~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The characters contained in these writings and the writings themselves are copyright 1995 by Fraser MacKenzie. Any resemblance to any persons or characters either real or fictional is utterly coincidental. Copying and/or distribution of these tales is permissible only under the sole condition that no part of them will be used or sold for profit and that they will not be altered in any way. I wish to thank Eric Lindsey, Seng Ann Mah, Ron Trimmer, Max Bullock, Charlotte Ashley, Tom DeSanctus, Bob Grob, Michael Clair Haflidi Jonsson, and Drew Lahaise for their immense input without which, there would be no story at all. ;) Enjoy! Fraser MacKenzie fraserm@rondaksportal.com ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introducing the characters: Name Race Type ~~~~~~~~ ~~~~~~~~~~ ~~~~~~~ E'tharn Elven Warrior Fate's Fellowship Chapter 2 To the Rescue With the blessing of his father, E'tharn leaves the safety of his forest home in pursuit of adventure and to fight evil wherever he should find it. He marks as his destination the port city of Burkden, situated on the frontier of the realm. It is rumored to be a troubled town, plagued by humanoid raids from the wilderness regions and other evils of more mysterious nature. Even the human and demi-humans inhabiting the place are said to work treachery amongst themselves, making it a hive of lawlessness and villainy. The forces of good are hard pressed to maintain a hold against evil and there is a constant call for brave adventurers such as he to aid in the struggle. So, with his trusted weapons, elven chain mail, and a generous gift of 120gp from his father, he sets out on the journey to Burkden. The first several days are uneventful as he makes his way to the eastern edge of the Aglorond forest. On the seventh day he emerges from the forest and begins traveling across the plains of the frontier. Near dusk he reaches the Wilderness Road which leads directly to Burkden. As he approaches the poorly kept roadway, he detects the sounds of fighting. With his keen eyesight, he makes out two figures on horseback surrounded by a band of six orcs. The lead rider, a male elf, appears to be hurt. His companion, a human female, valiantly wields a staff to keep off their attackers. Though one orc is lying on the ground, it is apparent they are outnumbered and will soon be overwhelmed. No other help seems to be available to the two as Burkden is still a good day's travel to the east. Moving stealthily through the tall grass, E'tharn gets close enough to the road for a good shot at the attackers. His first shot is wide of its mark flying unnoticed over an orc's head. His second gets their attention, striking one in the back. He reacts with pain, but then turns to see where the arrow came from as do two of the others. They spot E'tharn, quickly dropping their flails to raise crossbows, while the other two continue to harass the riders. Before they have time to load their bows, E'tharn gets another arrow off, striking the same orc again causing him to go down, unmoving. As E'tharn notches another arrow, he hears a whiz overhead from a passing crossbow bolt, followed closely by a sharp pain in his side. The second bolt strikes him and though his chain mail protects him from most of the damage, his ribs are painfully bruised(3hp). Still, he manages to fire a second arrow which downs another orc! One of the remaining orcs gives a shout and they break off their attack, moving quickly off the road in the opposite direction from him. They are careful to keep the riders between themselves and him, so he cannot get a clear shot at them. They loose a few crossbow bolts at the riders during their retreat, but these bolts veer harmlessly away. E'tharn reaches the two strangers as the woman dismounts and moves to her companion. She eases him from his saddle and rests him on the ground. Looking south, E'tharn sees the retreating orcs disappear behind a hill. Turning back to the strangers, he sees that the elf has a crossbow bolt protruding from his right shoulder and is losing a lot of blood. The human female, who is attractive for her kind, smiles at E'tharn weakly and says "Thank you for helping us, we owe you a debt of gratitude. Goldenmeadow will be alright," indicating her companion "but I'm afraid to move him far tonight. Won't you please stay with us in case they decide to return? My name is Genna." As the sun sets and