The Forsaken finish their discussion with the nearby White Raven members and depart after bidding them goodbye and thanking them for the assistance. Our group heads towards the line between the Silverwood and Mitt Quagmire. Xander casts a sending to Grimnok indicating that we are nearby and would like to meet up, giving Grim our location.
We enter the thick and primeval quagmire, carefully threading our way through. The party proceeds through the area, but it soon becomes impossible to proceed with our wagon. We prepare to leave it behind and move on foot, but as we do, six nearby trees show themselves to be treants. Their leader intones that our coming was foretold, and that they must defend the forest against us. The group does not take kindly to this proclamation, and a battle ensues. Some treants move in to engage the party in melee while others hold back and throw rocks. Their leader mumbles something in Treant and nearby trees begin to sway threateningly. Blows are exchanged on both sides before Picket throws a fireball at two of the malevolent trees, lighting them on fire. The fight continues, with Pretor shockingly grasping one of the treants and Tim running up and bravely stabbing another with his rapier. More blows are struck, and more fireballs are lobbed. Amadeus conjures a wall of fire, engulfing several trees. Grimnok comes thundering out of the forest towards the end of the fight, distracting and clubbing an errant treant. We eventually defeat our leafy opponents, with everyone standing.
Post-battle, we carve the heartwood out of the lead treant for future use. The Nessian Chord then greets Grimnok and we trade tales. He informs us that there are a great deal of trolls in the area. Small groups of them avoid him, and he avoids the larger groups. He also saw some signs of centaurs, but no actual centaurs. We catch him up on our exploits, and resolve to travel on together. The group gives Grimnok Iron Sams's sword before we head out.
The party moves further on, covering our tracks as we look for a place to rest. We come to a clearing in which resides a tall tower. The top part of the building looks jagged as if it exploded outward with great violence. This theory is further supported by the granite rubble strewn about the area. Vine and moss cover the stairs into the tower. The scene looks suspicious, so we resolve to do some reconnaissance. Amadeus sends his familiar to the top floor to investigate, but the bird disappears as it crosses the upper threshold of the tower. Pretor’s familiar enters the front door and sees nothing but broken-down columns, but feels a great unease and discomfort as it enters the tower. We elect to rest upon the steps of the tower before venturing further, (which elicits a rousing discussion as to the nature of resting) but our rest is interrupted by giant spiders! The spiders swarm down the sides of the tower as we engage them in combat. Although we make short work of them, their presence further lends an air of hostility to the tower. However, our natural curiosity and lust for treasure will undoubtedly pull us inside anyway...
The adventures of the party as recorded by the Chronicler
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