Part 4
Sneaking out from behind the doorway, Halla dropped Sacred Flame on
Varisel, while Dramble finished preparing three Molotov cocktails. Handing one to Halla, one to his Handy Mage Hand, and keeping one for himself, they approached carefully down the corridor, hearing sounds of commotion in the dining hall ahead.
Pip’s head(1) had appeared on a Builder statue, which had smashed its way into the hall from wherever it had been in storage, and was now weighing in on our side. Pip Smash! Faced with such a formidable foe, Varisel quickly held up his hands in surrender and called for the Wight to do the same. At Varisel’s command, the Wight collapsed into dust, merely just an ancient corpse now.
Being the only one who could understand him, Aila quickly negotiated with Varisel in elvish. He was aware of his fate - knowing his body was dead and that he could not leave this place or the statue - and had taken his vengeance on his murderer. He was totally unaware, though, of the passage of time and that the war was long over. Astonished that it had been 800 years, he dejectedly trudged back to the machinery room to deactivate the guardians, telling us that there was still one life which may yet be saved.
There was a girl, he said - obviously Beth - bound to a console. He had locked her away for her own safety. We broke it to him that it had been 30 years, and the girl’s faceless body had been found and buried, but he assured us that time will not have touched her. He told us of a hidden corridor “past the ritual circle”, where she was held. The word “menteri” would cause it to open.
While the rest of us went off to investigate, Aila sat down with Varisel to see what knowledge she could coax from him. He knew the Asteri walked the world tens of thousands of years earlier. The experiments in the fort were built on the works of
Heskaron(2
), developing the powers of the mysterious black dust in the ravine. They had constructed elven statues in the fashion of the Builder technology, and used the black dust to animate them, with disastrous results.
Varisel believed the dust was part of an oncoming storm. While the dust here cannot leave the ravine unless it is carefully contained and transported, he said a wave of it was sweeping across the world from far away - so far away that, even though 800 years had passed since the elves discovered this, it was still on its way(3). If anything can be done to stop it, it involves the gateway in the ravine.
The General was weary after finishing his tale. A broken man, he only wanted to go to his final rest. Aila promised him she would return his remains to his people and, with that, he crossed the statue’s arms and his face faded away. We found the second sending stone on the now-lifeless statue, and took it with us.
Down below, the rest of the party found more journals, detailing the elves’ experiments, as well as the ritual circle Varisel spoke of. Dramble stepped into it and said, “Manteri!” and a panel in the wall opened. Beyond was another console room with two more (dormant) elf statues. The next room contained a desk and another set of keys. Using these to open a locked door, we made our way gingerly down a corridor, calling Beth’s name softly as we went.
We found her in a chamber at the end. Or at least, her face - as expected - on a statue. Beth was near catatonic, disoriented and confused. She couldn’t understand what had happened to her and had no idea how long she had been down there. She believed she had been gone only for days, and was worried her dad would be mad at her for going missing. We assured her we would get her home and that her dad would be very pleased to see her.
We escorted Beth gently up to the dining hall and left her in Halla’s care, while the rest of us went to search the machinery room (now the guardians had been deactivated). While we wanted to get Beth home as soon as we could, we also had to find some way of helping Annie.
Behind a crate in the machinery room, there was another hidden passage(4), which led out onto the mountainside. Was this where Beth had gotten in? Outside it was the twilight before dawn. Our night vision showed us a river and a port city in the forest, which we identified as Greenhaven (or “
Taurhopa” in the elven language). It was surrounded by low hills and mountains, with the lights of other, smaller towns and villages in the distance.
Back inside, we found a Bumper Bag o’ Builder Bolts, four gems containing some of the black dust inside, and various pieces of arcane machinery. Opening a large steel door, we found a gallery being used as a storage room for a dozen of the horrific guardian constructs we had encountered earlier. A summoning circle in the floor bore the Raven Queen’s sigil. Also, to Dramble’s delight, there were five more HoverSpheres(TM), which we took with us to charge up back at EnTaTraTaShan. Beyond the gallery was a balcony with hexagonal columns, giving a commanding view of the mountainside(5).
Figuring Beth couldn’t leave the fort, and we needed to recover her body before we could get her to leave the statue, we split up. Halla and Lady Cortina stayed at the fort with Beth, Jack and Annie, while Aila, Pip and Dramble rode the horse constructs back to the village. Halla decided to make use of the time to perform cleansing rituals to rid the place of its evil taint, while Lady Cortina planned to sit down with Beth and slowly bring her round to the fact that she’d been gone a long time and her father wouldn’t be quite as she remembered him.
Aila was a little concerned over what the villagers’ reaction might be to animated stone constructs galloping into their home, but Pip suggested we should “just own it!” And so we did. We would need the horses anyway, as we planned to return with a cart to carry Varisel’s remains, Annie and enough of the fort’s treasure to afford what was necessary for a cleric to raise her.
We got back to the
Oak Tree Inn to find George in his usual state, having fallen into a drunken sleep at a table. We bought him breakfast then woke him up to tell him the good news that we’d found his daughter’s spirit and believed we could return her to him. We had feared he wouldn’t believe us (Beth told us his nickname for her - his “little wolf cub” - before we left, in case he needed convincing), but he was only too willing to cling to the hope we’d brought him. We tried to downplay things, warning him it may not work, but he instantly started forming a plan - If it did work, he and Beth would need to leave the village. There was a cabin beyond the village where they could live.