darkness falls, there appears to be no other traffic on the road. Burkden is about a days journey away and the bodies of the three dead orcs lie sprawled on the ground around the group. Convinced that the two strangers are indeed simply innocent travelers waylaid by thieving orcs, E'tharn says, "My lady, it would be my pleasure to spend the night with you and your companion Goldenmeadow. I have been on the trail for several days and could use some company." Thinking about the orcs that just disappeared over the hill, E'tharn mentions, "Mayhaps we should move GoldenMeadow from the road for safety sake because they may be back. I don't think that a small move would hurt. Also, let me have a look at those wounds on both of you." Genna thinks that E'tharn's suggestion to move away from the road is a good one and together they carefully carry the wounded Goldenmeadow to a likely campsite. E'tharn does what he can to ease everyone's wounds, including his own, and manages to stop the flow of blood from Goldenmeadow's shoulder. Moving back to the orcs, he finds that all 3 wear chainmail, and were armed with crossbows and flails. After a thorough search of the bodies, E'tharn finds that each was carrying 13 gp, but nothing else of interest. E'tharn returns to the campsite and ask Genna if she'd like him to hunt for food. She declines saying she's more than happy to share some of their rations with him and she'd prefer that he stay close. Gathering wood from a nearby grove of trees, they are soon sharing a meal over a small fire. After the meal, as E'tharn monitors Goldenmeadow's condition, conversation turns to how each of them came to be here. The following is what he learns from Genna. She and Goldenmeadow are students from the Academy of Magic on Modrake's Isle. They have not yet completed their training and know only the fundamentals of the mystic arts. They left their studies in order to come search for the whereabouts of the Mistress of their School, Lycira Modrake, who disappeared about two weeks ago on a trip to the city of Burkden. There was another student travelling with Lycira, by the name of Zanzibar Longstaff, who is a close friend of theirs. Genna is deeply concerned about both Lycira and Zanzibar and, now that Goldenmeadow is hurt, fears she will not be able to find them on her own. E'tharn mentions to Genna "We should set a guard tonight. If you are feeling up to it we can do it in six hour shifts until the morning. I will start first so you can get some rest." Eventually, the conversation wanes as they both grow tired from the day's events. Genna agrees to E'tharn's proposal of setting guard and thanks him again for helping them. Before turning in, she gives him a map of the city of Burkden in case he would like to look over it on his shift. +-------------------------------------------------------------------------+ | | | \ \ ______ | | \ \ O______o_____O |~ | / /---- | | |1| | | | ~| /1/ | | o----O-O----------o [2] [3] |o_____O_o_0______O_O____o | | / __ [6] [5] ___ \~ \ [6] [7]| | | / |4_| [6] [_8_] | ~| [4] | | | / [9] [6] [10] [11]|~ | [6] [12] | | | O [13] [14] [15] | ~| | | | | [16] [4] [17] \~ \ [18] | | | | [19] [20] | ~| | | | | 21 [22] [23]|__| [24] | | | | [25] [26] |--| | | | o [27] [28] |~ | [29] O-- | | | [30] o---o-o---o [31] | ~| [32]/ ~ | | | [33] | [6] [6]| [34] [35]|~ | [36] / ~ | | | ___[37] \[4]__[38]| [39] | ~| [40]|== ~ | | | / ~ ~|| ~\______O/ |||___O\ [41] [42] |~ | [43]|==~ | |__O/~ ~ ~ ~ ~ ~ ~ ~ ~ ~|| ~|| ~ \_[44]__ [45] |~=|[46] /~ ~ ~ | |~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ // ~ || ~ ~ ~||~ ~\[47] [48]\= ~\ [49]|==~ ~ | | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ \[50] [51]\= ~\_[52]\~ ~ | |~ ~ ~ ~ ~ ~ ~ ~ ~ ~ || ~ ~ ~ ~ ~ ~ ~ ~ ~ \___[53]_/ ~ ~ ||~ ~ ~ ~ | | ~ ~ ~ ~ ~ ~ ~ ~/--o||o----\o___~ ~ ~ ~ ~ ~ ~ ~|| ~ ~ ~ ~ ~ ~ ~ ~ | |~ ~ ~ ~ ~ ~ ~ ~/ ___ [54] ____ o~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ | | ~ ~ ~ ~ ~ ~ ~/ [55_] |56| |~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N ~ ~ | |~ ~ ~ ~ ~ ~ ~o [57] [58] | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W< >E ~ ~ | | ~ ~ ~ ~ ~ ~ \___o________o_____o~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ S ~ ~ ~ | |~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ | |~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ | | | | | | | | 1. Gateways 2. The Circled Star Inn | | 3. Cooper 4. Stables | | 5. Cartwright 6. Army Barracks | | 7. Ardrey's Leather Shop 