Tuesday, December 18, 2018

Almuric (Planet Stories # 7)

Almuric is almost exactly what you'd expect from a "sword and planet" adventure written by Robert E. Howard (creator of Conan) and serialized in the pulp magazines of the 1930s.  The hero, an earthman named Esau Cairn, gets teleported to a savage planet called Almuric in the course of just a couple of pages, and spends the rest of the book proving his worth to one group of natives before leading them in war against another (much more evil!) group in order to rescue his cardboard-personality love interest.  I'm making it sound worse than it is, as it's a straightforward, enjoyable romp that can be completed in a couple of hours.  It's very much a product of its time (and has the thoughtless sexism and racism to prove it), but it's a good example of what the genre had to offer.

Monday, December 17, 2018

Pathfinder Society Playtest Scenario # 3: "Arclord's Envy" [RPG]


NO SPOILERS

I was pretty excited to play Arclord's Envy because I've never had a chance to play an adventure set in Nex, one of the under-detailed countries in Golarion.  As a land full of architectural marvels, unparalleled arcane power inherited by one of the setting's greatest wizards, and exotic, fantastical things treated like everyday occurrences, I was really looking forward to seeing what a scenario set there would be like.  I can't say Arclord's Envy met all of my (admittedly high) expectations.  On the other hand, there is one encounter that was great fun and unlike anything you've done before in a Pathfinder game, guaranteed.  On that basis alone, there's something to recommend in playing this (converting the mechanics as desired, since the Playtest is over).

I should also give a nod to that cool cover art--very evocative of the setting.

SPOILERS

The scenario takes place in Quantium, the capital of Nex.  The Pathfinder Lodge in the city, Nexus House, gets some really nice background (apparently, it was the second lodge created after the Grand Lodge in Absalom) and description (such as cool reverse waterfalls, doors that open into places other than you'd expect, etc.).  The Venture-Captain, Sebnet Sanserkoht, is given a good personality as a friendly, easygoing figure who is so used to the wondrous that she forgets newcomers to Nex may not be.

The gist of the mission she gives the PCs is that one of the famed Arclords of Nex (a cabal of wizards that holds a high position in the country) has been murdered, and the Pathfinders need to find out whodunnit.  The Arclord, a wizard named Kefanes Ahmakt, had just discovered a rare tome called the Collected Directives that contained some of the writings of Nex himself.  On the suspicion that another Arclord may be behind the murder, the local guard brought the book to the Pathfinder Lodge for safekeeping and asked for assistance.  I liked the implication here that, unlike in many other countries, the authorities trust and rely on the Pathfinder Society.  My only qualms with the briefing is that there was a *lot* of information for players to try to process about this new place, much of which won't be learned unless someone happens to ask the right question.

The PCs start with a couple of leads to follow up on in investigating Ahmakt's murder.  The first is the wizard's workshop, which has been sealed off by the local guard on account of a flesh golem having broken into the place!  It's a bit *too* coincidental that the flesh golem breaks free of its restraints just as the PCs arrive to investigate, but I understand dramatic license.  The flesh golem was pretty tough, and it probably didn't help that I was playing Seoni and chanced shooting it with a lightning bolt (which of course healed it).  After defeating the creature, the PCs can get some clues that this was probably the scene of Ahmakt's murder.

The second lead is the body itself.  In some way or another Ahmakt's corpse ended up squished between the toes of one of the pair of legendarily massive golems (the size of a castle tower) that have patrolled Quantium's perimeter for millennia.  I'm not exactly sure about the sequence of events here (did the flesh golem break into the workshop, kill Ahmakt, take his body out into the path of the gargantuan golems, and then return to the workshop?).  The patrol golems are huge and fast, and the PCs have to somehow figure out a way to keep up with them and  dislodge Ahmakt's corpse without getting stepped on or swatted away!  This was a really fun, original sequence, and I liked that the scenario gave the GM flexibility on the different ways PCs might try to dislodge the body.  I think more creative, cinematic sequences like this would be good for PFS scenarios.

Assuming the PCs are successful in dislodging the body, they can conduct an examination and will probably end up at a local magic shop (with a suitably interesting-looking proprietor).  More clues follow.  One of the interesting touches about this scenario, that I'm not sure works, is that the GM gets to choose who the murderer is!  The GM is given two options, each an Arclord, and is supposed to choose clues to suit the killer.  Each of the two suspects is described well.  The idea of leaving it to the GM to choose isn't bad (and I guess it would aid replayability), but the downside was that the clues didn't fit together all that well for a satisfactory mystery (and I think it was hard for our GM to think on their feet to make everything consistent).  At least when I played the scenario, the group just kind of bumbled along until inevitably the murderer was revealed.

On their way back to the Lodge to report what they've learned, the PCs are ambushed by agents of the murderous Arclord.  The flip-mat chosen here was a good way to give a visual representation of the feel of the place, and the elevated rooftops made for a good encounter.

The big finale of the scenario takes place at one of the all-too-frequent galas that Pathfinders are asked to attend.  (I think I've been to galas of various types in PFS and SFS more often than I've actually had to mark off rations from my inventory sheet!).  My biggest beef with the scenario occurs here, though I admit part of it may have just been the table and the GM.  The PCs are expected to ask questions and try to confirm who the murderer is.  I was *not* expecting that a gala would be the place for a massive battle to try to apprehend the Arclord, nor that an Arclord would necessarily be something that low-level Pathfinders could conceivably take in a fight (in my imagination, they were like Level 15, not Level 7), nor that the Arclord would animate statutes to try to murder *anyone* who strayed into the garden.  So when my PC went off to follow one of the Arclords to ask questions without taking the other party members with her, I got a lot of crap from the table for messing things up and triggering multiple encounters, etc., when it all seemed perfectly reasonable at the time.  I think the whole section of the scenario needed some work.  I will say that the big battle against the Arclord and his apprentice felt suitably epic, as we blasted that guy a *lot* before he finally went down and it was a close call.  The map for the garden was great, and I'd buy it as a flip-mat.

Arclord's Envy has some flaws.  The "mystery" doesn't really work and is more of a device to get the PCs moving from place to place.  There were some nice touches of the fantastical, but I would have liked to see even more.  The ending seemed forced.  But those flaws shouldn't detract too much from what's otherwise a strong, fun adventure in a cool setting with at least one great encounter.  It's not a home run, but I'd call it a solid double.

Sunday, December 16, 2018

RealmsToowoomba Recap # 98 [RPG]

[13 Eleasis 1372 continued]

In the Mere of Dead Men, after having fought off a troglodyte attack, Daisy and Usuku see shapes emerging from the fog.  Usuku draws closer before discerning that twisted, rotting unliving abominations are approaching to attack the party! He unleashes an arrow at one as they advance. Meanwhile, Immaril persuades Dunlop to row closer to the shore so they can see what is happening with the others, but the presence of the undead fill him with such fright that he tries to row backwards!. Usuku’s bow suddenly transforms into a sword and he lops off the head of one of the monstrosities, turning to face the next creature. Yin moves forward to assist but the horrifying and magical aura of the undead overcome his strength of will and he is filled with fear and the urge to flee back to the boat.

Daisy finally recognizes the type of creatures that the group are facing as Spawn of Myrkul and advances with her great axe, laying waste to the creatures in front of her. However, the last of the undead lands a last ditch attack just as it’s destroyed by spitting a worm directly into Daisy’s face where the tiny creature immediately begins to burrow into her forehead! Luckily, Daisy is quick to react and snatches the worm and crushes it between her fingers before it can embed itself deeper into her flesh.

Back in the boat, Immaril magickally removes Yin’s unnatural fear and he rows the boat back to shore before joining the others. He picks up the bodies of the undead and begins to dig watery graves. Daisy talks to Udolpho to try to explain the situation but he’s exasperated at her apparent stupidity and expresses his fear that he’s picked the wrong group of adventurers to help rescue his brothers.

