the Jester
Legend
Otis Optimus strides to the head of the party. “People!” he cries imperiously. “I am Otis Optimus! We are here to help you! We know the man who tortured one of your own above- he is a villain of the first order named Sir Harth- and we seek to stop him!” As he speaks, Otis makes broad, sweeping gestures.
Gestures that the people hiding here take as... aggressive. Hostile, even.
One of them starts casting a spell. Another pulls a ranseur forth. It begins to crackle, the head of it sparking with electricity. Our heroes stand, dumbfounded, at the sight for a moment.
Then a fireball explodes amongst them.
A woman near the back is shouting something, sounding both frightened and angry. Clearly, there has been a terrible misunderstanding... a tragic miscommunication.* But whatever the cause, it has led to burns all over our heroes. Hissing in pain, Dahlia casts protection from fire on herself.
Me roars and starts rushing forward, but the enemy wizard casts another spell, and a wall of blazing fire springs up before the onrushing half-orc! Me cries out in surprise as his flesh sizzles again.
“A wall of fire!” exclaims Otis. “I have heard of such things, but the techniques required are lost in our time...”
Dahlia rushes heedlessly through the wall. Thanks to her spell, she is unharmed- although smoke rises from her when she emerges on the far side. “Wait!” she cries in Elven, as she steps through. “We don’t need to fight! We are friends!”
But her arrival has precipitated a charge from the ranseur-wielding man, who lunges in and knocks Dahlia from her feet. His follow-up strike deals terrific damage to her, and she screams as electricity shocks through her body. Then the wizard casts a spell at her, and for a moment she feels her will slipping away. She gasps, forcing the alien force of the charm from her mind.
Sir Colder cries, “Wait, why are we fighting? Me, stop! Back off!”
Me hesitates; and then, trusting authority, he does as Sir Colder asks, backing away from the roaring wall of flames. Lord Cedric, on the other hand, casts resist fire on himself, the words slurred even more than usual since his recent tooth-shattering accident. Cedric strides forward through the wall, suffering only minor burns- only to find himself immediately tripped by the ranseur-wielder! “Ah!” he cries in dismay, as he lands on his back and suffers a thorough thrust from the spike and the tip.
Otis hurls himself forward. I must learn her arcane secrets! he thinks wildly. If I can recover some the ancient magicks, and bring them back to our time... He throws himself through the flames, crying out in pain as they burn his face, his arms, his body. Staggering, he blinks...
The ranseur wielder is just before him, swinging his pole arm around to attack.
“Please!” Otis cries desperately. “I mean no harm, we want to help you all escape this time!” He sinks to his knees before the warrior. “I don’t know what I have said or done to offend you, but we mean you no harm! We have not struck a blow! Please, hear us out!”
The ranseur wielder thrusts the spike at the tip of his weapon up to Otis’ chin. He says something; although our heroes don’t understand the words, the meaning is plain: Don’t move or I will slay you. Otis seeks the wizard’s eyes with his, imploring her. “I, too, am a wizard,” he calls. “We can exchange knowledge and information. Spells...”
The wizard casts a spell. He watches her carefully. I recognize this one, he thinks. It’s tongues! She will be able to speak to us!
And indeed, a moment later, the wizard steps forward and demands, “Who are you people? What do you want? And what’s your connection to Harth?”
“He ith a villain!” pronounces Lord Cedric. “Our arth-nemethith, our wortht foe! We have purthued him from the very future to thtop him from thuctheeding in hith fiendith planth! Now, who ith your lord?”
“We have no lord, any longer,” the wizard replies. “But we are the ones asking the questions, not you!” The man with the ranseur growls theateningly. Otis keeps his hands up.
“Then ask! We will answer whatever you wish to ask of us!” Sir Fwaigo groans. “We mean you no harm! If we wanted to harm you, I assure you, we could have already done so!”
The wizard’s furious anger slowly abates. She sighs. “Yes, I suppose if you wanted to cause us harm, you would have nothing to gain by waiting- not now that you have found our hiding place.”
Sir Colder smiles. “Well, isn’t that evidence that we aren’t out to get you?”
Reluctantly, the wizard nods.
“Then, let uth introduthe ourthelveth, and then we can get to the matter of who your rightful lord ith,” Lord Cedric declares. “I am Lord Thedric of Whitewater. I am from your future!”
Our heroes introduce themselves around, and then the wizard introduces herself as Adele, and the ranseur-wielder as Benito. By the time her tongues spell wears off, the villagers and our heroes are smiling and shaking hands, and the villagers are offering their hospitality- at least as much as they have to offer in this retreat. Our heroes accept. They have been running hard without a friend or ally for weeks now. They need a few weeks to recuperate, to train, to restore their strength.** And they need some time to socialize, too, to see other people again for the first time in quite a while.
