PREVIOUSLY - CAMPAIGN DIARIES 22 - BATTLE OF THE CAVES
Having celebrated the fall of the Caves of Chaos the prior evening, the Owlbear League, minus their companion Immeral, rose for the day from barracks previously inhabited by the acolytes of elemental evil. There is no time for rest though. With their friend Immeral turned to stone by the petrifying gaze of a medusa, the party is determined to make haste to Yartar and restore their friend to the living. Seraphina, their halfling cleric, believes that a powerful priest will be able to channel greater restoration from their deity, and bring Immeral back.
They decide that Clinker, their deep gnome companion should carry the petrified Immeral in his bag of holding to make it easy to transport him. Dain continues to wonder aloud what would happen if they chipped a piece off of their stone companion, but the sensibilities of the larger group win the day, and they do not give in to his morbid curiosity.
They pack, wishing their chitine companions goodbye and receiving the thanks of many, including Uelwyn, the leader of the chitine. She thanks the militia for their sacrifices, and Urgula, one of the militia leaders thanks Uelwyn for helping them defeat the evil that was here. Atlas promises to return to see their progress and hear more about their relationship with Mizar, the extraplanar unicorn they are now devoted to. The Yartar militia they came with gather their two dead and place them with reverence in the League's covered wagon. Big Al joins them, discussing something with Vald about a butter delivery as they hitch the oxen, then they make way north, with many arms waving behind them, back towards the abandoned city of Conyberry. Vald and several chitine join the adventurers on their march, they will travel to the Butterskull Ranch and gather the female and children chitine left there in safety. During the battle of the prior day.
After some miles, they pass near the place where the chitine emerged from, off in the distance, barely in sight. The place where they met Hamun Kost and where the stones still stand in a ring marking the caverns of Cahervaniel. The team ponders somehow sealing the entrance to the dungeons where the "bad" chitine live, but that is a mission for another day. Several hours later, they arrive to a warm welcome at the Butterskull Ranch, where the chitine are pleased to see their husbands and fathers and hear the good news about the caves. There has been quite a bit of progress with the barn that is being rebuilt, and Big Al has called the workers over, asking how they have gotten so much done in just a day. Jaskal, the barn raiser admits something to Big Al. "Well, we wouldn't have been this far along, but the chitine are pretty handy with those four arms! We got the trees cut, trimmed and hauled in hours. Would have taken us a week. Had enough time to get the first posts up, and even the base of the roof this morning." Then he lowers his voice out of earshot of the chitine. "They have a funny way of making rope though!" The group laughs - having some familiarity with the web-making abilities of the chitine. "Hope that's alright, Big Al."
"That's fine." Al says, but the bonus I had for you will go to the chitine for their labor.
Jaskal frowns a bit, but says nothing.
"I guess this is a farewell for now." Big Al tells the League. "Drop by if you're ever on the Triboar Trail again. You are always welcome here."
"We will." Orryn says from atop Lady D., and with that, the League and the militia continue on to Triboar. They spend a single night in the woods, the militia somber about the friends they lost, and the adventurers trying to keep their continuing thrill of victory to a minimum in front of the grieving townsfolk.
The night along the road had passed uneventfully for the adventurers and militia, although the night delivered some chill air, a reminder that the summer was ending soon, and the north would grow cold quickly. They gathered their things the next day and made the final trek into Triboar, arriving in a few hours.
The normal bustle of the town was a welcome site, and the militia's hearts seemed to warm a bit. Daratha Shendrel, Lord Protector of Triboar marched right from her tilted tower in the center of town, seemingly magical in her knowledge that they arrived. She walked right up to Urgula, on of the militia leaders, and without seeming to count, states rather than asks "You are short two."
Urgala responds "We lost Kerrick and Dennon. They are in the wagon. I am surprised we did not lose more. The chitine lost a couple too, as did the League, sort of..."
Daratha gives her an odd look, but Urgula continues. "But the Owlbear League won the day. The cult and their skeletons and zombies were defeated, bugbears and orcs killed to a one. The goblins ran off, the minotaur and medusa destroyed, and the cult leader defeated. Even their evil shrine was re-consecrated, although if you asked me three days ago if I wanted a bunch of four-armed spider-creatures worshipping a unicorn god in a canyon a day away from Triboar, I probably would not have thought that a great idea." She turns to look at the party. "Given the alternative, I think we would have had great trouble coming from those caves if the League did not fight for our safety with their very lives on the line. They did good. We all did. I'm going to wash up. I will come by later and tell you the full story. You better have a drink ready for me."
