The Dwarf's Tale

© Phillip Berrie, 2007.
Last Update: 8-11-07

Previous installment ...

The Dwarf, Turn 1.7:

Hi ho, hi ho, it's off to town we go ...

Update: 1-9-06

itching his pack higher on his back Daffyd took a deep breath into his barrel chest in preparation for making the last leg of the descent out of the mountains. In the distance beyond the Woods lay the Human City beckoning to him with its promise of gold. Things had been pretty boring at home since the last of the gold had run out in the mines under the mountains. It was time to see whether a sharp axe could bring a better profit than a pick and shovel.

Picking up his axe he balanced it on his shoulder and said, "Okay Boyo. How did that song go again?" Whistling tunelessly he started off towards the plains below.

Six hours later he stopped to draw water from a small stream. The hardest part of the trek had been wading through the chest-high grass on the plains themselves. Eventually he had found one of the Human roads and then things had become easier and now he had reached the only habitation for many miles around.

The building was just off the road and built part into the ground. Indeed the roof was even covered with a stubble of real grass with the entrance buried halfway into the ground. Daffyd had thought the building a human habitation but now he was not so sure, perhaps it was gnomish though he thought that unlikely — the small brothers did not like to leave their hill homes.

A sign hung from a post outside the door but it was in some Human tongue and he could not read it. His curiosity was piqued and besides who knows where an opportunity to make some gold might arise. Putting the stopper into his waterbottle he put it back onto his belt and walked up to the sunken doorway; a small bell rang when he opened to the door.

The shop was full of bric-a-brac of the most unusual kind. He took his axe from his shoulder and held it with its head close to the ground frightened that he might accidentally break something with it. In the corner furtherest from the doorway there was a bench wreathed in pale smoke, Daffyd made his way towards it savouring the rich aroma.

"Good morning, Sir Dwarf," said a voice and a face appeared out of the smoke. The rest of the man followed waving one hand to clear the air. His other hand held a long-stemmed pipe; the source of the smoke. "I haven't seen one of your kind around here for a long time and how might I serve you today?"

"Not surprising, me being the last and all and never having set eyes on you or your shop before." said Daffyd airily. "Anyways, I was passing and thought I'd drop in to see if there were any work for me Boyo and me."

The shopkeeper's expression went from surprised to confused as he tried to understand the Dwarf's thick accent. "And what services do you and your friend provide?" he asked finally.

"Killing and mayhem of the most efficient kind, good Sir," said the Dwarf, hefting the axe so that the Man could see its carefully honed blades.

"Urk," said the shopkeeper and moved away, "There's no need for that sort of thing here ... Urhh ... Are you threatening me?"

"Never," cried Daffyd, "I work for me gold, I do. I'm what ye call a soldier of fortune and I'm looking for work. No doubt I'll find me some in the city. Ye Humans are always fighting among yourselves."

"Yes, yes, the City, you will find lots of work in the City," said the shopkeeper.

"Rightey oh," said Daffyd and turned towards the door. Unfortunately the pack on his back knocked a rack of scrolls, some of which ended up on the floor. "Ooh. Sorry 'bout that"

"No don't worry at all about it," said the shopkeeper coming round the bench to pick up his fallen goods. "No harm done. Give my best to the good people of the City."

"Shall do," said Daffyd hefting his axe with a menacing gesture as he strode towards the door.

"No. I didn't mean ..." But it was too late, the burly dwarf had already gone for which the shopkeeper was very grateful.

"I wonder what he meant about him being the last?" mused the Man and then bent down to collect up the scrolls that had spilt onto the floor.

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Game & Writing Notes:

Turn 1.7: I'm afraid I am going to be fairly predictable with the goal of the Dwarf. It is going to be greed. I am starting him with an Axe (and zero gold pieces) so he could be useful to other characters in trying to cross the river from the outer region to the middle region and because he is neutral he won't do it unless there is a profit to be made. I suspect he is also not the sort of person you want to double-cross unless you like the idea of a large sharp axe in your sternum. I have also decided to give him a welsh accent. Hopefully this won't upset anyone.

Now for his first move. I have started him on the short trip to the city looking for money-making opportunities on the way. His first encounter is with the Stranger character called the Sorcerer who has set up shop just to the city-side of the Crags. The Dwarf could buy a spell if he had the money but he doesn't so this is a non-event for the Dwarf but a potentially interesting square for other characters.

Previous Installment ...

The Dwarf, Turn 2.7:

The Apes of Grath

Update: 19-9-06

affyd the Dwarf touched the reddened skin of his forearms tentatively. The sun had been unforgiving out on the plains and when he had taken off his tunic to make it into a makeshift hat he hadn't realised how quickly his pale skin would burn. His shoulders and back where they had not been covered by his pack or his war-braid were sore as well and he now dragged his belongings behind him as the pack chaffed his sunburn too much.

The Grath Wood, when he reached it this morning, had been welcome relief after the plains and here among the taller trees, where the smaller plants did not grow, he was strangely reminded of the pillared halls of home. Though any mason who crafted in such a haphazard manner would have been knocked on the head for his lack of discipline.

The Dwarf walked on still heading toward the City and fortune. At least he hoped he was still heading toward the City. Since he had left the Crags he had seen no sight of it and at this point he was navigating purely by guesswork and simply walking in what he hoped was a straight line hoping to reach the other side of the Wood.

A noise startled him. It sounded like someone rapidly beating a drum using a protesting animal as the beater. He looked around and realised that he hadn't been paying attention to his surroundings recently. The large animal off to his left was proof of this inattention and like a Troll it was objecting to his trespassing on its territory.

What a strange looking beast, he thought. It had fur like a bear but was obviously elderly as the hair on its back had gone silvery-grey. Its chest was the source of the drumming sound for the animal was beating it with paws that looked like distorted hands. The large fangs in its face told him that this was a potentially dangerous foe.

"Well then, it looks like we've got some work to do, me Boyo," he said and brought his axe up to the ready position.

Suddenly the animal charged. Shambling towards him using its overlong arms like an extra pair of legs it travelled very quickly for something so large. He crouched and as he expected the creature stopped just short of him — its attack more one of display than intent. So he took the initiative and bringing round his left arm threw his pack into the beast's face. He threw himself immediately afterwards.

The axe did its deadly work. One solid blow to the face of the surprised beast left it lying dead in the leaf litter, the Dwarf's sturdy body suffering little more than the pain of its groping on his sunburn.

"Ye poor beastie," he said, looking down at the carcass. "My fault. I should have been paying more attention."

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Game & Writing Notes:

Turn 2.7: The Dwarf is on his way to the City and so he enters the next square, a Woods square, only to find an Enemy. A Giant Ape (Strength 3). With his axe the Dwarf has a slight advantage.

Results: The Dwarf beats the Giant Ape and gains 3 experience. (see 'Enemies Life Point' section of the Mechanics regarding this outcome.

Previous Installment ...

The Dwarf, Turn 3.7:

You Have Got to be Joking.

Update: 9-10-06

he Dwarf gazed avidly at the tall buildings of the City rising in the distance. He had feared he might have lost his way in the Wood, been turned about by the confusion of trees and the need to find the easiest path, but his luck had held true for he was now in the extensive fields of crops the Humans had established around the City to feed its large population.

He could almost smell the accumulation of gold within the City walls and had been eager to press on but his stomach had demanded he stop and eat some of the delicacies he had found in the Fields and so with several cobs of corn beginning to boil in his pot and the last of his fermented mushroom fortifier in his drinking mug he sat by the fire he had made by the side of the Man-made pond he had found and daydreamed of the wealth he hoped soon to acquire.

His reverie was broken by the sound of something large moving in the corn field behind him. He had been uneasy ever since he had been forced to slay the strange forest animal yesterday and on occasion been taken by the feeling that something had followed him out of the Woods. Was this the animal's mate come to take its revenge? He put down his mug and, with axe in hand, he got to his feet and stalwartly faced the field of towering stalks and whatever it was that was coming towards him.

The animal was big and emerged from the ranks of corn stalks only paces from where the Dwarf stood. Their eyes met as they took each other's measure. It was a pale-furred, horn-ed beast with four legs, similar to but taller in stature than a mountain goat. It had a fringe of hair along its long neck and although it was healthy looking the Dwarf thought it must be a sport or mutant because it only had one horn instead of two.

"You have got to be joking," said the Unicorn looking down its long nose at the Dwarf.

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Game & Writing Notes:

Turn 3.7: The Dwarf is heading towards the City. He will enter the Fields square just outside the City and draw and Adventure card.

Results: The card drawn is our first Follower card, but what an ill-matched pair.

