In the wake of our battle with the serpentine creature in
the tunnels beneath Dagger’s Deep, we are presented with a decision over how to
handle the corpse of Corin. We discuss
the possibility of returning his body to Mirabar but it is quickly dismissed,
as we have no way to preserve the remains.
Instead, Audric collects the dwarf’s effects to return to Mirabar when
we can, and we decide to bring him back above ground for a proper burial. The dwarves of Mirabar, if we are failing to
adhere to their customs, can arrange to exhume him if they desire. Our way back through the tunnels is uncontested,
and we begin discussing plans to keep vigil over the entrance overnight.
We decide against blocking the entrance with
boulders again as we plan to reenter the tunnels the next day, so instead we
intend to camp in the river keep itself, at the top of the stairs leading to
the cellar. With that plan set, we leave
the river keep and head back into Dagger’s Deep, bearing the body of
Corin.
There are still crowds around Odesia’s tent as the
excitement over her child’s birth has not yet waned, and we use this welcome
distraction to inconspicuously carry Corin from the river keep, not wanting to
stir a panic. In a quiet moment, Audric
addresses the group, speaking of his concerns over the enchanted footman’s
pick, and how he felt compelled to use it when I asked him to remove the
serpent’s head with his axe. He casts a
divination upon it and the longsword recovered from the tunnels, finding a
faint aura of indiscernible magic on the footman’s pick and powerful aura of
evocation magic on the longsword.
“I’m glad you’re able to discuss it, because I had half a
thought of murdering you in your sleep tonight, thinking you might be possessed,”
I say dryly. Our history with mysterious
magic items is not easily forgotten.
Audric tries giving the pick to Zargon to see if he’s
able to part with the weapon—but he feels a mental resistance to relinquishing it. After a few moments of
concentration, however, he conquers the feeling and passes it along. Zargon expresses a desire not to keep the
pick and tries to place it on the ground, leaning forward to drop it, but finds
himself unable to give it up.
While we discuss potential ways to deal with questions
the townsfolk will surely have, both about Corin’s death and the serpent’s
severed head, which I have been dragging behind me, the conversation proves
pointless as Perhegan comes to greet us, curious about our endeavors. He’s remorseful over Corin, but
relieved that the rest of us are unharmed.
He expresses concerns over what the dwarf’s demise might mean to
authorities in Mirabar, and we do our best to allay those fears, letting him
know that we intend to deal with it.
His greater concern, however, is over the beast itself
and its proximity to the settlement. We
tell him we intend to further investigate the tunnel complex, determine the
scope of the potential danger, and then decide on a plan of action. He is clearly more distressed than he has
ever been, and the urgency of danger to the settlement and the potential
reaction from Mirabar is great. Perhegan
has no objection to our plan to bury Corin, and after some consideration, the
settlement’s leader shares his intention to address the guardship of Dagger’s
Deep with the others in town.
We keep to ourselves for the next couple hours, having
little need or desire to interact with the townsfolk, our thoughts
instead focused on the tunnel and the threat of the coming day’s
adventure. Later that night, Perhegan
hosts a town gathering, and shares the details of our encounters and findings
with the rest of the settlement. He
explains that the settlement must remain on alert, but that we intend to guard
over the river keep and see to the tunnels tomorrow. A few townsfolk and guards offer to assist
with Corin’s burial, and he is interred by twilight in a somber ritual.
We prepare our camp in the river keep, setting up a
defense both practical and magical, laying caltrops on the stairs as I place a
magical ward at the entrance of the tunnel to alert us of any intruders. We settle in for the night, and it is both
crowded and uncomfortable, though our rest is undisturbed.
We acquire a lantern from Dagger’s Deep to provide light on our return trip to the tunnels the next morning. Lom sees no sign of disturbance at
the tunnel entrance, so I climb through the rubble back into the chamber beyond. We return to the first branch in the catacomb system, and Lom examines the earthen passage that branches off to the left. He doesn’t find anything noteworthy. We decide to continue down the worked tunnel
to see if the beast’s corpse is still there, hopefully undisturbed.