8. Fighter's Guild | | 9. Customs House 10. The Griffin's Lair (adv. hangout) | |11. The Jackpot (Gambling House) 12. Customs house | |13. Ardath's Armory 14. Sid's Leather Works | |15. Temple of Selena 16. Drax the Gemcutter | |17. Alchemist's Shop (burnt down) 18. Tarcell's Tavern | |19. Garrik's Weaving 20. Mrs. Weatherwax's | |21. Market Square 22. The King's Garden | |23. The Cresent Moon Inn 24. The Silver Dice | |25. Fabron's Temple (H of Justice) 26. The Ink Well | |27. The Silver Blade 28. City Jail | |29. Kryalla's Herbs & Spices 30. The Sea Dragon Tavern | |31. Miggin's Magic Shop 32. Abandoned Mansion | |33. The Castle Inn 34. Throcken's Armory | |35. Imreaell's Mansion 36. Temple of Mortimer | |37. Merchants of Mystery 38. Warden's Home (of Burkden) | |39. Nurin's Pet Shop 40. Colossus Lumber Co. | |41. The Merry Warlock 42. Temple of Merlock | |43. Invincible Armor Co. 44. City Dock | |45. Wizard's Guild 46. Merchant's Guild | |47. Perk the Bowyer 48. Elcadar Jewel Importers | |49. Keepers of the Cloth 50. Reswald & Reswald Distillery | |51. Trustworth Suppliers 52. The Strong Corporation | |53. The Finest in Wines 54. Citadel Garrison House | |55. Embassy and Treasure House 56. Palace | |57. Storehouse 58. Peltar's Tower | | | +-------------------------------------------------------------------------+ She says that she acquired it in the city of Lamyth, but can't attest to its accuracy. The six hours of E'tharn's watch pass uneventfully so he wakes Genna for her turn and then gets some sleep. Her watch proves uneventful also and she awakens E'tharn at first light. After a quick breakfast they break camp and mount up. Goldenmeadow is more alert this morning, but still very weak so E'tharn agrees to ride with him to be sure he doesn't fall from the saddle. Together, the three of them head east, to Burkden. The day passes without incident and at dusk they arrive at the Northwest gate of the city. Enterng under the scrutiny of the city guards, they proceed to the Temple of Selena, goddess of healing. After seeing that Goldenmeadow is cared for, Genna comes to E'tharn and says "Thank you again friend E'tharn for saving us from those orcs. I wish I had something more to offer by way of appreciation, but I thought you might find this map of Burkden useful." She gives him the map from last night to keep, explaining "I made a copy for myself during my watch. I dare not make claim to any more of your time, but I do hope that we will meet again. For now I must stay with Goldenmeadow until he recovers." The priests say that they will allow Genna to stay but that they don't have room for E'tharn. Before E'tharn leaves Genna says that he would like to help them find Lycira Modrake and their friend Zanzibar Longstaff and that he is going out to find a room and will be back later. Genna expresses her gratitude at E'tharn's offer to help find her mentor and friend. She assures him that Lycira is a generous woman and will reward him handsomely once she is found. He then leaves Genna at the temple and heads for the Crescent Moon Inn to get a room for a few days. Situated on the West river bank, just before the bridge, The Crescent Moon is an elaborate two story building. To E'tharn's pleasant surprise, he discovers that the proprietor is a high elf by the name of Averell. He welcomes E'tharn and says he has plenty of rooms available. He announces proudly "The Crescent Moon is one of the finest inns in town, but that means our prices are little more than most adventurers want to pay. I tell you what, we don't see many other elven faces in these parts, so I'll halve our usual charge just for you. That means just 1gp per night for one of the best rooms in the city. What do you say?" Coming in from the sea of humans out on the street and persuaded by Averell's friendliness, E'tharn readily agrees. Averell calls one of his son's to take E'tharn up to his room. Before leaving the inn in the afternoon, E'tharn asks Averell about the location of the temple of Silvanus Oakfather. Avrerell tells him that there is not one inside the city, but there is a shrine about three miles north in grove known as The Silver Glade. As the last of the daylight fades, E'tharn makes his way to the Bowyer's shop. He catches Perk, a halfling, just as he is locking up. After a brief expression of irritation, Perk warms up to E'tharn, recognizing his appreciation for Perk's craft. Perk says he can have 24 silver arrows ready for E'tharn