

And Phenom made a deal to get out too. Maybe maybe Lirion is the connecting piece?

Speaker 3:

He's for to protect someone. That kinda sounds like allegiance. Right?

Thomas / Guy:

Lyrian does seem to be the big benefactor in many of these stories.

Tara / Journey:

Diver and Phenom swore to help Lyrian.

Hannah / Eryn:

I think he was grooming me. I mean, he wanted me to impersonate Libera. I just I never realized it. It kinda makes sense now why I was exposed to so much of the upper crust of Farewell. I spent a lot of time around the hoity toity people and impersonating lords and ladies all the time.

Tara / Journey:

I mean, whatever plan he had, he can't follow through with it now.

Hannah / Eryn:

Yeah. It's probably why he tried to get me back so bad.

Speaker 7:

Perhaps that's why Phenom was so close to Liberia, trying to build trust so that you could take that spot.

Speaker 3:

What would he want with Farewell apart from it being a a major city?

Tara / Journey:

Wasn't Liberia sponsoring Bismat getting mined?

Speaker 7:

It could all just be power regardless. Yeah. We we got one more jar.

Speaker 6:

Indeed. Nobody mentioned this name when we went searching. However, it seems so familiar. Does anyone know the name Narapria?

Hannah / Eryn:

I've heard it before, but I can't remember where.

Tara / Journey:

Yeah. I thought I heard it recently, but I don't remember the context.

Speaker 6:

Well, we've brought it here anyway. Yes.

Tim / GM:

He pulls the top off.

Speaker 3:

He pulls his shirt off.

Tim / GM:

He pulls the top off.

Speaker 7:

What do you think?

Tim / GM:

Twinkle's going wild. You all hear a rather charming voice come through. It's Tim.

Hannah / Eryn:

Aw. So charmed.

Tim / GM:

Says, I come seeking the knowledge of great beasts. Tell me, how does one approach a great beast in seeking a bargain?

Speaker 10:

First, you must provide us the story that brought you to lore, only then can we exchange knowledge.

Tim / GM:

Oh, okay. In that case, I am Marcus Narapria. I'm the king of Dawn's Edge. The edge of the eastern frontier. No city lies closer to the clouds than our own.

Tim / GM:

We have a great fondness for the clouds, for the people of the clouds. We also are fond of the great beasts that protect the Bismite of course. In fact, we care a great deal for them. Though, that affection does not always flow in both directions, that's why I'm here. We have long studied the Bismite, and so I came to Lor offering knowledge of its magic.

Tim / GM:

Yes, a new era is underway, and and those who do not secure Bismite will be swallowed up by it. In exchange, I request knowledge of the great beasts. I wish to ally myself with Melas, the great badger, who dwells beneath my kingdom. He's known to be aggressive and ruthless with intruders. But I know that to make a bargain with him, I must go myself.

Tim / GM:

But I also know that I will be slain. So tell me. Tell me how to survive this, how to approach Melas. And I will give you knowledge of the future that is to come.

Speaker 7:

That's odd. Sorry. I I think you know that I I'm from Dawn's Edge, and, you know, I I saw the king in passing. I had no idea that he knew anything about Bismarck or knew to travel to the clouds.

Tara / Journey:

I'm surprised to hear, I guess, a king mentioned in a great beast, Melas.

Speaker 6:

That is how I knew him. Yes. Narapria. Yes. Dawn's Edge.

Speaker 6:

I remember now.

Speaker 3:

Did someone call you child of Melas?

Speaker 7:

Yeah. I'm from Dawn's Edge. And

Tara / Journey:

No.

Tim / GM:

Sesk Yes.

Tara / Journey:

Sesk looked at you and said that you're a child of Melas.

Speaker 7:

Right. That's many identify that way. They're from Dawn's Edge.

Speaker 3:

How would it know that

Tara / Journey:

many identify that way? But you you were so skeptical of the great beasts and so paranoid about them.

Speaker 7:

As one should.

Tara / Journey:

Can I do an insight on Doran? Yeah. 17. 25. Yeah.

Tara / Journey:

Fuck that. Cool as ice. I guess. It's just so so strange.

Speaker 7:

It is strange. I don't I really don't know what to make of all of that. I know there was rumors that Marcus did seek Melas.

Thomas / Guy:

Does your king still live, Doran? I know little of Don's Edge.

Speaker 7:

As far as I'm aware, yes.

Thomas / Guy:

So either he did not seek this Melas, or he found a way to make a bargain without death?