In the meantime, George took us to the temple to Pelor on the edge of the village, where Beth’s grave lay. Checking no one was around, we dug up the coffin. A faint golden glow was coming from inside, which we took to be a good sign. Still, we made George turn away as we opened it. Inside, the body was preserved. The clothes had grown mouldy, but otherwise there were no signs of decay. It had aged slightly (nowhere near the 30 years it had lain in the ground, but a few years), showing it was still alive. The golden glow meant the magic was still in effect too. All seemed promising. We brought her inside the cabin and laid her on a bed. We had taken one sending stones with us, which Dramble now used to send a message back to the others at the fort:
“With George. Retrieved Beth's body. She's preserved, aged only slightly.
You can send her back now. Please warn her George older.
We'll return with cart.”
Back at the fort, the others told Beth it was time, and all was ready. All she had to do was cross her arms like so. She did, and her face vanished from the statue. In the cabin, the golden aura around her body flared up in a blinding flash of sparks, there was a long, sharp intake of breath, and she sat up, returned to life once more. There was a tearful reunion between father and Wolf Cub. We had done A Good Thing.
The three adventurers left George and Beth to get reacquainted. George gave us a cart, which we fastened to the horse constructs and travelled back to join the rest of the party at the fort. Back there, we loaded it up and hit the road back to
Riverglade. Exhausted from two days’ adventuring without a proper rest, we took it in turns to rest and recuperate in the back of the cart. We knew we had only a few days to save Annie, so we decided to press on through the night.
We passed the bridge over the river during the night, and safely went by the rocks where the kobolds lived during the daytime. We arrived at
EnTaTraTaShan early the next morning. We put the new HoverSphere’s we had found on to charge. Leaving the cart and Varisel’s body in
Breena’s care, we loaded Annie and several of the suits of elven armour we had retrieved from the fort onto the stone horses, then took them through the teleport circle to
TaUrTaIkaTaNur.
There Dramble noticed one more light was illuminated on the wall map than the last time he had been there, right next to the light indicating EnTaTraTaShan. Others in the party seemed confused by what he was saying; the map looked the same as it had always done to them. The “new” light indicated
EnTaTraTaNur. Ignoring it, we travelled on one further “step” through the
Builder network to
EnTaUrDeshShan. We made the short trek from there through the ravine to the dwarven city of
Kassiter, where we hoped to buy a diamond and find a priest to raise Annie.
It was earlier in the morning, in this part of the world, than it had been when we left Riverglade. The city gleamed in the morning sunlight and in the reflected glow of it from the southern sea. For those who hadn’t been there before, it was larger than any place they’d ever seen(6). Its buildings were carved out of the granite cliffs, with narrow alleyways winding between them. Lady Cortina and Pip, who had been here before, went to sell the armour and weapons (Lady Cortina knew a suitable merchant) and purchase the diamond we’d need for the spell. Halla, Aila, Dramble and Jack went up to the Temple of Moradin to seek help from the priest there.
Halla spoke with a cleric called
Mehit and explained what had happened to Annie and what it was we wanted. Mehit seemed confused as to where the Owlbear territory could be within two days of Kassiter, but there were a lot of things in the nearby mountains so we weren’t questioned too much about this. Mehit went to fetch the bishop(7), a half-orc named
Nashureem. As they were explaining to us that the spell required the sacrifice of a large diamond(8), the others arrived and Pip declared (with perfect timing), “What, you mean like this one?”
The bishop conducted the ritual and Annie came back to us! The bishop warned us that, while her physical wounds were healed, she will be physically and spiritually exhausted, and need a few days to recuperate. But she and Jack were reunited, hooray! Pip bought a Hat of Celebration! We had done Another Good Thing(9).
We stayed at a local cantina for the next four days while Annie recovered. In return for their help, Halla offered to go with the priests from the temple on a mission to the north. She was gone a few days and returned dusty and exhausted, but safe and sound. The rest of us enjoyed the sights and sounds of the big city, and went shopping and sightseeing.
After Halla returned, we escorted Jack and Annie back through the Builder network and home to
Harmenton, where they settled down to ponder whether a life of adventuring is really for them or not. We must check up on them in future, to see how they are doing. We left them and travelled back to Riverglade to recover Varisel, the (now charged) spheres and the rest of our things. While there, we told the gnomes of our latest escapades and let the children ride on the horse constructs. Then all that was left to do(10) was to return home to the Valley for tea and medals!
And to see what the folks in the Valley make of all we've seen, done and learned......
And to plan our next adventures……
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(1) Inexplicably wearing a spectral, yet flamboyant, hat.
(2) Our very favourite mad necromancer.
(3) Pip was confident that our poking stuff which had laid undisturbed all this time wouldn’t make the storm come any faster. Still, we should probably add “save the world” to our list of future things to do. (4) What we wouldn’t give for an “IDDT” map cheat for this place!
(5) Someone clearly wanted to be Saruman...
(6) Home to three markets, no less. Pip felt this was very important.
(7) Who arrived moving only over the black squares on the floor.
(8) “...and, incidentally, have you seen our nice, new, diamond-encrusted shrine over there?”
(9) Yes, alright, we learned we might also be hastening the End Of The World by all our meddling with the Builder sites, but don’t be a party pooper. We did Two Good Things on this trip!
(10) Apart from look for the other elf settlement which, like I said earlier, we totally forgot about.