Monday, February 5, 2018

Issue 019: Children of Malice

The evil machinations of the goblin lords have led to the release of the dreaded Yuughathroth Nefkar. Against all odds, the fiend has submitted to their will and joined the ranks of the wolf rider army. But this is not a simple army of hungry goblins and snarling wolves. Somehow, the goblins and their wolves have become more powerful and hateful, full of malice. (Part Five of the Kelwyn’s Keys series)

A few weeks later, the Dungeon Knights are enjoying a night of culture in the fair town of Thanhal. A rich patron graciously gave the Knights tickets to the Thanhal Theatre, renown for its unique stories and talented band. The fact that they needed to clean up and wear fancy clothes didn’t sit well with the gruff Gûltar. Merimonwë even braided his beard so he’d look nice. Now, the Dungeon Knights stand in a two-block-long line for the play.

An unkempt scruffy lad is wandering aimlessly near the line to the local theatre. Another lad approaches and they start pushing and shoving. Half a block up ahead, a theater hand steps out and scolds the youngsters, “You there. Stop your roughhousing and get back in line!”

The two boys acknowledge the worker with a sarcastic tip of their hats. Then the chubbier one pushes the thin one right into the line. “He said back in line, ya twerp!”

The thin boy slams into Gûltar with an “oomph.” Gûltar pushes the boy back. “Watch it, lad. You’re likely to get yourself hurt playing like that.”

The fully cloaked Kotyka jump up, kicks off the wall in an acrobatic spin landing behind the boy with her knife at his throat. “You picked the wrong person to steal from. Now it’s time to decide between thy neck and thy illicit gains.”

The boy drops Gûltar’s coin purse. Alarmed, Chalándril puts her hand on Kotyka’s shoulder. “Have compassion Kotyka. These are just children much like you when you were their age. Perhaps this event shall serve as a learning experience.”

Kotyka whispers to herself, “Oh gods! What have I done? What have I become?”

Kotyka releases the boy, puts her knife away and pulls her veil higher. Kotyka slips back in line behind the others seeking the safety of the shadows. Her eyes tear up.

The line erupts in a wave of chatter and finger-pointing. Whistles begin to sound and the theater staff points wildly down towards you. Soon, four large watchmen hustle down the road to the heroes’ position. The first two watchmen have their swords drawn, while one in the rear pulls out stern looking manacles.

“What’s going on here?” The watch sergeant Argarano looks down at the street punks, “I know you. So, lightening the load of honest folk again, eh? Not this time you street vermin.”

Chalándril and Merimonwë attempt to explain what happened. Other people from the line add their opinions and recollection of the attempted robbery. “All right! I’ve heard enough, time to bring you two to the station.”

The sergeant nods and the other watchmen handcuff the cutpurses. Turning back to Gûltar, he continues, “You’ll need to come to the station with us…filling out paperwork and taking statements. You know the usual. Oh, I forgot to mention that’s not an option. It’s required of all our good folk here.”

Gûltar sighs, “Well, at least I don’t have to sit through the play. Lead on Sergeant.”

-

As Gûltar arrives at the station, the watchmen let him into their office. Even with hair clogged ears, Gûltar hears the screaming and ranting of a man in another room. The far door bursts open and two watchmen carry out another man. The loud man is struggling against their grip, trying to break free. His eyes are wide and bloodshot. The man’s hair is disheveled and he looks manic, almost crazy. He constantly pulls at the guards’ grip, hoping to escape their tight hold.

What’s striking is he looks vaguely familiar to Gûltar. The detainee screams, “We have to kill him! A devil is loose in the Barony. You don’t understand, I have money! I can hire people to kill that thing. The Baron can send soldiers to kill it. Let me go for the love of the gods, I have business with the Baron! Ow! That hurts. Don’t grab me so hard. Just let me go and I’ll explain everything. Don’t you know who I am? I’m a rich merchant from Chulon. I know your boss. He won’t …” A watchman punches Kelwyn across the face.

“That should shut him up for a bit until we get him in his cell.” The other nods approvingly.

