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The Scourge of the Ratmen [Scarred Lands] - Updated 1/26

Amaroq

Community Supporter
Issue #16: The Shrine of Gormoth - Episode 5 of 5

Paks doesn’t hesitate. Having taken the stairs two at a time, she bursts past Novalia as the archer draws her bow. The warrior charges across the room, to the right side of the altar. As she enters the room, she is struck as though by a blow with a force of pain. Somehow, she knows that she feels the angel’s pain echoing down upon her. Realizing that she is not injured, she focuses her will and attacks the nearest rat man. She reaches it so quickly that she catches it flat-footed, and scores a deep cut across its deformed back.

Miriel takes Madriel’s Tear out of her pouch, and rushes into the room with the artifact held aloft in her right hand, and her spear held in the other. She is surprised to find that the Tear is extremely hot, and the pain of holding it focuses her through the Hope’s pain as well. The Tear glows with a bright white light, which casts a pure healthy illumination across the scene.

At the doorway, Goldpetal, Telryn, Novalia, and Chuck step into the room, with bows and crossbows drawn. As they enter the room, each can feel that the room itself is amplifying the pain of the angelic being. It takes a force of will for each of them to draw their bow, even to stay on their feet, and Chuck’s viper is knocked unconscious by the pain. Goldpetal is the first to succeed, but his shot misses. Telryn shoots a rat man on the left side of the altar, hitting it. Chuck’s arrow flies at the shaman, wounding it in the shoulder.

Novalia, however, has a different idea. She aims her two arrows at the Hope! One hits, and each of us hear its scream, telepathically echoing through our heads. The arrow is slowly pushed out of the Hope’s body, and the true horror of its position becomes clear: though helpless and badly injured, its natural healing properties regenerate its wounds, keeping it on the verge of death, but never able to take that final escape.

The tentacles piercing the rear wall are reaching fully five feet into the room now, and we can see a great shape looming in the misty darkness beyond the wall. Time is clearly running out, and whatever horror waits in the shadows is nearly upon us.

Paks rushes forward, ignoring the other ratmen to reach the shaman. She hits it, cutting a deep gash into one of its arms. We hear a golden voice in our heads, which we can only assume is the Hope. Questioning wonder suffuses its thought: The Knight of the Swan, here?

As Miriel reaches the altar, the Tear gives off a burst of impossibly bright light. It is the brightest light any of us have ever seen, like a beam directly from the Sun. Four of the ratmen die immediately, and the shaman and the last surviving ratman are blinded. Even as it injures our enemy, the light heals us all. We are all fully healed and divinely inspired. Better yet, the tentacles recoil, smoking as though burned. They retreat into the back wall, which seems somehow more solid and substantial. The oppressive sense of dread lifts, and those of us aligned with Good feel a sense of joy and wonder.

In the aftermath, the pain has lifted, though many of the grievous wounds on the angel’s body have not been healed. The telepathic voice is filled with thanks and gratitude. Madriel’s Tear! Thank the Goddess!

The entire shrine begins to shake around us. The shaman turns its frightening aspect on Paks, beginning to chant a spell. Both blinded heads cast about as though looking for her. It completes the spell, and an evil-looking dark nimbus surrounds its right tentacle. It gropes for her, trying to touch her, but she steps around it, to the right. She slashes at it, and cuts off its left arm. That barely seems to slow the shaman. The remaining rat man moves towards the shaman and tries to attack Paks, but it can’t see her, either, and she sidesteps it easily.

Goldpetal was both blinded and healed by the Tear. Unable to see, he slowly backs up to the wall, away from the edge. He has his bow out and knocked, but he cannot see to fire, and does not remember whether the door is to his right, or to his left.

Telryn casts a magic missile at the shaman. The cyan bolts further wound the fearsome monstrosity. Chuck advances into the room, firing his bow as he moves. He misses twice, his arrows whistling past the shaman to shatter against the idol behind it.

The whole room is shaking violently now, and rocks begin to fall from the ceiling as Paks continues to circle around the shaman, trying to pin it against the altar. The chasm looms behind her, just a step to the left of the shaman if it should misstep. She sees an opening, and with a mighty swing chops off its right head. Before she can press the advantage, she is struck and knocked to one knee, stunned by a falling rock.

Novalia rushes across the room to join Miriel at the altar. The priestess is examining the bonds holding the Hope. Huge metal bracelets encircle each arm and leg, covered with blasphemous runes and chained to the altar.

Miriel touches Madriel’s Tear to one of the armbands, hoping to sear the evil bonds, but the Tear is already cooling, and its touch has no effect. They are adamantium, the Hope tells us, its telepathic voice an echo of beauty in this place of despair, and consecrated to Gormoth. You have not the powers to free me.

With Paks stunned by the rock, the shaman rushes her. With the warrior nearly helpless, he makes numerous attacks. He again tries to touch her with the dark nimbus, but misses cleanly. His other claws scrabble at her armor, unable to break through her chain mail. His scorpion stinger bounces harmlessly off of her shield. He tries to bite her, but she is able to push him away. The only thing which he succeeds with is latching the other tentacle to her back.

