After patching our wounds at Orcdoom and settling affairs
with Mycleth, the priest of Lathander and Serrus, captain of Post South,
we make our way back to Mirabar to collect our hard-earned bounty. Though the battles with orcs were exhilarating,
the near-death experience has made me thankful to leave the plains and
mountains full of orcs behind. The
fortress walls of Mirabar are a welcome sight.
Searching around us, we see skeletons—dozens of skeletons—and Corin identifies them as goblins. Scorch marks can be found on the tunnel walls, and one skull appears as if it may have been immolated. We also find the remains of a larger skeleton, mostly intact, appearing to be that of a human. Shards of broken javelins and spears, sharpened stone and fractured blades, litter the floor. Near the human skeleton, we see shattered glass and a few unstopped, empty glass vials. Covered in dust is a fully intact longsword, and not far removed is a similarly untouched footman’s pick, weapons surviving the ravages of time. Audric takes both items.
We reconvene with Zargon at The Rusty Sword and recount
our tale to the bard. We have a few
errands to finish before we depart for Dagger’s Deep—Audric pawns some of the
captured orc weapons and gems collected from our previous endeavors, and I shop
around for components needed to research a new spell. We meet Corin Redbeard, emissary of the
Mirabarran Undercity dwarves, as well as a pair of families referred to us by
Daegahr, who the fisherman thinks will fare well in the settlement. Finally, I am surprised to hear that Seirsha
has decided to accompany Zargon, and when we are finally ready to depart, it is
with a sizable party.
Our progress is slow due to the size of the group, but
our journey during the day is not harassed and we find a place to settle in for
the night not far from Minstrel’s Glade.
We divide the group into three watches, and I’m given the opportunity to
observe some of our new comrades. Seirsha
keeps mostly to herself, eschewing even Zargon’s company. Abram is quiet and thoughtful, though kind,
and Corin is stoic, not the type to initiate conversations. Seeing his dwarven-crafted axe and suit of
chain is comforting, should anything decide to contest our travel.
Late in our second day of travel we reach Dagger’s Deep
and are greeted by Perhegan, who is eager to meet those we have brought with
us, and all are welcomed with open arms.
I give a cautious nod to Zeb as he approaches with Bonie, sensing
something behind the priest’s dark eyes, but fortunately Audric steps in to
share our tale before I am forced to, and I welcome the interruption.
I don’t relish the thought of speaking alone with my master. It’s difficult to tell if
Zeb will approve of our decision to pursue the orc bounty in Orcdoom, and he
will almost certainly hold Audric to task for taking such rash action without
him. Zeb is impossible to read as Audric
recounts the tale of our deadly encounters, and when the story is finally
finished, the group disperses to their tents.
I seek the solace of my own tent quickly, avoiding any direct encounter
with Zeb.
* * *
I hold my breath as I watch Audric and his large party
approach, uncharacteristically nervous, and I squeeze Bonie’s hand hard until I
finally catch sight of Selben, who has taken on the affectation of a black
mage’s robe. She squeezes my hand back
and smiles as I finally exhale, obviously relieved to see my young apprentice
again. Selben’s eyes are sunken and his
skin pale, and he seems nervous at meeting my gaze—from what I can tell he and
Audric are still recovering from wounds or bruises, though Zargon seems
characteristically chipper and gregarious. I am sure there is a story to be told.
Before I have a chance to talk with Selben about their
journey, Audric speaks over the young mage and relates their tales of Mirabar,
of their decision to hunt orcs at Orcdoom, and of the nearly deadly encounters
that ensued. I find myself excited by
their recounting of the attack on the orc camp, proud at the efficacy of
Selben’s use of his powers, and my heart nearly drops at hearing of Audric and
Lom’s fall, and of Selben’s hard journey back to Post South with two
unconscious warriors in tow. Selben’s
voice wavers as he finishes the story, and when the tale is finally done, the
group erupts into claps on the back and congratulations on a successful hunt. Once finished, Selben dismisses himself quietly
and returns to his tents.