Kelwyn looks a bit bedraggled, obviously from his resistance to the arrest and further scuffles with the watchmen. He wears fine clothes that are ruffled and dirty from his stint here at the station. The guards begin to bring him to a nearby cell. “We’ll let this one cool off for a few hours and see if his manners return.”

Gûltar scratches his beard. He says softly to himself, “Oh forge fires.” Then he says loudly, “Hold, I know that man. He’s a former employer and he’s not crazy. May I speak with him?”

The watchmen look at him, “You want to talk to this drunk? Sure, if you want to waste your time, go ahead. But he stays in his cell. You can talk to him through the bars.”

“What did he do?” asks Gûltar.

“He was at the tavern looking to hire mercenaries or something. Then he got furious over something foolish and started ranting. When the barkeep tried to calm him down, this chap got angry and started trashing the place. That’s when we got called in.”

“What did he get angry about? What set him off on his outburst?”

“Don’t know. Some of the tavern’s patrons reported him saying something about the lousy quality of adventurers in these parts…or something about the lack of bravery and honor. He offended a lot of locals and we don’t take kindly to that around here.” The burly watchman shoves Kelwyn’s limp body into the cell.

A younger watchman throws a bucket of cold water on Kelwyn through the bars. He wakes up sputtering. Kelwyn looks around and spots his friend Gûltar.

“Thank you so much for listening to me. It’s good to see a friend again. These people don’t understand the danger we’re all in. I found the location of Yuughathroth Nefkar – the fiend that slew my father. I want him dead. Did you hear me, I WANT HIM DEAD!”

Kelwyn regains his composure. “May the gods calm my spirit. I can’t seem to contain this rage in me. I need revenge on my father’s murderer. You were able to slay Yuughathroth Nefkar’s shadow. But, now I figured out where he is. He’s in a goblin village trapped in some sort of shrine or temple. It’s in the wild lands…somewhere in the Goblin Hills. Some criminal took my notes. It’s all there. Damn the treacherous thieves of this town.”

Gûltar looks askance with his eyes, “Is that what set you off in the tavern?”

“Yes, some crook lifted my notes right in the middle of a transaction. That should be illegal. Did that thief get arrested? No, I did.” Kelwyn breathes to calm himself. “Anyway, I think that’s where my father’s group cornered the devil and forced him to stay. I don’t know how they did it – that stuff is beyond my understanding. However, I need someone to go there and kill that devil once and for all. Permanently.”

Kelwyn grows serious. “You can help me, can’t you? I’ll pay well for this vendetta to restore my father’s honor. Please accept this job, I beg you. You’re my only hope.” Kelwyn looks at Gûltar expectantly. Not as a merchant in a commercial deal, nor as a helpless person seeking heroes. No, his look is that of someone seeking street justice. He wants his anger satisfied with the blood of his father’s killer.

The dwarf stands and says, “Fine. We’ll do it. I’ll convince the others to help. We could use the money and besides, I’d really like to kill Yuughathroth again, for good.”

-

Gûltar meets his friends outside the theater just as they exit the show. Merimonwë says, “That was a wonderful play. I really enjoyed it.”

“What? I missed it?”

Chalándril consoles the dwarf. “Gûltar you were gone for a very long time.”

“You did miss the best part,” adds Bandric. “There was a busty maiden in the next row. What a beauty!” Merimonwë elbows Bandric in the ribs. He lets out an “umph”.

“Let’s get back to our room at the inn.” As the heroes enter the inn for a quick meal, the innkeeper hustles over. “I’m so glad you returned. There’s someone here to meet with you. He seems very important, or at least he keeps talking with big words that sound important. I’m so glad you returned because he won’t stop talking. It’s maddening. Please speak with him right away so he’ll leave me alone. Please.”

The innkeeper leads the Dungeon Knights to a private room with several chairs and a table. Already at the table, the tall man’s eyes light up. The man wears a fine jacket with patches on the elbows. Glasses sit on his nose atop well-worn marks on his skin. “Oh, it is so good to see you again. When I found out that they wanted to hire my saviors, I offered to talk to you myself. Please sit down, we have much to discuss.”

Tol continues. “Last year, an organization loyal to the Baron contacted me on official business. It seems news of my abilities with translating various dialects of goblins has gotten around. They needed my expertise in this field to help with some translations and to help track recent goblin activity.”

