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Fifth EntryI have barely taken my first step toward the tavern when we are whisked away to the Palace to be bathed and pampered as honoured guests at Emperor's Victory Banquet. Refreshed an revitalized, we are seated amidst the throngs of emotional and noisy war veterans, all of whom have distinguished themselves in one way or another on the battlefield this day. It is 11 p.m. and I am in serious need of nourishment. The fruits that were served in the herbal baths, while exquisite, just did not fill the void from a strenuous day on the battlements. We meet some other elves seated around us: Ay-Fay and Mul-Fay Goohal, Swelfa, Shee, and Lanee. Amongst other things, we talk about the continuing threats to the city. Swelfa speaks ill of the "Lorien Havashar", a splinter group of elves from the Feral Isles to the West who want to return to the Old Ways. We eat and drink voluminously. The Emperor seems to have different ideas. His after-dinner address is laden with an undertone of venom and racism. He instructs the pursuit and elimination of the scourge of Orcs from the land. Well, I can't argue with him on that point. But "Humans no longer welcome"?? Several of the heroes of the day get up and leave at this. The Emperor announces the formation of a Kurach-Florae-Rankan alliance which has declared war on Orcs and Humans. It is unclear where that leaves my half-orc companion. We determine to stay for the duration of the event when it is announced that the minstrel Aldurin Vialflaskmer will perform. It turns out that this Aldurin - whom we have heard mention of before - is one of the top Bards in the city. Lanee, one of the female elves at our table, is apparently a huge fan. So much so that when Sid mutters something about a suspicion that Aldurin may not be the hail fellow everyone thinks, Lanee takes extreme offence. Notwithstanding Sid's charismatic demeanor, tempers flare to the point that blows are struck. The unfortunate incident ends without casualties. Upon our departure, Trax mentions our observations about the infiltration of the Guard tower to someone in authority. Instead of being thanked, we are immediately taken prisoner and interrogated. Understandable that they want to know what we know, but I get the feeling that they are more concerned about the fact that we have the information than about the information itself. I decide to play ignorant and tell them they must have a "rotten apple" (only one, of course) in the otherwise ethical City Guard. And so we are released. I had "neglected" to hand over my sling and bullets during the weapons search, but was found out. My weapons are duly returned to me - minus my sling and bullets. On the morrow, in the bazaar, I use my thieving skills to snag another one from a merchant's stall. To be fair, I purchase the replacement bullets from the same merchant. What the Stib giveth, the Stib taketh away… Walking further in our search for provisions, we come upon a disturbance - a frightened-looking female elf being chased by Imperial Trackers. She slips an item to Sid as she streaks past us - later, when we are safely away from the ruckus, we examine what appears to be an amulet with a red gem surrounded by living vines. Trying it on has no immediate effect. Sid contemplates peering through the amulet into the shining light of the full moon. Seems like an excellent idea - but I remind her to try refracting the moonlight onto the ground first - the thought of Sid with her eyes burned out by some cursed stone does not sit well. Things seem safe when no piercing beams emit from the gem, so Sid tries looking through to the moonlight and discerns a moving shadowy figure visible within. This is extremely intriguing. I contemplate the possible magical properties that such a stone might possibly hold, and the power that its bearer might wield. My eyes glaze momentarily. We will need to explore this amulet further as we go forward. Likewise with that shard of runes from the exploded Orb. In the meantime, our party's thirst for Orc blood does not wane. We set out eastward tracking Orcs, and eventually come upon a cavern entrance guarded by two of the foul bipeds. It's the perfect opportunity to practice my "surprise backstab". Bingle and I circle and surprise the two unfortunates - mine is dispatched with a dagger thrust through the spine and both fall without drawing their weapons. Inside the cavern, we begin to map what appears to be a dungeon of some sort. When we engage a group of dice-playing Orcs I stand back and take potshots with my sling - I am accurate the first time but my second shot goes wildly off-target and hits Krog, causing considerable damage. Oops. We step over the dead Orcs to open the door they have been guarding. Within, we observe a room guarded by Spheres of Absolute Evil, dangerous protectors of treasure which react to movement and pummel anything coming near them. We shut the door quickly just as a Sphere slams into the wood at head level. Retreating back down the hallway toward the entrance intersection, we contemplate our options. Leaving is an option, but we are adventurers, not maidservants. Do we have the means to defeat the Spheres and discover what they guard? Or should we continue exploring elsewhere in the dungeon? |
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