Having spent the night in the crashed ship after driving out the Koox, the young adventurers of Raven’s Roost continue Northward and down further into the magically wild lands at lower altitudes, they know great danger awaits them and not wanting to get lost start to keep a careful reckoning of their travel.
- Rathdar (ByW): Level 2 Human (23) Cleric of Vardor
- Bilbil (RiH): Level 2 Harpy (16) Thief/Roboticist
- Amhran (BiW): Level 2 Human (10) Cleric of Emedia
- Clarence: Level 3 Skeleton with Revolvers
Not yet feeling a need to keep an eye out for the “Iron Lines” they keep a rapid pace as they get down among the increasingly tall trees. Soon, Bilbil has to stay below the canopy to keep the others in sight. Suddenly, Bilbil hears crashing through the underbrush and they all prepare themselves for battle.
Through out of the fog and leaves comes a massive, shimmering shape of hard shell like a massive slug, easily 20 feet across and undulating with slug-like movement as it crashes toward them, the top branches of a tree it topples falling just short of Rathdar. Clarence fires into it as Bilbil continues to ascend. The shelled slug surges forward and while Clarence gets out of the way and Amhran flees a falling tree cracked by the advance, Rathdar stand his ground and swings. Though he cuts deep through the shell into soft parts beyond, he take significant damage as it hits him, but manages to hang on the front rather than being dragged under it.
Bilbil drops a large rock on the slug, cracking open its shell to reveal a gelatinous inside. Clarence continues to fire and Amhran casts a small heal spell on Rathdar. Rathdar stabs Solus through the shell once more. The shelled slug shudders and sprays acid through the holes made by Bilbil, Rathdar, and Clarence, acid also oozing out from under it. They all manage to stay clear of the spray.
In the next round of attacks, Bilbil drops a particularly large rock through the previously created hole in the armor and the whole slug deflates as acid sprays and oozes out of every opening in the shell. Rathdar, seething, continues to slash at the empty shell before him, cutting it open to see a massive millipede inside that attacks immediately. With a critical hit and a high damage roll, he drops the millipede immediately.
After a little rest near the defeated creature, they continue Northward by Bilbil’s compass. As best they can tell by the glow of the sun through the thick clouds and oppressive canopy, it is getting into afternoon. They start to keep a look out for a good place to make camp, walking in stark silence to not attract undue attention.
As the light, such as it is, starts to fail, Rathdar notices a cottage in the jungle with the foliage cleared back from it a little ways. Smoke curls from the chimney and there is a light in the windows. In bat form, Rathdar investigates and sees through the blinds an old woman, probably half-goblin/half-human, making a stew over the fire. They decide to see if they can spend the night there and go knock on the door.
She answers and invites them into a room cluttered with furniture of all kinds, including tables with chairs standing on them. Amhran and Bilbil take seats, but Rathdar insists on standing, speaking to the woman and learning that she rarely sees adventurers, having moved here on account of strange beliefs like toe stealing creatures. When she asks for someone to taste her stew, Rathdar indicates that he doesn’t eat food, but Amhran gives it a try, finding its seasoning familiar.
They all sit down to eat, except Rathdar, and soon Bilbil feels sick from it. Amhran leaps up to take his bowl, but her chair grabs her. With the jig up, they enter initiative, with Rathdar attacking the woman as she turns invisible and Bilbil staggering to his feet and and casting a sand storm to reveal the invisible woman. Clarence feels for her and doesn’t find her on Rathdar’s right. She appears again, grabbing Rathdar by the elbow, and he starts to transform into an ornate chair, but a desperate prayer to Vardor reverses the transformation and he cuts the old woman, a furnisher, down.
Rathdar, taking all of the furniture to be transformed adventurers, prays to Vardor to have them restored, but with a terrible roll is struck dumb. While he continues to pray silently for his voice to be restored, Amhran attends to Bilbil, who slumps on the floor, weak from the poison. Amhran loots the room and eventually Rathdar recovers his voice. They pass the night in the cottage, having pushed all the furniture against the walls.
In the morning, Rathdar asks Vardor if they should burn the cottage or preserve the adventurers trapped within. Vardor indicates that they don’t have the resources to manage so many lost and confused people, but that they should leave the cottage intact and send someone trusted to rescue them all.
They all level up.
The Primordial Frontier Campaign is set in the Perenia world of the Tyranny of Mundanity and Stormguard campaigns, but in a future where the world is characterized by wild magic below a mile above sea level. Sea level is the new underdark, and, well, I don’t suspect we’ll be seeing the underdark at all.
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