Taihun

Korath Discoveries pt. 9
New Arrivals

Lorawyn and Adrik sit and discuss things in the grove after Adrik’s extended 3 hours in the Walk. Emerging with a bushier beard, broader shoulders and a permanent furrow in his brow, the Dwarf flicks his wrist slightly and out from the underbrush pads a happy, healthy, but ever-ready looking wolf. No longer a mere cub, after 18 months the canine is a young adult, almost fully grown. It has healed completely, and appears completely loyal to Adrik.

The Elders in the Druid Circle inform them of the mission they told Theodore about, and that should they feel inclined to help him they can. A woman in Bersault-on-the-Sea is being haunted by her late husband, and the mission is to help the husband move on, as is naturally meant to happen.

Theodore and Ero head to the Korathi Monolith they came through initially to return the Myconid children immediately. On their way, they pass Talison who is returning to Korath. They reach the Monolith, Theodore presses his hands to the Monolith and tenses his abs as though trying to shunt his diaphragm through his chest. This crude, tiring shortcut is the way he was taught to channel the Feyweave. Crude, but effective. With no particular visible fanfare, the portal becomes active again. Pressing his hands forward, Theodore manages to enter the refreshing portal in the Monolith and emerge at the other side. Ero follows. Upon emerging, the small Myconids leap from Ero’s satchel and dash towards the only two other Myconids left. They all rush to the Monolith and go through a portal in another facet. Before the last adult leaves, they stop and turn, the familiar leather-stretching sound accompanying their movements. In their minds, Theodore and Ero get a thankful sensation, and they seem to just know, fully and completely without doubt, that they have reunited a family; they also know that they are now completely alone in the ancient ruin…

Back in the Diadic Juniper, Darrin and Glauphin, still disguised as Geran, sit and discuss briefly the party. One name that comes up is Adrik! Geran reveals that the small clay tiles that Adrik picked up a few times in the Citadel of Uril were magical artefacts that reduce fatigue and make one feel enervated. Geran suggests that getting their hands on one of those and using it would make his restraints more bearable without having to loosen them and present a risk to Darrin of having to explain things, plus it means Geran isn’t looking uncomfortable if a stranger was to pass by and make enquiries. Especially since, as Geran confirms, he is currently stuck the way he is.

As Talison approaches the solid oak door, he sees a stranger darken its doorway. Entering the tavern, a stranger with pale, grey skin and dark hair, highlighted by a glint of hardened black horn. His tail swishes behind him as the door closes. Pressing on, Talison opens the door and sees this stranger approach the bar. Despite hearing tales, he had never before met a Tiefling. Talison then notices Erik’s face. It drops quickly and his shifts slowly, seemingly ready to leap to his feet. It seems something is the matter. He looks to Darrin, and sees that it takes a moment, but he also takes note of the Tiefling and gets a flash of worry momentarily on him. Talison reasures himself that this can’t be prejudiced against this man; they’re not the type of people to hold to such backwater behaviours.

A moment comes and goes, as does another. The tension hangs in the air, and as Talison slowly makes his way towards Darrin and Geran, he realises why: this Tiefling recognises Geran, and while he’s sitting nonchalantly at the bar of the tavern, Geran whispers to his two Half-Elven captors: “This could be a problem…”

What do you do?

Nix, make an Intelligence (History) check with Advantage (Gidye and nearby materials give you the advantage).

Talison +15XP
Nix +15XP
Darrin +15XP
Lorawyn +10XP
Adrik +15XP
Ero +15XP
Theodore +20XP
Ezrah +5XP

View
The Open Choice pt. 4
Tuhril's Return

As they first awaken, a brief discussion takes place about Zadkiel’s transformation. Since it was his first day on the planet, he has no idea how he behaves in that state. Precautions are explored for the following evening…

The party hurriedly begins to pack up the camp, the approaching stranger adding stress to a situation that had calmed down for the most part. Lorrias, however, hears Gemscale mutter something about it being a stone giant… ‘A giant?’ Lorrias thinks to himself; it was a giant’s symbol he was looking for in the ancient temple of Ish’ad. Perhaps this being could help in some way, direct him to another source of this ancient writing. Perhaps now, Lorrias can get closer to his goal.

