home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
ftp.ee.pdx.edu
/
2014.02.ftp.ee.pdx.edu.tar
/
ftp.ee.pdx.edu
/
pub
/
frp
/
Archives
/
1314
< prev
next >
Wrap
Internet Message Format
|
1996-01-04
|
38KB
Path: usenet.ee.pdx.edu!cs.uoregon.edu!reuter.cse.ogi.edu!qiclab.scn.rain.com!orcalink.com!imci2!newsfeed.internetmci.com!in2.uu.net!not-for-mail
From: fraserm@dragon.achilles.net (Fraser MacDonald MacKenzie)
Newsgroups: rec.games.frp.archives
Subject: STORY: Fate's Fellowship - Chapter 17: Planning and Posturing
Followup-To: rec.games.frp.misc
Date: 3 Jan 1996 09:00:26 -0500
Organization: Achilles Internet Limited, Nepean, ON
Lines: 671
Sender: smm@uunet.uu.net
Approved: smm@uunet.uu.net
Distribution: world
Message-ID: <4ce25q$69o@rodan.UU.NET>
NNTP-Posting-Host: rodan.uu.net
Hi all, here is the latest chapter in the Fate's Fellowship saga.
Enjoy!
--
Fraser MacKenzie
http://www.achilles.net/~fraserm
\|/
_____________________________ (o o)
__________________| Fraser MacKenzie |_____oo0_(_)_0oo____
\ Optimization | fraserm@dragon.achilles.net |If only I could be /
\ hinders | Voice: 830-5581 |respected without /
| evolution. | Fax : 830-5807 |being respectable.|
/ |_____________________________| \
/___________________) (______________________\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The characters contained in these writings and the writings themselves
are copyright 1995 by Fraser MacKenzie. Any resemblance to any persons
or characters either real or fictional is utterly coincidental. Copying
and/or distribution of these tales is permissible only under the sole
condition that no part of them will be used or sold for profit and that
they not be altered in any way.
I wish to thank Eric Lindsey, Seng Ann Mah, Ron Trimmer, Max
Bullock, Charlotte Ashley, Tom DeSanctus, Bob Grob, Michael Clair
Haflidi Jonsson, and Drew Lahaise for their immense input without
which, there would be no story at all. ;)
As well, one of the members of the Fate's Fellowship Mailing List
has converted the Fate's Fellowship Saga from ASCII to Postscript
files. I wish to thank Fabrice Uhl for his obviously enormous effort
in conversion of the story which includes redrawing of maps so that
they look professionally done.
Enjoy!
Fraser MacKenzie
fraserm@dragon.achilles.net
Note: You can FTP the chapters of Fate's Fellowship as they come
out from ftp.achilles.net in the directory pub/users/fraserm or
access them from my home page at http://www.achilles.net/~fraserm.
You can also email me to get on my mailing list.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Introducing the characters:
Name Race Type
~~~~~~~~ ~~~~~~~~~~ ~~~~~~~
Tenbar Human Warrior
E'tharn Elven Warrior
Kelemvor Human Spellcaster
Ssylth Human Spellcaster
Ginafae Elven Spellcaster
Fate's Fellowship
Chapter 17
Planning and Posturing
E'tharn suggests, "We should get them to help us. Obviously they want
to be rid of the bad men. We could get them to do the scouting for us."
Kelemvor agrees "E'tharn is right. I bet these little guys don't like
those men. We should let them go in exchange for helping us. They
could really help us with my plan. We need to get the party down to
room of voices without being noticed. The little ones could scout out
the tunnels and tell us when it is clear to get to room 3. Maybe we
could use some sort of hand signals. If the Jinxkins do not like the
guys down here, then they will probably want to help us clean out the
sewers, so to speak."
Tenbar grunts and shakes his head, "I dunner trust them little buggers
as far as I c'n throw 'em! I's reckons they won' think twice 'bout
double crossin' us at the first opportunity, and that'd put all o' us
in right trouble! I reckons it be better to keep the lot of them here,
all tied up and harmless, and take t' one as can unnerstan' Common wi'
us. Wit' a bit o' threat, he bound t' tell us more aboot the sewers
and the movements o' t' guards down there."
