The Druid's Tale

© Phillip Berrie, 2007.
Last Update: 3-1-07

Previous installment ...

The Druid, Turn 1.10:

Why have I been forsaken?

Update: 12-11-06

ixaget the Druid was distraught. All of his dreams of being someone important; his certainty that one day he would be recognised had turned to dust. Here in this, the most mystic of shrines, he had prayed — and he had been ignored. Reeling away from the eternal flame he fled outside into the late afternoon sunlight to sit forlornly on the steps wondering how his life had come to such a pass.

When his old master had passed away Fixaget had been ready. Another druid must take the Throne of Power; the world needed balance not the extreme of Good or Evil. As the Archdruid he was the best of the brethren to take up this mantle and he had immediately set out to increase his power in preparation for his attempt to take the Crown of Command.

Questing in the body of an eagle he had found the Shrine so easily that he could hardly believe his good fortune. One of the old places appearing so close; surely this was an excellent omen. Returning to his own body he had immediately set forth.

Hours later he had reached the edge of the forest only to find he was not the first to reach the site. In the distance he saw that the elf Erenfor had beaten him to it and was even now continuing on his way. Still Erenfor was the least of his worries, there were others much worse than the elf that could make use of the Shrine.

In absolute reverence he had approached the building. Ancient writings in many languages covered the walls telling of the building's antiquity and its heritage as a place of worship for all. He had ascended the stairs his eyes captured by the light of the only flame that could truly be called eternal. He had fallen in humility before the flame and prayed to the great spirit of the world.

And had been ignored.

Well perhaps it was time for extremes. After all, this was definitely a time when the end justified the means. He would try again but this time he would placate some of the other forces the shrine was dedicated too — but first he must prepare himself such extreme actions warranted caution.

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Game & Writing Notes:

Turn 1.10: Not sure what to do with the Druid yet. I have a few ideas but nothing sparks the imagination so I will let the game decide.

First move. The placement of the Shrine right next to the Forest is too good an opportunity to miss. Like all spell casters the Druid works best when he has a full complement of spells and he only starts with one. Therefore the best outcome would be for the Druid to move to the Shrine and gain a spell. Gaining gold or life would not be bad either. As the die would have it, the Druid — a religious figure, has his prayers ignored at the Shrine. Is his faith at risk?

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The Druid, Turn 2.10:

Good to see you, old friend

Update: 24-9-06

is confidence shaken, the Druid was at a loss as to what to do next. He sat on the hillside beside the ruins of the ancient Shrine, the rubble of which was already starting to diminish and fade. Shortly there would be little evidence that it had existed at all. How had Evil gotten so strong? he thought to himself. His prayers at the Shrine had gone unanswered, most likely prevented somehow by black magic and then the dark Wizard Alastor had destroyed the 'Shrine of All' in an incredible display of magic and wasteful destruction. Had the balance of power in the world swung so far in favour of the forces of darkness that the Wizard could afford such wanton destruction of a site of power?

He had been in the Shrine at the time. He had spent a large part of the previous night purifying himself for the task and was about to supplicate the forces of Good to support his cause for balance in the realm when an oppressive darkness had descended upon the place. Dark storm clouds had suddenly appeared in the sky and bolt after bolt of lightning had begun raining down. Even in all the noise and confusion he had sensed the presence of the dark Wizard and had tried to strike back at the source of the sending, but all for naught. It had only been luck and the sturdy nature of the door's supports and lintel that had allowed him to escape.

Evil could not be allowed to gain the Throne of Power. An age of darkness would descend on the land. He would have to throw in his lot with the forces of Good to try to prevent that from happening. The question was, how?

Should he try to catch up with Erenfor the Elf? He would be searching for the Wizard to gain revenge for the death of his wife. The revenge that had been denied him while the Archdruid Filz had sat on the Throne of Power and forced peace on the realm by means of the Crown of Command. Given Alastor's recent show of power Erenfor would be needing all the help he could get but he might not be willing to accept it from a Druid, despite their friendship.