Before he even realises, Lorrias is walking out from the stoney outcroppings and raising his hand in a hail. “Hello there!” He squints slightly at the cool sun near the horizon in front of him. “I am not from around here – may I and my friends bother you with a few questions?”

The giant speaks in a matter-of-fact fashion, with careful and deliberate pronunciation. While Common is not his first language, he seems to want to be clear in everything he says. “I am Tuhril. You are not. We are talking.”

Tuhril slows Lorrias’ rapid-fire questioning, and they discuss briefly the Serpent’s Spine, the mountain range that separates the living world from the lands of the dead. Tuhril stops the conversation, impressing that he has an urgent task. He is looking for a green dragon. Could he mean HexFang? Lorrias suggests that he say a green dragon at Hadrukk, and asks what Tuhril’s business is with this dragon.
“The green dragon I seek is in danger. I have met this green dragon. I want to see this green dragon again, and speak to her. I will travel again now. I am walking to Hargijk. I will return to Hyxhuathil after I walk to Hargijk.” He looks to the air, distracted by the forraging birds for a moment. “I am happy to have met Lorrias Wyrmhaven, Elven Wizard who seeks knowledge of the Serpent’s Spine. I want you to be safe. I want your friends to be safe. I am walking now.” And he begins to walk away down the road.

What do you do?

Hexfang +15XP
Gemscale +15XP
Zadkiel +15XP
Aar +15XP
Lorrias +15XP

View
Korath Discoveries pt. 8
The Roads Ahead

Talison and Darrin awaken the following morning, their prisoner still bound. Talison heads off in search of a weaponsmith, hoping to hunt down a ready-made Dragon Slaying blade. Alas, his hunt for information lends the following insight: there are lots of smiths in Korath. Instead of any of the others, he heads for the smith he is told only makes things for the King and Queen. Upon reaching the place, it turns out the smith only makes things for the King and Queen, and he is turned away. Not before seeing his workshop, however.
Instead of a usual coal-powered furnace, billows, a chimney flue, and other normal accoutrement, this Dwarven smith to the Royals had what looked to be two bathtubs, one semi-transparent and filled with an odd liquid, several metal rods and some copper coils, the other covered, glowing with heat from within, and with an odd brace wrapped around the sides. How odd these Dwarves are, Talison thought. He then asked around, and discovered where Nix was, and headed straight there.

Darrin and Glauphin, still disguised as Geran the Elven Prince, discuss what their plans are. Glauphin relates how an old rival, Dargyntad, is said to be moving south. He claims Dargyntad will want Glauphin only, and so by leaving Enon he can ensure the safety of all those in the region from Dargyntad’s wrath. However, Glaurung, being the leader of the dragons in the south, won’t let Glauphin leave, and doesn’t care about mortal casualties. Despite having no plan, Glauphin wants to raise an army so that he might defeat Glaurung and regain his freedom, saving the south from certain doom at the hands of an evil dragon.

Lorawyn and Adrik take the “Walk in the Wilds”, the hyperbolic time dialation region in th glade that allows them to train for 24 hours, including rest, with only an hour passing in the world around them. The emerge refreshed, and more keen and ready to progress. Adrik rubs his arms as he emerges, suddenly realising the extent of his new abilities: despite losing his connection to the Feyweave, the mark it left on him and the spiritual strength it gave him allows him to tap into a primal force within. He can call upon a primal rage, and totemic powers of nature that stem from his own spirit. Without a connection to the ‘Weave, Adrik finds he is still a force to be reckoned with. His tiny canine friend, having spent the time in the “Walk” with him, has also grown stronger, healing a day’s worth in an hour. Thinking more on this, Adrik takes another, longer “Walk in the Wilds”, seeking to heal his companion further.

Theodore speaks to the Myconid chief in the glade, and learn more of his people and the smaller ones Ero is in possession of. As well as learning the De’Vaine slur for divine folk, he learns that a woman in the south, in Bersualt-on-the-sea, is in need of help; her husband’s spirit lingers and needs moving on to the afterlife. Being fully informed of the method used to travel between the Monoliths, he leaves the glade to find Ero. Together, they must return the Myconid children to Uril.

