The air is indeed warmer inside, but also it reeks of decay, death, and urine. The usual dungeon smells. Following your maps, you march south, turning southwest at the first intersection. Past a narrow four-way intersection, you proceed to the entrance to a broad, 20' wide passage leading south, and turn down it. All is silent, but for the metallic clanking of your iron shod boots on the damp stone floor. The walls are wet in places, and common moulds grow upon them.
South past two more passages - one leading northeast, the other southwest - you walk, your way lit by your magic swords and continual light whatevers. At the next intersection you turn southwest down a 10' wide passage. Op Code notes many tracks of a variety of creatures in the grime on the floor. Past a closed door in the left wall you proceed, and then past a passage opening to the south. 40' beyond the latter was a trap door in the floor, according to your map. Tapping your way along, suddenly the floor splits open, revealing a 10' deep pit, with some bones at the bottom of it. Pulling out your ropes and spikes, Who Knows climbs across it, and secures them on the other side. Ten minutes later you are all across, and on your way again.
A while later the passage angles northwest, and widens to 20'. Next is a four-way intersection with a 10' wide passage going north and south. You turn left. At the next intersection you head west again. 110' later this passage ends at a "T" intersection. You turn south. Another 110' ahead of you, your map indicates the presence of a chamber. You move ahead cautiously, but hear nothing.
Your map was right again, as you look into a 20' X 20' chamber: 20' to the south of you, and 10' to the west. Out of the west wall run two parallel passages. You want to proceed down the more southerly of the two. In here once lived several rust monsters, but your courageous party originally dispatched with them many years ago. Their place, however, has been taken by a large, 7-headed hydra, who is at this point about to try to make a meal of the party!
No one is surprised!
The hydra strikes a split second before you do.
A 3 on Op Code...a 2 on Oh Well...oh well.
Op Code attacks a head with his gleaming longsword: a hit! A head dies, virtually severed.
Oh Well, meanwhile, takes this round to switch swords (you told me he was using #2 before!).
Phil backs up, after noting that a head is heading in his general direction.
Orlon casts prayer.
Who Knows moves up.
The next round, and everything happens simultaneously. Op Code has another head on him, while Oh Well has two. Who knows strikes first with his sword: a hit! Another head falls, as blood gushes from the severed neck, covering Who Knows.
The other heads continue their (so far) fruitless attack. A miss on Oh Well, a miss on Op Code, followed by another miss on Oh Well.
Meanwhile, Op Code strikes, and kills another head with a single hit. Likewise, Oh Well hits on his first attack and another head falls.
Orlon casts sticks to snakes.
Phil casts phantasmal force, and the air is full of illusionary magic missiles. He sends three missiles into the head which continues to attack Oh Well, before it thinks it is dead. Oh Well is happy to confirm its belief with his sword. Three more missiles strike another head, and it too falls. Two missiles finish off the last head, and the fighters polish them off.
Phil saves his ray of enfeeblement for future use. Orlon has a bunch of snakes looking at him adoringly.
You clean up your weapons, torch the remains of the hydra, and search for treasure. Unfortunately, there is none. Undaunted, you continue on your way.
So, down the more southerly of the two western passages you proceed. It runs west straight and true for 60', after which it turns south. For another 110' you go south, after which you arrive at an intersection with a passage heading east. 110' east, and then a "T" intersection. You turn south again, down a 10' wide passage, and follow it for another 50', before heading down a passage running southeast. Yet another 50', and another four-way intersection. You turn, and into a 5' wide passage. After 110' there is an intersection with a 20' wide east-west passage. You continue south.
Thirty feet along, and you pass a door. A further 50' and another door. A further fifty feet and another door. 35' later and a 20' wide passage angles southeast. Immediately past that is a door in the west wall. Then, another 120', and there is another four-way intersection.
You continue south down the narrow hall for another 80', before turning southwest down a 20' wide passage. You walk down this hallway for 160' without break, but for a solitary northwest running passage, until you turn down a south passage, 10' wide. 30' to a four-way intersection, and you turn east. 50' and the passage forks. You turn southeast down one 20' wide branch. After 60' the passage opens up to the south into a chamber.
But, you realize, there is something in here! Before you stands a giant 10' tall carrot, on legs, rolling its eyes at you. As you gape, it starts talking to you, but its words are gibberish to your ears...sounding something like Portuguese. It does not seem to be threatening.
Orlon casts know alignment. You determine that it is neutral. Taking out a scroll, you cast speak with monsters, and suddenly you can understand its words...
"Eat fifteen servings of fresh vegetables daily!"
"Carrots help you see in the dark!"
"Avoid between meal snacks!"
"Eat less red meat!"
"Brush you teeth after every meal!"
And so on. Who knows pulls out a Mars Bar and eats it.
Orlon attempts to conduct a conversation with the carrot, but to no avail. After wishing the carrot a good day, you head cautiously down the west passage.
In the 30' to 40' section of this passage, another one runs northwest. Looking up it, you see that it goes 30' on the right hand side, 20' on the left, and ends in a wall facing west. Looking west, you see that this passage continues for 60' and into oblivion. In the 10' to 30' section of the south wall, a 20' wide passage runs south. In the 50' to 60' section of the south wall is a door.
The party returns to the chamber. The carrot is still there, exhorting you to see your dentist for a check-up every six months. Going east down the 20' wide passage, you reach the fork and look both ways. Southeast, this 5' wide passage goes 60' on the right hand wall, before opening up to the south into a chamber. You can see all of this because there is a flickering glow coming from the chamber. The air flowing up the passage towards you from this direction is hot and smoky. As well, you hear crackling sounds, as if someone has a fire burning in the chamber.
Looking up the northeast passage, you see that it goes 60' on the left hand side and into darkness. Right at the limit of your vision you see that it opens up to the east at that point.
You decide to send Who Knows down the southeast passage towards the source of the light. While you anxiously wait, Who Knows creeps away.
Using all of the vast thieving skills at your disposal, you make your way slowly down the passage. The light grows brighter, while the sounds of burning get loader, until it is a roaring in your ears. At last, you peek into the chamber.
It measures 20' X 30', oriented east-west. To your right, a wall goes 20' south. There is a door in the southern-most 10' section. Then, the wall goes east for 30', north for 20', and west for 25', to meet the passage where you lurk.
In here are nine fire elementals of medium size (for fire elementals). They are in the southeast corner, gathered around a pile of rapidly melting snow and ice. Each one holds a long metal skewer over the pile, and stuck on the end of each of these is a small, white, cylindrical shaped object.
"Gee," says one of the elementals, "These marshmallows sure take a long time to freeze, don't they?"
There is nothing else in this chamber, but for a steaming puddle of water surrounding the pile of snow and ice.
After seeing all that there is to see from your vantage point, you retreat back up the passage, to report to the others.
After reporting, you head up the northeast passage. After 60' on the left hand side it opens up to the east. When you get to that point, you realize that it is an intersection with a 10' wide passage going north - south. The angled passage ends at this point. Looking north, you see with your infravision that this new passage goes for 50' in that direction, before ending in a door. Looking south, you see that it goes for 60' and out of your range of vision.
It takes you only a moment to decide to head south. Going down 60', you see that the passage goes a further 55', but turns east after 45'. You continue south, and peer around the corner.
From the back wall, the passage heads 65' east, turning south again after 60' and becoming 5' wide. You go forward, and look south.
Again from the back wall, the passage goes 60' and into darkness. You move forward to that point. From there, you see that it goes a further 40', before ending in a blank wall. You go down there and farkle thoroughly, but find nothing but a few small bones and dust balls.
You return to where Orlon and the rest of the group await you.
After talking it over, you decide to go northeast, then north to the door. Who Knows listens at it, but hears nothing. Op Code tries to open the door. On his third attempt it bursts open. Before you, you see a 10' wide passage heading north. Shining your lights down it, you see that it goes for 50', after which there is a flight of stairs going down.
You move forward cautiously, and look down the stairs. They go down for maybe 20', before ending in a pile of rubble. A few picks, shovels, and rusted buckets lie down there. You go down, and thoroughly search the area. It does not take long for you to become convinced that it is indeed what it appears to be: a route down to another level which was never completed.
Suddenly, you realize that you are hungry. You all sit down, break open your packs, and pull out your rations and wineskins. While you eat, you discuss your next move.
After you have eaten and drank to your satisfaction, you clean up and head south again. Southwest down the 5' wide passage, along the 20' wide hall leading to where the carrot awaits you with still more encouragement to maintain proper dental hygene and avoid sweetened, sugary drinks. Across that chamber, and down the 10' wide passage which heads west out of the southernmost section of the chamber.
This passage runs for 60' and out of the range of your lights. In the 30' to 40' section of the north wall is a 10' wide passage running northwest. Looking up in that direction, you see that it runs for 20' on the left wall, 30' on the right wall, before ending in a dead end facing west. You continue down the west passage. Going up to the 60' point from the carrot chamber, you see that this passage continues for another 60' and again out of the range of your lights. In the 10' to 30' section of the south wall is a 20' wide passage heading south. In the 50' to 60' section of the south wall is a door.
You look down the south passage. It runs for 50', after which it ends in a 'T' intersection with a 10' wide passage running east-west (ie. 70' from the back wall of the passage you are currently standing in to the far wall of the intersection).
You continue west to the door. Looking beyond where you should have mapped, you see that this passage runs at least another 60' and into darkness.
Who knows listens at the door.
He hears nothing.
