Tides of Homeland Storyhour

What is your opinion of this storyhour?

  • I have read most of this story, but I wouldn't suggest it to others.

    Votes: 0 0.0%
  • After a quick glance, I decided I didn't like it.

    Votes: 5 41.7%
  • I glanced at it, and thought it was okay.

    Votes: 2 16.7%
  • This is a good story, and I recommend you take a look at it.

    Votes: 2 16.7%
  • I check this thread every few days for new updates, I like it so much. I also regularly check the we

    Votes: 3 25.0%

Break Period One:

If you haven't stopped reading yet, please take a break now and get something to eat or drink, do ten sit-ups, and wait at least an hour before coming back.



Storytelling Notes:
Welcome back. People who also read Sagiro's Storyhour might have noticed the familiar name Dranko Coaltongue. Originally in my world, I had just a generic 'Orc King,' but recently I decided to fit Lord Coaltongue into my world. It's a long story, and it's not directly related to this story in any way. Well, almost none. Okay, more than you'd think, but you won't recognize them now. So it's a long story. Wanna hear it?

We paused from gaming last August when all of us went off to college (except Bhurisrava's player, who was a year behind us in High School). Anyway, I went to Emory University in Atlanta, where I got a new group of players. I decided to try something new, so I set the game 3000 years in the past of my current game world, figuring that it would force me to flesh out my current game.

The party in Atlanta consisted of:

Deorn Stormrunner, warrior-priest of the sea god Marlin, a big guy fond of a drink and armed with a great falchion. He stands a sturdy 6' tall, and he pledges his weapon to any cause he feels is just, trusting that Marlin will guide him. He is the last of his family, and his family was the last of the followers of Marlin. Christianity has recently come into conflict with the old religions, leaving Deorn with a quest no one may want to accept.

Stanely Deadtree, a man whose family was saved by chickens one day, whose life was changed when he saw a vision of what he claims was Zorok, the Three-Headed Chicken God of Everything. Stanely was none-too-bright, but he had a knack for learning fighting styles, and once he saw a group of Taranesti Elves fighting with two weapons. Thus, Stanely is a master warrior, standing about 6'4" and with the brain of chicken, but armed with a brutal longsword-shortsword combo.

Aurana Kiirodel, an Elvish wizardress from Ycengled Phuurst, the last forest inhabited by Elves. Aurana is a Shahalesti, or 'Light' Elf, but she doesn't hold the same bitterness for humans or for the Taranesti, or 'Dark' Elves. Over the past few hundred years the various human kingdoms have driven the Elves out of their old woodlands and into Ycengled, driving together both the Light and Dark Elves, two races which less than a millenium ago had all but ruled the world. Aurana is a classic Elvish beauty, frail, with long black hair, pale skin, and amber eyes.

Malek Valri, a human from the town of Ventnor, just outside the borders of Ycengled Phuurst. Malek was raised in a middle-class merchant family, and has his own store, but when he was younger he became infatuated with robbery. He saw a robber break into their house, and instead of waking everyone up, he followed the thief back to his hide-out. The guildmaster caught the teenage spy, but decided to train him instead of killing him. Thus, every few nights Malek goes out and steals from the people who steal from his shop, just to keep his talents sharp.

Pinchook Magook, a gnomish Druid from the Jispen caravans. Pinchook travels extensively, and is currently stopped in Ventnor, buying supplies for a few months. She has two pet ferrets and pet wolf who protect her cute, smiling face.

Rhuarc, a half-human, half-Taranesti Elvish scout who works often for locals in and around Ventnor. He's not much liked, and has a reputation as a loner with a sour disposition. The rumor is that his father was a knight named Galad, who was seduced by a Dark Elvish sorceress. Galad's fellow knights tried to free him from the charm, but the seductress magically forced him to fight, and Galad died in the battle. Soon thereafter the Dark Elf summoned a demon to kill the other knights, but the fiend claimed her soul as payment. Rhuarc grew up as a waif and later a thief, eventually becoming a tracker who prefers to have nothing to do with either humans or Elves.

It is approximately one hundred years after the birth of the Messiah, seventy years after his death. In Ventnor, the local church was burgularized the night before, and mysteriously the only thing taken were the crosses. Every one of nearly 300 crosses were stolen in the middle of the night, from wooden crosses on the side of pews, to candle-holders used to read by at night, to the elaborate silver cross in the pastor's room.

One of the church's priests, an Elf named Nicolai, hires local experts to help him track down the thieves and return the crosses to the church. He hires Stanely and Deorn as muscle, Rhuarc as a tracker. He also asked his friend Aurana, who was visiting him, to come along as a favor, just for safety's sake. Local shopkeeper Malek Valri volunteered his help, confessing privately that he has experience in theft. Finally, the pet ferret of a visiting nature priestess was found torn to pieces in the church, apparently by some type of vicious animal.

Stop reading here if you ever think I might get around to writing this out in full storyhour format.

The party eventually finds out that the crosses were stolen by a group of Taranesti Elves, part of a cult who believes that "a darkness is about to come into the world in the form of the brilliant sun." The Dark Elves believe they have very little time, and so they desperately use the stolen crosses, plus hundreds of other holy symbols, to form a makeshift summoning circle to summon a demon, which they intend to question about the nature of the coming darkness.

The demon gets loose and rampages across the countryside, but eventually the party slays it. In the aftermath they learn that the demon-summoning cult of Dark Elves were actually puppets being used by a high ranking Dark Elvish council member. The Light Elves held most of the power, and did not want to go to war with the humans to again expand their realm, so the Dark Elf wanted to have the demon create a fair amount of chaos, cast blame on his fellow Dark Elves, and then incite enough public fervor that a civil war could possibly leave him in charge.

The party gets involved in said civil war, but manages to expose the leader before it gets too far, and without its chief instigator the conflict quickly dies off. In backlash, the Light Elves decide to send out peace emmissaries to the nearby human empires, with the PCs accompanying them. All the party members are given gifts in thanks for their service. Deorn receives a tome of knowledge about Marlin, Stanely gets a pair of magical swords (a longsword that is coated with tar, and shortsword that scatters feathers as you swing it), Aurana and Pinchook are inducted into the all-women Order of the Golden Dragon (which is named for Psiana, an old Gold Dragon who defends the Elves), Malek receives Elven Chain and a Cloak of Elvenkind, and Rhuarc is given a gift that was created by his mother before she died--a strange, magical black scimitar.

On the trip with the good will caravan, they learn that a group of Orcs started scouring the countryside a few days earlier. Eventually they find out the Orcs are looking for them, and through a series of coincidences they end up getting captured by the leader of one tribe of Orcs, a half-Orc named Dranko Coaltongue. Dranko also captured Trilla, the baby daughter of the Dragon Psiana, and uses her as a hostage to lure out the great Gold. He has gathered a huge congress of Orc chiefs, and plans to prove his strength by slaying a Gold Dragon that has hounded Orckind for centuries.

The reason Coaltongue wanted the party is because every creature that was exposed to the fiend the Dark Elves summoned gain strange magical powers. He also knows that enough the baby dragon was nearby when the demon was first summoned, and it has already been heavily tainted. If she is exposed to much more, she'll die. Dranko trusts that Psiana knows this, and he knows that it will draw out the Dragon at the right place and time.

The party had to decide. Aurana had the spell to summon a demon, but not one to control it. If they refuse to summon the demon, the Orcs will kill them and hire another mage to cast the spell, but if Aurana does summon it, the young Dragon will die, and Coaltongue (who has already shown himself not to be a nice half-man) will be triumphant. However, they have to make their decision, and it is one that eventually led to the greatest change in the balance of power in the history of the world.

What that decision was will have to wait until I have time to do it justice. Give me another five or six months, maybe.
 

log in or register to remove this ad

Chapter Ten: Spirits
Spirits of Friends

Soon after arriving in town, they leave Jeffery, the man they rescued, in the care of the priests at the Meliskan temple. Bhurisrava makes certain to warn the priests not to try any of those pagan rituals he’s heard about, or else the Lord will have his vengeance on them. The sight of a scrawny, short-haired redhead Elf chastizing them makes a few of the priests laugh. Bhurisrava leaves in a snit, muttering to himself. Roth comments to Bhur that he doesn’t really seem to know what he’s even talking about. Roth says he went to church a couple times when he was younger, and Bhur hasn’t been saying any of the stuff the priest said then. Bhur shrugs, but curiosity catches the rest of the party, and Harley eventually realizes that Bhurisrava doesn’t even own a Bible.

They go talk to Old Grizzler, whose house is within spitting distance of the Churnette River. Milbourne today is fairly bustling, people traveling to and from the farms surrounding the village, some even fording the river from Harlaton to the south. As they discuss whether to tell Old Grizzler about the dwarf body they found, they watch a barge being paddled upriver, eventually docking at the ‘bridge.’ If you recall, the bridge that was almost built over the river only went half way. Apparently its builder realized they didn’t really need a bridge, since the river is fordable. The bridge only extends half-way out now, and is often used as a mooring spot by boats.

After a little hesitation from Harley wondering if they should intrude on the Dwarf, James knocks on the door to Old Grizzler’s house. A few moments later a bark comes from inside demanding to know who the hell’s disturbing him. Harley tries to be polite, (“There’s something we think you’d want to see. It’s rather personal, sir, so. . . .”) but the Dwarf inside just growls. Frustrated, Bhurisrava says loudly, “Get out of the stupid house. We found your nephew. God.”

Almost immediately the door opens and an old Dwarf glares up at them, a scowl on his face. He is definitely your stereotypical Dwarf, thickly bearded, glowering, and stocky. Roth explains that they found some Dwarvish items that they think belonged to his nephew. Old Grizzler lets them in grudgingly, and tells them to sit down and tell him what the hell they’re talking about.

The house looked average-size from outside, but they discover it’s actually two-stories tall, making the first floor’s ceiling rather low. Everyone except for Harley has to bend over, so they welcome a chance to sit down, even if the Dwarf doesn’t have any furniture for anyone except himself. The room is fairly wide, and the Dwarf doesn’t want them to sit close to him. Once they’ve exchanged the barest formalities (“What are yer names?” “Sit in the corners where I can see you.” “Don’t get any of yer slime on my floor, Elves.”), James produces the platinum and steel helmet from his pack, along with the scroll case with the letter in Dwarvish.

Harley explains that they were looking for treasure in the Great Rock Dale, and discovered the lair of the wyverns. They know the wyverns must have killed someone, probably a Dwarf, and they. . . .

They notice that the Dwarf’s fingers are clenched tightly on the scroll from the scroll case. Harley goes silent, waiting for Grizzler to reply. After a minute, the Dwarf re-rolls the scroll and returns it to the scroll case, then tries to inconspicuously wipe his eyes. Grizzler thanks them for bringing him the news from his family and asks them to tell him everything that happened. He admits that he was once an adventurer himself, long ago hunting for treasure with a few of his friends, and it would please him to hear that the tradition of slaying monsters is still alive and well.

James looks at the others in confusion, obviously not in tune with how to deal with an old man’s loneliness. Bhurisrava knows what the Dwarf wants, but nervously waits for someone else to say something. Harley smirks slightly at her companions’ inability to deal with Grizzler, and she offers to tell him about their fight with the wyverns. Roth speaks up and says that the rest of them will talk too if they can get a little ale to make them all more relaxed and loosen their tongues.

Grizzler smiles warmly, then nods and tells them to all stand up. They do so, and then the old Dwarf tells them to stay that way until he comes back with the ale. This takes a few minutes, and they overhear him saying a low chant in Dwarvish, accompanied by the sound of filling cups with ale. James is about to sit back down, tired of standing up at a lean, but Roth warns him that Dwarves are really picky about protocol, and guests who don’t treat their host with respect are considered intruders. James grunts and remains standing, trying to ignore the low ceiling.

Once Old Grizzler finally returns, carrying a pair of mugs in each hand with a flask of his own at his belt, the room fills with the overpowering smell of Dwarvish spirits, so strong that Harley already feels intoxicated. Harley and Bhurisrava take polite drinks, James drinks cautiously, and Roth downs the first mug fairly quickly, only choking once. Old Grizzler beats them all in speed and quantity, then relaxes into his chair and tells them to sit down nearby, except for the storyteller, who has to stand.

Standing is a feat, because Harley’s already feeling woozy from a few sips. She begins telling the story, starting with how they heard about Old Grizzler’s nephew at the church. By the time she gets to them stealing the treasure map from the adventurers in Thurmaster, Bhurisrava is leaning forward in a sitting position, asleep with his eyes half-open.

As Harley spins her tale, she occasionally bumps her head and arms into the ceiling as she pantomimes the attacks against the wyverns. Every time she does so, she staggers for a little bit to regain her balance, then giggles at how dizzy she is. James drinks a little more, Roth a lot more, and so when Harley gets to the part about ‘pulling a Roth,’ she convinces James to stand over the unconscious form of Bhur to represent the wyvern, then tells Roth to do what he did in the cavern. Roth does so and misses James, but James gets off balance from trying to dodge Roth, and so both of them have to sit down to collect themselves. Grizzler laughs loudly at how weak humans and Elves are, commenting that you can’t really enjoy Dwarf spirits if you pass out before you get really drunk.

Harley finishes her story, and Old Grizzler brings them out of his greeting room to the dining room, which has an actual table. James carries Bhurisrava and deposits him on the chair, face down and eyes glazed but still slightly open. Grizzler pulls out some stores of stew, meat, bread, and cake, and throws an impromptu banquet, though he has a hard time getting the slightly intoxicated guests to sit in the proper positions protocols requires.

While they eat, he tells them some stories of his own adventuring career, about one time he and his friends met up with one of the last halflings in the world and they fought off a group of wizards who wanted the halfling for experimentation. Most of the halflings in the world were killed three thousand years ago in the War of the Burning Sky, and only a few hundred survive. Grizzler and his friends managed to defeat the wizards and took their magical treasures as loot, then gave the wizards’ tower to the halfling as a new home for him and his family.

Harley respons in kind by telling Grizzler (and Roth) about their encounter with the head and the mind-controlling bug at the magical fair. Roth shares a story about how he bought his magical lighter from a group of Dwarves who had been treasure hunting deep underground, and how the Dwarves beat him up and robbed him when he fell asleep from too much drink. Grizzler laughs at that and shares his own story. This goes on for a few hours, with James just sitting quietly and throwing in a few jabbing insults, and Bhurisrava just sleeping quietly with his face on the table.

Eventually Grizzler reveals that the letter was from the deathbed of the last other surviving member of his own treasure-hunting group. The letter was dated several weeks ago, and apparently his nephew had been bringing it with him. Now, Grizzler says, he’s the last one left from his old group. Harley pouts slightly and pats Grizzler on the arm, saying she misses one of her old friends, an old traveling companion of her own that she hasn’t seen for a few years.

Grizzler nods, and then they toast all of their lost old friends. Harley, figuring that she’s told enough stories for one day, finally finishes her first mug and passes out, while James watches over them calmly, polishing his sword. Roth also falls asleep, and Old Grizzler walks off to his bedroom. James waits patiently, dreary and drunk, but not sleepy. A few hours pass, and when the rest of them begin to awaken from their naps, Grizzler returns carrying a plain wooden case about two feet square and a few inches thick. The group is alert but relaxed; one of the marvelous qualities of Dwarf spirits is that it sets on fast, and it fades away just as fast, allowing maximum intoxication with minimum hang-over.

He sets it down on the table and lets it sit closed while he tells his story. He and his adventuring friends claimed one great treasure during their travels, a set of enchanted daggers that attune themselves to their wielder. Whenever they’re more than a few feet away, the wielder can return them to himself with a thought. There is a group of them, and so they attune to the group as a whole in addition to their individual wielder. If any wielder were to die, any of the other attuned wielders could then become that daggers new wielder, until eventually only one person who survives would possess all the daggers. They were symbols of camraderie and duty, and now he has discovered that he is indeed the last of his friends, because the last of the blades has come to him.

He opens the case, revealing four daggers of masterful quality. He smiles. “They’re yours now.”

The four daggers are unique, with their own powers, which Grizzler explains to them. He considers them family now for being willing to bring the news to a stranger, and for being even more willing to share their own lives and stories with him.

The Daggers:
Each dagger takes a week to attune itself to its wielder, and then will function for no one else until the wielder dies or passes it on. An attuned dagger will teleport back to its possessor if they are separated by more than 10 feet, by command of the wielder. Every dagger glows in its own unique way unless the wielder wills it to dim. Each dagger holds three charges, which are refilled in various ways unique to each blade. A charge can be expended to use the dagger’s special ability, or to give the weapon a +1 enhancement bonus for five minutes.
  • A dagger with a white silk-wrapped hilt and flawless blade. The weapon will never stain with blood. It sheds soft light in a radius of five feet, and its attacks deal damage, but do not leave physical wounds to bleed. Whenever the wielder is unarmed and in danger, unless he has some other weapon at quick reach, the blade appears in his hand at the cost of one charge. It is recharged by act of giving charity in any sincere capacity.
  • A dagger with a wire-wrapped hilt and a pommel of turquoise. The blade itself is etched with white feathered wings. The blade trails a faint shimmer of light when it moves, resembling a trail of feathers. It glows sickly yellow if the air around it is unsafe or toxic. At the cost of a charge, the blade can cast featherfall up to three times per day. It is recharged by using it to eat some meat of a wild bird.
  • A dagger with a silvered blade, etched in black knot patterns, set into a hilt designed in the shape of an ebony panther. The blade sheds no visible light, but light seems to reflect in the eyes of every creature within 30 feet, making their locations vaguely visible to the wielder. It can cast cat’s grace at 5th level at the cost of a charge. It is recharged by wrapping it in black silk overnight. Once a given sheet replaces three charges, it dissolves into smoke at a touch.
  • A dagger has a plain silver hilt, pommel, and crossguard, but with a line of blue steel along the center of both sides of the blade. Whenever the blade touches liquid, it cools it, freezing a 5’ area in the span of a minute, or simply cooling a keg of ale in half a minute. It doesn’t freeze beyond this radius. At the cost of a charge for the next five minutes it can shift sizes among dagger, short sword, longsword, bastard sword, and greatsword. It is recharged by having it touch the wielder’s body throughout his sleep for an entire night. Upon awakening, the wielder will discover a pale blue mark where the blade was touching. This mark does not go away on its own, nor can it be magically healed, but simply exposing the skin to sunlight for a day will “melt” the mark. Until the mark leaves, the blade will not recharge. It glows as a light spell when the temperature is below freezing.

Amid much gushing from Harley of thanks and how much an honor it is, the group decides who will take which dagger. Roth claims the one that changes sizes (as I knew he would), Bhurisrava is forced against his will to take the white one that has the puny power, James takes the panther dagger, and Harley takes the dagger she christens featherfall.

As they depart to go on with their treasure-hunting, Grizzler stops them and asks if they found his nephew’s body. They say no, and Roth verifies that there weren’t any Dwarf bones in the wyverns’ bellies. Grizzler is curious, wondering what happened, but trusts that the four of them will eventually figure it out. He bids them good journey, and gives them each a flask of Dwarf spirits, telling them to come back whenever they want refills.

Roth walks five feet, downs his, then turns and asks for a refill.


Spirits of Foes

[meta: From this point on, Roth’s player Jacob was occasionally unable to make it because of scheduling conflicts with his job. So, from here on out, if Jacob wasn't there, then Roth was ‘in the tavern.’ He became a stalwart defender of that tavern, often drunk and never in any shape to go adventuring whenever the group might happen to return to town.]

Bhurisrava, James, and Harley leave Roth in the Baron of Mutton, the tavern, then head north, back to the Great Rock Dale. They ride horseback, commenting on how it was pretty nice to be able to help out Old Grizzler. Bhurisrava decides he wants to learn Dwarvish, while James wonders where he’s going to find black silk to recharge this dagger. Harley is quiet, thinking about how just a few hours ago she’d been considering leaving the Haranshire because it wasn’t worth the hassle, but now she feels actually welcome. Plus, she realizes that adventuring is actually fairly fun, with the right friends around.

They reach the woods nearby the Rock Dale about an hour before sunset, and James leads the way with the map toward “Ghosts 1 – magic in the bog.”

Travel through the Hardlow Woods is much easier than through the Thornwood, but it’s very rocky, so they have to leave their horses behind, tethered to some trees. They walk through the woods, quietly except for Harley’s attempts to get Bhurisrava and James to share more about their lives. Bhurisrava is apparently too embarrassed about his past, and James says his is boring, so they end up dropping the conversation soon.

About an hour later, Harley notices her dagger has begun to glow a light, sickly yellow, and indeed the air does smell. Swamp gas and various types of rotting stenches fill the air, and as they near a clearing the ground turns muddy and soggy, sinking their feet into the muck with every step. The sun has set, but the two Elves and half-Elf can see easily still, aside from the mist rising out of the bog ahead.

A dull moaning comes from the trees around them, and Harley cringes in panic. From the distance comes rattling, soft but ongoing, growing louder as James presses them forward in search of treasure. The moaning grows louder, and a second source becomes audible from another direction. By the time they reach the actual edge of the bog’s water, the moaning fills the air deafeningly, and the rattling sends shivers up their spines.

Harley wants to leave, but James shakes his head at the annoying noises and says that until something comes out and attacks them, he’s not going to consider leaving. Bhurisrava nods in agreement and calls out death again, daring the ‘ghost’ to show itself.

A fluttering fills the air overhead behind them, and through the mist they make out the pale shape of a wispy figure skimming a dozen feet over the bog. The figure flies over their shoulders and deep into the mists over the bog, disappearing into the concealing and wretchedly-smelling vapors.

They hear rustling in the trees nearby, and they all turn to look. Just as they turn, Harley spots another flying figure out of the corner of her eye, and she pulls James to show him. By the time James turns, the shape has disappeared.

