She meets several new people in town, some upon the
sudden disturbance by Miss Hill, the town widow. There was Isaac, a red skinned
man with horns growing out of his head, Arjah, an angel, Rekka, a girl about as
old as Cortanna and seemed to have a knack for getting into trouble, and a Bar
Wench from the local tavern who didn't care to tell anyone her name. These all
but average (some more or less then others) occupants rally together to find
Miss Hill's son, Billy, who had been missing for several days. Their quest
leads them to an old, abandoned silver mine toward the mountains from which
Cortanna came. They adventure through the cave hearing strange voices along the
way and following tracks to the best of their ability. But for poor Billy Hill,
his rescue party has come too late. A rock slide had pinned him to the floor,
but as they pull the rocks from his stone cold body, Billy rises again. He is
clearly dead, yet somehow animate. Isaac's face somehow changes to a more
skeletal figure and Cortanna can't help but shiver. He seems to control Billy's
actions, but occasionally overrides Isaac's command in order to speak. Arjah
finds some obscure symbol that only she understands. Some how the Bar Wench
pipes in with some knowledge of the subject herself. Further in the cave the
party finds an innumerable number of undead chanting the same words they've
been hearing over and over. The group decides to leave and Cortanna intends to
have the cave sealed before any one else can become victim to its mysteries.
The party elects to meet back at Isaac's house while Cortanna breaks the news
to Miss Hill. The widow then gives Cortanna some family heirlooms, which she
takes back to Isaac's. The party tries out the new equipment and are warned by
a letter from their previous user to use them responsibly.
The next day another angel appears at Isaac's door.
His name is Gideon and was sent by the town cleric for help. The town's water
supply had been poisoned and there were many dead and dying. The party goes to
the cleric for more information about the situation and learn an aqueduct
connects the town's water supply to a near by river. In order to get to the
river they would have to travel through the forest, known to be infested with pixi
like creatures called grigs and giant spiders. The party arms themselves before
leaving and Cortanna takes the lead. Along the way she and her comrades are
dazzled by several grigs and confronted by giant spiders, some of which they
ended up fighting. Finally Isaac is able to resist the grig's command to dance.
He asks the grigs where the river is and if they might know where the aqueduct
is. The grigs happily point them in the right direction and then take the
party, more or less willingly, to the river, but only to the forests edge.
There are mere folk that live in the waters and they do not get along with the
grigs. The mere people don't great the party warmly at first until they find
out they seek to solve the mysterious poisoning of the water. The mere folk
tell them they saw someone go inside the aqueduct and when they came out, the
water problem started. With a helpful hint from the mere people, the party make
their way deep into the aqueduct and are warned not to fall into the water.
Rekka falls in the water after a bit of the path collapses and the acidic water
starts to burn her skin. Fortunately Isaac loaded Billy's pack with clean water
and helped cleanse the contaminated water from her body. Suddenly the party is
confronted by a savage wyrmling. They engage the creature in battle, Billy
crushing it with in human strength. They interrogate the now weakened wyrmling
and learn it was placed there by none other then Duke Lupik, the man that was
currently in control of their town. Billy absorbs the wyrmling's energy and the
creature turns to ash. He has some strange new found abilities after the
encounter, much to Cortanna's alarm. The mere folk thank the party for their
service before leaving and when offered, Cortanna asks for payment in pearls.
When they get back to town, the party gives the town
cleric a sample of the poison and he's able to heal the remaining sickened
towns people. It's awfully quiet though. The town guard has gone missing and
none are anywhere to be seen. Even the Bar Wench reports that their not in the
tavern. A new problem arises when Cortanna overhears some towns people
complaining to the mayor that grigs are coming out of the forest and
complaining of goblins eating their kind. The party decides to investigate and
after a challenging discussion with the grigs, the party decides to help
them...so long as they make no one do anything against their will. The party
arms themselves again and march out into the forest. Its not long before they
come upon a goblin settlement that is enjoying a meal of roasted grigs. Arjah
marches forward to stop them, but Cortanna knows these goblins are peaceful.
They try to reason with the goblins and find out they were pushed from their
home by a marauding band of wear wolves. Cortanna's stomach twists into knots
unbeknownst to her comrades. The goblins were planning on moving into a nearby
mine...the same mine the party just recently explored. Cortanna tries to talk
them out of it, saying its unsafe and accidentally points toward Billy as
proof. The goblins seeing the undead and Isaac are angered and become hostile.
