Sagiro’s Story Hour, Part 315
The Crimson Maw
The Company resembles a collection of bloody pincushions.
Had it not been for Morningstar's
mass heal seconds earlier, half the party would certainly be dead. As it stands, everyone has survived, not counting the hapless elemental standing point-blank, and most of Grey Wolf's dire wolves. One of these has miraculously dodged both of the guardian beast's final explosions; Grey Wolf scratches it behind the ears and feeds it some jerky from his pack before it vanishes.
Without benefit of a second
mass heal, the party blows many charges of a wand of
cure serious wounds to patch up their injuries. Feeling more himself, Dranko looks at the corpse of the beast and then at his fellows.
“We are some bad-ass rats!”
Now the debate turns to the prospects of a Five Minute Adventuring Day. It's still morning, but the party has blown a great deal of firepower, especially in the healing department. They'd very much like to go into the Crimson Maw at full fighting strength, but it's possible that their battle with the dog-toad has been noticed by the goblins, or that its death has triggered some internal alarm. And of course, every day lost means another tick of the doomsday clock, with the Black Circle's latest plot to rescue Naradawk Skewn looming at midnight.
After five more minutes of heated debate, they decide to risk delay and take a day to recuperate. This also gives them time to examine the monster's chain and jeweled collar, both magical, as well as to explore this cavern more thoroughly. Regarding the chain itself, it's enchanted to place a constant
dimensional anchor on whatever it constrains. And on the collar, it turns out that one particular inset ruby radiates the same strong magic as the red glass mirror. Flicker estimates that the other gems on the collar, if carefully removed, are worth upward of thirty thousand gold pieces.
Morningstar looks thoughtfully at the splattery remains of the monster. “It's troubling that the goblins are powerful enough to capture and tame this thing.”
Dranko fishes a blanket from his pack. “Maybe the goblins look through the other side of this, and now they'll see that there's nothing sitting on their portal.” He arranges the blanket on the mirror, trying to make it look, at a casual glance, like a “faux monster butt.”
* *
On Aravis's behalf, Morningstar shoots off a
sending to Pewter. Not wanting to blow
tongues just for this, and thinking it would be good to work out some kind of feline code, they settle on this:
Hey Pewter. We are well. Are you? One meow for 'dire peril,' two if 'danger,' three if OK, four for 'have info, come soon.”
The return sending is three meows, followed by a pause, followed by 22 conversational-sounding meows that Morningstar is, alas, not able to understand.
Their attention now turns to the mirror. Ernie's
true seeing uncovers nothing illusory or concealed, but Kibi's
analyze portal (spoofed via
limited wish) is quite revealing. He learns that in order to open the portal, one must hold the magical ruby from the collar and speak out loud the words “Maglubiyet's Fortress.” He also gets a brief glimpse of the other side, though this is somewhat less enlightening. His view is looking straight down, as if from the top of a tall building, at a rocky red landscape, hilly but otherwise featureless. What he finds strange is that his own point of view seemed to be
moving.
The Company's only other interesting activity that day is the exploration of a naturally-concealed fissure along the left wall of the cavern. They spend a few
wind-walked hours exploring, as the narrow crack leads to a tall vertical shaft with an ancient ladder. At the bottom this tube empties into a large connected complex of natural caverns with narrow footpaths, and these lead to more areas long-ago occupied by goblins. Like the ruins above, these ancient goblin caves have been abandoned for centuries.
* *
Heroes' feasted and
wind walked, the Company activates the portal early the next morning. Ernie is still solid and
flying via his magic shield, so that he can hold the ruby.
“Maglubiyet's Fortress!”
The mirror loses its reflective property and becomes an opaque shimmering red. They step onto it, and descend through.
Unexpectedly, they don't
stop descending. All seven of them find themselves in free-fall, solid as rocks and plummeting like them as well. Ernie's
fly spell seems to be failing him.
Splat! They land on a hard rocky slope, badly bruised. A few bones are broken. Lesser folk would have been dashed to pieces. High above them a horizontal red disk zips into the distance, soon vanishing into the hazy red air. Given Kibi's glimpse of the previous day, it's likely that the portal was moving even as they emerged. Their
telepathic bond is still intact, meaning that the portal did not strip them of
all enchantments.
Ernie groans, stands, and when the party has collected themselves, casts a mass curative. The terrain around them is as Kibi expected, little red rocky hills that make it hard to see very far in any direction. But almost immediately they hear guttural voices sounding from the other side of the nearest hill, not more than fifty feet distant. Kibi immediately casts a silent
veil to make them all look like – what else? – rats. They scatter like rodents, with Ernie and Dranko moving toward the voice. Kibi activates
tongues and listens to the voices.
“Are you... sure? Over... there?”
“Yeah! I can't believe you... didn't... hear it!”
The speech of the goblins is punctuated with gasping breaths.
Ernie crests the nearest hill and sees three goblins soldiers. They wear red and black uniforms with the symbol of Maglubiyet's Fist prominently displayed. They are lugging
enormous packs on their backs, bulging at the seams and towering over their heads. Swords are belted to their sides. They look exhausted, and their sweaty clothes and dog-tired expressions speak of a truly crappy day.
It's about to get much worse.
Ernie rushes forward, and if the goblins are surprised to see a rat here, they don't have time to react. The rat swipes with a fore-paw and the head of one goblin is shorn neatly from its shoulders. Ernie cleaves into the next one, sending it reeling. Dranko's whip trips the wounded goblin and deftly snaps the neck of the third.