At the doorway to the room, Goldpetal is hit by a rock. He drops a sling bullet over the edge of the ledge, trying to figure out where he is in the room. Telryn rushes into the room, moving towards the altar, but he too is hit by a rock.

The other rat man is hit with a rock, and knocked off balance. He pitches forward, into the chasm. His scream lasts for many seconds as he falls. Novalia looks up just in time to see this, and is inspired.

She turns, and rushes at the shaman. Before she can reach him, the enchanted tentacle catches her on the shoulder, and with a dark burst, magical energy rips into her body. Her momentum carries her on, and she lowers her shoulder into him. He staggers back underneath her bullrush, and one foot tries to plant over the edge of the chasm. It finds nothing but air, and Novalia quickly pushes him the rest of the way over the edge. For a moment, his other tentacle threatens to pull Paks over the precipice as well, but then it looses its grip, and we can hear his scream fade into the depths as he falls.

The ratmen are dead, but the danger continues. Leave me, the Hope commands. This cursed place is collapsing. Leave the Tear here and save yourselves.

Paks ignores the instructions. As she rushes to the Hope’s side, she yells, “Telryn! Try the acid!” She lays on hands on the Hope, and prays for Madriel to heal the wounds it has been deal. There is no effect.

The Hope’s voice echoes telepathically in our heads. Your powers of healing have no effect here, child. Leave the Tear and go.

Miriel places the Tear upon the Hope’s breast, and meets its eyes for one last moment, as though to remember its beauty for a lifetime. Then she turns, and runs for the door.

“Everyone, follow me!” she yells. When she reaches the ledge, she grabs Goldpetal’s hand, and leads the blinded elf to the stairwell.

Telryn draws one of the vials of acid out of his pack, but before he can unstopper it, he is hit by a falling rock. This changes his mind for him, and he bolts out of the room and begins up the stairs. Novalia casts a quick enchantment on herself, expeditious retreat, which allows her to run much faster than the others. She sprints up the stairs, catching Telryn. “Give me the vial!” she yells, and he does so. Chuck runs out of the room, leaving Paks alone with the Hope.

Paks fumbles frantically in her pack, looking for something. Wait, Paks, the Hope’s voice echoes in her head alone, Wait. Every generation, Madriel picks a Swan Knight, a champion... You are being tested... The Serpent Amphora, it’s been found... the Dar-al-Annot must not recover it... Protect it at all costs. You must leave and protect the Serpent Amphora.

Paks has tears running down her face. She pulls two vials of holy water out of her pack. She pours one over the angel’s wounds, and the other over the bonds, but neither has any effect.

Leave now, child, the Hope’s telepathic voice gently commands her. Madriel has other plans for you.

As Paks begins to stagger back towards the entrance, half-blinded by the tears in her eyes and choking back sobs, Novalia flashes back into the room. In a moment, she reaches the altar. She holds the unstoppered vial of acid out, and pours the acid on the bonds. The bonds flash and smoke, but don’t appear to be eaten away by the acid.

The Hope’s voice becomes almost frantic. No, you fools, no! There’s no way to free me! Go!



Up ahead, Miriel and Goldpetal run up the stairs. When Miriel is hit by a rock, Goldpetal takes the lead. He is starting to recover his vision, but there is a great after-image etched on his eyes which makes it tough to see. He leads everyone across the upstairs room. Behind him, Miriel, Telryn, and Chuck follow. Chuck is hit by a falling rock, and staggers, falling a ways behind Telryn.

Below, Paks reaches the stairway up towards the upstairs room. She, too, is hit by a rock partway up the stairs. Novalia is the last to leave the Hope’s side, but she quickly begins catching Paks, as the spell gives her a fleetness no mortal could achieve without aid.

As Goldpetal reaches the ramp and passes the lever, he is hit by a rock. Behind him, Miriel is hit by another rock, halfway across the upstairs room. Telryn is hit by a rock, and knocked unconscious. Chuck runs past him, and he, too, is hit by a rock while running across the room.

When Paks reaches Telryn, she leans over him with her shield above her head, trying to protect him from the falling rocks. She is hit by one, but immediately eats her bread of life, healing the worst of her injuries. Just as she does, Novalia rushes in and heals Telryn. He wakes up, groggy, as another rock bounces off of Paks’ back. It would have hit him. “Leave him,” Novalia yells to Paks. “Go!”

Above them, Goldpetal steps on the first of the plates that shift. The fire jet shoots out in front of him, but he is just able to stop himself, and lurches back. It misses him. Chuck, in an all-out sprint, has passed Miriel, who was hit by another rock, and reaches Goldpetal.

In the room below them, Paks picks Telryn up and staggers to the end of the room with him, trying to keep her shield over his head. Telryn digs in her pack, and finds Paks’ other chunk of bread, once Hands of Fire’s, and eats it as she carries him. When he is healed, he leaps down off of her shoulder. Novalia rushes past them.

