In response to receiving the bow, the Drow couple hand over a set of plate mail that they found in the crystal house. It immediately piques the interest of several of the party; Salix, Gedserth and Davkas try and determine if it has magical properties while Ruskeal looks at the possibilities it will give him in defense. Davkas seems to know about this armour:
“I think this set of armour is called The Unbroken Wave. I recognise the slightly blue colouring and the graphics the armourer has put onto the device and the fact that it is magical all points in that direction”.
On hearing this, Ruskeal immediately lays claim to the armour. “That’s mine then!” he shouts, leaping (is that the right word for Dwarven movement?) across to lay his hands on the item. Nobody disputes his claim. Well, who else here wears plate mail?
We turn our minds back to disabling the magical barrier stopping us from escaping this place. Gedserth and Davkas decide to retrieve a mirror, after concluding the Ruskael‘s idea about redirecting the energy ribbons towards the central pillar to destroy it and the barrier, would most likely work.
While they are gone, Salix starts to investigate the central pillar more closely, being careful not to interrupt the energy bands with his body. After some study and contemplation, he suddenly uses one of his claws to create a slit in the crystalline structure of the artefact. Removing a twig and leaf from his body, he inserts it into the slit as if ge was grafting one plant into the body of another. A few seconds later, a gentle yellow glow surrounds the graft, infusing into the pillar and vegetation.
Responding to the quizzical looks of his companions, Salix utters “Life has a way”. As he watches, the graft seems to grow and take root within the pillar.
At this point, Gedserth and Davkas return with a mirror obtained from one of the rooms downstairs and Gedserth starts to show Ruskeal (he who is better able to stand up to the damage likely to be caused when the pillar is destroyed), what to do with the mirror to redirect one of the bands of energy.
Keeping his concentration on the pillars and the energy coursing through and around them, Salix announces that the "Power has changed and it now wants to protect the Lady Endethien’.
“Does that mean that the barrier is gone?” queries Gedserth. “I don’t know” is Salix‘s response. Thoughtfully, Gedserth muses "I think we should go and check if it’s there or not before playing around with the energy".
We leave Ruskael in the tower room with the mirror and make our way out of the building. The barrier is still present. While determining this, a familiar noise reaches us from the house. We turn around and see a new form of Lord Endethien rise up from a pool of silvery liquid on the ground. The house’s avatar makes it’s way over to us. We ready ourselves for a new fight, but Endethien seems to be in a talkative mood.
He explains that he, and therefore the house, wants company and won’t let us go as that would condemn them to loneliness. He seems a bit more relaxed than earlier and we chat with him, eventually convincing him that there are better ways to acquire company. Davkas suggests allowing some of the wild creatures from the island to enter the house and Gedserth informs the avatar that the building could be made into an inn or tavern. People would use the house’s facilities for resting between adventures or for tourists (which had to be explained) who wanted to ‘get away’ from home and see another part of the world. Endethien brightened up on hearing these ideas.
It is also suggested that he change his name from the stolen ‘Endethien’. Davkas comes up with the name ‘Theodonen’ which the avatar is happy to take.
“Let’s get back to Ruskeal and tell him what’s happened then”.
Theodonen disappears into a pool of liquid silver and we make our way towards the house. Unexpectedly, we are shaken and the building starts to crumble around us. We realise too late, that Theodonen has reappeared in th tower room and believing he is about to be attacked, Ruskeal has intserted the mirror into the energy beams. Subsequantly, the disturbance in the energy flow is causing the building to destroy itself.
“Nooooo! Ruskael! Leave the energy alone!”. Salix and Gedserth rush into the building and up the stairs to the tower rooom. The others, take a position behind a large rock to protect themselves from the shaking and crumbling edifice. While hiding there, Davkas turns his attention back to the barrier and manages to force his way through it in its weakened state. The others and the Drow follow his example, the Drow moving off into the undergrowth.
In the meantime, Salix and Gedserth are buffeted by the spasms of the wounded house, Gedserth falling to to the floor while Salix manages to get to the tower room. Salix, thinking fast, decides to ‘Thunder Slam’ the unruly Dwarf to knock him away from the energy, but either Ruskael is too strong or the spell too weak as it only knocks him off balance, causing the energy beam to be directed away from the central pillar.
Salix leaps onto the Dwarf in the attempt to wrestle the mirror out of his hands which fails miserably.