The door does not appear to be locked. Op Code tries to bash it open, and succeeds on the first attempt! Looking inside, you see that it is a parallel passage, 10' wide, going east-west.. To the east it goes for but 20' before ending in a blank wall. To the west it goes for 20' also. Then, it ends, but you see in the west wall, southern-most 5' section, a narrow, low ceilinged (6' high) passage heading west.
You move cautiously westward, and look into the narrow corridor. It seems to run for only 30', before opening out into a chamber. You cannot make out the full dimensions of the place, but you see that the right most wall goes for a further 20' past the end of the narrow passage, before turning south and out of sight. The ceiling down there is higher, as well.
Forming up into single file, you move carefully down the narrow passage, and peer into the chamber beyond.
From the entrance you see that it is a 20' wide by 35' long chamber, oriented north-south. Three other passages exit from here. In the southern-most 10' section of the west wall a 10' wide passage runs west and out of sight. In the western half of the south wall, a 10' wide passage goes south and out of sight. In the eastern-most half of the south wall, a 10 wide passage runs south-east and out of sight.
There is nothing of interest in here but for an enormous, bulging, oak chest sitting on the floor up against the middle of the east wall. You note immediately that it is securely locked.
Leaving the chest alone, you search the rest of the room, and find nothing. Looking down the west corridor, you see that it goes for 60' and out of sight. Looking south, this passage goes for 60' and ends at a closed door facing south. Looking southeast, the third passage runs for 20' on the right hand wall, 10' on the left hand wall, and then turns east after that.
While the party keeps watch, Who Knows inspects the chest for traps. Suddenly, while he is preoccupied, a fist-like pseudopod lashes out of the wall and hits him! You take 4 hit points of damage, Who Knows. At the same time, the walls near Op Code and Oh Well do likewise, taking you by surprise. You see now that the walls are quivering, slightly...somewhat like gelatinous cubes...
The attacks on the fighter and the ranger both miss.
Who Knows is paralysed.
The initiative is simultaneous.
Orlon starts to cast blade barrier. The pseudopod which hit Who Knows starts to pull him in towards the wall. Op Code and Oh Well start to move away from the pseudopods which swung at them. They swing again, but both miss their targets.
The blade barrier goes up behind the chest. It just barely misses Who Knows, but does 47 hit points into the monster. A 10' square of wall behind the chest suddenly slides down onto the floor, dissolving into puddles of goop, obviously dead.
Phil reads a spell from his scroll. A red crystal sphere appears before him, and speeds towards the west wall from whence the other pseudopod attacks came. A split second later a blue crystal sphere appears before him, and speeds after the red one.
When it reaches the wall the red sphere explodes in a fireball with a radius of 30'. The entire chamber and the immediate adjacent passages are engulfed.
A fraction of a second later the blue sphere explodes, and a terrific blast of cold engulfs the chamber. Phil, the perpetraitor of this attack, dives to the floor and escapes the worst of it. Likewise, the armour and shields of Op Code and Orlon save them from the worst. Oh Well, however, takes the full effects of the spell.
Alternately toasted and frozen, the creatures on the west wall shatter and fall to the floor, dead.
Orlon goes to work on the party. Casting remove paralysis on Who Knows, he follows that with curing spells into Oh Well, Phil, Op Code, and himself. After that, Phil fires a knock at the chest, and the lid flies open. Revealed is the fact that the chest is packed with coins...4000 copper pieces, to be exact, as you discover when you take them out and count them. After smashing the chest to smithereens just to be sure that there are no secret compartments, you are forced to conclude that this is all that there is.
You head southeast, leaving the coppers scattered about on the floor.
Looking around the corner, you see that the passage heads east for 60' and into darkness. Moving down to this point, ahead you see that it continues for a further 60' and into darkness...however, in the 10' - 30' section of the north wall is a 20' wide passage running north.
You continue east.
From where you had previously mapped, the passage runs a further 60' and beyond. In the 10' to 20' section of the north wall, though, is a 10' wide passage running northeast. Moving forward and looking to the northeast, you see that it runs for 50' on each side before ending in a wall facing north. However, there is a door in the last 10' section of the right-hand wall.
You continue east.
10' past where you had previously mapped to, the passage opens into a chamber.
You look in, to see that it measures 40' X 60'...40' east, and 50' south. Three parallel 10' wide passages run out of the three easternmost sections of the south wall, heading south.
In here is a chest.
Who Knows examines the chest while Op Code goes and looks down each passage. When the thief finds nothing, Orlon casts find traps. He finds no traps, either. Oh Well then goes to work and smashes it open.
Inside of it you find 8 gems worth 5gp each, and 5 articles of jewelry worth 2000gp each.
Looking down the passages, the ranger sees that each runs south for 20', and then ends.
You gather up the loot (I assume), and go down the westernmost of the passages. Getting down there, the walls do indeed seem solid, and you note no secret doors.
You leave this area and return to the chamber where you left all of the copper. From there, you head west.
This passage ends 10' in front of you. However, in the last 10' section of the south wall is a 10' wide opening, and this opens into a chamber. This place measured 20' X 30': 20' south, and 20' east. There are no visible exits. The chamber is bare, and a thorough search turns up nothing of interest.
You return to the room where you delt with the stunjelly, and from there make your way back to the chamber occupied by the giant carrot.
After pausing to brush your teeth, you head northwest, coming up one branch of a "Y" intersection. The "Y" intersection has a section of 10' wall going north-south between the two angled passages, both of which are 20' wide.
The passage going west is only 10' wide.
You look to the northeast.
The left wall runs for 60' and on, the right wall for 60' and then turns northwest. Moving up, you see that the entire passage turns northwest and becomes 10' wide. Looking up that way, you see that the passage runs for 50' and ends in a wall facing northwest. There is a door in the second last 10' section of the left wall.
You go to the door, and open it after not hearing anything. Beyond is a parallel 10' wide passage, running northwest for 10' and southeast for about 40'. There is nothing of interest here.
It is late afternoon. All of you have been injured today, and right now only Op Code is at full hit points.
You return to the "Y" intersection and head west.
50' past this point to the west is a 4-way intersection. To the north, a 10' wide passage runs for 50' on the right side, 40' on the left; after which it meets up with a wider passage running northeast-southwest.
To the west, this passage runs for a further 40' on the right side, 50' on the left; after which it again meets up with a wider passage running northeast - southwest...the same one, perhaps?
To the south, the passage runs for 60', turning east after 30'.
You head south.
Looking around the corner, you see that the passage runs a further 50' and ends at a dead end.
You return to the "Y" intersection, return to the giant carrot lair, and then head west. You stop 60' past the door in the south wall of this passage, as the passage only runs a further 10' before ending at another dead end.
You return to the room where you left the copper pieces and investigate the door to the south.
Who knows listens at it, but hears nothing, so you open it. Revealed is a 20' X 40' room (10' south, 30' east, no visible exits). This room is bare but for a small, unassuming sack lying in the southeast corner.
Orlon will cast a 'Detect Life' on the sack. If there is no sign of life, then Who Knows will 'Find/remove traps' on the sack.
Orlon detects no sign of life, and Who Knows finds no traps, so you open it.
In the sack are three gems worth 500gp each.
Op code, Who Knows, and Phil Donahue will search for secret doors. The rest of the party will stand guard.
You search for an hour but fine none. It is now dinnertime.
After eating dinner, the group will go back to the Y-intersection, followed by:
west 60'
north to the angled passage
northeast to the end of the hall
north 90' to the 4-way intersection
west 10'
north 60'
From that point the party will look to the north
The passage continues into obscurity.
You move ahead.
The passage continues to continue. However, there is a door on the 0' - 10' section on the east wall.
You open this door after listening, to see that it opens back into the parallel 5' wide passage. Across from you and a little north is a 20' wide passage running southeast. Looking down it, you see that it runs for 55', after which is a 4-way intersection with a 10' wide passage running north - south.
Which way are you going?
The party will go through the door down the 20' wide passage to the southeast. They will go through the door at the end of the hall, through the 10'x10' room, through the other door and down the southeast hall to where it has been mapped before (I have 50' along the west wall mapped).
20' further and the passage opens up into a chamber of sorts to the east (20' east, no visible exits). This chamber is completely bare...but for the presence of four people, sitting and standing in various poses, seemingly frozen in some sort of suspended animation.
They are:
1. A short male half-elf of average build, clad in a blue shirt and dark blue pants.
2. A human male, dressed as a magic user.
3. A man dressed in the robes of a preist with shaven head.
4. An old crone (female) with matted grey hair.
The party will go over and examine the four statues.
They are real people...seemingly bound up in some powerful magic.
Orlon will cast a "Remove Paralysis" spell on the whole lot.
Your spell has no effect.
The rest of the party will stand guard with Op Code and Oh well having their swords drawn and ready.
Orlon will cast a "Dispel magic" on the group.
The bodies relax, and collapse to the floor.
The people awaken and look about them, at each other, and at you.
A human cleric of average size steps forward. He is dressed in a green robe and is wearing a purple hood. He appears to be middle age for a human, and carries his appearance proudly. Around his neck is a metallic amulet that is in the shape of a hammer. He is carrying a pole that is in the shape of a snake. He introduces himself. "Hello, my name is Orlon, messenger of my grand lord. These are my companions. This is Op Code, Phil Donahue, Who Knows, and Oh Well." One by one the companions step forward as Orlon introduces them.
"Huh? What great lord?" the old lady asks, in a queroulous tone.
"Hello," You all see a medium sized tan colored human male, garbed in
white robes and a large runed covered hammer on his belt.
