the Jester's OLD story hour, UPDATED AT LAST!

Well, here's _some_ of the group, anyhow!

Well, here we go- a partial reunion, a fight barely worth mentioning, and the setup for a fight _definitely_ worth mentioning...





That damned infernal chain! When Stone tries to pick it up he feels his life force ebbing. Clearly it doesn’t like his philosophy on life. Krunkshank picks it up as well, but the results are the same. “We could leave it,” suggests Stone, but his dwarven nature asserts itself as he finishes, “but then we couldn’t sell it.” Since Krunkshank, too, is a dwarf- and therefore greedy- er, appreciative of money- they wrap it in a tatter of Sith’s clothes and stuff it in the elementalist’s cloak. Krunkshank seems moody; he’s traveled with Sith long enough to know the orcish necromancer’s value, especially in a place a wrought with danger as the Isles of Gloom. Without him... without any of their companions... can the two dwarves escape?

In the morning they finish looting Sith’s gear and move on. Then, Stone and Krunkshank almost immediately discover to their chagrin just how close they were to their allies when they stumble upon the feathered Spukoni putting out a campfire. Next to him is a troll (actually a polymorphed Vito) and Clambake. It’s the fire the three slept by, and it’s probably less than a hundred yards from Sith’s death site. A joyful reunion provides the adventurers with a respite from the despair of the mist, and then turns sad when the dwarves tell of Sith’s untimely end. Spukoni is especially saddened, since he and Sith have long been allies in the “don’t touch me in my no-no place” club. But since leaving Valonia, there’ve been few violations of that nature; maybe it’s an orcish thing? Oh well; the chaotic neutral Spukoni moves on, much quicker than he did when his twin brother died (back when he was called Milosh).

“My friends,” Vito says solemnly, “I suggest we do the only honorable thing here.” He pulls out a pair of dice- not even loaded- and they begin dividing up Sith’s gear. He didn’t have a lot, but he had the chain taken from the mistress of chains, the spiked chain he’d enchanted himself, the hat from the githyanki and a few other items. In a few minutes the group has split everything up, not without a touch of melancholy, but they’re adventurers. They all know the risks.

The infernal spiked chain is an interesting item in the mix. Nobody in the party can use it; they debate leaving it behind, but finally Spukoni takes it as one of his picks. Grabbing it up, he feels his vitality ebb, but he has no intention of using it. Maybe, he thinks, I can sell it or something. And Sith had revealed that it could communicate to some extent, so the chaos-touched eldritch master whispers to it, “I don’t want to use you, I just want to carry you away from here!”

To his surprise, the chain answers him telepathically. “You are not suited to hold me.”

Mentally, Spukoni responds, “What do you want done with you?”

A few moments of mental bargaining later, Spukoni agrees to carry it to a new wielder that it approves of and the chain- now revealed as Senotyfe- agrees not to harm him or his companions in the interim, as long as none of the disorderly scum try to touch it. So the feathered eldritch master puts it in his special pocket, along with the githyanki silver sword. His butt is rapidly becoming the resting place of all the items that are too dangerous for the party to carry otherwise. Good idea? He isn’t so sure, but hey, he’s chaotic neutral. Lots of his ideas aren’t so good.

After dividing their dead companion’s gear the group moves on down the beach. Almost immediately, some strange, smoky creatures rush at them from the ocean. The battle, however, is never truly in doubt. Afraid for a moment that these are more of the crimson bloodsuckers that gave them so much trouble before, they find to their relief that the monsters are much less formidable. Spukoni’s lightning bolts and Vito’s trollish attacks finish the monsters off in seconds, the party’s first easy victory since arriving. Could the tide be turning their way?

Indeed, as they move down the beach, the group finds a steep rise paralleling the water. They continue below it until the beach butts up against it and they have no choice but to climb it, then turn and retreat to where the rise started. And then they hear voices. Could it be more of their missing companions? Anvar, Horbin, Turk, Bolfol- perhaps even the clockwork master Titus? But no- the voices are guttural, speaking the orcish tongue.

