Eberron Adventures

August 31, 2005

The End Of Grallika, The Beginning Of Something Else

You are ushered in to the Duke's palace, and servants take your coats/cloaks, bringing you drinks. A fussy middle-aged chamberlain takes your names and gvies you formal welcome. Servants bring you iced drinks. You briefly meet several aides and secretaries who tell you that the Duke is very important and you should not waste his time. Everyone seems rushed and nervous.

Shortly thereafter a drum begins to beat. Everyone lines up, and you are taken out to a balcony. A crowd has gathered in the courtyard, and in the doorways, and like you on the balconies. On a higher balcony you can see the Duke, and with him his warforged bodyguard and lithe personal balladeer. The Duke looks your way briefly.

The drum stops, all is quiet, four armed guards bring Grallika out. The shfiter has his hands chained behind him and his mouth gagged. He will cast no spells. He is led to the large gibbet in the center of the courtyard, where an axeman awaits.

The execution is swift, Grallika tries to use his shfiter pwoer to strengthen his neck, but the axe is too sharp. It is over. The crowd roars its approval, and you are hustled away.

You are left in a largish sitting room, three doors, large bay windows, bookshelves, an orrey of rotating orbs, a telescope, an open bar that you may partake of, and everal comfortable chairs.
You don't see or hear her come in, but the balladeer, the slim elvish-looking woman with blond hair and purple eyes, is suddenly sitting on a chair, her lute by her side.

"So you are the two heros," she says with a smile. She waves her hand and a galss of whiskey flaots over to her from the bar. "What did you think of the executuion?" You feel that she is testing you.

End Of The Ape

Met with T.K. for game today, much fo the following is prepared work or a synopsis.

Kaspar made the shot, but even sneak the Ape had a few hit points left. The crossbowmen fired, but they did only 2 more hp damage. With 3 hp left the Ape was going to tear the crossbowmen to pieces, but Castille moved and cast magic missile, ending the htreat.

The crossbowmen were very grateful, and House Vadalis was thankful that they had been spared worse embarassment and mayhem, so they gave Castille a House Vadalis friendship token.

On to the Duke's castle...

August 30, 2005

Run Monkey Run!

The Horrid Ape started with 45 hit points, and now has 19. He failed his morale save. He turns from this strange creature who can summon lightning and runs. As he makes a full-round withdrawal, there is no AoO, and he gets 120 feet away (Run for 4x speed.)

NOTE: Running creatures are denied Dex bonus.

Kaspar has a peach of a shot as the Ape nears him, and he is within 30 feet so he gets sneak attack damage if he hits.

Near the other end of the marketplace, where the ape is fleeing to, some men with crossbows come forward, wearing House Vadalis livery...

Kaspar goes, then the crossbowmen

A Mighty Blow

Finding the shops shut tight, Kaspar begins to climb up the side of the building, using awnings, chinks in the wood slats, and whatever else he can find to use as footholds. Once he reaches the nearest balcony -- or roof if he comes to it -- Kaspar will turn and ready his bow.

Kaspar scores a 17 on his climb check.

Castille, however, steps forward towards the ape. His hands glow with electricity. The spark of a sorcerer's zeal that is alive in his eyes is checked only by a brief pause as Castille glances towards the wounded Kaspar. Castille attacks.

Roll of 19 on Castille's touch attack, plus 4 equals 23. That should be more than enough for a hit. Damage comes out as 16.

August 27, 2005

Chomp And Chase

The Horrid Ape gets an AoO as Kaspar pulls away (it has 10 foot reach and you didn't withdraw as a full-round action), and it catches him with a bite attack. (5 more hit points of damage, no acid from the bite)

The ape looks towards the approaching half-elf, then towards the fleeing half-orc, its nostrils flaring. (The DM flips a coin.) The Ape turns and rushes at Castille! Stopping 2 squares away (10 foot reach, remember) it slashes out with an acidic claw.

A hit. Castille takes 9 points of slashing damage and 2 points of acid damage (11 in all). (No Concentration check necessary because you already cast the spell.)

Yes, you have to take a five-foot step forward to tag him with the touch spell.

Sobering Experience

A claw to the face leaves Kaspar wide awake. His face is one of surprise, and he looks the ape up and down as if for the first time. "My God," he whispers.

Then with rage anew, he strikes out again -- but quickly.

Really low roll. Not even close.

