The Risen Goddess (Updated 3.10.08)

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The adventure synopsis to date:

In previous sessions, our heroes [Taran (ftr 4, rgr 2, sor 1), Thelbar (wiz 7, clr 1), Kyreel (clr 7, pal 1), and Indianichus (rog 4, wiz 4)] left Greyhawk looking for answers about their past, a mystery none of them can seem to remember. After chasing after a magical staff and fighting their way through Khundrukar, the band heard rumors of a group of dwarves led by a King Alvodar. As the heroes recognized this name, they determined to travel to Ratik and investigate the Great Delve, where King Alvodar was seen.

Along the way, the party stumbled through a portal leading to the plane of Elemental Air, where they were conscripted as freebooters in a war of Ethos, pitting Chaos versus Law. Indy, in particular, embraced the lifestyle of a 'jaunty pirate'. After several adventures on the pirate vessel Marrow Down, they were able to arrange for magical transport back to Greyhawk

They returned from their pirate adventures on the Plane of Elemental Air, only to find that Ratik (Eastern Greyhawk) had been infested with Ishlokians, as xenophobic a group of magic-hating imperialists as you could ever hope to meet.

So the party killed them.

Indy's toad familiar Vognu proved himself a one-amphibian-wrecking-crew, and 'the Slimy Assassin' doled out the pain with his 5 ft. movement rate and shocking grasp. (Oh yeah, he's bad.) Brrrap. Flop. Brrrap. Flop. BZZZZZZZZT!

But despite their best intentions, the heroes didn't kill the Ishlokian psion leader, who was (as it turned out) the ambassador to Ratik from Knurl a powerful nearby neighbor. The party was arrested (save for Indy) and things looked bleak. Indy is not one to easily concede defeat, however, and he hired a swift-talking gnomish barrister and simultaneously began a one-elf crusade (you say 'muckraking', I say 'liberation struggle') to "win the hearts and minds" of the Ratik people.

Where is Patty Hearst when you need her?

Unfortunately, our delusional elven rogue has fully cast off the romantic ideal of the pirate, and donned the romantic ideal of the hard working revolutionary. He has also drawn the tragic conclusion that he and the baroness, while locked in dispute over adventurer's rights and freedom for the Ratik Five, have fallen in love.

That he came to this realization only after noticing that the Lady Evaliegh is astonishingly beautiful should surprise no one.

Whether it is a sign that the Ishlokians are not well loved, or that our heroes have tumbled into deeper politics than they can know, a 'mysterious friend' freed them from jail, and provided them with a map of the area containing the location of an 'outsider's camp'. All outsiders seem to have been affected by a memory charm. Our heroes hope that at this camp they might get some answers.
 

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14-- Strange Bedfellows, and A New Companion

At the 'outsider' camp, the heroes are met by armed and hostile elves. The heroes are ordered to stand their ground, in Isenthanian Proper -- a language they had formerly only ever heard from one another! The elves speak heavily clipped Isenthanian, and are open to parley, but claim not to be followers of Ishlok the Mother.

"Praise the Mother," Kyreel says to one of the sentries, as she makes the proper devotional gestures.

"Your mother," the elf stonily replies.

  • It's a good thing Taran didn't hear that elf talking about his Mother. At least Taran's Mother can pronounce 'improved initiative', 'flat-footed elf', 'expert tactician', and 'power attack'.


The group is ordered to wait with the sentries until proper authority can be consulted. There is a tense moment where the elves, staring at an Ishlokian drow, look like they are about to start a fight.

Fortunately, Taran looks like he knows how to finish a fight, and the elves decide that their life has been hard enough as is.

The 'outsider' camp is discovered to be a hidden group of elves devoted to the Elven Pantheon, refugees from an isle called Neteraiis (NET-air-ace). The elves of Neteraiis primarily worship Corellon Larethian, and resent some of the Goddess Ishlok's dogma. Specifically, they resent the blasphemous parts where she claims to have created the elven race. The Neteraiis elves are joined in this camp by a few members of the Ahk Velar (AHK-vey-lar), an elven chivalric order dedicated to Ishlok. Tensions between the two groups are high, but for the moment an uneasy truce is in effect.

Their story is tragic: The isle of Neteraiis was an elven paradise. High priests of Corellon Larethian had declared the teachings of Ishlok blasphemous, and vowed to open a portal to Arborea, taking all willing Iskian elves with them into the embrace of the Elven High Father. Before this portal could be completed, the Neteraiis elves were assaulted on their isle by a drow army, attacking from the underdark. The drow overran the surprised elven forces fairly quickly. This group of elves survived only through the heroic intervention of these Ahk Velar knights.

This seems to be a less-than-desirable situation judging by the attitudes of the Pantheon elves towards their Ishlokian kin. Apparently, there are dogmatic frictions between the two groups, particularly around the 'creative ownership' of the elven race. Was it Corellon Larethian, or was it Ishlok who made the elves? For the time being, the two sides have agreed to disagree, although the air is thick with the argument.

The party meets a young Ahk Velar knight of high standing, an avariel (winged) elven woman by the name of Gorquen. After a brief meeting, the party learns about a group of goblins that have been attacking the camp. Without a moment's hesitation (except for Indy, who is pining over the Lady Evaliegh) the party volunteers to exterminate the goblins down to the last "dog-****ing mini orc" (pejoratives by Taran). Gorquen is quick to join up, and promises the group that she can handle her own on the field of honor.

The goblins are not hard to find. They are riding about on wolves as if they own the woods, and perhaps up until now they have. The goblins and party spot one another, and Taran signals for a truce. He approaches the goblins alone, with his companions hidden in the nearby underbrush. A cool half-dozen wolf-riders circle him, and another half dozen riderless dire wolves pace the nearby forest.

Taran introduces himself using his full name, and the goblin war-leader laughs. "You expect me to believe you are the Taran Tar-Ilou?" Taran scowls and continues with the parley.

A brief exchange reveals that these goblins are from 'the Goblin Court', another outsider name that strikes a chord in Taran. They are a raiding party out from the Great Delve, and consider the elven camp to be weak, and therefore rightful prey. Taran asks them could they be persuaded to leave the elves alone? They could not. Is it possible that this meeting need not come to bloodshed? It is not.

The goblin's disrespect incenses Taran, who narrows his eyes and begins slowly walking toward the war-leader. The goblin's dire wolves move to surround the hulking human. In response, he flies directly up into the air, out of reach. From cover, Thelbar spots this pre-arranged signal, and centers a fireball directly beneath his flying brother.

And so the fight begins. It ends however, as our heroes are coming to expect their fights to end: with their foes dead save for those who manage to run, everyone bloody, and their spell libraries exhausted.