Previous Installment ... Previous in thread ...

The Dwarf, Turn 4.7:

Earthly Bounty.

Update: 24-10-06

warves are gifted with senses unknown to humans and so a Human would not have felt the strange feeling that Daffyd, last of the Dwarves of the Crags Clan, suddenly felt through the soles of his feet. He had been on his way back to the campsite after meeting the strange old human who had just become his new boss when he had felt the feeling. A feeling that told him that something moved beneath his feet. Something special. Something magical.

He had been rehearsing in his mind what he was going to say to his current boss so that he could somehow work for both of them. But those thoughts were soon forgotten as he followed the flow beneath his feet to where it went under a rock outcrop at the edge of the River. The flow must continue into the River he reasoned but to the palm of his hand the rock itself pulsed with a steady power. His questing palms easily found the point where the power was strongest on the face of the rock. A well placed strike must be all that was needed, surely, he thought to himself.

"Hello. I was wondering if you would find this." The Unicorn moved up quietly to stand next to the Dwarf. "It appears there is some faerie in you after all."

The Dwarf scowled and said, "I ain't no virgin and I ain't a faerie, either." He then turned back to the stone and with one single sudden blow of his axe put a hole in the rock face. Water sprayed out. Water that sparkled with its own light.

The Dwarf and the Unicorn had come to an uneasy truce after much debate over last night's campfire driven to side uncomfortably with each other in the face of the scepticism of the Human from the City. They were both creatures of magic, bound by rules that Humans would never understand. Despite the ridiculousness of their situation the gaeas which bound the Unicorn to the Dwarf could only be broken by the death of the Unicorn and that was something that the Dwarf would not condone. So they were stuck with each other.

Now both of them looked at the Magic Stream of water that flowed from the stone making its way eventually into the mundane water of the River.

"Well? Are you going to drink it?" asked the Unicorn. "It could do anything."

"Aye. I know that, lassy," said the Dwarf turning and looking up at the Unicorn's eyes. "But we Dwarves have always been treated well by the spirits of the deep places and that is where this has come from."

He put his axe down and with cupped hands caught some of the iridescent water. He put it to his mouth and after sniffing it poured his handful down his throat. Cold fire flowed from his stomach into his limbs causing him to shiver violently but just as quickly the sensation faded leaving a tremendous feeling of strength.

"Smooooth, very smooth," said Dwarf.

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Game & Writing Notes:

Turn 4.7: The Dwarf is switching allegiance between the Thief and the Sorceress because she says she will pay him more. This means he is at a loose end for this turn as they won't be able to move together as a group until his next turn. He can then either play it safe and officially encounter the Thief this turn or encounter the square. For interest sake and the fact that he was only promised the money by the Thief, not given it, I choose for him to encounter the square to draw an Adventure card.

Result: The Dwarf draws the Magic Stream and increases his Strength by one. The stream will stay in this square until used up.

Note: The Unicorn was originally meant to be female as a counterpoint the maleness of her character. I then went and forgot all about this idea and continually referred to the Unicorn as a 'he'. All gender references to the Unicorn have now been changed back to female to fit with my original idea, which I believe is more traditional in a twisted sort of way.

Previous Installment ...

The Dwarf, Turn 5.7:

The Flowers of Gold.

Update: 9-11-06

immons the Human looked very subdued as Daffyd the Dwarf bade him farewell. The Man looked pale and Daffyd decided that not having him along on the trip would probably be for the best — the Man should go back to the City and visit a Physic, he thought to himself. Picking up his pack the Dwarf joined the older Human and the Unicorn on the road that lead to the distant Crags.

Their destination was the nearby Woods where Daffyd hoped to find enough suitable wood to make a Raft large enough to ferry them all across the Storm River to the strange-looking Ruins that could be seen on the other side. Apart from the two bags of gold that he had been promised the Dwarf was interested in investigating those Ruin, perhaps there was treasure to be found there.

Several hours later the Dwarf led his party off the road and headed across open ground to where the tree line met the River. The trees of the wood looked very sturdy and would make a good Raft if he could work out some way of binding them together.

"Can I leave you to set up camp?" said the Dwarf when they had decided on a campsite. He hefted his axe. "I want to chop wood while there is still some daylight."

"You do that, dearie," said the disguised Sorceress. "I'm just going to nip back into that last field. I think I saw some wild potatoes there, which would help with dinner. Stew again, I'm afraid."

"That's fine by me," said Daffyd glad that his travelling companion had elected to cook again. He was not a cook and had become tired of his own poor attempts. The nice meal they'd had last night had been a pleasant surprise, though perhaps a bit spicier than he preferred.

The two walked off in different directions leaving the Unicorn at the water's edge. When the animal had finished drinking it looked up to where the Dwarf was taking the measure of a tree in preparation of making his first cut. It then turned and looked in the direction and quietly followed the departing Human.

The Unicorn didn't have to follow the woman for long as she made a bee line straight for a patch of yellow flowers just outside of the Wood. The Unicorn with its magical senses could tell that these were not normal plants and the woman obviously knew this as well.

What the Unicorn didn't know was why the woman took out her knife and started digging in the ground under the plants. However, it did not take long to find out why, for suddenly the woman reached down into the hole she had made and pulled a dirt-covered mass from it. She shook it clean revealing a mouldering leather bag which she untied and poured the contents of into her palm — gold coins.

The fascination these creatures had for that strange metal had always confused the Unicorn. She turned away and headed back towards the sound of the Dwarf's axe.

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Game & Writing Notes:

Turn 5.7: The Dwarf and the disguised Sorceress leave the Thief and enter the Woods square. Their plan is to build a Raft and travel across the River next turn ending up in the Ruins square directly opposite the Woods. The Woods square they are entering is vacant so they must draw an Adventure card.

Result: The Adventure card drawn is a Bag of Gold, which 1-3 will be taken by the Dwarf or 4-6 will be taken by the Sorceress. A roll of 5 indicates that the Sorceress gets the bag of gold.

Previous Installment ...

The Dwarf, Turn 6.7:

There's No Place Like Home.

Update: 26-11-06

affyd had underestimated the old Human. They were not as useless as he had expected. Fashioning functioning ropes from reeds to complete the Raft had been clever enough but when they had used their magic to control the passage of the cumbersome craft across the swiftly flowing Storm River he began to feel a little surplus to requirements. So he almost welcomed the angry words that were suddenly flung at them from the rocks just ahead. Perhaps he would be able to prove he was something more than just a carpenter.

"I said, go away, you cretins," the shrill voice came again. "We're not ready for you lot yet."

Daffyd brought his axe into the defensive position as a small winged creature with reddish-brown scaly skin literally popped into view on top of the nearest rock. "Go on git away wid ya," it said shooing them back in the direction of the River.

Daffyd the Dwarf turned to his travelling companions and asked "What in all the realm is that?"

The old Human and the Unicorn both reacted in surprise but did not get a chance to answer before all three of them were suddenly surrounded by a billowing cloud of sulphurous-smelling smoke.

"That was an Imp," gasped the old Human after the cloud had dissipated and the coughing had almost stopped. "I think it teleported us somewhere else. Be careful, anything could happen."

The Unicorn gave a snort and whinnied in a very frightened, horse-like manner. It then spoke, saying, "I smell troll. Let's get out of here."

Daffyd knew exactly where they were; Dwarves have an inate sense when it comes to such things. He sighed. Oh well at least he could fill his flask again.

"We are in the Crags, near my home," he announced. "Would anyone like some fermented mushroom brew before we start out again?"

Daffyd learnt some new swear words from the old human that afternoon.

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Game & Writing Notes:

Turn 6.7: The Dwarf and the Sorceress have built a Raft to cross the River. They do so and have to draw an Adventure card on the other side and add 2 to the Combat strength if the drawn card is an enemy.

Result: The Adventure card drawn is the Imp who teleports them to another square before being discarded. Rolling a 1 on the die means they are teleported back to the Crags on the outer board. The Crag does not affect the party because of the presence of the Dwarf.

Previous Installment ...

The Dwarf, Turn 7.7:

Shopping, Sorcery and Sexuality.

Update: 8-12-06

he trip from the Crags had been long and arduous and not worth dwelling on. Now, Daffyd the Dwarf and his gaeased Unicorn Frella, sat on the bank of the small slow-moving stream that wandered across the plains. They cooled their heels and also their toes while the old Human, their magically trained travelling companion, visited the Sorcerer's shop that Daffyd had discovered last time he had travelled this path.

"What do you mean, he's a she?" said Daffyd looking askance at the Unicorn.

The Unicorn stared hard at the Dwarf and then stammered out, "Sybil is a woman's name."