in two days, for 14gp. E'tharn agrees to Perk's price, knowing that there is nobody else in town to provide him with arrows and that the price is reasonble. E'tharn then heads back to the temple and informs Genna where he is staying. The two of them make plans to meet tomorrow for lunch at the Griffin's Lair. She is going to go the the Magic User's Guild in the morning to find out what she can there, while he spends some time tonight and tomorrow trying to gather information from the local 'hot spots'. He bids her good night and then makes his way back to the Inn, where he orders dinner and calls it a night. In the morning, after breakfast, E'tharn begins making his rounds of the local taverns asking questions about Lycira's disappearance and manages to learn the following: Across the river at Tarcell's Tavern, a young dark haired youth suggests maybe the monsters in the sewers got the people E'tharn is looking for, as he tells E'tharn "You got to watch out for those sewer monsters." He also tells E'tharn the master of the thieve's guild was recently assassinated and there is now bad blood between that guild and the assassin's guild. At the Merry Warlock, a robed wizard, on his way to inebriation even at this early hour, tells E'tharn that perhaps he should consult Mrs. Weatherwax. "She may be a little strange, but she does have power" he says. He also asks if E'tharn has heard anything about the ghostship haunting the sea lanes. At the Sea Dragon, a human sailor who reeks of the sea tells E'tharn that if Lycira and Zanzibar came to Burkden by boat, they probably fell prey to the ghostship that has been attacking boats along the sea lanes. Finally, E'tharn heads to the Griffin's lair a little early for his meeting with Genna. There, the barkeep tells him that disapperances are not uncommon in and around Burkden. Rumor has it that a cult of the god of death operates somewhere in the area and is always looking for victims. He suggests E'tharn give him a reward notice which he will post on the bulletin board outside for 5sp. While waiting for Genna, E'tharn meets a human female warrior willing to talk. She tells him that she has heard of a band of brigands, led by a man of hideous appearance, roaming the countryside kidnapping travelers. They are said to be working for an evil wizard of some power. He hears many other tidbits about the goings on in Burkden, such as: The Duke is in league with the humanoids attacking from the marshes. The head of the wizard's guild is really a demon in human form. Imreaell the merchant has a treasure trove in his basement guarded by a living statue but nobody mentions anything else of real value to him. Many of the conversations focus on reports of recent ghostship sightings and attacks made on seagoing vessels. The midday crowd arrives and E'tharn spots Genna entering the tavern. Signalling to her, he moves to a table and orders lunch. As they eat, he tells her what he has heard and she shares her information with him. She has heard many of the things you have, but his conversation with the female warrior interests her. She says "I have found out that there is an old enemy of Lycira's operating in the area. He is a wizard named Haldane Zelgman who uses humans for his arcane experiments. But no one knows where he is operating from." They then sit, discussing a possible course of action. After hearing what Genna has to tell him, E'tharn believes that it is probably her mentor's old enemy that is to blame. He then lets Genna know that they cannot begin the search outside of town for two days because he is waiting for his arrows to be ready. As well, E'tharn mentions that he must also go and visit The Silver Glade to pay tribute to his god, Silvanus Oakfather. E'tharn then questions Genna as to whether her mentor travelled by sea or by land because this would hopefully narrow the path of the search. Genna apologizes for not telling him sooner that her teacher and friend travelled over land to reach Burkden. She knows for a fact that they disappeared somewhere on the road between Lamyth and Burkden. She agrees with him that her mentor's old enemy deserves investigation. She also says his idea that the cult of death might be a cover for his activities is very clever. Genna then suggests, if he will see about where people have been disappearing, she will return to the mages guild and see what more she can find out. The guildmaster, who is a friend of Lycira's, was away before