The party members then return to the library to discuss their plans and
wait for Corporal Fellard's return. Ssylth says he plans to open the
secret door in the cellar once he has rested and recoverd from his wounds.
Kelemver has an idea and decides to share it with the rest of the party.
"I think it's about time we set a trap for our friends! But we first
need to do a little investigating of these tunnels. We want to ambush
the damn enemy! Now looking at the map, I think this 'Room of many
voices' might be a good place to set up our ambush. Hopefully, we can
set up some kind of trap with the net. Basically hang it up above the
entranceway. Someone gets the guards to follow in there, and then we
drop it on them! We might be able to use flaming oil as well.
Another possible room is the one labeled R above 3, which looks like they
have to get there by a different route. Maybe room 5 will work although
that is really close to their hideout."
"Now if this works and we capture five or more guards, what do we do
with them. Ideally, we would want to keep them alive, but that might be
a problem. I think it would be easy for them to escape. Hmmmm, I have
no problem with killing them ... do you?"
Before anyone can object to his devious plan, Kelemvor says, "Ohhh! I
have an idea! We use E'tharn's sleep poison. We get these guards in
there, throw the net on them, then everybody shoots missile weapons with
sleep poison on until they are all sleeping! Oh, this will work great!!!"
E'tharn objects to this use of the sleep poison and says, "If the net is
on them, we can knock them out. The sleep poison will be much better
served during a point when we are outnumbered and fighting for our lives
as oppossed to when we have the advantage."
Kelemvor nods, agreeing with the wood-elf and continues, "As well, it is
very important to get the damn spellcasters first."
"We can even take it a step further! Let's say this first round of my
plan works just perfectly. Then a few of us can put on the magic dust,
go back and yell, 'We got them! We got them! We have them cornered in
this one room, but we need reinforcements. Hurry!' Then we catch some
more slimy, bad guys!"
"Hey, Ginafae or Ssylth, can you make any illusions? That might help get
these guards into the room. But Ssylth, make sure you have that trusty
'Sleep' spell memorized. If we can knock out 10 bad guys, that will even
up the fight considerably! What do you guys think?"
Tenbar nods in agreement with Kelemvor. "'Tis a good plan, friend," he
rumbles. "Jus' hope that t' gods smile on it, eh?"
E'tharn likes the plan saying, "Good plan Kelemvor. I will volunteer to
be the chasee if you like. I can lots of damage if need be and I can
also run quite quickly."
Tenbar bursts out into a guffaw when he hears E'Tharn say this. Shaking
his head, he claps E'Tharn on the shoulder. "Lad, I's reckons that all
this runnin' about is getting into yer head. It don' take more than one
skilful sword stroke t' kill a body. There ent no such t'ing as being
able t' 'withstand lots o' damage'..." He chuckles and claps the tall
elf once more on the shoulder. "'Less o' course ye elves got some
secret that makes yers invincible like, and if ye got one, I reckons ye
should share it wit' alla us afore we go in 'gainst them guards."
E'tharn laughs and says, "I didn't mean it that way. I can fight
reasonably well and have so far withstood quite a few cuts. I mean, look
at us Tenbar. We are a walking bunch of wounds."
Tenbar's laughter subsides and he shakes his head, wondering about the
strange people he's associating with these days and their "rum" ideas.
Ssylth, not wanting to die, expresses his opinion about Kelemvor's plan.
"Now as for attacking the hideout, you guys have fun, and I wish you the
best of luck. First off, these guys are powerful enough to take over a
descent sized city, one of the larger ones on this continent. Now I ask
you, do you think our group could take over the city if we wanted to.
Tenbar this is where you laugh at me. I do not think so, I was almost
killed by little varments, and you guys were attacked by what I gather
was a small group of bad guards. Now I ask you if we can not beat their
wimpy thugs, how in the hell do you plan on us overthrowing them.
Kelemvor is even talking about killing the leaders. Are we going to ask
them to commit suicide, or fall on our sword. Yes, I think it is time
for a reality check for all of you."
