Tides of Homeland Storyhour

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An Introduction to Tides of Homeland

When we first started in Spring of 1999, none of my players had much experience with AD&D, so the prologue was run with minimal prep time, using a pre-published adventure adapted from the game world of Talislanta. It sets the stage for the rest of the storyhour, and I trust you'll be pleased to learn that this will probably be the longest of any of the posts you'll see.

We gamed from Spring of '99 until summer of 2000, when Jessie decided she wanted to run Savannah Knights. Sorry, I just wanted to tell you how impressed I am with Jessie's DMing skill since she'd only been a player for just over 1 year.

Now I'm done setting up the story. I hope you enjoy the prologue, and don't worry. Most of the posts won't be this long. Oh, and if you read the Savannah Knights storyhour (which I played in), then hopefully you'll like this one also.

See the High Fantasy website for more information.


Prologue: The Mystery at the Magical Fair

Dramatis Personae:
Hera “Harley” Fyana—1st level Vaneljesti Elvish thief (2nd edition) or 1st level Vaneljesti Elvish bard (3rd edition), played by Jessica Jones
James T. Rocket—1st level half-Innenlesti Elvish fighter, played by Nic Bumpus
Cast of Thousands—played by the DM, RangerWickett


The Magical Fair of Lyceum is one of the few times when magic-users are able to freely share and display their talents to the world. The Arcane Academy, located in the Nozama Empire capital city of Lyceum, hosts the Magical Fair every seven years to attract all sorts of magicians, sorcerers, spiritualists, shamans, and charlatans for the purpose of delighting in the powers of magic. Lyceum grudgingly allows the festival because of the trade it brings in, though the average citizen must for decency’s sake hide his or her interest in attending the fair.

Vendors hawk their wares, talismancers charm and protect the superstitious, wizards sell their knowledge, and magi of all sorts dazzle audiences with performances ranging from the acrobatic to the militant. Amid the throngs of thousands who exhibit or attend the festival, tensions are often high, so the Arcane Academy makes sure to hire fair guards that can blend showmanship with their duty to protect the peace. Many are attracted by the promise of easy payment for simply breaking up the occasional fight, since the Academy mages handle all sorcerous disruptions, but some fair guards participate because of curiosity. Unlike the typical atmosphere of the Nozama Empire, Lyceum’s Magical Fair openly welcomes non-humans, mostly just because many fair-goers can’t tell the difference between the genuine and the illusory.

The Fairkeepers know that the crowds like spectacles, so hiring privileges go first to those with dazzling looks, and next to those with dazzling skills. Somewhere further down the line comes the need for cheap muscle. In the interest of balance, the Fairkeepers usually assign pairs together that can complement each other. Such is the case with one of the most distinctive pairs of fair guards.
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The fifth night of the week-long fair, a theft occurred in a merchant’s stall. The chief fairguard assigns two of his most productive and popular guards so far to handle the investigation.

James T. Rocket stands out in the crowd in nearly every imaginable way, so most of the festival-goers assume he’s somehow magically costumed. Nearly six-and-a-half feet tall, James dresses in well-worn yet still gleaming chainmail, covered with simple yet fashionable clothes. He wears a longsword and a shield, and has already garnered a reputation at the fair by cutting off the leg of a thief who tried to steal wares from a magic shop. The cost to pay for the girl’s healing was taken from James’ wages. James has pure white hair and purple irises, and the slant of his eyes and slightly pointed ears indicate him as a half-Elf. He looks almost perpetually bored, except for when talking to his fellow guard and new friend, Harley.

Harley stands out just as easily, though in vivid contrast with James. Barely over five feet tall, Harley’s unearthly grace and slender form mark her unmistakeably as an Elf. She normally attempts to hide her pointed ears under her red-brown hair, but at the festival she basks in the surprised gazes of the fair-goers. Her skill at prestidigitation, which she’ll gladly display to anyone who seems interested, has convinced most of the normal citizens of Lyceum that Harley must be a disguised sorceress. That doesn’t stop men from staring at her immodestly and women from staring at her jealously.

Their superior assigns James and Harley to check out the scene of the crime, a pavilion stall called “The Burning Sky” (a reference to an ancient magical torch), owned by a man named Arjan Thembool. The shop specializes in light-generating and sun-motif merchandise, magical or mundane in nature, and Harley and James arrive, appropriately, right at sunrise.

Arjan Thembool is from Kequalak, a northern nation generally disliked in Nozama, but neither James nor Harley are locals, so they listen to the man without prejudice. Arjan explains that he arrived about an hour before sunrise to get ready for the fair’s opening when he discovered that his stall had been vandalized during the night. He’s angry, but not hysterical, but he seems to grow frustrated by James’ lack of emotion. James cooly asks for the merchant to tell them everything that’s out of order.

Arjan takes them inside his pavilion as the first of the day’s fairgoers begin to filter into the festival. A moat surrounds the entire festival field, with only one bridge allowing entrance. Arjan’s pavilion is exactly opposite of the bridge, located on the far side of the fair, right next to the moat, so it will be a few minutes before any customers arrive.

The merchant holds the flap of the tent open for Harley to enter first, and she stops in surprise at the brightness of the interior. Hundreds of small curios shed soft white glows, contributing to filling nearly the entire tent with light. Only one far corner is dimmed in shadow. As Harley, James, and Arjan walk into the tent, Harley comments that he was just asking to be robbed, since his must have been the only shop that was lit up last night. He made it easy for the thieves. Arjan frowns at this, and gets back to business, pointing out what was damaged or stolen. A faint murmuring fills the room, and Harley glances around for its source while Arjan explains the theft.

Almost all the damage took place in the darker corner of the room, where most of the light-shedding objects are broken or missing. The first was a tiny clockwork Dragon that breathed illusory flames every hour; its head and neck were ripped apart, and the rest of its gears lay strewn across the floor. A rack of Tundanesti Elvish scimitars, all enchanted to glow dimly, was knocked onto the floor. Arjan had a vase filled with glowing fluid set atop the rack, so it is shattered also, and a hideously smelling gunk has tarnished the scimitar blades and ruined an elaborate carpet on the floor. Additionally, the rug has been slashed repeatedly, all the strokes going the same direction. Numerous other small objects fell onto the floor when the rack was knocked over, but nothing of value.

The only object that appears to have been stolen was an amberglass sphere, roughly a foot across, filled with an alchemical gas called Yellow Peril. The poisonous gas is primarily used to kill vermin, but because it has a side effect of faint luminesence, Arjan owned a sphere of it for his shop. He knows of how dangerous the gas is (if the sphere broke it would easily kill anything within 20 feet), but the amberglass sphere it contained within is sturdy enough to resist shattering while dropped. As an added precaution, he even had anti-theft enchantments placed upon it for the duration of the fair, so he would know if it left the fairgrounds. Whoever the thieves are, they haven’t gone far.

While Harley and James discuss who they need to talk to as far as figuring out who’d want to steal the sphere and why, and whether it would’ve been possible to remove the anti-theft enchantment, the murmuring in the room grows louder. Arjan raises his voice slightly and suggests that they should leave, since obviously one of his magical wares is going awry, but James waves him off. The two guards scour the shop for the source of the noise, and they finally pinpoint it as coming from overhead, from an unlit lantern. James climbs onto an unsturdy table and reaches for the lantern.

He opens it, and sees inside a small, shrunken head. A shrunken Goblin head, its eyes shut and skin taut. As soon as he sees the lantern, however, the murmuring stops, and James looks down to Harley and shrugs. He begins to unlatch the lantern from the top of the tent, when suddenly the shrunken head’s eyes snap open and it shouts with a grin, “Boo!”

James doesn’t startle, and though the head begins to giggle at its joke, it looks at James and pouts with a high-pitched voice, “I was scared.”

James glares at the little decapitated talking head in boredom, then glances down to Harley. He notices that Arjan has just slipped out of the tent, and so he shouts for Harley to follow the man. Harley sprints out the back flap of the tent, leaving James to clamber down in his heavy chainmail.

Harley slips through the tent flaps, stopping only inches away from the edge of the fair’s moat. Glancing in either direction, she sees Arjan running away toward the nearest tent. She shouts for him to stop, then hurls at him Ricochet, her chakram (a thin, aerodynamic ring that spins like a combination axe-boomerang; i.e., the thing that Xena uses). Arjan turns at the last moment and tries to avoid the chakram by leaping out of its way. In so doing, he plunges face first into the moat.

Harley, not quite used to being part of a team, leaps after Arjan without telling James where she went. The moat is only ten feet deep, but is easily 30 feet across, so it takes much hassle to pummel Arjan into submission and drag him back to shore. When Harley reaches the edge of the moat, James reaches down and pulls the merchant up, letting his Elvish co-worker get out herself.

Harley, soaking wet, laments that she just lost her only good weapon—the chakram splashed into the moat. She takes out her frustration on Arjan by trying to interrogate him, but the merchant won’t say why he ran. Finally the head, which James is carrying in his free hand, gibbers out, “I’m illegal!”

James and Harley recall that yes, shrunken head fetishes like these are illegal. They trap the spirit of the deceased in its body, creating a minor form of undead. Of course, the Goblin head seems to be enjoying being just a head. It gabs gaily, eyes closed but with a stupid grin on its lips. In a high pitched voice it sings about how it likes fish, and that it’s really dark.

They interrogate Arjan a little longer and get him to admit that he was smuggling in the head to trade to some necromancers. Harley and James discuss what to do, and realize that the head is the only real witness to the crime. It was, afterall, in the tent all last night, so it must have at least heard what was going on during the robbery. They ask it what happened the night before, and it just moans and says that it has a head ache. They decide to take Arjan in first and ask their superior what to do about the head and the stolen Yellow Peril. James, being the stronger of the two, takes Arjan. Harley, meanwhile, stays behind to make sure no one vandalizes the shop. She keeps the head with her so she can try to ask it questions, and so she can dry off without being stared at by half the festival.

While waiting for James to return from the main guardhouse, Harley pries around inside Arjan’s tent to see what else he might have been smuggling in. She doesn’t find anything particularly incriminating, but decides that Arjan owes her for making her jump into the moat, and for causing her to lose her chakram. Thus, she turns the head so it can’t watch her, then pockets a few gold trinkets to make up the difference.

Still waiting for James, she turns a few customers away and spends her time chatting with the head. It can’t remember its name, or how it ended up decapitated, but it mentions repeatedly that it likes fish, and that it wishes that it had some fish. Maybe she could take him to get some fish? Harley declines, and instead tries to ask it who the thief was.

The Goblin head replies, “I heard legs. . . . Lots of legs. I don’t have any legs. Aww. I kinda wish I had legs. Lots of legs. Tick tick tick and a drip drip drip. Tick drip tick.”

The Goblin also chatters about how wet it is. Harley threatens to throw the head into the moat if it doesn’t answer straight, and it replies that it still has a really bad head-ache, but it really hopes she won’t throw him away. He likes talking to her.

Finally, fed up that James is taking so long, Harley pops the head into a satchel and carries it with her as she tromps back to the main guard tent. There she discovers that James doesn’t remember a thing about the head, or about Arjan attacking them. In fact, about a minute or so after leaving Harley and the head, James just let Arjan go. Harley unsuccessfully tries to jog James’ memory, but he suddenly remembers everything as soon as the head begins jabbering again. Feeling somewhat nervous, they put the head back in the bag and talk to their superior.

Their superior is nervous and suggests that the vandalism must have been to cover the theft of the Yellow Peril. They tell him about the head and ask if he wants it, but the head begins blathering that it doesn’t want to go, that it’s not safe, and that it thinks that the darkness inside Harley’s back is so nice and cozy and dark and quiet and ticking and dripping and dark and fishy.

Needless to say, their superior tells them to keep the head.

At his orders, they head out to an alchemist’s shop not too far away. One of the few permanent structures in the fair, it’s a three-story tower where mages from the Arcane Academy display and sell alchemical and magical potions, balms, and oils. Their new mission is to find out about the Yellow Peril and see if anyone in particular would have reason to steal some. They wisely decide to keep the head under wraps, but as they try to enter the alchemist’s pavilion, they get stopped by actual sorcerous security.

(The Magical Fair is both a festival for entertainment, and the convention in which the new president of the Lyceum wizard’s guild is chosen. Throughout the festival, high-ranking members give speeches, engage in spellcraft duels, and generally vie for supremacy. On the sixth day, today, a debate is held with the key contenders, and the winner of the debate has a good chance of being elected.)

Since this is the day that most of the high ranking guild members will be at the fair, the wizards are being extra cautious not to let people cause trouble. The gate guard at the pavilion asks for proof of their employment as guards, and after they give it to him, he begins to review it. The Goblin head begins to chatter, muffled from within the bag, and Harley quickly leans over, opens the bag, and says (a bit too loudly), “Shut up, head!”

The alchemist tower guard looks up and asks what Harley just said. In a stammering explanation, Harley explains that . . . um, yeah, this is my friend . . . ‘Head,’ and she gestures to James.

The wizard seems skeptical, so James adds in that Harley’s nickname is ‘Bottom.’ “Old nicknames from our time together at the academy.”

Then from the satchel comes a high-pitched voice, “He’s Head. She’s Bottom.” Harley quickly impersonates the Goblin’s voice to prove that it was her all along, and they bluff their way into the tower. Within, they go to the third floor laboratory to talk to some alchemists and researchers. They talk to several wizards, all of whom say they’ll get the information that Harley and James want, and will be right back. But none of them come back. Curious, they talk to one of the alchemists they’d already seen, but he doesn’t remember seeing them before. Frustrated, James writes the man a note to carry and read repeatedly. The alchemist shrugs and takes the note, heading off to get the information they want.

Since they imagine it’ll be some time before the wizard gets back, they head downstairs and back into the main festival, hoping to get something to eat while they wait. It’s mid-morning, and they’re hungry.

As they walk around the festival, checking at different stalls for food, they notice that a lot of people seem to have head-aches. When Harley asks the Goblin shrunken head fetish if it has a head-ache, it says yes and moans a little bit. It mutters that it’s hungry too, and that it wants fish, so maybe they could look in the moat for fish. James tells it forcefully no, and so the head resentfully shouts “He’s Head! She’s Bottom!” until they cram a cloth into its mouth to gag it.

Oddly, few people seem to notice this spectacle, and none seem to care for more than a moment. Harley and James get some food, then decide to check to see if Arjan might be back at his stall. Harley wagers that he’s forgotten about them entirely.

They do find him at his stall, but he hasn’t forgotten about them. Instead, he remembers them helping him with moving some items he accidentally dropped on the floor. The man doesn’t recall a theft at all, though. Deciding that maybe Arjan not remembering them is a good thing, Harley asks him about where he’s been lately, and whether any of his goods are missing, and who he was planning to sell to. At this point, Arjan does get nervous, but Harley pretends to think he’s just worried about scaring off customers. Using her charm, she manages to get Arjan to say that he had been asked by some Dwarves to bring some goods into the city.

Remembering their initial tour of the festival, they know that there is a small group of evangelical Dwarves in one of the least-visited corners of the festival, but rather than pursuing that lead immediately, they bid Arjan good day and go talk to their superior again. Consistent with the trend, the man doesn’t remember even sending them to investigate a robbery this morning, but for some reason he is curious about whether they found anything interesting. The whole time they talk to him, he emphasizes the word ‘head’ whenever it crops up in a sentence, and he seems to get angry just saying the word. Thankfully the gag is still working, so the Goblin head can’t reveal itself.

Wanting to get away from their superior before he finds out about the head, they quickly ask a few questions about Dwarves. Since Dwarves aren’t typically wizards, most Dwarves who attempt to rent a stall at the Magical Fair have to have all their gear inspected minutely by Academy officials. After they leave the main guardpost, Harley and James discuss that maybe the Dwarves needed something, but knew they couldn’t smuggle it in themselves, and thus hired Arjan to bring it in for them.

Their last task before going to check out the Dwarves is to return to the alchemists’ tower in the vain hope that perhaps someone found information for them. The guard at the door to the tower (the same one as last time) is belligerent to them for no good reason, just saying that he dislikes all these non-magic-using rabble. Harley decides to bribe him so they can get in without trouble, and they end up waiting on the third floor for someone to speak to them. Most of the wizards in the tower have head-aches, and a few just stare blankly at books, not turning a page in over five minutes.

Glancing around cautiously, James and Harley ungag the Goblin and ask it what the hell is going on. Harley tries to be very soothing with it, promising that they’ll find a way to give him a fish if only he’ll help them out.

It whimpers and says, “You can’t wait, can’t wait, since she’s hid away with a mate. It . . . it wetly ponders . . . and coldly wonders. A darkness . . . and a tick tick tick, in a drip drip drip.” The Goblin sobs, its voice filled with pain as it struggles to finish. “Medals and prizes, medals and prizes. Who will mourn for . . . medals and-”

A wizard comes up behind them and cuts off the Goblin shrunken head. He stares at the little head in wonder, saying that he’s amazed that they have one. He’s never seen one before. He asks if he can take a look at the head very briefly. Harley and James cautiously agree, with the conditions that they always stay within view of the head, and that afterward this wizard will get them some info on Yellow Peril.

The wizard joyfully walks them into a laboratory, carrying the head and prying at it with his fingers. He tells them all he knows about Yellow Peril, including a rudimentary explanation of why it glows. While the wizard talks to them, he puts the head on a countertop to better examine it. The shrunken Goblin head has stopped talking and is just whimpering now, and the two guards are too fed up to really care until they both see the alchemist picking up a glass vial filled with fluid. While still happily chatting with his two guests, the wizard up-ends the vial over the fetish, dumping the fluid on it.