When the others have returned to the boat, Usuku tells Yin that he intends to remain on shore with Lilith who seemingly remains trapped in her tiger form. He explains that she will be vulnerable when she changes back and that he intends to protect his ward. Yin understands this and persuades the others to continue rowing but staying in sight of the shoreline so Lilith and Usuku are able to keep up on foot. Through the night the others catch glimpses of Lilith and her mentor, though he appears to also have taken the shape of an anthropomorphic cat of some kind.

[14 Eleasis 1372]

Dawn reveals that Lilith has resumed her human form and she and Usuku slump back into the boat, exhausted. The morning passes uneventfully and by midday, Usuku awakens. He observes Immaril is scantily clad, sunning herself using a mirror.  Perplexed, Usuku asks Yin why Immaril (who he now realizes is an elf) would deliberately burn herself. Yin explains that some individuals enjoy life differently.

After a quiet day all seems well, but as evening descends, Usuku’s sharp eyes spot a massive shape moving through the water towards the boat. He realizes that the submerged shape is a huge crocodile, intent on attacking the adventuring party. He shouts to the others that there is danger in the water and takes control of the boat, rowing as fast as he can towards shore. Daisy attacks the creature with her axe, proclaiming it to be “very naughty” and Usuku manages to kill it by slashing the creature’s snout. Udolpho praises Usuku and makes it clear he believes him to be the group’s leader.

Lilith finally awakens with a start, shivering profusely. Usuku offers her his cloak but tells her he is “very disappointed” in her and that she “must practice more”. Lilith protests sharply that she hasn’t lost control in months and she doesn’t like to “practice” as every time she feels her humanity slipping away from her. Daisy, for her part, praises the “kitty lady” and makes it clear she is very impressed with Lilith’s other form. She asks whether Lilith has other catlike tendencies and whether she enjoys playing with yarn. Usuku shakes his head and declares in Elvish that Daisy is a complete moron.  Lilith demands to know if she hurt anyone while she was indisposed and is relieved when her mentor assures her that he made sure everyone was kept safe. Immaril calls Usuku Lilith’s ‘boyfriend’ which he vehemently denies, noting that he is in fact, her ‘sensei’.

Some time later, the group sees a strange tower come into view, leaning to the side at almost a 45’ angle. Udolpho declares that the group has reached their ultimate destination and the boat can go no further. The group disembarks, though Udolpho and Dunlop decide to stay and ‘guard the boat’. Usuku inquires whether Yin can be quiet and Yin notes he can ‘make do’. At Usuku’s request, Lilith sends her hawk, Ellia, into the air to scout. When the bird returns, she reports that the tower is surrounded by tar and is partially sunken, but there is a covered walkway on the roof that might provide entry into the rest of the tower if the tar can be bypassed.  The group advances.

When the group arrives, they see that the tar pit extends all around the tower, and that the nearest point between the tower and solid ground is at least 10 feet. They also notice a mound of vegetation lying near the eastern edge of the pit. They debate how to cross the tar, with Usuku seeking a point where he could jump across. Yin gets a stick and tests the tar but realizes how dangerous it is when the stick immediately disintegrates from the burning pitch!

Lilith sends Ellia to scout again and this time the bird reports there are animals hiding in the woods nearby, stalking the party. Usuku declares that adventurers must be ‘hunters not prey’ and he and Yin cautiously move towards them. Immaril utters an incantation to make herself invisible to animals. Unsure of what’s happening, Daisy sits down and waits.

Usuku and Yin slowly advance on the creatures using their highly-enhanced senses of smell to determine their rough whereabouts.  However, they quickly realize that half of the animals have broken off to circle around behind the group.   When the attack comes, the animals are revealed as small two-legged dinosaurs with sharp talons and jagged teeth—deinonychuses!  The animals pounce towards the adventurers, but Yin and Usuku are so agile that they dance away from the attack!  Usuku slashes at the dinosaurs with his strange magical bow-sword, while Yin tries to grab and pin them.

Greater danger lurks for Immaril, however. Attempting to stay out of the way of any impending battle, she moves close to the pile of rotting vegetation only to realize too late that something is hidden inside!  Vinelike appendages lash out and wrap around the elf, and constrict to squeeze the very life out of her!  Immaril tries to use a wand on the shambling mound to escape, but the magic has no effect.   Seeing her danger, Usuku quickly skewers two of the dinosaurs and moves to help. Daisy also charges the shambling mound, hacking at its vegetable matter. Lilith observes the battle and collapses to the ground, writhing and screaming, again transforming into her tiger form with a loud roar. Before she can join the fight to save Immaril, however, there is an answering roar from the top of the tower and a small black dragon dives toward the group!

Daisy manages to hack Immaril free and the elf slumps to the ground, unconscious and weak. The black dragon, Tarfoot, roars that the adventurers will rue the day they came to Skullshank’s tower.   It swoops down on Usuku, but he ably dodges its claws. Usuku takes advantages of the near miss to change into his hybrid form.

Daisy is very impressed with the dragon and calls the creature ‘very pretty’ but it only hisses at her angrily and taunts the group with their impending deaths. It opens its huge maw and breathes a spray of acid, which injures the fighters but does worse to the unconscious Immaril—the corrosive stream kills her instantly!  Enraged, Lilith rears up and leaps on the back of the fierce dragon, somehow managing to wrestle it to the ground and pinning it in place!  Usuku and Daisy react quickly and hack at the dragon while Lilith tears at its throat with her teeth!  Incredibly, the proud dragon is unable to break free from the furious attack and its life-blood spills to the ground.

Nearby, Yin’s efforts to grab and pin a deinonychus are met with frustration.  Without warning, the adventurer becomes enraged and tries to tear the creature in half with his bare fists!  When Lilith, having feasted on dragon blood, moves to attack the creature, Yin is uncharacteristically fierce and tells her to back off with a sharp growl. Lilith growls back and ignores Yin before killing the dinosaur with a swipe of her claws.  Yin is enraged and kicks Lilith in the face, and suddenly the adventurers are fighting amongst themselves!  Lilith responds with a swipe of her claw that leaves a cruel, jagged tear in Yin’s upper lip.  Daisy is distraught to see them fighting, particularly Yin who had been teaching her about pacifism. Usuku is also angry and grabs hold of Lilith to pull her away, as does Daisy with Yin. When Lilith is pulled away she screams but then slowly calms down and returns to her own form. Yin shrugs Daisy off and stalks away.  Daisy, upset at the death of Immaril and the negative emotions coursing through the group, sits on the ground and beings to cry. 

The fate of the adventurers, and whether they stopped the evil under Startop Mountain in time, has never been determined . . . 

RealmsToowoomba Recap # 97 [RPG]

[10 Eleasis 1372]

Having waited outside while Londo, Daarion, Cain, Mellia and Ralkin performed a ritual to speak with their fallen friends, Yin starts to follow when a few of the group exit the Font of Knowledge. However, when he hears the word “midwife,” he realizes the highly personal nature of their errand and veers off to rejoin Usuku and Lilith. As they had been hoping to speak to the Nightflowers and Ralkin and have no idea when they are likely to return, the trio decides to go for a walk to explore Waterdeep.

As they stroll along, they encounter a young woman standing and crying in front of a well. Yin thoughtfully stops and asks her what the trouble is and she explains that the well is blocked and she is in need of water. Despite Lilith’s protestations that this must be a city matter, Yin quickly offers his assistance and clambers down the well. At the bottom he finds that the well is dry but spies a trickle of water blocked by a small pile of rubble. He quickly begins moving the debris and the water again begins to flow. However, Yin misjudges how quickly the water will rush in and waits too long to climb out without difficulty. He struggles to gain his footing and the rushing water climbs to a level that will soon put him in jeopardy. Spying this, Lilith and Usuku toss him a rope and Usuku climbs down to pull his new friend to safety. A small crowd has gathered and applauds both the restoration of the well and the rescue. Lilith is dismayed by the attention and pushes her way through. Yin pauses to bow to the onlookers before he and Usuku follow Lilith onward.