E'tharn replies, rather curtly, "Syslth, I think that Kelmvor is talking
about raid type ambushes. We can take out far larger groups with the
help of sleep and other spells. This will enable us to quickly wittle
down their numbers. I also think that the spell casters must be taken
out first. With my bow I can take out two a round if I hit and they
succumb to the poison. It was the spell casters that caused the group
to lose the fight, not the lack of decent offence. I took so much
damage from the damn trap that I was unable to take on more guards.
I think that with the proper preparations we can do our part to help
Burdken remain free. I also think that if we can get the duke or
anybody else that we can trust...yes trust...no blindly accepting them
into the group as I don't want a dagger in my back, then we will be in
much better shape."
Ssylth, not accepting E'tharn's arguement finishes, "I for one do not
want to die, so I must refuse your plan of attacking their hideout.
What I would suggest doing is raiding some of their parties to weaken
them and find out information, and at the same time get others on our
side. For instance, I might suggest trying to contact the Duke, or the
origional Death cult which is being used as a front but under no
circumstances do I want to attack their hideout."
Once again, E'tharn is the first to reply to Ssylth's cowardice, "I
also don't want to die and I think that we can carry out Kelmvor's plan
while managing to stay alive. I have also suggested that we contact
some people for help. Unfortanetely any help we can get, in the time
that we need to get it, will be help from people that we cannot trust.
You don't want to blindly trust someone do you Ssylth. They could
easily kill you when you had your back turned. I am sorry that you
almost died when you fought the Jinxkins but you didn't and that is
what counts. I think that we can perform this deed and think of the
treasure that will be reaped on you Ssylth...for saving a large
town.... magic, gold, jewels,.....anything you can imagine and
more...I am sure that Tenbar could talk Thornwalden into trading a
few spells with you. But if you don't want to come with us then
leave. We need your help, but if you are so selfish that you
will not give it...even for a cause, then go. We will not stop
you."
Kelemvor, responding to part of E'tharns statment says, "I do not think
that there is a way to get to the Duke since he lives on an island away
from the city, but we must assume that he is taking steps right now to
investigate the happenings in the city."
"We are down here and are the only ones who know where the hideout is.
We cannot trust anyone from the surface. We are alone."
Tenbar seems disturbed by this statement, though he says nothing. He
gets up and paces about uncomfortably at this point. Clearly, the burly
forester is uneasy.
Kelemvor continues, "It seems that this operation has made their move to
take over the city. With the help of some powerful illusions, smooth
talking, and good ambush planning they have taken control. Now this
control is shaky at best. They issued martial law so that people would
be less likely to figure out what is actually going on. But actually,
it is better for our attack because they did take over the city."
"Why you ask to yourself? Because they are spread thin. They have to
keep alot of guards faithful to their operation on the surface. That
means less down here. Also, if we attack on the surface, we may kill
innocent people/guards. Not so down here."
Tenbar stops mid-stride upon hearing this and nods towards Kelemvor.
"Ye give good council, friend," he says and settles down to his seat
once more.
Resuming, Kelmvor says, "As E'tharn said, I'm not proposing an all out
attack. I want to use ambushes with the net and flaming oil. Once we
kill a significant amount, then maybe we will go to their hideout and
raid it. You know, just attack real quick and then retreat. Throw in
some flaming oil and run. Hit and run tactics."
Tenbar nods vigorously. "Ah... it's like baitin' them boars we have up
country. We get 'em t' chase us, then they find their selves surrounded
by a load o' hunters." He chuckles at the analogy and seems to finally
understand Kelemvor's plans.
Kelemvor, seeming to get annoyed by all the interruptions, continues at
a brisk pace, "It is very important that we attack on OUR terms. If we
do nothing, they will eventually find us. If we are going to fight them
anyway, why not do it by ambushing them?"
"It seems, Ssylth, that you do not feel up to fighting in this struggle.
Maybe you would rather slither away from the city than fight. You are
right. The fight will be dangerous and any one of us may die, maybe
even all of us."
Tenbar again looks worried. He closes his eyes for a few moments, then
opens them. Looking flatly at everyone else, he intones, "Gods willing,
none o' us need die. We jus' need t' make sure we take care o' our own.