Maybe he should contact the Church of Good. A wandering Monk had passed through the Forest recently. Perhaps working together the two of them could rally the forces of both Good and Neutrality against the Forces of Evil. No doubt the Monk would be in the Village of Takos or at least they might know where he had gone.

The Village. His old friend the Mystic lived the other side of the Storm River just outside the Village. He would go to see Nathaniel and see what he had to say on this matter.

He got to his feet and tried to brush the dust from his robes only to find that it, like the ruins of the Shrine, had disappeared. Then picking up his satchel he started off across the Fields in the direction of Takos which could just be seen in the distance.

* * * *

"Choosing sides are you, Fixaget?" said his old friend from across the table and the makings of a cup of tea.

"It seems prudent," he replied and took a sip from his cup. It irked Fixaget that it was assumed he would take on the Good alignment rather than an alliance be formed between the two factions.

"Good. We could use the help. They've already been here in the village."

"What!" Fixaget choked and spilt tea on the table.

"Our old friend, Sybil is lurking here-abouts. She killed a young Monk yesterday. The Elf, Erenfor, is out hunting for her even now. He cut her, but she got away, and a wounded Sorceress is an even more dangerous beast."

"I thought her long dead," said Fixaget. "What rock did she crawl out from under?"

"Filz wouldn't have killed her if she'd submitted to him," answered the Mystic. "He was always too soft-hearted and leaving the Wizard alive was an even bigger mistake."

"I can understand his reasoning in that," said the Druid aware of his master's appreciation of balance in all, "but I don't understand yours. Aren't you Good guys supposed to be merciful?"

The Mystic shrugged. "The only good snake is a dead snake. You can't take the poison out of them and no matter how much you tie 'em up they just keep wriggling free."

"You've become cynical, Nathaniel," said Fixaget. "Time was when you'd have been more lenient."

"S'pose I'm feeling a bit guilty. I gave that same Monk the bum's rush out of here just before she killed him. He was just doing his job and I didn't give him the respect he deserved."

Silence ensured for a while and they sipped their tea.

"Would you help me put him in the ground?" said the Mystic. "I owe him that much, at least."

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Game & Writing Notes:

Turn 2.10: The Druid's prayers have been ignored, he was at ground zero when the Shrine was destroyed by the Wizard, the Sorceress is killing people in the very next square and he has no magic. The moves he can make are retreat back to the Forest where he started, and surprisingly enough he is not immune to the effects of that square. Or he can stay in the square he is in where he will have to draw a new random event card as the Shrine no longer exists. Or move onto the Village square.

Moving into the Village is his best move because he avoids random event cards and gives him the choice of visiting the Mystic where he has a chance of gaining craft making him stronger than the Sorceress for the purposes of Psychic Combat or gaining a potentially useful spell. Being ignored is the worst that can happen to him and being turned Good is not problematical because of his ability to change alignments.

Results: The Druid moves onto the Village square and visits the Mystic, a roll of 4 indicates that he has his alignment changed to Good as a result of this visit.

Previous Installment ...

The Druid, Turn 3.10:

The Naming of the Rainbow Sword

Update: 12-10-06

ixaget strode purposefully along the road that ran through the Fields outside the Village. Now that he had joined the forces of Good he felt obliged to help fight against the forces of Evil and since Erenfor the Elf was hot on the trail of the Sorceress, the obvious choice for him was the dark Wizard Alastor.

In terms of magic he knew that the Wizard had the advantage over him, but he also knew that he was the only one of the Good aligned who could confront the Wizard in his place of power and not be at a disadvantage because of the location — the element of surprise would also be in his favour, he hoped.

Another element in his favour was that Alastor had not already struck him down. The power he had displayed in destroying the Shrine had been very impressive. Why hadn't that power been used against him since? Perhaps the Wizard was unable to. Perhaps Fixaget's attempt to counterattack at the time of the attack on the Shrine had been more successful than he thought and the Wizard had been weakened; the thought of Alastor the Toad was an enticing one.

