Once There, Now Back Again

Once There, Now Back Again

The Troupe have destroyed the Cloakwood Mine once and for all. Upon leaving the mine they found Perwell and agreed to escort him to his mother. But they were quickly assaulted by Shadow Druids, who slayed the young boy during the fight. Now Aegon and the Troupe must confront their failure to protect an innocent life.

1 Eleint 1368

Why? Those damned Shadow Druids. He was just a kid!

They are always looking to kill anyone who crosses them, and blame you when they die in the fights they start. Blinded by rage and revenge they attack on sight with no chance for talk.

And now a young boy is dead. A boy I was charged with protecting.

I sit for a while, staring at the body. A promise broken. A life lost. Branwen utters prayers to Tempus. The boy died in battle, perhaps he will take care of his soul.

I look over at Kivan. We both seek vengeance. Will revenge blind us as it did the druids? Is this the path we are heading down?

Vengeance was never achieved. Instead a boy is dead. And now I have to return his corpse to his mother.

I get onto my feet and open the Bag of Holding. The others look on as I carefully place the body… the boy… Perwell… into the Bag.

Nothing left for it now. Let’s see what these accursed druids were holding. Most of them wore studded leather armour, and carried enchanted slings with enchanted bullets and Fire Bullets. Branwen has been using an unenchanted sling until now, so she replaces it with one of the enchanted slings instead.

Their leader is more heavily equipped, using Stormcloud for protection, armour taken from a powerful warlock. Despite its origin, this armour seems to be suited only for a druid. Perhaps Jaheira might like to try this armour on for size.

His staff is a mystery, though it is likely something of druid design.

He also carried some Potions: one of Mirrored Eyes, one for Regeneration, and one full of Rage. Dynaheir stashes these in her Potion Belt.

There is little else for us to do but leave this damned place. I’d have thought the Shadow Druids would appreciate us shutting the mine down. Now I worry we’ll have to fight our way through their territory.


We are reminded of the perils of the Cloakwood as we travel, when two wyverns swoop down on us as we cross a clearing.

The Troupe are waylaid by a pair of wyverns.

We don’t want to fight them after everything we’ve been through, so we retreat to the trees. They attempt to grab us with their teeth and thrust their barbed tails at us, but we manage to get into a part of the forest to thick for them to follow.

This journey back is going to be difficult. We may not all make it.

After a couple of hours we find the trail of blood leading to the wyvern’s cave. They are still nesting in there, still attacking travellers and animals.

They’ve proven we aren’t strong enough to fight them, but perhaps with the help of one of Davaeorn’s scrolls…

I tell the others we’re going to end the wyverns once and for all. We go inside and I pull out the Scroll of Summon Astral Weasel. Lady Tymora must be smiling upon us, for two of these powerful creatures appear. They immediately rush deeper into the cave.

Aegon summons two astral weasels.

We follow them and find them fighting a wyvern. They are small but they are running circles around the beast, biting and clawing into it’s limbs and neck.

The astral weasels attack a wyvern.

We support their efforts with our missile weapons, and one of the weasels drops down to Haste us with its innate magic.

An astral weasel Hastes the Troupe.

The other weasel manages to bite into the wyverns neck and tears out a chunk. Blood pours out of the wound as the wyvern collapses.

The astral weasel kills a wyvern.

I send them deeper into the cave, into the fire drake’s den. We can already hear the fighting as we run after them. I can feel the heat and see the glow of fire, almost white hot. When we get to them, one of the astral weasels is already severely burned and almost dead.

The astral weasels attack the fire drake.

The fire drake slashes at the wounded weasel and cuts it open. I’m surprised to see that even astral beings have entrails. We may yet have to fight the beast ourselves, so I pull out a Protection from Fire Scroll and start reading its words.

The fire drake kills an astral weasel.

Now I am protected I join the others in attacking it with bullets. Arrows and bolts, and even a bullet, embed themselves in the drake’s long neck. It’s struggling to breathe, but it manages to bite the second weasel and breathes fire upon while it is in its jaw. The little rodent is somehow still alive, but barely.

The astral weasel and the fire drake are critically wounded.

Dynaheir yells and it echoes through the cave. She hurls a bullet from her sling and hits the drake square in the eye. The beast’s mouth opens and the astral weasel drops to the ground. It turns to face the fire drake, but it also falls down and the life disappears from its eyes.

Dynaheir slays the fire drake.

We lower our weapons. The caves are clear. While we may not have killed all the wyverns in the area, this should at least curb their influence on the area. I don’t know how the Shadow Druids would feel about us interfering in the natural order of things, but I don’t care. You don’t get to kill a child and keep the moral high ground.

