'They came out from the Dalelands,
guided by fate, seeking destiny
on a journey from the mists of legend
toward an uncertain end.
One a child of the green.
Half-elven, silent-stepped,
A forest friend, a pathfinder,
his is to show the way, to guide along paths unseen.
The Wayfarer, both poet and warrior,
Noble-souled, silver-tounged.
Bearing harp and sword, a coat of stars,
their song to sing fair when received at journey's end...'
-Introduction to the 'Song of the Wayfarer'
as told by Thomasin the Bard
It was spring, and that meant rain. So much rain that the roads were nearly impassable. The merchant caravans, hauling their goods between Cormyr and the Moonsea, were forced to put up until the rain stopped. Their misfortune, however, was good news for the Old Skull Inn, nestled alongside the Northride in the town of Shadowdale.
The Inn was crowded, so the three wanderers found themselves staying busy in exchange for their being allowed to sleep amongst the goods in the storeroom. Thomasin and Leif worked in the kitchen, fetching goods from the storeroom and peeling potatoes, while Chance filled in as an extra serving wench (of which she was not pleased. The crowd was good, but a edging towards rowdy, so Jaele, the innkeeper, called upon Thomasin to get his harp and try his hand at entertaining the lot. Eager to please, Thomasin passed his peeling knife off to Leif and strolled out into the common room, the lyrics of a heroic poem about Korga, the river pirate, and the Knights of Myth Drannor gently rolling off his tongue.
As Chance wove in and out of the entranced crowd, she caught wind of a local farm, named Luth, exclaiming how he had discovered an entrance to the Underdark on his property! Apparently, the heavy rains had caused an underground chamber to collapse, resulting in a sinkhole that had revealed a passageway. Luth had told the local guard, and they had promised to look into it - in the morning. Chance passed the info onto the Leif and Thomasin; despite the rain, they decided to sneak out after closing and start their adventuring career.
After a short walk and a rummage in Luth's shed for supplies, the group assembled at the lip of the sinkhole. Lowering a rope, they each climbed down to investigate. It was indeed a chamber, though now completely filled with mud. A doorway was evident, partially buried by the collapsed wall. Using Luth's borrowed shovels, the party managed to clear enough mud and debris away to gain access to the corridor beyond. They found themselves waist deep in cold, muddy water in what looked to be a former storeroom of some type. Moving deeper into the complex, they climbed a short rise to find a massive cave. Thomasin gasped when he saw the secret that the cave held: a large, rotting riverboat was moored to a submerged dock. The name on the prow declared the vessel to be the Gar, the long lost riverboat of the legendary pirate Korga.
Crossing over to the ship, the party fought off a small nest of giant rats that had taken up residence. After a quick search, they found the boat to be all but destroyed; only the captain's cabin was relatively intact. Inside, they found a skeleton draped across a large chest. Breaking the rusty lock, they opened the chest to find a leather bound book entitled The Log of the Gar. Inside, a journal documented the travels of Korga, but suddenly switched to a spidery, unreadable language. The book also contained a quill pen, fashioned with silver and set with a black onyx, and a water-logged map of Korga's cave, revealing a second set of rooms on the north side of the lagoon. Thomasin carefully wrapped the book and quill into his pack, and the three exited the Gar.
Along the north wall, they found a door that had been blocked by a cave-in long ago. Using Luth's shovels, it didn't take long before the top of the door was cleared away and the old, rotten planks broken through. Scrambling inside, the party found themselves in a partially collapsed chamber, filled with mud, water, and the burned remains of timbers. Charred skeletons were stilled propped against the door, apparently trapped when the wall collapsed on the outside. Suddenly, the room grew cold and was illuminated by a strange, blue light. Turning, the party saw a ghostly figure, brandishing a sword, emerge from a partially-blocked passage. Frozen with fear, the group could do nothing but stand and watch as the figure seemed to do battle with some unseen foe. As the scene escalated, the light suddenly turned red, and the figure was knocked back into a room beyond. Hastily following, the party witnessed the end of the battle scene as it was played out: the figure, gravely wounded, struggled to raise his sword before apparently being stabbed in the chest and collapsing in a heap. As the figure "died", the light faded, and the group again found themselves alone in the darkness.
Lighting a lantern, Leif and Thomasin began searching the room where the figure had collapsed. Right away, they discovered an old skeleton buried in the mud, his sword buried nearby. Thomasin took up the rusty blade, and Leif picked up an unusual curiosity - an invisible pendant that the skeleton wore around its neck. Not finding anything else, the group started to back-trace the phantom's steps, and began clearing a path to the north.
The debris-filled passage soon opened into a strangely decorated chamber. Strange, unreadable writing covered the earthen walls, and small pieces of splintered wood were pressed upright into the floor, arranged in orderly rows that proceeded down a hall to the right. Following the hall, the party made a shocking discovery: a giant, seemingly hand built clay statue of a dragon dominated the far wall. Directly in front of it was a large pile of tangled, charred bones. The rows of splinters led right up to the pile, and the crumbling statue leered over all. The same strange writing covered these walls as well. Growing more and more uneasy, Thomasin led the group back the way they came, and the continued exploring to the north.
The chamber to the north turned out to be no less grisly than the others; there, a skeleton was crucified on a large, makeshift frame. The victim's ribs were crushed inward, and the entire north wall was heavily fire-damaged. Referring back to the map, they found that only one room to the east remained. Eager to discover some clue as to the events that had transpired long ago, the party headed east.
