ADVENTURE LOG: February 15, 2019
The following occurred between game sessions, after the adventuring party has departed the island of the Thune. It is a stand-alone adventure modeled on a classic D&D module.
Part One
Days ago, the adventurers joined a caravan of traveler people
led by a cousin of the Marchioness, a trader in medicinal plants who calls
himself the Lord Baron Ti Bon Ange, or Baron Angel. The blood of his clan runs
with the stellar light of the Seven Caravans that circle the heavens around the
Polaris star, and Baron Angel, having heard the legends of how these four
adventurers saved a traveler child from the clutches of a ghast, grants them safe
passage with his clan on the guild road. The “road” in question is little more than a narrow
footpath snaking through the equatorial rainforests of the feywild, which the
clan traverses on foot, harvesting medicinal and psychoactive plants from the
thriving jungle canopy and preparing tinctures and powders that will eventually
find their way into the hands of buyers in the communes and city-states. The baron’s
medicines and narcotics travel across the whole of the continent, distributed by the far-flung commercial networks of the guilds.
But the rainy season has begun and a terrible monsoon
strikes unexpectedly, separating the party from the rest of the caravan. When
the rains die down, the adventurers find themselves alone in the jungle. The caravan of Baron Angel is nowhere in sight. The deluge has obscured the
guild road in the dense tropical growth, and the party, having strayed from the
route in the blinding downpour, has lost its bearings.
The party attempts to head east with Nik acting as
navigator, periodically winging up above the forest canopy to take sightings
of the positions of the sun and stars, but progress is agonizingly slow and the
jungle seems go on forever. Days pass. Sant’oka keeps the party alive on edible
plants and berries. Korric manages to spear a slow-moving boar-like animal,
which is clearly of exoplanetary origin, but the meat sickens the group. Exhausted,
dehydrated, and feverish, the party succumbs to a peculiar kind of gnawing madness.
Baron Angel gave a name to this jungle delirium. He called it the “feywild
sickness.”
When, on the ninth day of their ordeal, the party sights a
peculiar figure up in a tree wearing an animal mask, they think they
are hallucinating. The person is naked except for the carved wooden tribal mask
and the tangles of brightly colored beads around her neck, and her skin is
painted in blue clay. She is intently watching the party with an almost childlike
curiosity. The young woman, who is beautiful, is no hallucination, however. She climbs
down out of her tree and eagerly gestures for the adventurers to follow, and
takes them to a remote jungle community whose inhabitants nurse them back to
health over the next several days. The adventurers are saved . . . or so they
think.
The commune members describe themselves as a “collective”
and hold rather extreme apocalyptic beliefs. They have chosen to live
intentionally in the feywild—the literal and symbolic heart of the
Greening—certain that their isolated group represents the nucleus of a
bright new civilization that will rise after the current one is swallowed up by
the Greening. Korric, recalling his readings in his sixties-era Life magazines,
remarks under his breath to Ven one morning as the entire commune heads off en
masse to skinny dip together in a nearby spring, “A bunch of damn hippies is
what they are.”
The commune members spend most of each day in a weird
narcotic dream, induced by smoking a psychoactive poultice made from a blue
flower that grows in the uppermost canopy of the jungle, found only in this
region of the feywild. While tripping on the blue flower, they paint their
naked bodies in colored clays and pigments. Sometimes they wear masks of
animals or gods from the multiverse. There is much free love that happens
under the influence of the blue flower, which the collective regards to be its
holiest sacrament. Only commune members are permitted to imbibe it, and one may
join the commune only after being “born again” into the commune. But there are
other flowers that grow in the area with properties of their own, such as the
white, the yellow, and the black.
In a grove on the outskirts of the commune there
stands a large and somewhat grotesque sculpture of Orcus with his mouth wide
open. Ven believes that it is very old, and that it most certainly predates the
arrival of the “hippies,” as Korric calls them. Ven tells his companions that
he encountered something very much like it on the Sword Coast of Faerûn,
explaining that the Orcus mouth on Faerûn led to an underground ritual complex
similar to those of the Mithra cults of ancient Rome, in which secret rites and
feasts were said to take place. The ritual complex on the Sword Coast, Ven
explains, symbolized the underworld, which candidates for initiation had to
pass through in order to be reborn to new life.
“And who better to symbolize the underworld,” Ven remarks, “than
Orcus, demon prince of the undead, master of wights, specters, and wraiths? On Faerûn,
the open mouth of the sculpture was referred to as the “Hell Mouth.’”
The commune members do not know who built the Orcus sculpture
or why, and are evasive about its relevance to the community today, saying only that nobody in these times of Greening is ever really lost. It is
one’s own destiny that leads a person in out of the feywild. The commune teaches
that no traveler who stumbles across this oasis in the jungle does so by accident.
TO BE CONTINUED . . .
TO BE CONTINUED . . .

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