Sunday, June 24, 2007

Abyssals

Sometime between the Temple of the Undying Flame and Stony Vale on the Broken Plains of Sarakia

"Barrin."

"Yes, Obegard."

"My knowledge of the Planes is broad but shallow. I'm curious to learn more about the Abyssals to further my studies of the Planes."

"I'm afraid what I can tell you about the Abyssals may not further your understanding of the Planes."

"Why is that?"

"As you already know, a millennium ago when the Dragon was defeated and the It's body fell to the center of the earth, the Abyssals emerged from the World Below. Since the Dwarven nation, which resided on these very plains, was destroyed by the Dragon, Hember, the first King of Dwarves, volunteered my people to venture to the World Below to defend the World Above from the terrors of the Abyssals. We believed that these creatures, which closely resembled demons, where from the Astral Plane. At first we tried banishing them back to their native plane. Our strongest banishment spells did little to affect even the weakest of the Abyssals.

"Intriguing. If you could not banish them, then that means either they were protected by some very powerful magic or that they're native outsiders..."

"We thought as much as well and, until recently, we thought it was still the former. We held to this belief for so long because portals would randomly open and Abyssals would swarm through. We believed that these portals were random rifts between the planes created when the Dragon's body fell through the earth. Unfortunately we just learned that these were not random portals, but powerful Abyssals creating the portals from this plane..."

Abyssal

Information gained so far from Barrin about Abyssal's:

Abyssal's are abberations (Chaotic, Evil, Extraplanar) that exist simultaneously both on the Material Plane and another unknown astral plane.

Traits
A abyssal possesses the following traits (unless otherwise noted in a creature’s entry).
  • A minimum of DR 5/magic and good.
  • SR equal to 10 + HD.
  • Darkvision out to 120 feet.
  • Immune to ability drain, disease, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, and stunning.
  • Resistance to acid 10, cold 10, and electricity 10
  • Telepathy






Open Game License

Addendum: Sorscha's Map

The Map of the Shattered Lands we found in Sorscha's tower roughly locates the following features:
  • The City of Medusa (destroyed by the Medusan Lords, every stone scattered -- probably not terribly interesting except for diligent archaeologists)
  • The City of Corothusa (don't know much about it)
  • The Lost City of Mourn (not originally part of the Medusan civilization, "lost" when the Blood Moon came, many adventurers have sought it, none have returned)
  • "The Pit" (unknown)
  • A cave marked "C.M." (unknown)

judge not, lest ye be judged

This tower is way funky. Fortunately it doesn’t eat magic like the outside does. That would be bad. Well, okay, so maybe it wouldn’t bother me personally that much, but it would certainly de-fang our little group.

The whole thing is some sort of machine and when we killed the first couple of “undesirables” we could here walls sliding around. Given that we were working our way through a maze I was concerned that we might actually cut ourselves off from our target.

I tried to get some sort of agreement that we would try to avoid killing further pests until we knew what was going on. Everyone nodded quite politely but I had to take a fairly firm hand before I got any sort of commitment. And then as soon as we hit the next “obstacle” all that was forgotten. Well, except by Erson who was able to knock the weird critter out before anyone else could finish it off.

We eventually made it to the Medusan’s workroom (I don’t get it—how many workrooms does one person need???) and Ohbygosh rooted around and found some sort of manual for shutting down the tower/machine. This seemed a very popular idea, despite the fact that we had no idea what the whole thing does—for all we knew the thing we were proposing to shut off was something that kept a planar rift under control. But “we” decided to do it anyway.

We lucked out with the monsters camped outside, in that they started fighting each other rather than ravaging the whole area. Although when we made our way back to the cyclopseseseses... they had been fighting off some monsters as well.

We hid out for the night and while I was on watch the door burst open and someone walked in. I figured it was the Medusan, and the first thing she did was say we had to talk and webbed everyone else.

Man, you should have seen the Albrecht worshippers start foaming at the mouth. Ili started calling her something nasty and saying we had to rip her to shreds, and Malakar just kept telling me to create a silence field and attack her so she couldn’t say anything.

I couldn’t believe the way they were carrying on. Given that we’d been through and pillaged the whole place (oh yeah, “we” also pilfered some sort of artifact that had been powering the machine) she seemed quite calm and reasonable, and I certainly wasn’t going to attack her.

And we also found something amongst her notes that indicated that the Medusans were wiped out by the same group that seems to have initiated hostilities in the Accordlands, and that the Accordland leaders probably know all this and have known for some 50 years. So you’d think they’d want to find out what else she knows given that their leaders don’t seem to be telling us everything.

Found: One Medusan. Lost: Control of the Situation.

Well, we did find Sorscha eventually. Or rather, she found us. We did find her pet brain spider and transdimensional doomsday machine, though.

The tower maze was, well, a maze. Mechanically fascinating, sensorily overwhelming, pragmatically rather uneventful. I stayed back as the others fought trolls and chimeras and who knows what else, and only got involved again when there were Medusan plans and plots to decipher and machines to disable. Durthen was devastated by the loss of his beloved warhammer and shiny breastplate to something Erson called a Rust Monster; I hope that the chest of coins Borrow snagged from Sorscha's boudoir will cover it!

Although I still don't understand the ultimate purpose of her tower/machine, we know much more about Sorscha's motivations after searching her third and final lab: among other books and scrolls, we found her journal, a map of the Shattered Lands, and an unsigned note. I understand the history of the Medusan lands much better now. Five hundred years ago, with the coming of Bascaron, the Medusan civilization was wracked and diminished, but not broken. For centuries, they carried on, their military barely sufficing to keep the cities safe from the ravaging monsters of the wasted. Just fifty years ago, a combined army of Nothrog, Deverenians, and Ghouls attacked Medusa (their main city), and razed it to the ground. The night before, Elven assassins had eliminated most of the Medusan leaders (including Sorscha's parents). Over the following months and years, this force hunted down and exterminated any remaining Medusans -- Sorcha's journal details endless schemes she used to elude the assassins.

Shortly after the destruction of Medusa, a group calling themselves "The Medusan Lords" claimed responsibility for the attack in a note sent to the leaders of the remaining Accordlands nations (with the exception of the dwarves): "Our day will come. All the lands of the Accord will grovel at our feet. Until then, look over your shoulder and fear. If you doubt, remember the city of Medusa. We are among you. We are you!"

Everyone found the parallels with the recent Assassin's Strike compelling. It appears that the "day" of the Medusan Lords is close at hand; given their scope and power, it seems as likely as not that they've been involved in every major event of recent days. Although I doubt that they are literally among our party, I have suggested to my colleagues that we begin to play our cards closer to our chest, even among allies. (For one thing, I didn't want news of this emerald artifact to spread prematurely; we don't know what it's for, whom it belongs to, or its value to us).