After his attack, Kaspar runs. He runs as quickly as he can into the nearest house and begins to climb the stairs: eventually to find a higher vantage point from which to stare down the beast.

Castille, then, engages the ape directly. Still walking, he begins to move sideways avoiding the ape's immediate reach. But he then casts shocking grasp in anticipation of a closer encounter.

August 24, 2005

Acid Fangs? Use Vita-Cream Toothpaste!

The Horrid Ape gets an attack of opportunity at you for drinking the potion. Fortunately for you I rolled low. A crushing fist misses you as you jerk your head backwards to drink the vital liquid.

As for Castille, there is no net or nothing except trash and dead bodies. You can target the sleep spell so that it only hits the ape (it is rather big). You roll 2d4 and if you get to 5 HD it makes a Will save. Am I to assume that you rolled a 4? It doesn't matter, I rolled a raw 17 on the Will save, he's still up.

The bruiser takes a full round to attack Kaspar. Two claw attacks and one bite attack (and if both claws hit, there is extra rending damage). One claw misses, the bite misses, and the other claw hits. Kaspar takes 10 points of slashing damage and 4 points of acid damage, 14 hp damage in all.

Kaspar's turn.

August 23, 2005

A Fight Kaspar Doesn't Plan to Win

Kaspar fights. The ape's attack, combined with a powerful urge to sleep, brings Kaspar to his knees. But his pain brings out rage. He drives his sword towards the ape.

Kaspar rolls a total of 18 after modifiers. His damage comes out 8. Edit: Sorry, make that 10 points of damage. I forgot to recalculate Kaspar's two-handed damage bonus.

Kaspar does not move from his position, but instead drinks a potion of cure light wounds. He recovers 7 hit points.

Wasting nothing, Castille turns towards the ape. He knows that Kaspar is in no condition to fight, especially a creature of such strength. Instead, Castille casts Sleep and begins to move into flanking position. As he moves, Castille checks the city streets for anything he might use to bring the beast down; or even to distract it. Nets, a town guardsman, anything to help his situation.

Here's hoping the ape doesn't have any more than 4 HD and a terrible will to boot.

Fay Wray You Are Not

The Horrid Ape gets a 12 on its initiative check. Castille slips by it (it gets no AoO because it is flat-fotted), grabs the girl, and carries her to her mother.

The Ape turns, grunts, and charges!

400 pounds of muscle comes sailing into Kaspar and the thing's fangs sink in deep. Kaspar takes 11 hit points of damage! (7 from the bite, 4 from acid)

Kaspar's turn.

Stupidity

In the street, Castille motions for Kaspar to approach the beast. "But quietly Kaspar, please. I'll grab the girl as soon as the beast turns to face you. We must be swift until she is out of harm's way."

Castille rolls a 6+2=8 on his move silently check. Kaspar will not be rolling, however...

Castille makes his way closer to the ape, tracing the edge of the town square along buildings, in an out of shadows.

Kaspar, meanwhile, stands in the middle of the street. The ale has gone to his head, evidently, and so has his confidence. Perhaps, he knows when to run. Perhaps he doesn't care to heed intelligence.

Drawing his bastard sword, Kaspar raises it above his head in a solid stupor. As Castille approaches the ape, Kaspar shouts, "You, Ape! Don't you realize who I am? I've defeated a death cult." He staggers, "Do you think you pose a threat? You want to kill a villager? Face me!"

Castille shakes his head in a sad silence. As the Ape turns, Castille bolts for the girl.

Initiative follows: Castille, Natural 20+6=26; Kaspar, 6+2=8.

Knowledge Check Results

Knowledge Local Eldeen Reaches

Kaspar knows that you've got to know when to fold 'em, know when to hold 'em, know when to walk away, and know when to run. Other than that, he knows that House Valadis is one of the 13 dragonmarked houses. The dragonmarked members are all human, and their trade is animal handling and animal husbandry. Their main headquarters is in Varda, the largest city (in other words a big village) in The Eldeen Reaches. They often capture exotic animals and sell them.

Knowledge Nature

Well, when a PC gets a natural 20 on a Knowledge check, unless it is something very obscure, I believe in giving up the store. Horrid Animals are the result of some long-ago magical breeding or mutation program. Horrid animals have extra-sharp claws and fangs for more damage, their main natural attack does acid damage, they are immune to acid, and the bony plates that they grow give them an additional +5 to their natural armor class bonus. They are extra-ordinarily bad-tempered, and all Handle Animal checks involving Horrid animals get a sizeable penalty.