The goblin war-leader is captured, and advised in cold-blooded tones that running would be futile. He proves most tractable after the display of the party's killing capabilities, and tells our heroes a few interesting tidbits: First, that the Goblin Court holds the front door to the Great Delve. Second, there are dwarves in the deeps still, but they are pasty-skinned and sickly. Third, a trio of white dragons harasses both the dwarves and the goblins.

Last, but certainly fourth, the goblin war-bands have just recently thwarted an assault by humans -- Ishlokians to be exact.

And the bastards must still be nearby.

It is apparently a small force, as Ishlokian armies go ("No more than hundred, me sure", the goblin says), and Taran proposes an idea. He tells the goblin to return to his leader with the following message: "The infamous Taran and Thelbar Tar-Ilou are here. They wish to explore the Great Delve. They can help you with your dragon problem, and perhaps an understanding can be reached. Send a negotiator who can speak in your name to this spot in six days time."

The war-leader is released, and the second half of the plan hatched. To kill the time until their meeting with the Goblin Court, a guerrilla action could be conducted against the Ishlokians fleeing from the drubbing they took at the gates of the Delve.
 

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15-- Warcraft

The Ishlokains are tracked to a small encampment in a river-bottom vale. An attempt to gain intelligence on the foe backfires: Indy is scouting ahead when he alerts their sentries. The party begins to prepare magic, and await the Ishlokain response.

The first Ishlokian reaction force is a group of five heavily armored horsemen, spreading out and looking for targets. Indy is well ahead of the rest of the party, and lets the mounted skirmish group pass him by. He is soon occupied as another half-dozen Ishlokians, this time lightly armored woodsmen, advance on foot toward his position.

Thelbar opens the festivities with that timeless crowd-pleaser fireballl. Mayhem ensues. The five heavy horsemen die quickly, save for one fellow who is held and charmed. The party hides their prisoner away, and moves closer to the Ishlokian camp.

Advancing into the mouth of the ravine, the party finds that the Ishlokians have mustered a double-score of troops into a three-deep phalanx of crossbowmen and halberders. A pair of massive ballistae mounted on wagons supports these crossbowmen. Trust Ishlokians to bring siege weaponry to a sword-fight.

Thanking the goddess Ishlok for his enemy's tactical sense, Thelbar destroys the Ishlokian position with a wall of fire. Fully half of the crossbowmen are killed as the wall appears directly in front of them. The others break ranks.

Meanwhile, Kyreel is saying a prayer over his companions. Taran and Gorquen fly over the wall of fire and engage the last remaining heavy footman while laying into the remnants of the phalanx.

While flying over the wall, Taran spotted the Ishlokian reserve around the bend of the shallow ravine -- another score footmen, more woodsmen and a curious unarmed individual who must be the commander. If Taran didn't know better, he'd think the bald bastard was a mage.*

  • * Ishlokians hate and fear magic, and have no arcane casters amongst their ranks.

Taran and Gorquen attack the main Ishlokian position, while their polearm-wall burns and runs. As the last Knight falls from his horse, filling his plate armor with his own blood like a grisly balloon for really evil giant children, Taran lays about him with Black Lisa, killing footmen at a swipe.

"Yeah, sweetie" he coos to his sword. "That's it, baby."

The commander charges Taran, crossing the intervening forty yards in under three seconds and striking Taran barehanded four times before the startled fighter can react! Barehanded? Galathonriel rises out from underneath Taran's chain shirt to strike at the Ishlokian's eyes, but the man is too quick, and avoids the snake.

The Ishlokian commander orders his footmen to overrun Taran and Gorquen, and grapple them. The footmen pay a heavy price at sword-point, but manage to close ranks and tackle the two. Taran takes the beating of his young life, as a dozen or so Ishlokians bite, twist, squeeze, kick, scratch and poke him near to death. Meanwhile, the commander is adding to Taran's troubles by attacking pressure points and engaging particularly painful joint manipulations.

Taran and Gorquen are nearly dead by the time the wall of fire dissipates, and the others can come to their aid. Indy engages the Ishlokian woodsmen with bow fire and poisoned arrows. Kyreel rushes to Taran's side, in order to heal his grievous wounds, and after a color spray from Thelbar thins the Ishlokian ranks, Taran and Gorquen are able to swing their swords again.

The commander, dangerous in a one-on-one fight, cannot stand against the united party. In short order, he is killed, his remaining dozen-and-a-half troops routed, and the party stands (just barely) victorious. The Ishlokians will never know how close they came to ending the line of House Tar-Ilou. Had the Ishlokians been willing to fight to the last man, that last man may well have been one of their number. As it was, deprived of the fanatical fire of leadership, the footmen did not have the superior will to fight. So they lost.

A search of the officer's tent and interrogation of the charmed knight reveals that the force of seventy knights, footmen and rangers that were just defeated were the support detail for a small band of elites charged with taking the Great Delve.

"Aww, Mother take their eyes, Ish-freaking-lokian adventurers!? What'll they think of next?" Taran whines as he looks about for the best tactical position covering the camp.

Of course, it takes an adventurer to know how to fight one -- this calls for an ambush. Anticipating the Ishlokian elite's return to camp, the party hides themselves in a nearby copse of trees and settles down to wait.

The camp commander's log indicates that two of the five adventurers are members of the Ulwe (OOL-way), an Order dedicated to Transcendent Consciousness and the Perfection of Thought, whatever the hell that's supposed to mean. The other three are a knight, another 'unarmed fighter' and a scout extraordinaire. Fortunately for the heroes, these adventurers are in the mountains searching for another entrance into the Great Delve.

The second day of the ambush vigil, the monotony is broken by the good sport of re-routing the original routed footmen as they return to the camp they were routed from! Ha, ha, and take that you Ishlokian swine!

-----

As the date to meet the Goblin Court draws closer, there is no sign of the Ishlokian adventuring band. Perhaps they found their back door after all . . . Here's hoping it leads to the bottom level of the dungeon.

The party gathers the swag from the camp -- including weapons, armor, tents and all -- and loads it into a quartet of wagons thoughtfully supplied by the dead Ishlokians.

Gorquen wishes to turn the treasure over to the refugees, who desperately need wealth and goods, especially with winter coming. Taran says Gorquen can do whatever she wants with her share of the treasure, what the refugees really need is for him to have better magic items.

(Kyreel has since begun casting endurance on Gorquen instead of Taran. Go figure.)

Taran camouflages the loot as best he can near the meeting spot and settles in to wait for the Goblin messengers. They don't wait long, but the party is dismayed to see that only one goblin, the war-leader they had previously met, is approaching.