but is expected back sometime today and she hopes perhaps he will help. She suggests that the two meet again here, tomorrow, at the same time. After she leaves, E'tharn looks around the tavern to find the warrior woman he spoke to before. She is still present and he asks to join her at her table. She says 'have a seat' and introduces herself as Vidonia. She immediately launches into a conversation about the recent exploits of she and her companions in the Great Marsh. Her tale consists mainly of detailed descriptions of encounters with bands of orcs and other loathsome denizens of the swamp. After half an hour of this she finally breaks long enough for him to get a question in about the disappearances she spoke of earlier. She tells E'tharn, there are reports of kidnappings by the bandits from as far north as Aglorond Forest. Generally, they seem to keep to well traveled roadways, ambushing caravans as well as individual travelers. Little is known about their method of attack, as there has been none to escape from them. Neither has there been any ransom demands for those taken and the location of their lair remains a mystery. After the rest of the mornings activities and his conversation with Vidonia, E'tharn begins to feel the need to get away from the confines of the city. He decides that now would be a good time to see about visiting Silvanus' Shrine in the Silver Glade. He returns to the inn to get more detailed directions from Averell. On the way, he makes a short stop at the Alchemist's Shop. Entering the small building, E'tharn finds an old man seated behind a counter pouring different colored liquids from vial to vial. The smell of chemicals lie heavily in the air and he hears the tinkle of glass from an open doorway leading to the workshop at the back of the building. Seeing E'tharn enter, the man stops his mixing and asks, "Can I help you?" E'tharn asks the old man, "Could you make me some sleep poison and how much would it cost if you could?" After hearing what E'tharn wants, the old man mutters "Poisons, poisons, all anybody wants is poison. Now sleep, that's a new twist. I can fix you up with what you want for 200gp. That will coat about fifty arrows with enough poison to knock out an Ogre. I'll take 50gp off the price if you'll test a potion for me that I can't quite identify. You might want to give me the name of your next of kin so I'll know who to send the money to in case anything unfortunate happens." E'tharn replies that he will have to think about it and that once he does so, he will be back. Returning to the inn, E'tharn finds Averell more than happy to provide him with detailed directions to the silver glade. Following those directions, E'tharn leaves the city by the east gate and travels north about 3 miles. Turning off the road at this point, he moves east toward a small forest. Entering the glade he sees the trees are mostly white oak, mingled with a few beech and elm. There is an abundance of wildlife; a raccoon even approaches you begging for food. Moving further into the glade he comes upon a small treeless knoll. Atop the knoll stands a stone building, approximately 50x50x18 high. It has six large open windows and a wooden door that also stands open. Above the door hangs a silver oak tree, the symbol of Silvanus Oakfather. Entering the building, E'tharn finds a large outer service room. A silver water font stands against the left wall and to the right is wooden lecturn with an open book resting on top of it. Directly ahead, against the back wall, is a round dias supporting an altar. Behind the altar stands a middle aged man, with brown hair and a beard, wearing dark green robes embroidered with silver leaves along the edges. He raises his hands motioning E'tharn forward and says "Welcome, my son, in the name of the Oakfather. My name is father Tercell, I have been waiting for you. I am here to receive your tribute to Silvanus and serve you as I can." E'tharn replies, "Father, I have come to pay tribute to Silvanus, what is it that he would have of me? A service, gold, a rare herb. You but must name it and I will do his bidding as always." In response to E'tharn's question, Father Tercell says "Our Oakfather demands only that you honor him with your deeds. By coming to seek his guidance, you have found favor in his sight and will receive a boon ere you leave. Now he is ready to hear your prayer, afterward we shall talk." The priest then moves away and allows E'tharn to