Tol Muskegum takes out a series of notes and other official-looking papers. “I was brought into the organization after raids and attacks in the region known as the Goblin Hills increased. Some agents have discovered, through an informant, information regarding Ithayek, a foul yet learned goblin who fancies himself a breeding expert. We intercepted some documents relating him to a local goblin lord Lagoch and to the goblin were-wolf – who you slew previously. According to the notes, this goblin village,” he points to a map, “is a breeding compound. The village is built around a Shrine to the Wolf Mother.”

The professor looks around expectantly. When no one gets the connection of facts, Tol continues, “Intelligence reports claim it is, in fact, a breeding and training compound for fiendish goblins, strong wolves, and fiendish wolves. The Duke does not want this type of facility nor a goblin army within his borders. Therefore, my noble employers wish to hire you. You will serve as a tactical strike team. Your mission is to enter the village, stop the breeding program and slay or capture the leaders. We believe these leaders to be Ithayek and Lagoch.”

Bandric looks at the map and then at Tol Muskegum. “There are going to be a lot of goblins in there. I don’t own that many arrows, even if I could shoot them all.”

“Don’t worry about a village full of goblin warriors. The baron’s army is supplying a large strike force to lure the goblin forces away from their base for a full field engagement. Once the goblins have taken the bait, you go in and complete your mission. Will you serve the Baron and help the local villagers? Will you accept this mission?” Professor Muskegum pushes his glasses back on atop his nose and drinks his warm cup of tea. “Hmmm? The people need you.”

Chalándril breaks the silence, “Yes, we’ll take the mission.”

“Excellent! We believe the devil Yuughathroth Nefkar is with the goblin leaders in the village, but we can’t seem to pinpoint his location. If he is there, he’s probably being used in the breeding program, so you’ll have to stop him too. Use the power of the Blood-infused Crystal Heart to defeat him. Once he is slain, smash the crystal to permanently destroy Yuughathroth.”

“Remember, the leaders of the goblin horde and the breeding program must be killed or captured. They can not be allowed to escape and restart their program again.” Tol Muskegum hands over the Crystal Heart Blood Amulet and map. Tol adds, “Remember, once he is dead, smash this amulet. It must be done within one cycle of Chana after both his forms are slain; otherwise, both his shadow and material body will reform. That may seem like a lot of time, but the amulet has a nasty habit of teleporting away once his body is dead. You may only have a few minutes, or less before that happens.”

“Well, it’s time we head out to the goblin army’s main camp.

Gûltar leans over to Bandric, ‟Lad, I think we’re getting double pay for this mission. Don’t let the professor here know. Kelwyn offered us money for the same thing.”

Bandric smiles, ‟About time we earn some real money for our work. Good job, my bearded friend.”

-

The Dungeon Knights watch from the road as the final battalion of the baronial army disappears in the distance. It is now their job to travel around the other direction to meet up at the goblin village. The trip is uneventful as the rolling hills and nearly deserted villages pass by. The farmers and villagers who remain in the hostile area eye the heroes warily, often running into their homes for safety. The increasing raids by the goblins have made them all fearful and edgy. The forested area seems to lack sufficient wildlife—as if the land is over hunted. In the distance, Bandric spots the lingering smoke from a village’s chimneys.

He observes the village from a distance. Only a handful of goblins remain and most look relatively harmless. The wide trail of the goblin horde’s route to meet the human army is clearly visible. Tolok mentions, “Obviously, the goblin’s main force has taken the bait.”

Bandric cautions, “Regardless, let’s move in carefully. I don’t want to get surprised by a rear guard or some other security measure. These goblins are not of your average variety. They seem smarter and more organized.”

During the Dungeon Knight’s progress through the village, they spot a wandering goblin patrol. With guile and superior skill, they kill the unsuspecting goblins quickly. These goblin warriors seem easy to kill and lacked good martial skill. The Knights enter into the first building of several goblin-made buildings. The Knights see several rooms arranged for a variety of functions. There is a special room for infant goblins and their wet nurses. The motherly goblins cower in fear and attempt to shield the babies from attack. Fortunately, the heroes move on to explore other parts of the facility. Two other rooms house young and very young goblins. These little urchins are not the typical scraggly goblin. Some have leathery wings, others curved horns atop their brow, and still, others have cloven hooves for feet. They all have cruel red eyes and malicious grins. The largest room houses the older goblin children including a perch and loft for the flying variety. This barracks is filled with nice bunks and expertly crafted furniture.