Daratha smiles and nods. She turns to some fresh militia forming behind her. "Take the bodies in the wagon to the cemetery." Then she turns to the League. "What are your plans?"
Seraphina speaks up. "Our high elf is a statue in a magic bag. We're off to Yartar in the morning. We will see the high priest there to get him restored." Daratha nods. "I wish I could help, but I know a sword and a shield and not much more. You have friends now in Triboar, and you have our thanks. Let us know if we can do anything." With that, Daratha turns and follows her militia carrying the bodies of two of their fallen down the street from the tower.
The militia and the League take leave of each other, and the League heads to the barn of the pony farm, where they again meet the curious owners Janna and Merivold sitting on their porch, sipping tea in the evening. They ask if they can all spend the night in the barn, preferring it to snooty inns (although Clinker voices that he liked the beds). Janna suggests that Clinker could stay in the house with them overnight and both the old ladies giggle. Clinker takes them up on it and Atlas looks a bit sick. The group shares a few words on the porch, but wander into the barn bit by bit, the adventurers climbing up into the hay loft, and they pass the night peacefully.
The next morning, it is off to Yartar, and the League spends the day marching east along the road, which is known as The Evermore Way east of Triboar. A river loops down and follows the road on the north side, and the Dessarin hills grow to the south as they approach the big city. The road is busy about half-way through the day, but tapers off in the late afternoon, and they share nods and smiles with travelers on the other side of the road, if not a few odd stares at their owlbear. They camp for the night uneventfully, regaining their strength and resting weary bones. The clerics pray, the mages study, and the ranger brings back dinner from the woods. Rabbit stew tonight, with a bit of kick from Ol' Death Whisper, Clinker's seemingly endless flask of hooch.
In the late afternoon of the next day, as they approach Yartar, they are astounded at the sight of a massive bridge spanning the River Surbrin. It is made of black stone and rises higher and farther than any of them believe possible. Dain informs them "It is the Stone Bridge. Built by dwarves in ancient times as a temple to Moradin. Its single arch is two miles in length and rises to almost 400 feet. It is solid granite, and can stand through any flood." As they approach, they are even more astounded that the bridge, roughly six paces wide, has no railings or barriers. Kron'k asks "Didn't those ancient dwarves believe in railings?"
"The sure of foot need no rail. Besides, there's water beneath most of it." replies the proud Dwarven barbarian.
They begin the long slow trek up the ramp of the bridge, forming a single file despite the width available, and only broadening their path for travelers coming from the east. By the time they reach the other side, it is nearly dusk, and they are welcomed with strange looks at the fishing village outside the gates of the town proper.
"The sure of foot need no rail. Besides, there's water beneath most of it." replies the proud Dwarven barbarian.
They begin the long slow trek up the ramp of the bridge, forming a single file despite the width available, and only broadening their path for travelers coming from the east. By the time they reach the other side, it is nearly dusk, and they are welcomed with strange looks at the fishing village outside the gates of the town proper.
There are city guards, dressed in uniform, much easier to pick out than in smaller towns, and in larger numbers. Those guards halt them at the base of the bridge.
"Your business in Yartar?" the guard ask while another holds quill to paper against a board.
"Our friend was turned to stone by a medusa. We want to have him restored." K'ronk says of his friend.
"Is the medusa dead?" asks the guard.
"Very." says K'ronk.
"Got the head?" says the guard?
"No." replies K'ronk curiously.
"Bet it'd fetch a pretty penny from the apothacary or an artificer." the guard replies. He turns to the penman. "Put them down for medical help." Then he turns back. "Caravan grounds are on the south or east side, but I would stay east. South is a bit of a mess right now, we've had an earthquake and flood. You may be camping in the mud, but we have to keep the port clear."
"Thank you." K'ronk replies.
They make their way east along the main town road, slopping through puddles and mud along with many, many other people going about end of day business. Shops are closing, taverns are thriving, and although there is a collapsed building here an there, cracks in many others, and whole logs propping some up, life seems to go on as normal in this prosperous town. They notice the different regions of town, wealthy, poor, militia, leadership, traders, tradespeople, etc. It looks as if the poor section is the south side of town, particularly hard hit by recent tragedies by what they can see from the main road.
With the last light of day, they make their way through the center of town and gather at the caravan grounds at the west side of town. Many tents are in the mud, but luckily they have a covered wagon, so can take turns sleeping off the ground. With Immeral indisposed, they are down to seven, but Orryn offers to take Lady D up the road a bit to some high grass and sleep with her, rather than in the mud of the caravan.