Bhurisrava coughs and more meekly calls out death, saying it rather quietly. Harley glares at him, but Bhur shrugs and says it’s better to just face the ghost than to wait and let it taunt them to death.

James grows impatient, and fearlessly he climbs the tree that he guesses was the source of the rustling a moment before. As soon as he nears the boughs, there’s more rustling, and then the sound of a heavy cloth or blanket being flung. James catches sight of a small glowing leaping out of the tree before a dark cloth lands on his face and blinds him. Bhur and Harley spot a small gangly figure glowing pale white fly overhead into the mists as the more vaporous figures before did, moaning loudly as it shears past her. Crying out in fright, Harley runs. She ends up smashing into James as the warrior climbs down from the tree, and she claims that she was running to help him.

James grabs her by the collar and drags her with him toward the opposite side of the bog, saying that he’s not going to give up so easily. Bhur tags along, unwilling to be left alone with the ghosts, and as they walk James tells them what his plan is. He claims that the ‘ghost’ is going to be in another tree, and that he’s going to climb into the tree and flush it out. All he wants Bhurisrava and Harley to do is climb nearby trees and wait for his signal.

The moaning intensifies as they pursue the ghost, and the rattling fills the trees, like wooden beads in a thousand hollow gourds. Another wispy figure flies nearby them, not close enough for James to attack it, but close enough that they can make out its vague shape, resembling a glowing white curtain with hollow eyes and mouth glaring down at them. The wispy ghost flies away into the mist, and the rattling increases as in applause.

James grumbles in frustration and orders Harley and Bhur to the two trees nearest the one he plans to climb. He keeps looking into the air, listening for sounds of rustling, and finally there comes a rustling, along with another wispy ghost flying past them with a moan. James is about to start for the rustling tree when Bhurisrava points to the middle of the mist, where the last ghost has apparently stopped. It hovers above the mucky waters, too far into the mist to make out clearly, but obviously glowing brightly, waiting for them.

The rattling and moaning slowly fades away, disappearing first close to them, and then fading away from all the other sources around the large bog. Only one moan remains, coming from the middle of the bog, and it sounds plaintive, weak and lonely. Harley suggests that it might be in pain, and they should help it, while Bhur thinks that Death is calling them out.

James laughs and rushes for the tree. Despite his chainmail, he clambers up it quickly, carrying his sword in one hand. From the bough of the tree comes a short gasp, and then another blanket is flung up to fall upon James. He catches it with his sword and flings it away, then lashes out at the scrawny glowing figure cowering in the tree.

James shouts for the others to climb the nearby trees, which Harley and Bhur do warily. The figure in the trees, barely three feet tall and cowering with wide eyes, hisses at James and turns to leap away, then sees the others blocking off its nearest escape routes. James continues to climb, and the figure, unable to leap into an adjacent tree, reaches out into the air with its glowing hands and begins to fly away. James laughs at it as it flies away, and then swings down at something in the air. There’s a twang, and then the flying, emaciated ghost gives a cry. It falls into the edge of the bog with a splash, and then the ghost in the middle of the bog falls as well, disappearing in the slime and mist.

James climbs down from the tree and races into the muck to grab the short, fleeing figure before it can get to safety. Bhurisrava and Harley hang back at first, then rush forward when they hear the creature gibbering and screaming in a high-pitched, snarling voice.

James plucks the ‘ghost’ out of muck that was up to its chest, then carries the slight creature closer for the others to examine. Now that the creature can no longer move so quickly, the realize that it’s just a Goblin that painted itself with some type of glowing substance. James tells Bhur to get the rope and tie up the Goblin, and to Bhurisrava’s surprise he finds a nice length of rope just floating atop the bog.

Then they realize how the Goblin was pulling off its ruse. They guess then, and realize it later when they have more light, that there’s a complex system of ropes stretched between the trees on opposite sides of the bog, from which the Goblin was able to use to swing white sheets coated with glowing paint. The Goblin itself was adept as scrambling along the lines and ropes, and they realize that it knows enough Lyceian so it can tell them that it normally just lures people into the middle of the bog with one of it’s ‘ghosts,’ and then lets the people get trapped when he drops a net on them.

James kills the Goblin, realizing that it’s probably killed a lot of people with this trick. It looks to be fairly old for a Goblin, and most of the ropes look very well-used. Harley grimaces at the thought of what the Goblin has done, and also shivers at the idea of how many real spirits must have been lost because the ruse of the ghosts. James tosses the Goblin’s dead body into the treeline, and they set camp overnight outside the mucky area.

The next morning, the mist is still thick enough to conceal most of the ropes and lines, but they manage to disable the net trap that was used to trap and drown countless victims. It is to no surprise that they find several rotting corpses in the area of the trap, all stripped of most of their belongings. James regrets not forcing the Goblin to tell them where it kept its treasure, and a quick search turns up no cache of treasure. One thing they do find that is interesting, however, is a Goblin-sized shovel. James discovers a pit in the center of the bog, where the water is five feet deep. Apparently the Goblin had been digging a hole looking for treasure. James ignores the leeches in the bog and strips down to almost nothing, then goes diving for treasure himself.

James spends the rest of the morning doing that; Bhurisrava and Harley mostly abstain, digging only in the shallower areas. James does find many bones of men and horses, and they guess that this bog must have been the last resting place of many people, even before the Goblin created its ploy. For all of James efforts he comes up with only a few rotting pouches filled with gold and one scroll case, but Harley discovers a sealed case that has survived being buried in the bog. She opens it to find a letter dated a hundred years earlier, written to someone’s daughter. Inside the case is a fancy black choker with a large blue sapphire attached to the front, set in silver. Harley tucks the case away, not wanting to wear the lovely piece of jewelry until she washes off.

As for the scroll case, Bhurisrava tells them that it is magical, but to wait until they wash off for him to see what type of magic it is. They agree that if nothing else they probably saved the lives of some innocents, so the lack of great treasure is acceptable.

James walks the way back to their horses with his armor off, not wanting to spoil it. Harley eyes him occasionally, shaking her head in sadness that such an attractive man has so little personality. James ignores Harley’s looks, but Bhurisrava doesn’t it, and he quietly chides her for being lustful. When Harley asks why that’s a big deal, Bhurisrava stammers, then claims that God forbids it. After that Bhurisrava is quiet.

As they walk away from the bog, a low moan comes over the wind, and the hairs on Harley’s neck raise. She shakes off the chill and listens again, but can no longer hear the moan. Shivering at her own paranoia, she keeps her eyes to herself and follows the others without a word.
 

Chapter Eleven: Dam(n) Goblins

When they get to their horses, outside the forest, they find a group of four Orcs busy cutting them free from their tethers on the trees. It being a hot afternoon and James not wanting to walk back to Milbourne, he rushes forward in his skivvies and cuts them down. The Orcs are caught off guard, and he wins initiative, so he manages to take them down before any get to attack back. Bhurisrava tells him not to kill the Orcs, and they leave a roll of bandages for the semi-conscious Orcs to use to keep themselves alive. Admittedly, they just got out of the bog, so the bandages are wet and smelly (and probably quite unsanitary), but it’s not like they’re going to give clean bandages to horse thieves. They’ve already lost three horses, and don’t feel like having to pay for any more.

When they reach Milbourne, just around dusk, Allar’s waiting for them. He gives them enough time to wash up and get a hot meal before presenting them with fresh horses. He’s paying them to work for him, and he needs a little help. If they’d stayed around yesterday instead of heading off to seek treasure, their work would be easier now, so Allar doesn’t apologize for forcing them to keep traveling even longer.

Just for your count, this is day seven in the Haranshire. Day one involved Harley, James, and Nikal getting attacked by bandits and meeting Allar and Bhurisrava. Day two began by following Nikal to Tauster’s house in Thurmaster, and ended with Bhurisrava calling out Death. Day three heralded the introduction of Roth and the first meeting with Inzeldrin, plus the fight with the ‘fake’ Allar and his thugs, who stole the book. Day four included a fruitless search through the woods, a fight with some Goblins in an abandoned church, and the introduction of the druid Oleanne (cue James laughing at her name). On day five Allar brought them back to Thurmaster and told them to stay put, but they decided instead to steal a treasure map and head to the Great Rock Dale. On day six they fought the wyverns in the dale, then returned to Milbourne and made friends with the Dwarf Old Grizzler. They ended day six in the Hardlow Woods, dealing with unfriendly spirits, then spent half of day seven looking for treasure. Now, at the evening of day seven, they return to Milbourne, only to have Allar politely reminding them that there are more important issues than looking for money. They’re trying to stop something that could potentially enslave all the peoples of the world, and now he has a lead they need to check on.

(By the way, they’re about to reach third level. My games always seem to go so fast.)

Harley, James, and Bhurisrava agree to go along, but they find it impossible to rouse Roth from his drunken slumber, so they once again leave him in the tavern. A little after nightfall, with everyone tired but clean, they set out to the northwest, through the Blanryde Hills. Allar explains that if they ever have to come out this way on their own, they should follow the Churnette River (which comes down from the north then turns east toward Milbourne), but he’s in a rush so they’re cutting across the hills. The Blanryde Hills are full of old mines, only a few of which are still even slightly profitable. The place is too rugged and arid for farming, and not rich enough for extensive mining, so the hills mostly just play home to various nomadic families of Orcs. That’s the problem he’s asking them to come out for. The last time the Mind Flayers sent agents to the surface in the Haranshire, they had allies with the Orcs, and just recently Orc activity has gone up. Allar wants their help so he can check it out and see if the Orcs in the hills have anything to do with the book thief, since his current efforts have proven useless in finding any leads.

As they canter swiftly through the rough hills, Allar asks what they’ve been doing since he last saw them. Upon hearing that they managed to save an abandoned man’s life, slay a pair of wyverns, cheer up a lonely old Dwarf, and dispatch a murderous Goblin-ghost, all in the span of two days, Allar does apologize for being frustrated with them earlier. Bhurisrava grumbles to himself, saying that he’s not going to let Allar out of his sight.

It takes them about two hours to reach their destination, the Eelhold, a large dam that has made what little farming there is in the area a little easier. The waters of dam are just home to a lot of eels, which don’t taste that good, but the people living around the dam have a cultivated taste for raw or pickled eel. To warn them ahead of time, Allar tells them the tale of the Goblins of the Eelhold.

[meta] I tried to fill in the PCs on the area as subtly as possible, so before each game session really got going I’d give them some details and tell them who told it to them. Most of my group is more action oriented than conversation oriented, though perhaps that’s my fault for not being a good role model. Anyway, I tried to speed up the sharing of information so we could get to the action. Of course, the information just made the action more interesting.[/meta]

Allar tells The Story of the Goblins of the Eelhold:
“Back when me and the others first came to the Haranshire, tracking some leads about the Mind Flayers and their associates, one of the lesser problems we had to deal with was some flooding in the south, in the farms around Harlaton. We were new here and didn’t know what was or wasn’t a big deal, so we checked that out. The ground had just mysteriously turned soggy, slowly, over the course of a few months. The villagers blamed curses, Inzeldrin . . . the green Dragon in the Shreiken Mire,”

Harley interrupts with a mixture of flippancy and trepidation. “Yeah, we met her.”

Allar nods and continues. “They blamed lots of things, including a tribe of Goblins that had recently moved in from the Otdar mountains to the east. We found the Goblins’ cave lair in some of the craggier hills, and realized that they were at the very center of the flooding effect.

“The Goblins painted themselves blue because their shaman was a water priest, and he had a magical ring. The Goblin of course had no idea what the stupid ring did, but it was powerful enough for most of the Goblins to sense it, and he could pull off a few interesting tricks like moving and cleaning water with it.

“David did some research on it and identified it, figuring out that it was a ring used to control water elementals, and that whoever made it didn’t do a perfect job, because it leaked water. Just a few drips here and there, but over the course of a few months it was enough to soak the fields for nearly a dozen miles. It was pretty much a dead end for our search for the Illithids’ contacts, but we were able to deal with the problem and get a good name in the area.”

Bhurisrava’s eyes widen. “You killed the Goblins?”

Allar shakes his head, chuckling. “No, no. Things worked out pretty well, because in the Eelhold, where we’re heading, there was and still is a water elemental. It had been playing havoc with the local area, since it controlled the water in the dam and could choose whether or not to let any flow. We’re still not sure why the elemental finds the Eelhold so interesting, but we made an agreement with the Goblins, that they’d move to the Eelhold and we’d give the shaman another magical item, and in exchange they’d let Shiraz use the ring occasionally to keep the elemental under control.”

“Who’s that?” Harley asks.

“Oh, Shiraz?” Allar replies. “She’s another of the local rangers. This place just attracts them, probably because it’s just civilized enough to need protecting, but wild enough for us to roam for our own pleasure. Yeah, we’ll be meeting Shiraz when we reach the Eelhold.”

James ponders this, then nods at the astuteness of their business acumen. Move the Goblins to a place with food (eels in the Eelhold), and where the dripping of their ring won’t cause any problems, and deal with a potential threat from the elemental all at once. James approves.

[meta] It is at this point that Harley’s player, Jessica, confuses the name “Shiraz” for “Shasta.” One, a mid-level ranger. The other, an orange soft drink. Jessie’s explanation? She couldn’t remember “Shiraz,” and “Shasta” always sounded like a familiar name, so she assumed it must be the ranger chick’s name. At least this time it wasn’t malevolent, like the ‘Commie’ insults or ‘anal leakage girl.’ [/meta]

When they reach the Eelhold, the newcomers to the Haranshire finally get to see just how large a structure it is. The lake created by the dam stretches for a few miles in each direction, and the dam itself is sturdily-built stone. The lake fills a large basin, and the high walls around its edges are riddled with shallows caves. This late at night they can clearly see the dozens of cooking fires on the shore around the lake. The small dark shapes of perhaps hundreds of Goblins are silhouetted by the flames.

“That’s a lot of dam Goblins,” James notes.

* * *

They spend the night outside the dam plain, low enough that the rise around the lake conceals them from the Goblins. The Goblins are relatively peaceful, but Allar doesn’t want to take any chances in inciting them.

By this point, Allar has already informed them on what the main task before them is. If Shiraz shows up tonight or tomorrow morning, they will talk to the Goblins. Shiraz normally uses the ring every few days to regain control of the elemental, and Allar also wants to find out if the Goblins know anything about the goings-on with the book thieves. If Shiraz doesn’t show up, their second order of business is to travel north for a few miles and see if they can link up with a merchant caravan coming south from the InnenOtdarasne Phuurst. It’s a fairly prominent, yearly caravan, which comes down each Spring for the local Easter/Springtide Celebration (for Christians/for Meliskans), and Allar suspects that they may be raided. He wants to provide extra protection, just in case the caravan’s guards aren’t enough.

They take watches. Bhurisrava insists on staying up and watching Allar, talking to him and trying to trap him in logic games, but nothing interesting happens during the night.

The next morning, James wakes up first and takes last watch. The first person he gets up is Harley, then the others. Harley, not used to a hard life, grumbles about being up so early. She tries to cook for the group, to at least have an excuse for waking up, but doesn’t have the cooking proficiency, so no one likes her food.

After Bhurisrava cooks breakfast, Allar (followed by Bhur) scouts the edge of the dam again. They see no sign of Shiraz, and so they mount up and ride north, linking up with the caravan about ten miles north, almost before all the caravan members had woken up. Harley grumbles at James about this, but he doesn’t care.

At this point they meet two other professional adventuers, both wizards, and both employed by the caravan. The first is Arin Mir’tey, a slimy looking human with black hair and a torso too big for his legs. The other is also human, but with darker, sun-tanned skin and long white hair. He introduces himself as Victorious Elrad, a water mage (formerly a water technician). Vic dresses in dark blues and greys, and has a white mustache and goatee combination that makes him look highly distinguished.

[meta] I had new players this week in the game. I’m pretty sure that the first on, Jon Anasakis, doesn’t like D&D 3e, and so I don’t mind posting negative stuff about him. He disturbed me at first by asking if he could play a Neutral Evil character, but since he wanted to play a wild mage (and I love wild mages), I decided to let him try it out. I don’t really enforce alignment, but the idea of having a player character actively be evil kind of worried me.

The other new player, Justin Rollins, is probably the most relaxed person I know. He gets disappointed, but never angry. He’s had a very mellowing influence on me and the game. Thus, I shouldn’t really be surprised that he wanted to play a water elementalist. Water takes whatever shape it needs to. It’s calm and relaxed. Justin is water.

Both new characters started off at 2nd level. A 2nd level water wizard, and a 2nd level wild mage. Two wizards (we had no before), and two humans (we had no before). It looked promising, even though Jon was kind of annoying in his rules lawyering, demanding that I use alignment.[/meta]

The two wizards are hired guards of the caravan. Other guards include a mixture of humans and Innenlesti Elves, all warriors. All told there are two dozen wagons in the caravan, all separate businesses but working together in association. The incorporated caravan, consisting of many businesses and guarded by family or hired warriors, is a tradition started centuries earlier by Gnomish gypsies.

Not that any of the PCs care.

The caravan begins moving just as Allar, Bhurisrava, Harley, and James arrive, and Allar explains their intentions to the caravan master as the others get to know the prominent wizard guards. Vic is friendly; Arin is sarcastic. Vic makes a few jokes and laughs about their encounter with Oleane, and about the ‘dam Goblins’; Arin is bewildered at how silly the others are being, and doesn’t laugh. Vic uses a cantrip to get everyone some fresh water to drink to quench their thirsts; Arin does not. Vic will obviously get along with the others. Arin will not.

Quick backstory of Victorious Elrad:
He was eight years old (he’s 24 now) when on a sea voyage, the ship he and his parents were on was damaged and sank in a storm. Victorious was rescued by dolphins and taken to a nearby tropical island, where he was nursed back to health by a wild mage (who also had a fascination with water magic), a man named Hunter. The wizard took Vic on as his apprentice, since Vic had no more family of his own.

Over the years, Vic earned a nickname from his mentor. “Water technician.” It was because Vic always had drinking water handy on hot days, and even managed to irrigate their home on island, filtering sea water to make it fresh. [meta] Justin was really fond of the movie Water Boy, with Adam Sandler, so he thought this would be a funny side-note for his character.[/meta]

Four years ago, when Vic was twenty, Hunter began taking his apprentice to meetings of the Elementalist Convocation, a yearly meeting where four spellcasters (one master each for each of the four elements) perform a ritual that supposedly keeps the world safe. Then, two years ago Hunter named Victorious his chosen successor in the convocation as the Water Elemental Guardian.

Eight months ago, right after the last meeting of the Convocation, Hunter was killed by an assassin, and it passed on to Vic the duty of increasing his skills enough in the next year that he would be able to perform the ritual in twelve months time. This burden was made even heavier when the other Elementalists passed on Hunter’s last request. Victorious learned that Hunter was actually his uncle. Sixteen years, Victor’s parents died trying to take Vic to meet Hunter, but one of Hunter’s spells had gone awry, making Hunter responsible for leaving Vic an orphan. Hunter had known his duty to raise Victorious, but had not wanted to accept the guilt that would come from admitting the truth to his nephew.

Now, with only four months left, Victor must live up to the duty his uncle left to him, for the sake of the world.

James, Harley, and Bhurisrava are thoroughly impressed with the task set before Victorious, and Bhurisrava asks how he’s doing so far. Vic replies (out of character), “Well, I can’t be doing too well. I’m only 2nd level.”

By the way, this was Justin’s first time ever roleplaying.

Quick backstory of Arin Mir’tey:
By the way, this was Jon A.’s umpteenth time roleplaying.

The caravan moves swiftly after hearing Allar’s warning of a possible attack, traveling within spitting distance of the Churnette River, on its east bank. Of course, true to Orcish form, less than an hour passes before, right as the caravan is nearing the Eelhold, James spots an Orcish war banner fluttering in the wind, barely visible above the hilltops. The Orcs, foolish and braggardly, have by their own carelessness let their ambush be spotted.

Victorious thinks fast and tells the caravan to move to the other side of the river, which isn’t easy, but is far safer than waiting for the Orcs to attack. One uncovered wagon stays on the east bank, which a group of six archers will use for cover.

Vic and Arin borrow horses, and together the whole group (Allar, Arin, Bhurisrava, Harley, James, and Vic) ride through the hills in three groups of two, coming at the Orcs from different directions. Allar and Bhur go in one group, Arin and Harley in another; these two groups come at the Orcs from the sides. James and Victorious ride straight at the Orcs, intending to goad the Orcs into charging the caravan prematurely, so the other two groups can attack while they’re disorganized.

James and Vic give the others a minute to get into position, then ride up to the hill behind which the Orcs are hiding, spotting a force of nearly twenty Orcs, all of them on foot except for their leader, who rides a huge lizard. Vic starts things off quickly by firing a magic missile at the raiding party’s leader, and James shouts that his mother was a pixie, and then they whirl around and ride beneath the crest of the hill before any Orcs can hurl their spears.

The war leader gives the battle cry, and the Orcs charge after the mounted human and half-Elf. It’s a few hundred feet back to the river, and so the others wait briefly before coming in from their hiding spots. Bhurisrava casts bless on them, and Arin rides close enough to catch a few Orcs with a burning hands. Harley gets into a tug-of-war with an Orc who tries to skewer her horse, and she manages to not only disarm the Orc and take his spear, but also trample the Orc. Allar rides into the midst of the Orcish warriors, riding ahead then dismounting and cutting down any Orcs who dare to come close to him.

James misses with his bow a few times as he rides back to the river, but one of the Orcs gets lucky and catches Vic’s horse in the flank with a spear. Vic and the horse drop, and James wheels his mount around to defend Vic while the water mage runs to get aid from the guards still at the river.

Harley smacks a few more Orcs, but eventually her mount is injured enough that it rides off. Harley considers riding off with it, but Bhurisrava gets pulled down from horse, so Harley leaps off her own steed and rushes to the priest’s aid. Half the Orcish raiding party turns back to attack the ambushers, while the other half keeps charging forward for the river. Allar sprints and tumbles his way to beside Harley and Bhurisrava, and the dual-scimitar-wielding ranger makes it a point to kill any Orc who gets a hit on either of the others. Bhurisrava cures himself and Harley, while Harley knocks an Orc down with a spear, then catches another with Ricochet.