Speaker 7:

You must have.

Tara / Journey:

He offered knowledge of the future. I wonder how he got it.

Speaker 3:

I assumed it was knowledge of how to use bismite.

Speaker 6:

We need more jars. There are, of course, more jars, more memories to peruse. However, Doran, we call this on the island whisper tripping.

Speaker 7:

Can I find a jar for you to can explain what the fuck that means?

Speaker 6:

It's a warning not to lose yourself to the jars. You could spend your entire lifetime learning about other lifetimes, but it's not how a life is meant to be lived.

Tara / Journey:

We have some knowledge that we definitely needed.

Speaker 7:

Do we have any way of contacting April right now?

Speaker 6:

I don't have any of my echo bells. If I could make it to the, bell tower, I might be able to reach her.

Speaker 7:

The only one that I'd like to follow through on if we can is to hear what was said about Lonati.

Speaker 6:

I admit there is a fault in our archival system. We record the date and the name of the recorder, but little is recorded of the contents, the subject matter.

Speaker 3:

We haven't talked about how good books are recently.

Speaker 6:

Fuck you and books.

Hannah / Eryn:

Yeah.

Tara / Journey:

Fuck you and the book you wrote in on.

Tim / GM:

Hubert and Aaron just fist bump.

Speaker 7:

Okay. That could be all for tonight.

Hannah / Eryn:

Yeah. You need to rest.

Thomas / Guy:

We have much to dwell on.

Tim / GM:

I think ruminating on this new knowledge, you all take enough time to finish a long rest. When you're leaving that warming house and step out back into the Feywild, it's it's cool and breezy out here. Darker than it was before by a little bit. They're all plotting across the island of Lure. Are you going searching for more jars, or are you moving back towards that tower to get home?

Hannah / Eryn:

Sorry. Back to the long rest real quick. Can I try to restart my ripcord belt?

Speaker 6:

Oh, yeah.

Hannah / Eryn:

Because I have to roll for it. And I Kim made us some very nice item cards, and now I remember what items I have.

Speaker 3:

Oh, I guess I would bring pinch back then.

Speaker 6:

Oh, yeah. Good idea.

Hannah / Eryn:

During a long rest, I have to spend 20 minutes concentrating and roll a d twenty.

Tim / GM:

Where are you, Erin?

Speaker 3:

Not in the house.

Hannah / Eryn:

Oh, because it makes everyone blind and deaf.

Speaker 6:

If you fail it, yeah.

Hannah / Eryn:

Who's going with you? Hey, Doran. Can you just kinda stand in a at least, like, 21 feet away from me and keep an eye out? I'm gonna try to reset this belt so I can use it later if I need to. Yeah.

Hannah / Eryn:

Just don't get close. I'll be okay if the dark cloud comes out.

Speaker 7:

I trust you. I'll stand

Tim / GM:

by Okay. 21 feet with the tape measure.

Hannah / Eryn:

Yep. It's activated.

Tara / Journey:

I have to

Speaker 6:

do a rule.

Hannah / Eryn:

A 6.

Tim / GM:

Oh, I see. Okay.

Hannah / Eryn:

If it's 9 or lower Yeah. It fails.

Tim / GM:

Darn standing a good ways away. You see Erin working through this thing. She's like halfway down the belt. You barely understand what she's doing. She's like pushing capsules like back into place and then winding up a little string and then pushing a capsule back into place and winding a string.

Tim / GM:

She gets halfway through it and then just pulls on a string and all of a sudden smoke and sparks everywhere.

Hannah / Eryn:

God. Not again. Can't forget the stupid last one to go in. I can only try once per rest. Right?

Tim / GM:

It's actually per short rest. So you could conceivably continue to do this over a course of a

Speaker 3:

rest.

Hannah / Eryn:

I'm gonna try it one more time. Yeah. Stand back.

Speaker 7:

Aaron, how much does this mean to you?

Tara / Journey:

Stand back.

Speaker 7:

You know what? Here. Hold on. Let me just, like, play you a little song to just help a little bit.

Tim / GM:

Okay. The cloud cap is coming out, and it's like, I think I'm ready

Thomas / Guy:

to I should make friends.

Speaker 7:

I strum a little bit to just try to inspire. Okay.

Speaker 3:

Just the artillery one.

Hannah / Eryn:

Yay. That saved it. I got 10.

Tim / GM:

Alright. Is that enough to Yeah. Okay.

Thomas / Guy:

Is that, like, exactly enough? It's one over.

