the Jester
Legend
Into the Ashen Palace of Bleak our heroes go. Immediately as they pass the threshold, they are assaulted by a group of the so-called ‘ash zombies’ that they have heard of. They are waxen corpses radiating cold menace, dusted with drifts of ash. Cooper immediately moves into a posture of attack, his falchion poised to hack downward. Barouk moves in behind him, his crossbow at the ready. Skaal, too, moves into the room, his sickles gleaming naked in his hands. Romdar follows close on his heels, his longsword at the ready.
The ash zombies move in, pawing clumsily at the party. One connects with Cooper, even as the herald of Thrush cuts savagely into it, nearly severing one of its arms. It doesn’t react at all, just continues attacking mindlessly. Cooper rocks back from its blow and cries out. “Ahh, watch out! They’re strong, and cold!” Romdar, too, suffers a blow. He feels the frost creep into him, bone deep, in an instant, and staggers back gasping.
But our heroes return the ash zombies’ attacks. Cooper lays his foe low and heads towards the next, shivering with cold; meanwhile, Barouk swears as he finds his crossbow ineffective against the ash zombies. He switches to shuriken, but his first throwing star just bounces off of his target harmlessly.
Severin is finally able to move up and into the room. He sees the zombies, notes Barouk’s crossbow on the floor and drops his bow. Quickly, he pulls his greatsword from the baldric slung across his back. He strikes a quick blow on one of the remaining zombies, and Skaal moves in from the other side and slices its head off with a sickle. The zombie’s neck vents ash, rather than blood; then it collapses.
The last zombie is surrounded by Romdar, Skaal’s kocho and Cooper. In only a few more moments it is hacked mercilessly to pieces, with Cooper striking the finishing blow.
Then, alertly, our heroes survey the scene. They are in a large reception room. There is a burnt and charred carpet underfoot. Tapestries on the walls look like they were once rich and valuable, but now they are burnt to cinders. Several wooden chairs and stools are in here, also burnt almost to ash. Two exits lead out of the chamber. The air is quite chilly. Severin checks one of the passages leading out; it opens into some kind of feast chamber. “Nuh-uh,” he says nervously. Barouk looks down the other passageway: it has two halls leading away at a ninety degree angle from each other. Down one of them he can see a couple of doors; the other way seems to open up into some sort of room off to the left at the end. He points these out to the party as they strike up light sources for the majority of the party, who cannot see in the dark. Then, they decide to head towards the open room.
When they reach it, they are disturbed to find it some kind of trophy room, with heads mounted on obsidian plates that hang incongruously from the walls of ash. The trophies are truly grisly- mostly the heads of humans or elves, though a dwarf and gnome head are also visible.
“That’s not right,” Kifla cries. “That goat man is mean!” She can’t stop staring at the mounted gnome head.
“He worships Bleak,” Barouk replies gently. “Of course he’s mean.”
One wall of the room is curved; clearly, this must be the edge of one of the towers that are in the four corners of the keep. There is a door in that wall. Opposite it, set in a flat wall, is another door.
“Let’s check out the tower,” Barouk suggests. “It seems to me that we should go up to find that goat-headed fellow, and hopefully to get out of here!”
Romdar asks, “Does anyone remember what he said about how to get out? In, and down, and up and around or something?”
“That wasn’t it,” objects Skaal. “Uh, it was... hmm.”
The party gives a collective shrug. “Well, we’ll see,” Severin quips. “Maybe we can ask him when we see him again.”
Barouk, meanwhile, opens up the tower. It is cold and empty, but for a stair that winds upwards along the wall of the tower. Barouk and Severin begin clambering up the stairs a short way, but the ashen steps shift and collapse under their weight! With a cry, Barouk finds himself landing 20’ below, with a rain of debris coming down all about him. He shields himself from the worst of it, but is pummeled by a few pieces. Severin was not as far up the stairs, but he is pitched right onto his face, breaking his cheek bone.
The stairs are a total loss; without climbing- and who knows how the ashen walls will respond to that- the upper level is, at least for now, unattainable.
Romdar shrugs. “There are three more towers.”
The party decides to go back to the two doors that Barouk first saw down the other half of the L-shaped hall. They easily penetrate the door of the first room. It bears a pair of bunk beds, badly burnt and ready to fall apart. Several footlockers, also marred by flame, are at the bases of the beds. But as soon as our heroes step within to investigate in more detail, two ash zombies spring up from within the ruin of the beds, disintegrating the ashen outline of the beds. However, the zombies are quickly dispatched by the group dog piling them.
