Nightstone

Baergar hears the laden two-horse cart approach Brigand Bridge. Only there aren’t two horses, just one horse and the cart’s goliath pilot making clip-clop noises, putting on airs.

O’shute makes this run of Marley’s Marvelous Mead to Nightstone a couple times a year and personally knows Morak at Knightstone Inn. He shares a rumor of Nightstone’s little giant problem and offers a lift to the battle-weary adventurers.

Grund and Adrik help themselves to one of the crates of Marley’s and take a long rest. O’shute gets compensated regardless of the amount of mead that actually gets delivered so that’s fine by him. When the cart arrives at Nightstone’s natural moat, he simply drops the crates off on the west-facing drawbridge and skedaddles.

A wooden palisade surrounds Nightstone inside the moat. Guard towers flank the lowered drawbridge. A keep overlooks the town from its own moated islet to the south.

Orphaned Baergar grew up in Nightstone under the tiefling guardianship of village midwife Destiny Agganor. There is no need to mention her affiliation with Asmodeus in this distinguished company of Moradin, but suffice to say Baerger did not spend much time in the temple of Lathander and Mielikki, present source of an unceasingly tolling bell assailing their ears.

The mead-napping bulks of Grund and Adrik are neatly arranged behind the crates of Marley’s right along the edge of the drawbridge and abandoned for their own safety. The vertical threesome of Harry, Mel, and Baergar sets off to find Morak.

Right away the party notices boulders embedded into the streets and buildings as though lobbed from some great height. No townsfolk can be seen. The guard towers are empty. A pair of wargs worry on a bloody piece of meat up the road right where Baergar remembers the nightstone proper used to stand at a crossroads. The party uses the temple for cover to avoid the wargs and hears goblin merriment accompanying the pealing bell above.

Baergar leads the party through the adjacent graveyard in an attempt to get to Morak’s inn without attracting the wargs. The wargs notice them and charge into the graveyard right for tasty Harry. The party drops into a nearby crypt too narrow for the wargs to enter.

The crypt is the final resting place of Nightstone founder Drezlin Nandar. It disappointingly contains neither valuables nor secret passages.

Harry uses his knowledge of handling animals to convince the wargs that these dwarves won’t be easy pickings. They return to their road kill, allowing the party to escape the crypt and cross to the inn where a boulder has conveniently smashed open a corner of the building into the pantry.

A terrified goblin screeches at being discovered while plundering the inn’s larder. Fortunately, Mel studied goblin at seminary, although Gum-gum’s screechy dialect gives her some trouble. Mel determines that Gum-gum is provisioning her boss, Boss Hark, with assorted foodstuffs and valuables. Gum-gum panics and tries to flee, comically encumbered by her overstuffed bag. Mel lines up a beautiful shot with her warhammer and splits Gum-gum’s skull. She checks Gum-gum’s pockets and finds a box engraved with the symbol of Lionshield Coster containing ten silvered darts.

Another goblin, skewered by a crossbow bolt, lies dead on the floor of the dining room. Although thoroughly wrecked, there is no sign of Morak or human casualties on the inn’s first floor. Mel looks up. A woman on the second floor is looking down through the boulder hole, but hides when Mel speaks to her.

Grund awakens refreshed, but his head is ringing like a goblin at a temple bell. He stomps into Nightstone, ready to settle grudges and chew bubblegum. The wargs have no difficulty spotting him and run over to eat him where a boulder juts from the road. Grund runs up the boulder and jumps onto a warg, grabbing its rope bridle. He adds one warg to his inventory. The other warg counts itself lucky and goes back to eating.

Grund steers his warg through town yelling for Osstra to come out and settle grudge #1273, but Osstra does not present himself. In fact, no one is visible at all except for a couple of goblins chasing chickens around a farmyard. They draw shortbows but can’t hit speeding Grund. He steers the warg at them, intent on running them down. They jump out of the way.

Baergar runs upstairs to find Mel’s peeking woman. He finds Kella Darkhope, itinerant monk, cowering in her room holding, of all things, a flying snake. She explains that Morak lead the townies to the dripping caves to flee an attack of cloud giants who dropped the boulders on Nightstone. The subsequent goblin raid is just one of those unfortunate things that happens to undefended towns. Kella would just as soon stay where she is than join with the adventurers.

They can hear Grund outside yelling. Baergar uses Kella’s second floor window to attract Grund’s attention. Grund barrels through the goblins toward the inn. The goblins shoot arrows into his back, the cowards, forcing Grund to heal himself. The goblins confer with someone unseen in the farm house and pursue Grund to the inn as he reunites with the party.

The goblins switch to scimitars. Mel cures Grund’s wounds so he can charge back into battle. One of the goblins pulls a Marley’s bottle, cracks the end, and hucks it at Grund. The bottle strikes the warg who howls in pain. Some of the warg’s hair falls out. Now this is serious.

Harry drops goblin Pojo with a trio of sapphire-colored magic missiles. Pojo’s friend Tot vows revenge despite Mel’s handaxe thrown into his shin. Tot throws an acid bottle at Grund which hits this time. Three strands of Grund’s beard fall out. He collects the three strands for later burial. Tot readies another bottle but Harry’s magic missiles slay Tot, splashing the acid all over him, and Tot dies, balding.

Sticky-fingered Baergar finds a gold ring on Pojo and a spare acid bottle on Tot. Tot also has a live chicken which Baergar gives to Grund. Baergar slips upstairs to see what other treasures might be found in the rooms. He cracks into Morak’s bedroom chest and secretly pockets a pair of gemstones and some loose gold pieces. Harry claims a potion of heroism.

Downstairs, Grund puzzles over how to put down the warg in some considerate dwarvane manner to prevent it from turning on him. Ultimately he just allows it outside to eat Pojo and Tot.

Kella has had her fill of adventurers and seems reluctant to speak with Grund, but he doesn’t take no for an answer and persuades her to allow him in. Grund follows a hunch that something about Kella’s story is not legit and she cracks under questioning. She admits in fact she is not merely a monk, she is a scout for the Zhents who have been summoned to take the undefended town away from Lionshield Coster and Lady Nander for the Black Network. Grund checks her wardrobe despite Kella’s concern for her unmentionables. Her unmentionables turn out to be weapons. Grund offers to allow her to go in peace with her weapons if she promises not to mess with the party. Fine. Done.

The Zhents won’t arrive for a few days, but it seems there are goblins infesting every building. A long rest would be nice but it’s still early in the day, the breached inn is difficult to defend, especially with Kella hanging about, and the temple bell continues to toll keeping everyone awake and irritable.

Baergar drops out of a window, avoiding the wargs, and sneaks back across the street to the temple’s side window. The first floor appears empty so he opens the door and beckons everyone over.

The bell-ringing goblins are in the tower up a ladder from the cleric’s quarters. Baergar sets some ball bearings in the doorway and hides on one side of the door. Mel gets ready on the other side of the door. Harry waits in a corner where he can line up magic missiles. Grund declares very loudly that he’s just going to sit right down for some prayer after a long day of lugging around his enormous sack of gold. He certainly hopes some goblins don’t attack woeful him because he’s just too tired to put up any defense at all. Predictably, the bell ringing stops.

Two goblins hop off the ladder and approach Grund slowly at first. Then they hit the ball bearings and their pace quickens. Mel hits the first one, Beedo, and the last thing that goes through his mind is his face. Baergar stabs the grieving second goblin, Vark, reuniting him with Beedo.

The temple valuables are found in the goblin loot bags. Grund and Mel serve Moradin’s good will and re-consecrate the temple, putting it back in working order.

Grund makes luau chicken in the temple dirt floor so that no smoke escapes and everyone turns in for an uneventful evening.

Fidacius Crumpot

Adrik Stractart returns from a long day at work to find a metal cylinder on the bed mat upon which he would be ready to collapse were it not for the metal cylinder in his way. The metal cylinder features an intricate design inscribed with “hear me” in dwarven on one end. Adrik listens to the cylinder but it remains silent. Adrik shakes the cylinder and, slight improvement, it rattles. He bites the cylinder and chips a tooth, axes the cylinder and chips the axe, throws it at the wall and chips the wall. He mutters “hear me” and the cylinder greets Adrik personally and implores him to meet at the Quastarte archives at sunset on the third day of the second week of the fifth month of this year. Adrik sighs, leaves his cozy apartment, and heads toward the archive, passing a fellow dwarf with a runed quarterstaff just entering an inn.