The final room of the pirate complex was almost completely submerged. The floor had almost completely washed away, dividing the entry from a small corner of dry ground to the north. On this corner, illuminated by a strange red glow, was a small pile of coins and jewels. Sitting atop, like a king upon his throne, was a skeleton in a silver coat of mail. Getting across turned out to be more difficult than first imagined, however, for a monstrous crystal ooze had made this room its lair. Leif and Thomasin were almost nearly overcome before they could again gain the shore. Then, Leif dangerously offered himself as bait as Thomasin made a dash for the far shore. Eventually, the beast left in search of easier prey, and the treasure pile was reached.
The party wasted no time in gathering up the loot, for fear that the ooze would return and trap them in the room. As Chance filled her pouches with gold and jewelry, and Thomasin had started to remove the mail coat from the skeleton when he noticed the skull's silver teeth. Recalling the songs of Korga of the Silver Grin, he identified the remains as those of the long lost river pirate. Unlike the other bodies, Korga's was intact, and it still clutched a curved, strangely colored dagger. Leif removed the blade from the bony grip and tucked it into his belt. Thomasin also discovered the source of the red light - a short wand, one end of which burned with a non- consuming red flame that gave no heat. Gathering up their treasure the party made its way back out by the glow of the red torch. They had found no clues as to the fate of Korga and his band, but their treasure more than made up for the mystery.
Posted by Terrepin at 05:05 PM on January 29, 2005 | Comments (17)
After discovering the lost hideout of the legendary Korga, the three explorers returned to Shadowdale to revel in their newfound fame. The rains had stopped, and the festival of Greengrass was held, but soon things started to return to normal. Then, one morning, Chance was gone, her room at the Old Skull empty. Despite Thomasin's fears, the young thief only took her share of the recovered treasure.
Leif, however, almost failed to notice Chance's disappearance. He mostly kept to his room, and did not participate in the festivals or the nightly entertainment that the Old Skull offered. Thomasin attributed his friends reclusiveness as being a result of being around so many people; Leif, more accustomed to the quiet of the forests, was often uncomfortable in crowds. But when Thomasin caught Leif sleepwalking, his hand extended into the fire of the hearth, he began to worry - especially about the way that Leif clutched the curved dagger to his chest, much the same way that they had found it with the skeleton of Korga. Thomasin turned to the Log of the Gar, desperately seeking answers to the many mysteries that were unfolding.
* * *
It was a loud night in the Old Skull, and the only thing that Finster wanted to do was forget. Forget about his silly idea - his stupid idea - to make money by pretending to be a sage in Shadowdale. For Shadowdale's most famous resident and sage, Elminster, had seemingly taken it upon himself to help Finster's business. Despite all of the young mage's best efforts, a small sign stubbornly pointed at Finster's door, proclaiming him to be the one and only Elminster. At first, the business was good, but soon the full burden of impersonating a sage of great renown began to wear down on Finster. Time after time he tried to destroy the unwelcome signpost, but time after time it appeared again - pointing right to Finster's door. So here, in the local tavern, Finster tried to use wine to come to terms with his identity crisis.
When the door opened and the cloaked patron entered, Finster barely noticed. When the patron removed her hood and made her way to his table, Finster barely noticed. When she started to speak, introducing herself as Auriga, a follower of Tymora, Finster barely noticed. When he picked up his wine and threw it on him...Finster noticed. He did not understand, but he noticed. In a few short minutes, Auriga had wrested Finster's problem out of him, and, in even fewer, shorter minutes, she had decided to take it upon herself to fix them.
Meanwhile, Leif had decided that the dagger he now held, along with the dreams he was having, needed to be investigated. He left his room, and went downstairs to talk to Jaele. The innkeeper admitted knowing nothing of arcane ways, but suggested, half-jokingly, that Leif could always ask Elminster, the local sage. Desperately in need of answers, Leif left the Old Skull, turning towards Elminster's tower. Having overheard the conversation, Auriga, eager to confront the old sage about her new friend's dilemma, hurried after. Finster decided that he'd had enough wine (or at least enough company), and started to head home.
Elminster's Tower gave up none of its secrets, but Leif and Auriga were not to be disuadded. Leif marched right up to the tower's door and planted himself on the front stoop, waiting for the Sage to let him in. Auriga took a more vocal approach; she began demanding that Elminster remove the cursed sign from in front of Finster's home, and that it was not Finster's fault that Elminster was directly across the street. Finster, meanwhile, swung his way drunkenly home, trying his best not to allow his head to split open with Auriga's proclamations. When he approached his door, however, he noticed that the sign was gone - along with his house. Elminster had taken care of the problem.
* * *
Morning came, and Leif awoke to find Elminster's butler, Leaho, standing over him with a broom. Over breakfast, Leaho explained that the Sage was currently out on other business, but the answers that Leif sought could prehaps be found with Eudora, a venerable diviner who lived alone in the woods south of the village. Thanking his host for the information and hospitality, Leif headed back to the Old Skull to get Thomasin. Entering the taproom, he found the bard already awake, and in polite conversation with Auriga. Finster was there as well, eagerly eavedropping on a farmer who had claimed to have seen a mysterious cottage which had appeared in the middle of his field. Leif explained about Eudora, and Thomasin voiced his support. Auriga, somewhat uninvited, offered to accompany the adventurers to "bring them some luck." Finally, Finster volunteered to show them the way, because he had nothing else better to do.
