Thorn is warned by covenfolk that some seem to be missing. He
can ascertain that those missing are between all the children of
the covenant (under 18 years old), and though their
disappearances were noted at different times, they all seemed to
go missing in the same night. At least a couple have parents
among the covenfolk, and they want to know what is
happening, and what Thorn is going to do about it. Thorn
should realise that Fearn's children are in that age-group.
Fearn realises, just before a council meeting, that her children
are missing. None of her servants have seen them since they
went to bed the previous night. Upon investigation in their
room she will notice a symbol above each bed. Faerie lore 9+
will indicate that it could be an ancient fae symbol for the letter
"E". She should not have time for further investigation.
All magi will notice a new, deep scar in the wood on the centre
of the council table. It is the same as that in Fearn's rooms, and
can be identified similarly.
Inexorable searches can be done on ACs found in Fearn's rooms
(hairs can be found on the beds for starters). The links are faint
(Magic Theory + Int > 13+ to realise something is wrong) and
point to western central Arran. The magi must decide whether
to go and rescue the children, and where to go first. The may
either go to the place identified by the ACs (The Chambered
Cairn) or the Court of Queen
Tiphaine
The Chambered Cairn is a large artificial mound, covered in
grass, situated among the rolling hills of western Arran. In front
of the cairn is a large field forming a natural ampitheatre,
surrounded by trees.
Players should not be able to enter the mound, though if they
are particularly polite to its guardian she may allow them a
peek. Inside it is dark, lit only by a light from within. Inside they
will find a corridor, flanked by a chamber on either side and a
larger chamber at the end. The chamber to the left has a wooden
floor, a wooden bed and some chairs; that to the right has a
stone floor, a stuffed mattress, a chest and some unlight
lanterns. The end chamber is barred by a brass and silver gate,
and the only thing that can be seen beyond the gate is an
opaque globe (about 8" across)
Gran is the guardian of the chambered cairn. All the arcane
connections to the children will lead to here. Visitors will find
her sitting spinning hair into golden and dark thread. She is
much larger than normal humans and is spectacularly ugly, but
her hideous visage masks a rather nice (but batty) fae.
She speaks only cryptically, as she sees herself as a Riddler
(though she is very bad at it). The chambered cairn is visited
only once a year, at the Beltain
festival, and so Gran is quite pleased to see visitors. If characters
are nice, she will talk to them, if they give her some hair (or
rabbits she particularly likes rabbits), she will be even more
forthcoming. If they are antagonistic, she will tell them to
bugger off, but will not do anything physical unless the cairn is
endangered, at which point she will fight back. Things should
not come to that.
Cryptic rubbish she will say:
Entering the hollow hills
In her coherent moments, if they are polite and friendly they
will gather that as well as 'the dear Tiphaine such a flighty
lass' there is another Fae lord on Arran: Elphenor, King of the Hollow
Hills. She doesn't know (or won't say) who has stolen the
children, though suggests that they ask either Elphenor or
Tiphaine.
If the players ask Tiphaine directly, she will at first laugh and
say that "if she had such bonnie human childer, would they not
be here for all to see?". If they persist, she will assume her
Winter aspect and suggest that they ask her husband, though
she doesn't know why he would want them. If they ask Thomas
he will say nothing but immediately inform Tiphaine and she
will demand they attend an audience with her. She will say
much as she would without Thomas. Asking the other fae will
be rather more successful. Most will ignore the question and ask
whether they want more wine or food, though some may hint
that they know more. If the PCs cast any sort of person location
spell they will find out that the children are somewhere within
the wood
The spell will lead the PCs through the forest to a clearing. High
above them is a wooden platform. The children seem to be on
the platform. Allow PCs time to climb or fly up the trees. It is
not easy. The trees are very smooth and foliage inhibits flight,
but if they eventually reach the platform, they will see the
children asleep in a corner. Also there is Thomas and several heavily armed fae.
The PCs would be extremely stupid to fight. If they do (and
don't use *really* clever tactics) they will be knocked out. If they
don't fight, they will be captured. They will wake (or be taken
to) a ground level wooden cage, where they will be left for the
night, watched by a couple of guards.
Faced with Tiphaine, whether they attempted to rescue the
children or not, the PCs will be greeted warmly (autumn
aspect). She will appear almost contrite, but explain that "Surely,
I am due a gift for my goodwill?" Rude replies will set her into
Winter. Whatever, she will tell the PCs that if she cannot have
the children, she will have something else. To get the children
back they must bring her the 'Venus stone'.
The PCs will be answered no more and sent away. Gran may be
able to help more, as she used to live there. Gran would be able
to tell them where The Hollow Hills are, and that the venus
stone is held in the sacred space which 'crowns the hill'. She
would hint as to how to get inside (see following notes).
The inside of the hollow hills are 8 floors of chambers and
rooms. On the bottom layer, there are 8 concentric circles: the
outer circle opening out onto gates: east facing at dawn, west
facing at dusk. The inner circle is the King's audience chamber,
which is two stories high and surrounded by balconies. The 2
6th levels are living quarters and workshops. The seventh level
has two concentric circles. The inner one is an enclosed spiral
staircase leading to the eighth level. The outer one contains a
silver pool (10 pawns of Aquam if anyone bothers to check) and
the Riddling Beast.
