Warm,Wet, Drippy and full of Pole Arms.

The group decides to give up on the worm chase and return to following the Rod. The encounter the town of Treil which has a population of 10 thousand or so. The group debates whether they should sneak across invisible or announce themselves and possible subjected to taxes and other harassments. They decide to declare themselves and explore the town.
Bud Feaster uses his Fork of Travel to determine the safest route on their quest. He comes up with the only road that leads out of town.
There is a river that runs south then east through Treil leading to the city of Amn. For a mere 300 gold the party books passage along the river. The customs officer of Amn questions them on why the wish to travel to their city and charges two gold for the pleasure. Barada explains that that the party merely seeks passage through their lands. The ship is rowed by a crew of slaves. The road into Amn from the docks is bustling. The slave trade is in full swing. The crew heads down the road to the east. They pass through several more towns. No trouble is encountered. Once the Rod leads directly South the party leaves the road to travel through the lands that lie between the Sunset Mountains (of Giants) and the Troll Mountains. The path between the two is full of wild game but real few beasties.
A large lake is encountered that will take days to get around. The Rod pulls to an area where the river headwaters pour out of the side of a mountain. A small village is located at the base. The party ventures forth and finds a cave leading into the cliff base. Not is found but a carrion pile full of Shreekers. There are two paths that lead into the Mtn.
The party ventures in and finds Umber Hulk tunnels. They turn around but are ambushed by the lumbering beasts. Several party members are confused by the creatures. They madly bash each other and Parker is savaged as the melee spills down the hallway.
The creatures are defeated and the party heads down one of the unexplored passages.
They come across a room full of mushrooms both small and giant. As the party advances slimy creatures (3-5) emerge from the fungus patch. Reza dashes down the hallway to engage. The poor shroom farmers are soon beaten down.
The adventurers agree that it is time to camp. The secure shelter is cast in one of the mushroom rooms.
The next day they continue on encountering much of the same. The party comes to a crossroad where one way smells of offal and one that smells of the sea. The party chooses the sweeter of the two and finds a large cavern with a large murky pool in the middle. The cave is warm, moist and drippy, the party muses that this must be the right path for the Rod’s quest. The water is but three feet deep and the band walks into it. They skirt a small opening that bristles with pole arms and continue down a path that aligns with the pull of the Rod. They emerge from the waters and are covered in large leeches which have sapped away much blood.

2 comments to Warm,Wet, Drippy and full of Pole Arms.

  • Dalliance  says:

    What’s with all the innuendo? Who writes this thing? A 4th grader?

  • Barada  says:

    I thought you made it to the 5th grade…

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