Aura says she has heard that fire drake scales can be used as a good material for crafting armour, so we harvest some from the dead creature. Perhaps Taerom or another smith might be able to make something out of them.

Fire Drake Scales These fire drake scales are as hard as stone, yet as flexible as boot leather. If worked properly by a master crafter these fire drake scales could yield an excellent shield, suit of armor or perhaps even a defensive pleated skirt. The world is bourn wide open to the bold. STATISTICS: Weight: 7 lb.

We also take the wyvern’s head as a trophy. These things can pay a good bounty if you sell them to the right person.

Wyvern Head

The severed head of a wyvern is both a fearsome and a reassuring sight. Gruesome as its fanged maw and blazing eyes may be, there is consolation in the knowledge that they can be conquered by mere and lowly mortals.

Statistics:
Weight: 30

We leave the caves empty except for the dead wyverns and the rotting carcasses of their past meals.


After several hours we reach Kieran’s bridge once more. He still stands at one end of it with his trained wyverns. He asks us again if we want to check out his wares.

Kieran: Greetings, Aegon. I have some supplies for sale if you would like to take a look. Plus I'll buy some things if I find it of interest.

Kieran: Greetings, Aegon. I have some supplies for sale if you would like to take a look. Plus I’ll buy some things if I find it of interest.

We take a look through his supplies, but we have little interest in shopping right now. We just want to get back to civilisation.

There are bears on the other side of the bridge. We try to steer clear of them, but unfortunately the bears have other ideas. One stands on its hind legs and roars, then starts bounding toward us.

The Troupe is attacked by a bear.

I rush it with Bashrik’s Hammer while the others pelt it with missiles. Another three bears come launching out of the forest and I find myself overrun with them.

Aegon is overrun with bears.

Kivan and Kieria kill one bear each, but I find myself reaching for Potions of Healing as the bears dig their claws into my back.

Kivan and Kieria kill two bears.

Branwen kills a third bear, and I find myself working through my Potions just to stay alive.

Branwen kills a bear.

I use one of my innate abilities to heal myself as the last bear keeps pressing the attack.

Aegon heals himself.

After I am back to strength again, I swing my Hammer at the bear and it crushes its jaw. The trauma is too much for the animal and it joins its friends in the afterlife.

Why are the bears acting so strange here? Not only are they overly aggressive, now they attack in groups. Bears are not usually pack animals, they usually hunt on their own.

I decide not to think about it. I just want to get out of this damn forest.


2 Eleint 1368

The rest of the day’s travel is uneventful. Night falls and we continue on in the dark as much as we can muster. The sun rises once more and we find ourselves approaching Shadow Druid territory. From the distance we can hear a man trying to peddle trinkets.

The Peddler: Rags 'n' bones, weapons 'n' jul'ry!
The Peddler buys 'n' sells 'em all.

The Peddler: Rags ‘n’ bones, weapons ‘n’ jul’ry!
The Peddler buys ‘n’ sells ’em all.

We follow the voice to investigate, but before we can we hear the growl of a dread wolf that has its sights upon us.

The Troupe are attacked by a dread wolf.

Branwen and I draw our hammers and slay the undead creature quickly.

Branwen kills a dread wolf.

Branwen says she has learned a lot from fighting in the Cloakwood with us, and feels closer to Tempus as a result.

Branwen Level 5

She says that her god has granted her new powers. Among them is the ability to Animate Dead. Given our experience with necromancers thus far, I’m not sure how I feel about this.

Animate Dead
Level: 3
School: Necromancy
Sphere: Necromantic
Range: Medium
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell causes a number of animated skeletons to rise up and serve the priest.
The number and type of skeletons that appear depend upon the level of the cleric
casting the spell.
5th* 2 skeletons
7th : 3 skeletons
9th : 4 skeletons
12th+ : 2 greater skeletons
The undead creatures will remain under the priest 's control until they are slain or
the spell duration expires.
Skeleton (2 Hit Dice):
STR 15, DEX 14, CON INT WIS 10, CHA 1; AL Chaotic Evil
HP 24, AC 6, THACO 18, saving Throws 10/12/11/13/13
1 Attack Per Round, ld6+2 Crushing Damage (Mace + 1)
Special Qualities:
Immune to charm, confusion, hold, Poison, sleep, stun, & death effects
Cold Resistance 1000/0
Slashing & Piercing Resistance 20%; Missile Resistance 400/0
Greater Skeleton (5 Hit Dice) :
STR 16, DEX 14, CON INT WIS 10, CHA 1; AL Chaotic Evil
HP 60, AC 4, THACO 16, saving Throws 9/11/10/12/12
1 Attack Per Round, 2d6+2 Slashing Damage (Two-Handed Sword +1)
Special Qualities:
Immune to charm, confusion, hold, poison, sleep, stun, & death effects
Cold Resistance 1000/0
Slashing & Piercing Resistance 40%; Missile Resistance 60%

She also gains the ability to summon a Gust of Wind to knock opponents off balance or clear away any dangerous gases.

