1. Journals

Winter Has Come to the Green Glade [Session 40]

January 28, 2022

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Current Situation

  • After discovering the truth behind many mysteries involving Drezlin Nandar, his tomb, his past life and his death, the Trollmates begin a well-deserved rest in Nightstone. However, their leisurely breakfast is interrupted by a visit from the elves of the Ardeep Forest. The Ascentar, leader of the Earkeepers, has been mortally wounded by his own shaman who has taken up residence in the Green Glade, a ruined battleground that is normally protected from winter's bite year round. The shaman will not allow anyone near, has killed many of his own people, and may be the only person who can save the Ascentar. The city of Nightstone is asked to aid the elves but their guards are few and currently occupied. Lady Nandar calls on the Trollmates to lend their support.

Session Summary

  • The morning of the 11th, the group decides to finish tying up any loose tasks in Nightstone before heading back to Mirt's Hunting Lodge to teleport back to Trollskull Tavern. They have a comfortable breakfast, while Velrosa Nandar continues to get settled back into running the town (which she does very well).
  • With one more quick check in the library, the group find a few more books:
    • A history of several of the main deities (including Selûne)
    • A legends book about Selûne and her accomplishments
    • An atlas of Faerûn (basic collection of maps)
  • Dhann finishes attuning to the A Thorough Study on Sparing and asks Z if the Bard would be alright with Dhann attuning to the Talisman of Pure Good. Z readily agrees and gives it to the Cleric, who spends some time attuning to the item.
  • It's noticed by the group that Rascal hasn't been seen in a bit, and when asked about it, Ely tells everyone that he was needed back in the Feywilds for some reason, some sort of "training" to enhance his rascally abilities.
  • The Trollmates go to the Nandar crypt to clean it up a bit, and with Z's inspiration and a quick prayer, Dhann reseals Drezlin's sarcophagus and is able to smooth the likeness of the former High Steward's face to look just a little bit more like the man who once lived there. The statue of Lathander is also repaired with another cast of the spell. Z reassures Dhann that while he might not be a sculptor, there are many things Dhann is good at, and Ely joins in with, "Well, it certainly looks like a face." With the rest of the repairs, Z is handy with Mending to fill out any remaining cracks in the statues. They leave the northernmost coffin with the tunnel unsealed, but replace the lid so it looks untouched.
  • As they finish up lunch, the sound of the alarm tones from a warning bell, and Lady Nandar runs past to see what's happening, looking at the group as if saying, "Come with me?" Of course, everyone immediately leaves their seats to follow. And then a cry goes up from a guard on the edge of the town, the gate: "Bring up the drawbridge! We've got elves from Ardeep!"
  • "Lady Velrosa Nandar, High Steward of Nightstone, Keeper of the Treaty of Dessarin; Neighbor and Ally. Rond Arrowhome, Ascentar of the Elves of Ardeep has come to request your aid!" There are four elves on the other side of the gate and the one speaking is a younger female. "Winter has come to the ruins of The Green Glade!" It seems that their shaman, when the fog began to creep in, took shelter there to defend the elves, but the Ascentar has been wounded by the shaman, who is now within the glade and will let no one approach. Lady Nandar lowers the drawbridge.
  • The elf speaking is young, and looks the healthiest among them. The other three look battle worn and are covered in wounds from something. The elves ask for assistance and any healing help that Nightstone may be able to provide. Lady Nandar asks the help of the Trollmates, as Nightstone's resources are already thin.
  • The Green Glade is a place that is always in springtime, but something has caused it to fall into deep winter, along with the rest of the countryside. Something is very wrong within the sacred place.
  • Lady Nandar provides the group with horses for the 2-3 hour ride into the woods with the elves, who truly seem to need help. Lady Nandar lets the group know that Mirt will meet them at his lodge once they return from Ardeep.
  • The leader of the four elves is the only one that really speaks to the group as they travel. The troubles have lasted a few days at this time, and while the shaman is usually the main healer and secret keeper of the elves, he's out of his head and attacked the tribe. The Ascentar is in bad shape, and not expected to survive the night. The girl's name is Anoin Vellana. One orc ear around her neck marks her as a very green warrior and the three others have none. It seems as if the younger members of the Ardeep elves are needing to step up during this time of trouble. The fact that they approached Nightstone for help speaks volumes. Most of the hunters have had to travel further to look for food in the winter, as the fog of Deldreg has caused many problems with the normal hunting patterns.
