37—Feasting is for the Good Guys, Villains just hatch plots over brunch.
For the first time in their young adventuring careers (and hopefully not the last), Kyreel and Indy receive invitations to a party to be held in their honor by the Mercantile Council of Marner. Unfortunately, Lady Evaliegh is unable to attend, but she sends her younger sister Sherrill in her stead, and the evening is spent lauding the heroes efforts to keep Marner a Safe and Prosperous place, despite the workings of rat-men and this bizarre cult. Several of the merchants that were rescued from the deprivations of the wererats give speeches, and re-tell the story of the marketplace fight.
At the climax of the genial feast, the Lady Sherrill presents both Indy and Kyreel with amethyst stones set into gold chains, with the inscription “For Services Rendered to Marner and All Her Citizens, the Gratitude of Ratik”.
As the older folk return to their warm homes, and the younger folk begin the serious drinking, Indy and Kyreel excuse themselves, and start back toward their rented abode, hoping to get an early start on deciphering the Red Wizard’s spellbook in the morning.
Of course, you don’t need three levels of Expert and six ranks in Knowledge (Meteorology) to know that a sudden ice storm can really kill your buzz.
Fortunately, it never ices over during Ratik’s brief summer.
Unfortunately, an ice storm spell still gets the job done.
Indy and Kyreel are walking home, lost in their own thoughts when they are pelted with a withering cone of ice shards and frozen air, emanating from a dark alleyway to their right.
“This sucks!” Indy astutely yelps, as he tumbles free of the frozen hail.
“Indy, to arms!” Kyreel says, proving that she also, has a gift for stating the obvious.
The two adventurers charge into the alleyway, just in time to spot a large, blue skinned giant fleeing deeper into the alley. A few missile attacks and a partial charge later, they are set upon by a trio of rogues leaping out from the shadows.
“Ambush!” Kyreel yells as she summons the Holy Might of Ishlok into her form.
“Death wish!” Indy clarifies, as he slips behind one of the rogues and ends the wretch’s villainous career at the point of his spear.
A vile cloud of clinging malaise manifests around the heroes, threatening to choke the life from the halfling as a cleric bearing the unholy symbol of Hextor appears at the end of an alleyway.
“Really good ambush!” Kyreel yells, and charges the cleric.
Indy sticks close to Kyreel’s side, and uses his slippers of spider climbing and acrobatic skill to flank first one, then another of their shadowy foes. Kyreel does her part, Smiting the cleric several times before he falls, the name of his wicked God on his lips.
The blue-skinned giant proves more than able to match Kyreel blow-for-blow, but cannot match her capability for healing magic, and the would-be ambush turns into a rout.
“This simply will not do,” Kyreel states. “We have apparently been targeted for murder, and we don’t need a diviner to figure out that there is more wickedness plaguing Marner than we thought. Let us rest, and we can investigate further in the morning.”
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Morning arrives, as it tends to do, but this morning is greeted with a herald’s cry—the citizens of Marner are to attend the Lady Evaliegh at high-sun for an announcement.
Indy and Kyreel are able to make their way through the gathered crowd in time to hear the Lady of Ratik deliver this pronouncement:
“Good people of Marner”, Evaliegh begins, her words slurred and wooden. “I address you with a heavy heart, standing amid the chaos that plagues our home. Fortunately, we are not without recourse. I have called upon certain allies that can help us restore order to Marner.”
Standing just behind her this whole time is a hooded man, remaining completely still while the Lady drones her way through her speech. If the creature’s hood bulges in places where no man has limbs, no one in the crowd takes notice, so shocked are they by Evaliegh’s words.
“The street fair is over,” the Lady of Ratik continues. “The gates to the city will be closed. No traffic is to enter or leave our city, upon punishment of death.”
“Who has an ‘overactive imagination’ now?” Indy thinks to himself, as he is already plotting a stirring new revolutionary tract.
The Lady Evaliegh continues. “The carrying of weapons is banned, upon punishment of death. A sundown curfew is in effect, upon punishment of death. All these edicts are to take effect immediately.”
As the final words are spoken, a strange figure appears atop the Keep—a humanoid, easily larger than any man, emaciated and skeletal with fiery red eyes, and a scorpion’s stinger protruding from its backside! The creature seethes with malice, and seems to dim the sun’s light around itself. A fiend to be sure.