approach the altar to pray. E'tharn approaches the altar and kneels in front of it. He asks Silvanus for guidance in his quest to find Lycira and Zanzibar and to help all people in need. He begs the Oakfather's indulgence for deeds he may do and ask his forgives for the times that he has strayed from the path. After praying, he rises and turns to speak with Father Tercell. He tells the father about his travels and how he frightened off the orcs upon attacking Genna and Goldenmeadow. As well, he tells him about the disappearance of Lycira and Zanzibar and the rumors going around town. E'tharn then asks Father Tercell about any rumors that he, in his wisdom, may have heard. When E'tharn finishes, Father Tercell speaks "You did well to come to the travellers aid, such attacks are all too common on the roads to and from Burkden. Of such disappearances as the woman you rescued spoke of, I know. In fact, a few acolytes of this temple fell prey to these kidnappers not long ago. The Oakfather would look with great favor upon anyone who put a stop to the vanishings and restored the freedom of his followers. As for who is behind these disappearances, I have heard only rumors of bandits lead by a ruthless man of hideous appearance." Of other things in the city, the father knows little. He does share a couple of pieces of information with E'tharn that are new, concerning areas nearby. He says "There have been reports of prowling bands of wolves attacking woodsmen and travelers near Dweomer Forest. Some say they are actually manwolves seeking to increase their numbers. Also, there have been reports of activity near the old cemetary. Tombs have been found empty and figures seen moving about the place at night." E'tharn then asks what Father Tercell might have heard about the death cult. He replies "I have heard rumors of their activities, but they have as yet to stretch their grasp beyond the city walls. Within the city, however, their influence is said to extend from the lowest to the highest levels. I fear their power grows and with it their threat." E'tharn prepares to leave, having learned what he could from father Tercell. In farewell, the father says "Go with the blessing of Silvanus'". He then begins chanting and after a few minutes lays his hands on E'tharn. E'tharn feels a sense of peace sweep through him and as the father removes his hands E'tharn becomes 'aware' that he now has the ability to heal himself one time. Father Tercell says "Use what Silvanus has given you wisely. He will guide and protect you through the challenges that lie ahead. Return when you have used his gift and if your actions continue to do him merit, as I'm sure they will, he will again reward you." Thanking the father, E'tharn then leaves the temple and heads back to the city. On his way out of the glade he stops to share a bit of his bread with the raccoons. E'tharn decides that his next act should be to return to the alchemist's shop to let him know that he cannot afford the sleep poison but will try the potion if the alchemist will lower the price to 100gp. E'tharn arrives back at city gate near twilight. He heads to the alchemist's shop before it closes to bargain with the alchemist. E'tharn arrives to find the alchemist sitting at his desk still pouring liquids from one flask to another. Engrossed in his work, he doesn't seem to notice E'tharn at first until he comes up beside the alchemist. The alchemist then sets aside his work, though acting somewhat distracted, and says "Ah, yes the young man for the sleep poison, I have it right here." E'tharn quickly explains to the alchemist that he is unable to afford 150gp for the poison but if the alchemist will let him have it at 100gp, he will be more than happy to test the potion. The alchemist agreeing to E'tharns terms, pulls out a vial of blue liquid from beneath the counter, along with another vial. "I'll have you know I'm taking a loss on this, but I must know what this potion is." He hands E'tharn the second vial, filled with a strange liquid that seems to swirl in multicolors, to taste. Unstoppering the container, E'tharn takes a sip. As the cold, sweet liquid slides down his throat, a tingling sensation spreads through his head. Suddenly, he hears the voice of the alchemist though his lips didn't move. "If they find out what I've done they'll kill me." This is accompanied by a strong sense of worry and the image of some man's face. Abruptly, the feeling ends and the alchemist