In the hallway, Chalándril speaks quietly, “These are just children. This whole building is a nursery.”

“We should kill them.” voices Gûltar. “A goblin is a goblin and these will only grow up to be naughty. We’re just saving time and effort by doing it now.”

“No,” commands Chalándril. “We’ll discuss this later. They seem harmless enough right now. Let’s explore the rest of the village for our actual targets.”

“I agree,” responds Bandric. As they exit the building and walk towards the next structure, they are met in the wide alley by a pair of fiendish-looking-wolf riding goblins. One rises in his saddle and announces, “Mia nomo estas Errko Fen. Preparas mortiĝi.”

The other goblin lifts up his helmet and speaks, “Mia nomo estas Sharuuk Fen. Viaj mortoj estos rapide!”

Merimonwë says, “I don’t have time for this. Glitter dust!”

Sparkling, glittery dust rains down upon the goblins and their mounts. Errko Fen spurs his mount forward and charges at Gûltar.

Gultar says quietly to himself, “Wait for it, wait for it.”

Just as the lance gets in range, Gûltar steps to the side and swings at the shaft of the lance. Before his ax finds purchase on the weapon, Errko pulls it back and re-thrusts piercing Gûltar in the shoulder. “Ĉu vi ne vidis tiun, enano”

Sharuuk Fen spurs his mount forward and bears down on Gûltar too. Bandric fires a rapid block of arrows into the mount. The fiendish wolf stumbles and falls to the ground, launching its master into the air. With great agility, Sharuuk tumbles and lands with his lance in hand. Seizing the opportunity, Sharuuk instead attacks Tolok. The surprise move disrupts Tolok’s spell casting.

Kotyka scurries over to the far side of Errko Fen, allowing Gûltar a tactical advantage. She stabs the little goblin. His blood begins to blanket the fur of his evil wolf. Gûltar takes this opportunity to swing again, lopping off Errko’s shield arm. “Damn! I was aiming for the other one.”

Chalándril summons a phantasmal knife and sends it forth to attack Errko. Caught too close to melee combat, Tolok steps back and sends his magical cane flying towards Sharuuk. The small, wooden staff hits the goblin across the face before returning to its master. Sharuuk shakes off the hit and approaches the gnome. Bandric unloads another volley of arrows into the warrior goblin’s back. Sharuuk falls down and moans.

Merimonwë shoots her magical missiles into Sharuuk, hoping to finish him off. The goblin twitches one last time and becomes limp. Errko drops his lance, dismounts and draws a wicked looking blade. His mount turns and pounces upon Kotyka. Hot breath and saliva pour out of the snarling wolf’s mouth. It growls deeply scratching at the agile half-orc. The wolf proves to be too strong and heavy for Kotyka to escape.

Gûltar, on the other hand, engages Errko in a sword and ax battle. With blood pouring out of his severed arm, Errko begins to slow down. This allows Gûltar to swing a final blow, slicing the goblin warrior’s head clean off. Gûltar looks over at Kotyka, her bloody arm is held fast by the teeth of the fiendish wolf. Chalándril’s mystical dagger slashes at the wolf, opening a deep wound. The elven priestess steps up and focuses her holy energy upon the wolf. Under the intense goodness, the wolf releases Kotyka’s arm and slumps to the ground. Gûltar provides the ax’s pick point to the wolf’s skull for good measure. “Don’t mess with our burglar.”

Kotyka smiles. The black skin provides a stark contrast to her eyes and teeth. “Thank you Gûltar.”

“No problem, kid.”

-

A square building sits at the center of the tiny village (because goblins are small creatures). A large, carved edifice of a lying wolf adorns the northern face of the building. Its forelegs mold into the wall forming an awning for the ornate door. The carved forepaws flank the entranceway. The Dungeon Knights enter a dark room. A large statue of a fierce wolf growling lies at the far end. Flanking it on either side are offering altars and other religious tools. At the base of the statue, written in goblin, is “Wolf Mother.”

