Austas-1 Darkness Befalls Glanduin Island

by Ravenous Bellweather

Our company of seasoned adventurers arrived on Glanduin Island in search of a moment of respite after dispatching that giant eel.  The people of Durnford are no strangers to the tales of that place.  Rumors of voices from the dark, an otherworldly glow in the ether...and so close to the Thaunderwood, it’s no wonder Durnfordians and Gloomsedgers alike smartly avoid the place.

We traverse the unknown terrain, our nimble Tabaxi marksman scanning the area for threats.  Fresh tracks tell us we aren’t alone here. Other creatures have been here recently, and by the looks of it, they have been busy putting nefarious plans in motion.  Traps and warning systems have been set to alert for the presence of unannounced visitors. For us, seasoned adventurers as we are, they are trivial to disarm.

We find ourselves in the dim forest, a clearing ahead illuminated by the late morning sun. Here, an unexpected sight: a campground of sorts.  Small, stench-ridden tents surely inhabited by goblins of the deep.  And another, this one well-appointed as if hosting a dignitary of another land. Our team fans out, scouting in silence as we assess whether any threats might pose a challenge.

Four goblins, maybe more inside the tent. A couple of drow, pacing, clearly concerned that their most formidable foes could find this secret site.  Sadly, it’s too late for them - we are already here. Their leader is a drow mage draped in a form-fitting purple and silver gown, a slit running all the way up her elegant leg. It’s unfortunate that her head will be severed from that body before nightfall.

In the center of the clearing is evidence that the Demon Wheel has its eyes on this place. Dark magic swirls as a portal to a horrible dimension forms.  Soon, creatures of nightmares will surely traverse the weave to unleash terror.  Not on our watch.  Our band rushes in to attack - our formidable warrior cracks goblin skulls like pistachio shells. Our spellcasters attack the drow, catching them off guard.  Our sharpshooter claims a perch and unleashes molten pain.

Within minutes, the camp falls silent once again; the last we hear of these enemies is the crack of bone snapping as we relieve the mage of her head. Our spellcasters dispel the evil incantation and the portal closes.  We leave behind a granite guardian who will protect the island for the rest of time.