Post by Bruce on Jun 6, 2017 10:54:26 GMT
GM’s Observations
- This session is a bit of a fudge because the reality is that one of the sessions was extremely short because my father had just died, I was in Melbourne to sort out his affairs and had the opportunity to catch up with David in person. I didn’t have as much prepared as I would have like, and during the session David (bless him) offered to help me go round to my father’s apartment to help sort and clean which was an enormous help. So I’ve chosen to recut what happened in Sessions 109, 110 and 111 into more manageable portions which flow better.
Part 1 - A Peaceful Day (Day 9)
- In the morning Carlotta laments that she has to get out of bed before dawn to start the morning’s preparations at the Inn of the Clowns. Rook (Grant) stays in bed a little longer, musing over the fact that the Legendary Realm does seem to find ways to encourage him to want to be here. At last he gets up, eats breakfast and goes on a morning stroll around the village. He inspects the state of the harvest and observes that it is going well. Possibly faster than expected but he makes a mental note to inquire of those who would know better.
- Grant contacts Ethan via Icon. Even at dawn, Ethan and the Dragoons are already on the move. Ethan comments that the route seems to be ‘infested with monsters’ and he notes that they came under attack by giants and dragons yesterday. Grant apologises for flying over these and wonders if he should come back to help. Ethan says that he can deal with the situation and suggests that Rook (Grant) focus on preparing the village. Grant almost comments about the village girls but decides not to rub in the differences in their situation. Ethan is roughing it and Grant is not.
- During the day, Rook continues to work on preparations to reinforce the village (but not actually rebuilding the walls less the representative from the Bandit Army suddenly turn up) and drilling the troops. Baron Tranth trains as one of the unit commanders, and Rook notes that even though he is capable, he is not in good health. He decides to mention it to Ethan when he arrives in case Ethan can cure whatever ails him. At lunchtime, Rook is once again presented with a packed lunch organised by Aelfwynn. He eats but isn’t sure what she means by this – whether it is just a kindly gesture or she is expecting something.
- Baron Tranth informs Rook that no one has attempted to meet the ‘prisoner’ Jamison, despite the bluff that Jamison is being held and is cooperating. Rook wonders if this is confirmation that Jamison was working alone. He thinks it over, wondering what the Bandit Army has already been told and also what they will do when they receive no more information from their agent. Baron Tranth confirms that the harvest is ahead of schedule and will be completed tomorrow if they push. Rook decides to do this.
- Meanwhile, Griffin (Ethan) and the Dragoons ride through woods and hills for much of the day. They remain on guard, but meet no opposition. Their morale is high as any injuries/ailments are quickly healed by Griffin and their pockets are full of gold that came from the dragons’ horde.
- That evening as the Dragoons rest by campfire, Griffin wonders how Abbie is but he cannot risk initiating an Icon contact with her. He talks a little with Olric, and some of his men. He can sense a level of excitement amongst them, as if they know who he is, but Griffin is content to remain a ‘man of mystery’ and does not provide them with the opportunity to ask.
- Meanwhile, back at the Inn of the Clowns, Rook plays some soft music for the crowd as most are tired from the day’s activities.
Part 2 – The Halflings of Bloodstone Pass (Day 10)
- The next morning, Ethan contacts Grant via Icon and lets him know that they should reach the Bloodstone Valley by the evening. He reckons that they are two days away. Grant informs Ethan about the state of the defences, that no one has tried to reach Jamison and that the harvest will be completed today. Ethan asks Grant what his plan would be if the Bandit emissary turns up and Grant explains that he intends to pretend that everything is normal and that the villagers will pay the tithe as usual. They discuss what should happen when the Dragoons arrive – whether they should ride into town or not. Grant thinks that it will give the villages an enormous morale boost to see their arrival so they decide that the Dragoons will ride into town, but they should perhaps be based a few miles away in the nearby woods so that they are out of sight when the Bandit Army inevitably sends troops to collect the annual tribute. Ethan reminds Grant that the Dragoons have travelled a long way to help the village of Bloodstone – anything that the villagers can do to make them feel welcome would be appreciated. Grant has a think about whether Benjamin and Anna might be able to make pies for a hundred hungry men - he decides that he will ask them.