Touch spells ignore natural armor...assuming you want to get that close to this thing. It is a full-sized ape.

August 22, 2005

Lathleer Is A CITY, Not A Village!

(I've been meaning to get around to suggestions as to your characters' backgrounds, but if Kaspar keeps calling every city a village, then it's obvious that he's from Sharn.)

The two of you stand alone in a deserted street. Torn clothing, a fallen child's doll, and streaks of blood mark the place. There is also a sharp smell, like sulphur, and you can see places where the stones look pitted by something.

The street is 20 feet (four squares) wide, and the doors and windows on either side are shuttered tightly, but fearful eyes peek out through the cracks at you.

40 feet north of your position is a humongous ape. But it is not a normal ape. It has bony plates around its joints, reddish, crazed eyes, long, bony claws, and a fanged muzzle that drips acid onto the cobblestonbes.

Behind this Horrid Ape are five dead mean, 3 in uniforms of House Valadis, the Dragonmarked House of animal handling and raising, and two in the uniforms of the watch.

Some 12-14 feet in front of the Horrid Ape, paralyzed with fear and unable to move, is a msall girl. The girl's mother is screaming for her to come to the doorway, but the girl cannot move. The Horrid Ape bellows terribly...

(Using the battleship positioning system, the street goes from squares 1-4, the girl is at square A2, the Horrid Ape is at square D2, and Kaspar and Castille are at L2 & L3 respectively.)

I rolled a Listen check for the Horrid Ape and it was abysmal. Unless you get 1s on your Move Silently checks you each get a partial action in the surprise round (a move or an attack), and then we roll regular initiative.

Ape Hunting Begins

Slow to react, Kaspar and Castille look at each other first, and then at the villagers. Kaspar especially has a look almost of anger on his face. He frowns a disapproving frown at Castille before the half-elf rises from his seat in the bar.

"Kaspar, you know this is the right thing to do. We must go."

Kaspar, too, rises. He stumbles slightly from the ale. And then continues, "No, I don't know this is the right thing to do. We've helped this village day and night."

But Castille will have none of it. He swings his cloak around his shoulders and exits the inn without his companion.

Alone with the onlookers, Kaspar's scowl fades. In a huff he follows Castille into the streets.

Castille scores a natural 20 on his Knowledge Nature check, while Kaspar manages a 6 on his Knowledge Local. Kaspar's not much into participating now anyway so I suppose this makes sense.

August 16, 2005

Your Order Sir

Masterwork ammunition is 7 g.p. a piece

The cost of Darkweave and Glamerweave is added onto the regular cost of the clothing. Thus take whatever Explorer's clothes cost and add 100 gp, that is if you want Explorer's clothes made of it. I think that would be 110 g.p. per set of clothes, but I don't remember for certain. If you don't have PHB access you can use that number.

Cure light wounds (d8+1) potions are available for 50 g.p. Potions of Lesser Restoration are on sale for 140 g.p., limit 2 per customer.

Alch frost and spark costs the same as Alch fire.

With 1 hour to go before you have to leave for the palace, everyone stops talking in the bar when the sounds of screams come in fromt he amrketplace. "Hurry, help!" some one yells. "The horrid ape got loose! Two watchmen are dead! The House Valadis handlers are dead! Help!"

Everyone turns and looks at you.

(Make trained knowledge checks for Eldeen Reaches and Nature)

August 15, 2005

Shopping

As for normal gear, both Kaspar and Castille will replenish their stock of ammunition (arrows for Kaspar and bolts for Castille). Are masterwork bolts available? Otherwise, they are more interested in clothing, potions, and flasks. Charles, you also mentioned, glamorware and darkweave, but I have no prices. Needless to say, I'd like Castille in the glamor and Kaspar in the darkweave (favoring the latter if price is an obstacle).

The team will also take a couple of acid flasks and one each of alchemist's frost, spark, and fire. Healing potions are also a must if available.

Castille will also summon a familiar, but its introduction will have to wait for another time (I'd like it to appear at an opportune moment if you'll allow it, Charles). I will say that I'd like a raven.


Strolling through the market, Castille is pleased that commerce has resumed. He takes in the sights, smiling all along. Kaspar, though, is more pensive. After two days of fame and revelry, he has taken to silence and withdrawal. A merchant approaches him, but Kaspar can bearly feign interest. His tone is standoffish -- if not for his reputation, rude. Castille throws Kaspar an inquisitive look, but learns nothing of the half-orc's motives.