"Is it?" said Daffyd, scratching his head.

"She wears a dress, for Good's sake," said the Unicorn in exasperation.

"Looks like a long kilt to me. You sure she's female? She don't look it and certainly don't feel it."

The Unicorn stared down its long nose at the Dwarf. "Feel? You haven't, have you? ... What do you mean feel?"

"Can't tell if'n a Dwarfs got clothes on," explained Daffyd, his mind reminiscing on long gone loved ones, "But you c'n feel it if'n you get close enough. A dwarfess gives off sweet vibrations that can drive a male Dwarf mad, if he's in the mood for courting."

"How do you know? You're a virgin. I wouldn't be here if you weren't."

"The fact I've never dipped my wick don't mean I haven't been tempted," said Daffyd and abruptly got to his feet and stalked off.

The Unicorn stared in amazement as Daffyd walked off in the direction of the half-buried store. Watched as he met their travelling companion coming out the door and couldn't believe her eyes as she saw the Dwarf bow respectfully to the old Human.

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Game & Writing Notes:

Turn 7.7: The Dwarf, the Unicorn and the Sorceress leave the Crags heading back towards the Woods to remake their Raft and cross the River. First stop the Sorcerer's shop where the Sorceress can buy a magic spell for the price of one bag of gold.

Results: Drawing from the Spell deck the Sorceress gains the Nullify spell.

Current Character Summary:
Location: The Sorcerer's Shop near the Crags
Stats: Craft = 3, Strength = 4, Gold = 2, Lives = 4
Spells: None
Equipment: Axe

Previous Installment ...

The Dwarf, Turn 8.7:

Team Work.

Update: 27-12-06

hey had all been on tenterhooks since they had heard the Dragon yesterday. They had made their way quietly to the River bank and had spent the night without a fire for fear of attracting the large predator. Come morning Daffyd had started cutting down some of the smaller trees to make their new Raft while Sybil had collected rushes to make into ropes.

The first indication of the attack was the frightened whinnying of Frella the Unicorn; it was she the Dragon was after. The monster came crashing down through the canopy bringing down branches and some of the smaller trees with it. Frella screamed and bolted only just escaping the clutching talon that came her way.

Daffyd, who had been just about to set axe to one of the trees the Dragon brought down, shouted a strange warcry of 'Come on, me Boyo' and leapt at the beast. His axe went between two of the Dragon's scales on its hindquarters and bright red blood spurted.

The Dragon bellowed, surprised more than hurt, by an attack from an unexpected quarter. It swung its head round to snap at the irritant but was hampered by one of the larger trees it had not been able to topple.

Frella having recovered her fright and gaesed to protect her charge, did so. Her magical horn penetrated the Dragon's thick scales like no thing of hair or bone should.

The beast hissed its pain and tried to find its new persecutor. The enormous head swung round only to meet the shaft of one of Daffyd's cut saplings. Deemed too small to be useful for the Raft it was light enough for the Sorceress to heft and small enough to penetrate the eye socket of the gigantic beast.

The Dragon lifted the shaft from the Sorceress's grip, flinging her aside as if she were weightless. It raised its head to the sky to cry its pain and shame for being so stupid as to allow itself to be caught in such a situation. This was an even greater mistake, for Daffyd the Dwarf had moved himself round and forward so that he could now strike at the lowest point of the beast's great neck. His axe blade of bright steel bit deep and crimson fountained — the Dragon was dead — it just did not realise it yet.

Down came the head again looking for something it could fight back against. The Sorceress, thrown back against the bole of one of the larger trees and too winded to move was the only enemy its remaining eye could find and she would have become a Pyrrhic morsel had not Frella's rear hooves connected with the trunk of the Dragon's neck as it reached forward.

The forest floor was now covered with Dragon blood and the monster began to weaken. It could not find the fallen woman any more and its original prey had galloped away when she had turned in its direction. That left only the small one with the metal stinger that now crawled upon her neck. She should have been able to throw it off, but it clung too tightly and she could no longer concentrate properly enough to knock it off against a tree trunk. The last thing the Dragon saw was the glint of 'Boyo' descending towards its remaining eye and the force of the blow was strong enough to send the Dragon's head and the Dwarf crashing to the ground.

Only the Dwarf moved afterwards.

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Game & Writing Notes:

Turn 8.7: The Dwarf and Co. move into the Woods Square to build another Raft and are forced to encounter the Dragon that is in the square.

Results: Battle is joined. The Strength 7 Dragon rolls a 2 for a total of 9. The Dwarf + Axe + Unicorn and the Sorceress have a combined total of 8 and roll a 3 for a total of 11. The Dragon is killed and I am going to assign 4 of the 7 experience points due to the Dwarf and 3 to the Sorceress. The Dwarf now has 7 Strength related experience points so his Strength is now increased to a total of 5.

Current Character Summary:
Location: The Woods near the City
Stats: Craft = 3, Strength = 5, Gold = 2, Lives = 4
Followers: The Unicorn
Spells: None
Equipment: Axe

Previous Installment ...

The Dwarf, Turn 9.7:

Enter the Printh.

Update: 17-1-07

affyd the Dwarf was feeling smug. He had killed a Dragon just like those dwarvish heroes of old in those legends his mother had told him when he was young. And more to the point the expedition so far had brought him enough gold to make it worth his while, especially when Sybil paid him his wages for getting her across the River; he had definitely earnt them.

With his poling, Frella keeping watch and Sybil guiding the Raft in deep water with her magic they made it across the River safely and beached the Raft on a rocky shore. Above them towered the ruins that had hidden the Imp they had encountered previously. Daffyd stepped ashore first, Axe at the ready. He was about to give the all clear when someone hailed him from above. They all jumped, but when they saw it was a young Human dressed in what had once been a suit of fine clothes but was now very dirty and tattered, they relaxed and Sybil also stepped off the Raft to meet the newcomer who ran towards them shouting their relief at being rescued. Frella also left the Raft when it started to swing round uncontrollably under the influence of the current.

"Halloo! Good be praithed. You have come to rethcue me," cried the Human.

"Daffyd," said Frella.

"Hold on lassy, let's hear what the Human has to say," replied the Dwarf.

"I am tho glad to thee you," lisped the man in his excitement. "You can't believe how traumatic it hath been."

"Traumatic," sniffed Sybil eyeing the newcomer with disdain.

"Daffyd," said Frella.

Daffyd ignored Frella and asked, "What ails thee ... Miss?"

Sybil threw the Dwarf a scornful glare and said, "Tis a man. Believe it or not."

"I am Printh Henry," announced the young man. "You mutht get me to the Cathle. No doubt my father, the King, will reward you motht handthomely."

Daffyd's eyes lit up with the mention of a reward and for a short time he was lost to the world. So much so that he did not hear Frella say 'Daffyd, the Raft'.

Sybil, turned to him and said, "As long as you get me to the edge of the Desert you may do as you like," then she looked at the River and continued, "but if you do want to go back across the River you might want to catch that Raft."

Daffyd turned to look where she was indicating only to see their Raft finally lose contact with the shore and start moving downstream in the grip of the current with an agitated looking Unicorn following behind.

"Forget the Raft, Frella," he called. "Looks like we've got other places to go and people to see, now."

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Game & Writing Notes:

Turn 9.7: The Dwarf, Unicorn and Sorceress cross the River to the middle region using a Raft built last turn. The have to pick an encounter card for the square they are going to land in and add 2 to the result.

Results: The card drawn is the 'Prince' Follower. As the Dwarf is near finished with his job for the Sorceress so he will offer to take the Prince to the Castle for the reward.

Current Character Summary:
Location: The Ruins near the Warlock's Cave.
Stats: Craft = 3, Strength = 5, Gold = 4, Lives = 4
Followers: The Unicorn, The Prince
Spells: None
Equipment: Axe

Previous Installment ...

The Dwarf, Turn 10.7:

A Dwarf And His Money Can Be Parted.

Update: 2-2-07

rella the Unicorn lowered her head and considered very strongly the ramifications of putting her horn through the young Prince. The man had been badgering Daffyd all day to let him ride her. Didn't the fool know that she wasn't a horse? And that no one, except the one she was gaeased too, would be allowed on her back.

The man was not only a fool but a weakingly as well. He had slowed them down all day even with his legs that were twice as long as her Dwarf's. He kept complaining about how his feet were hurting and how he was such a good rider and that it was a shame to waste such an animal. Animal! Bah. She'd show him just how much an animal she was.

"Frella?" said Daffyd hefting his axe, Boyo. "I want you to look after the Prince for a while. I want to have a look in that Cave up there. Don't want to have any nasty visitors during the night."