There are ten villagers other than Benito and Adelle. Ferick is a crotchety old man, but full of wisdom and knowledge. Bates, a 14-year-old, sneaky boy, takes to Cedric immediately, and vice-versa. Kelra is a frightened, easily persuaded woman, who served as the villager’s carpenter. Benito’s little brother Vendoza is there; somehow, our heroes aren’t surprised that Benito’s kin might survive. His girlfriend, Alliandra, is also among the survivors of the village. Mang Trolak, a stupid but strong half-orc woman, who plainly suffers from a massive case of hero worship for both Adelle and Benito, smiles at Sir Percival; their common orcish ancestry instantly gives them a small bond. Adelle’s sister, Dannelle, is there; again, it is plain that her blood connection to the village’s leaders has saved her life. The town’s smith, a dour, stodgy, miserly, conservative dwarf named Norgent, is another of the survivors. Sir Jorgen is pleased to note that the town’s sheriff, Angora, has made it to the relative shelter of the under-village. Moreover, Angora is a woman. Jorgan’s interest is definitely piqued. Finally, the town messenger, Scarifix, is the last survivor.
Training and relaxing- our heroes find the time slipping away. Otis is amazed at the spells that Adelle knows, and she is (no doubt) a novice for her time. Yet, she can create the legendary wall of fire!
Weeks pass. Our heroes deal with a few small threats- a strange lobster-like creature that emerges from the underground waterway that the village relies on, and a few things in the town itself looking for clues- but nothing truly significant happens. The villagers, even Benito and Adelle, are very impressed by the party’s prowess. Several of the party members learn the local tongue, Palantian.
Lord Cedric cannot abide the thought that these people have no lord, so he declares Benito lord of the village. Benito seems bemused, but accepts the honor seriously.
Then Cedric makes a momentous announcement.
“We will take them with uth,” he ejaculates. “We thall take them home to the future with uth.”
So it is, that our heroes’ number swells by a dozen before they set out on the trail to the capital city of the Palantian Empire, Litel. Now they are armed with the knowledge that the villagers have; now they have a dozen sources of information about the time that they are walking around in.
The war that has ruined this land, they learn, was between elves and humans. “The humans wanted the secret of immortality from the elves, but they wouldn’t share it,” declares Ferick. “They were afraid to give us an even chance against them. Well, now we showed them!” He cackles.
Our heroes set off down the road to Litel.
Next Time: On the road to Litel!
*In point of fact, Otis fumbled not one, but two Diplomacy checks in a row here...
**This might seem like an odd decision in a game which has a certain sense of urgency to it; but on a metagame level, I told the players that I wasn’t going to penalize them for taking time to train, since I’m using training rules in this campaign. I just assumed that the bad guys had to spend that much time training themselves, as well.
Gestures that the people hiding here take as... aggressive. Hostile, even.
One of them starts casting a spell. Another pulls a ranseur forth. It begins to crackle, the head of it sparking with electricity. Our heroes stand, dumbfounded, at the sight for a moment.
Then a fireball explodes amongst them.
A woman near the back is shouting something, sounding both frightened and angry. Clearly, there has been a terrible misunderstanding... a tragic miscommunication.* But whatever the cause, it has led to burns all over our heroes. Hissing in pain, Dahlia casts protection from fire on herself.
Me roars and starts rushing forward, but the enemy wizard casts another spell, and a wall of blazing fire springs up before the onrushing half-orc! Me cries out in surprise as his flesh sizzles again.
“A wall of fire!” exclaims Otis. “I have heard of such things, but the techniques required are lost in our time...”
Dahlia rushes heedlessly through the wall. Thanks to her spell, she is unharmed- although smoke rises from her when she emerges on the far side. “Wait!” she cries in Elven, as she steps through. “We don’t need to fight! We are friends!”
But her arrival has precipitated a charge from the ranseur-wielding man, who lunges in and knocks Dahlia from her feet. His follow-up strike deals terrific damage to her, and she screams as electricity shocks through her body. Then the wizard casts a spell at her, and for a moment she feels her will slipping away. She gasps, forcing the alien force of the charm from her mind.
Sir Colder cries, “Wait, why are we fighting? Me, stop! Back off!”
Me hesitates; and then, trusting authority, he does as Sir Colder asks, backing away from the roaring wall of flames. Lord Cedric, on the other hand, casts resist fire on himself, the words slurred even more than usual since his recent tooth-shattering accident. Cedric strides forward through the wall, suffering only minor burns- only to find himself immediately tripped by the ranseur-wielder! “Ah!” he cries in dismay, as he lands on his back and suffers a thorough thrust from the spike and the tip.
Otis hurls himself forward. I must learn her arcane secrets! he thinks wildly. If I can recover some the ancient magicks, and bring them back to our time... He throws himself through the flames, crying out in pain as they burn his face, his arms, his body. Staggering, he blinks...
The ranseur wielder is just before him, swinging his pole arm around to attack.
“Please!” Otis cries desperately. “I mean no harm, we want to help you all escape this time!” He sinks to his knees before the warrior. “I don’t know what I have said or done to offend you, but we mean you no harm! We have not struck a blow! Please, hear us out!”
