Category Archives: RQ6 -/-Mythras

Games based on the Mythras system [was RQ6]

The Stories of Errath the Bard Chapter 4 – Part 4


The Stories of Errath the Bard Chapter 4

The Iron Flow River & The Censer of Weal

Earlier Chapters here

————————— Part 4  —————————-

I will add more of James story later for now I will stay with the main group I am with. First Gnoman takes Mackenzie under his wing and lays down a training program for him, he is going to teach him Read Magic bit by bit each day and during the day talk about Arcane Knowledge as they go. Gnoman also goes to the temple to ask what they know about Troglodytes, and finds that they are bigger than humans stronger and mainly use stone weapons. The fact they they have raided a fort means these might have better weapons. The tend not to have armour due to their odd shape, but they do have thick hides and excrete a foul smells when excited, there is no known defense to this other than holding your breath.  I ask Mackenzie if he would like to join our ‘Hammer & Rose’ adventuring group? He is initially not sure as his family as been able to put him into apprenticeship with Ernst which has saved them feeding him and gives him a future although he would rather be a Paladin. So we say that if he joins us he will have enough gold to be independent and go his own way. Also he will see other ways to live, being a cleric or a fighter or a mixture it will be his choice. He decides that this is a good way to go and signs up, however for now he is not going to be much use to us as although big and strong he has no combat experience or armour, he does not even know how to use a shield. As Mackenzie is now a member Gnoman insists that we all work on a training plan. So Mackenzie will have arcane teaching from Gnoman, Religion and combat from Thorn, and healing from me. This will give him a good all-round start and then he can decide which way he wants to go.  [GM – I will use experience rolls to improve Mackenzie’s skills and see where it goes]

 

While we are doing this a Dwarf comes up to us his name is Rotnik Umkum Moradin Garbrek a temple guard. He tells us that Thorin, the Cleric, has sent him to join them for two reasons. First to keep an eye on the Censer once it is found, second so they can channel there Prayers and Chants to us to gain Moradin’s divine protection over us. [GM – the party will gain +10% to skills and +2 damage] However they can only do this for four days after that they will be blown and that will be that. Rotnik is a Fighter big for a Dwarf and fights with a two handed hammer and a repeating crossbow and well armored in good Dwarf mail with a plate helm.

 

Next morning we leave for the area of the fort. Gnoman goes ahead of us invisible with the rest of us the pony, with 7 days supplies, and my boar following. Some hours later Gnoman sees a Ogre moving towards us, he runs back and alerts us by throwing 3 stones onto Thorns shield. We and the Ogre see each other at 92′ and we all react.

Gnoman hides at the back of our group, Thorn starts to cast Barkskin on himself, as do I. Rotnik raises his crossbow and aims. The Ogre and my boar charge forward.

Gnoman casts Lesser Illusion of 3 boars to join the real one in its attack. Thorn fails in his calling on his divine magic. I manage to cast my Barkskin ok, while Rotnik hits the Ogre in the right leg with his bolt. The boar also hits the ogres right leg tripping it while being having its head chopped from its body by the ogres massive axe.

Gnoman has his boars prowl around the fallen ogre, while I throw a javelin but miss.

 

Gnoman moves his illusionary boars towards the fallen ogre, threatening it, Thorn starts to sprint towards the ogre. I cast Shillelagh on my club, Rotnik starts to aim again. The ogre stands growling at the boars.

Gnoman readies his sling, Thorn closes with the ogre at the sprint. I differ unsure of what to do while Rotnik gives up his aiming again and puts a crossbow bolt into the ogres chest. The ogre swings his great axe and hits Thorn in his right arm, ripping through his armour and cutting into his arm.

Thorn hits back hitting the ogre in his right leg causing so much pain the ogre screams. I charge forwards.

 

Gnoman aim to avoid the gusting winds while Thorn smashes his mace into the ogres right leg again, shattering its knee and knocking it unconscious.

 

Fight over we finish the ogre off and toss him over the edge into the river, while Thorn heals his own arm with his divine magic. We continue to move towards the caves, which we intend to explore first as it seems as good as place as any to find the Censer.

 

We get to the point late afternoon where we can see the trail leading up to 3 caves, Gnoman decides to explore the second one first. This cave has jagged, irregular sides. A small branch of the cave twists off at the rear, slanting downward somewhat. A few tiny stalactites hang from the ceiling here as far as he can see without going in. He looks for tracks but not being a tracker this is hard for him, however he finds some wolf like prints. He then moves up further to the furthest cave, the entrance to this wide cave is nearly blocked by several stunted trees. The trees are nearly bare of leaves, and they probably serve as a perch for vultures or other birds. Right now the trees are empty of occupants, but abandoned nests and spoor are evident enough. The area is strewn with dead leaves and small twigs. He then comes back to us to report.

 

He tries to describe the tracks he found to us but we can not make any sense of what he is saying, so I go up myself to look as I have tracking. I think that they belong to a Hellhound. I then move to the third cave as well and look. I then return back to the group and report before deciding to go and look at the first cave.

 

I move very carefully to this cave The ledge narrows at this point, slowing your progress. The path eventually dwindles to nothing about 30 feet ahead of me. A large cave opening is visible a few feet above the path; if I was to carefully climb over a rough boulder I could reach it. Beyond the opening I can see only darkness. I look around the boulder as best I can for any traps, then with stealth climb the boulder and enter the cave. I listen carefully and hear breathing. Just inside the cave opening, amidst the many loose rocks, is a small animal skull and a few cracked bones. The cave beyond is rough-walled, with a ceiling perhaps 20 feet overhead at most. The floor of this place is cragged and littered with  many small rocks and round stones. I go and look at the skull it appears to belong to a small animal. I now hear growling. I decide to retire backwards very slowly to avoid falling on the loose stones on the floor, with my shield up.

Suddenly something long and snake like strikes at me, it misses but it looks a good 6-7 feet long. I try to disengage but the creature hits me in the chest and gaps hold of me by my flesh. I swing my club and hit its right wing, stunning it.

The creature worries at my wound with his jaws and I fall unconscious.

 

My fiends outside see me falling back out of the cave with a mouth around my chest and then me being pulled in. They rush to my help. Gnoman, due to his boots moves faster then the rest and gets up first. He sees blood and equipment along with drag marks going back into the cave. He can hear low growling. Being still invisible he sneaks up to the things tail and casts Burning Hands on it. He is very lucky and manages to badly burn its Forequarters, hindquarters, right and left wings and left hind leg. The Young Wyvern screams in pain and lets go of its food. As the creature cowers Gnoman grabs Errath’s backpack, while I, Errath, stagger to my feet and biting back pain quickly leave before the Wyvern strikes again.

 

Outside we met the Dwarfs who have just reached the boulder.

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‘The Stories of Errath the Bard Chapter 4 – Part 2


‘The Stories of Errath the Bard Chapter 4

The Iron Flow River & The Censer of Weal

Earlier Chapters here

————————– Part 2 —————–

James tells us that before we left Duvik Pass he charmed a messenger gave him 10 gold and sent him off to the High Elf King and Queen of Loreddell, this is a over 200 mile teak through forest. He send a letter to the King and Queen along with the dragons heart, he also gave the messenger a safe pass. It said “the bear of this letter is taking a time limited gift and a request for help from Duvik Pass to their Majesties the King and Queen of Loreddell. Please allow the messenger fee passage and provide all the help and guidance which may be required to allow delivery to their majesties.” Sigen James de Gil-sthind [Knight of Shalloenoi]. The letter explains that they killed a red dragon a few days ago and the back story to the haunting in Duvik Pass, he asks for a pious cleric to come and  deal with it or send a scroll. He continues that the temple of Hombel in Duvik has some Elven art they might like, including a crescent moon to Lumiya.  He then explained about the censer and how Elven help might increase their influence in the area. We are all annoyed that he did not discuss this with us first, after all it is a party item and not his, Thorn is particularly angry as he does not want elves messing dwarf issues. He defended his decision saying he can do what he wants. [GM reduces James Party passion and raises the others] We are also concerned for the messenger send off on his own into the wilds to find a elf city in the forest.