"Don't you give me any bad news," Taran begins.

"Well," the diminutive diplomat drawls, with his hands held before his face, "there little problem. The Prince, him want talk you, but Bugbear leader, him in the way.

"Him no like you. Him say you big coward. Him live on island in lake. Prince want talk you, but Bugbear in the way. Bugbear say you no good."

Taran smirks. Uh huh. (We'd love to help, but that guy over there just called your mom a tramp, and there's nothing we can do. Really.)

"The Prince no tell you go kill all bugbear, you see? The Prince also not hide boat in cove near pass this side of lake. Me no know where that boat come from."

Taran makes the messenger memorize an elaborate insult involving ogres sodomizing kobolds with a pack of lice-ridden rats becoming impregnated as a result, thus giving birth to the bugbear chieftain's ancestors. He instructs the messenger to deliver this insult to the bugbear clan along with a challenge to meet at this very spot, in two days time.

Meanwhile, the party will stash the swag, follow the goblin, and wait for the bugbears to leave their island. Then, they'll sneak in the island, kill any homebodies left behind and set an ambush for the returning bugbear leader.

At least, that's the plan.
 

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16-- When meat goes bad . . .

-----
"I came in the door / I said it before / I never let the mic magnetize me no more."
-- Eric B. and Rakim, Eric B. For President

"We kicked in the door / We've done it before / I hope that isn't all *my* blood on the floor."
-- Taran and Thel, This Session
-----

The party stashes their loot, and follows the old trade-road through a rugged (and often very narrow) mountain pass that finally leads out through a narrow rift into a bowl-shaped mountain valley, almost completely occupied by a clear and serene lake.

On the opposite side of the lake, if the goblin was telling the truth, is the front doors to the Great Delve, the Mountain Fastness. In the middle of the lake, barring the way, is the structure that had blunted the Ishlokian's attempt to attack the Delve.

Sitting on four supporting pillars, and rising some thirty feet from the surface of the lake is the single most impressive engineering feat anyone present had ever seen. A huge keep on massive stilts, the structure culminates in four watchtowers surrounding a large central spire.

Taran and Gorquen are made invisible and fly to the structure to have a closer look. Nearing the keep, they see that the watchtowers are covered but open to the air and manned by ballistae-wielding bugbears. The giant furry goblinoids don't seem to enjoy the bright afternoon sun, and do not notice the flying duo.

The base of the keep is open to the water, and a cursory examination shows a portcullis guarding a 20' wide opening at water level designed to allow boats to sail into the building itself.

A plan is formed and the next day, put into action: At high-sun, Thelbar and Indy make the party invisible. Kyreel casts silence 15' radius on a pebble, which Taran places in his mouth. Taran has several 10-foot lengths of rope in his hand, one for each PC (save for Kyreel's 20-foot rope), and thanks to Kyreel's water walk spell, the group sets out for the bugbear's keep on the double. Upon attaining the front gates, Kyreel walks out to the length of his rope, and stoneshapes an opening at the side of the portcullis. He then returns to the source of his rope, and pats the invisible Taran on the head, signaling that it is time to move in.

A repeat of the procedure at a second portcullis gains the party entrance to the interior docks.

A pair of bugbear guards dicing there never get a chance to reflect on how unlucky they were to draw front-door duty this day. With Gorquen, Taran and Indy taking advantage of their invisibility, the guards never sound the alarm.

The only exit from the room is an open shaft in the ceiling covered by a metal grate some 30' above the floor level. There is a platform attached to chains that run up through the grate. As the party dispatches the two guards, they move to cover this opening. Bugbear voices are heard from the room above. The grate slides open with a rasping hiss, and a furry bugbear head peers down into the room.

The bugbear is shot six times, including a sneak attack, a flaming burst arrow, and a critical hit.

He's dead, Jim.

The party bursts into action, with Gorquen and Taran flying through the grate into the room above. Indianichus and Kyreel follow closely behind, climbing the chain. Taran and Gorquen start the mayhem by laying about them with heavy *thwackings* from a bastard sword and greatsword. Kyreel bull-rushes a bugbear into the elevator shaft, then handily operates the elevator, allowing Thelbar to get into the battle. Thel sucks at climbing.

He doesn't suck at fireballing bugbears, though, and he single-handedly eliminates the bugbears further up the elevator shaft who are peppering the general melee with javelins.

The main brawl is happening in a large room with exits at the four corners. Each exit leads to a hot-spring well and a narrow spiral staircase going up. In the center of the room is a larger elevator shaft, this one fully 20' square.

Bugbear rogues start sneak attacking, and Taran and Indy split off from the main group to hunt them down and kill them. In that order.

General all-out slashing and hacking commences, but by the time the PCs have exhausted their best spells and defeated all the bugbears in front of them, they have come to 2 conclusions:

  • 1. the leader is still in the building, and
    2. they have no exit strategy.

Gorquen decides to fly up the shaft on the solo in order to take the fight to the enemy. A brave choice. Unfortunately, the enemy was planning to take the fight to the PCs, and shortly after Gorquen disappears, bugbears start pouring into the room from the four passageways leading to the spiral staircases.

The bugbear's vile clerical leader leads one of the groups. He is a big, bad mother even amongst his big, bad species, and his morningstar crackles with a repulsive black aura. He has apparently kept the . . . er, 'macho sticks' from some of his foes, and these grisly trophies decorate his armor.

"Look at the size of that . . ." Taran begins, before Thelbar cuts him off by punishing the cleric's group with his last fireball.

Many of the bugbears look hurt, but not the cleric. Obviously, this is not a bugbear to be trifled with. Hairy goblinoids surround the group, with more on the way. Bugbears are chopped, and cleaved, but they score telling blows of their own.

Overwhelmed, Thelbar has no choice but to cut the battle in half with a wall of fire. This strands Gorquen in the elevator shaft, but it must be done. Things are starting to look up for the PCs when suddenly Taran shakes his head once, and goes limp; apparently the subject of some fell domination effect. Indy and Kyreel both rush to his aid with protection from evil spells (to prevent possession) but the dominated fighter manages to summon his willpower at the wrong time, and resists both spells.

Time to run? You bet.

But first, Indy and Kyreel take Black Lisa away from Taran and try to coax him along. When this results in the cleric giving the telepathic command to "kill your friends", Taran is abandoned. The remaining bugbears make trouble, however, and Kyreel falls to the ground, killed by a blow from a morningstar.

Or so they think. The wily cleric was playing possum, and takes the opportunity to use her hat of disguise to flee, but she flees in the opposite direction of the others!

Meanwhile, back at the ranch . . .

