Session the Thirteenth

-Travelling back to Aghione, the party consulted Kleber, the palace's resident scholar and personal tutor to Princess Aurelie. Kleber informed them that knowledge of the fourth Word might be gleaned from either Dido of Capricorn or Boethus of Aquarius.

-Andronikos attempted to purchase poison, but was unsuccessful.

-Cruum spent a great deal of gold to find a hireling. His call was answered by a young warrior named Jean-Baptiste, and the dwarf took him on as his shield-mate and apprentice.

-Taking a great overland journey, the party decided to visit Boethus of Aquarius.

-The Atlantean was discovered in a seaside grove, issuing a haughty challenge to the interlopers.

-Cruum attempted to overawe the apparent youth boasting strength of arms. The youth produced and aluminum amphora which shot a torrent of water which knocked the sturdy dwarf from his feet.

-Andronikos enchanted the Atlantean scion made to bargain with him, asking after scrolls or Atlantean artifact. Boethus expressed disdain for the accumulation of such trifles. He was however forthcoming about the location of the Word, stating that it had fallen into a forest tarn north of the village of Zilia. A young woman drinking from the tarn had inadvertently taken the Word upon herself.

-Many in the party recalled Zilia as the first settlement they encountered upon the island.

-Heading to Zilia, the party inquired after rumors of any young ladies known to wander the northern woods. They heard of a tanner's daughter, Beatrice, not unknown to them.

-At the tanner's home, they found the girl comatose, with her grieving father and an ineffectual village priest flinging droplets of holy water and droning scripture.

-The priest, Father Pascal, held that the girl was shot of elves, her spirit stolen. If her spirit were not reunited with her body soon, she would wither and die.

-The party investigated the tarn, which lay not far from the cave from which they first emerged upon the island.

-Something peppered Cruum and Baraldur with tiny arrows coated with soporific venom as they searched the area. Fray caused the invisible attacker to fall from the air with a spell of holding while Andronikos induced it to reveal itself by a charm.

-The diminutive archer, a pixie, was induced by further threats to reveal the location of the girl's spirit with his kinfolk in the forest of talking beasts to the north. The party made haste to that place at once.

-At the edge of the forest, the party encountered Brieg the woodsman's humble cottage. He allowed them to stay the night. It was noted that Brieg and his folk lived in terror of the fair ones dwelling in the forest, and Brieg's wife prudently furnished a nightly saucer of milk on the croft.

-Heading into the forest heedless of Brieg's warnings, the party encountered the sight of an ancient battle, littered with bones. The bones of two warriors arose and did battle. The creatures could only be harmed by enchanted weapons, such as Baraldur's trident and the great black sword taken from Edulf.

-Unfortunately, Edulf's blade was in the possession of one of Cruum's hirelings, all of whom had fled from the skeletal warriors. Andronikos was able to find the wayward soldier, reclaim the blade and bring it back to Cruum.

-The battle was thus won, with much hacking and hewing and the shattering of vials of holy water.

-Further along the forest path, the party found a circle of ice blue stones from which issued the voice of Pelagius the Sorcerer, entreating them to leave him to his rest and bemoaning the inferiority of the present. Cruum by eloquent words convinced the wizard that the party's quest was one which would have seemed fair even in the dawn of the world. The wizard gave his blessing and advised them that the statues ahead amongst the circular ruins were unnatural and troublesome.

-The path split in twain, with one direction indicated by a dilapidated sign as "Sorrow's Path." After brief deliberation, the party decided to take the path, heedless of its name.

-The road grew dark and a terrible gloom settled on the hearts of the companions. Their resolve was sapped and their health waned as they walked the cursed path.

-The party encounters Ser Geoffroi de Riventosa, a questing knight traveling with his squire Phippe and his steed Boniface. Ser Geoffroi identified himself a champion serving the Lord of the Invisible Fortress, on a quest of atonement for slaying a fellow knight in a tourney. He challenged the bravest of the party to stand forth and face him in single combat.

-Cruum took up the challenge, only to see the contest nullified by a Charm Person spell from Andronikos. In light of his ensorcelment, Ser Geoffroi was glad to accompany the party on their way through the woods.

-Soon the brave companions came upon the circular ruins upon which the shade of Pelagius had counseled them. Standing all around were statues of warriors, their features obscured by wind and weather and creeping mold.

-Searching amongst the statues, the party was ambushed by a foul basilisk, but the creature was slain before anyone could be petrified by its deadly gaze.