We reach the dwarf town of Lastever late that day, mid month of the Spiner, the road passes along various valleys and across hills always following the Iron Flow river. The road eventually heads into the mountains of the Iron Kingdom around 10-15 miles from Duvik Pass. Lastever – is a small underground mountain town entered through a guarded gate house with 10′ and 10′ wide doors. Its Rules – Non Dwarfs are only allowed to carry a small weapon while in the town. Non-Dwarfs must pay a entry fee of 1gp per person or animal.

We ask about accommodation and the guards say that there is only the Last Ever Retreat run by the Drakebrew family. The guards also tell us about the is a big Temple to Moradin here, ‘Rebril Moradin’ is the High Priest all first contact is with a lower priest ‘Aruron’  known for his geniality and long red beard. The town leader is Thorin who has a long grey beard, he has the respect of his clan and will treat all non clan members well as long as they do not go against the clans interests. At the inn we pay 2 gold each for a couple of nights B&B plus dinner, we also have to pay for our animals. After dinner we each go to talk to the other patrons here, trying to find out more about them. Thorn talks to Pike, while James gambles with the guards and I talk to the Millers. Gnoman talks to the gnomes and then the elf.

Patrons

Human’s [merchants and guards], waiting for the road to be opened to Orden for his 20 mule caravan carrying various mixed high value goods. Edward Miller, merchant, sliver haired, tall with blue eyes from Greymoor. Impatient to get going as delay is costly happy to share stories over drinks.  Edward Miller jnr, looks like his dad but with dark hair, always looking around taking it all in, getting bored with being stuck here for more than a month. he pester his dad to be allowed to go with us. I tell the story of my damaged arm to put him off. Francine Pie, cook, Niece to Edward snr. Young pretty dark haired woman. Sgt Pike, Caravan guard leader. Tall well built introverted disciplinarian.  Joe, Hawk, Zac, Richard, Mat, Herman, Lomeli, Zoe & Hatie the twins.  Guards tall and beefy, the twins use crossbows the others Spear Shield and Darts.

3 Gnomes – the Clorkig family [two brothers and a cousin]  of gem-smiths here to buy. They have links to Gnomans clan. Now they know that Duvik is clear of plague they will head back there.

1 Elf – Elred travelling to Kasar.  non-descript – Outgoing, Listener, will start conversations and then listen asking questions to keep the talk going. Gnoman wonders if Elred is a spy of some sort.

James goes over to talk with a fellow elf, Elred, I Errath sing a ditty to help him as he tries to get to know about Elred. However Elred just glares and rises to leave, as he does I use Druid cant on him to apologise, I am just ignored, Elred leaves the dinning area. Thorn goes to visit the local dwarfs spending some sliver at each home on ale as he talks with them. Only a Gnome or fellow dwarf would ever be invited into a home to drink. He finds out that there biggest concern is the Censer it means a lot to there faith in Moradin. Thorn eventually heads to bed where the rest of us already went. James had to cast Calm on himself to be able to sleep underground.

Next morning over breakfast we catch up and discuss the suspicion that Elred is a Drow Spy in disguise. We decide that Thorn needs to go and talk at the  temple to find out more about the Censer. He puts on his clerical robes and goes to see Aruron to ask if he can see Rebril.  Aruron asks waht he want and Thorn says he has three questions to ask; 1- What they know about Elred, 2- for help dealing with a ghost at Duvik Pass, 3- about White fang Fort. Aruron says he can answer the first, they do not know much other than he is an elf in a dwarf-old, which is unusual, he has not caused any trouble. For 2 he says he will need to talk to Rebril and for 3 to Thorin the clan leader. Aruron goes to see Rebril and comes back and says Thorn can have lunch with him. Thorn and Rebril talk over lunch and then mediate and pray in the temple. Rebril wants the censer back before anything else. He also believes that our group is the answer to his prayers.  He is worried about letting a large group go to find the Censer as he does not want to drive its holders away, assuming they have found it.

During the afternoon while waiting to see Thorin Thorn, Gnoman and myself go to look around the market. Thorn is looking for a magical mace which he does not find but does buy a nice new plate helm. Gnoman and I look for magical sling’s, which the market does not have. However we do find that these dwarfs do have sling steel shot with a lead core for using with slings. Not only does it make them more reusable it also increases there damage, so we buy a bunch of it.

Later on Thorn and Gnoman head off to speak with Thorin for dinner. Thorin has a long grey beard, his only interest at the moment is the Censer and fort. During our conversation we find that Thorin would like to send a large forse to recover the fort and Censer, but Rebril is worried that will mean the loss of the Censer. The Dwarfs do not care who garrisons the fort just that it is so there is safe passage for caravans. The only information they have is that the fort fell just after the Censer arrived there on its way here. There have been reports of Goblins and Bugbears in the area but no one has got close to the fort.. The fort was garrisoned by human soldiers who are assumed all dead. There is history of a Brass Dragon being in the mountains in the past. The fort covers the road to Ordin with two gates, it has two towers close to the rock face for accommodation over a main hall. The plans are held in Kassar and he has only visited it once or twice. Thorin offers a 1,000gp contract for this work, finding the Censer and clearing the fort,  payable by the Dwarfs of the Iron Mountains, mainly the towns of Laetever, Orden and the City of Kasar. He will want oaths sworn on guild or other binding passions. We manage to talk him round to 1,000 of gold for the Censer with an extra 500 gold if we can sort out the fort as well.

We agree that we will do this job and all make the required oaths. With the fort only 5-8 miles from Lastever so we can use it as a base as we scout and explore to decide what we can do. Thorin agrees that we can have rest and accommodation here will we work..

Who has attacked the Fort?

Who has the Censer?

Can we recover it and the fort?

‘The Stories of Errath the Bard Chapter 4 – The Iron Flow River & The Censer of Weal


‘The Stories of Errath the Bard Chapter 4

The Iron Flow River & The Censer of Weal

Earlier Chapters here

While spending the next day with Gari and the dwarfs at Grundbar, we contemplate on our last days, the killing of a dragon, dealing with goblins and encaging with the dwarfs.  Next morning we start talking about how we divide up the loot. Eventually as James wants wagons to transport the cut up dragon as well as being to talk to Ernst the Yellow about new spells, now he has reached the level of Adept mage having learnt the spell Fly, and also in identifying our loot. He goes with Gnoman with the pony and familiars and heads back to Duvik Pass. While they are there Thorn starts work with my help on making slings from dragon gut. During the next day Thorn makes three slings two of which are effective improving the damage of the shot. He keeps one giving his owl bear one and the others away.

First stop after being welcomed at the gates is to Ernst the Yellow, the conversation ends with Ernst saying to sell dragon parts they would properly have to go to Greymoor city, at least for the heart. Other parts might well be of use in other ways as he and James gathered with the following knowledge they shared, mostly from James reading of an old Elvin guide when he was younger. [James’s players input]

 

The Elric Guide to Cooking & other uses for Dragon Bodies

 MEAT……Some say Dragon meat is toxic others (mostly fire giants) that it offers a unique taste experience and is the ultimate gift to any Jarl. The Guides position is that only the Dragon’s blood and bile is toxic and acidic so Chef’s need to take great care with their preparation and remove all trace of blood and bile from the meat or they will probably kill any diner without the constitution of a Fire Giant and themselves if they fumble.