The shrunken head screeches in agony and starts to sizzle, and James and Harley leap forward to stop the wizard from melting the head with acid. James tackles the scrawny alchemist, and Harley snatches up the slowly-dissolving head and splashes it with all the water she’s carrying. James quickly tests a large pitcher to make sure it’s water, and then he throws it onto Harley and the head to wash off the acid. Harley ends up burning her hands slightly, but thankfully the acid was a relatively mild one, so neither she nor the head are permanently damaged. Just wet.

James is about to pummel the alchemist into a pulp for trying to ‘kill’ the undead head, when Harley shouts a warning. A stream of flame flashes across the room, searing the far wall and cracking a large glass window with the heat. Harley and James look up to see about a half-dozen wizards striding into the room, all preparing to cast spells. The small crowd blocks the only stairway down.

Harley desperately throws a few vials of funky potions and liquids at the wizards, and then she and James (and the head) make a break for the window. James smashes it apart with his sword, and they both clamber through and leap down. Since the tower is slightly tapered toward the top, they are able to slide to the ground with minimal injury, and once back on their feet they sprint away out of sight of the wizards. James is about to go into a rant about how all the wizards in the city must be out to kill them when the Goblin head starts screaming and whimpering again. Looking around, they see that everyone who can see the head is walking toward them slowly, malevolently.

Harley stuffs the gag back in the Goblin’s mouth to shut it up, and James slams the tiny head back into the satchel. And then they run again, James bum rushing into and knocking down a few scrawny teenagers who were blocking their way.

Once out of sight of the angry mob, they find a shopkeeper who has passed out from a head-ache, and they decide to use his shop (which handily sells healing potions) to hide in. They realize that the evidence points toward the Dwarves being involved, with Arjan as an accomplice, but they can’t figure out what it might be that’s causing everyone to act strangely. The head, when they ungag it, just moans painfully about how much it stinks of fish in the dark, but whenever they try to get it to answer straight, it just whimpers helplessly. Trying to recall all the clues the head had given them, Harley realizes that the head is all that’s keeping them from being controlled by . . . whatever it is.

James agrees, and begins rubbing his head in frustration, starting to feel a headache. Harley is worried, but James tells her it’s not important. “So my head hurts. No big deal. When your bottom starts to hurt, then we should worry.”

They decide to loot a few stores that could prove useful, then confront the Dwarves. They steal a large supply of healing potions, and Harley picks enough pockets (everyone is starting to look comatose) to provide herself with several daggers. They try to be discreet, but since they’re practically the only people in the fair who are even walking anymore, it’s hard to ‘blend in.’ The only movement they see is near the Election Pavilion, where the debates will be held in a few hours. Workers are mindlessly setting up the podium and seats so people can gather and watch. Harley notes that the workers are so numb to their surroundings that the decorations look hideously tasteless.

Walking through the festival, its thoroughfares crowded with sitting or blankly standing people, it takes them nearly half an hour to reach the remote corner of the festival where the Dwarvish ‘church’ is. Even during the days when people weren’t standing around like zombies, the church received very limited attendance, since the Dwarves had tended to heckle most of their visitors into leaving.

Upon seeing the squat stone structure, Harley decides that the best course of action is probably to leave the festival, alert the city guard, and have them handle the problem. To stop her from running, James grabs Harley by the collar and drags her after him.

They stop beside a small tent and peer around the corner to see a trio of Dwarves standing warily around the doorway to their sturdy church. None of them seem to be suffering from head-aches or mind control. James tells Harley to go up and distract the Dwarves, and he’ll sneak around and attack from the side.

Harley walks up boldly, holding a pack of cards in her hands, and tries to impress the Dwarves with a magic trick. She gets about five seconds into the trick before the Dwarves draw forth small axes hidden in their cloaks and attack. Harley is down to 2 hit points before James leaps into the fray. The half-Elven fighter takes out two of the Dwarves, but the third one runs into the building, shouting to sound the alarm. Since James is busy finishing off his second Dwarf, Harley gives chase, rushing into the building.

Inside, in the near-dark, she sees two more Dwarves climbing out of a hole in the floor, and after a moment all three Dwarves begin to advance on her, talking amongst themselves in Dwarvish. Harley shouts for them to drop their weapons, or she’ll have to kill them with her banshee wail.

The Dwarves just laugh and start to rush forward, but Harley plucks the head from her satchel, yanks the gag out of its mouth, and hurls the gibbering, shrieking head at the Dwarves. The Dwarves scream in fright and duck to the ground as the Goblin head sails over them, and before they can get up, Harley manages to stab one in the chest. James enters the room while the Dwarves get their bearings again, and in a few minutes (this was 2nd edition, where a round was a minute long), the battle is over. A quick search of the room uncovers several sheafs of paper covered in Dwarven print, plus a large map of the festival grounds. Since neither of them can read the Dwarvish, James tucks the pages into his vest for later perusal.

Harley and James drink healing potions, then recover (and re-gag) the head and sneak through the trap door in the floor. Underground they hear a steady thrumming that dampens the noise of James trying to move silently in chainmail. A ladder leads down into a dark, roughly-dug cavern. Picks and shovels still lie on the floor near the ladder, so it appears that the cavern was just dug this week during the festival, a fact which is rather amazing, since the cavern is about five feet round, stretching for several hundred feet into the darkness. They move down the tunnel and come to a large room, in the center of which they can barely make out a gathering of at least a dozen Dwarves standing around what appears to be a large chest. The cavern is wide enough, and the odd thrumming is loud enough, that Harley and James manage to swing around the Dwarves to the far side of the tunnel, hoping to explore deeper while avoiding a fight. There are three tunnels that lead into the room—one they just came through, and two others.

James’ head-ache intensifies, and Harley begins to feel a slight pain as well, and the muffled Goblin head begins trying to shout. One of the Dwarves happens to spot them at the edge of the cave, and the whole group of Dwarves begins to scramble. The chest they had been standing around gets picked up and carried away down a side tunnel by a handful of Dwarves, while the rest begin to charge after the intruders. Panicking, Harley runs down the tunnel that the Dwarves did not go down, and James follows.

After a few dozen feet, they come to a dead end. The tunnel ends in a ten-foot across pool of water which rapidly rises, then falls, accompanied by the thrumming that has filled the underground complex. Confused, they’re about to turn and get ready to fight when Harley sees a round metallic object washed up on the shore of the pool. It’s Ricochet, her chakram. She quickly realizes that after it fell into the moat, it must have been sucked into here, and the only way that could have happened is if the pool here connects to the moat somehow. She only has time to shout for James to follow before she leaps into the pool and swims for her life.

They have a hard time clambering through the dirty moat water, a task made even more wretched because bits of fishes float in the murk. When they finally splash to the surface and pull themselves ashore, James and Harley check to make sure the head is still with them. It is, safe in its pack, trying to swallow a fish head.

Muttering about how she’s gotten drenched three times in one day, Harley gets to her feet and then gasps. The entire festival, every single person and a few pets and mounts, are heading in a single direction. Harley asks James again if it’s really a good idea to try to solve this themselves, but James grabs her shirt’s collar as a warning, telling her that it looks like time is running out.

Weaving through the slowly-moving crowd, Harley and James spy the Dwarves in the distance, heading for the main debate pavilion. Before they can get too close, however, the crowd starts to surround them, and James regretfully has to bash a few people’s faces to clear a path. They cut through tents and try to take every feasible shortcut, but by the time they reach the podium, the Dwarves are no where to be seen.

A crowd gathers in the seats set up for the debate, and several elderly wizard-looking people stand on the stage and yell at each other nearly incomprehensibly. Harley and James both feel the sudden urge to sit down and watch the show, and their head-ache intensifies as the Goblin begins to shout in pain, “It’s dark and safe, so loud so loud! Wet and safe. . . . Safe for a mate in a ball of gold, which you break and your body goes cold.”

Hearing that the Goblin head is starting to sound weaker and weaker, they look around for any sign of what the shrunken head might be talking about. The only wet thing they see is the moat. And a small drainage ditch that runs from the moat to the debate pavilion. Normally it would direct rainwater into the moat, but there must definitely be someplace wet under the pavilion.

Patting the Goblin’s head to keep it talking and to try to sooth its pain, Harley heads for one side of the ditch while James comes in from the other. They both rush through the blank-eyed crowds and duck low to crawl into the space beneath the stage. James tears away a curtain shroud, and sunlight streams in brightly.

A hiss comes from the darkness, and as their eyes adjust, James and Harley both see a creature crouching in a corner of the stage’s framework. The monster is at least three feet long, with a half-dozen sharp-tipped legs supported a bloated and chitinous body. Milky white eyes stare at them as the creature cringes, holding a foot-long sphere that glows with a dim yellow light. Several short tentacles writhe beneath the creature’s eyes, carressing the egg-shaped globe of Yellow Peril. The glass of the sphere seems worn and scratched, since the creature had been rubbing and scratching it constantly.

Harley realizes what it’s trying to do, and she takes a step back in worry. Remembering that Arjan had said that another fluid-filled sphere had been shattered the night before, she correctly guesses that it must have been this creature’s egg. She tells James that the thing must think the sphere of Yellow Peril is another egg, one for a mate.

As soon as she finishes warning James, the head begins to moan, then shriek, and the insectile creature rushes forward, hissing and lashing out with one long forelimb, while the other cradles the sphere to its chest. The creature attacks James, tearing through his chainmail with its sharp, scythe-like leg. James and Harley both leap out from under the stage and try to get room enough to fight, and the monster follows them. The creature apparently can’t maintain its telepathic control while fighting, and the entire audience of several hundred begins to clamber around in panic, many people surrounding Harley and James as they try to fight the creature.

Harley feels pain wash over her mind as the monster glares at her, tentacles writhing. James leaps forward and tries to hack at it, but his sword bounces off the tough exoskeleton. The small creature, barely larger than an average dog, slashes out again and cuts across the flesh of James’ belly, nearly cutting him open.

Harley, shaking off the pain, weakly tries to throw daggers at the monster, but they also just bounce off its shell. The crowd forces one fairgoer too close to monster, and the critter rears up and scrapes across the man’s lower body, knocking him to the ground. James again tries to hack at the monster, but his blade skitters off the creature’s back. The fairgoer screams as the monster lashes the flesh from his face with its tentacles, and James tries one more futile time to wound the animal.

Harley, seeing that the monster is too tough to hurt, remembers Arjan telling them that Yellow Peril is used to kill vermin, and she grabs a tent pole from a nearby pavilion, shouting for everyone to run. James looks at Harley in dismay, calls her an idiot, and runs.

The monster, finished killing the helpless citizen, cringes as Harley charges toward it. Harley raises the wooden pole over her head and swings down at the monster, aiming not for its shell, but for the sphere of Yellow Peril. With a heavy smash, the sphere shatters, and a thick, smoky yellow gas spews upward, directly into the creature’s face. The monster shrieks animalistically, and from Harley’s pack comes the Goblin’s voice as it screams in agony too. Harley nearly collapses as pain floods through her, but James grabs her and pulls her away as the thick, deadly fumes spread across the ground.

Everyone runs away in panic, spreading far enough away so the Yellow Peril dissipates into the air. James checks on the head, and finds it inert, its eyes closed and its mouth open in a peaceful, moronic grin. Not too far away, the small monster chokes to death as the toxic gas disintegrates its flesh.
__________________________________________________

In the aftermath of the day’s events, James and Harley are called to a meeting with their superior, a few high-ranking wizards, and Arjan Thembool. Everyone has been slowly recovering their memory since the death of the monster, a creature which the sages classify most closely as a ‘raknid,’ a species of subterranean insect. Oddly, raknids do not usually have tentacles growing over their faces and have never demonstrated mind-control powers, but since the gas dissolves much of the specimen, examination has been difficult.

After the (very soggy) Dwarvish documents were magically restored and translated, they revealed the Dwarves’ plans. They had been trying to steal a small collection of spellbooks being transported through the festival, and had smuggled in the raknid egg to cause enough of a disturbance that they’d be able to get the books and escape without notice. Arjan, to his credit, only thought he was smuggling in an illegal pet, not a magical monster. Raknid eggs glow with dim magic, so apparently the newly-hatched raknid grabbed the nearest glowing sphere and tried to hatch it as an egg.

While the raknid did manage to provide the distraction the Dwarves wanted, things could have gone much worse if Harley and James (and the head) hadn’t stopped the creature. They probably saved hundreds of lives, including those of the candidates for the leadership of the Arcane Academy. They promise to owe the two of them a favor, and they gladly overlook all the crimes they committed for the sake of saving the day (theft, assault, theft, vandalism, theft, etc.).

Finally, one of the wizards promises that he will contact them in a few days with a potential job offer, if they’re interested. The Dwarves managed to get away with most of the books, but one had not yet reached the fair, so someone will need to pass on the bad news to the buyer. The pay should be good.

Harley smiles in thanks, and James shrugs. “I’m just here to fight stuff and make money. If there’s nothing left to fight, we might as well make some money.”
 

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(Last chapter, Harley and James meet while working as guards at the Magical Fair in Lyceum. They become the heroes of the hour by stopping a strange beast from killing hundreds, and they receive praise from the Arcane Academy. Afterward, however, they have to return to their drab lives, living just above poverty, Harley working as an assistant to a cheap performer, and James helping unload goods for local shopkeepers.)

Chapter One:
Professionals


A few days after the end of the Magical Fair in Lyceum, with James and Harley having parted ways and gone back to their individual crappy lodgings in the poor peasants district, they are both contacted by magical courier. A hum annoys them each for a few seconds while they’re eating lunch, and then a scroll pops into existence right above their food. Harley manages to snatch hers before it falls into a plate of vegetables, while half-way across the district, James curses as the scroll splashes into his stew.

Both open the scrolls and read them, though James has a harder time because his scroll is soaked with beef broth. They both read that they are invited to a gathering being held by a well-known local businessman, Harlan Smith. The man gained reknown a few years earlier by being the patron of an adventuring party that discovered great wealth in one of the ancient Orcish tombs. He’s recruiting again, looking for new adventurers that he could support, and there’ll be a large gala and banquet before Smith makes his choices.

(The reason there are so many adventurers in the world is because rich nobles find it more entertaining to be patrons of heroes than to be patrons of the arts as was the case on Renaissance earth. Of course, the arts suffer slightly because of this, which explains why the world hasn’t progressed out of its Renaissance even after several hundred years. Lyceum is home to many prominent nobles, as are most of the great cities of the world, and all the families compete to see which can promote the most legendary and tale-worthy heroes).

The two of them won’t be hired as adventurers, however. The Arcane Academy promised to repay them by finding them a prominent employer, but neither James nor Harley is experienced enough to be fully patronized. Their job will be a bit more mundane, but they’ll still be able to enjoy the banquet and reception, courtesy of Harlan Smith and the Lyceum Arcanum.

The next day, at the scheduled time, the two new friends meet again and decide they wouldn’t mind working together another time. Harley has tried to dress elaborately, a tight and bright costume accentuating her agile physique while being careful to hide her Elvish ears; she even wears make-up to lessen the Elfin look of her face. James, on the other hand, dresses more casually, realizing he’ll be outmatched in stature and skill by most of those there seeking employment; he won’t admit it, but he’d rather not be embarrassed by trying to compete with professional adventurers. He wears an unimpressive maroon vest, which, combined with his long white hair and violet eyes, almost makes him look average.

The two of them avoid puddles of crap and slop in the streets as they cross the city on foot to the more regal streets where Harlan Smith is hosting his banquet at a huge theater. To be allowed in, they present the scrolls to the small phalanx of guards at the entrance to the theater, and are directed to meet Mr. Smith in about an hour in one of the converted dressing rooms. In the meanwhile, they are free to mingle and enjoy the entertainment and food.

Harley, a former (and she hopes future) entertainer, is interested in talking with the performers, while James is more eager to eat a good meal for a change.

At the banqet table, food is laid out for people to take as they please. James has some hassle with a crotchety old war veteran who rightly recognizes that the half-Elf isn’t a real adventurer. James ignores the man and piles a large amount of food onto his plate, then once out of earshot jokes to a red-haired swordwoman that the old warrior must just be jealous because he needs someone to chew his food for him. James continues to make a few old jokes at the veteran’s expense, but the veteran retorts by mocking James for being too cowardly to be a real adventurer. At this remark, the red-haired woman grows bored and leaves. James finds a quiet corner to go eat his food.

Meanwhile, Harley notices an Elf among the crowd watching a group of jugglers. He looks very strong, agile, and handsome, with shoulder-length red hair and a rapier sheathed at his hip. As Harley gets closer, hoping to talk to him, she realizes that he appears to be more interested in flirting with a waitress than in watching the jugglers. Laughing to herself, Harley watches the jugglers until she sees that the Elf has failed to woo the waitress. At the opening, Harley sidles over and strikes up a conversation with him. She makes sure to hide her own Elvish ears and enjoys listening to him brag about how beautiful Elvish forests are; he’s obviously hoping to impress her.

Harley talks to him a while longer, realizing that he is a bit of a lech, but charming in that she pities his inability to be taken seriously. She learns that his name is Nikal, or Nischal Al’emelos in Elvish, and that he’s a full-time employer for Harlan, working to occasionally break in new acquisitions or do the rare mission into Elvish lands where humans aren’t welcome. He fancies himself a skilled duelist, and takes pride in being one of the few Elves to make it among the ranks of Lyceian adventurers.

James finds Harley a while later and tells her that it’s time for their meeting. Quite out of character, James’ player calls Nikal either “Nikail” (rhymes with the Russian name, Mikail), or “the Commie.” I wish I could think of a way to make an in-game joke of that, but I can’t figure it out. I began to realize here that Nic, James’ player, derived a cruel pleasure in mocking the names of my NPCs.