Gorquen has sliced a pair of featherfalling skirmishers into ribbons, and flies down into the main room only to find that her friends are on the other side of a wall of fire. As her wings are particularly vulnerable to fire, she won't be getting through there.

To her way of thinking, there is only one honorable course of action: Attack the unwounded high priest.
 

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17-- Heroism in the face of defeat.

Taran dominated, Indy and Thelbar fleeing up one set of stairs into a part of the dungeon they've never seen before, Kyreel fleeing into the other, and Gorquen decides to engage in single combat with the main villain. Could it get any worse?

It sure can. Gorquen charges the vile bugbear, and much to his surprise, doesn't bother attacking him. She swings from her heels and uses an Improved Sunder to nearly chop his unholy morningstar in two! The evil priest can only stare in amazement at his nearly sundered weapon, as Gorquen dashes up the spiral stairs behind him.

At the top of the stairs, she emerges onto an open-air balcony at the top of the northeast tower. She can see that the priest has moved to a similar balcony at the top of the central tower. He is examining his morningstar with a concerned expression on his furry face. He has Taran with him.

Thelbar and Indy make it to the top of their tower, and Indy reveals to Thelbar that he had taken Taran's ring of flying from him, along with Black Lisa.

Indy and Thelbar divest themselves of all unnecessary gear, and take to the sky, with Indy using the ring of flying to carry Thel. They are just leaving the tower when they realize that they have been spotted, and worse yet, are pursued. A bugbear mounted on a griffon is charging and attacking.

To add to the confusion, a bugbear still on the battlements is firing flaming arrows at the griffon-riding goblinoid. Who is that bugbear, how did he get Kyreel's arrows, and what's he doing attacking his own?

Unfortunately, the answers would have to wait, because despite feeble resistance, the griffon rends Indy, knocking him unconscious, and sending both characters plummeting 100' into the icy waters below.

Thelbar survives, and is able through a combination of magic and sheer willpower to retrieve Indy's corpse. Vognu is missing and presumed dead.

Kyreel manages to flee, using her hat of disguise to gain access back to the front docks, and water walks (er, water runs) back to the opposite shore.

Gorquen, on the other hand . . . could you blame her after all, for wanting to destroy the unholy weapon so cherished by her foe? Could you blame her for believing that she might just rescue Taran after all?

Gorquen flies to the central tower and charges straight for the priest. Taran is given the dire command to attack, and for the third time, succumbs to the will of the bugbear cleric. But he is not fast enough, after all, and Gorquen finishes the job she had started earlier, Sundering the cleric's unholy focus and all around phallic symbol cleanly in two.

Then Taran grabs her and squeezes her into unconsciousness.
 

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18-- A terrible accounting.

  • Gorquen-- captured
    Taran-- captured and dominated
    Indy-- killed
    Vognu-- M.I.A., presumed dead
    Thelbar-- Free and wounded
    Kyreel-- Free and wounded


"You never knocked me down, Ray"


Kyreel and Thelbar find a nearby hiding spot and discuss their options. They exhaust their spell capabilities healing one another, then settle down to rest and regain spells. Eight and one half hours later, they are ready to go back to see if their friends can be saved.

They shroud themselves with abjurations of every sort, bolster their fortitude with endurance spells, and go invisible. Waterwalking back to the fort, Kyreel uses spiderclimb to gain access to the top level, with Thelbar flying nearby.

What they find is startling. There are less than a dozen bugbears left alive. They are guarding the top of the central tower. Above them is the griffon aerie, a glass-domed room that was probably once a terrarium.

One of the glass panels is open, and standing guard over the opening is Taran himself, armed with a morningstar in place of Black Lisa. Kyreel moves into position to attempt a protection from evil spell if Thelbar's dispel magic should fail.

  • Metagame Note: Taran failed his Willpower save against the domination -- of course he did, that's what fighters do. But we were allowing protection from evil spells to block the mental control post-fact. When he was captured, Taran made both Will saves against the friendly spells. Then he failed two Will saves [even with a +4 bonus] when the cleric ordered him to attack his friends. For the love of Ishlok, what can ya do with a guy that rolls like that?

But Thelbar's dispel magic does not fail. Taran is freed from his mental shackles, and an anguished curse is heard from a curtained area directly behind him. The cleric is painfully aware that his thrall is his no more.

Taran knows the following: The cleric beheaded Gorquen last night in a fit of anger, but not before he'd torn off her wings. Slowly. He'd done what he could to set his house in order, marshalling the remaining troops and bolstering their morale wherever possible.

He was not surprised that the goblin prince had led the party here, as the two groups had recently been contesting for supremacy, and the right to control the entrance to the Great Delve. The goblin war chief and his insulting message had never reached the bugbear cleric.

Taran makes a mental note to beat that worm for disobedience.

The bugbear cleric had not slept or regained spells. After settling his troops, he began the process of creating another unholy focus item. Nine hours after Indy and Gorquen fell, the heroes had returned. He is not ready, but neither is he a coward, and after seeing these humans and elves flee before him, he is confident.

After his scream of rage, the guards from below start to mobilize and charge up the stairs into the aerie.

Thelbar gets the jump, however, and seals the room with a wall of fire. The bugbears retreat down the stairs, giving the three heroes an opportunity to cast their short-duration abjurations and heal Taran. Thelbar charms one of the griffons, and lets it out of the cage.

The next stage of the fight begins with a summon monster III from Kyreel, producing 4 celestial dogs, each one looking like a shining golden Lassie (which Lassie? Why all of them). The dogs trigger the bugbear ambush, using their scent ability to point out (and maul) any hidden rogues in the room.

The Holy Lassies don't last very long, but they do serve their purpose, and the slashing and hacking phase opens up in earnest with (surprise, surprise) a fireball. The rat bastard cleric sees the party mowing through his fodder, and decides enough is enough. He goes invisible, and almost manages to elude the party, but his own griffon gives him away by following his movements with its head.

The party catches him in the aerie saddled up on a griffon and just about to fly off, with Taran attempting a last chance grapple attempt to wrestle him off the saddle before his mount takes flight . . . and rolls a one.

Whaddayagonnado?
 

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19-- "Our honorable dead shall not lie still / But return soon enough to our embrace / In an unknown figure familiar filled / Wearing, all the same, a stranger's face."

The party has defeated the Bugbears in the lake fortress, but at a great price. Both Indy and Gorquen are dead. After carefully preparing and gathering their remains, it is determined that the green and red gelatinous goop in Indy's pouch are, in fact, Vognu's mortal remains.

Alas, fair Vognu, a prince amongst toads.

The group determines that in their current state, the fortress is un-defensible, and after looting the place, they cross the lake once again to search for a less conspicuous base-camp. What they find is both comforting and frightening.