He stopped to take a drink from his waterskin. He could quest in the body of an animal to find out the Wizard's whereabouts but that ran the risk of announcing his presence and intentions and he would still need to travel the ground to get to the Graveyard. His best chance lay in a physical confrontation.

He was about to set out again when a movement in the direction of the river caught his eye. Someone was cutting across the fields heading towards him. He shaded his eyes from the morning sun and saw that it was the Elf, Erenfor. Full of questions the Druid waited until the Elf reached him.

Erenfor was definitely armed for battle. He wore one sword on his back and carried another in a blackened leather sheath; at odds with his bearing was the smile on his face.

"Well met, Druid," said the Elf.

"Well met, Erenfor. Did the Evil witch come this way?"

"Yes, but it appears she has magicked herself away beyond the reach of my sword. Where are you off to in such a hurry?"

The opportunity to get Erenfor involved in his quest seemed too good to be true. Fixaget blurted out, "I go to attack the dark Wizard Alastor in the Graveyard. Will you join me and avenge the death of your wife?"

"The portents were true," the Elf said, grim-faced, and thrust the sword he carried into the Druid's hands. "You are the person this sword is meant for. Tis a special sword I believe. I brought it forth from the good earth myself where it had been tinged with the colours of the rainbow by strong magic. Draw it and see its specialness."

Not sure what the Elf was talking about the Druid drew the sword from its blackened and dirt-encrusted sheath. The length of the polished steel blade was stained the colours of the rainbow with the thickness of the metal determining its hue; red was the colour closest to its still keen edge.

"It is the Rainbow Sword," said the Elf solemnly and drew his own elven blade. "This sword and the sword of my ancestors shall do great things together."

Fixaget nodded solemnly but was a little put off by the strange gleam in the eye of the Elf.

Table of Contents or Next in Elf thread ... or Next installment ...





Game & Writing Notes:

Turn 3.10: With the Sorceress gone and the Elf and the Druid so close and both currently of the Good alignment I thought the best tactic for them to join together and attack the Wizard who is in the next square. The fact that the Elf now has two swords, one of which he can give to the Druid to use supports this move. To this end the Druid leaves the Village and encounters the Elf in square between the Village and the Graveyard.

Result: The Druid joins the Elf who gives him the sword he just picked up in the square.

Previous Installment ...

The Druid, Turn 4.10:

The Graveyard is an Evil Place.

Update: 27-10-06

ixaget the Druid and Erenfor the Elf peeked out from behind the trunk of a large oak tree. The object of their spying was the old Graveyard, it seemed deserted, but there were plenty of places where people, and other things, could be hiding.

"I suspect he is asleep," said the Elf, contemptuously. "He can probably no longer abide the light of day."

Uncertain, the Druid said, "It doesn't work that way, but perhaps some of his familiar spirits and summoned creatures will be at a disadvantage."

Come, it is time for my revenge," said the Elf and stepped forth. He strode purposefully towards the Graveyard with sword drawn. The Druid, after a moment's hesitation drew his own rainbow patterned sword and followed.

The Elf jumped over the low stone fence into the Graveyard proper and Fixaget saw him stumble and almost fall. The reason for this became obvious to the Druid as he himself reached the wall. The force of Evil within was palpable and worse it called to him seductively telling him of the potential power that could be his. The Elf's Goodness had been his problem. He must have been punished for his temerity at entering the site. Fixaget followed the way of balance so he stepped over the wall acknowledging that Evil had its place in the way of the world. It did not harm him but the call of the power was almost irresistable.

* * * *

Several hours later they had eventually decided that the Wizard was not within the confines of its grounds. Erenfor had taken it hard and had taken himself away to sit by one of the large oaks that bordered the Graveyard. Fixaget had been drawn to the centre of the place by the feeling of power that emanated from it. He was sorely tempted to invoke the spirits; to try to gather to him some of the power he felt in the place. If they did eventually find the dark Wizard it would be useful for him to have some magic and at the moment he had none.