Harthar Moonshadow, call him Harry, returns to the inn where he stays while investigating his sister’s murder. Innkeeper Bob First received a package for Harry while he was out, a metal cylinder that features an intricate design inscribed with “hear me” in dwarven on one end. Harry ponders the inscription aloud. The cylinder greets Harthar personally and implores him to meet at the Quastarte archives at sunset on the third day of the second week of the fifth month of this year. Also, bring a dwarf named Grund whom he will find at the temple of Moradin.

At the temple of Moradin, Grund Malnarson Dimdylkin Grimstoen, Grudgebearer of Drunget Mogh Buldohr, call him Grund Malnarson Dimdylkin Grimstoen, Grudgebearer of Drunget Mogh Buldohr, studies his book of grudges. Grudge #7469 is interrupted when he notices some dishonorable sneak has abandoned a metal cylinder that features an intricate design inscribed with “hear me” in dwarven on one end. He demands for the cowardly cylinder to speak! Nothing. Ach! Hear me! The cylinder greets Grund personally and implores him to meet at the Quastarte archives at sunset on the third day of the second week of the fifth month of this year. Also, a dwarf named Harthar has be sent to meet him. Harthar enters and explains that an intricate metal cylinder directed him to accompany Grund to the Quastarte archives. Grund collects a few of his most lethal possessions, including his greathammer, The Judge, and off they go for the archives.

Melura Fancybeard, call her Mel, is knocking back a few Marley’s at a disreputable tavern when Innkeeper Bob Second informs her a package was just delivered for her. The metal cylinder features an intricate design inscribed with “hear me” in dwarven on one end. She proclaims it the world’s worst ale tankard as it has no top from which to consume the Hear Me ale. The cylinder greets Melura personally and implores her to meet at the Quastarte archives at sunset on the third day of the second week of the fifth month of this year. Also, bring a dwarf named Baergar who is in the alley.

Mel finds Baergar behind the tavern rummaging through alley treasures. She explains the cylindrical message calling Baergar by name. Absent any pressing social engagements, Baergar follows Mel to the Quastarte archives.

The gripe of dwarves meets simultaneously outside the archive door. The door opens and they are greeted by a can with an eyestalk who welcomes them into the perfectly harmless nonfiction section through an entryway lined with an excess of golden cans with eyestalks.

Archivist Fidacius Crumpot sweeps into the room on his gnome legs and greets the adventures each by name. But where is the other, he wonders? The uther, explains Grund laconically, can be found at any disreputable tavern where cats abound.

Fidacius grows concerned about an old friend, Morak Ur’gray, the innkeeper at Knightstone Inn in Nightstone. Fidacius has summoned these hearty adventurers to check on Morak.

Grund checks his grudges for Nightstone-related vengeances and lands on #1273: Thelbin Osstra didn’t deliver wheat in proper condition to a party. Grund would be pleased to travel to Nightstone.

Mel wasn’t planning on travel or field work, but has been reassigned to Nightstone. Fidacius summons an automaton dedicated to tracking the abundant complaints against Mel from the temple of Moradin where she clerics. He retrieves a roll of scrolls, much larger than the automaton that produced them, and reads a brief selection of complaints. All the complaints against Mel cite brawling, invariably initiated by some comment on her ribbon-festooned … beard? The next thing Fidacius reads is Mel’s fist crashing through the scroll and into his eye.

Baergar was heading back home to Nightstone anyway, but it never hurts to negotiate payment for what you’re already doing. Baergar negotiates payment for what he’s already doing and Fidacius hands him an empty cloth bag. There’s some vague promise of later payment, but only if he has the bag. Dubious Baergar sells the bag back to Fidacius for one gold piece and Fidacius hands the bag to Grund.

Harry hails from a brewing commune. He has been investigating the murder of his common-law sister from the commune and his investigations suggest maybe some progress could be made in Nightstone.

Adrik doesn’t particularly want to go to work tomorrow so he doesn’t particularly object to any particular part of the plan to travel to Nightstone.

Fidacius flips Harry an electrum piece to hire a ride down the highroad to a signpost where they’ll follow a trail into Nightstone, and under no circumstances should they stop in Waterdeep.

. . .

Several days later when they arrive at the junction to turn off toward Nightstone, suspicious Baergar recalls the suspiciously trenchant reference Fidacius made to the signpost. He gives the signpost extra scrutiny. Grund regards the signpost with equal suspicion, but Baergar, local to these parts, assures him it points the same directions it always has.

On foot, the party follows the trail toward Nightstone. Midway to Nightstone a river cuts through the trail. A curved stone bridge spans the thirty foot stream and Baergar warns the party that this bridge is a popular ambush point for brigands. He often did charity fundraising at this bridge.

A man approaches from the other side. Grund adopts a wide stance and hails the stranger from across the bridge. The pleasant stranger introduces himself as Barmulus Thondreld. Grund dashes any prospect for a congenial passing when he recalls that Barmulus Thondreld is sanctioned for theft by grudge #1052. That debt will get settled on this bridge right now.

Barmulus is pleased to settle the grudge, if coin is acceptable. He hoists a very heavy money bag and offers it to Grund, his other hand shoved deep into his vest. Barmulus seems way too happy for someone at his apparent disadvantage. Harry backs up to have a closer look under the bridge for what might be going wrong. Grund accepts the bag, keeping one hand on the judge, and counts out the remittance. There is just over three gold worth of coin and sixteen gold-painted rocks, not nearly enough of either to cover the grudge.

Barmulus retrieves a glass bulb of fire from his vest and tosses it into the air where it explodes into six smoke and magma mephits. He attempts to flee the scene, but Grund’s grudge judge bashes him in the dome. Judged.

Adrik fires his crossbow up into a mephit and compulsively scoops up the sixteen gold-painted stones.

Harry’s perfect magic missiles and Mel’s warhammer destroy a mephit together, but it explodes on Mel and she is forced to self-administer a precious cure wounds spell to stay in the battle.

Grund is blinded by a retreating mephit and realizes the fire damage will soon overwhelm the party. He calls for everyone to jump into the shallow stream.

Harry wades into the river and prestidigitates some gusts of wind to throw water onto the fiery mephits, but they fly too high to be rained on from below.

The adventurers largely succeed at avoiding the mephit attacks, especially easy pickings Adrik who becomes surrounded by clawing mephits when all her mates jump over the side of the bridge. She critically crossbows a second bolt into her mephit, but it is too tough to die. Her favorite terrain is not water so she does not jump off the bridge. Her favorite terrain is forest so she runs across the bridge into the forest hoping to make some advantage there.

When the party breaks contact, the mephits turn their fiery attacks on dead Barmulus, charring him while shouting in ignan. Satisfied they’ve done their unruly duty, the mephits fly over the horizon to chase their bliss.

Unsqueamish Adrik loots Barmulus’s smoldering remains, and good thing because she finds sixteen additional gold pieces. She relinquishes thirteen gold to Grund to satisfy his grudge and pockets the rest.

Baergar hears two horses drawing a cart approaching. Sounds like it carries a goliath.

Cast of Characters

Adrik Stractart
Dwarf Ranger
House destroyed by giants when young, moved to Quastarte, has had little to say since then.

Harthar “Harry” Moonshadow
Dwarf Wizard
From a commune of master brewers, in Quastarte investigating sister’s demise.

Grund Malnarson Dimdylkin Grimstoen
Dwarf Paladin
Grudgebearer of Drunget Mogh Buldohr, in Quastarte to update the Grimstoen book of grudges. Owner / operator of his mordenkrad, The Judge.

Melura “Mel” Fancybeard
Dwarf Cleric
Serving in Quastarte temple of Moradin, but selected for deployment for excessive violence against anyone claiming female beards are not canonical.

Baergar
Dwarf Rogue
Beardless, streetwise orphan from Nightstone on “business travel” in Quastarte.

 

——— Notable NPCS ———

Fidacius Crumpot
Quastarte archivist, concerned about his old friend Morak Ur’gray, dwarven innkeeper at Knightstone Inn in Nightstone. Initially assembles the party.

Morak Ur’gray
Fidacius’s old friend, proprietor of Knightstone Inn in Nightstone. Morak moved the civilian population to the dripping caves during the recent cloud giant attack.

Destiny Agganor
Tiefling midwife of Nightstone, guardian of Baergar after he was orphaned by giants.

Thelbin Osstra
Grudge #1273, denizen of Nightstone who is in some trouble when Grund catches up to him.

Darthag Ulgar
Proprietor of Nightstone Lionshield Coster. Party might owe him some money.