Gust of Wind
Level: 3
School: Abjuration
Sphere: Wards, Elemental (Air)
Range: Personal
Duration: Instant
Casting Time: 1
Area of Effect: Special
Saving Throw: Special
This spell creates a severe blast of air that originates from the caster, affecting all enemies in its path. Those within 6 feet must save vs. breath at -2 or be blown back by the force of the gust and knocked unconscious for 1 round. In addition, this spell will disperse all clouds (including magically created vapors such as Cloudkill) in the caster 's current area.

She also maintains the ability to heal others, though she can do it better than she used to.

Cure Serious Wounds
Level: 3
School: Necromancy
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
When casting this spell, and laying his hand upon a creature, the priest causes wounds and other injuries to the creature 's body to be healed. The priest can restore 3d8 + 3/1evel points of damage sustained by the target creature (up to a maximum of 3d8+30).

We look around for the peddler, but he is nowhere to be found. The undead wolf must have scared him away. Ah well, we weren’t in the mood for shopping anyway.

We decide to go over to the Shadow Druid’s territory, though we keep our hands on our weapons. We find the place deserted. No one in the magic circle, and the tree house is completely empty.

The Troupe finds an empty tree house.

Since there is no one here we decide to look around and see if they have anything useful. In a cupboard we find an enchanted quarterstaff. It’s not useful, but we hold onto it anyway.

Quarterstaff +1

The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. This one is particularly special as it has been imbued with magical properties.

Statistics:
THACO: +1 bonus
Damage: 1D6 + 1
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Not usable by:
Monk

We also find another Potion of Toughness which should help us last longer in a fight.

Potion of Toughness

Once consumed, this potion will cause a surge of energy to travel through the body, increasing the recipient's hit points by 20%. These bonus hit points are lost first when the recipient takes damage, but multiple uses of this potion are not cumulative. The effect lasts for 5 turns, and cannot be dispelled.

In a chest we find some bullets. One has a basic enchantment but is still useful to us as sling-bearers.

Bullet +1

Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it flies towards an opponent.

Statistics:
THACO: +1 bonus
Damage: 1D4 + 2
Damage type: blunt
Weight: 0
Launcher: Sling

Not usable by:
Kensai
Cavalier

The other ten are Ice Bullets, capable of inflicting freezing damage to anything they strike.

Ice Bullets

Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent.

Statistics:
Damage: 1D4 + 2
THACO: +2
Special: 1D6 Cold damage
Damage type: blunt
Weight: 0
Launcher: sling

At the foot of the bed we find Nature’s Divine, an armour worn by a sect of druids and rangers known as The Nature Warriors.

Nature's Divine

Only the best of nature's defenders have the privilege to wear armor like this. It has been said that only the secret order of druids and rangers known as The Nature Warriors have this armor.

Statistics:
Armor Class: 8
Damage Resistance: 8%
Dexterity Penalty: -1
Arcane Casting Speed Penalty: +2

Special: Memorize 2 level 1 spells
Weight: 1

Not usable by:
Bard
Cleric
Fighter
Mage
Monk
Paladin
Thief
Shapeshifter
Barbarian

In this chest there is also a powerful sword, one that holds the spiritual essence of the dwarven weapon master, Khazid El Dum. While Kivan prefers his Dragon Spear, he says he may find a use for it and straps a scabbard to himself to hold it.

Two-Handed Sword +3 "Khazid's Death"

Khazid Death was created by a dwarven weapon master, Khazid El Dum. He had just created this sword when a group of thieves broke in and killed him with this sword. Part of his spiritual essence was bonded to this weapon at the time of his death.

Statistics:
Damage: 2D6 + 3
Special: +1 Strength and Constitution
THACO: +3 bonus
Damage type: slashing
Weight: 12
Speed Factor: 10
Proficiency Type: Two-handed Sword
Type: 2-handed

Not usable by:
Cleric
Druid
Monk
Shaman
Thief
Cleric / Mage
Cleric / Ranger
Fighter / Druid
Fighter / Cleric
Fighter / Mage / Cleric

We leave the Shadow Druid’s home behind. I had expected more… well I don’t know what I expected. Rejoicing at the destruction of the mines, or more petty hatred because we aren’t part of the natural order of things. Where ever they are now, I don’t care. We have to press on. They are behind us now.

And ahead of us are spiders.

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