This concludes Part 3 of The Sylvan Epic: Traversing the Pine Crags. Now we begin Part 4: Haunted Boughs
You've prepared yourselves as you could at the encampment. You reconvene. Kelgar has been wandering the encampment, preaching the word of Sigmar. Dorgath has been visiting various dwarven merchants. Carrow arrives from the temple, and appears to have restocked his supply of arrows. Tomas has been studying with a consortium of mages from the Moonspring Glades and some human hedge wizards. Revaethan has recently returned from a spiritual hunting event, and bears elaborate ritual markings. Ty disappeared for a while, but he made it back just in time. No one is quite sure where Throg has been, and at first, no one recognizes him. Throg's appearance has completely changed! Instead of shrouding his mutant appearance behind a cowl, he looks, well, ordinary. He could be any generic human warrior, somehow.
As you reconvene, Runelord Yaggrin arrives...
"I don't have much time. For us, the real battle is coming, and soon. The main forces from Bretonnia and from the Grove of Eternity have yet to arrive. But your task may be even more important. So let's get moving. Stay close to me."
Runelord Yaggrin manipulates some strange, intricate objects covered in tiny dwarven runes. A flickering dome emerges directly above his head and surrounds the air nearby, bathing the party in a glowing light. He proceeds to march into the woods, deliberately keeping a pace that Jekaena can match with her cane.
"As I said, I cannot be gone long. So I'm counting on you to see this through. Protect Jekaena. Kill your enemies. Save the forest. Etcetera. I won't be able to get you all the way to the Heart. No orcs and goblins around here, but there are other creatures that will stand in your way. As I said, stay close. It's important."
He continues to fiddle with his strange apparatus as he walks. His path seems circuitous, but he proceeds with confidence...
Revaethan: Uh, Lord Yaggrin.
Yaggrin: Yes?
Revaethan: We're in the Wildwood now.
Yaggrin: Yes, I know. It's the only way I can get you to the Heart of Welhallas. Through the Wildwood.
Revaethan: How are we not being attacked?
Yaggrin: Oh, I'm sure you will be soon, enough. But not by the denizens of the Wildwood. And not by the orcs, either. I'll get you near the Heart, but you have enemies who are already there.
Revaethan: Coril.
Yaggrin: More, I think. I sense the hand of the Witch King in this...
The path becomes even more circuitous. At one point, Runelord Yaggrin takes you in what appears to be a figure-8 around two isolated trees. Just when you're sure that you're not getting anywhere, he stops.
"And here we part ways. Those boughs will take you up a steep slope all the way into the canopy. From there you have a path leading straight to the Heart. Wide enough for you to move in ranks of four if you desire. No tricks. No twists and turns. No surprises, save for whatever obstacles the minions of the Witch King have left for you. I must get back. My people need me. We'll talk more later."
Notes
-There is no need for a light source during Haunted Boughs. It is midmorning and you are outdoors. The forest isn't that dark.
-Throg's Wound-Stealing Axe of Mighty Striking may use its special ability once during the course of Haunted Boughs
-Throg's Chalice of Night can be used three times during the course of Haunted Boughs.
-Throg's Mark of Chaos can be used once during the course of Haunted Boughs.
-Throg gets one free cast of the Fist of Iron spell (choose a target monster and roll a D6. If the monster distance between the caster and the monster is less than the result of the roll, the monster takes 1D6+1 damage).
-Dorgath can make double attacks with his great axe one time during the course of Haunted Boughs.
-Dorgath can add an extra 2D6 damage to one attack during the course of Haunted Boughs.
-Dorgath's Lucky Talisman can make one attack automatically hit during the course of Haunted Boughs.
-Dorgath's Axe of Slaying can be used for one entire turn during the course of Haunted Boughs.
-Dorgath can use his Endure skill to ignore all Wounds from a single blow once during the course of Haunted Boughs.
-Dorgath can use his Norscan Grease Escape skill evade a single blow that would otherwise hit him during the course of Haunted Boughs.
-Carrow can use his Invisibility Ring once during the course of Haunted Boughs.
-Carrow can use his Horn of Shielding once during the course of Haunted Boughs.
-Carrow can use his Cloak of Concealment once during the course of Haunted Boughs.
-Carrow's temple blessing can deflect one attack at any point and can only be used once in the entirety of the remainder of The Sylvan Epic.
-Kelgar's Magic Warhammer can add an extra D6 of damage to one hit in the entirety of the remainder of the Sylvan Epic.
-Ty's Lifestealer Talisman can be used once during the course of Haunted Boughs.
-Ty's Duck and Dodge skill can be used once during the course of Haunted Boughs.
-Ty's Whirlwind skill can be used once during the course of Haunted Boughs.
-Tomas can add 1D6 extra damage to an attack made with his Chaos Demon Sword once in the entirety of the remainder of The Sylvan Epic.
-Tomas can use his Skull Staff to enhance one spell during the course of Haunted Boughs.
-Tomas can use his Bone Blade once during the course of Haunted Boughs.
-Tomas can use his Giant Strength ability once in the entirety of the remainder of The Sylvan Epic.
-Basically, your skills and items that recharge between adventures will recharge after Haunted Boughs and you'll get access to them again, whether you used them or not, once you move to the next "deep" of this "dungeon." Any temporary enhancements, such as ones obtained in temples, are good for the rest of The Sylvan Epic. The ones that you got in Middenheim were good through Traversing the Pine Crags, and they've now expired. Ones obtained the Wydrioth Encampment won't expire until the conclusion of The Sylvan Epic.