They had followed in the footsteps of the old Woman. Old she might be but she had certainly left them in the dust. She was no doubt many miles ahead of them now, thanks to the Prince.

"I will. But, if he calls me a horse once more ..." she said turning to the man in question. "There will be a new next-in-line for the throne."

The Prince opened his mouth to say something but thought better of it and decided to continue clearing the larger rocks away from their campsite for the night, a sullen look on his face.

"Oh and laddie," said Daffyd. "When you finish that, go and fetch some firewood. Frella will protect you. A good fire will keep most things at bay at night."

Frella watched as Daffyd started off up the rise. She wondered if he knew already what waited for him in the Warlock's Cave or whether it was just his Dwarvish senses giving him the urge to explore that particular hole in the mountain.

* * * *

Daffyd walked along the path he'd discovered. It quite obviously lead to the cave he'd seen from their campsite down by the River and though the path was not often used it was an established track and had been used recently.

The darkness of the cave mouth beckoned to him like the hallways of home and he entered without fear. The cave, whatever else it was, was not the home of any predatory animal of that he was sure and he felt confident that he could cope with anything else he might come across in its depths.

"C'mon, me Boyo," he said to his axe. "Who knows it might even be an old mine."

As soon as the Dwarf had crossed the threshold a voice from deep within boomed out. "If you come seeking a Talisman, are you prepared to pay the price? If not then begone."

The Dwarf brought his axe up to a defensive position and looked all around for the speaker, for of all creatures, none know better than a Dwarf the tricks that can be played with echoes. There was no one visibly lurking. In fact the only sign of occupancy he could see was the huge silhouette of a man wearing a pointed hat that had been smeared onto the far wall of the cave with a blue pigment.

"Come out that I may see you," said Daffyd.

"Dwarf, I am but a spirit of the Great Game, so I will ask thee again. Does thou wish a Talisman?"

"The great game?" queried Daffyd. Did this mean that the Throne of Power was empty once again, so soon. Ach, these Human were such short-lived creatures, he thought to himself.

"Does thou want a Talisman?"

A Talisman what use would he have for such a thing. Then again, perhaps he could sell it to someone who was contending for the throne. Make a tidy little profit on the deal. It wouldn't hurt to enquire.

"How much?" he asked.

"For you ... Two bags of gold," said the voice.

Daffyd thought briefly about haggling, it was after all his hard earn gold, but then he decided that the profit margin was probably high enough already if he could find the right buyer. Perhaps the Prince himself would be willing to pay handsomely for an opportunity to go one up on his father.

"Sold," said the Dwarf.

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Game & Writing Notes:

Turn 10.7: The Dwarf is taking the Prince home to the Castle. It is an equal distance either way around the board but the Desert is a guaranteed 2 life point to the Dwarf while the other way directly puts his followers at risk in the Chasm. I will roll 1-2 he heads off in the direction of the Chasm (his followers don't know the risk and he is safe in that square), 3-6 he follows the Sorceress to the Warlock's Cave square, which he can coincidentally use himself.

Results: He rolls a 6 and moves onto the Warlock's Cave.

Although I have not portrayed the character as being interested in the Crown of Command it will not hurt to have him use the Cave instead of encountering the Sorceress.

Results: He rolls a 6 in the Warlock's Cave and can get a Talisman for 2 bags of gold ... perhaps he can sell it for more than that ...

Current Character Summary:
Location: The Warlock's Cave.
Stats: Craft = 3, Strength = 5, Gold = 2, Lives = 4
Followers: The Unicorn, The Prince
Spells: None
Equipment: Axe, Talisman.

Note: John Rosen from the Talisman Yahoo group commented on my strategy note regarding the Chasm. This is another difference between first and second edition. On the first edition board the square's text makes you roll a 1 in 3 chance for losing each of a character's followers.

Previous Installment ...

The Dwarf, Turn 11.7:

Something Funny Is Going On Here ...

Update: 7-2-07

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Game & Writing Notes:

Turn 11.7: The Dwarf is affected by the Evil Darkness released by the Assassin and misses his turn.

Current Character Summary:
Location: The Warlock's Cave.
Stats: Craft = 3, Strength = 5, Gold = 2, Lives = 4
Followers: The Unicorn, The Prince
Spells: None
Equipment: Axe.

Previous Installment ...

The Dwarf, Turn 12.7:

Desert Days.

Update: 21-2-07

he three travellers stumbled across the hot sands heading towards the faint smudge on the horizon that they had been told was an oasis. The sun beat down on them all relentless and voices that had been raised in complaint about: the temperature, the difficulty of walking on sand with hooves. and conniving magical caves that did poor honest Dwarves out of magical items, had all grown silent with the effort of getting to their destination. As one the three continued on for they all knew that not to do so surely meant death in this unforgiving desert.

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Game & Writing Notes:

Turn 12.7: The Dwarf has had his Talisman stolen from him by the Sorceress during the Evil Darkness. Because of the nature of the event he doesn't know this, but I will let him guess on a roll of 1 on a d6

Results: He rolls a 4 and so is ignorant of who has stolen the Talisman.

I now see that he has a choice of two actions. He could stay in the Warlock's Cave and find out what is required for him to get a new Talisman or he can continue on his mission to get the Prince home. I suspect, given his character, that he is more likely to do the latter and so I will decide 1-2 that he will stay in the cave and 3-6 that he and his party continue on their journey and enter the desert.

Results: He rolls a 6 and so he and his party enter the desert where he loses 1 life point.

Current Character Summary:
Location: The Desert next to the Warlock's Cave.
Stats: Craft = 3, Strength = 5, Gold = 2, Lives = 3
Followers: The Unicorn, The Prince
Spells: None
Equipment: Axe.

Note: A short update, but it says it all and I am in a hurry.

Previous Installment ...

The Dwarf, Turn 13.7:

All That Glitters.

Update: 5-3-07

rella the Unicorn had smelt the water first and upon the telling they had all started to run. Even the Prince — who had complained about the distance and the thinness of his slippers before the dryness of his throat had brought blessed silence — ran the last half mile or so to fall on his knees in the mud and drink draught after draught of the dirty water.

Daffyd the Dwarf was the first to look up at their surroundings. The dark pool was at the bottom of a natural hollow in the desert and was shaded by palm trees whose roots bordered on the waterhole. However, there was no inflow, no source for the water. It must come from below the surface. A natural spring welling up from far down bringing life giving water to the desert. He gave silent thanks to the spirits of the deep places.

"Visitors," cried a voice. "Visitors of quality. Welcome."

Daffyd looked up to see a man resplendent in bejewelled robes watching them from atop one of the surrounding rises. He smiled at them and walked down toward them. Daffyd rose from where he knelt and extended a hand in greeting. He was ignored. The man had eyes only for the Prince.

The Prince got to his feet and tried to get rid of some of the grime that besmirched his courtly clothing. He then looked the stranger up and down as if daring him to say something about his appearance.

"I am Printh Henry," he lisped and stuck forth the hand that bore his signet ring. "Do we know you?"

"A Prince. Here," said the man, eyeing the ring. "Your Highness. Forgive me for the appearance of this place. There are Raiders about and it pays not to draw too much attention to one's abode in such circumstances."

The man turned and with a gesture there appeared an enormous tent made of rich materials and furnished with plush cushions.

"Come, my Prince, rest yourself after your ordeal," said the Mage.

Prince Henry grinned at Daffyd and allowed himself to be directed into the tent. Daffyd looked on in amazement as the Mage began offering the Prince all sorts of luxuries that he seemed to conjure out of thin air.

"Its all illusion," said Frella behind him.

"Thought so," said Daffyd. "The man's as mad as a Troll. Why live here, way out in the desert if you don't have too. What about his clothes and jewellery, is that real?"

"Nope. Though I suspect he thinks it is."

"And Henry is eating ..."

"Looks like dates to me. Could be worse."

"Isn't there anything real here?" asked the Dwarf thoughtfully.

"You can feel it can't you?" replied the Unicorn.

"Yes, it over here," said Daffyd, leading the way to another rise which showed signs of having been disturbed recently. On closer inspection there appeared to be many hoof prints in the sand and the signs of someone having dug a hole.

"There's gold down there," said Daffyd squatting down. He started to dig in the loose sand. "Something else too."

Five minutes later he unearthed a leather purse from which he poured a hand full of gold coins and a Talisman.

The Dwarf rubbed the Talisman with his fingertips and then sniffed it. "Not the one I had taken from me," he commented. "But its the same thing, magic as well. Should be worth about the same, I reckon. Now all I've got to do is find a buyer."