It doesn’t take long for them to encounter yet another figure in need of assistance.  A gnome lays at the feet of a band of mercenaries, as the group’s leader shouts “Skrag off ya’ filthy gnome—no gold, no help!” As the trio of adventurers arrive to pick up the fellow and dust him off, he reveals that he is in search of someone to help him rescue his kidnapped brothers.  The gnome, who introduces himself as Udolpho, explains that he and his brothers, although not much in the way of spellcasters themselves, are skilled craftsmen of wondrous things from Neverwinter.  Their greatest creation was a mystical staff of great power and versatility.  Because the three brothers kept arguing over who should hold on to the staff, they decided for the sake of family and friendship to separate the staff into three parts.  That way, only if all three brothers were together and agreed that the purpose was worthy could the threefold staff be used.  However, their discussion was overheard by agents of the dread wizard Skullshank.  Skullshank arranged for the brothers to be kidnapped!  Trundled onto a boat, the gnome brothers traveled down the Savage Coast for who knows how long until they came into sight of Skullshank’s lair: a tower, leaning at an angle, somewhere in the Mere of Dead Men!  Udolpho explains that he managed to slip free of his bonds, grab his third of the staff, and leap overboard.  He stayed afloat for hours before being picked up by a merchant vessel on its way to Waterdeep.  Udolpho says that he doesn’t have any money, but that anyone who helps him rescue his brothers will be rewarded with the complete Threefold Staff—an almost priceless artifact for use or sale.

Yin is quick to offer his aid, knowing it is the right thing to do. Lilith and Usuku hesitate but eventually agree to assist the gnome in his quest, with Lilith motivated by wealth and Usuku motivated by honour. Udolpho escorts the trio to the Dock Ward, explaining that an old friend (a halfling named Dunlop the Three-Legged Squirt) owes him a favour.  They arrive at a small fishing boat that will be their transport to the Mere of Dead Men. Already on board is a brunette woman in a strange, colour-shifting dress who is fishing. She is introduced as Immaril. At the sound of an approaching menagerie, the gnome glances up and points out the other adventurer he has secured for this venture, who he introduces as Daisy, an affable, child-like blonde woman with a great axe and a collection of pets and creatures. Daisy bids her pets farewell and joins the others on the boat.  Introductions are made all around.  Once Dunlop arrives and casts off the mooring line, the quest is underway.

Meanwhile, back in Waterdeep, Cain and Mellia, with Ralkin in tow, speak with Londo and Daarion and arrange to travel with them for a few days: first to Silverymoon, then on to Cormyr in the hopes of rendezvousing with Gideon. After completing a few errands, they hold a memorial service for Markus and El Capitan, and arrange to have the two fallen adventurers cremated as per their wishes.  Afterwards, unable to find any sign of Lilith, Usuku or Yin, Mellia leaves a message for them at the Font of Knowledge saying that she and her friends will return in roughly five days and may have an opportunity of interest for them.

North of the city, on board the small boat hugging the coast, conversation is awkward and strained. Immaril spends time sunning herself and dealing with her pair of talking ravens who offer snide commentary to everyone. Daisy attempts to befriend Lilith, as she is fascinated with her hawk, Elia. Daisy also spends considerable time talking with Yin and learning about his pacifist philosophies. After Lilith suggests that the group discuss their skill-set, Udolpho worries that he has recruited the wrong adventurers: Yin abhors violence,  Daisy appears dim-witted, and Immaril will only admit to being skilled with talking and resisting magic.  Only Lilith and Usuku, who say they are skilled at hunting, seem to offer promise.

The boat continues gliding with the wind, keeping the shore to its right, as darkness falls and the adventurers begin to slumber.  During the night, Usuku awakens to find Dunlop rifling through his belongings; the stern adventurer delivers a persuasive warning.

[11 Eleasis 1372]

In the morning, per Ralkin’s request, Cain attempt to scry on Shiro’s location but the cleric’s effort meets with no results. Ralkin concludes that if Shiro has not responded to Mellia’s sending, cannot be found by scrying, and has not checked in on him in days, than she is either engaged or dead--though he predicts the latter. He asks Mellia to help him contact another sibling, a pirate captain named Lugh Bronzefeather to update him on this news, though with a provision that a final brother, named Muninn, not be informed of Shiro’s likely demise. Lugh is loud and bombastic and promises to arrive in Waterdeep post-haste. This alarms Ralkin, and at his exhortation, Mellia and the others teleport away for Silverymoon.

Elsewhere, in the early afternoon, Usuku spots a speck in the sky that is quickly growing larger and larger.  Soon, he realizes it’s a bird, but one almost as large as the fishing boat!  Lilith realizes it’s a roc, and knows that such avians tend to snatch living prey to bring back to their nests for their young.  The roc begins diving down towards the boat.  Usuku wounds the bird with arrows fired from his enchanted sword-bow, but the other adventurers lack ranged weapons.  In moments, the roc has swooped down, grabbed Immaril, and wheeled back into the sky towards its nest!  The adventurers frantically row towards shore in an attempt to catch up to the roc and its prey.  Immaril, meanwhile, finds herself being slowly crushed by the grip of the roc’s massive talons.  She cleverly uses her natural affinity with animals to try to calm the roc and cause it to lose interest in her.  The attempt works, but perhaps too well: while still 45 feet in the air, the roc flings Immaril away!  The elf lands and rolls on a sandy beach, badly hurt.  When the boat reaches shore, the others gingerly help Immaril get to her feet and walk back.  She displays some basic healing magic to repair some of the harm caused by the near-fatal attack.

[12 Eleasis 1372]

The day passes without incident.

[13 Eleasis 1372]

The day passes slowly but uneventfully.  Near sunset, the shoreline becomes obscured by dark and tangled trees. Usuku realizes there are figures in the mist, following the boat along the shoreline.  He sounds the alarm and fires a quick volley of arrows, killing two of the figures, which turn out to be troglodytes.  Except for Immaril, the adventurers make their way on shore to continue the fight.  Lilith suddenly collapses to the ground and begins to writhe and convulse in agony before transforming into a tiger! With a growl she leaps onto shore and tears out the throat of the nearest troglodyte.  The surviving members of the band try to flee, but their implacable foe shows no mercy and rips them to shreds. Although the battle is over, the tension is not.  Lilith, in tiger form, continues growling and pacing back and forth, unable to return to human form.  As Usuku tries to calm her down, he scents something: the smell of long-dead flesh, carried by the wind. 

RealmsToowoomba Recap # 96 [RPG]

[9 Eleasis 1372 continued]

The battered body of the feline swashbuckler El Capitan lies on the ground surrounded by armed and enraged barbarians. The only one close enough to intercede is Daarion, who glances at his friend Londo for guidance. “The story must be followed” says the Namer, and Daarion hangs his head sadly. An axe rises and El Capitan sees his doom descending. “Sacre bleu!” he cries out before his head is lopped off and rolls away from his corpse. Seeing this, the other adventurers continue to retreat to discuss their strategy. Ralkin though, continues to pepper the barbarians with arrows.

As Daarion flies over to join his allies, the barbarian chief, Hagar Hludwiggson taunts him for being a coward before ordering his men to place the heads of Markus and El Capitan on pikes and to return to the lodge for celebrations of their victory. The adventurers discuss their next move, with Mellia advocating an immediate withdrawal and Londo pressing to continue the fight. Daarion is quickly recognized as the only one with the potential to stand toe-to-toe with the barbarians. Cain, who still has no access to his normal spells and abilities, states that if Daarion fights, he will not abandon him, reminding the group that all they really require is the head of the barbarian chief. Still, Cain cannot physically join the battle as he is devoting himself to protecting his pregnant wife, since Mellia is unable to safely cast any spells in the wild magic zone. Mellia is less than confident regarding the outcome of a continued battle, but offers that she does have a crossbow and Ralkin has had some success with his massive bone-bow. For his part, Londo exhorts Daarion to fight, noting that he is willing to commit to this battle to see these evil-doers receive their just deserts.