  • The shaman went several days ago to check on the Glade, and any elves who went to check on him did not return. When the Ascentar went, his warriors bore him back, wounded, and he now lies with a high fever and some sort of putrid infection is harrying his recovery. The group asks to see him first to see if anything can be done for him.
  • Dhann asks what his symptoms are, and Rond is suffering from a large gash on his chest that is festering and he seems to be poisoned. He's been bedridden since the day before. He is unable to speak from his illness. And while the gash wouldn't be so serious on its own, it's become encrusted with some sort of blue and black, as well as causing a cough and fever.
  • The group explains that the fog and undead animals were caused by the skeleton of Deldreg. Anoin comments that none of the elves saw it fly off, but they're glad it's gone. That being said, the mushrooms and fog are still present within the Ardeep forests and seems much slower to fade off, further from the town center.
  • Anoin mentions that something seems to be strengthening the shaman beyond his normal capabilities and that the Glade seems to be "animated" in some way. Turning back to one of her companions, she says, "Erd! Show them," and one of the men with her pulls down the collar of his tunic, revealing a massive red mark across his shoulder. "That's where one of the vines got him." After being attacked at the Glade, the youngsters left to return to their camp to let the rest of the tribe know what they found. It's as if the Glade is defending the shaman for some reason, and doing so unnaturally and violently. 
  • Arriving at the camp: there are four large, main tents set up beneath the trees. At the very end of the clearing is a smaller, slightly differently colored tent with two torches on either side of the entrance and decorated with the trophies of many exploits from wars or ventures. It is the tent of the Ascentar. Anoin immediately leads the group to this one, and brings them to the Ascentar who is reclining on a bed of skins and pelts. He looks horrible. He's alive, but seems to be only just. Anoin announces the group to him but he doesn't acknowledge this at all.
  • Barrett suggests to Dhann that perhaps they may try the Periapt of Poison to see if it halts any proper poison from spreading, and Dhann agrees. Dhann approaches the Ascentar and asks Anoin if he may inspect the wound, and she gives permission readily. Barrett gives Guidance and Dhann sees that the gash is indeed a deep one, sternum to shoulder. The color is the most worrisome thing. The blueish veins have taken over most of his torso and are creeping up his neck. While he can't tell what kind of poison it is, Dhann can tell that it's a poison that's here, not a basic infection. It's causing the Ascentar to have difficulty breathing.
  • Laying the Periapt carefully over the Ascentar's neck, the item seems to, thankfully, halt and slightly reduce whatever spread is happening, even if it doesn't cure it. The swelling does decrease a little, improving the elf's breathing. Barrett meditates with a hand on the Ascentar's head for a few minutes, and the Ascentar then improves even more, slowly getting to be on the mend. He's still very ill, but the poison has now left his system, or is on its way out. Ely passes Dhann a Potion of Healing and with Dhann's help, the Ascentar manages to take the whole dose.
  • At this time, against Anoin's protests that he needs to rest, Rond attempts to sit up and speak to the group. Unfortunately, he's not regained his voice but he does nod his head in gratitude for their help. Anoin lets him know that Erd will remain with him while she accompanies the Trollmates to the Green Glade to investigate what's happening with the shaman. It's clear Rond, face full of genuine concern, looks at her in an attempt to stop her but she says, "You cannot stop me, Father, I'm going either way."
  • Barrett asks just what it was that wounded Rond, and he nods when the Monk asks if it was the shaman. Barrett also takes the Periapt back, and thankfully, the poison doesn't return with the removal of the item.
  • Dhann pulls Ely aside and asks the Warlock if she can manifest a shadow tendril with Prestidigitation to see if Rond recognizes it. She's willing, and does so, creating a sliver of the harmless type from the chest. The Ascentar looks at it intensely, but then shakes his head, not seeming to have seen anything like this before.
  • Heading to the Glade: they'll be approaching from the south and its ruins mark it to have once been some sort of court or theatre. It's ancient, but a few partial walls are still standing. Horses are foregone for walking, as it's only the trek of a mile to the Glade.
  • As they get closer, the fog and snow continue, and stone structures begin to appear. Anoin marks the boundary that should exist between winter and eternal spring, showing where the Glade would begin if not for the snow covering everything.
  • They slowly begin to move forward, and as they do, they begin to see shrubs and what look to be bodies scattered around the clearing. Anoin remarks that perhaps the vines can move to attack targets in various places within the Glade. It's decided, should a fight ensue with the shaman, that it's better to restrain and work to fight with nonlethal attacks rather than kill him outright.