After supplying themselves in town, and discovering that Finster's house was destined to wander thr Realms with or without an occupant, the party set out. They followed the road for most of the day, then turned west along a forest trail until nightfall. They set up camp, and had just begun to drift off, when the sounds of howling wolves broke the night's silence. Thomasin had barely enough time to rouse the others before they were set upon by strange wolves - dark, shadowy beasts which came out of the night to attack with savage ferocity. Finster threw a sleep spell, but the shadow wolves were not effected, and only Thomasin's sword and Leif's dagger seemed to have any effect. When the battle was over, the wolves were all dead, leaving no remains except for dark, shadowy stains upon the forrest floor. Thomasin had suffered a bite to his thigh, but Auriga quickly treated him.
The next morning, the party set out again, travelling through the forest all day until finally coming across a modest homestead just after nightfall. The cottage was small, with a thatched roof and a large garden out front. Behind the cottage, a stone tower rose up amongst the trees. Leif approached the door to inquire of the inhabitants. Before he could knock, though, the door opened, and a wizened, nut-brown old woman with wild white hair stared him down. As her gaze rolled across the assembled group, she let out a snort.
"You're early"...
Posted by Terrepin at 05:06 PM on January 29, 2005 | Comments (30)
The party soon found themselves comfortably seated inside the crone's cottage, admiring the furnishings as the old woman - Eudora - prepared dinner in the kitchen. While waiting, the door opened and a giant of a man entered the cottage; the newcomer, a wood giant by the name of Ash Hallowbark, introduced himself and casually reclined in front of the fire with the Company. Movement near the endtable heralded the introduction of Sprig, a chameleon-like wood dragon with a taste for fruit. Eudora brought dinner, and after everyone ate their fill, the evening turned towards questions. Eudora examined the party's newly acquired mysterious items. She explained the magic behind the glowing wand, and the armor that Thomasin wore. But when it came to the dagger that Leif carried, Eudora got up and led them outside to the stone tower out back.
Inside the tower, the Company gaped at a massive wooden loom which filled the hollow interior. Threads of a thousand colors rolled out from massive spools that wove together - seemingly of their own accord - into a brilliant, unfinished tapestry. Eudora explained that this was the Weave, the magical incarnation of the mystic Pattern, by which all things are shown. Eudora showed the party the Threads that represented their own lives, explaining that they were "Tah'vai'ryn", or "guiding threads", and that they pulled the pattern into their own making. Thus, the destiny of this age would be dependant upon their deeds.
Soon, the party turned in, having been shown to their rooms by their hostess. Their sleep was broken, however, when a loud knock sounded at Eudora's front door. Investigating, they found that a local woodsman stood upon the stoop, but there was something odd about him. Eudora warned them not to open the door, and then left to secure the tower. Not being ones for following good advice, the party - accompanied by Ash - snuck out the back and around to the front to observe the midnight visitor. Suddenly, a familiar howl pierced the gloom, and one of the "shadow wolves" from the previous evening was spotted. Upon attempting to re-enter the cottage from the way they left, the party was set upon by more of the dark beasts. They fought hard, driving the wolves back, until suddenly they found themselves facing the other member's of the woodsman's family - except that they were dark, empty shells of their former selves. Obviously, something had drained the souls from their bodies, then sent those bodies into battle...
Having regained the cottage, Thomasin, Leif, and Ash fought their way to the tower, calling for Eudora. Upon breaking down the door, they found the woodsman's two sons admist the wreckage of the Loom. As they watched, the sons hurled a burning torch into the remains of the Weave - and in horror as the flames engulfed the tower. Fleeing back to the cottage, Thomasin and Leif went to gather their belongings. As Leif entered his room, a tall shadow loomed over him. A massive axe cut through the air, barely missing the ranger. As they fought, Thomasin entered, brandishing the glowing wand. The red light spilled out, illuminating the shadows and driving the shadowman back, long enough for the two to escape. Reuniting with their comrades at the edge of the forest, the party turned to watch Eudora's cottage engulfed in flames.
Posted by Terrepin at 05:07 PM on January 29, 2005 | Comments (17)
The party fled Eudora's, the mysterious shadow-wolves in close pursuit. Escaping into the forest, the party came upon an empty homestead. Holing up inside, the party sought refuge from the night's attacks. But the house wasn't completely empty, for a wood spirit guarded it for the family that once lived there. Once the party detailed the fate of the family, the spirit was disheartened, but he allowed them to remain undisturbed throughout the night. The next morning, they found their packs filled with rations and supplies, and a map laid out, showing a forest path to the nearest human settlement - a small hamlet named "Terryn's Ferry".
It took all day to cross the forest, and the party reached the outskirts of Terryn's Ferry towards nightfall. Ash stayed behind at the edge of the forest, and the others went to secure a room at the local inn. After retiring to their rooms, they fell into a fitful, nightmare filled sleep. It was then that Finster decided to attempt to gain the dagger from Leif in hopes of unlocking its secrets. There was a struggle, but in the end Thomasin claimed the dagger - to protect it, he claimed. As the party stood assembled, the sound of howling wolves shrieked out of the forest. Gathering their equipment, the raced outside to the stables.