Sorcha somehow acquired the idea for this machine (there's something fundamentally alien about it, something I wouldn't expect from the mind a mortal humanoid) and patiently gathered the resources to built it. The unsigned note referred of "Cassica's trinket", "filched" and to be delivered in person by the anonymous sender. Perhaps the note refers to the fist-sized emerald gem, clearly Artifact-level in power, we found at the heart of Sorscha's machine.

But I'm getting ahead of myself again: first we had to turn the machine off. Fortunately Erson was able to help me find the right diagram amid the piles on Sorscha's table, and I was able to manipulate the levers in the control room to shut down the tower. We removed the emerald artifact, and I believe that without the artifact and some unknown triggering spell, Sorscha will be unable to restart the machine.

Peeking outside, we found the monsters no longer enthralled, and fighting each other according to their natural instincts. We left via the back route, and returned to the cyclop's village to rejoin our acquaintances there (they were fighting off some minor monsters, who we easily scared away).

Thus far, things were looking good. We entered and left the tower without meeting Sorscha herself (though I have a sneaking suspicious that the brain-spider we slew was involved in its construction -- it might have been informative to interrogate it before killing it -- but I only see that in hindsight), we dispersed her army, and we sabotaged her doomsday (?) device.

Perhaps I should have known that it was too easy. Tonight, sleeping in an unused house in the cyclop's village, we were awoken by Sorscha herself, bursting through the door in fell rage, face glowing green under her hood. She bore a staff, and before we could move most of us were webbed to the floor. I couldn't see her through all the webbing, so I opted to dimension door out into the night and become invisible. My attempt to disable her failed, though, and she has us clearly outmatched (disabling Ili with a single word of power, and seeing me despite my invisibility). Erson, shaped as an Annis Hag, almost kept her grappled, but she ported away.

Now Sorscha is speaking to me, asking why we invaded her tower and stopped her spell, and I lack any good answers.

We are caught with our hands in the cookie jar, and there's no reason for her to keep us alive whether we talk or no. Our motivations are straightforward enough (stop strange and most-likely-evil machinations involving planar rifts and armies of monsters, just in case); they just aren't compatible with a peaceful resolution to our conversation with her. I don't know if we're going to walk away from this one. I still have a spell or two, but I doubt they'll be enough to stop her. Perhaps, like Borka, she will be content to take back her goods, inflict some light punishment, and leave us humiliated. Somehow I doubt it.

halp! I haz been eaten!

A rust monster ate my shit.

ballz.

And now we're being yelled at my a high-level wizardy type bitch -- Duerthy thinks he can find glory elsewhere!

-D.

Saturday, June 23, 2007

The Two Towers

We were ushered away to the tower in the town center, where the commanders told us that the town was likely lost, and that the Nothrog were killing anyone who was resisting. They were getting ready to surrender, and there was nothing left to do except to retreat from the town. In time, we may be able to gather a large enough army to retake the city.

Our own next step was to intercept the Dwarven force approaching, and to have them return home, since the city was lost. We met them the next day, and we returned to our original destination at the new Dwarven Keep.

It was a few days later before we entered into the keep, and explored the rest of the temple. There didn't appear to be anything there. We contemplated what our next steps were. I tried to divine where the Nothrog would attempt to attack next, but it didn't seem like I was able to get a firm answer. Obegard attempted to contact both the Spire and Cassandra. During the conversation, he also received a troubling vision, where he saw that the army of the Dwarves and Humans were surrounded by the Armies of the Nothrog and Elves. Both the spire and Cassandra reported that they'd heard of some buildup of monsters in the mountains far to the west.

Obegard summoned a number of mounts that permitted us to quickly to the mountains. Even though it was hundreds of miles away, it took only a few days for us to reach there. On our way, we encountered a group of Lizardmen who seemed to be starved. I tried to get them to give us some answers in exchange for some food, but as soon as I threw some out, they all began clawing at me in an attempt to get food. I felt that I had given these things enough of a warning, and I had defend myself with my blade. Two of the lizardfolk survived, and we were able to detect the presence of Enchantment magic upon them. Perhaps they were dominated by another eye-tyrant? Obegard had the good idea to brand him with his Arcane Mark, so that we'd be able to track their movements in the future. These beasts might be headed toward whatever master was compelling them.

We kept moving and eventually located a largely abandoned giant's village. The buildings there were large but in ruins. We did manage to find a pair of Cyclops who had remained behind. They told a tale of a Cloud Giant that had attacked, slaying many, before a foul sorceress named Sorcha came along with her Lizardfolk minions. It wasn't long before they had erected a keep of sorts, and whatever dark magic they had practiced caused the river running next to the town to become rancid and foul. We scouted out the keep a bit, and found out that Sorcha had actually recently moved to a newer, even more sinister tower. Perhaps some sort of compulsive magics filled the air around me (I wasn't affected, because I had recently found out that magics that tried to change my thought processes simply didn't work), because Obegard seemed to suddenly grow almost...shall I say...obsessed at the prospect that the ringleader was perhaps a female wizard. He insisted that she must not be evil, and that she had to be the prisoner of these monstrous beasts. Right. Prisoners who built you two towers to stay in, and prisoners who guarded you even to the brink of starvation. Once we are back in more civilized lands, I shall have find out more about the Spire. Perhaps there aren't many women who study in the Spire, which would account for Obegard's odd behavior.

All around the tower, we saw monstrous creatures of sorts, all staring right at the tower as if in some kind of trance. That night, we crept toward the tower under cover of darkness. We used magical means to reach the top of the tower, but got there only to discover that whatever magic we had get absorbed by the tower itself. We weren't able to find a way into the tower, at least not without causing some commotion by hammering away at the trapdoor on the roof. I made a note to Obegard that we should investigate the method by which the tower was so impervious to magic, and perhaps reverse engineer it for our own keep. It would certainly go a long ways to prevent any sort of intrusion.

The next next, we decided to investigate the older keep instead. We were pretty easily able to get to the large gate of the tower without any problems. We entered into the tower and explored what was there. The only occupants of the tower were lizardfolk, and most of them were asleep. We took the time to give each of the sleeping lizardfolk a good whack in the head to ensure that they'd stay asleep through the night.

The tower was well furnished, though the group, especially Obegard, couldn't understand why I began taking several of the wall torches, which apparently were Torches of Continual Flame, a relatively uncommon, and therefore valuable tool that was light and easy to carry. Well, Obegard couldn't understand until he came across a large polished mirror which would work very well as a tool for scrying. Then he suddenly understood the meaning of taking evil creatures' ill-begotten goods, and turning it into your own rightfully-begotten goods. During the exploration, we also found a great deal of art pertaining to Medusans -- creatures with snake-like hair that seemed to be repeatedly depicted in positions of dominance over humans and other races. We surmised that perhaps this Sorcha was a Medusan, and it has pretty much wiped all doubt about whether or not she's evil.

