Laying Najáre upon a bower of
leaves and bedrolls to recover back at camp. Our heroes consider their next
move. Quick Jim is fascinated by the strangely but obviously female shaped
trees in the Grove. His thoughts keep going back to the trees there. When Sif
announces she’s going out to hunt for some fresh provisions for the party,
Quick Jim advises Belton that he’s going to go back to the grove to give those
trees another look-over. Belton at first considers accompanying him but then
recognizes that his duty is to his wounded charge, Najáre and opts ot stay and
guard her against wandering monsters in her weakened state. While Sif combs the
wilderness for big game, putting her survival skills to the test in the deep
woods, Quick Jim makes his way back to the Grove. He speaks respectufully of
his service to Barael and the cause of protecting the woods to the open air of
the clearing, directing his entreaty to the guardian trees. Saying his peace,
he feels a surge of magical powers wash over him. He chooses a tree-maiden and
wrapping his cloak about him and pulling his false beard up over his eyes for
shade, he sit among the toadstools with his back agains the trunk and begins to
doze off.
Alone.
In the wild woods of the Arthfell
Forest.
In the middle of the day when
predators skulk about seeking flesh.
As he begins to settle in and
doze, he feels a strange compelling attraction to the other tree he passed by.
It’s maidenly form returning to mind again and it’s natural beauty filling his
attention. Before he even know it, he finds himself on his feet and shuffling
over to the enticing tree. Settling down to rest at its roots. He falls
immediately into a black and dreamless slumber as his conscious mind just catches
the voices of women affirming that they intend to keep this one and another
voice of admonishment gently asserting that it is not to be.
Meanwhile, back at camp, Najáre
has laid down to recover from her grievous, deadly wounds. Belton summons forth
holy healing energies through supplication and prayer to Desna and helps her
torn and ragged flesh to knit back together and her splintered clavical bone to
bind and heal. She creeps toward wellness slowly but the throbbing pain of the
bear’s ripping and tearing claws is still with her and she is still a long way
off from being fully combat-ready again. While Belton scans the forest with his
keen eyes, seeking threats and danger to head off before it can menace hos
weakened companion, Najáre spots a vague and vaporous figure slipping through
the trees nearby, low and shadowy in the forest gloom. This figure approaches
and partially materializes in the form a strange and other-worldy cat.
Belton, wise in the knowledge of the Planes and the treatises of his religion, recognizes this being as an ascended soul, risen to the Nirvana of neutral-good celestial heavens, a place bewildering to Belton for its seeming boringness and pointless lack of direction, He being firmly in support of freedom and the chaos of free will in the realm of goodness. Recognizing it as a Silvanshee Agathion, He watches along with Najáre as the thing approaches her and sits in the bright sunlight of the camp’s clearing, staring with luminous intensity. The Cait-Sìth (sometimes called a Cath Sidhe) speaks to Najare in Truespeech, perfectly accented Katapeshi flowing like honey from it’s tongue. It greets Najáre and speaks to her of a destiny soon to unfold for her in vague hints and subtle mysterious clues, its oblique speech frustrating the forthright rectitude to which she is accustomed. She tolerates the Celestial’s purring dialog in laconic silence for the most part, stoically listening for useful clues among the ephemera.
It becomes apparent that some momentous event impacting her fate will occur soon in a blighted and dire place. The rumored Giant of the Forest will loom in the presence of this turning point. The Cath Sidhe turns Najáre’s attention to the strange scent on the wind. A singular smell, easy to track and find for it is unlike any other odor in the forest. This scent-trail marks the path to this place. Najáre locks the memory of the scent I her mind. Then the creature pads forward on its partially ethereal feet and begins to knead Najáres chakra point in her stomach, healing positive energies flowing inter her ans further closing her sore and tender wounds. With a start the Agathion turns and peers into the forest, warns Belton that something is coming and then summons a tiny dimension door and leaps into nothingness, disappearing from the camp.
Belton, wise in the knowledge of the Planes and the treatises of his religion, recognizes this being as an ascended soul, risen to the Nirvana of neutral-good celestial heavens, a place bewildering to Belton for its seeming boringness and pointless lack of direction, He being firmly in support of freedom and the chaos of free will in the realm of goodness. Recognizing it as a Silvanshee Agathion, He watches along with Najáre as the thing approaches her and sits in the bright sunlight of the camp’s clearing, staring with luminous intensity. The Cait-Sìth (sometimes called a Cath Sidhe) speaks to Najare in Truespeech, perfectly accented Katapeshi flowing like honey from it’s tongue. It greets Najáre and speaks to her of a destiny soon to unfold for her in vague hints and subtle mysterious clues, its oblique speech frustrating the forthright rectitude to which she is accustomed. She tolerates the Celestial’s purring dialog in laconic silence for the most part, stoically listening for useful clues among the ephemera.