The next room is roughly the same, including the pair of ash zombies lurking within it. Between the footlockers in both rooms, the party manages to pull out about 40 gold pieces.
“Well, why don’t we go back to the trophy room and check out that other door?” suggests Tempeh. The others nod agreement, and head back to the trophy room and to the door on the straight wall. This proves to lead to another hallway, with two doors to the right and one at the end of the hall. The first door on the right proves very interesting indeed. Obviously, it was the room of someone important. A large metal bed frame holds a thick ashen bed that was plainly once quite rich. A vanity, with a broken mirror, a charred counter, several blackened jars of various burnt substances and a wooden stool burned to ash before it, is against the wall next to the bed. A small writing table is near the other side of the chamber, and along the corner of the wall are the destroyed remains of a bookshelf. Only one feature stands true and undamaged in here: a portrait of a beautiful woman hangs on the wall of ashes. It is of exquisite craftsmanship.
.”Interesting all over again,” muses Tempeh.
Examining the room turns up something else interesting: the fire that burned this place down seems to have started in this room.
“You know,” muses Zelda, “it’s interesting that, of all the things we’ve seen here, only the painting wasn’t touched by the fire.”
“That’s... very interesting,” admits Kifla. She peers at it closely. “Say, do you hear a hissing sound? Or a crackling?” She cocks her head. “It sounds like fire-“
Abruptly, the fire in the fireplace in the painting seems to leap out of the painting and into the room with our heroes. They shout in surprise, falling back a pace or two at the sudden appearance of the living flame.
It lashes out, searing Severin across the face. “Aargh!” he cries out, throwing up his arms to cover his head. Barouk hurls a throwing star at the elemental, damaging it, and Kifla fires her crossbow at it. Her shaft strikes home too! The elemental flickers, and Romdar attempts to finish it off with a ray of frost, but unfortunately, he misses it completely!
Then Severin swings around, and his greatsword snaps into the elemental. The thing puffs out like a candle flame in a high wind!
“Another close one,” comments the ranger.
There is another exit from the chamber, but our heroes elect to fall back and continue to the door at the end of the hall. This proves to lead to another hallway, but this one has a goat-headed humanoid and two of the ash zombies in it! The goat-man is armed with a longspear and crossbow. Our heroes move towards him, but he retreats up the stairs even as the ranger slices a red line across the goat-man’s arm. As he retreats, the goat-man fires an arrow and narrowly misses Severin. Meanwhile, the ash zombies move to engage the party as well. A brutal combat develops.
“It isn’t the same guy!” shouts Romdar. “It isn’t the Mouth of Bleak! Look, his fur is a different color!”
“Either way,” Barouk says with equanimity. He runs nimbly up the stairs after the goat-man, dodging the ash zombies. The goat man snarls as Barouk approaches, launches himself into the air and kicks with enormous force. The goat man’s neck snaps! He collapses, spasming horrifically as he dies, and Barouk whirls around to help deal with the ash zombies.
***
“I think we need to rest,” groans Zelda. She is tending to Severin, who has been rendered unconscious. The part choruses an agreement with her assessment, and they drag their wounded friend to the room with the portrait in it.
“This is probably as good a place as any to rest,” opines Barouk. “We haven’t seen any places that are specifically friendly yet, anyhow.”
“Sounds good,” sighs Romdar. “I’m pretty wounded.”
The party spends some time tending each others’ wounds, sewing up cuts, salving burns, binding gashes and so forth. Finally, they settle in to attempt to get some rest. But as they start to drift off, Romdar- who is on watch- stiffens. “Hey, guys,” he murmurs. “I think there’s something in the other room.”
“Huh?” Barouk snaps back to wakefulness. He cocks his head, listening carefully.
Yes. There is a sound... muttering? Puzzled, he concentrates fiercely, but cannot discern more. But it is definitely muttering.
The party rises and girds on their weapons. Then they proceed to the next room, from which the muttering seems to be coming. The small chamber that they walk into is set with two windows in the ashen wall. A stone tub, possibly for bathing, is in the chamber, below the windows, and steam rises from the water within it. This room is noticeably warmer than the rest. The charcoal remains of several buckets are near the tub, and a burnt up shelf is near the wall adjacent to it.
“Steam?” blinks Romdar.
Something sloshes in the tub.
