Friday, March 15, 2019

#20: By the Skin of Their Teeth

With Wyardt due to meet us in Grunwald, we depart Longsaddle with the knowledge that we’ll arrive a day or two in advance of our guide, assuming safe travels.  Though the tribe has expressed no love for the folk of Grunwald, we’d rather arrive early than potentially miss our window to meet Wyardt should something happen.  Oreiron consents to accompany us to Grunwald, if no further—he has business in Mirabar.

Oreiron is hungover and costs us the better part of an hour in delays, but we eventually depart back north along the road heading towards Grunwald.  The skies are grey, the air cold—a herald of wintry weather to come.  After some time, we discover that we were followed out of Longsaddle by a horse-drawn wagon, which clops towards us from the south.  Its riders are three men, and the wagon appears laden with supplies.  We decide to make way for them, and besides a cordial greeting, they depart with no other words, and they eventually disappear in the hills to the north.  The rest of the day’s travel is uneventful.

Oreiron explains that Grunwald can be wary of outsiders, and with it being in the Lurkwood and somewhat difficult to find, we decide to camp for the night.  The watches are uneventful, serene and cold, and we awaken the next morning refreshed and ready to head into Grunwald.  In the daylight, Oreiron easily guides us on the right path, and before highsun, we arrive.

The village is completely surrounded by forest, its homes resembling mounds or barrows constructed of large stones, covered in mud, the larger part of each residence resting below ground.  Thin plumes of smoke rise from chimneys atop the mounds.  Open fires are visible in front of many of the residences, and we see villagers walking about.  We spot the wagon that passed us the previous day.  Based on the warnings of Oreiron, the tribe’s admitted distaste for the folk of Grunwald, and the looks our ragtag band gets from the villagers we’ve encountered thus far, we decide to have the Anaithnid camp outside the village with Selben while we investigate.

The folk of Grunwald are barbaric, for lack of a better word, their languages a mix of various local dialects interspersed with the common tongue.  We assume, and Oreiron confirms, that the leader of the village is usually a warrior chieftain, though he doesn’t know who the specific leader is at present.  Fortunately, we don’t have to investigate long before we find Wyardt, who greets us in good spirits, having arrived yesterday.  Oreiron chooses to part ways, and we head back to the tribe camp.

Wyardt intended on arriving early, having come to the realization that it wouldn’t be easy for our group to find much comfort in Grunwald.  He also came into possession of a trail map of the area, having purchased it off a down-and-out local trapper, and lays out the next couple legs of the journey.  He anticipates two days of travel through the Lurkwood, then another day in the rocky hills and wilderness leading to Griffon’s Nest.  The map only covers the Lurkwood paths, however, so Wyardt says we must rely upon signs of other travelers and perhaps the guidance of the tribe to find Griffon’s Nest itself.

Imaginations run wild...
There is, however, an issue.  The trapper that Wyardt encountered explained that the hunting around Grunwald is currently suffering from the predations of some other creature or band of creatures.  Deer, bugbears, and even large animals such as bears have been found mauled in the wood, which seems to indicate the presence of some manner of apex predator.  The locals have personified it as a demon and refer to the predator as “Niohoggr.”

Audric asks if the flayed men we found in the woods outside Xantharl’s Keep might be related to this demon, and Wyardt doesn’t think so.  He spoke with Helder after our departure, who seemed to think that a barbarian from Grunwald may have done the deed, placing the flayed men as a sign of some settled dispute.

Revelation of the violent nature of the folk of Grunwald leads us to the decision to leave immediately and seek to put some time between us and the village.  There is risk of whatever the mysterious predator may be, but we decide to take that possible risk against the seemingly probably risk faced by staying too close to Grunwald and its barbarians.

We depart in the afternoon, hoping to strike upon a trail and put a few hours distance between us and the village before breaking for camp.  Wyardt’s map proves to be extremely helpful, which is fortunate as darkness begins to set in rather early in the day.  We don’t encounter any signs of threat, so find the most defensible place to set up a camp.  We find a small hill topped with trees and set a bonfire with several large branches that can be used as torches or burning brands.  We set watches, but the night passes uneventfully.  Before breaking camp, I make a quick scout of the camp perimeter for signs of anything, but find nothing.

With a difficult day of travel through the Lurkwood ahead of us, we prepare hastily and depart.  Not long into the morning, we see signs of a large, furry and very dead creature in the woods ahead, and I veer off from the group to investigate.  It appears to have been a bear, perhaps even a feral breed of dire bear, but it’s difficult to judge as the creature has had its upper body removed.  There are signs of blood around the slaughter, but oddly no tracks or anything else that stands out.  It’s as if there was not a struggle at all, as if something deposited the carcass in the wood from the sky.  We leave in haste, not wanting to encounter whatever it was that killed the beast.

