The party’s attempt to escape without drawing Granny’s notice failed, and a difficult battle ensued. During the fight, Granny’s true form was revealed- that of an ancient hag. The party managed to defeat her, and her house, which went rampaging through the battlefield.
As Creed secretly gained control over the house, the party checked inside, and learned the sad fate of Beathan’s siblings. They had been consumed by Granny in an attempt to restore her waning power, another side effect of the corruption in the forest. Beathan gave the party his sibling’s former toys as thanks, and promised to guide them to their destination.
Setting off, the party continued their travel through the forest, until they reached an area that was noticeably greener- the sound of small birds and animals could be heard. Beathan began to get excited, telling the party that his friend lived here. When questioned, he said that his friend, Arthion, loved to play games, and often moved his home through the forest.
After following the party in the shape of a fox, Arthion was noticed by Mystogan, and introduced himself in a more human form. The party wanted to ask him questions, to which he proposed they play a game of chance- he had a deck of cards. For every card pulled, he would give a truthful answer. Simply pulling a card was a game in itself, as they contained wild and potent magic.
Things seemed to be going generally well for the party, until Adama and Mystogan pulled two cursed cards. Instantly, their souls were torn from their bodies and imprisoned- trapped in two gems that Arthion held. Eager to continue the game, he allowed them to place more wagers, betting themselves against the cards. He agreed to allow them to play for the two cards that might be able to help their friends.
Sharpe gained the first card, The Fates, after a risky 50/50 draw. For the second, Arthion posed a riddle to the group. The rules were as follows: he would give each person who agreed to participate a line of the riddle. Each person was required to submit their own, independent guess. If they all got it right, Creed would get the card. If one of them guessed wrong, Arthion would possess all of their souls. Wombert, his knight buddy Grobert, Sharpe, and Creed all agreed to participate. Arthion gave them this riddle:
Always old, sometimes new.
Never sad, sometimes blue.
Never empty, sometimes full.
Never pushes, always pulls.
Creed quickly solved it, telepathically telling his friends to answer “moon.” They obliged, and Creed was handed the Moon card- quickly freeing Mystogan and Adama with a well worded wish. With that, the party decided they’d had enough playing games, and headed on to their destination.
Upon reaching the city, they bid farewell to Beathan, who stayed on the outskirts with Grobert and Granny’s old house. They spoke briefly with the ghostly residents of Scholomance, and learned a few key things about the dungeon they were about to face.
Under the ruins of the Barov family estate, in the dark catacombs, lay a forbidden school of necromancy. Run by Darkmaster Gandling, the school dabbled in the darkest realms of magic. In addition to the Darkmaster, 5 teachers assisted in the running of the school. Few entered the place, and even less went out. Debating what to do next, the party stopped to prepare themselves for what lay ahead…
Creed: Vizier, Moon
Sharpe: Sun, The Fates
Mystogan: Gem, Donjon
Adama: Balance, Flames, Throne, Void
Wombert: Comet, Euryale, Knight, Ruin, Skull
A summary of effects can be found here.