Moving across the stableyard in the dark, the party was set upon by large, shaggy humanoid beasts. As they fought their way into the stables, Thomasin lost the dagger. Instantly, everyone descended on the blade, trying to wrest it from each other. Leif recovered it, and they fled out onto the main road, where they were set upon by more humanoids. Battling their way desperately, the party managed to reach the ferry on the shore of the river. As they pushed off into the water, the beasts leapt after them, but soon the currents caught them up and swept them across. Suddenly, Ash bounded out of the wood, and dove into the river, swimming with his massive arms to catch up with the raft. Soon, the raft landed on the far side, and the party exited, seemingly free of danger. But they were wrong, because the shadowman was there, waiting for them. He did not attack, but instead simply raised his red eyes - and Thomasin collapsed. The bard's wound - suffered in the woods just days earlier - had spread to a massive dark patch that nearly covered his upper leg. The shadowman demanded the dagger in exchange for Thomasin's life, but Leif did not back down. Promising that they would meet again, the shadowman disappeared into the darkness...
Posted by Terrepin at 05:08 PM on January 29, 2005 | Comments (16)
Wounded and desperate, the party considered its next move. It was obvious that Thomasin's brief possession of the Dagger had aggravated the shadow wound to the point where his life was now in jeopardy. Leif was sinking farther and farther into his own possessive seclusion, constantly gripping the Dagger's hilt and watching for any who would dare try to take it from him again.. Things were looking bleak.
But then Ash suggested a course of action. He spoke of an ancient place, deep within the woods to the west called the Spiderhaunt, that had once contained great magics. If the party could reach this place, called the Elder's Grove, then Thomasin might be healed. It was decided, so the party broke camp and headed west towards the distant forest.
Travelling for nearly two days, the group approached the dark forest at the base of the western mountain range. Just outside of the trees, however, they cam across a strange band: several colorful wagons housed a group of wandering gypsies, called the Seekers. Their leader, a man named Ekel, offered the hospitality of their camp on the one condition that all weapons be left outside, for the Seekers had sworn an oath of non-violence. Everyone, eager for companionship and a hot meal, eagerly concurred - except for Leif. The ranger refused to give up the Dagger, so thus spent the night alone away from the campfires.
The Seekers listened in earnest to the tale spun by Thomasin and the others, and gladly provided the travelers with extra supplies and provisions. A feast in their honor was held, and, for the first time in a long while, the party had a peaceful night of sleep. The next morning, the Seekers packed up and headed out, setting their sights on the Shadow Gap and the lands of Cormyr, beyond. Everyone said their farewells, but not before Ekel produced a small bundle, claiming it was from Eudora. Opening the string-tied parchment, Thomasin found a map without names, showing a forest and mountain range in extreme detail. A large red circle had been drawn around a lone mountain peak near the forest's edge, and a cryptic inscription was written in the margin:
Seek El'Al'Halen beyond the Evermir for his knowledge of arcane magicks. - E
A message was also discovered on the back of the map. It read:
When Selune shines upon Watcher's Reach, then the Evermir will be revealed to those of the blood.
Posted by Terrepin at 05:08 PM on January 29, 2005 | Comments (17)
Following Ash's lead, the party headed into the Spiderhaunt Woods. Quickly, the trees closed in above them, giving way to a grey world of shadows and oppression. Guided by a distant feeling only he could sense, Ash lead the party towards the Grove. Above their heads, the branches were wrapped in a gossamer shroud, giving the forest its namesake. No animals or creatures were evident; the forest seemed dead.
Soon, the path rose sharply and opened into a large clearing. Filling the clearing, however, were thousands of swaying web strands, slowly blowing in the breeze. Webs covered the forest floor, and wrapped themselves into a dome high above the party's heads. Hesitantly, the party advanced into the clearing, approaching a mysterious shape in the middle of the grove. Suddenly, the webs seemingly sprang to life, wrapping themselves around the party's limbs and bodies. Leif found himself pulled high into the air, Thomasin dragged across the grove. As Finster fired off spells, and Ash battled for freedom, the grove was suddenly crawling with giant spiders, descending from the canopy towards their prey. Leif cut himself free, plummeting to the floor, only to crash through into a concealed undercavern; there, lying in wait, were two gigantic spiders. The party fought hard against the grove and its inhabitants; while Leif brandished the Dagger against the massive arachnids, Thomasin found himself engaged against a humanoid creature which thrived among the webs. After an incredible battle, the party struggled their way clear of the grove, retreating into the forest.
But they were not alone. Ahead of them on the path, standing defiantly, was a small girl, no more than twelve years of age. She was dressed in a simple green shift, and was only armed with an oaken branch. With a voice powerful beyond her apparent years, she demanded to know the party's intentions within her forest. Leif tried to explain their quest, but she seemed to have no regard for the concerns of the outside world. Not until Ash stepped forward, addressing her as "noble daughter", did she show any interest. When Ash asked for her help in finding the Elder Grove, she simply nodded and turned, leading down a new path.
Posted by Terrepin at 05:10 PM on January 29, 2005 | Comments (17)
The young woman guided the Company through the dense woods for several hours before bringing them into a clearing. There, the woman and her sisters - calling themselves the Daughters - revealed their desperate need - one of their kind had been captured by an evil force in the forest. This same force, which the woman called the "tainted ones", was responsible for poisoning the forest's heart. Unless the party agreed to rescue their sister and cleanse the woods, the magic power of the Grove would be denied to Thomasin. Seeing no alternative, and with Thomasin's time growing short, the Company agreed.