Pirates? The party exchanges looks and makes a hurried whispered plan. Spukoni puts on the ring that cloaks him with the illusion of an orc and starts up the slope to talk to them, Vito following. He’ll claim to be shipwrecked and looking for a ship to sign on with, and having Vito (as a troll) to back him up makes him seem more formidable and valuable as a crewman; the rest of the party will be ready to back him up- or to scoop up some of the sacred sand they need to fulfill the giant’s mission if he can keep them distracted long enough. They’ll stay just out of sight in the mist, following at a distance.

“Why don’t we just take the ship?” asks Clambake.

“Does anyone know how to sail?” retorts Krunkshank.

Well, since that’s a no, the group decides to get on with their plan...






Next update: pirates, another hat, a weird ship- and Captain Clambake!
 

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Sometimes it's good to look like an orc

It’s not often that it’s good to look like an orc, thinks Spukoni, but this is one such time. He clambers up the sandy slope towards the orcish voices, Vito following him as a troll. As they get a little closer, the orcish conversation becomes comprehensible to Spukoni- being from Valonia, and a former spy among the orcs, he speaks their tongue. It sounds as though there are two orcs talking, and they sound sullen and resentful. The first voice is saying something about “...don’t see why we’re doing this.”

“The captain says so, that’s why,” the second answers.

“Vegetables! Hah! When was the last time _you_ ate vegetables?”

“Well, you never know. Cap’n says we might be taking on new crew members soon.”

Then Spukoni and Vito top the rise and see the orcs through the mist. They’re lightly armored, armed with cutlasses and dressed as sailors. They stop talking as the two adventurers come into view. “Orcs!” cries Spukoni. “Me thought me heard voices. Me very hungry. You help me?”

The two strange orcs exchange a glance. The first turns to Spukoni and asks, “Who’re you?”

“Uh... me Sith. Me very hungry!”

Again, a knowing look passes between the orcs. “Well, then! What are ya doing here, and who’s your friend?” the first one inquires, sounding jovial and friendly.

“Uh, ship sank in mist. Very hungry! Not eaten in days!”

“Hmm... maybe you’re looking for work? We could use a few new hands.” The orc pauses, looking Spukoni over. “You say you came from a ship?”

Spukoni nods. “We pirates! We raid good, but mist bad. Me want to get out of mist. You have ship?”

A crafty look seems to pass between the two pirate orcs. “Sure, we have a ship, or at least we sail on one. Why don’t you come down and meet the captain?”

“No tricks,” the polymorphed Vito growls out in his most intimidating troll voice, “or I eat you!”

The two orcs laugh gruffly. “No, no- no tricks. Come on, we’ll take you to the ship and you can meet the captain. He’ll take good care of you.”

“You have food?” Spukoni inquires.

“We’ll take good care of you,” the orc responds. “We’ve got lots of rum. C’mon.”

The rest of the group, meanwhile, moves slowly to keep up with the voices but to avoid being spotted in the mist. Clambake clutches his shield wetly in the omnipresent fog, the clam scribed upon it reassuring him. Stone moves clumsily up the slope, followed by Krunkshank. They try to move as quietly as possible, hoping the strange distortions of the mist will prevent them from being heard as they clank along with their heavy armors and creaking weapons.

Spukoni and Vito find themselves descending into the sacred cove described to them by the giant days ago. The mist seems lighter here, less cloying. It’s as if something about the cove itself helps keep it at bay. Anchored a little off shore is a ship, appearing tattered and weathered at this distance, and moving on it are some orcs. On the shore are still more, perhaps another ten. As the two disguised adventurers and their escorts move up towards the group of pirates, the orcs on shore move towards them in turn. “Hey there,” calls one of the orcs on shore. “Who are these?” He squints towards Spukoni and Vito.