Ero, however, is looking for Simon. Sat in the tavern of the Diadic Juniper, Simon appears to have not stirred since the early hours. In fact, it seems he fell asleep at the table. Erik can be seen balancing a dagger on his open palm in the corner, nursing a heavy breakfast of eggs, shellfish and root vegetables.

Nix and Gidye travel to Gidye’s study in the morning, and begin sharing information. Talison enters, a little breathlessly. Bowing to each in turn, he greets them. “Your majesty,” he bows to Gidye. “Your majesty,” he bows to Nix. “The last thing I want to do is interrupt, but once you have a second we should talk.” Nix nods.

What do you do?

Talison +20XP
Nix +10XP
Darrin +15XP
Lorawyn +10XP
Adrik +15XP
Ero +10XP
Theodore +15XP

View
Korath Discoveries pt. 7
Mornings

The door before Lorawyn opens similarly to the one in Uril; the stone peels back like a flower opening once she exposes a magical flame to it. Within, Lorawyn, Adrik and Theodore see a green-blue glowing stone path, the walls and ceiling looking completely unlike the carefully carved and polished Korathi stonework they’ve seen so far. This has a natural erosion feel to it. A warm blast of air hits and trickles of water fall down the walls from somewhere, and disappear into the rocks below as if being drunk by it.

The path winds a short way, and then ends in thick branches covered in leaves as thick as an axehead and wide as five handspans. They move out of the way on the approach of the party, the near-tropical moist air a far cry from the cool stoney air of Korath.
Ahead, beyond the leaves, is a circle of trees, beyond which are more trees. A dim pale glow filters through the canopy, the light in the grove augmented by small glowing insects, a few small crystalline lanterns and a campfire in the middle. The flames echo oddly in the grove, each snap of a spark met with an near-instant silencing of the grove; the sound slowly coming back up to previous levels. All manner of sounds can be heard, from waterfalls to insect chatter to birdsong to mammal growls.

Four humanoids and a mushroomoid person stand around the fire, hooded in robes, softly glowing tattoos radiating oranges, greens and purples beneath their sleeves.
One of the humanoids, a Human, begins speaking. “Welcome back.” He spots Adrik, squints at him to work out something, and then his face falls sadly. “Adrik. You have my sympathies. A loss of your magnitude must be a great burden.”
Another, an Elf, also expresses their condolences. “At the very least, your sacrifice saved the life of not just your new companion, but also every one of your friends. You should embrace your passion. I sense a strong future in you.”

They ask questions about the quest. Eventually, the mushroomoid’s presence is made known and clear: He is a member of the order and sent his own circle to protect the Artefact centuries ago. Because the circles don’t interact for the most part, they were unaware. Theodore learns that they are Myconids, and can communicate telepathically using spores, but only when they deem it necessary. This Myconid Druid tells Theodore that the three young ones Ero has must be returned, adding that “The De’Vaine Filth should not have touched them at all!”
It turns out the upper echelons of the Druid Order have taken exception to the presence of Aasimars, claiming them to be disruptive to the natural flow, and the term De’Vaine is a way to describe the Divine without ascribing the vernacular connotations.

Simon sits in the Diadic Juniper tavern and Inn, with the gold for the party set out in pouches before him. There is gold for Kaila, Nix, Bennet, Darrin, Adrik and Lorawyn, as well as three other pouches set out for Korik, Talison and Jila. It appears Ero and Theodore have not received payment at all due to Simon’s lack of funds, and their late joining. Jila, however, turns in his payment and offers for it to be split between the others.

Nix retires as early as she can, the early hour beginning to weigh on her. Darrin, Geran and Talison enter and utilise their room as early as convenient, Darrin and Geran sharing a bed so the Elfblood magician can keep a close eye on the “Elf Prince”. Ero stays up a while, conversing with the despondent Simon. He feels a failure for not finding treasure to pay the party, and feels responsible for the coming conflict despite his vision. Describing it to Ero, Simon shares that his vision showed a coming evil from the West, and that the Citadel would be instrumental. Simon assumed the treasure within would power a defence against the coming evil. Ero tries to comfort Simon by pointing out that since the Taihun sent Simon there, at that time, and they also sent Ero there, at that time, there must be a connection. Inviting Simon back to the Citadel with him, Ero outlines his plan to return home. Perhaps, in the journey back, further details of the part Simon has to play will be uncovered.

