The giant swivels around to look at the previously hidden Lorald, his eyes blinking furiously to try and make sense of the scene. He reaches out to take the tiny bottle of cordial form Lorald and proceeds to bite the top off like it was a wax seal and slurp down the contents. He slurps down the contents and then slaps his knee. Giant:
"That good juice little mans. You help Munguk find wolfberries and Munguk make you real drink." The giant motions towards Lorald with his very large, and very empty jug.
You head south for 4 days, travelling through woods and along river banks. Through your journey you find no sign of shambling mounds. As you arrive on the shore of the Candlemere, where the lizardfolk village sits in the mouth of of the Murque river a lizardfolk spots you and you are greeted with a pleasant wave. Dugout canoes are brought over by swimming lizardfolk who don't seem to speak common but politely motion for you to get in the canoes, gesturing towards the islands where the village sits.
A bushi in simple ashigaru armour, in the colours of Hiruma, appears before the assembled lords. He presents his daisho with ceremonial reverence. His hair is long and uncut and hangs over the right side of his face. This barbarous hairstyle does little to conceal a barnacle-like disfigurement across his cheek. He kneels and bows his head to the tatami before speaking. "This one humbly present himself, upon the recommendation of Shinjo Xiaoxing. His History is humble, but his spirit is strong. Where his sword is needed it will be found."
Lorald sneak up towards the giant, who is obviously, incredibly drunk. Peripheral vision is not his forte at the moment. This guy is sitting morosely on a fallen tree. Having exhausted himself singing he is now muttering to himself in Giant. Giant:
"Stupid trolly-mans, no want Munguk. Munguk no want trolly-mans." Beside the giant sits a large sack and an even larger club, made from binding several smaller poles together.
fabian shrugs, "I have no hatred for towns, for some they work and to those people I say stay there an be happy. For many it does not work, and can be painful, to those people I say come here and we will help you." He brusquely finishes up his work. "Excuse me," he says. "I am needed elsewhere." With that he leaves the tree and bustles off somewhere else. "I'm sorry," says Robert. "He doesn't get on well with some people, larger groups. But he's a skilled healer and cares deeply for those who need help." Robert straightens a few things on the table. "Come, let's get that wyrm seen to. The poor creature will need aid." With that he goes about the business of having the wyrm's wounds tended to. You are all offered food and rest for the night. The people of Tatzlford have little, but they do not lack manners. Occasionally someone will approach you asking for some gossip or news out of Brevoy.
Robert leads you up the Skunk river. He has a practiced pace and is clearly in his element in the forest. When you arrive at Tatzlford you are a bit underwhelmed. A few hide yurts sit in the lee of the river. Robert introduces you to a few members of the community, there are perhaps 40 people living here. Most are older and favour a living close to the land lifestyle. None wear shoes and only a few of the women wear shirts. Their tools look primitive and they seem to have a rudimentary lifestyle. After being shown around you begin to notice that a half dozen homes are actually built into the upper reaches of the trees so that they are safely off the ground. He brings you to the single largest tree in the community, which has a door carved directly in to the trunk, inside is a tiny living space where he introduces you to Fábián Vanessa, the leader of the little settlement. "I'm hardly a leader, just a healer," says Fabian. "One of the things I try to heal is the wounds inflicted on the land and on our souls by civilisation." Fabian is a small, common looking man wearing a simple white cotton smock and trousers. He sits over a work table crowded with herbs and other medicinal ingredients. He wears little round spectacles and gazes at each of you in turn, assessing, before he speaks to anyone. "How can I help you?" asks Fabian.
"My name's Róbert," he says. "I'm from Tatzlford, to the north. I was out gathering medicinal plants and herbs," he motions to a rough canvas rusksack he is carrying that is bulging with plants and herbs, "I had to cross the river when I spotted those wyrms. I was considering backtracking when you ladies, and gentleman, showed up and saved me the trouble."
Heading southwest you quickly find the Shrike river, running fast and clear and almost 300 feet wide. The many birds nesting in the banks give this river it's name. But today the birds are silent as an atonal howling in some strange tongue can be heard drifting from the south. Lorald recognises the sound of Giant, it's hard to be certain but it sounds like a rude drinking song.
So you stabilize the creature and then immobilise it. as you are doing that a shirtless human man wearing trousers of dirty hempen fabric emerges from the brush on the opposite of the river. His hair is arranged in several long dreadlocks. He calls out, "Greetings neighbours, my thanks for handling those creatures, my even greater thanks for avoiding killing when it was unnecessary."