Is a huge faerie beast with a coat like a bear's, the mane of a lion,
the face of an eagle and wings like a bat. It fills about half of the
room and curls around the central staircase with its long tail. It
appears quite friendly, and quite appreciates company, but will
inform any who visit it that, to enter the sacred space, they must
first answer a riddle. It will give them three chances.
What walks on four legs in the morning, shaves the barber at
noon and crosses the bridge in the evening.
If they succeed, he will let them through and wish them luck. If
they fail he will attack, albeit reluctantly, giving enough time for
the speedier to nip down the stairways.
The spiral stairs lead up to a circular room. Light shines in
through slits holes in the roof, though nothing would be visible
from the outside. About the room are 7 globes, with space for an
eighth. Each glows with a pale light. InVi will show them as
magical. On the wall behind each globe is a symbol
N1 golden circle
However, these symbols are nonsense, and should be to the
players, though they will probably try and find some
significance, in order to make a decision.
The globes are:
The Sun stone: Aura of Rightful Authority, Enobled
Presence, Glamour, Leadership bonusses, instant death spell all
available
The Venus stone: immediately causes a tingling in the
body, with practice can enhance sex, increase faerie power:
infatuation, aid glamour and do a variety of ReMe effects
The Farsight stone: when touched will clear and show a
scene from the toucher's past or future. This scene can only be
controlled with practice
The Moonstone: mood stone
The Firestone: when touched can shoot out a gout of
flame in one used to it. A novice will get a shock and be
knocked backwards
Wickerstone: used during the ceremony of the Wicker
Queen. Aids acceptance, and stokes the firestone
The middling stone: Is the stone kept in the Chambered
Cairn.
As they leave the sacred space, the Riddling Beast will tell them
'not to look back' and they should be alright. As they walk
down the stairs, those in front will hear the voice of the one at
the back crying out, apparently in pain. The backmost one will
also hear this, and should be able to warn that it is only a
illusion. Concentration rolls should be made every level (Conc +
Int, Difficulty 11 level +1/failure) . Failures mean a faltering
and an increase in difficulty by 1. If difficulty becomes greater
than 15 then this is an automatic botch, and they turn. A botch
means that person turns around.
If the PCs reach the fourth level without losing concentration,
the fae tactics change and the PCs are bombarded with pebbles
for a level (Difficulty =+2). Third level: the PCs hear voices
behind them, promising them that they will come to no harm.
They are very seductive, and difficulty becomes +3 for this level.
Second level: horrific illusions fill the staircase. It seems lined
with slimy corpses, and difficulty = +4. (Sta roll, diff 3 to keep
dinner down.) First level: Nothing. Nothing at all: no noise, not
even that of their feet, no voices, completely still air. Spooky.
The PCs are taken to Elphenor who is (surprise) rather furious.
If they explain politely and grovel quite a bit, he will calm down
a little. However, the fact remains that you stole into his realm
and stole the property of the Fae. He will allow you to keep the
globe ("it may bring you comfort in the dark") and send you to
his dungeons.
Are in a level one beneath the entry level. All PCs are put in one
cell. Quite large, noone else inside, Wooden door, hinged with
brass. Solid stone walls. Mu or Pe Te or He might be useful here.
It's dark, lit only by the globe. If the PCs are completely useless
and fail to escape, then eventually they will hear a whisper at
the door, and they will be helped escape by a fae, introducing
himself as Peter, a sympathetic fae. He thought you might get
into trouble, and thought he could help. He will lead them to
the gate, and they will emerge into the dawn.
Having come so far, it can be assumed they will return to
Tiphaine. She will accept the stone with delight (even if it is the
wrong one) and the children are brought to the PCs. As they are
to leave, Tiphaine will call them back and apoligise to Fearn,
holding with outstretched hands the globe, offering it to her.
Anyone rolling a 9+ on Faerie lore will realise that the Fae rarely
take gifts without expecting something in return. A 15+ will
allow them to interject and stop acceptance. Otherwise it'll be
too late. If Fearn takes the globe, she will owe Tiphaine a boon.
If she does not accept the globe, Tiphaine will want to know
why, and will become furious if the answer is not good enough
(she will see pretty much everything as a personal
slight).
The Fae or Arran |
Ars Magica |
Roleplaying |
Return to Main |
EmailThe Disappearances
The council meeting
Investigating the disappearances
The Chambered Cairn
Gran
The night brings the moon.
The day also has shadows
When the gate opens, the light that alights upon their eyes is the
light of birth or deathTiphaine's Court and Asking about the
children
Attempting to rescue the children
Facing Tiphaine again
The Hollow Hills
The Riddling Beast
The sacred space
2 white circle
3 silver grey circle
4 opaque silver circle
5 green circle
6 red circle
7 2 concentric rings
8 blue circleLeaving the Hollow Hills
If concentration is lost:
The dungeons
The Return to Tiphaine