Once Were Otters
Feb. 9th, 2003 12:55 am![[identity profile]](https://www.dreamwidth.org/img/silk/identity/openid.png)
Decided not to go back into sewers again, after all. Mayor sent large numbers of guards in to clean out (about half came back) and cleaned out numerous spiders, booby-traps, etc. Also found sealed section, which they left; may go back there later.
Ric wanted to talk Mayor Brightshadow out of cracking down on the Thieves' Guild. Then said mayor started executing Guild members. Ric suddenly became much more amenable to idea of leaving town for a while.
Decided to head on to my Druidic Order to discuss Dark Druid business. Via township of Sorphos, which is almost on the way, because the previous mayor of Delros (Jarden Drinkwater) had retired there, and we hoped he might know something worth knowing about Brightshadow.
Along road to Sorphos, met several other travellers going the same way - in particular a bunch of former Guild members from Delros. Also, Madam Maude and several of her employees, who have been effectively banished from town under 'law and order' policies.
Stayed in v. dodgy inn. Less werewolf attacks than some, but v. grubby and staff v. v. rude - on balance, would prefer werewolves. Stables v. v. v. filthy; Ric offers to muck them out. Evidently, now is no longer were-otter, wants to regain authentic dwarven bouquet. Dammit.
Talked to innkeeper lady. Sad personal story, helped get her life back on track, obligatory good deeds, yada yada. No jokes in that.
Travelling along road with Madam Maud and employees, one of them suddenly loses a chicken leg. Have heard stories of epidemic of petty theft in Sorphos; close examination shows kobold footprints leading away from bushes we just passed...
"Lerko?"
Small scaly creature emerges from trees. "Friends!"
Reunion with our Kobold-Friend. Seems he and Derko were making a living stealing food from houses in Sorphos, until Derko fell afoul of a crossbow-tripwire-trap, which is pretty much 'natural causes' where kobolds are concerned. Suggested to Lerko that should probably avoid towns. Cheleth warned Derko that forest is full of invisible trapdoors (Derko having a phobia of such after Unfortunate Trapdoor Incident) and sent him to look for them. V. good tactic. We rode off.
Arrived in Sorphos. Stayed in better-quality inn - really must get gig as inn reviewer for Elvish Times. Ric offers to muck out stable again. Those of us with functioning noses are starting to find Ric's presence somewhat overpowering at this point. Amusing and friendly discussion follows, culminating in Ric breaking several beer mugs on yours truly's pretty head while being forcibly scrubbed down by small water elemental (v. good spell, that.) Offered him kipper to raise his spirits, to no avail. Eventually paid one of Madam Maud's girls a few silver coins to snuggle up and keep him warm (didn't pay for anything more - could not have afforded to do so, even in bizarrely unlikely event that thought this something that should be done.)
Head on to see Drinkwater, who is living with daughter and son-in-law. Unfortunately, has had stroke and is saying nothing. Being crafty devils, we give him pen and paper and he is able to write replies. We learn that is something of interest and gold-related in sewers, probably in sealed section, then he falls asleep. We decide to come back next day, now have done difficult work of finding out how to communicate with him.
Meanwhile, spend a jolly afternoon chasing thieves who robbed a local merchant and emptied his strongbox. We track them to somewhere near their lair, catch up with them, and fight ensues.
RIC: "Who's rubbing their thingy?"
*stares*
"Er, amulet?"
We wallop bandits. Some make amusing attempts to shoot me, ha ha. One accidentally hits Cheleth instead, oops. Summoned swarm of ferocious rats kills one, other one is captured. Obligatory interrogation scene: "Talk, or Andrew will wave his sword menacingly again!"
He agrees to lead us to their lair, a cave which smells of... something. Collect v. paltry amount of loot (seems bandits had only just set up lair), then discover what the something is. Apparently cave belongs to grizzly bear, who had just gone off for a wander after end of hibernation when bandits moved in. Bear not very happy to see us, even though had not sat in any chairs, eaten any porridge, or slept in any beds.
Fracas followed, ending in bear getting the worst of it (also, remaining bandit, who attempted to flee past the bear, silly beggar.) Made Andrew stop before killing the bear, so I could heal it up (left this last part until we were all very very ready to leave.) V. amusing aside: Paladin Neil's nice shiny magic sword refused to smite bear - apparently is tree-hugging-hippie sword.
