The Mouth of Doom: Session 5
General Summary
Tactics and Pumpkins
The sun fights through the clouds, trying to warm the adventurers as they start their day. It is brutally cold as they prepare to depart Zelkor’s Ferry on the forth of Zhira. Snow is threatening as the bard travels to the Yellow Dagger to ask if they would post a letter to Hynfaol. Riko Jaskin, the captain, takes the letter and a single gold to pay the courier once they travel back to Gylidd Syn Aethri. The half-elf is able to learn that Riko, much like the other settlers in the town, is here looking for the future, a future that has Zelkor’s Ferry being a travel hub to the east.
As the bard traveled to the dock, many of the others stored items in their rooms as they did not wish to carry unnecessary weight through the forest. Zetwuzadi wants the group to discuss what they bring to combat, as they were going to travel to investigate the gnoll problem. Ambrose informs the group not to worry about what their “really good jokes” would mean, but that is why they are doing this exercise, to learn what each one can offer. The wizard does admit that before the wolves, they hadn’t had a real fight. Uzadi continues the exercise with explaining that they should focus fire on one creature at a time but she wants today to be for scouting. The rest of the party explains how they can help the group if a battle should occur.
Before leaving the small fortified town, they all travel to the smithy looking for armor and weapons. Big Morgan is a very friendly talkative sort and had many wears that the group perused and purchased what they could afford. Ambrose offers a trade, he would Mend some of the smithy’s items for a deal on a crossbow. Ferric pays for Big Morgan to affix their holy symbol to their shield. They decided to question some of the day guards while Ambrose was working and while Ferric’s shield was being upgraded.
Last night, Uzadi had learned that the gnolls like to use bows and attack from outside the light. They used to trade with Zelkor’s Ferry but around the same time the statue appeared, they had started to lose their minds. Asking the day guards, they confirm that the gnolls are a threat but that they do not see them during the day. The more agile guard moves down from the wall, while the older and sickly one remains out of the cold. They warn that the wildlife fears nothing and to be wary. These days they are most likely to kill you. The gnolls are near the southern end where they used to send loggers, but warned the Wrenjers and their friends to be on the lookout, because either they would find them or the gnolls would. The guard continues that reports have returned that Castle Calaelen seems to have wee folk like Jalen and taller ones as well. Odo and the others had wanted to build a road through the area but the castle is there.
As the cold air continues to chill the group, they learn that the real threat, at least to the guard, is the red bear. A “nasty bear.” They lost two of their friends. Uzadi promises that they will look out for all that Zelkor has lost. Friendal, the guard hopes that they return because they have made the area more lively and asks the bard if they will perform when they return. The guard’s words offer them a couple options. They can hide in cover and not see the arrows or be out in the open and be seen but also see what is coming from a mile away. Croaker wants to take a look at the older, sickly guard left on the wall. Payton is a little sick. The cleric takes him to the Inn and gets him a warm meal. The town captain seems to be familiar with the group’s paladin and approaches them, asking them if they kidnapped their guard. They inform that he is sick and the captain promises they will keep him off the wall until he is better. After the hour has passed, they collect the shield and Ambrose is rewarded for his great work.
A little discussion happens on how they would travel, weighing the benefits and problems of each area. Going north around the patch of forest would bring them too close to the statue for Croaker’s and Ferric’s comfort. Traveling through the forest would bring possible dangers from the fearless wildlife. Traveling south, near the river would have them trapped against the water without an option for retreat. They decided that they would travel the treeline of the forest heading south from Zelkor’s Ferry. About thirty minutes out from town, they notice that the land is oddly fertile. Patches of the earth have orange gourds growing in the middle of winter. The Brume is known to revitalize nature and makes it ward off the seasons. As they approached this area, Uzadi was able to determine that the area between the hills would be the best way to travel to the gnolls.
A massive pumpkin, 100 feet on either side sits amongst the trees. Two autumn colored yurts flank the gourd. They quietly discuss how this massive plant would be here. Either a wizard decided they wanted to make a giant pumpkin or the Brume created a super gourd. Jalen is able to move from the smaller, normal sized pumpkins to get a better look at the yurts. The rogue halfling, hears faded noises in one of yurts, around two to three creatures talking in a hushed but high pitched staccato. He is unable to determine what they say and moves on to the other yurt. They make their move across the area the same way, hiding behind the pumpkins. The others take up a spot in a large bush. Jalen hears three to four gnolls in the other yurt and returns to the group. Ferric believes they must be speaking Abyssal, the language of demons.
As they discuss possible tactics, two tired looking gnolls excite the yurts, one from each. They both reach out and place their hands on the pumpkin. Both gnolls start a prayer to the massive gourd, praising it and bestowing their love onto it. Unlike most gnolls who pride themselves on the weapons and armor they wear, these two seem to not take great care of their armaments.
The more perceptive of the group notice an energy of sorts traveling either from the pumpkin to the gnolls or the other way around, or something is stirring in the pumpkin. Jalen voices his concern, wanting to sever the vine but Ferric says they should watch. After ten minutes the two gnolls start their patrol. They split for an ambush with two going north in stealth. Unfortunately, the bard trips and her Hurdy-Gurdy makes a noise alerting the gnoll. Ferric throws up a Fog Cloud blocking the other yurt’s view.
A battle commences as the bard retreats heading back to the main group. Jalen gets first kill but then falls to their wounds. Croaker is able to raise the rogue who takes out another. A massive hit from Ambrose to three gnolls helps the group gain some ground. Meabdh attempts to help and holds a heal for the warforged taking on three in the fog but the independent cleric/druid heals themselves. All of a sudden, during the battle, a giant vine lashes out from the massive pumpkin and tosses one of the leader gnolls out over the pumpkin. As they watch the movement of the larger gnoll and hear them yelp above the pumpkin as they are yeeted, they notice a very shiny dagger or cleaver at the root of the vine.
Report Date
07 Nov 2020