At the top floor of the tower, behind a secret door, we found what appeared to be a teleportation circle -- powerful magic. There was nothing left to explore in the tower, so our only choice was to take the leap and see what was on the other side...

Monday, June 18, 2007

Desperately Seeking Sorscha

With Merrick resigned to Nothrog occupation for the time being, and a score of Dwarves delivered safely to Dragon Keep, we returned to the service of the Free Kingdoms by contacting Duchess Cassandra of Andover.

This time, at least, the vision I received was clearer: four armies arrayed in the field just east of the walls of Merrick, with Sceth Hellbringer overlooking all from the city walls. Grand armies of humans and dwarves are flanked by Elven and Nothrog forces. Strategically, it looked grim. Though we don't know whether to interpret this vision literally (as a premonition of a future battle) or figuratively (it accurately describes the larger military condition of the Free Kingdoms, though the Dwarves don't seem similarly trapped yet), it's far more concrete than our past "revelations".

Cassandra, busy dealing with an Elven advance on Toris Kelt, implored us to investigate the happenings in the mountains far east of Merrick, towards the Shattered Lands. Monsters of all kinds have been seen migrating east into the mountains, and she fears that somebody is raising an army there. Gaston confirmed her observations, and further warned us that all his attempts at scrying were blocked beyond a certain point; at least that gave us a rough area in which to start looking.

From my studies, I knew that the most significant landmark in that area was Black Rock, a long-dormant volcano which dominates the mountain landscape at the edge of the Shattered Lands. Nearby, Blackwater Lake and the Blackwater tribe of Cyclops take their name from the volcano. The Shattered Lands themselves are the stuff of legend: destroyed by the evil moon Bascaron, they are rife with all manner of mad beasts. Only the mad or the powerful (or both!) go there save in direst need. I hope our journey does not take us that far.

Riding our ethereal mounts eastward at unearthly speeds, we reached the region where Gaston's scrying failed on the fourth day. The foliage, and almost all natural life, ended abruptly, as if we passed some invisible curtain between worlds. Only dead trees and bare rock remained. We encountered a group of eight pitiful lizardmen, and were forced to kill most of them when they attacked with a crazed hunger. Malakar and Durthen managed to knock two out for interrogation, and though they didn't say much, we discovered that they were under some kind of compulsion to travel east.

Soon enough we came upon the ruins of Blackwater village; the village appeared abandoned, and some violent event had ruined many structures some months ago. Erson identified a huge skull as that of a Cloud Giant. We were approached by two Cyclops, and Durthen smoothly assured them that we meant them no harm. Sublon and Mogrom explained that everything started to go wrong shortly after the arrival of Sorscha, a wizard. Initially, Sorscha's lizardmen thralls had traded with the village, purchasing supplies and food for their construction of a keep on the lower slopes of Black Rock. Then, over time, the blight appeared and food became scarce. The river and its fish developed a foul taste. Life was already getting hard when the crazed Cloud Giant arrived through in a riot of destruction. A handful of Cyclops managed to band together to slay the giant, and now scrabble out a living nearby.

I admit to some misplaced hope that I might have found a kindred spirit in Sorscha. Indeed, what wizard has not dreamt of retiring to the edge of the world, to found a stronghold worthy of the most important experiments? The zone of death and the adoration of monsters probably should have tipped me off a little earlier (the whole snakes-for-hair thing too, but I'm getting ahead of myself).

Sorscha continued her construction spree with a cylindrical tower, and since then a steady migration of monsters have come to camp on her grounds. Her army is still growing rapidly, as we observed over the single night that we watched -- a varied encampment of monsters fills the gentle slope between keep and tower, with terrible-yet-passive beasts transfixed and unmoving, their eyes locked on the tower itself.

The tower itself is sixty feet in height and constructed of a smooth and featureless obsidian-like substance, yet to be identified. Our first investigative sortie took us to the top of the tower at night, to attempt entry via an iron trapdoor (the only entrance that Erson could see). Frustratingly (but unsurprisingly given Gaston's failure to scry), my attempt at clairvoyance fizzled. Even worse, any spells which came into contact with the tower itself, or the iron door, seemed to be absorbed by the structure itself before having any effect -- my knock failed, and several longer term spells were cancelled too. I can't identify either effect: divinations appear to be prevented over a wide area, and the structure itself (or at least its outer wall) has broader protections. It isn't an anti-magic field, as far as I can tell, but it is an effect of similar or even greater power.

My suggestions to negotiate with the yet-to-appear Sorscha were rebuffed (perhaps wisely, perhaps not), and the group resolved instead to attempt entry to the keep on the following night after spending the day (well, Borrow spending the day) watching for sentries or movement patterns. The keep turned out to be mundane and poorly-defended; my compatriots dispatched or disabled the entire host of lizardmen guards without so much as a peep of alarm.

The decor of the keep was both rich and informative. Tapestries and statues depicted a race of snake-haired humanoids, dominating the other races of the Accordlands. I shared a brief history of the Medusans (for such they were) with my companions: their civilization was powerful and advanced, spanning what is now the Shattered Lands. Their dominance was ended by the coming of the blood moon, Bascaron, and the monstrous transformation of their cities and lands. It seems likely that Sorscha herself is Medusan, given her choice of art, so apparently some Medusans are left.

Aside from some ill-timed and unfocused looting (statues and light fixtures seem to be popular; note to self: shrink item), things didn't get really interesting until we reached the third floor. There we found a magical laboratory, with an bloodstained magical circle inscribed
on the floor, a silver mirror for scrying, a bookshelf, and notes and diagrams layering the walls. The plans were fragmentary and incomplete, but their aim was clear: Sorscha was investigating an unnatural conjunction of many planes in a single multispaciotemporal point. The books were written in Medusan and covered a variety of topics; I gathered a sample of the more interesting ones for further investigation (and to add spice to my collection, soon to be housed in a library of me own).

On the fourth floor we found Sorscha's bedchamber, though whether she's currently in residence is unclear. Borrow found a chest of coins, which led to more squabbling, but at least nobody tried to abscond with the statue this time (probably because it was seven feet tall). Borrow also found a secret door, leading to another, more advanced laboratory. Here the diagrams became even clearer: Sorscha was planning a clockwork engine of some sort, a terrible device that might bring about the planar conjunction. To what end, though?

Malakar speculated that Sorscha wished to revive her race, though I can't see how the planar conjunction would accomplish that. The congregation of monsters, the dead zone, the absorbing tower; it reeks of unearthly power and dire purpose. Most tellingly, the magical circle in this laboratory is clearly a Teleportation Circle: powerful magic far beyond my reach. I now hope that we never meet Sorscha herself -- I fear she might overmatch us completely.