Following the Daughter's directions, the party quickly found the web-shrouded heart of the forest. Climbing into a large cyst like structure, the party found a chamber filled with web cocoons. Moving beyond, the party entered a large chamber, dominated by a large pit that contained a massive web. Here, they were attacked by a black-armored warrior, who quickly disappeared after striking from behind. The attack, however, summoned the attention of a humongous spider which laired at the bottom of the pit. Through a desperate coordinated effort, the party managed to destroy the spider and heal the blight at the heart of the forest. But before they could escape, the party was attacked by the drider priestess which inhabited the temple. Auriga was captured, but Thomasin and Leif managed to rescue her. During the battle, Leif stabbed at the drider with the Wyrmfang, and it was wrenched from his grasp. As he fought to reclaim it, he and the drider were sent plummetting to the forest floor. When Thomasin managed to climb down to his friend, he found the drider had escaped, leaving Leif with the Wyrmfang plunged deep into his chest; however, upon drawing the blade from Leif's chest, the ranger came back to life with a sharp gasp. Leaving the horrors of the Spider Temple behind them, the party returned to the grove.
Back at the Grove, the Company rested and celebrated their victory. Thomasin was taken into the Elder grove and healed of his wound. Ash revealed gifts that he had created, including a bow for Leif and a harp for Thomasin. The daughters were also able to shed light upon Eudora's message, and provided directions to the small mountain called Watcher's reach.
Posted by Terrepin at 05:11 PM on January 29, 2005 | Comments (18)
Exiting the Spiderhaunt on its west side, the company found themselves blocked by the impassable Desertmouth Mountains. Following the map, they soon found themselves at the base of a tall, thin spire. As night began to fall, the party began their ascent. About halfway up, they were stopped by three apparitions that appeared out of the night. The ghosts claimed to be the lost spirits of elven warriors who died long ago trying to defend the Reach from invaders. Because of their failure to light a magical signal and thus warn their homeland of the assault, their spirits still haunted their last battlefield. They refused to allow anyone to climb to the top. In exchange for their allowance of passage, the party agreed to help the elven warriors find redemption. Leif, Thomasin, and Auriga all relived the elven warriors last days, as seen through their eyes, and wee able to change the course of history by manageing to light the warning signal. When they came to, the three found themselves atop Watcher's Reach, complete with the memories and abilities of the elven warriors remembered within their minds and bodies.
As the moon rose above the Reach, it's light reflected off a distant source, high within the Desertmouth Mountains. The location was marked upon Eudora's map, and a trail was identified. The company left the Reach and headed west in the morning.
Posted by Terrepin at 05:12 PM on January 29, 2005 | Comments (0)
The trail into and through the Desertmouth Mountains proved to be easier than expected. The Company travelled for three days in relative peace, all the while gradually winding their way higher and more or less west. It was looking to be a pleasant journey when they discovered their first warning sign - a high pole, decorated with human skulls and bones in the center of the path. Ominously, a black crow sat perched on the marker, cawing out the message it carried - "death to trespassers". Moving through the narrow canyon, the party found more markers lining the path, until at last they saw a high wooden wall, strectching from one canyon wall to the other, barring the path. A heavy closed gate hung in the center of the barrier, and more skulls and spears decorated its top. Instead of cautiously approaching, however, the party was shocked when Auriga, having fought depression since her near-death in the Spiderhaunt, suddenly ran forward to investigate the door. Before anyone could shout a warning, a deep, spike lined pit opened and swallowed the young priestess. Thomasin and Leif retreived her body, and laid her to rest beneath a cairn of stone.
Pressing on, the Company discovered an abandoned village beyond the gate. It was unclear, but the remnants of a battle indicated that the inhabitants - most likely non-humans - had fought bravely but in vain. Suddenly, overhead, a large winged form appeared - a dragon. The beast made several passes over the valley before dropping in to the attack. Ash and Thomasin ran for a nearby cave, but Leif, possessed by the power of the dagger, stood his ground and actually issued a challenge - in the beast's own tongue - back at the dragon. Only via Thomasin's quick intervention was Leif spared a grisly death as the dragon, enraged, bombarded the ranger with its acidic breath weapon. Fleeing the destruction outside, Thomasin, Leif, and Ash moved deeper into the tunnels...
Posted by Terrepin at 05:12 PM on January 29, 2005 | Comments (0)
After they were relatively sure the dragon had gone, the party began to search for a way out, for the beast had caused the tunnel entrance to collapse. Wandering through the maze like warrens, they unexpectatedly came across a deep chamber, furnished in expensive carpets and pillows. There, to everyone's surprise, was their former companion Chance, being held captive by a hunchbacked, one-eyed orc shaman. A quick fight and her captor was vanquished.
Continuing through the passages, Chance and the party came to a huge underground cavern. Far below, a river could be heard raging into the depths. The band followed a narrow ledge until they reached a waterfall which originated from high above. Scaling the threachorous wet stone, the Company found themselves on the shore of an underground river. They followed the shoreline upstream until they came to a large cavern, sunlight from high above glittering off a dark central pool. Attempting to scale the cavern walls proved dangerous as the pools single occupant - a huge, bloated abomination of tentacles and teeth - lashed out in attack. Only through their combined efforts did the party manage to slay the beast and escape from the caverns, finding themselves high in the Desertmouth. In the near distance, standing like a lone sentinel, was the mountain peak holding the Evermir.