Eyes wide, Barouk gestures at the tub. Nobody moves.
Then, suddenly, there is an explosion of water and steam from the tub! Something small, Kifla-sized or smaller, surges forth- a man-shaped form of steaming water, with weird, frothing, steaming wings.
“What the-“ cries Barouk.
The steam creature belches forth a blast of super-hot steam at him. “Aargh!” he cries, backflipping away from the cone and evading. Then, with a glare, he moves in, attempting to grapple the little monster. The creature, meanwhile, claws Cooper and tears a deep wound in his back as he tries to move away. Cooper groans and collapses into unconsciousness.
”It’s a mephit!” cries Kifla. “Watch out!”
Nobody really knows what that means, so they all ignore her words. Romdar dazzles the steaming creature with a flare, and Barouk throws a flurry of punches at it, but misses each time. Zelda begins to sing, inspiring courage in our heroes. Our heroes throw a multitude of blows and fire several arrows and bolts, but seem almost unable to hit it. The steam mephit, on the other hand, tears a great rent in Barouk’s chest with its boiling-hot claws.
The mephit cackles and dives back into the tub of steaming water. Kifla steps up and, despite the intervening water, manages to sink a crossbow bolt into the creature’s side. Then Romdar thrusts his blade into the water and hits it to pretty good effect. However, he is forced to admit that his blows are not doing as much damage as he would have hoped.
The mephit hisses, and it erupts from the superheated water again to belch forth a cloud of searing steam at Romdar. He covers his face and cries out in pain as the steam raises blisters on his arms.
Then a sudden flash of blinding, clashing colors explodes in the middle of the fight. The mephit is knocked unconscious, and Romdar- who is also in the area of the spell- resists the spell’s effect! Quickly, he administers a coup de grace on the mephit and slays it.
“Damn,” swears Barouk. “Now we’re in even worse shape!”
“At least we dealt with the threat before it attacked us in our sleep,” Romdar points out.
“Hey, look here,” Zelda gestures. She points into the tub. “There is some sort of vial in there.”
The water is very hot, so our heroes carefully use long objects, such as swords, to roll the vial out of the tub. It does not radiate magic when checked, but everyone is too paranoid to open it. Finally, Kifla shrugs and smashes it. The amber contents prove to be nice perfume, but now that the vial is smashed, it is wasted. Oh well.
Again, our heroes attempt to rest. This time, they are more successful.
Next Time: Further adventures within the Ashen Palace of Bleak!
The ash zombies move in, pawing clumsily at the party. One connects with Cooper, even as the herald of Thrush cuts savagely into it, nearly severing one of its arms. It doesn’t react at all, just continues attacking mindlessly. Cooper rocks back from its blow and cries out. “Ahh, watch out! They’re strong, and cold!” Romdar, too, suffers a blow. He feels the frost creep into him, bone deep, in an instant, and staggers back gasping.
But our heroes return the ash zombies’ attacks. Cooper lays his foe low and heads towards the next, shivering with cold; meanwhile, Barouk swears as he finds his crossbow ineffective against the ash zombies. He switches to shuriken, but his first throwing star just bounces off of his target harmlessly.
Severin is finally able to move up and into the room. He sees the zombies, notes Barouk’s crossbow on the floor and drops his bow. Quickly, he pulls his greatsword from the baldric slung across his back. He strikes a quick blow on one of the remaining zombies, and Skaal moves in from the other side and slices its head off with a sickle. The zombie’s neck vents ash, rather than blood; then it collapses.
The last zombie is surrounded by Romdar, Skaal’s kocho and Cooper. In only a few more moments it is hacked mercilessly to pieces, with Cooper striking the finishing blow.
Then, alertly, our heroes survey the scene. They are in a large reception room. There is a burnt and charred carpet underfoot. Tapestries on the walls look like they were once rich and valuable, but now they are burnt to cinders. Several wooden chairs and stools are in here, also burnt almost to ash. Two exits lead out of the chamber. The air is quite chilly. Severin checks one of the passages leading out; it opens into some kind of feast chamber. “Nuh-uh,” he says nervously. Barouk looks down the other passageway: it has two halls leading away at a ninety degree angle from each other. Down one of them he can see a couple of doors; the other way seems to open up into some sort of room off to the left at the end. He points these out to the party as they strike up light sources for the majority of the party, who cannot see in the dark. Then, they decide to head towards the open room.