There are so many things which could go wrong at this point it's hard to keep track of them all. The tower could absorb all my magic, leaving me helpless. The army of monsters could smell us and attack en masse. Sorscha could dominate us and turn us into her pawns. The planar conjunction may already have begun. Borrow could keep all the gold for himself.

There seems nothing for it but to try to discern her purpose, and then to stop her machinations by any means possible; it seems unlikely in the extreme that her work is to the good of the Accordlands. So I step now boldly into the teleportation circle, expecting to find myself within the tower proper, but with only nightmarish fragments of knowledge about what we might find there.

Sunday, June 17, 2007

say bye-bye

Just like before, Hate apparently had no interest in destroying Derrick, er Haddock. Whatever.

So we got ourselves teleported out of the city far away from the Northrog, and where we could intercept the dwarves and stop them marching into a nasty fight they couldn’t win.

Instead we moved on the site for Dragon Keep, and once there we made sure the rest of the cave complex was safe. Once that was done we had some time to ourselves until wizard-boy used his Stone of Slavery to get more orders from whats-her-name-who-claims-to-be-in-charge-of-the-free-kingdoms-now.

Along with her message Bobblebard had a vision (or so he calls it—I think he just has a source of pipe-weed he isn’t sharing). In this vision the Northrog are occupying that town we just left, and on the field outside is an army of humans and dwarves flanked by elves and Northrog. If it’s any sort of premonitory thing it doesn’t bode well for the dwarves.

So the instructions he got were to check out the mountains to the east where scrying wasn’t working but lots of monsters had apparently been going.

Didn’t really sound like a fun place to go, but like that’s any surprise where human affairs are involved!

It only took a few days to get there on Bodyguard’s phantom ponies. We weren’t being particularly stealthy and eventually we found a couple of one-eyed giants to talk to and they told us some sell-casting woman had moved into the area a while ago and since then everything had started going wrong—the water had turned foul, monsters had started congregating around her tower, ...

You should have seen Ohmygosh—I thought he was going to wet himself from excitement at the thought of a woman with a tower. I don’t really understand it but without knowing anything more he was singing her praises and talking about how she couldn’t possibly be bad and we should go talk to her and she’ll be our friend and it will be great and everything will turn out for the best and ... Be a man and stop drooling!

Apparently whoever this woman was she’d built a keep first and then a tower. We scoped out the area and sure enough there were a bunch of monsters but the only thing they seemed interested in was looking at the tower. Perhaps this woman wasn’t all bad—the monsters seemed oblivious of anything else and didn’t even seem that interested in taking care of themselves. Maybe they’ll all just shrivel up and die.

We scouted the tower but the only visible entry was an iron trapdoor on the roof. We used magic to get up there but the tower seemed to absord any spell that touched it and there was no mundane way to open the trapdoor so we eventually had to leave again, and through all this none of the monsters showed any interest in us. Spooky.

So the only other choice was the keep, which we assumed would be defended. While that was technically true, we had no trouble getting in the front gate and the scaly sentries were easily taken unawares and we pretty much had the run of the place.

There was some nice stuff in here and I swear a tear came to my eye when Malakar was the first to suggest a bit of healthy pillaging. Some of the artwork depicted snake-haired people and Obligate said it was some ancient extinct race called the Medusans who had been incredibly advanced. Not so advanced as to avoid dying out, eh????

Apart from a few more scalies we waltzed through the place and Abjurate said the books we found talked about creating some weird device to do some major plane-crashing or something.

Thanks to some handy work by yours truly we found a hidden workshop with a transportation circle, and I bet it takes us into the tower. I just hope there’s an easy way back out as well, because thus far the indications are that magic will be utterly useless in there.

Saturday, June 16, 2007

Battle for Merrick

...

The first task handed to us was straightforward: take out a group of Hill Giants that were attacking the walls of the town. We were joined by Durthen, somewhat of a hothead who wanted to show off his combat powess. It was going to be a tough fight, so having an extra sword along with us could only help, right? We snuck toward the Hill Giants under the cover of invisibility.

There were four, and thanks to our invisibility spells, we had the element of surprise. The fight was brief and conclusive. The four giants lay dead moments later. Durthen had a series of techniques that proved very effective against the giants. As we were catching our breath, we were summoned back to town. The giants attacking another wall had broken through, and we needed to make our way back and form a defensive line.

We set up at a street that led to the town square. The town defenders had already constructed a crude barrier that would slow down the attackers. We had Obegard and several of the town militia move up to nearby buildings to get a better vantage point. Borrow hid himself from view as Ili, Durthen, and myself stood behind the barrier. It wasn't long before we heard the thundering footsteps of the horde come near. I cast a series of defensive spells on ourselves as we prepared to face them. Obegard cast a spell that doubled my size as I called upon my innate lycanthrope powers to give myself the features and power of a bear.

Our foes soon approached, and the first line leaped into the barrier. I felt myself moving faster as Obegard cast a spell that sped up our movement. Our foes were quickly slaughtered as between the three of us, we unleashed a whirlwind of slashes, punches, and hammer blows. However, it wasn't long when the next wave arrived in the form of several of the largest worgs I'd ever seen, along with riders on top. Just as we fell this line, a new line of beserkers rushed forward, heedless of the fact that we'd just taken out at least a half dozen of them. Several of them broke past our line and tried to surround us, but that also gave Borrow the opportunity to dart in and thrust his sword in their kidneys.

Just then, we saw several Hill Giants approaching -- barely recognizable under their plate armor. A bugbear sorcerer also appeared and launched a fireball into our ranks, and I yelled for Obegard to take him out, though it came out more as a loud growl. This was when things started to get rough. The cuts were starting to add up, and I needed to back off to change back into my human form, because I still did not have enough control over my shape shifting to intone the incantations to cast my spells of healing. Fortunately, Obegard must have had the same idea about the sorcerer, and I saw the sorcerer go down as Obegard launched a fiery ray right into the bugbear's chest.

However, just as Obegard was about to cast a spell to envelop the battlefield in sticky webbing in order to buy us more time, I saw one of the Nothrog beserkers swing his axe high over at Durthen, I tried again to yell out a warning, but he wasn't able to understand until it was too late. I saw him go down in a heap, and I was unsure if he was alive or dead. Obegard covered them all in a field of webs, including Durthen, so that the Nothrog would have a difficult time even noticing that Durthen was lying there, underneath all the webbing and Nothrog corpses. The situation was getting desperate, but just in the nick of time, Thaddeus appeared close to us, and unleashed a spell that took out the Nothrog that had overrun the barrier. He told us that the town was most likely lost, and that we should quickly get out when we still could.

I grabbed ahold of Durthen through the webs, also one of the Nothrog corpses, so that I could later question him. I held my breath as Thaddeus incanted the words that whisked us away. Teleporting always made me feel a bit queasy.

giant this, giant that

So here I am again helping to bail the humans out.