With that, they pass the night and gather together in the morning.
The next morning brings the party together, but only briefly. Orryn has been in discussion with his companion owlbear Lady D about a saddle, she feels the horses are dressed more fancily than her, and she desires their accouterments.
Seraphina is clear on their mission though. "The big temple we passed is a temple of Tymora, goddess of luck. By the size of the temple I can see that is where the clerical authority in town resides, and not having seen any other temples, I am sure there are enough worshippers for a powerful high priest. That is where we must go."
There is no arguement with the fiesty halfling, and they leave their cart and oxen in the caravan grounds, heading back into the city.
The morning bustle is similar to the prior evening, but they make quick passage to the temple of Tymorra, which they learn is called The Happy Hall of Fortuitous Happenings. There is much bustle about, but in short time they are welcomed by a young priest.
"Welcome travelers. I am Keldren, cleric of Tymorra, the goddess of luck. May chance fall favorably upon you. Are you seeking a place to stay for the night? Adventurers are most assuredly the greatest chance-takers and Tymorra opens her temple to you."
Seraphina replies. "Actually, we would like to meet the high priest on a matter of some urgency. We have a friend who has been turned to stone by a medusa's gaze."
"By Tymorra's toss!" the young priest replies. "I have never heard the like, but obviously a serious matter. The conflict is that Bodal Barsk, high priest of Tymorra is quite busy with recent calamities that Tymorra has challenged us with. One must suffer through a bad flip to get a good one you know."
The group nods, getting the gist. Before they can try a second appeal, the priest continues. "Let's see what Tymorra would say." With that, he pulls out a shiny gold coin and flips it high into the air. "It must fall uninterrupted." he says and they back away as the coin comes back down to meet with the floor and takes a short bounce."
"Heads!" Keldren remarks. "Tymorra looks favorably upon you. I will see if I can secure some time with the high priest by the end of the day. Please return near dusk."
"We will." says K'ronk. "Might we also ask where the cleric delegation is helping the wounded from the earthquake?"
"Oh yes" Keldren replies. "They are besides the caravan yard on the south side of town, tending to the unfortunate."
"Thank you, we will see you this afternoon. And you said you can put us up too?" K'ronk asks.
"I can certainly see if there are any beds available. The inns are pretty full since we lost some buildings in the quake. Six of you?" he asks.
"Seven."
"Very well. I will do my best, given your unique circumstances."
Meanwhile, Orryn has found himself a tack and saddle business, and enters the shop. The proprietor introduces himself, he is a thin middle age human male with spectacles, but strong looking hands. "I am Laralen, how may I be of service?"
"I am Orryn, and I am looking for some custom tack and saddle to be made for my mount. She is a bit unusual though."
"Not a problem sir, why I once had the pleasure of outfitting a hippogriff under thrall, and I often supply the gear for the knights of Featherdale Spire and their giant vulture mounts. Oh my!" He reacts as he exists his establishment and finds Lady D tied up with a rope to a saddle post. "An astounding creature sir, may I measure her?"
Orryn passes some whispers and clicks and gestures to Lady D before telling him that she is fine, and she seems very excited by the idea of the tack being prepared just for her, standing as tall and proud as she can on all fours. After the measurement, Laralen continues. I will need three days sir, and 20 gold would be the cost.
Orryn fishes the coin from his belt and adds five more. "Make it in two days if we can Laralen."
"Very good Mr. Orryn." and he turns briskly into his shop and closes the door.
The team doesn't have to wait beside the temple long before Orryn rejoins them and they head to the southern caravan grounds to seek Sister Garaele. They are very fortunate, there are tents upon tents, but the larger ones seem set up for healers, and in short order they come across the sister.
"The League, how wonderful to see you! Is Immeral not with you?"
"That's what we wanted to tell you." Nowhere begins, he is sort of incapacitated.
"What do you mean?" she asks with concern growing.
"Stiff, very stiff." Dain tells her. "Stiff as a board, can't move a bit."
"Does he need some healing? I left a potion with him, I am a bit taxed, but I will be praying in a few hours for strength from ??????."
Nowhere frowns at Dain as K'ronk turns to Sister G. "It's going to be alright, but it's easier if we show you. Clinker..."
With that, Clinker removes the petrified Immeral from his magical sack, standing it in the healing tent of the cleric's delegation.
Sister Garaele cries out softly. "Immeral..." and a tear runs down her cheek.
