Part 2 - Chapter 6
The party received almost all of what they’d requested to aid in the work of dragon-slaying, and resolved to savor one last night of sleep in the comfort of the Boar’s Lodge. As soon as the wagons were declared road ready and loaded with provisions, they forged northward into the Deeping Woods accompanied by Jiub, as well as Morgan and her companion Brutogg.
As they made their way along the winding and overgrown path into the woods, the creaking of their wagons and the clomping of their goats’ and horses' hooves were the only sounds breaking the silence of the forest. They had been traveling for a full day and were just beginning to set up camp for the night when suddenly, Brutogg was struck with a salvo of small rocks. Confusion turned to crystal clarity as gutteral snarls and hisses began to rumble out of the surrounding forest.
The group quickly formed a loose perimeter around their wagons and newly started fire, weapons at the ready as they prepared for violence. From the shadows burst a crocodilian hound followed by a horde of kobolds, all led by a Draconian taskmaster. The hounds were unlike anything they had seen before; a horrific hybrid of wolf and reptile. A score more of these beasts emerged out of the woods as the combat unfolded.
Turi, in typical form, charged into the fray with a shout. His battleaxe being put to good use against the foremost hound as well as slicing through the ranks of kobolds. He and Charax worked together to shove one of the hounds off of Sindri, who stepped behind the front line and began peppering the small horde with bowfire. Meanwhile, Torgren anchored the groups’ eastern flank, lodging his handaxe into the neck of another hound and being forced to fight on with just his sturdy dwarven-made dagger. Nearby, Boot summoned his illusory comrades as well as his flaming blade and set about haranguing any and everything in the immediate area.
Abby and Fargrim worked together to hold the western flank of their camp - Fargrim violently dispatched a third hound, while Abby also created a gang of illusions before going to work with her signature spectral weapon - sending the luminescent little shiv all along the front line.
The Draconian hunting party was eventually dispatched, but not before dishing out a fair amount of pain to the adventuring party. In particular, Abby had been mauled rather badly by one of the croc-hounds. As the adrenaline wore off and it became clear that the threat was truly neutralized, Jiub piped up - offering the use of a magical wand to summon a portal to a safe haven he’d created in some sort of pocket dimension. This was the last charge in the wand, and so would be of no use later in their quest - the group all agreed that now was as good a time as any to use it, as they may not get the chance to later. Jiub explains that the portal will function for twenty four hours, allowing the party to come and go at will if needed. Given this, Turi and Torgren agree to keep a watch over the groups’ wagons and materiel (which will not fit through the portal), alternating between watches.
Jiub's manor is apparently located within a secluded and private realm accessible only by way of magic. Passing through the shimmering portal and leaving the material realm behind, the adventurers find themselves deposited in a courtyard at the base of a small flight of steps. The manor itself has an understated grandeur, and is made mostly of wood and stone - dark wood mimics the surrounding mossy terrain, while blue slate tiles on the roof mirror the dark sea just visible beyond the rear of the estate. The exterior is adorned numerous archways and lifelike carvings depicting all manner of humanoid beings. As the party is bustled inside, Jiub welcomes them to Anthropos - his most secluded sanctuary.
Upon entering the manor, the party is greeted by a spacious foyer, with a high ceiling and a large iron chandelier hanging overhead. The floors are made of some kind of well worn wood, and the walls are lined with tapestries. Off to the right of the foyer, there is a comfortable sitting room with Simple, elegant seating, a fireplace, and a large bay window that looks out over a dramatic vista - craggy terrain gives way to an enormous body of water, unfamiliar to any who look upon it.
The manor features six bedrooms, each one individually decorated and comfortable for up to two occupants. The bedrooms are located on the second floor, accessible by a grand staircase. The manor also features a small library, filled with books on various subjects, including dragon lore and magic. The library has a comfortable reading area with a fireplace and a large, simple work desk (unsurprisingly covered in unfurled parchments and dusty tomes). Jiub explains that the party is welcome to wander the grounds as they wish - gesturing to the landscape outside. If anyone remains here after the portal seals again, however, will be stuck until the portal is reopened from the material realm.
With that, the party is safe to rest and advance to their next character level while within the safety of the manor.
Defeated: 15 Kobolds, Draconian Taskmaster (a real jerk), 4 Draco-hounds (super-jerks), and a Draconian messenger (surprisingly squishy)
Characters met: —
Acquired: A pouchful of silver and copper coins, as well as a dozen wooden coins. A map depicting Greyfell Manor and the surrounding woods
Quests: Hunt and destroy Eshrokk