This city, um Carol, or Merrill, or whatever it is, is not prepared for this fight. Most of their grunts are just that, and not good for much more than slowing down swords aimed at me.

One of their guys actually volunteered to help us, and that can only mean he has the smarts of a rock, but as long as he can soak up the same damage as a rock it will all work out. His name is—wait, I know this one—Dearthen, yeah, Dearthen the Earthen.

I can see I’m going to have to take up poetry or something just so I can learn enough rhyming words to help me remember all these stupid human names. Let’s see, so far I have:

  • Ili the Silly (it took me ages to remember to spell it correctly)
  • Erson the Person
  • Dearthen the Earthen
  • Malakar (as soon as I found out Ili didn’t know about his shape-shifting thing he became adequately amusing I didn’t need help to remember his name)
  • Obegard (which I still don’t have a good way to remember, but after I had him stuffed in my magic big bag recently I found a little bit of cloth with “Obegard, The Spire” written on it. It looked like it hadn’t been edged properly and had fallen off whatever it had been sewn on. Anyway, anytime I can’t remember his name I can at least pull the tag out and look at it.)

Our first assignment is to run up the hill at the back of the town to hit some giants playing catapult on the walls. Apart from having to burn potions of invisibility it wasn’t much of a challenge.

Dearthen fights strangely. He keeps calling out things during the fight like “Scraping dog poop!” and then he’ll, like, sweep his hammer along the ground and hit someone in the heels so they fall over. And the weirdest part is that he moves his mouth all funny so it looks like he’s saying something else. I swear it’s even stranger than Ili who sounds like she’s having sex instead of fighting.

Then we have to defend some position in the streets.

All I can say is Hire A Dwarf. The so-called barricades we were supposed to defend provided no protection at all, and in fact I think the only ones they penalised were us.

What can I say? Northrog, worgs, bugbears—not much problem there, even when a spellcaster poked his head out. But giants in full battle armour? I think not.

Fortunately about now the city’s elven wizard appeared, fried most of the stuff in sight, and spelled us away to safety. For now.

Oh yeah, haven’t mentioned him before, have I? Strangely enough all my goody two-shoes “companions” seem to have no problem with an elf being around, even though the whole bunch of them are known as necromancers (elves that is, not my companions—my companions aren’t known as necromancers. That I’m aware of). Not that I really care, so long as he isn’t eying my fresh corpse (or trying to work out how to make me a fresh corpse that he can eye), but given how easily they get their loincloths in a lump it was pretty surprising to see them just accept him without even asking questions.

Almost disappointing really, because it’s amusing to watch their righteous indignation. Not that they don’t give me plenty of other things to laugh about, but the righteous indignation is one of the better ones, particularly as it’s generally followed by some sort of rationalisation of why it’s okay this time. I swear they could probably be rich if they just accepted everything and did something profitable with the time and energy they spend inventing excuses of convenience. In fact, here’s a way for them to make some money—spend an evening making up a whole bunch of rationalisations, bind them into books, and sell them to other righteously indignants. As long as they keep a copy for themselves they’ll have list handy they can consult whenever the need arises so they don’t have to agonise over it every time.

Wednesday, June 13, 2007

Once more unto the breach

Once more unto the breach, dear friends, once more
Or close the wall up with our dead !
In peace there's nothing so becomes a man
As modest stillness and humility :
But, when the blast of war blows in our ears,
Then imitate the action of the tiger.

We fight this night for Merrick, for the Free Kingdoms. Fortune has smiled on our little band, bringing us the aid of the bold and ferocious Durthen Morghen, who stuck out like a sore thumb amidst the weary and nervous troops of Merrick.

Our first mission took us above the northern wall section, under cover of invisibility, to eliminate four Hill Giants who were efficiently reducing that wall to rubble with an endless rain boulders. With four fighters in the fray, I stayed back and enhanced them with spells, reserving the greater part of my offensive might for a later battle. Our strategy worked better than I could have anticipated: Malakar, Ili, Borrow, and now Durthen are terribly effective, each in their own way, and I was left with time to amuse myself by wafting one of the fallen Giant's greatclubs around telekinetically.

Our next engagment, however, was no cakewalk. While we were trouncing the northern assault squad, the southern equivalent breached the wall, and the Nothrog army poured into the city. We were recalled to the central avenue to guard a wholly-inadequate barricade. Malakar and Ili took joint command of our forces (the four of us, Durthen, and four more rank-and-file soldiers armed with swords and bows), and wisely emplaced myself and the archers on the rooftops four stories above the street.

The attackers came in waves, first Nothrog, then mixed Nothrog and giants, and finally hobgoblins. Malakar yielded to his animal nature and became a fierce bear, Ili's fists were a constant blur, and Borrow darted in and out of the fight, striking the most vulnerable foes. Durthen displayed a spinning maelstrom of steel and mithral, staying up front in the thick of things.

Unfortunately, the barricade proved almost useless: the giants merely stepped over it, and the Nothrog and hobgoblins leapt past it with little difficulty. The true barrier was the wall of steel, sinew, and, uh, fur, that my companions formed. And while that wall held, things went well; again, I stayed back and prepared to assist should things get rough.

Half a minute into the pitched battle, a Nothrog spellcaster (a rude and rustic sorceror, I suspect) slunk out from behind a building and threw a Fireball past the barrier, scorching my friends. The archers and I responded with missiles mundane and magical, but didn't fell him, and he slipped back behind the wall. Knowing that he'd likely be back, we prepared to disrupt his next spell, and I dropped him decisively with a single lucky Scorching Ray when he poked his head around the wall.

Meanwhile, on the ground, things were slipping out of order. The giants were the worst of it -- they didn't hit often, but when they did the impact was almost overwhelming. First Malakar retreated, injured, and then hobgoblins swarmed in to fill the break. When Durthen fell unconscious, I feared that our defenses were about to fall apart.

Just then, Thaddeus informed us that the other positions were being overrun, and Merrick might be lost. As I was webbing the barricade to prevent a rout, he appeared on the roof next to me and let fly chain lightning with all his power, frying most of the hobgoblins and nothrog who had made it past the barrier. He explained that he was here to get us out of there, so I quickly ported us down to street level, where we collected Durthen and linked up for Thaddeus's teleport.

I do not know what to expect next. Fierce joy at our prowess in battle mixes with bitter regret that we could not better prepare Merrick against this foe. I can only laugh about the further foiling of our mercenary sensibilities -- we did not have time to salvage any of our foe's gear, so we are denied even that minor gain. I expect Malakar, with his determination to "leave no breastplate behind", is going to be terribly disappointed.

Monday, June 11, 2007

Leap-frog, leap-ouch.

Now that was a battle!