- The Dragoons continue to ride through wooded hills during the day time. Just before midday, the troops run into an ambush. Griffin (Ethan) isn’t quite sure what tipped off the local halfling community that they were coming but the halflings are well prepared to deal with an enemy force travelling along the road. They have built small platforms hidden in the branches above the trail and they hurl nets from above to break up the Dragoons. Some are snared but before the halflings can properly swing into action, Griffin uses sorcery to ‘shake the trees’ and very shortly it’s raining halflings.
- The Dragoons laugh at the situation, and the two groups quickly resolve the situation. The halflings thought the troops were reinforcements for the Bandit Army. A stout halfling named Fredegast talks with Griffin and Olric, the misunderstanding is cleared up and the Dragoons are allowed to pass without further incident.
Part 3 – The Monster of Lake Midai (Day 10)
- Meanwhile, back at the village Rook has become concerned about the Abbot’s lack of support for actively defending the village. He knows that they will only truly be committed to the fight when the enemy is on their doorstep and have tasted some measure of victory. He has wondered about the monster that lives in Lake Midai and whether he should be seeking it out to slay it. It would deprive the Bloodstone people of a creature that actually protects them from attack across the lake, but the benefit to morale might be worth it.
- In the morning, the four children who normally follow him around decide to show him the lake and what happens if a boat is pushed out of the shallows into the deeper sections. Everything seems tranquil, but then suddenly the boat is seized from beneath and dragged down, capsizing instantly. Rook thinks he caught a glimpse of tentacles.
- Rook makes up his mind to slay the creature and he tells the children what he is doing. The children do as they are told and they go and spread the knowledge to the rest of the village, despite their initial distress at watching Rook stride into the lake waters and disappear into the dark depths.
- It does not take long for the creature to take offence at Rook’s intrusion. The beast attacks him with its tentacles but Rook uses Gorgorin and inflicts many wounds upon the creature. Rook has adopted a merman’s form, and he hunts the creature within the lake as it flees from him, spewing an inky trail behind it. Rook surmises that it must be some sort of giant octopus or squid. Perhaps here it is a kraken, though how it got into Lake Midai in the first place is unknown.
- For almost two hours Rook hunts the creature and there are multiple skirmishes in the depths before at last he kills the beast. The creature’s body is neutrally buoyant and does not sink or float to the surface, so he takes some time pinning it under some strange ruined structures so that its body will decay in the depths and not rise again. He cuts out one of the beast’s eyes and carries it back to the shore to show the villagers that the monster is dead.
- The villagers are at first astonished, then the people cheer loudly. Even the Abbot is impressed. Rook dries off and as the villagers return to complete the harvest, there is a new enthusiasm in them – Rook has finally demonstrated his physical prowess in battle and they begin to believe that they have a chance against the Bandit army.
Part 4 – The Harvest Ends (Day 10)
- For the rest of the day, the villagers focus on completing the harvest and by nightfall it is done. Exhausted but elated, the people of Bloodstone enjoy a feast to celebrate the completed harvest.
- Despite the festivities, Rook notes that there is some apprehension within the gathering about what will happen next. As if sensing the situation, Baron Tranth gives a speech to rouse them, and tells them that the bandits will come but the people of Bloodstone Pass will be ready for them. He also announces that Rook’s companion, Griffin, is only two days ride away with soldiers to help them.
- Rook has a very pleasant evening but he is a little preoccupied as he thinks through how to best use the next few days. He knows that the bandits will send an emissary soon – but he doesn’t know how soon. He wishes that Griffin were with him so that he could cast a divination spell and find out. The thought occurs to him too late in the day so he decides to contact Griffin in the morning.
Part 5 – The Faerie Grotto (Day 10)
- That night the Dragoons camp for the first time in Bloodstone Valley. They are almost there. They pick a quiet part of the forest to rest. It is tranquil but they are not alone. This part of the woods is home to a group of mischievous fey and three diminutive faerie dragons. Seeing that the Dragoons are not orcs or refugees, they decide to play a prank on the group.
- The sentries hear the sound of music, but are so enchanted by the beautiful melodies that they leave their posts and go to investigate. Leaving the rest of their comrades asleep, they find a grove of wood nymphs who beckon them closer. Happily drinking faerie wine, they join in the song and dance, forgetting all about why they are there. Overhead, brightly coloured faeries flit around, leaving a trails of pixie dust, and the tiny dragons watch with amusement from low branches.
