conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Bruendor_Cavescout: Hello there! Welcome to the Faerie Mound of Dragonkind, Riderch the Bard Edition! I got the idea for this thread from pendell, with his Gnomes-100, Dragons-0 thread (which you can read and participate in  here .
  
  This is the first of the solo adventure books (of which Gnomes-100, Dragons-0 is the second). It's not set in any of TSR-That-Was' worlds, but rather a standard fantasy world. The rules are similar to the ones used in pendell's game, loosely based upon 2nd Edition D&amp;D.
  
  This will be one of two open games within the Faerie Mound, the other of which involves Brennies, the Fighter. Play in either of them, or both! While two games will be going on, decisions made in one game will have no effect upon the other. Decisions will be by majority vote, and updated twice a week (Wednesdays and Sundays for now). Narration and die rolls will take place on my end, but in the end, everything is your decision.
  
  Due to copyright laws, the artwork will be omitted, and text will be paraphrased where necessary.
  
  This initial post will contains Riderch's current game state, and will be updated as the adventure within the Faerie Mound progresses.
  
  Introduction for Riderch
   
   Spoiler 
  Riderch is an unparalleled Bard amongst his people.  His knowledge of the stories and songs of ages past is legendary, and he experiences no small amount of contentment at comforting the woes of the present by reminding them of past glories.
  
  But lately there has been restlessness within his breast.  He has grown tired of telling the stories of great heroes, and wishes to create new stories, sing new songs, inspire the folk with new deeds.  To that end, he has come to this faerie mound to seek out a legendary harp.  To be certain, Cwythia, his magical pan-pipe, is powerful indeed, but this harp has been lost for over two thousand years, and its legend is still sung in many lieds across the land.
  
  And so, on this night, he stands before the faerie mound, determined to return with harp in hand, prepared to create new songs and legends with his deeds this night!
   
  
  
  Objectives (others may come up during the game!)
   
   Spoiler 
  1. To find the magical harp hidden somewhere within the faerie mound.
   
  
  
  Equipment
   
   Spoiler 
  Riderch can carry up to three Potions, up to two Weapons, up to three Rings, and up to three Other Objects. His current equipment is listed below.
  Potion 1. None
  Potion 2. None
  Potion 3. None
  Weapon 1. None
  Weapon 2. None
  Ring 1. None
  Ring 2. None
  Ring 3. None
  Other Object 1. None
  Other Object 2. None
  Other Object 3. None
  
  Additionally, Riderch carries Cwythia, his magical pan-pipes.  Prior to any combat, he may attempt to charm a creature into harmlessness - this is successful on a roll of 6 or less on a d12.  He also carries a Potion of Healing (consume this to restore 6 Life Points), a Ring of the Faeries (completely protects against being blinded by any sort of magic), and a Sphere of Defense (smash it to automatically win against one type of creature as long as you are within the faerie mound, used before combat with the chosen creature).  He also carries a non-magical sword.  These are in addition to the items he may find during his travels, and do not count against them.
  
  Riderch is trained in the use of axes, daggers, spears, swords, and bows.  All other weapons he cannot use (but may carry).  He will successfully strike an opponent on a 7 or less on a d12.  Daggers and darts will deal 3 Life Points of damage, while other weapons will do 5.  Magical bonuses add to both the attack roll and the damage dealt, so a +1 dagger would hit on 8 or less and deal 4 damage.
   
  
  
  Current Character Sheet
   
   Spoiler 
  Current Life Points: 40
   
  
  
  The Elves
   
   Spoiler 
  The faerie mound is home to countless fae creatures, but most numerous amongst them are the elves. Undoubtedly, you will meet these capricious creatures and they may either help or hinder your quest.
   
  
  
  Enjoy!
conversations.from: human
conversations.value: Bruendor_Cavescout: Though you have been through this part of the woods dozens of times, never before have you seen the mound that lies before you.  Surely, this is the place you have been searching for.  For a moment, you doubt whether you have a chance of succeeding upon your quest if you are to face creatures that can manipulate the world like this - but only for a moment.
  