A large metal holy symbol hangs from his neck as well as
a small amulet. His bright blue eyes shine as he addresses the
group. "My name is Salaam BenShel Thothemen, a humble servant of
my lord, Thoth." I say in a low voice, as I wipe the slight perspiration from
my hairless head. (Yes, I am bald
Op Code is a human ranger who is dressed in a suit of plate mail and is
holding a shield adorned with the image of a blue lion's head. He is also
wearing a black cape which seems to be made of an animal's pelt. As he steps
forward, he bows to the other characters.
The old lady snorts. "Hrrumph. You call that a bow? In my day, young
men where taught to bow deeply, with courtesy - and your hands - wrong
position...tsk...tsk...."
Phil Donahue looks to be a mage. He is wearing a crimson robe with a
flowing blue cape. He is wearing a hat which is a loud lime green in colour.
He has white hair with a long beard reaching down to his waist.
The old lady gives Phil a passing glance, but not before raising her
eyebrows mightily.
Who Knows is a halfling. He has a small patch of blond hair on his
head. His eyes are black in colour and they burn with a strong intensity. He
is wearing a black vest that is attatched at the front with a copper chain.
He is carrying a short sword that gleams in the light. As he steps forward,
it shows that he carries himself very proudly.
"Ah, step closer boy - I can't see too well anymore. Hmmmm, whatever are
they putting children in here for. Come here lad, I've got something for
you." She rummages through her filthy dress and turns up a half-eaten
sausage cake.
She holds it out to the boys, "Here, come on - a growing body needs
food. Eat up!"
Oh Well is a human fighter. He is adorned in a suit of plate mail
which goes down to his feet. On his head he is wearing a copper helm that
has metallic bat wings attatched to it. On his torso is a blood red pullover
jacket that has the image of a metallic skull on it. He is holding a sword
that has engravings on it. He steps forward with a reservation.
Orlon speaks again. "My companions and I have travelled great
distances to do deeds for the greater cause. Will you join us in our cause
to rid this dungeon of its foul denizens?"
"As one of Thoth's chosen in this matter of the removal of evil, I humbly
accept your invitation and am eager to spread the word of Thoth to this world.
Orlon, who is your patron ? I am unfamilar with the dieties of this world, please
enlighten me on the ways of this world, so as I don't offend as I show all the glory of
Thoth !"
"Oi Vey! In all the glory of Thoth!" The old lady mimics.
"Welcome aboard, together we shall do the work of our lords. If you ever
desire to, I can get you in touch with other people of your faith." says Orlon.
"Yes, thank you, that would be greatly appreciated. I have need to speak
with the other followers of my great lord, Thoth."
"Well, this shall be interesting." The old lady shakes her head and
begins picking at her clothing. You see her crush little bugs between
her fingers and toss them aside.
Who Knows takes one look at the crone and says "the only one I'm younger
than is you. What are you still doing adventuring in your condition?"
The old woman cackles merrily. "As I said, I had no choice in the
matter. But..." Scratching her head, "it may not be a bad thing. It
seems that some guidance is needed to keep you hotheads from killing
yourselves."
The old woman turns to face Orlon with a quizical look on her face. "Rid
this dungeon of its foul denizens? Are you mad? You get a couple of
meals - just share with the rats a little and we can live here in comfort
for quite a while....Fight the denizens indeed...what poppycock..." the
old woman mutters, once again lost in her own thoughts.
Orlon takes one look at the old woman, and says in a harsh tone "I don't
remember angering my lord so much as to have your wrath befall us. "What's
gotten you in such a spiteful mood?"
"Oh, so the lad has some teeth, as well as a lack of respect for elders.
I'm sure you will go very far." She chuckles. "And I am in a spiteful
mood because I simply have no desire to be here. Perhaps you were
politely invited to this party, but I was not. I was taken here againsnt
my will...and so agaisnt my will they will have me!"
Looking around, you see confusion in the eyes of the young
person in front of you. The person stands up, does a quick check of
equipment, attempting to ensure all is there.
Bowing low before the assembled group, speaking in common, the
humanoid speaks. His voice is at that stage near tenor, with a
lilting quality to it. "Honored sir, for one who can snatch a mere
storyteller as myself from his home, you must be an honored sir. My
name is Jesse, a wander, a minstral."
"Forgive my confusion, since I know not where I am, nor why I
was chosen, other than your reasoning. Where am I? What can I offer
to you that you could not get from others, mayhaps a story?"
Without waiting for additional prompting, Jesse pulls out a
harp, and begins to strum the instrument, checking it's tune.
"I was taugh this song by a great bard."
'The name she gave was Caroline, daughter of a miner. And her
ways were free, it seemed to me the sunshine walked besides her."
"She came from Spencer, across the hill. She said her pa has
sent her, 'cause the coal was low, and soon the snow would turn the
skies to winter. She said she'd come, to look for work. She was not
seeking favors. And for a copper a day, and a place to stay, she'd
turn those hands to labor."
Musical instrumental...
"But the times were hard Lord, and the jobs were few, all
through Tecumseh Valley. She asked around, and a job she found was
tending bar at Gypsy Sally's. She saved enough to get back home, when
the spring replaced the winter. But her dreams were denied, he pa had
died. The word come down from Spencer."
"So she turned to whoring, out on the streets, with all the
lust inside her. And it was many a man returned again, to lay himself
beside her."
"They found her down, beneath the stairs, that lead to Gypsy
Sally's. In her hand when she died, was a note that cired, Fare thee
well, Tecumseh Valley."
"The name she gave, was Caroline, daugher of a miner. And her
ways were free, it seemed to me that the sunshine walked beside her."
Jesse finshes his performance, the last note filling the room
with quiet reverberation.
Jesse is wearing a long flowing blue cloak, covering green
pants, and a white shirt. He has short hair, and looks like he's
about 18 or 20 years old.
"Ah, well done! Well done, young man." replies the old woman, who is
now struggling to rise to a sitting position.
"You know, I don't usually nod off just like that...and looky here, they
finally did cart me off. All this time, I thought it was just an idle
threat!" The old woman cackles to herself, spittle flying everywhere.
Her teeth have long since rotted out, leaving only brown stumps.
She gathers up her torn and dirty rag of dress and attempts to stand. It
is a curiously graceful gesture, more suited to a formal court.
"What are all you in here for? I'll wager I can figure some of them
out." she laughs. She scratches her head, which looks more like an old
graying squirrels nest than hair!
"Ah....." she remarks, giving it a vigourous scratching. "You,"
pointing to Jesse, "I'll bet you met up with the wrong girl, eh?" She
cackles again.
"And you," pointing to the magic user, "I'll warrant you were to free
and generous with your wares."
She frowns, and then shrugs her shoulders and mumbles, "Don't know why
they would be putting a man of the cloth in here. Hrrumph!"
"Now me! There's a story - I used to be up in them high faluting circles
mind you...used to dine with the prince and his every night, yes, I did.
Don't believe it...to look at now, eh?" she laughs and points a bony finger.
"Don't ever think you know what's going on...cause you don't...they'll
always try to stiff the honest folk - I can tell you...the things I can
tell you..." she mutters to herself and seems lost in her own little world.
Another figure stands...a middle aged man with long brown-black
hair pulled back in along pony tail. His green eyes pass over
each of you in turn and his pale hands instinctivly come to his
mouth, which seems to be forever twisted in a smile.
He giggles outloud and then tucks his thumbs under his leather belt
next to a large leather belt pouch and, on his opposite side, a small
leather belt pouch. He swallows a laugh and says, "Sorry, sorry...when
I opened that cursed scroll, I thought I was a goner!" He laughs
again and says, "Well, I don't know where I am, but at least I
don't have to pay the bar tab!" He laughs again almost bending over
from the laughter, and then he is suddenly silent....
He looks up at everyone and then looks down at his leather boots.
He gives everyone a quick smile and says, "Oppps, guess I didn't
quite finish dressing. You notice for the first time that a bit
of his green pants is untucked from his left boot. He hurriedly
tucks it back in, and then tucks his yellow shirt into his paints
for good measure.
He says, "Ah, there, ready to go."
He says, "Oh, how rude of me...I am Occa." He picks up a staff that was leaning against the wall and twirls it before him. "I am ready to clean this place out if you are, although you don't know us from Datura."
The old lady cackles again. "Oh you are, are you? Why in such a hurry?
Some time contemplating your sins might be more appropriate!" She laughs
again and scratches her head some more.
"Young men! Always ready to do battle...tsk...tsk...kill! kill! kill!"
She shakes her head, "You mark my words, that road leads to the devil!"
She cackles again, drool running down her chin.
"Young lady," Salaam says with a proper nod of his head,"why do you feel the need to
chastise the young boy ? He is young and the world needs the young to do what
the old refuse to do or are just willing to talk about. And with regards to the
devil, I have battled creatures that make the devil look like an angel... "
"Piffle and poppycock!" She snorts. "I was not chastising the boy - and
without the guidance of elders, how are they to know what to do? The old
do not refuse to do things - they *do* take the time to think about them
- before charging blindly into danger!"
"Would you have us merely run around this foul place without first
planning a strategy? That is the way of fools - and even your Thoth
cannot protect them, then!" She begins mumbling to herself again.
"Thoth has sent me here to help, and that I shall do, so how can I help you, fair woman, to
regain your good spirit ?"
Who Knows steps forward and tells the cleric "Who are you calling a young
boy. Why you're just barely out of diapers. I have been to many places and
done many things. I can show you a thing or two laddy."
"Despite my youthful appearance, I have been in this body for a
plethora of years, but I enjoying learning from others, regardless
of their physical or mental maturity and age ! By the way, what diety
do you worship ?"
Who knows says. "As you can plainly see. I am not a person of the cloth.
Why, are you going to try to convert me to your faith? Forget it."