looks at you expectantly, asking "Well, what did you feel?" E'tharn replies, "I could hear your voice although your lips weren't moving. As well I could tell that you are worried about something, and I saw a man's image. You said that if they found out what you did, they will kill you." After E'tharn tells the Alchemist what he heard from sipping the potion, the alchemist stammers "You.. you.. must be mistaken, my boy. Perhaps the potion addled your wits, or maybe it was someone else you heard. Yes, yes that must be it. No one's looking to kill me, no, I don't have a care in the world. Now it's time I was closing shop. Here's your poison, use it in good health." he hands E'tharn the vial after taking his gold. "I'll just put this other one up, wouldn't want someone to drink it and hear more nonsense. Thanks for your business, come back soon." With these words he hustles E'tharn out the door into the street and returns inside where he waves from the window before closing the curtains. Shrugging, E'tharn moves toward the Griffin's Lair for dinner. Though the place is filling with a rowdy evening crowd he manages to find a table to himself and order a meal. As he eats, he overhears the conversation of a group of guardsmen from the nearby table. "O'le Thornwalden got back to town today. Said he'd been rescued from a group of bandits by a wild looking man from up north who was with him. They brought five of the bandits back with them and locked em' up in jail." At another table two men and a woman are talking about another ghostship sighting today. Finishing his meal, E'tharn begins circulating about the room trying to find out something about the death cult. Most people he asks just look at him funny and say "don't know nothin". However, he happens upon a young man who urges him to talk quitely and says "You got to be careful, they have ears everywhere and they don't like people discussing their affairs. It's said their membership includes city officials, maybe even Haermond himself. You got to watch out who you talk to." He keeps looking around, over his shoulder and E'tharns, as he speaks, but has little else to say. After about two hours E'tharn gets no more new information and decides to call it a night. Leaving the tavern, on a sudden impulse, he heads back to his Inn by way of the Alchemist's shop. As he nears the street where the shop is located he hears shouts. Approaching the shop, E'tharn sees smoke coming from the windows and the open door. A young boy runs up to you and cries "They set it on fire and master Alkus is still inside." Through the front window you see flickering flames. A movement at the back of the building catches E'tharn's eye and he sees two figures detach themselves from the wall and move east. Beside him the boy tugs at his vest and says "Please mister, please, help Master Alkus." As the boy looks at E'tharn expectantly, he asks the boy to follow those men without getting caught. The boy looks in the direction that E'tharn points, then back at E'tharn and says "What men? I don't see anyone." Realizing that the boy can't see them due to the darkness, E'tharn says "Please guard my stuff. I will go in and save Master Alkus." Removing his bow and quiver, he leaves them with the boy and heads for the shop window. He quickly scans the area for a source of water to dampen his cloak to prevent it from catching fire. Unfortunately, there is no nearby source of water but he does cover his face with his cloak anyways in a futile attempt to keep from breathing the thick, dark smoke. Crashing through the window, billowing clouds of oily black smoke cloud E'tharns vision. He is in the outer shop and can see flames in the back room through an open door. The chemical fumes are overpowering, but he presses forward through the door seeing no sign of the alchemist out here. The back room is a lab filled with long tables that are cluttered with a variety of ceramic and glass containers. The liquids in many of the containers are boiling over in the heat and their fumes mingle with the smoke. The back wall of the lab is consumed by flames, slowly licking their way across the ceiling to the front of the shop. Lying face up on the floor near the center of the room is the alchemist. Moving to him, E'tharn discovers a knife protruding from his left shoulder. There is a lot of blood on the floor, but the alchemist is still alive. E'tharn notices that the pommel of the knife is a silver skull. Carefully