In the valley that brushes up against the mountain lake, the party quickly spots signs of humanoid activity. They encounter strange, heavily tattooed elves, who speak a derivative of High Elvish unknown to any of the surviving party members. Fortunately, the group is still able to communicate their peaceful intentions, and they are taken to the elven village.

The elves have no love for the evil humanoids who currently occupy the delve, and relate the following disturbing news: a large clan of unusually cruel stone giants also live nearby, and before the coming of the dwarves, in the youth-time of the elder elves, had made terrible war on the good-aligned humanoids in the valley.

The dwarves, however, were able to forge a peace-treaty with the giants, and even went so far as to exchange royal 'hostages' with the giants to cement their understanding. Now the dwarves are gone, the giants in the Delve are not accounted for, and peace in the valley looks like it could well be on its last legs. The elves are rightfully afraid that the giant 'hostages' were killed, and once the giants discover this all hell will break loose.

They tell the party that they have requested the aid of the local druid, and give the group his location, reasoning that as fellow humans, the party might convince the druid to assist their cause.

The party, however, has different plans for this druid--they hope to find some way to convince him to reincarnate their fallen members.

The druid lives where the elves indicated, alright, in a humble shelter made from fallen wood and a strange sticky substance that looks like beeswax.

The erstwhile nature-boy is, in fact, a surprisingly young man, a native Ratiksman by the look of him, and quite open to receiving strangers. He proves to be talkative and confirms the wild elves' dire appraisal of the local situation, but steadfastly argues that politics are not his concern.

His concern, he says, is his lost-love. The druid pines for a woman that he refers to only as 'beauty' or 'morning dew' or some other equally pithy cliché. He laments that they shared a unique love, the kind of love never known by others, the property of his wounded heart alone. Sobbing, he points to a stack of letters that his 'rose-lipped goddess' has refused to receive.

Struck by inspiration, Thelbar promises the druid that should he return Indy, Vognu and Gorquen to physical form the newly reincarnated heroes might travel to Beauty's home and convince her to visit the druid, or at least accept his letters.

Using his most sincere face, Thelbar assures the druid that Indy is a renowned expert on Love and All Things Romantic. Kyreel makes a mental note to chastise her companion for this lie, and bites her lip.

The druid, his eyes red from weeping, snatches at this grain of hope and promises the party that should it bring him even the merest glimpse of his Heavenly Passion, he would reincarnate a score of adventurers!

Kyreel commends his zeal in the name of Love, and the party hands over the remains of their fallen.

The druid travels alone to his Holy Grove and, several hours later, returns with a halfling, a faerie-dragon and an elven woman.

"Indy?" Kyreel asks the elf.

"I am Gorquen Alistral, of house Alistral, Knight of the Ahk Velar," the elf replies.

"Yes. Yes, look! Her marks--they are unchanged!" Thelbar exclaims, pointing to Gorquen's unique star-shaped birthmark.

"I'm Indy, you thoughtless bat!" the halfling pipes up. "And no short jokes, you tepid motherless wastrels! Look at me! I can't be a halfling, I'm a revolutionary."

"Well, it whines like Indy," Taran says, squinting at the diminutive rogue.

The faerie-dragon hisses a sibilant trilling laugh, and then tries to bury itself in the mud, to no avail.

"Um, Vognu," Indy says. "We all have to . . . adjust now. I'm going to take up smoking a pipe and overeating, and you're going to have to stop wallowing in the . . . I know, of course you do . . . but . . ."

Indy's lecture is cut off by the druid returning with a stack of letters over a foot high, neatly bound with woven-fiber twine. "Here are my missives and poems. Take them to my Beauty, and for the love of all that grows under the sun, bring a reply!"

While Indy and Gorquen look suspiciously at the druid and his papers, the rest of the party slips out the door. Kyreel approaches Gorquen and says, "I am sure you will do your part to aid this man, to whom you owe your new life".
 

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Explorer
20-- In the name of Love.

After a torturous briefing involving listening to far too much of the druid's impossibly insipid love poetry, Indy and Gorquen have the meat of it: The druid is in love with a woman who also lives in the wild. He has sent correspondence via an animal messenger, but she is not accepting his love-letters. He has no idea why.

After the first two hours of the journey, Indy knows why.

"It's not ethical to read other people's mail, Indy," Gorquen scolds.

"It's not ethical to torture a woman with bad poetry either," Indy replies in his new high-pitched squeaky voice. "But that didn't slow him down. Listen to this:

"'TO BEAUTY, THE SUN AND MOON OF MY VINING HEART:

"'I am, now as ever / Living like a mushroom / (One of the cute little ones with the bumpy spots / That grow under the Giants-trees / The brown ones that are very poisonous / Unless you boil them with murkroot for at least an hour) / In the shadows of your thick, gnarled trunk / I reflect on the eternal nature of a flower: / A rose is red /A violet is blue / What good are miracles / If I don't have you?'

"Or, 'How many times must I cry out / For Love to unveil Her eyes / And regard me / A humble flower / Thirsting for your (scratched out) milky breasts (written in margin) soggy watermelons"

Indy regards Gorquen earnestly. "This is going to be more difficult than I thought."

Vognu regards the satchel containing the druid's writing and hisses, flying away into the forest.

The journey takes more than a day, at the rate a chipmunk scuttles, and as they settle in for their night's camp, they examine their new bodies. Gorquen speaks about the profound sorrow she feels knowing that she will never fly again. Indy shares his fear that people won't take him seriously anymore. Vognu is busy flying around looking for invisible creatures and stinging mice with his sleep-poisoned stinger.

The next morning, the heroes set out, the refreshing country air and sunshine working its wonder on their spirits. By mid-morning, both are in a light mood, and as Indy reads some of the druid's poetry aloud they both have a good laugh.

"'Your eyes sparkle like the eyes of an opossum do / when it's looking at something bright / And your tail is bushy like a squirrel's / But rounder and with less fur, of course'"

As the afternoon approaches, the duo find themselves in a shallow bowl-shaped indention approximately a quarter of a mile in diameter that contains a sparkling, clear lake.

Indy squints and shades his face with his hand. "Well, here we are, but I don't see . . . oh, Good Goddess In my Hour of Need. Who is she?"

She is a voluptuous woman, all legs and hips and . . . oh my. Both adventurers feel their hearts skip a beat as she saunters toward them--a dripping wet vision of carnal perfection.

The woman regards the satchel stuffed with letters as it slips from Indy's numb fingers. "You must be friends of that . . . little man," she sneers.

"We are at your service, Lady!" Gorquen exclaims as she bounds in front of the halfling.