The room has two doors; one on the left wall and one around a corner to the right. The left one has all sorts of strange runes and square boxes carved into it. The other is a normal door. This room houses two fine beds, two tables, and a pile of notes, books, and scrolls. Spilling out of the other room is strange egg-shaped objects with strange color and texture. Aside from the plush accommodations, there are three goblins here. One is a wizened old goblin with a scraggly, white beard. The second is a cloaked figure with strange horns on his brow. The third is a thin, weasel-like goblin. All look quite annoyed at the intrusion.

Lagoch, the goblin with a white beard, says, “Ithayek, these must be the tomb raiders you hired. Obviously, they are more annoying than you let on.”

Ithayek replies, “Yes brother, I haven’t been able to track their movements since they killed my seer. But I don’t need a fortuneteller to predict their death today. Shachten Mar, kill!”

Shachten Mar, the third figure, growls and turns into a hybrid wolf-goblin. Snarling, he leaps into the fray landing next to Gûltar. He slashes at Gûltar with is powerful claws. The dwarf’s armor protects him from the lycanthropic claws. “Time to learn some manners, dog!”

Tolok takes the opportunity to turn invisible while no one is watching him.

Lagoch casts a spell at Chalándril and she stops preparing for battle. The spark of intelligence in her eyes fades. Kotyka grabs her arm and shakes. “Chal, are you all right?”

Ithayek casts a spell making Shachten Mar’s muscles bulge. The goblin wizard’s glow red with delight. The wolf-goblin Shachten snarls with new strength and continues to claw at Gûltar’s flesh. “By the maker’s beard! Get off me!” shouts Gûltar.

A ball of fire explodes around Ithayek and Lagoch. Merimonwë begins to cheer when Ithayek emerges from the dissipating smoke. He grins from beneath his cloak. “Fools, your fire magics do not trouble me.” He looks over at Bandric. “You’ll do nicely.”

With a wave of his hand and a long litany of arcane words, brave Bandric shrinks in size. Now the same height at Tolok and Gûltar, Bandric scoffs, “Great. Now all the men in this group are small.”

“You evil wizard types are getting on my bad side.” Bandric takes aim at Ithayek. “Let me return the favor.” In rapid succession, Bandric launches three small arrows towards the fiendish goblin. By the time they strike Ithayek, the arrows return to normal size. “Well now, things are looking up.”

Three very angry badgers appear. Tolok’s intangible voice directs them to attack the werewolf. With determination, the three animals rush towards the were-goblin and savagely bite various limbs. The wolf-man howls in pain. Shachten Mar yanks a badger of his body using his powerful jaws. Crack! The badger's bone breaks and falls limp in Shachten’s mouth. The were-wolf goblin allows the body to fall out of his mouth. His teeth drip with blood. He raises his clawed hand and points at Gûltar.

Merimonwë looks over to Gûltar, “Since you’re doing all the heavy hitting, it’s time for you to grow into your role!”

The dwarf begins to grow in size. “Enlarge! That’s better.” Gûltar hits the werewolf Shachten Mar. “Damn his skin is tough,” Gûltar exclaims.

Merimonwë says, “I believe you need silver to bypass his magical defenses.”

Kotyka replies, “Like this?” She draws her silver dagger and stabs Ithayek in the kidney. The goblin wizard slumps to the floor.

“No, the other one. Wait! I think it’ll work on him too.”

Lagoch grabs Ithayek’s body and declares, “You have not seen the last of us!” In a puff of smoke, the two figures vanish.

Abandoned by his leader, Shachten Mar looks at the wafting smoke. Gûltar takes this opportunity to power attack, sending his sharp ax blade deep into the wolf-goblin’s body. Shachten’s lifeless body falls to the floor. A pool of blood expands from his furry flesh.

Merimonwë and Kotyka attempt to shake Chalándril from her enchanted condition. Bandric looks around the shrine. “This doesn’t look good. They seem to be some sort of eggs.”