The only ambusher still mounted, Arin rides after Vic, preferring to stick with the guards he knows and to keep clear of the thick of battle. James shrugs as the mage rides by, then he engages in mounted combat with the lead Orc warrior, who alternately wields a very long spear and an axe. The Orc leader distracts him while the rest of the Orcs kill James’ horse, spilling James to the ground. James dodges dozens of wild attacks but is severely wounded. He is about to fall to the ground unconscious when a war cry comes from the river, and a hail of arrows fall amid the Orcs around James.

Victorious mans the reins of the wagon, driving it forward at top speed while the six warriors lay down suppressing fire. Arin, not particularly liking horses, stumbles off his mount and lands in the back of the wagon, becoming part of the onward-hurtling war machine.

The Orc leader spurs his warriors onward, but one stays behind to finish off James, who is still on the ground. James, effectively unconscious, is at the Orc’s mercy as the tusked warrior raises his warhammer for the killing blow.

Victorious releases the reins and casts the only effective spell he still has, Tenser’s floating disk, creating the disk directly over James’ prone and helpless body. The disk is a plane of force, and though it was probably never intended for this use, it manages to stop the Orc’s killing blow. James musters enough strength to thrust his sword upward into the confused Orc’s belly before he himself sags to the ground.

Harley tumbles through some of the Orcs to distract them, and to recover Ricochet, which seems far more lucky than usual. She sprints off toward the river, pulling a handful of Orcs away from the beleagured Bhurisrava and Allar, and when she spots the leader of the war party she hurls Ricochet and wounds the huge Orc in the back. Harley then has to try to fend off the Orcs that pursued her, but she goes down to a volley of axe and hammer attacks. Allar rushes off to her aid, leaving Bhurisrava to fight two Orcs all by himself. Bhurisrava swears profanities at Allar for leaving him alone, not apparently realizing that Allar just saved Harley’s life.

Back on the other side of the fight, the war wagon crashes into lead Orc’s battle lizard, and the lizard falls to a combined volley of a dozen arrows to the face and neck (in 2e, even lowly 0th level warriors could fire 2 arrows per round), but the Orc leader leaps undaunted onto the wagon and cuts down the warriors one by one. The other Orcs with the leader hurl axes and spears, and take down a few more archers, leaving only one alive.

Arin Mir’tey realizes that the wagon has a lamp, so he smashes the lamp onto the back of the Orc leader, covering him with lamp oil. Victor knocks over a small container of water and uses metamorphose liquids to turn it to gasoline, and then Arin shouts for the guard and Vic to jump off. As the Orc leader turns and smashes his axe into Arin’s side, the wild mage tries to cast burning hands. Instead, the spell surges, and a rain of copper coins falls on Arin’s head, knocking him off balance and out of the wagon.

Vic doesn’t have any fire spells, and the other caravan guard is knocked unconscious before he can light a spark with flint and steel, but suddenly a weak shout can be heard over the din of combat. Vic turns and sees James, still laying near-death on the ground, drawing back and then hurling a shining silver object through the air. It lands on the ground near Vic, and both the wizards see that it flickers with flame. Arin and Victorious scramble through the half-dozen Orcs surrounding them, and finally Vic manages to grab the flaming object off the ground and hurl it into the wagon. Arin cuts the horse free, and it speeds away just before the Orc leader screams in agony, flames searing him and dropping him into unconsciousness.

With their leader defeated and more guards rushing across the river as reinforcements against them, the Orcs turn and flee. Bhurisrava knocks one unconscious with his blunt arrows, and Allar kills two more, and a total of only five manage to escape.

* * *

In the aftermath, the caravan regroups and Bhurisrava bandages James and Harley enough so they won’t die, and also helps the guards who were only wounded in the battle. Unfortunately, two of the guards died at the hands of the Orcs, and the caravan wraps them so they can be buried in a consecrated cemetery when they reach Milbourne.

Bhurisrava has to explain what exactly the ‘magical flaming object’ is that Vic used to set the Orc leader on fire. Arin Mir’tey considers the ‘Zippo,’ as Bhurisrava calls it, to be a waste of magic, but Victorious is impressed, and decides to keep it for now, since he can’t cast fire himself.

Allar brings James and Harley to the Goblin shaman from the tribe at the dam, and pays the shaman to use enough healing magic to return them to consciousness. Though still groggy, the two are able to move about well enough. Both Allar and the caravan leader thank the group for the well-planned and –executed defense against the Orcs.

The caravan stops just briefly to see if the Goblins want to trade for anything, which gives the party enough time to meet Shiraz, who was actually hanging out with the Goblins the night before, which is why they hadn’t seen her.

Shiraz is skinny and lithe, with pale skin and blone hair, looking something like the stereotypical 1920’s female singer, with a surprisingly long neck. She seems very at ease among the Goblins, and laughs with the party about how many dam Goblins she has to deal with. Then they watch her talk to the dam Goblin shaman and use his ring to call forth the Eelhold’s water elemental.

The elemental rises from the waters, towering twice as tall as Shiraz in a vaguely humanoid shimmer of waves and spray. She lifts her hand with the ring toward it and shouts at it that she is still in control, and that it will not harm anyone unless the ring-bearer commands otherwise. The water elemental replies in a deep gurgling voice, like speech underwater, and says that it will obey. Even though its voice sounds alien, they can all tell that the elemental hates being controlled. With movements that seem almost spiteful, the elemental crashes back into the lake’s waters, splashing spray onto Shiraz and the nearby Goblins, plus Harley, who wandered close in curiosity.

They talk to the Goblins for a little while longer and learn nothing useful about the book thieves, though one Goblin warrior shares that a courier from another tribe to the east delivered his tribe’s monthly threats, saying that the Blue Goblins (the one at the Eelhold), were lucky because the Troll Goblins (the ones from the eastern border of the Haranshire) weren’t going to be doing anything mighty and powerful this month.

Allar explains that it’s tradition among competing Goblin tribes for couriers to be sent each month with threats, just to prove how strong each tribe is. The thing is, most of the threats are blatant lies, so the fact that the Troll Goblins said they wouldn’t be doing anything this month is suspicious.

James groans, realizing that Allar’s going to ask them to go on another mission for him. Surprisingly, however, Allar tells them to rest when they get back to the Haranshire, and that he’ll link up with them. He plans to check around this area some more, traveling with Shiraz, and he’ll meet them in another day or two. If they feel up to it, he suggests it might be a good idea to go looking for leads.

James huffs, then says he might be more inclined to be investigative if he were to receive a bonus payment. Allar smiles, then shrugs and says he can only has on him enough to pay them for their work so far. He gives Harley, Bhurisrava, and James each twenty gold pieces, plus twenty extra for Roth. This cheers James up greatly, and Harley even admits it might be a good idea to ask some questions around Milbourne, but Bhurisrava still doesn’t trust Allar. He refuses to let Allar go away, since he thinks Allar is too suspicious, and might be one of the villains himself. Thus, after much arguing, Allar shrugs and accepts that short of knocking the priest unconscious, he’s going to have to put up with Bhur for a day or two.

The caravan sets off, leaving Allar, Bhurisrava, and Shiraz to explore the Blanryde Hills, while the rest of the group moves on to Milbourne, saying good bye to a friendly bunch of dam Goblins. Vic raises a toast to his new friends, and while James and Harley join in, Arin simply goes off by himself and has a few swigs of ale with the guards. Since the guards are unconscious, he drinks for them too, all by himself.

[meta]Did I mention I never really liked Jon A?[/meta]
 

Errata:

Just one quick note. I said before that they didn't find anything interesting in that mire, but James's player pointed out they did discover one important item. While rummaging through the muck, James discovered a finely crafted longsword, which he named "Rat Bastard," in honor of the Goblin. I thought they got the sword later, but Nic told me that they found it at the bog. Looking back at my notes, he's right.
With Vic now in the party, they got a chance to identify it. It's enchanted, and though not incredibly powerful, it has some abilities which they can't determine. So James has a magical sword, plus a magical dagger, all for doing the right thing.

So my old notes reveal that James already had a fine, historical weapon. Looking at my notes also revealed some other slight alterations to what I thought I knew. In an obscure character profile written by Roth's character, he complained about something that hasn't happened yet in the storyhour, so apparently I was wrong to say Roth never came back. So I'm happy, because Roth was a fun character, both to roleplay with and to write about.
 

Chapter Twelve: The First Strand of the Spider's Web

The party arrives in the town of Milbourne a little after noon, accompanying the merchant caravan that they had earlier in the day saved from an Orcish raiding party. As the caravan leader stops by an outlying farm to negotiate payment so they can set up in an unused field, the new heroes saunter into town to relax.

Here's an overview of events and characters to date. If you want to skip to the real stuff, feel free.

Hera 'Harley' Fyana (Vaneljesti Elvish bard 1/rogue 2), formerly a member of a noble Elvish family, left her home several years ago, and has since then made a living as a performer and part-time courier. Though usually she has to hide that she is an Elf, she is pleasantly surprised that the people of the Haranshire are very open toward Elves, due in no small part to their proximity to the Innenotdarasne Phuurst (homeland of the Innenlesti Elves), and due to the local half-Elven hero, Allarliao Ursdail.


James T. Rocket (half-Elf fighter 3, badass extraordinaire) is possessed of little backstory, and what little there is he claims would be too boring to listen to. He's trained as a warrior, and met Harley during a simple fair guard job at the Magical Fair in Lyceum, capitol city of the Nozama Empire. But chance he and Harley ended up saving the day, and attracted the interest of a businessman who wanted them to deliver a package to Thurmaster, a town near the north border of the Empire, in a region called the Haranshire.

Nischal Al'emelos, commonly called Nikal (Innenlesti Elvish fighter 4), accompanied Harley and James on their courier trip to the Haranshire. He proved initially useful when the three of them were attacked by brigands, but both James and Harley recognize him as a bit of a lecher and a braggard.

Allarliao Ursdail (half-Tundanesti Elvish fighter 4/ranger 12) is a well-respected hero in the Haranshire, owing to how he and some of his old adventuring companions performed a myriad of minor good deeds like saving people's lives, and eventually gained enough money to set up a keep in the northeast of the area, which has helped keep down raids from wilderness tribes of Orcs, Goblins, and Humans. Few in the area know that he and his fellow adventurers actually thwarted a plan, conceived by alien creatures of the Land Below, to control the mind of every creature on the world. Allar met Harley, James, and Nikal when they delivered some brigands who attacked them to the local Haranshire authorities in the town of Milbourne. He has since become their part-time employer.

Bhurisrava (Innenlesti Elvish Christian cleric 3) is rather quirky and enigmatic, apparently not knowing as much about his religion as he claims. He joined with the group by stumbling upon their conversation in Milbourne's tavern, the Baron of Mutton. When later that night it seemed that Nikal had stolen the package James and Harley were supposed to deliver, Bhurisrava helped them track him down. It eventually turned out that Nikal had just grown weary of Bhur’s rambling, and had ridden off to Thurmaster, hoping to deliver the package and get back to Milbourne before his companions awoke the next morning.

Tauster (Human wizard 9) is an aging fellow, never an adventurer and far too frail now to ever become one. He was the recipient of the package Harley, James, and Nikal were supposed to deliver, but in truth he was simply the middle-man, since the package was meant ultimately for Allar and his companions. The chest they delivered contained a spellbook and research manual originally written by a Dwarvish wizard who was working with those who wanted to take over the world.

Darlakanand (Dwarf wizard 20, deceased) worked with the Illithids, telepathic creatures Allar dubbed Mind-Flayers, in an attempt to develop a powerful spell that could dominate the will of every creature in the world. He was killed by Allar and his companions, five years ago, but the wizard's eight spellbooks were scattered among the remnants of the conspirators. Darlakanand had many notes on manipulating minds and on how to avoid mind-control. Allar wants to destroy all these books so no one could do again what the Illithids attempted, and in the package James and Harley delivered, he had the eighth and final book of Darlakanand.

Jenneleth (human wizard 5/rogue 1) is the young apprentice of Tauster. She was saved from the Illithids seven years ago by Allar and his friends, and now she lives relatively peacefully in her home of the Haranshire, intending to get married in two weeks, on Easter. After Harley, James, and Bhurisrava left Thurmaster against Allar's requests to head out of the Haranshire, Jenneleth accompanied Nikal to Milbourne.

A pseudolithid drone is the term that best describes a creature that stalked Nikal in an attempt to claim the Book of Darlakanand from him. The creature is a sickening hybrid of a human body with the tentacled biomass of an Illithid. Nikal realized that the thing would kill both him and Jenneleth if it realized they didn't have the book, so he bluffed and ran, trying to lose it in the Thornwood (a large forest between Milbourne and Thurmaster; the road passes around its border). Meanwhile, halfway across the Haranshire, Harley, James, and Bhur's horses were attacked and killed, their saddle-bags scoured through. The three of them pursued the killer, eventually losing its trail but stumbling almost accidentally upon Nikal as he finally fell from exhaustion after being chased by the psuedolithid drone. They managed to kill the drone, and both Bhur and Harley vowed undying disgust toward such hideous-looking creatures.

Roth VanMuren (human barbarian 3) heard the clamor of their fight with the drone, and came out of his forest cabin to find the source. He offered shelter to them for the night, and the next morning agreed to help them get through the forest as quickly as possible so they could make their way back to Thurmaster. Everyone realized that the drone was after the book for some reason, and they just wanted to make sure Tauster and Allar were safe. Roth's a big, dirty man who likes ale and dogs, takes poor of his equipment, and wears only a loincloth and chainmail.

Inzeldrin (old green Dragon) makes her lair in the Shreiken Mire, to the south of Thurmaster, east of the Thornwood. She had an agreement with the people of the Haranshire to protect them from danger if they paid monthly tribute in the form of cattle or sheep. Apparently her payment this month was not sent, and she sought out Allar. Instead she found Bhurisrava, James, Harley, and Roth, waiting with Tauster for Allar to show up. Inzeldrin doesn't like them much, but her human form is sexy and dark, so Roth likes her.

The night after the drone attack, as the party waited with Tauster for Allar to return from wherever he'd gone off to, Tauster's home was attacked by a group of thieves, one of whom was magically disguised as Allar. They stole the book of Darlakanand, nearly killed James, and escaped into the Thornwood. The next morning, when Allar returned, they were suspicious, but eventually everyone but Bhurisrava realized that the Allar the night before had been a fake.

Thereafter they tried to track down the thieves through the Thornwood, but failed. Allar went to contact some allies of his around the Haranshire, leaving the party in Thurmaster, but they overhead a group of men discussing a treasure hunt. Harley stole their treasure map while the men slept in a drunken stupor, and they set off to find treasure. Instead they found one member of the other group trapped in a wyvern lair. They killed the wyverns, found the gear of Dwarf (but no body), then brought the rescued man back to Milbourne so he could heal.

In Milbourne they talked to the only Dwarf who lives in the area, who goes by the name Old Grizzler. The gear they found belonged to Grizzler’s nephew, and after a day of remembering the heroism of living and dead, Grizzler thanked the party by giving each of them a magical dagger that once belonged to him and his adventuring companions decades earlier. Roth, hung-over, had to stay in Milbourne, but the rest of the party (Harley, James, and Bhurisrava) set out before the day was done, heading to a forest near the wyvern lair, where the stolen treasure map said they could find treasure. And find treasure they did, after dealing with a hoaxed ghost and through much digging in the muck.

Upon returning to Milbourne the next evening, Allar found them and dragged them to help him. A merchant caravan was to be arriving in the Haranshire in less than a day, and Allar wanted to make sure the caravan would be safe from any attacks by raiders. They camped for the night nearby the Eelhold, a dam full of Goblins. The next morning they left the dam Goblins and linked up with the caravan just in time to protect them from thirty attacking Orcs.

Victorious Elrad (Human wizard 3 [water elementalist]) and Arin Mir’tey (Human wizard 3 [wild necromancer]) were both guards of the caravan, and they assisted the party in fighting off the Orcs. Arin doss not like the party very much, and considers them to not be serious enough, but Vic is a relaxed guy who fits in perfectly with Harley, James, and Bhur.

(wow, this is a long recap)

The party rested and healed after the fight at the Eelhold, seeing a malevolent water elemental that seems native to the dam. They also met Shiraz (Human ranger 6/swanmay 6), a friend of Allar’s who occasionally borrows a magical ring from the local Goblin shaman, using it to control the water elemental so it doesn’t get too violent.

And here we are.


Allar lets the caravan go on ahead. He just wants to check out a hunch and make certain that the Orcs weren’t working with the same people who stole the Book of Darlakanand, and so he plans to follow the tracks of the raiding party back to their source. Bhurisrava, still paranoid over the whole ‘fake-Allar’ incident a couple days earlier, insists that he wants to go along and ‘help’ Allar. Allar grudgingly obliges, and asks the rest of the party to keep their eyes open when they get back to Milbourne until he gets back. He says it might be up to two days before he’s back to Milbourne.

Once they get to the Baron of Mutton, the tavern in Milbourne, Harley, James, Victorious, and Arin Mir’tey sit and have lunch. After a very short conversation, Arin decides he’s going to head off. He leaves the tavern, apparently to go talk to the caravan master so he can get paid and leave.

They do not lament his departure.

James and Harley tell Vic what they’ve been up to for the past few weeks, and Vic tells them about his own travels and training. Harley tells Vic about their conversation with Old Grizzler, and James complains that he misses the taste of Dwarven ale. Vic smiles, puts a finger to James’s mug, and when James takes another sip, he shakes his head from momentary dizziness, then quietly forces himself not to cough at the intensity of the drink.

Having displayed his usefulness to the party, Harley and James invite him to tag along with them on future adventures.

They mill around the tavern, Harley making an effort to ask if anyone’s seen anything, but it’s a few hours before they get any leads. A local tanner and businessman comes in and gets a drink, complaining to the bartender. His woe is that he traveled for a couple hours to visit Kuiper, one of the area’s respected and well-known rangers. Kuiper, Harley learns, owns a farm on the southern edge of the Churnette River, which runs between Milbourne and Thurmaster. Milbourne is on the north side of the river, and the southern bank is overgrown with thorny trees, so the tanner had brought a wagon of commissioned leathers and goods to drop off to Kuiper, expecting to be able to get a ride over the river on Kuiper’s personal ferry. Since Kuiper wasn’t waiting for him like he was supposed to, the tanner had to leave his wagon alone and swim across the river to go get the ranger.

When he reached the other side, he hiked through Kuiper’s farmland to the man’s house, but when he got there no one would answer the door. He couldn’t see anything through the windows, and there was a smell of rot in the air. The tanner said he got a nervous feeling being there, like a lot of eyes were watching him. He left quickly, hoping maybe Allar would be here to go check it out.

Harley, James, and Vic decide they should probably take the risk and check out what’s going on, and the tanner commends them on their bravery. However, since they’re still a little wobbly after being beaten up in the Orc raid earlier, they’re in no shape to go now. The town’s healer, a priest named Lafayer, is out of town, visiting the eastern edge of the Haranshire to bless a newly built bridge, so without magical healing available, they decide to rest for the remainder of the day and set out early the next morning. James always gets up early and wakes up Harley with him, so she secretly hopes that if they go out to the farm and come back quickly, she might be able to claim weariness from traveling and garner herself an extra few hours of sleep at the inn.

While they relax, Harley gives Vic a quick tour of Milbourne, introducing him (and in many cases, herself) to local dignitaries and notables, including Old Grizzler, who isn’t too pleased with Vic’s use of magic to create Dwarven ale. He claims its almost sacrilege, but he’ll forgive it because Victorious is an easy guy to get along with. James comes along on the tour as well, claiming it’s good business sense to learn who he might have to work with or for in the future. However, even with the combined efforts of Harley’s curiosity, Vic’s charm, and James’s canny entrepeneurship, the only real news they hear is that the local caravan’s arrival is meant to coincidence with the upcoming Springtide/Easter festival (a mixture of Elvish and Christian religious celebrations), and that Tauster’s apprentice, Jenneleth, will be getting married soon.

Vic swings by the caravan as it’s setting up shop (it will only be there for the next few days), and gets paid by the caravan master. Arin Mir’tey apparently got paid and has already left, on foot, which, again, no one cares about. The caravan master is saddened to hear that Vic will be staying with his new friends and not going with the caravan when it moves on to the next town, but Vic makes the parting friendly by enchanting the man’s favorite flagon so any water put into it will always be pure. It will only last for one year, but it pleases the man a great deal to have his own personal magic item.

They shop through the caravan for a while, but decide to come back later if they get more money. Vic has his eye on a particularly interesting panther that is being kept in a too-small cell. To help out the cat, he risks getting bitten on the hand to reach into the cage and give the panther’s water bowl the same enchantment as the caravan master’s mug.

Nothing particularly interesting happens for the rest of the day, so they round out the evening with Harley timidly putting on a performance for the Baron of Mutton. She normally works with a partner to do a magic show, but she has to adlib by performing tricks on willing customers. For the first time in several months, she doesn’t steal from anyone in the audience, and ponders that choice as she goes to bed.

The next morning . . . well, toward the end of that night, when the sky is still dark, James apparently detects when it would be most appropriate to wake up Harley, managing to stir her from a nightmare where the Illithid drone’s weapon had been eating its way through her arm toward her thoat. Disturbed, for once she’s pleased that James woke her up, and they rouse Vic too. Vic sleeps like a cat, apparently hearing them as they try to wake him up, but not paying attention. After a little effort, though, they get him up, then go get their horses and ride for Kuiper’s farm. On horseback, Vic seems to fall asleep sitting up, but he tells them that he’s collecting energy for his spells.