Well, except for the really dark part at the end where I was all alone, and everything hurt, and the dwarf kids were making fun of my cave blindness again. I didn't like that part, but that furry cleric woke me up with that wand (1) and it got better. The only downside is there weren't any more meat bags for me to practice smacking with my hammer (2) at that point :(

It started out with this really boring hike up to some giant-sized Giants hurling boulders down at the army. I went along with this motely band of (as rumor has it) heroes because I alone in my squadron was cool enough to have a potion of invisibility on hand. (3) So we hustled up that hill to smack 'em around a bit.

I knew we were off to fight some giants, so I was practicing this move I call the "Suck my Cookie Jar, Bitch" (4) I got to use that a few times, and those ugly, tall, cookie-eating bastards sure did learn to fear my hammer. And my ups!

After that we had to hustle over to this fortified fall-back position where a part of the invading army was supposed to be heading towards. We had a few minutes while I got there and I thought about some of my other moves I could use during the next battle. Just as I finished mentally reviewing them, along came a band of nothrog all up in our face and shit.

So there I was in the front line, standing right behind this 4 foot barrier (5). I was all "whack whack" and "smack smack". Next to me was that furry cleric, magically enlarged and slamming his greatsword around like nobody's business. I have to say, I gained a few bits of respect for that honey-eating hulk of a worshipper as he really put the fear of god into the nothrog. (6)

Speaking of that band of heroes, they seemed to hold up pretty good.

Besides that cleric, there was this tiny little skulking fella who'd occaisionally pop into battle to stab people in the back. Not exactly my cup of tea but it seemed to do the trick. And there was this frail-looking magicky type who wasn't much on the fireballs (unlike every other magic type I've seen) but he sure did boost my reflexes with a spell of his and I caught a nasty looking pair of flaming arrows dropping another magicky-type nothrog. And there was this chick who was all into cat-fighting for her god (7) with the slapping and the smacking of her bare hands. I think her god liked her, because she slapped pretty hard.

After gutting some nothrog and a few overgrown puppies and their owners (8) -- including one stupid enough to try to jump over us (unlike that barrier, we can't be so easily ignored) -- we finally met some real foes. It was the giants again, except surrounded in full metal armor like a smelly twinkie (9).

The furry cleric had taken a pretty good beating and had backed off from the barrier in order (I am guessing) to try to heal himself. Why he bothered backing up I'm not sure, the stupid peons just kept going after him. I was doing pretty good myself, avoiding blows from the plate-armored giants and whacking and smacking like it was my birthday (10).

And then I think I fell asleep. I just remember catching this really big gleaming axe head coming for my head, out of the corner of my eye. I got my shield up in time to keep my head but I think the edge of my shield connected right with my temple. At least, that's the last thing I remember and my helmet has this shield-edge shaped dent in it.

So here I am. I think we're far away from the city, and there's this magicky looking fellow who the band I was with seems to know.

-Durthy

(1) I like that wand! Except it's kinda slow. But I sure had plenty of time to watch my wounds stitch themselves up as we jogged from battle to battle. Hehe, I totally stuck a "good for a flagon later" silver piece in this really nasty hole in my arm as it was healing. I'm definately going to remember to dig it out that next night out on the town when I run out of coin... again.

(2) And shield! Nothrog blood does rather dull the shiny spikes, but if you hit them really hard with the hammer after perforating them with the shield spikes, you get this really cool effect where their blood jets out of the holes. I'm thinking of re-arranging the spikes to form a "D" for Durthen! Then I could get them to spray my name on walls as I whack my way to fame!

(3) She's really cute, okay?

(4) You see, the dwarven children were all shorter than me, so as much as they could make fun of me for other things it was always I who could reach the cookie jar. ha! This was a source of great amusent for me.... at least until I encountered my first incredibly large abyssal, one that dwarfed (hahaha) even me. After seeing that, and consulting with wise Rhigl, I started practicing this attack where I leap up in the air and bonk really large monsters smack in the head. Kinda like they had a cookie jar way up there out of reach. Suck it!

(5) Worst. Barrier. Ever. I think at one point a giant in plate armor actually used it to wipe his ass during battle. That's probably why all the nothrog jumped over it, to avoid giant poop stains. Note to self -- next time there's a barrier, ignore it and stand up against a building where you can't be flanked.

(6) And by god I mean a giant bear with a giant sword.

(7) I would love to see her fight a gelatinous cube of coconut oil. The kind that dissolves armor but leaves skin alone....

(8) Never pet a Warg -- with anything other than a reach weapon of course :)

(9) There was this strange old dwarf back where I grew up named Hoth-Tess Twinkie. He had this yellowed complexion and a love of marshmellows. We used to joke that if you squeezed him really hard he'd squirt a white filling out each end. He was still around when I left for the lands above -- rumor has it he'll never expire.

(10) On my coming of age birthday in the halls below, my adopted dwarven mother gave me an abyssal piniata with DR 5/good. I remember having soo much fun hitting it.. it was a shame when the priest of Moradin blessed the stick I was hitting it with so I could finally get to the candy inside.

Saturday, June 9, 2007

them's fightin' words

What is it with the humans and the Northrog? This guy in charge of the Northrog seems pretty reasonable—maybe the humans should try talking to him.

We were on our way to the future site of Dragon Keep when we saw some big birdies circling overhead. They came to land and it was Malakar’s shape-shifting buddies come to tell us about some planned Northrog attack on some human city, yadda, yadda, yadda.

So of course we change directions to help out the humans. The dwarven squad we’re with will catch us up well before the Northrog arrive, or so the story goes as Obegard summons up a bunch of magic horses again.

The shapeshifters leave behind someone to help us out. Like most of the Upworlders his name doesn’t seem to mean anything, but at least it will be easy to remember—Erson the Person. Oh, okay, maybe I added “the Person” but at least it will help me remember his name.

We rode on ahead only to find out that things were not as expected. We were told that the captain of the guard was a fool who wanted to engage the attackers in the field, but based on the information available it seemed like a sensible plan—the numbers were equal but the attackers were all infantry with siege engines, while the defenders had cavalry and should be able to cut the attackers to pieces.

Also the city had a hidden trade in providing, um, “discreet” places for notorious individuals to avoid attention. Apparently wealthy individuals at that, judging by the types of things available in a city of its size.

We did some scouting of our own and found out that the Northrog army was much bigger than originally reported, and much closer. The dwarves aren’t going to make it in time, and there’s no way to clear the city out in time.

Oh, yeah, right. Also the army has a bunch of giants and other unexpected beasties. Man the Northrogs have some serious magicking on their side—I wonder if I can buy some of it?

I think we should cut our losses (currently at zero) and make a run for it, but of course everyone else wants to stay and help defend the city. Hahahahahaha. At least with the updated intel the captain of the guard has decided to defend the city from inside the walls, instead of venturing out into the open.

saving the unworthy

we are in a town full of sin and corruption. The town of Merrick. If I was not a religious woman, I may have left them to their own destruction.