It becomes apparent that some momentous event impacting her fate will occur soon in a blighted and dire place. The rumored Giant of the Forest will loom in the presence of this turning point. The Cath Sidhe turns Najáre’s attention to the strange scent on the wind. A singular smell, easy to track and find for it is unlike any other odor in the forest. This scent-trail marks the path to this place. Najáre locks the memory of the scent I her mind. Then the creature pads forward on its partially ethereal feet and begins to knead Najáres chakra point in her stomach, healing positive energies flowing inter her ans further closing her sore and tender wounds. With a start the Agathion turns and peers into the forest, warns Belton that something is coming and then summons a tiny dimension door and leaps into nothingness, disappearing from the camp.
Belton, mindful of the advantage
of surprise and higher ground flies quickly into the trees and prepares his
heavy crossbow for battle. From the dark of the deep woods emerges Sif Amarth
hefting a weighty wild boarling on her brawny shoulders, slain by her axe. She
begins to butcher and dress the pig, preparing a good and hearty meal for her
wounded fellow-ranger. As they set the meat to spit over a clean fire of dry
wood and leaves, they note that even after more than an hour, Quick Jim
Barleycorn is gone in the woods. Belton advises that Quick Jim said that he meant to return to the
sacred grove and the three rise and make way to the Druid’s Circle.
Finding Quick Jim asleep at the base
of a Tree-Maiden and partially overgrown with root tendrils and flowering vines
and half sunk into the trunk of the tree as though he had been in place there
for days or months, Sif quickly pulls him free of the loose foliage and dusts
away the natural debris. Shaking and slapping him awake with a start. Jim roars
into consciousness quickly spewing excuses and noise before collecting his wits
and thanking his comrades. They tell him of the good provender that Sif has
cooking back at camp and the band starts to make it’s way to the camp when a
creak snap groan and crack sound behind them from the Tree-Maiden. Spinning and
freeing her battleaxe, Sif crouches into a ready position to do battle with
some new threat from the forest, Najáre too drawing saber and tomahawk to stand
and deliver. The heroes see a beautiful and shapely figure of wood and leaves
pull itself forth from the Tree-Maiden, full and supple of figure with sultry
grace and an otherworldly allure.
“Return to me, Mortal” it supplicates, it’s smooth and comely arms raised toward Quick Jim in a come-hither beckon that tears at his heart, filling him with a longing for her leafy embrace. With a surge and effort of will he resists her charm and bids her a gentlemanly and gracious farewell. As they part she speaks and with a voice redolent with eldritch power she commands, “Come back to me sometime, Mortal” her powerful Fey suggestion working into his mind and bending his will. He knows that he will return to this Tree-Wife and be her beloved and he yearns to do so soon. Reluctantly the four leave the grove as the Dryad passes back in to the Tree and disappears.
“Return to me, Mortal” it supplicates, it’s smooth and comely arms raised toward Quick Jim in a come-hither beckon that tears at his heart, filling him with a longing for her leafy embrace. With a surge and effort of will he resists her charm and bids her a gentlemanly and gracious farewell. As they part she speaks and with a voice redolent with eldritch power she commands, “Come back to me sometime, Mortal” her powerful Fey suggestion working into his mind and bending his will. He knows that he will return to this Tree-Wife and be her beloved and he yearns to do so soon. Reluctantly the four leave the grove as the Dryad passes back in to the Tree and disappears.
After a full and delicious meal
the team rests slightly longer and gains strength for a push through the forest
into the evening. Returning the bear den cave entrance they pick up the trail
of the Order of the Black Banner, obviously the thieves who stole the Wand of
the Earth’s Ire and they head off into the woods in pursuit. Tracking for 8
hours they finally reach nightfall and Belton flies into the night sky under
the cover of darkness to see if he can espy the enemy’s camp. It turns out to
be child’s play. The camp is illuminated with magical light and visible from a
mile and a half away through the tree canopy.
Creeping through the benighted
woods through the shadowy leaves, the group surronds the Black Banner’s
encampment, seeing that the Wizard Whartley is already asleep and Knu the
wicked goblin is set to sentry duty. Grelm, a former soldier is seeing to the
care and maintenance of his equipment and is unarmored as he works oils into
his black leather armor, his sword set aside near a whetstone. Nirashi the
heretical cleric of Urgathoa the Pallid Princess, a goddess of murder and evil,
sits in dark and blasphemous prayer, her black and keenly honed scythe close at
hand and ready to slice and maim.