Posted by Terrepin at 05:13 PM on January 29, 2005 | Comments (0)
When the party awoke, they found that Chance had gone. Once again the young thief had decided to head out on her own. It took most of the day to descend down to where they could cross over to the mountain of their destination. Crossing a high land bridge, chasms falling away on both sides, the Company entered a narrow canyon. At the end of the canyon, two huge stautes flanked the entrance to a large crater-like area. Beyond the stautes, the basin of a long-dried lake filled the bowl canyon. With the exception of some scrub bushes and the ever-watchful statues, the canyon was empty.
The party made camp, and went to sleep. Sometime during the night, though, Leif and Thomasin awoke to find the dry basin filled with a shimmering lake. A boat - the Gar - slid across the water to the shore, allowing the two to board. As the boat sailed towards a distant island of lights, it was suddenly attacked from above by a creature, enveloped in darkness, that rained its fiery breath down upon the craft. Thomasin and Leif jumped for their lives into the dark waters of the lake below...
* * *
Thomasin came to in a vision of the forest that housed the Grove -except that the forest was burning, nearly destroyed. An unknown Daughter, red haired and angry, accused him of not protecting the Grove. Before he could answer, though, Thomasin found himself surrounded by shadow wolves. He fought them back, and managed to defeat their black armored leader, but still fell into unconsciousness from the fatal wounds he had received...
Leif surfaced in an underground cave, resembling the cave in which the Wyrmfang was discovered. Suddenly, from the darkness, a horrible beast erupted from the ground - it resembled a dragon, but its ragged flesh barely clung to its decaying bones. Leif scrambled out of the hole and up to what appeared to be the ruins of an ancient city. As the beast came after him, Leif pulled a silver spear from a crumbling statue and plunged it deep into the beast's heart. As the dragon writhed in its death throes, it tore at Leif, savagely wounding him...
* * *
...and then he awoke. He and Thomasin found themselves in a lush garden, a fountain sraying water into the air from a nearby pool. A white robed gardener stood nearby, a pleasant smile on his old face. "Welcome," he said "to Myth Ruidorr."
Posted by Terrepin at 05:14 PM on January 29, 2005 | Comments (0)
As the morning sun began its journey across the sky, the gardiner led the two amazed visitors through his garden. When they inquired, he confirmed that he was indeed El'Al'Halen, and that he was the caretaker of Myth Ruidorr. He explained about the "mythal" that protected and hid the city from those who were not invited into its walls, and about the visions bestowed upon them by the Evermir.
After recovering from their surprise, Leif and Thomasin settled in beside the fountain with El'Al'Halen and brrought forth their questions. The sage seemed to know much of their stories already, but he listened patiently until they were finished. Then, with the sun approaching its zenith, he began the tale of the Wyrmfang...
He told of an ancient land, long lost to the desert sands. From this land came a great evil, born of an unholy pact between a dragon and the forces of darkness. As this evil descended upon the younger lands, riding the tide of its foul army, the races of elf, dwarf, and man set aside their differences and stood together to face down this threat. A great battle ensued at the edge of the mountains, and the army of darkness was turned aside by the combined might of the elven magic, dwarven iron, and human determination. But before victory was complete, the dragon Gor-Mal'Goroth emerged from the back of his forces, and threatened to destroy the allied army. Black fire bellow forth from the dark beast's maw, engulfing the land and the defenders that were trapped within it. All seemed lost, until suddenly the inferno stopped. Standing before the great dragon, apparently unaffected by the flames, was an old man in white robes. Behind him, floating off the ground, stood a large, iron-bound chest, its lid open. Meeting the horrible dragon's gaze, the old man reached into the chest and pulled forth a large hourglass, bound in gold. Gor-Mal'Goroth hesitated, for it seemed that he recognized the device, but before the beast could act the old man replaced the glass in the chest and closed the lid. Instantly, the chest vanished, and the dragon bellowed its rage.
But while the dragon was distracted by the old man and the glass, the leader of the human tribes, a warrior named Tahrken, crept forward until he was in striking distance. As the dragon reared back, roaring in rage, the warrior let fly his elven spear. The shaft pierced the neck of the terrible beast, dealing it a fatal blow. But Gor-Mal'Goroth did not die quickly, for the dark power that consumed him fought against death. Tahrken paid for his victory with his life, as the great beast crushed him in its death throes. Black fire engulfed the dragon, burning it from the inside-out, until only a charred skeleton remained.
Though victorious, the allied armies were solemn, for their win had cost them dearly. But the leaders of the races realized that strength in cooperation, and promised to work and live together in peaceful relations from then on. To mark this promise, a symbol was commissioned. The dwarf Rolm, a master forger, fashioned a dagger from one of the teeth of the great dragon's skull. He joined the fang-blade to a portion of Tahrken's ironwood spear, and capped the pommell off with a blood-red ruby that had been embedded in Gor-Mal'Goroth's hide. He tempered the new blade in the same black fire that had scoured the land. He called the blade Jarel'Sur, which in the ancient language meant "Wyrmfang" or "Dragon's Tooth". He presented the dagger to the leaders of the three races, who in turn presented it to Tahrken's son and heir in honor of his father's sacrifice and valor.