They reach the spot of the river nearest to the farm just as the sun is beginning to rise, and can see the ferry docked about forty feet away. Vic disrobes to his chest and swims out, then guides the boat back so they can all take their horses across. Without his heavy cloaks, he’s actually fairly well-muscled, with darkly tanned skin. Once they reach the opposite shore, Vic puts his shirt and cloak back on, now completely dry, skin, clothes, hair, mustache-goatee and all.

They guide their horses through Kuiper’s farm fields, following a well-worn path between patches of carrots and lettuce, and some areas of fallow grass. In the distance they can vaguely make out the dark shape of a set of buildings. The sun sheds light, a breeze gusts, and glittering dew fills the air, accompanied by the stench of decay.

As they approach the first building, which appears to be a normal house, Harley notices something glittering in the air between the house and a barn. When they take a few steps to look closer, they can see nothing. Shrugging, they go back to the main house and force the door open. It’s a heavy door, and it looks like it has already been smashed at by somebody. It only budges slightly even though the handle is unlocked, so James finally shrugs in frustration and smashes in the window. He brushes away the glass and climbs inside awkwardly, having a hard time because of his chainmail. Harley and Vic hear James groan out, “Eww,” and then after a moment the door opens from inside, creaking loudly. They can see the decomposing body of a man lying beside a hastily built barricade of furniture. A sword lies beside him, but is cracked down the middle, useless.

Only a moment after the door screeches open, they hear a heavy thudding, then an odd, soft noise, like the rustling of branches in the breeze. Vic takes a step back and looks around curiously, then waves for the others come out and back him up.

“I heard something behind the barn.”

James is about to ask for more time because he sees two stab wounds in the chest of the dead man, but Vic heads on already, expecting the others to be right after him. He walks forward slowly, between the barn and the house, listening carefully to the rustling around the corner. He hears something shift, and is about to cast a defensive spell when Harley shouts out, “Vic, stop!”

Victorious whirls to see what Harley is warning about, and just then stumbles one more step into the nearly invisible web stretched between the two buildings. In the shadow of the barn, no sunlight sparkles on the dew on the long strands. With his back turned, he can’t see the source of the noise behind him, but Harley screams as a heavy beating thunders closer. Panicking, Vic lunged forward, slipping out of the sleeves of his cloak. He falls to the ground just as a dark shadow flies over him, and something smashes him in the shoulders, tearing through the back of his shirt but missing his flesh. He rolls onto his back so he can see what just attacked him, and the huge form overhead backpedals a few steps, tilting its body down so that eight giant black eyes reflect his face back to him.

Vic tries to scramble away, but the spider slams down one of its legs onto his chest, pinning him to the ground. The creature, easily fifteen feet across, is far too heavy for Vic to budge, so he pulls out his dagger and tries to stab at the hairy limb.

Harley calls for James’s help and throws one of her daggers at the arachnid’s face. The blade hits it bluntly, only bothering it slightly. James, however, sprints out of the house and lunges at the creature, slashing heavily with his sword at the leg pinning Vic. The spider, huge as it is, stands barely six feet high, so as it lunges at James, it’s forelegs seem to form a cage around him. It lashes out with its biting mandibles, tearing through some of the links in James’s chainmail, but not seriously hurting him. However, at the same moment it tramples over Vic, and he groans in pain, struggling to clamber free.

Harley breaks into a run, away from the fight, and James calls her a coward as he tries to jam a gauntleted fist into the spider’s many eyes. Between the two buildings, there’s very little room, so Vic crouches warily between the ever-scrambling spider legs as he casts a spell. From each palm he sprays out two lines of water, gushing and impacting into the spider’s side. In pain, the spider almost inadverdently trips Vic by trying to rush away. It smashes into James, trying to knock him over. He lets himself fall, then raggedly gouges his longsword through the chitin on the spider’s abdomen. Ignoring the ichor dribbling onto his face, he shoves with the end of his blade, digging into the creature deeper.

A bizarre screech comes from the monster, seeming to seep out of its body in all directions, and then it springs away, leaping into the air. Vic pulls James to his feet and they both turn to see the giant spider land heavily atop Kuiper’s house, denting the roof. They hear Harley scream in surprise, and it is then that they realize that Harley had been climbing onto the roof of the house to get a better angle of attack.

James to Vic, “Can you get me on the roof?”

Vic to James, “Heh. I can’t get on the roof by myself.”

James is about to try to clamber onto the top of the building when Harley flies overhead, making a running jump to the roof of the barn. The other roof is higher, so she grabs onto the eaves with one hand, driving her turquoise-hilted dagger into the wood with the other. She tries to clamber upward, but then the spider follows her, a massive shadow passing overhead, crashing onto the barn’s roof thunderously.

Harley groans and pulls herself high enough to fling Ricochet one handed. True to form, the chakram whirls harmlessly high, and in frustration Harley kicks off from the wall. She lands gracefully, but her face shows how shaken she is. She starts to point upward in shock at where she had just been (she had been hanging about twenty-five feet up) when James shoves her aside and falls to the ground, holding his sword upright. A shadow falls over them, and Harley kicks away furiously as the monster lands to attack again. James misses just barely with what would have been a crippling blow, and the spider lashes out with its bite at his face. The poisoned fangs scrape across his cheek, and James rolls away, having to force down the pain.

Vic shouts, “James, get clear. Harley, get its attention. I need to get in to cast a spell.”

Before he finishes talking, James swings his sword in an arc at a leg, cutting off the last segment. The spider rears slightly and he sprints out from under it, while Harley ducks and weaves in closer, vaulting over the wide legs like hurdles as she makes her way toward it’s face. The spider tries to spin to bite her, but she plants a hand on its hairy back and jumps up, tumbling across its own body as it spins.

Meanwhile, Vic casts his spell and crawls in, grimacing as legs pound into him. Once he’s inside the cage beneath its abdomen, though, he rolls onto his back and aims his blow. Overhead, Harley drives the blade into the joint of a leg, while underneath Vic thrusts his hand, glowing with arcane energy, into the arachnid’s wound.

Again the monster shrieks, and Harley leaps away in surprise, tumbling clear of its reach. James, his face gashed nastily, hacks off one leg with a vicious swing, then pulls Vic clear. The spider staggers away, hissing and rustling, then collapses beside the barn, going limp. James delivers a killing blow, thrusting his sword into its face.

Harley runs closer to check on the wounds to James’s face, and asks, “Vic, what the heck did you do to it?”

Victorious smiles victoriously, wiping his hand clean with his robes, which still hang in the remnants of a web. As he wipes his hand, the robes smolder slightly as if burning.

“I metamorphosed its own blood into acid,” Vic says smugly. “Melted it from the inside.”

James and Vic have a brief argument over whether spiders really have blood, while Harley tries to bandage the wound on James’s cheek. Shaking her head, she tells them that she can’t do much for it, and that it might have been poisoned. James shrugs, saying without concern that he does feel a little sick. Since Bhurisrava is off being paranoid with Allar, they’ll have to find another healer. Unfortunately, the healer at Milbourne has headed east to the bridge-blessing ceremony. Vic says he can delay the poison a little, but that their only safe course of action is to go find the other priest.

James rests, a magically-conjured ball of ice held to his cheek to slow the blood flow. Meanwhile, Vic and Harley search the area, finding a ball of spider eggs inside the barn. They’re a few days from hatching, so after making sure there’s nothing valuable, Harley sets it on fire. Vic starts digging a grave for Kuiper, but when they realize that James is having a hard time standing up straight, he stops and devotes what little magical energy he has left to slow the progress of the poison. Deciding to risk having any clues be destroyed while they’re gone, they rig a travois to carry James’s armor, and then leave the farm, flames engulfing hundreds of unhatched monsters behind them.
 

Chapter Thirteen: Wandering Aimlessly

In this chapter, everyone wanders aimlessly.

I’ll keep it short, because it’s kinda bland. Next chapter will be fun, though. If you want a synopsis, it’s at the end of the chapter, in italics.

After dealing with the giant spider at Kuiper’s Farm, Harley and Vic help James as they travel east. On the eastern border of the Haranshire, construction has just finished on a bridge that will cross a large chasm. Several decades back the only trade road to the east fell into the chasm, so this bridge should bring prosperity to the region as many more people would have a reason to travel through the land. Harley, James, and Vic head toward the bridge because the only magically-gifted healer in the Haranshire, a priest of Meliska named Lafayer, is at the bridge for the blessing ceremony. James was poisoned by a spider bite, and they want to get him healed as soon as possible.

Conveniently, they run into Nikal just as they are about to set off down the Churnette River. Nikal (NPC Elf fighter 4) was another employee of Harlan Smith, the businessman who hired James and Harley to deliver a chest to Tauster. He left Milbourne, where he had been recuperating after the attack by the pseudolithid drone, in hopes of linking up with Harley and James. James, Harley, and Vic are at the dock at the edge of Kuiper’s farm, preparing to sail down the Churnette River as close to the eastern bridge as possible. Nikal just happens to show up on the opposite bank of the river just as the party was about to leave, so they join together.

Out of character, the only reason Nikal was there was because Chad, Bhurisrava’s player, wanted to play. In the previous session, Chad hadn’t been able to make it, so we just said that Bhurisrava was tagging along with Allar and being paranoid. However, by the point of this session, Bhur and Allar hadn’t gotten back, so I had to give Chad someone to play.

Let me give you a little insight on how Chad plays Nikal. Previously, as an NPC, Nikal was just a little overconfident, a little sexist, and very self-centered. Now, with Chad playing him, Nikal became over-sexed, and developed a snooty French accent. I’m not quite sure why Chad did this, but no one really liked Nikal that much. I had nothing particularly serious planned for the near future, so I just let Chad be silly.

And so what happens with Harley, James, Nikal, and Vic? Not much. They go downriver on the boat from Kuiper’s dock, then pull the ship ashore a little short of Thurmaster. James is starting to get sick (though he’s too stubborn to do more than shrug when they ask if he’s okay), so they rush overland toward the Tunda mountains to the east. It is almost sunset when they see the foothills of the Tunda mountains ahead of them. A camp of workers and engineers is set up on the western side of a wide, craggy chasm, and a handful of guards stand a lax watch at the edge of camp. They call for Lafayer’s help, and James is still in enough of an entrepreneurial mood that he’s willing to negotiate with the middle-aged priest a fair price for the curing of his poison, but Lafayer agrees to do it for free since they're working with Allar.

The sinkhole itself is nearly a mile wide, too long and craggy to circumvent to the north or south, ranging from twenty to fifty feet deep. The bridge is nearly completed, spanning in a slow arch, connecting at the far end with a road that was built over a century ago. While it would have been possible to build a new trade road, the mountains, they learn, are claimed as the territory of various squabbling tribes of Goblins and Trolls, so it’s far easier to just fix one part of the road than build a whole new one.

Even though it’s missing a few finishing touches like a guard railing and cobblestones on half of its width, the bridge is definitely sturdy enough to walk across (though it’s still too rough for wagons). As Lafayer performs a cleansing ritual to heal James, they chat with the priest and others in the camp, learning that the actual blessing ceremony will take place in three days, assuming no more monster attacks slow down the schedule. Lafayer has been staying at the bridge instead of in Milbourne because every week or two another Goblin or Troll tribe from the other side of the chasm tries to cross and stop them from finishing construction, since they don’t want people passing through their lands. Whenever they attack, Lafayer wants to be present to heal any injured workers. He has saved many lives so far, and everyone at the camp likes the man.

Hearing about the attacks by Goblins and Trolls reminds Harley, James, and Vic of what the dam Goblins at the Eelhold had told them. Apparently the Troll Goblins, a tribe in the area of this chasm, had sent a message claiming they weren’t going to be doing anything impressive any time soon. Since Goblins consider lying a great artform, this cues off the party that the Troll Goblins might be planning a major attack some time soon.

Still, there’s no immediate, pressing need to go investigating, and there are a fair number of guards at the camp still, so they rest at the camp for the night. Harley informs Lafayer of the death of Kuiper, and of a pair of caravan guards in the caravan that just arrived at Milbourne. Lafayer promises to attend to their funerals as soon as he’s able to return to his temple.

Meanwhile, Nikal mopes that there are no women at the camp for him to impress with his ‘too sexy’ body. Imagine someone snorting out in a fake French accent, “Ho ho ho! Too sexy! Too sexy!” You’ve got Chad as Nikal.



The next morning, since nothing has happened during the night, the party sets off to the south to check on Tauster in Thurmaster. They recall that Inzeldrin, an old Green Dragon who lives in the Shreiken Mire south of Thurmaster, had been complaining that her monthly tribute had not been delivered, and so they decide to check out the Mire. Now that everyone is fully healed (and at a bargain price, James reminds them), they return to the barge they got from Kuiper’s farm and ride it downriver to Thurmaster. Once they make sure Tauster is alright, they keep going down the river, into the marshland that is the Shreiken Mire.

They wander for half a day, encountering little more than mosquitos. With a little help they got from a butcherer in Thurmaster, they learned where the offerings to Inzeldrin are usually left. Each month they deliver a pig or calf to her, tying it to a steel stake in a relatively dry area of the marsh. They follow the butcherer’s directions, and find the stake around noon-time, with the humidity stifling them. To their surprise, they find a fairly sturdy rope tied to the stake. It doesn’t look like it was cut, so apparently someone or something came by a few days earlier and untied the offering from the rope, instead of just cutting the rope, or eating the calf where it stood. Though it seems unlikely, they admit it’s possible that Inzeldrin might be very gentle with her offerings. Still, it seems more probable that someone stole the offering. James and Harley grumble, displeased that the situation just seems to be getting more complicated.

Since it’s been several days at least since the calf was stolen, they only take a little time looking for tracks. When nothing makes itself apparent, they all shrug and row back upstream to Thurmaster. Feeling rather sticky and sweaty from the marsh, they start grumbling, and decide to tell Nikal to stay in Thurmaster and look after Tauster. Once they leave Nikal and start walking, Vic volunteers that he can clean them up. As for Nikal, who is still sweaty and waiting in Thurmaster, Vic shrugs and says the guy’s too strange. But Vic likes Harley and James, so he conjures a haze of mist and rain that washes them and cools them off, proving again how cool Vic is. He even dries them with a snap of his fingers.

Cantrips are cool.

They get back to Milbourne around dusk, and find that Allar and Bhurisrava have just returned as well. Thus, Bhurisrava gets to tell them what happened in the past two days.


Bhurisrava’s Tale

Bhurisrava and Allar hung out at the Eelhold with Shiraz and the dam Goblins for the better part of a day, during which time Allar tried repeatedly to get Bhurisrava off his case. It didn’t work, though, and instead Bhur spent most of his time listening to the Goblins jibber. Their language all sounds like one word, “Geeba,” with a lot of variations. “Geeba geebos geebaba beegabeeb go bee,” and so on.

Bhur still has no idea how to say anything in Goblin, but it was fun listening to the little bastards gab in their freaky little language.

He also had a chance to learn about the water elemental that lives in the dam. It’s been there for a long time, even since before the Goblins moved in with their ring of water elemental control. Shiraz and Allar aren’t sure why the elemental hangs around, but without the ring it’s a threat to anyone who comes near it.

The ring itself acts both as a way to command the elemental, and as a source of water so that the elemental can follow the wearer anywhere. Normally water elementals cannot stray far from a large body of water, but the ring is directly connected to the Elemental Plane of Water, so the elemental can go anywhere the ring-bearer guides it. This intrigues Vic greatly, since all of Vic’s fellow elementalists use rings to connect themselves to the Elemental Plane of Water too. Vic suggests the possibility that the ring might have belonged to another elementalist, years ago. Bhurisrava shrugs, caring less about that than about the fact that with the ring he could have a pet water elemental.

Allar, shaking his head, points out that the ring only forces the elemental to obey the letter of the commands, not the spirit. And anyway, Allar only accepts it as a necessary evil, since after dealing with Mind Flayers he has a great aversion to domination and control.

Vic shrugs. “Yeah yeah. But I mean, come on. It would be cool to have a pet water elemental.”

Allar keeps going, not wanting to get into a long discussion about the elemental. The evening after the Orc caravan attack, Allar and Bhurisrava rode back to the site of the battle, then followed the Orc’s tracks as far as they could, to the Great Rock Dale north of Milbourne. They roamed the area during the evening, then set up camp without a fire near the edge of the dale. They spent the next day scouting the area for signs of Orc activity, and toward dusk they spotted a pair of mounted humans riding in from the south. The humans descended into the dale and met with some Orcs, so Allar and Bhur waited another evening for the humans to emerge. They had to stay a good distance away, too far to hear anything being said.

Earlier this same morning, the humans who they saw left the Orc caves and headed east (in the same direction as the Tunda Mountains). Allar and Bhur shadowed them for a while, and then rode up and tried to confront the men. The two humans attacked as soon as they caught sight of Bhurisrava and Allar, and managed to unhorse Bhur and knock him unconscious. Allar took care of the humans, managing to take one prisoner, but forced to kill the other. By the time Bhurisrava regained consciousness, they were almost back to Milbourne.

Allar interrogated the human, learning that he was carrying a message between the Goblins in the east and the Orcs in the Great Rock Dale. He says he was working for a wizard named Limoges, and that the wizard has a type of hide-out somewhere in the woods, but he doesn’t know how to get there on his own. He always has met with Limoges or one of the other, higher-ranked mercenaries, at the edge of the Thornwood.

Allar turned him over to be kept prisoner in the local jail. He doesn’t think they’re going to get anything else out of him, and Bhurisrava actually seems willing to agree. He still doesn’t like Allar that much and won’t trust him fully, but he admits that Allar did save his life earlier.

Allar plans to go talk to Oleane the Druid again, in the Thornwood, to see if they might be able to find out where in the forest this ‘Limoges’ is.

Harley and James recall seeing that name before. It was on the treasure map Harley stole . . . err, um, the treasure map Harley ‘bought’ (for free) from some adventurers they saw in Thurmaster. The map had notes of where to find treasure in the Haranshire, and then also this note.

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

-Limoges


That settles it. The party is going to go to Thurmaster and see if they can find the trail of those guys who originally had the map, and Allar is going to go talk to Oleane. They have the trail, and now it should be only a matter of time until they find its source.

If you just skipped this chapter, the quick synopsis is that James gets healed of the poison and then they go back to Milbourne, where they link up with Bhurisrava and Allar. Bhur and Allar had followed Orc tracks to their source, and then fought some humans who had been negotiating with the Orcs. These humans were working for some wizard called Limoges. Hope you enjoyed the story.
 
Last edited:

Chapter Fourteen: Veiling Flames, Part One

Allar arranges for the stablemaster in Milbourne to get horses for Bhurisrava, James, Harley, and Victorious so they can ride to Thurmaster. Thanks to information gleaned from a prisoner who was delivering a message to an Orc tribe in the Great Rock Dale, they know now that a wizard named Limoges is involved with the theft of the Book of Darlakanand, and they infer that he might have a hand in the attack on the caravan coming into Milbourne. The prisoner doesn’t know what the message was, because it was a letter written in Hereth, the Orcish religious language, but they do realize that Limoges was the same name that they saw on a treasure map Harley stole.

Now they’re returning to Thurmaster, where they saw the people who previously owned the treasure map. Allar, meanwhile, lopes off to the Thornwood to ask the Druid Oleane to look for some place people could be hiding in the forest. The prisoner says he doesn’t know how to find the building himself, but that it was on a cliff. Allar plans to meet back in Milbourne in two days. If either group isn’t back by then, Allar will go to Thurmaster after them, or they should come try to find him with Oleane.

Okay, quick recap of ways my players butcher NPC names.

First off, Nikal (pronounced nih-KALL) becomes Nikhail (ni-KALE) because it sounds like Mikhail Gorbachev. Thus, Nikal is sometimes called “the commie,” because he has a communist name.

Second, there’s Tauster, an old wizard. He becomes “Toaster,” as in the thing you make toast with. Of course, in his youth Tauster was kind of fond of fireballs, but the party didn’t know that when they started calling him Toaster.

Next, Oleane, a druid who lives in the Thornwood, has received the loveable appellation of “anal leakage girl” because the artificial fat O’Lean was in the news at that time for causing anal leakage in those who ate O’Lean-made food.

Then we have Shiraz, a female ranger who is very fond of birds, and who keeps tabs on the dam Goblins at the Eelhold. Because Jessie (Harley’s player) couldn’t remember Shiraz’s name, she became “Shasta,” a popular soft-drink.

And now, we have Limoges. Oh, dear Limoges. *sigh* Again, somebody in the group forgot what his name was, so Nic (James’s player) offered a way for everyone to remember. “Limoges? Let’s call him . . . ‘lemon cheese.’” And thus, now our party fears the day when they must face the wrath of . . . Lemon Cheese.

Well, that’s what you get when you don’t charge for DMing. You get just any old yahoo who wants to play, instead of the real gamers who are willing to fork over some cash for the privilege.

Back to the story, though.



The next morning (this is Harley and James’s 10th day in the Haranshire, Bhur’s 11th, and Vic’s 4th, and Allar’s 3,527th), Allar is gone before sunrise, just about as James wakes Harley up, knocking heavily on the door to her inn room. Harley grumbles but gets ready quickly enough, deciding she plans to get a full night’s sleep tomorrow, even if she has to kill James.

The general room of the Baron of Mutton is very busy this morning, filled with a lot of people who had been merchants or guards for the newly-arrived merchant caravan. Amid the clamor, the party enjoys breakfast together, swapping a few stories and letting Harley fill Bhurisrava in on how they could have used his help against the spider. Bhur puffs up his chest self-assuredly, apologizing that he could not be there to bless them with God’s favor.

They’re about to leave when the front door to the tavern opens and Old Grizzler, the only Dwarf who lives within miles, comes in, carrying a multi-pocketed belt over his shoulder. Harley smiles to him and the Dwarf nods back in reply, making eye contact with Harley, James, and Bhur, but not looking at Vic, who he doesn’t know. Then Grizzler continues slowly to a far corner of the room. The party politely waits for the innkeeper to come by and take their plates away, and after a few moments Harley’s head perks up and she looks over where Old Grizzler is.