Their leader suddenly attacks Arjah after muttering a curse. Gideon, too drunk
for reason assists Arjah in killing the goblin leader. The others try to flea.
Fearing the escapee's would assemble their remaining 199 members, Cortanna
makes the difficult decision to kill some of the lesser goblins. Before long,
all the goblins are dead. While trying to decide what to do with the bodies,
the party is discovered by a scout, but he too is killed, by Rekka's silent
hand. Then something happened...there was a white light and a voice spoke to
the party....and then they were back to where they were in the tree's, just as
they had been before the whole encounter. The goblin leader notices them and invites
them over. After a ginger conversation, not wanting to repeat previous
mistakes, the goblins take the party to meet the rest of their clan. The party
decides they will help the goblins get rid of the wear wolves so long as they
stop eating the grigs and they would see about providing them temporary
lodging. The party returns to the town
and speak with the mayor and the goblins are allowed to stay in some of the
farm lands as long as they provide temporary protection and help with the
farming. They also find out that Duke Lupik might be the one responsible for
the wear wolf attack.
Cortanna wanted to go fight the wear wolves
directly, fearing for her family's safety in her home town, which wasn't too
far away, but is convinced to seek help from Duke Sardik, the duke that used to
control their town. But first, Cortanna elects to return to the mine so they
can obtain silver for their weapons before confronting the wear wolves. The Bar
Wench decides to stay behind while the rest of the party returns to the mine.
They successfully find enough silver to augment their weapons and decide to
seal the cave as best they can while they're there. Rekka takes the silver to
the town's blacksmith with a list of items to craft. Some how the blacksmith
finds out about Billy and he doesn't come out for a looooooong time. When
Cortanna pokes her head in to see how things are going she's shocked to find
both Billy and the Blacksmith almost had the order complete. Billy comes out a
moment later with an arm full of supplies...and then the whole shop
disappeared. The new weapons not only were enhanced with silver, but the party
found they had many other upgrades as well. They were now fit for confronting
wear wolves.
The party begins their long trek to Duke Sardiks
city, confronting many creatures along the way. They were tricked by an ogre
that drew them in with a friendly guise, until suddenly they were attacked. The
party made short work of the ogre, especially with Billy's new found ability.
Upon killing the ogre, Billy does something strange. He raises the ogres spirit
and the party interrogates him.
Fast forwarding, the adventurers go to investigate
the old ogre camp and find a hole filled with treasures and riches along with a
cart stocked full with wealth as well. They collect as much as they can and
head toward Duke Sardiks city. On the way they encounter the Dreth Stones, and
monument of some ancient city. In the center we see a group of imps surrounding
a boy on an alter. In an attempt to save the boy, Cortanna accidentally kills
him, which nearly sends the party into another plane of assistance. In an
attempt to resurrect the boy, the party takes the body with in hopes a Cleric
in town can save him. Once safely in the city, Cotranna and Arjah take the
boy's body to the temple district and seek counsel with Cleric Rob of the
Temple of Pelor. It is forbidden for anyone to resurrect the dead, but Cleric
Robs does so anyway, having known the boy's family, and so long as the
adventurers said nothing of it. The boy, I believe his name was Denis or
something like that......, was alive again and Cleric Rob showed us from the
temple. Now it was time to return Derik to his family before any of the Black
Guard, the town's ruthless law keepers, found out about their crime. Just as
Cortanna and Arjah are about to leave the city, the Black Guard catch up with
them and attempt to seize them. Cortanna makes a run for it with the boy while
Arjah sacrifices herself in an attempt to distract the guard. Cortanna makes it
safely outside the city with Daryl and reunites him with his family.
Eventually, Cortanna meets back up with the group.