When Kaspar raises his voice to the tailor, Castille finally drags his companion into the warmth of a smoke-filled inn. "Sit my friend. You've seen many things. We've been the focus of attention. It's time for you to put your feet up in the comfort of a dark corner." With that, Castille orders for the both of them. "I fear you will not remember this breakfast, my friend."

Only after three full hours do the heros emerge, ready to visit the palace. They have but two hours time before 1 o'clock. What's more, they are both, perhaps, feeling too friendly; and make their way through the marketplace once more to retrieve their orders.

Lathleer's Central Market

Lathleer's central market is open for business,a fter being shut down in all of the tumult a couple of days ago. (Tumult which you started but also finished.) It runs about 800 feet down the main section of the city. Only small handcarts and ponies are allowed here, as it is mostly foot traffic. The central market is about 20 feet wide, with recessed stalls and doors that lead to steps going down to various establishments. A loose netting covers the market's length, blocking out the worst of the sun, both for light-sensitive types and those who do not wish to swoon in the hot weather.

Being such a human dominated city, humans are seen the most in the crowd, but there are many half-elves, a few dwarves, several halflings, and some goblins. You see one set of goblins running a shoe shine booth, a city halfling arguing with a rough-shod looking barbarian halfling from the Talenta Plains who leads a fierce dinosaur on a leash, an orc druid with hsi owl animal companion looking over melons, and two longtooth shifters dressed in capering fools clothing putting on a juggling performance. Many members of the watch are also visible.

As you stroll along, several people recognize you as the heroes of the sewers, and give you warm welcome. A gnome bard dogs your heels for a bit, singing a ditty about those who come and serve and save, and then he darts off when he spots some female gnomes with very revealing clothing.

You are near a Dwarven alchemist, a House Sivis station (the dragonmarked gnomes who deal in long-distance magical communication), a racous pub known as The Green Bull (which is supposed to be a great place for picking up on rumors), and a halfling-owned tailor's shop whioch specializes in unusual and exotic clothing, including darkweave and glamorweave garments. In fact you see a customer leaving right now, a wealthy woman and two servants. Her gown puffs up magically, and several minor gemstones circle around her neck in a tight, glittering, arcan orbit.

August 08, 2005

Post-Battle

Two days after the heroic rescue, Kaspar and Castille wake up and prepare to check out of their inn. They have spent the last two days relaxing and exercising (and possibly summoning a familiar), and late last night they received a summons to come to the Duke's palace for lunch. They are supposed to be at the Duke's at noon, and at the airship tower at 2:30, so they have time to dawdle, shop, and possibly engage in some light activity. On their way down to the common room they are saluted and cheered, as the Korranberg Chronicle has already splashed notice of their many and great advantures across its front pages. Today's copy has even more details, as jotted down in the notebook of one Humfred Manygather, the gnome that briefly accompanied out heroes.

"Message from that warforged friend of yours," the innkeeper says to them, handing them a voice stone. "Arrived from House Sivis courier this morning." The warforged are not well-liked in the City of Lathleer, but the fact that the warforged barbarian called Loner changed sides and fought with our heros against the hated cult leader Grallika (who is scheduled to be hanged at 1 PM in the courtyard of the Duke's palace today, perhaps that is part of why they were invited there) gives him a grudging acceptance.

The innkeeper shows Kaspar and Castille to the private dining room, a nice place with flowers and paintings. They hadn't paid for a private room, but several citizens chipped in to pay for it out of gratitude. After the servants bring them coffee and flapjaks, and then leave, they activate the voice stone.

"Comrades in battle!" booms Loner's voice. "I am sorry to leave your side on the field without a personal good-bye!" Apparently Loner (who has a fairly loud voice as it is) was shouting with his faceplate next to the pick-up wand stub. "I have decided to go back to Thrane, to see if I still have some purpose there, even though the war is over. The city residents do not seem sorry to see me go. If you come to Flamekeep, please look me up."

That's it, and they settle down to breakfast (feeding bits to the familiar?).

After the scrumptious meal, they are sipping their coffee, when they hear a protesting servant. "No, no, it is a private room sir!" Kaspar stands and draws his blade, and Castille readies his magic.