Gûltar taps one with his ax. “You’re the nature boy, what kind of critter hatches from this.”

“Well, these things weren’t mentioned in Ranger school. Maybe some sort of lizard or aquatic type”

Gûltar swings his ax, cracking an egg in half. “Or this.”

“Oh gods, that’s not right!” shouts Bandric. A miniature worm-like creature wiggles and writhes on the floor. Gûltar stomps it with his food. The gooey flesh sticks to his boot. Bandric continues, “They’re eggs of the Harbinger. These goblins are growing Harbingers of Doom.”

Bandric and Gûltar look at each other and back to the room filled with eggs. They begin to smash the eggs with aggressive, thorough efficiency. Soon their boots are covered in the egg innards and monstrous blood of the unborn creatures.

Merimonwë comes over and starts to yell, “You guys are making a huge mess. Stop play…” The elf sees the baby creatures. “Eew, never mind.”

Chalándril awakens from her magical stupor. Kotyka walks Chalándril back to the group where they find Tolok newly visible. The gnome begins to study the mysterious portal on a wall. After a few minutes trying to determine the best way to open the mysterious door, a strange apparition appears. The ghostly form rises from the floor. Its eyes are sunken and its intangible clothes rotted. A low moan drones out of its mouth.

“What is with all the ghosts? Are we ghost magnets?” asks Bandric.

Chalándril prepares to unleash her undead destroying powers, but Tolok cautions her with an upheld hand. “Please wait.”

The ghostly form writhes for a moment, then speaks. “My name is Kralis, a member of the Righteous Defenders. I wish to help you if you are willing to trust me. I know the secret of this door. Not the clues to open but the knowledge that it can only be opened from this side. Once you cross into the other side, I will use your solution to open the door again. This will allow you to pass through back to this world. It is the least I can do if you slay my hated enemy Yuughathroth Nefkar.”

Bandric says, “We already killed him.”

Kralis responds, “No, he still lives behind this wall.”

“Where have you been?”

“I was trapped on the other side in the prison dimension with Yuughathroth Nefkar. My friends and I were slain…years ago I assume. Only I survive in this undead form to complete my mission.” replies Kralis.

Merimonwë thinks. Her eyes widen. “Righteous Defenders? Are you related to Kelwyn?”

“Kelwyn? You know my little son. Yes, I am his father. He lives in Chulon with his mother. He must be a young man by now, growing his first beard.”

Merimonwë rolls her eyes and mumbles under her breath, “Or smelly and fat.”

Chalándril asks, “How do you know that it is one way?”

“I’ve been stuck on the other side for years. Yuughathroth Nefkar has tried unsuccessfully to exit the prison. Recently, a goblin spellcaster was able to enter the prison. He quickly turned around and exited through the arch, but not before I made my way through too. Another goblin was helping him activate and deactivate the door. That’s how I learned the door must remain active for transit both in and out.”

Bandric interrupts, “Yuughathroth Nefkar gets stuck in prisons a lot, huh?”

“Yes, it seems to be his lot in life – to constantly be trapped by the forces of evil. Evil beings use other evil beings in cruel activities. So, they must also control and contain their evil subjects, lest they fall to betrayal. Once you slay him, he will no longer be a prisoner here, rather his soul will be trapped in the Accursed Realm.”

Chalándril tries to get the conversation back on topic. “Where will you go once you let us out?”

“I will go nowhere. Once Yuughathroth Nefkar is dead, my mission, my purpose in this unlife is complete. I will avenge the death of my friends and fulfill our mission to stop evil – especially devils. I will most likely cease to exist.”

Tolok asks, “Do you have any clues or information regarding the code? It would be most helpful.”

Kralis sighs, “Alas, I know nothing about the code. It deactivated before I could observe anything useful.”

Tolok looks over the puzzle. He consults a few of his small notebooks. “This is a wonderfully clever puzzle. See here, this will provide the solution.” The wall begins to fade exposing a swirling ripple of color. “Ah, the portal is active. Who shall be the first?”

Gûltar draws his ax and steps into the portal, followed by the rest of his companions.