Once out of Nikal’s sight, Harley sticks out her tongue and gags, then laughs, telling James how she pities any woman who’d actually fall for Nikal’s brand of romance.

They find the room where they’re supposed to meet Harlan Smith, and a few minutes later the man arrives, bringing with him– “Oh, I see you two have already met,” –Nikal. Harlan is a middle-aged man, dressed in well-tailored but not extravagant clothes. A full head of graying-brown hair with a light-hearted caustic expression on his face. A native Lyceian, he’s famous for running one of the largest trading businesses in the world. He owns fleets of ships, has hundreds of wagons to carry goods inland, manages mines across two continents, and supports trading posts in all kinds of remote areas that scout for leads for ancient and/or buried treasures. Seeing that he has the Commie in tow, James isn’t impressed.

Harlan outlines that the Arcane Academy referred them to him, and that he plans to hire them on retainer for odd jobs here and there, maybe with the option for them to become professionals if they show interest and talent. For their first job, he wants them to leave tomorrow morning. They’re to deliver a package to a member of the magical academy, which is the reason the academy suggested them in the first place.

A few days travel to the northeast is the rural Haranshire, a moderately fertile area hemmed in by mountains to the east, a swamp to the south, and Elvish woods to the north. Tauster, an old mage who makes his home in one of the two small towns in the Haranshire, is expecting his monthly package, a chest filled with research material and components for making potions that Harlan will later distribute. The two of them are to take the chest and travel on horseback to the Haranshire, deliver the goods, get Tauster to sign for them, then return once he’s finished making a batch of potions. Nikal will accompany them just to be careful; Harlan admits freely that they have to earn his trust and can’t just buy it by saving the lives of a few meager spellcasters who stay in their tower all the time and make life difficult for entrepeneurs.

James and Harley glance at each other and shrug, trying not to be put off by the businessman’s short ranting. Harley says that they’re interested in the job, but want to know what else it might entail. Payment, for instance. She deliberately tries to sound slightly disinterested, in hopes of drawing out a bigger payment. Harlan offers a fair payment sum, 500 Lyceian silvers for each job, plus lodging that abuts his own mansion.

It’s the last part that seals the deal. After living in crappy conditions in Lyceum for a few months, Harley and James are both willing to jump at the chance for a nice, luxurious room. They accept the offer, then spend the rest of the day moving their meager belongings into their new quarters in one of the buildings that makes up Harlan’s mansion compound. Much of the compound is unoccupied because most of Harlan’s employees are usually off on missions. Additionally, all the spellcasters working for him have gone to attend the post-Fair gathering.

Thankfully, Nikal makes himself scarce.

As the day turns to evening, James and Harley chat for a while longer, with Harley talking about her time on the road since she left home, though she doesn’t mention the details of why she left home. Likewise, James doesn’t reveal much about himself either, because he says that his own past is too boring to waste time on. After agreeing on when to meet the next morning, they’re both about to head to their rooms when Nikal shows up and says that he wants them to pick out their horses for tomorrow so they can be ready in the morning. Wearily, James and Harley go along with Nikal to the stables, where they see that Nikal has already prepared his own horse, plus a spare horse to carry the chest for Tauster (whom Nic, James’ player, has dubbed “Toaster”).

They pick two horses, tell the stable hands to have them ready. As they leave, Nikal says that he didn’t ever remember seeing those two stable hands before, and he puts his hand to the hilt of his sword just as a crossbow string twangs from the stable behind them. Nikal ducks and hits the dirt, then kicks back up and draws his sword. Harley and James see that the two ‘stable hands’ are both armed with swords. Another two men who had apparently been hiding in the darkness of the stable stalls cover the party with crossbows, while another trio emerges from behind hedges near the mansion compound gate. They head off toward the main mansion, moving stealthily in shadows.

One of the ‘stable hands’ begins to warn them not to make any noise, but Harley pulls out Ricochet, her Chakram, and hurls the throwing disk at the crossbow wielder who hasn’t fired yet. The man fires at Harley, but his aim is thrown off as he ducks out of the way of Ricochet. With neither crossbow a threat, Nikal leaps forward into melee combat, lashing out with rapier. James, having left his sword in his room, tries to wrestle with one of the crossbow men to take the man’s sword. (After this game, Nic decided that James would never go around without a weapon.)

Harley runs forward and recovers Ricochet, then gets a pitchfork out of the stable and distracts the two fake stable hands while Nikal takes them down. James manages to get a sword, and he drops the man he took it from. The other crossbow man manages to reload, and his shot nearly drops James, but the half-Elf slashes the man into unconsciousness, then leaves his body to bleed.

Harley and Nikal chase after the three heading for the mansion, with Nikal shouting as loudly as possible to alert the guards, wherever they are (they later learned that most of the guards slack off because they figure adventurers are always around to stop troubles). Harley catches up to the intruders just after they hurl a grappling hook into a second floor window and begin to climb up to it. She vaults up the rope after them and manages to yank down the lowest of the trio, who Nikal quickly impales. When Harley finally reaches the window, she hears the last two thieves shouting to each other, “Where’s the book?” and exchaning ideas of where to look. Harley lets them search while she helps Nikal up the rope.

Across the compound, a final thief who’d been hiding in the stable makes a break for it on one of the horses, which James shoots in the flank with a crossbow. The horse bucks its rider, and James takes the man prisoner.

Nikal and Harley sneak through the elaborate rooms of Harlan’s mansion, following the sounds of the two thieves ransacking the place. It’s only dimly lit in the hallways, nearly black in the rooms, but Harley and Nikal have the advantage of Elvensight, so they take the two pillagers by surprise and finish the fight with little difficulty.

A few minutes later guards arrive, followed finally by Harlan, who fires the inept guards on the spot. Nikal apologizes with a smile and a shrug, then escorts the fired guards to the gates, never minding the fact that now Harlan has even less security at his house until he hires more guards, a possibility unlikely at this time of night.

Harlan thanks the trio for stopping the burgulars, but when asked about a book, Harlan doesn’t know what the thieves might’ve been talking about. City guards are called to take the thieves away to be beaten and imprisoned, and a healer is called to try to help James and Harley get over any scrapes and bruises from the battle.

Curious about the robbery—the thieves took only a few trinkets, nothing elaborate or expensive—they nevertheless need to get sleep, so they hold off their questions until the next morning, hoping that the trouble has nothing to do with the package they’ll be delivering.
 

Chapter Two:
Those who are horribly mis-informed


The early spring breeze warms Harley, James, and Nikal as they travel north-east from Lyceum, following a well-worn road into the sparsely-populated Haranshire. Healed of their injuries from the brief battle the night before, they travel easily. Each has his or her own horse, courtesy of their employer Harlan Smith, and a fourth horse carries the chest full of potion ingredients that are due for delivery to Tauster, a mage who lives in the Haranshire.

Most importantly for James, his pockets are fuller. To his and Harley’s surprise, Smith proved generous and offered to pay them a bonus of 100 Lyceian silver coins for having the initiative to stop a burgularly of his home. Though James doesn’t say much during the trip, he often pats the small bag of coins with a mild smirk on his face.

Now that they’re on the open road, away from large groups of humans, Harley lets her hair loose, revealing her pointed Elvish ears. Much to her chagrin, Nikal takes that as an opportunity to try to chat with her more. Not eager to be flirted with by her supervisor, Harley shrugs at Nikal’s advances, and eventually the older Elf shrugs himself and leaves her alone.

They travel from just after sunrise until nearly dusk, mutely riding for nearly the entire trip. They pass through far too much farmland for their tastes, and decide not to stop to eat anywhere, instead just nibbling on trail rations in the afternoon. That evening they buy a night’s rest in a road-side temple to Meliska, goddess of healing. The next morning they set out just as early, and travel just as quietly, until late afternoon.

Nikal announces that they are in the Haranshire, and that they should reach the main town of Milbourne before sunset. The wide road heads into a small forest, and Harley pulls out her map to see what it’s called. She and James argue briefly over a letter, which would make it either the “Lyrchwood,” or the “Lynchwood.” They end their brief argument when a group of farmers round the bend of the road ahead. The three farmers travel on foot, carrying bales of hay on their shoulders. The lead one waves to them with a smile, and Harley waves back.

Suddenly, arrows fly from the trees on both sides, landing amid the farmers and the party. One arrow grazes Nikal in the shoulder, but all the others miss. The farmers rush toward the party shouting for help, and Harley and James quickly dismount and move to defend the farmers.

It’s not until too late that they see the farmers pull clubs and swords from the hay bales. The ‘farmers’ had tricked them.

A quick fight ensues, in which Nikal rushes under arrowfire into the woods to take out one pair of archers, Harley throws Ricochet at the archers on the other side of the road (Ricochet misses), and James tries to deal with the farmers-turned-brigands. Nikal easily renders both his archers into unconsciousness, while Harley herself is knocked to near death (0 hit points) by a club blow. James defends Harley, using his body as a shield as Harley crawls for cover amid the horses. Nikal rushes to the other side of the road (ignoring the farmers that James is fighting) and takes out the other two archers.

Finally, James kills one farmer and Nikal knocks the other unconscious. The third leaps onto one of their horses and tries to ride off, but James pegs him with a bow. The farmer nearly dies in the fall from the horse.

As James drags the farmers and archers together into the middle of the road, Nikal rips off a shirt sleeve to bandage an arrow wound Harley had received. Harley thanks him despite the obvious expression on his face that he hopes he’s impressing her. James comments that Nikal is “too sexy for his shirt.” (Later this insult is reduced merely to “too sexy! too sexy!” said in a fake snooty French accent.)

Only one of the attackers is dead, and a few are still wavering on consciousness. A quick interrogation reveals that someone warned them that ‘dark magic’ would be coming into the Haranshire. Apparently a dark-cloaked figure warned them not to interfere, so of course they did. When Harley asks why they specifically were told not to interfere, the man replies that several years ago, during a local crisis, he and his friends here formed a lynch mob to stop any strangers coming into the area. They’ve been wary since, and have noticed strange things going on lately.

James admits defeat. It must really be the “Lynchwood.”

James also admits a bit of guilt over killing the farmer who only thought he was defending his home, but Nikal tells him not to worry about it, since the farmers were stupid for attacking anyway. Nikal orders the brigands who are still conscious to make quick sleds to drag the bodies of their companies, which the horses will drag. Weak from the fight, Harley, Nikal, and James escort their attackers to Milbourne to be turned over to the authorities. Harley, who’s been lynched once or twice herself, tells the brigands angrily that next time, if they’re more careful and less zealous about their homelands, maybe they won’t end up getting a friend killed.

Despite the difficulties, they manage to reach Milbourne before sunset. The small town of 200 people sits on the north bank of the Churnett River, so the group fords across a marked area. A bridge spans half the river, but stops mid-way, and judging by its moldiness and state of repair, it looks more like it was abandoned, rather than that its still being built.

The party causes a stir as it comes into town. Townsfolk come out of their houses, or away from their conversations to see the Elf, half-Elf, and woman trying to hide that she’s an Elf drag a half-dozen humans into town as prisoners. A few farmers in the fields they’d passed on the way to Milbourne had apparently run ahead and alerted the town officials, because as soon as they reach the northern shore of the river, they’re greeted by a pair of respectable-looking men.

The first introduces himself as Joseph Carmen, son of the mayor and local constabulary. He stands a modest 6 feet, with the same dull brown hair as everyone else in the entire Haranshire. And since everyone in the Haranshire has brown hair, the second man stands out because of his well-groomed, shoulder-length blonde hair. He introduces himself as Allarliao Half-Elven, local ranger and land-owner. The half-Elf wears loose traveling clothes, with an elaborately designed black scimitar hanging from his swordbelt. Harley’s Elven senses tingle, suggesting that at least something Allar is carrying is strongly magical. It’s obvious that the locals afford Allar a great deal of respect, even though the man looks only to be in his mid-thirties.

Harley explains why they’re in the Haranshire, then asks if Tauster is in town so they can deliver his package. She also asks if there’s lodging and stabling available for them to stay the night. She gives a quick recount of the events of the battle, including that they sadly killed one man. Carmen grimaces, whereas Allar sighs almost cynically.

The half-Elf ranger tells them that Tauster lives in one of the other two towns of the Haranshire, Thurmaster. It’s another half-day’s travel, but yes, room and board is available at the Baron of Mutton, the local inn. Allar offers to show them there, while Carmen and some of his deputies drag off the prisoners (for a very stern talking to before being released).

At the Baron of Mutton, they stable their horses and carry their gear (and the chest) up into three separate rooms. Once done getting settled, they accept Allar’s offer to buy them a nice meal for their troubles. He thanks them for defending themselves with more restraint than some might have, and says that he owes it to them to make their time in the Haranshire as comfortable as possible.

A quick getting-to-know-you session occurs. Allarliao Ursdail is half-Elvish, a former professional adventurer who actually knows Harlan Smith in passing. About ten years ago he helped defend this area from some magical dangers, and has since made the place his home. His wife Lacy is a priestess of Meliska, and he and his other former adventuring companions own and operate a small keep to the east. Allar is one of three rangers in the Haranshire, all of whom work together to make sure the area remains safe. Without their protection, most of the people would probably move away, since farming is not terribly profitable, mining has always been a failure, and trouble crops up far more often than it should. At least the Dragon in the Mire doesn’t cause problems anymore.

Before Harley or James can ask more about the Dragon (Harlan didn’t say anything about a Dragon!), a person walks up and leans over, his elbows on the table. They look up to see a youthful, skinny Elf with red-hair, dressed as (of all things) a Christian priest.

“Hello there. . . ?” Allar asks, looking for a name of the stranger.

The Elf gives a cocky smile. “Bhurisrava. But don’t worry about who I am. I’m more concerned about who you are. I couldn’t help overhear that your wife is a priestess of Meliska. Now I know that can’t be good for her, but what I want to ask you is, ‘Are you with God?’”

The group stares at Bhurisrava in confusion, and Nikal decides then that he wants some sleep. Bhurisrava takes the Elf’s chair without asking and sits with them at the table. He continues like a salesman, “Because if you’re not with God, we definitely need to talk about your spiritual place in the world.”

A bit thrown off, Allar explains that he worships in his own way, and that he’d prefer it if Bhurisrava wouldn’t pry. James, unable to pronounce Bhurisrava’s name, calls him “B-Man.” Harley adopts usage of the nickname too.

Bhurisrava explains that he was just pleased to see such a large quantity of Elves in one place, though he suspected that none of them were true followers of God. He talks briefly about his travels, then asks them about what they’re all up to. It’s obvious he’s being imposing, but somehow he manages to be silly enough to be entertaining, and thus neither Harley nor James tell B-Man to bug off.

After ordering and paying for a meal for Bhurisrava too, Allar leaves to his own room, since it has gotten rather late. He tells them that he’ll be willing to go with them to Thurmaster tomorrow so they can see Tauster.

For perhaps an hour more, Bhurisrava, Harley, and James talk, discussing primarily their travels and the relationships among Elves, humans, and religion. (Out of game terms, I was trying to explain to the new players where they were in the world, and what the rest of the world was like.)

Harley is a Vaneljesti Elf from far to the south. Her people are typical xenophobes when it comes to interacting with humans, and Harley left because she got along with humans better than with Elves. Vaneljesti tend to be very good spellcasters, and Harley’s family is famous for their talents, but Harley herself can’t cast any spells.

Bhurisrava is an Innenlesti Elf, from the huge Elvish forest only a few days north of the Haranshire. Like most Elves, his people follow the traditional Elvish pantheon, but Bhurisrava claims that he received a calling to follow the Lord, and he’s been traveling for about a year now. Thankfully, for Harley and James’ sake, he doesn’t dwell upon religion too much.

James is half-Elvish, but what type of Elf it is he won’t say. The white hair and violet eyes don’t particularly match with any major race of Elves, so Harley and Bhur guess that those traits must come from his human side. Since James won’t even say where he’s from (“Don’t worry about it. It’s too boring. I’d fall asleep trying to tell it.”), it’s hard to guess anything about him.

Allarliao was half-Tundanesti Elf. The Tundanesti are arctic Elves from far to the north, and are renowned for their swordsmanship. Scimitars are Tundanesti weapons as well, and they decide that Allar probably wasn’t lying about his past. They decide that it would be a bad idea to get on Allar’s sore side.

The conversation peters off, with Bhurisrava asking if he can travel with them for a while. As a show of good faith, he heals the injuries Harley had taken in the battle, and Harley immediately tells James to let B-Man come along. James shrugs.

They all head to their rooms, but when Harley goes to check on Nikal, she finds his room empty, as though he had left. All his gear is gone too, along with the chest. Frantically, she tells James, then asks around the inn to find out if anyone had seen him slip out. Bhurisrava lends his help by following fresh horse tracks out of the stable, heading east. Toward, among other things, Thurmaster, where Tauster is. They decide to go after him, but discover that Nikal took all four of the horses.

Amid many mutterings of “Damned Commie,” James listens to Bhurisrava’s plan to break into the local stable and steal three horses. Harley grins in delight that a Christian priest is advocating theft, but Bhurisrava doesn’t seem fazed by it. They go through with the plan, sneaking through late-night Milbourne to the local non-inn stable, where they try to explain their dilemma to the stable-keeper, an old man who was up late. When the old man won’t give them horses, James gags him and ties him up, and they ride off after Nikal.

For the rest of the night they ride, fighting sleepiness until the sun rises. They keep having to stop regularly to make sure they’re still following Nikal’s horses’ tracks, so they make slow pace, and soon after sunrise they see a lone figure on horseback galloping toward them from the direction they came. They recognize it as Allar, his scimitar unsheathed as he speeds toward them.

I believe the reaction of Harley’s player was, “Ahhh! High-level Fighter! Run!”