"Really?" The woman breathlessly intones, "You would do . . . anything?"

"That goes without saying," Indy pipes as he steps in front of Gorquen.

"We would be honored to serve," Gorquen mutters as she pushes the rogue behind her once again.

The woman manages to explain her dilemma between sultry glances and breathless sighs: She cannot possibly meet the Druid, per his request, as the jewelry that he gave her is gone missing. It seems she 'loaned' it to a passing adventurer with whom she had a brief . . . association, and now this adventurer has gone M.I.A. Indy and Gorquen fall over one another to promise that they will do whatever is in their power to find and aid the fellow if it will please the Lady.

She tells them that she saw him last when he left with some friends to explore the ruined home of some dusty old wizard. Indy promises to rescue him from the clutches of peril, and Gorquen assures the lady that if Valor and Integrity account for anything, all will be well. Then Indy sighs contentedly as the woman hands him a kerchief, "For luck". Gorquen receives a prize of her own: a lingering goodbye kiss!

As they trek to the ruins, the pair begin a jealous argument.

"Ah Evaliegh, how can I rend your heart this way," Indy laments, "now that another vies for my affection."

"She wasn't vying for your affection, Indy," Gorquen states.

"How can you say that? You were there! You saw how she looked at me."

"Yes, and it was with the same regard she gave to the chipmunk. She is a noble soul."

"Chipm . . . why, if I wasn't a gentleman, I'd . . ."

"So elegant, and refined. Virtuous and powerful; gentle, yet fearsome when her ire is aroused."

"Even a drooling imbecile could see that there was electricity between us."

Gorquen stops walking to regard her halfling companion. "Yet she didn't kiss you, did she Indy?"

"Ah! Well, er . . . that's because . . . um."

"Because she doesn't think of you as a paramour," Gorquen finishes for him.

"Because I'm a . . . halfling, you mean!"

"Now, Indy, I didn't say that."

"You don't have to! I know what you think of halflings. Infernos of Dis, I know what I think of halflings!" Indy starts to sob. "Evaliegh, oh Evaliegh . . . whatever will befall our love now?"

Gorquen softens under the cruel weight of halfling tears, and reaches out her calloused fighter's hand to try and comfort the rogue. "Now, now. There's no need for all this. Why Indy, what ever has gotten in to you, anyway? You're acting like a schoolboy in his eighties, not a one-hundred-and-thirty-year old! We have a job to do, after all! We wouldn't even be here to have these problems if it wasn't for the kindness of that druid. Now, we owe him a debt! And I for one intend to pay it, not sulk and cry over spilt . . ." Gorquen trails off, as her eyes catch a glimpse of something on the horizon. "Hush! There it is, our goal. Let us be on our guard. You scout ahead, Indy, and no more crying!"
 

(contact)

Explorer
21-- A Significant Skirmish, a Sizeable Surprise and a Sudden Solution

The structure is a tall mage's tower, some fifty feet in circumference, surrounded by a handful of outlying buildings and a low farmer's wall. Indy is quickly over the wall and into the compound, and after having a look around returns with this report:

"Looks like a necromancer's hole, alright. There are four low buildings, longhouses in the Frutzii style. Two of them are closed, but two serve as some sort of guard posts. They're manned by um . . . how should I put this? Well, they're dead alright . . . they're all f-ed up. Listen, Gorquen, if you thought ogres stank while they were alive, "

"Yes, yes, get on with it."

"Right. The main tower has a front door, it might be locked, but I didn't even get that close. I would have, but a really powerful ward kept me away from it. I'm no Thelbar, and I'm sure no Mordenkainen, but I can chuck a spell or two and believe me when I tell you, that tower is bad news. If our guy is in there, well, it won't make the Lady any more happy to have our deaths on her conscience."

"Oh, Indy, get a hold of yourself. You're talking like a coward."

"Coward? Pragmatist, you mean! Whoever put that spell on that door is so far beyond us, we oughta just suck on a wyvern stinger now, and save him the trouble."

"Or her."

"Fine. The point is, if our guy made it inside, he's gone. But based on what the Lady told us, I don't think he had the obsidian orbs to get in there. He's probably zombie-food right now."

The two sneak up to the first low structure and peer inside. As Indy indicated, there is a massive, nine-foot tall, desiccated ogre lurking by the doorway. Gorquen leaps in and swings her sword in a merciless arc, slicing the creature's torso almost in two before it can manage a sorry answering punch. Indy stabs at the thing with his new shocking short spear*, and before either adventurer can break a sweat, the zombie slumps to the ground, once again lifeless.

  • *Metagame note: Indy's new race prevents him from using the rapier that he formerly carried, so Kyreel generously gave him her shocking short spear as a replacement weapon.

The adventurers search counter-clockwise around the edge of the low wall and after determining that Indy was right about the antipathy effect on the tower itself, the two move toward the last remaining building.

Indy says, "I didn't get this far in my scouting. I was hoping you'd get a look at that tower and we could just go home."

"That's ridiculous," Gorquen sniffs. "I am no recreant."

"Yeah, I don't know what I was thinking." The rogue pauses, "Hey, d'ya hear that?"

As the breeze shifts, a low mumbling can be heard coming from the building. As the two sneak closer to the structure, the mumbling resolves itself into a madman's rambling. Someone is muttering vile deprecations to himself inside the building. Indy sneaks up to the door and tests it gently. He looks back at Gorquen and makes the hand-sign for "unlocked".

The two rush into the building, hoping for surprise, but are themselves shocked at the grisly scene before them. The furniture here is overturned and smashed, save for an altar to Evil towards the back of the room. The stone bears heavy bloodstains as evidence of a grisly fight that must have taken place here not long ago. To the back of the room, near the altar, a dry and wrinkled human stands over an Infernal book, his sunken features preternaturally sharp and piercing. Between him and the door stand four zombies, still dressed in their blood-soaked adventuring gear. One of the zombies matches the description of the Lady's 'friend' exactly.

"Oh, dear." Indy says under his breath, as Gorquen raises her sword and charges at the nearest foe.

The horrible man closes his book, and points his hands at Indy, releasing from his fingertips a crackling arc of electricity--surely enough to cook the halfling medium-well done! Fortunately, Indy is able to dodge the worst of it, and make his way to the back of the room, where he is cut off by a pair of zombies.

Sheets of fire and bolts of force sting Gorquen as she hacks into the unusually tough and gristly undead. Her clumsy foes cannot seem to hurt her, but she is finding the fighting slow work. Meanwhile, Indy tumbles and dodges about the back of the room, stinging zombies with his spear and calling for help. The hideous wizard tries to halt the rogue in his tracks but fortunately fails to do so.