K'ronk continues. "We have an audience with the high priest of Tymorra this evening. We believe a spell of greater restoration will heal Immeral, but it is beyond Seraphina's abilities."
"Or mine." she adds, as she caresses the cheek of petrified Immeral. "I wish there was something I could do, but our mission continues south in just two days. The clerics delegation is heading south to Waterdeep, there is news of famine in the south, and we are meeting some druids along the way in Belliard who we hope can assist before the growing season is over. Are you sure there is nothing I can do?"
"No, but if there is, we can get in touch." K'ronk states. "Either in Belliard or Waterdeep."
"Alright." she says. "Do take care of him."
"We will." Seraphina adds, and with a heavy head and heart, Sister G. goes back to helping the needy.
The League heads back into town, perusing the shops and killing the afternoon. They find some fine eateries, and make some minor equipment purchases. Filling their packs with food and equipment for their next journey. The evening approaches before they know it and they return to the Happy Hall of Fortuitous happenings and with little delay, are escorted to the chambers of the high priest Bodal Barsk.
He sits on a chair that looks throne-like in a fine room just off the main temple. He is an old human man with white hair and a warm smile. "Keldren, leave us. We are friends here." Keldren looks surprised, but bows to his master and leaves the room, just a pair of guards at the door outside.
“Welcome friends, adventurers I understand. May Tymora bless you! I understand you have had misfortune. Such are the dies that Tymora casts. Tell me of your woe.”
Seraphina explains their situation, and the need for restoration of their friend Immeral. Bodal listens attentively and nods during their speech. When he is sure they are done speaking, he responds:
“Times are very tough in Yartar, and the priesthood here is taxed with healing the sick and diseased. I am exhausted of the ability to help right now.
I am sorry that I cannot help you with your quest for the foreseeable future. There is though, something that might benefit the church of Tymora, a favor of sorts, that adventurers of your competence should be most adept at. If you would take on such an effort for Tymora, I am certain that she would look kindly on your efforts and grant me the strength to help your friend, even in the midst of our crisis.”
Seraphina looks to her party and they nod. She asks what this quest is.
“The matter requires some discretion, but I will have to play the hand that Tymora has dealt me, and trust you can keep this confidential. But let me start long ago...
Thousands of years ago the elven realm of Uvaeren was home to magic and knowledge beyond measure. The elves stored and protected their lore in vaults spread throughout what is now the Savage Frontier, then attuned those vaults to various keys that could unlock their secrets. The Diamond Staff of Chomylla is the key that came into possession of my church, and it was my intention to use it to locate and unlock the lost lore of Uvaeren for the good of mankind, and especially to prevent it from falling into the hands forces of darkness.
Several weeks ago, the Diamond Staff was stolen from the church, an item that was embarrassingly in my possession. Tymora shined fortune on us, as there was a traitor in the midst of the villains, someone who had learned the kindness of our church and discovered the true nature of the theft. The thieves were from the Cult of the Dragon, and they were stealing the Staff for their master, one of the most feared beasts in the north, the dracolich Dretchroyaster, an undead dragon.
A dragon which once lay dead, killed by adventurers such as yourselves, but revived by the members of the cult who seek to empower it as a fearsome weapon. They took the staff to its lair – deep in the woods in a series of underground caverns where there was a forgotten temple to the dead god Bhaal. The Cult was promised by the dracolich that it would share the knowledge and power of Uvaeren with them, but it did not. It changed its plans and instead plans to use the staff to draw the power from Uvaeren to itself, in the goal of becoming a creature beyond even the undead world, a dragon-god eclipsing even Tiamat, god of evil dragons. Many of the cult did not care that Dretchroyaster wanted this power - they live in its shadow. But one saw through the nature of this deception - that Dretchroyaster seeks only power, not the worship of humble followers.
What I need from you is to go to the lair of Dretchroyaster and retrieve the staff. I do not believe you should confront the dracolich head-on, doing so would be… unwise. You cannot truly kill the thing, it is a lich and a lich can be destroyed, but unless its soul, which is stored in a phylactery, is destroyed, it will re-form within days. Since being turned to a lich by the cult, it has grown powerful, but is still gathering its strength and learning the magic of the undead. It takes decades, but Dretchroyaster is impatient, and the staff will accelerate the process.
They probably have hidden the phylactery of Dretchroyaster somewhere in the complex, or maybe Dretchroyaster has hidden it or placed it with some guardian. If you were to come across such a thing and destroy it, that would be Tymora’s luck, as destroying the phylactery of a lich sends its soul to higher planes of existence and without the intervention of a god, the lich cannot return.