The terrain begins to become difficult the further out from Grunwald we travel, as the lands turn truly wild.  Fortunately, the fallen leaves provide good visibility, and combined with the map and Wyardt’s efforts, we seem to have a good hold on our bearings.  While scrambling down a ravine, we hear the sounds of crashing trees in the woods nearby.  We decide to continue into the lowlands as quickly and quietly as possible, hoping that we can avoid any encounter, when suddenly the sky darkens as if a cloud passed quickly over the sun.  My fears about a predator in the sky, while not yet confirmed, force us to the cover of trees.  There are several loud crashes from the wood behind us, and we quake in terror as an extremely large winged reptile, perhaps 50 to 60 feet in length, hammers through the trees.  Niohoggr is upon us!


With defense in mind, my first instinct is to summon a cloud of fog between us and the creature, in the hopes that it will pass us by.  Unfortunately, it is faster than I give it credit for, and while the fog does seem to help, it is in our midst before I’m able to ready any other defenses.  Its body, huge and covered in emerald green scales, lunges into the sky, where it turns and begins to dive towards us.

Before making perhaps one of the rashest decisions of my career, I command Selben to gather Wyardt and the Anaithnid, and run.  There is no time to discuss a plan, and I draw upon the powers of Malar to taunt the mighty Niohoggr, in the hopes that it will focus on me and allow the others to escape.  As I cast, I step into the fog, hoping to draw it in.  The dragon swoops towards me, clawing at Audric as it passes, but fortunately the warrior is able to dodge out of harm’s way.  Niohoggr dives into the fog and attacks, its maw wrapping around my shoulder, teeth tearing at muscle and rending flesh.  Whether I’m thrown or it drops me, I’m tossed several yards away into the fog.

Audric brings his own magic to bear, summoning forth a glimmering cloud to blind the creature, and it launches itself into the sky once again.  The dragon shakes its head back and forth as if trying to shake off the effects, turning towards us to spew forth a stream of toxic gas.  Effectively blinded, its breath weapon misses us both—the gods must have been looking upon us then, for to be caught in its path would surely have meant death.

I begin to layer on protective magics as Audric summons a band of goblins, intending to use the creatures as a distraction to provide a chance to escape.  Turning our backs to the great creature, we run after the others, leaving the goblins to leap and howl to distract Niohoggr’s attention.  In another turn of good luck, we catch up with the group, take a minute to catch our breath, then continue on as hastily and quietly as possible, hoping the distraction worked. 

We don’t get far, however, before we see the shadow overhead again, and it disappears into the clouds ahead of us.  I summon a ward to prevent the attack that I know is coming, hoping to protect us, but the dragon dives in again and ravages Omgrath, sweeping him aside.  Niohoggr mauls Audric, its great maw closing over his torso, nearly rending and crushing the life from Mystra’s warrior.  Somehow, both Omgrath and Audric survive.

With few other resources at our disposal to assault such a threat, Audric & I throw our magical beads at the creature, each of us with a prayer to our respective gods upon our lips.  Malar was listening this day, as was Mystra, and both of our beads strike the creature, exploding in flame and driving it off back into the sky.  Flight is our only hope, and we flee onto the path ahead, scanning the skies for any sign of Niohoggr’s shadow.

A few hours pass without incident, and we stumble upon a cave.  We decide that having cover, such that we can have a fire not visible from overhead, outweighs the time lost, so we decide to camp for the night and tend our various wounds.  The night passes in near silence, as if no one is quite willing to speak about the encounter with Niohoggr just yet, and while we find little rest, the night passes without any further encounter.


Pressing on in the morning, we emerge from the Lurkwood and into the plains beyond, knowing that we have another day or two of travel to Griffon’s Nest through open tundra, then rocky hills.  As Wyardt’s map no longer of any use, we scan the plains for landmarks, hoping that the Anaithnid can help guide us through this part of the journey.

10 comments:

  1. Three posts in a day! And twenty sessions played in our campaign! Pretty stellar. I have some things to say about the dragon encounter and the Malaran miracle, but I'll keep them for another post.

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  2. At camp that night Audric approaches Zeb and begins to speak. "What you did back there was beyond reckless, to say the least. I understand that you were trying to buy time for the tribe to get away, but to taunt the dragon?!? What sort of madness was that? Were you trying to get yourself killed? Why does this type of recklessness seem to be a pattern with you?"

    At this point Audric's voice is raised, and he is making no attempt to hide his words. "Since I have known you, you have challenged Carcerus to one-on-one combat, traipsed off into the woods looking for a bear to fight, fought a fellow follower of Malar rather than just executing him, wandered around Shadfeld until a pair of those face-eating beasts attacked, volunteered us to look for an fight packs of bugbears, and now decided that you were capable of killing a dragon single-handedly!" With each item on the list, Audric is poking Zeb in the shoulder for emphasis. "I have hoped and prayed that each incident might teach you a lesson, yet the only thing you seem to have learned is that you now think you are invincible. You cannot just growl at, and fight, everything that gets in your way. One of these days your desire to go out and find danger is going to get someone killed, and it very well may not be you! Hell, the only reason we were even in those woods with the dragon, was because you are so obsessed with the reading we got that you had to go off after Kezia. That put in motion a series of events that left us leading the tribe and forced us into these woods."