Arjah narrowly dodged becoming imprisoned with the help of our old friend
Gideon, but at a grave cost. She apparently ratted out the old Cleric Rob and
it costed him his soul. The group has since gathered information about an evil
man named Pendral, who currently has control over the city, and from the sounds
of it, Duck Sardic has locked himself away in his castle! The party kills time
by gathering info and shopping for supplies. Cortanna outfits herself with some
new gear and weapons.....but where has the group gone? She busy's herself with
her original initiative, find out if Duke Sardic can lend some help for their
fight against the werewolves. When Cortanna
approaches the guards in front of Sardic's castle she tries to make light
conversation, only she's showed away. Not easily detoured, Cortanna tries
again.....and again. From their brief conversation, it becomes clear that
Pendral seeks to murder Sardic, and so for his protection, Sardic had since
locked himself in his castle. The Captain of the Guard then offered private
counsel that night if Cortanna wanted to know more. Cortanna returns later and
is told that if she can provide evidence of Pendral's misdoing's, his men would
have the power to imprison Pendral, and remove him from power. Upon leaving, a
member of the Black Guard approaches Cortanna. He tells her about how Lord
Pendral is seeking to murder his wife Serendral that night at a dinner ceremony
and that he could use someone like her to help. She's instructed to go to the
East Gardens and speak with a statue for further instruction. Cortanna accepts
and goes to the garden, unsure of what she'll have to do. She speaks a strange
phrase to the statue and it suddenly comes to life. It dispenses a vial of
poison and She's instructed to pour the poison into Serendral's drink. Cortanna
heads back to the guard house to alert the guards of the goings on, when she
bumps into her comrades! Apparently they had been in the wizards college and
found out some disturbing facts about Pendral. Arjah then tells Cortanna of a
recording device they had used to film the incidence between Pendral and his
strange lover. Cortanna rushes them back to the guard house knowing they know
have Pendral pinned. The Captain of the Guard instructs the party to
participate in the ceremony and he would station guards to witness the event.
Cortanna goes and exchanges her gear and weapons,
except for her weapon handle, for servers clothing and follows a line of other
servants to the gardens, only when they get there Pendral is absent. Cortanna
plays her part and taints Serendral's drink, but instead of taking the drink to
Serendral, like she was supposed to, she felt compelled to give it to another
server for some reason. The server stops in front of Serendral and seems to
hypnotist her with her words......and kisses. It seems as if the life was
slowly being drained from her. A battle ensues. The adventurers try to stop the
interloper, Pendral's pet succubus, but it was too late. They surround the
succubus and make short work of her. But where are the guards, and where was
Pendral for that mater? Finally, Pendral
makes an appearance and mourns the death of his pet. At the same time, Sardic's
guards appear from thin air and arrest Pendral for his deeds. Strangely enough,
the Black Guard dissapears and so has the statue, which happened to be a
gargoyle, disappear. The party finds out that Pendral had been summoning
creatures from different planes and sending them to different corners of the
world to cause havoc. Now they were no more.
Before the night is through, there was much to do.
Cortanna gathers her things once more and the party heads back to the temple
district to take care of an alyp, a creature of insanity, so our dear friend
Gideon could obtain a holy sword. The party lands solid hits on the crazed
alyp, but as Cortanna's sword lands an electric blow, the alyp's frantic face
was burned into her sight. With alyp defeated and Gideon collecting his new
sword, Cortanna wanted to find the old cripple she met in front of the college
to see about offering him help. He had a niece and nephew that were supposed to
be looking after him, but it had been a while since the cripple last saw them
and he was starving. The party - except for Rekka - is lead to a library and
after looking down rows of book shelf after book shelf of amorous couples, they
finally find the young twins, Mable and Dipper. Isaac in forms the children
that their uncle is in need, and so Mable sends her pet pig, which she keeps
calling the Dean, to do the job. We try to find out why the cripple isn't
allowed into the college and the best we were told was that he did something
VERY bad and had his magical powers stripped. Mable was now responsible for
keeping her uncles magical powers, stored in a locked, from him. Isaac offers
to safe keep the locket so their uncle can come inside to be take care of, and
Mable agrees. She gives Isaac the locket, and a moment later her pet pig
returns with the cripple. He thanks us profusely and shakes our hands before we
leave. On our way out of the library, Isaac suddenly realizes the locket is
missing. Arjah casts a spell to hopefully detect the locket. She asks Mable to
show her her special magical items. Mable obliges, but Arjah seems to think she
has two other items that she refuses to reveal. Arjah pressures the girl to
show her the items, which only upsets her. Dipper becomes very protective and
demands his little sister be left alone. The cripple on the other hand is
slowly creeping away from the scene. Billy and Isaac move to stop him. Suddenly
Dipper bursts into flames and nearby book shelves start to burn. Seeing that