I have gathered some knowledge of the layout of the lair from a former adventurer who has been there before, and who was kind enough to provide a rough map of the complex. The question before you then is this: in order to save the life of your friend, will you risk your own? The god Tymora bestows fortune on those who tempt fate."
With little more said, Seraphina turns to the party and they nod, and she gives Bodal their agreement.
"Excellent." Bodal exclaims.
"Listen carefully then, as the way is on no map. To get to the lair, take the Evermore Way west to the city of Calling Horns. Take the road south from there, known as Jundar’s Pass. You won’t take it far, as soon as you cross the Dessarin River at Dead Horse Ford, there is an unmarked road heading east called The Olde Road, and it leads into the High Forest. It should take you five or six days to reach a logging town in the forest called Woody Glen. From there, follow the river east into the High Forest, all the way to the Lost Peaks.
Hadarr, the adventurer I consulted, said the last stretch is 2-3 days east along the river. If the Cult of the Dragon is frequenting the lair, there will be a trail. Follow the river east and as soon as the trees open to the mountains, you will see a lone hill besides the river. That is your destination – the lair of Dretchroyaster.
The important thing to know is that apparently Dretchroyaster and the cultists have the staff warded so only Dretchroyaster and the high priest of the cult, Silakul can get in. But, the wards can be opened with four keys. The keys are scattered around the caverns, but you are in luck, the Cult of the Dragon traitor brought one to me that he stole while leaving the vault. They may not even know it is gone.
Bodal shows you a 5-inch figure, seemingly carved from black stone with a hooded and cloaked drow assassin holding a dagger with a wavy blade. He continues. “The idols are not only keys, but each has magic abilities. The idols each have its name inscribed along its base in Common, and has a blood-red rune on its underside. Once per day, a creature can trace the rune with their finger, and doing so causes it to appear upon the tracer’s forehead. That person can then use the magic of the idol. This one is called: Poison Most Foul. The cultist said it imparts a poisonous magical effect on any weapons wielded by the bearer.” It also unlocks the wards currently on the staff as they prepare to extract the energy from it for Dretchroyaster.
Bodal then hands you a map. It looks freshly drawn. “The map was drawn by Hadarr Karayaka of Calimshan, who was at the lair 20 years ago. He is an adventurer who has sort of settled down in his old age. In his youth he rode with Sir Elirah Isteval and Jekk Ironfist into the lair.
Back then, Dretchroyaster was simply a green dragon, and although they defeated the dragon, Isteval was gravely wounded and their healer had perished in the caves. The journey back to civilization was slow, and the healing done could not fully repair Isteval’s partially healed leg.
As you can see on the map, there are several entrances, you might have to explore one, and back out and try a different one if they don’t work out. Ha! Look at me, trying to tell the adventurers how to adventure. Let me assist in my own way though.” Bodal, the high priest then goes back to a cabinet deeper in the room and gathers something from it, returning to face the party, then he takes a second look, turns back to the cabinet again, as if unsure he has gathered enough. You can see he has several items for you. And hands them out, six healing potions, three potions of poison resistance and a scroll.
“The scroll is a prayer for a Hero’s Feast. Once read, Tymorra will bless you with a meal of magnificent food and drink. You need at least half an hour to consume it, but the benefits won’t appear for an hour. When you do, you will be cured of any diseases or poison, become immune to poison or fear, and resist magic attacks on your mind. You will gain vitality as well, but the effects only last for 24 hours, so use it wisely.
Remember, unless you are far greater in ability than I believe, and I think not since you need my help, then you should not attempt a direct assault on Dretchroyaster. Oh, and one other matter. The traitor mentioned one odd thing in passing – he mentioned that there are Troglodytes who guard the eastern entrances, and they do not always get along with the Cult, something about their foolish belief that the dracolich is actually a god and should be referred as such. I am not sure what help that brings, but use it as best you can. May Tymorra bless your chances.”
The group digests all they have heard, a few making quick notes, and then they depart. Keldren is waiting outside the room.
"His excellency granted you much time! Have the fates shined on you?"
Orryn states, "I'm not exactly sure."
"Excellent!" Keldren states "Tymora would have it no other way. Allow me to show you to our shelter."
With that, the League is shown to a large building used as a shelter, where many travelers bunk for the night on narrow cots, barely of the floor. For the league it is fine, the building is warm and their will be no dew on their tarps by morning. They retire for the night, many questions about the coming days swirling in their heads.