Certain very brave or mad individuals and Fire Giant Shaman are known to eat parts of the Dragon raw or “blue” and served with magic mushrooms in order to see visions and enter the dream world. Even Elric the Mad considered this as a dangerous hobby. Sells for about 2sp per lb, it does need Purify Food at one Intensity per 5lb needed, cast on it before cooking to remove toxins from the meat

HIDE …….Can he used to make shield covers and some of the finest scale armour in the world but shortage of raw material means it is normally limited to Elite Fire Giants, Hero’s and the very rich. Scale armour made from Dragon hide increases in armour protection and weight with the age of the Dragon but on average it is lighter and stronger than metal scale armour. Plus depending Dragon hide used the armour/shield will offer superior protection against the particular attack type that Dragon is immune too ie Black Dragon Armour protects against acid, Red Dragon armour offers superior protection against fire etc.

– Major disadvantage of Dragon armour is that it produces a negative reaction in Dragons. Even a Dragon type hostile to the type of Dragon being worn like a Silver Dragon viewing Red Dragon Armour is likely to view it as being in very poor taste.

– Cost of Dragon Scale Armour varies as normally the buyer has to provide the raw materials and will want a discount based on provision of the raw material. While the armour maker will claim cost of time & difficulty of dealing with unusual material more than makes up for any saving due to having raw material supplied & will want a premium price. Can be made into armour with ENC equal to 2 per area of body covered. Each 5lb of hide is needed to cover one body area.  The Hide will give an Amour value of 4, similar to metal armour. Plus there is a 40% chance of any of its immunities working each time they are needed a good quality hide ups this to 60%. It takes a week or more to prepare hides for use. The hide sells for around 5gp per ENC

DRAGONS & MAGIC …….Being creatures of pure magic Dragon blood & body parts are valuable to Magical & Alchemist Guilds esp since many spells & potions may call for specific raw materials like eye of frog, virgins blood, skin of toad etc which may not always be too hand. However, it has been found that blood & parts from a creature of Magic will work just as well. One Dragon will therefore keep a whole guild from running out of raw materials for decades while certain Dragon parts have specific uses. Blood fresh sells for around 2gp per pint; clotted blood for around 1gp per pint; while other organs might go for 1gp per ENC

DRAGON BONES…….The very best Rune Sticks for Diviners are made out of Dragon Bones. 99% of so called Dragon Bone Rune Sticks are fake or from very large Lizards rather than Dragons but correctly enchanted Dragon Bone Rune sticks will made divination spells easier. While a full Dragon Skeleton combined with a high intensity Animate Dead spell can greatly enhance the protection of a town, guild, forest, tomb or sacred store. While many are uncomfortable with anything to do with Necromancy some Dragons Skeletons now have honoured internment’s awaiting a summons to defend in death the forests etc they defended in life.

Claws and Heads are often wanted for display by various inns etc. Whole Claws  – sell for around D6+4gp;  Head – sell for 3d6 +6gp

DRAGON HEARTS………A Dragon Heart less than a month old is vital to a Master Alchemist wanting to create a control Dragon potion. Older Hearts are normally smoked, spiced and traded to Giants for the blood used in potions of Giant Strength. They sell for around 80gp if a week old losing 20gp per week after that

DRAGON TENDON…….Used to make the very best (sometimes magical) slings, sling staffs, bow strings, musical instrument strings, ropes, bolas and bull roarers. Sells for 1gp per ENC

DRAGON TEETH………For reasons unknown if used as a focus for a summon monster spell the spell will always summon Skeletons. Dragon teeth can be enchanted with this spell and a permanent spell. Dragons have about 60 teeth each. Sell for 1gp each – when thrown on the ground as part of a summoning it creates a skeleton warrior, however no more can appear than the spell would allow with a max appearing roll. Maybe the only way a summoning will bring a specific creature.

DRAGON EYES……..Sought by diviners who use them as a scanning tool also if used as a focus for a Wizard Eye spell the spell will have a better chance of seeing the invisible and hidden.

 

Ernst tells James that now he has reached the next level of mage knowledge he will be expected to train an apprentice, or lose guild access. Ersnt says I have just the apprentice for you ‘ Mackenzie Fox’ a 6’7″ 250lb human male. Mackenzie is a strange apprentice, big and strong, his family of potters had the chance to put him into training as a mage and did. He is not sure he really wants to be one, his fancy is to be a Paladin, maybe one day for now he tries to help others as best as he can.’ Ernst says. He goes on, ‘he is very gentle and helpful to all, as well as hating bullies who have often felt the end of his staff, welded with a lot of power but little skill. He knows the Cantrips – Appraise, Calculate, Cleanse, Dry, Extinguish, Ignite, Magic Tricks, Magnify, Tidy, Warmth and you James will need to finish his learning of Read Magic and bring him up to Journeyman’. James agrees, after all this plays to his paternal nature.

 

Next they go to see Lord Sendars, his aide tells them they might need to get new clothes as there’s are looking very tatty and the same ones they were wearing last time. James casts Cleanse and Polish Cantrips on them both to  make them look better.  Lord Sendars is pleased to see them and listens to there tale of the dragon and mentions that they still have the ghost problem, James says that He might be able to get a scroll from the elves to the south for a cleric to cast, otherwise they need to get a message to Greymoor City. Lord Sendars also mentions he has some work needing doing in the town. 1- Needs help in repairing homes ready to receive new tenants. 2- There is a pack of wolves which have settled in the woods during the plague and are now a threat to restoring the livestock.. 3- Adverts are out for a new Militia and guard leader, as well as a few trained warriors as town guards and to be the core of the militia. Pay before taxes a house and 200gp a year. Lord Sendars hopes that at least one of the party will take the job.

 

James offers the use of his apprentice and thinks he can get another form Ernst to help with the homes as they will be able to use Tidy, Cleanse and Repair on them. Ersnt agrees and James gives them 26gp for any extra expenses’. Lord Sendars says he will take the Dragon head and claws in leu of any of the other items as per Kingdom policy. James also asks if he would like the group to get Grundbar to join his growing fiefdom, Lord Sendars says yes and offers to pay 100gp if they can do so. Lord Sendars also lends James two wagons with drivers to bring the dragon parts back.  Then James and Gnoman go an buy some new clothes, then Gnoman talks to Ernst about his journey to Adept and access to spells.

 

Next day the two of them plus wagons head back to Grundbar, which takes most of the day with the slow wagons. Once there the met up with the rest of us and tell us what they have been up to. Thorn then goes to talk to Gari, they talk about the local situation and somehow Thorn convinces the sceptical  Gari to sign up with Lord Sendars. Amazingly we have now added two dwarf mining hamlets to Lord Sendars mainly human town in the past week or so. We then get to work chopping up the dragon and adding the parts to the wagons, casting Preserve on those parts which need it. We add the Head, Hide, Claws and Bones, along with a load of meat, we leave the rest for the dwarfs, they give us two drink barrels which Gnoman Cleanses and we fill with 100 pints of preserved blood.

 

Next day we leave the dwarfs and escort the wagons back to Duvik Pass. Once there we give the Meat, Claws and Head to Lord Sendars and collect our 100 gold for adding to his domain. He is very pleased as he can now host dragon meat parties for other nobles. We than take the Blood to Ernst and ask him to indentify the Cape, Hammer and Paints for us along with the four potions. Normally this requires a expensive pearl to do this each time, instead James and Ernst hope that dragon blood will do. So with me, Gnoman and the apprentices watching Ernst with James’s aid starts casting Identify on the object one at a time.