Though they follow that advice, Allar seems to be able to push his steed better than they can, and he closes quickly. He shouts for them to stop and explain themselves unless they want to be injured. Weighing the options, the trio decide to stop.

They explain that Nikal has stolen the horses and the chest, and try to make their decision to steal more horses sound reasonable. Allar’s reaction (“Why didn’t you just tell me?”) makes them chagrined, but the ranger agrees to help them find their runaway companion, assuming they return the horses. They get back on their steeds, then gallop on, Allar somehow managing to follow Nikal’s tracks even at high speed. To their surprise, the tracks lead straight to Thurmaster. They’d assumed Nikal had run off and stolen the chest, but it seems he was simply trying to get there faster.

They catch Nikal just outside Thurmaster, amid the abandoned houses of families that lived there when the area was more prosperous. Nikal apologizes for running off, but says he had the best intentions. He didn’t want his ‘friends’ to have to take this trip themselves.

Harley starts to yell at Nikal, but Allar calms them down, warning them not to make reactions while they’re still uninformed. That’s the kind of reasoning that leads farmers to attack couriers because they’re supposedly carrying ‘dark magic.’

Harley: “Yeah, I can’t believe they’d attack us on some stupid rumor like that.”

Allar: “Like I said, don’t judge while you’re still uninformed.”

They walk through early-morning Thurmaster, a nasty place with muddy ground and offensive smells. A truly crappy town, home to all of 30 people. Allar claims he and his friends are working to try to renew the area by bringing in loggers, and he hopes that will aleviate some of the local problems of money.

Tauster lives in the nicest structure in the town, a crumbling tower (since he thinks that all wizards have to live in a tower) with an adjoining house. They knock on his door, then listen to someone inside knock things over and mutter loudly before the door opens, revealing a wrinkled, grinning old man dressed in dull green robes.

James asks business-like, “Are you Toaster?”

Tauster nods, then squints at Harley. His voice is high-pitched, cracking like a typical old coot. “Are you Jenny?”

Bhurisrava nudges Harley in the side and winks to her, nodding slowly. Harley shakes her head and replies apologetically, “Sorry, no. I’m Harley. We’re here to deliver your package from Harlan Smith.”

Tauster smiles at that, then nods appreciatively to Allar before letting them in. He walks around with the aid of a cane, and according to Allar is over 80 years old. Harley feels immediately sorry for the old man, and tries to help him however possible, in this case by making tea while the others bring the chest in and take a look at it.

Tauster magically unlocks the chest, then riffles through some bags of powder and small boxes of weird animal parts. Allar helps the man clear out the chest, then raps on the bottom of it, smiling contendedly. The chest has a secret compartment at its bottom, which Allar was suspecting. With the aid of the others he manages to figure out how to open the hidden compartment, from which he pulls a heavy, black hide-bound book. On its cover are silver Dwarvish runes, and Harley again senses powerful magic, now coming from the book.

Allar asks for Tauster to translate, to make sure the book is authentic. The old wizard reads the Dwarvish words, saying slowly, “The Seventh Spellbook of Darlakanand.”

Harley sighs, realizing what Allar had been insinuating before. They actually had been bringing dark magic into the Haranshire without even knowing it. Nervously, Harley looks for exits, just in case Allar turns out to be the same person who had warned the villagers not to interfere.

Bhurisrava, however, looks at the book in surprise and awe, and he asks what it is. Allar explains that Darlakanand was a Dwarvish enchanter who was responsible for the troubles in the Haranshire that he and his friends overcame a few years ago. Since then they’ve been trying to make sure no one else caused similar problems by getting their hands on the wizard’s spellbooks. He tells them that they’ve probably save a lot of lives by bringing the book safely to him, though he is disturbed that there’s only one book, instead of all of them.

Harley and James remember hearing about what the Dwarves at the magical fair stole, and they get comfortable to tell Allar (and Bhur, Nikal, and Tauster) the story.
 

Please take a look at the map of the Haranshire here. It's somewhat important to the next post. You'll have to copy and paste the url, rather than clicking the link. Something funky about geocities.

Haranshire Map

Chapter Three: I Call Out Death

Sitting amid the clutter of Tauster’s laboratory/bed room/living room/kitchen, Harley relates the events of the Magical Fair in Lyceum, with James throwing in the occasional mocking comment (usually mocking the ‘bad guys,’ but sometimes making fun of Harley for trying to run away). Allar and Bhurisrava listen intently, while Tauster flips errantly through the book hidden in the chest.

Harley suggests a connection between the Dwarves at the fair and this book. After being declared the heroes of the hour, Harley and James had learned from the mages of the Lyceian Academy that the Dwarves responsible for the trouble at the fair stole a small collection of books from a merchant. The books had been intended to be handed over to the wizards, and enchantments on the books kept them from being magically located through scrying.

Allar sighs at this, saying that he and his former adventuring friends had paid the academy a substanial sum for them to deliver the seven Books of Darlakanand. They had spent months hiring scouts to track down the locations of the books and return them to the Haranshire, where Allar and his friends could destroy the books. They had not told the wizards to destroy the books immediately upon finding them, because that would have tipped off the Academy as to how dangerous the books were. Allar doesn’t trust the Academy, and is fairly certain that they would perceive ‘dangerous’ to mean ‘valuable.’

They ask what exactly is so dangerous about the books, and so Allar recounts as quickly as possible his own group’s adventures in the Taranost, the network of caves commonly called the Land Below. Allar tells them to sit back and get comfortable, because it’s a long story.

Ten years earlier he and his friends were caught in a trap in an ancient Orcish tomb that stranded them in the Taranost, and before making their way back to the surface they discovered the first of many clues that would lead them to the source of a plan to dominate the minds of every creature in the world. The creatures working toward this goal were the Illithids, bizarre magical creatures with mind-control powers of their own, but nothing as long-range or comprehensive as their plan.

The Illithids were created as splinter personalities of a psionic Dragon that lived deep in the Land Below. Her powers were so great that she couldn’t control them, and each night in her dreams she would manifest a new nightmare that would take on the coporeal form of an Illithid. The Dragon had sequestered herself far from civilization in hopes of keeping these vile nightmares from harming anyone, but she had no power to kill them, and thus for thousands of years the Mind Flayers (as Allar and his group called the Illithids) had tried to reach the surface and conquer it.

Only relatively recently, about a hundred years ago, had the Mind Flayers succeeded in reaching the surface, and they had slowly been developing their plan. Whenever any surface-dweller learned of the plans, the Mind Flayers wiped their minds or dominated their wills, and in so doing had enlisted a large force to protect and aid them. The chief surface-dweller in this group was Darlakanand, a Dwarvish wizard who had managed to protect himself from the telepathic domination of the Illithids. Being forward-sighted, Darlakanand had agreed to work with the Illithids, since he knew that though he might be immune to telepathy, once the Mind Flayers had a large enough force they could kill him by more traditional means.

Darlakanand had devised a magical process that would allow the combined telepathy of all the Illithids and a bit of the Psidragon to manifest across the world, dominating all but the strongest-willed. All an Illithid would have to do is tell a creature to do something, and it would. Everything would be their slave.

Harley looks disgusted at this, and even James is put off by the idea. Bhurisrava seems to be having a hard time comprehending the concept, but even he realizes how bad such a thing would be.

Allar goes on, telling what he and his friend had to do with it. They had started as professional adventurers working for a patron, but slowly grew more involved in their own attempts to stop a plot they only had hints of. It took four years before they fully realized what was going to happen, and after that they had to be exceedingly careful, realizing how dangerous their foes were. Through luck and caution they were able to finally get one step ahead of the Illithids, find their way to their main city, and stop their plan, killing Darlakanand, the Psidragon, and a copious amount of Illithids in the process.

In the aftermath, many of the formerly-dominated surface-dwellers fled back to the surface, or into the caves of the Taranost, taking with them the treasure and bounty of the Illithid city. They heard rumors that among this loot were the eight books of Darlakanand. They were able to recover one already, which is being kept by one of Allar’s friends, and they were about to retrieve the other seven to make sure no one could attempt the same process, or at least not do so as easily. Apparently the Dwarves stole six of the remaining seven, which leaves this one book and the one kept by Allar’s associate. Having heard Harley’s story, Allar’s almost certain that the Dwarves were working for the Illithids. The presence of a mutated raknid with biomantically-grafted Illithid telepathy suggests that they were at least involved somehow.

Six out of eight of the books in the hands of the Mind Flayers. Allar doesn’t know how many someone would need to recreate the process.

Tauster chooses this moment to inform them that he’s been magically examining the book this whole time. Some magic about it protects it from damage while on the surface. It was penned in the Land of No Sun, and it can only be destroyed there.

That kills James’ plan, which was to just burn the book now. Just to be thorough, though, Tauster tries to destroy it with a burning hands, and at Bhurisrava’s encouragement Allar even tries slicing his magical scimitar through it. Afterward it is neither burnt not cut. It even resists an attempt to blot out the text. No new ink will be absorbed by its pages.

Frustrated, Allar paces the house for a few minutes. Meanwhile Bhurisrava, Harley, and James discuss the new information, finally coming to the conclusion that while it sounds bad, they can’t really do anything to help.

At that moment Allar turns back to them and shakes his head. “No, actually you might be some of the only people who can help. I need someone to keep watch here for suspicious happenings while I gather the others. I don’t want to try to destroy this thing until I have my other friends, and I’ll need them to track down whoever the Dwarves were so we can get the other books back.”

(in game terms, I hadn’t planned a sufficient reason for the party to stay around and investigate, so I shot for the tried and true method of hiring them)

Bhurisrava says he really has nothing to do with this. He was just passing through, and finds it all interesting, but not really worth him getting involved. James and Harley don’t really want to do it either, because they didn’t like one tiny raknid, so they definitely don’t want to deal with a whole army of mindwalkers. Nikal, who has been sitting quietly this whole time, yawns and says that he already has an employer.

And with that they thank Allar for helping them out, thank Tauster for tea (and toast), get Tauster to sign that he did indeed receive the chest, and leave to spend the day sleeping in the town’s shabby inn.

(the DM says to himself, oh crap, what now?)

Allar says to himself, “Oh crap, what now? Who knows who they’ll tell?”

Since they had been awake for an entire day, and had just arrived in Thurmaster right after dawn, Nikal, Bhurisrava, James, and Harley decide to sleep the day off. Slightly before noon James wakes Harley and Bhur, saying that he’s pretty sure the weather will turn bad by tonight. He wants to ditch Nikal just like he did to them, and Harley agrees that it’s fair justice. Bhurisrava, who had never really talked to Nikal much in the first place, agrees to go along with it since he wants to preach to them the word of the Lord.

Also, they want to leave while Allar still expects them to be asleep.

They take their horses (the ones Harlan gave them and the ones they stole from Milbourne) and get ready to ride out of the Haranshire. They briefly consider leaving the horses for Nikal to deal with while they go south through the Shreiken Mire, since it would be the faster route to Lyceum, but the innkeeper asks if they’ve heard about Inzeldrin, the green dragon that lives in the marsh. The party says no, thanks him for saving their lives, and decide to go west, back through Milbourne. They take the horses with them.

As they travel, stormclouds crawl in from the south, and it looks like by nightfall there’ll be rain. They pass quickly through Milbourne at dusk, staying just long enough to pick up some of the minor stuff they left in the inn there (I tried to stall them by having the innkeeper say that Allar had told him to confiscate their gear, but they go get the stablemaster and have him tell the innkeeper that they brought back the horses, so the innkeeper finally relents).

Deciding they don’t want to run into Allar by staying another night in Milbourne, they check the map Harley and James have and decide to head for the nearby town of Harlaton, only about another two hour’s travel south. They get there early in the night, just as it begins to rain.

They discover that the town only has a population of about 30, that the inn doubles as a general store and blacksmith shop, and that there’s no place to stable their horses since no one in town owns a horse. They already dropped off the ‘stolen’ horses in Milbourne, and had left one of their employer’s horses for Nikal, leaving them with three. They tether their horses to a tree, and after Bhurisrava apologizes to them for having to leave them out in the rain, they buy a room at the inn.

Still tired since they only got a few hours of sleep in the morning, and have been riding for nearly ten hours, both Harley and James immediately go to sleep. Bhurisrava stays up for a little while longer and talks to the innkeeper about the local churches, learning that a priest of Meliska operates a temple in Milbourne, that there’s a druid who lives in Thornwood, and that Lord Parlfray’s keep has a small shrine to Ondy Vegces, patron god of knights. The only prominent Christian in the area is a gnome named David, but he’s been off traveling for a few months.

Bhurisrava retires for a little sleep, as does the innkeeper/shopkeeper/blacksmith.

And they’re all awaked by the hideous sound of horses screaming.

Not knowing how long they’ve been asleep, James, Harley, and Bhurisrava burst out into the torrential rain, weapons ready. James sprints past their horses, thinking he sees a dark figure scuttling away into the darkness. Bhurisrava, faster since he’s not armored, runs to the horses, kneeling near the bodies. They’ve all been killed, their heads looking like they’d been torn open from within. Long slashes gouge across the horses’ flanks and bodies. Blood mingles with the roaring rain, staining all of their gear that had been in the saddlebags. Whatever killed the horses ripped through the bags, scattering the contents across the ground.

People have come out of their houses to see what’s going on, but in the pouring rain it’s hard to make anything out. Bhurisrava says a quick prayer for the horses, then stands and runs over to Harley and James. They’ve stopped in the tall grass behind the inn, looking at faint tracks in the mud, caused by what look like bare feet. The tracks head off in the direction James saw the dark form scuttle away.

Harley at first doesn’t want to go, but James reminds her that the person who killed their horses just cost them several hundred gold pieces that they’ll have to pay back to Harlan. Since he tore through their bags, he seems to be looking for something, which means he might come after them next. James grabs Harley by the collar and drags her along, saying that it’s safest to deal with the person now while they have him on the run. Bhurisrava agrees, angered that anyone would so cruelly kill innocent animals. Through the thunderously loud storm, they follow the tracks toward the woods.

The trail is easy to follow through the mud, but when they reach the woods the going becomes difficult. The forest is called the Thornwood because nearly every plant in it has spines or thorns, even the trees. The person they’re pursuing is taking no care to hide his trail, and branches are broken and bits of black cloth torn in an obvious trail heading deeper into the woods. Over the course of an hour, the rain slowly abates, and their urge to run after their target fades. The trail heads for higher ground, scaling slick muddy slopes far more easily than any of the group can. Harley suggests turning back, since they might be being led into a trap, but James calls her a coward and says they’ll keep going for one more mile before they turn back.

Wet and tired, they press on through the drenched forest. It stops raining, but the clouds hang low and the entire forest is filled with a watery haze. Finally, just before they’re ready to turn back, they see the trail open into a wide grassy clearing. James curses, realizing that they must’ve fallen far behind their quarry, and though it was easy tracking him through broken branches that have thorns to snag cloth, it’ll be nearly impossible to follow him through grass.

Harley rants at James for a few minutes while they rest to catch their breath, hoping another storm doesn’t roll in. Thunder rumbles distantly, and Bhurisrava grumbles about the horse-killer being a coward. Frustrated, he shouts loudly and angrily into the woods, “I know you’re out there, you bastard. You think you can kill our horses, huh? Big ‘death’ man, huh?! Well I’m calling you OUT! I’m calling out Death! Come on you pussy!”

Through the din of the thunder emerges the sound of someone rushing through the forest toward them. They stand anxiously and ready their weapons, Harley chiding B-man for being loud enough to let everyone know where they were.

From the opposite side of the clearing bursts Nikal, rushing toward them, clutching something to his chest. Bhurisrava scoffs, disappointed at the lack of Deaths, but the terror in Nikal’s eyes worries them.

Nikal sees them and screams briefly, his voice piercing the night. He hesitates for a moment, seemingly afraid of the party, but then he shakes his head viciously and shouts for them to run. He himself begins to run, and James tries to catch him before he sprints past them, but suddenly James, Harley, and Bhur catch sight of a dim glow coming out of the woods from the same direction Nikal came. Nikal turns and looks, then falls to the ground, clutching his head in pain, dropping before him the thing he’d been carrying. Aside from Nikal’s pained whimpers, a hush falls over the group.

A dark-clad figure, heavily hooded, emerges from the darkness of the opposite side of the clearing. It floats through the grass toward them, its thick black robes concealing its stride. A mist seems to flow behind it, blotting out the forest as a chill fog begins to roll toward them. It holds a small orb of waxy light that dimly illuminates the clearing. As it comes within 20 feet, they can see pale purple tentacles writhing from underneath it’s hood. From its right sleeve extends a similarly pale purple swordblade, looking like its made of flesh and bone.

A stream of words and the emotion of urgency enters their minds, somehow detached from any real voice.

The book.

The dark figure holds out its hand toward them, either in offering or as a demand. The ominous blade it holds seems to suggest the latter.

Bhurisrava chuckles weakly. “Oh crap. I didn’t think Death would answer.”
 

Chapter Four: Unreasonable Demands, Part One

The hooded figure stands before them, its robe drifting eerily in a conjured fog. Nikal cowers in the grass behind them, covering some object he’d been carrying with his body. Bhurisrava and James hold their weapons warily, unnerved by the pale mauve tentacles extending from the darkness of the hood. Harley glances nervously at Nikal, then gets ready to throw Ricochet. She changes her mind and gets out her dagger.

The book, repeats the mental words. Not a voice, just urgent words streaming through their minds from this dark figure before them.

Bhurisrava cranes his head slightly. “Um, we don’t know what book you’re talking about.”

The light from the orb in the figure’s hand gains a reddish tinge, and somehow they all know that it is displeased.

That one has the book.

