Market day! Hrogar set up a table at the market in Izmir to hock some loot. I went along to help him out, but he clearly didn't need it. Kenneth set out to escort the remains of Ryan back to Point of Origin, the barbarian wandered off to parts unknown, and everyone else took the day off.
I tell you now, I have seen professional house thieves with more discretion. Cleaning supplies, torture equipment, and flasks full of spiders? Guess this is how people in the field recoup their financial losses. I managed to convince Hrogar not to sell a few of the nicer items; namely a sextant, astrolabe, and compass. If it's one thing I've learned, it's to keep the good stuff under the counter until it's called for.
Day 47
Hrogar left early this morning to see a wizard about some magical items accumulated from their adventures in the mine. I spent the morning going through my pack, making sure everything was there. He came back with fewer items and a list of what item was what, and the others divvied it all up amongst themselves.
Spent the evening meal discussing what to do about the mission at hand. The gist is thusly: at the heart of the grove lies a gigantic underground tree trunk, with no overland counterpart, that radiates evil. This is likely connected to the omninously-encroaching plague of evil trees across the land.
I would like to state now that this is truly the situation as I know it, and not at all made up. I know, I know.
Progress into the grove was previously hindered by a hidden door with a dart trap. Hot dog, I've never disarmed a druidic trap before. Fflam wanted to stock up on alchemists' fire, which sounds like a fine idea considering the circumstances. He also mentioned that holy water was effective against it as well, which shouldn't be too hard to get.
Afterwards, some of us hung about in the bar of the Dolphin and asked around about the grove. Hrogar even bought everyone a round to soften them up. Fflam found a ranger by the name of Shell Ray who claimed to know about it. She said that the doors of a druid's grove were easily opened by those that knew the secret to it. I didn't know rangers could pick locks. She agreed to meet us tomorrow at the grove and help us out.
Day 48
No better way to start a long and tiring day than with a headache.
Before we left, Hrogar mentioned he heard around that a druid had come back to town, and that there are now noises coming out of the grove. Grand. When we arrived, Shell was already there and a thick fog was hanging over the place. She told us the fog was there to cover the druids' business. Since when do trees need personal space? At any rate, searching the grove's maze took half the day and yielded nothing hostile.
Once we got down to the main chamber, Shell chatted up the tree trunk for some reason. I guess it was talkative too, because she found the hidden door right away and opened it without a fuss. Not only that, but every locked door in the place popped open instantly at her touch. Add to that an air of smugness about her, and I was almost begging for a nice mechanical lock to show up and confound her. I mean who says you can't make key-based locks from living wood, huh?
Beyond the door lay various rooms and halls, some with magical crystals on the ceiling, or vines on the walls. Rooms were set aside as living quarters, a kitchen with pantry (Shell started squeaking at mice here), and a dining or meeting area with a crystal ball on the table. I tried scouting ahead of the group, but druids are as big on booby traps as they are on real locks. Nobody around to bother us, either.
It really only got interesting when we found a secret door that led to another set of rooms, the first of which was full of medical equipment set out around a warm metal table. Now I'm not a master woodsman or anything, but I know no real druid likes to use anything metallic or artificied or whatever the heck is it with them. A trapdoor under the table held a hot clay box with strange writing on it. Arcadius worked out in short order that it was evil, charged with primarily necrotic magicks, and from his own general region of the world.
Despite these deductions, Fflam opened it and was very nearly fried by a fiery ghost-thing that flew out and up through the ceiling. A fine red gem was all that was left inside. Apparently they are used to their old methods of trap and danger investigation. We went back out to the city later to see if it had caused any harm, but fortunately (?) it had kept on flying upwards into the sky. Arcadius said it might've been a demon called a "Gen" or "Ehfreet." This was backed up by the presence of a nearby book with the same writing on it as the clay box; likely chock full of summoning instructions, though for all I know it's a seed-planting guide for hellbeasts.
Another of the hidden chambers had thirteen pots with a human-sized warped black tree in each one. The room off of that had recently-used gardening tools and vials. The last room we searched had footprints leading out from it (so sayeth Shell Ray, oh high queen goddess of the frumpy evil druid caves) and was far and away the strangest of the lot, with a fountain of pitch black water and a large nasty-looking ebony coral thing. The others had seen something like the coral structure before, and had discovered that it was a arcane gateway. I offered to scout this as well, and ended up on a chilly cliff overlooking an underwater city. Creepy as sin and back again. I suggested to the holier folk that blessing the water in the fountain may be a good idea, but only Fflam actually knew how, and he wasn't prepared to do so until tomorrow. Apparently this is more complex than just waving your hands over a flask and mumbling a few words.
Once we left, it seemed later in the day than it should have been. I was told that this had happened to them before, and was a magical occurance rather than merely our losing track of time. What a great trap, it makes you late for things. I am getting the subtle impression that druids are not typically in the market for that which is actually useful or benevolent. The plan for tomorrow is simple: after an attempt to bless the dark fountain, we will explore the other side of the gateway and search for whoever is responsible for the grove. In the meantime, we'll set up watch outside the main gate for anyone - or thing - suspicious.
~
Couldn't sleep. There's one thing out of this whole mess that keeps bugging me, and that's that necromancy doesn't tend to keep demons locked up much of anywhere. So hear me out on this, spellbook. The grove's pantry has a magical spell over it, keeping whatever is stored inside it icy cold. The setup with the metal table and the demon means you can heat or unthaw things. Did I mention the table is surrounded by medical equipment? Now, combine this with the rumors of missing persons about town and the tales of the carnivorous tree near the mine with the other coral gateway, and you have a nice little system going. Off a guy in town by using illusions as a cover, put them in cold storage until you need… something… from them, then heat them up, chop it out, take the leftovers over to the mine via coralgate and feed them to the tree.
No evidence, no witnesses, no mess. Also a minimum of contact with sunlight… which would explain the time-wasting 'trap' at the grove! It's NOT a trap, it's a tool for getting to the point in the day where it's dark enough to venture out safely! But what would vampires want to do with evil trees?
Oh ye gods, I'm beginning to think like a guard. Hell, while we're on the subject of paranoid ramblings, I've been thinking that Shell moved almost too easily through the grove. I must be sure to keep an eye on her when I can. She may even be the 'druid' that Hrogar heard about. And I could swear on St. Cuthbert's crusty sandal that Arcadius smirks every time he says my name.
Bah.