Onwards and Northwards
From Louden Inn, the road leaves behind the Wilderland and winds its undulating way down through woodland and meadow towards Huntsford some 20 miles as the crow flies. A few farms dot the countryside and the inhabitants view the travellers with some suspicion, wielding the farm tools as weapons. Stocky red cattle and blackface sheep graze the pastures. Each herd / flock is guarded by a herdsman and up to two dogs. To the west, dark woods rise to the even darker cloud shrouded Iron Mountains.
The land is beautiful with rolling hills, green grassy and yellow oat fields and deciduous and coniferous trees. Unusually, though the trees are turning to their autumn colours.
The first few miles with the dwarves was pretty uneventful. Scar was tied to the back of the cart. Bevan scouted ahead and Rik cantered to and fro on his hairy pony, ensuring the party were extremely well noticeable. He was reprimanded a few times but soon forgot the instructions to stay close.
At mid morning, the party stopped for a short rest. Bevan, with a well aimed bowshot, managed to fell a hind that crossed the road, providing them with fresh venison. Whilst refreshing themselves, a shepherd appeared, with his dog. He was looking for some missing sheep. In discussion, he tells that quite a few folk have lost livestock, usually sheep or young cows. There is a bleating, and the dog has found one of the sheep. It is wounded with a claw like injury on its flank. It is no use to the shepherd, so some of the fresh venison is swapped. The journey continues.
Around eight miles from Louden, a small path leads westwards off the drove road heading into woodland. This leads to a small ruinous temple dedicated to Avandra. An old weathered stone leans against an ancient oak tree. A spiral has been daubed on it in a dark ‘paint’ over the symbol of Avandra. Through the trees on your left, you just glimpse the white stone of a building glinting in the sun.
Galindan tries to wrack his memory, knowing he has seen this symbol before ad eventually he recognises it as belonging to a most evil deity.
Rik spurred his pony up the track to the temple, much to the chagrin of his parents. A few shouts and curses ensued, but Rik ignored them. There is a scream and Torm turns the cart up the track as Dellyn is desparate to get to her son. Erkai manages to persuade them to stay where they are whilst the experienced group go to find out what has happened.
They stealthily arrive at a small clearing in which they see a weather worn temple, pillars rising from a hexagonal base to a similar roof. Rik’s pony is quietly grazing when a gruff screech comes from somewhere within the ruin.
Where the ground has collapsed, a worn rough set of stone steps descended into musty darkness below. Light from the sun illuminates the steps and the struggling Rik as he fights off a winged creature that has attached itself to him. Several winged creatures rise out of the underground temple. These Stirges are pests who feed on the blood of their victims. Nasty little buggers!
Thrugg, Galindan and the Pseudodragon Lathander are grabbed by the pernicious creatures as they attempt the rescue of Rik, slowly poisoning. A somewhat protracted battle ensued, both in the chamber and on the surface but, eventually the adventurers prevailed and the creatures were destroyed. Rik, unconscious, was removed from the desecrated shrine. The chamber had within it, a single plain altar. On the floor the remains of a skeleton lay where it fell, dust encroached. Searches revealed a single topaz on the floor in front of the altar and a curved silver dagger was found under the skeleton. The blade revealed little of its origins to the group other than the presence of a faint engraved anti-clockwise spiral on the widest point of the blade near the hilt. Erkai laid claim to the blade for the time being. He then did a thorough investigation of the altar but regardless of his fine precise skills he managed to trigger a poisoned dart trap (hitting Galindan, Seigfried and Lathander in the process, prior to finding a secret compartment in which a plain gold chalice lay.
Discussion about the chalice ensued, with Galindan remembering that the deity he was trying to remember was the ‘Chained God’. Was the chalice dedicated to a benign or evil deity? Closer inspection revealed a runic inscription which Galindan identified as Avandra, thus it was safe. Further investigation revealed that water placed in to the chalice and drunk from it, would imbibe the drinker with a feeling of wellbeing (Daily, 5 temp hp to drinker). It was argued as to whether the chalice should remain, or be removed, but it was pointed out by ??? that as the temple was desecrated, the chalice would be better of in another temple to Avandra.
The group leave the temple and return t the dwarves and the ain road. Rik, travels on the cart whilst his pony is tied to the back, alongside Scar who is starting look rather the worse for wear.
A few miles later, the group see a hooded figure sitting on a stone by the roadside. He rises and greets Galindan as though they know each other. “You are a hard one to find,” says the Eladrin stranger. Galindan introduced him as Ephelomar Sha’Inadras, his mentor and trainer, a long standing friend of many years. They talk about setting up a temple to Tiamat in the area, and Galindan gives Ephelomar a bag of gold (much to Seigfried’s chagrin). The journey continues, and Galindan finds out from his mentor that the Chained God is Tharzidun. A creature of utmost evil of whom not much is known about.