 

Traitor

A troubled Rooster ambles into the common room studying the papers gripped in his betrayed hands. Slick, Tatters, and Bizzle follow Rooster back to his office. He worriedly retrieves a small metal box from his gnomish filing cabinet and places it in the center of his desk. Rooster reveals that he has uncovered a traitor at R&S. Bizzle and Slick immediately point at each other. No, no, no, the traitor is not in this room.

Rooster flips a switch on the small metal box and the group is suddenly standing on an ocean floor. A fish swims through Tatters and the group relaxes when it does not leave a fish-shaped hole. That and their regular breathing suggest this is an illusion.

The group observes the replay of a historical R&S mission in progress [The Golden Merchant]. Shark-mounted sahuagin harry the Kowalish Apparatus Thingy (KAT). A Craig-the-Insidious-like supervisor declares that the traitor is well-informed in that “they” showed up, but not the expected “they”. Rooster switches off the illusion.

From this bit of intelligence, Rooster has narrowed a short list of suspects which he hands out to Slick and Bizzle. Tatters has to look over their shoulders. On the back of the list is an open warrant to use when the traitor is positively identified. Rooster suggests a low-key interview process of the suspects. And if they want to requisition supplies, see the quartermaster first. 

A zone of truth would be super handy in this situation, so the task force goes to see the quartermaster, a teacup goliath called Andre the Goliath. No, Andre the Goliath does not have a couple of twenty charge zone of truth wands available. No, he can’t get such an item delivered priority next morning either. No, it makes no difference whether it’s ten charges or twenty. The team leaves Andre the Goliath to his incompetence and heads to the common room where there’s a good chance of encountering someone on the list.

Stepping into the common room, they hear the unfortunate sounds of Dischord tuning up his ocarina. To the sonic relief of the common room occupants, Bizzle invites Dischord to the cafeteria for a Pepsi and a chat. Under some light questioning by the party, Dischord claims to be a 20 year scribe at R&S, yet somehow has never met any of them, nor tried Pepsi. Tatters runs his helm of detect thoughts and confirms Dischord’s claims. Slick puts the squeeze on, asking if Dischord has heard the rumors of a traitor at R&S. Tatters reads him as legitimately concerned about a traitor, yet there is a murmuring corner of Dischord’s mind that blocks detection and rejects Tatters. Without evidence of a betrayal, the task force has no choice but to move on.

Conveniently nearby in the kitchen is suspect MMM preparing today’s lunch of seared rothe and mashed catatas. Mostly MMM seems to pedal the power source for the automated gnomish kitchen apparati that are preparing the meal. MMM grunts at their arrival. MMM grunts at their questions. MMM grunts at everything. Tatters catches on to the surprisingly efficient language of grunting and confirms that MMM has enjoyed 37 years of employment as R&S’s pedaling cook. Probing MMM’s thoughts reveals no betrayal, mostly just the pedal-pedal-pedal cadence necessary for his culinary success. MMM’s thoughts do reveal that he is in a great position to hear mealtime rumors of a traitor, and some R&S agents suspect Bizzle because of the timing of his employment. Tatters probes for a murmuring corner of MMM’s mind but finds only a void. Bizzle wonders if parasites abandoned MMM’s brain and moved into Dischord’s. Tatters emphasizes the metaphorical nature of the void.

Storm sorcerer Crackle suddenly appears behind the party. Not Cackle the laughing storm sorcerer traitor suspect, but Crackle the storm sorcerer sent by Rooster to help with the investigation of traitor suspects. It’s difficult to keep up without a program which Rooster gave to Crackle, but which Tatters still has to read over their shoulders.

Crackle’s arrival is fortuitous because synergistic peer review is one of his leveragable competencies. They find half-orc Sneak, the next suspect, in the armory. Crackle keeps Sneak off balance with rapid fire queries. Sneak gives six out of ten thumbs up for Rooster’s management style. He rates his own performance three out of ten, or is it ten out of three. It becomes apparent that Sneak doesn’t understand ratios very well, and that’s nothing compared to his problematic grasp of spatial abstraction evidenced by his most frequent customer and reliable friend, his own reflection in a polished battle axe. From mental monitoring by Tatters, it seems unlikely that Sneak is capable of masterminding a betrayal of R&S, but he could easily be subject to unwitting manipulation. Slick notices a dart missing from a dart display on the wall and asks about it. Sneak recounts that hood came in, hood see special dart, hood give money to buy special dart, hood leave. Is the purchase of a single dart by a hooded figure significant? Bizzle buys the 26 silver coins paid for the dart and activates the helm of teleportation to see where the payment associates.

Andre the Goliath demands to know why Bizzle is suddenly in his office. Yes, he recognizes that bag of coins as recently lent to a hooded figure, and here’s the contract on it. The contract is signed, X.

The task force regroups in the common room where Dischord entertains. Crackle requests “The King’s Feet Are Stinky” and they quickly leave to avoid any risk of hearing that piece rendered by Dischord. They head outdoors to locate the next traitor suspect, orange grung Dart.

As they approach Waterdeep Community Park, they can see a figure leaping tree to tree. They catch up with Dart who’s wearing gloves and leather sleeves. Bizzle rudely inquires why Dart’s gloves have so few fingers. Dart explains that five is the most common number of fingers for a grung, but the gloves and sleeves are to protect others from poisonous secretions. Bizzle shakes Dart’s gloved hand and does not die. Dart’s story checks out, so far. Dart has worked for R&S as an assassin for a couple of years. His specialty is blowguns which he uses to deliver his sweat poison to various political targets assigned by R&S. It’s a good living, except he resents his handle because nobody appreciates the difference between a blowgun needle and a thrown dart. Oh, also there’s that huge problem that Tatters picks up on from Dart’s thoughts: it’s true, Dart has a major gambling problem. He owes Andre the Goliath big time from three dragon ante, and his cheated winnings from alternate nights spent at the local tavern aren’t enough to cover his snowballing debt. Dart is vulnerable to compromise by insidious forces, but Tatters detects no such betrayal in his mind. Crackle detects no stashed hooded garment on his person that would implicate him in the dart purchase, not that Dart would stoop to even use a dart. Just blowguns. Blowguns are distinct from darts in any numerous ways—.

The task forces’ greycoats mercifully interrupt Dart’s enumeration of the differences between darts and blowguns, beeping an urgent summons back to Rooster. Dart needs help, but clearly is not the traitor. Tatters hands him a Gamblers Anonymous contact card and they hasten back to R&S to see what the hubbub is about.

Rooster leads the summoned task force to a secure hallway previously unexplored by any of them. He stops at a door sealed by mithril banding and hands Slick a bucket; it’s going to be bad. Arty the forest gnome, who was independently working the research side of this traitor case, has been murdered. Rooster removes the banding and opens the door.

Arty’s deceased body lies greying on the floor. His desktop has been burned. Slick investigates Arty’s corpse and finds it has been drained of every last drop of blood, yet there is no blood in the room or obvious wound. Tatters looks around for Arty’s research notes and finds a charred scroll which he must have been working on when the desktop was burned. Crackle pulls out Plan B and smacks it on Arty’s forehead. Shadow Arty pops out of his body and frantically looks around. Crackle calms him down.

Tatters starts the helm of detect thoughts on Shadow Arty while Crackle questions him. Arty didn’t see his killer, but he did hear footsteps, like a halfling’s lightness. He was poked in the neck before losing all his blood. Slick has heard enough: they are looking for a one-fang vampire. Tatters is a little more thorough and finds the glass dart, purchased from Sneak, sticking in Arty’s neck. It’s a needle of holding which has extracted Arty’s blood to a pocket dimension. Diabolical.

It seems the traitor has murdered Arty to prevent revelation of his identity, but he didn’t consider Crackle’s plan B. They quickly formulate a plan to flush out the traitor who will be forced into dealing with Shadow Arty to prevent exposure. Crackle casts invisibility on the team and they disperse themselves along a preplanned route that will reveal Arty’s “survival” in a controllable situation.

Arty drags his corpse to the hangar where Cackle is on the BURPS conversating with Jeff the Elemental. Cackle immediately spots Shadow Arty dragging his corpse and is, from Tatters’s read, genuinely dismayed at Arty’s condition. Cackle is not the murderer and therefore not the traitor.

Beaky 27 is also in the hanger, longingly observing PTATAs in flight. Beaky 27 has no concern at all for Arty’s plight, which seems perfectly reasonable once they notice he’s wearing a chalk board to communicate with his hearing co workers. Crackle directs Arty to drag around in front of Beaky 27 so that Tatters can get a read on him. Beaky 27 becomes genuinely concerned when he notices Arty. Beaky 27 is not the murderer and therefore not the traitor.