Frella turned to look at the Prince. He was thoroughly enjoying his illusionary comfits and eating date after date. He would be in for a rude shock in the morning.

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Game & Writing Notes:

Turn 13.7: The Dwarf, Unicorn and the Prince reach the Oasis where there are already two encounter cards and a bag of gold courtesy of the Raiders event. The encounters are the Mage and a Talisman.

Results: The Dwarf will take the Talisman and the bag of gold but has no interaction with the Mage who is only useful for characters of Good alignment.

Current Character Summary:
Location: The Oasis.
Stats: Craft = 3, Strength = 5, Gold = 3, Lives = 3
Followers: The Unicorn, The Prince
Spells: None
Equipment: Talisman, Axe.

Previous Installment ...

The Dwarf, Turn 14.7:

The Desert Crossing.

Update: 14-3-2007

he Prince had refused to set out again into the Desert. He said that he would rather wait at the Oasis and have the Dwarf go and get help rather than suffer once more in the enduring heat. It was only when the crazy Mage who lived there, pointed out that the water hole was often frequented by Raiders that he relented.

They set out late in the day for their walk to the Temple. Onward they trekked and towards the late afternoon they found themselves walking straight into the setting sun as it turned the horizon crimson. Shortly after the sun set the stars came out in all their glory and for a while it was pleasant walking under that canopy of brilliance. But the temperature kept dropping and soon those who had sweated long and hard during the day were wishing for a return of just some of that heat.

The Desert at night was bitterly cold. At one point the Prince lisped breathlessly that they should stop and bed down for the night; huddle together for warmth. Daffyd the Dwarf didn't like that idea so he kept walking. Frella stayed with him and per force the Prince had to follow. They trudged on looking for the dawn and the walls of the Temple that would be their salvation.

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Game & Writing Notes:

Turn 14.7: The Dwarf and his followers have to do the hard yards across the Desert between the Oasis and the Temple.

Results: As the Dwarf does not have a Waterbottle he loses 1 life point.

Current Character Summary:
Location: The Desert next to the Temple.
Stats: Craft = 3, Strength = 5, Gold = 3, Lives = 2
Followers: The Unicorn, The Prince
Spells: None
Equipment: Talisman, Axe.

Previous Installment ...

The Dwarf, Turn 15.7:

Good Riddance I Say.

Update: 25-3-07

rince Henry smiled condescendingly at Daffyd from the window of his carriage as it rolled past the Dwarf out through one of the gates of the Temple. Daffyd was taken aback. He had been dutifully waiting for the Prince to finish his devotions and had been amusing himself by taking a little walk around the walls. The last thing he had expected was to find that the Prince had secretly made the decision that he no longer needed Daffyd's services and that the Priests of the Temple would provide him with a much more comfortable means of getting home.

There was no love lost between Daffyd and the Prince. He had not been the most endearing travelling companion: whining all the time about the conditions and lack of food and continually insisting that he should be allowed to ride on Frella's back. So in one way Daffyd was glad to see the back of the man. However, that did not mean he could get away with going back on his word. The man, Prince or not, had promised him a reward and Daffyd had brought him most of the way home. Daffyd was owed something and was damned if he was not going to collect it.

Daffyd left the Temple and began walking along the same way the Prince had taken. Frella the Unicorn had not wanted to go anywhere near the Temple and had gone round it heading towards the forest they had seen in the distance. They had arranged that Daffyd and the Prince would meet up with her there after the Prince had paid his due respects to Good in the Temple. Daffyd had accompanied him into the Temple precincts to get some water to quench his thirst. He had also wanted to look at the stone work of the building. He had not been impressed and now he was angry at himself for allowing himself to be tricked so easily.

"Where's the Prince?" asked Frella when they finally met up.

"I hope for his sake he's gone ahead to get my gold ready," said Daffyd.

"Sorry," said Frella looking after him — Daffyd had not stopped walking.

"If you're coming with me then start walking," said the Dwarf over his shoulder. "We're going to the Castle to claim our reward."

Frella shook her head unbelievingly but then dutifully began to walk after the subject of her gaeas. There was nothing else she could do while he remained a virgin.

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Game & Writing Notes:

Turn 15.7: The Dwarf and Co. have reached the Temple. The Dwarf is feeling poorly being on 2 life and whereas I believe he shouldn't normally enter the Temple this time he might in the hope of being healed. Also the Prince would also probably wish to enter the temple so I will give them a roll of 1-4 on d6 to do so.

Results: A roll of 4 indicates the group will enter the Temple and effectively pray. Rolling 2d6 results in another roll of 4. This is a bad roll for the Dwarf meaning that he either loses a life or a follower. The obvious thing here is for him to lose the Prince as a follower as it could get fatal really quickly for him to attempt to move around on 1 life point.

Current Character Summary:
Location: The Temple.
Stats: Craft = 3, Strength = 5, Gold = 3, Lives = 2
Followers: The Unicorn
Spells: None
Equipment: Talisman, Axe.

Previous Installment ...

The Dwarf, Turn 16.7:

Will Fight for Food.

Update: 3-4-07

he Dwarf stopped at the sight of the rough hand-painted sign propped up against the tree. He was deep in a Wood and certainly one of the things he least expected to see was a sign that read 'Will Fight for Food'. Becoming suspicious he drew his axe Boyo from the loop on his belt. Frella whinied in alarm behind him.

Suddenly an armoured warrior brandishing a spear leapt out from behind a tree. The Dwarf dropped into his fighting stance and waited for his attacker to come to him — the man did no such thing. Instead he started in on a display of his prowess with his weapon. Thrusting and parrying in a stylised manner that was obviously some form of practice exercise. The Woods rang with his grunts and cries until he stopped and bowed low towards the Dwarf.

As was expected of him Daffyd reslung his axe and began to clap.

"Pretty good, eh?" said the man taking off his helmet.

"Are ye hungry laddie?" said Daffyd taking off his backpack.

"Oh, forget that. I just wanted to get your attention," said the Mercenary kicking his sign over so it could no longer be read.

"Montague Fitz at your service," he said bowing again. "I have worked for many merchants and even the King. And if your going into danger and need extra fighting power in your team then, Montague Fitz right in ... Only one bag of gold per action, with a single bag of gold as a retaining fee." The last was in a diminishing voice almost as though it were an unimportant afterthought.

"So let's get this straight," said Daffyd scratching his head. "Ye fight for money?"

"That's right, my diminutive friend," said the Mercenary. "The best rates in the business. Are you in need of a spear for hire? These parts are quite wild. An extra weapon might mean the difference between safe passage and a lonely grave."

The Dwarf thought for a while and then asked, "Laddie, have ye ever worked agin the King?"

The Mercenary's brows furrowed and then he said, "The Mercenary's code says that I will fight for whoever pays me against any force. So if you need to take on the King, I'm you man. You're not really going to take on the King are you?"

"Not the King, no," said Daffyd. "But there be a certain young Prince who owes me money. And another weapon might be useful, if he decides to welch on the deal."

"Well then. I'm your man," said the Mercenary. "For the small sum of one bag of gold you will have me on an exclusive retainer. And it won't cost you a gold piece more, unless I actually have to fight."

Daffyd smiled coldly and threw the man a bag of gold.

The Unicorn who had been watching this exchange moved forward and in a whisper asked, "Are you feeling all right? You don't need this fool, do you?"

The Dwarf watched the Mercenary testing the quality of the gold coins with this teeth and whispered back, "I be thinking of it as an investment. Occurred to me that while everyone is looking at yon show soldier that folks won't be looking at me."

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Game & Writing Notes:

Turn 16.7: The Dwarf has set off after the Prince to get the money he believes is owed to him. He therefore enters the Woods square next to the Temple and has to draw and encounter card.

Results: The encounter card drawn in the Mercenary follower. The Dwarf has the money to employ him and might need extra muscle in the future so I will roll 1-4 he pays 1 bag of gold and takes on the Mercenary. The rolls a 1 and now has the Mercenary as a follower.

Current Character Summary:
Location: The Woods next to the Temple.
Stats: Craft = 3, Strength = 5, Gold = 2, Lives = 2
Followers: The Unicorn, The Mercenary
Spells: None
Equipment: Talisman, Axe.

Previous Installment ...

The Dwarf, Turn 17.7:

Mercy for the Mercenary.

Update: 13-4-07

"tand and deliver," said the sword-bearing masked man as he stepped from behind one of the standing stones. Daffyd had been intrigued upon seeing the stones — so very like the ones he had first seen after crossing the River — so much so that he'd climbed the hill to investigate them closer. Now he regretted his choice, he was still far too weary from his trek across the Desert to be interested in having to deal with more troublesome locals.