  You walk around the small mound, but there is no sign of an entrance.  You poke and prod the earth, even press your ear against the cool ground to try to hear anything within.  You think you hear a faint humming from the mound, but it's hard to say for certain over the noise of the forest at night.
  
  Remembering an old folk legend from your youth, you stand back up.  It's said that should you walk widdershins around a faerie mound nine times, the realm of Faerie will open to you.  By the completion of your eighth circuit, you feel more than a little foolish, and idly wonder what you will do if the mound does not open up when you finish this last revolution.  However, as you walk round the mound for the ninth time, you do see a spot of grass before you glowing.  You approach, and the soil parts before you, and an entrance to the mound is now apparent.  Bright light flashes out from inside, and it briefly blinds your night-adjusted eyes.
  
  You descend into the mound, and you find yourself in an impossibly huge room, far larger than could ever fit inside the small mound that you'd orbited.  "A merry welcome, sir," a voice beside you suddenly says.  You start a bit as you notice an armor-clad elf standing near you.  His gesture is non-threatening, however, and he sports an easy smile upon his face.  "It's a pleasure to see another man of arms here."
  
  The room itself is a grand festhall.  On either side, fae revellers eat finely cooked meats, cheeses and fruits, drink endless carafes of wine, and carouse merrily.  A besotted dwarf presses a goblet of wine into your hand; though your throat is parched from the journey to the mound, you deign not to drink.  Those same stories that granted you entrance to the mound also were  very  specific about not eating or drinking anything in the realm of Faerie.
  
  At the far end of the festhall, you see a grand throne carved in the shape of a reclining dragon.  Seated upon this throne is a short and aged figure you take to be the faerie king.  You turn to the armored elf and tell him of your quest.
  
  "That certainly is a worthy quest, bard.  Would you be so kind as to give us a demonstration of your art?"  He looks towards Cwythia, and you remove her from your shoulder.  You whisper to her to play her heart out, as your lives may depend upon it.
  
  " Your  life, master."  She whispered back.  "I would likely be spared and given to some elven master artist."  She had been a bit standoffish ever since you decided to quest for the harp - certainly pangs of jealousy.
  
  The two of you pipe a tune.  At first, the notes are harsh, but soon a sweet melody fills the air.  Many raise their heads to listen to your pleasant music, but some leap to their feet and dance around merrily in a circle.
  
  You play for a few minutes - or perhaps a few hours, as time moves strangely here - and you then feel the elf's hand upon your shoulder.  "The king awaits," he says, solemnly.  The dancers applaud your impromptu performance, and you step toward the throne.
  
  The king is smiling as you approach, but there's something predatory about it.  "So," he says, his gaze unflinching.  "What is a mortal doing in my realm?"  You explain your quest again to the faerie king, and more than a few of the revellers listen to your tale.
  
  "Utter poppycock!" the little king exclaims.  He crosses his arms, and looks back at you.  "I might be persuaded to allow you to traverse my realm...if you will do a small task for me.
  
  "It's a matter of a lamp, you see.  My wife - the queen, naturally - resides in her own audience hall elsewhere in our mound.  And she has taken a particularly favorite lamp of mine.  If you return with the lamp, I will allow you to leave here with your bauble."
  
  Having no real other option, you agree to find the lamp for the king.  "You'll find the queen over that way," and he gestures vaguely to your right.  "You'll find a pool in that direction.  Leap into it, and it will magically take you to the queen's domain."
  
  The king reclines in his dragon throne, and closes his eyes.  You turn to examine your options, and hear a faint voice behind you.  "You'd be wise to find some magical items along your path, mortal."
  
  There are several exits from this chamber.  A twisted, leafless tree grows on the left side of the chamber - at the base of its trunk is a wide rent, and light flickers within.  There are a pair of iron-bound oak doors on the right, shut tight.  Also, there is a window at the back right of the chamber.
  
  As for interesting features, a stoppered crystal bottle floats and glows on the left table, as does a lantern on the right.  Also on the right table is a lute and a small coffer.  On the left table is a sword in a leather scabbard, and a floating skull.  There are candles on both tables, but the one on the left glows.  There are any number of faeries you could speak with, as well as a winged faerie that scrapes plates into the previously mentioned window.
  
  What would you like to do?