That’s everyone on the suspect list. Either Rooster overlooked someone, or the task force did. The common room is next on the dragging plan. Hopefully Dischord is still there with his ocarin-playing murmur mind.

Arty drags into the common room while the task force carefully scans the crowd for anyone with a suspect reaction. Dischord is present but has no reaction to seeing Arty. Arty, however, pauses uneasily when he sees Dischord. Tatters goes with a hunch and dispels magic from Dischord, but nothing happens. Slick carefully scrutinizes Dischord’s expression and concludes Dischord knows something about this, like maybe Tatters got the right target in the wrong way. Bizzle hangs back to observe Dischord. Crackle escorts Arty to the infirmary. Slick heads toward Dischord’s quarters to look for evidence to indict weird-acting Dischord. Tatters maneuvers to stay within thought detection range of Dischord. Dischord starts to head for his quarters, not so far behind Slick.

Slick has to break into a second security door that Dischord has installed inside his quarters. Dischord approaches with Bizzle, still invisible, clandestinely trailing close behind. Dischord gets irritated at Tatters following him and commands Tatters to betray. It’s the first indication of open hostility. Tatters counterspells and yells a warning. A head pokes out from an unrelated doorway, retreats, and then red alert klaxons begin wailing their warning of betrayal. Bizzle leaps from invisible stealth and scimitars Dischord so violently that scimitar Destra gets stuck in the newly resurfaced floor tiling. Tatters conjures up magic missiles, but Dischord counters them. Taking advantage of the confusion, Slick charges out of Dischord’s quarters and axes up Dischord with sneaky finesse. Crackle runs in from the infirmary just in time for the moment he’s been awaiting all day with itchy lightning fingers. He sends a bolt of lightning that passes fully through Tatters, then passes fully through Bizzle, then, with the little bit of lightning left over, kills traitor Dischord.

Rooster and a sizable cadre of R&S on-call security officers arrive in time to watch Bizzle cut the top of Dischord’s skull off in case an alien parasite is in there making Dischord do all these terrible deeds. It’s nothing but Dischord’s brain all the way through, so Bizzle plan B’s him for questioning.

Zombie Dischord eats his own exposed brain.

 

Craig the Insidious Contraption

Rooster ambles in with a mission of such low priority that no one has yet designated its priority color or numeral. Epi Glottis has been working on some applications for the blood emerald compass, ready for field testing, and he needs some personal protection. Since Bizzle and Slick overslept due to faulty alarm weasels when everyone else got dispatched earlier, this is their mission.

Epi guides the TURTLE (Train Of Regional Transport, Ox-Impelled Services Extender) towards a forest in Blamboof. In a couple of hours they find themselves loitering around some ruins where Epi gets a reading off the downward-indicating compass. Epi’s mechanical therapy cat, Artemus, goes to work digging for blood emerald shards inside the ruined walls of an old, fortified tower.

Three angry war horns interrupt the sound of easy money. Epi summons some expendable helpers from the TURTLE. Bizzle mans a fortuitously placed siege flame cannon with a little help from expendable Pyle who must pump together the oil / oxygen mixture. Expendable Keyop scales a tree ready to send out magic missiles to any approaching aggressors. Expendables Peika and Dod hang around with sneaky Slick, ready to provide distractions for her sneaking.

In ten minutes, the shard recovery team is surrounded by two hoards of orcs and a flange of ghouls. Bizzle and Slick sweep the orcs with gouts from the flame cannon. They take out a couple of Orogs, but by no means creating a local shortage of the brutes. A few Red Fangs of Shargaas appear around Epi. Shouts of, For Craig! rise above the din, giving a name to the menace as though the R&S operatives wouldn’t recognize the insidious handiwork of their nemesis, Craig the Insidious Lich & Co., LLC.

Craig’s OIC (Orc In Charge), Singular Sam, calls for unconditional and immediate surrender. In response, Slick decapitates an Orog. She looks up. Tiny dots in the sky grow larger as a murder of kenku descend on the battle. Beaky One! Beaky Two! Beaky Three! The noise is unbearable but gets much worse when a recorded message from Craig plays.

“Hello, Bizzle, Nanny, Beard, and others–”

“Nanny died,” interrupts Bizzle. The message starts over.

“Hello, Bizzle, Nanny, Beard, and others. This is Craig the Insidious Lich and Company (and Birt!). This is a prerecorded message. Surrender and hand over the blood emerald shards! I really need those to complete my colossus. No no, don’t record that part. How do I turn this thing–”

The orcs and ghouls, and now kenku, crush in around the flame cannon. Bizzle yells for the team to take cover and Pyle pew-pew-pews magic missiles into the flame cannon’s fuel tank. A massive fireball vaporizes nearly all of Craig’s armies while the R&S operatives shelter behind ruin walls or sprint out of range. Their elation at somehow surviving the explosion is interrupted by the thud of advanced metallurgy stomping across the smoldering ground.

Craig has constructed a massive exo-contraption with far too many piston-powered arms. Two of those arms launch green fireballs at Bizzle, Keyop, and Pyle. Pyle collapses, life oozing out in wisps of green smoke. Another two insidiously reaching arms produce longswords as Craig the Insidious Construct charges Bizzle.

All the remaining orcs are distracted by Craig’s insidious show of violence, and they stop to cheer him on. Slick, Peika, and Dod take advantage of the distraction to sneak destruction upon the orcs, thinning them out one by one. Keyop drags Pyle back to the sheltering ruins where Epi estimates another 36 seconds of digging before Artemus recovers the blood emerald shards. Bizzle fights Craig the Insidious Contraption, keeping Craig’s attention away from Epi, and scrambles over the ruin walls to keep Craig moving. Keyop draws Craig the opposite direction and gets knocked out giving Bizzle enough time to take a salvage bar / health potion smoothie.

Slick and team have created enough havoc that Singular Sam stops cheering for Craig and calls for a regroup to fight Slick. Singular Sam knocks out orc-surrounded Slick. Dod forces a salvage bar in her mouth, but now he’s knocked out.

Epi and Artemus finally recover the blood emerald shards. Artemus gathers up Pyle. Slick disengages from Singular Sam and drags Dod back to where Epi is tending to Keyop. Grappled Bizzle can’t run away from Craig the Insidious Contraption, but Craig does him a solid by hurling Bizzle through two solid walls and into the solid trunk of a solid tree where Bizzle falls twenty feet to the solid ground. Epi uses his OnStone service to remotely dispatch the TURTLE back to HQ. The moment his friends are all within ten feet, Bizzle activates the helm of teleportation. Smell ya later!

The team teleports victoriously atop Roosters desk, the most familiar of all objects to Bizzle. Rooster falls back in his chair. Craig the Insidious Lich and Co., LLC, has yet again been thwarted by R&S and the colossus project deprived of blood emerald shards.

 

Dead In Thay, Part 9

The party takes a long rest before exploring the blackening black gate.

Slick reunites with the party after guarding the liberated civilians. They have given her a cold.

Creep counts out 111 organs and 3 heads in his inventory. Hopefully it’s enough to sustain his health through the phylactery vault, not to mention Slick’s contagions. Creep dons the hat of disguise and looks just like Bizzle. He mimics Bizzle’s talking, except more zombie-like. For a terrifying moment, Bizzle suspects someone administered Plan B to him in his sleep. Creep laughs. Bazinga.

Tatters inspects the black gate. A glyph key is no longer needed, but a certain level of cleverness is. Tricksy attempts to enter but does not exhibit the requisite level of intelligence and is thrown back. Slick jams her arm in the gate and the swirling black mist becomes for gelatinous. Tatters puts his face in and takes face damage. Creep goes all in and finds himself standing in the solidifying gate. Slick tries to follow but is thrown out. Bizzle emulates Creep’s success and shuffles in zombie-like. Reality warps.

Creep and Bizzle are transported to the interior of a four sided, white marble pyramid where nonlinear gravity allows the walls to be floors. The rest of the party follows. On each of the four sides they behold three smaller white marble pyramid-shaped sepulchers with lifeless four-armed gargoyle doors. There are several white marble pedestals and a dark pool of churning darkness in the center of each side. An interactive image of Syranna appears to them and explains that they have successfully disrupted the productivity of the Doomvault. All that remains is for them to defeat the guardians and destroy the phylacteries.

Creep retrieves a pouch from his gore-splattered coat, takes a pinch of dust of dryness, and throws it into the dark pool. The dark pool dries up into a marble which Creep puts in his pocket for later. Creep gives a double thumbs up and an enthusiastic grin.

