the Jester
Legend
“Whew,” breathes Goer. He wipes his brow.
The blocked door has at last been uncovered. The rubble has been moved away, accommodating our heroes’ desire to see what is sealed away in the room.
“Open the door,” Otis barks in Goblin to the meek captive he has on a leash. The goblin cringes and moves to the door. He pulls at it, and for an instant the door sticks; but then it opens- and the smell hits them: corruption. The stink of rotting flesh- and the sight of it, too: for a terrible, snarling beast that was once a man springs forth, biting the goblin savagely in the shoulder. The goblin screeches in fear and struggles to throw the beast off of him.
Its flesh is the sick grey of untended corpses. Its tongue is long and black, swollen and cracked. Tatters of clothes still cling to the horrible monster.
How can it move if it’s dead??
Otis knows the answer. He casts disrupt undead, and a crackling bolt of eldritch energy shoots out and blasts the monster. It does not falter, though, instead merely taking another bite of the goblin. The little captive screams in pain and terror and the bloody-lipped monster chortles and flicks its black tongue.
“RAAAGH!!!” Cur rushes forward, swinging his sickle. It whistles through the air, but the monster darts aside, snickering. It looks at the goblin again, who is quivering in fear and cowering against the wall.
Then Sir Cedric intervenes, shoving the goblin out of the way and moving in front of the terrible creature. “Foul fiend!” the knight cries. “We thall dethtroy you!”
The monster darts to the side and takes another cruel bite of the goblin. The rest of the party shouts in anger as the poor little prisoner collapses limp to the ground. Cedric jabs the monster with his longspear, even as Otis steps up with a slightly shorter spear. As they pin the horrible corpse-thing, Goer moves in and hacks it ruthlessly with his sword. A moment more and the monster is dead on the end of Otis’ spear. The wizard shakes the creature off the end and the party stares at it. Goer touches an amulet around his neck and makes a sign to ward off the evil eye.
“That thing was... unnatural. Disgusting,” comments Dahlia.
“I’ve never ekthperienthed anything like it before,” admits Cedric. “But clearly, we are the equal of any challenge that thith plathe might throw uth! What could withthtand thuch a powerful group ath uth?”
“Hey, the goblin’s still alive!” exclaims Cara. “He’s breathing, and his eyes follow me, but he can’t move.”
“He ith paralythed,” Cedric says in wonder.
But only for a moment more. In less than a minute, the goblin- his name is Shazo- can move again. He is badly wounded, however, with major wounds from the filthy mouth of the undead creature. “Maybe we shouldn’t make him open the next door,” remarks Cara. “That didn’t work too well this time.”
The dead monster wore a pair of tarnished silver rings and a gold necklace covered in filth. The group gathers the jewelry up and then continues on their way. More empty chambers that show the signs of being recently inhabited by the bandits testify to the thoroughness of the group’s victory over them. The group finds an old trophy room, with the mounted heads of various creatures including a dragon on the wall.
Our heroes keep exploring, and soon they find a chapel. The icons and images indicate to the more learned of the group that the place is dedicated to the god Clymorian. Sir Cedric enters the place and starts exploring, but when he glances over his shoulder, he finds that the others have hung back: whenever any of the others of them tries to enter, lancing pains force them back out. Finally, Cur Sed Seed straightens his kilt and leaps into the room. Immediately he screams in pain and his eyes bug out. He starts bleeding from his ears, eyes and mouth, and then a great gout of scarlet blasts out his nose. Staggering, Cur manages to make it to the threshold and collapse just over the threshold, groaning. Our heroes try to help him, but he’s shaking and sore, covered in small cuts. But the bleeding has stopped- he has survived it.
Sir Cedric stares, dumbfounded. Why am I the only one who can enter? he wonders, then shrugs. “I thall thearch,” he announces, and after looking through everything he finds a book of prayers to Clymorian in the altar. He passes it around the group, but nobody finds it especially noteworthy, so he enters the room again and replaces it in the altar, and the group moves on.
Soon the party finds the door to the chamber that is home to the mosquito swarm that they encountered previously, entering from outside. As soon as Jorgen opens the door, a buzz rises up from the dank pools in the rubble, and the cloud of bloodsucking bugs rises up.
Wisely, Jorgen slams the door shut.
“We can’t fight them!” exclaims Jorgen. “What good will our swords do?”
“Perhapth you can help, withard?” Sir Cedric says, looking at Otis, but the mage shakes his head.
“I am afraid that my spells are not suited to such a disgusting concentration of vermin,” he answers gravely.
“Well, maybe we can smoke ‘em out,” suggests Goer.
”Surely they’re vulnerable to fire,” points out Cara.
After some discussion and argument, Goer finally collects some bandit bedding and piles it against the wall near the door. “All right,” he declares, “I’ll light the blankets on fire. Once they’re going good, we can open the door and throw them at the mosquitoes!”
