The night passed mostly uneventfully as our adventurers took turns keeping watch. Lucian fell suddenly, and unexpectedly asleep first. Gillian was soon after lulled into sleep. Rabbit and Esmir followed shortly after. Stumble and Sable decided to set up watches for the night. Sable would take first watch. Stumble said his prayers for an hour and then told Sable to wake him in 2.5 hrs for the next turn of the watch.
Sable, left to his own vices perused the bookshelves of the room. Glancing over trashy romance novels, such as the Bodice and the Beast… he then found some less risqué books to settle down and read. As the night went on, the watch candle burned down past the next watch mark. Sable did not wake Stumble, choosing to allow his party members to sleep. Stumble was less than happy when he finally woke at finding out the boy did not wake him in time.
By morning the house seemed much less scary and the party decided to be on their way, when they were reminded that the lighthouse light was not lit. Sable decided that he must go up to see if any survivors were hiding up there. After much discussion and an urging from Hasingstoke not to separate the party, they ventured to the top of the lighthouse. There were no signs of survivors.
With the assurance that they were not leaving some poor hapless soul trapped to be eaten by large blue monsters or chair moving ghosts, they decided it was high time they headed off through the mud-path of a town to the library. They were lead to a church of Paylor where upon entering they were greeted by a wiry older gentleman who introduced himself as Sir Norville Smedley, the Queen’s advisor. Norville made a big commotion about the party being so small and questioned Hasingstoke about ‘the others’. Hasingstoke remarked that these were all that have made it this far. Smedley glanced around at the emerald rings of each of the individuals before him (those he could see of course) and he questioned about one more gentleman. Evidence soon came out that Rabbit had been hiding the emerald ring of the dead individual found in the warehouse. Smedley took the ring and began a long story detailing more information about the dreams they have been having.
Smedley told them that each of them are dreamfarers. That the Lady Miranda is also a dreamfarer. He told them that things can be transported in and out of the dream world by each of them. Inanimate objects may be transported under no special circumstances. Organic objects, however, must be placed in a vessel of some sort in order to be transported from the dreamscape into the waking world. Likewise, they must be put in a vessel to be transported back into the dreamscape, but that transference requires the use of the dreamfarer’s scepter. Vessels can be anything… a barrel (which the party now realizes is what happened with the large barrels full of blue mist monsters), a box… all sorts of things. Smedley is especially interested in the concept of fire transportation, he will investigate that further at a later date. Another kind of vessel is the dead body of an insane dreamfarer. You see, the more that dreamfarers open portals between the dreamscape and the waking world to transfer these objects, the more insane the dreamfarer becomes. The cost of dreamfaring is sanity. Things are starting to make much more sense to the party as they listen and ask questions of Smedley. He apparently knows everything about anything, or has a book for it.
Over the next few days, the party tries using their new found ability. Stumble transfers the dead body of their dreamfarer friend from the warehouse to the dreamscape to stop it from bringing any more deadly creatures. Rabbit decides that was way cool and moves a barrel into the dreamscape himself. Gilli, by the other barrel decides to will herself to sleep and try the other barrel, which she finds was much easier than she thought and she tells herself so. Sable accidently gets hit with the sleep spell Rabbit was using on Stumble and is asleep for a while. After the two barrels and the remains of the dead dreamfarer are disposed of, the party then has some time to hone their skills and studies. Rabbit becomes very interested in a locked bookcase in Smedley’s collection. He and Lucian devise a carefully crafted plan to break into the case. They are so close to success, when as soon as they do, Smedley is alerted of the situation and catches them in the act. A spell is cast at Smedley which doesn’t even bounce off of him before it vanishes into the air. Suddenly Lucian and Rabbit have a much greater understanding and respect for Smedley’s magical powers.
Sable is barely seen in this time. Stumble and Esmir busy themselves with everyday undertakings and practice their skills. Gillian is on a quest to learn how to use her new weapons. She is trimming up to be quite a good swordsman… for a girl.
The next part of the adventure, Smedley reminds them, is to find the dead remains of yet another insane dreamfarer. Those remains may have been snatched from the grave and are being used to bring monsters of all varieties into the real world. It is up to our adventurers to find these remains and put them to rest in the dreamscape before any more chaos enters the land. But, will their minds survive the rigorous attacks that dreamfaring will place on them? We will soon find out…