Roth and Old Grizzler are sitting across from each other, exchanging their individual brand of pleasantries while the Dwarf sets out an array of flasks, one for Roth, one for Grizzler. Two for Roth, two for Grizzler, and so on.

Harley grins, thinking that Roth had gone off some place without telling them, and she drags Vic over to introduce him to the scruffy woodsman. Bhur is going to stay behind with James, but James says he can handle the bill himself, and that Bhur should go talk to Roth.

Roth and Old Grizzler are apparently both preparing a drinking contest, which has been a daily ritual since five days ago when they first met. Grizzler smiles smugly. “The man’s almost gotten his threshold up to three flasks. I used to use that much to wash my mouth out when I had food stuck in my teeth.”

Roth says that he was listening to their conversation, but he thought it’d be rude not to wait for Grizzler in the appointed place, so he just stayed at his own table. He shakes Vic’s hand eagerly, honored to meet a spiderslayer. Harley formally introduces them, then asks if Roth’d be interested in coming along, since he’s their friend, and she’s a little worried they might run into trouble. Without a hint of smugness, Roth agrees he’d probably be useful if a fight came up. He agrees to go along, if Old Grizzler wouldn’t mind, as soon as they finish their drinking contest.

Vic inquires what kind of liquor is so tough that a big guy like Roth can only handle three flasks, and Harley and Bhur both chuckle, remembering how nice Dwarven spirits are. Old Grizzler seems to like Vic even less when he realizes that Vic couldn’t guess the identity of the drink, so Vic tries to make up for it by asking if he could have a taste of them.

Old Grizzler chuckles. “I thought you said you were going to be traveling today, friend wizard. I don’t think you’d be in a condition to walk after you had a taste of Dwarf spirits.”

“Well, if it’s too strong, I could just water it down,” Vic offers.

“Oh, now you’re planning to commit sacrilege. Dwarf spirits aren’t called spirits just because. They house the soul of the Dwarven people. You wouldn’t water down your friend’s soul, would you?”

Harley convinces Grizzler to agree to a wager. If Vic can handle half a flask, he can have it. If he can’t, Vic promises to come back and join in the drinking contest with Roth and Grizzler whenever he’s in town. Grizzler hands Vic a flask, and Vic, confidently, downs the whole thing.

A second later, the effect sets in, feeling like a Dwarven smithy forge being bellowed in his his skull and down his throat.

Me, the DM, to Justin, Vic’s player: “Okay Justin, make a Consitution check.”

Justin gives me a crazy look, but I shake my head. Vic downed Dwarven spirits in one big gulp, and apparently the spirits are having some fun in his head. Justin rolls, and barely succeeds.

His eyes burn and unfocus, the inside of his mouth goes dry, and he almost sags to the floor. But then, after a moment, the feeling settles into a warm, comfortable flame that soothes his entire body, and a smile spreads across Vic’s face.

“I’ve got to figure out how to make this stuff.”



A few minutes of chatting later, James comes over and reminds them that they do have business to get to. The drinking contest between Roth and Old Grizzler goes quickly, with Roth bowing out early after one and a half flasks because he promised to go with his friends. Old Grizzler nods to him in thanks and tells him to keep two flasks for good luck on the trip, and then the party sets off. Just as their saddling up to ride to Thurmaster, James tells Harley that she should know that their breakfasts will be free from now on at the Baron of Mutton.

Harley asks why, and James tells her that he just told the innkeeper a little about how they had saved the recently arrived caravan from an Orc attack. Since all the caravan folks have been eating at the Baron of Mutton, increasing his business greatly, the man was feeling generous. Harley realizes that James can be much subtler than she thought at first, and grins in appreciation of his economical talents.

They ride out of town, Vic grinning dumbly as he leans low on his horse’s neck.


After riding for a couple hours, they get to Thurmaster, where apparently a small thundercloud had just come by. It sprinkled for a few minutes, then passed on, and now there’s not a cloud in the sky. Roth admires the nice weather, but Harley admits that even though she hasn’t been home for over a year, she does miss the sight of huge trees overhead, lush green leaves highlighted by bright blue skies.

James gets them back to business, reminding them they need to look for leads about the adventurers who had the map a couple days ago. They go into the town’s small inn, where they learn Nikal is staying, and ask about the men who were there about five days ago. The innkeeper just shrugs though, and isn’t very helpful, even when Harley offers a little money to jog his memory. The guy honestly doesn’t recall much, but he knows they only stayed one night, and he hasn’t seen them since. They ask if it’d be okay to take a look at the room they were in, and if anyone else has been in that room in the past few days. The innkeeper says no, Nikal has been his only lodger recently, since Thurmaster is kind of out of the way for most travelers.

Harley decides to go check on Tauster, so that she can avoid Nikal in case he sees them. She goes with Roth, who wants to know what the wizard would trade for some Dwarven spirits.

In the inn room, James, Vic, and Bhur don’t find much. The place has been mostly tidied up, but there’s still some red dirt on the floor, and one of the beds is broken. They ask if the innkeeper found anything, and the guy shrugs again, asking them to get off his case. Bhur begins preaching at him, saying that a righteous man would not hinder the wants of his brother. The innkeeper groans and actually starts arguing philosophy with Bhur, saying that the priest’s argument is weak.

While he’s distracted, Vic sneaks around his personal room. He’s only in there for about a minute before the innkeeper comes in after him and yells for him to get out. He says he’ll never let him stay at his inn again, and tells them all to get out. Vic grumbles loudly, shouting, “It’s not like I found anything in there! No reason to get so angry!”

Meanwhile, Harley and Roth go talk to Tauster, who smiles and asks ‘Jenny’ if this is her fiancee. Remember, Tauster’s apprentice Jenneleth is getting married in another two weeks to a man in Milbourne. Sure, Jenny has black hair and is a human and Harley has red-brown hair and is an Elf, but . . . well, Tauster has bad eyesight.

Harley says that no, it’s not her husband, but Roth, the man who cleaned his gutters. They chat for a while, Harley hoping to maybe glean something of use from the man’s somewhat senile ramblings, but again, not much. The only half-interesting thing that has happened lately was that Tauster heard a couple of young kids climb on his roof and try to break into his tower. When they got fried by the minor ward he had there, they ran off crying. Tauster had to apologize to their mother.

Harley and Roth chat with him for a while longer, until Bhur bursts his way into the house, complaining loudly before he even comes inside about the stupid innkeeper. As soon as the door swings open, Tauster is up on his feet, his hands reaching for spell components. The old man stops, though, when he sees the priest come in, and he sheepishly sits back down, apologizing that old reflexes die hard.

After a little more talking they decide to go outside and try to canvas the rest of the town. Roth tries to trade his Dwarf spirits for something, but Tauster is afraid he’ll die if he drinks that stuff. Vic offers to trade in exchange for it, but he only has money, and Roth doesn’t want money. After some finagling, though, they arrange a three-way deal, where Roth gives Vic the spirits, Vic lets Tauster take a look at the water mage’s spell book, and Tauster agrees to prepare a potion of some sort, as a thanks to the both of them. It will take a couple days, though.

They check out the rest of the town, talking to almost every one of its less than one-hundred inhabitants. Around mid-afternoon Harley slyly asks James if they should stay the night in Milbourne, reminding James that they were kicked out of the inn. Frustrated that they have no leads (and cursing the DM for forcing them to roleplay instead of kill, grr!) they mount up to go back to Milbourne so they can get to the inn before sunset. As they ride off, they spot a carrier pigeon flying overhead, heading toward the Thornwood. It looks as if the pigeon came from somewhere inside the swamp, and beyond the swamp is mountains, so its unlikely it came from beyond the swamp.

A quick discussion later they decide to try to shoot it down, but it’s too far up, and it flies over the river so they can’t chase after it. Realizing they can’t keep track of it, they instead tell both Tauster and Nikal to be on the lookout for more carrier pigeons, and that if Inzeldrin (the green Dragon who lives in the Shreiken Mire) comes to town, tell her someone is probably hiding in her domain, and that she can find them by flying after the carrier pigeons.

Having done all they can, they ride with modest haste back to Milbourne. They get in as the sun is setting, and since Allar isn’t back yet, Harley is finally able to get to sleep early, threatening to harm James if he wakes her up before sunrise. She doesn’t plan to get up until mid-afternoon, unless Allar shows up.



Harley wakes up feeling well rested and refreshed. She gets ready to go to the wash house and take a nice, cleansing bath, getting out a cotton robe that she bought in the city of Seaquen, that she hasn’t worn for a long time.

When she takes the secondary staircase that leads out to the bath house, she realizes it’s still dark outside. Groaning, she realizes that James has acclimated her to waking up early. Despite her frustration, she goes on with her bath, realizing at least she’ll have privacy. And when she finishes, dries off, and gets dressed, she goes to wakes up James, getting to him only ten minutes too late. James calls her an ingrate for not appreciating that he was going to let her sleep.

The day develops peacefully, and the morning’s drinking competition primarily is a face off between James and Roth (James wins). Old Grizzler admits that he has built a miniature brewery under his home, but how he manages to make so much Dwarven spirits every day is unknown. Since Allar isn’t due back until the evening, though, they’re content to relax, Vic and Bhur thinking up magical tactics they could use together.

Little happens for the rest of the day, and everyone boredly awaits Allar’s return. Then, around the time when it should be getting dark, someone points out that the sky to the south is brighter than it ought to be. The party is curious, but they don’t bother to look until later, around sunset, when someone outside starts shouting. They rush outside into the dimming light and see a red haze on the southern horizon, as if the sun were somehow rising beyond the Thornwood. Then they realize what everyone’s really in the commotion about. Oleane has arrived, standing on the far shore of the Churnette River. Her body and gear are burnt, and she’s sorely wounded, having to lean on the side of her wolf companion for support.

Harley and Roth rush out to try to help her cross the river, while James clears the crowd away. Bhurisrava waits at the shore, preparing to heal her if she’s seriously injured, but with the foresight that he might not be able to spare it if they’re about to be threatened themselves.

When they finally get her to the near shore, Oleane begins to panic. Too weak to run away, she cowers nervously beneath the stares of so many people, more people than she has probably ever seen in one place before. James yells for everyone to back off, and Harley’s able to calm Oleane down enough that the Druid is able to state, in jagged speech, “Allar and I were . . . attacked. Fire monster. Allar was hurt. I took him to my home, but the forest is on fire. Fire monster . . . burned everything when it died.”

Oleane’s information passes through the crowd, and someone shouts in horror, “Jenneleth and John are in the woods!” They quickly learn that apparently Jenneleth (Tauster’s apprentice) and her fiance had gone into the forest to collect materials for Jenneleth’s potions, and that they might be in danger from the fire. After a few moments longer of talking to Oleane, they figure out that the monster that attacked was some sort of imp or demon with wings, that attacked, then exploded when Allar managed to kill it. Oleane managed to drag Allar back to her grove, where he lies horribly burned and near death, even after she tried to heal him. She was too weak to carry him any farther, so she came for help.

The fire will reach the grove by morning if it’s not stopped.
 

Veiling Flames, Part Two

A loud argument breaks out among the townsfolk, and Oleane cringes in fear at the sudden loud noises. Some people want to just let the forest burn down, seeing no problem. Others shout that Allar, Jenneleth, and John are in those woods, so they have to at least rescue them. A few even try to make people understand that they need the forest for firewood, and for hunting. While they shout and debate, Harley, James, Roth, Bhurisrava, and Victorious move onto the half-built bridge that crosses part of the Churnette River. It’s the farthest they can get from the shouting crowd.

They all agree, even Bhurisrava, that they have to rescue Allar and the others. James doesn’t care very much about the woods themselves, but Harley and Bhurisrava (both Elves) and Roth (a woodsman) make it clear that they have to try to stop the fire if possible. If nothing else, Roth says, there are other people in the woods, with other houses. They’re in danger.

Bhurisrava tends to Oleane, and Harley tries to keep her calm and soothed while they try to think of things to do. Though Victorious is a water mage, he cannot control enough magic to put out more than a few small sections of the fire. They consider trying to get help from Tauster, but by the time they got to Thurmaster and back it would already be too late.

“What about that water elemental?” James asks. “The one those dam Goblins had? Could it help?”

Vic shrugs. “I don’t know. Maybe, but it has to stay near a body of water at all times, or it’s powerless.”

Bhurisrava, who had paid attention while he and Allar were at the dam, says, “Didn’t that bird woman, Shasta, say that the ring was linked to water somehow?”

Harley nods. “I asked her about it. She said it taps directly into the elemental plane of water. So, that means if we had the ring, we’d be able to bring the elemental with us, right?”

“But then what?” Vic asks. “If it touches that much fire, it will just burn itself up. It was a big elemental, but not big enough.”

Bhurisrava shrugs. “If the ring is water, can’t the bastard just draw more water out of the ring as it gets burned? Of course, I’d have to stay close to it with the ring if I wanted to let the elemental do that.”

“You aren’t having the ring,” James states clearly. He gestures to Harley. “We’ll go get the ring from the dam Goblins. You two, since you can cast your own spells, go with anal leakage girl here and try to keep Allar safe. Roth, go with them and make sure they’re safe. When we get the ring back, . . . Vic will have it.”

Harley nods and adds, “Be on the look out for whenever Jenny and her fiance are. And make sure there’s someone waiting for us at the edge of the woods in a couple hours, to guide us to Oleane’s grove. We’re no good if we get lost.”

“You mean you’re good otherwise?” Bhurisrava jokes, grinning.

They head out immediately. As they leave, they see Old Grizzler trying to calm down a few hotheads who think the party is endangering Jenneleth’s and John’s lives. The old Dwarf tells them to make themselves useful by riding to the farms on the edge of the forest and alerting the farmers to be careful.

Harley and James take their horses and ride northwest toward the Eelhold dam, where the Goblins are. Bhurisrava, Vic, Roth, and Oleane cross the river again, heading south into the Thornwood. As they let Oleane lead the way, Vic and Bhur laugh that finally they get to save Allar’s life. Roth reminds them that this isn’t just a natural forest fire; some demon exploded to cause it. That sobers them up.

Harley and James, the dam Goblins and the bastard water elemental
They gallop the seventeen miles to the Eelhold, not talking much. It’s fully night when they arive, and the Goblins are having a large bonfire celebration, dancing and chortling. James and Harley make themselves known to the Goblins, most of whom don’t speak Lyceian, but who understand that they want to see the chieftan. Much shouting and insulting ensues as the Goblins complain about their party being disrupted.

When the chieftan of the tribe comes to them, Harley explains what they need, using small words. The Goblin chieftan is, of course, incredulous. He holds his position as tribal leader because of his control of the water elemental, and he won’t even consider letting someone else use the ring.

Harley corrects him. “But you let Shasta . . . um, I mean Shiraz. You let Shiraz use the ring to control the elemental.”

The Chieftan grimaces, then shrugs, demanding to know why he should bother trading. It will be nice to get rid of the ranger Allar, who makes their lives difficult with restrictions. If he’s going to give the two of them his ring, he demands something powerful in payment. And he wants the ring back by tomorrow night. And he wants to remind them that whatever they plan to pay him is payment, not a deposit.

James tells Harley he has a plan. In the short run, it will involve giving the Goblin what he wants. In the long run, though, it will involve coming back and beating the crap out of the dam Goblin for being so greedy.

Harley offers to pay the Chieftan with a magical crossbow that will always hit what you aim for. Back in the forest church, where another Goblin tribe lived, Roth found a hidden cache with a magical light crossbow. He gave Harley the crossbow, but she never learned how to use it (back in 2nd edition, crossbow was not a simple weapon). Now it would be useful, finally.

Then the Goblin says something horrible.

“Prove it.”

Harley almost blanches, and recovers by trying to smooth talk the Goblin into buying it, but the Chieftan demands to see that it really is magical like she claims. He grabs one of his tribesman, then gets an orange and puts it on the Goblin’s head.

Seeing that something interesting is going on, the rest of the dam Goblin tribe stops its reveling at the bonfire and turns its attention to the tall visitors. Harley gets nervous, wondering what the Goblin chieftan has planned.

In his harsh, high-pitched voice, the chieftan commands, “You will shoot the orange. Walk with me. Two hundred paces.”

“Um,” Harley gulps, “aren’t you worried that I might hit your man?”

“You say you gonna miss? With ‘magic’ bow?”

Harley shrugs, hiding her worry easily. “No, no. Not . . . not at all. I just thought you might be worried, since you don’t trust me. You must already realize that it’s magic.”

The Chieftan laughs, and they stop two hundred (Goblin-sized) paces from the target. About three hundred feet away, all told. Harley smiles weakly, then tries to hand the crossbow to James, so he can shoot. James shakes his head.

“Nuh uh. You’ve got a better Dexterity.” (and it’s true, Harley has a 20 Dex, vs. James’s 13 Dex)

Sighing, Harley shrugs, realizing she has to try. She recalls in the back of her mind what Bhurisrava had said back in Milbourne, commenting how she’s not any good. A nervous twinge goes through her that she’ll miss, kill the Goblin, and cause the tribe to attack them. She decides to aim a little high, so in case she misses, she won’t kill the poor fellow.

The Goblin chieftan shouts something, taking a few seconds, and the crowd around the Goblin with the orange parts quickly. The chieftan say something more, and the lone Goblin with the orange winces, nods, and puts the orange on his head carefully.

James wishes Harley good luck, then takes a step back.

“Thanks a lot,” Harley mutters. She takes aim, adjusts upward a notch just to be safe, and fires.

As she pulls the trigger, in the distance she sees the Goblin lose the balance of the orange. It rolls forward off his head, and he catches it in his hands, level with his throat. Harley gasps in relief, having an excuse for missing. But then the bolt sinks into the orange, spraying the Goblin’s face with citrus. The Goblin shrieks and falls to the ground, tossing the orange up into the air in shock.

The crowd of Goblins begins to laugh in delight, and Harley drops the crossbow, dumbfounded. The Chieftan snatches the crossbow off the ground, clutching it quickly. While Harley beams at her incredible luck, James steps close to the chieftan, towering over the short Goblin.

“Alright, you dam Goblin, hand over the ring. We’ll bring it back to you by tomorrow night.”


Bhurisrava, Victorious, and Roth encounter Nature
Oleane and one of her wolves lead them through the brambled underbrush of the Thornwood. Oleane travels as quickly as the others can keep up, but it still takes them over three hours to reach her grove. During the walk, Vic and Bhur both crack jokes to pass the time, most of their comments being lowly-muttered jokes about Oleane walking around naked with a wolf. As far as they can tell, Oleane doesn’t understand the language well enough to know what they’re talking about. As they get deeper into the woods, however, they can hear the distant roar of the fire, and smell ash on the wind, carried from perhaps twenty miles to the south.

Bhurisrava is about to complain again that he hates walking through the bristly brush when Oleane turns a corner around a large tree, and vanishes. Sputtering, Bhurisrava runs after her, looking to his left when he passes the tree. As soon as he does, he sees all around him a verdant, grassy grove, self-lit from a glowing spring in its middle. Tree boughs arc low above his head, but the grove is airy and wide despite being short. Unfortunately, Bhur doesn’t understand how it is there, because from his current perspective, he should have been walking through the grove for the past minute or so. Also, he can Oleane and her wolf walking toward a low flat stone, and there is some other woman sitting near the stone, but he can’t see Roth or Vic behind him.

Curiously, he takes three steps backward in the direction he came, turning back around the tree. When he does, he loses sight of the grove. Vic bumps into him and tells him to keep moving, and when Bhur turns to look at Vic, he can see both the water mage and Roth, but no sign of the grove.

“Weird,” he mutters, then walks back into the grove.

When Roth and Vic follow Bhur, they each have a similar doubletake when they see the grove appear illogically. The woman sitting near the stone chuckles softly, the sound of her voice filling the grove like music. They walk toward her and Oleane, and as they approach, they see that Allar is lying on the stone pallet, bright red burns covering his upper body. His right arm is burned more darkly, the cloth fused into his flesh.

Bhurisrava immediately kneels next to Allar, concentrating to draw divine healing with his touch. Allar’s gasping breath eases, and some of the more minor wounds are healed, but Allar doesn’t awaken. He’s still in shock from near death.

Once they’re confident that Allar is safe, they turn their attention to Oleane and the other woman present. The second woman is very slender, long-necked and smooth-skinned, dressed in a dark robe that looks almost like woven morning dew. Her skin has a slight green cast, but her hair and eyes are both hazel. They notice with some nervousness that she seems to have small brambles jutting from the long, sweeping strands of her hair.

The nymph introduces herself as “the local forest spirit, but you can call me Brookthorn.”

They make their mutual introductions, then get to the business of how to find Jenneleth and her fiance John. Oleane calls a few birds from the trees and asks them to search the area, starting near the fire to the south and moving northward. As they talk, Roth stares eagerly at Brookthorn, but he seems so innocently impressed that she just laughs in amusement.

Brookthorn empathizes with the danger to the human couple, and tries to help by explaining the local terrain within a few miles. There is a modest-sized stream to the west, and a small ravine southwest of that. To the east is an area with many older trees, and denser foliage. Somewhat to the south, between the grove and the fires, is a clearing that is open to the sky. When Brookthorn mentions that the clearing is not far from an abandoned human hut, Bhurisrava and Roth realize it is probably the same grove where they fought the Illithid a few days earlier.

Vic asks where a wizard might want to go to collect spell components in the woods, things like mandrake roots, nightshade, poison ivy, or fallen pine. Brookthorn replies that the most likely place is probably to the west, near the stream, and so they decide to head west. Oleane says a wolf will find them if she gets any information. They should follow a wolf if it approaches them. She’ll also send a wolf to the forest’s edge to wait for James and Harley.