the cripple was slipping away, Cortanna moved to confront him. Dipper yells at
her to stop, but she ignores him. Suddenly a fire ball flies by Cortanna's head
and she stops. From her location, she see's that Isaac was rationally trying to
stop the cripple by hacking him to pieces with his enchanted sword. Meanwhile Arjah
was trying to rationalize with Mable and ended up hacking off her arm. Then
Dipper went on a rampage, setting the whole library on fire. Arjah suddenly ran
away, leaving Gideon with Mable. Cortanna tried to sneak over to Gideon and
Mable and ends up getting his by some of Dippers fire balls. When she finally
makes it she tries to convince Mable to get her brother Dipper to stop his
rampage. Dipper is consoled for a short period as the Deen dances for him on
his little pig legs. Cortanna hears a commotion coming from the library
enerance, and upon warning Mable, the girl says she'd deal with them. Screams
of undead are heard along with the sounds of battle. Cortanna tells Mable to
stop with the undead, but the girl seems to be in a deep trance. Cortanna
grapples the little girl, but just as she tries to pin her a black hole opens
beneath her and she starts to fall down a never ending hole. When she hits the
bottom, she's back in the library. Seeing that there's nothing she can do to
stop the girl, Cortanna goes to find help. As she's about to leave the library,
she see's the wizards guard being attacked by undead. Cortanna returns to
Gideon to warn him, but while she was gone it appears he's spited Dipper back
into a rampage. Suddenly Billy was there and he grabbed Mable and began to
crush her between his arms until she was no more. Dipper then dissipated, but
the library was still ablaze. The remaining adventurers gather outside, many of
the wizard guard are dead and injured. They meet back up with Rekka, but Arjah
is nowhere to be seen. Apparently Rekka saw her run into the night obviously
upset. We later learn that a bounty has been set on her head and she's wanted
for ratting out poor Cleric Rob.
Rekka goes to find Arjah to warn her, but Isaac,
Billy, Gideon, and Cortanna, go to crash a commemoration party in Pendral's
tower for their leader's sudden departure. When they get there, there are four
men left. They drink heavily, lamenting their fallen leader. Cortanna tries to
spur the drunken men to say something to imprison them and it works. The leader
says he knows a way to get rid of Duke Sardic once and for all to avenge Lord
Pendral. The group follows the drunken men, but as they try to redirect the
men, it turns into a chase. They find out Cortanna's ploy and race for
Pendral's chambers to conduct their plan. Gideon and Cortanna follow the leader
into a hidden room while Billy and Isaac contain the other three men. The
leader starts reading a spell from a large book in the center of the room.
Cortanna aims her bow to kill. Gideon gets to close and in the process is
knocked unconscious by strange magics. Finally, Cortanna lands a death blow and
ceases the leaders attempt for revenge. She stabilizes Gideon until he regains
consciousness and they leave the now empty room. Billy and Isaac had knocked
the other men unconscious and the group elects to leave the tower before more
harm can be done. Cortanna reluctantly follows, unsure of what the other three
drunken men will remember once they awake.
(Switching to first person)
The next day we finally get to meet Duke Sardic. As
it turns out, he had been disguising himself as the captain of the guard all
along! The rumors about Duke Lupic being a wearwolf are true, and as it turns
out, Sardic is Lupic's brother. Sardic is also a wearwolf, cursed by his own
brother. We are told that Lupic is in control of the elite force of wearwolves,
who had driven the goblins from the mountains into our little town of Podunk.
As it turns out, Lupic has been putting a corner on the market for silver
mines, and I suspect its so no one can use the silver to rise up against him
and his wearwolf army. Lord Pendral was also under Duke Lupic's control.
There's not much Sardic can offer in the way of help for now, so my companions and
I plan to leave the city soon.
We go about purchasing supplies to ready us for our
journey. I've decided I'm going to need a good war horse if I'm going to face
the fearsome wearwolves, who have probably moved in and destroyed what's left
of our town. I hear tale of an auction later that evening where retired
warhorses were being offered up, and figured that would be a good place to
start. As I'm looking around the city, I'm approached by a man, who desperately
asks for my help. The jewels he intended to show his soon to be father-in-law
so that he could be wed to his fiance had been stolen. Someone had gone into
his home and stolen them out right, and the wedding was only in a few days
time. I eye the man considering his unfortunate story. I then realize how
carelessly my friends and I had been spending our recently acquired wealth and
wondered if the man was only trying to cheat me out of some jems. And if I gave
him what he wanted, surely he would tell others of my generocity. Then there
would be no telling how many others I'd be confronted by, pleading for a
fraction of my wealth until I had no more. In a long round about way I tell him
no....but at the last minute I give in and pull out a handful of lesser gems,
ones that wouldn't be missed. The man gets angry at me! He doesn't take my
offering and snidely says, "You're as bad as they say you are," and
leaves! I say hotly after him, "Yah, and what are they saying?" but
he pays me no mind and disappears in the crowd.
