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Six From Gate Pass - Chapter 3: Shelter From The Storm
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<blockquote data-quote="Gregor" data-source="post: 5668854" data-attributes="member: 11751"><p><strong>In search of Dubovir Marshwalker and the Decanter</strong></p><p></p><p>The party packs its gear and heads out of its new house to try and track down Dubovir Marshwalker and his decanter of endless water which has not yet been delivered to the Lyceum.</p><p></p><p>In accordance with Simeon and Kiernan's instructions, you walk out of down and through the refugee camps along the road that originally brought you into the city. The drizzle has picked up today, marking the first change in weather since you first arrived in the hamlet of Vidor on the other side of the swamp. The constant rain has increased in intensity and it spits and splatters on your cloaks, shields and armor as you trudge down the muddy road. Miserable refugees stare at you from inside sodden tents and a few hundred men and women train on an open field near the small stone fort where Commander Foebane has established the Dasseni camp. After an hour or so of walking, with the town far behind you, you come upon the edge of the swamp where you, and hundreds of others, previously ditched your rowboats. </p><p></p><p>Remembering that the druid apparently lives near the sea, you head off the road and begin to follow the edge of the swamp as you walk south. Another couple of hours pass miserably as you march through shrublands filled with deep puddles, bogs and patches of mud that cling to your boots. Fallen dead trees from the swamp lay across your path, covered in slick moss and surrounded by clouds of insects that buzz in your face and ears when you approach. Finally, you near the coast and a cool briny breeze begins to blow which whips away the fetid odor from the marsh. When you reach the coast, you see that the shrublands and the swamp end at a muddy beach covered in driftwood and clusters of smooth pebbles brought in by the waves. Wiping away the ocean spray, mud and rain from your face and eyes, you easily spot the druid's home on the beach.</p><p></p><p>The mound-like structure appears to have been formed by several large gnarled trees that have somehow been wrapped around a circular cluster of boulders. Impossibly, the boles and limbs of the trees hug the mossy rocks and then reach over the top of the space, forming a dome of branches and foliage that appear very much alive. Smoke rises from an opening on one end of the dome and a door of woven reeds, driftwood and leaves opens and slams closed in accordance with the wind.</p></blockquote><p></p>
[QUOTE="Gregor, post: 5668854, member: 11751"] [b]In search of Dubovir Marshwalker and the Decanter[/b] The party packs its gear and heads out of its new house to try and track down Dubovir Marshwalker and his decanter of endless water which has not yet been delivered to the Lyceum. In accordance with Simeon and Kiernan's instructions, you walk out of down and through the refugee camps along the road that originally brought you into the city. The drizzle has picked up today, marking the first change in weather since you first arrived in the hamlet of Vidor on the other side of the swamp. The constant rain has increased in intensity and it spits and splatters on your cloaks, shields and armor as you trudge down the muddy road. Miserable refugees stare at you from inside sodden tents and a few hundred men and women train on an open field near the small stone fort where Commander Foebane has established the Dasseni camp. After an hour or so of walking, with the town far behind you, you come upon the edge of the swamp where you, and hundreds of others, previously ditched your rowboats. Remembering that the druid apparently lives near the sea, you head off the road and begin to follow the edge of the swamp as you walk south. Another couple of hours pass miserably as you march through shrublands filled with deep puddles, bogs and patches of mud that cling to your boots. Fallen dead trees from the swamp lay across your path, covered in slick moss and surrounded by clouds of insects that buzz in your face and ears when you approach. Finally, you near the coast and a cool briny breeze begins to blow which whips away the fetid odor from the marsh. When you reach the coast, you see that the shrublands and the swamp end at a muddy beach covered in driftwood and clusters of smooth pebbles brought in by the waves. Wiping away the ocean spray, mud and rain from your face and eyes, you easily spot the druid's home on the beach. The mound-like structure appears to have been formed by several large gnarled trees that have somehow been wrapped around a circular cluster of boulders. Impossibly, the boles and limbs of the trees hug the mossy rocks and then reach over the top of the space, forming a dome of branches and foliage that appear very much alive. Smoke rises from an opening on one end of the dome and a door of woven reeds, driftwood and leaves opens and slams closed in accordance with the wind. [/QUOTE]
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