Team SMTDR bothers the witch!
Dec. 28th, 2010 01:26 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
So when we last left off, our quest to find the druid did not turn out as planned. So off we go to Spiderspike Hollow to meet the witch who made the prophecy in the first place!
Well, no sooner do we set foot in the hollow than a crow comes flying up, telling us to stop. Clearly, it is her familiar or something. Anyway, it says to stick to the path, saying its mistress sends warning that the hollow is dangerous.
You can actually either go into the hollow itself or do what the crow says and stick to the path.
Well, we're here to find the witch, so if the crow says stick to the path, that's probably where we'll find her. Like the Lawful Good derp my character is (I'm a Paladin and I'm a derp, which makes me a Lawful Good derp by class necessity!), I will do as told.
There are wolves on the path! More werewolves? What the hell do the werewolves have to do with Athearorn, and is the witch in danger, too? Or are the wolves hers?
Only one way to find out! Onward!
On an interesting note, the game didn't exit combat after we'd killed all the wolves around. This means, clearly, there is an enemy that is hiding - none of us have noticed it yet. Someone's Spot check will succeed eventually, or they'll come out of hiding.
Sure enough, as we move on, another wolf shows up.
Farther in, there are goblins too.
And a werewolf trying to beat the door down. The witch is definitely in danger. Whoever these werewolves are, they don't want us finding anything out about Athearorn.
Damage resistance made this thing a pain in the ass. Note to self: Whenever heading towards someone who might know something about Athearorn, bring silver weapons.
We wound up flanking the thing, Walker and Eden switched to polearms to attack from behind Nyx and Icy, and I kept the thing cornered against the wall while Andi caused what damage she could through psionics. It was a painfully slow battle, but we managed.
So we killed the werewolf trying to get in. The guardian, some kind of tree spirit, wouldn't let us in without a password, even out of gratitude. C'mon, viney, we just saved you from getting your face pounded in by a werewolf, could you at least let us through? He says if the witch wants us to enter, she will have left the password for us out "in the wider world".
Oh well, if they haven't gotten in, it means the witch is safe inside, so no fear of it being a repeat of what happened to the druid.
So that leaves two options still:
- Return to Spiderspike Hollow and explore the hollows for the hell of it (recommended 3rd level?)
- Go to the Tower of Crows and meet with the Svernkaegro family for more information on Athearorn. (recommended 4th level)
Our party:
Cherry (LG Human Paladin 4th level)
Nyx (N Elf Cleric 4th level)
Andi (CN Human Psion 4th level)
Walker (NG Human Fighter 4th level)
Icy (LE Halfling Monk 4th level)
Eden (CG Half-Elf Bard 4th level)
...So now what?
Well, no sooner do we set foot in the hollow than a crow comes flying up, telling us to stop. Clearly, it is her familiar or something. Anyway, it says to stick to the path, saying its mistress sends warning that the hollow is dangerous.
You can actually either go into the hollow itself or do what the crow says and stick to the path.
Well, we're here to find the witch, so if the crow says stick to the path, that's probably where we'll find her. Like the Lawful Good derp my character is (I'm a Paladin and I'm a derp, which makes me a Lawful Good derp by class necessity!), I will do as told.
There are wolves on the path! More werewolves? What the hell do the werewolves have to do with Athearorn, and is the witch in danger, too? Or are the wolves hers?
Only one way to find out! Onward!
On an interesting note, the game didn't exit combat after we'd killed all the wolves around. This means, clearly, there is an enemy that is hiding - none of us have noticed it yet. Someone's Spot check will succeed eventually, or they'll come out of hiding.
Sure enough, as we move on, another wolf shows up.
Farther in, there are goblins too.
And a werewolf trying to beat the door down. The witch is definitely in danger. Whoever these werewolves are, they don't want us finding anything out about Athearorn.
Damage resistance made this thing a pain in the ass. Note to self: Whenever heading towards someone who might know something about Athearorn, bring silver weapons.
We wound up flanking the thing, Walker and Eden switched to polearms to attack from behind Nyx and Icy, and I kept the thing cornered against the wall while Andi caused what damage she could through psionics. It was a painfully slow battle, but we managed.
So we killed the werewolf trying to get in. The guardian, some kind of tree spirit, wouldn't let us in without a password, even out of gratitude. C'mon, viney, we just saved you from getting your face pounded in by a werewolf, could you at least let us through? He says if the witch wants us to enter, she will have left the password for us out "in the wider world".
Oh well, if they haven't gotten in, it means the witch is safe inside, so no fear of it being a repeat of what happened to the druid.
So that leaves two options still:
- Return to Spiderspike Hollow and explore the hollows for the hell of it (recommended 3rd level?)
- Go to the Tower of Crows and meet with the Svernkaegro family for more information on Athearorn. (recommended 4th level)
Our party:
Cherry (LG Human Paladin 4th level)
Nyx (N Elf Cleric 4th level)
Andi (CN Human Psion 4th level)
Walker (NG Human Fighter 4th level)
Icy (LE Halfling Monk 4th level)
Eden (CG Half-Elf Bard 4th level)
...So now what?