Harley, James, and Bhur exchange glances, and then Harley bends down and pries something out of Nikal’s frightened grasp. She looks at it for a moment. It’s a shoulder-slung bag, so she opens it an peers inside. Then, sighing, she tosses it at the feet of the intimidating stranger.

Without even moving, somehow the figure wills the bag to open, and slowly the contents of the bag levitate upward. Though the feat itself is not very intimidating, it raises the hairs on the backs of their necks, and they feel as though the air is stiflingly humid.

One by one, objects emerge from the bag, all typical traveling gear. There is no book. The orb’s light turns a dark red, and suddenly they feel a wind rush past them, as if moving from the intruder to Nikal. Nikal cries out in pain, screaming in agony, and without hesitating Bhurisrava charges forward and smashes the head of his warhammer onto the cloaked figure’s shoulder. It sags slightly from the impact, then turns its hooded gaze upon the priest. Nikal stops screaming and passes out, but Bhurisrava suddenly wants to run very fast.

He calls out for help, and James and Harley run to attack the cloaked figure. James slashes at it and Harley sprints around it to go for a backstab. It slashes across her thigh as she runs past, but doesn’t react fast enough to dodge her dagger strike. Harley’s blade pierces its robes and sinks into flesh. The creature makes its first audible noise, something like a wet gurgle of pain. It parries the attacks by James and Bhurisrava, then turns and smashes Harley to the ground with the side of its sword. Then, before Harley can scramble back to her feet, she feels herself being pulled upward by a force. The mist around the figure thickens as both Harley and her attacker levitate upward, out of the reach of James and Bhurisrava.

Harley cries out in fear as the force pulls her toward the dark figure. Hovering 20 feet above the ground, she has nothing to push off of to make her attacks, while the dark warrior seems perfectly comfortable as it draws back its sword to disembowel her. For a moment she cannot pull her gaze from the tentacles that extend from the shadows of the cloak, but then a shout from below draws her back to her senses.

James yells for her to get away as both he and Bhurisrava aim their bows upward. Harley tries to swim through the air to no avail, then shrieks as the bizarre sword slashes toward her. She curls into a ball and only gets grazed across her back, but the figure floats closer, too close for the others to safely fire at it without hitting her.

Just as the creatures looms above her, Harley twists in mid-air and kicks her legs out into the thing’s chest. She shoves away, moving back far enough to give the others room to fire. She shouts for them to shoot, and then Bhurisrava and James begin to launch arrow after arrow up at it. Harley sheaths her dagger and pulls out Ricochet, hurling it and missing because of her lack of purchase.

The dark figure hesitates for a moment as arrows tear through its heavy cloak, some sticking and apparently striking flesh. It floats away a few feet, trying to move to avoid their arrowfire, but over the huge clearing there’s no place to hide. The only thing constructive it achieves is ending its levitation of Harley. She gives a cry as she drops twenty feet to the grass below. She manages to land somewhat softly, but the fall still knocks her unconscious.

James and Bhurisrava continue to fire arrows at their foe, but Bhurisrava stops suddenly when he feels pain wash over him, making his body feel cold and weak. He drops his bow and falls to the ground, trying to regain control of his body. James continues to fire arrow after arrow at the creature, and finally it begins to drift slowly downward. The light globe in its hand disappears, and it pulls something out of its cloak, throwing it at James. He deflects it with the end of his bow, knocking it away and to the ground with a squishy sound. Not bothering to divert his attention, he simply stomps on the squishy thing while firing another arrow at the attack.

Just as the attacker finally lowers itself to the ground, sagging weakly from injury, Bhurisrava regains composure of his limbs. He stands, picks up his warhammer, runs forward, and delivers a crushing blow to the creature’s head.

James and Bhurisrava congratulate each other, and then the priest runs to heal Harley while James uses his sword to flip off the hood covering the thing’s head. Despite the deep depression in its cranium from Bhur’s warhammer, it pretty closely fits what they’d expected from Allar’s description of Illithids. Milky white eyes, slimy pale purple tentacles instead of a mouth, only a little hair on the back of the head, like a balding man. Prying open the robes is somewhat less messy, an reveals a body naked except for a harness that held a few vials that were shattered when Harley kicked it in the chest. It’s flesh is an odd mixture of human-like skin and slimy purple patches more like a squid.

Harley, now healed, comes over with Bhurisrava to see what it was they just killed. They obviously don’t feel bad about what they did, since the creature attacked Nikal first, with the telepathic powers Allar had mentioned. They just wonder why it was pursuing Nikal for ‘the book’ when Nikal didn’t have any book in the first place. Bhurisrava expended all his healing powers for the day on Harley, but he’s fairly certain Nikal will recover naturally. He just looks stunned from whatever he went through.

James checks out the thing he squished, the thing the Illithid had thrown at him. It looks like a fairly-large squid, about a foot across, with hooks on its four tentacles. Bhurisrava wonders aloud what it is, and James shrugs. Then they both turn when they hear Harley cry out in pain.

Harley stands over the body of the Illithid, holding the sword the creature had carried. The blade of the weapon looks like it is made of flesh and bone, and out of the hilt of the weapon extend narrow black tubes, like veins. The veins have begun to dig into Harley’s hand and wrist, turning her flesh an ashen mauve as the veins creep through her arm.

Harley screams to get the thing out, nearly passing out again. James takes the only course of action he knows, rushing forward and hacking into the flesh of the blade with his own sword. Two quick chops severs the thing just above the hilt, and it releases Harley, the black veins snapping out of her arm. She lets go of the hilt, then with wide eyes tells them that she could actually feel it when James chopped at the sword, as if the Illithid blade was part of her arm. Then she looks down at her hand and nearly swoons. The flesh from the elbow down has turned into a sickly purple, exuding a thin layer of slime. Bhurisrava pokes at it and announces that it’s squishy, like squid.

They worry for a few minutes to make sure that the affected region isn’t spreading, but apparently the affliction is only as far as the sword-veins extended. Regardless, Harley and Bhurisrava declare undying hatred of all things Illithid. Any race that could create things this nasty deserve to die.

James picks up Nikal’s unconscious form, and then they start to head back to Harlaton, maybe to get some sleep before the next morning. Before they get more than a few feet, though, a deep voice calls from the woods, asking what the hell just happened. Worried at first that they might have another fight on their hands, they relax when they see just a normal human woodsman. Admittedly when he comes within 5 feet they’re assaulted by his horrid stench (a mixture of alcohol, urine, and wet dog), but he seems friendly enough. He introduces himself as Roth VanMuren, and invites them to sleep in his cabin if they’re willing to tell him what the hell just happened.

James shrugs. “Sounds reasonable.”
 

In a meta-game moment, let me explain as best I can Bhurisrava's calling out of death. It was basically Chad's (Bhur's player) first time roleplaying, and he hadn't had a chance to fight anything. I guess maybe he was bored, or frustrated, but for some reason in the middle of their trek through the woods (I'd never expected them to chase after the horse-killer for that long), he started saying that Death was waiting to get them, but he wasn't going to let Death get the jump on them. He started shouting, "I call out Death!" in a tone of voice that is really unique to Chad. I wish you could all hear it.

I hadn't planned anything aside from their horse getting killed (I just wanted to give them a reason to stay in the Haranshire), so until Chad started that spiel I was at a loss for what to do. Then I shrugged and decided, okay.

"Death appears, and he's chasing Nikal."

I don't know why I did either of those (Death or Nikal), but my inspiration often comes from odd places, and in mid-game. It was at this point that the rest of the game just kinda crystalized. I winged the battle with the cloaked figure, and when I had to figure out why he was there, everything just fit. From this point on in the game, I actually knew what I was doing.

Occasionally thereafter, Bhurisrava would call out Death again, just because he felt invincible, or because things were going slow and he expected something to happen any second. It became a handy tool he inadverdently provided to help me realize when the game was lagging, and so I'd usually kick up the pace at those moments, even throwing in a battle that I hadn't planned 'til later.

Games can be rather fun when the DM isn't fully prepared.


Chapter Five: Unreasonable Demands, Part Two

Dramatis Personae:
Hera “Harley” Fyana, 1st level Vaneljesti Elvish bard
James T. Rocket, 1st level half-Elvish fighter
Bhurisrava, 1st level Innenlesti Elvish cleric of Christianity
Nikal (NPC), 4th level Innenlesti Elvish fighter
Allarliao Ursdail (NPC), 12th/4th level half-Tundanesti Elvish alt. ranger/fighter
Roth VanMuren, 1st level human barbarian

The man introduced himself as Roth VanMuren, a traveler who found an old house in these woods and has been squatting there for about a year now. He’s wretchedly filthy, smelling almost as bad as a latrine (more accurately, a combination of urine, alcohol, and wet dog). His black hair is dirty and clumpy, down to his shoulders, and the dirt on his face makes his green eyes rather startling. He wears chainmail over a loincloth, and nothing else. He wouldn’t even wear the loincloth except that he needs it to keep the chainmail from chafing.

He’s rather interested at the squishy man Harley, James, and Bhurisrava had just killed, but he would rather talk about it in his house than out in the woods. He warns that there are some Goblins about, so its safer inside.

Bhurisrava helps Harley wrap her squishy hand in a moist cloth since her hand started to itch as it got dry. Meanwhile, James picks Nikal’s unconscious form off the ground and carries him across his shoulders. They leave the Illithid body in the grass, including all the various squishy things it had on it. It has no possessions aside from its cloak, some shattered potion vials, and two more tentacled things like the one it threw at James. Just to be safe, Bhurisrava smashes the tentacle sword a couple times with his warhammer, and then they set off toward Roth’s hut.

The trip is fairly short, only about ten minutes, and during their walk Roth tells them that he’s from Kequalak, traveling around because he doesn’t like people very much. Not large groups of them, at least. When they near his hut they can hear the barking of a large dog, which Roth says wasn’t actually his. He just sorta found the dog there when he squatted on the property, and the dog has kept hanging around. That at least explains the ‘wet dog’ aspect of Roth’s aroma. The alcohol smell seems fairly apparent as well, since Roth has a small keg of ale on a tree stump in front of the plain log and mudbrick house.

As for the scent of urine, James starts to lay Nikal down on a bed of sheets in Roth’s house, but the smelly man warns him to stop. That pile of sheets is his piss pile, where he urinates at night when he’s too lazy to go outside in the cold.

“Lovely,” Harley remarks to her friends, and she and the others take care where they’re walking.

Actually, the rest of Roth’s little house is fairly clean, and there are actually two spare rooms with beds that must’ve belonged to the previous owner. Harley and Bhurisrava are nervous, but Roth gives no hint that the previous owner might have died of foul play. Instead, Roth offers them ale and some dried meat, and listens as they explain what they know. During the conversation, curiosity gets the better of James and he pries through Roth’s piss pile with the tip of his sword, discovering a small cache of gold coins and a soiled loincloth. James, though eager for money, decides . . . um, it’s best not to, um . . . take a fellow warrior’s treasure. Right. He returns to the story and tries to shake off the disturbing knowledge by making jokes about Harley’s screaming when the stalker attacked her.

For the rest of the night they take turns watching Nikal (as an excuse to make sure Roth doesn’t attack them while they’re asleep), but even the noise of renewed thunderstorms wake the tormented Elf.

The next morning, however, sunlight seems to do the trick. While Bhurisrava is finishing his morning prayers, Nikal awakens with a start, then relaxes when he realizes he’s safe. Complaining about a painful headache, he tells them what happened the night before. He was traveling to Milbourne on horseback with Tauster’s apprentice, a young lady named Jenneleth. They rode even through the rain, Nikal hoping to catch up with them before they left the Haranshire, and Jenneleth returning from Tauster’s with some potions the local militia had requested so they could better defend against a group of Orcs to the north. They were both trying to travel swiftly, both on horses, when Jenneleth’s mount fainted and dropped her to the ground, breaking her leg.

Nikal looked around and saw the dark figure approaching, calling into his mind for the book. He at first tried to fight off the cloaked warrior, but something forced him to drop his weapon. He only barely had the willpower to force himself to run so the stalker wouldn’t cut him down. Since he didn’t have the book, could not fight the creature, and needed to draw the attacker’s attention away from the wounded Jenneleth, he tried to ride off on his own horses, shouting to the figure that it would never get the book. He had barely gone a few dozen feet when his own horse started to waver and fall, so he leapt out of the saddle, grabbed a carrying bag, and bolted into the woods. He ended up running/staggering for over an hour, occasionally seeing mental illusions conjured by the stalking figure. He’d heard Bhurisrava’s voice shouting, and so he ran in that direction, and that was the last he really remembered.

Harley, James, and Bhur explain what happened after that, and then they decide as a group that they need to first report to Allar. Harley wants to make sure Jenneleth is safe, and she convinces them to go check on the young apprentice first. In order to reach Thurmaster (where they assume Allar is), they need to get out of the Thornwood, and the fastest route out will pretty much run into Jenneleth’s path. Harley cinches the deal by saying that in case Allar went back to Milbourne, if they tell Jenneleth they’ll be at Thurmaster it’ll be easier for the ranger to find them.

Roth, amazed by these odd goings on, offers to help. They set out as soon as Nikal gets back on his feet (but they leave the dog behind), and then the smelly Roth guides them down a well-traveled path that is relatively free of the brambly foliage of the Thornwood, and when they reach the Churnette River that marks the forest boundaries, he shows them where best to ford.

Harley notices with relief that the squishy patch hasn’t spread, but she has to change her wet wrap every few hours to keep the flesh from getting sore. She hopes that either Tauster or Jenneleth might be able to provide some type of cure, because the squishiness has horribly impaired her manual dexterity. She can barely even manage to palm daggers or spin Ricochet on the tips of her fingers anymore [meta: the affliction gave her a –8 penalty to manual Dexterity, which still left her with a Dex of 12, plus an impressive perform skill].

They ford through the river, Roth stopping for a brief moment to ‘bathe’ before he comes out on the other side. They quickly spot the tracks of two horses heading west toward Milbourne. Roth looks around for other tracks but doesn’t see anything. He can tell that the horses were traveling fast, and that the tracks were made last night while it was still raining, so they guess that Jenneleth must have managed to get away. Just to be safe, Nikal heads west to Milbourne while the rest of them travel east to Thurmaster.

A little before sunset they reach Thurmaster, walking through its main thoroughfare which is even muddier than the day before. Roth, complaining about how hot the sun was today, asks if any of them have a bucket so he can gather some ‘sunblock.’ Harley laughs to keep from being too terribly disturbed, while Bhurisrava apologizes for not being able to help him. James just strides to Tauster’s house and knocks heavily on the door. A few moments later, Tauster opens the door and lets them in.

To their barrage of questions, Tauster says that the book is still safe, but no, he doesn’t know where Allar is. The old man again calls Harley ‘Jenny,’ apparently confusing her with his apprentice Jenneleth. Bhurisrava finally convinces Harley to play along with the old man’s ramblings to make him happy, so Harley pretends to be Jenneleth, saying that yes, she did deliver the potions to Milbourne, but along the way she had some trouble, and her hand got damaged. Taking pity on his poor apprentice Jenny, Tauster looks at Harley’s arm, takes a few samples by scraping off dead skin, then says to give him a few hours so he can make an antidotal oil. In the meanwhile, he asks the group of them to get comfortable. He even casts a cooling spell to make the room’s temperature more bearable.

They ask where Allar might be, and Tauster shrugs, thinking he might have gone to his keep that’s a few miles away to the north. Earlier in the morning a man arrived and talked to Allar for a few minutes, and then they both left. Tauster doesn’t recall who the man was, but he knows he’s seen him before.

Fairly tired from traveling and not wanting to miss Allar if he happens to return, they rest at Tauster’s place. Roth volunteers to clean the man’s gutters, even though there aren’t any trees near his house that could drop leaves to clog the gutters. Nevertheless, grime has accumulated over decades, and so Roth climbs on the roof and begins scraping the grime away with a dagger. James notices with displeasure that Roth treats all of his equipment very poorly. Even the man’s bastard sword looks dented and chipped in places, and most of his chainmail is rusted.

Just as the sun is setting, while Roth is finishing up his house chores, he sees a sexy young woman walking out of the swamp from the south. She’s gorgeous, with long black hair and vivid jade eyes, and her figure is impressively displayed by tightly-fitting black and green leather patterned like small scales. He calls out to her as she nears Tauster’s home, asking her name and if she’s there to see Allar. A few moment’s later, Roth opens the door to the house and calls in to them, “There’s a hot babe here named Inzeldrin, and she’s uh, lookin’ for Allar.”

The name seems familiar to the party, but they just shrug and ask Tauster if they should let her in. Tauster says he’s too busy, and tells ‘Jenny’ to handle it.

Harley goes to the door with the others backing her. She sees the ‘hot babe’ standing a few feet behind Roth, and notices that people are looking at them from the porches of all the nearby houses and stores, their expressions a mixture of worry and curiosity. Nervously Harley asks how she can help the lady.

“Tell me where Allar is. He failed to fulfill our agreement this month, and though I don’t particularly need the cattle, I won’t tolerate this slight.”

Harley looks to James and Bhurisrava, then to Roth, but all of them shrug. Harley turns back to Inzeldrin, putting on the pleasing face she’s developed in her years as a performer who has had to deal with abrasive fans.

“I’m sorry, I don’t know where Allar is. We’re waiting for him too. The wizard of the house, Tauster, says-”

“I know his name,” Inzeldrin interrupts.

Harley nods apologetically, gritting her teeth. “Yes, well he thinks Allar should be getting back from his keep later this evening.”

“You work for him? Good, come with me. All of you.”

