We continue to battle the elementals and the Green Hag. The elementals eventually flee, leaving us battling the Hag. Once we slay her, we realize the airship is sinking. Flint rushes to the engine room and finds a couple of orbs that have no more energy. Flint has seen this before in some schematics he studied during his education. the two orbs are “lift crystals” typically powered by elementals. If an alternate power source is supplied he might be able to slow the airship’s descent.
Chinny brings the armor to Flint, with the gem still embedded. Flint tries to use it to power the orb by touching them, and the airship’s descent gradually slows. Then the orb shatters and whispering is briefly heard. The ship crash lands, but at a low enough velocity that we all survive!
The passengers have evacuated the ship, planning to walk back to Tyrisis, and the pilot tells us that we are a day’s journey back to Tyrisis.
Flint finds a wand clenched in the Green Hag’s hand, and after some examination Chinny decides to keep it, even though he does not yet know its capabilties.
Jasnah approaches the group, stating she believes the Baldur’s Gate council is in great danger, and that she and Romero were specifically targeted. She believes those in line for seats on the council are being targeted. She asks to hire the group as bodyguards, to protect her as she travels to warn the council as quickly as possible.
Chinny bargains hard for gold and a magic item, and Flint requests her help in finding his family and his fiance, and also to get the Council to take the threat the group knows about seriously. A deal is struck, as Jasnah is taking the attempt on her life very seriously.
Jasnah suggests the group go to the town of Riverside. She knows the Duchess there, who has a house mage on staff who can portal the group to Baldur’s Gate.
Sylvie chimes in, stating she knows an even faster way to Baldur’s Gate thru the Felbarren, however Jasnah feels it is very dangerous. It is decided however to take this route.
We journey to the felbarren coming across a small Elvish hut made of wood and straw. Sylvie announces that this is the portal, made by the fey, “tricksy, magical creatures”. We suspect whatever is required to activate the portal will not be straightforward.
We decide to enter the hut.
Inside the hut is a fireplace with a few logs and an active fire. You can see a plaque on the wall with some writing on it. There is a small wooden chair beside a table. Upon the table is a quill pen and some ink, a wooden key, and a piece of paper. A small cot is nestled in the corner, with a pillow and small blanket neatly set over it. There is a small wooden chest beside the bed: it does not appear to have a keyhole.
On the plaque it says: The key is here in plainest sight,
No lock to either left or right.
To see the fey is what you yearn:
The key as real as the lock it turns.
Flint opens the chest. Inside the chest we find a dagger and a pair of leather boots.
Cid tries drawing a lock on the piece of paper, but no mark appears. He tries the chest, and the plaque, but again no mark. We try many ways to use the key with no luck.
Cid throws the key in the fire, and we feel a bit of shaking and the windows go dark. We open the door
We emerge from the hut to find ourselves in a barren wasteland. Small pockets of dead grass emerge from the endless dirt, providing the only immediate feature. Off in the distance we see a mountain, and a sprawling city situated upon it. Dark clouds circle around the mountain, giving it a truly ominous appearance.
Sylvie leads us on a course parallel to the mountain explaining that her Grandma knew the Fey. The summer Queen got sick and died, making the Spring Princess very sad. She was friends with her great grandma Sylvie. Then the fey started disappearing, and the Spring Princess did as well. Then the gods and then the other immortals, gnomes, eladrin, and dragons. If sylvie didn’t have some halfling blood, she would be gone as well.
She says that the city on the mountain showed up in the midst of all the disappearances. Sylvie has tried to get there, but no mater how far you travel or in what direction, it’s always the same distance on the horizon.
Yevelda announces that we are being followed, and we turn and see three figures approaching from behind, just at the limit of our vision over the barren wasteland. Flint realizes that they are dangerous predators. Sylvie thinks there is a ruined village where we can take refuge.
Bipedal tigers with swords and arrows approach. We attack and battle them, defeating them. Four legged tigers are heard approaching in the distance, and we quickly make our way to the village. As soon as we cross the bridge into the village, the tigers turn back in search of easier prey.