“We very hungry,” Spukoni says, trying to sound humble. “You have food?”

“Let’s get these fellows some rum,” says the orc who spoke to them atop the rise. “They’ll be joining us.”

“Right,” answers the fellow who asked who they were. With a gesture, he directs a few of his men- for he’s obviously the one in charge of this group- to a small rowboat. “Go tell the captain we’ve got some new recruits. And bring back some rum.” Four of the orcs trot to the boat and push it into the water.

“Food?” asks Spukoni again.

“Oh, don’t worry,” the leader-type sneers. “We’ll take good care of you.”

Just then, looking hard and menacing at the orcs, Vito realizes something quite unsettling. They don’t have any color in their eyes at all. They’re just pure white. It’s disturbing. He grunts out, “What’s wrong with your eyes?”

The orcs exchange pale-eyed glances. “Nothing,” the leader growls. “Everything’s fine. You just wait a few minutes and the cap’n will be here. He’ll set ya straight on everything. Everything...”

“Any tricks,” Vito grunts, “and I eat your friends.”

“Food?” Spukoni asks again, but now he’s trying to get a good look at the orcs’ eyes as well. Whatever Vito saw, it’s clearly rattled him, and Spukoni is beginning to be uneasy.

“Don’t worry, friend,” the first orc who spoke to them on the rise answers, “you won’t be hungry for long.” The orcs chuckle.

“What’s so funny?” asks Vito. He’s starting to get worried now; this whole thing smells more like trouble with every second. “You not funny!” He starts to back away, and Spukoni decides that it may be time to get out while the getting’s good; he too starts to retreat.

“Where are you going, friends?” the leader type asks. The pirates are starting to spread out in a semicircle around the two adventurers. “The cap’n will be here any minute. He’ll answer any questions you have.”

“Uh, we want food,” Spukoni says, trying not to squeak. “Maybe we go find and come back?”

“No,” the orcish leader says, “you’ll wait right here.” The orcs’ hands have strayed to the hilts of their cutlasses.

Glancing to the cove, Vito notes that the orcs in the rowboat have reached the pirate ship. Doubtless they’re summoning up their captain even now. He glances sidelong at Spukoni, wondering how far away backup is from the rest of the group. Screw it, he thinks, stepping back and casting a sound burst.

There’s a flurry of motion, and then everything happens at once.



Next update: Fighting pirates! Will Vito eat the orcs? Where's that hat I mentioned? Did someone say Captain Clambake? Will the party get the sacred sand and plant the eggs? Will they take the pirate ship? Will it still be good to look like an orc? Will they find their other friends? Will they all die??
 

Against the Pirates

Clambake hears the burst of sound and starts hurrying downslope, pausing just long enough to lay a spell of endurance on himself. Spukoni fires a lightning bolt at the orcs near him, shattering the image he’d presented of himself as stupid and goofy in a blaze of blue-white electricity. The smell of ozone burns the air as two of the orcs fall with cries of pain. The rest charge him since he’s closer (and less threatening looking) than Vito. Several cutlasses slice into him. The polymorphed Vito grunts, “I warned you,” as he moves to one of the fallen orcs and prepares to eat it. A shield emblazoned with a clam whizzes past him and smacks into one of the orcs, then whistles through the air back to the hand of Clambake. Meanwhile, Spukoni tumbles away from the onrushing pirates and to the side, where they’re all lined up for a perfect shot with another bolt. He lays them low with another blast, then glances out towards the ship: the rowboat is still tied up but he can hear voices, urgent now that the sounds of magic and death are reverberating across the beach.