We don’t hear or see any signs of danger at the following
intersection, and again don’t find anything noteworthy. We follow the second worked tunnel back to
the site of our encounter with the creature and find it apparently untouched. We decide to devote time to skinning the
creature, with both Audric and Zargon interested in fabricating a suit of scaled
armor. Dividing the work between us
while Bonie watches over the group, we commit to our bloody task. The skinning and hauling takes the bulk of
the day, but it is an effort that we think worthwhile.
Upon returning to the surface, Audric consults with
Tarrsh about constructing a suit of armor, but the smith admits that it is a
task beyond his abilities.
Unfortunately, the settlement’s tanner perished in the battle against
the barbarians, but we are hopeful that we can lay the scales out in the sun to
preserve them well enough for a trip to Mirabar.
Zargon shares an awkward gift with Seirsha, giving her
one of the beast’s scales. She seems to
be overwhelmed by the transition to Dagger’s Deep, and while the gift isn’t
greeted with the eagerness that Zargon perhaps hoped, he smooths it
over and they part on a positive note.
Audric cleans a scale and presents it to Odesia’s child, explaining that
the beast was slain on the day of young Laerch’s birth, and that it is a good
omen. The gift is well received, Odesia
having a strong belief in such things.
We pass another uncomfortable night in the river keep,
and it again passes without interruption.
We return to the tunnels, with me in the lead. At the first fork, and
Audric looks to me to decide on a plan of action. I decide to investigate the earthen passage,
the others following behind.
The tunnel’s height is inconsistent, and we are at times
forced to crouch. The texture of the
walls is rough stone, and we’re not able to tell if it was dug out a long time
ago or if it is a naturally occurring cavern.
I decide to scout perhaps a mile, not wanting to delve too deeply. The rough nature of the walls and floor makes it difficult to discern any notable details, but near the end of my
patience, we are rewarded with a trio of branching tunnels, all
also of rough-carved stone. Unwilling to
attempt an unmapped cavern, we decide to return to the dwarven passage and
continue our exploration there. There is
yet another fork not far past the site of our encounter with the serpent, and
similar to before, one is rough stone, the other carved dwarven
handiwork. Zargon refers to the
dwarven-made tunnel as “Dwarf Avenue,” a moniker that fits very well.
We pass another pair of forks, eschewing
them to continue along the dwarven passage.
After a brief discussion we decide to follow it for one more hour before
turning back, not wanting to risk needing to sleep underground. The corridor finally leads to an opening in
the floor—a mineshaft, apparently. The
tunnel ends abruptly, and there is a gaping hole in the floor perhaps 20 feet
across, a dead-end except for down.
Looking into it, we cannot see the bottom. There appears to be the remnants of a pulley system
with bits of chain or rotting ropes, but nothing we can use now.
We are in agreement to abandon our expedition and return
to Dagger’s Deep. Upon our return, we
spend the few remaining hours of light at the tunnel entrance, piling boulders
and rubble to block the opening. The
toil is hard, and the release from the tension of the tunnel exploration leaves
us exhausted.
We describe our findings to Perhegan, and he seems
relieved that we didn’t encounter more danger.
While that does not mean the settlement is necessarily safe, we think
the chance of a new threat surfacing remote.
Perhegan expresses concern over what the dwarves’ reaction may be upon
learning of such a sizable tunnel complex, fearful for what it may mean for
the burgeoning settlement. The way we
present this information to Mirabar needs to be discussed. He doesn’t want to invite a “platoon of dwarves”
to invade the town and investigate the catacombs.
He is supportive of our recommendation to more
permanently seal the opening, and in that time, he asks—not demands—for us to
stay in town while the masons work. We
commit to stay for a week, allowing time for us to train and resupply, after
which we can reassess if the construction is not complete.
Audric asks if Perhegan will accompany us on our trip to
Mirabar, not feeling completely comfortable speaking on his behalf. He seems agreeable to the notion, and while
he may not have necessarily been planning a trip this soon, he tentatively
agrees to the plan.