”Wait a minute, is this a good idea?” Dahlia asks, scratching her chin, but Goer is heedless, piling the blankets together and sparking a flame.
“Sure it is,” he grins. Soon the pile of bedding is blazing merrily. Jorgen throws open the door dramatically, and Goer looks at the flaming blankets (beginning to catch the wooden interior wall) and frowns. “Er, there isn’t really any way for me to grab it,” he comments.
The buzz of the mosquitoes rises.
“The wall, you fools!” shouts Dahlia, and she turns and rushes away, towards the exit.
“What? Oh no!” cries Jorgen. He lurches to the burning area and tries to pull the blankets away from the wall, but-
Otis walks a few steps backwards and then turns and flees after Dahlia. “Run!” squeals Cara, “The place is on fire!” She runs away after the spellcasters.
“Ah...” Goer goggles at the flames.
”Let’s get out of here!” shouts Jorgen.
“Yeth, our work ith done here,” declares Sir Cedric, trying to muster as much dignity as he can. “Perhapth the thmoke will drive them out.”
***
Our heroes flee back to Whitewater as smoke rises from the edifice behind them. “Well, we thall thee what hath become of our fine cathle there on the morrow,” Sir Cedric announces. “For now, we mutht wet our whithles. Let uth head to the Fat Mallard.”
Cara begs off, going home instead. It is evening, and she wants to check in with her mom. When she gets home, her mother is sitting on the porch with a glass of wine, watching the sunset. She smiles at Cara. “I’m glad you’re in one piece.” Her tone is light, but there is a clear undercurrent of real concern.
“Everything went okay, mom. Mom... we need to talk about something.”
“What is it, honey?” her mother asks.
Cara takes a deep breath. “I’m engaged.”
Her mom’s jaw drops open.
”To... to the knight’s son.”
“That’s great, honey!” her mom cries. They embrace. “Tell me how this happened!” Her mom beams at her. And they talk for several hours. Cara’s mom is the town’s retired adventurer; she settled down to have children, and the loss of Cara’s dad still pains her greatly.
As she has before, Cara’s mom admonishes her to always carry a missile weapon. Ah, motherly advice.
Night embraces the sky, and eventually sleep settles upon everyone in their own place.
Next Time: Our heroes return to Laagos! Will there be anything left to explore? Will there be anything worth finding? We’ll get the answers next time!
The blocked door has at last been uncovered. The rubble has been moved away, accommodating our heroes’ desire to see what is sealed away in the room.
“Open the door,” Otis barks in Goblin to the meek captive he has on a leash. The goblin cringes and moves to the door. He pulls at it, and for an instant the door sticks; but then it opens- and the smell hits them: corruption. The stink of rotting flesh- and the sight of it, too: for a terrible, snarling beast that was once a man springs forth, biting the goblin savagely in the shoulder. The goblin screeches in fear and struggles to throw the beast off of him.
Its flesh is the sick grey of untended corpses. Its tongue is long and black, swollen and cracked. Tatters of clothes still cling to the horrible monster.
How can it move if it’s dead??
Otis knows the answer. He casts disrupt undead, and a crackling bolt of eldritch energy shoots out and blasts the monster. It does not falter, though, instead merely taking another bite of the goblin. The little captive screams in pain and terror and the bloody-lipped monster chortles and flicks its black tongue.
“RAAAGH!!!” Cur rushes forward, swinging his sickle. It whistles through the air, but the monster darts aside, snickering. It looks at the goblin again, who is quivering in fear and cowering against the wall.
Then Sir Cedric intervenes, shoving the goblin out of the way and moving in front of the terrible creature. “Foul fiend!” the knight cries. “We thall dethtroy you!”
The monster darts to the side and takes another cruel bite of the goblin. The rest of the party shouts in anger as the poor little prisoner collapses limp to the ground. Cedric jabs the monster with his longspear, even as Otis steps up with a slightly shorter spear. As they pin the horrible corpse-thing, Goer moves in and hacks it ruthlessly with his sword. A moment more and the monster is dead on the end of Otis’ spear. The wizard shakes the creature off the end and the party stares at it. Goer touches an amulet around his neck and makes a sign to ward off the evil eye.
“That thing was... unnatural. Disgusting,” comments Dahlia.
“I’ve never ekthperienthed anything like it before,” admits Cedric. “But clearly, we are the equal of any challenge that thith plathe might throw uth! What could withthtand thuch a powerful group ath uth?”
“Hey, the goblin’s still alive!” exclaims Cara. “He’s breathing, and his eyes follow me, but he can’t move.”
“He ith paralythed,” Cedric says in wonder.