In the morning, the Owlbear League decides not to race directly out on their quest, but to wait another night for Orryn's riding equipment to be done. Their day goes peacefully, exploring the town until they get a bit thirsty and Dain and Clinker persuade the team to veer off into a tavern for a drink. The one the fates bring them to is called "The Cointoss".
The Cointoss is a rundown tavern frequented by locals trying to avoid intrigue and tourists. The proprietor, Tanaskar Moonwind almost seems displeased that the group has arrived, surprising since there are only a few other patrons in the shoddy establishment, but he lets them take a couple of tables.
They order a round of ale and settle in, when a question comes to Dain. When asked why the tavern is called The Cointoss, Tanaskar explains that if they toss a copper through the eyeslit of the helm hanging behind the bar, they get a free drink. Drinks are only 5 coppers, but Dain takes 20 coppers and tosses them at the helm merrily. Clinker thinks this is good entertainment too, and although they manage not to get a single coin in the slot, Tanaskar appreciates their dedication and buys them a round.
Dain asks if they can drink out of the helm itself, and half-amusingly, half-annoyed removes the helm from the post which it sits atop and offers it to Clinker and Dain, filled with ale. "I want that helm right back or I'll have to thrash you" he says, only half serious.
They finish sharing the ale, the rest of the League taking a detached view of the shenanigans, then wonder what else they can drink out of. Clinker remarks "I have been wondering about your great axe, many fine dwarvish axes have a hollow handle for balance or for hiding maps." Dain loves this idea, and they unwrap the leather handle to indeed find a narrow cavity in the handle which they order ale to pour into. They ale is quickly fouled with a bit of rust, sweat and worn leather, but they continue to drink out of it for several rounds until the rest of the League has taken turns wandering off and shopping. By early evening Dain and Clinker have to be carried back to the Happy Hall of Fortuitous Happenings, both singing a bawdy ballad together which disrupts some of the other travelers staying in the temple, but they keep their opinion of the behavior to themselves, and before long Dain and Clinker are quickly asleep in their cots.
The rest of the League go to a nearby inn for a meal, and then are off to sleep themselves.
The next morning, the Owlbear League gathers and tries to wake Dain up with little success. Clinker, apparently a bit more experienced with waking from inebriation pulls himself together, but it requires a bucket of cold water delivered by Atlas to wake the snoring Dwarf. Several other travelers look suspiciously at the group, since they are in a very public dorm in the temple of Tymorra.
When he is sitting up, Clinker remarks, "What you need is a drop of Ol' Death Whisper to get you on your feet again. Just a drop, or you might lose an eye!" and he hands the recovering barbarian his flask. Dain takes a tiny sip and shutters a bit, but gets up and starts putting his things together, the spirit apparently working - somewhat.
The others wait patiently, ready for their journey to the town of Calling Horns and beyond. They gather their packs, collect Lady D. from the stables, and finally retrieve their cart and oxen and head east on the main road - the Evermore Way. It is two full days travel, but the road is easy and the weather pleasant, if not a bit chilly overnight. They reach the small town of Calling Horns by nightfall the second day on the road, and aside from a fine meal and some ale at a local in called The Nine-Legged Spider, they keep to camping out and keeping their own company.
The group heads south of Calling Horns along a road called Jundar's Pass, which is more of a trail than a road, having very little grooming, although it seems well traveled. They cross the Dessarin River at Dead Horse Ford, and as per Bodal Barsk's instructions, follow a much thinner trail east called The Olde Road. In the afternoon, they enter the High Forest and press on to Woody Glen.
The road turns north, into a lush, wooded valley. The group descends along the road, and trees gradually recede to reveal a splendid view of a beautiful countryside in the late afternoon light. Large fields of golden wheat, barley and corn run up and down the gentle slopes of land. Small, sparkling streams and ponds dot the landscape here and there. Several quaint farmsteads come into view as the party travels down to the far end of the valley and the town. The Olde road continues past the farms, north across a bridge over the river, which runs to the northwest from the southeast, before turning east into the woods again.
A quick stroll in the town reveals only one inn, and although they are startled at The League's Owlbear steed, they take them inn for the night, Lady D staying in the stables. The evening is uneventful, the townsfolk quiet in the presence of strangers, and seemingly not too friendly.
STILL TO WRITE:
Travel to the Lost Peaks
Entry from the West.
The obelisk cave
Lizardfolk swimming
Teleportation circles
A room with a boat
Parting the mists
Captured by the cult
NEXT - Campaign Journal 24 - Into the Dracolich Lair.