From there, explained El'Al'Halen, the dagger's history is lost. All that is known is that the descendants of Tahrken's army who settled in what they named Tahrkendale were also suddenly lost to the world. El'Al'Halen spoke of how he believed that a small part of Gor-Mal'Goroth's essence remained within the blade. Somehow, Leif's interactions with the dagger had made him vulnerable to its influence, and only a powerful healing could free him from the bond. El'Al'Halen directed the two to travel into the civilized lands of Cormyr and seek help from the priestesses of the Sah'Mystra there. As the sun began to set, Thomasin and Leif fell into a deep sleep, dreaming about the revelations imparted to them.
The next morning, they awoke on the shores of the Evermir. Though the lake was gone, they found small gifts left for them upon the sands. Thomasin, Leif, and Ash each received a fine, grey cloak of elven make, and Thomasin and Leif received a small crystal vial containing a few drops from the Evermir's wonderous waters. Ash received a gift of three small silver acorns that he seemed to treasure. As the group was packing up their belongings to begin the long trek back through the mountains, they suddenly found themselves in a great shadow. Looking up, they saw a dark winged form perched high upon a rock, silhouetted against the morning sun. The form opened its great toothy mouth and let out a friendly greeting, as well as an apology for trying to kill them the other day. With a shock, they realized that it was the same dragon that had attacked them in the orcish camp. The beast introduced himself as Brightwing, and made an offer to transport them - at El'Al'Halen's request - into Cormyr.
Posted by Terrepin at 05:15 PM on January 29, 2005 | Comments (0)
Astride the dragon Brightwing, Thomasin, Leif, and Ash speed across the top of the world, bypassing the Desertmouth Peaks and heading towards Cormyr. As they flew, Brightwing talked incessantly about his fascination with humans and their political games. Suddenly, though, the conversation came to a halt as below them, concealed in the mountains above Cormyr, a huge army of humanoids was massing. Too late to go unnoticed, Brightwing tried to outdistance them, but several winged draughks rose in pursuit. Unable to reach the safety of the Thunder Peaks, Brightwing landed heavily atop an ancient dwarven outpost calle Hightower. As his passengers slid off his back and ontop the battlements, Brightwing turned the attack against the draughks, biding the small party time to escape.
As the dragon fought outside, Thomasin, Leif, and Ash retreated down the long spiral staircase to the ground level of Hightower. There, deep within the mountain canyon called the "Shadow's Gap", the party found themselves surrounded by the advance scouts of the darkling army. Suddenly, a trumpet sounded, and the canyon shook with the echoes of iron-shod hooves. A host of knights in gleaming armor rode up, an emblem of a Purple Dragon emblazoned upon their flapping battle-standard. The knights routed the darklings, driving them underground in retreat, then turned to the three adventurers. The lead knight introduced himself as Traven, and ordered the party to accompany him back to Tilverton, for their own protection. Just then, a young woman in blue robes rode up, introducing herself as Gwenyth, of the Sah'Mystra - a sect of preistess devoted to the goddess of magic. She declared the party to be wards of the Chapterhouse in Arabel, and declared her intentions of delivering them there. Confused, but exhausted, Trevin ordered the whole lat back to Tilverton for the Regent to pass judgement on.
Posted by Terrepin at 05:16 PM on January 29, 2005 | Comments (0)
Falling in with the Purple Dragons, the party headed south towards Tilverton. After the first night, Trevin ordered a halt, and the knights set up camp. Thomasin and Leif, finally getting a moment to speak with the knight's captain, told Trevin about the Wyrmfang dagger and the army marshalling on the borders. The knight listened, and eventually grew concerned as the tale was unfolded. He asked to see the Wyrmfang dagger as proof, but whn Leif went to retreive it from his pack he found that it was missing. Someone in the camp had learned of the dagger's whereabouts and had beaten Leif back to his gear. Just then, almost as if signalled, the alarm rose up - shadow wolves were attacking the encampment. As Trevin rallied the knights, Thomasin warned the captain about the wolves' deadly bite.
Following the trail of the thief, Leif came to a part of the camp used to house the fallen warriors from the previous battle in the Gap. Searchiong through the white tents, Leif and Thomasin eventually discovered the culprit - a creature called a "face dancer" who had disguised itself as one of Trevin's commanders. The two fought the shapeshifter as it tried to escape with the Wyrmfang dagger. Finally, Trevin and the knights arrived - to find two images of Thomasin staring back at them. Both claimed to be the real bard, but then one of them grabbed the dagger - and threw it to Leif. As the half-elf caught the artifact, crossbow bolts pierced the imposter, killing the thief and ending the threat - for the mean time.
Posted by Terrepin at 05:17 PM on January 29, 2005 | Comments (0)
The next morning after the attack, the party and the Purple Dragons rode into the walled city of Tilverton. Initially a trading outpost, Tilverton had grown into a military base when Cormyr had extended its reach into the north several years ago. Now, however, the normally sparse city on the edge of the frontier was filled practically to the brim with refugees from the nearby countryside who had all been rounded up "for their own protection." Among the refugees were Ekel and the Seekers, much to the delight of Thomasin and Ash.