Goldpetal, still in the lead, triggers the metal spikes from the floor. He is lucky, however, and the spikes come up on either side of him. Chuck and Miriel work their way slowly through the spikes. Novalia, with the speed of her spell, reaches them, winding lithely through the spikes, and passing everyone to take the lead.

Below, Paks is struggling. She is hit by a rock as she moves into the sloping corridor. She tries to lay hands on herself and Telryn, “Madriel, heal us!” she calls to the deity, but Telryn dodges her hand. She heals only herself. “Somebody, drop your bread!” she yells, unsure if anybody else can hear her.

In the corridor, Goldpetal yells, “Novalia, is anyone behind us injured?” Before she can answer Goldpetal’s question, Novalia is hit by a rock. She collapses to the ground.

Miriel, too, is struck by another rock, but remains on her feet. She calls Madriel’s healing, slowing just enough to cast the spell as she continues on. Goldpetal is also hit by a rock, but he summons Denev’s healing upon himself. Chuck, too, is hit by a rock, but runs on. He passes Novalia to become the leader. At the side of the corridor, he sees the blade sticking out of the wall. He thinks it was probably triggered by a falling rock.

Paks and Telryn run for their lives, trying to gather as much protection as they can from her shield, held above their heads. Despite her efforts, Telryn is hit by a falling rock.

Miriel and Goldpetal reach Novalia. As Miriel kneels beside her to bandage her, the priestess is hit by another rock. Miriel quickly bandages Novalia, and Goldpetal mumbles a druidic chant, which heals the archer and restores her to consciousness.

Telryn dodges the rocks and runs up to the spikes, just ahead of Paks. They can see Miriel, Goldpetal, and Novalia just ahead of them. Novalia is just staggering to her feet. The young mage telepathically calls to his owl, “Chester! Get off the stones and into the air!”

An ironic laugh returns to him. “Way ahead of you, boss. Those stones fell down about a minute ago.”

“Chester! Next time, warn me about something like that!”

Chuck is struck by another rock, but he sees the pit, ahead, in the floor. He leaps over it. Behind him, Novalia also leaps over the pit. She rushes past him, and reaches the last set of spikes. Goldpetal is third, hit by another rock, and Miriel is just behind him. Above them, Novalia wriggles through the last set of spikes, and climbs the stairs. She is the first to reach the open night sky.

Chuck works his way through the spikes, several seconds behind her, but then he, too climbs the stairs and bursts out into the night. Behind him, Goldpetal shrugs off another rock and leaps over the pit, and begins to twist his way through the spikes. Miriel is struck again as she reaches the edge of the pit. She sidles past the edge of the pit, and she enters the spikes just as the elf reaches the stairs.

Deep below, Telryn and Paks are in dire straits. Telryn is hit by another rock, but staggers on. Paks is struck by a rock as well, despite her shield. She takes a moment to pray, asking Madriel for protection from evil, falling a little ways behind the mage. She looks up just in time to see him get hit by a rock and fall unconscious.

The tremors are worsening, and cracks begin to run along the ceiling. Her muscles still bulging from the bull’s strength, Paks lifts up Telryn’s limp form and carries him along the twisting corridor. They are only at the sword-trap, a long way from the stairs, and none of the company is still in sight. “Madriel, protect us!” she cries, but her words are drowned out by the deep rumbling of the earth.



Outside, all of the standing stones have fallen over. Novalia and Chuck run to the bottom of the hill, where we had tied the horses, and begin to untie them. Atop the hill, Goldpetal attempts to consecrate the ground around him to Denev. It is shaking too hard for him to complete the ritual: it takes all of his concentration just to remain on his feet.

Miriel, too, has reached the outside, where a quick head count tells her that there are two still below. She prays to her goddess for their protection; beside her, Goldpetal, too, asks Denev to see them safely out.

Two long minutes pass, and there is still no sign of them. The hill is beginning to crumble in upon itself, and the hopes of those atop the hill fade to despair.
 
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Amaroq

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Update schedule

The next issue is one of the longest, with a lot of character-building scenes; I'll probably post it as 10-12 episodes over the next two weeks, since its a bit much for the standard 5-episode format previously utilized. I'm not going to get much more in before Thanksgiving, but I'll try to get the first two episodes out before then.
 

Amaroq

Community Supporter
Issue #17: Interludes and Intermissions - Episode 1 of 13

12th of April, 2003
Issue #17

Interludes and Initiations



Just after sunset, a blind old ratman approached Kratys Freehold. He exuded an aura which prevented most of the guards from drawing their bows to fire at him, and when Taryn Kratys shot at him, he knocked the arrow from the air. Beneath his cloak, his fur was mottled black and white. He warned us that followers of Gormoth were enacting evil rituals at the standing stones, covered his head with his hood, and strode quickly off into the gloom of twilight.

Chuck fired one last arrow at him, and the ratman casually batted the arrow out of mid-air. “No way!” Stone yelled, with feeling. The half-orc monk leapt off the parapet, breaking his fall by tumbling with the landing. “I’ll take care of the blind one,” he yelled up to the rest of us. “You guys take care of the ritual!” And with that, he chased the blind rat man, while the rest of us traveled to the standing stones.