And if summat happens t' one o' us, then... well... Kel, ye know what we
want done wit' our gear... and our... well... ye know..."
Kelemvor says, "I am not afraid of death, are you Ssylth?"
Tenbar entertains some private thoughts about priests of Valeska, then
looks at Kelemvor sternly. "I jus' want ye to realise, Kel, that though
ye be not afeared o' death, that don' mean ye can sacrifice our lives
like they be yers, eh?"
Kelemvor replies, "Of course not. If I don't live, I cannot clear my
churches name. I have a personal stake in this. I need to maintain a
good standing in the city if my faith is ever to set up a church here.
Therefore, I must try to clear my name of this affair. I know where the
real Death Cult is now. Destroying that cult is my main objective but I
must deal with these guys first."
Kelemvor pauses and then muses, "E'tharn, too bad you killed the guy. I
mean I'm glad he's dead, but he was my ace I was going to pull out at the
last moment. All the guards we had were corrupt except for Fellard. I
let the guy go and he thought I was on his side. If we ever got
captured or something came up in the future, I could have come forward
to them and acted like a 'bad guy.' That's one of the reasons I let himi
go. I'm not mad at you or anything. I should have explained myself
better."
E'tharn replies, "The only problem with letting him go was that he could
have told them where we are. I want to be the hunter not the hunted.
I couldn't allow him to give away our location. I am sorry that I
ruined your plan but I thought that the alternatives were definately not
to my liking."
After hearing E'tharn's explanation of why he killed the guard, Kelemvor
says, "I think you had a good reason. Next time, I'll discuss my plans
with you guys ahead of time."
Kelemvor pulls out the sewer map and everyone notices that he has made
some additions to it.
+------------------------------------------------------------------------+
| SEWER MAP |
| |
| \ \ 1| ______ |
| \ \ O____|o_____O |~ | / /---- |
| | | | | | | ~| / / |
| o----O-O----------o @-|-2-| |o_____O_o_0______O_O____o |
| / | | \~ \ | |
| / |-----------|-------------------| | ~| | |
| / ____| R-----| | | | | |
| O | |---|---4-----| | ~| | |
| | 12---|-----3--| |--- | \~ \ | |
| | @ | | | | ____| | ~| | |
| | -|--| 5---| |--R-----7 |--| |__| | |
| | | | | | |-- |10|-|--|--| | |
| o | |___6 @| | | | | |~ | | O- |
| | |-|---------|----|----|-|-|-----| | | ~| |--11 / ~ |
| | | | /-----| |--| |~ | | / ~ |
| | ________ |___ __ 8 | | |----| ~| | |~ ~ |
| | / ~ ~ ~ ~\______O/ |______ | |~ | |~ ~ |
|__O/~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ \_______ |--|-- |~ | /~ ~ ~ |
|~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~||~ ~ ~\ \ \ ~\ |~ ~ ~ |
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ \ 9 \~ ~\____\~ ~ |
|~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ \_______/ ~ ~ ~ ~ ~ ~ |
| N |
| W< >E |
| S |
| |
| |
|@ = exit to surface |
| |
|O_o = wall of city and guard towers |
| |
|R = room without short description |
| |
|Numbers 3, 7, 8, and 9 seem to indicate single rooms. |
| |
|Numbers, 2, 4, 5, and 6, seem to indicate areas of multiple rooms |
|linked by interconnecting passagways. |
| |
|1 is not a room, but simply a scrawled message with an arrow pointing |
|north (see below). |
| |
|The following short notes have been scribbled where the numbers are: |
| |
| 1. To ruins of old temple (with arrow pointed north) |
| 2. Bridge of bones |
| 3. Room of many voices |
| 4. Remnants of the Omiroth |
| 5. Catacombs |
| 6. Unholy Shrine |
| 7. Map room |
| 8. Mirror room |
| 9. Room of doors |
|10. Fungus room |
|11. Crypt beneath mansion |
|12. Alarm room |
| |
| |
|Room #12 ____| |___ <- Scythe trap at this entrance |
| | | |
| | | |
| | |______ |
| | ______ |
| | | |
| |___ ___| |
| | | |
| |
| |
|Area #5 __| |__ |
| | | |
| | | |
| | | |
| | | |
| | | |
| |__ __| |
| _______ | | _______ |
| | |____| |____| | |
| | ____ ____ | |
| |_____| | | |_____| |
| ___| |___ |
| | |_______ |
| | _______ |
| |__ __| ^ |
| | | | |
| | | <------ to area #6 |
| |
| |