- The sound of their drunken singing wakes more of the Dragoons, and little by little, more join the wood nymphs in their dance, or are tricked into bathing in a large pool of fetid mud by flying faeries, or are bedazzled by strange faerie lights conjured by the tiny faerie dragons. The Dragoons lose all cohesion – more than a third of them have been enchanted by the fey, and the other two thirds are in such a deep slumber that nothing will wake them.
- Griffin himself is also befuddled by the strange magic. At first he is resistant to the strange goings-on and he goes to investigate, but the fey work hard to concentrate their spells on him, throwing pixie dust in his face and confusing him. At last he is convinced to drink a thimble of their wine and the spell is complete - he forgets all about why he is here, and he goes to dance with a comely wood nymph. Her hair is laced with flower and she has the smile of an angel …
- With faerie lights bouncing overhead, Griffin rests his head against the root of a tree, thinking that he is resting in the lap of the same comely wood nymph whom he imagines as gently stroking his hair. It is a pleasant fantasy but he is completely unaware that the real nymph is now playing with someone else. He notes some of his comrades dancing merrily, and occasionally one dives into a muddy pool to the delight of the fairies.
- A pair of brightly coloured fairies – one bright yellow and one bright pink hover above him and decide that he is not ‘lively enough’. The pink one, Bettina, tells him that he’s feeling very hot and should go and cool off. The yellow one, Fleur, chuckles at this and encourages him to hurry, pointing to the nearby pool (of mud).
- Griffin dives into the pool, covering him head to foot in mud and making all of the fey laugh. Trying to join in the joke, Griffin flicks what he thinks is water at Bettina, but instead she is flattened by the mudpie and pinned to a tree. Whilst Fleur roars with laughter, Griffin hurls mud in all directions, trying to involve others in the game. This has mixed results as some of the faeries take it badly and fight back using transmutative magic (turning one man into a pig, giving another donkey’s ears, and turning a third an unnaturally bright green). As some of the cooler heads amongst the fey try to change the game, they find it is too late. Griffin may not have his senses, but he is still a powerful mage in the Legendary Realm.
- Before long, he is juggling the glowing faerie lights (some of whom are diminutive faeries, making them very dizzy), casting his own fireworks which not only disrupts the spell effects that they created, but even inadvertently befuddles some of the fey along the way. Within half an hour, there is mud splattered over almost every tree in the grotto and everyone involved is ‘cutting loose’ or strangely oblivious to what is going on. One of the faerie dragons seems to think it’s funny to keep appearing and disappearing on him, occasionally setting someone’s pants on fire. There are all manner of bewitched Dragoons, and Griffin himself has been hit by multiple odd-spells, transforming him into a mixed up clown.
- The evening’s festivities come to an end when, one by one, the Dragoons simply lie down, exhausted, and sleep. (Even the Dragoon currently transformed into a pig) Not even being on the receiving end of a mudpie will awaken them. The numbers thin, and soon there is only Griffin and a few exhausted faeries left. Many of them comment that this is the best time that they’ve had in ages. Bettina is still a little mad with Griffin for covering her in mud but Fleur has taken a shine to him and asks him where they are going. Griffin of course can’t answer as he’s forgotten, so Fleur and the faerie dragon Curcumin lift some of the spells on him so that he can give a coherent answer.
- Griffin explains where he comes from and where he is going, and the tiny Fleur becomes completely smitten with him as they talk. With the wood nymphs going back to their trees, and Bettina teasing Fleur for her obvious interest in a human, they have a very pleasant conversation. Even Curcumin stays awake ‘well past his bedtime’ (for he is a young faerie dragon) to hear about Griffin’s tales of faraway lands. Curcumin asks his parents if he can go with Griffin and see some of these places, and he is told ‘maybe next year’ and that it’s time to say goodnight and go to bed. Curcumin thanks Griffin for playing with him, and then flies away.
- As dawn breaks, Fleur says a reluctant good-bye, but promises that she’ll see him again soon. Despite being teased by Bettina, she flies back and gives him a tiny kiss on the cheek and tells him that it’s a faerie blessing ‘for luck’. Griffin waves good-bye as the tiny faerie flies slowly away. As he heads back to the camp, he finds that the spells cast on the men have worn off. They are all asleep, and many are sleeping soundly. Only the horses have been unaffected, but they have been dutifully quiet all night as if quietly enjoying the show.