Nervously, Harley edges forward, and the others get closer out of curiosity. Bhurisrava’s eyes widen when he gets a good look at the woman, and his mouth opens slightly. Before anyone has a chance to say anything, the world seems to shift around them, brightening in a flash, then snapping back to normal. Their surroundings have changed, and they are no longer in Thurmaster, but standing in a farmed field a few dozen feet away from a medium-sized stone fort. A few small houses are visible in the distance, but the area is fairly dark except for the keep’s torches.

They overhear a shout from the battlements: “Oh ****! It’s the Dragon again, and she’s got somebody with her.”

Then they remember who Inzeldrin is. The Mistress of the Shrieken Mire, a several hundred years old green Dragon, now disguised as a ‘hot babe,’ and apparently angry at Allar for something.

A quick discussion goes on between Inzeldrin and the guards atop the battlements. They claim that Allar hasn’t been to the fort for several days now, and that none of his associates are even in the Haranshire. His wife’s north in Tundanesti, the Minotaur went off on a quest a few years ago in Kequalak, and the Gnomish wizard is supposedly at some sorcerers’ convention in Tennas. Inzeldrin is angry and threatens to kill them all if she finds out they’re lying, a threat which the guards blanche at nervously, but seem to take in stride. Inzeldrin growls softly, then tells them to send Allar or anyone else who shows up to meet with her.

With that, the Dragon lady looks at the party, sneers that they were no use, then turns to face back to Thurmaster. James tries to grab her before she leaves, planning to show her who exactly is useless, but the tiny woman simply shoves James with one hand, sending him fifteen feet through the air and nearly knocking him unconscious. While everyone runs to tend to James, Inzeldrin teleports away.

A few of the keep guards come out, one of them offering a bit of healing magic. They inform them that a few years back, Allar, David, and the others made an agreement with Inzeldrin. The old Dragon had been looking for a mate, and was eager to gain new territory in preparation of having children, so to sate her appetite they had agreed to provide her a monthly tribute of one cow or three pigs, in exchange for her agreement not to raze the local villagers, and to occasionally help drive off other dangerous creatures that might come through the area, like giants and other Dragons. The guards know that a cow was put out this month, so they bet that Inzeldrin is just trying to reneg on the deal and find an excuse to expand her territory without provoking the ire of Allar and his friends. The guards speak quite respectfully of Allar, and claim that if Inzeldrin ever made trouble, the ranger would almost be able to take her on by himself.

They point the party back in the direction of Thurmaster, and the four of them start walking again, reaching the small town in a a little over two hours. Groaning from the effort, they first check on the progress of Tauster’s cure for the squishiness. Much to Harley’s dismay, Tauster says it’ll be done in a few more hours. Sighing, James escorts Harley to the river to find some water to keep her hand moist, while Bhur and Roth make dinner for the old wizard.

At the river, Harley wonders to James what they’re going to do and why someone is after them. She thanks James for helping save her life the night before by cutting off the sword, and says that he’s the first real friend she’s had for several years. James smiles and shrugs, telling her not to worry about it. He’d gladly hack at any of his friends if it’d help save their lives. Harley laughs and relaxes.

Meanwhile, in Tauster’s small shanty, Roth is mixing together some dough and spices for biscuits, while Bhurisrava tries to help Tauster find some spell components in his ‘tower.’ (Tauster had a small, two story round building attached to the side of his shanty house, because he firmly believes that every wizard should have a tower). A knock comes at the door, and Roth puts down the mixing bowl to answer it.

At the river’s edge, a few hundred feet from Tauster’s house, Harley notices light spill out of Tauster’s door as its opened. Her hand sufficiently re-wetted, she turns to see what’s going on.

Roth looks blankly at the people waiting on the other side of the door. There are a half-dozen stout men poorly attempting to hide swords behind their backs, plus a balding man with red hair and a scar across his nose, and an athletic man with blonde hair, blue eyes, and a scimitar at his hip. Remembering the description, Roth smiles. “Oh, you must be Allar.”

Allar smiles, then draws his scimitar, the metal glinting brightly. “Right, and if you don’t make any trouble and hand over the book, we won’t kill you.”

Roth blinks in surprise, and then shouts a warning as the red-haired man begins to chant a spell. Allar tries to slam Roth against the wall, but Roth doesn’t budge. But then the red-haired man’s spell takes hold, and Roth feels his limbs lock up, leaving him unable to move. Allar shoves again and knocks the smelly man over easily, and the small force rushes inside, looking for the book.
 

Chapter Six: Misleading Trails

At the sound of Roth’s cry for help, Bhurisrava and Tauster rush into the entry room, and Bhur gasps as Allar leads an attack of a half dozen warriors into the small space. Tauster tries to cast a spell, but the warriors smash him into the wall and disrupt his casting, nearly knocking the old man out in the process. Bhur grabs a dough-kneading rolling pin and tries to fend off the attackers, calling for help, but in mere seconds he is bludgeoned into near unconsciousness. He feigns being knocked out and watches as the men pillage through the room.

Outside, Harley and James hear the commotion and run for Tauster’s home, Harley shouting for help. James goes in swinging, going for the red-haired balding spellcaster who’s standing near the door. The man ducks James’ attack, then sidesteps and kicks James in the back of his knee, sprawling him to the ground. Harley throws a dagger at him, and the blade grazes his arm, but the spellcaster is barely fazed. He shouts to the others to hurry up, then jumps over James and lashes out at Harley with his hands.

Harley manages to dodge his blows, but since she’s already thrown her dagger, and Ricochet isn’t meant for close combat, she begins to scramble away. Desperately she throws Ricochet into the house, and it narrowly misses James as the man stands back up. The whirling disk cracks into the back of the head of one of the warriors, stunning him.

[meta: Jessie was amazed to finally hit something with Ricochet!]

James slashes into the unarmed spellcaster’s back, but the man stumbles forward fast enough that he’s only grazed. Caught between the two foes, he calls for help from the warriors, then begins to cast a spell. Harley tries to kick him in the face to stop him, and James cuts the man across his arm, but he finishes his spell undaunted, and four small flaming bolts fly from his hands, two to strike Harley, two to strike James. James curses and tries to attack the wizard again, but one of the warriors in the house slashes open the flesh on the back of James’s head, and the warrior falls to the ground.

Harley, unarmed, calls for help again, and is relieved to see that a few people are running forward with spear and pitchforks. A call comes from inside the house shouting, “I got it!” and then the red-haired man orders for them to retreat. Harley stays back, knowing she can’t stop all of them on her own. Then she staggers back in shock as Allar leaves the house, carrying the Book of Darlakanand in his arms. The half-Elf ranger seems to ignore her, and the group runs off into the night, heading south toward the swamp.

Harley rushes to James’s aid, trying to staunch the flow of blood out the back of his skull. Bhurisrava scrambles forward and heals the wound enough to save James’s life, and then runs back into the house to check on Tauster and Roth. The villagers who come around offer to help however they can, and Harley has a spark of inspiration enough to tell them not to follow the attackers yet. They don’t need to spoil whatever tracks they left in the mud.

Tauster is safe, but bruised. Roth is unharmed, since he was held the entire time and not a threat. James is stable enough to mutter about how he hates wizards (quietly enough so Tauster can’t hear), and Bhurisrava is wounded but holding together. He managed to trip one of the warriors as the man ran out of the house, and then rendered him unconscious with a wound-inflicting spell. They stabilize their prisoner, then ask around to find out if anyone knows where the book thieves might have gone, who any of them were, etc. People say that it’s odd to see either a blonde-haired or a red-haired individual in the area, and the local innkeeper says that he thinks he recalls seeing some of the brown-haired warriors buying drinks a few days earlier. He doesn’t think they were locals.

Since none of the villagers mention seeing Allar, Harley, Roth, and Bhurisrava only tell Tauster and James. Tauster doesn’t think Allar had anything to do with it, that it must’ve been a trick, but James is pissed enough to blame whoever he can.

They hit the sack, Roth agreeing to stand watch since he was spared being beaten up. He seems to want a chance at revenge, as though he hopes the thieves return. Harley and Bhur are fairly certain they won’t come back, though, since they got the book they came for.

***

The next morning, Harley awakens to Tauster calling her Jenny again. He says that he finished the cure in the middle of the night, which is good because Harley’s hand is on fire. She forgot to have a spare wet cloth handy, and now she can barely stand the burning. The sound of Tauster getting the antidote ready awakens the others, including Roth, who is quick to pretend that he wasn’t asleep on watch. His first words of the day are to ask for something to drink.

Tauster has concocted some type of oil that he rubs over Harley’s hand and arm. It’s cold and sticky like mud, and once it fully coats the affected area, Tauster casts a spell on it, then sets it on fire with an incense stick. The oil burns away quickly and painfully, but it reveals Harley’s normal arm, back to normal flesh, if mildly burnt red. Harley smiles in thanks and hugs the old man with one arm, then politely asks if Bhurisrava could heal her and James a little more. Bhurisrava nods and begins to pray for his spells, while Roth goes about cooking.

After finishing a surprisingly tasty, if alcohol tinged breakfast from Roth, they’re about to leave when a knock comes at the door, followed by Allar’s voice saying, “It’s me! I heard what happened last night! Are you alright?”

Tauster chides them for getting their weapons ready, and before they can sufficiently prepare their defense, Tauster shouts, “The door’s unlocked. It’s all fine.”

Allar opens the door, and James thrusts a sword at his face. Allar leaps back half a step, draws his black scimitar, and parries a second blow. He manages to fend off James’s frustrated advances long enough to get the story out of Tauster. The breaks off as Allar claims that it had to be a disguise or an illusion. Last night he was at the small keep of Lord Parlfray, not far from his own keep, and he says he has an alibi. They party is willing to listen, since Roth points out that the Allar he saw last night (and he had a lot of time to look since he was sprawled on the ground) had a plain old bland scimitar. Allar actually carries two, though he only seems to use the black one.

As soon as he’s convinced them that he didn’t try to take them the night before, he tells them all to come with him. They have to track down the thieves before they get the book to whoever hired them. Allar’s just about ready to run after them, but only Roth seems eager to go with him.

Allar complains that they’re losing valuable time, but James won’t budge to go after people who so far have just been trying to kill them. Allar, frustrated, offers to pay them a hundred gold pieces each to help him, since he needs them to identify who the thieves were. He also says that whoever wants the book probably doesn’t want anyone to know about it, so their lives are in danger. It’s in their best interest to help him.

Tauster offers to Allar that he could just charm the group and make them go along, but Allar sighs and shakes his head, saying, “No. We had enough of that when the Illithids were around.”

The offer of payment and Allar and Tauster’s agreement to help protect them is enough to convince them to go along for now, and they set off. Tauster stays behind, because he never was the adventuring type. (He’s a 9th level wizard, but he’s over 70 and has done very little adventuring. With a 3 Constitution and 9 hit points, he’s not quite well suited to go out fighting anymore).

Allar follows the fairly obvious tracks with the others keeping up as well as they can, since Allar practically runs as he watches the tracks. Something strikes the party that it must be Really Bad to have lost the book, considering that Allar is ready to leave at a moment’s notice to go sprinting through a marsh after a large group of armed men and a wizard. Bhurisrava grumbles that he thinks Allar might still be trying to trick them and throw them off his trail, but Roth trusts Allar.

The tracks lead to a bank of the river about two miles south of the town of Thurmaster. They find markings that a small boat had been left on the bank as a getaway vehicle, and so Allar leaps into the water and swims across, ready to assist anyone who needs help. The river is too deep to walk, but only about fifty feet across, so they make it across easily. On the other bank they find a wooden rowboat hidden in some brush a few feet into the treeline, and despite Bhurisrava and James grumbling about having to rush through the woods so quickly, Allar leads them on, into the Thornwood.

[The Thornwood is a large forest that stretches between Milbourne and Thurmaster, and goes fairly far to the south of both. It’s borders are effectively carved by the Churnette river and a few rough hills where farming and mining has cut back the original woodlands. All you really need to know is that they’re going into the woods, and that it’s a huge place filled with all manner of thorny plantlife.]

The trail is harder to follow once out of the marshy ground and into grassy forest. The tracks lead to a game trail, which, after about an hour, opens into a wide grassy clearing. Allar and Roth both try to follow the tracks, but the trail simply disappears. Suspecting that the thief wizard had something to do with it, Allar mutters and takes his bearings. The trail is lost, so they sit and rest for a while, Allar asking them about everything that has happened so far.

They tell him about ‘Death’ attacking them, what Death looked like when they finally beat it, and then their trip back to Tausters. Allar asks for a closer description of the Illithid, and is disturbed by the mention of it having hair and discolored blotches of normal flesh and ‘mind flayer’-ish flesh. Normal Illithids don’t have hair, and are a fairly uniform color. He assumes that it must have been related to the Illithids in some way, but how he is unsure. He tells them plainly that a single Illithid should have been able to, if not kill all of them, at least escape easily if endangered. This frustrates Bhurisrava even more. He already doesn’t like or trust Allar, and saying that he doesn’t believe what they accomplished is insulting.

Harley continues to tell what happened, going into the squishiness of her hand, the arrival of Inzeldrin, and the subsequent argument she had with the men in his keep. Allar is disturbed by the problem with Inzeldrin, but it’s more of the “oh, what else could go wrong today” type of worry, rather than the “we’re screwed” emotions he’s displaying whenever the topic of the book theft comes up.

Harley asks to be reminded just how bad the Book of Darlakanand is, and Allar tells her that if someone had all the books, they might be able to recreate what the Illithids tried to do a few years ago, namely to create a magical effect that would weaken the minds of every creature on the planet so that the Mind Flayers could control almost anyone. Allar’s not sure exactly what the process is that would do this, though a few of his companions were more experienced in the magical aspects of the Illithids.

Since it’s still early morning, Allar decides to set off and scout out nearby locations that might be valid hiding spots for people in these woods. His list is:

* An abandoned church with a broken spire and a small village of abandoned buildings, a few hours to the northwest. It was built hundreds of years ago when the area was more prosperous due to mining, but people left when the mines stopped being rich. The small town was swallowed up by the woods, but occasionally Goblin tribes or bandits hide out in the place.
* A small network of caves chewed into the side of a huge cliff called Featherfall (because the layers of rocks on it look like feathers). Goblins usually live in the caves there, but it is a plausible hiding spot.
* A house that’s a few years old whose previous owner built it in the woods for privacy, then left out of loneliness. The cruel bastard who lived there left his dog behind and hasn’t returned for years. Roth chimes in and says that they know that the house is clear.
* The grove of a local shaman named Oleane, once a young girl who played in the woods too often and grew to prefer the trees to people. She’s now grown up but still anti-social. She’s closely bonded with the local forest, and has occasionally provided information to Allar before.

[At the mention of Oleane’s name, Nic, James’s player, begins to laugh. He finds her name incredibly funny. If you recall, about two years ago there were complaints that the ‘fake-fat’ oil O-lean caused diarrhea and anal leakage. Since Nic couldn’t take her seriously, he’d call her ‘anal leakage girl’ whenever she was mentioned. I’d had a druid named Oleane in the woods for years before the fatless oil came out, and I hadn’t expected my players’ abilities to mock and deride simple names. So far we have Nikal as “Nikhail the Commie,” Tauster as “Toaster,” and Oleane as “anal leakage girl.” I love Nic oh so much.]

They decide to head for the abandoned church first, since it’s closest and because bandits have worked out of there before. They start walking again, travel for several hours, then spot a neglected low stone wall that marks where the small town used to stand. Beyond the wall are three buildings—a church and two houses—plus the collapsed rubble of several others. They take a few minutes to prepare themselves, and then Allar gives orders to scout the small town. Keeping hidden in the brush and trees, they sneak as quietly as possible around the perimeter. There’s definite signs of people being here, since a fresh foot trail has been torn through the grass to lead to the main door of the church. Allar quickly sneaks into and out of the two other houses, but shakes his head that no one is in there. They back away to a safe range to talk, and Allar says that the two houses look occupied, but no one’s in there now. By the looks of it, the place is only home to Goblins, but they might have information.

Allar and James work out a battle plan of how to deal with the Goblins in case negotiations go sour, and then they take their places as Allar and Harley walk to the front entrance to parley.
 

Chapter Seven: Church Goblins

[meta] Just before this session, the party leveled up, all of them reaching 2nd level. In 2e terms, they were Bhur (cleric 2), James (fighter 2), Roth (fighter 2), and Harley (thief 2), but in 3e terms it’d be more like Roth (barbarian 2) and Harley (bard 1/rogue 1). Oh, and Allar’s a ranger 12/fighter 4. [/meta]

The old church is fairly bland, just a 40 x 60 building, 20 feet tall, with a small foyer and a now-dilapidated arching roof which has a broken spire at its top. James and Bhurisrava creep up to the windows of the old church, staying low, ready with their bows ready to fire through the windows. Roth stays just outside the main door, bastard sword in hand in case of trouble. Allar leads Harley up to the front door, and the woman looks around nervously while Allar pounds at the door with the pommel of his black scimitar.

When no one answers at first, Harley whispers a question to Allar about the sword, curious about where such an odd-looking blade came from. Allar hushes her with a finger to his lips, then whispers in reply that he’ll tell her when they’re done.

“Geeba!” comes a shout from the inside of the church door. A string of gibbering follows, all of which means nothing to the PCs. Allar clears his throat and replies in another string of gibbering, going slowly and in a voice much deeper than the original speaker’s.

A moment passes, and then the door to the Church opens slowly, scraping across the ground because of the lack of one hinge. From behind it emerge a pair of three-foot tall humanoids with darkly tanned skins that look almost green. Both have scruffly black hair and are armed with wooden spears. Allar and the Goblins exchange a quick conversation, and then the Goblins sneer and nod, waving them in. Allar explains that the Goblins have heard about some ‘nasty pale big folk’ in their woods, and they’re going to bring their leader to share the information. Though Allar expects an ambush, the Goblins refuse to force their leader to go outside, so he and Harley have to go inside. Allar makes sure to speak loud enough when he tells Harley that James, Bhur, and Roth can overhear.