By this time, Gedserth has got back to his feet and enters the room. As he does so, another strong vibration shakes him and Salix to the floor. From that position, Salix tries to sweep Ruskael‘s legs from under him but the Dwarve’s balance is too good to be easily disturbed.
Calling from his prone position, Gedserth intelligently uses his intimidatory powers to get Ruskael to drop the mirror. Amazingly, Ruskael does just that and as he does so a beam of energy, reflecting from the mirror, swings around and hits Theodonen. Theodonen‘s form disintegrates with a ’pop!’, returning to droplets of silver liquid on the floor.
Immediately, the building’s shaking and destruction reduces and slowly comes to a halt.
As the disturbences in the energy field return to normal, a disfigured form of Theodonen reappears from the floor. A potion of Healing is given to the avatar in the hope that it might help restore some of the bilding’s life force. It does just that and the disfigurement Theodonen was suffering is removed.
“Let’s get out of here”. We make our way outside and notice that bits of the crystal building, where it has been damaged, are being repaired with wooden structures. We say “Goodbye” to Theodonen and promise to ‘advertise’ the Inn to start the flow of guests to the establishment.
We return to our ship, all in one piece, with the Amulet of Passage and Lady Endethien. The sailors are pleased to see us emerging from the jungle and the ship makes its way to the gate area and the return home. At the appropriate spot, we cast the powdered Pseudodragon teeth into the sea and the gate opens from the Fey Wilde into the Prime Material plane; home.
As we cross, out of nothing next to us, a ship appears. We immediately recognise it as Captain Blackhand’s unseaworthy vessel. They have been lying in wait for us to cross the gate, hoping to ambush us but we are more prepaired for them than they realise; they do not surprise us as they expected to. Obviously, Captain Blackhand still wants that Amulet.
Some of his goblin hands drop planks across the ships’ sides and rush onto our vessel. A fight ensues as we attempt to force them off our ship and into the evil hell they deserve to inhabit. Gedserth, Salix and Adara using their ranged abilities to knock out some of the goblins, including one using magical abilities from Blackhand’s ship. During the fight, an unconcious Davkas falls into the water between the ships, but manages not to be crushed by the hulls. He starts to fall back as both ships move forewards. Salix, seeing this, leaps into the sea after Davkas and manages to swim to him and save him from certain drowning. With a mighty feat of strength, Salix manages to get both himself and Davkas onto our ship’s deck, where aid is administered.
At one point, both Ronson and Ruskael succumb to the constant attacks of Blackhand, his evil monkey and swarms of goblin hands, falling to the deck under the weight of numbers. At this point, Salix causes a comet to fall on Blackhand’s head, further injuring an already injured Captain. This is Salix’s last action because in attempting to remove Blackhand from the fight, he is himself overwealmed by several goblins who have appeared out of the rigging and have attacked him. Salix falls under their fatal blows, streams of silver, gold and purple energies escaping from his bark-like skin.
Adara gets the final say with Blackhand as a stream of holy energy shudders into him, removing him from the fight and this world for ever.
At that point, the remaining goblins surrender and are swiftly dispatched to their makers.
Ronson and Ruskael, having got up from their prone positions, move over to Salix’s body to confirm that he is dead, Ruskael retrieving a wooden item that seems to be more or less all that remains of Salix’s body. “We may be able to resurrect ”/campaigns/voyages-beyond/characters/salix-alba" class=“wiki-content-link”>Salix from this" he explains.
We spend the remainder of the journey on the ship recovering from the fight and picking over the items we have acquired. Subdued by Salix’s death we spot the Gelfar Lighthouse and arrive at the port of Gelfar a week after the fight.
We make our way to a Temple and spoke to the Priestess of Carriellana. Handing over the remnanat of Salix we ask her to resurrect our friend. She looks at the item baffled. “I’m sorry, but I can’t help you. This is still alive and you should keep an eye on it”
We returned to Standora Threft’s Inn where we summon Squark and tell him to inform the Crowfather that his daughter can come and paint the Amulet of Passage. We state strict times when this can be done.
Once the painting has completed, we also summon Stokely to the Inn. He is happy to see that we have succeeded in retrieving the Amulet and pays us the agreed price with a little extra included.
Having placed the last ‘bit’ of Salix in a safe place, Ruskael discovers a week later that it has disappeared. Salix is now with us only in our thoughts.