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Chapter 7 by hematoma hematoma

What do you do?

Climb a willow tree

You have seen how quickly this beast moves in the swamp and you know that you can never be as sure-footed. You have faith in your skill with a bow, but such is the size of the swamp beast you doubt all the arrows in your quiver would bring it down.

Looking to the tall willows, the choice is clear. You turn and run, taking a moment to choose which of the trees might offer the best shelter. As the massive beast glides closer through the water you thrash through the muck towards a wide and very tall willow. It rised nearly a hundred feet above the swamp and it seems thick enough to withstand blows from an enraged swamp beast.

You leap at the trunk, grabbing a flood root and pulling yourself up to the gnarled trunk. The bark is smooth, but you are able to find hand-holds. You climb with agonizing slowness, aware that the beast is nearly upon you. As its muscular tentacles lash out you climb just out of reach, kicking aside the longest of its appendages. It howls with rage as you climb the rest of the way up the tree. It shakes the branches and trashes the trunk with its tentacles, but the old willow is far too large to be brought down by even a creature as powerful as the swamp beast.

You wave tauntingly from the upper branches and the beast howls and disappears into the swamp water. You're not fooled. You plan to spend the rest of the day and the night in the high brances of the willow.

The creature returns at nightfall and you watch as it circles the trunk, its yellow eyes glowing in the moonlight. It whimpers and pleads and howls at you, but you do not budge. You even manage to sleep for a few hours. When dawn arrives the beast is gone and as the morning mist clears you have a good view of the way ahead.

According to your old map there are four approaches to the base of the mountain that hides the druid commune of the Dragon's Spines.

The most obvious path is the ancient trade route that has fallen into disrepair. It will at least offer solid ground to walk on and get you out of the waters of the swamp. However, even the old map warns that the tribes of wugs claim this territory. The wugs are frog men hostile to humans and known to raid caravans and kill merchants. They are not slavers like the goblins, but they are known to take humans to their settlements in the deep muck. What becomes of such unlucky souls is not known

To the south of this path is a barren expanse of salt swamp, where very little life can flourish. It would seem to be an obvious choice, but it is said to be haunted by the restless devourers. These mindless creatures wander the salt wastes, their rotting bodies preserved by the salt itself. It is said they hunger for the touch and the taste of human flesh.

A detour even further south will take you an extra two days, but allow you to follow the white river. Its green banks and clear waters will be a relief. This route will take you through the domain of Hirok, the ancient, a wizard said to be 100 years old when he inhabited his tower. That was 200 years ago. He is eccentric and unpredictable, perhaps mad, but he might offer you shelter and even aid on your quest if you can convince him that he is threatened by the hordes of undead.

Finally there are the gnome tunnels. These confusing tunnels were once built by the gnomes in an attempt to drain the mire. Now the gnomes are gone, wiped out by some hideous invasion of monsters. Their tunnels are empty and if you can navigate them you might be able to reach the druid's colony even more quickly than you had hoped. Then again, what killed the gnomes may still lurk within.

You make ready and climb down from the ancient willow tree. Deciding on your route is no easy task.

Which path do you choose?

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