Evening time finally comes and I make my way over to
the auction. I arrive early enough to examine the beasts on display. Many of
the horses were much to old or injured to be any use in battle. My hopes were
beginning to wane, but as I moved on to the next horse I heard, "Hey, you!
Buy me!" Confused I look around, "Who said that?" I say.
Suddenly the horse in front of me knickers and throws its head. It appears to
be a young black mare.
"I've heard of your tales of bravery. I'm not
ready to retire!" the horse says.
I jump our of astonishment. A talking horse? Was I
dreaming? For whatever reason I decide to strike up casual conversation, while
trying not to draw attention from the other buyers, "I'm Cortanna. What's
your name? Can you run fast and make sure your rider doesn't fall off?"
"Absolutely-hee-hee" the horse says, "Oh,
and my name's..." the mare whinnies.
I didn't know what to think. I was completely
dumbfounded, "....right," I say, "What's a horse like you doing
here at the auction? Surely the city guard would have found you useful?"
"They don't know I can talk."
"So why now?" I say, "You do realize
you could be pulling a plow until your hooves fall off?"
"I want out of the City Guard. I've been
looking for my chance to get out. I seek adventure!"
"Alright," I say, convinced that I'm
giving this "thrown away" horse a second chance, "Just keep a
low profile. I'll see what I can do."
Shortly after the auction starts. I watch as many of
the older and injured horses are bought by farmers and shiver at the thought of
them being worked to death. Finally the talking horse is up for bid. I allow
the other citizens to bid for a while but as the bidding slows I ante in.
Suddenly I realize I'm being run up by an ugly man that has a striking
resemblance to Isaac.....finally I end the biding at 70 gold pieces and the
talking horse is mine! I take the horse to a blacksmith to see about fitting
her with some barding. On the way I learn that the horse was very well taken
care of by her previous master, who also called her Brier. I only hoped I could
take just as good care of her. The smith tells me that barding would be ready
the next day so I decide to take Brier back to the inn to meet up with the rest
of the party. Brier tells me that her previous master always let her sleep
inside the inn and that they'd never been separated. I nervously say,
"Okay." Surely the inn keeper wouldn't allow Brier inside the inn. I
begin to wonder about Brier's previous master...
When the party meets up again we exchange stories.
It turns out Isaac had nearly been pick pocketed by a kid from the Thieves
Guild and I wonder if the man who had confronted me had also been from the
Thieves Guild. I introduce them to Brier and her uncanny ability to talk and my
friends are not as impressed. :( Suddenly we realize Rekka is missing again. We
begin to search for her and receive a lead that she was seen in the lower
merchant district with some shady figures. We immediately go there. A scream
peals through the air and we go directly to its source. Its late now and most
of the merchants and citizens have gone to bed. We're drawn to a warehouse and
hear things going on inside. I assist in bashing down the door with my weapon
handle and we burst through in no time. A group of shady characters turn to
face us, and in a cage in the far corner is Rekka! We charge into the room and
engage in battle. Brier waits outside. Suddenly I'm stunned and for some time I
was unable to move. In the commotion we identify the leader of the group as a
man named Sir. Finally I can move again, but before I can score a good hit, I'm
badly injured by one of the men. Brier rushes in and begins stomping the man
before me. Suddenly Sir begins to shift and then we realize he is a wearwolf!
At Isaac's command Billy wrestles with Sir, trying to pin him. I draw my bow
and plunge two silvered arrows into Sir's furry hide. He becomes unconscious,
but the other men are trying to escape. Billy chases after a man that slinks
out the back door, while the Bar Wench trots over and sits on the unconscious
wearwolf. A moment later, Sir rally's and bits the Bar Wench. Sir tries to
escape, but the party is hot on his heels. For the first time I ride Brier as
we chase Sir down. Billy is able to subdue the wearwolf once more while the
others begin ripping him apart. Finally the wearwolf explodes into a mound of
giblets.