The entrance foyer is only 20 feet long, and then the hall opens into a tall open church, illuminated through shattered windows and holes in the ceiling. A door behind a graffitied altar probably leads to the old priestly quarters, and side rooms were perhaps for visitors. True to Goblin form, Harley and Allar are inside for less than thirty seconds before another Goblin hiding behind the front door slams it shut. With a battle cry, “GEEBA!”, the two Goblins leap to attack the intruders. More Goblins pop up from behind rubble, others burst from the side rooms, and a small horde appear on a clumsily-built balcony near the roof. Aside from normal men warriors with weapons, women and even small children start throwing rocks and sticks at the pale big folk as the Goblins begin to rush toward them.

Harley panicks at first, about to try to run out through the front door, but a half-dozen Goblins block her path. She hurls Ricochet into the crowd, hitting easily because of how clumped the green-skinned critters are, and then draws her dagger in self defense. Her cries for help are easily answered, as James and Bhurisrava appear at windows on the opposite sides of the building and begin firing in. They step to the window, fire, then step to the side, confusing the Goblins at first as to where the shots are coming from. The front door crashes in, breaking its one remaining hinge and falling down upon the Goblin who tried to slam it shut. Roaring angrily, Roth bursts into the church, wading into the Goblins with his impressive hit point total.

Allar draws his second scimitar and tells Harley to stay close, then does a stunning job of picking off any Goblins who try to hit her. He deflects spear thrusts, cuts down some warriors with clubs, and with his lightning reflexes manages to mostly dodge even the hail of thrown rocks from overhead. In less than a minute of intense fighting, the Goblins realize they shouldn’t go near the man with two swords. That realization comes too late for the 30 dead or dying Goblins in the middle of the church floor. Most have died from slashes to their face or chest, but some were crushed to a pulp by a bashing bastard sword, while others have arrows sticking out of their backs. A few are just dazed, having been struck by Bhurisrava’s blunt arrows. As the melee continues, Harley waits for an opening, then tumbles through the crowd of remaining Goblins, snatching up Ricochet along with a fistful of daggers.

Some of the Goblins begin to flee for the exit at the back of the room, but Roth pulls forth a pre-prepared bottle of ale with a cloth in it. Lighting it with a magical item he found long ago (a cigarette lighter), he tosses the molotov cocktail into the exit before many Goblins can flee down it. James and Bhur begin taking potshots at Goblins in the rafters, as does Harley, using daggers recovered from the Goblins to keep the rock-throwers ducking so they stop flinging things at her.

Allar takes a more direct approach, dropping his spare scimitar and making a running leap, catching a low rafter in one hand and pulling himself up onto the balcony. As he charges through the cowering Goblins, most leap away, preferring to fall to the floor instead of risking being cut down. Harley and Roth let the panicked Goblins—most of them women or children—flee out the front door. James and Bhurisrava rush into the church to beat the remaining Goblins into unconsciousness, not eager to kill, but not wanting to let the bloodthirsty ambushers get away with their deeds.

Swinging down from the rafters after clearing them of Goblins, Allar checks on everyone. Harley, having been in the center of the huge melee, is barely able to stand. Only the desperate defense provided by Allar kept her from being swarmed to death by a dozen or more Goblins. Roth is bloody and fairly cut up, but he shrugs off Bhurisrava’s offer of healing, instead taking out a flask of ale and downing it. James and Bhur are completely unharmed because they kept a barrier between themselves and the Goblins. Allar himself has his fair share of cuts and bruises, but he seems to have avoided anything major.

As Bhurisrava heals Harley, James and Allar put out the fire from Roth’s molotov cocktail, and Roth searches the church side rooms for Goblin treasure. He ends up finding a handful more of Goblins, and after laughing at them and warning them never to try attacking them again, he shoos them out of the church. By this point probably a good thirty Goblins have fled the Church in panic. After he heals Harley, Bhurisrava tries to bandage the wounds of those Goblins not yet quite dead, but there are more dead than wounded.

Roth manages to find a masterfully built crossbow in an old, locked treasure chest. When the rest of the party rushes to investigate the smashing sound, Roth calms their fears by holding up the new weapon. Bhurisrava checks it, feeling a magical aura around it. Roth, pleased to have found a magical weapon, gives it to Harley, saying that she needs more weapons.

[meta] And yes, I admit, I did tell Harley’s player she could only carry one dagger. My bad. At least now she had a +1 light crossbow with a sheaf of 13 +1 bolts. Of course in 2e you had to take proficiency in crossbow, which Harley didn't have, so she couldn't use it. Ugh, how glad I am for 3e.[/meta]

At James’ insistence, they press on and try to make sure the rest of the Church (it has a basement) is clear before bothering to bury the bodies of the dead. They delve into the basement, Allar leading the way because his black scimitar can shed pale light. Roth, with the keenest ears, stays at the back to make sure none of the Goblins try to come at them from behind.

The basement itself is cramped, consisting of a six-foot high tunnel that has side rooms of food stores, abandoned beds, a small armory, and a library-turned-latrine. All the rooms are empty, but at the end of the corridor is a heavy locked door that looks very sturdy. After checking to make sure it’s not rigged, Harley nimbly tries to pick the lock, commenting that she had spent time with a lot of talented people in her travels in the past few years, one of whom showed her the basics of lockpicking.

She unlocks the door, then steps back to let James and Allar head in first. Harley notices that Bhurisrava is almost constantly watching Allar, as though the priest doesn’t trust him.

Inside the door they find a long room filled with two rows of stone sarcophogi. Allar, used to this sort of thing, asks Bhurisrava to check and see if he can feel any undead, but the priest cannot.

[meta] I was trying to have an experienced adventurer like Allar show them the ropes on how it’s done, so eventually they’d be able to do it all on their own. [/meta]

They walk into the room warily, expecting something to jump out of or out from behind a sarcophogus at any moment. And at the end of the room they do indeed find the leader of the Goblin tribe cowering with two of his warriors, hiding behind one sarcophogus. They discover that the leader speaks Lyceian, and so the party interrogates him, learning from him that he hasn’t actually met with the new people living in the woods, but some of his scouts have been seeing them traveling through the woods now for a couple days. Also a few of his scouts were killed a couple days ago by an odd black creature that ran through the treetops, climbing them as easily as a spider climbs its web. They don’t know what the creature is, only that it’s bigger than a Goblin, but not not bigger than a human.

James notices that the Goblin has a fancy necklace on, and he demands it in exchange for the Goblin’s life. The Goblin leader gives it up, and then the party tells him to leave and not come back for at least a day. They also warn him never to try to attack anyone again. Roth adds that they’ll return in a few days and will expect the chief to have found out more information about the ‘pale big folk’ who have been going through the woods.

Once the Goblin leaves, the party opens a few of the sarcophogi just a crack to make sure no ambushers are hiding in there. Instead they see the looted bodies of long-dead and decayed humans, but Bhurisrava says to leave the bodies there, since that’s where they were originally interred. They proceed to check all the rooms thoroughly for treasure and clues. They find little of the first and none of the second, but Harley does discover a huge slab of stone that covers what might be another tunnel. With all of them working together, they manage to move the stone and reveal a long, roughly cut passage descending into the ground. Allar shrugs and says that it probably leads into the Land Below, but he can’t imagine why the Goblins would need to go down there, or even how they could move the stone slab. A quick check reveals that, indeed, the tunnel beyond probably hasn’t been disturbed in decades, so the party closes the passage again and decides to leave before the Goblins get organized for their return.

They discuss their plans, and eventually decide that since the Book Thieves are obviously moving through the woods, their next course of action should be to talk to Oleane [Nic snerts at her name], and find out what the Druid knows. James and Bhurisrava grumble that they don’t really want to do this, and would rather leave the Haranshire altogether and hope that no one finds them, but Harley and Roth are both willing to stay with Allar, because they trust him and because they think the safest place is with the experienced warrior.

After some mockery is exchanged between Harley and James about who was the coward in the Goblin fight (the one who tried to run away, or the one who was too scared to even go inside until it was all over), they tell Allar to bring them to Oleane’s grove.
 

Chapter Eight:
The Sun Crosses the Sky


[meta: Please bear with me. This post isn’t too full of action, but it provided a lot of information for the party that’ll be vital to understanding the story ahead. This is why I’ve been less than enthused about writing this chapter, since it’s pretty slow.]

Traveling through the Thornwood is difficult. As Allar leads Bhurisrava, Harley, James, and Roth through the forest to find the Druid Oleane, they have to sporadically stop and help someone get unentangled from the thorny bushes and branches that fill the woods. As they walk, Allar answers Harley’s questions about him and about the Haranshire.

Her first question is about Allar’s black scimitar, a highly magical weapon that seems somehow familiar to her. The metal of the blade is jet black, with deep purple wrapping on the hilt and black pearls on the tips of the crossguard, but most surprising is the bright gleam along the blade’s edge. The cutting edge of the scimitar is a finely serrated line of diamonds.

Allar tells her that he found the scimitar in the treasure horde of a shadow Dragon he and his friends defeated. He had lost his own weapon when he pulled the blade from where it was imbedded in the scales of the Dragon, and it with it he had managed to behead the beast and save their whole group.

Bhurisrava, a bit dubious that a scimitar could behead a Dragon, hints casually that Allar’s making it up. To prove his point, Allar holds the blade up vertically, and as they pass beneath several low hanging branches the blade cuts them like a hot knife through butter, without Allar having to apply anything more than weak pressure. The half-Elf ranger states that he could cut down trees with the blade if he needed to, but Oleane probably wouldn’t approve.

At Oleane’s name, James laughs aloud, as always.

Allar continues with his story, saying how he later found out that the scimitar, named Shaalguenyaver, last belonged to a Tundanesti Elvish prince, Dentalles. Allar, himself half-Tundanesti, doesn’t feel worthy of owning a weapon that had such a distinguished history, but over the years he has helped the Tundanesti Elves often enough that they consider him the new rightful owner of the sword, and have stopped asking to have it back.

Then, to better get to know the layout of the Haranshire, Harley asks about the area. The Innenlesti Phuurst, forest home of the Innenlesti Elves like Bhurisrava, borders the area to the north. To the east are the foothills of the Tunda Mountains, where Imperial builders are constructing a road that will become a trade route through the mountains. The Thornwood and the Shreiken Mire make the southern border fairly difficult to pass, so the only real trade is from the west or (occasionally) from the Elves to the north. The only other big landforms of note are the Great Rock Dale to the north, which has enough caves and crags to hold a few thousand Orcs and Goblins, and the Eelhold, a dam to the northwest where a friendly tribe of Goblins live and fish on eels. Oddly, Allar doesn’t know why a dam was built there, because no one but the Goblins can stomach to eat the eels in the lake, but there must be something odd about it because a powerful water elemental lives in and stays in it all the time. Allar and his friends helped settle the Goblins there; they’d previously been a thorn in the side of the people of the Haranshire, but they found the Eelhold a nice place to live.

They ask then about Allar’s friends, his old adventuring companions. They already know about his wife, Lacy, who stands over six and a half feet tall, a foot taller than her husband. Lacy’s a priestess of Meliska, the Elvish goddess of healing and life. She’s currently away in the Tundarasne Phuurst, the home forest of the Tundanesti Elves, trying to make sure the Elves there don’t go to war with neighboring humans.

Allar’s other friends include David Waryeye (a gnome wizard who’s currently lecturing at a wizard’s school in Tennas), Babb the Bold (a minotaur warrior who’s out tracking down rumors about his long-lost uncle), and-

Suddenly Oleane emerges from the trees ahead of them, her eyes wide like a startled deer. Allar stops in midsentence, then tells the others not to act threatening, since Oleane is quick to anger.

The guys in the group are too busy staring to think about acting threatening. Though the Thornwood is hell on normal travelers, with all the plantlife snagging people, Oleane is a Druid and thus at home in the woods, not needing to worry about thorns tearing her skin. For that reason, she wears no clothes except for a few furs to make sure certain parts of her body don’t burn in the sun. She’s very shapely and voluptuous, just ugly because of how dirty she is. Roth doesn’t seem to mind the dirt, and stares shamelessly. The Druid is only wearing two pieces of bear fur—one over her shoulders and breasts, and the other around her butt—plus a small shoulder-strung bag that looks like it’s filled with food. Even Harley does a little staring, more in shock than anything else.

Allar talks to Oleane in Innenlesti Elvish, which only James and Bhurisrava can understand. The four of them discuss what Oleane knows about the intruders in her woods, leaving Roth and Harley to shrug and look around at the little animals that seem to follow Oleane everywhere. After a moment, Oleane switches to muttering, nervous Lyceian, which she apparently doesn’t speak very often. In the conversation, they learn that Oleane knows there are people in the woods, and that she occasionally sees groups of men traveling around, but she hasn’t worried enough to start following them around. Though she doesn’t particularly care about, or perhaps doesn’t understand, the danger the Book of Darlakanand represents, she agrees for Allar’s sake to send some animals out to find out where the men are staying.

They thank Oleane, and she leaves quickly, whispering as she goes to Allar (which Bhur overhears) that Crisenthia is in her grove, and shouldn’t be disturbed. Oleane heads off, and as the group heads to Harlaton to check on Harley, James, and Bhur’s horses, Bhurisrava asks who Crisenthia is. Allar says he’s never met her, and just knows that she’s some forest spirit Oleane spends a lot of time with, and that Oleane is very protective of Crisenthia’s privacy and safety.

It’s nearing night by the time they cut their way through the brush and out to the other side of the Thornwood, coming out near Harlaton, where Harley, James, and Bhur were sleeping the night Death, the Illithid creature, attacked them. They arrive and find out that the horses were disposed of, and that the innkeeper/shopkeeper/blacksmith wants to be paid for the trouble. Allar assures the man that the creature that killed the horses was slain, and pays the man generously for not making a big deal about the strange goings on.

From Harlaton they travel north a short jaunt to Milbourne, where they get rooms for the night at the Baron of Mutton. They find out to their relief that both Jenneleth (Tauster’s apprentice “Jenny”) and Nikal made it to Milbourne safely, and that a local healer tended to Jenneleth’s wounds. Though frustrated that their searching has not yet been successful, Allar tells them all to get some sleep. Bhurisrava mutters that he doesn’t need to put up with being ordered around, but Harley tries to convince him that they’re safer with Allar, and if nothing else she and James need the money to pay Harlan for the horses that were slaughtered by Death. And Harley blames Bhurisrava for calling out Death in the first place.

Before going to bed for the night, Roth gets drunk, and in a fit of drunken lucidity says that it’s weird that Death was able to kill their horses in Harlaton, then jump halfway across the Haranshire to attack Nikal and Jenneleth. Pondering that, they go to sleep.

The next day Jenneleth brings them to the local temple to Meliska, where a priest healed her. Jenneleth is in her early thirties, about to get married to the town’s smithy in two weeks (on Easter), and is a fairly attractive green-eyed woman with the same light brown hair everyone in the Haranshire seems to have. She’s a fairly skilled wizardress, but only really learned it as a lark, and as a method to avoid being ‘just’ a housewife.

At the temple they talk to the secondary priest, since the head priest, Lafayer, is at the bridge construction in the east, there to perform a blessing ritual on the bridge. The priest they speak with doesn’t know anything about any thieves, except that a Dwarf who lives in town has been worrying about his nephew, who has apparently gone missing. The Dwarf, named Old Grizzler, thinks that his nephew was waylaid by bandits while traveling from the mountains to the east to visit him. Harley says to pass on her condolences, but the matter doesn’t really concern them. Bhurisrava, however, stays in the temple and tries to convince the priest to convert to Christianity, but has no real arguments except that it’s the only good thing to do. The Meliskan priest calmly declines.

By the way, the holy symbol for Meliska is an eclipsed sun, and in full illuminations the light from the eclipsed sun is usually illuminating an evergreen tree surrounded by darkness.

They bid goodbye to Jenneleth for now (and leave Nikal in the tavern), since Allar wants them to head back to Thurmaster. They set off early in the morning, and a general complaint arises among Bhur, Harley, and James that in the span of four days they’ve crossed the Haranshire twice in each direction. Allar apologizes, but says that he really needs to keep them around in case they spot any of the thieves. Tauster was the only other person to get a good look at the thieves, and the old man has poor eyesight, so the four of them are his only way to know for certain who was responsible for the theft of the Book of Darlakanand. Of course, since Allar is offering to pay them one hundred Lyceian gold pieces each (about the equivalent of ten thousand dollars) for a job that might just last another day or two, they decide not to complain too much. At least for the trip to Thurmaster they again have horses.

They reach Thurmaster again by mid-day, and Allar asks them to wait for him with Tauster while he heads off to alert the local Lord Parlfray and his own guards in Allar’s own keep. With him, Allar takes the prisoner they captured, who is now conscious but magically weakened by Tauster’s spells. Allar says he wants to turn the prisoner over to Parlfray, and that the Lord doesn’t like foreigners much. Though Allar encourages them to investigate with their own initiative, Allar’s departure leaves Harley, James, Bhur, and Roth just sitting around in Thurmaster.

Thankfully they don’t have to sit around in Thurmaster long before something interesting crops up. A big party is going on in the small, cramped local beer hole/tavern. A group of eight men have paid for a keg of ale and are celebrating their good fortune in treasure hunting. Apparently they found a treasure map somewhere and managed to use it to find a nice cache of money in the Great Rock Dale. While listening to their tales of battle with Orcs and Goblins, the party notices that one man smells intensely of fish, which makes them wonder since there apparently aren’t any lakes in the Great Rock Dale. The same man mutters that they still haven’t found the big treasure they’re looking for, but the bats drove them off. The other treasure hunters laugh drunkenly at the mention of bats, but don’t linger on it.