And that’s where we leave Session 110. I’ll get onto the Session 111 writeup shortly.
- This session is a bit of a fudge because the reality is that one of the sessions was extremely short because my father had just died, I was in Melbourne to sort out his affairs and had the opportunity to catch up with David in person. I didn’t have as much prepared as I would have like, and during the session David (bless him) offered to help me go round to my father’s apartment to help sort and clean which was an enormous help. So I’ve chosen to recut what happened in Sessions 109, 110 and 111 into more manageable portions which flow better.
Part 1 - A Peaceful Day (Day 9)
- In the morning Carlotta laments that she has to get out of bed before dawn to start the morning’s preparations at the Inn of the Clowns. Rook (Grant) stays in bed a little longer, musing over the fact that the Legendary Realm does seem to find ways to encourage him to want to be here. At last he gets up, eats breakfast and goes on a morning stroll around the village. He inspects the state of the harvest and observes that it is going well. Possibly faster than expected but he makes a mental note to inquire of those who would know better.
- Grant contacts Ethan via Icon. Even at dawn, Ethan and the Dragoons are already on the move. Ethan comments that the route seems to be ‘infested with monsters’ and he notes that they came under attack by giants and dragons yesterday. Grant apologises for flying over these and wonders if he should come back to help. Ethan says that he can deal with the situation and suggests that Rook (Grant) focus on preparing the village. Grant almost comments about the village girls but decides not to rub in the differences in their situation. Ethan is roughing it and Grant is not.
- During the day, Rook continues to work on preparations to reinforce the village (but not actually rebuilding the walls less the representative from the Bandit Army suddenly turn up) and drilling the troops. Baron Tranth trains as one of the unit commanders, and Rook notes that even though he is capable, he is not in good health. He decides to mention it to Ethan when he arrives in case Ethan can cure whatever ails him. At lunchtime, Rook is once again presented with a packed lunch organised by Aelfwynn. He eats but isn’t sure what she means by this – whether it is just a kindly gesture or she is expecting something.
- Baron Tranth informs Rook that no one has attempted to meet the ‘prisoner’ Jamison, despite the bluff that Jamison is being held and is cooperating. Rook wonders if this is confirmation that Jamison was working alone. He thinks it over, wondering what the Bandit Army has already been told and also what they will do when they receive no more information from their agent. Baron Tranth confirms that the harvest is ahead of schedule and will be completed tomorrow if they push. Rook decides to do this.
- Meanwhile, Griffin (Ethan) and the Dragoons ride through woods and hills for much of the day. They remain on guard, but meet no opposition. Their morale is high as any injuries/ailments are quickly healed by Griffin and their pockets are full of gold that came from the dragons’ horde.
- That evening as the Dragoons rest by campfire, Griffin wonders how Abbie is but he cannot risk initiating an Icon contact with her. He talks a little with Olric, and some of his men. He can sense a level of excitement amongst them, as if they know who he is, but Griffin is content to remain a ‘man of mystery’ and does not provide them with the opportunity to ask.
- Meanwhile, back at the Inn of the Clowns, Rook plays some soft music for the crowd as most are tired from the day’s activities.
Part 2 – The Halflings of Bloodstone Pass (Day 10)
- The next morning, Ethan contacts Grant via Icon and lets him know that they should reach the Bloodstone Valley by the evening. He reckons that they are two days away. Grant informs Ethan about the state of the defences, that no one has tried to reach Jamison and that the harvest will be completed today. Ethan asks Grant what his plan would be if the Bandit emissary turns up and Grant explains that he intends to pretend that everything is normal and that the villagers will pay the tithe as usual. They discuss what should happen when the Dragoons arrive – whether they should ride into town or not. Grant thinks that it will give the villages an enormous morale boost to see their arrival so they decide that the Dragoons will ride into town, but they should perhaps be based a few miles away in the nearby woods so that they are out of sight when the Bandit Army inevitably sends troops to collect the annual tribute. Ethan reminds Grant that the Dragoons have travelled a long way to help the village of Bloodstone – anything that the villagers can do to make them feel welcome would be appreciated. Grant has a think about whether Benjamin and Anna might be able to make pies for a hundred hungry men - he decides that he will ask them.