Finally with the sun painting the stones of the place a deep red Fixaget the Druid could resist no more. He invoked the spirits of that infernal place and not even Erenfor the Elf heard his screams for the noble Elf had fallen into a troubled sleep which would leave him insensate until morning — such was the power and Evil of the Graveyard.

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Game & Writing Notes:

Turn 4.10: The Druid and the Elf enter the Graveyard on the hunt for the Wizard, only to find him gone. The Elf suffers 1 life point loss because of his Good alignment. The Druid uses his ability to change his alignment to avoid this life point loss. If the Druid's alignment were Evil he could use the square to perhaps gain an advantage, however since he is with the Good Elf that is something he is unlikely to do, so I give him 1 chance in 6 to become Evil and invoke the spirits and 5 chances to become Neutral.

Results: The Elf loses a life point and the Druid rolls a 1 choosing to become Evil and invoke the spirits. The Druid's roll for the Graveyard is also a 1 which means he misses a turn. Stupid Druid :-).

Previous Installment ...

The Druid, Turn 5.10:

Birds of a Feather.

Update: 12-11-06

ixaget watched until Erenfor left his field of vision. He still could not move a muscle and suspected he would be like this for most of the day. Erenfor he knew would be being eaten up by his need to get revenge for the death of his wife. In fact, he hadn't expected him to stay around for has long as he had. Now however, the birds would come back.

Fixaget felt guilty about having held Erenfor back for so long and even more so about how he had got himself into his paralysed state. He had dabbled in the dark side of magic. He no doubt deserved what had happened to him and was probably lucky to be alive.

Fixaget blinked involuntarily as the first of the black scavengers landed on the ground in a flurry of wings. Crows were carrion eaters and opportunistic feeders who fed on the weak and helpless and for the moment Fixaget fell into the last category. They would go for the eyes first; they were particularly partial to eyes.

However he was not completely helpless. As the malevolent creature stalked towards him, its head cocked to one side so it could watch him with one of its beady eyes, he reached out with his mind.

The questing ability is one of the greatest of druid powers. It allows the practitioner to take over the mind of an animal; see through their eyes; control their actions.

The first of the birds kept off the others until it died then its killer protected his body until it too succumbed at which point the Druid took control of another. However, so intent were the flock on their meal, that the Druid was forced to bring about the death of most of them during the course of that long terrible day.

His druidic soul felt the blow of every beak and the scratch of every talon as if they were against his own flesh.

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Game & Writing Notes:

Turn 5.10: The Druid is forced to miss this turn due to a bad roll last turn when he tried to invoke the power of the Graveyard.

Previous Installment ...

The Druid, Turn 6.10:

Now You See Him, Now You Don't.

Update: 29-11-06

he Druid was glad to be in the Woods, glad to be back amongst trees of any sort. The quietness was like a balm to his nerves after his lengthy enforced sojourn in the Graveyard. He let the Evil nature that he'd had to assume while he was in that place slough off him like a snake shedding its skin.

Having to defend himself by taking over the minds of the crows that were attacking him until they had all torn themselves to pieces was a memory that would haunt him for the rest of his life. Not that he had anything against scavengers or having to protect yourself from them, that was just the way of the world, it was the way he had used them against each other that sickened him. He made a vow to himself that it would never happen again.

Suddenly the quietness of the Woods was disturbed by the sound of animal braying; Fixaget was not alone. He walked on expecting to meet some itinerent trader and stopped in shock as he recognised the dark Wizard Alastor on the back of a Mule heading towards him down the track.

Fixaget moved into cover behind the nearest tree hoping that he hadn't been seen and drew the rainbow colour sword. If he took the Wizard by surprise then his magic would be next to useless and Fixaget's sword would give him an advantage in a physical combat.

The sound of the Mule got louder and faster as though it were breaking into a trot. Fixaget readied himself, preparing to swing at head height as soon as the animal came into sight.

Suddenly the Mule was there, but it was riderless.