“There’s a fiend on the tower!” Indy yelps.
“Not for long,” Kyreel says, as the duo leap into action.
Kyreel swiftly casts a series of protective spells over herself and her companion, warding them against Evil in the name of Ishlok. Indy spider climbs up the wall, and Kyreel sips a potion of the same name, recently taken from one of the failed ambushers.
Within seconds, the adventurers are upon the osyluth, and Kyreel Smites the fiend, while Indy delivers a telling sneak attack. The osyluth screeches once in frustration, and lashes out. It discovers that its foes are swift—its stinger fails to reach its target. Indy and Kyreel do not give it a second chance, and dispatch the thing, flinging its body from the tower, in front of the assembled crowd.
Kyreel addresses the gathered townsfolk, who are staring mouths agape at the unimaginable scene unfolding before their eyes.
“People of Marner,” she begins. “Dark winds are blowing, but we will not be cowed! Entities of Evil are working among us—do not submit to their tyranny! If we stand together we cannot fail! Return to your homes, and protect your loved ones. In the name of Ishlok the Guardian, I will not permit this wickedness to prosper!”
By the time she has finished with her speech, Indy has located the trap door leading into the castle itself. The duo race inside, and are confronted on the second floor by a half-dozen hobgoblins, led by a particularly foul-looking half-orc. After an initial flurry of blows drops three of the mercenaries, the survivors flee through a stairwell, with Indy and Kyreel hot on their heels.
In the main antechamber off of the balcony the Lady was speaking from, the hobgoblins have retreated into the arms of their reinforcements: a wicked looking human warrior holds the leashes of several fiendish-looking great cats, and the shadowy figure attending the lady pulls back its hood, revealing a face full of squirming tentacles.
As the duo assess their foes, they are suddenly fixated by the hypnotically waving tentacles. A mind-numbing wave of will washes over them, commanding them to submit to the new order. The mental command emanates from the squid-faced figure, and only the grace of Ishlok grants the adventurers the meager comfort of their own determination.
Indy races up a side wall, around the charging hobgoblins, and attacks them from their rear. Kyreel, for her part, lays into her foes, slowly grinding them down, but as the hobgoblins prove unable to face the adventurers in melee, the fiendish predators leap forward, cutting through the cleric’s armor, and rending the rogue.
Indy and Kyreel are forced back, and manage to take shelter in a doorway, forcing their foes to enter a killing zone as they bottleneck before the opening. Their enemies hang back, and that provides an opportunity to slam and bar the door, as Kyreel invokes Ishlok’s Seven Holy Names to cure the duo’s wounds.
While she is curing, her enemies smash at the door, shattering its bar and reducing it to splinters. But all their efforts have only brought them face-to-face with an unwounded pair of determined heroes, who wade back into the fray with deadly efficiency. By now, Indy and Kyreel have learned to fight as a team, with Kyreel’s muscle setting up their foes for Indy’s oblique attacks.
In a matter of seconds, the tide has turned, the fiendish cats are dead, and the shadowy figure has fled the scene, leaving the Lady Evaliegh slumped on the ground, comatose.
But the heroes of Marner are not willing to count their victory won just yet, and they pursue the horrific creature up a second set of stairs, and out onto another tower-top.
The mind-flayer is nowhere to be seen, however, and the pursuit stops cold.
“Where the,” Indy begins but he is cut off by a terrifying wave of sheer malice that tears through his mind, and worms its way into the heart of him, suppressing his courage and readying his will.
The duo turn to find the mind-flayer hovering in mid-air ten feet from the edge of the tower, out over the assembled crowd. A chill laughter resonates through the minds of the heroes as they regard the levitating beast.
“You will die here, know this much.” The thing seethes into their thoughts. “I am as patient as a stream cutting through a mountain, and I will prevail. Grovel before you die, you flesh-bound thought cattle.”
Kyreel makes a small noise in the base of her throat that rises in volume to become a hoarse scream. She charges the edge of the tower, and launches herself into space, directly at the mind-flayer. She seizes hold of the abomination’s waist, and her weight is too much for it to bear. The tentacled abomination and holy warrior plummet together toward the ground.