What do you do?

The following morning you can do various things.
A Charisma (Investigation/Persuasion) check (your choice) will uncover where to find services you might want.

Spending the next 24 hours in research and training will unlock any new abilities from levelling up. (Remember new spell slots, Hit Points, etc. come naturally anyway without training) New spell levels can be unlocked from a long rest, and so no further training is needed.

Approaching Erik in the Inn will allow you to get mounts and carts for travel anywhere. You can also receive free trail rations for 15 days.

Nix and Ero have access to a Dwarven map of the area, but Talison and Jila are not permitted to see them due to their affiliations with an Elven power. It shows that besides Korath, there are several military installations with permanent reserves of troops spread across the region, including one fairly close to the Uril Citadel, which explains how the Dwarves can get troops there so quickly.

It is assumed the Druids either slept in the Grove, or left to go to the Inn. You can correct this if you wish.

Talison +10XP
Nix +10XP
Darrin +10XP
Lorawyn +15XP
Adrik +15XP
Ero +15XP
Theodore +15XP

View
The Open Choice pt. 3
The Next Horizon

Reacting quickly, the Dragons lower Zadkiel to the ground as his horns and tail stretch and grow, replacing his once beautiful, angelic features with those of a horned devil, a fiend from the abyssal pits. Landing firmly, Lorrias wastes no time and charges towards the crawling, agony-ridden form of Zadkiel as he holds a hand out towards the Elf, either in warning or begging for help. Lorrias reaches into his component pouch, rummages for a moment, and then pulls out a small handful of powder.

Thinking back to his training, the long years of quiet study, he recalls the mental process needed for this spell. Having to picture certain symbols, remember certain smells and sensations in order to get his mind thinking in the right way to get the right connection to the magical forces of the universe takes decades of firm dedication and concentration. Standing with one foot forward, like a sprinter taking to his mark, Lorrias holds the sand firmly in his closed palm and runs through his mind excercises at lightning speed. He feels the power rise within him, from his feet to his head, and a charge from him powers the sand. Opening his hand slowly, he blows hard and the sand blasts from his hand all around. At once, the demon beast before him blinks and collapses onto the ground.

The power Lorrias felt dissipates in moments, and he feels slightly weakened. He must rest before he can use much more of his power.

HexFang and Gemscale discuss camping strategy, and disagree on whether or not to light a fire or not. Edible rations are consumed by Aar and Lorrias, with Gemscale also eating from his own pack. Checking over their eggs, the pair of Dragons manage to learn little. HexFang tries to find water and food nearby, but the barren landscape offers little beyond a few berries. No nearby lakes or waterways seem evident without travelling for an hour.

Dawn breaks the following day. Zadkiel, looking more like his old self, awakens groggily along with Lorrias and Aar, the latter having stayed up a little to sketch. A few forraging birds scout about overhead, and a low growling sound seems to be coming from the deep pit beside the small camp. Tiny clods of dirt still shoot up from it occassionally, disappearing into the sky.

In the distance, to the North, a tall silhouette can be seen slowly making their way along the road, warily looking about and seemingly unable to spot the camping party as they pack up behind the large stones near the pit.

What do you do?

Hexfang +15XP
Gemscale +15XP
Zadkiel +20XP
Aar +15XP
Lorrias +15XP

View
Korath Discoveries pt. 6
Sunderring Discussions

Gidye and Trillhelm have both stormed out of the feating hall, having broken into an argument over Gidye’s joining Nix’s journey to the Monolith in the south. Nix leaps to her feet and chases after Trillhelm, apologising and offering him a ledger from the Citadel of Uril. Gidye’s penchant for reading materials, and her research, would be appeased by such a gift. Trillhelm stares at the text for a while, then takes it, darting his eyes up to Nix’s for a flash. “… Thank you.” He then starts down the stairs after Gidye. Entering the hall again, she sees it is now empty apart from Jila, Erik, Bennet, Korik and Ero. Erik makes his excuses and leaves for the Inn that was offered as lodging.

