Session 17: The woods are dark, and full of terrors. Report | World Anvil | World Anvil

Session 17: The woods are dark, and full of terrors.

General Summary

So, we decided to pick up the quest to help some farmers with their monster problem. You'd think this would be right up Voron's alley, but he wasn't feeling so great, so he instead spent his time gathering firewood. It's alright, the big guy can do what he likes, and if he's not feeling like taking on monsters, we can't really force him, right? I mean, we probably could, but that wouldn't be very nice of us to do.   Anyway, we go to the Mountain Shadowlands farm, run by Ammand and Ellinn, to get more information on what's been harassing the farms. As we approach, we see large grasslands and some herds of Rothé. They're a bit smaller than regular cows, but that's because they're usually kept in caves underground, or something. As long as it tastes like cow, I don't really care where it's from.   As we approach the farmhouse and call out, Ammand comes from around the back, carrying an axe. He was busy chopping firewood out back, while his wife is tending to the herd. He tells us that at first, it was just some small 'attacks', which aren't too unusual, but then the fence started getting knocked down. Twice. Which IS unusual, so they started getting worried. Also, they found some carcasses that had been ripped apart. That's probably part of the worries. Then, a few days ago, a couple of Human farmers disappeared from a few farms over. Crop farm instead of cattle. Someone asked, but I'm not sure why. People are missing, why would I care about what kind of farmers they were?   Then Skrik is missing when we go to check out the fence that got knocked down, to see if we can find any tracks or how it happened. Me and Duldar try to help, but accidentally push the fence over. Not my fault the muck is soft and I can't even lean against the dang thing! Then Skrik shows up out of nowhere, and helps Janey find some tiiiiny footprints that lead to the forest. Janey says she read about creatures that might've done this. Apparently, they're called 'Mold-folk', or something. Doesn't sounds like they'd make for good food. Everybody knows that, unless you specifically use a kind of mold to make food, mold and food do NOT go together.   As we head into the forest, Skrik asks if I can be in front, because he feels 'squishy', or something like that. I don't mind, I've been pretty lucky in my fights. We traveled for about 3 hours by now, and suddenly Skrik notices something. We try to sneak up, and find some plant-people, and get into a big fight with them.   I rush in to take as much of the fight away from my allies as I can, and I squish a couple of the critters really quick. The bigger one that I focus on first lets out a big puff of spores as I squish him to a pulp. Not sure what that was about, but I don't care, there's a bunch more that I need to take out. So I squish a bunch more of them. Janey and Duldar do their magic from a distance, and Skrik keeps disappearing into the foliage. He's doing alright, though. Then a BIG flower thing shows up, and it poops out a couple of zombies! So I go and give it a big ol' hug as well. Together, we bring down the weird flower thing, and find out it's got a buncha corpses inside of it. That would explain the crunching sounds as I squeezed it. Oh, and the small things kept getting up after they went down, but they tended to stay down after Janey or myself hit them. I did use some of that magic I got, maybe that was why? Not entirely sure why Duldar's magic wasn't working in keeping them dead, though.   After we make sure all these things are STAYING dead like they're supposed to, we collect proof that we took care of the problem, and bring back the corpses that we found inside the big flower thing. It's late in the afternoon when we get back to town to collect our reward for completing the quest. With about a week left before the initiation thing, we decide to spend some more time doing things we like. I'm not sure what the rest did, I was too busy enjoying myself with more fighting in the Colosseum! And making good money in the process. I'm getting closer and closer to getting the best and shiniest armor I can get!


Skrik’s amazingly accurate report of how we went to a forest and killed some plants that moved.

  So much excitement in Donner’s keep. And so little for me. It appears the thieves guild in these areas are mostly dwarves. Who hate me. I don’t know why, but apparently, Ratfolk are not popular among the dwarven population. Who’d have thunk it right?   In any case, we decide a job before the adventurer’s initiation is in order. Voron wants to retreat to nature a bit, so he asks if he can collect some firewood, as we’ll tackle a slightly more dangerous mission, but nothing too serious. Valstrax will pick up a quest about protecting Farmers for us. Voron leaves for the woodgathering, as I investigate the work done on the dagger that will apply poisons. I’m very excited about it, it looks positively amazing.   After that, Valstrax returns. I talk about his new nickname, and how the underground also calls him the silver purse (instead of grasp). It amuses him slightly. Valstrax tells us we will meet two farmers named Amman and Ellinn, farmers in the Mountain Shadowlands Farmstead. So, without further ado, we go to the area, and find them.   Amman is a burly dwarven male with a big axe. He has a Rothé farm, and there have been strange disappearances. First just the Rothé, but then farmers from other farmsteads too. I try hard to be quiet, and eventually I failed, and start involving myself in conversation. Which of course, leads to dwarves being mean to me. I just look at Duldar. I hope he knows what his race puts me through. But at least we get the mission.   I make sure his wife (who Amman seems to believe is invulnerable) is safe, as the rest does their investigation. After a while, I see them expertly figuring out the truth, with no falling fences, or getting stuck in the mud whatsoever. I make a note to buy some snowshoes later for the mountains. With a little investigating, Janey manages to find tiny tracks and informs us they are from a species called mouldfolk, and asks me to track them to their origins.   I track the marks for quite a while, but eventually the rain and mud makes the tiny prints illegible. But, a general direction has been found, and we travel carefully…at the start. In the end though, only Valstrax and I are careful, and I don’t think any of the others saw the little midget plantpeople. The plantfolk immediately attack, so any form of peaceful resolution is out of the window, as I prepare my crossbow, which Duldar blessed somehow. I ask not how, I’ll ask that later.   Well, it appears vegetable people are not very durable, but they keep getting back up, and my crossbow bolts don’t seem to hurt them as much as other things do. It already sends my mind reeling for firebolts and other things, but for now, it’s just concepts in my brain. After the poison-kit I may need to learn tinkering from Duldar too.   After a bit, a giant flower comes out of the forests, and it appears to vomit out zombies. I immediately change my attention to it, as the group cleans up the vegetable people mouldfolk. It takes a little more effort, but Valstrax manages to tie up all the enemy forces and we shoot them down easily enough. We burn the mouldfolk remains, as their spores appear dangerous.   We bring part of the corpse flower and the corpses to Amman and Ellinn, and get paid. Then Janey makes the most beautiful yellow multi-directional scarflet with intentional peekholes and adaptable width. I’m unfamiliar with its design, but Janeys intellect has surely made a design beyond my comprehension. I am eternally grateful for it too. I also obtain some funds through robbing the dwarves that sleighted me (quietly), then buy some snowshoes for the party.   Soon, very soon, the adventurers initiation will be there.

Rewards Granted

9681 xp totaal

Campaign
The traveling gourmands
Protagonists

Janey Kyrakir

Report Date
30 Nov 2019

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