It trotted on down the trail unheeded as Fixaget put his back to the tree suddenly very afraid. The Wizard had seen him and was no doubt at this moment ready to strike him down with some foul magic if he showed himself.

The Druid spent the rest of the day jumping at shadows.

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Game & Writing Notes:

Turn 6.10: This is like russian roulette. For those who have been counting since the Wizard's last turn when he cast the Divination spell they will know that the next Adventure card is a Dragon. I have been playing the characters as though they don't know this but most of them have not been in the situation where they have had to draw Adventure cards. Now comes the Druid ...

According to the story-line he should be chasing after the Elf to catch up with the Wizard (he was delayed in the Graveyard). If he moves to the Woods square he can actually encounter the Wizard who has slipped past the Elf because of the new mechanic I have set up for finding people in Wood squares. However, the Druid will also have to roll to find the Wizard and if he does not succeed he will encounter the square and the Dragon that is on top of the Adventure pile. He could of course also risk staying in the Graveyard to try to get a spell

Time for the old die: 1-3 he moves into the Woods square and attempts to encounter the Wizard, 4-6 he stays in the Graveyard and rolls for its effect.

Result: The Druid rolls a 3 and moves into the Woods square. He then rolls another 3 which indicates he finds the Wizard and can interact with him which I will describe in the text.

The Druid passes the gun to the Troll.

Previous Installment ...

The Druid, Turn 7.10:

Life and Death in the Graveyard.

Update: 13-12-06

agic is tricky stuff. Get the procedure wrong and a spell meant to summon demons can become so much hot air and it certainly doesn't help if someone is deliberately trying to put a spanner in the works. Fixaget the Druid had been the spanner that had caused the dark Wizard's summoning to fail, or it least that is what he thought.

And now he planned to fix Alastor's scheming for good. On silent wings Fixaget's questing spirit followed the dark Wizard as he made his way wearily to his bed. The eyes of an Owl were his for the moment so it was easy for Fixaget to see which of the old crypts the Wizard went to ground in. Once this was done the Owl flew his spirit back to its body and Fixaget advanced on the Graveyard with retribution in his heart and the Rainbow sword in his hand.

Silently Fixaget descended the stairs to the entrance of the crypt, the smell of the Graveyard strong in his nostrils. Not for the first time he wondered how anyone could bear to live in such a place. The door of the crypt was ajar just enough for him to be able to slip through and he did so. Strange glowing symbols on the walls produce enough light for him to be able to see that the opposite end of the chamber had been made fit enough for limited human habitation and in the middle of the dust-laden squallor he could see a blanket-covered form which could only be the dark Wizard, asleep.

Fixaget made a cautious step towards his enemy and an ominous rustle from the other end of the chamber made him stop, his senses instantly alert for any sign of magic. A rat scampered across the floor, carefully avoiding the sleeping Wizard in its hunt for scraps of his food. Fixaget smiled at the thought that life went on even here in this place of the dead.

He moved another step at the same time planning his killing blow. If he had not adjusted his inner being to suit the Evil of this place he might have contemplated subduing the Wizard and calling on him to surrender. However, he had not, so he quickly decided that a single thrust of his sword into one of the Wizard's eye sockets would be the most expedient way of despatching his foe.

Another step and the rat suddenly started squeaking, seemingly loud enough to wake the dead, but at least loud enough to wake a sleeping Wizard. Fixaget dashed forward, the need for stealth no longer necessary and forgetting caution in his rush to finish off his enemy. The ground beneath his feet, a cunningly covered hole, gave way beneath him just enough to send him sprawling on the ground.

Fixaget raised his head from the accumulated dust and the rat threw itself at his face. Instinctively he reached out with his mind to take control of its animal brain but a foot planted in the foot of his back drove the wind from him and the small beast sank its teeth into his cheek. Almost he killed the rat but he stopped the Evil within him from having its way and instead plucked it from him and threw it aside. Then he groped around and picked up his sword from where he had dropped it and thought about his enemy. Why was he still alive? Where was the Wizard?

