Chapter 23 - Weedkillers

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Days 49-50

Having feasted and slept peacefully, the next morning saw the party preparing to return to the road and their journey northward. Taking a moment aside with their host, Aldur plied her for information of the road ahead. She could offer only vague directions for their journeys in the lands beyond her woods, but did suggest that the party might be able to find an alternate way across the swamps that protected the Tarminastir home. She suggested they seek out a gnomish village on the edge of the swamp, just north of her domain.

As they resumed their travels, Aldur, Trykaar and Leandrie began to notice that their packs seemed a little lighter, their endurance stronger, and their reaction abnormally keen. Realising that they all wore iron rings taken from the gnomes the day before, they surmised that they must be magical, and suggested that Jrak too might wish to wear one. However, as midafternoon approached, Aldur began to feel less alert, his memory more elusive. At the same time, Leandrie and Trykaar began to feel as if they were struggling against a cloud that threatened to slip over their minds. Worrying that this too might be an effect of the rings, they attempted to remove them, only to find that the rings had welded themselves to their flesh and could not be moved. Leandrie called the party to a halt so that he could study the various magical rings that had been taken from the elf and gnomes, determining that the iron rings from the gnomes were all afflicted with a curse that drained mental energy to increase the wearer's physical abilities. Leandrie resolved that the next morning he would pray for his god to assist him removing the curse from the rings.

Other than the worry over the nature of their rings, the first half of the day's journey was uneventful. Aldur scouted ahead of the party as they made progress down the road, not meeting any other travelers. Late in the afternoon, Aldur spotted a strange mound of vegetation alongside the road. Something about how some of the vegetation seemed to sway against the wind caused him to pause and alert his traveling companions. Cautiously he approached with Neela and Trykaar to get a better look, and Trykaar was reminded of tales he had heard of a creature called a Tendriculos that was known to be found in the fey wilds. Appearing to be a mount of vegetation, it lurked by the side of pathways, waiting to ensnare and devour innocent travelers. As they cautiously approached, the mound began to stir and they stepped cautious backwards as it slowly moved towards them. Then, suddenly, it learched forward, reaching out with grasping tentacles that bludgeoned Neela. Combat was joined, with the party cooperating to hack the creature down. As they did so, they could see destroyed portions beginning to regenerate, but Jrak's powerful maul soon had mashed the creature into a pulp that ceased growing. As they searched through its remains, finding decayed items that had likely belonged to less fortunate travelers, Leandrie discovered a brass mug inlaid with finely-crafted jade.

The evening found the party still within the confines of the wood, the identification of the rings having slowed their journey considerably. Heeding the dryad's warning, they rested for the night within eyesight of the road. In the morning, Leandrie was able to call on Isten to remove the curses from most of the rings, but his powers waned before he could remove the curse from the final ring worn by Jrak.

The party resumed their journey once again, eager to see the end of the forboding Dryad Wood. As they made their way down the road Aldur was perhaps too eager, keeping his eyes always on the pathway far ahead, hoping that it would soon reveal a vista devoid of the wood's towering trees. Thus it was that he didn't notice when a matt of vines covering a tree alongside the road suddenly detached to form a humanoid creature. Suddenly, it was flowing around him, engulfing him in its form and constricting around him. As his allies rushed to his aid, a thick root worked its way into his mouth and down his throat and he passed into unconsciousness. Neela too was soon engulfed, but frantic effort by the remaining party members managed to fell the creature. Leandrie put his healing skills to use in reviving Aldur and they resumed their travels, Aldur now paying more attention to the forest around them.

In a short time, they found themselves faced with a familiar sight; a creature like the one they had seen guarding the road at Viz. This time, having obtained a Tarminastir ring, they approached with confidence and the creature stepped aside, allowing them free passage into the lands beyond.

The party wasted no time in seeking out the gnomes that the dryad had mentioned. Turning eastward from the road, they traveled through a forested landscape that carried none of the forboding of the woods behind them. After two hours of travel, they found that the ground beneath their feet became peaty, with pools of water in every depression. Shortly after, they stood on the edge of the swamp. A quick search by Aldur revealed a trail that bore the impression of small feet, obviously traveled with some frequency. Heading north, they followed the trail until they saw a timber wall ahead of them, enclosing a forested area. Small figures could be seen standing guard: the gnomish settlement!

Approaching the settlement, the adventurers were warmly welcomed by the residents. They seemed particularly eager to please Aldur, nervously seeing to it that he was offered their finest food and accommodations. Hearing mention of missing children, Leandrie took their leader aside after the feast and told him of the gnomish children's heads that they had taken from the old woman and subsequently destroyed after appropriate ceremonies to remove the evil taint. The gnomes were devastated but grateful for the news. The party questioned the gnomes about how they might cross the swamp to Tarminastir and were told that the gnomes could take them by boat, but that it was a dangerous trip and the crews would want to be paid in gold. The party offered the jade-inlaid copper mug, which was accepted as payment for the outbound journey. The return trip would cost them a gold piece per crew member each day, with four gnomes navigating each boat, one for Jrak and another for the rest of the party.

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