Taken by surprise the creatures turn to look as Natalya nearly cleaves one in half, Zartana finishes it off with a skilled shot. Jenya fires her gun and blodies the other one in a single blow. The one remaining creature is grimly wounded. Round 1 Jenya, Raven, Zartana and Etienne go first. If any of you can hit AC 15 I suspect you will slay it.
These are tatzlwyrms, technically they are dragons, and technically they can be dangerous. They are not malicious, thought they are predators. They prefer to live near rivers and spend their daytime sunning themselves like this. Two of these creatures would pose very little danger to seasoned adventurers such as yourselves.
You head east to the skunk river. It seems you are blessed with an exciting journey because as you approach the river you hear splashing noises. Approaching carefully you see a pair of tatzlwyrm, six foot long dragon-like creatures with only a single pair of clawed arms at the front, sunning themselves on a rocky point bar. The creatures do not appear to have noticed you.
Lorald gets a liiiiittle bit closer, choking down the nausea caused by the harsh fumes. It seems that the mud pool is festooned with wild fungal growths around it's edge. Some of them are quite large, 5 or 6 feet in height. The fungi are quite strange in in form, perhaps even rare, or valuable. Would anyone who has ventured within the 60 foot range care to make a Knowledge nature check?
It occurs to you that shambling mounds are most often found in swamps or near lakes and rivers. The Skunks river is only a little ways east, you can follow it north or south. Also the mouth of the murque river, where the Lizardfolk village was located was a fairly swampy area. To the north lies the statue of Erastil, which hides the secret entrance into the hidden lair of Bactrophan.
I imagine Raven can manage a burial ceremony A pyre is raised and the appropriate prayers are said. What awaits the unicorn in the lands beyond life, in the courtyards of the Bonespire, none can say. All we can hope is that it is better than this world had in store. You solemn duty done, you depart back to the south in search of more cheerful sights.
Following the shore of the lake to the southwest. Scouting from the air reveals a strange spot in a narrow defile between several hills. A pool of mud, heated by geothermal energy is bubbling away. Any seeking to approach within 60 feet of the pool needs to make a DC 15 fortitude save or become nauseated for 2d6 rounds by the foul-smelling vapours.
Jenya searches the are carefully, and finds no sign of the unicorn's horn, but she does turn up a cache hidden under a tree trunk nearby. The area smells unmistakably of troll. It seems the creature had been stashing good here for some time and was probably returning to check on it's treasures. 6 pp, 310 gp, 774 sp and 681 cp Masterwork chain shirt
25 gp gems potion of haste CL 5
divine scroll of baleful polymorph cl 9
masterwork greatsword have fun
Jenya, let the others play too ;) The way it works wit ha 3x modifier is you roll twice and pick your preference. So in this case you pick wither guarded strike, or chipped bone. In either case your attack does 44 damage Bloodying the massive beast in 1 hit. Round 1 The creature spins towards Jenya, it's wounds already knitting together. It roars in giant and falls on Jenya like an avalanche. It bites down on her with jaws like a steel trap 12 damage Then all of you.
Jenya turns and sees a troll emerging from the trees. The 14 foot tall creature is a slab of green muscle, with a protuberant lower jaw and hooked claws. At 1000 lbs. the creature is a nigh unstoppable berserker. Surprise round. The troll charges Etienne and bites him with it's huge maw. Sorry Etienne. He takes 14 damage Jenya, you get a turn and then we go into initiative.
Jenya and Raven convene over the remains of the unicorn and determine that the horn was removed post-mortem. The area has been visibly corrupted by whatever act took place, but for some reason the unicorn's remains are untouched by rot. You all stand confounded and sickened by this sight when suddenly a rustle comes from the nearby brush.
Heading northwest you spend the day exploring the forest in that area. You come upon an unsettling find. The stink of moldering plants and a strange quiet in the sound of birdlife surrounds a somewhat sunken clearing in the woods here. At the center of the clearing, the soggy
Having slain the mighty Crackjaw you now have a turtle shell nearly five feet across. You are on the eastern shore of Lake Tuskwater, you can nearly see Freewater on the north shore from here. You spend the rest of the day exploring the area. That night is quiet. The next day you can follow the shore to the southwest, an area not yet explored. Or southeast away from the lake.
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