Vito casts clairaudience and listens in on the ship, but it’s too late to hear much more than the sound of the rowboat dropping into the water and the voices of multiple orcs. “They’re coming,” he warns the party. Meanwhile Stone is gathering the sand they need- fine white sand that seems to be all up and down the cove. It’s definitely different from the sand on the rest of the island, which seems coarse and is mostly a kind of crappy brown color. Spukoni conjures an unseen servant and gives it a sack to help gather the sand as Krunkshank channels elemental power to perform some minor healing on him. Clambake manifests invisibility, fading from view. The group tenses, ready for a fight... and it’s upon them in moments as the orcish pirates near the shore, accompanied by a strange creature. Its grey-white flesh seems to churn like the mist, and it wears a fine captain’s hat. They’ve fought these things before, and they drain wisdom in perilous amounts!

But this time Krunkshank is ready, and even as the pirate rowboat slides the last few feet towards the beach he channels the power of fire and a wall of red-hot flames appears directly before the boat! The screams of orcs rise through the mist as the onrushing rowboat sails right into the wall, moving to quick to stop in time, and a few of the orcs jump over the side into the water... but more of them die a horrible burning death without even time to react. Vito blasts one of the survivors with a sound burst, stunning him and leaving him easy prey. As another of the orcs slogs towards shore, Spukoni once again takes advantage of the positioning to nail them both with a lightning bolt, then draws the wand of lightning bolts he just this morning took from Sith’s corpse.

But now the strange captain, its skin and hair shades of white and misty grey, breathes out a misty vapor, dulling the minds of the entire party (except Stone, who is out of range gathering the sand). The party starts to falter, but Krunkshank still has presence enough to blast the creature with a flame strike. Its eyes flash hatred as it starts to move towards him. But then the shield of Clambake whirls in from the side, smacking the creature in the head with brutal force.

A javelin seems to spring from the water as the last surviving orc pirate rises, but he falls with a strangled cry as Spukoni uses his wand, catching both captain and orc in the blast. The glumring captain seems to falter, but then charges forward at the eldritch master, its wicked claws extended in hatred. But as it moves forward, it fails to account for the reach a troll has- or in this case, a halfling polymorphed into a troll. Vito takes an attack of opportunity on it, and the blow strikes true, tearing out the monster’s throat.

Silence falls.

All the group’s enemies are down. There is no movement on the beach. It seems that they are victorious. It takes only a few moments to gather themselves up. Then the group buries the eggs given them by the giant and Clambake takes the hat from the dead pirate captain. “Arr,” he says, “I think I like this hat.”

“Now what?” asks Krunkshank. “How do we contact the giant?”

“Or should we take the ship?” Clambake asks back. His gaze wanders out to it. “There may at least be booty on it, arr.”

“Look!” Spukoni squeaks, a strange sound coming from someone who looks like a tough orc warrior (he hasn’t yet taken off the ring he wears to disguise himself). He’s pointing down the beach... and there appear to be more figures coming their way. But not orcs- it’s Bolfol and Turk! The party’s almost all together again!





Next time: Checking out the ship, a new friend who knows where the Gloom comes from, and how do you contact that giant anyway, fisherman?
 

Captain Clambake

A joyful reunion occurs. Laughing with happiness for the first time in the Gloom, our heroes embrace each other in a big party hug.

Surveying the carnage, Turk asks for a recap on what happened and the characters who fought the pirates tell their tale. There is a moment of silence for poor dead Sith, and a few minutes spent discussing Horbin, who’s still missing. “He’s probably dead by now on his own,” Turk says grimly. “Without the Sea Queen to look over and guide him like I had, he couldn’t possibly have survived this long on his own. What would he eat? And with the Gloom so full of wisdom draining monsters, his spells would probably give out quickly.” He sighs. “Two dead. Well, at least you guys got the eggs buried and took out the pirates!”

“Let’s check out the ship,” Clambake says. “Arr.”

The party examines the rowboat, but it’s too badly burned by Krunkshank’s wall of fire. The bottom of it has been charred too badly to seal against the water. But with the party together again a combination of water walking and flight carries them over to the pirate vessel.