Bizzle finds the sepulcher’s gargoyle doors locked. Tricksy picks the lock. When Creep opens the doors, the four-armed gargoyles unsurprisingly animate.

Creep reaches into the sepulcher and grabs a dagger, one of several phylactery objects containing the soul of a lich. Creep stabs the dagger at a gargoyle but accidentally plunges it into Tatters instead. Some of Tatters’s life force is siphoned into Creep. Slick sneaks a couple of magical axe attacks on a gargoyle and Bizzle helps out with scimitar strikes. Down it goes. Tricksy and Tatters take out the other gargoyle.

The phylactery objects are surrounded by magic. Creep envisions a bonfire to destroy them all at once. The party gathers the objects to the center of the room and moves to the second sepulcher. Tricksy unlocks the door but this time moves out of the way before Creep opens the gargoyles. The gargoyles are defeated and the phylactery objects are gathered to the center. The third sepulcher is likewise defeated and gathered.

Creep discovers that if he hangs out near one of the white pedestals he gets blasted by radiant damage, so he doesn’t do that any more.

Bizzle and Tricksy rest while the others experiment with destruction of the pile of phylactery objects. Creep tries eldritch blast on a phylactery leather pouch but it is undamaged. Slick looks for runes to destroy since that worked on the shrines. She finds none. Creep investigates the tops of the sepulchers but finds no clues there. Tatters suspects that mental channeling may be the way to go, but the objects must be returned to their assigned sepulchers first.

Tatters collects all the party’s glyph keys for a mental boost and uses his acuity to destroy one sepulcher and its phylactery objects. That was easy enough, but he has attracted the attention of a gleaming black skull with ruby eyes and diamond teeth emerging from a vortex.

The bling bling demilich is Kazit Gul, and he’s all out of bubblegum. Tricksy’s arrows, Slick’s bolts, Tatters’s firebolts, and Creep’s witchbolts all converge on Kazit. Kazit lets out a howl that instantly drops Tricksy and Slick unconscious and frightens Tatters and Bizzle. Only Creep escapes the effects, and that’s the way he wants to keep it. He jams his pinky fingers into his ears and breaks them off, protecting him from the destructive sound. He charges at Kazit. Tatters unloads his best volley of magic missiles. Bizzle, cowering out of Kazit’s sight inside a sepulcher, regains his courage and charges Kazit. Bizzle surges extra extra extra extra scimitar attacks and slays Krazit. The skull fractures into dust and its bling falls to the floor.

Tricksy notices a peculiar glowing in the fallen diamonds, like the way a demilich’s soul glows if held in a gemstone. Creep fetches a large rock and begins smashing the gems. A soul escapes, looks around unsuccessfully for a new body, and flees.

Creep sits down to feast on some organs while Slick and Tatters brain at the remaining sepulchers. Upon destruction of the third, the vortex spews much black dust and a shower of diamonds. The other sepulchers on the other sides of the pyramid disintegrate saving all kinds of time and peril. Kazit Gul is no more.

Tricksy is ready to leave and steps into the black gate. She discovers the glyph key requirement has been reinstated and bounces unexpectedly off the black gate. Tatters, with all the keys, opens the black gate. They depart the ruined phylactery vault.

Creep is first to emerge back in the gatehouse and his appearance initially alarms waiting Syranna. Syranna certifies successful completion of the mission contract and renders the final payment of the blood emerald shard. Bizzle quickly puts the shard into his bag of holding before Craig the Insidious can show up and prolong the adventure.

Dead In Thay, Part 8

Creep adjusts his hat of disguise and looks as charming as the day he walked into the Doomvault. He explains his insightful and cunning plan for the quick destruction of the phylactery in amazing detail, the sort of plan that will save time and lives. Unfortunately the hat of disguise does nothing for Creep’s ability to communicate; it all comes out as unintelligible moans and groans and halitosis.

Once condescending politeness for Creep’s disability has been served, Bizzle, grabbing the map away from Creep, goes for the door to the next shrine. No surprise, the sounds of shuffling zombies and boots await them. Tricksy unlocks the door and Creep shuffles into the room where a red wizard, deathlock wight, dread warrior, and four fellow zombies take no notice of him whatsoever. Tatters surveys some green mist hanging out around the shrine. No good mist is green like that. Tatters chooses conflict and tosses a firebolt at the red wizard. Tricksy concurs and adds an arrow. Creep makes some menacing jabs with his rapier and “accidentally” stabs a fellow zombie.

The red wizard prepares a cloud kill. Tatters counters it. The four zombies line up perfectly trying to protect their red wizard. Tricksy conjures a barrage on them and walks up to the ceiling out of revenge’s way. Creep’s shadow slips away to mess with the dread warrior’s own sense of dread. Creep adds his eldritch blast to the red wizard. Tatters gusts wind down the congo line of zombies, knocking the red wizard and the last zombie into the shrine’s field. They bounce off the shrine and fatally smash into the wall. The green mist does not dissipate.

The zombies strike at Tatters and Bizzle while the wight and warrior attempt to knock Tricksy off the ceiling with grave bolts and javelins. Bizzle walks through the line of injured zombies, piercing left and right to slay all three until he gets to the wight. Tricksy’s arrows and Creep’s blasts have the wight at undeath’s door, but it’s his dread warrior comrade who kills him with a botched javelin throw intended for Creep.

Tatters magic missiles the dread warrior and Bizzle’s scimitars finish the job, but undead fortitude stands him back up. Bizzle drops him again, but undead fortitude stands him back up. Tricksy buries an arrow in him, but undead fortitude stands him back up. Tricksy has a second arrow already in flight and the dread warrior’s fortitude undeadens him no more.

Creep harvests organs and brains, his pockets overflowing with offal. Tatters carefully loots what’s left of the red wizard and finds some bracers of defense [+2 AC when not wearing armor or using shield], a scroll of remove curse, a scroll of speak with undead, and a book of traps [based on robe of useful items, tear out a page for a trap or component].

Bizzle attacks the shrine and scratches out some of the runes before the green mist incapacitates him. Tatters disables the shrine by outsmarting it. The shrine releases a pockmarked orc, Bandagh, chosen of Yurtrus. Creep stabs Bandagh in the most humane way possible and then harvests him, carefully removing his head to preserve the brains.

The party takes a short rest while Tatters enjoys a salvage bar.

Bizzle loudly runs down the next hallway and into the next shrine room. This room features swaying vines on the floor, roots through the ceiling, and a wraith attended by three will-o’-wisps. Creep sends eldritch blasts flying left and right. Tatters follows with firebolts. Tricksy sends arrows with such force she breaks another bowstring. The wraith lifedrains Bizzle. Bizzle’s scimitars drain the wraith.

Creep shuffles heroically into position between the wisps and the wraith. Tatters concentrates magic missiles on the wraith and Bizzle’s scimitars dissipate him, leaving no protein for Creep. Creep blasts his own finger off when his spell backfires, but otherwise the wisps are worn down quickly. Tricksy discovers that moving nonleisurely through the vines causes them to entangle, but she also discovers that stabbing the vines with a rapier causes them to die.

The shrine holds a half-elf, and it does a good job of defending her from the uncharismatic adventurers. Tricksy eventually wins the shrine and releases Eira, chosen of Rillifane Rallathil. For once, a chosen is actually grateful and she agrees to join the adventure. She seems a little conflicted about something, but who isn’t?

Creep, feeling the momentum, bursts into the next shrine room with a massive witchbolt directed at the red wizard, Thay apprentice, and three yetis. The witchbolt goes terribly wrong and bounces straight at Tatters. Tatters counters the spell. Bizzle crosses the freezing room to scimitar up the red wizard standing next to one of two braziers providing a little warmth. Tricksy, safely on the hallway ceiling, sends the red wizard a couple of arrows. Eira takes on a yeti with her shillelagh. The other two yetis chose Creep and Bizzle.

Creep takes a beating from the yeti with a dash of scorching from the apprentice. Tatters and Bizzle finish off the red wizard before he can create much mischief so Tricksy helps Creep with his yeti. A terrible visage projects from Creep’s shield, frightening the apprentice and yetis. Then Creep drops a hunger of Hadar. Bizzle’s yeti isn’t covered by the hunger so Tatter’s slays it with a firebolt. Creep, unimpeded by the magical darkness, pulls Eira safely out before she gets slapped by any milky tentacles. The apprentice dies immediately and Creep keeps the yetis dancing with blasts into the hunger until they succumb.