When they reach it, they are disturbed to find it some kind of trophy room, with heads mounted on obsidian plates that hang incongruously from the walls of ash. The trophies are truly grisly- mostly the heads of humans or elves, though a dwarf and gnome head are also visible.
“That’s not right,” Kifla cries. “That goat man is mean!” She can’t stop staring at the mounted gnome head.
“He worships Bleak,” Barouk replies gently. “Of course he’s mean.”
One wall of the room is curved; clearly, this must be the edge of one of the towers that are in the four corners of the keep. There is a door in that wall. Opposite it, set in a flat wall, is another door.
“Let’s check out the tower,” Barouk suggests. “It seems to me that we should go up to find that goat-headed fellow, and hopefully to get out of here!”
Romdar asks, “Does anyone remember what he said about how to get out? In, and down, and up and around or something?”
“That wasn’t it,” objects Skaal. “Uh, it was... hmm.”
The party gives a collective shrug. “Well, we’ll see,” Severin quips. “Maybe we can ask him when we see him again.”
Barouk, meanwhile, opens up the tower. It is cold and empty, but for a stair that winds upwards along the wall of the tower. Barouk and Severin begin clambering up the stairs a short way, but the ashen steps shift and collapse under their weight! With a cry, Barouk finds himself landing 20’ below, with a rain of debris coming down all about him. He shields himself from the worst of it, but is pummeled by a few pieces. Severin was not as far up the stairs, but he is pitched right onto his face, breaking his cheek bone.
The stairs are a total loss; without climbing- and who knows how the ashen walls will respond to that- the upper level is, at least for now, unattainable.
Romdar shrugs. “There are three more towers.”
The party decides to go back to the two doors that Barouk first saw down the other half of the L-shaped hall. They easily penetrate the door of the first room. It bears a pair of bunk beds, badly burnt and ready to fall apart. Several footlockers, also marred by flame, are at the bases of the beds. But as soon as our heroes step within to investigate in more detail, two ash zombies spring up from within the ruin of the beds, disintegrating the ashen outline of the beds. However, the zombies are quickly dispatched by the group dog piling them.
The next room is roughly the same, including the pair of ash zombies lurking within it. Between the footlockers in both rooms, the party manages to pull out about 40 gold pieces.
“Well, why don’t we go back to the trophy room and check out that other door?” suggests Tempeh. The others nod agreement, and head back to the trophy room and to the door on the straight wall. This proves to lead to another hallway, with two doors to the right and one at the end of the hall. The first door on the right proves very interesting indeed. Obviously, it was the room of someone important. A large metal bed frame holds a thick ashen bed that was plainly once quite rich. A vanity, with a broken mirror, a charred counter, several blackened jars of various burnt substances and a wooden stool burned to ash before it, is against the wall next to the bed. A small writing table is near the other side of the chamber, and along the corner of the wall are the destroyed remains of a bookshelf. Only one feature stands true and undamaged in here: a portrait of a beautiful woman hangs on the wall of ashes. It is of exquisite craftsmanship.
.”Interesting all over again,” muses Tempeh.
Examining the room turns up something else interesting: the fire that burned this place down seems to have started in this room.
“You know,” muses Zelda, “it’s interesting that, of all the things we’ve seen here, only the painting wasn’t touched by the fire.”
“That’s... very interesting,” admits Kifla. She peers at it closely. “Say, do you hear a hissing sound? Or a crackling?” She cocks her head. “It sounds like fire-“
Abruptly, the fire in the fireplace in the painting seems to leap out of the painting and into the room with our heroes. They shout in surprise, falling back a pace or two at the sudden appearance of the living flame.
It lashes out, searing Severin across the face. “Aargh!” he cries out, throwing up his arms to cover his head. Barouk hurls a throwing star at the elemental, damaging it, and Kifla fires her crossbow at it. Her shaft strikes home too! The elemental flickers, and Romdar attempts to finish it off with a ray of frost, but unfortunately, he misses it completely!
Then Severin swings around, and his greatsword snaps into the elemental. The thing puffs out like a candle flame in a high wind!
“Another close one,” comments the ranger.
There is another exit from the chamber, but our heroes elect to fall back and continue to the door at the end of the hall. This proves to lead to another hallway, but this one has a goat-headed humanoid and two of the ash zombies in it! The goat-man is armed with a longspear and crossbow. Our heroes move towards him, but he retreats up the stairs even as the ranger slices a red line across the goat-man’s arm. As he retreats, the goat-man fires an arrow and narrowly misses Severin. Meanwhile, the ash zombies move to engage the party as well. A brutal combat develops.