The ship, whose name- the Sea Wraith- is emblazoned on the hull- looks old and rickety. With only a glance most of the group concludes that it shouldn’t even be floating. The boards are swollen and cracked, the sails are thin and tattered, the mast looks almost like it’s about to fall over. The band of adventurers starts searching for treasure- and a figure emerges from below decks. The party stops, drawing weapons, but this is no orc.

“Hi,” says the strange, small creature. It looks almost like a halfling- a scaley, green-tinged, long-faced, clawed and befanged halfling. He looks around the ship. “So, ah, I guess you took out the pirates?”

“Who the hell are you??” cries out Bolfol. “And what are you doing here?”

“I’m Droidi,” answers the strange one. “I was on a different ship, umm... looking for something. These pirates raided the ship I was on and I signed on with them, but I was looking for a way out. Looks like you provided it. Thanks.”

“Looking for something?” Turk asks. “In the Gloom? What were you looking for?”

“Well, I, ah, know what causes the Gloom. I was looking for it, but, uh, now that I’m on my own...” Droidi pauses. “Well, I’m not so sure about this Gloom area now. It’s...” He pauses again. “Unnatural.”

A few moments to get acquainted, and the party decides to allow Droidi and his giant lizard mount to join with them. He seems easy going, and he drops his current quest for something called the Decanter of Endless Gloom, preferring escape from... well, the endless Gloom. After all, why die alone when you can travel with adventurers and die together?

"Will you accept the blessings of Na'Rat?" Spukoni asks the newcomer.

"Uh, sure," Droidi answers, more than a little confused by this strange feathery whip-armed creature. He looks Spukoni up and down. "Uh, what are you?"

"I'm a halfling!" the chaos-touched eldritch master answers with a big grin, and then whips Droidi gently, invoking his chaos touch powers.

Pop!

Droidi grows a second head.

That wacky chaos stuff....

The search of the Sea Wraith continues, and though there isn’t much loot, there are some coins and, best of all to Clambake, a fine captain’s jacket. “Arr,” he says, “I’m Captain Clambake, master of the Sea Wraith!” –and beams a toothy smile at the party. The ship also seems to have several casks of rum, but strangely the galley holds no food at all.

Uneasily, Krunkshank asks, “Well, how do we contact the giant?”

Turk has this well in hand, as it turns out; the sea giant gave him a whistle. He ducks under the water and blows it, then climbs back on deck, where a discussion about the merits of the Sea Wraith is under way. Captain Clambake, absentmindedly stroking his clam-emblazoned shield, is speaking: “...sure we can make her sail. I know she doesn’t look like much, but arr! A few minor repairs here and there, and she’ll be as good as new.”

“None of us know how to sail,” Bolfol points out.

“Sure we do,” Clambake retorts. “Just follow your captain’s lead, arr! Rum for everyone!”

“Look at those sails, they won’t hold the wind,” Krunkshank argues. “And this ship’s going to sink any time, look at the boards.”

“No, no, have a little faith in her,” Captain Clambake answers, running his hands along the deck railing. “She’s fine. She’s the fastest ship in these parts, I’d wager. Arr! And all that rum! Yes, my friends, she’ll do fine. Why, if she wasn’t such a good ship how would the pirates have done so well?”

As the debate continues, off the port bow the water starts to bubble. A few seconds later, three sea giants emerge. “HO!” calls the one the party recognizes as the fellow who gave them the eggs. “Have you buried the eggs?” His brow, furrowed, seems to pour out sea water. His blue-green muscles ripple as he nears them, but he stops a short distance from the Sea Wraith. “Come, let us speak... over here.”

“Arr,” responds Clambake, “why not come aboard?”

The giants exchange glances. “That vessel,” says their speaker, “much like the accursed metal one, is EVIL. You must leave it behind.”

“Evil?” Clambake looks disbelievingly around him. “You must be mistaken.” Nonetheless, the group water walks and flies over to the giants.

