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Executive Summary: While attending a village fair outside Oakmoss, one of the stasised people, Bethany, mysteriously came to life at about the same time a pack of wild dogs descended upon a seemingly innocent fortune teller. Missing from her deck was The Tower card. Arno was also unfrozen. Mordrick insulted a cleric by tossing her cell.

66 Spring 2946

Oakmoss

What a pleasant fair! One of the famed people in stasis had been moved onto a dais in the middle of the fair. The story I thought I heard was that it was an inkeeper and his wife. Incredibly, the frozen person stood on a vertice! Impossible!

There was a fortune teller, so I had to consult her as to how to prove myself for my ancestral sword. Meanwhile, I chatted with JP, Mordrick, and Imrahil. JP said he was there for the fun of it. Imrahil said she was there to find her path in life.

Suddenly, a scream! I left the line to run around the corner to see that one of the legendary statues of Oakmoss collapsed, on its own! I tried to wake her up, to no avail. Then, someone waked her up using actual skills for the matter. The former statue was quite disoriented. She said her name was Bethany. 2924 was when she went asleep. Her husband's name is Arno.

Someone in the crowd suggested that we carry her to the castle then see if the other victim had woken up as well.

By this time, guards had shown up. They took us to the castle. En route, we heard a pack of wild dogs, or perhaps enraged local dogs, snarling and barking something fierce back at the fair. I returned post haste, spurred on by the screams of the innocents. Surely this act of bravery would be sufficient for me to earn the right to bear my ancestral sword!

I and others rushed in. Three from the pack of dogs rushed in to the fortune teller's tent. Of course, it did occur to me that she apparently did not fortell this savage attack upon her person.

I was about to close upon the dogs when lo! The very grass and weeds of the area rose violently from the ground to reach for and ensnare our noble limbs as they tried to locomote us toward the horrible villains molesting the innocent fortune teller. Cruel fate! Or was it? Perhaps there was some dark magic at work—the same magic that returned Bethany to a warm life? I could not say, for I barely avoided the treacherous clutch of the grass and followed through with my steel. I killed one straight away, just as the fiendish growth wrapped tightly around my legs, choking their progress and holding me fast to the ground. Undaunted by this nefarious turn of events, I stabbed through the wall of the tent anyway, but missed. Despite the foul growth of the clutching plants, they dogs were killed.

The fortune teller's tarot deck was recovered but there was a card missing: The Tower. Its significance in tarot was that the card is usually associated with something bad.

A female named Annah tried to find out who the last customer of the fortune teller was, but could not, despite assisstance from Sheik. Meanwhile, Mordrick examined the dog bodies more carefully. Nothing of note was found. The cause of the outburst remained unknown.

Then, a new guard named Burt questioned us, Sheik in particular. Krudge, another guard, questioned us about the dogs, PJ in particular.

We connected one of the dog collars with the fair drunk. Alas, questioning him ended quickly, as he proved unable to marshal the resources to engage in conversation. The druid outsmarted us by getting him to open up. He could not account for the whereabouts of his faithful companion. The druid said the drunk saw his dog by the chapel. I, however, doubted whether the drunk was on the Material plane when he alledgedly saw this alleged incident.

I also remember seeing Mordrick sniffing along the ground whilst Rosemary, Mordrick's badger, looked on. I couldn't quite understand what was going on nor did I want to, honestly.

Next, a visit to the castle was in order.

Tavern

Arno was missing! I helped Annah search the area where he used to be, but nothing of note was found aside from some broken glass. Annah suggested that a serving wench had discovered the unfrozen Arno and had dropped a glass in shock. That sounded good to me. We fanned out and looked for Arno.

Soon, we were joined by a cleric and Imrahil. She cured my battle wounds and gave me some sort of horribly foul tasting elixir that she claimed was an antidote. An antidote against what, she did not say.

Meanwhile. . . .

Chapel

Mordrik's badger, rosemary, led Mordrick and Imrahil behind a tapestry to a helpful cleric. After being informed of the events of late, the cleric and Imrahil left to heal people (such as myself). Mordrick stayed behind to search the room, since the tracks had led to it. He detected some magic so elected to toss the cleric's room. The main object of attention was the cleric's bed. Mordrick reported that he was quite fascinated with it. He started to rummage through it but this promptly set off an alarm spell. He ran away.

It was not Mordrick's day.

Later . . . .

Tavern

We found Esmerelda, the tavern's server. Annah and I questioned her. She was in quite a state of fright. She complained of a man with red eyes that looked right into her and told her foul things, "secret things," like there were evil demon bugs inside her, under her skin. I thought she might be under the effect of some sort of fear magic.

Teral, the cleric, then took some time aside to berate Mordrick for not attending chapel. If she only knew. . . .

Quotes

"What do those entrails say now, fortune teller?"
"Ah, wild dog humor is the best humor."

"I was just trying to research what spell was affecting her and then she was all over me."
"Whatever you say, Mr. Bryant."

"This collar belongs to that drunk guy there."
"Actually, it belonged to the dog."

"Congratulations: You tricked a drunk."

"Don't mind us—we have a badge-r."

"I'll go with her—you handle your badger."
"Did you just say 'handle your badger' in a chapel? In a cleric's room? You're going to Hell."