Brought one bandit body back to town, buried other. Ric refused to dig this time; seems only interested in manual labour if manure is involved. Will never understand dwarves.
"Dwarves are considered a delicacy in some parts."
"*Which* parts of Ric are you calling a delicacy?"
Head back to Sorphos. Plans to talk to Drinkwater the next day somewhat disrupted by his death in middle of night. Daughter thanks us for showing us how to communicate with her, tells us that not long before he died he told her most important thing of all. Showed us piece of paper, upon which written "Love".
Suspect is secret clue to huge treasure stash or some such. Maybe fiendishly clever logic puzzle. Or... dammit, should have tried heat and lemon juice!
Off to druids.
"Your inane nature senses detect..."
"*INNATE*."
"Yeah, that."
Meet satyr in woods. We have pleasant chat with him, drink *v. v. small* quantities of satyr wine (as large quantities prone to causing dwarf to dance naked and make love to trees, and think of the children.) Then encounter my druidic order, who actually seem pleased to see me, v. good. Somewhat horrified by scroll we captured from Dark Druids - destruction process nearly goes wrong, as evidenced by almost-materialisation of large demonic thingy. (Somewhat disappointed that process was interrupted, as think could probably have taken it. Maybe.)
We are given the mandatory "yes, you must track down the head of the Dark Druids and destroy him plus Senwith Smausvellor, no, we're not going to send reinforcements, instead have these things from our gift shop, now off you go" speech. But they *do* tell me what I *really* want to know, i.e., where to find a dire wolverine. As expected, answer is "in middle of nowhere", though relatively convenient middle of nowhere - forest past Snow Point, about six days away. Rest of party not at all eager to make this diversion; eventually persuade them with combination of emotional blackmail ("Ric, do you remember how you were kidnapped, and we risked our lives to save you?" "No." "Well, we did, you ungrateful bastard.") and promise that Ric can visit relatives in the area.
Nobody else understands why I am so eager to get dire wolverine companion. Reasons v. simple: besides being my totem animal, wolverines utterly ferocious little blighters - or do I repeat myself? - and dire wolverines are utterly ferocious big blighters. If am going to take on a High Druid and his master (preferably not both at once), want suitably fierce allies by my side, and am not just talking about Ric's fleas.
Ric wanted to talk Mayor Brightshadow out of cracking down on the Thieves' Guild. Then said mayor started executing Guild members. Ric suddenly became much more amenable to idea of leaving town for a while.
Decided to head on to my Druidic Order to discuss Dark Druid business. Via township of Sorphos, which is almost on the way, because the previous mayor of Delros (Jarden Drinkwater) had retired there, and we hoped he might know something worth knowing about Brightshadow.
Along road to Sorphos, met several other travellers going the same way - in particular a bunch of former Guild members from Delros. Also, Madam Maude and several of her employees, who have been effectively banished from town under 'law and order' policies.
Stayed in v. dodgy inn. Less werewolf attacks than some, but v. grubby and staff v. v. rude - on balance, would prefer werewolves. Stables v. v. v. filthy; Ric offers to muck them out. Evidently, now is no longer were-otter, wants to regain authentic dwarven bouquet. Dammit.
Talked to innkeeper lady. Sad personal story, helped get her life back on track, obligatory good deeds, yada yada. No jokes in that.
Travelling along road with Madam Maud and employees, one of them suddenly loses a chicken leg. Have heard stories of epidemic of petty theft in Sorphos; close examination shows kobold footprints leading away from bushes we just passed...
"Lerko?"
Small scaly creature emerges from trees. "Friends!"
Reunion with our Kobold-Friend. Seems he and Derko were making a living stealing food from houses in Sorphos, until Derko fell afoul of a crossbow-tripwire-trap, which is pretty much 'natural causes' where kobolds are concerned. Suggested to Lerko that should probably avoid towns. Cheleth warned Derko that forest is full of invisible trapdoors (Derko having a phobia of such after Unfortunate Trapdoor Incident) and sent him to look for them. V. good tactic. We rode off.