The rest of the party bounces off the shrine trying to get in. Again it’s Tricksy who eventually wins the shrine releasing human Hefrun Arnsfirth, chosen of Auril. Hefrun goes right for Tricksy so the party quickly turns her into lunch meat for Creep.

The party plus Eira backtracks uneventfully to a shrine skipped earlier off the red room.

Creep bursts into the shrine room and points one of his remaining fingers at a large flesh golem, calling his next strike true. A red wizard cowers behind the golem, but there is no hiding from Tatters’s magic missiles. Tricksy repairs her bow, contemplating a lawsuit against the low bid contractor supplying R&S with defective bowstrings. Bizzle chases the wizard behind the shrine while Tatters plugs him with missile after missile. Creep’s eldritch blast makes the red wizard die tired. The golem becomes the focus of all the spells and sharp implements and dies well-rested.

Tricksy wins the very last shrine in the temples of extraction. The black gate behind her flickers significantly and darkens. It could be none more black. The shrine releases halfling Curran Corvalin. Curran claims no deity, making him the Doomvault’s first and only chosen of agnosticism. He won’t fight for his own freedom. Nor can Bizzle entice him through the black gate. Creep declines to eat him. Curran appears entirely useless.

Romance Does Not Win

Rooster has a triple-A mission to rescue one Fedora Meadow, daughter of brewer’s guild mogul Helmet Meadow, from the clutches of fletcher guild mogul Leo McCoy and family.

According to the map Rooster hands to Tricksy, the rescue will take the nimble extraction team of Tricksy, Epi Glottis, and Bizzle into the misty forest to the McCoy family compound. The PHRT remains drydocked from recent damage so today’s whimsical gnomish transport will be Epi’s latest masterpiece, the LARVAAA.

The LARVAAA arrives at a discrete distance from the compound at a discrete hour of the night. The team disembarks in typical fashion from Epi’s conveyances: out the butt.

Tricksy, who regards forests as one of her favorite terrains, directs their progress to a small trail headed for the compound, away from the main road traders use. Epi makes use of a spyglass to spot some broken twigs indicating recent passage. Bizzle borrows Epi’s belt of awesomeness to investigate the twigs for evidence of kidnapping and distinctly hears a voice, “Sounds like a damsel in distress, better hurry!” For all its disembodiment, the voice isn’t wrong. Epi produces a twenty-four foot ladder from a patch off his robe of useful items and climbs the tree for a better view. He hears rustling below. Epi’s mechanical servant, defender, and therapy cat, Artemus, circles around. Tricksy notices a very sneaky treant grappling at her from behind and she evades its grasp. The treant fusses in a couple of unrecognized languages. Another voice warns Bizzle that the treant means what it says.

The treant queries, in common this time, why this group of children, as Epi proposes for the gnomes, would be off the main road? Tricksy introduces herself and asks whether the nice treant has seen their lost friend, a human girl. Bizzle offers to return to the main road if the treant indicates the way. The treant doesn’t like all these fast talking flesh bags, especially the one with the name Tricksy, and ponders consulting with master Bones.

Epi retrieves a smoke stick from his bag and tosses it at treant’s feet. The trespassers cheese it while the treant, blinded by the smoke screen, makes a loud booming call.

The team has no difficulty reuniting out of the smoke cloud and easily shaking any pursuers. In her haste Tricksy steps into a sticky trap. Epi could fashion a universal solvent, but it would take too long. Tricksy retrieves a flask of oil and Epi helps her dowse her clothing and boots to free them. After that close call, the party moves more cautiously through the misty forest and arrives at the compound without further incident.

The McCoy compound has but one visible entrance and it is guarded by two distracted guards. The team sneaks through the trees toward the back corner where Tricksy can pull them up to the rooftops. The guards spot Epi’s giant head and order him to halt. Tricksy’s suture fly, Knit IV, zips out of the woods and sews up both guards’ mouths as they try to yell a warning. They run back into the compound and ring a warning bell.

Epi improvises a new plan to begin a grand distraction, warning loudly that the beasts are upon them! He clangs pots together to emphasize his presence while undetected Tricksy and Bizzle scramble to the roof of the building. As all the guards converge on the googly-eye witch known to his friends as Epi, Epi pretends to fight off Knit IV and Artemus while actually aiming the  flasks of acid at the guards. Sorry, officer, apologizes Epi, even while peeling a patch to conjure a pair of mastiffs to attack the guards.

Tricksy and Bizzle enter the main building, unnoticed in Epi’s commotion, and follow a hall to the left. Bizzle corners a guard at the end of the south wing and, posing as a bandit, nonchalantly asks whether there’s anyone around worth kidnapping. The guard shoots arrows rather than answers so Bizzle knocks him out.

Tricksy checks out a nearby room and discovers Lady McCoy hiding in her bed chamber. Tricksy offers to kidnap any valuable hostages, but Lady McCoy regards only herself as valuable enough to kidnap. Tricksy casts silence to stop her yelling.

Outside, a man with a crossbow, Leo McCoy himself, joins the fight against Epi’s beast army.  Epi warns loudly about the beasts who took his pancreas, spleen, and bones.

A horse-mounted longbow woman, Cassandra, emerges from the stables. She correctly identifies Epi as the source of all this mayhem. Epi gets filled with arrows and bolts as the archers heed Cassandra’s analysis. Epi tosses a smoke stick up on the wall to obscure two archers and tosses a fire vial between a couple of other archers, killing one and a half of them. The din of battle drowns out Rooster’s requirement for minimum bloodshed.

Bizzle and Tricksy break into another room and discover a young man, Leo McCoy, Junior. He eagerly reveals his angsty narrative. He’s been secretly sparking with brewer daughter Fedora Meadow, of recent kidnap fame. But then Cassandra caught them meeting in the woods and now both Fedora and Junior have been incarcerated by Leo. Bizzle offers to selflessly put their bandit looting on hold to rescue the lovelorn pair if Junior happens to know where she’s being held. He does.

Epi kills Cassandra’s horse with acid and then summons a horse of his own. A good little kick gets the horse running into the house, because why not do that. Epi eats a salvage bar while admiring his handiwork. Leo decommissions Artemus.

Junior leads Tricksy and Bizzle toward the north wing of the house past a couple of guards, Stan and Fran. Bizzle explains to the guards that he and the kobold are Grizzle and Ducky, freelance bandits here to kidnap Fedora for some money. Stan and Fran beat on Bizzle. Fran breaks his sword and wanders off to requisition a replacement. Stan antagonistically follows Bizzle to where Junior is unsuccessfully trying to kick down a locked door. Bizzle hands some choice picks to Tricksy and she picks the lock. Fedora and Junior are happily reunited, if not under ideal circumstances.

Epi’s menagerie has the situation outside suitably roiling so Epi slips into the main building through a side door. Cassandra follows, swinging a scimitar and a dagger. Epi tosses a tanglefoot at Cassandra’s feet and a raspberry at her ego. She throws her dagger into Epi’s backside. Epi’s progress is cut off by Leo who dashed in through the main door. Epi jogs around Leo and points his crossbow at Lady McCoy. Epi and Leo, now both standing in Tricksy’s silence, endeavor to negotiate with exaggerated mouthing and gesticulating.

The only thing standing in love’s way between Fedora and Junior now is Stan. Bizzle tries to shove Stan over a couch, but only pushes himself down. Tricksy adds a handful of ball bearings to the mix and both Fedora and Junior go posteriors over tea kettles. Stan tries to mince prone Bizzle but misses. Bizzle gets up and follows Fedora out. Tricksy shortbows Stan to death.

Tricksy runs along the ceiling while Knit IV sutures both of Cassandra’s eyes shut. Cassandra kills herself trying to cut open her eyes. This fatality does not count against the mission total.

Epi marches Lady McCoy out of the silent room at the point of his crossbow. Let us go free or the wife gets it, he demands of Leo. Epi is grappled by the guard and Leo shoots his crossbow into Epi. Epi spellastically reduces Leo’s crossbow into a hand crossbow. Leo fires the reduced bolt, but his other bolts no longer fit. Epi throws acid over his shoulder onto his grappler until he dies.

Two guards block Fedora and Junior from escaping the building. Tricksy drops one and Bizzle the other. Fedora and Junior run out. Leo pursues. Bizzle grapples Leo and explains that Junior hired them, the bandits, to facilitate their escape and Bizzle can’t allow Leo to interfere. Leo breaks free and stabs Fedora. She collapses. Junior swipes Tricksy’s rapier and stabs his father. Bizzle knocks Leo out. Tricksy feeds a healing potion to Fedora. Bizzle leaves a potion next to Leo, just in case Lady McCoy wants to revive her husby.