Bhurisrava checks on Allar one more time, guesses that the man will probably be able to walk with another hour or two of rest, then leads the way out.

They have a harder time with the brambles now that Oleane isn’t leading the way, so it takes them almost another hour to reach the stream. Aided by a light spell from Vic, Roth is able to spot some horse hoofprints in a few spots near the bank, leading in the direction of the ravine. They check the stream for a few more minutes, then move on toward the ravine. As they leave the waters of the stream, they can see flames on the south horizon, glowing above the treeline. The inferno is less than three miles away.

Roth loses the trail in the dark woods, but they keep pressing west, and eventually come upon a long, ten foot wide ravine that stretches hundreds of feet in either direction. It looks as if the earth had just been torn open, leaving a gaping wound here. After a moment of looking around, Bhurisrava spots movement in the bottom of the ravine. About fifteen feet down, wedged in a narrow spot of the ravine, are Jenneleth, her fiance John, and their horse.

They call out to the couple, and Jenneleth stirs, groaning. The horse makes a noise as well, but it sounds like a painful mixture of a winny and a whimper. They discover that when Jenneleth and John spotted the fire in the distance, they tried to ride back to Milbourne, but in the dark their horse did not spot the ravine. It stumbled in, tumbling sideways, managing to trap both of the riders halfway under it. Jenneleth jokes that out of the three of them, there are probably at least five broken legs.

John waves weakly, thanking them for coming out to look for them. He looks fairly haggard; he managed to drag himself out from under the horse, but with two broken legs he wasn’t able to climb out. He was worried that they would be trapped there when the fire reached the ravine.

Roth climbs down into the ravine gingerly, lifting the horse enough so Jenny can drag herself free. One of her legs is broken as well, and she twisted the ankle on the other foot in the fall. Vic and Roth cooperate to pull the couple up to the top of the ravine.

Bhurisrava holds off healing them, however, saying that he has a plan. He wants to heal Jenny enough that she’s able to ride the horse and limp if necessary, and he’ll use most of his healing energy on the horse. It will be able to get them to Milbourne faster than if he healed both Jenny and John just a little each and let them limp. Bhurisrava, Roth, and Vic are too busy to go with them, so they need to get to safety on their own. Also, Bhurisrava has already lost three horses while in the Haranshire, so he doesn’t want the poor creature to die if he can avoid it.

Roth finds a very sturdy branch, flings a rope over it, and uses the branch as a pulley to lift the horse out of the ravine. Bhurisrava heals it, and then they get it to firm ground. Bhur manages to calm the creature enough for Jenny and John to get back onto it, and then they guide the steed around the ravine to safety. Jenny promises to try to come back if she can, but she’ll need at least 8 hours to prepare new spells.

Bhurisrava laughs, saying that in another 8 hours, the fire will probably already have reached Milbourne.

The couple rides off cautiously, not wanting to fall into any more ravines, and Roth, Bhur, and Vic head back toward Oleane’s grove. When they’re crossing the stream, they hear the howling of a wolf to the north of them, close, and they wait to see if anything happens. Less than five minutes later, they see several figures approaching through the woods, two mounted on horseback, and one a huge, dark shape, standing over fifteen feet tall.


Opposing Adventurers
Vic’s first line upon seeing Harley and James guiding the elemental is, “Gimme the ring.”

James shakes his head. “This thing tried to kill us when we first got it. It doesn’t like being controlled, and the moment I take off the ring, he’s going to try to break free. I can’t make him move more than fifty feet away, but that’s probably enough.”

James turns to the elemental. “Go forty feet upstream and stay there until you get another command.”

The elemental’s voice gurgles deeply in reply, steaming with anger, “When I have my freedom I shall kill all of you.”

“That thing’s a bastard,” Roth laughs.

Once the elemental is far enough away, James takes off the ring and hands it to Vic. As soon as the ring leaves James’s finger, they hear crashing in the distance as the elemental rushes toward them. Vic quickly takes the ring and puts it on, raising his hand triumphantly.

The elemental keeps charging.

“You have both rings on your same hand!” Harley shouts, and Vic’s mouth drops open. He put the elemental control ring on the same hand he wears his normal elementalist’s ring (he can only cast spells if he has his ring on).

Quickly, Vic yanks off the elemental control ring and puts it on the other hand, but just as he slides it on, the elemental slams a fist of water toward James. James, still mounted, can’t dodge, but his horse takes the brunt of the hit. The blow crumples the horse’s hips, and it falls to the ground.

“Stop!” Vic shouts, and the elemental stops moving. It bubbles angrily, hovering over James, poised to strike.

“Get over here,” Vic commands. “Do what I say, or it’ll be heck to pay. Don’t make me put you back in the ring.”

James grimaces that his horse is injured, but Bhurisrava doesn’t want to risk using what little healing he has left. Both Bhur and Harley state that they despise the elemental. However, they have to use it, so they set off quickly on foot, following the stream southward toward the flames. It takes them a few minutes to near the fire wall, but they are already sweating long before they reach it. Flames sear the air, trees crackle as their insides burn, and ash and smoke fill the air.

Vic has the elemental begin spraying water from itself onto the fire, trying to extinguish the flames little by little, and in the first minute they only manage to put out about a 15-foot by 15-foot patch. Realizing the fruitlessness of trying to put out the entire miles-long line of fire, they angle away from the fire, into the woods in the direction of Oleane’s grove. They know they can protect at least that much.

As they head through the woods, they spot a lot of wildlife fleeing the forest fire, which crisscross their path intermittently. The animals give the elemental a wide berth, and Vic has to explicitly tell the elemental not to injure any animals unless he says otherwise.

They go about two miles, almost to where they want to be, when Bhurisrava feels the hair rise on the back of his neck. He feels as though he just heard a call for help, and in curiosity he stops in his tracks and looks around. Since Bhurisrava is at the back of the group, no one notices him lagging behind.

The rest of the group presses forward toward the clearing where they encountered the Illithid drone several days earlier, but when they reach the grove, they see a group of ten men waiting nervously, all armed and armored.

“Those are the guys from the tavern,” Harley says in surprise. “The ones we took the treasure map from. What the hell are they doing here?”

The men begin to advance on the party, holding their weapons ready. From the trees behind them flaps a pair of dark crimson wings, and a small creature flies through the clearing, leaving a trail of smoke as it slices through the air. One of the men says to his companions, “Those are the ones working with the ranger. Time to earn our money, gentlemen.”

James and Roth ready their weapons, and Harley reaches for Ricochet. Vic glances nervously back at the water elemental, which is deep enough in the trees that perhaps the mercenaries haven’t seen it yet. But then Vic realizes that Bhurisrava is missing.

* * *

Bhurisrava follows the sound of the cries for help, wandering a few dozen feet off the path even though he knows that he shouldn’t split up with the others. He pushes his way through the thorny brush for a half-minute, making out the cries more clearly. He sees ahead of me what looks like it might be an overturned wagon, and despite the fact that he doesn’t think a wagon could have gotten this far into the forest, he moves forward to help.

He gets within ten feet of the shape, and sees . . . two things. At the same time, he sees a large, fallen tree trunk, and also a large, fallen wagon, both seeming to occupy the same space at the same time. He feels nervous suddenly, and starts to sweat, but then he realizes that it is the air that has suddenly gotten damper, as if the forest had grown more humid. Shaking off his nervousness, he readies his warhammer and moves forward to look for the source of the cries. He thinks he sees a crouching, huddled figure hiding under the wagon/log, and he bends down to look closer.

And pain washes over him.

He recognizes the sensation, like a wave of agony crashing across his body and pulling him into a deep darkness with its swirling undertow. His body convulses for a moment, but then he shakes it off, knowing that he is in danger. He rolls to the side desperately, struggling to force his muscles to pull him off the ground. When he gets to his feet, he stands face to slimy face with another Illithid, cloaked in heavy black, an organic blade extending from its sleeve. Unlike last time, it does not make any requests or give him a chance to negotiate. Before Bhurisrava can ready his defenses, the robed creature glides forward through the trees and thrusts out with its blade, digging into Bhur’s arm.

Bhurisrava gasps in pain and takes the lord’s name in vain as he tries to smash his warhammer at the Illithid. But his muscles are feeling weak, and he has to fight with his will to bring his arms to swing the weapon. His strikes are ineffective, while the Illithid’s repeatedly slip past his parries to strike him. Rather than let himself be killed by a dozen small wounds, Bhurisrava runs, sprinting for the a nearby patch of high brambles and thorns. Desperately he lunges, covering his face with his arm as he tears through the wall of sharply spiked foliage. The pain is severe, but less than what he experienced when the Illithid telepathically attacked him a moment before. He stumbles out the other side of the bramble bush and keeps running, glancing back long enough to see the Illithid get its heavy robe caught in the thorns.

Swearing under his breath, Bhur backtracks to find the trail, then runs at top speed after his friends, calling for help.

* * *

Standing about thirty feet apart, the two groups face off, waiting to make the first move. A hundred feet to the south, a tree at the edge of the clearing crackles from the flames, and light suddenly flashes above the treeline. In the glow of the flames, the mercenaries charge.

Harley shouts to Vic to have the elemental deal with the warriors first, then the fire, and so Vic orders the elemental to attack the men who came with the flaming imp. The elemental crashes forward, and as it clears the treeline, some of the mercenaries hesitate nervously. James and Roth rush in, staying close so the mercenaries can’t surround them. James tries to take his own warrior and defeat him singly, but Roth is more pragmatic and double-teams with James to take down their opponents faster.

Harley tries hurling Ricochet at the imp, and the blade clips one of its wings before whirling away. The imp snarls, flames bursting from its skin briefly, and it swoops downward toward her, its eyes glowing maliciously. Vic thrusts out his hands, firing forth two bursting lines of frigid water smash. They smash into the imp’s side, knocking it sideways so when it tries to strafe Harley it’s aim is off. The three-foot long beast swerves to avoid a tree and flies upward over Harley and Vic’s heads. As it flies through the trees, the leaves around it catch fire, and Vic and Harley quickly move away from the flaming trees.

As Roth and James slice their way into the mercenaries—Roth armed with a bastard sword and James armed with longsword called Ratbastard—the soldiers form a ring to surround them. The leader of the group tells them to stay close so the wizard won’t be able to hit them without risking his allies, and his men comply, staying close, harrassing James and Roth. Fortunately for them, the elemental wades in then, literally, splashing its body into two of the soldiers at once. This clears a path for James and Roth, who quickly make a break to avoid being overwhelmed. In just that brief moment, however, James has already been clubbed in the side of the face, and one of his eyes is blinded by blood running down his face.

James leads the run toward the fireline at the south side of the clearing. He shouts for Vic to have the elemental follow them, to clear away any fires in his way. The guards chase after them, trying to avoid the elemental. As James and Roth rush into the treeline, the fires around them begin to flare intensely, but the heat makes most of the mercenaries wary of following them. The leader of the mercenaries waves for his men to follow him, though, and he charges after Roth and James, heedless of the flames. Three of his men follow him, while a few of the others shout for the imp to come fight the elemental. The flaming imp chuckles and shrugs, then flies away from Harley and Vic to try and fend off the elemental. It flies close to the ground, igniting even the grass as it passes.

Harley curses the thing for getting away, and she runs to recover her chakram (now her only ranged weapon since she gave the crossbow to the Goblins), while Vic trudges after the imp, hoping to aid his pet elemental.

The fires rage around James and Roth as they cross blades with the mercenaries. The leader and one of his men goes after James, while the other two warriors take Roth. James parries a few blows and with a kick shatters the kneecap of the one who is not the mercenary leader. The wounded man groans and staggers sideways into a tree, searing his side and face in a branch covered with flaming leaves. Unfortunately, James can’t block the commander’s sword, and the blade slashes across his belly, ripping the chainmail and cutting shallowly across his flesh. James keeps his footing, confident that he can take the commander, when he notices that in fact the rest of the mercenaries were not cowards. Rather, four of the remaining men are trying to flank him and Roth, picking a precarious path through the burning underbrush.

The heat from the flames warms Roth’s blood, and he grins eagerly as he slams his bastard sword against the parrying blades of his two opponents. One of the soldiers sidesteps around his guard and stabs Roth in the kidney, but he ignores the injury and retaliates by shoving the man off his feet and into a flaming thornbush. The other warrior’s attacks are all blocked by Roth’s chainmail, but reinforcements are coming.

Vic runs up to alongside the elemental and commands it to help the fight in the forest, but the imps flies in then and spits a bolt of fire into the elemental’s face. The elemental sizzles with steam and tries to grab the imp out of the air, but the small demon is too quick for the huge elemental’s grasp. Vic again shouts for the elemental to ignore the imp and go help James, but just as it begins to slosh forward, Bhurisrava bursts out of the woods, calling for help.

Vic turns to look at Bhur, smiling momentarily until he realizes that he had been attacked. Before Vic can ask a question, though, Bhurisrava runs up and shouts, “Give me the ring! I need that elemental!”

“What?” Vic balks, trying to point out the fight in which James and Roth are in trouble, but Bhur’s wild and desperate expression convinces him. He slips off the ring and manages to give it to Bhurisrava before the elemental can retaliate at them.

Bhurisrava begins to run back into the woods, shouting for the elemental to follow. They rush away at a sprint, the elemental demolishing a wide trail in the forest as it pursues Bhur.

Harley recovers her chakram and runs toward the fight in the flaming forest. The soldiers are trying to move through the flames slowly, but Harley sees James and Roth in danger, leaving her no luxury of caution. She tumbles over and under flaming logs and branches, slipping sideways between narrow trees and dodging falling fiery debris, getting herself into the perfect position to catch the soldiers off guard. Amid the roar of the flames, they don’t hear approach, so she sprints up next to one and stabs him in the back with her dagger, then leaps upward to a non-flaming branch, swinging out reach of the mercenaries. They turn in surprise and try to slash at her, but miss widely.

James steels himself for a fight on two fronts, but when the others do not come up from behind, he redoubles his attack on the commander. They attack, parry, counterattack, counterparry, and drive each other back and forth through the searing heat of flames. One of James slashes bashes through the man’s guard and slashes across his forearm, and in pain the commander drops his sword. James slashes again at the man, but he sidesteps behind a tree that blocks James’ sword.

Nearby, Roth ignores the opponent who is still standing so he can pull the fallen man out of the flaming bush. The man is screaming, the fires searing his entire, but Roth shoves him away to a relatively safe location so he can put himself out. For his generosity, he’s repaid by the other soldier stabbing him in the stomach. Roth swerves his body to dodge most of the hit, and the blade just slashes shallowly instead of piercing his belly.

James pulls his sword out of the tree and tries again to hit the commander, but before he can he feels something gouge at the back of his head. Clenching his teeth in anger, he swings his sword blindly backward over his head, clipping the imp as it strafes past him. He realizes that his hair is on fire, and is about to take a moment to put out the flames when he sees the commander sprint out from behind the tree and snatch up his sword for attack. Feeling his scalp burning, James parries a blow aimed for his throat, then staggers backward, shouting for Vic.

Vic, in the middle of casting another watery spray attack, sees James in need but cannot stop his spell in mid-casting. He shouts for James to duck, and then fires in James’s direction, two sprays of arctic water lashing outward through the trees toward the commander. James ducks, and one spray hits him a glancing blow in the back of the head, while the other flies slightly higher, catching the mercenary leader in his chest. The man falls turns with the impact, but is too off balance to attack James as he pushes himself off the ground.

When James gets back to his feet, he pats his head briefly. It stings, but the fires are out. Despite the painful impact from Vic’s attack spell, James shouts out a curt, “Thanks,” before rejoining the battle.

One of the soldiers beneath Harley shouts for the imp to get her, since she’s out of reach of their blades. Harley cringes slightly as she sees the imp changes its course in mid-air to face her. It begins to swoop toward her, flying through the roaring fire unhindered. When it is still thirty feet away she hurls Ricochet at it, but the cover of the tree branches stops the attack. That gives her an idea, though, and she clambers around the trunk of the tree, balancing nimbly to avoid the flames that engulf most of the branches. The imp makes one strafe that misses, then turns to make another pass. As it banks to face her, Harley grabs a thin long branch and heaves back, bending it back. The imp snarls eagerly, claws outstretched to slash her, but right before it can reach her, Harley releases the branch, letting the limb snap lengthwise back, cracking into the imps face and hurling it away into the trees. It falls into a heap of bushes, which immediately catch flame.

The four soldiers beneath Harley have broken off from her, and half run to aid their commander while the other half head after Roth. One of the mercenaries trying to aid the commander falls unconscious when a burning tree limb falls from overhead and clobbers him in the face, bursting into cinders at it hits the ground. The other soldier with him pauses to push the flaming limb off his friend, giving James another moments reprieve before he is outnumbered.

Roth, however, does not fare so well. The opponent still in front of him distracts his attention so he doesn’t notice the two men coming in from behind. Roth swings fiercely at the soldier, hitting him hard and almost dropping him, but then the two flanking soldiers strike, one stabbing Roth in the back with a shortsword while the other slashes him in the back of his forearm. Roth roars in pain, dropping his weapon and slumping forward.

Harley sees Roth in pain and is about to go try to help him when she sees the imp begin to climb its way out of the flaming leaves. She aims her dagger for a throw to finish it off, then remembers what happened to the last imp when Allar killed it.

James engages the commander and one of his other men, and just as their blades clash together he hears Harley shout, “James, run for your life!”

Incredulous for a moment, James takes a moment to thrust kick into the commander’s gut before turning and running out of the flaming woods. In the trees overhead he hears Harley leaping desperately through the inferno of branches and leaves to get away from the imp. Then from behind there is a brief, hideous shriek, followed by a thunderous explosion. The blast knocks Harley out of the branches and onto the grass of the clearing, and knocks James off his feet. The flames spread out in a huge burst that engulfs the commander and his aiding man, and the concussion also knocks over the three soldiers around Roth.

A whistling sounds in the air, and Harley’s dagger tumbles overhead, landing in the ground, knocked out of the imp’s body when it exploded.

James rolls over and slowly gets up. Looking at Harley, he shouts, “Idiot!”

When Harley gets to her feet, she’s smiling sheepishly.

Vic, who had been out of the blast radius, runs up to help them, using a cantrip to put out the flames licking on the edges of Harley’s clothes. He’s about to congratulate her, but Harley shakes her head, looking around for Roth. As the smoke clears from the explosion, they see two haggard soldiers holding up Roth’s semi-conscious body, a sword lain across his throat.

* * *

Bhurisrava bolts through the trees, reaching the Illithid only moments after it manages to extricate its tangled robes from the thorn wall. Bhurisrava pauses for dramatic effect, long enough that he knows the Illithid has seen him, then thrusts out his ring-bearing hand.

“Kill the Illithid!”

The water elemental crashes through the trees, smashing a watery fist at the Illithid. It takes the blow to its face, and the force actually tears off one of its tentacles. Squealing in pain, the Illithid steps away in confusion, then tries to move past the elemental to get at Bhurisrava. Bhurisrava has his warhammer ready, and catches the floating mind flayer in the face. The thing’s cheek cracks, but it raises its armblade for a downward chop. Before it can attack, however, the elemental’s hand snaps out and grabs the Illithid’s head. Its fingers begin to swirl and surround the Illithid’s entire face, and then it draws its arm back into its body, fully engulfing the creature in water.

Bhurisrava steps back, an impressed grin on his face. He sees the surface of the elemental shudder, like its tensing its muscles, and inside the watery body, the Illithid’s body begins to twist in unnatural angles. With a dulled crack, the Illithid’s head begins to twist too far sideways, breaking its neck. But an instant later, just before the Illithid would die, the elemental takes a stunned step backward, then collapses, its body splashing to the ground in a huge, flat puddle. Bhurisrava figures that the creature telepathically stunned it, so he advances quickly to finish the Illithid can counterattack.

The Illithid sloshes forward clumsily, its body mangled from the force of the elemental’s crush, but somehow still managing to function. It reaches a tree stump and pulls itself halfway to its feet, then looks up to see Bhurisrava towering over it, warhammer raised in one hand. With an apologetic shrug, the priest smashes down and crushes the Illithid’s skull.

Bhurisrava gloats for a moment before he starts to head back to help the others. He stops briefly to see if he can tell whether the elemental is alive anymore, and he notices that the sky is growing light, light from day, not light from the fire. He suddenly feels very tired, realizing he must have been up all night looking through the woods.

He is about to head off when he hears a branch creak nearby overhead. He turns in surprise, just in time for something heavy and slimy to smash into his chest. He looks down in confusion, realizing that the glob of slime is keeping his warhammer arm stuck to his chest. He tries to pull free, but the glob begins to stretch out, little threads unraveling to spread around him.

“Elemental! You bastard, get up and help me!”

Another bolt hits him, this time catching his hip and a nearby tree trunk. As he looks closer in the slightly bright light of predawn, he realizes that the threads aren’t stretching out on their own, but rather dozens of small spiders are spinning the threads into a web around him. He looks around desperately and calls for help, trying to pull himself free, but the webs stick him fast to the tree.

A dark shape moves in a branch ten feet up and a few feet away. It creeps forward, bending the branch low, then curls forward and drops to the ground slowly, almost like a huge spider descending from its web. Then the form rises up, and Bhur recognizes it as a woman’s form, heavily covered, a veil over her face.

“Hey lady? Help me?”

She shakes her head, reaching up and pulling a long spear off the branch overhead. The blade at the end is single-edged and slightly curved, and its haft is almost solid black. Holding it lightly in one hand, she walks toward him. He can’t make out her face, but her posture makes it clear that she plans to kill him.

Unable to move, and with his weapon pinned to his chest, Bhurisrava screams for help.

* * *

“Now you don’t want your friend to die,” the soldier shouts, his voice haggard and worried, “and we don’t want ours to die. If you drop your weapons, and let us leave with our friends, we’ll let your friend here live.”