Hannah / Eryn:

10 or higher.

Tim / GM:

Do you see Erin starting to sweat pushing in that last capsule into place? It's the one that they've always struggled with enduring I'm strumming

Speaker 7:

a little faster as is happening because I'm getting nervous. It's like setting a mouse trap. It's like the most stressful thing. Like, I don't

Tim / GM:

You hear a tiny sharp as the last capsule goes into place and you hit the last high note and you're just holding it, sustaining, staring at each other.

Hannah / Eryn:

I I think it's good.

Speaker 7:

Okay.

Hannah / Eryn:

Alright. Aaron puts it on.

Tim / GM:

Alright.

Hannah / Eryn:

It's locked and loaded.

Speaker 6:

Goes off immediately now.

Tim / GM:

And Poppy.

Speaker 3:

Oh, I was gonna say sparks were flying. Yeah. And smoke. Poppy has pulled out her little loaf pan

Tara / Journey:

Mhmm.

Speaker 3:

And, like, prepped it with oil and flour and whatever. I don't know.

Hannah / Eryn:

Bread things.

Speaker 3:

Bread things. I pull out some of the pendant and, like, knead him.

Tim / GM:

Of course, you need him. He's your little guy.

Hannah / Eryn:

I need him. The cloud kit comes over and starts kneading the bread dough.

Tim / GM:

Yeah. It's helping. It's helping.

Speaker 3:

And I'm just gonna a little bread making song. What's that sound like?

Tara / Journey:

What's the bread making song? What are all the lyrics right now? What are

Tim / GM:

the lyrics to the bread making song?

Tara / Journey:

This makes something like

Tim / GM:

cut it

Tara / Journey:

off. I don't want.

Speaker 3:

And then, once he's, like, proved a little bit, I slap him on the butt.

Tim / GM:

He is risen.

Speaker 3:

He is risen.

Thomas / Guy:

He is risen indeed.

Speaker 3:

And then I pinch a little

Tim / GM:

off and shove it back into the pendant. And the cycle is reset. But what has everybody agape at Poppy right now is that no one has ever seen Poppy do this before. When she does it, she oils a small bowl and puts this dough into the bowl, and Poppy begins to float off the ground in front of this bowl in a sort of reverent eyes closed ceremony with a little circle of flour around her, and the room goes dim. You can all feel power being drawn from the world around you, from you, from everything here.

Tim / GM:

The amount of magic that goes into pinch is unfathomable, And she does it every day. And pinch just kind of like lifts up his useless face and stares at you.

Speaker 3:

Hey, buddy. And I like pinch him on the cheek. Welcome back. I dust flour off myself, and then I see everyone staring at me. What?

Hannah / Eryn:

I liked your bread song.

Speaker 3:

Oh, I don't sing in front of people very much.

Tara / Journey:

That was, Bobby, that was incredible. I've never seen magic like that.

Speaker 3:

Oh, it's just bread making.

Tara / Journey:

I don't think so. I've seen people make bread, normal bread, and that was something special.

Speaker 3:

Oh, thank you. It's just pinch.

Thomas / Guy:

Hey, pinch.

Speaker 3:

Anyway, to bed. And I like tuck a little tea towel around him.

Tim / GM:

Yeah. Everyone is, putting things back into their packs, getting ready to move on again, leaving that warming house and trudging across the plains of lore, the hills here in the stone. It's actually tough going. Every other step risks breaking your ankles as all the kind of ruined debris around here has exposed some real danger in a sort of mundane way. On top of that, need everyone to make a dexterity save.

Tim / GM:

Sorry.

Speaker 3:

That would be a natural one.

Thomas / Guy:

It's a what? It's a what? What are we doing?

Speaker 6:

A dexterity save.

Tara / Journey:

It's a what?

Thomas / Guy:

You're gonna skin add 3 to that.

Speaker 7:

26.

Tim / GM:

What? Thomas's first deck.

Thomas / Guy:

I got 10.

Speaker 3:

Thomas reverted back to no memories.

Tim / GM:

Yeah. I

Tara / Journey:

don't know why that was so funny. I think that just

Speaker 6:

got shook too hard over here.

Speaker 3:

I still got a natural one even with your plus 3.

Hannah / Eryn:

Eren got 16.

Speaker 3:

K. Eren got

Tim / GM:

a 16. Breathe.

Tara / Journey:

18.

Tim / GM:

Dorne, your 26, does some work against some of the lower numbers here. Mhmm.

Tara / Journey:

Mhmm.