Meanwhile, Theodore, Lorawyn and Adrik discuss their next move and settle on reporting to the Druid Order. Adrik knows of an accessway to the glade from the city, and so the trio set off along the same path Ero and company travelled along to get to Korath. Emerging from the tunnel after an hour, Adrik leads them through streets filled with chatter and people moving back and forth. Despite the early hour, it is still very active. After another mile and a half of wide streets and at least a hundred polite and friendly greetings, eventually they arrive at a small free-standing building in the middle of a street intersection. Near the edge of the city, this small home simply has a wooden door leading to a single room, the flor of which is the entrance to a descending tunnel path. Walking down, the lights of the city quickly vanish and instead personal lighting, or trust in Adrik’s vision in the dark, lead the team to the end. A short, 5-foot tall and wide round stone slab sits as a plug, the rest of the walls around having “Fires of the Earth stoke passions from the Flames” written around it in Druidic. Adrik has never opened this door on his own before, but the people he has seen open his tend to use their Feyweave connection to emit jets of flame from their hands and touch the stone, which then opens it.

Talison and Darrin interview Geran, now understood to be Glauphin, the Gold Dragon that is commanded by Glaurung, a terrible Dragon tauted by Glauphin to be cruel, capricious and dangerous. Seeking to overthrow him, Glauphin wants help to accomplish this. Seemingly remorseful, but too proud to admit it, he asks to be taken to the Inn for a good rest and so they can begin their journey. His plan is to rally nearby kingdoms that oppose Glaurung to help in their cause.

What do you do?

Talison +15XP
Nix +15XP
Darrin +15XP
Lorawyn +10XP
Adrik +10XP
Ero +15XP
Theodore +10XP

View
The Open Choice pt. 2
Midnight Special

Flying south for a few miles and then turning North-East, the Dragons attempt to throw the Kobolds off the track. Despite being let go, they were told by both Jumjik and Taytay that the Kobolds would soon pursue.

The last time HexFang and Gemscale were here, they left in a hurry with a wounded woman, and the tower collapsed into the ground. Flying nearer, as the sun begins to set on the horizon, they see the pit in the ground where the tower once stood. As they approach within a few hundred feet of it, the lack of cover revealing that it is safe for a fair distance around, Zadkiel begins to convulse. The sun disappears completely over the horizon to the south.

What do you do?

Zadkiel is changing now.

Hexfang +10XP
Gemscale +10XP
Zadkiel +10XP
Aar +10XP
Lorrias +10XP

View
The Open Choice
The Options...

Leaving Taytay and the Kobold city of Hadrukk behind, HexFang and Gemscale share the weight of carrying Zadkiel, Lorrias and Aar up and out of the ruined temple walls. Carrying the eggs in their packs, the party soars over the valley, past the crater that brought Zadkiel into the picture. As they approach the edge of the valley, thoughts begin to swirl.

What should they do now? They have Dragon eggs, now. Do they care for them? How long do they take to incubate? How do they incubate them? What kind of dragons are they? Will their families want them back? How did the Kobolds get them?

On top of that, Lorrias is further from the symbol he wanted. Where else can he go to learn about ancient Giants and their knowledge that he seeks? Are there any descendants to talk to? Would these Dragons know anything?

Aar will need to land and make notes on his adventure today, lest the knowledge leave him. And perhaps a long, well-deserved rest after that harrowing misadventure. And what of this “crater-man”, Zadkiel? What’s his story? Why did the Dragons grab him? What did Taytay want with his blood?

And how far should the party travel today? The Kobolds were giving them a head start, and apparently still want both the eggs and HexFang because of a broken deal he made with… Gorbane, was it? Aar is struggling to keep all the details straight in his head. He needs to write this down.

What do you do?

To the South is Hargijk, the Orc city. There are friendly people there.

To the North-East is Hyxhuathil, the Giant tribal village.

To the East is the fallen Tower that had strange gravity.

Hexfang +10XP
Gemscale +10XP
Zadkiel +10XP
Aar +10XP
Lorrias +10XP

View
Korath Discoveries pt. 5
Trillhelm's Hall

Nix asks Gidye if King Trillhelm should be notified of Geran being a Dragon… News to Gidye, but she recovers from the information and suggests that it should be the next thing on the agenda.