We spend the following days in training and preparation
for the journey. In my free time, I work
with the serpent’s skull, burning what remains of the flesh off it to reveal
white bone beneath. It will make a
worthy trophy to the shared shrine of Mystra and the Beastlord. From the beast’s claws and straps of leather,
I fashion two pairs of claw bracers—the followers of the Beastlord refer to
these as “Claws of Malar,” their use being restricted to members of the
priesthood. The first set I make for
myself, the second I intend to keep for Selben until an appropriate time to
gift them to my apprentice.
With the remnants, I use bits of twine and leather to
string them together in two rows, jointed at the middle, creating a decorative
bone breastplate which I gift to Bonie.
Combined with the various fetishes I have given her in the past, she
makes a striking and intimidating figure.
On the third day of our training, a contingent arrives in
Dagger’s Deep overland—a small band of humans, Mirabarran guards, led by Rale
Cotchen. A second soldier we
recognize from the last time we met Rale, the group totaling a
half-dozen in all. Audric, Zargon and I
stand to watch their approach, Selben a few steps behind me, and my heart
begins to race in anticipation of the possibility of spilling Rale Cotchen’s
blood.
Rale leads them straight into Dagger’s Deep on horseback and
dismounts. He exchanges a few words with
his contingent, instructing them to stay back, as he walks directly
into the center of town alone like he owns the place. At our questioning glares, he speaks his
intentions. “I have come to pay respect
to my cousin’s grave.”
Audric throws me a look, as if we should leave him about
his business. I look around for Odesia,
not wanting an unwelcome encounter to occur between the two, and as she seems
to be cloistered in her tents, I defer to Audric’s lead, and hold my tongue. Perhegan escorts him to the site
of Laerch’s rest and, nearby, the freshly dug grave of Corin Redbeard. Selben and I wait near Rale’s guards, my
apprentice staring at them with a slight knowing smile, my posture inviting
conflict.
“We can set up our camp here.” Rale calls to his
guardsmen upon his return. “We are
likely not to stay more than a day.” Audric
anticipates my response, trying to calm me.
“If he’s going to be reasonable and civil, we will let him do that. We will remain civil.” I disagree, and Zargon seems to share my
feelings on the matter.
“Why are you staying at all?” I ask.
“Our party has been on the road and need a place to rest,”
he responds. “This place is as safe as
any. We have not the time nor inclination
to attempt Mirabar before the sun sets.”
“Let the men make their camp,” Audric pleads, “they are
weary from travel.” Zargon (the traitor!)
joins Audric, attempting to convince me to avoid escalation. I confront Perhegan later, and he explains
that he doesn’t know much of Rale, nor were any ulterior motivations for Rale’s
visit discussed. Rale did make a remark
over the fresh grave, but Perhegan explained it away as an untimely death. I decide to drop the matter, as my allies
clearly do not share my eagerness to flay Rale Cotchen.
Rale’s men keep to themselves, sharing a watch over their
small camp. The night passes, and in the
morning, the soldiers pack up and make to head out. Perhegan seems relieved, but I can’t help but
feel like an opportunity to do violence on Rale Cotchen was missed. I look to Selben and sense the young mage’s
own lust for the Mirabarran captain’s blood, and I am proud.
The masons get the stonework into state where Perhegan
feels reasonably safe leaving, and there have been no other signs of
disturbances in the days since. He has
requisitioned a wagon so that we can haul the serpent’s heavy hide with us, and will use the empty wagon for a minor resupply. We spend the last few days in final
preparations for our departure.
"A storm is brewing in ye, Zeb," Bonie says to him in confidence on the morn before the wagon is set to leave for Mirabar. "I know ye too well, and know too your intentions. Should we again run afoul o' Rale Cotchen, whether along the road or in the city itself, you'll see his blood spilt, I don't doubt it."
ReplyDeleteHer eyes search his soul, orbs as pure and blue as the summer sky, demanding his gaze. "Nor can I stop ye, if it's truly where your heart and mind are set. And neither do I blame ye, for the villainous wretch that the man surely is. But remember: there's more at stake afore us than a lust for blood and vengeance. The survival of Dagger's Deep may weigh in the balance of our decisions... and our actions."
With that, she kisses Zeb softly on the cheek and walks away, leaving him to his thoughts.