There, we discovered a group of strange, misshapen ratmen, followers of Gormoth, and a shrine to that Titan. The ratmen had captured a Hope, one of Madriel’s angels, and were torturing it to try to bring Gormoth back. Using Madriel’s Tear, we were able to kill the shaman, stop the ritual, and destroy the shrine, but the powers unleashed have caused a great earthquake, and Paks and Telryn have not made it out.


It is the night of Belsaday, the seventh day of Madrer.

Stone chases the blind rat man, but he is slowly losing ground. The gathering darkness makes it difficult to see his quarry. Though the half-orc has always been fastest in races and running, this blind old ratman is outdistancing him. He yells, “Hey! Stop!” but there is no effect. Finally, he stumbles over something, and when he tumbles and rolls to his feet, the ratman is nowhere to be seen.

However, the path he has taken is clear. He finds that it isn’t very difficult to follow the ancient ratman. In fact, it almost seems as if the signs he is following were being left for him intentionally. He continues to run, a loping gait which his half-orcish muscles can maintain for hours.

After more than an hour’s run, the trail leads to a clearing.

In the center of the clearing stands the rat man, hooded and leaning on his staff. He is bathed in the baleful reddish light of the Nameless Orb, the second moon. The monks of Hedrada have taught the half-orc to ignore the moon, but Goldpetal’s dire warning that it is a bad omen echoes in his mind.

Stone steps into the clearing, and bows to the ratman. “Venerable master,” he calls. “I request teaching.”

The ratman speaks in a low voice, with a hissing, whistling accent. It sounds as though it is a labor for him to speak in the human tongue. “Why seek you to follow me?”

Stone stands before the ratman. “I believe we are following the same path,” he answers, resolutely.

The ratman crooks one finger before him. “You think you are initiated in The Way,” he says, then shakes his head and wags the crooked finger side to side. “But yours is not The Way.”

“Then we must settle this now,” the monk retorts.

“Happy will I be to teach you The True Way,” the ratman tells him.

Stone takes off his shirt and stretches a bit. The ratman pulls back his hood, and takes off his cloak. His fur is mottled black and white, and he has no eyes at all. His eye sockets are empty. He starts whirling his staff in a tight, precise form.

Stone looks around for a staff of his own, but there do not seem to be any branches of useful size.

The ratman begins to intone, as though speaking a ritual, or a prophecy. “Golthain’s Way is the True Way. Only He showed The Way. For this He suffered. For this He is gone. Other ways are false, mockeries of Golthain.”

Stone stands up, and responds firmly. “Hedrada shows the rightful path. His Ways supplant the ancient Ways.”

The ratman answers loudly, but without rancor. “The way of Hedrada is not The Way. His laws, the laws of a betrayer are. His judgments, from a kin-slayer, from a patricide. This will I prove to you!” He casts his staff aside, to meet Stone unarmed, as the half-orc is. Stone adopts a defensive stance, and they begin to advance towards each other.

Stone swings first, as they reach his range, but the ratman dodges his blows, as though he can see them coming. The rat man retaliates with a rapid onslaught of blows. Stone dodges a kick, but two punches land, and the young half-orc reels backwards. With a spin, the ratman tries to bring his tail down in a heavy slam, but Stone is able to step back out of the way.

Stone circles around to his right, looking for an opening. He tries to strike with the flurry of rapid punches which has served him so well before, but the ratman dodges easily.

“Old man, you are spry!” he exclaims with respect.

“Your very body betrays you!” the ratman answers. “Tells me what you do, your body does, even before you know. This is The Way of Golthain!”

The ratman whips his tail around at Stone’s feet, and trips him. Stone tries to roll out of it, but the ratman leaps where he is trying to roll to and hits him with two more punches, hard blows which knock the wind from Stone’s lungs.

The ratman steps back. He isn’t even breathing hard. “Yield, do you?” he asks, as he allows Stone to stand up.

Blood trickles from Stone’s lip, where one of the first punches landed, and he feels dizzy. He can’t draw enough breath to answer. He shakes his head determinedly, and steps to attack again.

He feints with a kick, and as the ratman dodges that, Stone catches him with a fist, a decent blow across the muzzle. When he tries to follow up, however, the ratman has stepped sideways, out of reach.

“Admirable, is your discipline,” the ratman tells him. “Well have your masters taught you. Discipline is not enough, however!”

They face each other again, and this time the ratman leaps forward to the attack. His limbs move faster than the dizzied half-orc can follow, and numerous blows land. He falls to his knees, where he hears the ratman say, “Meet again shall we.” The last thing he sees is a roundhouse kick flashing towards his skull.

Darkness overcomes him.



While Stone lies, unconscious, in a distant clearing, Paks staggers through a collapsing passageway under the hill of the standing stones, carrying the limp form of Telryn. She is hunched over, with the young mage held in her right arm and her shield held above them both in her left, aided by the bull’s strength spell he had cast on her earlier. A constant stream of prayer escapes her lips, as she begs the Gods to spare them, and gives thanks that the mage is so light.