- The Dragoons continue to ride through wooded hills during the day time. Just before midday, the troops run into an ambush. Griffin (Ethan) isn’t quite sure what tipped off the local halfling community that they were coming but the halflings are well prepared to deal with an enemy force travelling along the road. They have built small platforms hidden in the branches above the trail and they hurl nets from above to break up the Dragoons. Some are snared but before the halflings can properly swing into action, Griffin uses sorcery to ‘shake the trees’ and very shortly it’s raining halflings.
- The Dragoons laugh at the situation, and the two groups quickly resolve the situation. The halflings thought the troops were reinforcements for the Bandit Army. A stout halfling named Fredegast talks with Griffin and Olric, the misunderstanding is cleared up and the Dragoons are allowed to pass without further incident.
Part 3 – The Monster of Lake Midai (Day 10)
- Meanwhile, back at the village Rook has become concerned about the Abbot’s lack of support for actively defending the village. He knows that they will only truly be committed to the fight when the enemy is on their doorstep and have tasted some measure of victory. He has wondered about the monster that lives in Lake Midai and whether he should be seeking it out to slay it. It would deprive the Bloodstone people of a creature that actually protects them from attack across the lake, but the benefit to morale might be worth it.
- In the morning, the four children who normally follow him around decide to show him the lake and what happens if a boat is pushed out of the shallows into the deeper sections. Everything seems tranquil, but then suddenly the boat is seized from beneath and dragged down, capsizing instantly. Rook thinks he caught a glimpse of tentacles.
- Rook makes up his mind to slay the creature and he tells the children what he is doing. The children do as they are told and they go and spread the knowledge to the rest of the village, despite their initial distress at watching Rook stride into the lake waters and disappear into the dark depths.
- It does not take long for the creature to take offence at Rook’s intrusion. The beast attacks him with its tentacles but Rook uses Gorgorin and inflicts many wounds upon the creature. Rook has adopted a merman’s form, and he hunts the creature within the lake as it flees from him, spewing an inky trail behind it. Rook surmises that it must be some sort of giant octopus or squid. Perhaps here it is a kraken, though how it got into Lake Midai in the first place is unknown.
- For almost two hours Rook hunts the creature and there are multiple skirmishes in the depths before at last he kills the beast. The creature’s body is neutrally buoyant and does not sink or float to the surface, so he takes some time pinning it under some strange ruined structures so that its body will decay in the depths and not rise again. He cuts out one of the beast’s eyes and carries it back to the shore to show the villagers that the monster is dead.
- The villagers are at first astonished, then the people cheer loudly. Even the Abbot is impressed. Rook dries off and as the villagers return to complete the harvest, there is a new enthusiasm in them – Rook has finally demonstrated his physical prowess in battle and they begin to believe that they have a chance against the Bandit army.
Part 4 – The Harvest Ends (Day 10)
- For the rest of the day, the villagers focus on completing the harvest and by nightfall it is done. Exhausted but elated, the people of Bloodstone enjoy a feast to celebrate the completed harvest.
- Despite the festivities, Rook notes that there is some apprehension within the gathering about what will happen next. As if sensing the situation, Baron Tranth gives a speech to rouse them, and tells them that the bandits will come but the people of Bloodstone Pass will be ready for them. He also announces that Rook’s companion, Griffin, is only two days ride away with soldiers to help them.
- Rook has a very pleasant evening but he is a little preoccupied as he thinks through how to best use the next few days. He knows that the bandits will send an emissary soon – but he doesn’t know how soon. He wishes that Griffin were with him so that he could cast a divination spell and find out. The thought occurs to him too late in the day so he decides to contact Griffin in the morning.
Part 5 – The Faerie Grotto (Day 10)
- That night the Dragoons camp for the first time in Bloodstone Valley. They are almost there. They pick a quiet part of the forest to rest. It is tranquil but they are not alone. This part of the woods is home to a group of mischievous fey and three diminutive faerie dragons. Seeing that the Dragoons are not orcs or refugees, they decide to play a prank on the group.
- The sentries hear the sound of music, but are so enchanted by the beautiful melodies that they leave their posts and go to investigate. Leaving the rest of their comrades asleep, they find a grove of wood nymphs who beckon them closer. Happily drinking faerie wine, they join in the song and dance, forgetting all about why they are there. Overhead, brightly coloured faeries flit around, leaving a trails of pixie dust, and the tiny dragons watch with amusement from low branches.