Tim / GM:

With lower falling to the ground, the island crashing here, there's been catastrophic damage to the structure of the island itself. None of you notice walking over this small hill that what lies in front of you is a 40 foot drop into the black of the mire. A shallow tiny ravine that goes straight down to the lake. Poppy just fell in.

Speaker 7:

What?

Speaker 6:

Poppy.

Tara / Journey:

Take out my wand Yeah. Of levitate? No.

Speaker 7:

It's not gonna help, is it?

Speaker 3:

Where did you get so many wands?

Speaker 7:

Item cards worked? I've used this wand. Yeah. But I don't know how it would work if she's literally falling. Like, is there no ground under?

Speaker 6:

Correct.

Tim / GM:

Yeah. She is she was like the first person over this kind of like crested hill and just disappeared straight down.

Speaker 7:

Oh, shit. That's the best thing I think I can do. That's what I did.

Tim / GM:

Okay. Yeah. Use your wand of levitate. I don't believe there's a save on this unless Poppy is unwilling.

Speaker 3:

I have fly. Can I cast it?

Tim / GM:

Yeah. The levitate, I think, catches you in your fall, and now you can fly with your fly.

Speaker 3:

Okay.

Tim / GM:

Fighting against Doran's levitate. So every time you try to fly, Doran levitates you down a little bit, and the 2 of you are fighting against levitation control. Alright.

Speaker 7:

Don't I'll let go. You don't let go of whatever you're doing. You got it? Is that okay?

Speaker 6:

Wait. What? Poppy, let's go. What you do?

Speaker 7:

No. I'll let go, so then your fly can work, and then I'm Good.

Speaker 6:

Good. Poppy, let go.

Speaker 7:

Shut your

Tara / Journey:

shoes off.

Speaker 7:

Shut up, Hubert.

Tara / Journey:

Shut up. I throw my mind to catch on to Poppy's waist.

Speaker 3:

The leg is really close.

Tim / GM:

Meanwhile, Guy, you are on the edge of this cliff. You also fell, but you caught yourself and you're just hanging out waiting for your child to come out.

Thomas / Guy:

I'll let Poppy go away then then.

Tara / Journey:

I'm just gonna reel Poppy in with my vine. Yeah. As she flops.

Tim / GM:

Poppy is essentially a kite at this point. Yeah. Yeah. Your minds have all been open to the fact that there are gigantic crevasses, ravines, and holes around these islands.

Thomas / Guy:

That was close.

Hannah / Eryn:

Watch your step.

Tara / Journey:

I have a question. Is this place a forest or a mountain?

Hannah / Eryn:

And, Laura, it was a forest terrain.

Tara / Journey:

Forest. Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. You remain alert to danger even when you are engaged in another activity.

Speaker 6:

This is magical

Tim / GM:

lost. No. Yeah. You're fine. I mean, you can still trip and fall for sure, but it doesn't slow your pace.

Tara / Journey:

Yeah. And, you are alert to danger.

Tim / GM:

Okay.

Tara / Journey:

So now that I've been alerted to danger, I think that we probably won't find any more, terrain related

Speaker 3:

That's great. Dangers.

Tim / GM:

I would say Journey and the rest of the party have advantage to not fall in such pits from now on. Okay.

Speaker 3:

Such pits.

Tara / Journey:

Such Natural explorer trait.

Speaker 6:

There it is.

Hannah / Eryn:

That's good. It affects the whole party too.

Speaker 7:

Mhmm. I take everything back that I said about rangers.

Tim / GM:

All of it.

Speaker 3:

He just, like, goes off about rangers at night sometimes.

Speaker 7:

That's When

Speaker 3:

When he's sitting in the tub, he's like,

Tim / GM:

what are you doing? Captain's quarters? Just let

Tara / Journey:

him out.

Speaker 7:

That's that's a weird thing to joke about.

Speaker 3:

I don't

Speaker 7:

I don't say mean things about rangers.

Tara / Journey:

I don't say anything mean about bards.

Speaker 7:

You should.

Speaker 3:

I do.

Tim / GM:

There's enough

Thomas / Guy:

of that going around.

Speaker 7:

Yeah. Yeah.

Tim / GM:

Huber takes his best guess at which tower this knowledge would have landed in. Based on what had hinted at, the the birth of the clouds, Huber has guessed celestial affairs. Something as big as the plains, it must concern the gods.

Speaker 7:

Right. Yeah. Let's look there. Sounds good.