The ranseur wielder thrusts the spike at the tip of his weapon up to Otis’ chin. He says something; although our heroes don’t understand the words, the meaning is plain: Don’t move or I will slay you. Otis seeks the wizard’s eyes with his, imploring her. “I, too, am a wizard,” he calls. “We can exchange knowledge and information. Spells...”
The wizard casts a spell. He watches her carefully. I recognize this one, he thinks. It’s tongues! She will be able to speak to us!
And indeed, a moment later, the wizard steps forward and demands, “Who are you people? What do you want? And what’s your connection to Harth?”
“He ith a villain!” pronounces Lord Cedric. “Our arth-nemethith, our wortht foe! We have purthued him from the very future to thtop him from thuctheeding in hith fiendith planth! Now, who ith your lord?”
“We have no lord, any longer,” the wizard replies. “But we are the ones asking the questions, not you!” The man with the ranseur growls theateningly. Otis keeps his hands up.
“Then ask! We will answer whatever you wish to ask of us!” Sir Fwaigo groans. “We mean you no harm! If we wanted to harm you, I assure you, we could have already done so!”
The wizard’s furious anger slowly abates. She sighs. “Yes, I suppose if you wanted to cause us harm, you would have nothing to gain by waiting- not now that you have found our hiding place.”
Sir Colder smiles. “Well, isn’t that evidence that we aren’t out to get you?”
Reluctantly, the wizard nods.
“Then, let uth introduthe ourthelveth, and then we can get to the matter of who your rightful lord ith,” Lord Cedric declares. “I am Lord Thedric of Whitewater. I am from your future!”
Our heroes introduce themselves around, and then the wizard introduces herself as Adele, and the ranseur-wielder as Benito. By the time her tongues spell wears off, the villagers and our heroes are smiling and shaking hands, and the villagers are offering their hospitality- at least as much as they have to offer in this retreat. Our heroes accept. They have been running hard without a friend or ally for weeks now. They need a few weeks to recuperate, to train, to restore their strength.** And they need some time to socialize, too, to see other people again for the first time in quite a while.
There are ten villagers other than Benito and Adelle. Ferick is a crotchety old man, but full of wisdom and knowledge. Bates, a 14-year-old, sneaky boy, takes to Cedric immediately, and vice-versa. Kelra is a frightened, easily persuaded woman, who served as the villager’s carpenter. Benito’s little brother Vendoza is there; somehow, our heroes aren’t surprised that Benito’s kin might survive. His girlfriend, Alliandra, is also among the survivors of the village. Mang Trolak, a stupid but strong half-orc woman, who plainly suffers from a massive case of hero worship for both Adelle and Benito, smiles at Sir Percival; their common orcish ancestry instantly gives them a small bond. Adelle’s sister, Dannelle, is there; again, it is plain that her blood connection to the village’s leaders has saved her life. The town’s smith, a dour, stodgy, miserly, conservative dwarf named Norgent, is another of the survivors. Sir Jorgen is pleased to note that the town’s sheriff, Angora, has made it to the relative shelter of the under-village. Moreover, Angora is a woman. Jorgan’s interest is definitely piqued. Finally, the town messenger, Scarifix, is the last survivor.
Training and relaxing- our heroes find the time slipping away. Otis is amazed at the spells that Adelle knows, and she is (no doubt) a novice for her time. Yet, she can create the legendary wall of fire!
Weeks pass. Our heroes deal with a few small threats- a strange lobster-like creature that emerges from the underground waterway that the village relies on, and a few things in the town itself looking for clues- but nothing truly significant happens. The villagers, even Benito and Adelle, are very impressed by the party’s prowess. Several of the party members learn the local tongue, Palantian.
Lord Cedric cannot abide the thought that these people have no lord, so he declares Benito lord of the village. Benito seems bemused, but accepts the honor seriously.
Then Cedric makes a momentous announcement.
“We will take them with uth,” he ejaculates. “We thall take them home to the future with uth.”
So it is, that our heroes’ number swells by a dozen before they set out on the trail to the capital city of the Palantian Empire, Litel. Now they are armed with the knowledge that the villagers have; now they have a dozen sources of information about the time that they are walking around in.
The war that has ruined this land, they learn, was between elves and humans. “The humans wanted the secret of immortality from the elves, but they wouldn’t share it,” declares Ferick. “They were afraid to give us an even chance against them. Well, now we showed them!” He cackles.
Our heroes set off down the road to Litel.
Next Time: On the road to Litel!
*In point of fact, Otis fumbled not one, but two Diplomacy checks in a row here...
**This might seem like an odd decision in a game which has a certain sense of urgency to it; but on a metagame level, I told the players that I wasn’t going to penalize them for taking time to train, since I’m using training rules in this campaign. I just assumed that the bad guys had to spend that much time training themselves, as well.