After a few seconds, the swirling colors finally stop spinning. The Dungeon Knights find themselves on a large square slab of stone floating in the air. They can see other large, floating platforms of stone floating in the air to the side, above, and below their own slab. All the slabs are arranged in perfect lines. Around the Knights is a large archway that is 15 ft wide and 15 ft high.

Once the last of the Dungeon Knights arrive at the platform, the swirling colors fade. Bandric asks, “If we can’t communicate with him, how will he know when to open the portal. Or that we survived? What if he lets out Nefkar?”

Looking at the two corners near their position, Merimonwë sees two strange sigils engraved on the stone floor. The sigils are glowing in a strange bright orange color. The whole space is filled with a pale ambient light, neither too bright nor too dark. The far corners also contain glowing sigils. All the platform are other floating in a perfect grid pattern. Each platform is roughly square in shape, 55 ft. on a side.

Black smoke suddenly appears on the platform, and then instantly into a tall bearded man. The smell of brimstone drifts over to the Dungeon Knights. The man is a dark, muscular individual leaning against a wicked looking glaive. He cracks his neck to the side and deftly spins the glaive into his hands. His voice sends chills down your spine as he says, “So, you’ve come to play with poor Yuughathroth Nefkar, eh? Pity no one told you it’s a one-way trip to this accursed prison. Oh dear. Where are my manners?” His teeth shine as a cruel smile emerges from his face. “Please stay a while. I’d love to have my new guests…for dinner.”

The devilish man whirls his saw-toothed bladed glaive around as he charges forward. With seasoned skill, the glaive swings towards Gûltar. Using all his strength, Gûltar blocks the series of strikes with difficulty. “This guy knows what he’s doing with a glaive. I’m gonna need some help here.”

Bandric shoots arrows at the fiend. Yuughathroth swats them out of the air. “Your aim is off, fresh meat.”

Chalándril moves towards Gûltar but is nipped by Yuughathroth’s blade. Using her skills as a combat caster, she casts a blessing on Gûltar’s ax. “This should aid you against his natural fiendish defenses.”

“Aye, now this is gonna be a fight.” Gûltar steps in on the devil, launching his own series of attacks. One finds purchase opening a large wound. “This is going much better than last time.”

Merimonwë casts her own spell but the magic fizzles upon the devil body. Yuughathroth heckles, “Perhaps your spells are too weak to harm me, kitten. I’ll enjoy feasting on your lovely ears.”

Yuughathroth teleports next to Merimonwë and Bandric. Using a large circular motion, he trips both with his glaive. Quickly he attempts to follow up with a beheading of Bandric. Luckily the wily ranger is quick and dodges the nearly fatal blow.

Pop! Three large badgers appear surrounding the bearded devil. They attack with their enchanted claws and jaws nipping and cutting the devil. “You’ll have to do better than that. I am the almighty Yuughathroth Nefkar!”

As one of the badgers leaps to land a final bite, Yuughathroth slices it in half. The bloody pieces land on the platform. Yuughathroth continues to attack the other badgers and a stab at the approaching Gûltar. Kotyka continues to move around for a clear shot with her sword. She tumbles in and lunches for Nefkar’s back. The clever devil blocks her advance. “It’s getting crowded here. I need more space!”

Before the devil can teleport away, Gûltar lands another serious blow.

Tolok says, “The summoned badger should have returned from whence it came.”

“It’s a prison bub. I told you it’s a one-way trip. Now your little fairy rats have paid the ultimate price for answering your summons.” The bearded devil laughs as he teleports to the far panel.

‟You girl.” The devil points at Kotyka. ‟I know that skin color and sigil anywhere. Where you naughty and visited my last prison of Shumhanrhu. Boy, you kids get around. Hate to end your trips, but I do love killing things.”

Chalanril blesses Bandric’s bow with her spell. “Quickly, we need to defeat him before the portal opens.”

The devil snaps his head at the words, ‟Did you say the portal is open.”

Bandric rapidly fires a round of arrows at Yuughathroth. Several of the strikes land. Gûltar spins and charges. Yuughathroath lands a slice across Gûltar arm. The tough dwarf ignores the pain and attacks with focused fury. His ax hits the devil, opening a terrible wound. Kotyka tumbles to Gûltar’s flank and stabs the devil in the back.

