The Fae of Arran: The Lost Children

  • The Disappearances

  • The Council Meeting

  • Investigating the disappearances

  • The Chambered Cairn

  • Gran

  • Tiphaine's Court and Asking about the Children

  • Attempting to rescue the children

  • Facing Tiphaine again

  • The Hollow Hills

  • The Riddling Beast

  • The Sacred Space

  • Leaving the Hollow Hills

  • If concentration is lost

  • The Dungeons

  • The Return to Tiphaine

  • The Disappearances

    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.

    The council meeting

    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.

    Investigating the disappearances

    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

    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

    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:
    The night brings the moon.
    The day also has shadows

    Entering the hollow hills
    When the gate opens, the light that alights upon their eyes is the light of birth or death

    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.

    Tiphaine's Court and Asking about the children

    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

    Attempting to rescue the children

    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.

    Facing Tiphaine again

    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 Hollow Hills

    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.

    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 sacred space

    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
    2 white circle
    3 silver grey circle
    4 opaque silver circle
    5 green circle
    6 red circle
    7 2 concentric rings
    8 blue 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.

    Leaving the Hollow Hills

    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.

    If concentration is lost:

    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.

    The 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.

    The Return to Tiphaine

    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).


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