Perchance to Dream

Perchance to Dream 4-1-2012

Entering the castle proved awkward. The door was locked, and simply picking the lock did nothing to budge the door. Jonathan attempted to bullrush it, and instead stepped on a pressure plate that opened the door—and the trap door on the other side. With Peter’s help, he was able to avoid actually falling in.

Once the group entered, they discovered that the castle seemed at least half-embedded in the Hedge. There were nine doors on the first floor. While the rest of the group debated their course of action, Jana started opening doors in sequence from left to right. The first room contained a dining room with a wine bottle and a silver tree with golden apples. The ‘wine’ exploded on Jonathan when he attempted to sniff it, and Peter and Jason each took a silver apple from the tree. Shortly thereafter, Jana and Jason passed out as gas began to fill the room; Peter and Jonathan extricated them, and Jonathan awakened them both (a touch roughly).

The third door was trapped in a highly complex manner. There were marble tiles interspersed between lengths of white floor. Jason spent the glamour to allow himself to climb walls and investigated the rooms. Since Peter wouldn’t give up his golden apple, Jonathan used Jason’s as a tool to attempt to decipher the workings of the trap—and there was certainly a trap. The marble tiles triggered darts that flew out of the wall when anything of sufficient weight settled on them. However, the rest of the floor was simply plaster, and when Jonathan attempted to vault the first marble tile he fell through the floor.

Meanwhile, Jana continued searching; she discovered a bedroom in the next door, and a staircase that led up and down in the room beyond. There was no light in the cave, although there was a torch available and ready to light. Peter approached at this point, but as they had no way to light a fire, they decided to investigate the staircase in the dark. Jonathan, who had found his way out of the rec room he fell into (with some measure of pain), led the group downstairs to investigate a room full of Greek-style statues. There were also four gems placed under wine glasses, each of which was filled with a different-colored liquid. Jana took a massive ruby from one, but let the other ones be.

From there, the group went upstairs; they encountered a series of rooms and scenarios. Jason placed a pair of brass binoculars to his eyes, and acquired a pair of black rings around his eyes for the trouble; he then smashed them in frustration, and Peter gathered up the two halves. From there, they traversed an outdoor area that appeared to be a storm-swept plain; they did, however, eventually find a door after a long, wet trip. From there, the next room led them onto a mobius strip; Jana was the first to find the way down, by jumping off one side.

The last room they entered was a massive laboratory, like something one might expect from a 50’s sci-fi flick. There was a blinding flash when they entered, and afterward Peter claimed to have been approached by the same woman who had arranged his release at the police station. He said she’d asked him to distract the rest of the Saints—which, of course, made them more intent on searching the room and its contents. Jason pulled a lever, which raised the dais in the center of the room further than it already had been and caused a ladder to appear on the pillar that led to its top.

As Jonathan climbed, Jana and Peter investigated a door that, rather ominously, said ‘Do Not Open’. Jana, ever the curious imp, opened the door and was highly distressed by the pile of body parts that fell out onto the floor. Peter was similarly alarmed, and the two of them climbed the ladder after Jonathan.

Jonathan had been caught by surprise and injected with a needle that caused restraining vines to erupt from his back. The female antagonist who had injected him was working on finishing touches at the controls of a large machine. On the center of the dais, a collection of body parts from Changelings and Hobgoblins, as well as pieces of the Hedge, had been stitched together like the monster in Mary Shelley’s Frankenstein. The antagonist threw the switch as Jana approached, and Jana made several attempts to stop her and reverse the process.

Jason, who had remained below, ate the bad-smelling goblin fruit in an attempt to gain glamour. …Unfortunately, the only thing he gained was a wave of nausea. At that point, he decided not to follow the rest of the group up the ladder, and instead decided to lower the dais.

Back at the top, Peter freed Jonathan, who tackled the antagonist while Jana continued her efforts to reverse the switch. Peter threw his golden apple at the woman in an attempt to aid him, but ended up striking Jonathan’s right arm rather heavily instead. It rolled off the dais and struck the wall almost directly in front of Jason’s head.

The electricity coursing through the switch was too much for Jana; she was unable to hold on. After punching the antagonist to help ensure that she would stay down, Jonathan rushed over and took hold of the switch. With Jana’s help, he was able to pull it—but not before electricity struck the top of the building.

Peter attempted to shove the creature off the table and, when that proved impossible (as he had neglected to remove the straps), began seeking out a method with which to destroy it since he did not want it to come to life. Jonathan and Jana questioned the female antagonist, a woman who wore a hat that shadowed her eyes from any angle. (The hat also seemed to be a part of her.) After it was revealed that she was the one who had raided the leprechaun’s garden, Jonathan and Jana decided to break her kneecaps in accordance with the agreement they had made.

After extensive searching, Peter realized that he still had half of the broken brass binoculars in his possession, and struck the creature violently, intending to crush its skull in. To his surprise, the creature opened its eyes and screamed with pain. Jonathan and Jana rushed over to stop him and the two of them worked to calm the creature down. Jonathan loosed it from its restraints while Jana set the antagonist’s injuries, and the group took their two discoveries back to the Freehold so that they could decide what would be done with them.

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Previously On Perchance to Dream

Not sure if this is any good or not, but this section was looking pathetic.

Previously On Perchance to Dream.
We faced an animated couch, which was hell bent on killing us through our window. A fellow team mate was shot by mistake and now is critically injured, along with a broken window.

So far, we’ve found out that someone has been trying to get our attention, and now has it. We’ve faced sales people from Lowes without buying anything and faced the leprechaun from hell a second time and came out without cracks on our skulls.

Along with finding out that there’s a new type of Golems fruit, we’ve also discovered that criminals do infact return to the scene of the crime and now have a lead on the villain who framed Peter. We’re now at said villain’s front door and are about to go in, to face whatever horrors our GM can think up.

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Previously on Perchance to Dream

Okay, I might flavor this up a bit later but, for now, this will do.

The motley known as the Saints has, to this point in time, participated in the following:

They have opposed the Children’s Contract only to bring it about in the end, causing the torture of little Joey Duncan in order to save all children in the area ages 12 and under from the Others.

They watched the Hedge for the freehold and participated in the Goblin Market, wherein several members got themselves in trouble and one in particular ended up a courier.

They are currently investigating an attempted frame-up of one of their members.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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