"What mean you, laddie?" he asked quietly fingering the blade of his axe, Boyo, where it hung in its loop.

"Pay me gold or you will die," said the Bandit as he stalked closer.

"No!" said Montague Fitz the Mercenary stepping forward himself and bringing his spear to bear. "Pay me and I will see off this villain quick smart."

Daffyd turned and winked at Frella the Unicorn as he slowly drew a bag of gold from his belt. "Well, well, two offers I can't really refuse. Unfortunately I only have one bag of gold gentlemen. So to the victor, the spoils," he said and threw the bag between the two armed men."

Montague looked at the gold and then the Dwarf and started to say something about payment in advance but had to stop and parry wildly as the Bandit attacked him.

"This should be fun," said Daffyd to Frella. The Unicorn didn't say anything but stood watching as the two fighters circled each other looking for a weakness in their opponent's technique.

The Mercenary had the advantage of reach with his spear but had to fight warily to avoid his weapon being damaged by the chopping blade of his opponent. The Bandit was obviously the less well trained of the two but easily made up for this lacking with the speed of his movements.

Suddenly the fight was over as the Bandit sprung in and with a flick of his wrist sent the Mercenary's spear spinning. Fitz back-pedalled away trying to draw his secondary weapon. Poor footing sent him spawling onto his back and the Bandit rushed in to deliver the coup-de-grace. The only thing that stopped the Mercenary from being killed was the heavy axe that embedded itself into the Bandit's chest and sent him staggering back.

The Bandit looked at the axe and then looked at the Dwarf. "That's not very fair," he said and collapsed onto the ground, dead.

Daffyd walked over and picked up Boyo. As he wiped the axe's blade clean on the Bandit's cloak he said to the Mercenary, "Come on laddie, don't lie there all the day. We've got work to do in yonder Castle."

Montague Fitz spluttered in surprise and then got to his feet. Stopping only to pick up the bag of gold and his spear he hurried after the Dwarf and the Unicorn who were already striding away in the direction of the Castle that could be seen on a nearby hill.

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Game & Writing Notes:

Turn 17.7: The Dwarf and his party enter the Runes square where they meet the Bandit that was originally encountered by the Prophetess's party. The Bandit's Strength of 4 is increased to 6 because of the Runes and the Dwarf's life force is on 2 because of his trekking through the Desert, so this is not a simple situation.

The Dwarf could hold onto his gold for dear life. I will give him a chance of 1-2 on D6 to do this which will mean he will face off against the Bandit by himself.

Results: A roll of 6 indicates he will either pay the Bandit 1 bag of gold or the Mercenary 1 bag of gold.

I will roll 1-4 on d6 that he pays the Mercenary to see what he has paid his retainer for. He rolls a 1 and so pays the Mercenary and a fight will ensue between the Bandit and the Dwarf's group.

Results: The Bandit who has a Strength of 6 rolls a 4 for a total of 10. The Dwarf with his natural Strength of 5 (1 based on exp and one from the Magic Stream), his Axe, the Unicorn and the Mercenary has an initial Strength of 10. His roll of a 1 means that victory, though assured, is not by much.

Now to write it up.

Current Character Summary:
Location: The Runes next to the Castle.
Stats: Craft = 3, Strength = 5, Gold = 1, Lives = 2
Followers: The Unicorn, The Mercenary
Spells: None
Equipment: Talisman, Axe.

Previous Installment ...

The Dwarf, Turn 18.7:

Doctor, Doctor, Give Me the News.

Update: 24-4-07

affyd the Dwarf left his companions, Frella the Unicorn and the Mercenary outside the Castle saying that he wanted to try to find the Prince himself. However as soon as he was inside he asked the way to the nearest Healer; his trek across the Desert had taken more out of him than he wanted his travelling companions to know and it was his hope that he could find someone who could sell him a tonic to get him back into shape.

He was directed to the Castle Doctor who for the price of a bag of gold did indeed hand across a bottle which he guaranteed would have Daffyd feeling much better in very short order, but unfortunately it would do nothing for his lack of height. Daffyd smiled at the Doctor and instead of taking revenge asked whether Prince Henry had reached to Castle. The Doctor obliged by telling him that he had seen Prince Henry himself just the previous day to check that he had not only survived his ordeal unscathed but that the small amount of weight he had lost had actually been good for his overall health.

After paying for his tonic he left the Doctor's surgery and idled around within the Castle trying to find the opportunity to meet up with the young Prince. Unfortunately, by the time the Castle's gates were due to close and he was forced to leave, he was no closer to achieving this goal.

He returned to the camp that the Mercenary had set up in the foothills just outside the Castle. And although his health had indeed improved he was in ill humour. How was he going to get his money back?

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Game & Writing Notes:

Turn 18.7: The Dwarf has reached the Castle on 2 life points. On a roll of 1-4 on a d6 he will see the Castle Doctor and recover 1 life point for the cost of 1 Bag of Gold.

Results: On a roll of 4 he spends the money.

Current Character Summary:
Location: The Castle.
Stats: Craft = 3, Strength = 5, Gold = 0, Lives = 3
Followers: The Unicorn, The Mercenary
Spells: None
Equipment: Talisman, Axe.

Previous Installment ...

The Dwarf, Turn 19.7:

A Mining Venture.

Update: 9-5-07

affyd's chance of getting his money off Henry had died with the Prince when he had fallen from a window of the Castle in a drunken revel. Daffyd was currently without gold — a situation he didn't like — and had no current plans of his own. So the idea that was being suggested by the gray-haired human who happened along to share their campfire for the night sounded promising.

"So let me get this straight. You want to pay me to do an assay of the Mines on the other side of the Portal of Power. And if there's any gold still there I might have the chance to get in on the ground floor of your little project. Is that right?"

"That's the deal," said Hakon the Merchant. "You get a bag of gold for getting us there and just having a look around. I've heard about you Dwarves and your gold sense. So if you say the Mines are still a going concern then I am willing to take the financial risk of starting a new mine. And if you want to get involved in that then we can talk about percentages and responsibilities and the like. What do you say?"

Daffyd didn't take very long to make his decision. "Done," he said and offered his hand.

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Game & Writing Notes:

Turn 19.7: The Dwarf is penniless and has no where to go in his own story-arc so he should be amenable to the Assassin's suggestion to join forces. On a roll of 1-5 on d6 he will.

Results: A roll of 1 means he will join the Assassin. They will both move on the Assassin's move.

Current Character Summary:
Location: The Plane of Peril.
Stats: Craft = 3, Strength = 5, Gold = 0, Lives = 3
Followers: The Unicorn, The Mercenary
Spells: None
Equipment: Talisman, Axe.

Previous Installment ...

The Dwarf, Turn 20.7:

Dealing with the Devil.

Update: 19-5-07

"affyd," whispered Frella — the Unicorn had moved close enough so that none of the others could possibly overhear her — "I don't like this. I think you're being used by this merchant. Look at his men. You can't tell me that the Pixie is a miner. I think he plans to make a try for the Throne of Power."

"He'll need a Talisman to do that," said the Dwarf and became very thoughtful as the Unicorn agreed.

Several minutes later Daffyd patted Frella's shoulder affectionately and increased his pace so that he could speak to the man he knew as a merchant named Hakon.

"Ah ... Mister Hakon," said Daffyd who had had to break into a trot to catch up to the tall human.

"Yes Dwarf," said the man distractedly. He had just been talking with his Pixie follower who had come back from a flight further down the road where he had been sent to scout the lay of the land.

"I noticed you looking at this little trinket last night," said Daffyd taking the Talisman in his free hand; his other hand lay lightly on the head of his Axe, Boyo.

"Yes?" said the human, his attention now fully on Daffyd.

"Well. Would you like to buy it?"

A calculating look came into the merchant's eye. "Yes. I would. How much?"

"For you ... three bags of gold," said Daffyd estimating that a fifty percent profit — and avoiding a potentially nasty scene — was about the best deal he was going to get for his initial outlay.

"Three bags of gold? ... hmmm ... I am interested ... let me think about it."

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Game & Writing Notes:

Turn 20.7: Next square is the Mines which the Assassin needs the Dwarf to help him get through. After that the value of the Dwarf is mainly based on his possession of a Talisman. I see three possibilities here which I will choose based on a die roll: 1-2 the Dwarf will stay with the Assassin for at least another turn and move with him into the Mines, 3-4 The Dwarf will leave the Assassin and try to escape from him by entering the Mines in his turn, 5-6 the Dwarf will offer to sell the Assassin the Talisman for 3 bags of gold.