Junior is intent on riding out on horses, but that would attract the attention of treants. Knit IV blinds the remaining horses and the team escapes the McCoy compound with mission objective Fedora Meadow.

The three hours of travel back to the LARVAAA passes without incident. Bizzle makes a case to his coworkers that maybe love should conquer all, that maybe they should release Fedora and Junior. A quick read of the contract indicates no such provision. Mission first. Fedora and Junior are bound with mithril binding to prevent escape.

Fedora is returned to Helmet Meadow. Helmet is outraged by her mithril confinement, unaware of her affections for Junior and her resulting flight risk.

Junior is left in the nearby town, more or less at his choice, to pursue his own destiny, with or without Fedora.

RIP Nanorna Hysteresis “Nanny” Postholer

PROLOGUE

Rooster stood in front of the gathered agents.  “Alright you ninnies, Nanny was an agent in good standing, and she died in the line of duty, in fact she was critical to the accomplishment of the mission, saving Moonwreath, and the bonus acquisition of our new G.U.G.G.R.N.A.U.T.  Nanorna Hysteresis Postholder gets the full treatment.”
Grunts of affirmation came from the those gathered.  “Settle down, we need the formal reading of her FINAL PAYMENT…” Rooster pulled out a device that looked like an ear horn, but instead of a small opening, there appeared to be a small glass bead at the narrow end.  Rooster unfurled Nanny’s final payment, then pressed the bead to the paper and began slowly tracing the words on the page…

When there are no word’s left on the page, Rooster pulls out four other scrolls labelled
“The funeral rites of the Druids of Tall Trees – Stage 1”
“The funeral rites of the Druids of Tall Trees – Stage 2”
“The funeral rites of the Druids of Tall Trees – Stage 3”
“The funeral rites of the Druids of Tall Trees – Stage 4, Conveyance to Nature”
“Nanny’s remains are in this sack” and Rooster holds forth the cleanest potato sack you have ever seen, “and your supplies are in this sack.” and Rooster holds forth another pristinely fresh potato sack, and one more pristine empty sack.  “Go get some mules and head out to High Forest. You’ll all get full share funeral pay if you make it back”
“Make it back? This job sounds like cake compared to Stinky’s burial.” Says Bizzle.
“And why Mules?” quips Beard, “Why not a F.A.N.G.G.? or a P.T.A.T.A?  or a B.A.D.G.R?!?!?”
“Don’t get too confident, the druids of high forest are long dead, that section of the forest is overgrown and who knows what is there now.  I think the book she got the ritual from is centuries old, but she never realized it… I guess she obfuscated the truth from herself.  Mules will get through easier than any vehicles we got, and likely disturb the surroundings the least.”
Unbeknowst to yourselves, four of you have stepped forward and accepted the mission without being called.  You are Nanny’s guard, you will deposit her final payment.

Stage 1 – Autumn
Wan that April with the shor-es sotta, you find tall trees that are really high-ya,
Bying sure the birds doth poopeth in this one, climb up a third and jump up and down-ya,
The autumn shall come and the leaves fall, when the deceased they weigh, gather all.

Stage 2 – Introspectation
To the halfway mark go, then seek the balance,
sing the songs, and speak the parlance,
Share their song, and stories, and tales, then send the leaves forth like sails

Stage 3 – Fruitful Future
Doth not think only of thine friend, think of thy else critters, and climb up again,
Nature’s bounty provides, the wheel turneth on, and on, and on, and on some more,
Cast the best high, in equal weight, share it with all, even those thy hate.

Stage 4 – Conveyance to Nature
Even in death, Fly like the birdseth,
join with the eagles, even in death thine value isn’t meagle,
Be food for their wings, their young, and their talons.

You hear Nanny’s voice coming from the horn…
To whomever is listening to this, hopefully it is my fellow agents, and not a bunch of intruders who ransacked the Warren and stole this note.  If that is the case, then I’m most likely not dead, and I will get you… or the rest of R&S will get you… and we will soon get our revenge, so your best course of action would be to return this last will and testament to the Warren, or any contingent of R&S agents you can find along with a letter of apology and excessive amount of groveling.  If you choose to keep this note despite my warning, beware!  
However it is more likely that I really am dead, and you’re probably trying to figure out what to do with my corpse, assuming there is some amount of remains that can be disposed of.  Although I don’t really mean dispose, in the sense of throwing something away, I mean dispose as in “disposition”, in that something needs to be done, and while some agents might wish to be treated like garbage, that is not my choice, so please do not put me in the garbage.
While I am was a private person, especially when I was stealing things, picking locks, shooting from cover, or just skulking around, I was also spiritually obfuscational.  You probably did not know that I had great reverence for Meilikki, and most of the time, I hid it from myself as well.  But when I sat down to write this, I realized the devotion I had…. Or maybe this is all part of some mind control left over from a previous experience that I can’t remember.  Mind control or not, I think be buried as a follower of Meilikki sound’s pretty good.
I don’t know whether I died young, or old, whether I was poisoned or incinerated, whether I was quartered by orcs, or ground in a flour mill, whether I was eaten by aunts, or I choked while eating whale blubber trying not freeze in the frozen north, or something Craig did, but it was most likely one of these… or not… or not not if I’m not really dead and again this is a thief reading a thief’s final wishes.  Where was I…. oh yeah…
For my final resting place, I would like my remains taken to the High Forest, specifically the section of the forest known as high trees.   The Druids of Tall Trees have a beautiful burial ritual culminating with a return to the forest at the tree top in an eagle’s nest.  I have provided the ritual in incremental form so that it is easier to follow.  Just follow the steps when you get to Tall Trees, and make sure the tree has an eagle’s nest.  Please preserve my remains for freshness, and don’t forget to grab the 50 lb bag of cratatoes.
Mission first,
“Nanny”

LOGUE

Rooster reads Nanny’s final requests, a surprisingly complex Mielikki druidic ritual involving some tall trees and eagles. Nanny knows her friends well enough to emphasize this ritual specifically excludes the nearest R&S garbage can. So it’s off to the high trees of the high forest on mules loaded with a fifty pound bag of Nanny, a fifty pound bag of cratatoes, and an empty bag destined for fifty pounds of something inconvenient to execute the four stages of Nanny’s funeral rite.

Of the present company, Bizzle probably knew Nanny best so he bears her remains. Dirigible sailor Rambles Waverider, a half elf whose other half is missing for reasons unelaborated, hoists the bag of cratatoes. Rambles is a longstanding friend of Nanny, although they had not had the opportunity to work together much over the last twenty-five years. Kobold trickster Tricksy, recently transferred to the home office to assume Nanny’s contracts, assumes possession of the empty bag. Forgetful human pyromancer Gnome might have dated Nanny in high school. He needs both hands free for the evoking of fire from one jar and the application of griffon grease from a second jar. How did this high school romance not endure?

The procession proceeds to an ancient forest, historically vacated by elves and by druids. Rambles, from his experience with all things natural, declares this is the correct location. Bizzle scales a tree with ease but his perception is clouded by a spider web in the tops. Gnome pops a glass eye into his mouth. Tricksy walks up a tree, courtesy of her cloak of arachnida which actually loves spider webs and points out the tallest trees she can see. Rambles leads them on to the high trees and reads the first task.

Bizzle sniffs out the eagle waste to an eighty foot tree. Bizzle hears unintelligible whispering from the tree. Rambles hears clear elvish plans for eating from an unintelligible direction. Diplomatic Gnome puts it all together and steps forward to parlay with KK Girl Missus about their appetites and potential incineration. They fortunately understand none of that. Gnome breaks out a masterful shadow puppet that communicates his desire to be friends and to satisfy any snack time needs. Tricksy spots three pairs of female dryad eyes peeking from the trees, assessing the group members being offered as snacks by the shadow puppet. Todd is summoned. Rambles attempts to clarify in elvish that they aren’t food, they are a funeral procession. Nevertheless, Todd the owlbear is already rustling through the bushes and heading for the mules.

Nanny’s wishes mention nothing about nourishing an owlbear so Bizzle jams the Nanny bag into his greycoat bag of holding and slides off the mule, putting it between him and the owlbear. Tricksy can’t guess who is about to eat what. Gnome makes shadow puppets while Rambles hands out goodberries to the dryads and Todd helps himself to one mule.

The dryads and Todd are satisfied by the offerings for now so Bizzle starts climbing the tree in accordance with the first passage. He bounces on the lower branches freeing green leaves which Tricksy gathers into the empty bag. Gnome’s mage hand shakes out what Bizzle misses. It’s going smoothly until bouncing Bizzle attracts the ire of a few swarms of bees hiving in the tree trunk.