Signaling across the camp with
silent gestures, Quick Jim motions that he will creep up behind Grelm
Hammerlocke and slit his throat in silence. And that Sif should cast one of her
powerful Thunderstones into the camp when he has to deafen the spellcasters and
hamper their casting ability. Belton slip in quietly and readies himself to
pounce on Knu and capture the small creatue. Meanwhile Sif creeps through the
underbrush to a tree overhanging the camp and climbs deftly up its trunk, her
mountain upbringing and sure feet serving her well as she scales the tree with
ease. Taking care to move as silently as possible to as not to alert the Camp
to the ambush. But luck is fickle and faithless. A limb supporting Sif’s foot
snaps suddenly and her stealthy approach is ruined as the branch heavily
crashes to the forrest floor smashing into several other branches loudly on the
way down.
Quick Jim flies into action
materializing out of the shadows behind Grelm and driving gis quarterstaff ito
the base of his skull, knocking him senseless, shattering his vertebrae and
breaking his neck. Grelm slumps to the forest floor, dead to the world, eyes rolling
in his head as he expires silently. Knu, cursing his ill luck, see the way that
the tide is turning as Sif’s deftly thrown thunderstone hurtles to the ground
at the center of the camp and deafens the Wizard and the Cleric instantly. He
slips off into the forest using his rogue skills of Stealth and nearly escaping
Belton. Najáre, courses like a lioness through the forest toward the evil
Cleric drawing saber and hatchet picking up murderous speed as Sif drops from
the trees and narrowly misses the deftly dodging priestess of Urgathoa. Quick
Jim acts fast as Nirashi begins casting Magic Weapon on her scythe and hurls a
fist-sized stone from the edge of the clearing sending it crashing into the
face of the beautiful elf, disrupting her casting and sending her eldritch
energies dissipating impotently into the night. Belton pounds away into the
trees after the quickly receding Goblin and is infuriated to see the little
blighter cast Obscuring Mist and disappear into the billowing cloud. Undaunted,
the Angel-born Inquisitor speeds into the fogbank in pursuit muttering the
arcane syllables that evoke his TrueStrike spell, which will ensure he can cut
down the nasty little imp even despite his total concealment. From out of the
mist a vast wave of fire roars, narrowly missing Belton as he dodges to the
side, homing in on the lowly-creeping Goblin and raising his heavy crossbow to
impale the sneak on a heavy iron bolt.
Meanwhile Najáre leaps like a
jungle cat from the trees and sends her Saber and axe crashing down into Pudge
the Wizard’s unarmored head and chest nearly killing him on the spot and driving
him to the ground unconscious. Sif takes please in finishing off the half-breed
hating elf, sweeping her head clear from her graceful shoulders, sending it
rolling through the dirty leaves. In triumph, she hacks off a straight branch from a nearby tree and in the way of her harsh northern people sharpens one end like a pungi-stick and mounts the bloody head of the Elven priestess upon it as a warning to her enemies. Stripping the body of it's clothes so that Valhalla will know that her spirit died in shame and defeat and deny her succor in it's hero's mead-halls.
Jim loots the corpse of the
Captain of the Black Banners and calls into the night for the foolish Goblin to
surrender, the rest of his evil gang having been already dispatched to hell’s
dark embrace. The trifling fiend is no fool and recognizing a lost battle yields
and begs for quarter and mercy. Belton, a champion of justice, takes him
prisoner on the spot and marches him roughly back to camp.
The rest of our heroes strip the
dead of their gear and Jim and Belton interrogate Knu. Demanding first the
location of the Wand of the Earth’s Ire, which the Goblin produces immediately,
having had it all along and having used it to blast flame at Belton moments
earlier. Then they question him cruelly about how they knew of the artifact’s
whereabouts and Knu reveals that an ancient treasure map had been bought from
the Olfden Thieves Guild “The Whispering Death”. Quick Jim, moving the dead, corpse-head's mouth of Nirashi like a horrifying ventriloquist's dummy along with the questions asked, further interrogates the Goblin sorcerer. With terrible finality, Quick
Jim Barleycorn asks the nasty imp why they should leave him alive and find his
answer wanting. The creature claims that he know the location of the staff, his
entreaty pregnant with hidden revelations, Jim, unmoved by his plea as he is in
possession of the Birch-bark map of Barael, judges Knu unworthy and orders his
execution which Belton delivers in a trice, skewering the knave on his masterwork
swordbreaker dagger. Killing him instantly. A shiver runs through Belton at
this borderline act of cruelty that dances on the edge of evil but his deep
convictions of personal free will shake off his trepidation at his guilt I this
act and he clears his head of doubt, trusting in the surety of his souls
dedication to the greater good. A niggling doubt moves back into the shadows of
his mind to sulk amid the forgotten.
Belton relieves Knu of his silver
and a magical ring of protection. Then the party makes camp as Sif builds a
Nordic bonfire and consigns the dead villains to Pharasma’s judgement.