|area #6 |
| |
| ____| |___ |
| ______ | | |
| | | | | |
| |__ | |__ __| |
| _____________ | | | | |
| _______ | __[] | | ______ |
| | |______| |_______| |________| | |
| |_____________ ________ _______[] | |
| [] | | |____| |
| | | | | |
| _____ / / _____| |_____ |
| / \__/ / | [] | |
| | [] / | | |
| \_____/ |____________| |
| |
| |
+------------------------------------------------------------------------+
Kelemvor begins planning the ambush, "It would be nice if we had a table
or something, maybe a barrel or two, to stand on when the enemy rushed
into the Room of Voices. We need to figure out a way to get the guards
to rush in as well. If they are just slowly investigating, they will
see. First let me show you how we should set up."
Kelemvor draws the room on the paper.
+---------------------------------------------------------------------+
| |
| _______________________________________________ |
| | | |
| | | |
| | | |
| | F E | |
| | ** * ** | |
|________________| | |
| | |
| | |
|________________ | |
| | | |
| | ** ** ** | |
| | S T | |
| | | |
| | K G | |
| |________________________________________________| |
| |
| |
|F = Fellard, E= E'tharn, etc. |
| |
|* = barrel or table. |
| |
+---------------------------------------------------------------------+
"At first, everybody is standing on the barrels, tables holding the net
up high, out of sight. After they drop the net, they jumb on the other
side of the stuff for cover."
"OK. Ginafae and I get the guards to follow us as a group. We lead
them in here. Ideally, the guards will be right behind us, about 20
feet, and you will net them easily. If not, maybe ginafae and I could
make some sword clashing noise and the guards might rush in. The key
is that they need rush in or at least come without expecting anything."
"Then we net them and then plug them with arrows, crossbow bolts and
daggers. Fellard can ready ALL the crossbows first. He will be able
to shoot them faster since he won't have to load them. If they start
to get out of the net, we can hit them with melee weapons as a last
resort. We should end up killing the outer ones first so that will make
it harder for the inner ones to get out of the net. I think this will
work."
Shortly after sunset, Fellard returns with his priest friend and the
supplies the party requested. His friend's name is Toland Baird, a
frail looking man wearing the honey colored robes of a priest of Selena.
Upon seeing your group he smiles quizzically and says "They are a rough
looking lot, Holden I hope you know what you're doing." He then moves
quickly to examine your wounds. He compliments Tenbar's efforts of
cleaning his and Ginafae's wounds, offering to show him tips for an
improved job next time. He then doctors Tenbar, E'tharn, Ssylth and
Ginafae with various salves and poultices.
Following his administrations, he says "I have done what I can with my
meager skills, but some of these wounds are quite serious and to heal
quickly will require that I call upon the power of my goddess. Selena
is merciful to the needy, but also expects those who benefit from her
power to honor her as they are able. I can only offer her healing to
those willing to honor her." He asks Tenbar, E'tharn, Ssylth and
Ginafae each if they are willing to honor Selena by offering her one
week of service upon completion of their current endevor. In return,
he will use Selena's power to heal them.
E'tharn exclaims, "ONE WEEK! Well, in order to serve the cause of good
there are some things you just have to do. Ah well, so long as it
doesn't cause me to do anything against or restricted by Silvanus
Oakfather, I accept. If I accept and you try to force me to perform a
service against the Oakfather's wishes, I will not do it. I am just
letting you know my conditions of acceptance."
Tenbar looks doubtful. He scracthed his beard, then his head, and seems
to think for a while. But it's quite obvious that his grievous wounds
are paining him and he finally nods curtly. "I don' reckon workin' fer
Selena gaun be any bad t'ing," he says and allows the old priest to call
on his miracles.