 

Ernst finds he needs a couple of pints of blood for each casting by the end he thinks that drying the blood thereby taking the water from it would leave a magical powder which will replace a lot of items for casting magic.

The War Hammer is a simple well balanced plus one weapon which goes to Orid.

Mera ends up with the Marvellous Elvin Paints, these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. She has many thoughts about what she can use these for.  A door into another room or to escape for a start others she keeps to herself..

James persuades us to let him have the red and gold cape, which turns out to be a cape of the Slider. This will allow him, once a day, to open a dimension door and slide up to 100′, when he disappears, he will leave behind a cloud of harmless gray smoke, appearing in a similar fashion at his destination up to 100′ away. The potions turn out to be Bronze looking Potion of Climbing which will cause a burning sensation with drunk. Taken by Gnoman.

Clear acidic smelling Potion of Greater Healing. Taken by me.

Clove smelling Potion of Hill Giant Strength. Taken by Thorn.

Blue Looking Potion in a faceted phial etched with geometric patterns of Fire Resistance. Taken by me.

Crystal Crescent Moon holy symbol of Lumiya encased in Brass kept to give to elves.

Sliver Buckle inlaid with fine steel Elfish symbols kept by Thorn for his belt.

Marble figurine of a Flaming Sword set with Red Onyx Sacred to Firinna given to Father Samuel for his temple.

Each also gets 16 gold and 5 sliver from our payment from Lord Sendars.

 

Orid once he hears about the job as guard commander in the town says that he will be happy to take it on, the rest of us think it is a good idea as it will give us a friendly ally in the town. He says, ‘I will train the best of the militia as archers and pass on my own training.’ Mera says, ‘As Ron needs to get home to his father, maybe I could escort him home?’ ‘After all I would like to leave the group now and enjoy my new wealth, Gnoman also gives her his armour as he has decided to just use invisibility and speed as defence, it will also mean he casts his spells quicker without the armour. The group think about this and try to have some insight into to why she has volunteered, we decide she has wants to gain the praise for returning him. We deal with this Thorn gives him a letter to his father to report the adventure to rescue him. Gnoman also gives him a letter for his family to explain what happened to Gnomiss. James writes a letter to Slivas the Wise about noticing missing stars.  Thorn gives Ron 15 gold to cover his travel costs, and James gives him 15 gold to give to Fenald at Gramby for his cloak.

 

So Ron sets out on his horse with Mera behind him, with 55 gold of his own and 65 from us to head home with letters and instructions. Mera has her second hand studded leather armour, a Owl Bear sling from Thorn, Elvish paints, Extra Healing Potion and 150 gold, a good payout for a few weeks work. It will keep her able to work as a cleric until the Spring. Orid takes up his post as guard commander having gained, a Extra Healing Potion along with the War-hammer and over 100 gold, with a steady income and access to other dwarfs he seems happy. The rest of us have a long discussion about our next direction, we have three options. 1- Go with Ron back to Greymoor city doing all the things we had given him letters to do. 2- Go to see the Elves, which is James favourite, who might have more info on the Censer and should have a scroll to deal with the ghost. 3- Head to Lastever to find out about White Fang Fort and the Censer. We decide to go with the last option and prepare to head to Leastever town about 10 to 15 miles away from Duvik Pass. So mid month of the Spinner we load up and head out, with a couple of supply wagons and driver for Lastever. The wagons have cheeses and such and will bring back some dwarf gold.

 

 

 

 

 

THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 14


THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 14

EARLIER PARTS HERE

————————– Into Danger ———————————

 

‘Why is Ron being held’ we ask Gari. ‘He has been found guilty of trying to steal some marvellous Dwarven Two Handed Hammers which can melt rock. He was caught leaving the Hold with them in his saddle bags’ Gari says.  ‘He claimed that he was just taking them out into the light to examine them, however as he did not ask permission and was caught it was a open and shut case’ Gari continues. ‘He has been given a minor sentence of 50 to 100 years as he is a human.’ ‘Can we see him’ we ask. ‘No not till you have paid his sentence off. By helping us deal with this problem’ Gari finishes.  Thorn does not see anything wrong in this its within dwarven customs, even if odd to humans, even an elf should see that a short sentence is not out of order.  No matter what we say we can not get him to change his mind so we prepare to send Gnoman, our scout, off to explore. In preparation James casts invisibility on Gnomans cat familiar while Gnoman casts it on himself using the cats magic power.  Thorn then casts Slow Poison on Gnoman and Mera casts Endure heat and Cold on him. All these spells last for at least 4 hours and the invisibility for 12.

 

Now all prepared and with a crude map, our heroic scout heads off past the door to the area the Goblins hold. We had been waiting for some hours when Gnoman reappears before us all, looking quite shaken and he tells us this tail.

 

Entering a corridor he goes left and reaches a door to what was a guardhouse, checking for traps on the door he finds none and carefully opens it. With the night sight given to him by his familiar and his Infravision Gnoman can see six goblins in a huddle and hear their voices. Seeing as they are in the middle of this long thin room he goes slowly round the wall till he reaches the exit.  As he goes he see some skeletons on the floor and notices that all the bed and other fittings have been smashed off.  Reaching the exit in the top right of the room he notices that the door has been smashed off its fittings.

 

Entering another corridor which has four turns in it, he goes carefully checking for traps, but finds none and he doesn’t fall into any. He reaches another doorway with no door and can see into a big room, what he has been told was a marketplace. It is now a camp site with a few small cooking fires, shanties and tents covering the area along with at least 12 goblins.  Slowly Gnoman moves through the crowded hall, at one point a Goblin looks round to where he is but then goes back to what it is doing. He must have been heard.

 

He takes the side exit halfway up the west wall, again the door is missing and looks into a square very high room, this should have been a feasting hall but now.  It has now sounds of dwarven parties or full of light. Now it seems to be home to another 12 goblins, all grouped around a small fire in one of the 3 heaths or playing King on the stone throne cut from the rock. Gnoman avoids the goblins and heads north a few feet to another doorway, this leads into what seems have been a room of statues however they are now all broken and 4 goblins are playing with the stone heads. Crossing slowly to the other side of the room he exits through another doorless doorway and into another short corridor with turns.

 

This short corridor leads him into another massive room with daylight coming from above where the ceiling has collapsed. Gnoman stands in shock at the sight before him. On a small pile of sliver with odd hints of gold and other things is a Red Dragon. As he stands in shock the dragon moves its head and says, in common, ‘I smell goblin no it isn’t its a Gnome, now what are you doing sneaking around here’. At this Gnoman turns and goes back the way he came to report back to us and Gari.

 

We spend the rest of the day in discussion with each other and Gari. James wants to find the roof opening and come in from that way, bypassing the goblins but eventually we decide that that would not be very easy with a dragon 150′ below us as we came down on ropes or using the Levitate spell. Gari also is not happy with any idea which requires the dwarves to attack the goblins while the dragon is still a threat. He says  it seems to him that the goblins just full back to the dragon when attacked and that is what happened to his earlier attacks. In the end we decide to do what Gnoman did with three of us, me, Thorn and James. James is also quite animated about the reward for doing this, not really thinking that freeing Ron is enough. However Thorn puts Ron first and the rest of us support him as a member of the party [otherwise our party passion would suffer]. First we decide to have a good nights rest to recover magical energy.

