Adventure Three, Session Two
When we last left our heroes they had just returned to Bramble with the Rod of Ryktuss. After leaving Zelna to rest in their "haunted" house, the party returned to Krimko and relinquished the rod. They received payments and gifts as noted in Adventure Three, Session One, and Krimko tasked them with their next adventure (also detailed in "Session One").
Krimko also mentioned that in their absence, he learned that many other items both magical and cursed had begun to disappear from places thought secure. Some even from under the watchful eye of The Boorka themselves. Krimko believed that perhaps another party was seeking items, just like they were. But this party may be serving dark forces. Perhaps, with all their recent activity in the west, even The Lentokki.
The subject then turned to Zelna, as Krimko was eager to see his lost love. The party escorted him back to their estate, only to find that Zelna had left in the night! All she left behind was a note. Krimko was too heartbroken to read it, and asked Teffa to do the honors. She read it out loud, and it basically was a farewell letter from a woman who clearly felt she had wronged her former lover. She vowed to one day return, once she'd found herself. But essentially, that was that.
Krimko, now really heartbroken, left the party to their own devices.
Later that night, as some slept, Teffa went out hunting in wolf form while Mangy tested out "Belia", his flying carpet. After he made a few loops of the parameter, he returned to bed. As Teffa, still in wolf form, returned to the house, she sensed something. A smell. One she hadn't had a whiff of in a good many years. She closed in on the smell, only to find the hedges lining the outer wall of the house dappled in blood. Blood that tasted (yes she tasted it) like that of her own Qualenti kind.
She followed the path of the blood until it abruptly stopped. Then she looked up and saw something. A shadow of a person. Climbing on the side of the house, a good fifteen feet up towards the second floor. Teffa began to howl a warning for her companions, and several were roused from sleep by the sound. As Oltorf went to the window of his room, he saw a flash! Then two legs shot in through his window, striking him in the chest and tossing him back against the opposite wall. A moment later, a female Qualenti (drow) landed in his room, creaking the floorboards with her deft landing.
As Oltorf approached defensively, suddenly the intruder dropped to the floor. She was clearly wounded and weak. Oltorf went to check her out. Concurrently, Teffa rushed inside the house (still a wolf) and took the stairs to Oltorf's room, where she began scratching at the door. By now, the others were roused and both Temerity and Mangy came to see what all the ruckus was about. Oltorf opened his door, and Teffa saw... her sister!
Nessa, Teffa's younger sister, lay wounded on the floor. Teffa quickly transformed back to her humanoid form and went to her sister's side. She allowed Oltorf to lay on hands in order to heal her, and soon Nessa, though still weak, was on the mend. Something had clawed her side. Something she described as a creature like a bipedal tiger. Something the party was instantly familiar with. Teffa's hunters. The ones who attacked the wagon on the return trip to Bramble.
Nessa was able to fill in some of the blanks regarding the apparent bounty put out on her sister's head. It seems their mother, the matron of House Dey'orl, had fallen out of Lolth's favor and dropped from 5th House of Nyrthanguul to 6th. The "Demon Queen of Spiders" being the patron lord of (mostly) all Qualenti in the Underdark. Matron Seratia had apparently sought outside help from a mysterious being more powerful than herself, in order to restore the honor of Dey'orl in Lolth's eyes. In a vision, Seratia saw that she must sacrifice her heathen daughter in order to appease the spider queen. She enlisted the help of her unknown ally to use its minions in order to track Teffa down. Thus, the Rakshasa "tiger people."
Nessa informed the party that enemies would be coming for them, and that they should keep alert. The party decided they should probably hit the road the next day, leaving Nessa under Krimko's protection. And that they did, after hiring a carriage to take them to Angleport.
Along the road to the cosmopolitan city, the party knew lay the lair of Hedda, the hag they recently did battle with. Before the hag's evil sister (disguised as the innocent girl Shelia) fled, she mocked the party, telling them the real Shelia was trapped in the root cellar of their old cabin. Now, with several days to kill before their trip across the Inner Sea, the party decided to return to Hedda's place and deal with the hag sisters. The only problem was getting the carriage driver to go along with the plan.
They got him to stop near the entrance to The Dullwood, but when it was clear he didn't wish to stay, an altercation broke out. After some intense and heated moments of intimidation, the driver agreed to wait with the horses while the party sought out the hags. The fact that Oltorf offered him more money likely helped the situation. In any case, Guy remained with the carriage to both protect the driver, and to make sure the man didn't take off and strand them there.
The party entered the woods, following the dark and perilous path to the clearing where they would find the hag's cabin. Along the way, they soon came to think they were being followed. Mangy walked ahead and encountered two wandering centaurs, both with sickly black skin camouflaged with green and white paint. After a brief parlay, Mangy convinced them to aid in their assault on the hags, as the centaurs were no fans of the wicked sisters. The horse-men agreed to hang back and cover their rear, while the party advanced upon the cabin itself. And that they did... at least until they reached the clearing.
Here, they saw Shelia, tending the field of Skullblossoms, just as she had before. It was as if nothing had happened. Temerity used her "Gem of Seeing" to take a better look at "Shelia." Sure enough, the true sight of the gem shone through the illusion, and revealed the imposter as the hag she truly was. "Shelia" then noticed the party and realized they could see her... the real her. She gave a command and the party was quickly assaulted by a large number of the hag's quickling servants. As they fought the lighting fast little monsters, they noticed the treant previously summoned by Guy, standing quiet and still right beside the cabin.
"Shelia" ran for the treant, standing right before it and possibly casting a spell. The party managed to destroy the first wave of quicklings, sending the few remaining fleeing in retreat. But what exactly was the hag doing with their treant companion? What indeed....?
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