“Oh great giant,” says Turk in a sing-song voice, “we have indeed buried the sacred eggs in the sacred sands, and we’ve driven out the pirates who infested the sacred cove. What more can we do for you?”

The giant’s face smooths. The two other giants move up beside him. “You must leave that vessel behind. I shall destroy it. My brothers here will carry you to a safe place, an isle inhabited by your kind out of the Gloom.”

“Abandon my ship? Arr, no,” says Clambake, sadness washing over his face.

“For a way out of here, it’s worth it,” Spukoni squeaks. The party begins a debate among themselves, but the lead giant interrupts them.

“I shall destroy this vessel of evil. It is in your best interest not to be aboard at the time.”

“Well, when you put it that way,” Krunkshank says, “Let’s go!”

“Arr,” says Clambake gloomily. “Still, I guess it’s worth it for a way out of here.”

The two other giants grab up the party as the leader swims powerfully towards the Sea Wraith. As the party is scooped up, Turk and Vito lay a dweomer of water breathing on them. The Wraith and the sea giant leader recede into the mist as the swift sea giants begin taking them away, hopefully out of the Gloom forever. Only Clambake looks back wistfully. The sounds of tearing and powerful blows echo across the water behind them, presumably the sounds of the giant destroying the ship.

Captain Clambake sighs, caressing his hat....





Well, that's it for the Gloom. Next time out heroes reach Dorla, a piddly little island famous for experimenting with stupid, unworkable forms of government like democracy... just in time for the last week and a half of an election campaign. But first, of course, they have to fight a giant barbarian and his pets!



[Dope! Edited to add in a very important bit about Droidi's weird appearance getting weirder- can't believe I forgot that the first time through!]
 
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A giant and his dogs

The strong strokes of the giant take the party far and fast. Soon enough they exit the Gloom, and a ragged cheer rises from the group. They pause at a small islet long enough to rest and recast the necessary water breathing magic, then continue on their way. The journey, though very swift, nonetheless takes almost two days; but swift it is, and none of our heroes are about to complain about the time. After all, they’re out of the Gloom at last- and they were only there for about two weeks. Still, it seemed an eternity.

At last, the giant deposits them on a beach. “There is a city of your kind a few miles along the coast,” he booms at them, water pouring from him as he retreats into the surf. “Good luck to you.” The adventurers wave their farewells, then start towards the city. It’s already evening, though, so they figure it might be worth finding a good place to rest for the night, rather than traveling through unfamiliar territory. Then the sound of howling wolves filters down to them from somewhere inland. Exchanging glances, the party members have a quick debate and decide to try to make the city tonight after all.

It just isn’t ever that easy for a band of adventurers, though, is it?

They’ve barely begun their tired walk when they hear another howl, this one closer; and soon they hear yet another. Bolfol and Stone exchange glances. Nervously, Spukoni hands his ring of the orc to Droidi (“You look weird, we don’t want any trouble at the gates”) and turns Vito back into his normal (non-trollish) form. Less than ten minutes later, the sounds of growling and crashing seem to leap out at them from a nearby cave- and then a giant, something like 11’ tall, and two huge, feral-looking dire wolves show themselves at the entrance. Krunkshank gives a cry, pointing, and conjures a wall of fire to separate the party from the giant and the dire wolves. Its terrible heat burns the beasts and giant, who quickly back off- but the party cannot see them through the opaque flames. Bolfol sprints into the best shadows he can find while Spukoni hastes himself and casts a mirror image. Turk drops back, not wanting to start a fight the party might be able to avoid and remembering the last, friendly giants they met. Unfortunately, the wall of fire has already started the fight. The party takes a few moments to ready their defenses, waiting tensely to see if anything will emerge through the wall of fire. But when the attack comes it’s not through the cave mouth.