We were on our way with the dwarves to reclaim the temple. The journey was going smoothly... until more of the demonspawn showed up. Alyssa is not our friend and I have a hard time trusting what she says, but the idea that a Nothrog army could be coming up and attacking Merrick was too big of a risk to ignore, the city does not have enough defences to prevent Hate's army from overtaking it. We decided to turn down to the city of Merrick to see if we could help in their defence. We were too slow with the dwarven contingent, so we agreed to split up - we would take ethereal mounts to Merrick to help plan the defence, and the dwarves would arrive in time to aid the city, but not in enough time to aid in the planning.


We arrived and got a lukewarm reception. The night guard were not at all friendly, and the leader of the guard drunkenly greeted us in front of the gate. I am surprised he was able to stand on his own at all. Despite the fact that we came to help their city, I am not sure that any of the residents of the city truly cared that their town could soon fall and all their lives would be forfeit. The next day we saw the leader of the town - Councilman Jessod. Obegard detected his thoughts and it turns out he was speaking and taking the word of another - one Killian. The elected leader was not in charge at all -- from what he was saying, I was rather suspicious, was Jessod in league with the Nothrog ? He wasn't evil, so it seemed less likely, but possible. We set out in search of Killian.

After searching a few taverns, we found his room. IT turns out he is one of many people smugglers - hiding anyone with the money to pay for his services, no matter what they have done or who they are. Money seems to be the true power behind the throne. He had tasked Alysa with finding us to help him defend the city (the city that he himself will not bother to defend). I have a feeling that Alysa worked for the money rather than caring about the fate of the city itself. She also left another changer in our midst -- one Erson. I must be wary that he does not turn on us when the opportunity arises.

Well, we tried to plan some defences of the city. The guard was unprepared to fight - they were practicing their drinking more than their fighting. The city was not reinforced and there was no strategy. The commander of the guard was piss drunk. The city didn't seem to care about living.

We went out to scout the army - as it seems that nobody has done this yet. One elf has scryed and claimed to have only seen about 3000 soldiers, about the same number that are in this city. He also claimed that they were days away. I cannot belive that the city has trusted an elf to be their only source of this vital information. Of course he would mislead them. The force was many times larger, with seige equipment and giants. They appeared to be more than ready to overtake a city, especialy one so lax and unprepared. They were less than a day from the walls.

We headed back to Merrick with haste. We would be drawn into this battle unprepared -- Obegard had not memorized the proper spells and I had already used my ring of divine growth that day. We needed all the people of the city to prepare, the guards to form ranks, and the farmers and other peasants who lived outside the protection of the walls to evacuate inside. Anyone who could hold a crossbow needed to be equipped.

At our return, Gerrick admitted that his plan of riding to meet them was doomed to fail and decided to listen to us. The walls could not stand when faced with such large force, but we could perhaps allow some pieces of wall to fall, and draw them into the city where they could be barricaded into certain streets, lessening the advantage of having more people. The city will now prepare , but will it be too little, too late?

We are going with a group of guards to try and slay some hill giants whose boulders are tearing our walls. Unfortunately, success is uncertain this time.

Thursday, June 7, 2007

Durthen Morgrin: LFG

My faith in Rhigl Farbellows has long since proven itself. The story is as follows.

Growing up a lone human child in dwarven halls taught me many lessons. First amongst them:

You have to be in the spotlight for the right reasons!

But back to that in a moment. The dwarves have taught me honor and devotion, yet I see they suffer constantly under the viscious onslaught of the Abyssals. It is not their honor nor devotion alone which preserves their way of life from the evils of those creatures. It is their strength at arms. The might of the war hammer and the glory of battle.

I go out there to fight against injustice. To stop the horrors I've seen. I'll be honest, those Abyssals are not so great. And look what's happening above ground these days! Those short-lived funny little elves all prancing about with their death mumbo jumbo and mutter-shmutter. At least the knights of Deverenia have true strength at arms.. but the glory's all been had in that land. And they're not terribly nice either. And the Nothrogs, well, I've seen their way of life too and man do they have some rock solid abs! But they just don't know how to stop with the killing and cruelty.

Really, the dwarves were right to ally with these human tribes. They need all the help they can get -- and they don't mistreat their kids, abandoning them and leaving them all alone to ... grumble grumble ... my point here is that this is a nation worth saving. A challenge just asking for someone to come along and lend a sword. Or a hammer. Or a hammer and shield. A shield with spikes -- these really shiny spikes that were worth every ounce of gold. The light just gleams off the spikes and highlights my biceps, which by the way are absolutely screaming -- this breastplate (of the finest, shiniest dwarven mythril) -- leaves just the right amount of bare arm for the ladies to admire and the foes to, well, shiver in fear over and all that.

Anywas, my point is that it's clear this rag-tag nation needs a little help. And here I am. It doesn't hurt that I've gained a wee bit of notoriety along the way. And it doesn't hurt that I am no longer viewed as that frail human that the damn dwarves could not bring their honorable selves to admit they disdained with his weak vision and his... okay, on topic now Durthy. Stay on topic. These abovelands are where I will make my mark.

Ah now, the topic is Righl Farbellows. Now that is an honorable dwarf. The finest wrestler in all of Larisnar, or I'll have you face me right now in any form of combat you choose (except that pansy mumbo jumbo blasty froo-froo from a distance crap!). That man taught be about discipline! Err, that dwarf I mean. That was a dwarf worthy of being a man! Yes! You heard me.

It's too bad I didn't shape up as a wrestler. But I learned a few things from Righl, I did.

1) Practice. Practice with your warhammer. Practice with your shield. Sit ups. Push ups. Push downs. I do 65 sets of Push Sideways every morning before my Wheaties(TM) -- my favorite dwarven breakfast travel ration, courtesy of Mikhal of Jhordan Hall. Great Dwarf. But recognize that my devotion to my skills at arms have lead me to unparalled feats of trained might! There isn't a moment you won't catch me working out. Ahem, I have a pocket set of hand weights, in case you're wondering what that bulge is and where my hands are...

2) Strength, Speed, and Power. My body is a finely tuned instrument which is tuned finely as an instrument. It is my body that swings my hammer, my body that aims the blow. It's my body that fights for me and it is my body I develop. In the body I trust. I also happen to oil it most mornings when I'm out there practicing -- rust is never, ever good!

3) Accolades are okay. There is no need to be humble! When you have spent years of your life training for one thing, it is only reasonable that you accept the fruits of your labor. Kord would have it no other way, Bless him and all that jazz.

So these are the lessons I learned from Rhigl Farbellows, in the earthen bowels deep beneath your feet. And this is why I prowl the overlands, defending this human empire in it's glorious conflict with the evil nations of whatever. And this is why I have come to the city of Merrick.

I will be known.*

-Durthen Morgrin

*(and I kinda wanna save the children. but don't you dare tell anybody.)