  • Barrett notices a shrub moving of its own volition and alerts the rest of the gang to this. A body appears to be entangled in its vines and branches. Z further wraps it up with his poi and the group works to fry the plant before any more bodies are within its grasp. It shuffles towards the group and the thing positively reeks. On brand, Barrett, Z, and Elyana wave off the smell while Dhann reacquaints himself with the ground, retching. Anoin has no problems at all, not even seeming to smell anything off, or not bothered by anything, at least.
  • Making short order of the first plant, the group moves on ahead through the snow, keeping an eye out for more attack shrubs. The creek comes into view through the fog and cold air, and a vine to the east seems to have...moved.
  • More bodies come into view within the frigid waters of the slow moving creek, and there are two areas to cross. Barret, Z, and Anoin make across a bony path to the east across the remains of some long dead massive creature, Anoin slipping and taking a bit of an icy plunge, but thankfully the water is shallow enough for her to pull herself out without difficulty. Dhann and Ely take a platform crossing to the west, Ely losing a bit of footing at a precarious spot, but the Warlock and Cleric make it across to the opposite bank.
  • At that moment, a shrub flings itself at Z and smacks him across the arm, and the Bard recognizes that this plant can poison with its attacks if it hits solidly enough. Hearing the beginnings of another fight, Elyana Eldritch blasts across the water while making her way along the bank towards their friends. Z, retaliating with the whip, constricts the vicious shrub. Dhann, seeing Ely attack, runs as far as he can before releasing a Sacred Flame upon the plant. Anoin sprints for cover and distance so that she can loose an arrow.
  • Having moved up the terrain, Dhann begins to hear a sort of murmuring up a small stair over his left shoulder. Glancing over, he sees the shaman standing on a stone platform, on some sort of podium, and he sits, while his murmuring grows louder, head bowed and eyes closed. Barrett moved to assist Z, pummeling the constricted plant. In the meantime, Elyana shoots two more blasts of Eldritch magic at the shrub across the creek and while the first shot goes wide, the second hits solidly, and she moves as quietly as possible in the same direction Dhann did. She sees everything the Cleric has as she draws nearer. Then, another plant begins to move, but so slowly it's almost imperceptible, but noticed nonetheless. Ely alerts the group to the presence of the shaman. Dhann moves to cover Ely, drawing his musket and waiting to see if any appendages come towards anyone, and prepping himself to shoot if this happens. Anoin attacks the plant fighting Z and Barrett with her sword, doing some damage.
  • At this time, the shaman stands and walks down to a small pedestal, kicking aside the arm of an elf's body on his way. There's a white, shining object on the stand and his hands hover just over it, seeming to absorb the white light, before blasting that magic towards a tree just to the east of herself and Dhann. Landing a final blow, Barrett finishes off the corpse laden bush, and Z retrieves his whip. The Monk then moves towards the stairs to the north.
  • And then - a deep, earth shuddering groan emanates from the tree, and it suddenly uproots itself, limbs and leaves quaking, and begins to make its massive, lumbering way directly into a run. The tree is awakened, and furious.

-

It's Elyana's eldritch magic shooting across the icy creek that alerts Dhann to the combat that's broken out where Z and Barrett, with Anoin, have hit their side of the bank. Sprinting along the snowy waterline to get close enough to shoot sacred fire, Dhann then catches a murmur - someone, something nearby - it's the shaman. The elf is hunched, muttering, his voice growing louder and louder. Close enough to see, too far for nonlethal attacks.

The Warlock's seen the shaman now, her shout of warning breaking clearly over the ice and cold, and as her voice carries, the shaman places his hands on an orb that begins to glow with a powerful white light. In the next instant, the raw magic is shooting from the shaman's illuminated fingertips to blast into the trunk of a massive tree and then-

A groaning, a creaking- Roots snapping, frozen leaves clattering- and then the tree is walking, limbs roaring over the heads of the party.

Dhann skids to a stop, eyes darting from the tree, to the Monk and Bard battling another rotting, ferocious shrub, to the shaman, and options for his next move begin to flash through his head. And first-

I could run for it, hope I make it up to him before he pulls any more magic- but can I get there in time?

-

Next time on...

This shaman, whatever business he has, has planted himself in the Green Glade as a formidable opponent. It's still unclear just what's infected his mind, but whatever it is - it needs to be stopped. Blight now.