Unknown to the party, the cave has a second exit in its roof. The singed and angry giant clambers to the top, chuckling softly as it grabs a huge boulder and hurls it, smacking Krunkshank right in the head! He sees stars as he’s knocked to one knee, but he’s a dwarf, and an earth elementalist to boot; no stupid rock is going to take him down! Shaking his bloody head, he squints up at where the boulder came from and blasts a flame strike at the giant. Bolfol silently sheathes his rapier and quickdraws a crossbow, then loads it. A lightning bolt crackles through the air from Spukoni, who- angered- also assumes his tentacled, wrong-looking pseudonatural form.

And the giant, howling and frothing at the mouth as it enters a barbarian rage, hurls itself at Droidi, smashing into him with an enormous tree trunk of a club! The strange, scaley druid is knocked back, almost flying off of his feet. Following close on the giant’s heels are his pet dire wolves, and though one takes a crossbow bolt from Bolfol, they begin tearing into the party. Then the battle with the giant becomes a chaotic mess of blistering spells, swinging weapons, firing crossbows, snarling wolves, and trashing berserk giant!

Desperately wounded, Droidi tries to make nice with the wolves, but to no avail. Turk, meanwhile, has conjured a celestial badger- not much, but it’ll distract the giant for a moment- which drops in a single blow of the berserker’s massive club. Captain Clambake unleashes a mind blast, hoping to stun the giant, but to no avail; its rage prevents the mental assault from affecting it. The wolf Bolfol shot savages him with its powerful jaws, dropping him unconscious, then springs towards Spukoni, who tumbles away, blasting the giant with another bolt of lightning and then polymorphing the wolf into a carp. Clambake vanishes into the time stream as the giant charges at him, and Turk takes the opportunity to lash out with his club- and scores a crit! The damage is just enough to finish the howling giant, leaving only a single dire wolf to deal with. And this time, Droidi does manage to charm it, and moments later- after he speaks with the animal- it slinks off, still growling at the rest of the group.

“Now I say we rest,” Spukoni says, and the group agrees.



Next time: Poppin- nothing like a town that hates adventurers. Just in time for an election...
 

Oops, I forgot something

Damn!

I forgot a very important bit when the party first met Droidi two posts back, if you haven't read that post since I edited it you should go back and check out the Spukoni/Droidi chaos interaction really quick...
 

We Don't Like Adventurers Here!

Ah, civilization! There’s nothing like a warm bed, a bath, a meal that’s been cooked, some wine or ale (or both) and a few wenches to take the edge off of months of wandering the wild parts of the world, a diet of fish, fish and more fish, and the death of old friends. At least that’s the predominant feeling of the party as they approach the city the giant dropped them off near, though Turk loves fish and can never get enough of it. Sadly, however, as they top a rolling hill and the “city” comes into view- well, it ain’t exactly a metropolis. It’s more like... well... a town. A mid-sized town. From their vantage, the party can see that at least there’s a harbor; maybe they can book passage and get home.

Speaking of which, where exactly are they? Nobody knows. Wherever it is, though, they’re confident that they can at least get that bath, bed, and booze. Probably the wenches, too. And to wash the stink of blood, mud and ooze out of their clothes. And... and... just a break from it all.

Yes, adventuring is fun, rewarding work- the party members are all rich compared to the average peasant- but it’s also stinky, dirty and violent. Which suits some people quite well.

So our heroes descend the little rolling hill towards the town, passing by several outlying farmhouses on the way, none of which have what could be considered exactly thriving crops. The soil looks poor to Droidi, and as a druid he should know. A river seems to run along the far side of the town, spilling into the sea. The buildings are mostly sod, with a few wooden ones; there don’t appear to be many trees here, either. As the group gets closer to the edge of town they note a simple wall that looks to be about 6’ high; not exactly great military defense, rather more of a border marker. There’s a gate, manned by a couple of commoner-looking types. Droidi’s wearing the orc ring to disguise his strange, reptilian features and two heads and Spukoni has disguised himself with a spell of alteration. As they approach the two tired-looking gatemen greet them, looking the group over suspiciously.