The old woman cackles again. "Regain my good spirit?" She laughs long
and hard, bringing tears to her eyes.
"Well, you may begin by.." She pauses and hurls some spittle to a point
behind the man and cackles in satisfaction. She looks back to him,
"Sorry laddie, there was a rat behind you...got 'im though. Well...about
my disposition. There is little you can do. I have earned the right to
be as cantankerous as I want to be. I too have seen a lot in my time -
and you would be wise to remember that."
She snorts again, and seems lost in her thoughts.
Occa spins the staff again and then flips it around his back and
around front again, then adds, "By the way, where are we? What is
this place?"
She snaps back to Occa. "What place is this? Silly boy...the dungeon of
course! And watch where you swing that thing, laddie. You could put
someones eye out with that!"
He sets the staff down with a snap of wood on stone and stares
at Orlon, awaiting an answer.
"You are north of the country of Dorian. We have been sent here by Valdar, the
Elf Lord of Dorian. He has asked us to clear out a stronghold of pirates
that are disrupting his trade and commerce. In return, we are allowed to
keep any treasure that we find.
"'He asked us' ??? Perhaps he asked you, he did not seek my councel in
the matter! I should very much like to meet this Valdar of yours -
probably another young upstart with nothing better to do than interfere
in others lives. Pirates have to make a living too - I happen to know
some very nice ones, as a matter of fact!"
Orlon says, "Well then go ask him yourself. I'll gladly give you directions."
Dani perks up at this news. "Okay, tell me where this lord Valdar is -
I*do* mean to have a few words with him!"
Occa says, "How nice of Valdar to let us keep what treasure we find.
Is that the only incentive?" He smiles and says, "Nonetheless, I guess
I have nothing better to do...I surely hope we find some mages, so that
I can recover a spell book."
He pauses and says, "Uh, how do you know we aren't pirates?"
"Occa, we have just arrived here, I don't believe us to be anything,
except potential aid, at this moment in time. Please tell us a little
more about this Elf Lord and what his desire is with us ?"
Occa says to the old woman, "Well met, milady, and who might ye
be? As for kill, kill, kill...what gives you that idea? I would
expect someone of your age and wisdom not to jump to conclusions.
Tsk, tsk, tsk."
The woman cackles with glee. "Ah, well met yourself! Jump to
conclusions indeed! At my age, I can still jump pretty good and don't
you forget that, laddie."
Occa gives a tight smile at this and says, "I shan't." with a wink.
Jesse looks up. "Kill, kill, kill? That reminds me of a story
I once heard, it was about this guy who tried to get out of the
military, on the count of a charge of littering. I never believed
him, but he mentioned jumping around yelling kill, kill, kill."
The old woman raises a brow, "So...you have heard that one too. Well,
perhaps not all is lost then. I had thought that song had passed way to
oblivian by now. I am glad to hear that youngsters are still exposed to
that - and yes - it *did* happen laddie!" She wagas a finger again.
"And, if you don't watch it, even worse will happen."
Occa says, "Oh, how does it go? I have never heard that one."
"That's the reason I'm here...well, no, I didn't litter of course, but I
liked to spend my time sitting outside, telling fortunes - but *they*
didn't like it, no sireeee. Disturbing the peace, they said. Hrrumph!"
Occa grimaces, obviously a bit grossed out by all the spittle flying about.
"Anyway, I'm sure that we have more important things to do
than have me sing stories. However, I'm sure that I can be
comissioned to write the story of the adventure that is being
proposed. Since I have nothing better to do, I think that I would
like to accompany you on this quest to clean house."
"Oh my! And as youngsters, I suppose you were all this eager to help
your moms out, eh? Why all this talk of 'cleaning' house?" She shakes
her head, chuckling.
"I intend to stay right here until they bring me something to eat!" She
begins mummbling under her breath again.
"If they think they can insult me by putting me in here for simply
sitting outside and reading fortunes, they better bloody well not expect
anything else from me! Clean house! Phah!" A large wad of spittle
lands on the floor as she really gets wound up in her mummbling....
"Dear lady, I may have some rations here and have been
told I am a fair cook. May I please make you something
to eat?" offers Jesse.
The old woman smiles, ceasing her mumbling. "Why thank you, young man!
That would be most appreciated. So, the young still have manners as well
- that is good. Your mother would be proud of you Jesse."
"I'm a fair hand when it comes to cooking also, perhaps together we can
really create a feast!" Laughing merrily, she begins digging through the
dirtly folds of her dress. Soon she pulls out a moldy wedge of cheese, a
small lenght of dried sausage, and a small pouch of savory herbs.
"Here, how about making some sausage and cheese rounds? I have a candle
here somewhere...we can use that to melt the cheese..." she says as she
checks about her person for the candle. Soon she pulls one forth.
"Ah, here it is. Be a good boy and light that, will you? And I think I
have a small loaf...or did I eat that already?..." she rummages some
more and finally pulls a rather moldy loaf of bread out.
"Here then, we can make quite a feast!" She laughs.
Occa grimaces again and says, "I think I will just have some rations
and water."
The old woman laughs, "Ah, a bit, 'delicate' are we? Well that will have
to change if you are going to go scouring this dungeon! A big strapping
boy like you afraid of a little mold. Phah!" A glob of spittle lands
very near Occa. She cackles.
He goes and sits down next to a wall and pulls out a wrapped package...he
opens it and inside is some jerky, crushed dried corn and an unlevened
round of bread. He also pulls out a water skin and sets that down beside
him. He looks up at the rest of the group and says, "If ye want
some...here they are. Not much, but better than nothing."
He pulls a small book from the large belt pouch at his side and
opens it.
A strange expression suddenly comes to his face...he starts hurriedly
flipping through the pages, "Oh my God!" He jumps up and holds the
book in his hands looking at it in disbelief. He opens it again and
flips through the pages again...."What curse is this Datura?" He
asks looking upward.
Then he looks to the rest of the group and says, "My spell book
has been obliterated!" He seems very upset...and paces back and forth
for a few moments.
"Ehhh....poor Occa has lost his spells!" She cackles again, gleefully.
"Whatever will you do now? Polish the floor with your shirt?"
Then he stops, shrugs and places the book inside his belt pouch.
"Oh well, such is life." He goes and sits down near his food
again...although a bit dejectedly.
"Spells? I know a few. I'm not that good, more of a dabbler
really. Well, actually as a bard, one is a dabbler in a
great many things. If somehow I can help, please let me
know." says Jesse.
The old lady looks up. "Spells? How did we come to that? Ah, must have
nodded off again. Tsk....tsk.." she shakes her head mournfully. "It's
what happens to the old...the young whippersnappers just go on ahead,
leaving their leaders sleeping in the dust..."
As Jesse rumages through his pack. "Ah, here they are
my spices. Always useful to make that ration taste so
much better. This stuff is called wassabi, or something
like that. It'll light a fire in your stomach and clean
out your sinuses. Here, give it a try."
"Ah, I am unfamilar with that one." She lifts her small pouch up and
offers it to Jesse.
"Try this - not as grand as your wassabi, but it will put some hair on
your chest. This comes from the south - mixture of cayenne, anaheim, and
sweet peppers, and then some curry, cumin, and turmeric. Forget what the
hell they call it - but try a little before you use a lot." She laughs.
Jesse sighs.
"Great. Here we are all fighting amongst ourselves already.
It seems were getting into a pissing contest. I for one know that I
am young and try to respect my elders. However, even the teacher can
learn from the student.
"Shall we try all this again? My name is Jesse, a traveling
singer."
Jesse begins to sing.
"Eight years old with a flour sack cape tied all around his
neck. He climbed up on the garage, figurin' what the heck. He
screwed his courage up so tight the whole thing came unwound. He got
a running start and bless his heart, he headed for the ground
He's one of those who knows that life is just a leap of faith.
spread your arms, and hold your breath and always trust your cape.
All grown up with a flour sack cape tied all around his
dreams. He's full of piss and vinegar, He's busting at the seams. He
licked his fingers and checked the wind, it's gonna be do or die. He
wasn't scared of nothin'. Boys he was pretty sure he could fly.
He's one of those who knows that life is just a leap of faith.
Spread your arms, and hold your breath and always trust your cape.
Old and gray with a flour sack cape tied all around his head.
He's still jumping off the garage and will be till he's dead. All
these years the people said he's acting like a kid. He did not know
he could not fly, so he did.
He's one of those who knows that life is just a leap of faith.
Spread your arms, and hold your breath, and always trust your cape.
Op code says, "You are a talented singer. Maybe you could teach me a song
or two later. But, I agree. Let's all just retire to our basecamp for the
evening. There is lots of room for everyone."
The old woman listens intently to the song, and when Jesse is finished,
you can see tears in her eyes. With an angry gesture, she seems to pull
at her hair...and suddenly, instead of an old woman, you see a young
half-elf, with raven hair and eerie grey eyes.
She stands and faces Jesse. "That was a beautiful song....reminds me of
so many things...I did not think I was fighting or being...'difficult'
but perhaps I was. I am just tired of fighting for reasons I don't
understand, for people I don't know, for causes I do not understand. I
am not happy about being summoned here...but...if you all wish, I will
fight with you...just to get out of this hole...BUT!" she says, holding
her hands out, "I will not blindly charge into danger. If we pool our
resources and come up with a coherent plan - I will assist. Otherwise, I
sit here and play with the rats. Understood?"
"Oh beautiful one, ye must think us all of us to lean towards the realm of
fools. Who among us would want to blindly charge into a situation that we know nothing
about ? I agree with you in the idea of a plan is needed to continue. I suggest
our new friends tell us what the situation is and then we will decide how to
proceed ?"
