Re: Expedition to Myth Drannor
Group
After one last day of resting and preparation, you set out from Glen. As paying customers of the inn, you're able to take one of the lifts that raises and lowers the dwarves and their goods and not chance the icy incline out of the valley. It's an odd, not-particularly-pleasant experience, all of you on a platform about eight feet square, with a dwarf-high railing around the edges. It's suspended by thick ropes and both rope and wood creaks loudly as a team of mules turns a capstan and raises the platform.
The dwarf riding the platform with you is completely blase about the experience, and in its defense it gets you and your gear up to the surface faster than you could walk. And several dwarves are waiting at the top with a cart, ready to go down.
Outside, winter has settled on the Dalelands. There isn't any snow, but the air is cold and a brisk wind is slicing out of the northwest. You shoulder your packs, curl your cloaks around you, and head toward the forest. The first day is a cold one for all of you. The forest is slowly approaching from ahead and both sides, but the wind and weather don't seem to much care. Once you get underneath the trees on the second day, however, the temperature rises noticeably. It's still not pleasant, but it's above freezing and the worst of the wind is blocked.
You would think that since you've walked this trail once already, and you know where you're going, the forest would have lost a little of its mystique. In fact, the exact opposite seems to have happened. The further inside you go, the more you feel the weight of centuries settling about your shoulders.
The forest is quiet and dim. Little of the pale sunlight makes it through the trees, and that which does seems to dance with the shadows. Even the rustling of small forest creatures is muffled, as though the squirrels and chipmunks know that a sudden scurry might lead to death.
It takes you several days of walking to reach the Standing Stone. You encounter nothing and no one along the way, save for a few deer you startle out of hiding. The trail the band of humans made is still clearly visible to the north of the rune-carved stone. The forest is reclaiming it, but the process is slowed during winter. Barring a sudden snowfall, Dorian and Katarn would have no trouble following it.
You pause for a moment. The east-west road through the forest, and the southern road leading to Sembia, are all well-marked and if they aren't particular well-maintained are at least obvious markers of civilization. Once you leave, however, you'll be venturing beyond that perhaps-illusory line of safety. You'll be in wild Cormanthor again.
If you have any final preparations, now would be the time.