Even the most casual observer would have noticed Liamm's obvious hesitation and nervousness when Ologeon committed his young apprentice to guide the adventurers into the Witchwood to the ancient tree where the mushrooms, morels and moss could be found. Perhaps some even heard the crinkle of parchment as the apprentice's hand fidgeted with the dutifully hand-drawn map he had prepared to alleviate the need for his services. He didn't even bother to protest, for he already knew this was non-negotiable.
Once this fact is confirmed, Liamm resigned himself to the task and did his master's bidding. Nobody ever claimed an apprentice enjoyed an easy lot in life.
The party makes preparations for the journey, which Liamm indicates should take the better part of a day. Departing the town, heading northward along a trail running parallel to the Elsir River, the party passes through several miles of irrigated farmland. The sun is already rising on the horizon and promises what should be a sweltering day. In the far distance, the party sees a bank of dark green, growing closer with each dust-rising footstep. The Witchwood.
Some folks claim it is haunted by the ghosts of the druidic people who once held sway over the region, others dismiss that as a load of poppycock. In any event, those woods are no doubt dangerous. If Liamm is pressed about it, he responds simply,
"Up until a couple of days ago when I saw them dog-faced gnomes, I never had no troubles there." Seconds later he confesses that his exploration of the forest has been cursory at best though and he has mainly stuck to areas he knows well.
Around mid-day the party enters the lush, wet woodland and if they weren't sweating before, this is resolved in short order. It becomes quite steamy once the party slips under the thick canopy of trees, only the faintest of light filtering through here or there.
Traveling along the semblance of a game trail, Liamm directs the party toward their destination, the soft bed of leaves and dirt muffling their footsteps. The air is rich with the sounds of vibrant wildlife. That is, until the party presses forward and crosses the threshold into a darkened section of the forest.
The songs of birds fade as the party passes a dense cluster of trees. Up ahead, the group is greeted by an awe-inspiring sight. The broken and rotting husk of a once-mighty tree dominates a small clearing. The ground is dark and ruddy around the massive trunk, which must be nearly 100 feet across, and stretches more than twice that distance into the air, its top shorn off and splintered like broken teeth. Heavy layers of moss and lichen cling to the stump, enrobing it in rich shades of green, yellow and brown. The sickly sweet taint of mold and rot hangs in the air.
A small fissure beckons from the eastern side of the great trunk. The opening is barely three feet wide, and curls up the scarred bark like a wicked smile. A dim purple light, so faint as to perhaps be imagined, glows from within the trunk. The thrum of a low wind whispers through the forest – but as the party train their senses toward the rotted husk of tree, they realize that the sound is coming from inside the stump itself.
This is the "big tree" Liamm had talked about all morning, though his descriptions of it did not make it sound nearly as omenous as it now appears.
OOC: The party is about 100 feet distant from the tree.
This message was last edited by the GM at 14:19, Wed 14 Sept 2016.