The mindless zombies manage through blind stumbling to flank Gorquen and both of them breach her defenses, wounding her just as she cuts down one, then the other. As the two adventurers are about to turn on their spell-casting foe, a pair of ogre zombies shuffle into the room, and start making their laborious way through the wrecked furniture and fallen dead.

That's enough for Indy, who uses his own magic to go invisible, and calls for a general retreat! But Gorquen, true to her character will have none of it, and once the adventurers are outside the building, she demands that they make a stand.

It is a brief stand, despite Gorquen's abundant courage, and after a few more exchanges she is badly hurt. The duo has dropped one of the ogres but finds themselves attacked by invisible flying creatures! Discretion being the better part of valor, Gorquen is forced to admit that there is nothing in the Ahk Velar code that demands a knight stay in a hopeless melee. Indy and Gorquen sprint for the compound walls, easily evading the remaining zombie, and loosing their invisible foes in the process.

But they are not done fighting, and after drinking the last of their healing potions, prime themselves for a return to the fighting. Gorquen states that she is the superior combatant here, and is sure to be granted victory. Indy slyly removes a scroll containing the spell see invisible.

What he sees as he sneaks back toward the longhouse is a pair of shadowy bat-like creatures buzzing about the entrance. He attacks one with missile fire, drawing them toward him, and leaving the way open for Gorquen to charge the zombie ogre waiting outside the door.

Indy leads the flying creatures on a merry chase around the complex, peppering them with arrows and evading the worst of their attacks. He is so preoccupied with his enemies, he does not witness Gorquen's display of strength as she cleaves clean through the zombie, leaving two man-sized piles of rotting flesh flanking the doorway like grisly statuary.

The wizard tries to be reasonable. He entreats the elven swordswoman for mercy as she slowly walks to the back of the room. He appeals to her compassion, as he was merely led along a misguided path by malicious associates, poor parenting and early childhood trauma. He begs her to reconsider as she cuts him into several really Evil pieces.

Gorquen pauses for a moment to catch her breath, and hears Indy's high-pitched shrieking as he is stung twice by a bat-thing. She dashes outside, and fires blindly at a target she cannot see, nonetheless striking true, and ending its life.

As he examines his clothing for bloodstains and winces in pain, Indy says, "You still think going into the tower is a good idea? The doormen nearly finished us!"

"We are victorious Indy," Gorquen chides, "and I believe we have found our quarry." She leads the halfling over to the fallen form of one of the zombies. The zombie's trousers were shredded by Gorquen's lightning sword strikes, and the body is indecently exposed.

"Grace of the Goddess, will you look at the size of that thing!" Indy exclaims. That's one hell of a man!"

"He doesn't seem exceptionally tall," Gorquen begins, then trails off. "Oh. Oh, my. Yes, he is unusually . . ."

"Elephantine is the word you're looking for," Indy says. "Of course, he's not a handsome fellow, but hey--when you've got it where it counts, you don't need to be, right Gorquen?"

Gorquen stares icily at the halfling. "I wouldn't know. I measure a man by his fighting spirit, not by his . . ."

"Natural Endowment," Indy finishes.

"Not that you'd know what it is like either, I'd wager." Gorquen fishes something out of the corpse's pouch. Here is our amulet, Indy. We have succeeded in our quest. Now let us search this place . . . Indy?"

The halfling isn't listening to Gorquen. Instead he stares thoughtfully at the body, then at his own, new form. "Oh, no." Indy whispers. "I hadn't thought. I mean, I knew I was a halfling, but . . ." Tears well up in his eyes. "I'm a halfling all over, do you know what I'm getting at?"

Gorquen sighs, "Indy, I rarely do. Now if you're finished?"

"I'm not just a halfling from the waist up is what I'm saying! And it's obvious what parts of a man the Lady loves best. Worse yet, what will Evaliegh think? Alas, I'm done for!"

Gorquen pauses for a moment and regards Indy's tears. "Look, my friend, let me tell you something. A man's . . . well, that measurement doesn't count for everything in matters of love. As we say in sword-fighting, it's not the heft of the pommel, it's the sharpness of the edge. It's the swing of the cudgel, after all, that produces its sting."

"You're just saying that to get me to search the room!" Indy sobs.

"Well, yes. Yes I am. I won't lie to you Indy; we are still in terrible danger. Let us pine for our . . . shortcomings later, once we are clear of this foul place, lest we awaken whatever master lives in yonder tower."

The duo make a half-hearted search of the room, revealing various ritual objects, a small treasure horde, and the spellbooks of the necromancer.

Once clear of the place, and settled down in a camp, Indy casts read magic and begins to peruse the villain's research notes. Apparently the dire fellow believed he had found a shortcut to a sort of waking un-life, and taken his opportunity for immortality only to find his undead body slowly deteriorating. The vile mage had made a pilgrimage to this tower in order to petition its master, apparently a lich, for assistance. But he too was repulsed by the antipathy effect and settled down in the outlying buildings to wait the master's appearance. Unfortunately for him, the master never made an appearance, and just as the lesser lich was ready to abandon hope, a band of adventurers stumbled upon his lair, and were dispatched by his zombie ogres. One of the fallen adventurers was the Lady of the Lake's paramour. A few days later, Indy and Gorquen arrived, disturbing his research.

Upon their return to the lake, the duo break the unfortunate news to the Lady, and return her amulet. Gorquen offers the tearful Lady a woman's comfort, but the Lady of the Lake is too distraught, she says, to receive visitors. As she is leaving, Indy asks about the druid.

"You tell him to keep his fecal poetry, and to stay away from me! You tell him he is a tiny, tiny man, and I will have none of him!" With this the Lady storms away, into the underbrush and out of our tale.

"Alas, there goes my first and last chance for carnal glory," Indy says as the Lady returns to her Lake.

"How unbelievably crass of you," Gorquen says. "Besides, it is obvious that she fancies me."

"Does not!"

"She kissed me."

"In a friendly way!"

"It was more than friendly, I assure you."

"And how would you know? You only love your honor, and fighting. I, on the other hand, am well acquainted with the Celestial sting, the arrow of passion, the . . . the . . ." Indy sobs again. "But now no woman will have me!"

"Oh, Goddess' Grace, Indianichus Silverleaf! Your 'chances' are the same now as they ever were-- entirely imagined! Stop crying or I'll smite you!"

The pair bicker through the morning, but by late afternoon they are nearing the druid's home, and are faced with a much more somber task. "Whatever should we tell him?" Gorquen wonders aloud, feeling slightly guilty for accepting affections from the druid's paramour.

