D&D NOTES

Gondola Cookies; Witchlight Monarch; Into the Mirror

☕ Start of session

The party has a just a little time to hang out before the final event - the crowning of the Witchlight Monarch.

Starting out, the party comes up with a plan to steal Mister Witch’s watch. Vera, assumed to be doing well in the running for the Witchlight Monarch title, will attempt a distraction if/when she is called up. Michael will go invisible and snatch the watch, with Elmer providing backup with Mage Hand or other magical trickery.

On da gondola

The party heads to the gondola swans. They get on a gondola piloted by Feathereen, who seems a little pretentious and asks everyone kind of existential questions. A family with.2 kids is aslo on the gondola.

Vera tries to toss some cookies, but one goes over the edge and one of the children falls overboard trying to reach it. Michael jumps in and pulls the kid out.

The final event

At the crowning ceremony, Mister Light gives a fancy speech, Mister Witch reveals a crown made of golden butterflies. Dirlagraun and Palasha are also on stage.

Mister Light’s weather vane spins and spins, and signals that Vera is indeed this evening’s Witchlight Monarch! She showily heads down, attempting to get all eyes on her while Michael makes his move.

The crowning

Vera, being crowned, gains the Charm of the Monarch ability:

You can sprout a pair of beautiful butterfly wings. As long as you have the wings, you gain a flying speed equal to your walking speed, and you gain a +5 bonus on all Charisma-based ability checks. These effects last for 1 hour. After you use this charm three times, it vanishes from you.

Michael and Elmer whisper back and forth about the plan and the timing. Now’s the time!

Now’s the time!

Now’s the time!

You could say Michael makes it look easy, but he can’t make it look anything because he’s invisible. He successfully cuts the thin chain attaching Mister Witch’s watch to his person, and goes back to his seat to tell Elmer the good news.

Now what?

The party heads out, and not far behind is Burly, saying that Mister Witch just noticed his pocketwatch was missing. The party slyly suggests they might be able to help him get it back if they are told how to get into Prismeer.

Into (and out of) the Hall of Illusions

Misters Witch and Light guide the party into the Hall of Illusions and provide the following information at the party’s request:

To enter Prismeer, one must speak into a specific mirror in the Hall of Illusions (the one the party saw the pig-faced girl):

Hither, thither, here and there; wander yonder, show me where.

Each of the party says the phrase and touches the mirror, feeling sucked in, then suddenly…popping out.

Just as the last person enters, Witch and Light

Witch: “Mind the Rule of Three! Future, present, past.” Light: “Find the alicorn [that’s a unicorn horn] and free the dormant queen at last.”

Into (not out of) Prismeer

The party stands at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps where portions have collapsed.

A fog-shrouded swamp spreads out below you in all directions, and up from its murk wafts the smell of rotting plants, along with the sounds of croaking frogs and singing birds.

Welcome to Prismeer.

These are DM's public notes based on snippets and memories. Check your own notes, too.