“What’s your business in Poppin?” the first asks. He’s an older human graybeard.

“We’re adventurers,” Krunkshank announces. “We want to charter a ship.”

The gatemen exchange a glance. The graybeard almost snarls at them as he leans towards them. “You be on good behavior here! We don’t want no trouble with adventurers. You cause any trouble and we’ll kick you right out of here!”

“Oh, we’re not here to cause trouble,” Captain Clambake says. “Arr, in fact, we just want to spend some of our gold here. Arrr!”

The gatekeepers watch them suspiciously as they tromp into Poppin, wondering what that was all about. The town seems rather diverse, showing lots of mixed human-elf and human-orc blood; but almost everywhere they look, our heroes find themselves meeting cold stares, disapproving glances, and hostile faces. A little confused, the group decides to first find a bar or inn, so they start asking the locals for a recommendation. The first person they stop is a human woman who looks at them nervously. “Yer not gonna hurt me, are ya, lads?” she whines, backing away. They let her go, scratching their heads in befuddlement.

Vito, meanwhile, has been looking on the sides of some of the buildings, where there are some sort of posters. “My friends,” he says, “look at this.” The group clusters around and reads the posters. They appear to be asking for votes for someone named Tangus the Brilliant in some sort of “election”. This “election” thing seems to be due in twelve days. A small discussion ensues with the whole party wondering about this. What exactly is an election, anyway? They corral another of the locals, this one a burly-looking half-orc male.

“Get outta here, adventurers!” he snaps at them. “We don’t like your kind!” And he stomps off.

Puzzled, Vito finally manages to get the lowdown by turning on the charm and describing himself as a simple businessman. It seems the group is on the island of Dorla, infamous for experimenting with unworkable forms of governance; this election thing is to determine who will be the new Governor of Poppin. What’s more, Vito manages to find out why nobody seems to like adventurers. Finally, he also gets directions to a place called the Drinking Dwarves, where they can get at least a beer or twenty.

“My friends,” he reports, “I think we should keep a low profile here. This town’s last Governor was killed by adventurers.”

The group groans collectively. They all have a momentary vision of high prices, hostile shopkeepers... and a short stay. “Well,” suggests Captain Clambake, “why don’t we just go to the harbor and charter a ship? Arr! Or buy one! We could sail it ourselves- just like the Wraith!”

“We don’t know how to sail,” Bolfol reminds him.

“Oh, arr, but I do. Just follow me lead! Arr!”

“I think we should have a night’s sleep in a bed first,” Vito says, “as well as a bath. And perhaps we can do something in this town to clear our names, and the names of all adventurers like us.”

“Screw that!” says Krunkshank. “Let’s go get drunk!”

So the party heads towards the Drinking Dwarves, catching dirty looks all the way. As they do, Turk hems and haws, and finally he announces, “Well, I think I’ll be on my way, then. I’m not really an adventurer, I’m a fisherman. I’m going to go check out the fishing here.” Spukoni, too, takes his leave, vaguely saying something about finding something fun to do and wandering away. The rest of the group stops periodically along the way to read some of the election posters, trying to get a feel for the town politics. They see more flyers supporting Tangus the Brilliant, several of which emphasize his status as a local priest. Others are in support for a fellow named Ooluts, and these ones indicate that he’s throwing a huge open feast and party in a few days. Vito finds another of Tangus’ posters- and this one has a diatribe against adventurers on it.






Next Update Soon, when our heroes reach the Drinking Dwarves, meet one of the other candidates (who has a total of +22 to his perform (satire) check!), hear him play the spoons, and find out why they can't simply charter a ship out of the harbor!
 


Hee hee... just wait... the party gets VERY involved in the election, especially Vito. And the last governor's killers- no, that would be telling.

Thanks for reading, Piratecat!
 

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