After our final return to the Galactic Repository, we found ourselves with a little downtime. The automatons deemed our exit a low priority. We thus had a few weeks to wait while they fixed other things. Eventually they were willing to clear the door for our benefit. In any case, our implausible plan of stuffing intelligent mice up the nose of a powerful entity to eat it's brain proved surprisingly effective. The repository of knowledge was secured and we were given the opportunity to spend some of our downtime researching the vast archives. While much of the writing was for a world with different mechanics than our world, there were a few volumes that contained texts that were quite useful indeed!
Each of us found out how to bring on a Healing Surge as well as a Second Wind. We were also able to glean special knowledge of ways to gain an additional action 1/day. Lastly, I found an ancient text that allows a wizard to cast an unusual form of cantrip. I can cast this more or less at will and create a cloud of daggers (1D6 – Affects a 5x5x5 square – reflex save) as long as I stay focused (1 std action). Others were able to research similar special powers unique to their classes.
When we finally exited the repository, we caught up with the instrument maker. He was disappointed to learn that he could not take the perfectly musical rock. Had a bard in his shop, Cacyn, who chose to join us in our travels. We agreed to resume our quest to reach one of the main cities and register as an adventuring group. I fear we are well beyond any illusion we are anything but full blown adventures at his point and I am convinced that we will be arrested before we arrive at the capital.
Just before Tilverton, we encounter a road sign... A bad sign...
The road appeared to be closed and there was a hastily constructed detour. There was a LARGE sign bearing the mark of the Purple Dragons warning us not to proceed on the main road under penalty of death. We looked down the detour and pondered the probability it was a trap. This was a real quandary! If the sign was a construct of bandits, we would surely be attacked! If it was a legitimate mark of the Purple Dragons, we would be on the very wrong side of the law indeed! At this moment, our fortunes change. A cloud along the main road told us that a group of horsemen was approaching. We sought some measure of cover, but we were unable to hide due to our horses. My goat hides in my pocket just fine, thank you!
The approaching horsemen turn out to be the Purple Dragons. They informed us that Tilverton had been annihilated. If we dared even approach the town we will be annihilated as well. The puzzled looks on our faces must have spoken volumes as, after a brief pause, he explained that he would kill us if nothing else did. That was enough for me. He prattled on for a while about details. He then asked us for our adventuring papers, which we don't yet have.
We were promptly arrested. He was fairly nice about it. I had figured we would be bludgeoned into submission, then arrested. I chose not to ask why for fear of giving him an idea.
We were taken, politely, to the captain of this brigade. She was also surprisingly polite and made us a very generous offer WE COULD NNNNOOOTTT REFUSE. (see also: Bludgeoning) Being wiser than the average rock, we accepted. We were given temporary adventuring papers and a task to locate a band of dwarves who had agreed to patrol a trade trail. They were hired for the task as the Purple Dragons had all hands assigned to guard the smoking hole that was formerly Tilverton. They set out 2 weeks ago but are at least 1 week overdue. The captain is worried, but noted that there may be a very good reason why they have not returned, such as a vein of ore... Were are given a few names and some general directions.
We headed off up the trail and, after a time, found a single Dwarf in vicious armed combat with a giant ant. At the moment we spot him, he manages to fell the beast. The signs of a serious battle remain scattered about. A number of giant ants had met their end. He spoke to us briefly and we discovered that he is a prospector by trade rather than one of the band we are looking for. He has abandoned his home up the trail as a result of various troubles similar to the ants.
We also learned that he had seen the band we are looking for at his former homestead. He gives us the kind of directions only a dwarf could understand. It is pure nonsense to me, but others in our party managed to follow him well enough. After a good solid march, we discover a large cabin. As we prepare to hail, we are addressed by some fellows pouring out. They tell us to go away and suggest we are jumping their claim. We assure them that we are not claim jumpers, but they won't hear it. We elect to try to subdue them.
The party spreads out and begins the offensive. As some in the party approach, they are horrified to discover that these dwarves are changed. They appear to have been transmuted into insect like shadows of their former selves. After a few rounds of combat, they are subdued. These are clearly two of the dwarves we are looking for, Dorlin and Isskolar. They are bearing medallions with insect markings. After a period of questioning, they agree to take us to the “Queen”. I find this prospect worrying.
We travel with them to a tower...
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We refresh ourselves that our mission is to find the dwarves and return them safe and sound. Dorleen and Iskilar – our chitinous dwarf prisoners want to take us to their queen. We are pretty sure we don’t want to see the queen, but also sure we need to enter the anthill to save the dwarves. Oh bugger.
Before leaving the path, we meet with an armored almost giant who wants to join us. After her promises not to kill me and take all my possessions when we are in the trees, we allow him to join us.
We go into the woods and do find the ant hill. Smoke, Ghrym, Mordacai, and Beverly Hill stay outside the ant hill guarding the dwarves.
Halbord, Wait, Larka, Feliz, Kayssim, Calaudra, Electra and Goth enter the ant hill. We see two ants dragging the carcass of a boar into the ant hill. The initially seem to ignore us as we move in. Goth charges to the front and nearly dies from the initial attach of the first two worker ants. Then he Burning Hands them and uses his new Fey Step power to retreat to the cleric who cures him.
Our new fighter, Halbord, is pretty good with his chains, killing the first and second and third and fourth ants that he attacks. As he mows through the ants, they claw and bite, but he is invincible. Maybe they don’t actually have the ability to do damage? No, Larka jumps in and is immediately hurt.
We defeat the ants and move into a room full of decaying body parts and carcasses. Yuk. There are crates with golden eagle runes on them. Wonder what that means.
We find dried figs and 3 crates of expensive and yummy dryad walnuts. Continuing to the next room – oh my goddess – there is an Ettin. Holbard goes in as does Electra and Felix and Larka. He gets two attacks of opportunity and Larka drops. Bravely Caulaudra brings Larka to zero, steps into the room and cures Hobard – that situational awareness is very cool. Now, if we can only get out…..
We strategically retreat – this ettin is one tough bugger! He follows our retreat. For a moment I thought we would get red Lizard Woman boots and grey Lizard Woman gloves, but it seems that Larka worked a second wind and is more than 0 htpts now. Electra summons a dog and Felix shoots many magic missiles and Wait hits it too. As a team, we manage to make it drop! Yea us!