His decision made, Daarion charges back into battle, startling the barbarians with his fury. He quickly engages Hagar in a brutal battle to the death, using his ability to hover above the enraged warriors to gain an advantage. Meanwhile, Ralkin continues to fire arrows from his powerful bow. With Cain shielding her from any physical reprisals, Mellia joins in and displays surprising marksmanship with her light crossbow. Londo decides he needs a better vantage point to observe the battle and risks the wild magic zone again in order to cast a spell that will grant him the power of flight. The spell works, but with an unintended consequence, as the cleric suddenly becomes extremely enamored with himself.  The ranged weapons help to wound the various barbarians, but truly it is Daarion who carries the day, his righteous fury granting him great skill in battle. Soon the warriors of the Blue Bear tribe and their chieftan lay dead on the ground and Markus and El Capitan are avenged. The adventurers move forward to retrieve the bodies of their fallen companions and to reap the spoils of their victory.

As Cain collects the head of the barbarian chief, Mellia pauses to kneel down and pat the lifeless hand of Markus, telling her departed friend how sorry she is and that she’ll miss him. Londo suggests that if they take the bodies along with them to Waterdeep, he could converse with their spirits to determine whether they would like to be returned from the dead. Mellia and Cain quickly agree to this.  However, even as the group moves about their tasks, Ralkin’s eagle-eyes spot possible danger heading their way. Two figures are moving in from the distance : a very tall man and a woman with deep red hair. The same figures also sense the potential for trouble in the adventurers, with the man asking the woman “Do you sense danger?” “I always sense danger” is her acid reply.

Londo flies forward to greet the strangers, with Daarion (bearing the corpses of Markus and El Capitan) at his side. Londo explains that he and his allies have tracked down assassins who tried to kill an ambassador in Waterdeep.  Londo’s strange squeaky voice is noted with distaste by the woman, who introduces herself as Lilith. Closer examination reveals she has distinctive tattoos along her arm, which Londo realizes displays allegiance to the moon goddess Selune.  Lilith’s companion is an older, extremely well-muscled elf who gives the name Usuku. The conversation remains peaceful, though Lilith appears very surly, especially when she appears to realize that she and her companion are late for some event, the details of which they decline to share. As they talk, the now-expanded group also realizes that yet another figure has emerged from the woods and is sitting quietly, waiting to be acknowledged. This figure is even taller than Usuku, over seven-feet tall, but extremely pale and covered in white hair and scars. The latest newcomer calls out to Lilith and Usuku and says that they are, in fact, too late.  However, Lilith’s attention has been drawn by the newcomer who appears exceedingly calm and peaceful. He introduces himself as Yin, and Lilith whispers to Usuku that she trusts his scent.

Mellia and Cain are anxious to return to Waterdeep to complete their task and thus tell their friends that it is time to be going. Ralkin is happy enough to depart, dragging with him a bag full of scavenged gears and other loot from the fallen barbarians. Londo, using a flint and steel borrowed from Cain, sets the lodge on fire before departing. Lilith and Usuku, realizing that they have missed their appointment, decide to tag along with the others towards Waterdeep. Yin joins them and he and Lilith drop back behind the others to talk. Yin confirms that he was born with “it” and Lilith displays a vicious scar from a bite wound on her shoulder. She also welcomes back her hawk, Ellia.

As Cain and Mellia walk along there is still tension between them. Mellia finally speaks up to tell her husband that this is the second time that Markus sacrificed himself for their causes. Given that, she suggests that perhaps they could honour their fallen friend by naming one of the twins after him in some way. Cain merely tells her that they have plenty of time to discuss that and Mellia lapses back into silence.

The group walks for several hours until they are certain they have exited the wild magic zone and then they prepare to teleport, with the newcomers accepting the offer of a shortened trip back to the city.  However, before the adventurers depart, they decide to shift the distribution of their carried equipment and the bodies of Markus and El Capitan. Ralkin begins placing the weapons and armor looted from the dead barbarians into his bag of holding, but in his haste he accidentally pierces it when attempting to place a great axe inside!  The bag implodes, destroying itself and sending its contents into limbo.  A further mishap awaits the group when the teleportation spells are activated: though both Mellia and Londo’s spells work perfectly, Daarion forgets to lower his innate resistance to magic and is left behind with no choice but to walk back to Waterdeep, corpses in tow, grumbling to himself all the while.

Having arrived at the Font of Knowledge, Mellia bids the newcomers farewell. She says that she and her friends are often found in this area and a message left at the library will reach them. Londo also wishes Usuku, Lilith and Yin farewell and receives a polite bow from Yin in return. Lilith whispers to Usuku that she believes they can trust Yin and that he is ‘like her’. They invite him to come along with them for the evening to talk further and he agrees.

Ralkin enters the library to complete his spell research for the day. Since he has lost his extra-dimensional items, Mellia invites him to again take up his room in her conjured mansion, which she creates near the library. She and Cain then head off towards the Thayan embassy.  When they arrive, they are recognized by the gate guards and allowed to enter. Cain stalks to the room where he previously encountered Consul Arkanak and finds him still guarding the stricken Ambassador Anazim. Without a word, Cain reaches into his pack and tosses the severed head of Hagar Hlutwigsson across the room. He then leaves, his wife following behind. As they walk back towards the mansion, Mellia asks Cain if they should finally talk about some of the subjects they have been avoiding. Cain nods and tells her that he wants to see if they can have her appointment with the midwife moved up. Surprised, Mellia asks if there is nothing else he wants to discuss, but Cain just says they should wait until the privacy of the mansion. Mellia suffers guilt and pain from her failure to comply with the bonds of the Nesme quest that day, though she manages to hide her symptoms from her husband.

As Lilith, Usuku and Yin walk towards a hostel that Lilith knows about, they are suddenly confronted by a trio of drunken dwarves, stumbling out of a tavern. One of the inebriated dwarves takes issue with Usuku and yells that ‘his kind’ are not wanted in Waterdeep before tossing a tankard at the elf, who nimbly dodges. Though Yin notes that there is no honour in fighting, Lilith curses the dwarves and intimidates them into backing off. A short time later, they arrive at a dirty but very cheap hostel with sticky floors and a dank smell. “Home sweet home”, notes Lilith.

At the Font of Knowledge, Ralkin continues his spell research. Separately, Londo identifies the potions and flasks retrieved during the day. He is also approached by a man dressed as a minor nobleman, though with an odd, vacant expression and a voice devoid of emotion. The nobleman presses Londo to participate in a business venture, guaranteed to lead to enormous wealth, but Londo is not interested. As the fellow departs, the Cleric of Oghma notes that the fellow appears to be under some form of mental control.

Arriving at the mansion, Cain and Mellia head to their bedroom to talk. Cain tells Mellia that he wants her to find a way to lift the quest on herself, just as she did for him. She is reluctant to cause further trouble with the church, but he insists and she promises to do so at the first opportunity, having learned the spell required. Cain has nothing else to say and begins his evening prayers, spending an extended amount of time in his efforts. Mellia gets ready for bed and joins him. The atmosphere is very tense and awkward and Mellia continually stops herself from speaking up. Eventually, as Cain prepares for bed, he asks her what it is she wants to say. Mellia tells him that she wants to avoid saying the wrong things, but that she is sorry that she caused him to lose his connection to Kossuth. However, Cain declines to discuss the subject and she subsides. He turns his back on her and lapses into sleep. Mellia waits until she is certain her husband is truly sleeping and slips downstairs to begin writing a letter.