To emphasize that they’re in danger, an entire tree cracks from the flames that have eaten at it. It snaps near its base and nearly falls on top of the unconscious mercenary commander. Only another tree in its way stops the fall.

James looks momentarily at the fallen tree, then shrugs. “If you kill him, we’ll kill you.”

Vic nods. “Yeah, it’s not like we . . . y’know, like him or anything.”

“Shut up,” Harley snaps at them. “It’s not worth risking Roth’s life.

“Let him go,” she says back to the mercenaries, “and we’ll let you go.”

The two mercenaries let go of Roth. One rushes to try to help their leader, while the other pulls the man who had caught on fire to his feet. Harley rushes forward, not carrying any weapons, and tries to drag Roth out of the fire. Vic comes over warily, ready to cast a spell if the soldiers try any tricks, but they seem content to also just drag their friends safe from the reach of the fire.

Harley shouts for Bhurisrava to come heal Roth, but Bhur is no where to be seen. James comes up beside Vic and asks where the hell is their water elemental. Vic replies that Bhur ran off with the elemental, but didn’t say why. He points at the wide path torn through the trees by the elemental’s passing, and James breaks into a run toward it. Harley tells Vic to go to, and she stays there to try and tend to Roth’s various injuries.

Harley waits helplessly, watching the soldiers shamble away to a safe area of the clearing. As James and Vic run down the path, the flames of the forest fire lick at their heels, setting the trees along the path ablaze.

* * *

Hoping to stall, Bhurisrava tries to engage the woman in conversation. The sky is growing bright, both from the fire and from the early morning sun.

“Why do you want to kill me, huh? Was that squiddy thing there your pet?”

The woman tenses, glancing once at the mangled hump of Illithid flesh that lies next to a tree stump. She turns back to Bhurisrava and leans close to him. Through the veil, he sees that her eyes glow a bright red, and that her skin is a dark grey.

“You’re . . . a dark Elf, aren’t you? Well, that would explain the veil.”

She very meticulously uses the blade of her spear to slash along Bhurisrava’s leg. Because of the webbing, he can squirm and scream in pain, but he can’t dodge out of the way.

“Tell me where the ranger is, and I’ll let you live.”

Bhurisrava chuckles weakly, the pain making him feel cold. “Don’t you think it’s impolite to get this close without telling me your name first.”

Bhurisrava’s gaze sweeps over the woman’s body, lingering on her hips and breasts. He hears her snarl in anger, and then she punches him in the face. After his head snaps to the side, he shakes off the stun and prays, “Lord, forgive me for my lust. But I mean, she’s leaning right at me.”

“I can gouge out your eyes so you never lust again, light Elf.”

Bhur shakes his head desperately. The dark Elf woman flashes a dark smile across her purple lips, then digs the nails of her hand into the back of Bhurisrava’s neck. “Tell me where to find the ranger.”

An uncontrollable shudder runs up Bhur’s spine as she touches him; he’s always been sensitive around the back of his neck. He manages to shake off the feeling, though, and asks, “Why do you care about him? You already have the stupid book.”

“I’m feeling compassionate, and so I’ll give you one last chance to tell me. The fire is getting very close, and this wand has enough charges that you won’t be able to get free in time.”

Bhurisrava curses, then weakly tries to kick her, but his reach is limited by the webbing. Helplessly, he shrugs. “My friends will stop you before you can get to him. He . . . he’s in a hut, east of here. It used to belong to a woodsman, and that naked wilderness girl took him there after your imp exploded. After your ‘ex, imploded?’ Heh.”

The dark Elf woman smiles maliciously, then leans in close, pressing the blade of her polearm to his neck, staring eye to eye through her veil. Bhur gulps, and the blade cuts across his neck as his throat bobs up and down.

Suddenly, a rustling comes from nearby as the elemental begins to regain control of itself. The dark Elf half-turns to look, pulling away her blade just far enough. Straining, Bhurisrava presses against the bonds of the webbing and lunges forward, biting the edge of the veil on her face. He clamps his teeth down and yanks back, tearing the veil from her face. She stumbles back in shock, slashing at Bhur defensively. The cut digs into his weapon arm, but he is still too stuck even to properly wince in pain. Instead, he spits out the veil and shouts, “Water elemental, get ‘er!”

The water elemental lifts a few feet off the ground, still not fully in control of itself, and before it can move against her, the dark Elf slashes her blade through the air in a quick dance. Bhur can feel magic flow from her into the elemental, and suddenly Bhurisrava’s savior falls back to the ground. The woman turns back to Bhurisrava, squinting in the bright light of the forest fire. Her red eyes reflect the flames.

James appears at the edge of Bhur’s line of sight, and he calls for James’s help desperately. The dark Elf stabs at Bhurisrava quickly to shut him up, then backs up defensively. Fortunately for Bhurisrava, she only scraped his side, but he feigns death so she won’t try to use him as a hostage.

James bursts out of the woods, sword ready to swing, but the dark Elf draws her wand and fires a mass of webbing at his feet. He manages to get one foot free, but the other is stuck to the ground, tripping him. She moves forward to strike him while he’s down, but then Vic appears behind James. He skids to a stop and shouts out the words to a spell, holding forth his elementalist’s ring. The dark Elf woman very briefly feels thirsty, but her innate magic shunts the spell aside. She lackadaisically fires another charge of the wand at Vic, pinning his upper body to a tree.

“Tell me where the ranger is!” she snarls, raising her spear to behead James. Only one of James’s feet is caught, however, and he rolls to the side, parrying the killing blow so it strikes the ground beside him.

Meanwhile, barely hesitating, Vic digs his hands weakly into the pouch at his waist. He doesn’t have much movement for his arms, and thus can’t cast any spells, but he knows the properties of liquids very well, and alcohol cancels the adhesiveness of webbing. Triumphantly he pulls out the last of the Dwarven spirits Old Grizzler had given him, and he sprays himself with the fluid. The mind-numbingly powerful alcohol (in more ways than one) quickly begins to weaken the web-like glob, and Vic struggles to free himself.

Bhurisrava realizes that something is going on, so he squints and opens his eyes enough to see James struggling while on the ground to fight off the dark Elf, and Vic by the tree, freeing himself heroically from the web. Dropping the act of being dead, Bhurisrava shouts, “Cast a light spell. Her veil is off!”

With one surge of strength, Vic tears the weakened webbing, and raises his hand to display his ring. A flare of light appears directly in front of the woman’s eyes, surprising her and putting her off guard. Vic rushes forward and shoves her off her feet, then magically conjures a spray of alcohol over James’s foot to free him. At the same time, the elemental begins to overcome whatever spell the dark Elf woman used on it, and it rises ominously, towering behind James and Vic.

The dark Elf woman backflips to her feet, nearly slipping out of disorientation. The flames of the forest are fiercely bright, and in the sky overhead the stars are fading out to daylight. She sees a huge shadow cast before her from the elemental, and desperately, she slashes at both James and Vic. From the tip of her blade she conjures a bolt of flame that sears between them and into the elemental’s chest, and though Vic and the elemental are bunred, James twists to the side out of its path. He hooks his left arm around the shaft of the polearm, using his body as a fulcrum to snap the weapon out of the dark Elf’s grip. She gasps when she loses her weapon, then backs off nervously.

James tosses the weapon to the ground and raises his sword to strike, but the woman leaps away, thrusting out her wand toward the trees. A line of web spins out and grabs a high branch, and she pulls herself upward into the trees. James tries to leap after her, but she leaps to a yet higher branch. He loses her in the haze of the smoke.

James curses, then helps Vic extricate Bhurisrava from the webbing. As they rush back to where Roth and Harley are, Bhur and Vic tell each other what happened. Bhur tells the elemental to begin putting out the fires to stop at least part of the burn, so that Oleane’s grove will be safe. When they get to the clearing, Bhur uses the last of his healing magic to keep Roth from dying, and James tosses the dark Elf woman’s spear to Harley for safe-keeping. James shoulders Roth and carries him back to the general location of Oleane’s grove, escorted by Vic. Harley, Bhurisrava, and the elemental stay behind to manage the extinguishing of the fires. The whole time they do so, Bhur comments continually about how much he’s going to love having this water elemental for a pet. After about two hours, it begins to seriously disturb Harley.

A few hours later, a wearied, sleepless Bhurisrava and Harley find their way back to Oleane’s grove. James is still awake, watching over Vic and Allar while they doze. Oleane herself has apparently left to try and track the dark Elf woman, but since most of the terrain has been scorched, she’ll probably have little luck. Brookthorn is singing softly and soothingly, and it’s all Bhurisrava can do to command the elemental to sit still and do nothing. And so Bhurisrava, Roth, Allar, Vic, and Harley sleep soundly, while James guards stoically, and the elemental stews motionlessly.

And then in the early afternoon, true to form, James wakes Harley up before she can even get six hours of sleep.
 

Aa a quick little intermission to your regular Tides of Homeland storyhour, we present

Goblin GEEBA (Greatest Evilist Ever Battle Alliance)

It's set in the same world as Tides of Homeland, but 300 years in the past. After this chapter, please take another reading break, and if you have a significant other, tell that person that you love him or her before you even consider coming back here.



Intermission:
The Greatest Goblin Alliance Ever


Three hundred years ago, in the famous old country of Uragia, there formed the Goblin Greatest Evilest Ever Battle Alliance (Goblin GEEBA). But there are many heroes of that era that no one ever hears about, heroes like:


Carl and Herman, Goblin brothers in arms, Goblin brothers. Herman wields a pouchful of vicious daggers which he hurls at anyone who gets in his way. His younger and slower brother Carl always carries his trusty, human-sized frying pan which serves alternately as a makeshift club, a makeshift drum, a makeshift shield, and, oh yeah, a makeshift frying pan.

Mia, priestess of Buggub, Goblin goddess of decay, and a keener wit you’ll never see in a Goblin (Mia thinks she’s smarter than her own goddess, actually). Subtle and canny, she prefers a well-aimed poisoned dart than a whole swarm of attacking warriors.



Shiithead (pronounced “Shih-THEED”, and it should be spelled with just one "i", but the filter on these boards wouldn't let you see his name, then), proud and strong Troll warrior, though, like most of his companions, he’s a bit slow on the uptake. When bored, he likes to pick at his own skin and watch the patterns that form as the flesh regenerates. He’s big and ugly, with eyes that are a little buggy. His goal in life, at least for now, is to find a big sword that he can use.

Gook Moop, flunky. Everything is fun for Gook, and though he’s incompetent, he’s perhaps the most patriotic Goblin in the world, fiercely loyal to his goals and to his friends.

Laguna Varacay, human shadow mage and a student of Christoff Darkcross, the state mage of the nation of Uragia. After a years-long feud with his old master, Varacay finally decided that only a thorough destruction of his master and his home would suffice. He contacted Leriminsk, a black Dragon who had its sights set on Castle Uragia, and promised to deliver the castle to the Dragon. Leriminsk arranged for Varacay to lead a group of Goblins in the conquest of the countryside. Now, after weeks of sending waves of warriors to set the land into a panic, Varacay plans to personally supervise the final coup to capture Castle Uragia. The Goblin leaders, though fairly inept, have promised to send their best warriors and spies to sneak into the castle, with a few bodyguards for defense. But the night will not be over for Varacay until he finally can kill his old master.

Laguna’s just afraid that the Goblins don’t grasp the gravity of the situation. Most of them just think it’d be nice to live in the human castle.


Dramatis Personae

Herman—1st level Goblin Fighter
Carl—1st level Goblin Rogue
Mia—5th level Goblin Druidess
Shiithead—1st level Troll Barbarian
Gook Moop—1st level Goblin Rogue
Laguna Varacay—11th level Human Wizard (shadow mage)


Notable NPCs:

Leriminsk—Mature Adult Black Dragon
Archibald Mortret—king of Uragia, 15th level Human Fighter
Christoff Darkcross—Laguna Varacay’s old mentor, 13th level Human Wizard

Castle Uragia, sitting on a rugged cliffside, overlooks the Bay of Umbranesti to the south. To the north and west are heavy forests populated by Goblin tribes and various other monsters created over the centuries, but to the east is the city town of Castle Uragia, protected by high stone walls. Laguna’s plan will lead his group of Goblins through the woods toward the castle, to the cliff on the south wall, and then through the narrow caves in the crumbling cliff’s stone. These caves lead into the castle, where most of the guards, and the king himself, will currently be at High Mass in the Meliskan temple.

Laguna and his group set out just at sunset, with Shiithead staying close as his bodyguard. He also talks regularly with Mia, the only intelligent person out of the group, as they plan tactics for the attack. Mia’s bodyguards are Gook and Herman, since Carl is nowhere to be seen when it is time to leave.

They know scouts will be in the woods around the castle to prevent an attack just as the one they intend to make. Though Herman is pretty sure they can just walk around any of the big ugly human guards, they need to get rid of the scouts first so that the Goblin army can prepare their approach without being noticed. Shiithead smiles eagerly and goes trumbling through the woods like a gorilla, looking for humans to kill. Gook smiles inanely that Shiithead is having so much fun, but then frowns when he realizes he’ll miss out on the fun, so he scampers after the big troll, desperately fighting to keep from dropping his light crossbow (one of the most advanced weapons in the Goblin army). Herman runs after him, carrying the quiver of arrows Gook forgot.

For the first of many times this night, Laguna Varacay smacks himself on the forehead in embarrassment.

* * * * *

Gook scrambles up a tree, grinning wildly as Shiithead, still on the ground beneath him, waits to ambush an approaching rider. Gook poises to attack, laying his crossbow across his knee to aim, squinting both his eyes to aim.

The clip-clop of horse-hooves comes nearer, and Shiithead laughs deeply to himself. The rider is a human scout from the castle—well-trimmed beard, nice armor, pretty horse, shiny small sword, keenly looking around for ambushes. He spots Shiithead from ten feet away, then gasps in alarm as he wheels around to ride away. Shiithead shouts, “You ain’t ruinin’ my ambush,” and leaps forward, digging one hand’s worth of claws into the horse’s flank while grabbing the rider around the neck. He drags the struggling pair with him toward Gook’s tree, and yells for Gook to attack.

Gook smiles and lifts his crossbow over his head two-handed, then jumps dramatically off the tree, shouting his battlecry, “Hoody-hoo!” Landing on the horse’s back, Gook slams the crossbow down across the rider’s head, knocking him dizzy with a crack. Little gibbering Gook finishes his attack by hopping down to the ground.

Shiithead sighs at Gook’s worthlessness, then crouches slightly to get leverage on the horse. He grabs the two hinds legs of the horse, taking a few kicks to the face in the process, but then begins to spin, swinging the horse around him.

* * *

In the distance, Varacay and Mia hear the sound of a horse being bludgeoned to death echoing through the woods, accompanied by a man’s screams and the sounds of a tree being torn to pieces. They rush forward, arriving just as Shiithead chucks the limp bag of horseflesh into the boughs of a low tree. After blinking a few times, Laguna begins to smile, commenting, “My bodyguard is spectacular.”

Mia sees Gook and Herman trying to climb after the tree-bound horse so they can get some meat for Horse Jerky, and she quietly comments, “My bodyguards suck.”

More riders approach from the distance, galloping through the woods to come to the aid of their fallen companion. Mia fires a well-aimed poisoned dart with her blowgun, which flies fifty feet through the trees and strikes one of the riders in the neck. The man slumps off his horse and is trampled by the horses following behind him. The humans shout their battlecries in the name of Uragia and charge into attack.

Gook screams, “Hoody hoo!” again and rushes forward with his battered and shattered crossbow, and Herman begins hurling daggers at the riders and horses. Shiithead takes a more direct approach, pulling a fallen log off the ground and hurling it javelin-style at the face of one of the riders. His aim is a little low, and the log instead smacks into the horse’s face. The horse stops running, stands dazed for a second, then falls over on its side.

Laguna hangs back in the shadows, watching his warriors’ skills as they fight. They function fairly well as a team: the Goblins distract the warriors while the troll does all the hard work. Mia even manages to do a good job with her darts. The darkness remains undisturbed for the next few minutes as Laguna calmly watches the Goblins and Shiithead take on the steady flow of guards. Eventually, eight horses and twelve humans lie dead or unconscious in a ring around the group. Laguna comes out of hiding with a smirk on his face, watching Mia slit the throats of any human not yet quite dead.

Gook and Herman dance arm in arm in a circle, cheering Gook’s victory cry repeatedly (“Hoody-hoo! Hoody-hoo!”) for a few minutes, until they realized Varacay is just staring at them in disgust. Herman coughs and slinks away, while Gook holds out his hand, offering to dance.

“Time t’kill more stuff,” Shiithead says, trampling away eagerly toward the castle, and the rest of them follow close behind. They skirt the forest, starting at the north of the castle and slowly sweeping toward the woods on the west of the castle, then finally toward the Umbranesti cliffs. As they walk, Herman shares some strips of horse meat he managed to cut, and they eat and chatter quietly, most of their words being “geeba” (75% of the Goblin language is just the word ‘geeba’ said with different intonations).

When they get to the cliffs, Laguna cloaks himself in darkness and slids along the dark stones almost invisibly, looking for a suitable cave that will get them into the underbelly of the castle. Meanwhile, Shiithead rushes toward the southern auxiliary wall of the castle, bringing Herman and Gook with him so they can attack. The wall is several hundred feet long, fifteen feet tall, with three circular turrets that each have a few guards manning them. Mia reluctantly follows, scuttling from shadow to shadow to get a good aim at the guards on the nearest tower. She darts one, and then Gook and Herman begin climbing the stone wall toward them.

The two guards still conscious on this turret panic and draw their swords, but from below Shiithead hurls a skull-sized rock and cracks the head of one of the guards. Gook and Herman begin attacking the remaining guard, until eventually Gook shoves the man off the side of the turret. He falls with a scream and cracks his head against the cliffside. Gook cringes at the noise, but doesn’t have much time to consider what he’s doing. The next nearest tower’s guards have begun to run down the length of the wall toward Gook and Herman’s position.

Laguna, alerted by the sound of screaming, looks up from his cave searching to see their cover already being blown, so he snarls and casts a spell onto the length of wall between the two turrets. The guard furthest ahead suddenly flares with fire, a short pillar of fire forming around him. The two behind him scramble back toward their own tower. Gook and Herman give a hoot and chase after them, as Mia points at the second tower and shouts at Shiithead, “Take them down, you cur!”

The guard who was caught in the fire is still standing, barely, but a slash from Herman gets a critical hit and severs the man’s foot. He also screams, falling where he stands and groaning into unconsciousness. Herman snatches up the flaming foot and stabs his sword into it, using it as a torch as he charges toward the second turret.

Shiithead takes Mia’s orders literally and begins digging his claws into the stone wall of the second turret. Muttering something to himself that sounds slightly like, “Jenga Jenga Jenga,” Shiithead tears out stone after stone, tossing them backward down the cliffside. The guards overhead rain arrowfire down at him, but to no avail. Just as Herman and Gook are about to reach the second turret, the structure gives way from the damage Shiithead has inflicted. With a resounding rumble, the rest of the stones crack, and the tower falls toward the cliff. Shiithead steps back out of the way, and Laguna runs to make sure he’ll be out of the turret’s path as it begins a small landslide toward the bay below. Laguna watches the limp bodies of two guards tumble with the shattered stonework, then turns to head for the new gap in the wall.

The guards on the third tower ready arrows and run close enough to get good shots at the group, but Herman draws back his sword and pitches the flaming foot toward them. One critical hit later, the foot has stunned a man and set him on fire, which distracts the other two guards with him long enough for Gook, Herman, Shiithead, Mia, and Varacay to climb through the hole in the wall into cover. As they rush through, Shiithead complains that he isn’t having any time to eat tonight. All this regenerating is making him hungry.

The wall they have just breached surrounds a large training field, some small crops, and the royal garden. There are very few guards here, and most of them are running toward the chaos at the south wall. Varacay’s magic keeps the Goblins and Troll from being seen as they rush toward the garden gate that will lead into the main castle. Varacay remembers from his time at the castle that of the possible entrances to the castle, the royal garden is actually the least-well defended, and its door is small and weak.

As they approach the garden, cloaked in magical shadows, they hear an argument between two people in the human language, which only Mia and Laguna can understand, and one of the voices of which Laguna recognizes. The queen, apparently out for a stroll in her garden, is arguing with a guard trying to get her back inside, while the queen proudly insists on knowing what is going on before she heads back inside.

Laguna smiles darkly and drops the cloak of darkness, striding toward the argument. He politely greets her majesty, then raises his arm and waves two fingers toward the queen. Shiithead bursts from behind a hedge and grabs the guard trying to protect the queen. The guard cries out in panic as Shiithead lifts the man over his head and slams him down on top of the queen. The sound of several bones cracking fills the garden, and when Shiithead tosses away the guard, the queen lies dead, her neck twisted unnaturally.

Shiithead groans, complaining about how bad fabric tastes, when Gook sidles up and offers to take the queen’s dress, or at least part of it. It looks like nice, soft fabric, and he has decided he’d like a turban. Shiithead shrugs and rips off the queen’s long skirt and tosses it to Gook, then pulls off the rest of her clothes and begins to gnaw on her legs first. As Gook begins to wrap the skirt into a turban, he finds a large metal key, which he grins at, then tries to tuck into his pocket. Unfortunately the key is about a foot and a half long, so instead Gook tucks it into his belt like a weapon.

Meanwhile, Laguna and Mia begin to examine the door that will lead inside. It has beautiful carved designs of a gorgeous nymph dancing with a group of brownies, but unfortunately, it’s shut, and Laguna remembers it never having been closed before. Worse yet, he senses some form of magic guarding the door. He casts a cantrip to figure out that the enchantment is some form of transmutation magic, but he’s not sure what. About the time that Shiithead finishes eating the queen, they decide it’ll be best to just get inside instead of letting Shiithead get hungry again. Varacay orders Shiithead to open the door, but the troll shakes his head, saying he heard them talk about how the door is trapped.