The door opens, and a tall human with a shaved and green eyes enters, wearing respledent chainmail armor that hums with energy. (It has two dragonshard chips that our heroes can see and appear to hold a captured elmental of some sort. More than that I cannot say as Castille rolled low on the Knowledge Arcana check. His head bears a glowing tatoo-like thing, the magical birthmark known as a Dragonmark. Here Castille's Knowledge check works better. The haf-elf recognizes it as a Lesser Mark of the Sentinel, making this person a powerful wielder of the magic of House Deneith.

(After making a common knowledge check, our heroes realize that...) Many, many years ago the 12 Dragonmarked Houses (now 13 as the House of Shadow broke up) made a treaty with the nation of Galifar (said nation no longer existing, being broken up by the century-long war that just ended into several independent nations) that gave them control of certain goods and services. House Deneith raised, recruited, and vouched for mercenary and security forces.

"I am Davvett d'Deneith, recruitment manager for House Deneith," the human says, turning his head slightly so that you can more clearly see his Dragonmark. His hand caressing the hilt of his longsword. "And you are two remarkable fellows who seem to be making a good living working as mercenaries."

Davvet smiles coldly. "House Deneith si supposed to regulate such trade. On a small scale you are not breaking the Treay of the Mark, but on a large scale...Well, if you do plan to do a lot more of this sort of thing, you might want to have official, legal backing."

He throws his card on the table. It is a thin disk of platinum and ivory with a hologram of his head and shoulders, and it hums with a trapped air elmental. "This contains five pre-paid message chips that you can contact me with from any House Sivis (the gnome dragonmarked house that uses its dragonmarks for long-distance communication) station. Further, if you tear the card in half, which will not be easy to do, but I'm sure the big part-orc fellow here can do it, it will summon you to me, whenever I am on Khorvaire."

He gives our heros another cold smile, not afraid of their blade or spells in the slightest.

"I am aware that you are traveling through the Eldeen Reaches to help an old comrade with a problem that he ahs in a mining village. It shouldn't take you too long. I'll even help you by telling you that the Blood of Vol cult, a bunch of undead-worshippers, were once active there, long ago, and may have left some undead there. But you won't be there too long, and then you'll be looking for work. And I may have soem for you. Some well-paying, important work."

His eyes then turn very hard. "And if you're smart, you won't turn down House Deneith."

And with that he leaves.

(Go buy what you want from the marketplace, then get to the palace.)

Battle Against Madness

Later, Kaspar tells the story of the sewer cult:

We were still poised at the top of the sacrificial cavern. Bailey had left us without any other options. The way down was rigged with alarm bells. So I took up a grapple and rope, hooked it to rocky crevice and walked my way down the cliff. What I saw down there was the same as Bailey had described, but I couldn't help but notice the great obelisk in the center of the room and Kegga directly in its way.

On the far side of the room the cult leader was there; and more than anything I saw the shadow of a great hulk. The same misguided warforged was standing next to Grallika.

Climbing back up, Castille was ready. Recently strengthened, he cast invisibility on us both and we ventured back down. The cavern was filled with activity. Halflings had been enslaved and were busy removing the rock that once buried the obelisk. Before we could make our way to them, however, I would have to slay the first of many whip-masters: men driving the halflings to the brink of collapse.

Unseen, Castille lifted the nearest torch from its pedestal and hurled it into the murky water the lie 40 feet below. I then thrust all of my weight into the only guard immediately before us. He followed the torch into a watery abyss. Thankfully he was still alive enough to scream. But of course, because he couldn't see us, he could only assume that his footing was weak. Nevertheless, a great commotion rose up in the cavern. Goblin archers and whip-masters began to make there way towards the entrance where Castille and I were still standing.

Moving quickly, we headed across the near bridge towards the obelisk. As a halfling was coming forward to inspect the scene, I took him by the mouth to stifle his unknowing panic. He wouldn't listen to my pleas, but I managed to tempt his loyalty by picking the lock on his manacles. With a gold piece in his pocket I told him to run. And when he hit the ladder, the sounds of bells were cause for great alarm. Where our enemies were simply curious, they now had orders from Grallika to track down the halfling.

Our footing was now firmly planted next to the obelisk. Goblin archers continually scanned to the limits of their vision looking for us, but Castille's magic was stronger. Even so, it was time for me to unveil myself. I did so with my sword. A nearby whip-master found himself bleeding at the hands my bastard sword. Before he had time to realize his situation, his body was already bobbing in the muck below.