Larger, heavier rocks are falling, and some are now rolling down the circular rampway. The warrior struggles to keep her balance, dodging the rocks as she works her way steadfastly up hill.

When she reaches the pit, she slips around it on the narrow ledge to the right side. Rocks of all sizes rain upon her shield, and she is lucky to maintain her balance. None of her companions remain to aid her if she falls. Only the spell’s enchanted strength keeps her shield arm up.

She reaches the final set of spikes, but on the other side, rocks have been piling up. There isn’t room to get past. She begins to pull them out of the way, praying that the cave-in isn’t too deep, and that she can find a way to escape. Again, her magically enhanced strength saves her, and she is able to make a narrow opening that she can push the limp body of the mage through. She has to pause again and widen it to make room for her armor, scraping herself across the rocks as she clambers over them.

Finally, she reaches the last leg, the staircase. It begins to crumble beneath her, and great cracks opening in the ground beneath her as the very earth swallows the blasphemous horrors below.

At last, she bursts from the hilltop into the night. Miriel and Goldpetal are waiting for her, and leap forward to help her. “My horse!” she calls. Beside her, the altar falls deep into the ground, as the hill begins to collapse.

“Thank the goddess!” Miriel yells. “Paks, hurry!” She and the druid help Paks carry Telryn down off of the hill as it begins to collapse beneath them. The earth rumbles beneath their feet, but they successfully make it to the bottom, where they lay Telryn on the ground.

We all turn in time to witness the final moments, as the great hill collapses in upon the shrine beneath it with a deafening roar. The Hope, Madriel’s Tear, and our friend Hands of Fire are all lost forever, and we can only hope that the sacrifice has sealed the hole through which the ratmen were summoning an ancient evil.



Most of the group sit, exhausted, at the bottom of the hill, catching our breath, while Goldpetal and Miriel tend to the wounded. Telryn, still unconscious, is the worst off, but the elf intones a druidic ritual over the young mage, healing the worst of his injuries and bringing him back to consciousness.

Miriel has just enough energy left to heal the worst of Novalia's injuries, but then she is too exhausted to channel her goddess' healing powers any further.

After the shaking has stopped, and we have healed each other, Goldpetal attempts to consecrate the land to Denev, to finish healing the wounds of the evil ritual we have stopped.

After several minutes, he turns to us. “I have failed,” he says, sadly. “I lack the strength to heal such a deep wound by myself. I need some time to meditate, to find a way to heal the land.”

“The rest of us need to rest,” Miriel says. Telryn in particular has had a rough night, and we are all bruised and battered to some extent.

“Why don’t we go to the stand of trees we camped in,” Paks suggest. “It’s maybe a half-hour’s walk away.”

“That works,” Chuck says.

“Goldpetal, come find us there when you’re done,” Paks tells the elf.

Leaving the elf behind, the rest of us take the horses and ride over to our frequently-used camp site. It is a nice spot, with a shady glen of trees in the day, and a small, fresh stream running nearby. When last we camped, the streambed was dry, but after the recent storm, there is plenty of water now, and the babbling brook provides a soothing background noise.

We rest, some sleeping, and others talking.

“That was the most evil thing I’ve ever seen,” Paks says, shaking her head in awe.

“What were they doing?” asks Chuck.

“They were using the Hope’s pain to raise the Writhing One,” Miriel answers. “Every cut they made, the Hope would feel pain, but its regenerative powers would heal the wound. They could keep it in constant pain, without ever killing it. The shrine reflected the Hope’s pain back in on itself, taking its agony to a level so pure, so awful, that it could break the barrier between our world and the other planes, allowing the Nameless One to return.

“Thank Madriel that we had Her Tear, for that was all that could have saved us,” she says reverently. “Such evil is far beyond anything I’ve heard of, this side of legend.”

We sit in awed silence, each contemplating what had happened in that awful shrine in our own way.

After several minutes, Miriel shakes her head. “I’m going to sleep,” she says.

“I’ll stand watch,” Chuck volunteers.

“Me too,” says Novalia. “I can’t sleep, after that.”

As she sets out her bedroll, Miriel notices a sharp pain from the palm of her right hand when she grabs hold of the blanket. When she looks at it, she sees that she has a teardrop-shaped burn in her palm where she held Madriel’s Tear.
 
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Amaroq

Community Supporter
Issue #17 - Interludes and Intermissions - Episode 2 of 13

Dawn breaks on the morning of Vanday. It is the eighth day of Madrer, Madriel’s month.

Miriel wakes first, and slips quietly out of camp to conduct her dawn rites. When she returns, she finds that Chuck has fallen asleep, but Novalia is starting a fire for breakfast.

Letting Chuck sleep, Miriel wakes Paks and Telryn to check over their injuries. They were the last ones to escape the shrine, with Paks literally carrying Telryn the final four hundred feet, as rocks fell from the ceiling, battering them both. Paks has two cracked ribs, and Telryn’s left wrist is broken.

Miriel prays Madriel’s healing for both of them, and although she cannot heal everything, she can feel that the broken bones have knit, and the worst of the bruises have lessened.

