|
|
||||
|
|
Eighth EntryEncamped in a patch of scrubland some distance from the Orc fortress, our group of hearty adventurers sits contemplating our two objectives:
It would seem that storming the walls is out of the question. Locating an alternate entrance is a possibility, but without help or a map, could be a challenging and lengthy process. Skulking through the front entrance would be an exciting challenge, but with two armored fighters in tow, one of them a 300 1b. dwarf, the idea seems a bit optimistic. If only Kroggor were here…. After much contemplation, I devise a plan to charm one of the foul creatures, and having taken it into our confidence, ask it for information about, among other things, the easiest mode of access to the fortress. Surely there will be Orcs on patrol from time to time around such a significant outpost. We make our way toward a forested area nearer to the fortress and wait for a patrol. Sure enough, before too long the sharp ears of the rangers discern a hunting party. Doing his best wild boar impersonation, Bingle snorts, roots and oinks until the Orc scouts are attracted toward us, bows drawn, like flies to a gelatinous cube. “Discord ends, now we’re friends….” – Sidonia and I cast our Charm Person spells simultaneously, and the enchantments take effect. We shuffle our new colleagues quickly away as the slaughter of their former companions commences. Zipterk (Sid’s Orc chum) and Katosh (mine) are most helpful, once engaged in conversation. They impart the following information:
Later that night in camp, Philhemena, Bingle and Trax investigate a snapped twig. They are gone for an uncomfortably long time before returning carrying a pair of soft-soled boots, 10 gold pieces, and three gems (50gp each). They report the recent demise of a sneaky Orc who had to be shot out of a tree. Katosh volunteers that this new development of highly trained Orc scouts working alone is becoming increasingly common. Out of earshot of our new friends, we debate our options for access to the fortress. We settle on Sidonia’s risky but well-thought-out plan (my favourite kind) to pose as their prisoners and enter through the front gates. We prepare for as many contingencies as possible, suggesting that they take us into the depths of the fortress to speak to their lieutenants, but stressing that we should not be placed into any kind of holding cell. Entering the fortress, we see what folly it would have been to attempt a forced entry through this channel. The long entry corridor is, indeed, lined with murder-holes. I sense the piercing eyes glaring at our bound group from behind the grey stone walls. Leading us under the raised portcullis, Katosh speaks to the guards: “I take these to Lieutenant”. Passing through a huge dining hall, we come upon two unusually well-groomed Orcs practicing sword-play. Looking over these new “captives”, one of them (Latulk) gestures toward Sidonia and rowls in a guttural voice: “This one might be good for sport!” Zipterk rushes to Sid’s defence, bringing on an angry and threatening response from Latulk. Sid uses the ensuing disruption as an opportunity to charm Nadulk, the other lieutenant. With three of four Orcs charmed, the fourth (somewhat bewilderedly) co-operates in directing us further through the complex. We go through a sleeping area, past the kitchen, games room (entrails, blood… a foot) to a holding room. Zipterk guards the door as the two lieutenants leave for purposes unknown. We notice a trap door on the ceiling as we wait and consider our next steps. Katosh, Latulk and Nadulk converse return. Latulk has clearly caught on to what is happening, and says to Nadulk: “This one is a magic-user. She has charmed you.” And in saying so, he wrenches Sidonia’s open spell book from her hands and viciously rips the binding. No sooner does Sidonia’s spellbook hit the floor than Latulk follows suit as he succumbs to my Sleep spell. “Snooze away, hit the hay…”. Sidonia sends Zipterk for water, whereupon I slit Latulk’s throat. Bingle hides the corpse whilst Sid and I learn new spells. I choose Charm Person. Later, Katosh and Nadulk take us to see the Commander. Unfortunately, upon entering his chamber we are greeted with a series of crossbow bolts. Sid wastes no time in casting and puts the Commander, Nadulk, and another Orc lieutenants to sleep, but draws a hail of crossbow bolts in return. Weapons drawn, our fighters join in battle! Katosh shouts that we must wake the Commander so that he can stop the fighting! I instead stress the importance to Katosh of his helping me with more important matters down the hall. He obliges willingly. Out of the chamber and down the hall, Katosh several metres ahead of me, I lose track of what is going on in the Commander’s chamber. My attention is instead focused, laser-like, on a new threat: a squad of Orcs (too many to count) hurtling toward Katosh (then past him toward me!). I turn and flee back to the room, Orcs in tow. The squad stops at the entrance. Bingle tries to warn them off by threatening to cut the sleeping chief’s head off – Katosh and Zipturk try to reason with them – I cower in fear – but nothing works. The Orcs are intent on slaughter, and attack Katosh. Katosh retaliates back and kills one. A crossbow bolt hits Zipterk. They charge. Bingle wastes no time in cutting the Commander’s neck. In the ensuing melee, he also manages to (accidentally) kill Nadulk. We need to get away – the onrushing Orcs are too many. We retreat up a secret trapdoor, but Philhemena is left behind. We all run headlong down the escape corridor as only Bingle stays back to look out for Philhemena. Incredibly, he is able to singlehandedly slaughter a dozen or more Orcs, one by one, as they attempt to give chase through the narrow trap door. Philhemena is rescued. The remainder of our party returns to find the bloody carnage of Bingle’s handiwork. We search the Commander’s quarters and find scrolls (non-magical, alas) dealing with provisioning, generalities about plans progressing well, and cave trolls. The status report indicates that “Castle Xaceos does not know about us”. There is also a ring of keys, 20cp, 36sp, 2gp, and 3 gems worth 50gp each. We also locate, importantly, a map to Orc City, showing the twisted routes through the mountains. Retracing our footsteps through the fortress, we decide that further exploration is in order. We map several rooms and corridors and eventually climb some stairs leading to the battlements, but unfortunately attact a guard. Trax is quick with her battle axe, but not quick enough – the alarum is raised! Apparently the Orcs think we are cave trolls, and throw burning oil down at us. Fearing a general alarm, we retreat downward, to a dungeon level of the fortress. We come upon a large, enclosed, foul-smelling cavern. This appears to the home of the dreaded cave trolls. But its denizens are not at home. Where are they….exactly? |
|
||
|
||||