 

Next morning  all rested and with James having practised with Gnomans hand-crossbow and I with James’s darts, the new dragon slaying ones, we are ready to go. First we have a load of magical protection put onto us. Mera, Thorn and Gnoman cast Invisibility, Silence, Endure Heat and Barkskin on us. Silence, cast by Thorn on himself, is the shortest lasting and gives us just around 1/4 of an hour to get to the dragon, the other spells will last at least 20 minutes and up to 12 hours for invisibility.

 

Being silenced we hold hands and jog through the areas the goblins hold, following Gnomans directions from before. We quickly find that holding hands and jogging means that goblins get in the way, but with some luck we avoid all contact. It is hard to work as a group when we can not see each other or talk. Anyway after a short time we reach the corridor before the dragon and stop. once the silence has worn off James says he will go in and shoot the dragon with the red dragon slaying bolt in the hand crossbow while we wait at the door way ready to use the dart in my case or in Thorns case charge in with his mace to take the fire on his sheild. With Endure heat and Barkskin we should be able to face the first blast of fire from this dragon.

 

We enter the dragons lair and stand in awe at the shock of seeing it [luck used to pass test], as we do we all notice that the dragon is showing us its right side and its hindquarters and right wing have a burn scar where its scales have been blasted away.  It is also a young dragon rather than a massive older one. This might be easier than we thought!. James move to within 20′ of the dragon raises the small hand crossbow and fires at the dragon aiming for the damaged area. Again he is very lucky and makes the shot hitting its hindquarters.

 

The iron core red dragon slaying bolt glides past the damaged scales and into its body. The dragon opens its eyes sees James, his invisibly having fallen as he fired, and as he opens his mouth he jerks and dies. Well that wasn’t so hard after all, one shot and a dead dragon, we were lucky heroes.

 

James casts invisibly on himself and the three of us head back through the goblins, this time we do not have silence but we are in no rush either.  So we get back to the dwarven area and reappear. Gari and everyone else is overjoyed at seeing us. Gari says now we can deal with the goblins and Thorn and James join a large dwarf force to cut down the goblins who as expected fall back towards the dragon where we cut them down around its body.

 

With the job done Ron is freed to us along with his horse and gear. Gari then says that we can take the items in the dragon pile leaving all the coin and gems.  It takes some sorting but we are in no hurry and we sort out.:- 3,500sp; 550gp; coins and some gems – Amethyst; Pearl Sliver; Pearl Black; Pink Topaz

Items –

Gilded wooden mask of a Dwarf

Platinum mask of the Dwarf God Moradin

Those above the Dwarfs keep these below we get to keep.

Crystal Crescent Moon encased in Brass holy symbol of Lumiya

Sliver Buckle inlaid with fine Elfish symbols in steel

Marble figurine of a Flaming Sword set with Red Onyx, Sacred to Firinna

War Hammer [Magical]

Cape Bright Red and Gold [Magical]

Small paint box made of hard wood. Elvish symbols mark it. it contains 3 pots of paint, red, blue and yellow along with a fancy brush. Marvellous Elvin Paints the box says in Elvin [Magical]

Potions –

Bronze looking Potion.

Clear acidic smelling Potion

Clove smelling Potion

Blue Looking Potion in a faceted phial etched with geometric patterns of Fire Resistance

 

We get to take those in bold and even though we know some are magical due to casting a detect magic spell we do not yet know what all do. James also tells Gari that we are taking some parts of the dragon and James has me, Errath, cut out the heart, eyes and some skin to make hid armour for me while collecting some blood in vials the dwarfs had. He thinks that Earnest the Yellow back at Duvik Pass will want them and he wants access to his spell books again. James says, ‘well at least we now have some more idea about why so many mountain groups have been on the move, something out there caused a lighting hit to this dragon and the fort at Whitefang. That will be our next stop going to find the Censer after we have got a contract for it.’  I wonder if he is right and what can cause so much trouble.

THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 13


THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 13

EARLIER PARTS HERE

——————— Tarifel ————————-

 

Back at Tarifel, with Mera being carried back there by the Dwarfs the group rests and then Thorn and Gnoman go to see Lady Gira. They get her thanks for clearing the mine and then convince her to seek the protection of Lord Sendars of Duvik Pass. She can see the advantage of having the protection of a closer lord than the Dwarfs in the mountains. However the small council will also need to be convinced,  of 4 Dwarfs, to go under the protection of a human Lord. This will require them to convince at least 2 of them. Council – Darfoc; Glanduil; Yamroc; Hudgror. Meanwhile Mera is examined by Errath who works out that she will be in a coma for at least four days, so they have her put up at the ‘The Golden Purse’. With Mera settled and Orid sat back in the Golden Purse drinking, the rest of us meet up. Orid wants his share and agrees to a ruby and 116gold each for him and Mera.

 

We set James the job of conversing with the locals, he does this by Gambling and drinking with locals for a day. This is to find out what he can about the councillors. He finds out the following – Darfoc [does not like humans]; Glanduil [wants to be promised the leadership of the hamlet]; Yamroc [thinks its a good idea]; Hudgror [Likes Gold, responds to bribes].He also finds out that Ron left here some time back and went to nearby Gundabar. With that info Gnoman and Thorn go to see each one, to try to persuade them to sign up to joining with Lord Sendars. They go to talk with Yamroc first, he is not to tough on them but they still only manage a so-so response, so he sits on the fence for now. They then go to see Hudgror, with a bribe of 106gold, he is thankful for the gold and says that he will think about it but is minded to agree. So another fence sitter. Then its off to see Darfoc, lucky the party has no humans in it even if they are working for a human noble. After a long chat they get him to move to sitting on the fence which is better than him being opposed. Finally they go to see Glanduil, he is interested in gaining more local power and even it is suggested that Lord Sendars might want a local at Duvik Pass to keep him informed. S0 he says he will support the move.

 

So after a days work they have one council member on board and thee natural with Lady Gira in favour. With two for the others all move to accept the idea while Glanduil moves in the opposite direction and opposes the idea  So if it all goes wrong he can make a grab for control. So with the idea of being under the protection of Lord Sendars agreed Gnoman asks Lady Gira to send a messenger to Lord Sendars with the good news about and how happy she is to join up to with him. We decide to join the messenger as we have things to do back at Duviks Pass.

 

 ——————— Duvik Pass ————————-

 

Month of the Spinner Autumn

Once we get to Duvik we go and see Lord Sendars, who thanks us and gives us the 100gold for doing the job. He however is not very happy as the town and mine are now a place of fear and dread, there are strange sounds at night and ghostly images have been seen around the mine and town. Thorn says that is because although they killed Jakk entities with a strong passion or hatred can with the help of their god stay as a ghost, this is what he thinks has happened. In fact of course he knew this would happen but could do nothing about it. James points out that they need a high level cleric to rid the town of this ghost and that the nearest one would be at Greymoor city of Kasar. We then go and sell the remaining seven rubies, we manage to get 1,350 gold for them and spend part of that on six potions of extra healing which Father Samuel had. We also go to Ernst the Yellow to restock Gnoman and James’s spell components, James also buys a sling and lead shot in a bag for Mera to use rather than her throwing daggers.. During this side trip I start work on training my new boar friend, teaching it the command ‘Down’, I also wonder about getting some armour for it and finding a bigger animal I could ride.

 

We stay the night  here and then head back to Tarifel and then to Gundabar to find Ron. Before we leave in the morning James gets his three paintings from the Elf memorial framed and gives them to Father Samuel, of Hombel, to put in the temple there. He has a title added to them – believed to be from 7th Century School of Elrond Morningstar – Paintings in Oils of King Sylvanius & of General Elon “Hammer of the Drow” plus two smaller work’s from the last great period of Elvin Portrait painting recoved by the Comapny of the Rose & Hammer. [Specialist in recovery of lost Manuscrips & Art Work …….. resonable rates & Guild & Temple references on request].