Here is Gnome’s opportunity to shine. He holds up his fire jar and shines four scorching rays at the bee swarms. Many bees are wiped out and the tree is ignited. A pair of displeased dryads pop out of the burning tree and assault Gnome. Tricksy hucks water bombs at the fire to stop its spread while Rambles makes it rain, he makes it rain on them foes, and extinguishes the flames.

Rambles attempts to explain Gnome’s actions to the dryads while they restrain Gnome with vines. Two dryads tag in and begin pummeling Gnome with shillelaghs. Rambles’ pleas are undermined by Gnome releasing more scorching rays at bee swarm reinforcements and directly at the dryads. When the dryads persist in the beatings, Gnome escalates to a cone of sorcery-amplified fire which incinerates a dryad and ignites the forest floor. A dryad begins to charm Gnome’s mule into carrying Gnome away, but Gnome counters the spell before the enchantment even leaves the dryad’s antagonistic mouth.

Conflicted Rambles casts hold person on Gnome in an attempt to deescalate the situation. Tricksy gets on board, sending suture fly Knit to suture up Gnome’s fire evoking mouth. Meanwhile bee-dodging Bizzle and Tricksy have collected fifty pounds of leaves, hopefully in accordance with funeral rites stage the first.

Rambles is busy persuading the dryads to forgive and forget their still-burning comrade so Tricksy reads the next task.

Bizzle and Tricksy ascend the tree, leaving the bees behind. An excitable shouting dryad joins them. Tricksy offers the universal gesture for, we come in peace. The dryad seems to not appreciate the irony.

Rambles beats out the flames with cloak and rain. Gnome becomes occupied with cutting away sutures even as Knit sutures the sutures faster than Gnome can cut them. Rambles capitalizes on the momentary peace to explain their mission of offering druid high tree funeral rites to their fallen friend. The dryads think this is so funny they forget all about their vengeance and return to their tree.

The fractious party gathers on the forty foot level in the tree to eulogize Nanny. Rambles fondly recalls their friendship of old. Gnome tries to recall whether they dated in high school, despite Nanny having no hair. Bizzle recalls some molasses-based practical jokes. Tricksy shares her admiration for Nanny’s enviable prowess at the sneak attack.

Tricksy shakes out the gathered leaves and reads the next task.

Tricksy walks up to the specified level. Gnome elects to have Tricksy haul him up by rope and pulleys, but considerately reduces his coefficient of friction with a schmear of griffon grease. Tricksy also pulls Rambles up while she ponders the poetic requirement of the third verse. Proud Bizzle declines assistance from Tricksy and instead plummets sixty feet to the ground when he misses a branch. He unsteadily makes his way back to the top. Gnome summons his pet roach to clean his face while waiting.

Rambles distributes the fifty cratatoes and each of them tosses his share of cratatoes high into the air in accordance with Rambles’ interpretation of the verse. Dryads cheer and there is great munching.

Gnome botches a throw and a single cratato falls uncelebrated. Gnome feels responsible and free falls out of the tree to retrieve the errant cratato. The ground beats him unconscious.

While dying, Gnome receives a visit from the spirit of Nanny who slaps his greasy face and chastises him for his recklessness.

Rambles takes eagle form and swoops down. He drops his last goodberry into Gnome’s bloody mouth and cures his wounds. He flies the final cratato up to Bizzle who enthusiastically tosses it up.

Tricksy reads the final task.

Tricksy ascends to the highest top of the tree where an enormous eagle nest hosts several baby eagles, recently and inexplicably pummeled by a hail of cratatoes from below. She soothes the babies while the maternal shadow of a giant eagle passes across her. Tricksy holds up the bag of Nanny meat as an offering, but it just looks like a bag to the eagles.

Injured Gnome begins his long and perilous ascent. Bizzle dodges the pecking baby eagles. Rambles eats a salvage bar to return to eagle form so he can explain to the eagles that they have journeyed far to offer a delicacy of cubed Nanny in accordance with the tall tree ritual rites. Tricksy empties out the Nanny and giblets into the nest. The baby eagles are interested, but pause at their mother’s caution. Why should she trust this Nanny meat isn’t poisoned? Because Mielikki, that’s why. That’s good enough for mother eagle and the disgusting circle of life continues.

Gnome, seeing he missed the grand finale, drops to the ground from thirty feet up and the ground knocks him out again. Tricksy walks down, Rambles flies down, and Bizzle swings down, acrobatically sticking the landing right above Gnome. Bizzle gets out his plan B and waits, hovering over Gnome. Gnome stabilizes on his own.

The group throws unconscious Gnome over the back of his mule which Rambles pilots back. They return to R&S headquarters without the benefit of Gnome’s fiery outbursts.

Dead In Thay, Part 7

Zombie Creep has a million things to say, but three quarters of those things come out only as distressed moans. Once the party establishes that their newly undead teammate maintains his former loyalties, if not compelling good looks and un-putrid smells, they return to the cleared extraction room. Slick and Tatters complete defacement of the shrine. The suspended drow releases to the floor.

The dark elf, Ashdra, wants only to be returned to the temple of Ibrandul. When Tatters explains that might be out of their way, Ashdra impatiently stabs at Slick. Unnerved by Creep licking his undead lips and pointing at her dark brain, Ashdra makes a run for the door. Tricksy looses two arrows and Ashdra collapses. Creep pries her skull open and dines. He harvests her eleven drow organs for later, stuffed into his greycoat along with a spleen from earlier.

Tricksy unlocks the exit revealing a hallway that forks left and right at a white gate. Creep, jabbing his Ashdra-covered fingers at the map, indicates to Tatters that either left or right lead to an extractor. Tatters chooses the passage on the right to a room tinted red, possibly by Creep’s gory finger.

Tricksy quietly unlocks the red room door, the sound of footsteps interrupted by silence beyond. She walks up to the ceiling. Bizzle throws open the door and urgently advises the red wizard and two dread warriors to flee immediately because a fire elemental is on the loose. On cue, fire elemental Burny charges in at the red wizard and pokes him into flames.

Creep wanders in, largely ignored because zombies are common denizens of these parts. Slick steps in and fires a crossbow bolt past a dread warrior. The dread warrior comes at her with his longsword while the red wizard bounces lightning off her and into Burny. The other dread warrior comes to the red wizard’s aid, patting out the flames. Burny, under the influence of the violence-inciting room, betrays the control of Tatters and goes rogue on Slick, mistaking her for the source of his recent lightning pain. Now Slick is on fire and Tatters douses her flames before she’s overwhelmed. She eats a salvage bar and feels great.

The red wizard dies from fire wounds despite the faithful ministrations of his dread warrior. The dread warrior blames innocent-looking Creep and heads his way with drawn longsword. The other dread warrior, discouraged by Slick’s sudden good health, turns his longsword on Bizzle instead.

Tricksy shortbows the dread warrior between Bizzle and Slick and drops him, leaving her other arrow free for betrayer Burny. Bizzle flees Burny and starts to get a little paranoid about betrayal. Creep dispels Burny and, unlike Bizzle, feels nothing but confidence in the loyalty of friends. Tatters and Slick send magic and crossbow missiles at the dread warrior cornering Creep and drop him.

Four shadows emerge from the shrine’s four columns and surround Bizzle, sapping his strength. Bizzle activates the helm of teleportation, reappearing next to Creep who hands him a salvage bar. Tatters hands the four shadows a massive fireball. One shadow disintegrates critically but the other three shrug off the worst of the fire and glide toward Slick.

Tricksy kills the nearest shadow but breaks yet another bowstring in the process. Bizzle noms Creep’s salvage bar and charges back into the fray of shadows, scimitars swinging, and finishes another shadow. Creep eldritch blasts the last shadow and the room is clear, other than the sickly looking human suspended in the shrine of extraction and a general, yet intermittent, sense of betrayal.

Creep makes dinner plans with the red wizard. Slick and Tatters compromise the shrine releasing Duke Torlin Shilvershield of Baldur’s Gate, praise Bhaal. Typical of murder worshippers, Torlin wastes no time charging uncannily dodging Slick with his longsword and drains off a little of her life. Tricksy shortbows, Tatters magically missiles, Slick magically greataxes, and Creep eldritchly blasts Torlin. Bizzle, overcome with suspicions of betrayal, manages to stick both scimitars into the shrine. Slick’s greataxe of finesse ends Torlin’s dubious existence and he becomes another feast for Creep. Circle of life.