the Jester
Legend
Birds whistle in the trees. The sun beats down relentlessly. The air is swollen with humidity. Insects buzz in the air. Off to the side of the road, squirrels scamper away as the group of people approaches.
“We’re almost there,” Grom tells the others. They are all hot, sweating in the mid-morning sun. He gestures ahead of them. “See that farmhouse? I recognize it. We’re getting close to Drellin’s Ferry.”
“That’s your town, right?” Barouk asks.
Grom nods. “And hopefully, we can root out these damn goblins once and for all. Drive them away and leave my people in peace at last!”
The party of adventurers heads down a small rise. The farmhouse, partially visible through the trees, has an abandoned look to it. Grom frowns. Wasn’t that where Old Man Hogswood lived? I hope he’s okay. He starts to veer towards it- and his eyes catch motion in the trees.
Goblins.
Without warning, over half a dozen hobgoblins burst into view, charging forward at our heroes. Two charcoal-black hounds lope along beside them, their eyes and mouths flickering with scarlet flames.
“Look out!” shouts Barouk.
The melee is as furious as it is sudden. The hounds bark blasts of fire at the adventurers, and the hobgoblins are seasoned veterans, not novices. It is a mighty struggle, with both sides trading multiple blows and Kifla expending most of her spells in a frantic bid to defeat the onslaught.
When the second wave comes into view, Grom thinks, Poor Old Man Hogswood!
Then an arrow catches him in the throat. Blood gushes all over in a shower before him. He tries to scream, but there’s no noise except for a gentle wheeze and the splashing blood.
Grom sinks to the ground, dead.
Severin bellows a war cry as he hacks back and forth with Frogspaw, desperately trying to defeat the hobgoblins. One after another, they fall- to him, to Barouk, to Kifla’s color spray. The tide turns- and in another few seconds, the last hobgoblin bolts for the party’s garen, but Severin’s arrows bring him down before he can escape.
Kifla looks at Grom. Her eyes are watery. “Poor Grom,” she says. “We should bury him.”
Barouk shakes his head. “No. Kifla, there are goblins lurking here. We can’t take the time.”
“Maybe,” Severin suggests, “we can bring him to his village and they can bury him.”
“That works for me,” Barouk nods.
“Okay,” Kifla agrees.
“Oh,” Severin adds, “by the way, this one is still alive.”
***
When the hobgoblin opens his eyes, he finds himself tied tightly. The adventurers- what else could they be?- are surrounding him, watching him.
“Who are you?” one of them asks, in Goblin.
He spits.
In Forinthian, the dwarf says, “Well, that was clear enough. Let’s kill him.”
The hobgoblin struggles with the ropes for a moment. Then, groaning, he falls back. “You aren’t going anywhere,” the little she-gnome tells him (again, in Goblin). “Answer our questions! Who are you?”
The hobgoblin sneers. “I will tell you nothing- save that the Red Hand of Doom will crush you!”
Then he falls silent. The party demands more information, but he only threatens them with the doom of this “Red Hand”.
Finally, after some debate, Severin reluctantly executes him. He is clearly an enemy, and a threat to the people in these parts- especially once the party investigates the farm house and finds the murdered farmer within.
***
A few miles later, our heroes finally reach Grom’s home town, which he recruited them to aid so long ago- Drellin’s Ferry. It is a town of just over one thousand souls, built mostly along the River Elsir. Most of the west side is farmland; the east side of the river is where most of the buildings and the center of town are. The river itself is crossed by a ferry- obviously, the source of the name of the town. Six old stone piers jut from the water, marking the spot where a bridge once stood, but the span itself is long-gone.
As they approach, the party is challenged by a group of four armed townsfolk. “Halt and state your business,” one of them says.
“We’re here to help you with your goblin problem!” Severin declares.
“And we bring the body of a friend,” Kifla adds sadly. “Grom.”
“Oh no!” one of the locals exclaims.
The party recounts their tale, and one of the guards- the one who wears mail, instead of mere leather- leads them to find the town’s Speaker. They also, as Kifla reminds the others, need to find Grom’s family- a sad task, but one that they all agree is necessary.
Both prove to be surprisingly easy to do. One of the locals speaks up: “Grom was my brother.” He steps forward, the orcish blood tainting him made clear by his skin. “I am Gorsh.”
Gorsh promptly takes the party to Speaker Wiston, Wiston is a tall, balding man of about fifty years of age. He is overjoyed to hear that someone has finally come to deal with the town’s goblin problem- and crushed when he learns that they have brought Grom’s corpse with him.
“Ah!” he declares mournfully. “He was a good boy. Gorsh, lad, I’m sorry.”
“Well, he brought us here, at least,” Barouk replies.
“Yes, yes- most excellent,” Wiston nods. “And you’re willing to help us?”
“I hate goblins,” Barouk declares. “We were already ambushed by them on the way into town.”
“We’ll help you,” Severin confirms.
“Excellent!” Wiston repeats.
“They killed my brother!” Gorsh growls. “I want revenge! I’ll join you in hunting them, if you’ll have me!”
“Another sword is always useful,” Severin replies.
“Well, if you’re going to be wandering around the Witchwood looking for goblins,” Wiston says, “I would advise you to seek out Jorr. You can’t find someone who knows the woods better. His cabin is out of the way, but it could be worth the trip. If you take the Witch Trail, go left at the first big trail crossing; his cabin’s about seven miles in. Or, if you’re on the Dawn Way, take a right on a trail about nine miles from the forest edge. Jorr’s cabin is near the Blackwater.”
“We could do worse than to have a guide,” Kifla nods. “Thanks.”