Results: On a roll of 5 the Dwarf offers the Assassin his Talisman for 3 bags of gold before leading him into the Mines. This makes it less likely the Assassin will attempt to kill him for the Talisman and keeps the Dwarf around in case there is the possibility of regaining the Talisman. As the Dwarf and the Assassin are already moving together this transaction can occur without interfering with their movement as a group.

I will leave the result of the Assassin's decision until his turn.

Current Character Summary:
Location: The Mines.
Stats: Craft = 3, Strength = 5, Gold = 3, Lives = 3
Followers: The Unicorn, The Mercenary
Spells: None
Equipment: Axe.

Previous Installment ...

The Dwarf, Turn 21.5:

Suspicions.

Update: 28-5-07

he Dwarf and the Unicorn walked along the dry watercourse at the end of the line of stragglers. After leaving the Mines the party had been keen to reach what they thought would be water. Now they were weary and dejected, and following the winding path of past flooding in hope of finding some sign of water at the bottom of the dusty channel.

"Are you sure you know what you're doing?" asked Frella keeping her voice low so that the Mercenary who walked just a little way ahead could not overhear her.

"Aye, I think so," replied Daffyd. "Things might get a little rough, but I can't help thinking that there may be opportunities for a young Dwarf here as well."

Frella shook her head but said nothing. She had noticed Hakon had stopped to look back at them. She was beginning to get quite concerned about this so-called merchant and thought it best for him not to think that she might be smarter than she pretended to be.

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Game & Writing Notes:

Turn 21.7: If the Dwarf is going to leave the Assassin this is the time to do it. I will roll 1-4 on a d6 that he tries to give the Assassin the slip by re-entering the Mines (this is allowable by my own rule variations).

Results: On a roll of 6 the Dwarf elects to stay with the Assassin and so the group as a whole will move on in the Assassin's turn.

Current Character Summary:
Location: The Vampire's Tower.
Stats: Craft = 3, Strength = 5, Gold = 3, Lives = 3
Followers: The Unicorn, The Mercenary
Spells: None
Equipment: Axe.

Previous Installment ...

The Dwarf, Turn 22.7:

Calling It Quits.

Update: 7-6-07

hey would have just left him lying there if Daffyd hadn't objected. Hakon, that silly little Pixie, even Montague Fitz the Mercenary were so spooked at finding the bloodless body of Abraham this morning that they would have just left his body to rot or worse. Didn't these Humans have any sense of decency?

Boyo made a poor pick but he was the only tool the group had that could do the job and Daffyd thought he wouldn't mind too much. And of course he would ever say anything about it anyway — as a weapon he was always the soul of discretion and never shirked at anything he was asked to do.

Daffyd had spent the last hour digging the shallow grave that would be the last resting place of the woodsman, Abraham. While he had been working he had also been looking at his fellow travelling companions in a new light. Hakon showed very little emotion at all apart from annoyance that his little force had been depleted by one. Pin had spent most of the time flying around looking for whatever had killed Abraham. And Montague had spent the time talking logistics with Hakon; it seems that the Mercenary thought the Merchant was his boss. Only Frella had showed any inclination to assist Daffyd, but as a Unicorn, that could only be in the form of moral support. Still the thought was there.

"Frella," Daffyd said to the Unicorn softly enough so that the others couldn't hear. "I'm thinking yee be right. This is aint the place for us. I'm for calling it quits and heading back. What d'ya say?"

"Sounds good to me. Hakon's going to be annoyed, though."

Daffyd shrugged his shoulders and climbed out of the completed grave. "Don't much care, but we'll be leaving yon Mercenary here as well, so maybe he won't care, either. Thing is though, there be no way I be able to out run his long-leggedness, if he gets narky ..."

Frella turned to look at Hakon and then turned back to the Dwarf as his meaning became clear. "You're not thinking what I think you're thinking, are you?"

"Aye," said the Dwarf.

* * * *

The merchant Hakon gave a surprisingly good eulogy for Abraham. Now he, the Pixie known as Pin and the Mercenary stood around the shallow grave with their eyes closed thinking upon mortality and their memories of the departed. This being the case none of them noticed Frella sidle up close to a boulder and the Dwarf move quietly away from the graveside, mount the boulder and then the Unicorn.

In fact, their first indication that anything was wrong when Frella started to move away. The three opened their eyes at the sound and turned to see the Unicorn with the Dwarf on its back galloping off into the distance.

There was silence between the three until Montague Fitz belatedly lifted a finger and said, "Urrr. What about me?"

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Game & Writing Notes:

Turn 22.7: The Dwarf's party has just been attacked by the Vampire and they lost one of their followers. I will give the Dwarf 2 chances in 6 to decide to leave the Assassin after this event.

Results: A roll of 2 means the Dwarf decides to cut his losses and leave this party. He will head back to the Mines. As he is retreating I do not need to roll for the Mines effect.

Note: The Dwarf's leaving the Mercenary in the Vampire's Tower square is a bit of artistic licence, but it is not all that much of a risk as a game play either, as the Assassin (nor any other character in the region) does not have the money to employ the Mercenary. Also since characters can only interact (if they are not cooperating under my Rules) on the Plain of Peril and the Valley of Fire in the Inner Region, then the Dwarf should be able to go back and get the Mercenary whenever he wants.

Current Character Summary:
Location: The Vampire's Tower.
Stats: Craft = 3, Strength = 5, Gold = 3, Lives = 3
Followers: The Unicorn, The Mercenary
Spells: None
Equipment: Axe.

Previous Installment ...

The Dwarf, Turn 23.7:

The Warlock's Cave Revisited.

Update: 17-6-07

"o you actually know where you're going?" came Frella's voice out of the darkness.

"No," said Daffyd and felt the horn, that he had been using to guide its owner through the dark, jerk away.

"What? Can't you see, either?"

"Oh, I can see right enough. I just don't know where this tunnel leads," said the Dwarf.

"What? Why not go back the way we came?" said Frella.

"Because one of Hakon's men blazed a trail. This way they won't stumble across us."

There was an almost human sigh. "Alright, lead on, but remember I'm not a Pit Pony. I don't like it here. Please get us above ground as soon as possible."

* * * *

The mechanism was simple but the door was massive and it took all of Daffyd's magically-enhanced Strength to pull it open. Sunlight shone in and Frella whinnied in relief as they stepped through into the cave.

"If you come seeking a Talisman, are you prepared to pay the price? If not then begone."

"Who said that?" said Frella prancing around wildly.

"Ha! I know where we are?" laughed Daffyd. "You didn't come up here last time, but this is why I got that Talisman I sold the merchant."

"Does thou wish a Talisman? Will you pay the price?" said the booming voice of the Cave.

"I'll pay the price," said Daffyd ignoring the look Frella gave him.

"The price is three bags of gold. The price has been paid. Prepare to receive your Talisman."

"Three! It was two last time," said Daffyd frantically confirming that all his gold had mysteriously disappeared. "How am I supposed to make a profit at that sort of price?"

There was no answer. Frella looked at him in confusion and wonder as he held out his hand and had a Talisman appear in them.

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Game & Writing Notes:

Turn 23.7: The Dwarf has done a runner from the Assassin. The game rules say that he cannot encounter other characters in the Inner Realm except on the Plain of Peril or the Valley of Fire. He does not have a Talisman and he does not want to chance meeting the Assassin again so I elect to have him stay in the Mines. He will either stay in place or find himself somewhere else that might be the best thing for him anyway.

Results: The Dwarf's two dice totals 9 with the Unicorn his Craft is 4. The difference being 5 means the Dwarf ends up in the Warlock's Cave. As he did well out of the last quest he was given, the Dwarf will roll again for a Talisman. The roll of 5 indicates that he is required to deliver 3 bags of gold. As he already has 3 bags of gold he now has another Talisman and no gold.

Current Character Summary:
Location: The Warlock's Cave.
Stats: Craft = 3, Strength = 5, Gold = 0, Lives = 3
Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman.

Previous Installment ...

The Dwarf, Turn 24.7:

I'll Take The High Road.

Update: 27-6-07

affyd the Dwarf thought long and hard about his next move. He had been sold a gyp by the magic cave. Somehow he would have to find someone willing to shell out at least four bags of gold to make any profit at all on that deal. Yet to find a likely sucker meant he would have to trek across the Desert to the Temple. He didn't like the Desert. He still hadn't fully recovered from the last time he had crossed it. Perhaps it would be better to take the high road to the Castle. Maybe someone there would buy the stupid thing.

The Dwarf lead his Unicorn companion away from the Warlock's Cave and down towards the River. This was where they had met the Prince. Another money-making opportunity that had eventually foundered when the young idiot had fallen out a window and killed himself. Daffyd was beginning to wonder where it had all gone wrong. Perhaps he should have ignored the offer of that young Thief he had met and tried his luck in the City. Certainly he had nothing to show for all his treking.