When Ralkin finishes his spell research he visits the elder kenku he asked to help him locate ‘third parties’ interested in helping him to ‘obtain’ the item of fabricate owned by Hero Hrothgar. The elder has two possibilities for Ralkin. The first is a group of thieves who are willing to take the job for 4000 gold - half up front, half on delivery. The second option is an individual who is desperate to make a name for himself. He is willing to do the job for only 2500 gold, though the elder notes he is unlikely to be successful working on his own. The elder also indicates that his time as Ralkin’s go-between has ended and he gives Ralkin directions to a sewer grate where he can meet the group of thieves to continue negotiations for himself. Ralkin thanks him for his assistance and leaves, heading briefly to the warehouse by the sewers where he fails to find any sign of his sister Shiro. He then heads back to Mellia’s conjured mansion.

At the hostel, Lilith provides Yin with a chair to sit on and commences an elaborate process of sniffing and asking questions. However, her nose proves accurate and she guesses that Yin’s ‘other form’ is that of a tiger with her first guess. However, her behaviour is abrupt and rude and Usuku chastises her sharply, noting that he is her sensei and she has agreed to accept his guidance. Lilith apologizes to Yin and they continue their conversation, discussing the event that Lilith and Usuku were too late for. Yin observes that there are ‘more of us’ than ever before, though he also noted several missing faces at this particular gathering. He also says that he likes this geographical area and has no other particular place that he needs to be. Usuku observes that Yin does not appear to be a man of great ambition, with Lilith adding that he seems to be a ‘nut job’ - causing Usuku to force her into another apology. Yin says that he is a wanderer at heart and, when Usuku makes note of his height, adds that his entire family is - or rather was - quite tall. After a brief consultation, Usuku and Lilith invite Yin to travel with them and he accepts. Lilith further asks whether the other adventurers they met that day would be worth spending further time with. Usuku says that they appeared to have heroic tendencies and that it would be good for Lilith to spend more time with the ‘female’. All three discuss the fact that with their enhanced senses, they were able to smell that Mellia is pregnant. The conversation becomes strained however, when Lilith refers to both Usuku and Yin as potential ‘mentors’ and Usuku becomes offended.

Londo seeks out another cleric of Oghma and asks him to investigate his ‘side effects’ from the wild magic zone. Though the cleric is able to recognize and lift the enchantment that caused Londo to become enamored with himself, he is told that only time will restore his voice to normal.  At last, Daarion trudges in, having walked all the way with the corpses in tow. The bodies of Markus and El Capitan are placed in vaults below the library so that the ritual of speaking with the dead can be carried out the next day. Daarion, frustrated at being left behind and irritated by Londo’s high-pitched voice, tells his friend that he intends to absent himself for a time.

In the mansion, Ralkin finds Mellia at the writing desk and quickly observes that she seems distraught. She lies and says she couldn’t sleep, though she adds when pressed that she believes Cain must be furious with her and it is frustrating that he won’t speak to her about it.  Ralkin says that perhaps Cain is not angry--perhaps he understands her actions. Mellia merely says that ‘certain things’ have become clear to her and she needs time to think. Ralkin notes that it has been a long day and heads off to bed. Mellia hides her completed letter and goes back upstairs, though she does not join Cain in bed, instead sleeping fitfully on a couch.

[10 Eleasis 1372]

As the new day dawns in Waterdeep, the weather is rainy. Lilith, Usuku and Yin head back to the library to look for the adventurers they met yesterday. They encounter Londo and are clearly disappointed to find his voice unchanged, though he does apologize for any odd behaviour he exhibited while under an enchantment. He notes that he is waiting with the others in order to speak with the spirits of Markus and El Capitan. Unsure when Mellia, Cain or Ralkin will arrive, Lilith opts to head to a nearby tavern for a drink.

Having risen before her husband, Mellia prepares her spells for the day and then casts a complicated spell that allows her to escape the magickal oath she swore to destroy Nesme. She then prepares herself and casts another spell, this one designed to mimic the divine spell atonement. However, since Mellia is not a cleric of Kossuth and her behaviour has not been devout, there is an element of risk to her efforts. She pleads with Kossuth to restore Cain’s powers, noting that her husband should not be punished for her transgressions. She attempts to take on the burden for atonement, offering her own improvised promises, with attached consequences for failure, to the deity. She concludes by burning her hand on a candle and releasing the spell. For a moment, Mellia can see the blazing eye of Kossuth atop the Flaming Brazier in Thay and she is afraid, understanding that her life has now fallen directly under Kossuth’s gaze. Fortunately, the moment passes and the sense of impending peril fades. Mellia wakes her husband and informs him of her morning’s activities, asking him to test his powers. Cain immediately moves into a nearby fireplace with no ill effects: his powers have been restored! Still, Cain says nothing to his wife, merely telling her that they should investigate moving her appointment and should find the others.

Mellia goes to see Ralkin before leaving the mansion, telling him that it may soon be time to move on and asking how much more time he requires to complete his spell research. Ralkin tells her that leaving shouldn’t be a problem, as he will finish his efforts today. He notes that she still appears very unwell, though she denies it.   Mellia attempts to sneak into the kitchen to retrieve her letter, though both Cain and Ralkin are aware that she is behaving oddly. When Ralkin asks Cain what the problem is, Cain merely says that he is waiting for his ‘wayward wife’ before beginning the day’s activities. Ralkin asks Cain to wait outside, noting he has something he’d like to talk to Mellia about and Cain agrees. Mellia returns and Ralkin questions her about what she was trying to hide. Finally, she admits that she has successfully had Cain’s powers returned, but that she did not expect the spell to actually work and had thought they would need to travel to Thay. To that end, she had written her husband an important letter. Mellia refuses to say more, so she and Ralkin head outside to join Cain, though Mellia keeps patting her pocket, to confirm that the letter is still there.

Outside, they quickly encounter Londo, Daarion, Usuku, Lilith and Yin. Londo asks Ralkin, Cain and Mellia what they want to do with the items plundered from the barbarians and they agree to sell them, with Mellia appointing Ralkin as her and Cain’s representative. Londo then asks if they have time now to determine whether or not Markus or El Capitan wish to be returned to life. They say now is a good time.

Inside the Font of Knowledge, Mellia checks for messages and finds that there has been a cancellation and her appointment with the midwife has been moved up to that day at 11 am. She then heads down into the vaults with Londo, Daarion, Cain and Ralkin. Yin accompanies them as far as the door. Inside, despite his comically squeaky voice, Londo expertly casts the spell that will allow the group to converse with the shade of Markus. When asked if he wishes to be returned to life or to remain dead, the deceased swordsman cryptically says “party, drink, party, drink - here I stay.” He further confirms that his father is his next of kin and Urist the one he would most trust to transport his worldly possessions home for him. Finally, Markus notes that he wishes his body burnt. Saddened at this apparently final passing with her friend and highly disturbed by the necromancy spell, Mellia departs as she has no questions for El Capitan. Cain and Ralkin accompany her. Londo and Daarion repeat the ritual and learn that the deceased cat-man would also prefer to remain dead, that he wishes his goods to go to ‘the boy’ at the ‘magic school’ and that he too would prefer to be cremated, allowing his ashes to travel on the wind.

Outside, Mellia suggests to Cain that they may as well start walking towards her appointment with the midwife and he agrees. Ralkin, still suspicious of Mellia’s state of mind, elects to accompany them. Along the way, he feigns bumping into her and steals the letter from her pocket. Mellia, still distracted by all that has been happening, does not notice. At the midwife’s Mellia asks Cain to remain in the waiting room and when he objects, promises that she will do nothing to keep him out of the loop regarding her condition. When Mellia is gone, Ralkin reads the letter and is very disturbed by its contents. He asks Cain a few cryptic questions about the obvious tension between Cain and his wife, receiving little in the way of reply. Finally, Ralkin hands over the letter to Cain, though he asks that the cleric not lash out at Ralkin as the bearer of bad news. The contents of the letter disturb Cain greatly and he is obviously upset. Ralkin states that Mellia must have been terribly troubled when she wrote it, though he receives no response. Sometime later, when Mellia emerges pale and distracted from her appointment, she notices nothing awry, merely telling Cain and Ralkin that they are free to go.