Occa says, "Yes, I know we have just arrived here, but how does Orlon
know this?"
Occa looks surprised and says, "Ah, a shapeshifter? Why the hag
outfit? And why the sudden change? So who is the real you?"
The half-elf raises a brow and regards Occa silently for several
moments. Then she grins. "I'm Dani - and why do you think I pose as a hag?" She shrugs, not really expecting an answer.
Occa looks at Dani and says, "I expect to gather information about
us, although I am curious what made you decide to change at
that point. You had me fooled. Hmm, although maybe you are really a
hag and this form is the shifted one?"
Dani smiles coyly, "Only my hairdresser knows for sure."
Occa smiles at this and says, "And shall it ever remain, milady."
He taps his staff on the floor and says, "As for a plan, I suppose we
should ask Orlon here..."
She laughs - a gentle, pleasing sound this time. "Go ahead, maybe you
will have better luck than I!"
Occa looks back to Orlon with a smile.
This is a 20' square chamber with but a single exit: a 20'
wide passage running off at an angle behind Orlon and company.
It is barren and unfurnished, though somewhat damp.
Occa says, "Although it would seem we have but one recourse...back that
way." He points down the corridor and then says, "Of course, we
could check this room for secret doors." He begins inspecting the walls.
You find none.
He looks over at Orlon and says, "So, how deep are we in this dungeon?
What have you faced? How did you find us?"
He gives a deep bow and then says, "Okay, I am bored." He stops examing the walls and moves down the corridor....
Orlon states that the party is getting tierd. "Let's go back to our base
camp for the evening and replan for the morning."
"What? Base Camp? What base camp? What do you mean we are getting
tired? I have just slept for some time ... I am not tired in the least!
Do you mean to say that we can just leave this dungeon? Well Shit!"
Dani gathers her things, and stands. "Well, I'm ready - I obviously
don't know what is going on - but a base camp sounds much better than a
dungeon. Hey! Got any good food there?" She asks hopefully.
Occa says, "Why don't we go to this base camp and see what is what.
I am sure Orlon could fill us in a bit more. I guess this group here
(indicating Orlon and company) hired out to clear this place out...just
for what is within it. A very nice deal for Lord Vader if you ask me,
but that is no matter. I am ready to go to this camp."
"You would be!" Dani snaps.
He seems eager to go...and he does so....following Orlon and company back
to the base camp.
"Dammit then, wait up!" Dani calls out as she gathers her stuff and follows.
"So, mister spiffy dresser, are you really gonna do bug hunting with this
crew?" Dani asks, walking beside Occa now, trying to get her pack
settled comfortably. "Damn things!" She curses as she finally gets the
weight evenly distributed.
Occa says, "Aye, that I am." He watches Dani and mutters, "Oh this is going to be fun."
Quietly, Salaam straightens himself and follows the party back to base camp.
Orlon takes out a map - a massive thing seemingly pieced togther from small
bits of paper - and looks at it for several minutes. Satisfied, he sets off
back down the passage. His companions and the rest of you follow.
It takes about a half an hour to get out of the dungeon. It is a veritable
maze of twisting, winding passages, chilly and damp.
At last you reach the surface. The air is cold, and a moist breeze blows
relentlessly. Snow lies on the ground in patches. In the light cast by Op
Code's and Oh Well's glowing swords, you can make out the shadowy forms of
crumbled walls and broken battlements around you.
Orlon leaves the ruin, and you follow him along a faint path beside a
river. After a half a mile or so he turns off the path, and you climb a low
ridge. You smell woodsmoke. Topping the ridge you look into a small hollow,
illuminated by a fire.
A camp has been made here. You see a number of small canvas tents
surrounding the fire. The place is littered with equipment...packs, sacks,
weapons, and other items. A small wagon is off to one side, and nearby are
tethered a number of horses and mules. Hanging over the fire is a stew pot,
its contents bubbling and giving off an appetizing aroma.
Several people rise to greet you. They do not seem to be surprised by your
arrival. You see a man in full plate armour, a grey elf, and a number of
others who hang back a bit.
"I have returned, Orlon," the elf says. While dressed as a simple fighter,
there is an aura about him that hints at a noble power. "That fool Stiff
has packed up and gone home...complaining that he is too hung over to
adventure right now. He took all of his companions with him, too. What
nerve...after eating all my food and drinking all my drink for an entire
week! Ah...I see that you have made some new friends."
He faces the newcomers.
"I am Valdar."
"Hello, Valdar, my name is Salaam BenShel Thothemen," I say with a nod of
my head, "and I have been brought here from another world to purge an evil
which you seem to know about and also to contact others of my faith. That is
all I know, I do hope you can tell me more..."
"Evil that I know about? There are many evils here to be purged that I know
of...and I am sure that there are many more evils as yet unknown to me.
Since the fall of the Empire of Saltar some 500 years past evil seems to
have been ascendant everywhere. This region is perhaps less under the pall
of darkness than the East, though, where powerful forces strive against
each other. Here, the evil is less well organized...perhaps in part thanks
to the actions of people like Orlon, who work to keep the enemy off
balance. Still, pockets of trouble spring up here as well...outbreaks of
giants and drow, mad liches, megalomaniacs, evil cults...and now pirates
and dragons. If left be they could eventually unite and pose a grave threat
to all of the remaining civilized lands...so it is best to nip them before
they reach that point. Often it is more difficult to locate these pockets
of evil here in the West, for most of the lands are uninhabited and seldom
travelled by civilized folk."
"I truly sympathize with your plights that run amok in your world, but I know
I was sent here as was the others to combat an evil that threatened your
world as well as others."
"Who sent you here? Perhaps this person knows more of this than I do.
Perhaps - as I speculated a moment ago, there is more to this problem with
the pirates and the dragons than there appears..."
"My lord, Thoth, came to me in a vision and told me of a world that was not my
own that I was to go to in order to eradicate a great evil and to make contact with others of my faith."
Valdar looks solemn upon hearing this.
"One does not question the gods," he says. "If the evil that you were sent
to deal with is the same evil that we are heading to face, then there is
clearly more to this affair than I originally thought."
He looks thoughtful.
"I know little of your patron. I believe that he was very popular during
the days of the Empire of Saltar, but those days are long gone. A small
remnant of that empire remains far to the east, so perhaps he is still
worshipped there. But we are far outside of the old borders of
Saltar...even at its peak, and I have never heard of anyone from around
here claiming to be a follower of Thoth. So why is your patron taking such
an interest in an affair which appears to be so far removed from his sphere
of influence? This is a mystery."
Dani turns to ummm...., "So who exactly is sending forth all these troops to battle evil on our world and others?" She asks with a puzzled frown. "Why would they care what happens here?"
Occa steps forward and bows to Valdar, "Hail, Valdar, I am Occa."
He watches as one of the lackey's gets some bowls and mugs and
says with a smile, "Ah, grub..." He walks over to get some
food.
He steps away with a large bowl of stew and says, "I will help
pillage these areas." He eats another biteful and says, "Or rid
the land of evil, whatever you want to call it."
Dani steps forward. "Aha! You are just the person I want to see. What
is the meaning of summoning us here agaisnt our will to fight your
problems? I was sitting there, reading someones fortune when..." Dani
pauses, wrinkling her brow in thought. "Hmmm, well. But explain
yourself please - and an offer of some ale and stew wouldn't go amiss
either."
"The latter request can be easily remedied...Robert..?"
The man heads over to the wagon and starts rummaging for plates, mugs and
cutlery.
"As for summoning you against your will...what are you talking about?"
Valdar asks. "I have some small talent in the arcane arts, but not enough
to accomplish a feat such as that. Besides, bringing you here against your
wishes would go against the teachings of my patron, Corellon Larethian. I
am afraid that you will have to look elsewhere for your summoner, miss..?"
Dani shrugs and grins. "Well, that may be so...the person I was doing
the reading for was not very happy with it." She laughs.
"Oh, I am called Dani...most of the time." she grins. "And who is this
Corellon Larethian person?" Feeling more at ease now, Dani relaxes and
becomes quite charming.
"He is an elven deity...you have never heard of him? Strange, your features
are elven, are they not? You say that you were summoned here...where are
you from?"
"Ah...lets not get into that right now. Suffice it to say I was raised
among humans." Dani replies.
Valdar does not press the matter.
"So, you did not bring us here - that makes me feel a little better! And
you are after some pirates or somesuch? Doesn't sound too bad. How
much you paying? I think one of those guys there, " pointing towards the
others, "said something about getting to keep the treasure...but I think
I want a little up front money, if you please. I mean, what if there is
little to be had? I don't want to end up risking my life and then just
getting a stinkin scroll out of it or something, you know."
"Well, here's the story: we Elves do a lot of commerce up the west coast
here, both on ships and up the Elven Coast Road. Recently, several problems
have cropped up. It seems that a band of pirates has taken to raiding our
ships. In the past month they have captured and sunk four of our merchant
vessels. Through stealth and magic - "
Dani raises a brow, "Wow, that must be cutting into your profits! Four
ships..."
" - we have managed to locate their stronghold. It is unpractical to send an elven army hundreds of miles out into the wilderness to deal with a problem that a smaller band of powerful adventurers could deal with, so we thought that we would ask Orlon and his friends to deal with it instead. Unfortunately, half of his band have dropped out, claiming hangovers. So, I am sure that he would appreciate any help that you could give him."
"Hmmm...that remains to be seen - I am intrigued though - why would the
pirates suddenly begin raiding so fiercely - what are they up to? By
raiding so much, they are destroying their future 'takes' and now, have
brought retaliation upon themselves. They must be getting ready to do
something big that requires a lot of resources in a hurry."