The priest then steps forward to lay hands on both men. As he chants,
their wounds close and fade before your eyes. He cast two spells on
both Tenbar and E'tharn, then one on Ginafae, removing all but the
faintest evidence of their wounds.
Though healed, everyone is still exhausted and as night progresses you
turn to your beds. Toland, the priest, agrees to stay of the night to
tend your remaining wounds and keep guard with Fellard and Kelemvor
while the rest of you sleep. During his first watch, Kelemvor and
Fellard move outside to bury the dead.
Before going to sleep, Ssylth questions Fellard about a way out of the
city through the sewers. Fellard says he doesn't know of one, but
guesses you could use some sort of boat to get to the river from the
sewer.
The night passes without incident and in the morning everyone wakes
refreshed. After breakfast, Toland bids the group farewell saying he
has done all he can. He also says that he will inform his fellow
priests of your plight and the activities of the death cult. He says
that they may be able to contact the duke and work to alert the
general populace. E'tharn steps forward and says, "Thank you for your
gods healing and may the light of Silvanus also shine on you. Be
careful, for if the evil men in the city know that you know our
whereabouts, you will not be safe...even in your own order" Giving
everybody the blessing of Selena he leaves the mansion.
Before Toland leaves, E'tharn asks him if he can tell you anything
about the death cult. The priest replies that he knows only the
rumors that are going around town that the party has already heard
and what Fellard has told him today. He is confident that the group
knows far more about the cult than he does.
After he is gone, the spell casters take some time to pray for and
commit new spells to memory. Everyone then gathers up their equipment
and prepares to descend to the cellar. Fellard was able to bring back
plenty of food, extra arrows and new quivers for Tenbar and E'tharn, a
new sword belt for Tenbar, 4 flasks of oil, and 5 large fishing nets.
Ssylth says he is going to open the secret door, but hasn't decided yet
if he will continue on with you into the sewers.
Upon reaching the cellar, the party moves to the wine closet. There
Ssylth triggers the secret door and it slides open with a grinding
noise. Beyond it you see a set of stairs descending into a diamond
shaped room, approximately 20x30x15 ft high. The walls are smooth,
worked stone, similar to the rest of the cellar. The stairs are
located at the southern most point of the room. Everyone notices a
pile of bones at the base of the stairs to your right. Located at
the other points of the room are three statues.
The first statue, on the right, is of a beautiful woman, scantily clad
in a flowing gown. She is seated upon a splashing wave that forms a
3 foot tall pedestal beneath her. Her mouth is open as if she were
singing and something sparkles around her neck. On the far side of
the room, directly opposite you, is a statue of a small griffin on a
block pedestal. Its wings are raised and you see a glint of gold on
them. To your left, standing on a roughly hewn rock streaked with red,
is the statue of a demon or devil. He appears to be a handsome satyr,
with pointed ears, short, curving horns and a long rat-like tail that
curls around his goat legs. He seems to be holding a stone scroll in
one hand while the other is extended in front of him. He wears a sly
grin that gleams silver in your torch light. Each statue is about 6
feet tall.
After opening the secret door, the party members stand at the top of
the stairs leading down into the room for several moments. Upon seeing
the bones beside the stairs, Kelemvor peers into the room intently.
After a few seconds, he pronounces the room clear of undead and adds,
"I don't like it. It could be a trap. I don't want to go down there.
If you guys go, that's fine, but I'll stay up here and guard the
Jinxkins."
Tenbar stops when he sees the bones at the base of the steps and the
various statues. "'Ware!", he cautions, his voice husky, "There seems
t' be magic about this here place." In his mind, he remembers the
strange goings on in the trophy room and the laboratory. He draws
both broadsword and hunting knife and puts his back against the left
wall. E'tharn does the same. E'tharn descends first, checking for
traps. Slowly, he descends the steps into the room, his back
constantly against the left wall. Once he reaches the base, he takes
a good look at the bones, which should be directly in front of him.
He will not go in further until he has identified the bones and had a
better look at the various statues.