Tim / GM:

And what a boring 2 hours that is. You guys go level by level, waiting for danger, circling Hubert and Mikey while they search the ruins, mumbling to themselves the entire time. Celestial affairs are among the most mundane things to listen to for hours on end. It's actually kind of strange that the more, cosmic and large scale things get, the more mundane they often are. And then Huber finds it.

Tim / GM:

He sees the name of Viren, and with wide eyes, he offers up the jar.

Thomas / Guy:

Yeah. Are we all ready for this one?

Tara / Journey:

I mean, what what harm can it do? I mean, it's probably just gonna talk about the origin of the clouds. I think it's gonna be good information. It's probably a lovely story.

Speaker 3:

Couldn't possibly be anything else.

Speaker 7:

We must keep in mind who is recounting this to us.

Tara / Journey:

Exactly. So if it is a bad story, it's probably bad because it's Viren that is telling it.

Thomas / Guy:

Viren is a bad person.

Tim / GM:

You all see that the jar has already been opened. It's been playing for a while, but no sound is coming out.

Thomas / Guy:

Is this thing on?

Tim / GM:

Eventually, you hear. Thank you. Yes. Thank you for the water. Shall we begin?

Speaker 6:

The clouds. They were

Tim / GM:

born 600 years ago.

Speaker 6:

See, on the surface, you keep records

Tim / GM:

of taxes, of owing, of financial ledgers, in the Feywilds, we keep records of bargains, grudges, wrongdoing. This is not an estimate. This is not a legend. This is what happened. A hag by the name of Lanati.

Tim / GM:

Known by many names, but Lanati is the most common. This Lanati taught the autumn king how to draw power from the world, from people. This autumn king was the father of a friend of mine. Lonati only told the king part of what would happen. The king learned to draw life from his subjects, to draw life from the land around him.

Tim / GM:

And as he did, the land became blighted, and he became more powerful. Leaving a greedy king to his own devices, Lonati then departed. And the king continued to devour until his tower of collected bismite pierced the heavens. And with such an amalgamation of power, a rift was torn between worlds, obliterating the Autumn Court and everyone here, making it devoid of magic, except for the Bismite that lives atop this tower. It also reached into the mortal plain.

Tim / GM:

The eastern frontier, the mountain range that was there is gone. 1000 of lives lost overnight as the mountain range disappeared and the clouds were born. In the calamity, great masses of land were torn from this place, from the Autumn Court and sent skyward, crystalizing with bismide. Entire cities, mountains at a time. And so the mortal plane and the Autumn Court were simultaneously annihilated, leaving L'Nati to rule.

Tim / GM:

Now what can you tell me? That's where it ends.

Speaker 7:

Well, she probably got a lot of info about Lotem for that.

Thomas / Guy:

That is a hell of a story. Could it be true?

Tara / Journey:

I don't understand. It doesn't make sense. I mean, Lonati is a being of nature of life and and death, of course, but that that story sounds like it's about some sort of parasite, and that's not that's not who she is.

Speaker 3:

Are parasites not a part of nature as well? I

Tara / Journey:

mean, I guess, but this is something different.

Hannah / Eryn:

The ability to take the power of others that Lenati taught the autumn king. I mean, I think that's what we've seen with Diver and Lirion. They draw on the bismite. They draw on the power of the Skylands.

Tara / Journey:

I've never

Hannah / Eryn:

The great

Tara / Journey:

beasts. I've never seen her do that, though.

Hannah / Eryn:

Well, even if she never did it, she taught them how to do it or at least the autumn king.

Tara / Journey:

Well, maybe Viren is telling tales.

Speaker 3:

Okay. Hold on. There was a way to tell if a jar was a lie. Right?

Tim / GM:

There's black smoke included. Yep.

Speaker 3:

The smoke wasn't black.

Tara / Journey:

Yeah. All that means is that Viren believed it. Not that it was the truth truth, just that they believed it. Right?

Speaker 7:

Yeah. The autumn king, I guess, do we know who that may have been referring to? Like, 600 years ago, that couldn't be Lirian's Lirian still, could it?

Thomas / Guy:

I think it sounds like this blue eyed fellow that some of you have run into. Oh, woah.

Hannah / Eryn:

That that bean held so much power. Right? You said yourself.

Tara / Journey:

It it drew so much more power than we saw diver Larian do. That was another level.

Speaker 3:

It just sucked the life out of those people.

Tara / Journey:

Maybe it is all connected. We thought that maybe they weren't working together, and maybe they're not, but maybe they came from the same place.