Arrived in Sorphos. Stayed in better-quality inn - really must get gig as inn reviewer for Elvish Times. Ric offers to muck out stable again. Those of us with functioning noses are starting to find Ric's presence somewhat overpowering at this point. Amusing and friendly discussion follows, culminating in Ric breaking several beer mugs on yours truly's pretty head while being forcibly scrubbed down by small water elemental (v. good spell, that.) Offered him kipper to raise his spirits, to no avail. Eventually paid one of Madam Maud's girls a few silver coins to snuggle up and keep him warm (didn't pay for anything more - could not have afforded to do so, even in bizarrely unlikely event that thought this something that should be done.)
Head on to see Drinkwater, who is living with daughter and son-in-law. Unfortunately, has had stroke and is saying nothing. Being crafty devils, we give him pen and paper and he is able to write replies. We learn that is something of interest and gold-related in sewers, probably in sealed section, then he falls asleep. We decide to come back next day, now have done difficult work of finding out how to communicate with him.
Meanwhile, spend a jolly afternoon chasing thieves who robbed a local merchant and emptied his strongbox. We track them to somewhere near their lair, catch up with them, and fight ensues.
RIC: "Who's rubbing their thingy?"
*stares*
"Er, amulet?"
We wallop bandits. Some make amusing attempts to shoot me, ha ha. One accidentally hits Cheleth instead, oops. Summoned swarm of ferocious rats kills one, other one is captured. Obligatory interrogation scene: "Talk, or Andrew will wave his sword menacingly again!"
He agrees to lead us to their lair, a cave which smells of... something. Collect v. paltry amount of loot (seems bandits had only just set up lair), then discover what the something is. Apparently cave belongs to grizzly bear, who had just gone off for a wander after end of hibernation when bandits moved in. Bear not very happy to see us, even though had not sat in any chairs, eaten any porridge, or slept in any beds.
Fracas followed, ending in bear getting the worst of it (also, remaining bandit, who attempted to flee past the bear, silly beggar.) Made Andrew stop before killing the bear, so I could heal it up (left this last part until we were all very very ready to leave.) V. amusing aside: Paladin Neil's nice shiny magic sword refused to smite bear - apparently is tree-hugging-hippie sword.
Brought one bandit body back to town, buried other. Ric refused to dig this time; seems only interested in manual labour if manure is involved. Will never understand dwarves.
"Dwarves are considered a delicacy in some parts."
"*Which* parts of Ric are you calling a delicacy?"
Head back to Sorphos. Plans to talk to Drinkwater the next day somewhat disrupted by his death in middle of night. Daughter thanks us for showing us how to communicate with her, tells us that not long before he died he told her most important thing of all. Showed us piece of paper, upon which written "Love".
Suspect is secret clue to huge treasure stash or some such. Maybe fiendishly clever logic puzzle. Or... dammit, should have tried heat and lemon juice!
Off to druids.
"Your inane nature senses detect..."
"*INNATE*."
"Yeah, that."
Meet satyr in woods. We have pleasant chat with him, drink *v. v. small* quantities of satyr wine (as large quantities prone to causing dwarf to dance naked and make love to trees, and think of the children.) Then encounter my druidic order, who actually seem pleased to see me, v. good. Somewhat horrified by scroll we captured from Dark Druids - destruction process nearly goes wrong, as evidenced by almost-materialisation of large demonic thingy. (Somewhat disappointed that process was interrupted, as think could probably have taken it. Maybe.)
We are given the mandatory "yes, you must track down the head of the Dark Druids and destroy him plus Senwith Smausvellor, no, we're not going to send reinforcements, instead have these things from our gift shop, now off you go" speech. But they *do* tell me what I *really* want to know, i.e., where to find a dire wolverine. As expected, answer is "in middle of nowhere", though relatively convenient middle of nowhere - forest past Snow Point, about six days away. Rest of party not at all eager to make this diversion; eventually persuade them with combination of emotional blackmail ("Ric, do you remember how you were kidnapped, and we risked our lives to save you?" "No." "Well, we did, you ungrateful bastard.") and promise that Ric can visit relatives in the area.
Nobody else understands why I am so eager to get dire wolverine companion. Reasons v. simple: besides being my totem animal, wolverines utterly ferocious little blighters - or do I repeat myself? - and dire wolverines are utterly ferocious big blighters. If am going to take on a High Druid and his master (preferably not both at once), want suitably fierce allies by my side, and am not just talking about Ric's fleas.