Darrin volunteers to watch Geran while the King is spoken to about the situation. Due to the offer, Jila considers his opinion on the matter to perhaps be useful in convincing Trillhelm of this outlandish claim. Bennet and Korik join also as witnesses, while Simon will go to the Inn to prepare the rooms and his coinpurse.

Adrik and Theodore confirm their intention to stay with Lorawyn and decide where they’re going next… cooing over the sleeping baby wolf in Adriks hands. Ero, meanwhile, stands by mostly ignored, his minor litter of miniature fungus men beginning to rummage through his pack.

Lorawyn transforms back into her true form and pulls Darring aside violently. “What do you think you’re doing, eh?!” She whisper-hisses with a growl at the back of her throat during the softer sounds. “Talking to that… that dirtbag!?”
“Lorawyn… I think there’s more to him than meets the eye. Apart from the stuff we already know about.”
Lorawyn casts a sideways glance at Darrin, watching him closely and putting her disapproval on full display.

Gidye steps towards the door leading to the city. “I will escort you to Trillhelm. I can get an immediate audience.”

Nix, Jila, Bennet and Korik go with Gidye. Darrin stays to watch Geran. Simon heads to the Inn to prepare for the debrief and payment of the party.

The road to Korath is a straight one, and is pitch black. It is absurdly clean, however; The well-shaped stone blocks that make up the floor, walls and vaulted ceiling are polished, the speckles of minerals within the stone shining through the dull reflection of the lamplight. Each step echoes down the tunnel, a constant companion. Three miles and almost an hour later, the tunnel ends in a door of the most compact-looking oak. The heavy door is pushed slightly open by Gidye, and it then seems to open itself the rest of the way. Emerging into a side-street of sorts, Nix, Jila and the others see they are in a carved cavern.

On the ceiling, masons work with hammers and chisels, breaking away small bits of stone to raise the roof and make it smoother. The walls to either side of the doorway progress a few feet before turning sharply away. It appears the doorway is between two buildings, carved from the stone. A wide street divides two sides, both with carved buildings that stand several stories tall. Glassy crystals hang from metal pipes that run along the sides of the street about a dozen feet off the ground. A pleasant bright light shines from the crystals, a mixture of yellow and white. Dwarves of many creeds and families meander along the streets, conversation heavy in the air. It seems no Dwarf goes five paces without greeting another and discussing something.
Some men and women are rubbing the stone with other, smaller stones and cloths, buffing the surfaces to make them smoother and shinier. Painters set colourful inlays to some of the more fanciful masonry and architecture. A few statuettes sit fixed to the sides of buildings, overlooking the streets. This wide, long street ends nearby to the left, but to the right meets an intersection and continues over it, the cavern opening up higher at the crossroad. A gigantic, light-filled crystal sits hundreds of feet above a wood and stone palacial structure in the centre of this humungous cave. Carved buildings lie in carefully planned streets, people moving this way and that, the smells of softly boiled vegetables and unseasoned meats waft from the main body of the city. On the walls, thanks to how brightly lit the whole place is, cut pathways supported by additional wooden rigging and scaffolding sport similar guards to the one Gidye handed the note to.

The overpowering din of the place subsides slightly as the ears of the party become accustomed to it. The welcoming nature of the city shocks Jila into discomfort as a passerby hails him, stops to think for a moment, and then performs a customary Elven greeting before moving on. Gidye smiles and greets most of the people on the way by name, hundreds of people. At the intersection, she stops a donkey-drawn cart and speaks to the driver, asking for a lift to the palace. He agrees reluctantly, and asks everyone to hop into the back. Amongst the large, round turnips, Bennet amuses himself by watching Korik try to get comfortable, while the halfling sits perched atop one especially large vegetable.

Passing under a few stone footbridges between street sides, eventually the cart stops at a set of stone gates that open slowly. Hopping out, Gidye thanks the gentleman for his service and tosses him an octagonal metal coin; a different currency to that in Somergleam.

Climbing the stone central staircase that lies behind the large stone gates, Gidye leads to a wooden hall sat amongst the structures in this palace. High windows betray the songs being sung within, and the scents of perfumes, food and honey-scented drinks. The low, wide doors are pushed open by Gidye and she holds it open for the rest.