Description: If you can't tell, Durthen is covered in shiny (but pretty light) armor, is draped with weaponry and bulging muscles, and stands out in a crowd. If you find a crowd he doesn't stand out in, you'll find Durthen in the nearest store shopping for neon green silk. He occaisionally evinces dwarven mannerisms but won't readily admit it.

Mechanics: Smashy smashy. Bashy bashy. He leaps, he ducks, he grunts, he kills. He also can be had for only 6 easy installments of 19 platinum (shipping and handling for only 6 blue diamonds of at least 5,000gp each, or 2 bars of ferengi latinum)!

Monday, June 4, 2007

Killian me softly

Diversion and disaster follow us like twin ravens, dark and inevitable. Not two days from the Aerie, en route to the future site of Dragon keep with a detachment of Dwarves, we met an aerial interruption. A trio of eagles swooped down from the sky, and two of them transformed into humans. We knew Alysa, the lycanthrope healer we met in the forest near Stonyvale, and she introduced us to her associate Erson.

Alysa told us that a force of approximately 2000 Nothrog had left Baraxton and crossed the river to the north, apparently headed for Merrick. She feared that Merrick would fall easily, as her sources informed her that the Captain of the Guard was an incompetent drunkard. If Merrick fell to the Nothrog, Denska would be isolated from the rest of the Free Kingdoms, and the Aerie might be next. Worse yet, the Deverenians would probably pre-emptively take the Aerie, and she held it unlikely that the Free Kingdoms would ever retake the region. All that from 2000 Nothrog! We're lucky Nassiral Hate isn't trying particularly hard yet.

Alysa pleaded with us to come to Merrick's aid, pointing out our recent success in defending the Aerie. Of course, the situations are completely different: we didn't actually defend the Aerie, we merely helped to defuse the conflict. It's unlikely that there's a similarly removable third party at work in the assault on Merrick. Borrow, as usual, suggested leaving Merrick to its fate -- yet he accompanied us there all the same. I wonder why he sticks around, when we continue to pursue courses of action he considers foolhardy?

In the end we were convinced (and so too the Dwarves under Etor) by the catastrophic nature of the alternative -- Merrick's almost-certain doom, and the further dissolution of the Free Kingdoms -- rather than any particular hope of success. Alysa asked Erson to accompany us, and flew off to alert the Aerie and try to rally more aid.

Leaving the dwarves with a map and plan for their forced march, we set out posthaste on ethereal mounts (a most puissant replacement for the weakness of flesh-and-blood horses, whether summoned or native). We reached Merrick just after dusk, and cooled our heels at the gate while surly guards fetched somebody who could let us in. Later we discovered that the booze-reeking sourpuss was Lord Gottle himself, Captain of the Guard.

We arose from our inn early the next morning and sought out Councilman Jessod; Erson bore a letter from Alysa requesting an audience with him. The implausibly poor state of Merrick's defenses aroused my suspicions, and I cast detect thoughts before we entered. To my shock, Jessod was in fact communicating with someone even as he spoke to us, a "Killian" who seemed to be directing Jessod's actions (I couldn't hear Killian's side of the conversation, just Jessods). Superficially, Jessod seemed glad of our help, and suggested a meeting to discuss the defenses of Merrick with himself, his fellow Councillor Thaddeus (a mage), and Lord Gottle. Since I wanted some time to notify the others of potential treachery, and to investigate Killian's involvement, I suggested that we take a walk around the town in the morning to familiarize ourselves, before meeting after lunch. Fortunately, Jessod agreed.

Outside, I quickly brought everyone up to speed, and we set out to see if we could find out something about Killian. After a few hours tavern-crawling (but going light on the beverages!) we found a barkeep who cheerfully informed us that Killian rented a room in the back and we could go see him ourselves. Proceeding down the hall, Ili knocked twice, and boldly stepped into the room when she received no answer. After a few steps into the apprently-empty room, we were surprised by invisible assailants who surrounded us with live steel. Fortunately, cooler heads prevailed this time (Malakar was busy elsewhere), and we avoided battle by parlaying with Killian himself.

Killian was holding most of the cards, so I played it mostly straight with him. His first priority was discovering how we found out about him; although I didn't say it right out, he inferred that I used detect thoughts, and shared his disdain for the tactic. I tried to reason with him, calling on a (hopefully shared) care for the defenses of Merrick; I didn't have a lot of luck, but Ili's sincerity won him over in the end. He told us that he shields and hides dissidents and other powerful figured from the surrounding regions, regardless of race or creed. I get the sense that this particular business is key to Merrick's leisure-oriented economy. As far as we can tell, he is sincere about wanting Merrick's continued survival, and won't interfere with the defense of the city. However, he direly warned us against trying to find any of his charges, or against interfering with any of his competitors. Fortunately, we have no intention of doing that unless it's critical to the defense of the city. Why does everybody enjoy threatening us so much? Haven't they ever heart of a "carrot"? It should be obvious from our actions so far that cautious self-preservation is pretty low on our list of priorities, so threats aren't even terribly effective. The capacity to deliver on the threat is important, but that's usually apparent before the threat is made.

Back at the council chambers, things started out badly: Gottle wanted a charge, dismissed the possibility of superior Nothrog strength and cunning, and didn't see any risk in the sketchy intelligence we'd received. It took all our combined powers of reason and persuation to get him to reconsider, but in the end he was willing to fortify the city instead.

While Gottle and the others worked on the plans for defense, we decided to ride out to confirm the size and disposition of the enemy force. We came up to the army impossibly soon: they were supposed to be days from Merrick, but there were merely hours away! Erson scouted as an eagle, and counted twice as many as reported, with siege engines and trebuchets and giants. Worst of all, they were led by a fire giant, who Erson knows as the leader of the Mammoth Tribe.

My first thought was that Thaddeus, whose scrying had led us astray, was working with the Nothrog. We rode back at top speed, and used a similar detect thoughts on Thaddeus; fortunately or unfortunately, he turned out to be legitimate: I surmise that Nassiral Hate has many ways of deceiving diviniations, something I must keep in mind if our paths cross again.

Gottle really came into his own once we told him of the actual force composition. He admitted that the walls would fall rapidly no matter what our defense was, and proposed to allow controlled incursions of Nothrog into the city where we could fight on our own terms them in small groups. This time, his plan seemed sound. We agreed to form a squad of 10 with the assistance of some of his elite troops, and far too soon we heard the crash of boulders against the north and south walls.

Thaddeus joined us with a telepathic bond so we could stay coordinated, and we headed out to slow down some hill giants who were bombarding the north wall. I confess to some grave concerns about this engagement -- without time to rest, I have not been able to prepare for military action, and should I use my few potent spells against the giants I will be helpless for the rest of the night's battle. I hope that Erson knows how to fight, and I hope that some of Gottle's men are more than just cannon fodder.