Miriel then turns to the cooking fire, and works on breakfast. Chuck wakes at the smell of fresh-cooked food, and just as she passes out the meal, Goldpetal walks into the camp.

“Food?” the priestess asks the druid.

“Thank you,” he responds, taking a plate and sitting down to eat.

We all wait in respectful silence, eating our own meal, but we are all wondering what he has learned. Finally, Chuck’s curiosity gets the better of him. “Well?” he asks.

Goldpetal calmly finishes his plate, saying nothing. Chuck looks exasperated, while Novalia and Paks attempt to look respectful. Only Miriel appears patient. Finally, when he has finished the meal, the elf speaks.

“I meditated through the dawn,” he tells us. “And when the light of the sun reached me, a plan was planted in my head by Denev. It is a ritual I have never attempted. It may take all day. I suggest you return to the Freehold, and I will meet you there.”

“I will stay,” Paks says. “My sword will protect you from impolite interruptions.”

“Thank you,” the elf says, gravely.

“May I offer a blessing?” she asks.

“I appreciate the offer,” the elf answers as he stands up, “But I must decline. In this, Denev must act alone.”

Paks and the elf begin walking back towards the hill. The rest of us quickly discuss whether to stay, or to go.

Telryn doesn’t look well at all. “I need to sleep,” he says.

“And I,” says Miriel. “I’m too exhausted to concentrate on a spell. I’ll go back to Kratys Freehold with you.”

Chuck says, “I’ll stay here, and protect Goldpetal.”

Novalia decides, “Then I’ll go with Miriel and Telryn, to protect them.”

They split up the horses: Miriel, Telryn, and Novalia ride back towards Kratys Freehold, while Chuck leads the other three horses after Paks and Goldpetal.



As she rides with them, Novalia notices that both Miriel and Telryn are extremely cold to her, as though she has committed a grievous sin. Though they speak to each other, neither speaks to her, conversationally or otherwise. She rides with them in an uncomfortable silence, keeping her bow out and watching for trouble.

The trip would normally take about five hours of riding, but Telryn needs to stop frequently to rest along the way. Despite Madriel’s healing, he is still battered and bruised. Consequently, the small group doesn’t arrive until the early afternoon.

When the three riders arrive at Kratys Freehold, they are greeted at the walls by the guard, and escorted inside. In the main hall, they find Myrs tending Stone’s injuries. The half-orc has a black eye, a number of other bruises, and one lip is puffed and swollen. It makes his already pugnacious appearance even more frightening.

He looks up. “Where are Goldpetal, Paks, Chuck, and Hands of Fire?” he asks, when it becomes clear that nobody else is following them into the hall.

“Yes,” Taryn says, “Tell us your tale.”

Miriel draws a sad breath, and asks for privacy. When the company is reduced to Taryn, Myrs, Stone, Telryn, Novalia, and herself, she tells the whole story. Our hosts are shocked, disgusted, and outraged by the depths of evil revealed in the plot.

When she has finished, Stone shakes his head. “My tale is not so epic,” he admits, and relates his pursuit of Golthain’s monk. He finishes by describing the ratman’s last words to him. “When I came to, it was dawn. The only tracks in the clearing were mine, entering, as though he were a phantom. So I came back.”

Myrs says, “We have had trouble here as well. Miriel, will you help us? Brand has come ill. He has a high fever, and his skin is covered with red dots. We fear it is from working on that cursed blade.”

“Scarlet Pox?” asks the priestess.

“I fear so. He’s burning up!”

Miriel nods. “Keep cold compresses on him,” she advises, “The fever is the worst danger. I am too exhausted by our ordeal to cure his illness immediately. Let me rest, and meditate, and I will see what I can do in the evening.”

“Thank you, milady,” Myrs says, bowing her head.

“Miriel,” the priestess corrects her automatically. “We’re all friends, here.”

Miriel goes upstairs, to a private room, to meditate for a couple of hours. While she meditates, Novalia and Telryn find other rooms, to sleep in. Stone is too beaten up to help around the Freehold, but he goes to stand a vigil from the top of the roof of the dining hall, watching east to see if he can spot his friends returning.

Miriel meditates, uninterrupted. When she comes out of the meditative state, she spots a white dove sitting on the windowsill. She watches it quietly, without moving, and it hops on her shoulder. She sees that it has a note attached to its foot. She slowly reaches one hand towards it, and picks it up. She can feel its tiny heart beating rapidly under her fingertips, but it doesn’t struggle. She carefully removes the note, and then releases the dove. With a flutter of wings, the white bird flies out through the open window.

She unrolls note and reads it, her eyes betraying no emotion as she considers its words. “The prophecy has been fulfilled. More has been revealed. Come see me. – Verenia.”
 

Fergus

First Post
Finally, he speaks...

Hi all,

So, I think that it's time for me to make my debut... I'm the ex-player of Fergus, Milo, Novalia, and a character yet to be revealed. I've been lurking on this storyline for a long time and decided to respond to a few posts, however old they might be.