Lying on the ground still bound to his heavy pack, badly wounded, and staring at the severed head of his fellow, the surviving goblin croaks, “I surrender! I surrender!”
Morningstar approaches and casts
mind probe, stealing answers to her questions straight from the poor goblin's mind without it even knowing:
- The goblin, Garogg, is a grunt, and has never heard of Maglubiyet's Fang.
- The Iron Tower is several miles away; Garogg indicates a direction. He doesn't know anything about its specific defenses, though several thousand goblins are camped in its immediate vicinity.
- Garogg doesn't know when the army is being deployed. He has orders to be prepared to move out on very short notice. If there's a signal to muster, he doesn't know that either. His commander will tell him.
- The Champion of Maglubiyet is, he assumes, the war-chieftain Glemiyal. Garogg has never seen Glemiyal's face, but his mind contains an image of a tall, heavily-armored goblin with a glowing red sword. He guesses Glemiyal is quartered in the Iron Tower.
- As far as Garogg knows, there are no other living things in the Crimson Maw besides goblins. And, apparently, rats.
- The command structure is fairly standard for large armies. They operate in small platoons of twenty, with twenty such groups comprising companies of four hundred. The companies are grouped into four or five divisions, each of which has (he guesses) between ten and fifteen thousand goblins. His division is called Selkik – all of the divisions are named for great goblin heroes.
- The goblins camped in the Crimson Maw have no need to eat or sleep.
- Garogg was not born here; like all the goblins, he was born in the Underdark.
- The goblin army has many hundreds of highly trained sorcerers and clerics. He doesn't know if any of them are capable or raising the dead.
- He was walking around with the other two goblins, because the three of them had gotten into some unauthorized fisticuffs. Now they're being made to run circuits with full pack as punishment.
- It will be about an hour before his commander notices his failure to return.
- It is highly unusual for a soldier to go missing here in the Maw.
- He can't think of much that would explain a random goblin's death. Sometimes goblins do kill one another in arguments, but that's very rare. There are two levels of punishment here: for minor infractions, circuits with full pack. For major transgressions, heavy objects are tied to the offender, who is then thrown in the lake.
- Garogg doesn't recall what it's like to feel fear. Even now he's having trouble remembering why exactly he surrendered. He does think he felt fear before being quartered in the Maw, but the memory of that is dim.
Ernie consults briefly with Morningstar over the mind-link, then kicks the goblin savagely in the kneecap. Morningstar casts
modify memory to give the goblin a different recollection of the past few minutes. Garogg now believes that the other two goblins killed each other in a heated argument, and he himself was injured trying to get between them to stop the fight. He has no memory at all of deadly rats.
The Company watches stoically as Garogg gets painfully to his feet, unable to put any real weight on the busted knee. He throws off his 75-lb. pack, takes a few steps, then looks back, conflicted. With a sigh – and presumably a good idea of what will happen if he returns unencumbered – he again shoulders the pack, winces in pain, and hobbles away over the rocks.
* *
The sky is uniformly red, with no sun or other celestial bodies to explain the source of light. There are high mountains at the edges of their vision, and no signs of buildings.
Everything here is red, dull, irritating, monotonous, and hot. Each member of the Company feels unusually tense and uncomfortable. Dranko grumbles that if the Crimson Maw prevents sleep, they won't be able to regain spells. Morningstar, a professional, disproves this theory by dropping immediately to sleep. That's one worry out of the way, at least.
Ernie tries another
wind walk, but the spell simply fails. The Crimson Maw itself seems to suppress the ability to fly. So, on foot, the cluster of rats scurries off in the direction of the Iron Tower.
After a slow hour of marching the Company begins to hear the noise of a crowd. The sound steadily increases until the party crests a hillock and sees before them the edges of an armed camp. They are not high enough for a true bird's-eye view, but the camp is filled with dozens of small, crude tents and hundreds of goblins. A large group of soldiers is performing calisthenics with startling discipline. Other goblins, all in identical uniforms, are talking or resting. What's most immediately odd about the camp is the absence of cook-fires or the smell of food.
Rather than sneak through the tents, the Company opts go around, keeping a large enough distance that the nearest goblins won't hear stray rocks or see loose scree sliding down from the ridge. Soon the camp is well behind them, and the party makes good time sticking to the ridge-line. Ten minutes later they again hear approaching goblins, this time a few dozen feet below them, heading toward the camp they had recently left. These are in fancier versions of the standard goblin uniform, and one of them has a handful of papers. Morningstar listens with
tongues, and soon ascertains that these are mid-level officers on an inspection tour. They are talking idly of the combat-readiness of the divisions, and which companies will be deployed as scouts once the invasion begins.
Finally the Company labors up a particularly high peak on the ridge and gets a decent look around. They see a sprawling encampment below, at least five thousand goblins moving amongst a small city of tents. There is still no sign of the Iron Tower. As the rats catch their collective breath, Dranko spies a small number of running goblins crest a hill on the far side of the camp. Two head to a command tent in the center of the goblin mass, while other others continue onward, soon vanishing from sight. Several minutes later there's a flurry of activity, orders are issued, and about thirty goblins start climbing the hills ringing the camp. These take up sentry positions along the ridges, one of them not more than a hundred yards from where the party is watching. It lifts a spyglass and looks around on both sides of the ridge, and others of the hastily-deployed sentries are doing the same. The rats take shelter behind a boulder.
“Maybe,” Flicker whispers to Dranko, “the goblins have discovered that your blanket is not actually a huge monster butt.”
...to be continued...