The treasure hunters have a great time partying, but they quickly get drunk and sleepy, and as they retire to their rooms for the night, they pay generously with a masterfully-minted gold bar, about three inches long, marked with Dwarven runes. The coin could easily pay for most of the bar’s store of ale, but the barkeep quickly takes it before anyone gets any ideas of stealing.

Stealing, however, is on Harley’s mind. She discusses with the others that the eight men might be the same brigands that the Dwarf in Milbourne thought could have waylaid his nephew. Despite the rest of the group not being sure, Harley decides to sneak into the room of the drunk men while they sleep (even though it’s mid-afternoon), and then see if they actually have a treasure map. James trusts her enough to distract the innkeeper while Harley silently slips into the room filled with a mound of passed out treasure hunters. A few minutes later she emerges, covered with the stench of ale and vomit, but she has found a treasure map.

Since Allar did suggest they investigate according to their own initiative, and the map seems to be fairly detailed with a lot of places to seek treasure in and around the Great Rock Dale, James suggests that they borrow the map and go treasure-hunting themselves. Though Harley had only planned to find out if the men were brigands (which it seems they weren’t), she reluctantly agrees when Bhurisrava points out how boring and smelly it will be just staying in the town.

Roth buys some extra ale, and then they get ready to head off. Harley tells Tauster where they’re headed in case Allar wants to find out, and then they ride off toward the Great Rock Dale, hoping to get at least near it before sunset. As they travel, Harley, James, and Roth take turns suffering Bhurisrava’s attempts to proselytize about the Holy Spirit, the Father, and the Son.
 

Chapter Nine: This is what it means to say, “I Pull a Roth”

(The title is an homage to a Sherman Alexie short story.)

The party reaches the Hardlow Woods near the Great Rock Dale just as the sun is setting, so they set up camp and hit the sack, James, Bhurisrava, and Roth taking the different watches while they let Harley sleep. Their cooking fire attracts some attention, and each watchman spots some small shapes moving in the shadows of the nearby woods, but no Orcs or Goblins attack, and night passes uneventfully.

The next morning, James wakes up before dawn, says hi to Roth who fell asleep on watch, then proceeds to wake up everyone, stating that no one needs to sleep when there’s light in the sky to work by. Grumbling and looking as unflattering as possible, Harley crawls out of her bedroll and helps Roth cook breakfast while James and Bhur discuss the treasure map. The map is a tattered and stained piece of vellum, with crisp handwriting marking points all across a detailed sketch of the Great Rock Dale and the Hardlow Woods.

From the party’s vantage point, the Great Rock Dale is just a long canyon, about 200 feet across, that extends off to the horizon. Their own map of the Haranshire they got from Harlan Smith shows that the ravine is a good ten miles long, and so they estimate how far they’ll need to travel to get to the various places on the map that the treasure hunters the day before have not yet marked as taken. Most of the caves described on the map are labeled “Orcs” or “Goblins,” plus a number (like “Goblins 48”: they guess it’s the number of Orcs or Goblins), but one location stands out because it’s labeled “Bats 2 – lots of treasure.” Apparently it hasn’t been hit yet.

There are two more items of note on the map. One treasure location is in a bog somewhere in the Hardlow woods, and it is labeled “Ghost 1 – magic in the bog.” Additionally, there is a note that says:

I know that the object my employer wants is located in the Dale, owned by an Ogre according to rumors from the Goblins, but my spells cannot detect its exact location, which worries me. Use caution, but don’t waste too much time searching. Just bring back whatever treasure you find, and if we have time I’ll send you out again. Remembering, I know how much treasure is out there, so don’t try to cheat me.

-Limoges

After pondering for a little while, they decide to go after the ‘bat’ treasure. Though Harley is not too enthusiastic about climbing down into a canyon apparently infested by . . . they count the numbers . . . 500 Orcs and Goblins, she enjoys the group’s company, especially Roth’s stories about his trip from Kequalak, which they suspect might not be the whole truth of the matter.

Background: Kequalak is a large nation to the north of the Nozama Empire (where the party is right now). The two nations are separated by the InnenOtdarasne Phuurst, the homeland of the Innenlesti Elves (Bhurisrava is one of these). Kequalak has a long history, once being the seat of the Caliphate of Dranko Coaltongue, ruler of the world. After Coaltongue was deposed, the land was home to the Kequalak barbarians, a mixture of humans and Orcs. Thereafter the Kingdom of Ragesia grew in the land, making slaves of all foreigners and many natives. For almost a thousand years Ragesia was one of the most advanced cultures in the world, until a few hundred years ago when the enslaved Kequalak barbarians led a revolt that eventually toppled the Kingdom. The new rulers kept all of the worst traits of the Ragesians, and abandoned the few redeeming ones. In hindsight, the only real positive result of the rebellion was the short-term freedom of many Elves who had been slaves of the Ragesians. Many of the enslaved Elves found a new homeland and became the Tundanesti Elves, but those who remained were again enslaved.

Roth’s background aside, he’s a fun guy to be around, so after they finish breakfast they ride through the edge of the woods along the ravine until they get near where the bat cave must be. Then they tether the horses and descend fifty feet down the craggy side of the canyon. Harley brings up the rear, untying the rope overhead and climbing down by hand, just to make sure no one tries to steal their rope and strand them.

After a brief search they find the entrance to a very large cave about twenty feet wide, that slopes downward into the side of the ravine, disappearing into the blackness in the distance. They weren’t prepared enough for the trip, and don’t have any torches. This isn’t a problem for Harley or Bhurisrava, since their Elvensight lets them see in pitch blackness, but James (a half-Elf) has a hard time seeing in the gloom, and Roth (a human) is all but blind. Roth solves the dilemma, however, when he pulls out his magical lighting device, a small silver rectangular prism whose top bends open to reveal a small flame.

Yes, Roth has a magical zippo lighter.

[meta: In the last game, in the fight with the church Goblins, Roth said he was going to light a molotov cocktail and toss it at some fleeing Goblins, to which I replied by asking him how he planned to light the thing. His player shrugged and said he’d just use his zippo, so since then Roth has had a magical zippo lighter that can produce a small flicker of flame at will. It’s been surprisingly useful.]

Roth lights his own way with a zippo in one hand and his bastard sword in the other, and they climb in as quietly as possible. Still, their light is probably fairly visible from a distance, and a desperate whisper comes from deep in the cavern before they are too far inside. Harley follows the noise, moving carefully through the downward sloping cavern. The ceiling stays the same height, but the floor dips down slowly, so by the time they’ve gotten in sixty feet the ceiling is about forty feet high. By this point they can all hear the calls of what sounds like a wounded man.

They approach him, finding him hiding in a pile of rocks and rubble at the base of the cave’s back wall, actually a small cave-in that seems to have separated the cave into two halves. About twenty feet up on the wall is an opening that leads to the opposite side of the cave-in. The man looks relieved to see them, but is apparently unable to free himself.

They pull him out of the rubble, and he tries to make sure they stay quiet. Bhurisrava heals the infected claw wounds on the man’s shoulders and arms, but cannot soothe all the man’s injuries. Slightly before passing out from exhaustion, the man introduces himself as Jeffery Stanton, part of a treasure-hunting party that came into this cave a couple days ago. He says they were attacked by a pair of huge bats, and that his friends fled and left him.

This crystallizes in the party’s mind that it was the right thing to do to steal the treasure map and come out here. Bhurisrava takes off his stole and adjusts it into a makeshift pillow for the resting man, and they cautiously prepare to deal with the creatures in the caves.

Harley tries to run away, saying that there’s no need to go after some giant bats if a group of eight armed men couldn’t deal with them. James grabs her by her collar and keeps her from heading off. Almost ominously at that moment comes a hissing growl from the ledge overhead, and James hushes Harley, telling her that there’s apparently a lot of treasure here, so they’re not going to give it up.

James forces Harley to climb up the ledge first and find a safe route, and then she tosses down the rope to help up Bhurisrava, James, and Roth. At the top of the cave-in the rocks have settled to make a rough, rubble-strewn tunnel about thirty feet long, at the opposite end of which Harley can see another wide cavern. To her dismay she can also see deep gouges carved in the rocks of the floor in the tunnel that connects the two rooms of the cave, gouges apparently dug by claws as big as or bigger than any bear or great cat.

When everyone gets to the top, James leads the way with sword and shield ready. They’ve barely even gotten into the tunnel when the growling gets louder, and then they hear a loud sniffing, followed by the heavy beating of wings. Before they can react, a dark winged shape nearly blots out the opposite edge of the tunnel and begins to fly toward them, gliding barely five feet over the floor, its wings spread out thirty feet to touch the sides of the cavern. It shrieks an attack cry, high pitched like an hissing eagle, and then dashes over them, clawing James on his armor as it flies past, but not hurting him. James curses and is about to turn to chase after the ‘bat’ when another set of flapping comes from the same direction the first one came from.

The second giant bat begins its strafing run toward them, but Bhurisrava calls quickly for the Lord’s holy power, filling the tunnel with bright light that surprises the creature. In mid-flap it stalls and clumsily lands on its strongly-clawed legs, trying to back away from the strange light. In the illumination they see it’s not a bat at all, but rather some type of reptilian eagle, with two legs, two clawed wings, a toothed beak, and a whipping tail tipped with some sort of barb. Gray scales cover its entire body, dark on top and light on the bottom, and as it rears up defensively they realize the creature must be at least fifteen feet long.

“We’re screwed!” Bhur shouts. “Is that a Dragon?!”

James and Roth shrug and charge it, while Harley shakes her head. “No, it’s a wyvern. They can’t breathe anything at us.”

James and Roth dodge the wyvern’s snapping beak as they close in, hacking at its legs and torso. The creature looks like it’s already been wounded recently, probably from the treasure hunters, but James and Roth do a better job, hitting it repeatedly though not always hard enough to pierce its scaley armor. Harley flings Ricochet at the wyvern, but the drake bats it away with its thick wing, and the weapon clatters to the floor. Bhurisrava has his bow ready to fire, but he only gets off one ineffective attack before the beating of wings behind him alerts him to the return of the first wyvern.

The huge beast falls upon him, catching his leg in its claw and his shoulder with its huge maw. He cries out in pain and barely manages to dodge the wyvern’s barbed tail, which flings a smelly ooze as it impacts into the floor when Bhur had been a moment earlier. Bhurisrava starts to crawl away, moving his warhammer to parry a heavy claw stomp that could have shattered his chest. He calls for help, but James, Roth, and Harley are still trying to take down the second wyvern, which is beginning to stagger under their combined attacks.

Hearing Bhurisrava’s shout for help, however, Roth delivers one last smash to the second wyvern’s beak as he turns and glares at the first wyvern, which has pinned the priest. Roth’s eyes widen and his nostrils flare, and he roars ferociously at the monster. The wyvern is standing at the ledge, right at the entrance to the cave-in tunnel, tearing at Bhur’s arms with its flapping wings and scraping claws, but Roth’s roar diverts the creature’s attention. In fact, everyone pauses for a moment in shock as Roth charges the wyvern full on, continuing his roar as he sprints to the monster and leaps, bastard-sword-first, into its chest. Still shouting in anger, he drives his sword into the wyvern’s torso, flying forward with all his strength, driving the wyvern backward. The huge drake loses its balance and gurgles in pain as it falls backward off the ledge. Roth rides with it in mid-air, and when it smashes into the cavern floor of the first room, Roth rips his sword free and begins hacking downward repeatedly into the monster’s neck.

The second wyvern cries out in rage at the death of its mate, and it kicks James to the floor, then rushes past Harley through the tunnel, leaping into the air in the first room, where it circles Roth, preparing to strike. Harley rushes to check on Bhur, and finds that the priest is curled up in pain from a deep wound in his leg where the wyvern’s barbed tail struck him. Bhurisrava says he’ll be okay and prays for a spell to at least slow the poison.

Roth gives a war cry as he plunges his sword into the chest of the already dead first wyvern, but still has enough wits to dodge the barbed tail of the second wyvern as it circles low overhead, lashing down with its stinger. Harley recovers Ricochet, then runs to the ledge and hurls it at the wyvern, but the drake ignores the minor impact. James reaches the ledge as well and begins firing arrows at the wyvern, none of which do anything more than bruise the huge beast.

Roth cleaves off the tail of the first wyvern and tries to jam it into the tail of the second wyvern, but the monster appears to be immune to its own brand of poison, so Roth huffs angrily and goes back to trying to hack at it whenever it strafes him.

Harley throws her dagger which also has minimal effect, leaving her without anymore weapons to throw. She apparently has forgotten about the magical crossbow Roth gave her (since in 2nd edition you had to have a proficiency to use a crossbow), and so she plucks a dagger from James’s belt and waits at the ledge for the wyvern to fly near again, which it soon does. The winged beast swoops down and knocks Roth off his feet with its claws, but then Harley runs and leaps at the wyvern, landing on its scaley back. Scraping and sliding across its jagged scales, Harley tries to stab downward into the wyvern’s neck, but can’t reach.

Another arrow flies out from James, shot too high and almost catching Harley, so James adjusts his tactics and begins trying to shoot at the monster’s wings to tear them up. The wyvern, busy trying to shake Harley off, flies high out of Roth’s reach, so the raging man slumps in frustration, looking around for a ranged weapon of some sort.

The wyvern tries to scrape its back on the ceiling, but Harley rolls to the side and hangs on the monster’s thigh, dangling thirty feet in the air. Another arrow flies into the wyvern’s wing, and Harley gets an idea. Wincing in pain as the wyvern’s wings buffet her, she leaps and grabs onto the wing’s shoulder, then drives her blade into the joint. The wyvern’s flaps begin to lose strength, and as it glides toward the floor Harley leaps back onto the ledge for safety. The second wyvern crashes almost directly atop the body of the first, nearly crushing Roth, who was standing on his kill. Roth finishes off the second wyvern with a few strong blows to its head, and then slumps to the floor, his blood cooling after the exertion.

Harley cheers Roth, and Roth downs a drink in honor of her, and then James and Harley help get Bhurisrava down to the floor so he can rest. As Roth offers Bhurisrava something to drink, Harley and James scour the second tunnel for the supposed treasure. There is surprisingly little to be found, mostly just a lot of Orcish trinkets. It appears that the wyverns usually dine on the nearby Orc tribes, or on wildlife, not on well-paid people. In the front room of the cave, however, they do find a finely-made backpack tangled up with a marvelous platinum and steel helmet that is covered with Dwarven runes. Inside the backpack are just some spoiled supplies and a scroll tube with its seal cracked.

They later learn from the man they rescued, Jeffery, that his friends had found a large pouch of Dwarven gold bars in the backpack, but had only been able to escape with that when the giant bats attacked. It had been too dark to fight effectively, so they’d fled and left him for dead. As for the scroll, they’d opened it, but all the writing was in Dwarvish, so they left it too. The party decides to take the helmet and scroll case to Milbourne, to talk to the Dwarf there named Old Grizzler. They think that perhaps the wyverns ate the Dwarf’s nephew, and Harley says it’s the right thing to do.

Roth, wanting to be thorough, guts the two wyverns and pries through their stomachs and intestines looking for any Dwarf remains. He finds bones of a well-digested human or Orc in both, but no bones that match Dwarf size.

They rest for a few minutes, and then the stench of wyvern innards drive them out of the cave. Harley keeps one of the stingers as a trophy (and Roth says the poison might be useful), but otherwise they want nothing to do with big dead things. They wearily climb back up to the top of the ravine and discover to their relief that their horses haven’t been stolen by Orcs yet. Roth walks, giving his horse to Jeffery so the wounded man can ride, and they head back to Milbourne, feeling a mixture of pride for their victory, and disappointment that the other guys apparently got all the money so far.

Bhurisrava realizes that he needs to prepare more healing spells. He’s never really been a warrior, but he trusts that the Lord had a hand in their arrival, since without them, Jeffery would have died from starvation.

James realizes that he already dislikes Dragons, having met Inzeldrin and now these two wyverns, neither of which were worth the trouble of dealing with them. He wants to get paid by Allar as soon as possible, and then go back to Lyceum and get paid by Harlan.

Roth has done his good deed for the day. He remarks that the life of a normal person isn’t enough for him, and he only really feels alive when he’s in danger.

Jeffery’s unconscious.

Harley wonders why she did what she did, leaping onto the wyvern. She tells herself that must’ve been trying to get to the exit, and the wyvern just got in the way. She doesn’t mind playing the part of a guard or adventurer, but the idea of actually getting into that much danger worries her. Her previous experience had always taught her to flee danger, so she decides that the safest thing to do is to leave as soon as possible. If Allar were nearby to protect them, she might feel safer, but the only reason she even considered staying in the Haranshire was because Allar had said it was safest with him.

Bhurisrava seems to guess what Harley’s thinking, and says openly that he doesn’t trust Allar, and that he suggests they all keep an eye on the ranger.

When they finally do reach Milbourne, Jenneleth (Tauster’s apprentice) tells them that Allar came by looking for them earlier in the morning. He said he’s going to need them for a job in another two days to protect a vital incoming caravan.

“Yeah, whatever,” James says, fully intending to leave as soon as they get a chance. There’s one more thing on the map that interests him. “Ghosts 1 – magic in the bog.”

*****

Pull a Roth: intr. v., colloquial. Lunge forcefully at an obviously physically superior foe head-on, leaping directly at its chest, often with the intent of knocking the foe off a ledge.
exclamation, colloquial. A request for aid, given by gamers to the House Dice Gods, intended to alert the gods that the forthcoming roll is very important. Only used in conjunction with the verb form of this phrase.
 

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