You've also reminded me how annoying Fergus was! It was like playing with Noam Chomsky: "The ratmen are obviously just oppressed peasants who live in a resource poor environment. It makes perfect rational sense that they raid the Veshian lands for resources. Desperate people do desperate things; it doesn't make them evil. The Ratmen are thinking, obviously sentient creatures, with a language and a culture of their own, yet the Veshians send out proxy 'adventurers' to ethnically cleanse the vilified 'beast-men'. Is this any different from a government organized pogrom?"

For the record, Fergus never said anything like this. He wasn't remotely this academic. I somewhat resent the characterization.

I kept wanting to shake him and say: "Dude, they are ratmen and they want to torture and eat you and resurrect their evil god of pestilence and vermin! What more do you need!"

I don't believe that Fergus ever faced any ratmen in any of our sessions.

Each session I tried to make the goblins and ratmen more and more evil so there wouldn't be this constant argument about leaving the ratmen alone. Drug and poison smuggling, slavery, kidnapping: he had a answer for everything! I couldn't believe that he walked out instead of rescuing a young boy being offered as a sacrifice to a giant spider!

I'd like to point out that making the enemies "more and more evil" isn't going to work for a character clinging desperately to a Lawful Neutral alignment because that's the only way he knows to make sense of the world.

Fergus left the party before it was made clear that the young boy was being sacrificed to the giant spider. The telling of how Fergus left the party at the bottom of Issue 3, Episodes 8, 9, and 10 (sic), isn't how I remember it. I remember there being much more discussion along the lines of "we should kill the spider goblins because they are evil/unnatural and they obviously took the kid" vs. "we don't know for sure that they took the kid and we shouldn't kill them if they didn't." Fergus would have been amenable to "Okay, look, the only tracks we found where the boy was taken were spider goblin tracks, they've led us here, let's look around and see if we can find the boy" and wouldn't have walked out if someone had made that point.

Oh well. He might make a good NPC one day. Reading this again, I realize that you guys did a pretty good job in avoiding slaughtering the goblins out of hand. Morally, you guys acted better than Fergus did! I should have given you more xps for avoiding the combat.

Morality is relative to different alignments, hence having characters with different alignments. *smile*

Reading through Issue 3, Episodes 11 and 12 (sic), and my own recollection for the encounter the players would have slaughtered virtually all of the spider goblins if (a) they'd been rolling a bit better and (b) the shaman didn't take the initiative to open a dialogue. As it was they kept on attacking the spider goblins while conducting negotiations to get the boy, something I'd hardly qualify as honorable or moral. I have no idea where the comment of "I should have given you more xps for avoiding the combat" is coming from given the amount of combat there was. If anything the DM was the one who avoided combat, not the players.

Did you guys continue to game with Noam "Fergus" Chomsky? It doesn't seem like Fergus really fits with the rest of the party.

Yes, but under different characters. One of the reasons I decided to have Fergus leave was because it was incredibly clear that I needed a different character to work with this party.

You don't really get it from this narrative, but he really caused a lot of party dissention, and slowed the game down. The player came back with 2 other characters, neither of which worked all that great, and then gave up the game. He didn't play well with others...

Actually, I think that the party dissention comes off quite a bit in the narrative. *grin*

I actually came back with three other characters, not two. I don't feel like I gave up on the game so much as I was starting my first year as a high school teacher and didn't want very many (possibly any!) big weekend committments as I was feeling overworked and overstressed. That said, had I felt more connection to and commitment to the game I probably would have kept on playing, so perhaps the observation is a fair one.

I strongly resent the comment of "He didn't play well with others...".

For some reason, Milo reminds me of the Peck from Wulf's story hour. Only he's braver so that may not quite be just.

I'm not familiar with the reference, but I'll take it as a compliment nonetheless. I'm sure that it was intended as a compliment, right? *laugh*

Aha! The Battle begins. Love the idea of Milo going out on his own and wittling down Slithereen.

Thank you! He seemed the most capable of scouting and taking down a squad of ambushers singlehandedly was icing on the cake. Combat was never Milo's problem. :)

I'm curious--who are the PCs at this point? Is Milo a PC? And, if so, how were his solo expeditions handled?

The DM and I slid into another room for fifteen minutes-ish. It went relatively quickly; we fast forwarded through a few parts to get to the critical points of the solo. We slipped away a few more times, but only for a minute now and then. In retrospect, I should have done more notepassing to speed things up and not cause as much disruption.

Milo - halfling thief

Thief? I was a rogue, sir! I didn't steal anything. Well, not at the current point in the narration, at least. Okay, fine, nothing very important at any rate... *grin*

Milo the traitor... it has a certain appropriateness to it. And I knew he reminded me of the Peck from Wulf's story hour!

I wasn't a traitor, thankyouverymuch. *smile*

Now I wonder if they'll gut Milo....

So did I! It was quite fun from a roleplaying perspective, though I really enjoyed playing Milo and found it hard to savor his possible execution.

What shall we do with Milo?