Inside, the party was put up at the Flagon Held High Inn until they were to appear before the Regent later that evening. There, they made the acquaintence of Brandon Butterburr, a rowdy halfling with a taste for over-indulgence. When the city guards arrived to escort the party to the Regent's chamber, Brandon slipped along for the ride. In the Regent's newly-finished manor, the party was brought before a council of the city's rulers. While they, with Gwenyth and Trevin, presented their stories, something strange started to happen...a bluish light began to glow from a point in the air above the audience chamber. Suddenly, the light expanded, and a small group of battered warriors, along with a small but defiant priestess, emerged, having transported from a distant battlefield. As the portal started to close, however, two massive two-headed giants emerged, forcing the portal open again. The party and the guards took up arms against the giants and the draughks which came through, eventually buying the priestess enough time to close the portal shut. The priestess revealed herself to be Moiraine, lady of the Sah'Mystra, and the warriors who she returned with were the personal bodyguards of Captain Laertes of the Purple Dragons. The captain had fallen to some strange, black beast that left a wound of stained darkness...Thomasin and Leif exchanged knowing looks, and offered their help and knowledge.
Posted by Terrepin at 05:17 PM on January 29, 2005 | Comments (0)
Over the next couple of days, the party rested as the powers of Tilverton decided their next course of action. Another attempt for the dagger was made, this time by an invisible creature summoned to attack Leif in his chambers; with Thomasin's and Brandon's help, the beast was vanquished. It was then decided to try and break Leif's bond with the Wyrmfang so that he could be free of its influence and it could no longer feed and grow off of him. Moiraine began to prepare for a ceremony which would take place later that night in the large Temple of Gond.
Nightfall, however, brought the army of huanoids to the doorstep of Tlverton. As the darklings surrounded the city, just out of bow range, their leader - the Shadowman who had hunted Leif and Thomasin these past long weeks - called for the surrender of the Dagger. Meanwhile, the party gathered in the Temple as Moiraine began the spell of separation. Suddenly, outside, the alarm went up, as orc raiders had somehow managed to penetrate the inner defenses of the city. The Purple Dragons, led by Trevin's squire Matrim, defended the Temple as the spell was worked. But then a red portal began to open inside the Temple, and Moiraine had to strain to keep it closed and maintain the spell separating Leif from the Wyrmfang. Thomasin, Brandon, and Gwenyth ran outside, and the novice of the Sah'Mystra used her magic to determine that the red portals - which were how the orcs were entering the city - were originating from within the tower of the War Wizard Ishram, the one council member who had advocated surrendering the Wyrmfang to spare the city.
As an unnatural storm raged above Tilverton, the party raced through the battle-filled streets to the wizard's tower. There, they were stopped by Ishram's personal guard, who refused them entrance. A distraction from inside (caused by Brandon), sent the guards up the stairs to check on their master, and they fell victim to a firetrap that the Aes Saidarr wizard had placed on his outer chambers. Picking their way through the debris, the party set off more traps before finally confronting the wizard atop his own tower, where he was channeling his magic to bringing the orcs inside the walls. A battle was fought, and Ishram eventually fell to his death.
Back at the Temple, Isram's magic failed, and Moiraine continued her spell. While Leif battled nightmare enemies in a dream-like state, the priestess managed to drive the evil of the Wyrmfang out of Leif and back into the blade. The preists of Gond then stepped up, and sealed the dagger away in a block of iron, where none could get to it. As the iron cooled and Leif awoke, a cry sounded from the battlements - the army outside the walls was attacking.
Posted by Terrepin at 05:18 PM on January 29, 2005 | Comments (133)
As the darkling horde threw themselves at the city walls, the party split up to try and assist. Thomasin and Ash went to help the Seekers, whose wagons were under attack. Brandon headed to get a good view off the battlements, and Leif struggled to regain his bearings after his ordeal with the separation. Outside, the Shadowman - sensing that Ishram's gambit had failed - was determined to recover the Wyrmfang at any costs.
After pulling Ekel's daughter from a burning wagon, Thomasin called magic into the vial of the Evermir that he held. Green fire surrounded him, and he found himself invisible to the darkling army. Slipping over the ruined walls, the young bard made his way towards the Shadowman... Meanwhile, the Purple Dragons were being outnumbered, but a retreat back into the city was cut off as orcs sabotagued the gate workings. Brandon, spying the problem, scaled the gears and mechanisms inside the gatehouse and managed to release the lock, allowing the gates to open ant the wounded men to fall back to safety. At the same time, Leif, responding to an inner call, began making his way to the top of the flametower in the Temple of Gond.
Reaching the Shadowman, Thomasin drew his heron-bladed sword and issued a challenge. As the army of humanoids surged about them, the bard and his grey-skinned nemesis did battle. Overwhelmed by the Shadowman's attack, Thomasin almost faultered, until at last, in desparation, he "called out" to the woodlands and the Evermir...Green fire licked his sword blade, and Thomasin brought down the killing blow on his enemy. As the Shadowman's great black axe fell from his grasp, the army below them surged in anger - finally free of the Shadowman's dark influence, they began raging against everything in sight - including the weakened city. Trevin rallied his troops for another assault, and they rode out to meet Death in battle. Eventually, the captain found Thomasin admist the chaos, and they stood in final defense of the city.
But then, from high above in the flame tower, Leif cast his vial of the Evermir into the flames, and summoned aid. The storm broke overhead, and onto the battlefield rode a host of ghostly warriors - elven Revered Ones, led by Avallone, Haleth, and Gwindor - the three elven spirits released from their mortal bondage by the party back on Watcher's Reach. The Revered Ones made short work of the humanoids, killing many and driving even more back into their underground lairs. The city was saved, and the Wyrmfang was sealed away. The Battle of Light and Shadow came to an end, and with it, so did the First Book of the Wyrmfang Chronicles.
Posted by Terrepin at 05:19 PM on January 29, 2005 | Comments (0)