 

James had found out a little about Gundabar in his working the streets, it is 5 miles E of Tarifel.

Gundabar Mines – are deep and very old. The mine runs off of a small underground hillside village.

The hillside is in the foothills of the Iron Forge Mountains, although it is rumoured that this is only a side entrance to a mountain stronghold. The mines have been abandoned for years the clan having been driven out by Goblins. However last year Chief Gari, Cleric of Moradin, brought the remains of the clan, around 60,  to reclaim their ancestral home. They have been working at this since, having to fight Goblins who had occupied it.

 

—————————— Grudabar ——————————-

 

We stop at Tarifel to pick up Orid and Mera and with pony, boar, cat and dog head to Grudabar having learnt a lot over clearing out this mine. We reach the hillside in which Grundabar sits and enter past the guards and get taken to see Cleric Gari. He says that yes Ron is here but that he has been detained for trying to steal their secret tools, he refuses any request to see Ron or free him. However he does say that if we help with a problem he would be more favourable to the situation. He tells us about how after clearing out this part of the mine they reached the Middle Gate however every patrol we have sent past there has not come back. It can’t be just Goblins back there as we are all veterans and well armed and armoured with mail and great axes.  ‘As you have two mages, two clerics and a bard along with three fighters [two of them are multi class] you have a better mix that we do and we can not afford to lose more men’ Gari says. ‘Maybe you would do a better job of dealing with whatever is there than us’ he finishes.

 

So it looks like we will have to go and sort this problem out, James is not happy with more underground work and wonders what might be there.

  1. a) Higher ranked undead like a Vampire, Lich or a Magic using & self aware Mummy.
  2. b) A Troll Shaman
  3. c) A Dragon
  4. d) A Demon/Devil

None of these sound easy to deal with, however we do have some magic weapons now and lots of magic of our own, so we will see.

THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 12


THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 12

EARLIER PARTS HERE

TARIFEL Mine

 

Back to Gnoman, the Kobolds attacking quickly reach the bear only to find that it is quicker then them and as they prepare to attack its paw swings out at one of them. However the bear misses the approaching Kobold. The four Kobolds all attack with their spears, one manages a good hit and tries to push its spear into the bear. However it does not have the strength to get past its fur. [Gnoman adapts the image to show this action.

The bear claws again, this time its might claws hit and rip a Kobolds head to pieces. The three remaining Kobolds attack with their spears again. One of them manage a good hit and this time drives its spear deep into the bears left rear leg. [again Gnoman manipulates the image

The bear, ignoring the pain of the spear [its to big for even a spear to effect], smashes its paw into one of the other kobolds smashing its head in. The one Kobold who can attacks again, but fails to get a good hit while the one with its spear in the bear tries to pull it out but is to weak to do so.

 

The bear swings its paw again, this time the Kobold tries to use its shield to block the blow. It does not save the poor Kobold who has its head hit and it falls dying. The last Kobold giving up on its stuck spear decides to run. Unfortunately the bear hits him as he turns [more manipulation of the image] and rips its left arm off. The Kobold falls to the ground dying.

 

In 10 seconds all four Kobolds have been put on the ground, seemingly dead. But as its only an illusion they will awake in a while. This however gives Gnoman the time he needs to free the remaining Dwarves. So he now has eight very weak Dwarves with him and he has done the task he was set.  Eventually this group will meet up with the others, so lets see how they are fairing.

 

James who has chased the chief continues to run after him as the chief lines himself up with the small tunnel, which they entered the mine by. This area is full of female Kobolds running around japing loudly in terror. As Tu’Tu starts to throw himself towards the tunnel entrance, James tries again to hit him. this time he does and the force of the blow knocks the chief away from the tunnel and he collapses on the ground. James goes to check on him, he wants him alive.  The chief is still breathing if only shallowly, so James speaks to the Kobold but get no reply. In his haste James used Elvish rather than Goblin. At this point James notices that Orid is now shooting at the females and shouts at him to stop, Orid shouts back ‘NO’. James decides to tie the chief up but his rough handling kills the chief, opening up the wound in his chest from the great sword. With the chief dead and being covered in its blood James decides to search the body, this will take a minute or so and so we will go to see how the others are doing.

 

Thorn eats one of his dried mushrooms, from his deity which cure fatigue, and walks after the fleeing Kobold cleric and guards. He follows the rail tracks and carefully avoids the covered acid traps. He soon finds himself in the guard room, there is just a very small fire and bedding here so he continues to follow the track into the next area. He stops to listen but there is to much noise echoing around from the rest of the mine for him to make anything else out. He moves forward carefully, until he sees, with his infravision, 3 Kobold sized figures ahead. He thinks about his options and then hefting his mace and shield into readiness he advances to fight them.

 

Thorn steps into weapon range and the Kobolds attack, the first attack is parried aside and the Kobold falls while the second Kobold, who uses his passion of hate everything to boost its attack, has its spear knocked out of its hands landing 10′ away. The Kobold Cleric who had stood behind his men steps forward into combat. Thorn, makes his passion to support the party, swings his mace to smash the Cleric. However the Kobold Cleric manages to parry with his club.

The first Kobold tries to regain his feet. The second draws its short sword, while the Cleric swings its two handed club at Thorn. He hits and Thorn fails to parry the blow however his armour takes the whole force of the blow.

The first Kobold having regain his feet stabs with his spear. However its a clumsy blow and Thorn parries it causing the Kobold to hit itself and the Cleric, lucky for them neither take any damage from the spear. The second Kobold swings its short sword at Thorn and as Thorn tried to avoid the blow he falls. As he falls the cleric hits him a blow with his club but again Thorns armour saves him.

 

The first Kobold Guard stabs at the fallen Thorn however his powerful impaling blow still can’t get past Thorns armour. The short sword of the second Kobold also hits but also can not penetrate to injure Thorn. The Cleric smashes his club down on Thorn and also fails to hurt him. Thorn tries to regain his feet but fails.

The first Kobold jabs again but this tim uses his foot to pin Thorn’s mace. The second Kobold also hits but his sword isn’t powerful enough to do any damage, and nor is the Cleric’s club blow. Thorn manages to stand through all the blows.

Thorn frees his mace from the Kobolds pinning foot.

 

The first Kobold attacks again, and his wild blow catches Thorn’s bad parry causing Thorns Mace to injure his right leg.   The second Kobold goes for a trip on Thorn but Thorn resists the manoeuvre. The Cleric smashes his club into Thorns left arm but again his armour protects him. Thorn replies with a blow to the Cleric abdomen, winding him and knocking him back a step.

The first Kobold attacks again, this time he manages a good blow and uses the blow to disarm Thorn. However has a strong grip on his mace. The second Kobold gets lucky and his blow manages to cause a scar on Thorns right arm as links of his mail are driven into his arm. Thorn bashes at the Cleric again, however the winded Cleric still managed to block the blow.

Again the spear welding Kobold attacks and this time he tries to put Thorn off balanced. However Thorn has a good footing and avoids being disadvantaged. The sword welding Kobold attacks but Thorn parries this blow.

 

The first Kobold and his Cleric are now both winded. The first Kobold attacks with his spear again but misses panting with the effort. The second Kobold misses with a wild sword slash, while the Cleric is still winded by the earlier blow so can’t attack. Thorn bashes the Cleric again with his mace, the Cleric fails in his parry and takes damage to his abdomen again.

The first Kobold misses with another stab while the more effective slashing of the second Kobold is parried by Thorn. Thorn attacks the Cleric again, misses and the Cleric parries and hits his mace hard with his club

The first Kobold attacks again this time despite Thorns parry he gets knocked to the ground again. Due to Thorn falling the second Kobold misses its attack.

