With the city settling down after the plague outbreak life returns to its normal quiet slow pace.
A familiar carriage draws up outside, and the driver jumps down – but instead of waiting by the gate, he is clearly feeling braver, and makes it a few yards down the drive before waiting nervously.
The party head out to meet him, and Mark enquires to the driver’s name, “Elliot” is the reply.
Elliot waits for the group to get onboard, then quickly drives back to Dreen’s house where the group are quickly ushered in to his office.
Getting down to business, Dreen outlines his needs. He comments that the group must have noticed the 7 white Faerie spires in town. He goes on to tell them that every 87 years another one appears on one of the islands to the north, and stays for 3 days. According to the almanacs it is due to appear tomorrow. They have never had the services of a decent adventuring group before, so he would like for the group to head out and investigate the tower and find out what it is all about.
After doing some shopping and investigating of the existing towers, the group head off to the island and setup camp in the trees.
The next morning, with dawn, a tall slender tower appears with a wooden door.
Walking up to the door, Mark calls out, “Hello!” and knocks on the door.
Perhaps a bit foolhardily, the other members of the group knock on the door in turn.
The group find themselves in a room where blue light shines from a hole in the ceiling to light the room. A fragile staircase takes an indirect path around this chamber, ending at an open portal.
A little alarmed that there is no visible exit, the group head up the stairs and step through the portal.
They appear in a room where a pillar of blue, heatless fire rises from the center of the room, licking the ceiling overhead. A staircase ascends around the wall of the room to a portal.
Making their way around the room carefully avoiding the fire they climb the staircase and step through.
Appearing in a room with fungi of all kinds growing in soft earth covering the walls, floor, and ceiling of this level. At the center of the room stands an enormous mushroom with a red cap. There is a small barrow shaped mount of earth off to one side.
Stumbling forward Arthur moves towards the red cap mushroom, and disturbs a fungus beast. A brief batlle follows, with Mark taking control of the beast. Arthur moves away, unfortunately he moved ontop of the barrow, and disturbed a number of small fungus mites.
The battle with the fungus beast is over quickly, and turning their attention to the mites, the group quickly deals with those too. Digging out the barrow, they find the skeleton of some tall and slender creature. Along with a bright gleaming sword, and a moldy rotting leather pouch containing a number of vials.
Noticing there is no exit from the room, the group wonder what to do. Mark comments that they are going to have to eat the fungus!
With no more options appearing, this they do. As each piece of mushroom is swallowed, the person disappears.
The group find themselves in a room with an ice covered floor. The air is cold, and the room is gloomy covered in shadows. Light seems to be swallowed by the shadows, with lanterns not illuminating much. On the opposite side of the room is a dark pool filled with a rippling dark liquid.
Noticing once again no exit, the group decide the pool is the way out, and make their way carefully round the edge and jump in.
To appear in a room where a ring of white gossamer curtains hangs from the ceiling to heavily obscure the center of this level.
Prodding at the curtains, they can seperate them enough to make out a statue of a male elf, holding his hand out, palm up.
Thinking they need to put something in the hand, Mark moves forward, and is attacked by a pair of snakes for his troubles. They prove simple to defeat. Mark reaches up and drops a silver coin into the palm, and nothing happens. Reaching up to retrieve the coin, his fingers brush the palm and he disappears. The others quickly follow.
They find themselves back in the fungus garden. Eating some more of the red cap fungus, nothing happens. Eating even more, and they are all teleported to a room with a black stone obelish in the center. The floor around it is strewn with round black stones, each one the size of a human fist. Glittering gemstones can be seen scattered amongst the black rocks.
Steeling himself, Mark approaches the obelisk, and three swarms of scarabs surge forward! Parker takes a nasty set of bites as they to burrow inside! However some quick thinking, and oil is poured and lit, hurting them severely. Getting themselves in order, the party is able to handle the scarabs.
Continuing forward, Mark reaches the obelisk and reaches out. As soon as he touched it he disappears. Somewhat used to this now, the others all quickly follow suit.
They reappear in the room with the statue and snakes. Following what happened last time, they reach up and touch the outstretched hand – and are teleported into a luxuriously appointed room. Deep carpets fill the floor, and many large cushions are strewn about.