|
Adventure Journal #2: The Cure After spending some time in Fort Laskor recovering from their previous adventure, the four heroes (Belden, Godefroi, Ulveg, and Zelaran) decided to seek their fortunes elsewhere. Along the way, they met a tiefling named Mara who sought traveling companions. Eventually, their journey brought them to the hamlet of Draidis. Quiet even for a village of its small size, the characters learned that Draidis was suffering from a wave of disease that had struck several citizens. The arrival of this motley band of adventurers drew the attention of Khudrun, the dwarf who served as the hamlet's burgomaster. Meeting with the dwarf at his residence, the characters learned that the burgomaster's daughter was one of those suffering from the illness. Despite Zelaran's ministrations, the sickness persisted, confirming Khurdrun's suspicions that the disease was beyond the talents of mere healer. The dwarf had another option, however, which he shared with the five travelers. A student of ancient history, Khurdrun had long studied tales of long-abandoned temples once dedicated to divine beings worshiped in the region. One such temple, only a few days away, was rumored to hold a relic of healing power. If the travelers could recover this artifact, Khurdrun would pay them handsomely. With a crude map in hand, the heroes set forth through the cold marsh on the trail of the lost temple. Along the way, they fought off a flock of bloodsucking stirges, but eventually the stone walls of a crumbling structure loomed up from a patch of dry land. Approaching the temple, the characters quickly discovered that it wasn't as abandoned as the dwarf had believed. A group of savage dragonbloods had encamped near the building, and sought to drive off the intruders. Another outbuilding concealed a swarm of Gloom-tainted spiders whose venom itself held evil power. After defeating these guardians, the characters probed the temple's entrance, navigating their way across a pit trap guarded by the animated skeleton of a wolf. Further within, the characters encountered another undead denizen, this one a bloodthirsty ghoul! The sight of this slavering corpse took a particular toll on Belden's already fragile grip on reality, sending him fleeing from the temple until cooler heads convinced him it was safe to return. Finally, the explorers reached the innermost chamber of the structure. Even the torches carried by the heroes could barely flicker within this unnaturally dark chamber. Still, they could make out a plain stone altar entwined in vines, while the ceiling itself fairly dripped with roots trailing down through the roof. Atop the altar lay a silver scepter--undoubtedly the relic they sought! As the characters entered the room, the roots above them came alive, seeking to ensnare the hapless victims walking below. At the same time, a thick vine lashed out from the altar, wrapping around poor Belden and dragging him across the chamber! The ensuing battle was chaotic and ugly, No sooner was one character free of the roots but another was trapped, unable to move. At one point, Belden managed to grab the nearby scepter and hurled it to his allies, selflessly telling them to leave him behind. Instead, the rest of the heroes remained, but this bravery would cost them dearly. Amazingly, Belden survived the assassin vine's crushing tendrils, but by the time the vine was dispatched, both Ulveg and Mara lay dead. Before carrying their fallen companions from this gloomy chamber of death, the three survivors investigated the room's cracked and fading mosaics. One illustration caught their eye in particular--a falling star above a mountain range, with a partial inscription in Celestial: The Sky Falls Darkness Rises The Masters of Night Return. These words would have to remain a mystery for now, though, as the characters had a long return trip yet ahead of them. After retreating from the temple, the three exhausted explorers decided to give their allies a proper burial before venturing back into the marsh. Unfortunately, this attempted sign of respect would be rewarded only with more heartache. As they dug shallow graves for the gnoll and tiefling, the haggard heroes realized with horror that their fallen companions were rising awkwardly from where they lay on the ground! Somehow, the tainted energies within the temple had animated the two dead bodies, turning them into horrible zombies! Exhausted from their previous battles, the three living characters had no choice but to flee the tiny island, leaving their former friends shambling behind them in slow pursuit. Heartsick, the heroes ran through the night, stopping only to catch their breath and make sure that the walking corpses weren't gaining on them. When day broke, the three heroes felt almost as dead as their fallen comrades. Soon, however, the humble cottages of Draidis were in sight once more. The characters delivered the scepter to Khurdrun, who thanked them greatly for their service. Zelaran, channeling his own talents of divine magic, managed to activate the artifact, ridding the dwarf's daughter of the illness that wracked her form. Conversation then turned to what next to do with the scepter. Khurdrun seemed to want to keep the item for his own personal use, but Godefroi and the others convinced him that its power must be shared with all. Thankfully, the scepter had just enough magical power left within it to heal all the afflicted villagers, but no more than that. The heroes felt proud of their good work, but also now realized the horrible costs that came with such adventures. Even among the survivors, the psychological scars of the excursion into the marsh would linger for some time to come. Previous: The Delivery Next: The Shadow Stirs |
|
All material copyright Andy Collins 2001-2007. |