"The whole affair is a mystery. The west coast of Amrica is usually very
peaceful. Much of it is unsettled, and what settlements there are, are
separated by long stretches of wild coast. Ours are usually the only ships
that ply these waters. The pirates could be from the North, though those
peoples are usually not belligerent. More likely they are raiders from the
Empire of Mestom or one of the city states to the South... But surely the
pickings would be better for them closer to home. Perhaps you could help to
shed some light on this, if you do indeed opt to help us."
"That would make this job a little more worthwhile...I love a puzzle."
"As if pirates weren't bad enough, we have run into problems with our
caravans on the Elven Coast Road, too. It seems that a pack of dragons have
taken up residence in an old dwarven mining complex near the town of Inner
Sanctum. Not only are they terrifying the local population, they are
disrupting our trade on the Coast Road. As well, they have attracted all
sorts of other evil creatures to the area. We also asked Orlon to go in and
clear them too, if he and his group can. I am sure that he wouldn't mind
you coming along."
Dani laughs, "You *are* beset on all sides, aren't you. Have you angered
someone important to bring down all this pestilance on you?"
"Do not speak of such things!" says Valdar, before continuing. Startled, Dani raises a brow, but does not comment.
"As for payment for this task, you get to keep all of the loot that you find. We have lost hundreds of thousands worth of gold pieces in goods, money and magic to these two problems in the last few months alone. I am sure that it will more than be worth your while."
"If any of that is indeed recoverable - if it has been already
used...when we gain little. And we would need certain items to assist us
in this task..."
"I have communed with my deity. The pirates have not yet disposed of the
loot. And, as we all know, dragons are great hoarders of treasure, so you
may be sure that their plunder will not be going anywhere."
Dani frowns.
"Anyway, Orlon and his pals agreed to help me out, so we set off - oh - a
week ago. On our way north we came to a sign directing us to this ruin:
Castle Koozle. Good old Orlon thought it would be fun to check it out.
Actually, he had ransacked it - what - a decade ago? Whatever. Evil has a
habit of moving back into these places if left alone, so here we are. Just
as well for you, it may seem."
Dani snorts, "Ha! I think I would rather be on my street corner telling
fortunes...but, you are right...this is intrugueing...there is more here
than meets the eye, so to speak. The pirates and or the dragons are out
to either destroy you or are merely scavenging resources for some larger
purpose...or...I just put too much into things.." she finishes with a
small laugh. "It could be that evil is just evil...and you are in teh
way...which wouldn't be nearly as exciting as the other options."
"As always, I am sure that these pirates and dragons are but agents of the
greater evil which threatens us...as we are but pawns of our own gods.
Regardless of any higher aims that our patrons may have for us, we wish
these threats exterminated. People are dying."
Dani shrugs, "Dying happens everywhere and is a part of life...who can say
that it should not be so...perhaps they are happy to go to a higher level
of being...we should not always think that dying is bad..."
"It is clear that you have indeed spent most of your time around humans.
They are such violent, short-lived creatures...I can see why you do believe
that. However, perhaps because their lives are so brief to begin with, it
is an even greater tragedy when one dies before his or her time. No, I do
not think that dying is necessarily bad...but dying before one is ready to
die, is."
Dani jerks back as if slapped and her eyes tear for a moment, but she
blinks them back. "Don't you think I know that you old fool!" She
mutters, turning away briefly.
Occa looks up from his bowl of stew and says, "Ah, don't mind
her Captain, she is a bit dramatic is all." Occa winks at Dani.
"Oh no. Here goes the theology discussions again. Do you two realize ho many wars have been fought in the name of religion. The 'my diety is better than your diety' type of arguments have been the cause of much unhappiness
in the world to date. Don't get me wrong, I appreciate the abilitites that your training provides you, but..."
Jesse, realizing his actions shuts up.
Dani nods at Jesse's comments. "I would agree. Perhaps even more
strongly than Jesse expressed. No good has ever come of such discussions
- and it is painful to hear." Dani says in a tightly controlled voice.
"Jesse? Perhaps a song when you have had your fill?"
"Jesse, I am not hear to proselytize and convince you that Thoth is the
only one true god. I am hear to meet other sof my faith and yes, to convince
people to believe and to educate themselves in order to better themselves.
That is the way of Thoth to better oneself through knowledge, as long as
knowledge is acquired, we can only hope that it will benefit the world."
"Uh-huh." Dani scowls.
She stands before him, arms akimbo. "So, you are saying that people need
to believe in a god to educate themselves? That is their only path? And I
suppose the learning that followers are begged to pursue is strictly
restricted..." Dani holds up a hand to stem the reply.
"Dear Dani," Salaam says as he turns to her,"all my god asks is that we who follow
him help educate all peoples in order to better the world. True, we are not am entirely altruistic faith, but I would say extremely benevolent."
Occa tries hard to surpress a really loud yawn, but fails in a very
dramatic way. He wipes his eyes and then says after Dani is
finished, "Rigth." He pauses again and then with a smile adds,
facing Dani, "And do you realize how hopeless argueing with a cleric
is? Why do you bother or care if your philosophy is what you say
it is?"
Dani smiles, "Just to see what you would say."
Occa nods and says, "You're finally making sense."
"Nevermind...I should have taken Jesse;s path and simply shut up - but
I'll tell you this - I have roamed far and wide...and been in many
situations - there isn't anything out there that proved to me it was some
divine being...maybe I just don't travel in the right circles or
something...and if you are going to puff up and tell me all about
healing...well...there are many magic arts in the world..."
"Dani, my child, I can not speak fro any other faiths, but all Thoth desires
is to spread the desire to learn, be it good, evil, or indifference, because
knowledge can allow you to access unlimted realms of possibilities. I do
not sdesire to be a crutch for anyone, I want them to help themselves and
through learning and knowledge I believe that can be achieved."
Dani turns back to Valdar, very apologetic. "Look, I'm sorry...didn't mean
to start name calling...I just ... well...nevermind. Please...go on with
what you were saying."
"No, it is I who must apologise. Obviously it is a delicate subject to you.
Please forgive me.
Occa watches the religious war beginning and yawns loudly. He says to
Valdar, "Do you happen to have any parchment and ink available? I have
lost my spellbooks and would like to copy what I have in memory to
a parchment so that it is not lost"
"I believe I have a blank travelling spell book on me," replies the elf,
and goes rummaging. After a few minutes he pulls one out, along with a vial
of ink.
Occa says, "Thank you!" Takes the book gingerly and looks over it. He
then says, "Luckily I have a wand or two with me, else I would be useless
for a while till I can transcribe my spells...I can't take the chance of
being without and this book won't hold much." He looks over to Valdar and
says, "are there any towns along this road at which they may have additional
books?"
"Yes, there are some small places along the way where you might find
something. "
"Perhaps we should eat? It is venison stew."
Dani nods to where Occa is sitting, stuffing his face. "Hmmm...if there
is any left, I would enjoy having something to eat and drink. Hey Occa,
save some for us, huh?"
Dani walks to the the chow line and gets some grub.
"So, as I was saying earlier, I would have need of certain items to help
rid you of this menace. I don't suppose you have either some protective
bracers, or maybe a girdle of many pouches, do you?"
She shows off her girlish figure, dressed in the raggy dress. "You see,
I have little with me...and well, these pack straps chafe one so
badly...I have sores and burns on my shoulders from them...surely you can
see that if I am to adventure for you...I would need these simple
things. That is all I ask..."
"Sorry...but I do not carry extra magical items around with me. That cannot
be said for Orlon, though...do you people still carry around that enormous
community chest of magic items with you..? Perhaps if you agree to sign on,
they will let you take a look in it..."
"Sounds good. Let's see whatcha got." Dani replies, very business like
now...
At the mention of the box of magic items, Occa perks up and says, "Box
of magic items? 'HUGE' box of magic items? Sign me up!" He looks
expectantly at Orlon as if waiting for him to pull this box out of
mid-air...all the while stuffing his face with stew and drinking ale.
Orlon asks the newcomers "We have some magic items. Would each of you give
me a list of what you would like, nothing too outrageous, and we will try to
accomodate you."
Occa's eyebrows raise, and he says, "Well, any spare spellbooks laying about? Wands of any kind? I really like conjuration."
He scratches his chin and says, "Maybe a displacer cloak?" He chuckles, getting into this. "What about a staff of magi?"
Finally he laughs outloud and says, "Really, you must be kidding."
He notices the serious look on Orlon's face and gets serious himself, "Well, what do you have? Anything I named would be nice, but it would be helpful to know what there is."
"What level of spells can you cast? I will check into the wand and staff
situation." replies Orlon.
Jesse, breaking out of his reverie, speaks.
Bowing low, he speaks. "Great Valdar, hello. I am a humble
bard, and have little use for magical items. However, if you have any
rings that would offer me additional protection from harm, I would
appreciate them."
While Orlon collects lists and rummages through the chest, Valdar turns to
Op Code.
"Yes, Lord Ranger, when I returned to Greyhall this morning, there were
these people there, seeking you."
He motions the other people forward, and introduces them.
"These are Luann, a fighter; Tracy, a cleric of Thor; Calvin, a ranger;
Herman, another ranger; Brenda, another fighter; Harvey, a hippogriff; and
Cuddles, a black bear."
They all say hello, including the hippogriff and bear.
"We wish to accompany you as your followers, to learn from you and aid
you," says Luann. "Will you have us?"
Op Code tells the hopeful followers "I would be glad to have such
honourable followers. Please make yourselves at home."