- The sound of their drunken singing wakes more of the Dragoons, and little by little, more join the wood nymphs in their dance, or are tricked into bathing in a large pool of fetid mud by flying faeries, or are bedazzled by strange faerie lights conjured by the tiny faerie dragons. The Dragoons lose all cohesion – more than a third of them have been enchanted by the fey, and the other two thirds are in such a deep slumber that nothing will wake them.
- Griffin himself is also befuddled by the strange magic. At first he is resistant to the strange goings-on and he goes to investigate, but the fey work hard to concentrate their spells on him, throwing pixie dust in his face and confusing him. At last he is convinced to drink a thimble of their wine and the spell is complete - he forgets all about why he is here, and he goes to dance with a comely wood nymph. Her hair is laced with flower and she has the smile of an angel …
- With faerie lights bouncing overhead, Griffin rests his head against the root of a tree, thinking that he is resting in the lap of the same comely wood nymph whom he imagines as gently stroking his hair. It is a pleasant fantasy but he is completely unaware that the real nymph is now playing with someone else. He notes some of his comrades dancing merrily, and occasionally one dives into a muddy pool to the delight of the fairies.
- A pair of brightly coloured fairies – one bright yellow and one bright pink hover above him and decide that he is not ‘lively enough’. The pink one, Bettina, tells him that he’s feeling very hot and should go and cool off. The yellow one, Fleur, chuckles at this and encourages him to hurry, pointing to the nearby pool (of mud).
- Griffin dives into the pool, covering him head to foot in mud and making all of the fey laugh. Trying to join in the joke, Griffin flicks what he thinks is water at Bettina, but instead she is flattened by the mudpie and pinned to a tree. Whilst Fleur roars with laughter, Griffin hurls mud in all directions, trying to involve others in the game. This has mixed results as some of the faeries take it badly and fight back using transmutative magic (turning one man into a pig, giving another donkey’s ears, and turning a third an unnaturally bright green). As some of the cooler heads amongst the fey try to change the game, they find it is too late. Griffin may not have his senses, but he is still a powerful mage in the Legendary Realm.
- Before long, he is juggling the glowing faerie lights (some of whom are diminutive faeries, making them very dizzy), casting his own fireworks which not only disrupts the spell effects that they created, but even inadvertently befuddles some of the fey along the way. Within half an hour, there is mud splattered over almost every tree in the grotto and everyone involved is ‘cutting loose’ or strangely oblivious to what is going on. One of the faerie dragons seems to think it’s funny to keep appearing and disappearing on him, occasionally setting someone’s pants on fire. There are all manner of bewitched Dragoons, and Griffin himself has been hit by multiple odd-spells, transforming him into a mixed up clown.
- The evening’s festivities come to an end when, one by one, the Dragoons simply lie down, exhausted, and sleep. (Even the Dragoon currently transformed into a pig) Not even being on the receiving end of a mudpie will awaken them. The numbers thin, and soon there is only Griffin and a few exhausted faeries left. Many of them comment that this is the best time that they’ve had in ages. Bettina is still a little mad with Griffin for covering her in mud but Fleur has taken a shine to him and asks him where they are going. Griffin of course can’t answer as he’s forgotten, so Fleur and the faerie dragon Curcumin lift some of the spells on him so that he can give a coherent answer.
- Griffin explains where he comes from and where he is going, and the tiny Fleur becomes completely smitten with him as they talk. With the wood nymphs going back to their trees, and Bettina teasing Fleur for her obvious interest in a human, they have a very pleasant conversation. Even Curcumin stays awake ‘well past his bedtime’ (for he is a young faerie dragon) to hear about Griffin’s tales of faraway lands. Curcumin asks his parents if he can go with Griffin and see some of these places, and he is told ‘maybe next year’ and that it’s time to say goodnight and go to bed. Curcumin thanks Griffin for playing with him, and then flies away.
- As dawn breaks, Fleur says a reluctant good-bye, but promises that she’ll see him again soon. Despite being teased by Bettina, she flies back and gives him a tiny kiss on the cheek and tells him that it’s a faerie blessing ‘for luck’. Griffin waves good-bye as the tiny faerie flies slowly away. As he heads back to the camp, he finds that the spells cast on the men have worn off. They are all asleep, and many are sleeping soundly. Only the horses have been unaffected, but they have been dutifully quiet all night as if quietly enjoying the show.
And that’s where we leave Session 110. I’ll get onto the Session 111 writeup shortly.