Indy, brooding over his seeming inadequacies, has come to a different conclusion. "We'll free him of this madness that has bent his will, your will, and for a time, my will!" He fishes in his pouch for a scroll. "Ah, ha! This will answer the cause, I suspect! Now Gorquen, you have to help me to help him, and for once in your life, keep your honesty to yourself!" Indy quickly digs a shallow hole, then casts the druid's poetry into it. He says the short-form of the Ishlokian prayer for victims of plague over the hole, and fills it in.

The druid greets them at the door, worry lines around his bloodshot sleep-deprived eyes. "Did you? Did she? Are we? Oh, Root and Bramble, what am I to do!"

"Relax, my friend," Indy purrs. We have seen her, and the outcome is well in your favor. But the cause is not yet won, and you must now trust my advice."

Upon hearing this, the druid leaps up from his seat (where he has managed to pen another half-hundred pages during the night) and grabs Indy by his shoulders. "Did she receive my poems? Oh, what did she say?"

"Only that they were . . ." Indy begins.

"Yes! Yes?"

"Well, they needed work."

"All is lost!"

Gorquen kicks Indy in the shin, while smiling at the druid.

"But!" The halfling continues, "she did say that they were obviously very sincere, and that she's been a fool all this time not to receive you, and that . . . um, your girth does not, in fact, matter to her."

The druid pauses for a moment. "She told you, then of my shortcoming?"

"Well, yes. But worry not! I have the solution right here." And with that, Indy produces a scroll. "This is a powerful spell, designed to ensure that all of your attributes are properly pleasing. I'd use it myself, but there's no need-- heh, heh."

Gorquen kicks Indy again, harder.

"But I digress," Indy says. "I am prepared to read this spell upon you, in recognition of the debt Gorquen and I owe you, but you must promise not to resist the spell. It is very tricky, and may only be attempted once!"

"Promise? To once again be enraptured by my Sun and Moon? My forest-flower of abandon? I would promise anything!"

And with that, Indy reads his dispel magic, breaking the nymph's charm on the druid.
 

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Explorer
22-- Into the Delve, for once and for all.

The grateful (and slightly embarrassed) druid behind them, Indy and Gorquen follow his directions to the wild elf camp where their friends are waiting. In their new bodies, and perhaps just a bit wiser for their most recent experience, the two friends exchange pleasant conversation until they reach the camp.

After they tell their story (each of them conveniently leaving out their foolish fascination with the lake-nymph), the group puts their heads together and decides next steps. In between chasing the wild elven women, Taran has managed to get back to the Iskian refugee camp and retrieve Rex. Rex tells the group that their gifts were appreciated, and much needed. Thelbar and Kyreel have been back to scout the lake-fortress twice since their fated battle with the bugbears, but have seen no sign of further occupation.

The group decides that they must press on, take the fortress and present their case to the goblins, who hold the "Iron Position" (to quote one of Taran's war-manuals) at the Gates of the Great Delve.

Rex and Taran will leave a day early, and attempt to recruit some fighters from the refugee camp to help the group hold the fort. Indy and Thelbar have some studying to do, and Gorquen tells the group she could use some rest. Kyreel, although treated with deep suspicion by the wood elves due to her drow background, still wishes to take the time to learn more about her cousins.

By the time everyone makes the rendezvous in the cove where the goblin's assault boat is hidden, Taran has a round dozen elves, all of the Ishlokian faith, who are willing to join them. He guiltily tells the group that he felt so sorry for their impoverished state that he promised them about five times the normal soldier's salary, plus combat bonuses if necessary. Kyreel smiles a secret smile and assures Taran that he has done no wrong to think gently about another being's plight.

The adventuring group uses a combination of flying magic and water-walking to get inside the fort, and find that everything is just as they left it, if a bit more foul-smelling. Boating the elves across, the erstwhile refugees get their first taste of what being a soldier is really about: bugbear fatality detail. The elves haul the hairy bodies up to the first balcony and throw them into the lake, where they sink (presumably) to the bottom. Taran watches over this work, calling out encouragement and privately muttering to his brother, "You know, if there are sea-serpents in this lake, we're asking for trouble this way. Still, there's no help for it. A pyre would bring flying predators and I'm not digging a grave that big!"

Once the place is clean, and mopping details have been formed, Taran lays out the watch-and-watch order that the elves are to follow. They are armed extremely well, thanks to the party's fallen enemies, and are looking like the makings of a real crack unit.

That settled, the group composes a missive, and sets out in a boat to deliver it to the Goblin Court. The letter reads: "In the name of House Tar-Ilou, in the name of Thelbar and the name of Taran, cordial greetings to the Goblin high-chief, Prince of the Delve. This is a letter to inform you that your enemies in the lake-fortress are no more. They have been put to death by sword and spell at the hands of Taran Tar-Ilou and his band, the new masters of the fortress.

"In two days time, we will expect you or your chosen representative to meet with us regarding your dragon problem, and our helpful offer to solve it. In the meantime, and until further notice, the following rules must be in place between us:

"1. No goblins in any group larger than three may approach within 100 yards of the fortress at any time. Violators will be killed without warning or question.

"2. No goblins in any size group may approach within 100 yards of the fortress from sundown to sunup. Violators will be killed without warning or question.

"3. Any group bearing an official message from the Goblin Prince must bear a banner or pennant displaying his Royal Sigil, visible out to 100 yards.

"These rules are for the safety of your subjects, unfortunate as they are to live in such dangerous times as these. We wish no hostility, but neither do we harbor any fear. May this missive find you in Abundant Health, In the name of the Goddess Ishlok, Mother of All Creation, signed, Taran Tar-Ilou."

-----

Two days later, the guards call out "A boat! A boat bearing their banner!" The party rushes to the battlements of the central tower, where they see a small craft, filled to the brim with goblins, including an unusually shifty-looking female, and a goblin who must be the Prince, judging by the size of his hat.

"Open the portcullis and hold your positions!" Taran yells, as the party prepares to meet the goblin Prince.

The Prince and his retinue of goblins and hobgoblins make their way into the fortresses' inner docks. The goblin leader proves to be a savvy and intelligent negotiator, and in the end, a canny fellow. The group manages to weasel out of his demand for fealty, but must promise on their honor to remain non-hostile against the goblins if they wish to have access to the delve.

Arrangements are made for the party to fly a special banner upon their approach that will signal to the goblin guards that they wish to enter the delve. The goblins will let them in to fight dragons, and let them out again when they are victorious, but the main gates must remain closed at all times.

The goblins are exceptionally close-mouthed about what else awaits in the Great Delve, save that there are strange dwarves in the deeps. Strange dwarves, indeed.
 

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