Episode 12: March 27

### Recap

They successfully made it through The Labyrinth of Eveningfall, except for the three final spells on the emerald, pearl, and sapphire locks. Currently, Yves, Eradril, and Yarrow are waiting at the center of the maze. The stones are still in their basins.

### Overview

#### Labyrinth

See The Labyrinth of Eveningfall. Spells to solve the puzzle:

* Necromancy: Spare the Dying
* Transmutation: Mending
* Abjuration: Resistance
* Enchantment: Bless

#### Continuing the Journey

* Upon exiting the maze, they should head north.
* While the passage through the labyrinth must have taken at least two hours, the sky still appears as though it's dawn.
* The surrounding land looks similar to what they saw outside of Lanark, but while the grass there was yellowing in the late summer sun, here it's a deep emerald. Every time you step on the grass or a plant, you're met with a strong fragrance. The trees aren't any taller than those outside Lanark, but they feel bigger, like they're making their presence known. The sounds of the birds and crickets contain calls that you're familiar with, but the songs are louder and more musical.
* How do your characters feels in this environment?

#### Camping

* During one of the watches, Pixies come and tie knots in the hair of 1d4 of them and in the laces of 1d4 of their shoes unless the watcher succeeds a perception check against the Pixies' Stealth.
* At the very end of the last watch, the guard sees a procession.

#### Procession

* A group of perhaps 20 Eladrin are walking solemnly through the forest, two by two. They are all holding candles, and some of them are wearing great antlers with candles placed on top and golden chains with jewels strung between them that glitter in the candlelight. Their clothes are elegant but simple and all in natural shades; they wear lake-colored silks lined with what appears to be moss or gowns of overlapping leaves with mushrooms dotting them like buttons.
* If the PCs follow them, they continue on for some time before stopping in a glen. If they are not followed, the glen is very nearby and the candlelight can still be seen through it.

#### Feast

* Soon, music starts up from the glen; there's a violin, a tambourine, and a flute.
* There's one long table draped with layers of cloth in white and rich mauve, some lace, and some moss. The chairs look like they're trees that have been shaped over hundreds of years into the shape of stools and thrones. The whole area is under draped cloths with magical, twinkling lights set in them so that even though it still looks like dawn, it feels dusk.
* If seen, the fey will insist that the travelers stay and share food with them in exchange for stories or talent. They are very excited to hear songs and tails from the Material Plane.
* In conversation, someone will ask about where they're coming from and infer enough to learn that they're coming from the Archduke Nightstone. They will mention that they traded Auntie Agnes a very good memory of Nightstone in exchange for a memory from the Material Plane. They don't know what it was, but it must have been good based on the quality of the memory and the teardrop pearl earring that they received. Probably some good gossip, but they had no use for it. If the party would like to find the memory, Auntie Agnes can be found in the swamp within Moreth Asari (called Thornielee in the Material Plane).
* Games
	+ Gambit of Ord
		- Card game, 50 gold pieces initial buy-in
		- Rules: Each card player rolls 1d8, keeping the die hidden. Each player has the chance to raise the bet, call the bet (meet it), or fold. It continues when all bets are equal.
		- Then each player rolls a 1d6, keeping it secret as well. A final chance to raise, call, or fold. Each remaining player rolls 1d4. They all reveal the 1d8, 1d6, and 1d4, adding them all together.
		- Ties split the pot
		- Sleight of Hand can give a reroll; Deception can force a fold.

* Encounters
	+ Someone will ask Belantriss if they can braid her hair
	+ Someone will try to get in a betting game with Bev
	+ Someone will try to get into a competition for the most dramatic speech with Osborne
	+ Someone will try to get Vander to compete in the obstacle course
		- Jump through flaming hoops (acrobatics/dex, DC 12)
		- Knife throwing (attack, DC 12, DC 15 for bullseye)
		- Run across a pool on stumps (acrobatics/dex, DC 12) while 1d4 + 1 blunt arrows are thrown at you (DC 12 perception check alerts you to the risk, so you can get advantage on one check; DC 12 dex save on each arrow)

#### Revelers

* Details
* Ael Othronus
* Faen Rathran
* Py Naïlo
* Adrie Iathrana
* Calira Lathalas
* Dara Galanodel
* Leshanna Eathalena
* Malquis Wasanthi
* Naivara Yaeldrin
* Shava Horineth
* Aerdeth Iathrana
* Carric Koehlanna
* Gennal Liadon
* Ivellios Meliamne
* Lucan Mellerelel
* Peren Liadon
* Thamior Ethanasath

#### Random Fey Encounters

* will o wisp brings them to poisonous mushrooms
* fomorian fighting a treant, no easy way out
* Lost in the woods (fairy dragon or crow can guide them or steal their food)