Speaker 7:

We have too many enemies.

Speaker 3:

All I wanted was to just not have to take exams anymore.

Hannah / Eryn:

No more bargains, Doran. No matter what, we can get out here on our own. I'd rather be dead than make a bargain with Lonati.

Tara / Journey:

Maybe we're missing something because in the memory, Viren said that the king only learned part of the process. So maybe maybe there's more to it. Maybe Lonati knows a full process that isn't that doesn't the land, that doesn't do harm in that way.

Speaker 7:

However things are now, Lonati wanted it this way for her purposes. She'll help us if it is within her desires, or she can get something from us.

Hannah / Eryn:

Well, she wants you to kill all of these people related to the autumn court.

Speaker 7:

We should speak with her.

Tara / Journey:

I agree. I think I think if we talk to her, we'll clear it all up. No. I'll clear it all up.

Thomas / Guy:

I think that sounds very dangerous.

Speaker 3:

I think that's a bad idea. Just judging from all all everything that's happened.

Tara / Journey:

I'm sure she'd just tell us what we need to know. I mean, maybe she can tell us the full process, and maybe there was a misunderstanding with this king.

Thomas / Guy:

Jurney, you've heard from these other memories. Doran, Aaron, and I, we've all been victim of these fae masters being tricked into doing whatever vile schemes they have cooked up. We shouldn't trust any of them.

Tara / Journey:

I mean, if nothing else, Lonati is an enemy to these folks as well. Doesn't that say that maybe she's on our side?

Hannah / Eryn:

I don't think we should be with anyone who lets full skylines fall from the sky, whether it's Lenati masterminding things behind the scenes or this Autumn Court blight, whatever. We don't need to align ourselves with any of them. We can make our own path.

Thomas / Guy:

Even though Venati's goals align with us to take out these other Fae, there are always some other thing far worse behind the scenes that lies beyond our grasp. They'll take and take until there's nothing left of us.

Speaker 7:

I don't think we will have a choice not to run into her again before we make it out of this place.

Speaker 3:

I think we're all very smart and resourceful, and we we have powers of our own. Why do we need help?

Speaker 7:

We are in her domain, and if she wants to speak with us, she will. I'm just saying I expect we will meet again before we get out. Not that we should seek her necessarily, but we should be prepared to run into her yet again.

Tara / Journey:

I can talk to her.

Speaker 6:

You should. Hubert

Tim / GM:

looks at you for a brief moment journey, and then he looks at the rest of your party. He locks eyes briefly with Guy, with Aaron, Doran, Poppy, but he's looking at the rest of your party.

Speaker 6:

He says, you should speak with her again.

Tim / GM:

Make a perception check.

Hannah / Eryn:

Oh, no.

Thomas / Guy:

Are you talking to

Tara / Journey:

all of us?

Tim / GM:

Everyone. Why?

Hannah / Eryn:

To The rest of our party. Because it's me.

Tim / GM:

Yeah.

Hannah / Eryn:

I hope it's I'm

Speaker 6:

a verbose.

Speaker 3:

These numbers are so small. 3021. 15 k. 94

Hannah / Eryn:

19.

Tim / GM:

Alright. 30, 21, and 19. In that moment, Huber is patting a little spiral charm that's hanging off of him. The anti charm charm that he gave to each of you, as he encourages you to speak with Lonati.

Speaker 3:

Maybe he's right. Maybe we talked to her.

Thomas / Guy:

Are you sure, Poppy?

Speaker 3:

There's only one way to find out the truth. Right?

Thomas / Guy:

Do we want to find out the truth?

Speaker 3:

I want to find out the truth.

Tim / GM:

I think we can end it there.

Tara / Journey:

Truth. So scary.

Speaker 3:

I don't like when I'm in.

Tim / GM:

Thank you all so much for listening. I am Tim, your GM.

Hannah / Eryn:

I'm Hannah Plain Erin.

Tara / Journey:

I'm Tara in Journey's in a Cult.

Thomas / Guy:

I'm Thomas, and I'm Guy.

Speaker 7:

You know me, John. I'm Dorn.

Tim / GM:

I'm Dorn.

Thomas / Guy:

I'm Dorn.

Tim / GM:

You know me.

Speaker 3:

And I'm Maggie, and I play Poppy Kenmore.

Tim / GM:

Please share the show with people you love, and we'll see you in the next one.

Speaker 3:

Yay. Bye.

Cloudfall | 43 - Fables & Tails
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