"Twould be our pleasure, to have you all join us. Tracy, if you wouldn't
mind, could you tell me a little about your deity, Thor ?" asks Salaam.
Tracy is a strong, attractive young woman.
"Thor is the god of war, and he is a proponent of Goodness and freedom,"
she replies, then glances at Op Code and Orlon. "I am sure that Orlon is
better qualified to tell you about him, for I am but an adept and he is a
high priest. I have heard tell that he has even met Thor, face to face."
"Tracy, I can speak to Orlon later. Please tell me more of your experiences
with Thor and the path you have taken. Perchance, you would like to
join me for a cup of Waterdeep spiced tea, it is a delicacy where I come
from, and tell me more of yourself." Salaam finishes with a smile.
She blushes and smiles back.
Orlon says "I would be glad to have you aboard. As for my deity, Thor, he
has shown me how to be a better person and my life has been full of rewards."
Dani perks up. "Rewards? Now that is what I was waiting for. Are you
going to show us what is in your treasure chest now - perhaps soon I can
get mine and we can start thinking about the best way to go about this
business."
Occa's eyebrows once again go up at these statements...he watches
Tracy for a bit and then says, "Well, I might be interested in learning
more about this Thor...I personally don't really serve any gods. Never
much cared for them and all their rules. Does Thor impose any rules
on his followers and clerics?"
"Thor imposes few rules on his followers...that would be contrary to his
ideals of freedom. The protection of life and freedom and the destruction
of those who would usurp them are probably the only two rules that one must
follow."
"Say, celibacy for example?"
"Certainly not!" she replies with a wink.
Occa smiles and says, "Well, now that is a god I can appreciate! Maybe
we could talk on this matter further..." He looks around at the group
and says, "At a more opportune time." He bows to her and then picks up
the woefully small travelling spell book and goes to a tent (or whatever)
to transcribe his most precious spells....
Jesse rubs his eyes.
"A talking black bear. Now I've seen it all. Good sir black
bear, how do you do? I'd like to talk to you and learn the stories
of your kind to aid me in entertaining others, if you're willing
to teach them to me."
The bear looks at Jesse, then at Op Code.
"What'd'ya think, boss?"
Op Code says "we could use a good story or two to entertain us after
supper. Be my guest."
You continue your introductions and whatnot as you serve yourselves dinner.
The night is cold, so you huddle around the fire as you eat. Robert (the
man in the field plate) stands guard a short distance away.
"So, it sounds as if the majority of you are inclined to join us on our
little adventure," Valdar says at last. "What are to be your plans? Do you
wish to strike out tomorrow at first light for the dragons and pirates; or
would you prefer to tarry here at Castle Koozle? Its dungeons are
extensive, and it looks as if Orlon found some creatures within that could
be delt with. Since we are all unfamiliar with each other and our
respective talents, perhaps another visit into the dungeon could be
profitable from a learning standpoint. On the other hand, we still have a
long trek ahead of us.
The decision is yours."
Op Code will be ready to go in the morning. His followers, Orlon, Who
Knows, Oh Well, and Phil Donahue will stay at base camp.
Dani, who has been putting pinches of various herbs into her venison
stew, looks up with a frown at these words.
"Well, that would depend. Do the creatures in Castle Koozle pose a
threat you need eliminated? Or is it more pressing for us to continue
onwards - I'm sure there will be many hazards on the road that will test
our mettle and give us an indication of how we can work together."
"A good point. There will be many perils ahead of us on the road."
"Since Thoth brought me these ruins, I think that would be a good start for
me." Salaam gets up and approaches Robert. "Robert, since I am new here
and you are now on guard, I thought you would like a some company, so
please tell me a little about yourself and these lands."
"I joined this group about 10 years ago," he replies, "As a follower of the
ranger Garsh...much as these newcomers have come to serve Op Code. When
Garsh was killed by a ghost in the tomb of Melnar, the remainder of the
party allowed me to stay on. Now I am a superhero, and am proud to say that
I am allowed an equal say in matters as the more senior party members have.
That said, I feel that we should continue on our way, and leave this
dungeon for another time.
"As for this area, I know little of it, save that is wild. I am from a
small village set back in the mountains far to the northeast of here. This
is the first time that I have been to this area."
Occa looks over at the bear, hippogriff and
so on and says, "I don't mind any of you joining us...it should be more
fun that way." He watches the Hippogriff with particular interest and
says, "It mgiht be rude to ask, but would you be willing to give me
a ride? I would be willing to pay you or something...I have never
flown that way."
Op Code takes a look at Occa and tells him "Let the hippogriff rest. He just
got here and is probably hungry. I'll let you know when he's available."
Occa looks over at Op Code and is about to say something, but then shrugs
and goes back to his stew...
"I will allow only my Master the honour of riding on my back," says Harvey.
Occa frowns and says, "Master?" He grimaces adn gives Op Code a strange
look, then shrugs and says, "Slavery wasn't very well accepted where I came
from." He bows to Harvey and says, "As you wish, or your master
wishes...whatever, I am not sure of your arrangement, so please
forgive my ignorance of your local customs."
"I am no slave. I serve him because I consider it an honour."
Occa nods and says, "Different strokes for different folks...I was
obviously confused by the language used, id est the use of master,
which generally means something less back in Delith. Obviouisly,
we have had a commuication breakdown." He nods and says, "I always
thought hippogriffins were very strong willed and free creatures...
I cannot imagine one "serving" anyone. Maybe travelling together
or becoming companions...a mutually benefical relationship based
on respect and trust. However, perhaps, once again, I am making
to much of the words. I am not of this world and know not this
places custom." He sighs and adds, "I also have a personal problem
with the idea of the master-slave or servitude of any kind, but
that is my nature." He smiles at Harvey and Op Code and then
makes a quick exit to work on his book.
Orlon tells the party that they can use things from the com chest if they
like.
Orlon suggests that they don't be too greedy with the stuff, as much of it
was obtained by other characters who gave their lives for us.
Occa's eyes go wide, but he rummages through the stuff...almost
drooling.
He holds up a deck of cards.
Occa's eyes go wide. "Could these be?" He holds them gingerly and
says to Orlon, "Do you know what these are?"
Orlon tells Occa "Your guess is as good as mine. Go ahead and draw from it
if your curiosity is killing you".
Occa says, "Well, maybe I will study them a bit more first...." He puts
them in a pouch and says, "I will let you know what I learn before I do
anything with any of these items."
Dani looks at the grenades.
Dani curiously picks up one of these items, hefting it in her hand.
"Hey, what are these? They would make pretty good juggling balls!" She
grins and takes 3 of them, getting ready to toss them in the air.
Orlon tells Dani "Let's not get too greedy. Use what you think is necessary.
Don't go raiding the com chest just for the sake of it."
Dani grins, "You obviously have not accompanied many women shopping. You
see, there is an art to it. You make a large general selection first -
so you can more easily ponder the virtue of the items that catch your
interest - it is difficult to make a choice when you must regard the
*entire* stack. After you have made a smaller pile - it is easier to
made decisions - and I knew there would be interest from others in these
items as well." Dani explains, in her best highbrow imitation.
She laughs then, "Don't get your skivvys in a bind, Orlon. I won't take
too much."
Orlon sighs "Alas my vow of celibacy to my faith is a burden to carry. But I
do it in order to better serve my church".
"Hey! Hold on there bud, I wasn't trying to get into your skivvys - you
know! Oh...you mean you have not had the oppurtunity to get to know many
women." Dani shrugs.
"Well, you could learn a lot from them...don't see how you serve your
church better by ignoring half of your race! But I guess women are seen
only as vessels for...well, you know what I mean. Guess they don't trust
you guys to keep your wits about you when around such stunning, wonderful
creatures as us, eh?" Dani smiles provocatively, displaying her charms
to great advantage.
She straightens suddenly, "Sorry about that Orlon...just couldn't resist
baiting you..." She grins.
Tracy looks at Orlon and laughs.
"A vow of celibacy for Thor? He never made *me* take such a vow!"
She winks at Orlon.
Orlon states "Just wait until you've served as long as I have."
Jesse, ears perked up at the conversation between Dani and our
celibate cleric, walks over to Dani and smiles. "My lady, you are beautiful
and do display it well. However, it might be best not to tempt our
cleric from breaking his vows. I on the other hand, have taken no such
vows."
"Sigh no more ladies, sigh no more.
Me were decievers ever.
One foot in sea and one on shore,
To one thing constant never.
So sigh not so, but let them go
and be ye bligh and bonny,
converting all your sounds of woe
to hay nonnie nonnie."
"Well, what good are his vows, or the strength of his convictions if they
are not tested now and then! But you are right, it's not really nice is
it?" Dani replies, smiling.
"Well, I am glad to hear that - about your lack of vows that is - would
be kinda dull if everyone were to take such vows!"
Dani leans very close to Jesse and whispers something in his ear...
Jesse replies to her in a whisper.
Dani smiles, with what almost looks like relief. She then grins
impishly, "Well, hope you don't get too cold waiting!"
"Not yet. However, if you are in need of warmth, or companionship,
give me a thought."
Dani smiles, a little puzzled. "Okay, I'll do that."
Salaam says, "Question: What is a shield belt and these new weapons intrigue me, can someone explain and.or show these things to me ?"