And then it was an outright fight.

The halflings scrambled with panic. Goblin archers took up their bows and sunk arrows into mine and Castille's bodies. Grallika, too, was furious. He ordered all of his minions against us, and cut the ropes to the bridge nearest him -- effectively funneling us to him. As Grallika's troops approached, I cut the ropes of another bridge and discovered an enemy worth his pay. The lone whip-master managed to hold on. What's more, he actually climbed back to the rocky pedestal where he began. Armed with only a dagger, and a keen sense of loyalty to the Dragon Cult, he futilely threw the dagger towards us.

Meanwhile, Castille cast magic missile after missile. Grallika's mercenary archers fell. Still, the lone whip-master took up a bow and continued to fight. He was truly a man possessed by fear and the cunning tongue of Grallika.

Grallika now knew that Castille and I were not easily defeated; and so he whispered orders to his recently resurrected warforged slave. As we would come to call him, Loner, charged across the string of bridges back to the entrance where the ladder still rung with escaping halflings. But sight was a problem. While I could see even without light and Castille had at least a hint of vision, Loner was struggling. Castille had already used his Mage Hand to dislodge many torches. Only his sunrod and those nearest Grallika remained.

Castille, smarter than I, took Loner's pause as an opportunity. He called out to Loner, "You have been deceived! You fight not for Thrane, but for the evil you know as the Dragon Cult. Loose yourself from Grallika's spell. Become a warrior against him!"

Loner halted; he knew enough to question Grallika's motives. While Castille's words didn't ring as those of truth to Loner, it was enough to move the winds of change in his mind.

Grallika knew this as well. While he was struggling to order his troops, he had also managed to activate the obelisk. An evil wizard above all else, he beat Kegga into unconsciousness and tried to lift his body into the dark light emanating from the great stone. But the halflings did not have time to finish their work and the obelisk's light was too high. Grallika could not complete his ritual; could not wake the beastly demon sleeping in the water below.

Spying the danger Kegga was in, I felt a surge of speed come over me. I ran across the first bridge back towards Loner. Although he had decided to help the halflings after Castille gave him the aid of light by his sunrod, Loner was not yet my ally. I saw Castille cast another spell, Sleep, and two more minions fell to the water below. I wondered if I wouldn't be the next to fall.

Facing my one-time enemy, we exchanged only a glance. Silently but quickly I took to the far bridge, unwilling to risk words with the warforged. Across the first bridge with one left to travel, I could see the wrinkles on Grallika's face. He looked deranged. His sweat-soaked clothing was betraying the slick styling that had at first kept him presentable. He had a half-empty pouch of scrolls at his side, and already a spell on his lips.

With a severely pointed finger, Grallika uttered a single word, "jump," and I did. I know now that it was his evil tongue that drove me over the ropes and into the muck. Still I couldn't help but fear him. My muscles would only allow me to flee. I was fighting myself, tense and consumed with the taint of madness. Only the shock of that cold dirty water brought me into myself again.

I could hardly swim, but paddled over to the rocky ledge Grallika was still standing atop. So I began to climb. Grallika was busying himself with Kegga, but he caught sight of me when the noise of the cliff betrayed my stealth. He tried to knock me from my handholds and send me back to the water -- back to the unearthly beast's lair -- but I held strong. When I finally crested that damned cliff, Grallika was there. His dagger was slow, but my fist was not. I punched Grallika square in the face.

He did not fall, but I had surely announced my presence. All I had left was to draw my sword and run Grallika through. The shifter, however, had other plans. His face, already affected by the change, was morphing into that of his other self. His hide became visible hardened. "If it's the blood of a shifter I need, then I'll spare my own. Kill everyone in this cave; but the demon will destroy your world!"

Then Grallika leapt from his perch, across the fallen bridge, and over to the obelisk. His dexterity was amazing, but the fear I felt overcame curiosity. I began to run back to the obelisk. Loner, too, knew now that he had been deceived. While he was running to my rescue, I sent him back across. Time was against us all as Grallika cut his wrists. The wizard thrust his blood into the glowing light of his stony shrine.

Ultimately it was his drive that killed him. Grallika did not have the wisdom to know when he was defeated. Castille approached the wizard under the cloak of a fresh invisibility spell. Unseen and unheard, he charged his hands with electricity and grasped hold of Grallika's body. He was not dead, but upon my arrival, I knew that the villager's of Lathleer would serve justice.