During the walk back towards the mansion, Ralkin tells Mellia he will be done his spell research that day. Mellia is clearly not focused on the conversation and almost has to stop herself from walking into traffic several times. When they arrive at the Font of Knowledge, Ralkin makes a hasty retreat and continues his efforts in the library.

Mellia and Cain enter the mansion and head upstairs to their bedroom. Mellia sits for a time in front of the fire and says nothing while Cain waits for her to speak. Finally, she seems to remember where she is and tells Cain that Hestia’s suspicions were correct: she is suffering from tremble-womb. She dutifully passes along all of the midwife’s advice: she is to remain as calm as possible, and though ‘light and easy’ travel is acceptable for the first few months, after that time she will likely require complete bed rest. Nothing will erase the risk of premature birth and other serious side effects for Mellia, but rest and lack of stress will help. The fact that she is carrying twins is likely to worsen the illness and increases the chances of premature delivery even further.

Mellia is surprised when Cain presses her to tell him anything else that she is holding back, but she has nothing to add. Finally, he unfolds her letter, hidden in his pocket, and hands it over. Mellia turns pale. The letter, intended to be given to Cain after teleporting to Thay, states that Mellia intended to leave her husband for his own good. The letter states that she no longer believes that he loves her, which she believes was driven by her impurity and the actions she took which came between Cain and the church. She has come to accept that everything she touches is destroyed, causing death and pain for everything she cares about. In the letter, she makes it clear that she intends to wait for the twins to be born and then to kill herself to save her loved ones from what she sees as her negative influence.

Cain asks his wife how she could believe that her absence could possibly make him happy and is utterly shocked when she tells him that it is obvious that her presence is not making him happy and that she has ruined everything between them. Mellia pleads with him to understand that she is bad for him and that by remaining with him she risks destroying his chances to be the man of faith he obviously wants to be. Cain tells her that she is wrong and that the thought of his entire family vanishing terrifies him, and then he hands her a letter of his own. Cain’s letter tells Mellia that he knows he has difficulty communicating his emotions but that he is sorry for hurting her, that he loves her and that she, their children and the church are his reason for living.

Mellia cries when she reads Cain’s letter and Cain carefully positions himself between his wife and the doorway in case she attempts to flee. However, Mellia merely tells him again that he deserves better and that she is not strong enough. Despite Cain’s protests that they will grow stronger together, Mellia cites what she sees as her many failures: Allia is no closer to rescue, the twins are in danger, their friends are dead and Cain has faced Kossuth’s wrath because of her. She tells him that she has been clinging to him to stop herself from drowning but that she will force herself to let go in order to save him. Cain removes the chest plate from his armour and draws his sword, placing the point against his heart, telling Mellia that this is symbolic of what her leaving would do to him.

Mellia pushes the sword aside and rests her cheek against his chest. Cain holds her as she tells him in bewilderment that she was certain he no longer wanted her, describing what she perceived as his coldness of the past few days. Cain is also confused, protesting that Mellia means the world to him and that he was merely tired and sick with worry over her and the twins. He uses the example of her solo jaunt to Silverymoon as an example of her habit of making rash and dangerous decisions. Mellia protests that he was dying and she felt she had no choice. Cain argues that the quest was his burden to bear and Mellia tells him that though she is committed to the True Path and to destroying Nesme, she will always put Cain’s well-being ahead of the dictates of the church and that makes her a poor wife for an Archon. Cain however, is adamant that he cares nothing for how others may see her. He tells her that his faith will always be strong, even if it is not always rewarded by their god, but he is certain he wants his wife by his side.

Mellia tells Cain that she would not have a reason to go on without him or the children. Cain’s reply is simple: “Then stay.” Mellia hesitates for one last moment. “What if I drag you down with me?” Again, Cain’s reply is simple and forthright. “Then we will climb out together.” Mellia finally smiles for the first time in days, which elicits a rare smile from her husband, broadened when she leans up to kiss him. Their embrace grows more passionate and soon Cain leads her to the bed to physically reaffirm their commitment to one another.

Afterwards, they discuss their immediate plans for the future. After some back and forth they decide on two important courses of action. First, they plan to travel to Cormyr to meet with Gideon to find out details of his plan to rescue Allia. Mellia will be able to continue her preparations for Nesme from there, and both Cain and Mellia are eager to leave the troubles of Waterdeep behind them for a few days. They decide that they will ask Ralkin, as well as Londo and Daarion to accompany them. Second, they realize that with Markus and El Capitan dead and Urist incapacitated (and unlikely to help without Markus), they need more help for their quests. They decide to speak to the new adventurers they met the day before. If all works out, they intend to return to Waterdeep in a few days and regroup with these newcomers. Cain asks Mellia to promise that she will not follow through on anything in her letter and she agrees, swearing that as long as he continues to want her, she will never leave him.

When they hear Ralkin enter the mansion, Cain and Mellia dress and head downstairs to speak with him. Ralkin is immediately able to tell by her demeanor that Mellia’s state of mind is much improved. She embraces him and tells him that he is devious, but a good friend and though she recommends he not pick her pocket again, she is grateful that he gave her letter to Cain. They explain the plan to travel to Cormyr and Ralkin is amenable to it. He notes that he has seen no sign of his sister and they discuss trying to scry for her the next morning. Ralkin states that if Shiro isn’t found using sending or scrying that she is either occupied or dead.

Ralkin retires to his room and Cain and Mellia head upstairs to their own suite, where they offer prayers to Kossuth and return to bed to continue their efforts to reassure one another of their mutual devotion.

RealmsToowoomba Recap # 95 [RPG]

[9 Eleasis 1372 continued]

On their way down the stairs in her conjured mansion, Mellia stops to ask Cain whether he believes the Consul of Thay would be able to carry out the threats he made to cause trouble for Cain in the Church if the Archon fails to deliver the head of the Ambassador’s attacker. Cain says that he does not know, but regardless, he has a poor track record with the church and cannot take the risk of further issues. Still attempting to return to her husband’s good graces after removing the bonds of his quest without his permission, Mellia asks when Cain would like her to seek that second opinion regarding her potential illness. He suggests that they will do so while the others prepare for the days’ excursion.

In the Font of Knowledge, Londo and Ralkin continue to speak after the latter receives healing from the former. Londo asks whether Ralkin is aware that Markus was under an enchantment when forced to attack him. Ralkin shrugs and says that he expected Markus to do something like that anyway.  After Londo leaves, Ralkin considers stealing some books from the storeroom but decides against it.  Both Londo and Ralkin find themselves waiting outside the Font for their allies to arrive.

Markus, who has been slinking away from the Font of Knowledge to avoid trouble with the Watch, is trailed by both Daarion (overhead) and El Capitan (behind). When Mellia and Cain emerge from the mansion, they quickly spot Markus and can immediately see that he is acting guilty. Mellia sternly says “What did you do?” Markus protests that he can’t really remember any of it. When El Capitan arrives and mentions the attack on Ralkin, the situation quickly becomes clear.  Mellia tells Markus that she needs to talk to him and suggests he hide out for a time in the mansion, provided he leaves his pack (an extra-dimensional object) outside. El Capitan agrees to hold onto it for him and the Sembian darts through the portal. Before returning to the mansion herself, Mellia talks to El Capitan and attempts to recruit him for the adventure to destroy the Thayan Ambassador’s would-be assassins. She asks after his evening with Janakath and they briefly compare notes on the others romantic works. She makes a special point of telling El Capitan that she does not consider him to be a mere appendage to Markus. After brief consideration, El Capitan agrees to join the venture. Mellia also asks him about the two newcomers (Londo and Daarion) and El Capitan notes that the former seems like an okay fellow, though the latter appears fairly humorless. Just then, a Watch patrol happens by and asks the adventurers if they have seen anything suspicious.  They deceive the patrol and it moves on. 