I leave the group, remembering I'd left my weapon
handle in the warehouse. As I go in, I see the Bar Wench feeding on one of the
dead bodies. Its clear she has turned. I manage to get my weapon handle before
hightailing it out of there, the bar wench hot on my heels! I hop on Brier and
urgently tell her to run. The Bar Wench nearly had us, but ended up slipping
off Brier's rump and we sped away before she could catch us again. I try to
lead the enraged Bar Wench from the rest of the group, but my tactic doesn't
work and she charges toward them. Thankfully Billy is able to subdue her and
then Isaac disappears with Billy and the Bar Wench as if an invisibility cloak
had been thrown over them. When Isaac comes back he has Billy raise Sir's
spirit. Sir appears to be very unhappy, especially when Arjah started to
rummage around in his guts X_X but I can't hear what he's saying. Somewhere in
the midst of things I learn that Brier likes to eat meat and her old master
used to be Lord Pendral himself!!!
When Sir's visage fades away, we suddenly realize
we're being accompanied by a group of citizens who have heard the commotion.
They look on frightened at the armor clad warriors wondering what the ruckus
was all about. Arjah tells them that we just killed a wear wolf. The frightened
citizens ask if any of us had been bit and if there were any more. Suddenly
someone from the crowd points to me and claims in my injured state that I had
been bit. Arjah assures the citizen that my wounds were from weapons. Then Rekka
yells "there's one right now!" and points at the man who'd made the
accusation. The crowd proceeds to attack the man. Arjah begins to frantically
question where Billy has gone. I tell her he's probably hiding so not to add to
the citizens fright. Unfortunately, my comment is over heard and the citizens
go into a frenzy. Finally the Town Guard arrive to restore order, only they are
being killed by black hooded figures that suddenly appear in the crowd. The
group decides to leave the square, unsure of the new threat. Brier accidentally
tramples a couple citizens as we try to move through the crowded market square.
Suddenly a voice yells "STOP!" and
everyone in the market square freeze, including me and my friends. A group of
guard are moving through the crowd marking the black hooded figures and
citizens with different colored markers, and then suddenly they disappear in
thin air. When they get to us they put special markers on us and we're
transported to outside the jail house. Apparently, this is where Isaac took the
Bar Wench to, in order to safely confine her...I hear some growls and groaning
of dying men from the inside. I tell the others, but no one seems to believe
me. Some of them are more interested in finding out more about the black hooded
figures and Rekka won't let Isaac out of her sight. It gets quiet on the inside
of the jail and my concerns only grow deeper. Sure enough the wear Bar Wench
comes bursting through the front door. We engage in combat and I let fly my
slivered arrows. In no time, the wear Bar Wench is knocked unconscious. Gideon
and I decide to go to the Square of the Gods to see if we can find a cure for
the wear Bar Wench while the others check for survivors. We ride there on Brier
so we could get there as fast as we could before she had a chance to rage
again.
Upon arriving, Gideon and I are swarmed by Cleriks
and Paladins carrying weapons. We dismount Brier and tell our audience why we
are there. They seem disinterested and are more concerned about the evil that
has descended upon their place of holiness. For some reason that think Brier
and I are evil. Suddenly a clerik walks forward with a staff and taps it in
front of Brier. The visage of the horse fades and now a fiery maned, cloven
hooved creature stands in its place.
I stare at
Brier, no the creature, in shock, but the Cleriks and Paladins are not buying
it. They suspect I knew all about the creatures true form all along. I try to drag an explination out of Brier,
but the creature seems to be non the wiser. Gideon and I try to convince our
audience that we have no ill will toward them, but the only way they'll let us
out is by walking through a "circle of good". The next thing I know,
Gideon calls on his Deity for help and a moment later the ground glows in a
shimmering circle. From what I understand, as long as we've done more good
deed's then bad we would not be destroyed. Gideon and I step into the circle,
but Brier is reluctant. I yell at Brier in frustration to step into the circle.
I didn't know if Brier was leading me on; putting on a guise of innocence only
to cause trouble later. Brier obeys, fearing she will be destroyed. There's a
bright light and a moment later we're back were we were. Even Brier is still
there. My faith in the creature is slightly restored, but I find myself wanting
to know more about her. I ask the cleriks if there's a way they could disguise
her, even if it was temporary, so she didn't frighten the citizens further. The
clerik that had used the staff on Brier smartly says "Well why don't you
ask the horse". Suddenly Brier stomps a hoof and the original illusion of
the black horse takes place over her true form. I try to glean more info out of
the moody clerik but he just walks off. The others arrive shortly after. We
exchange info and it turns out there's now a wearwolf out break. The cleriks
are able to help out, but the Bar Wench refuses to be cured knowing there was a
chance the cure might kill her outright.
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