They reach the bottom safely and move to the left, between the stairs
and the wall. Keeping his back to the wall, Tenbar examines the pile
of bones. After making sure the immediate area is safe, E'tharn joins
him. They discover that there are in fact three skeletons all jumbled
together. They appear to be those of a human female, a male elf and a
gnome. There is no sign of trauma to the bones and it is not clear as
to the cause of death. Mixed in with the bones are some scraps of
cloth, a badly rusted two-handed sword, a war hammer, and two pouches
containing a total of 36sp and 8gp.
>From where they stand, the two men have a better view of the statues.
Though of excellent craftsmanship, the scupltures are indeed of stone,
not bearing any life-like quality. It is obvious, however, that each
hold a feature of some value. The glitter around the womans neak
appears to be a jeweled necklace. And if their eyes don't deceive
them, the giffin's wings are, in fact, partially covered by feathers
of gold. The sparkle from the devil's teeth could be silver or
platinum.
At the top of the stair, Kelemvor pronounces that he does not like
the looks of the room and suspects a trap. He informs the rest of the
party that he is going back to the library to stay with the jinxkins
until they finish. Fellard also seems somewhat impatient. He says to
no one in particular "We don't have time to waste, we need stop this
death cult group before their hold on the city becomes too strong."
Picking carefully among the pile of bones with his sword, Tenbar takes
the two pouches with the coins and the war hammer. E'tharn collects
the rusted two-handed sword and scoops the bones into an empty sack.
In the statue room, Ssylth moves to examine the room while staying
well away from the statues. With E'tharn's help, he searches the
walls and floor for secret compartments. They find none. Deciding the
other contents of the room can wait, the two return up the stairs and
close the secret door behind them. The group then returns to the
library.
In the library, Ssylth questions the jinxkin about a way out of the
city through the sewers. Using the map, it takes a while for him to
get the creature to understand what he wants. Eventually, the jinxkin
seems to understand and points to the location marked #9, the room of
doors.
As E'tharn hands Kelemvor the sack containing the bones and the sword.
Kelemvor, looking abashed, mumbles, "Geez, I can't believe myself. May
Valeska forgive me. I must take care of those remains. I still think
the statues are trapped. This party of three probably came down here,
was intrigued by the riches on the statues, and tried to grab them."
After Kelemvor has tucked the remains away to be dealt with later,
everyone discusses the plans for returning to the sewer.
"I think we are ready to ambush the evil guards now. We just need to
get down to that room without being seen. I thought we could use the
Jinxkins help, but if Tenbar does not trust them. Hmmph. I don't
know. I guess we'll just have to chance it. Maybe one of us scout a
little ahead of the rest when we move down there?"
"Tenbar, this is why I trust the little ones: They seem to be
mischevious little creatures, and I really would not call them evil.
I think they play tricks on us for amusement. But why would they not
play tricks on the other men down here. I think it is because they
are scared of them. They help out only out of fear. If the little
guys were really close with the enemy, they would have alerted them
to our presence shortly after we were in the fungus room with the
statue."
The burly forester shrugs. "Well, if ye reckons they c'n be trusted,
then I ent gaun' argue with yer. I reckons yer right when ye say that
if they were surkin' fer the guards, they would o' ratted on us
orready. If ye need anyone t' do t' threatenin', call on ol' Tenbar,
eh? I'm gettin' good at this threatenin' business." To emphasise the
point, he puts on his fiercest "berserk" face, which everyone recognizes
instantly from the time that he threatened the guard, and mashes his
left fist into the palm of his right hand. "Heh. Heh."
Kelemvor then once again goes over his plan of setting up an ambush in
the room of many of voices, using himself and Ginafae as bait to lead
a patrol into waiting nets. Ginafae is willing to go along with this,
but does not have any type of illusion spell but she has memorized
her sleep spell.
Ssylth sits back and listens to all this with skepticism. Once the
rest of the group is ready and have gathered up their prisoners, he
announces he remains firm in his conviction that everyone else is
acting foolhardy and has no plans to join them. The party members are
unable to convince him of the soundness of their plan and he remains
behind as they descend to the cellar.