Nearby, another patrol has reached the Font of Knowledge and is in search of witnesses to the morning’s reported altercation. Londo steps forward and explains the details of what happened, to the best of his ability, naming Markus and Ralkin to the Watch, but making it clear that in his capacity as a Cleric of Oghma, he determined Markus to be under an enchantment that has now been lifted. The patrol are grateful to Londo for his assistance.

As they head back to the mansion, Mellia pauses to ask Cain whether he would like her to do the talking to recruit their friends and allies to their cause and he tells her to continue. She also suggests that he be nice to Markus, since the swordsman loaned her a significant sum of money to purchase the scroll that she used to free Cain. Realizing that this is still an extremely sensitive topic, she then precedes her husband into the mansion, where they find Markus cursing kenku while cleaning Ralkin’s blood off his blade. Mellia tells Markus that he owes the kenku an apology, but Markus refuses, even when Mellia points out that this is the second time that someone has used Markus to attempt to murder Ralkin (the first being the man dubbed “Mighty Warrior” who turned out to be an assassin composed of insect swarms). Markus does eventually compromise enough to note that although he profoundly dislikes Ralkin, he would not try to murder him like that (though he would make no such exception for Shiro). Mellia changes the subject and, after thanking Markus for his assistance and loan the evening before, explains the challenge that faces the group that day. Markus, who is eager for glory and a chance to avoid the Watch, quickly agrees to participate. They briefly discuss whether or not to bring Urist along, but Markus fears that she would be unable to control the cursed blade and, if too successful, could cause herself to be killed by absorbing too much strength. The trio agree that Markus will remain inside the mansion and out of sight for now. The swordsman appears a bit depressed with having to hide himself away, so Mellia attempts to cheer him up by noting that he always comes through for his friends. When she and Cain head back outside, she darts back to give her friend a hug, still grateful for all of his help.

Once outside, El Capitan walks along with Cain and Mellia towards the Font of Knowledge. Learning that Markus has agreed to come along and that Mellia and Cain intend to recruit Ralkin as well, El Capitan notes that this could cause the tensions in the group to come to a head.  Mellia firmly states that any inter-party conflict is something that needs to be gotten over, as the group has too much that they need to accomplish together.  The group meets up with Ralkin in front of the library and the kenku perceives the awkwardness and tension between Cain and Mellia, though he doesn’t get answers from either of them when he asks what Mellia has done to upset Cain so severely. When the terms of the day’s planned activities are described to him, along with the fact that there may be traps to disarm, he agrees to put his spell research on hold until later in the day. In return though, Ralkin asks for a small favour. He has not seen his sister in a couple of days and (unaware of her death in the sewers beneath the city) is curious about her whereabouts. Mellia quickly obliges by casting a sending to the fallen adventurer, but  of course receives no reply. Mellia suggests that perhaps Cain could scry on Shiro’s location later in the day.

The final stage in the day’s recruitment process involves Mellia and Cain talking to Londo and Daarion. Mellia asks the Cleric of Oghma if his chronicling efforts include traveling or even participating in their adventures. Londo explains that he has been commanded to observe the adventurers by his deity and is happy to accompany them.  Mellia and Daarion explain to him the meaning of wild and dead magic zones and he notes that this may hamper his usefulness during the encounter, but that his trusted companion is quite skilled in the martial arts. Londo then asks if Mellia would like to cast the spells she mentioned the day before to test the truth of his claims. As Mellia turns to ask Cain to cast his prepared spell to detect lies, she hears Daarion mention that ‘the female’ seems out of sorts, perhaps due to too much drinking the night before. Insulted, she castigates him for not referring to her by name (and notes that she does not drink). As she fetches her husband, Daarion remarks that he finds humans fascinating.

Cain goes through the motions of casting a spell to discern lies, but it quickly becomes apparent that nothing has happened. Londo suggests that it appears that Cain has fallen out of favour with his deity. Cain, becoming even more visibly angry and withdrawn, swiftly stalks away in the direction of the mansion. Mellia turns pale and appears stricken, noting out loud that this is her fault, not her husband’s, and she was afraid that this would happen. When Ralkin suggests that she go after Cain, she demurs, noting that he may need some time. When Ralkin asks her to explain what happened, she privately tells him about using the spell of limited wish to remove Cain’s magickal bond to destroy Nesme. Ralkin notes that it may be difficult for Cain to regain his powers. Mellia decides to give Cain some time alone and decides to seek out a midwife for the second opinion she promised to get. She tells Londo and Daarion to meet the others back at the Font of Knowledge in two hours and walks off with El Capitan and Ralkin in tow, after finding a scholar to direct her towards a midwife with an excellent reputation.

On their way to the midwife, Mellia, El Capitan and Ralkin turn a corner and find themselves on a strangely deserted street with a pungent, unpleasant odour filling the air. A tentacle emerges from a sewer grate and creeps towards them. Suddenly though, a mouth opens on the tentacle and, rather than menacing the adventurers, offers them an opportunity. An agitated Mellia quickly refuses and darts back the way she came, with Ralkin close at her heels. El Capitan though, is intrigued. He talks to the creature and is offered the chance to join a revolutionary new business. The product is a special hair care cream and if the cat-man can only convince three of his friends to sell this product, and they in turn can convince three more friends, in time the results will be staggering and everyone involved will become fabulously wealthy! El Capitan accepts a small sample in a clay jug and promises to think the offer over before rejoining the others. When they reach the midwife’s abode, Mellia finds that unfortunately, the woman is much in demand and too busy to see her until the following week. She makes an appointment and arranges to be notified of an opening through messages left at the Font of Knowledge. She then reluctantly agrees with Ralkin that the day is wearing on and they have much to do. She begins to head towards the mansion. Along the way, Ralkin suggest that if limited wish was used to remove the oath and get Cain into trouble, perhaps she could use the same spell to duplicate the effects of magic that could restore him to Kossuth’s goodwill. Mellia is unsure that Cain would want her to do this, noting that he may feel she has ‘helped him’ more than enough.

Meanwhile, Cain has returned to the mansion in a silent fury. He ignores Markus when he enters, despite the swordsman’s attempt to provoke a response from him. He heads upstairs and lights an enormous bonfire and sits as close as he dares, quickly realizing that he lacks the resistance to fire and smoke that his faith had previously provided him. When Mellia enters the mansion some time later, she finds Markus downstairs. She initially asks him to go outside, but hesitates, remembering that Ralkin is waiting just outside the portal. Instead she asks Markus to wait and slowly beings to climb the stairs, starting to cough on the smoke as she does so. Pausing some distance from the room where Cain sits in meditation, she contacts her husband with a magicalmessage, noting “I don’t suppose you particularly want to talk to me?” She continues to cough on the smoke and seconds later, Cain emerges from the room and takes her hand, pulling her back down the stairs. She tells him she got an appointment with the midwife, but will have to wait until next week. Cain tells her he has no issues with that timetable. She also apologizes for the results of her impulsive decision to break his magickal oath, but Cain tells her now is not the time to talk about that. They pause to collect Markus and head outside.