Robert replies:
"They are artifacts of something called technology. Long ago, before the
powers of Magic were harnessed, people used items such as these. We found
some of them aboard a wrecked vessel that we discovered upon a far off
world, called Oerth. Others we acquired during our quest to rescue the soul of the lord Neemar, imprisoned in the Hells. In the course of that mission
we visited many strange places. The shield belts protect you much as does
magic armour, and also gives protection against poison gases and other
things. The weapons are all very powerful...some can hurl a missile for
great distances, others can cause a foe to burst into flames at a long
range. The swords are incredibly sharp. However, each of these items must
have a power disk or a charge put into them, and after a time - like with a
wand - they become expended. We have only a limited number of these charges
and disks. Also, the weapons are incapable hitting magical creatures, like
devils."
Jesse pipes up. "I'd like to ring, if no one minds."
You take it.
"Many of these items we do not know how to use, ourselves," says Robert.
"As for the rest of the stuff. I'll carry my fair share, but
don't really need anything. Unless, of course, someone can show me
how to use an item."
Orlon tells the party "I get the feeling that these items are going to be
fought over. This isn't about who can take the most, ie: who can look like
the brightest Christmas tree. Let's stop all the arguing that is occuring
and that is about to occur, I feel, over these items. How are we ever going
to trust one another if we don't?"
"Now Orlon, I can tell you have never had any fun at all! Quit being so
pompous and overbearing. This is just a friendly little tussle - gaining
trust doesn't have to be such a serious affair, you know..."
Jesse does not look happy at the comments made and speaks, his
tone hard and full of anger.
"Greed? Is that what you call it? Do you wish to insult me more?
It seems that people are trying to equip and prepare for what lies ahead.
"I am insulted at your tone, and if you feel that way about it
and about honest offers to share the burden of carrying communial
equipment, you can have it back and carry it yourself."
With that, Jesse will return his share of the equipment he was
offering to carry. Further, he will remove the only piece of equipment
he took, a small ring and replace it with the resut of the equipment.
Orlon asks Valdar "Can you talk reason to these newcomers. They are acting
like a bunch of kids over the contents of the com chest. Maybe they will
listen to you. Thanks."
Valdar replies, with all the wisdom that an NPC under the control of the
DM can muster...
"This is difficult to handle, Orlon. These people are from other
worlds...some of which must be poor in magic. To be dropped into this
world the way they have been...and then to be confronted with this
treasure trove of magic, and told they can have their pick..!
"I would be inclined to let them fight over it amongst themselves. It
does not appear to me that any of them are being overly avaricious about
it. Remember, the community chest is filled mainly with items that other
- and previous - party members have not wanted or needed...often for good
reason! With a few obvious exceptions, most of the items in it are not of
great value, as far as we know, or we cannot figure out how to use them,
anyway. In that case, good luck to them!
"Perhaps, though, this would be a good time to bring up the subject of
treasure distribution. There are going to be far richer treasures to be
had, that will have to be divided up!"
Valdar the elf puts on his striped referee's jacket and steps forward.
"It seems to me that there are some misunderstandings, here. Orlon has
offered you picks from the community chest, but perhaps you should first
know the nature of it and the reason why it exists. I am not a permanent
member of this party, but I have adventured with them often enough over
the past 25 years to know how they do things.
"This 'chest' was originally founded as the community property of the
party. In it were items that were of benefit to the entire group: tents,
the wagon, the horses, etc. Also, if a person died without leaving a
will, then his goods and possessions were given to those survivors who
wanted them, with anything left over going into the chest. Next, any
treasure that no one wanted also went into it as well. There were several
reasons why they have kept it up. First, it is a reserve for members to
dip into to replace any items that they have lost, such as plate mail to
a rust monster, etc. Second, it is a source of materials to properly
equip new party members such as yourselves, and Op Code's new followers.
By the way, Op Code, have you let them look into the chest, yet? Third,
it is a source of capital to make purchases such as wishes. Party members
can also borrow from it to finance training or whatever.
"The overriding philosophy of the community chest has been to help out
the members of the party, in the expectation that it will make the entire
group that much stronger. It is not really intended for personal gain;
not that I am accusing anyone here of raiding it for that purpose. But,
that has happened in the past - remember Rockchin, Orlon? No, I guess you wouldn't...that was before your time. You remember those fool rangers Kull and Garsh, though!
Anyway, the rest of you, that is why Orlon is
being so careful, and please forgive him if he seems overzealous. Also, I
fear that Orlon is feeling the weight of the responsibilty of guarding
the community chest in the absence of most of the party members who
helped to build it. You see, Orlon has adventured little over the past
ten years or so. Instead, he has acted more in a back up role, and has
been working at building up his church near the city of Sandas in Nlad.
The true leader of this party has been Scared Stiff, the arch mage, during that time. He was to lead this party on this trip, but alas, his hangover has prevented him from doing so thus far. So, the responsibility has fallen unexpectedly on Orlon. As if that wasn't enough, he suddenly discovers the four of you in suspended animation in a dungeon, and now has the additional task of introducing you to this world and this party.
"So, please be tolerant of the old high priest. That said, personally I
think he needs to loosen up, and I have just the prescription for that,"
says Valdar, taking a large creme pie out of his backpack and stuffing it
into Orlon's face. "Complements of Corellon Larethian."
"I think it's the stress of being a virgin for all these years,"
says Tracy, with an interesting smile. "I'm good at relieving stress like
that..."
"That said," continues Valdar, "You are welcome to take items that you
need out of the community chest...just please keep in mind the intentions
of it.
"But, this also brings up the matter of treasure distribution for the
group. I have seen many a good party of adventurers get torn apart
because they could not decide on a fair method of dividing treasure. Here
is how this party has divided treasure:
"Coins are evenly divided among the main party members who participated
in acquiring them. This includes full blown members like Robert, but does not include henchmen or followers. They must be paid out of their leader's share, and that is to be worked out between those concerned. Any remainder goes into the community chest.
"It is the same for gems and jewelry, if there are enough such items that
each party member can get an even share. If not, then each person rolls
one of these," he pulls out a d20... "And the highest rollers get the
item(s). Of course, you do not have to take a share or an item if you do
not want to...and these can either be rolled by those people who are
interested or can go into the community chest.
"Magic items are divided in similar fashion. Those able to use an item
can have it if they want it. If more than one person wants an item then they
must roll
d20s with the highest roller getting the item. You are also allowed to
take an item that you cannot use, and give it to your henchman or a
follower if they can use it.
"Of course, if two or more people want an
item you can also negotiate amongst yourselves, too...
"If you take an item and sell it for cash, then that money must be split
among the people who had a hand in acquiring it. This also holds for any
items that the party decides to sell.
"Any remaining items go into the community chest, for later use as
required."
Valdar pauses.
"Any questions?"
Jesse stands up and speaks. "I am sorry for my harsh words
before. Now I know that story of this chest and this group, I understand
it's importance and the weight of responsibility that you must be feeling
now. Your rules are just and fair, I understand and accept them as the
rules that should govern the division of the spoils."
"If I may, I would like to try the ring that you have in the
chest. If it truns out that I cannot use it, I will return it. Further
my offer stands to carry my fair share of our communal equipment."
"Thankyou for your offer to carry the community chest," says Robert, "But I
think the horses and wagon are better suited for that task. A song instead,
perhaps..?"
Jesse, having finished dinner and pulls out his lute and
begins to strum.
"This first song is one I heard when I was at a race, it is a
true story."
"You gallent sportsman all, come listen to my story, it's all
about Skewball, that noble racing pony.
Arthur Marvel was the man that brought bold Skewball over.
He's a diamon in the land and rolls about in clover.
The horses were brought out, with saddle, whip and bridle and
the gentleman did shout when the noble rider. And some shouted
hurray. The air was thick with purses, and on the gray Gresselda was a
sportsman like their person.
The trumpet it did sound, and they shot out like an arrow.
They scarcely touched the ground for the going it was narrow. Then
Gresselda passed him by and the gentleman did holler "The gray will
win the day, and Skewball he will follow."
Half way round the course, up spoke the noble rider, 'I fear
we must fall back for she's going like a tiger.' Up spoke the noble
horse, 'Ride on my noble master, for we're half way round the course,
and now we'll see who's faster.'
And as they did discourse, both horses flew like lighting.
They chased around the course, but Gresselda, she was taken. 'Ride on
my nobel lord for we'll get two hundred gunniea's. The settlement
shall be in gold when we pick up our winnings.'
Cross the winning post, the people did holler, and horse and
rider both ordered sherry, wine and brandy. Then they drank a toast
to miss Gresselda and all who lost their money on the sporting plains
of Killdarine."
As Jesse changes the tune of his harp, he speaks again. "On
the theme of horses, here's a song about fox hunting, a sport that I
personally dislike."
"You can hound me, now you've found me, but I'm far mor
cunning that you. I'm a shy fox, I'm a sly fox, and I'll teach you a
lesson or two. I'll run you throuhg the hawthorn hedge and tear your
dogs to shreds. I'll lead you to from the open fields into the flower
beads. I'll lead you from the open fields into the nearest town. And
take you to my hunting ground.
Run, run, I won't give in. Run, run I'll never give in.
You can hound me, now you've found me. But I'm far more
cunning than you. I'm a brown fox, I'm a town fox and I'll teach you a
lesson or two. I'll introduce magic fence to every horse and hound.
and watch the horses suffering upon the sotney ground. I'll led you
from the open fields into the nearest town and take you to my hunting
ground.
Run, run I won't give in. Run, run I'll never give in."
"Play it again, Jesse."
"I am glad that there are some here who appreciate music. Jesse
will take out a flute and play that for a while.
After having a little chat with Valdar, Orlon tells Op Code that they better
do what they were originally hired to do, and that was to head up the Elven
Coast Road.
"I assume, then, that the consensus is to leave Castle Koozle and
continue on north, then? Very well, we can depart in the morning." says Valdar.
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