But only for a moment more. In less than a minute, the goblin- his name is Shazo- can move again. He is badly wounded, however, with major wounds from the filthy mouth of the undead creature. “Maybe we shouldn’t make him open the next door,” remarks Cara. “That didn’t work too well this time.”
The dead monster wore a pair of tarnished silver rings and a gold necklace covered in filth. The group gathers the jewelry up and then continues on their way. More empty chambers that show the signs of being recently inhabited by the bandits testify to the thoroughness of the group’s victory over them. The group finds an old trophy room, with the mounted heads of various creatures including a dragon on the wall.
Our heroes keep exploring, and soon they find a chapel. The icons and images indicate to the more learned of the group that the place is dedicated to the god Clymorian. Sir Cedric enters the place and starts exploring, but when he glances over his shoulder, he finds that the others have hung back: whenever any of the others of them tries to enter, lancing pains force them back out. Finally, Cur Sed Seed straightens his kilt and leaps into the room. Immediately he screams in pain and his eyes bug out. He starts bleeding from his ears, eyes and mouth, and then a great gout of scarlet blasts out his nose. Staggering, Cur manages to make it to the threshold and collapse just over the threshold, groaning. Our heroes try to help him, but he’s shaking and sore, covered in small cuts. But the bleeding has stopped- he has survived it.
Sir Cedric stares, dumbfounded. Why am I the only one who can enter? he wonders, then shrugs. “I thall thearch,” he announces, and after looking through everything he finds a book of prayers to Clymorian in the altar. He passes it around the group, but nobody finds it especially noteworthy, so he enters the room again and replaces it in the altar, and the group moves on.
Soon the party finds the door to the chamber that is home to the mosquito swarm that they encountered previously, entering from outside. As soon as Jorgen opens the door, a buzz rises up from the dank pools in the rubble, and the cloud of bloodsucking bugs rises up.
Wisely, Jorgen slams the door shut.
“We can’t fight them!” exclaims Jorgen. “What good will our swords do?”
“Perhapth you can help, withard?” Sir Cedric says, looking at Otis, but the mage shakes his head.
“I am afraid that my spells are not suited to such a disgusting concentration of vermin,” he answers gravely.
“Well, maybe we can smoke ‘em out,” suggests Goer.
”Surely they’re vulnerable to fire,” points out Cara.
After some discussion and argument, Goer finally collects some bandit bedding and piles it against the wall near the door. “All right,” he declares, “I’ll light the blankets on fire. Once they’re going good, we can open the door and throw them at the mosquitoes!”
”Wait a minute, is this a good idea?” Dahlia asks, scratching her chin, but Goer is heedless, piling the blankets together and sparking a flame.
“Sure it is,” he grins. Soon the pile of bedding is blazing merrily. Jorgen throws open the door dramatically, and Goer looks at the flaming blankets (beginning to catch the wooden interior wall) and frowns. “Er, there isn’t really any way for me to grab it,” he comments.
The buzz of the mosquitoes rises.
“The wall, you fools!” shouts Dahlia, and she turns and rushes away, towards the exit.
“What? Oh no!” cries Jorgen. He lurches to the burning area and tries to pull the blankets away from the wall, but-
Otis walks a few steps backwards and then turns and flees after Dahlia. “Run!” squeals Cara, “The place is on fire!” She runs away after the spellcasters.
“Ah...” Goer goggles at the flames.
”Let’s get out of here!” shouts Jorgen.
“Yeth, our work ith done here,” declares Sir Cedric, trying to muster as much dignity as he can. “Perhapth the thmoke will drive them out.”
***
Our heroes flee back to Whitewater as smoke rises from the edifice behind them. “Well, we thall thee what hath become of our fine cathle there on the morrow,” Sir Cedric announces. “For now, we mutht wet our whithles. Let uth head to the Fat Mallard.”
Cara begs off, going home instead. It is evening, and she wants to check in with her mom. When she gets home, her mother is sitting on the porch with a glass of wine, watching the sunset. She smiles at Cara. “I’m glad you’re in one piece.” Her tone is light, but there is a clear undercurrent of real concern.
“Everything went okay, mom. Mom... we need to talk about something.”
“What is it, honey?” her mother asks.
Cara takes a deep breath. “I’m engaged.”
Her mom’s jaw drops open.
”To... to the knight’s son.”
“That’s great, honey!” her mom cries. They embrace. “Tell me how this happened!” Her mom beams at her. And they talk for several hours. Cara’s mom is the town’s retired adventurer; she settled down to have children, and the loss of Cara’s dad still pains her greatly.
As she has before, Cara’s mom admonishes her to always carry a missile weapon. Ah, motherly advice.
Night embraces the sky, and eventually sleep settles upon everyone in their own place.
Next Time: Our heroes return to Laagos! Will there be anything left to explore? Will there be anything worth finding? We’ll get the answers next time!