As Londo and Daarion wait for the others, they talk about the plans for the day. Daarion notes that he is happy to fight and aid these new people, but he is not willing to give up his life for them. Londo promises to do all he can to make sure that Daarion receives any healing that he needs. When they are joined by the rest of the group, Londo tells Markus he has cleared up the issue with the guards, something the swordsman is very pleased about.   Mellia, knowing she is already in trouble with her spouse, decides to plunge ahead with something else that may raise his ire. She pleads, in a babbling, run-on manner, for him to accept healing from Londo, noting all of them need to be at full strength to defeat this barbarian chief and his lieutenants, and that she and the twins need Cain to come out of this mission alive. Cain is not pleased, but eventually accepts Londo’s aid, as does Mellia. While this happens, Markus notes that El Capitan’s fur is even more silky smooth than usual and enviously enquires after his friend’s grooming routine. El Capitan explains about the new product he’s been using and relates the amusing tale of where he obtained it.

Next, tactics are discussed, including which spells might be of use to cast prior to entering the region where magic is unreliable. Londo offers to conjure a feast that will strengthen the party, cure disease and bolster them against attacks that would cause fear. This task would take roughly an hour. However, when Cain and Mellia discuss it, they realize it could have the same risks for their unborn children that Cain’s own spells could have caused and the decision is made to move out immediately. After Mellia provides Londo with details on their destination, they teleport to a popular campsite along the road northwest of Waterdeep. The day is very windy and the group begins the five-hour track eastward into the foothills of the Sword Mountains in search of Hagar Hlutwigsson’s hiding place.

In the middle of the afternoon, the group see a small wooden hut at the top of a nearby hill. Londo conjures a small golden halo above his head as an indicator of when the group has entered a dead magic zone, but the spell unleashes the chaos of the damaged Weave and gives the priest’s formerly deep and sonorous voice a ridiculous, squeaky tone. Markus and El Capitan roll on the ground in laughter, and even the dour Daarion manages a small chuckle.  After the levity, Mellia suggests that Daarion fly Ralkin up to the hut so the kenku can check for traps in as stealthy a manner as possible. Once there, the kenku carefully searches the area and has no difficulty concluding that the door has been trapped with a poisoned needle.  He has Daarion beckon the others forward and they approach with varying speeds. Cain takes pains to make sure that his armoured body remains in front of his pregnant wife at all times. For his part, Londo remains at the back of the group as he too is in great danger in an area where spellcasting is not reliable.

Ralkin theorizes that in an area of wild magic, it may be unsafe to retrieve his usual tools from their resting place in his bag of holding. El Capitan offers him the clay jug that had held the hair care sample and Ralkin uses it to disable the trap on the door. Then, when they realize that the door is also locked, the clever kenku uses one of Mellia’s crossbow bolts to pick it.  Daarion, who is immune to most poisons, opens the door. Inside, they find that the hut is empty, save for a metal trap door on the floor. Ralkin quickly discerns that this too is a trap, as attempting to pull it open will cause the door of the hut to slam shut and the entire building to collapse in on itself. He comes outside and ponders the safest way to proceed. Mellia worries that if the trap goes off, it may be loud enough to alert any watchers. Markus is impatient and demands that Ralkin just disable the trap with no more talking, but the swordsman’s outburst is countered by Mellia, who argues on Ralkin’s behalf. Eventually, at Ralkin’s direction, Markus and Daarion are able to pry a panel off of the wall from the outside to expose a series of gears. Unfortunately, in doing so, the trap begins to operate. Thankfully though, the quick-thinking kenku is able to jam the gears before the hut collapses. Once the trap is disabled, Ralkin explores the trap door more carefully and finds it is a ruse, as there is nothing underneath besides the trap mechanism.  Outside, the others mill about and Mellia continues to suffer from her morning sickness.

Eventually, Daarion flies up to scout the area and sees a larger building hidden amidst a sparse forest approximately 300 feet to the east. Just as the adventurers form up and begin to head in that direction, arrows begin raining from the treeline.  Markus, who had taken point, is grazed by three of them.  Still, the brave Sembian charges ahead with El Capitan close on his heels. Daarion also flies speedily in that direction and his celestial vision enables him to spot several barbarians just inside the treeline armed with longbows and axes.  When Daarion lands and swings at one with his heavy mace, all of them follow a previously-determined plan and bolt for the lodge.

Cain, Mellia and Londo advance slowly and cautiously towards where the battle is now taking place hundreds of feet away.  Ralkin continues retrieving useful parts from the trap but eventually catches up to the others and draws his enormous bow.

Markus, El Capitan and Daarion have regrouped and prepare to take the battle to the barbarians. They realize that they’ve entered a dead magic zone where their magical protections and weapons no longer function.  What’s worse, their foes have found relative safety in the lodge and begin shooting arrows from narrow slits in the walls. Still, the adventurers remain undaunted and close in.  As they do, Daarion hears a shrill whistle and realizes that an eleven-foot tall hill giant has been summoned from the woods and is now advancing on them!

As the slower adventurers continue their snail’s pace advance, Ralkin suddenly charges ahead and makes his way to the tree line where he has line of sight on the enemy. He sets himself and begins firing arrows. Though he is unable to pierce the hide of the hill giant, he manages feats of amazing precision and twice strikes one of the barbarians inside the lodge through an arrow slit! By combining their efforts, Daarion, Markus and El Capitan (who takes to the roof and treetops as needed), manage to wear down the hill giant until it collapses with a powerful smash from Daarion’s mace. Though victorious, Markus is badly hurt from blows suffered at the hands of the giant’s tree-trunk sized club.  The adventurers continue to circle the lodge looking for the obviously-hidden entrance while avoiding arrows fired from within. El Capitan explores the rooftop carefully and locates a hidden hatch.  He opens it and finds a rope ladder below, but before he can climb down, he’s spotted by a sentry and the barbarians drop their bows, grab their axes, and cluster around the bottom of the ladder.  Undeterred, El Capitan boldly drops down, lashes out with his rapier, and bolts back up the ladder in one fluid motion!  Still, some of the barbarians were fast enough to wound the swashbuckling cat-man.

When the defenders close wooden shutters to block off the arrow slits, Ralkin finds himself without a visible target. He circles the lodge to the north and readies himself to attack if an opportunity presents itself. Inside though, the situation is changing. Hagar Hlugwigsson has tired of hiding and gives in to his growing rage.  He charges out of the lodge with his surviving lieutenants, intending to kill anyone they see! Hagar and his barbarian tribe emerge outside just as Cain, Mellia and Londo reach the treeline. Seeing this, they quickly begin to retreat back to an area where their spells may at least be possible, if not reliable.

Ralkin, who had not expected the enemy to charge outside so swiftly, is attacked and wounded. He flees to the woods and is briefly followed but manages to escape.  He decides to keep running all the way back to the hut. Daarion slows the barbarians’ charge, but Hagar’s mighty attacks soon leave him gravely wounded. The celestial flees to Londo’s side and once again, the Cleric of Oghma bravely risks the unpredictability of wild magic to heal his friend. It works and Daarion is restored to full health to fly back towards the lodge.

The battle continues, and at one point Markus stands to one side of the hut facing down several of the barbarians while El Capitan is on the other side, on top of the roof. In his rage, Hagar climbs the building with ease and strikes out at the cat-man, and El Capitan flees to Markus side. Hagar follows and leaps down at Markus with a downward slash of his axe that cuts into the already greatly wounded swordsman with ease. Markus falls, and Hagar roars with battle lust, summoning his men to his side. One of them steps forward and raises his axe. Seeing the blow about to fall but unable to stop it, Markus cries out his last words “I’m too pretty to die!” before his head is lopped clean off.

From a distance away, Mellia hears his cry and her heart sinks as she realizes her friend has fallen. She asks her husband what he means to do and Cain says they must finish this. She is uncertain they can claim victory with no magic to aid them. For now, they observe and slowly retreat.

El Capitan, having witnessed Markus’ death, is caught at the edge of the woods by the bloodthirsty barbarians and also cut down, his life’s blood slowly seeping away. With the spell-casters seeking safer ground, only one possible salvation remains for the dying El Capitan: Daarion.  But it won’t be easy: surrounding the fallen cat-man are three bloody barbarians and their barely-wounded chief, Hagar Hlutwigsson.