“It isn’t the same guy!” shouts Romdar. “It isn’t the Mouth of Bleak! Look, his fur is a different color!”
“Either way,” Barouk says with equanimity. He runs nimbly up the stairs after the goat-man, dodging the ash zombies. The goat man snarls as Barouk approaches, launches himself into the air and kicks with enormous force. The goat man’s neck snaps! He collapses, spasming horrifically as he dies, and Barouk whirls around to help deal with the ash zombies.
***
“I think we need to rest,” groans Zelda. She is tending to Severin, who has been rendered unconscious. The part choruses an agreement with her assessment, and they drag their wounded friend to the room with the portrait in it.
“This is probably as good a place as any to rest,” opines Barouk. “We haven’t seen any places that are specifically friendly yet, anyhow.”
“Sounds good,” sighs Romdar. “I’m pretty wounded.”
The party spends some time tending each others’ wounds, sewing up cuts, salving burns, binding gashes and so forth. Finally, they settle in to attempt to get some rest. But as they start to drift off, Romdar- who is on watch- stiffens. “Hey, guys,” he murmurs. “I think there’s something in the other room.”
“Huh?” Barouk snaps back to wakefulness. He cocks his head, listening carefully.
Yes. There is a sound... muttering? Puzzled, he concentrates fiercely, but cannot discern more. But it is definitely muttering.
The party rises and girds on their weapons. Then they proceed to the next room, from which the muttering seems to be coming. The small chamber that they walk into is set with two windows in the ashen wall. A stone tub, possibly for bathing, is in the chamber, below the windows, and steam rises from the water within it. This room is noticeably warmer than the rest. The charcoal remains of several buckets are near the tub, and a burnt up shelf is near the wall adjacent to it.
“Steam?” blinks Romdar.
Something sloshes in the tub.
Eyes wide, Barouk gestures at the tub. Nobody moves.
Then, suddenly, there is an explosion of water and steam from the tub! Something small, Kifla-sized or smaller, surges forth- a man-shaped form of steaming water, with weird, frothing, steaming wings.
“What the-“ cries Barouk.
The steam creature belches forth a blast of super-hot steam at him. “Aargh!” he cries, backflipping away from the cone and evading. Then, with a glare, he moves in, attempting to grapple the little monster. The creature, meanwhile, claws Cooper and tears a deep wound in his back as he tries to move away. Cooper groans and collapses into unconsciousness.
”It’s a mephit!” cries Kifla. “Watch out!”
Nobody really knows what that means, so they all ignore her words. Romdar dazzles the steaming creature with a flare, and Barouk throws a flurry of punches at it, but misses each time. Zelda begins to sing, inspiring courage in our heroes. Our heroes throw a multitude of blows and fire several arrows and bolts, but seem almost unable to hit it. The steam mephit, on the other hand, tears a great rent in Barouk’s chest with its boiling-hot claws.
The mephit cackles and dives back into the tub of steaming water. Kifla steps up and, despite the intervening water, manages to sink a crossbow bolt into the creature’s side. Then Romdar thrusts his blade into the water and hits it to pretty good effect. However, he is forced to admit that his blows are not doing as much damage as he would have hoped.
The mephit hisses, and it erupts from the superheated water again to belch forth a cloud of searing steam at Romdar. He covers his face and cries out in pain as the steam raises blisters on his arms.
Then a sudden flash of blinding, clashing colors explodes in the middle of the fight. The mephit is knocked unconscious, and Romdar- who is also in the area of the spell- resists the spell’s effect! Quickly, he administers a coup de grace on the mephit and slays it.
“Damn,” swears Barouk. “Now we’re in even worse shape!”
“At least we dealt with the threat before it attacked us in our sleep,” Romdar points out.
“Hey, look here,” Zelda gestures. She points into the tub. “There is some sort of vial in there.”
The water is very hot, so our heroes carefully use long objects, such as swords, to roll the vial out of the tub. It does not radiate magic when checked, but everyone is too paranoid to open it. Finally, Kifla shrugs and smashes it. The amber contents prove to be nice perfume, but now that the vial is smashed, it is wasted. Oh well.
Again, our heroes attempt to rest. This time, they are more successful.
Next Time: Further adventures within the Ashen Palace of Bleak!