Tolok places the Heart shaped Blood Amulet in the pool of blood by the devil. The final streams of blood leave the devil’s body, the Blood Amulet flashes with a pulsating rhythm. The smell of brimstone smolders from the amulet. Both his shadow and his physical form have been slain, only the amulet remains.

The pulsating amulet begins to flash faster. Gûltar lays the amulet on the ground and smashes it with his mighty ax. “There, that should do it.”

Kotyka learns by accident that the corner sigils act as teleportation pads. Each sigil corresponds to the matching sigil on the other platforms. Just thinking about which platform to visit determines which platform she arrives at.

After a brief reconnoiter of the other platforms, the heroes find four bodies of long-dead adventurers slumped over on a far platform. Investigating their bodies, Kotyka finds that one of them matches the likeness of Kralis. With Gûltar and Bandric’s help, they carry the bodies to the only platform with a portal archway. The colors begin to swirl, a hopeful sign that the portal is open. The Dungeon Knights and the bodies they found go through the arch.

The intangible form of the ghost Kralis appears. “You have found my body and the body of my companions. Oh, my good friends Aron Thul, Beromand, and Tythis Truthteller. I don’t know what happened to Fyodor. We fought well together. I do not have the right to ask you for another favor, but I will. Please bring our bodies back to civilized lands and bury them for me.” The ghost sighs. “And if you wouldn’t mind, tell my son I love him and I’m sorry. Thank you all.” His image fades.

After stowing all the loot and preparing the bodies for travel, the Dungeon Knights prepare to leave the little goblin village. Several horsemen ride into the village atop sweaty horses. They wear the armor of the Baron’s army. “Hail adventurers. I bring you good news. The Baron’s forces have broken the goblin line. They are routed and fleeing. We are here to prevent them from regrouping or finding solace at their camp.”

Bandric speaks, “All of the rear guards have been defeated. All that remains are the women and children. These children are unusual; they are full of malice and evil. Slaying them will be more difficult than usual.”

“Child or not, all evil must perish.” His forces enter the nursery and the sounds of screaming and battle begin.

“They are slaying the children. Time for us to leave.” announces Chalándril.

The trip back to Thanhal is uneventful other than the occasional minor skirmish with fleeing, wounded goblin warriors. At the stables by the inn, the heroes notice a familiar face, a haggard merchant Kelwyn. His eyes are tear-filled and his face red with emotion. He sees the wrapped bodies on the horses. “You have my undying gratitude. You have redeemed my father’s name and brought his body back from gods know where. Most importantly, you have slain my father’s murderer and given me the satisfaction of vengeance. My family is in your debt.” He bows low and begins to sob.

Bandric pats the crying man on the back gently. “Is this a bad time to ask about our pay?”

-

Meanwhile back at the Keep in the fortified center of Thanhal, the Baroness is crying. Her husband the Baron consoles her. The Baron looks up and addresses the robed man. “What is it? Why can’t you heal it?”

“I don’t know Baron. We’ve tried everything. It subsides for a few days and then returns anew.”

A little hand with green sores reaches out of the bed. “Mommy?”

The parents recoil in fear. The Baroness buries her head in the comforting arms of the Baron.

“Cough…cough” The girl’s face is covered with puffy green spots. Dark circles around her eyes and the clammy condition of her skin are obvious signs of her illness.

The healer bows his head and says, “Baron, you’re daughter has the incurable Green Spot Fever.”

What will the Baron do now? How will the Baron’s healers stop the disease from spreading throughout Thanhal? Find out in the next issue.

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Location: Outside the Thanhal Theatre

Dungeon Knight Roster:
Bandric (Human Ranger 7)
Chalándril (Half-human Cleric 7)
Gûltar (Dwarf Fighter 7)
Kotyka (Half-orc Rogue 7)
Merimonwë (Elf Sorcerer 7)
Tolok (Gnome Wizard/Conjurist 7)

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“These kids are creepy looking.”– Bandric
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This the final adventure of the series that I wrote for the RPGA Living Greyhawk campaign, set in Nyrond. Here is it readapted to my home campaign in the Riverlands.

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