The Magic Goes Away · Campaign Chronicle

Day 6

The Order and the Beastmen

A hidden watchtower offers supplies and strange bargains before the party hunts Beastmen into the western mire and survives a Purple Worm summoned by their druid.

Party
Asuran · Halen · Karl · Toby
Route
Dwarven Underways → Order Watchtower → Western Mire
Encounters
Beastmen · Beastman Druid · Purple Worm
The party inside a hidden watchtower of the Order while Toby receives a finely made elven chainmail shirt
The hidden watchtower of the Order gave the party a brief refuge, supplies and new equipment.

← Previous chronicled entry: Day 3

01

The hidden stair

The Order’s Watchtower

The dwarven cart carried the party onward through the ancient underways. For most of the day the tunnels offered only stone, old air and the clatter of wheels, until Asuran noticed a fault in the wall and the faint shimmer of long-unlit dwarven runes.

Beyond it, a narrow stair spiralled upward to a forgotten watchtower of the Order. The guards greeted them as brothers, though weariness hung on the place. They had little enough to spare, but trade followed: bread for bolts, salve for steel.

Toby bargained carefully and came away with a set of elven-forged armour, supple and light as mist.

02

Bones and coin

Halen’s Gamble

Halen found a soldiers’ cup game and was soon caught up in the clatter of bones, coin, laughter and curses.

Halen at a soldiers’ gambling table after losing the Belt of Kord, with a carved bone die among the winnings
Halen lost the Belt of Kord and gained a bone gambler’s die that hummed faintly with mischief.

By the end of it, the Belt of Kord was gone. In its place Halen had a gambler’s die carved from bone, faintly humming with something mischievous.

03

West into the mire

The Hunt for the Beastmen

By dusk, the Order’s captain spoke of Beastmen defiling the wilds beyond, their crude rites poisoning streams and soil. Karl’s answer was immediate.

“If they foul this land, then we cleanse it.”

The party followed the Beastmen west into the mire. Their trail was easy to read: trampled ferns, snapped reeds and the stink of unwashed hides. Near nightfall they found a smaller group gathered beneath twisted trees.

Asuran moved first. Five Beastmen died quietly near the campfire before a snapped twig broke the silence and three more shapes rose snarling from the dark.

04

The hidden master

The Beastman Druid

Beyond the firelight stood the Beastman druid, cloaked in rags and bark, fur matted with mud and leaves. He clutched a carved staff that pulsed faintly with light.

Asuran stalking the Beastmen camp while the Beastman druid waits beyond the firelight
Asuran found the true danger beyond the flames: the Beastman druid waiting in the dark.

Asuran hurled a knife into the druid’s shoulder, but not before the creature drove its staff into the ground. The earth shuddered, split, and something enormous rose from below.

05

The earth breaks

The Purple Worm

A colossal Purple Worm erupts into the Beastmen camp as the party fights in the mire
The druid called a Purple Worm up through the swamp floor.

The worm smashed through the clearing. Halen charged with his greatsword while Toby fired into its bulk. Karl raised his shield and called out to Kord; the answering flare broke the druid’s spell apart.

The worm struck again and its jaws closed around Toby. For a moment he vanished completely.

Halen hacked into the creature while Asuran leapt onto its back, scrambling along its slick body and driving his rapier between the plates near its skull. The worm convulsed and vomited Toby back into the mud, half-drowned in bile but alive.

Halen finished the druid. Freed from its master’s control, the worm slammed into the ground one last time and burrowed away into the depths.

06

Smoke and spoils

Aftermath

Karl knelt beside Toby and tended him while Asuran searched the druid’s corpse. Beneath its cloak were three small pouches: dried leaves, powders that shimmered like old copper, and a black paste smelling of damp roots. Whatever they were, the mixtures were foul but deliberate, and Asuran kept them.

A finely made elven chainmail shirt, a bone gambler’s die and three pouches of herbal mixtures laid out together
Items of note from Day 6: Toby’s elven chainmail shirt, Halen’s gambler’s die and the druid’s three prepared mixtures.

Halen wiped the gore from his blade. “If that’s their druid, I’d hate to see their god.”

The party burned the remains of the camp. Smoke curled into the night while a distant rumble moved somewhere far below the swamp.

“Some things don’t need temples,” Asuran wrote that night.
“They just need the dark and the will to kill for it.”

They headed back to the Order and to rest.