A scraping sound and an ominous creaking made him whirl towards the door of the crypt. A sudden crack and the stone over the entrance came down with a roar sending a cloud of dust up into the chamber.

Distantly over the sound of his own coughing Fixaget heard the faint sound of laughter.

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Game & Writing Notes:

Turn 7.10: The Druid, hasn't been having a good game and has been attacked several times by and made a fool of, by the Wizard. This is his chance for revenge. By changing his alignment away from Good and attacking the Wizard in the Graveyard physically with the sword he was given by the Elf he has a minor advantage and with the Elf one square away as well the Wizard is not likely to retaliate.

Results: The Druid enters the Graveyard and physically attacks the Wizard. The Druid attacks rolling a 2 for a total of 5 with the sword bonus. The Wizard's roll is a 3 also for a total of 5 points. This means the result is a stale mate.

Current Character Summary:
Location: The Graveyard
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Spells: None
Equipment: The Rainbow Sword (named, non-magical sword)

Previous Installment ...

The Druid, Turn 8.10:

Druid Insane.

Update: 3-1-06

he Druid moved as fast as his old bones would let him using the Evil he had assumed in the Graveyard to power his anger. He had been made a fool of again by the Wizard. It could not be allowed to happen again. The man must die. The Druid carried his sword unsheathed, knuckles white with the fierceness of his grip.

* * * *

The midday sun was hot but the shade under the trees on the bank of the River was cool. The Wizard had stopped here earlier in the morning to let his Mule drink at the water's edge and to give him a chance to think about the consequences of his gift from him dark masters.

He had, despite himself, gone to sleep; a reaction from the adrenaline surge of his narrow escape from the crypt and his lack of proper sleep. He woke now, feeling somewhat refreshed, but also feeling chagrined that he had lost some of the advantage of his escape from the Druid. The man was obsessed. He would escape from the collapsed crypt and would continue to hunt him until one of the was dead. He should have killed him when he had the chance.

Finding the Mule took up more precious time and as he lead the obnoxious animal back out onto the road he was not overly surprised to see the Druid striding towards him from the direction of the Graveyard. Enough was enough, he thought. If the man won't listen to reason. Let it end now.

* * * *

Fixaget walked on through the heat of the day blind to his surroundings — his mind, far ahead of his body, was already confronting the Wizard in a duel to the death. So absorbed was he in his thoughts of vengence that he failed to realise that his quarry waited for him by the side of the road until he was hailed.

"Hail, Druid! Stop. I would parley."

Taken by surprise the Druid stopped in his tracks.

"Look here," said the Wizard holding aloft the wand. "Do you recognise it? I now have almost unlimited power. Turn away and bother me no more or I will smite you where you stand."

The Druid was so caught up in the Evil he had assumed and his need for revenge for the insults he had been dealt over the last several days that he simply raised his sword and charged. The Wizard stood his ground and when the two came together the Druid learnt that an indestructible magic Wand is also useful as a hand-to-hand weapon. There was a flash and a loud report and the Druid found himself flung backwards onto the ground, his sword arm numb from the pain that had flowed into it from when his sword had been parried by the Wizard's Wand.

"Now it's my turn," said the Wizard.

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Game & Writing Notes:

Turn 8.10: The Druid is still chasing the Wizard and has the chance to confront him in the Fields outside the Village. If he doesn't, the chances are the Wizard will get away. In physical combat the Wizard does not have the advantage he has in spell combat or psychic combat so this is the best option if the Wizard is to be stopped.

Results: The Druid moves into the Fields square and attacks the Wizard. He rolls a 2 for his attack with his Strength of 3 and his sword this totals 6. The Wizard also has a Strength of 3 and rolls a 4 for a total of 7. The Druid sustains 1 life point of damage.

Current Character Summary:
Location: The Fields outside the Village
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 3
Spells: None
Equipment: The Rainbow Sword (named, non-magical sword)