 

The first Kobold stabs at Thorn again, this time getting a good impaling hit, however it still fails to penetrate Thorn’s armour. The second Kobold decides to go and find his spear as his sword is ineffective. Thorn tries to stand, but is held down.

Again the first Kobold stabs but his blow is deflected by Thorn’s parry. The second Kobold finds his spear as Thorn bashes the Cleric from the ground, regaining his feet as he does so and hitting the Cleric in the head with a light blow.

The first Kobold manages to put Thorn on the ground again, as the second one picks its spear up. Thorn regains his feet.

 

The first Kobold stabs again and again Thorn parries the blow. The second Kobold readies its spear as it moves behind Thorn. The Kobold Cleric, having recovered from being winded by Thorn’s mace, swings his club again and tries to knock Thorn to the ground but fails to. Thorn swings at the Cleric who pulls off an amazing parry.

The first Kobold a tabs again, trying to put Thorn on the ground, but he stays upright on his feet. The Cleric manages another hit which is stopped by Thorn’s armour again. Thorn attacks the Cleric again but both his attack and the Clerics parry fail to have any effect.

Again the first Kobold tries to knock Thorn to the ground but Thorn stands firm. The second Kobold attacks Thorn from behind however the good stab fails to get past his armour. It does put Thorn off his attack on the Cleric though as he misses.

 

The first Kobold is now tired the second winded and the Cleric tired, Thorn might win this yet. Both Kobold attacks fail to make any contact with Thorn who also parries the more effective Cleric’s attack. Thorn manages to get another good hit on the Cleric, who fails his parry, this time hitting the chest knocking him back 6′ and stunning him.

Both Kobolds miss again  as Thorn turns to face and attack the Kobold behind him, his blow is parried by the Kobolds shield.

The first Kobold attacks again, this time at Thorns side, this time managing to impale his spear into Thorns right leg. This makes Thorn miss his attack on Kobold two.

 

First Kobold tries to pull the spear out of Thorn but is just not strong enough. The second Kobold gets a good attack but Thorn manages to parry, despite the spear in his leg. Thorn then swings his mace at Kobold two, who blocks it with his shield.

The first Kobold manages to pull its spear free of Thorns right leg causing a serious wound. However Thorn manages to stay rooted upright. The second Kobold stabs at Thorn and although Thorn manages a parry he also falls to the ground. Thorn attacks the second Kobold from the ground, but a wonderful parry ends up blinding Thorn as the shield catches his eyes.

The first Kobold attacks again but is finding it hard to be very effective. Thorn attacks even though blinded and but again misses.

 

Fist Kobold rams his spear into Thorns chest, Thorn is starting to look like he will lose this fight. The second Kobold hits Thorn in his right arm but fails to get through Thorns armour.

Kobold one tries to pull his spear out but fails, Kobold two attacks and sticks his spear into Thorns right arm. However Thorn is again saved by his armour. Thorn attacks the second Kobold again but his wild blow misses.

Kobold one fails to pull the spear out of Thorns chest while Kobold two uses its spear to trip Thorn. Thorn manages to regain his feet.

 

With all three Kobolds now weary, they attack again. Kobold two manages to get its spear past Thorn’s weak parry and finds a gap in Thorns armour and thrusts the spear into Thorns left leg. This is the end for Thorn who passes out.

 

Thorn is captured and the Kobold Cleric thinks he has a bargaining chip.

 

Some time later.

Gnoman turns up with eight dwarfs and four Kobolds, who have recovered from fighting the bear, into the area where James is just about managed to stop Orid’s killing spree. Orid has managed to shoot down five female Kobolds. James’s search of the chief turned up nothing of interest.  The females in the area have been joined by the four fleeing Kobolds and James and Orid clam them all down and leave them guarded by the Dwarfs. They then go to find Thorn.

 

They soon come across the Kobold’s and James talks in Goblin to the Cleric. The Cleric wants to be able to go free with what’s left of the clan and their treasure. James wants Thorn back but doesn’t like giving up all the treasure. As they argue over the Rubies which both groups want, Orid points out to James that the box the treasure is in is a Dwarven box and will quite likely have a secret bottom. So James changes track a bit and they agree that Crom will become leader of the clan who will then leave the mines, they can take all the coins plus an extra 12 gold ones but leave the box and the rubies. There turns out to be 9 rubies after they have sorted it all out. Gnoman checks the box out for traps and then unlocks the hidden panel, the bottom drops down and inside they can see six small crossbow bolts and two darts. Orid looks at them and reds the symbols on them. The bolts are for a hand crossbow and Gnoman says they are metal core armour penetrating ones. There are two red, two blue and two black ones and Orid says that the symbols say that they are for slaying dragons of that colour. The two darts are red or blue and seem to also be of dragon slaying. A interesting find. we wonder how long they have been in the old box. James thinks about their value.

 

Thorn is in a bad way so I, Errath, carefully remove the spear from his body and then let him drink from my potion of healing, which restores his wounded body. With Thorn on his feet he cats cure minor wounds onto James who has multiple wounds, they then get the freed dwarfs to go and get the ones outside to come in and take over the mine. This also allows Crom and the Cleric time to organise the tribe and leave. With all this done we head back to Tarifel and a short rest or so we hope.

 

Can we convince Lady Grida to allow Tarifel to become part of Lord Sendars holdings?

Where will we find that Ron has gone?

 

THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 11


THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 11

EARLIER PARTS HERE

TARIFEL

Gnoman heads deeper into the mine following the rail tracks heading right,  towards where Crom said the prisoners are being held. The next large cave he comes to he sees has six Kobolds 4 warriors and 2 female’s in it. Two of the warriors seem to be asleep on the ground while the other two and the females seem to be talking to each other. None of them is paying much attention to anything else. So Gnoman quietly moves along the wall and past them, he can just make out the sound of fighting from back the way he has come. Eventually the tracks branch again going left and right, as Gnoman remembers that  Crom said that Dwarfs were being held in both direction so Gnoman goes right. This mine area has eight beings in it and after looking carefully, he is relying on his infravision as their is no light here, Gnoman works out four Dwarfs, chained together, and four Kobolds tormenting them with their spear buts. Gnoman tries to cast a Lesser Illusion of a bear to scare them, the first 3 tries fail and just as the Kobolds hear his voice he manages the illusion.  ‘What’s that!’, the Kobolds yap or at least that what we assume the said. They turn and see the bear and then run for their lives.  With the guards gone Gnoman speaks to the Dwarfs and tells them to stay quite while he frees them. They are chained together by their legs, Gnoman sees that the chains are locked in place with a lock. He gets to work and with some luck finds that the locks are old, rusty and all the same so he only takes a minute to free them all. He tells them that he will hold one of their arms and lead them, they are to stop when he lets go and wait. The very tired and worn Dwarfs pick up their picks and follow. Gnoman leads them towards the other cavern and stops them just before he can see into it. He moves into the last cavern, a large slightly sloping down area. This area holds another six Dwarfs and four Kobolds. Again the Dwarfs are chained together and the Kobolds are annoying the weak looking Dwarfs. He goes with his bear illusion again and gets it off at the second attempt.  The Kobolds see it and shout, ‘A bear’ in Kobold and move to attack it.

 

There we leave Gnoman and move back to the story of the rest of the group, I am still casting upon the boar and so its just James, Thorn, Orid and Mera who are standing near the fires surrounded by dead and dying Kobolds while the females run in different directions Japing loudly.  James eats a apple piece, one of the ones given to them by Hombel, to restore his fatigue levels. The others pick up shields and catch their breath as they form up to face the new threat.

