On the edge of the great forest

Hugo Tuya’s guards have almost been caught robbing a grieving widow, and now have to make amends. They need to spend several days in the wilderness pretending to track down iron they already own, to receive only a fraction of the money they had hoped to earn by selling their stolen goods in Estona. The roster for today’s adventure:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Itzel, elven astrologer
  • Kyansei of the Eilika Tribe, wildling barbarian
  • Quangbae, human explorer

The guards woke up early and set out to track the sole surviving bandit from the original group that ambushed them, and to begin their thankless task of making amends for their callous thieving.

The Truth About Deepfolk Iron

They followed the bandit for a day, tracking him back to the site of the original ambush and beyond, and confirmed that he had not attempted to dig up any cache or secret hidden wealth. He simply ran away from Ibara as fast as he could, heading east to the coast road and the chance to escape from certain death in the village he had been preying on. The guards let him go once they had confirmed he was not hiding anything, and decided to go back and investigate the strange place where they had originally discovered the widow’s iron. Calim was convinced there was something more to learn from the site, and they guessed that now they knew its location they could travel there quickly and search it during the daytime.

Unfortunately they lost the path, cutting overland to the northeast of Ibara, and there was not much light left when they arrived at the burial site. They worked quickly, splitting the group into two. One group searched the area around the burial site, looking for any sign of skulls or other remnants that were not buried with the iron itself, while another group – led by Calim – dug back into the site and explored the bones in more detail. The first group found nothing, but Calim’s group were able to determine that the bones in the burial site were deepfolk bones, and they were old – much older than 100 years old. They had found something ancient, but could not tell if it was a burial site or the location of some ancient battle, since buried by time and forgetfulness.

They also found a magic amulet, but Itzel concluded it was deepfolk magic and dangerous to wear. They kept it in case it might be useful later, and made camp for the night.

The next day they returned to Ibara, and handed over their stolen iron – all 10 ingots – to Hugo Tuya, as he expected. They made a good show of pretending they had dug it up on this trip, and of looking forward to their reward. Pompous as ever, he invited them to join them in trading it with the bailiff, and they set off to the Bailiff’s residence. Here they were led into an office, and a strange ritual took place: Hugo Tuya took out a piece of cured leather and laid it on a desk, and he and the bailiff then carefully drew each ingot out of its sack singly, sprinkled salt on it and placed it reverentially on the leather. When his guards asked him what he was doing, Tuya explained to them that Deepfolk iron was cursed, and any attempt to take possession of it was fraught. The best thing to do was to melt it down immediately, thus dissolving the curse, but even then it was best if storing it in a house to salt it, lest the curse cause the house to burn down before the ingots could be melted. Had they taken the iron with them, Tuya told them, thus taking possession of it themselves, they would have inherited the curse, and all its unseemly consequences: snapped wagon axles, spoiled food, arguments between friends, impotency, and other wreckage[1].

Quangbae made a nervous joke about how it was a good thing they had been honest about the iron then, wasn’t it? And they returned to their hotel.

The road to Miselea

The next day they set off for Miselea, the next town on their journey. Miselea is two days’ journey from Ibara, on the border of Hadun and Ariaki, a good town for trade in a slightly dangerous place, not so far removed from the Valley of Gon. From Miselea they planned to turn northwest and head to Estala, skirting the edge of the Valley of Gon.

The road to Miselea cut close to the great forest, running alongside a small stream never more than 500m from the looming mystery of the elves’ southern homeland. They followed it happily until mid-afternoon, when someone in the party suddenly heard a baby crying. They stopped and began to search for the sound, soon finding it: there was an abandoned camp between the road and the forest. They approached cautiously but found it empty, except for a baby that had obviously not been fed or cleaned for about a day. The camp’s other five occupants were nowhere to be seen, but there were obvious signs of a struggle, and spider webs strung around the perimeter of the camp.

Spiders had taken this camp. Big spiders. The guards decided to follow and rescue whoever they could, while it was still light. They headed into the forest.

The spiders

They walked on into the forest, and the spiders found them soon enough. They were moving in the trees above them, crawling through a network of webs on the trees and waiting for the chance to attack. The guards started shooting, and the battle began.

The first wave of spiders stayed in the shadows of the lower branches of the trees, throwing webs and missing, but then a second wave emerged from the undergrowth after the party separated, ambushing the archers who had moved back to cover their friends. These spiders had bodies the size of large dogs, and horrible hairy legs stretching meters away from the bodies. Fangs like daggers chittered and dripped venom, and they fired webs to try and entangle the guards. The tree-lurking spiders dropped to the ground to attack their melee squad, and they began hacking at the hairy, disgusting, chitinous thugs.

Soon a much larger spider, with a body the size of a small horse, emerged from the shadows of the trees. It spat acid in Kyansei’s face and then entangled her in webs, and began dragging her into the woods. Calim and Quangbae rushed into help her, and somehow wrested control of the battle from the spiders. They drove back the small ones and freed Kyansei with fire on the web, and then the battle turned. Soon all nine spiders, including the giant leader, were dead in the glade, oozing ichor into the web-strewn carpet of dead leaves beneath their feet.

They found the captured humans a short distance away from the ambush site. There were five humans hanging cocooned in a huge complex of thick webs. One was dead, partly eaten, and so completely invested that even its bones had liquified; when they cut open the cocoon holding this body it fell out as a sack of vile-smelling fluids, with no shape, barely recognizable as the human it had once been. The other four they cut out, heavily poisoned and barely alive. They put them under guard in the corner of the spiders’ lair and searched through the webs for treasures. The webs were surprisingly clean, the spiders’ feeding being so complete that nothing was cast aside, and they were able to gather large amounts of high-quality spider silk to sell in town. They cut some venom from the smaller spiders to turn into anti-venom, and Quangbae fashioned himself a halberd from the fangs of the giant spider.

As they searched the webs they realized that these spiders were newly arrived in the area. They must have been pushed out of their original lair by some other, more powerful force of spiders, deeper in the forest – giant spiders of this kind did not usually venture so close to the edge of the forest. Were they to venture further in and fight off the beasts they found there they might be able to gather some truly rare and splendid spidersilk, from one of the older spiders that live in the great forest, and maybe some truly potent venom. They looked at each other and back at the injured, nearly-dead human trappers, and considered their fate.

Life was short, and the death they had witnessed was terrible, but spidersilk was valuable, and the chance to gather it rare. What should they do ..?

 

 


fn1: Including upgrading the difficulty of every single skill check they made, including selling it: and if they roll a despair on the attempt to sell it, well, they decide to keep it, and the curse goes on …