Within is a grand drinking hall. A small band sits in the middle, tables lay hither and tither with no set order any more and most of the stools appear to have been commandeered by a couple of Dwarves in the corner trying to complete some kind of architectural marvel.
Most of the Dwarves here are older, with hair being between streaked with grey, and completely white. It appears in the drinking and feasting that has been going on, one group in the centre has broken off into a different melody to the other. One person appears to have noticed, and tries to wrap his arms around one of the singers of the errant tune and sing his song louder. It doesn’t seem to be having the desired effect.

“Ahem.” Gidye coughs into her hand, fairly quietly. The melody-corrector looks up, a smile beaming across his face.
GIDYE!” he bellows in a rusty voice, his throat in need of clearing. “Gidye, Gidye, Gidye…” He charges over with surprising balance and hugs her, lifting her off the ground in the embrace. His bright blue tunic, lined with green and gold trim, is visually indisctinct from the clothing of most of the other Dwarves seen in the city.
“Nix Garric, I present to you King Trillhelm.” Gidye announces from her elevated position. Trillhelm puts her down, his rosy cheeks peeking over his broad beard. His eyes linger on Gidye a moment while he takes a deep breath, clears his throat and turns to Nix.
“A pleasure, Lady Nix.” He declares, rather soberly, although a twinkle of frivolity remains in his eyes and voice. “How may the crown be of service today?”

The party continues behind him, the songs having reached a crescendo of incompatible melodies.

What do you do?

Who else travelled with Nix?

Talison +10XP
Nix +10XP
Darrin +15XP
Lorawyn +10XP
Adrik +10XP
Ero +10XP
Theodore +10XP

View
Kobold Hunt pt. 30
Quarry's End

Lorrias’ eyes widen as he sees the dragons… Dragons! In the south, Dragons are all but a myth, but here, it seems, in the northern sparselands of Ferrighe Yorn, Dragons roam. And if his new allies are to be believed, they are friendly.

HexFang strides toward Jumjik, the small Kobold having annoyed her for the last time, she thinks. Grabbing him by the arm and lifting him a foot from the ground, she brings him close. Breathing sharply into his face, HexFang curls her lips as she spits her words into his face. “You best get your men off that child’s neck before i rip your motherfucking head off with my bare hands and force feed it to you!” She snaps her head to the others. “And that goes for the lot of you ungrateful minuscule vermin! We came here to your great city on a mission of god damned peace. And this is how you fucking welcome us?!?” HexFang looks around, the Kobolds for the most part having stood down, although they still hold their weapons ready. The one on Gemscale’s back jumps down. “Not only do you capture an officer of Gorbane the Primordial, and torture a motherfucking child, but then we find you stealing our unborn! Now i have given you ingrates 2 chances already, dont you dare make this strike 3. You think your spears are gonna do anything? Even if you kill us, Gorbane, that primordial dragon, will create a famine that will plague your people for as long as you exist. How do i know this? Because we came here on a mission to make your city a centrepiece of our new empire. To make you richer than your wildest dreams! And what did you ungrateful vermin do!?” She pauses, looking around again. Jumjik raises a hand, signalling the soldiers to stop. HexFang stares into Jumjik’s eyes. “Now we are going to take our eggs, and take our allies, and we are gonna fly far away from you bastards. And dont any of you think of coming after us. Because if you do, I swear we will poison your water supply, wither your crops, and burn everything you hold dear to ash. We have an understanding?”
With a low voice, Jumjik responds, and while a glint of fear wavers in his eyes, he speaks firmly and with a confidence that makes his words seem true. “Hadrukk serve Gorbane…” He drinks in HexFang’s reaction. Though she remains stoic, he continues. “Great Boom tell Taytay… Taytay tell Jumjik; Dragons… betray Gorbane.” He raises an eyebrow, an accusatory tone having taken over his words. “Dragon have head start. Hidrukk want eggs, Hidrukk get eggs… But, Jumjik want life.” He takes in a deep breath and whinces, his arm hurting from being held tightly. Looking emploringly at HexFang, the Dragon stands firm and ignores his looks of pain. He sighs. “Take friends and fly.”