 

Within a few moments four Kobold guards, wearing mail arnour, run into infravision sight followed by a boar, all seem to be charging at the group.

Mera responds the fastest and moves behind the rest and starts to cast Barkskin. The Kobolds move next and run closer with spears levelled. Thorn gets ready and puts his shield into a passive blocking position. The boar then runs at him and past, Thorn parries with his shield to deflect the tusks from hitting him. He succeeds and the boar charges past him. James moves to follow the boar assuming that his two handed sword is the best weapon to deal with it. Orid also prepares his sword and shield.

Mera finishes her Barkskin and changes target to cast onto James to help him against the Boar. The four Kobolds charge into Thorn and Orid they either fail to get a good hit or it fails to have any effect. At the same time two more Kobolds appear insight behind the others. Unknown to us a invisible Pseudo-dragon attacks Mera, hitting her in the right arm with its stinger. Thorn bashes at a Kobold with his mace but is parried, while James continues to follow the boar who reaching the rubble at the end of the cave slows to a halt.

Mera starts to cast Barkskin again, to help Orid.

 

Mera casts her spell onto Orid boosting his armour by toughening his skin. Two Kobolds attack Orid neither getting past his defence. The other two attack Thorn one missing while the other manages to trip him up, as he falls Thorn manages to spring back to his feet. Mera takes a sting in her chest and can feel the poison travelling into her body. The boar turns and looks at James, who moves up to sword reach of it. Orid manages to trip one of the attacking Kobolds as part of his attack.

Mera starts to cast Barkskin on herself to try to avoid more stings. One Kobold staands, while the other three attack but fail to have any effect on Thorn or Orid. Thorn bashes with his mace but misses, the Kobold tries to parry, which turns the miss into a hit in his head which has no effect. The boar attacks James trying to close past his sword, James in trying to stop it ends up injuring his own left leg with his sword. James then swings his sword and pulls back from the boar.

Mera casts the spell and is now protected by her tough skin, The Kobolds attack Thorn and Orid again tripping Thorn, however both of them now have enough armour plus their shields to make being harmed unlikely. James swings at the boar again this time chopping into its forward left leg.

 

Mera waits to see what will happen as the Kobolds attack again. Two attack Orid and trip him to the ground again. Two attack Thorn, who is on the ground, with no effect, while Mera sees one of the following Kobolds get a scroll out. Thorn tries to regain his feet, but fails to do so with the Kobolds using their spears to hold him down. The boar looks at James and falls to the ground bleeding. James knowing how determined boar can be decides to finish it off with a blow to the head. The blow does not quite sever the head but the boar is now dying. Orid tries to regain his feet and also fails to with the Kobolds spears in the way.

Mera prepares a dagger to throw at the Kobold cleric as she now realises the one with the scroll is. The under chief and the other is the big chief. The four Kobolds continue to attack Thorn and Orid but their hits can not get past their armour. Thorn tries to stand but still fails to be able to get to his feet, he is finding it hard to pull his body and armour off the floor with spears japing at him. James starts to move towards the fight now that the boar is dealt with.  Orid tries to get to his feet again and fails being hit in the head for his troubles, through the spear can not get past his armoured helm.

Mera throws her dagger at the Kobold cleric and although she hits it bounces off his scale armour. The Kobold cleric uses his scroll of Produce Fire and a small fire appears in his hands. Thorn tries to stand again but still is struggling to do so.

 

Mera falls to the ground, comatose, as the Kobolds attack Thorn and Orid again. they get one hit on Thorns head but again his helm saves him. The cleric lobs his flame, landing it between Thorn and Orid, however he had not quite gotr the idea of the spell and it bursts into flame in the area not effecting those near by. The cleric realises he need to target a object or person rather than an area. Thorns and Orid both fail to regain there feet, again the spears push against them. James moves towards the Kobold chief and trash talks in Goblin at him, trying to get him to attack him.

The Kobold cleric lobs fire at James in response to his trash talk, however the bursting flames have no effect on him or his clothes. While he is distracted by the fire attack the pseudo-dragon also attacks but failing a very good attack it can not get past James’s armour.  The four Kobolds attack Thorn and Orid but fail again to manage any injuries on them. James moves to help Thorn.

The cleric lobs fire at James again,  but again the fire has no effect on him mainly due to the extra protection of the Barkskin. Thorn shouts ‘For the Party’ and pushes himself to his feet.

 

The Kobolds attack Orid and Thorn again, one gets a good attack in one Thorn who parries with his mace and nearly has it damaged when the Kobold turns its attack onto the mace. The cleric throws at James again and again gets no effect. Thorn misses with his counter attack and James hits the other Kobold attacking Thorn it its head giving it a minor wound as its parry misses. Orid stands as the Kobolds are distracted.

The cleric throws fire again but misses and hits one of his guards in the back, lucky for the Kobold its mail is just enough to stop the flames. Two Kobolds attack Orid and knock his to the ground again, another one attacks Thorn who parries the blow. Thorn manages to bash his mace through a Kobolds defences and injures its chest. James attacks the other Kobold who parries and manages to get James sword stuck into his shield so pinning it.  Orid gets back to his feet jet again.

The cleric hits James again with fire and burns his chest, while the guards attack Orid with no effect and Thorn tripping the poor dwarf yet again. The other Kobold attacks James but can not get passed his defence. Thorn gets back to his feet while James fails to free his sword from the shield.

 

The Cleric throws fire at James again but hits the Kobold fighting James who then flees, having had enough. Two Kobolds attack Orid but both are getting tired now and miss as does the one fighting Thorn. Mind you are side are starting to feel the pace of combat as well. Thorn swings his mace again at the Kobold but also fails to make a good contact.  James with no engaging Kobold quickly pulls his sword free of the shield, while Orid fails in his attacks as well.

The cleric gets a very good hit on James with his fire, which burns his adbomen. The two Kobolds attacking Orid fail yet again to do anything to him as does the one attacking Thorn. The chief having moved up behind James, while he was engaged, tries to trip him up but James keeps his feet. Thorn gets a good hit in with his mace but the Kobold parries it deftly. James attacks the chief, but the chief puts his shield in the way stopping most of the blow and his armour stops the rest. Orid still on the ground, is finding it hard to regain his feet still.

Flame busts on James again as the cleric hits him in the back, burning his left arm this time. James is lucky he has that barkskin as that plus his normal armour is just about keeping him protected from the flames each time. The Kobold attacking Torn hits his head but Thorns helm is enough to stop the blow, while the two stabbing at the fallen Orid fail to get a hit which will get through his armour or shield. The chief gets a blow in at James who blocks it with his sword, James’s counter misses the short Kobold.

 

The Kobolds are now panting hard after many seconds of hard combat. The cleric misses James with his flame attack, while the chief finds his spear snapped in half as he attacks and James blocks with a cutting blow to his spear.  Thorn hits a Kobold in the right arm stunning the arm, while James swings at the chief who gets a lucky parry stopping most of the damage getting to his armour.

The clerics fire misses James, while the Kobold facing Orid runs and the other two attack Thorn but fail to have any effect. The chief disengages and runs from James and James starts to run after him.

The cleric throws fire at James again and starts to back away, however although he hits James defences protect him from the flames. Thorn get past the parry of one of the two Kobolds facing hi m and kills it.

James being faster has caught the chief and swings, missing as its hard to fight while running. The chief shouts in Goblin I surrender.

 

With only one Kobold facing Orid and Thorn it is quickly killed by them as James goes into one of his lets just be mean periods and continues to chase the chief determined to kill him, so Crom can become chief of what’s left of the tribe.