We show the acolyte of Gond, young Abram, to the shrine,
inviting him to contribute his own addition to our construction or to build a
shrine of his own. I’m confident he’ll
find a following among the various craftsmen and women of Dagger’s Deep. Perhegan’s daughter, Edine, welcomes Seirsha
and tries to befriend her, and I throw a questioning eyebrow to Zargon, who
explains a little bit about the woman, though I can feel he’s barely scratching
the surface. Corin Redbeard is a welcome
visitor, and I’m eager to show him the cellar of the river keep, as it has been
difficult to restrain myself from investigating on my own in their absence. Fortunately, Bonie has allowed for little
idle time, and has made sure there were enough distractions to keep me from the
cellar.
Excitement over the newcomers quickly returns to matters
of business as the sun sets on the horizon, and tents are found for the newly
arrived families. The following morning,
our first task is easing the dwarf Corin’s curiosity about the tunnels
beneath Dagger’s Deep. Bonie agrees to
let me go as long as Audric promises to make responsible decisions, and slaps
my rump playfully as she heads to Edine’s tent, leaving me, Zargon,
Audric, and Corin to investigate on our own.
We escort Corin into the cellar, showing him the hidden
door, and I watch as he examines the stonework carefully, ere we strike torches and crawl through the tunnel and into the room beyond. The musty scent encountered before is gone,
though the lingering odor of char or ash remains.
“This chamber was indeed constructed by dwarven hands,
though it was not originally part of the main keep,” Corin imparts. He knows that both the keep and cellar are centuries old, the former made by humans and the latter by dwarves, though he cannot determine which was built first.
As we continue forward, we investigate the collapsed
catacomb entrance, relying on Corin’s knowledge to tell us more about it.
He explains that it was likely a cave-in, though cannot
tell if it was done on purpose. “The
Undercity of Mirabar has no record of this,” he says with some
surprise, explaining how rare it is for a construction so close to Mirabar to
be unknown to the dwarven scholars.
Discussing options, to the best of or estimation, it would take hard day
of work to unblock the entrance, though Audric questions whether it’s a good
idea.
Corin intends to document the finding, having already
started a crude map with dimensions that he intends to return to Mirabar to
discuss with his kin. His eagerness to
learn what lies beyond the collapse is evident, and after some
discussion, we decide to put the matter to Perhegan.
The nominal ruler of Dagger’s Deep trusts our judgment
and agrees to assign Ailbeart Stonehand, the lead mason, to oversee the excavation, and once given
leave to commence our work, we head back into the cellar to begin. The labor is tedious and hard, and before
breaching the opening, we decide to rest for the night and finish our
excavation in the morning.
As we emerge from the cellar, we are confronted by Bonie
who calls to us urgently. “Come
quickly!” she says, gesturing towards Odesia’s tent. During the day she has given birth, and with
a weary smile Odesia introduces us to her newborn boy, young Laerch. There were no complications during delivery, and
a small celebration breaks out, with Laerch being the first baby of Dagger’s
Deep. Audric holds the child, and I can
see Zargon and Seirsha in hushed conversation nearby. I withdraw one of my knives and gift it to
Odesia, a present to be kept until the child is old enough to wield it.
On that glad note we retire for the evening and arise
refreshed and ready to confront whatever waits in the catacomb. On our request, Renwal agrees to bestow a
magical light spell upon a small rock for us once we breach the opening so that
we may potentially see what lies beyond before fully unearthing the
entrance. Corin agrees to enter first, gifted with the ability to see in the dark, and we hold our
breaths and listen as he disappears into the
black. We hear the scuffle of rocks on
the ground before he finally calls back. “This is interesting indeed,” he says, and
indicates that no immediate threat waits beyond. One by one, we struggle through the hole.
As we step beyond the wreckage, our magic bauble
illuminates the tunnel, which continues past the blockage. The ceiling is low, somewhat confined for humans but perfectly suitable for Corin.
Searching around us, we see skeletons—dozens of skeletons—and Corin identifies them as goblins. Scorch marks can be found on the tunnel walls, and one skull appears as if it may have been immolated. We also find the remains of a larger skeleton, mostly intact, appearing to be that of a human. Shards of broken javelins and spears, sharpened stone and fractured blades, litter the floor. Near the human skeleton, we see shattered glass and a few unstopped, empty glass vials. Covered in dust is a fully intact longsword, and not far removed is a similarly untouched footman’s pick, weapons surviving the ravages of time. Audric takes both items.