Gemscale takes a tentative step forward, then another, and then quickly slinks across the crowded room to the other side, excitedly beginning to hand back the equipment and armour of the bards in their company.
“Sunrise come,” Jumjik says to HexFang, “Hadrukk give chase.” As HexFang gets an angry look in her eye, Jumjik explains. “… Great Boom command it…”
HexFang takes another breath, and finds herself unable to separate her growl from her speaking voice. “We’ll be taking the eggs. You see, you’re a fool to think we came alone. No, there were 3 Dragons. One gold… one green… and one Elder Shadow. And let me warn you this: the last one isn’t as diplomatic as we. In fact, he went mad and torched an entire town when he merely thought they had harmed that child over there!” She indicates Gemscale by thrusting the dangling Kobold at him. “So just imagine what he would do if he found out what else you were doing here.” She pulls him in even closer. The smell of the Kobold overpowers the general smokey scent of the room. HexFang looks around slyly, and then locks eyes with Jumjik again, whispering to him: “So I think it’s in your people’s best interest he not find any eggs here, don’t you?”

Jumjik smiles, confident he’s caught HexFang in an exaggeration. “Jumjik know Dragons. Jumjik met Dragon friend.” He looks up to the wrist being held by HexFang. Loosening her grip slightly, she examines the soft scale attached to a thread tied around his wrist. It looks to be a deep scarlet-coloured dragon scale, and freshly removed.
“Does that look like a Shadow scale to you?” HexFang growls harshly.

Jumjik is about to answer, when he notices a song coming from the other end of the room. Twisting around, he and HexFang look over to see Aar Bardino and the Elf that accompanies him, now suitably dressed and equipped, breaching the tentative peace. The horror dawning on Zadkiel’s face as he drops his Kobold facade mirrors that of Jumjik, HexFang and Gemscale. Aar smiles, gives a wink and completes his melody: “… when you wake with a yawn!” upon the completion of his song, an almost imperceptible ripple bursts from him and three Kobolds immediately drop unconscious. The other Kobolds get a flash of anger in their eyes, their fighting force being diminished before their eyes while a ceasefire had been called. Confused, the beastial men take up their spears once again and launch themselves at the party, Dragons and humanoids alike. “Traitors! Attack!” Jumjik calls out.
Lorrias quicly completes his spell and fells the two Kobolds that were diving at him while they were in mid-air. Collapsing backwards as the now unconscious and sleeping Kobolds crash into him, Lorrias scurries back and bumps into something.

Looking up, he sees a scaly white chin looking into the room. Swishing his cloak aside, the bone-white Kobold strides into the room, raises his crystal-tipped staff and shouts loudly in Draconic: “ENOUGH!”
The room again falls silent, the Dragons mid-melee with small hordes, Zadkiel holding a Kobold by the throat against the wall about to punch him. As the silence begins to settle in, a dead Kobold slides from Aar’s blade.

“Jumjik call end… Taytay leads.” The striking white Kobold walks through the crowd, all eyes following him, and leaves through the far door where the Dragons first entered. He begins to walk slowly up the ramp. The Kobolds in the room look around at the Dragons, at eachother, and at the humanoids killing them, and considering the command of Taytay, they quickly wriggle free and withdraw from the room. Jumjik, stopping at the doorway, looks down at Lorrias and hucks a laugh. Looking over his shoulder at HexFang, he throws a quick retort before dashing away down the corridor.
“Dragons hurry with Dragon friends. Hidrukk learn soon. Not good for Dragons.”

Once on the roof, Taytay brings down his purple hood. He looks at each of the people before him in turn, walking before them as if inspecting them.
“Dragons take eggs, Dragons hunted by Hadrukk. Dragons ready?” Before getting an answer, he turns to Zadkiel. “Craterman blood useful… Craterman stay?” Once he gets any answer that’s a ‘no’, he looks regretful, but not surprised.
“Dragons not get far. Hidrukk call Hadrukk to hunt. Great Boom commands. But! Great Boom speak to Taytay. Taytay know Great Boom want Dragons win. Great Boom promise power, but Great Boom not share. Taytay knows Great Boom.” He stops and takes a breath, seemingly tired from the climb.

What do you do?

You are now on the roof of the city of Hadrukk. You are free to leave. You have the eggs and all your equipment.

Hexfang +25XP
Gemscale +25XP
Zadkiel +25XP
Aar +25XP
Lorrias +25XP

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.