The party finds lodging at one of the local inns, the Old Bridge, and settles in for the night.
Next Time: The party goes goblin hunting!
“We’re almost there,” Grom tells the others. They are all hot, sweating in the mid-morning sun. He gestures ahead of them. “See that farmhouse? I recognize it. We’re getting close to Drellin’s Ferry.”
“That’s your town, right?” Barouk asks.
Grom nods. “And hopefully, we can root out these damn goblins once and for all. Drive them away and leave my people in peace at last!”
The party of adventurers heads down a small rise. The farmhouse, partially visible through the trees, has an abandoned look to it. Grom frowns. Wasn’t that where Old Man Hogswood lived? I hope he’s okay. He starts to veer towards it- and his eyes catch motion in the trees.
Goblins.
Without warning, over half a dozen hobgoblins burst into view, charging forward at our heroes. Two charcoal-black hounds lope along beside them, their eyes and mouths flickering with scarlet flames.
“Look out!” shouts Barouk.
The melee is as furious as it is sudden. The hounds bark blasts of fire at the adventurers, and the hobgoblins are seasoned veterans, not novices. It is a mighty struggle, with both sides trading multiple blows and Kifla expending most of her spells in a frantic bid to defeat the onslaught.
When the second wave comes into view, Grom thinks, Poor Old Man Hogswood!
Then an arrow catches him in the throat. Blood gushes all over in a shower before him. He tries to scream, but there’s no noise except for a gentle wheeze and the splashing blood.
Grom sinks to the ground, dead.
Severin bellows a war cry as he hacks back and forth with Frogspaw, desperately trying to defeat the hobgoblins. One after another, they fall- to him, to Barouk, to Kifla’s color spray. The tide turns- and in another few seconds, the last hobgoblin bolts for the party’s garen, but Severin’s arrows bring him down before he can escape.
Kifla looks at Grom. Her eyes are watery. “Poor Grom,” she says. “We should bury him.”
Barouk shakes his head. “No. Kifla, there are goblins lurking here. We can’t take the time.”
“Maybe,” Severin suggests, “we can bring him to his village and they can bury him.”
“That works for me,” Barouk nods.
“Okay,” Kifla agrees.
“Oh,” Severin adds, “by the way, this one is still alive.”
***
When the hobgoblin opens his eyes, he finds himself tied tightly. The adventurers- what else could they be?- are surrounding him, watching him.
“Who are you?” one of them asks, in Goblin.
He spits.
In Forinthian, the dwarf says, “Well, that was clear enough. Let’s kill him.”
The hobgoblin struggles with the ropes for a moment. Then, groaning, he falls back. “You aren’t going anywhere,” the little she-gnome tells him (again, in Goblin). “Answer our questions! Who are you?”
The hobgoblin sneers. “I will tell you nothing- save that the Red Hand of Doom will crush you!”
Then he falls silent. The party demands more information, but he only threatens them with the doom of this “Red Hand”.
Finally, after some debate, Severin reluctantly executes him. He is clearly an enemy, and a threat to the people in these parts- especially once the party investigates the farm house and finds the murdered farmer within.
***
A few miles later, our heroes finally reach Grom’s home town, which he recruited them to aid so long ago- Drellin’s Ferry. It is a town of just over one thousand souls, built mostly along the River Elsir. Most of the west side is farmland; the east side of the river is where most of the buildings and the center of town are. The river itself is crossed by a ferry- obviously, the source of the name of the town. Six old stone piers jut from the water, marking the spot where a bridge once stood, but the span itself is long-gone.
As they approach, the party is challenged by a group of four armed townsfolk. “Halt and state your business,” one of them says.
“We’re here to help you with your goblin problem!” Severin declares.
“And we bring the body of a friend,” Kifla adds sadly. “Grom.”
“Oh no!” one of the locals exclaims.
The party recounts their tale, and one of the guards- the one who wears mail, instead of mere leather- leads them to find the town’s Speaker. They also, as Kifla reminds the others, need to find Grom’s family- a sad task, but one that they all agree is necessary.
Both prove to be surprisingly easy to do. One of the locals speaks up: “Grom was my brother.” He steps forward, the orcish blood tainting him made clear by his skin. “I am Gorsh.”
Gorsh promptly takes the party to Speaker Wiston, Wiston is a tall, balding man of about fifty years of age. He is overjoyed to hear that someone has finally come to deal with the town’s goblin problem- and crushed when he learns that they have brought Grom’s corpse with him.
“Ah!” he declares mournfully. “He was a good boy. Gorsh, lad, I’m sorry.”
“Well, he brought us here, at least,” Barouk replies.
“Yes, yes- most excellent,” Wiston nods. “And you’re willing to help us?”
“I hate goblins,” Barouk declares. “We were already ambushed by them on the way into town.”
“We’ll help you,” Severin confirms.
“Excellent!” Wiston repeats.
“They killed my brother!” Gorsh growls. “I want revenge! I’ll join you in hunting them, if you’ll have me!”
“Another sword is always useful,” Severin replies.
“Well, if you’re going to be wandering around the Witchwood looking for goblins,” Wiston says, “I would advise you to seek out Jorr. You can’t find someone who knows the woods better. His cabin is out of the way, but it could be worth the trip. If you take the Witch Trail, go left at the first big trail crossing; his cabin’s about seven miles in. Or, if you’re on the Dawn Way, take a right on a trail about nine miles from the forest edge. Jorr’s cabin is near the Blackwater.”
“We could do worse than to have a guide,” Kifla nods. “Thanks.”
The party finds lodging at one of the local inns, the Old Bridge, and settles in for the night.
Next Time: The party goes goblin hunting!