I remember the trial of Milo well. Had to do a goodly amount of fast talking with the zone of truth spells! One of the most enjoyable roleplaying experiences I've ever had. My most effectve techinique was trying to make my answers as long as possible to chew up as much zone of truth time as I could before the spell expired. Answering questions with questions was also greatly enjoyable. *smile*

Time for some expert witnesses about the duration of charm spells and the difference between charms and compulsions. The halfling couldn't have been forced to do all that with a simple charm person spell--not unless he was at least open to the possibilities to begin with.

It was never conclusively shown that the spells Milo was under were Charm Person spells and any testimony about Charm Person wouldn't necessarily apply because of this. Any expert witness could only testify to his magic experience, which would probably not include ratmen shamanism, calling such testimony into question. Titan worshippers have been known to display non-standard magics as well, and possibly the shaman had a special spell from the titan Gulaben about seducing and influencing people. (Granted, these were predominantly disease ratmen, but there's no reason to conclude that a disease ratmen shaman has only disease titan powers.)

So was this a case of another troublesome player? Milo doesn't seem very group friendly.

Part of the tension was the introduction of Milo into the group, which didn't play out as the DM and I had originally discussed. (Silly players doing their own thing... *smile*) Part of Milo's backstory was that he didn't know exactly why he was there, only that he was sent there for a good reason and with a general mission description. He was figuring out the in's and out's of why he was there and didn't have good answers for the party about his background because he didn't know the answers fully for himself. The (incredibly) moralistic nature of the party and his non-assuredness didn't mesh well.

However, I'd like to point out that Milo did do moral actions now and then, such as leaping into quicksand to try and rescue a Vigilant.

I wouldn't characterize the player as "trouble" - he's a close friend of mine. But I think the trouble stemmed from a desire to play a distinct, strong neutral character who found himself allied with a "good" group; in places where "its the right thing to do" swayed the rest of the party, his characters had their own agendas, goals, and desires. This would have been more trouble later in the campaign, where "its the gods' will" became a common theme.

I think that this is an accurate characterization. I wouldn't say "strongly neutral" so much as wanting to play a character who has some independent motivation to keep him going, something to make him a characater in and of himself instead of a character who would have nothing specific and meaningful to do if the party ever split up.

Milo's player is a great role player and really gets into his characters. Unfortunately, it usually comes down the fact that the characters don't really work well with the group. It's a good thing we love the player so much *grin*.

Love you, too, Fulcan... *smile* I would like to note that all of my characters did have very different character concepts as I attempted to fit in better with the party, and that all of my character concepts (including Fergus) were preapproved by the DM.

Out of all of Jared's characters, I liked Milo the best. I was bummed when you guys kicked him out.

I agree on both accounts.

I haven't forgotten that he's kicking around somewhere, btw. ;-)

The party knows that I'm rejoining the group next month with the Return of Milo(tm) subplot, right? *laugh*

Certain players/characters were rooting for him at the beginning, but by the end his dissembling alientated all the characters and some of the players.

Definitely true, though I might have alienated more by telling the full truth without dissembling.

Oh, wait, did I say that out loud? *grin*

Eagerly awaiting future installments,
-Fergus
 
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Elder-Basilisk

First Post
For the record, "the peck" was the halfling rogue in Wulf Ratbane's story hour. It's well worth looking up. After a long career of self-preservation (at the cost of a few party members' lives), he negotiated with the bad guys not once but twice for access to evil prestige classes (assassin and ninja of the crescent moon) and was executed by Wulf when he found out about it.

Milo was generally better behaved than the peck and seemed to be a good deal more useful, but then again, his betrayal was actually carried out--unlike the Peck's which were never seen through to the end (most likely because the rest of the party caught on).
 

Fergus

First Post
Elder-Basilisk said:
Milo was generally better behaved than the peck and seemed to be a good deal more useful, but then again, his betrayal was actually carried out--unlike the Peck's which were never seen through to the end (most likely because the rest of the party caught on).

Milo did not betray the party. ;)
 

Elder-Basilisk

First Post
But if they knew the truth they'd be even less well-disposed towards him?

Well, maybe to we should bring in the Peck from Wulf's story hour to paraphrase the Shawshank Redemption: "I'm the only guilty halfling rogue in purgatory. Everyone else is innocent--just ask them."

Fergus said:
Milo did not betray the party. ;)
 


Fergus

First Post
Elder-Basilisk said:
But if they knew the truth they'd be even less well-disposed towards him?

Well, I never said that he did only good things, just that he didn't (exactly...) betray the party. *grin*

I want to thank you very much for the reference to Wulf's story hour. It's a great story hour and time well spent; a great recommendation. I found it to be a very enjoyable and engaging read, and I can definitely see some parallels between Milo and Peck. Milo was, in my opinion, a much better character, of course... *wink* (Your mileage may vary!)

Something I would like to say, though, is that Wulf was a quite a bastard himself: greedy about loot distribution, teleporting home and abandoning his teammates in combat, quite openly disrespectful to other party members, and did openly antagonistic things like stealing another character's shield. And at times he made unilateral decisions about the course the party would take. Quite honestly, I don't see Wulf as exactly a great team player either.
 
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