We decide to continue, and Corin indicates that the
tunnel descends slightly. We pass for nearly a half hour before
encountering a fork; to
the right, the dwarven stonework continues, but to the left, the tunnel is earthen
and unfinished. Questioning Corin, the
dwarf looks rather nervous about the discovery of the undocumented complex and
offers no insight on the nature of either path. Turning to Lom, I ask him to examine the dust
on the tunnel floor to see if there is any sign of passage evident. He investigates carefully and doesn’t note any footprints, but indicates a strange pattern of
score marks at various points along the edges. They are swept away easily if the debris is
disturbed, but none of us can discern what may have caused them. We make note of the curious marks and continue down the dwarven tunnel.
We advance for what seems to be another half mile
before all of us stop at once, hearing a faint noise ahead, an erratic tapping
that echoes through the catacomb. The
sound begins to grow louder, and we get the sensation that it is approaching, the
tapping or scuttling noise increasing in volume and speed. Finally, glittering in the darkness ahead, we
see a brief reflection of our torchlight: two red slivers, on what appears to be a pair of eyes. We brace for a
confrontation.
The tunnel suddenly illuminates with a brilliant flash. Everything goes white, and in the
space where we saw the eyes, we see a long, serpentine body with
several sets of legs and the head of what appears to be a dragon. A current of electricity erupts from it, striking
Corin, and the dwarf is instantly incinerated, his body crumpling to a heap.
Bonie looses an arrow from behind us which sails into the
cavern beyond as Audric utters a conjuration, filling the tunnel ahead with
glittering motes of light, illuminating the creature and revealing just how
massive it is, easily 40 feet long from snout to tail. I finish an evocation that summons the hazy
form of a wyvern between us and the creature as Zargon fires an
arrow that penetrates the creature’s hide.
Bonie and Lom unleash another volley, both striking
the serpent. Audric completes a second
incantation, this time summoning a small, whirling tornado of dust and air in
front of the beast, while I blind it with a blessing from Malar, its red eyes turning a glowing white. It roars in defiance and charges forward,
opening its great maw full of hundreds of sharp teeth, lunging towards me…and
stops a mere handful of feet away. The
ephemeral wyvern springs to life, triggered by the beast’s charge, and its magical
sting paralyzes our enemy.
Immediately, we rush forward and rain attacks onto the
creature, Audric dropping his axe in lieu of the discovered footman’s pick,
using it to strike deadly blows. Lom, Bonie and I do the same, a final blow
from Bonie cutting deep into the serpent’s neck and its writhing stills, having
succumbed to our vicious onslaught.
I ask Audric take up his axe and sever the creature’s
head, but he appears to have a moment of indecision before ignoring the
request, instead beating on the dead creature with his pick, almost as in a
berserk rage.
“Are you alright?” I ask the warrior, clearly concerned.
“I’m fine.
Everything’s fine. We’re all
fine.” Audric briefly explains that he
felt compelled to use the pick instead of his axe, a potentially troubling
revelation given Audric’s history with items of magic. I ask Bonie to complete the deed as I sever tendons
to remove the creature’s stunted legs.
Meanwhile Audric loots Corin’s body, explaining his intention to return anything found to the
dwarves in Mirabar. Unfortunately,
the notes being kept by Corin pertaining to the tunnel’s discovery were
destroyed in the dwarf’s conflagration.
Zargon and Audric take scales from the serpent as trophies, and I nod at
the with approval.
With the immediate threat gone, we scout ahead. Slightly beyond the skirmish, the tunnel
forks again, and once again the dwarven stonework continues to the right, though this time a pair of earthen tunnels branch off to the left. We decide that any further investigation should wait, and after some discussion regarding harvesting the serpent’s
hide, we determine the task too great for us now, and agree to return the next day.
I take the serpent’s head with us, dragging it and the
brace of severed, clawed legs behind me as we turn back towards Dagger’s Deep.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.