Varacay scoffs at this, then in frustration tries to open the door himself. As soon as he touches the doorknob, though, he feels a pulse go through his arm, and suddenly his body begins to shrink, stopping at about two inches tall. Shiithead laughs loudly, and Gook and Herman go to see what the commotion is about. Mia plucks Laguna off the floor and is about to place him comfortably in her cleavage when the shadow mage shouts for her to stop. He refuses to go further into the castle, as the thought of his old master seeing him in this condition would be embarrassing. He uses an enlarging spell of his own to try to counter the curse, but it only slightly opposes the shrinking effect, leaving him at about three-feet tall, slightly smaller than the Goblins. He grimaces and orders them to open the door.

Mia shakes her head, pointing out that they need a key to get inside, because the door is probably locked anyway. This jars Gook’s memory enough to remind him he has a key, so he hands it over. Mia places the oversized key to the keyhole, and it shrinks slightly to fit into the keyhole properly. When Mia turns the key, the door opens, and Varacay orders them inside, saying he’ll catch up once he manages to dispel the curse. Their goal is to open the front gates to let the Goblin army invade.

As the rest of the group files through the door (Shiithead has to squeeze through uncomfortably), Laguna waits impatiently, hearing the distant sounds of guards investigating the south wall. They’ll reach him far too soon, so he casts an illusion to make himself seem his normal size, then slowly follows the Goblins. As he walks through the door, he hears a cat meow from the garden behind him, and shudders to think what would’ve happened if he had been alone and shrunk to a bite-size.

Knowing that Mia will be going toward the Goblin’s objective, Laguna eagerly makes his way in another direction, toward his old master’s study.

* * *

The south end of the main castle is one solid building, with wide rooms and hallways containing many vital areas. From Laguna’s information, Mia leads them toward the cannon-powder silo, where she intends to remove the human’s ability to use cannons against their invading force. They run into guards outside the powder silo, and a fight breaks out. Shiithead makes quick work of the soldiers, but one manages to stab Herman in the chest before he goes down. Suddenly, Herman’s younger brother Carl runs onto the scene, apparently having followed them from a distance.

Carl falls on his knees next to his brother’s body, and tilts his head to the sky, screaming, “Herman, nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!”

Mia, unfazed, has Carl take his brother’s place in the mission. Upon actually reaching the silo, she hits upon an idea, to use the cannon-powder to blow down the main doors. Judging the time that has passed, Mia guesses they have not much longer left until the temple services let out, so they have to make a quick run across the castle courtyard toward the northern gates, instead of sneaking along the tops of the walls as they had planned. Luckily for them, the powder silo itself has a door that opens directly onto the courtyard, through which they can see the northern wall, only about two thousand feet away.

Before they can leave, though, Carl gives his brother a burial, covering Herman in a pile of black cannon-powder. He also makes sure to pound the human who killed Herman repeatedly with a heavy frying pan, Carl’s favored weapon.

Gook and Carl pick up large kegs of cannon-powder, and Shiithead grabs two under each arm, and then they begin to run across the main courtyard. All around the courtyard, from windows, in front of doors, on the walls, or just roaming for walks, dozens of guards spot them, sounding the alarm. One runs for the temple, to alert them in case they had not yet heard, and Shiithead sprints after him, hurling the heavy barrels of powder at him. Shiithead crushes the man, but then the alarm bells begin to ring from within the temple, and the whole castle suddenly seems to buzz with noise.

Mia orders Gook and Carl to run for the north gate, and for Shiithead to provide protection for them. She herself sprints towards the side of the temple, clambering up the stone wall to a shadowy hiding spot, from which she can snipe. Eventually she climbs her way to the very top of the roof, hiding behind decorative stonework, waiting for the people in the temple to expose themselves.

Arrows begin to rain upon Carl and Gook, but Shiithead uses his body as a shield, catching enough arrows to turn him into a pin cushion. He is actually beginning to sag from the injuries when a piercing shout comes from the top of a nearby building in the courtyard. Laguna stands high, raising his hands to the night sky, and suddenly a shadow covers the stars and the moon, plunging the castle into near blackness. Varacay snarls and calls for his old master, Christoff, to come and face him, while all around the castle shouts go out to light torches.

The temple’s doors then open, light spilling out from the holy building to flood some of the courtyard. Though it gives the humans hopes in their defense, it also makes the soldiers who rush from the building easy targets for Mia’s sniping darts. She takes out a handful as they try to rush to their positions, when suddenly she spies two prominent figures running out of the temple. The first immediately leaps into the air, crackling with dark light as he flies toward Laguna, while the other, a balding warrior with a retinue of bodyguards, rushes toward the nearest door into the main castle walls. Mia nods, recognizing the king as the focus of so much protection. She pulls out one of her few darts that has lethal poison, and loads it into her blowgun.

Carefully taking aim, Mia spits, and the dart flies toward its target, but one of the bodyguards hears the noise of her shot over the din, and his eyes open wide with shock. He leaps in front of the king, shouting (in a British accent), “My Lord, no!”, and the dart instead sinks into the bodyguard’s torso. As the main gasps and dies, the king shouts something to his other men and points at the top of the temple, identifying Mia’s position. Cursing, she ducks for cover and begins to enchant her darts with a rusting dweomer.

(all gamers at the table here pause to do our own rendition: Mime leaping sideways, arms outstretched dramatically, shouting “My Lord, nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!”)

Meanwhile, through the darkness, arrows begin to fly again, now flaming to light the courtyard as the archers aim for the Goblins and the Troll. Shiithead, seeing the sudden flames, shakes his head (“I ain’t takin’ this ****”) and breaks off from the Goblins so he won’t draw fire anymore. Carl also panics, dropping his keg and running after Shiithead, who can protect him.

Gook keeps running on blindly, though, grinning as he tries to dodge the arrows. Then he feels a thud in his back, and he turns to see a flaming arrow stuck in the keg he’s carrying. Whimpering, he briefly considers dumping the keg before it explodes, but then he shakes off his fear, steeling himself to die for his people. Screaming victoriously, “Hoody-hoo!”, he sprints toward the north wall, not even bothering to aim for the doors, which are too heavily guarded. Just before he’d reach the wall, the hurls his keg at the wall, then twirls to run. The keg bounces across the wall, then explodes just as it lands against the wall. The blast hurls Gook through the air gleefully, and cracks the inside of the castle wall.

Gook lands and turns to see the cracks in the foundation run up the side of the wall, and then the wall begins to tumble to the ground. A length at least twenty feet of castle wall across topples downward, creating a hill of rubbles. In the distances beyond the wall, a Goblin war cry echoes through the night, and Gook can hear the shouts of “Geeba” as the Goblin army marches on Castle Uragia.

Simultaneously, screams fill the air as a huge black shape seems to detach itself from the shadows in the sky, flapping down toward the courtyard. Leriminsk, Varacay’s draconic ally, has arrived to claim his castle. It lands at the south end of the courtyard, near the powder silo, blocking the king before he can reach safety. Its roars fill the air, mixing with cries of battle and of pain. Unhesitantly, King Mortret grabs a sword from one of his bodyguards and charges Leriminsk.

* * *

Laguna stands stoically at the edge of the building, holding his spell at the ready for when Christoff reaches him. The elder mage flies amid a wave of crackling energy, approaching swiftly. Christoff’s first spell flies forward, blasting into Laguna painlessly. Instead, Laguna recognizes with pleasure, it is a dispelling attack, meant to remove his defenses. Instead, it simply manages to dispel a few minor wards, plus his illusionary shield. But most importantly it cancels the curse lain upon him from the door’s ward.

However, it does not cancel the enlarging charm Laguna cast on himself. With the shrink effect no longer active, Laguna instead grows to more than ten feet tall, towering over his master, who gasps.

Laguna cackles maniacally, conjuring humming claws of blackness that stretch from his fingers, and he leaps forward, off the roof. Sorcerous black wings hold him aloft as he swoops toward Christoff, slashing with his claws. He gashes his master’s chest, but the old man retaliates with a blast of fire that tears through the shadowy wisps of wings and sears Laguna’s face. Before he can fall, Laguna latches his claws onto Christoff’s shoulders, pulling them both down with the extra weight. They collapse to the ground, and all the soldiers nearby flee to give them room.

Laguna rolls to his feet, grabbing Christoff around the neck and lifting him off the ground. The old mage struggles in the cutting grasp of the shadowy claws, trying to pry Laguna’s hands away. Holding his old master easily in one hand, Laguna slashes across the man’s abdomen, and gouts of blood spill out. Christoff screams in agony, and Laguna begins to rant about how he was never accorded the power or position he deserved in this kingdom, how his master always underestimated him and held him back.

Sneering, Laguna throws Christoff to the ground, and the shadow of Christoff’s own body suddenly hardens into spikes of blackness, piercing his arms and legs. The old mage curses at Laguna, conjuring a hail of ice and sleet to whip his apprentice, tearing Laguna’s flesh and covering him in a frigid layer of ice.

Laguna falls back under the power of the hail, but then he pounces forward, planting a clawed hand on his master’s chest. With his spare hand, he digs his claws through the open wound on Christoff’s belly, and the old mage groans, curling fetally.

Rising triumphantly, Laguna bursts into laughter, spreading his arms to the air, and from the shadows of the air materialize hundreds of shards of shadow, like a sphere of black daggers, all pointed toward Christoff. He stares down to meet his mentor’s gaze, smiling farewell, when he notices the man muttering an incantation. Glancing at Christoff’s hands, he sees that the man’s fetal curl had been a feint, allowing him to reach his spell components.

“No!” Laguna shouts, jabbing his hands toward Christoff to send the final attack, just as Christoff thrusts out his palms, flames spiraling up his arms into a flaring seed of fire. The daggerblack shards lash upon Christoff like a vice of blades, but simultaneously Christoff’s fireball bursts forward, catching Laguna in the chest. The explosion sears outward, a swirl of crimson flames and dancing shadows, consuming both mages in a roar that echoes through the castle.

* * *

Goblins begin to pour through the hole in the castle wall, with Gook cheering them on as he jumps up and down giddily. Many Goblins ride wolves, and they begin to hack at the guards who man the northern wall. Gook, however, looks to see where Carl is.

At the southern edge of the courtyard, Shiithead is trying to get in the thick of battle so people will stop firing flaming arrows at him. In the darkness from Varacay’s spell it is nearly impossible to make out specifically where everyone is, but he is pretty sure he hears the Dragon, their ally, so he rushes toward the sound of roars, flapping wings, and scalding acid breath. Carl rushes after him, holding his frying pan in front of him like a shield. Gook, curious to meet up with his friends, runs after, them, but is several hundred feet behind.

Mia has hopped from rooftop to rooftop, using her touch of decay to carve handholds so she can climb easily up formerly pristine stone. With only two allies (Carl and Shiithead) in a crowd of dozens of humans, she cares little for her aim, and so she wildly spits her darts toward anyone who looks like a soldier. The impact of the dart is too light to damage, but their enchantment rusts armor, making it worthless. The weakened armor makes them easy prey for Shiithead as he plows through the crowd toward the Dragon.

Leriminsk and the king are still dueling, but as Shiithead runs up he shouts, “Hey, Mis’er Dragun! Jes’ kill du king and get yer scaly ass o’er ‘ere.”

The Dragon snarls at his impudence and turns upon him briefly, pounding Shiithead to the ground with one claw, then biting him around the waist, then spraying his belly with acid spit. With the troll’s torso pinned firmly to the ground, the Dragon pulls sideways, ripping Shiithead in half at the waist, then spitting out the lower half of the body. Shiithead grunts in surprise, then falls limp. But the Dragon is distracted, and the king leaps forward, plunging his sword upward into Leriminsk’s chest. The Dragon roars and curls its neck to bite the king, while nearby Carl falls onto his knees next to Shiithead’s torso, and tilts his head to the sky, screaming, “Shiithead, nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!”

Gook hears this cry and sees that the dear Mr. Dragon, their supposed ally, has killed his friend Shiithead. Shivering with anger, Gook wants nothing more now than to fight the Dragon, but he is too far away.

Then he remembers, pulling up his damaged but still functional crossbow. He spies the open door to the powder silo, just near the dueling Dragon and king, and he has an idea. Just then a flaming arrow digs into the ground at his feet, like a sign from the heavens, and Gook’s face splits in a grin. Pulling the arrow out of the ground, he nocks it in the crossbow, takes aim, and fires. The air goes horribly off-course from the damaged crossbow, but Gook’s aim sucked to begin with, so the arrow arcs cleanly through the air, through the door, and into the powder silo.

Gook ducks, pulling his turban down over his head for defense.

The explosion rocks the entire castle, shaking the cliff the building sits upon. The entire powder silo bursts outward, sending flames and stone shrapnel hurtling through the air. Even louder than the roar that killed Laguna and Christoff, this blast sears the king to death, and shears the Dragon’s head off with a chuck of flying rock. The entire southern cliff begins to sag downward, falling into the sea.

By this moment, the Goblins have mostly finished off the bulk of the human defenders, and they approach the site of the explosion in a daze. They see the severed lower and upper bits of a troll who has been torn in half, they see the charred corpses of a king and his bodyguards, and they see Carl the Goblin, standing up from where the Dragon’s body had shielded him from the blast. The Dragon’s body is still twitching despite its lack of a head, and Carl is desperately smacking at the stump to make it stop, beating it with his huge frying pan. Finally, it stops moving, and Carl sags weakly against it, looking around at the destruction.

Many of the Goblins blink, confused. The human wizard had been leading them in the battle, but now he’s dead, and the Dragon was going to be their leader and keep the castle for himself, but now, Carl has killed the Dragon, chopped its head off with his frying pan, claiming the castle for the Goblin people.

Gibbering with glee, the Goblin army bursts into cheers, and a group swoops Carl off his feet and over them in triumph. Across the crowd, the Goblins begin to proclaim, “Hail to King Carl! The Dragonsquisher! Geeb, geeb, GEEBA!” (said to the tune of “hip hip hooray”)

Gook pulls his turban off his head, realizing he’s not dead, and it takes him a while to figure out what’s going on, but then he hears the cheers, and rushes forward to congratulate Carl. In his high-pitched voice, Gook gabs on about how he’s known Carl forever, how their great friends, and how he is amazed that Carl killed the Dragon, but impressed. As the crowd carries off Carl to be crowned, Gook sighs, a little disappointed that his arrow didn’t actually set off the powder silo and blow up the castle. Then he could’ve been king. But at least Carl did it.

Gook begins to trot after the war crowd, looking forward to the pillaged dinner. As he walks, he sees a few Goblins using dull knives to scrape off the acid-burned parts on Shiithead’s lower torso and upper waist (two different halves of the body). He wonders if the two troll pieces might grow into two whole trolls, the part of the head and the part of the bottom. Head and bottom. Gook smiles at the thought, and even though Mia is cursing for some reason, promising to kill Carl or something, it doesn’t faze Gook. He pulls out some of his remaining horse meat, and nibbles on it as he goes to find the feast, a smile of victory splitting his face widely.
 

Chapter 15: Every Child Remembers His First Pet Fondly

Previously, as the early morning sun rises over the burning Thornwood:

James, Bhur, and Vic rush back to where Roth and Harley are, filling each other in on the events of the fights and fire. Bhur tells the elemental to begin putting out the flames to stop at least part of the burn, so that Oleane’s grove will be safe. When they get to the clearing, Bhur uses the last of his healing magic to keep Roth from dying, and James tosses the dark Elf woman’s spear to Harley for safe-keeping.

James shoulders Roth and carries him back to the general location of Oleane’s grove, escorted by Vic. Harley, Bhurisrava, and the elemental stay behind to manage the extinguishing of the fires. The whole time they do so, Bhur comments continually about how much he’s going to love having this water elemental for a pet. After about two hours, it begins to seriously disturb Harley. Likewise, Vic has begun to brag about how of course they used water, Vic’s favored element, to save the forest. James reminds him that the elemental is still a dangerous creature, but Vic shrugs off the concern, assuring James that his magic can control the elemental.

A few hours later, a wearied, sleepless Bhurisrava and Harley find their way back to Oleane’s grove. James is still awake, watching over Vic and Allar while they doze. It’s all Bhurisrava can do to command the elemental to sit still and do nothing. And so Bhurisrava, Roth, Allar, Vic, and Harley sleep soundly, while James guards stoically, and the elemental stews motionlessly.

And then in the early afternoon, true to form, James wakes Harley up before she can even get six hours of sleep.


“Time to go,” James says quietly. Harley notices that everyone else is still asleep, and that Oleane is still gone, probably trying to find the dark Elf woman that James, Bhur, and Vic saw. Shaking her head, Harley begins to lie back down.

James sees her reluctance, and continues. “You heard Bhur and Vic last night. They want to keep the elemental. Aside from that being against the word of our agreement with the dam Goblins, it’d also be stupid.”

Harley starts to whimper, but it turns into a yawn, and eventually she wearily nods her head. “What are we gonna do?”

James stands up, his chainmail clinking softly, the loudest noise in the whole grove. No one else even stirs.

“You did pretty well the last time we wanted to take something off the body of a sleeping person. You got the map before, so get the ring now.”

Harley groans and nods, then stands up to get to work.

* * *

Several hours later, James wakes Harley up again before she can fall off her horse. They are within site of the Eelhold dam, the elemental following fifty feet behind Harley, who boredly wears the ring. They’d chatted for the first few miles, but then the lack of sleep and the monotony of the ride put Harley to sleep. It has been on and off for the past few hours, but now Harley eagerly gets off her horse, wondering if the Goblins will let them stay overnight.

They guide their horses and the elemental into the circle of rocky beach surrounding the damwaters. The Goblins watch them return with some trepidation, and they get the feeling that the Goblins didn’t really want the elemental to come back all that much. A few Goblins run off toward the chieftan’s cave, and a few minutes later the chieftan comes striding toward them, followed by a retinue of Goblin warriors, one of whom carries the enchanted crossbow they had traded to the tribe for the right to borrow the elemental. The eight Goblins, with clubs and one crossbow, try to look imposing. Harley and James, with a finely-crafted dark Elven spear (a naginata, James informed her) and a magical longsword respectively, don’t need to try.

The Chieftan laughs and smiles as they approach, arms out wide to greet them again. In his own high-pitched, gibbering way, he asks if they did what they wanted with the elemental. James nods and says that it’s time to give the thing back. The chieftan seems nervous, but Harley doesn’t give him a chance to back down (she does not want Bhur or Vic to have the elemental as a pet). She pulls off her ring and begins to hand it to the Goblin, but immediately the water elemental lunges at them. Swinging a watery pseudopod, it knocks Harley aside, plucks the ring from her grasp, and leaps upon the chieftan.

The whole tribe panics, some running off for weapons, others just for cover, while their chieftan is being crushed and drowned in the elemental’s body. The chieftan’s personal retinue, close enough to see the expression of terror on their leader’s face, drop their weapons to the ground and bolt. Harley, however, spots the ring floating in the elemental’s ‘chest,’ and so she breaks into a run toward the creature, naginata in hand. The elemental turns toward her and tries to slam her with a tendril, but she tumbles underneath its blow and leaps forward, diving through the vertical pillar of water. As she splashes through it’s body, she shoves at the chieftan, and both of them fall out of the elemental’s ‘back.’

Harley pushes at the chieftan to run for safety, while simultaneously looking for the ring, hoping she managed to knock it free to. She jumps out of the way of another attack, then to her dismay sees that the ring still floats in the center of the elemental’s body. Harley pushes her wet hair out of her eyes and readies her naginata, preparing for another lunge, when a shout from James comes from behind the elemental. James has snatched up the crossbow that one of the guard’s dropped, and is aiming it at the elemental.

“Duck!” James shouts, taking aim as Harley leaps to the side for safety.

The twang of the crossbow string snaps through the air, and the bolt flies true into the elemental. A clinking noise bounces across the rocky shore of the dam. Harley and James both look to see the arrow come to a stop between two rocks, the ring jangling softly around the shaft.

The elemental gives of a loud gurgle of dismay and begins to splash toward the ring just as Harley and James break into a run for it as well. Harley jumps in the elemental’s way, slashing at it in wide arcs with the naginata’s blade, hoping to slow it down. A few of the Goblins even begin hurling rocks and spears at the creature, which impede it enough for James to burst ahead and snatch the crossbow bolt out of the rocks. The elemental has just begun to draw Harley into its body when James shoves the ring onto his finger and shouts at the elemental, “Stop.”

Enraged, the elemental seems almost about to resist the command, but then it relents, dropping Harley to the ground. James thinks for a second, then points toward the far end of the lake. The elemental must remain within 50 feet of either the ring, or of a large body of water, so James commands it to get into the lake.

“Go. Farther. Farther. End of the dam. Then go down. All the way to the bottom. Stay there and don’t do anything else until you’re told otherwise.”

James waits for the elemental to disappear into the surface of the lake, then waves the chieftan over. He grabs the chieftan’s hand, twists it uncomfortably so their fingertips touch, and then slips the ring directly off his finger onto the Goblin’s. For the fraction of a second that the ring isn’t on either of their hands, the elemental tries to hurl a boulder from the bottom of the lake at them, but it just splashes about ten feet out of the water, then falls back.

James suppresses a sneer as he looks down at the Goblin. “Keep that thing under control. Oh, and we’re taking back our crossbow. Payment for saving your life.”

The chieftan shrugs sheepishly, then mutters something in Goblin when James turns his back. James ignores him and walks back to Harley, who is thoroughly drenched. He asks if she wants to stay with the Goblins tonight, to which she replies a forceful, “NO.”

James offers to carry her naginata while she tries to squeeze some of the water out of her clothes, and they both get back onto their horses. As they ride off, Harley lightens the mood by joking about how she used to be disturbed that the Goblins smelled bad, but now she understands why they wouldn’t want to go bathing in the dam very often.
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top