lifting the alchemist to his shoulder, E'tharn hears the sound of breaking glass and sizzleing liquids as flames engulf one of the back tables. Racing to the front of the shop, E'tharn just makes it out the window when a loud explosion shakes the building. A wall of flame shoots from the back room knocking him to the street. Somewhat dazed, he picks himself up and moves over to the alchemist who was knocked from his grasp. As he approaches, the alchemist moans and his eyes flutter open. Coughing painfully he mutters "Seems I should have trusted you when I had the chance." He then grabs E'tharn's hand and places something in it, saying "This is what they were after, you mustn't let them get it." He is suddenly seized by another fit of painful coughing, after which his eyes close, forever. Looking down at his hand, E'tharn finds a small gem of deep purple. Standing, he scans the area for the boy he left his bow with. Suddenly, E'tharn hears someone shout from up the street "HEY YOU, what have you done to Old Alkus? Stand where you are." Looking in the direction of the voice, he sees a band of five city guardsmen headed his way with angry expressions. There is no sign of the boy or his bow and the shop behind him is now a mass of flames. The guardsmen are still a good distance away and E'tharn is fairly confident that he can outrun them. He realizes that the situation might not look too good to them and he might have trouble convincing them of his actions without a witness. Removing the dagger from the Alchemist's body, E'tharn makes a run for it as the guardsmen approach. They give chase, but with his speed and night vision, he has no trouble losing them. Doing his best to look inconspicuous, he then takes a roundabout route back to the Crescent Inn. As he enters and passes the front desk, Averell asks "Have you heard about the fire at the alchemist's shop tonight? They say old Alkus was murdered." Replying "Yes, I've heard." E'tharn moves quickly up to his room hoping Averell didn't notice the scorch marks on his clothes. Exhausted by the day's events, E'tharn reaches his room and secures the door behind him. He falls asleep as soon as his head hits the pillow having a night filled with nightmares about the fire. The next morning he wakes refreshed, even after a sleep filled with nightmares. After breakfast, E'tharn does what he can to disguise himself and then heads to the wizard's guild to leave a message for Genna. That done, he decides to head back to the 'scene of the crime' to look around before leaving the city for the safty of the Silver Glade. Arriving at the shop, he discovers that it has burned to the ground. The buildings on either side of it suffered damage as well, but for the most part the fire was contained. There is no sign of the alchemist's body, though E'tharn sees the stain of blood where he fell in the street. Life goes on as usual, however, the street being filled with pedestrians. Hoping to locate the boy who took your bow, E'tharn asks a few of the nearby shopkeepers if they know if the boy who worked for Alkus survived the fire. A nearby merchant says "Oh, you mean Marcus, the Cooper's son. Yeah I saw him last night after the fire." E'tharn then moves to the back of the burnt building to see if he can find any sign of the two men he saw leaving the shop before the fire. After a careful search, he finds a small splattering of blood on the ground that is recent; Alkus must have gotten one of them before they got him. Trying not to be too conspicuous E'tharn begins tracking the men's trail. The trail of blood leads east to the river's edge, then turns south following the river to the bridge. Paying the toll to cross the bridge, it takes E'tharn a few minutes to pick up the trail again. Following it about half-a-mile more, he comes to the gate of an abandoned mansion just north of the east city docks. The mansion stands atop a small hill surrounded by a tall stone wall. The large yard, including an area of shore line, is overgrown with weeds and filled with trees growing wild from lack of care. The house itself has a barren look about it, and looms like a dark sentinel at the head of a small roadway leading up from the gate. The gate is rusted over, but very sturdy, and stands slightly ajar. The trail of blood leads through the gate and up the roadway to the mansion. Looking in that direction, E'tharn briefly catches sight of movement through one of the windows, but then it is gone.