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Session 9

The party travels north toward their new destination to get the stone they were tasked with retrieving. Setting off into the forest their way was mostly unchallenged. A few scuffles stopping them briefly but overall, the forest was a quiet place to think. With Wild's expert survival skills, they traveled the forest in no time. While traveling, the party decides that it might be wise to stop in the village of Yolgst to rest and restock for the night. They figured they should also visit Dum again. Sogen had asked them to tell Dum to come to the city of Nore. It seemed roots run deep between these men.


  The second day the party had arrived at the village of Yolgst and what the saw was an unwelcome surprise. A huge plant had engulfed the herbalist's house, moving around and attacking the soldiers that dare cross it. Furiously whipping and snapping as the soldiers drew near. Springing into action, our adventurers attempt to fight off the plant, quickly discovering that the more damage that they did, the more the plant would grow. Muta took a risk, figuring the only way to actually destroy it was to kill the host. Jumping inside the house through the back window, Alkinn followed suit. Making their way through the house they noticed that the plant was growing from a tiny pot in the center of the house and eventually, after fighting off the roots they discovered the pot was the 'reward' given to Wild from Darpon. Wild crashed their way through the front door of the herbalist house, desperately searching for the old lady they had given the pot to. Thankfully, as it turned out, the lady was snoozing away, having no clue of what had happened around her.


  After the plant incident the group finally makes their way to Dum who was, as always, in his shop trying to make and sell things. His business had not flourished after the party left like Dum had hoped. After making small talk, the group informs Dum that they did indeed find Sogen and were actually delivering a message for him. They explained what the man had asked to give Dum and immediately, a look of sorrow shadows his normally cheerful facade. He says has to leave behind his old shop but knew he was needed. The party helps Dum pack up, knowing a long day was ahead of them as they had to venture further north.
  That following morning, the party is wakes to what sounds like Arthur Otis's voice. He had come in sometime during the night and was now outside helping Dum. He tells everyone his goodbyes as both Dum and Arthur head south toward the town of Nore. Our adventurers set out towards the woods again. After hours of travel, the group sets up camp as another uneventful day passed them by. Everyone heads to bed, but something picks at Izen's mind, images of his past and a location is shown to him, a new location to travel to. He keeps to himself the day after as they traveled more, trying to configure what the images he had been shown, truly meant. After another day's worth of travel the party stumbles upon what looks to be a small cottage in the forest, calling to them.


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