    Audric is breathing deep due to his yelling. "And where does it all end Zeb? With you dead due to an over zealous belief that you are a apex predator that can challenge whatever is in your path?"

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    1. This is OOC, but the way you describe Zeb makes him sound AWESOME.

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  3. After Audric is done poking him in the shoulder, Zeb stoops to pick up his wooden bowl and spoon, which he apparently dropped at some point during the assault. Nearly indistinguishable from the mud below it, Zeb abandons the spilled gruel and squats, wiping down the spoon to start again.

    "It worked, didn't it?" Zeb lets the reply hang for a second before adding, "I'm still here. We're all still here." Zeb scans the meager camp, looking at the Anaithnid all huddled over their bowls of gruel, but can't help but think to himself "...except Kezia", but Zeb wasn't there to do anything about that.

    Knowing that this answer is going to frustrate the already agitated warrior, Zeb smiles wryly and adds, "But I'll admit...the bear was stupid."

    "Look," he explains, his voice calm, "I'm not trying to get myself, or anyone else for that matter, killed. But that dragon...if it had come to it...better me than any of them," he says, waving an arm at the tribe. "Better me than Selben, or Bonie," he says, smiling at both of them across the camp. Selben is clearly worried, perhaps having overheard part of the discussion, but Zeb pays it little mind.

    Returning his attention to Audric, he concludes "Better me than you."

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    1. Audric is not happy with the answers. Glaring at Zeb he says, "At least we agree on one point, hunting the bear alone was stupid."

      "'We're all still here.'" he says mimicking Zeb's words. "That should be the minimum that we accomplish. Sacrificing yourself is not the proper way to go about saving the tribe. They still need a leader, and it sure as hell is not, and will not, be me."

      At Zeb's final comment Audric's eyes flash a bit of anger, "Do not believe me to be some damsel in distress Zeb. I do not need you to save me from what awaits us. Besides, I do not fear death, for only in death will my losses be returned to me."

      The man takes a deep breath, trying to get his emotions back under control. "Perhaps you do not understand me Zeb. You are, perhaps, the only person in this world that I call a friend. I have spent enough time wandering alone, and I do not wish to return to that lifestyle again. Please look out for yourself, I know I do."

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  4. A mystical glob of gluten plops from the spoon into the bowl, and Zeb holds it out to Audric, waiting for him to grab it. Zeb tries not to think too hard about where the food, if you could go so far as to call it that, comes from.

    "It's especially bad today, sorry. Too much nutmeg."

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  5. Audric looks at the bowl, then looks back at Zeb. "Just... just try to be more careful. I fear that at some point your luck will run out." With that he leaves the man without taking the gruel. He walks off alone to sit with his thoughts.

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  6. A cold wind blows in from the west as the party treks across the brittle, frozen grasses of the plains beyond the Lurkwood. The silhouettes of rolling hills beckon the travelers southward, while the ever-shrinking outline of the forest behind them serves as a grim reminder of their narrow escape from the dragon. Amid it all, the open landscape offers little in the way of protection from the frigid gusts, littered hither and thither with fleeting snowflakes, nor from any sentient predator that may happen to be afoot.

    The sun overhead is obscured by the thick, gray haze of early winter cloud cover. The hours meld together as the cluster of men and women slowly, and cautiously, traverse the dire terrain.

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  7. When the group eventually stops for a meal or a brief rest, Zeb will find Nurue, who he has come to trust as a level head among the Anaithnid, as well as Omgrath and Nazag, the tribe's chosen warriors. He'll also gather Wyardt, Selben, and of course Audric and Bonie.

    Zeb tries to keep his vocabulary simple, trusting that Selben will be able to smooth over any difficult patches. "The terrain ahead is unknown to us, and Wyardt's map," he explains, pointing to the document, "shows little more than landmarks. Who among the Anaithnid has been to Griffon's Nest, and who among them knows the way?"

    If any step forth, Zeb will direct Selben to use his magic to aid in the conversation as best as possible. "We rely upon your knowledge," Zeb says, making it clear that he means Nurue, Omgrath and Nazag, "to guide us, so that we might reach Griffon's Nest safely."

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    1. The tribespeople nod in understanding, and Omgrath, the warrior, stands forth and begins speaking in his native language, intermixing bits of common words and phrases. Selben translates, roughly, as: "Streams flow down from hills and lakes that surround the village. The water provides sustenance for many creatures: men, animals, orcs, giants. We must follow water's source but respect the signs of enemies and friends. With hope, and luck, the tribe will be searching for us."

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