Regrouping
“It’s good to see you guys!” Goer exclaims as the party walks along. “Boy, traveling alone makes me nervous. It’s not safe.”
“Tell me about it!” One of Kyle’s hands unconsciously, briefly, moves towards the eye he lost when the blood hawks attacked him and Otis. He has his scars to show for travel, that’s for sure.
The group is returning to Goblin Gorge, somewhat revivified thanks to Dahlia’s
goodberries. But it’s spring; there aren’t too many berries to be found at this time of year. Mostly there are just flowers. As they walk, the group tells Goer what they have seen and found so far in the burnt goblin village. When they mention the survivor they found, Zeem, he suggests they talk to her.
“None of us speak their tongue,” Dahlia answers. “Well, except Otis and Cur.”
“Where are they, anyway?” inquires Goer.
“That’s a very good question,” opines Kyle.
“I think we might have an answer, at least to part of that. Look!” Sheriff Jorgen points ahead of them, towards the cyst. Otis is running, screaming, towards them.
“What’s going on with him?” Cara wonders.
“I thall interthept him,” Sir Cedric intones, and Thunderpuss begins galloping towards the wizard. In a few short moments, he reaches Otis. “Otith!” he cries. “Come, mount my horthe before me and I will carry you to thafety! I will hold you in my armth ath we ride to the otherth!”
Otis quickly accedes, and soon they have returned to the rest of the party. Otis is gibbering incoherently: “Agh!! Vapors... eggs... cage... Cur! Aaaaggh! Danger! Cur! Mucus... ahh!”
“Mucuth?” Sir Cedric says, his voice dripping distaste.
“Did he say ‘Cur?’” Dahlia puts in.
“It looked like he was running out of that... place,” ponders Jorgen. “Is... is Cur inside?”
“Aaggh!” Otis shouts.
“Then we mutht rethcue him,” Sir Cedric states, dismounting, and he starts approaching the cyst. Otis draws back, shaking, clutching at Thunderpuss. Fearfully, the others follow the knight.
The stink is horrible.* It makes Goer want to gag. Walking into it is like walking into the breath of illness, warm and moist. He shudders. The passage they enter is wide and dank, and almost immediately it opens into a large chamber. On the floor they can see Cur, unmoving. Without hesitation, Sir Cedric moves forward, grabs him up, and carries him back. Behind him there’s a hissing sound; he whirls in time to see a pulsing, organic-looking rent on the floor open up and emit a cloud of vapors. Fortunately, he moved out of the room just in time.**
The party carries Cur out to the horse and the wizard. Otis seems to be calming down, but Cur is on the very edge of death.
The party discusses the situation. “We are at full thtrength, other than Cur,” Sir Cedric says. “We mutht at leatht ekthplore a little.”
“It’s horrible in there,” groans Otis.
“All the more reason to destroy it,” Cara replies.
“We can’t leave this thing here, so close to town,” Jorgen declares.
The party returns to the cyst. Dahlia nearly retches at the stink; she can barely take it. Otis tells them of the secret door, and while Sir Cedric- for there is another exit from the chamber- the others search the wall, quickly locating it. Then they step through into the egg chamber, and the crawling thing comes into view: a twisted mockery of an insect, with a strange, wicked-looking stinger curled above its back.
Immediately Goer moves up next to Sir Cedric, ready to aid his liege. The thing scuttles forward with surprising speed and its large mouth snaps at him, tearing into his left arm. Blood pours down Goer. “Hey!” he roars, and both he and Sir Cedric begin hacking it with their swords! The creature mindlessly bites Goer again, this time catching his foot as he tries to leap aside, and then tries to sting him- but instead, it stings itself! Meanwhile Cara and Otis manage to land an arrow and a stone, respectively, and Sir Cedric deals it another blow. The thing is weakening, but it manages to sting Goer at last before Otis fells it with another sling stone.
Goer groans. “I don’t feel so well after that,” he admits. He sits for a few moments while the poison runs its course, but manages to avoid any secondary effects. His ears are ringing and he seems to be having a little trouble concentrating, however.***
The party checks out the room. It is very large, stretching out over one hundred feet from end to end, and two passages lead out. One of them, which Otis points out, leads to the room with the cages and the pool. He shudders. There are many eggs that look like they are waiting to hatch into horrible vermin like the one they just slew.
“We should destroy these eggs,” Jorgen says, and the party does so. Dahlia instead keeps watch, listening down the other hallway. The eggs are tough and leathery, but easy enough to destroy, given a little work, and soon the party is half-done. Then-
“Look out!” Dahlia calls a warning. “Another to the left!”
One of the resin-armored figures approaches. It draws to a halt, detecting them, and gestures, surrounding Cara and Sir Cedric with a field of confusion, distracting colors. Both of them manage to shake off the effect. Then a stone from Otis sails out, slapping into the monster’s face! Arrows and more sling stones begin to rain out at the enemy as Sir Cedric and Dahlia move in to engage it! Upon suffering a few blows from them and Cara (who has switched from bow to rapier), the thing sprouts wings- just as our heroes have seen these bizarre things do before- and attempts to escape, but they bring it down with more slashes as it moves away from them.
Quickly they finish smashing the weird eggs. Then they withdraw back outside. “We should talk to the goblin, now that we have someone who can,” Cara suggests, and the party agrees and heads over to the only building that survived the arrival of the fire-thing that our heroes still have not seen.
***
Otis talks to Zeem, and what our heroes learn is this: she is not even a priestess, but this is a temple sacred to Maglube, the Great Goblin Lord. When the terrible fire-thing came, she ran to the temple to pray for protection, and the salt came. But it was too late for the rest of her village; they were destroyed or driven off. When the cyst creatures came, they could not enter the salted earth either. However, Zeem found that she could no longer leave the temple, nor did she need to eat or drink. Maglube had saved her, yet cursed her to remain in the ruins.
Zeem also knows a little bit about the creatures in the cyst. Many of them, according to her, are the weird humanoid-like things. There is also the terrible fire-thing that burned her village, which she doesn’t seem to be able to describe in any detail. But she also tells them of a great bat-like creature.
On a more personal note, Otis also asks her if she knows anything about Glourkin, the goblin who gave himself and Cur to the cyst men, but she only shrugs. “He is
north side goblin. I am
south side goblin.”
Then our heroes set out to rest and recuperate for a few days.
Next Time: Back into the cyst! Our heroes find the fire-beast at last!!
*The in-game effects of the stink took effect when the characters approached within 10’ of the cyst. If they failed a Fort save, DC 12, they were sickened. Every ten minutes, they got to make a new save; once you made one you got the standard 3e “24 hour immunity” to effects like that. The environment of the cyst was full of messed up environmental badness like that (the vapors, several things in the cage room, etc).
**This was one of those things where Cur was bleeding out and the pcs were racing to save him in time. They would have failed, but he stabilized on his very last chance to do so.
***He took 5 points of wis damage from the sting. The secondary damage would have been fun, but he made his save.