Almost he was tempted to chuck it all in; find a way to cross the River and go home to the Crags. But then he remembered the silence of the underground complex that was his home. With only the occasional Troll as an unwelcomed visitor, it had become a hard and lonely place full of the memories of his family and ancestors.

No, he decided. He had gotten something from his adventure. He'd gotten out. He'd met people. He'd found how the other half lived. He wouldn't go home. He'd go exploring instead.

The Dwarf and the Unicorn walked on and almost immediately Daffyd's decision proved profitable. On the side of the road, where it had lain unnoticed for who know how long, his gold sensitive nose lead him to a mouldering old purse full of the precious metal.

Pocketing the precious find the Dwarf walked on, a smile upon his face.

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Game & Writing Notes:

Turn 24.7: In game terms the Dwarf is under-powered to attempt the Inner Realm and so perhaps it is in his best interests to try to draw something to his advantage from the encounter deck. Crossing the desert would not achieve this but might give him the opportunity to meet up with the Thief or the Priest. I will therefore roll randomly: 1-3 he will cross the Desert stopping at the Oasis to recover his life points from the Pool of Life, 4-6 he will explore new ground hoping to get good cards from the deck.

Results: He rolls a 4 indicating he moves onto the Runes square where he must draw a card. The card drawn is ... a bag of gold. That should please him.

Current Character Summary:
Location: The Ruins next to the Warlock's Cave.
Stats: Craft = 3, Strength = 5, Gold = 1, Lives = 3
Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman.

Previous Installment ...

The Dwarf, Turn 25.7:

Chasm? What Chasm?

Update: 7-7-07

t took a while and some lateral thinking but eventually the Dwarf was able to lead the Unicorn safely through the region of the Chasm by the simple expediency of taking her down to the River's edge. Here the Chasm — formed by some earthquake strong enough to split the mountains in two at some time in the distant pass — was but one of many gullies that lead from the mountains to feed the Storm River. So in the end, though they both got a little wet — being forced to enter the River on occasion — and added days to their journey, the Dwarf and the Unicorn finally found themselves once more in gentler countryside on the opposite side of the mighty Chasm.

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Game & Writing Notes:

Turn 25.7: The Dwarf and his Unicorn follower enter the Chasm square. The Dwarf is not affected by the Chasm so nothing happens to them.

Results: Another writing move where I need to explain why the presence of the Dwarf makes it safe for the Unicorn in a region where having four feet and hooves is not a benefit.

Current Character Summary:
Location: The Chasm.
Stats: Craft = 3, Strength = 5, Gold = 1, Lives = 3
Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman.

Previous Installment ...

The Dwarf, Turn 26.7:

Reflecting On The Runes.

Update: 18-7-07

he Runes. Tangible and recurring proof that an earlier civilisation had existed throughout the middle realm of Talis many, many years ago. As they travelled through this now abandoned region the Dwarf wondered what had happened to the people that had raised these standing stones. If they had, in the end, all migrated out to the gentler landscapes of the outer region, why had they spent so much effort raising these stones in these barren and forbidding places in the first place?

Daffyd pondered this question quietly to himself as they made their way across the stela-littered landscape. Frella was quiet too, but that was due to her nervousness. She kept looking around as though expecting something horrible to leap out at them at any moment.

Daffyd was unconcerned, apart from the ancient architecture of the place and the lucky find of a bag of gold — found through the auric sensitivity of his nose — this place seemed quite nice. In fact the hard upright slabs of stone reminded him a little of home.

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Game & Writing Notes:

Turn 26.7: The Dwarf and the Unicorn having circumvented the Chasm enter the Runes square on the other side. Here they must draw an encounter card and add 3 to the combat stat of any enemy drawn.

Results: Fortunately for the Dwarf the card drawn is a bag of gold.

Current Character Summary:
Location: The Runes.
Stats: Craft = 3, Strength = 5, Gold = 2, Lives = 3
Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman.

Previous Installment ...

The Dwarf, Turn 27.7:

Blizzard

Update: 2-8-07

ark clouds came up rapidly during the night and the temperature in the Glade — where Daffyd and Frella had set up their camp after a long day's march — plummeted, heralding the oncoming snow storm. By morning the ground was covered in the fluffy white stuff to the depth of several feet and it did not look like the snow was going to stop falling any time soon.

"Time we were going," said Daffyd the Dwarf.

"Do we have to?" asked Frella the Unicorn.

"We'll stay warmer on the move. Come on, get the lead out."

The Unicorn gave an almost human sigh and started off after the Dwarf who was already ploughing his way through the snow drifts — it was going to be a difficult day.

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Game & Writing Notes:

Turn 27.7: The Dwarf enters the Cursed Glade and has to draw and adventure card.

Results: The card drawn is the same as in the alternate time line — the blizzard card and since the time lines haven't diverged yet for the Dwarf and I want to keep them as close as possible.

Current Character Summary:
Location: The Cursed Glade.
Stats: Craft = 3, Strength = 5, Gold = 2, Lives = 3
Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman.

Previous Installment ...

The Dwarf, Turn 28.7:

Ogres In The Snow.

Update: 12-8-07

"ello, little man," said the Ogre stepping out from behind the large boulder. "Hello, breakfast!" The Ogre continued looking pointedly at Frella the Unicorn.

That such a huge beast could have been so close to the trail and not been noticed until they were this close to them didn't surprise Daffyd. They had been slogging through chest height, at least his chest height, snow all day. They were both tired and cold and he was not in a good mood.

The Ogre stepped forward and despite Frella's efforts to escape caught the Unicorn by its horn. It then lifted it club; Frella whinnied in fear unable to break out of the monster's grip.

"Oy, you!" cried Daffyd. "Why don't you pick on someone your own size?"

This was just silly enough and unexpected enough to distract the Ogre from its task. It turned and was just able to deflect the axe that came whirling at him away from his head with the arm that held its club. The razor-sharp axe carved a great wound in the Ogre's arm and the creature's arm and it let go of Frella to cradle its now useless arm with its free hand.

"Why you little—"

Whatever the Ogre was about to say was interrupted by a heavy blow from the Unicorn who upon being released had spun round quickly and lashed out with her hind legs into the Ogre's middle.

Bent double and gasping for breath the Ogre's head was now reachable by Daffyd who had recovered his Axe from where it had fallen. One quick overhanded swing and the monster was down spilling its life's blood into the snow from where its head should have been.

"What a nasty brute," said Daffyd as he cleaned Boyo on the Ogre's clothing. "We'll have to be careful, Frella. This is a pretty wild area there might be more such beasties around."

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Game & Writing Notes:

Turn 28.7: Blizzard (1/2) Stuggling through the Blizzard the Dwarf enters the Hills square on his way to the Hidden Valley. He must draw an Adventure card.

Results: The card drawn is the same Strength 4 Ogre from the alternate timeline who rolls a 4 for its attack for a total of 8. The Dwarf's roll is a 3. With his Axe and the Unicorn he has a total score of 10. The Ogre is killed and the Dwarf gains 4 experience points.

Note: This latest kill allows this Dwarf to increase his Strength rating by a point as well.

Current Character Summary:
Location: The Hills next to the Cursed Glade.
Stats: Craft = 3, Strength = 6, Gold = 2, Lives = 3
Exp: Strength (1/7) Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman.

Previous Installment ...

The Dwarf, Turn 29.7:

The Not So Hidden Valley.

Update: 18-8-07

he passage through the Hills was made extremely arduous by the continuing Blizzard. The snow rose deeper and deeper until even the hardy Dwarf decided that enough was enough. Following his nose he lead Frella into a narrow defile searching for some protection from the raging wind and instead stumbled on a Hidden Valley. Unfortunately, they were not the first.

"Stand and deliver," cried the Bandit as he stepped out in front of them, his Sword ready in his hand.

The Dwarf stopped, his own hand resting on the head of his axe, Boyo. "Deliver what?" he said.

"It means I want yer gold," said the Bandit.

The Dwarf turned to Frella and asked, "This seems familiar. Haven't we been here before?"

Frella was too cold for banter. "Can't you just kill him so we can get out of this damn weather."

Daffyd drew his axe and turned back to the Bandit. "Sorry, laddie, but you heard her."

"It spok—" were the Bandit's imfamous last words.

* * * *

A little while later the Dwarf and the Unicorn came across a cabin. A welcome sight, they hailed the owners to see if they could be put up for the night.

There was no answer. The cabin was abandoned and on further inspection they realised that it had been so for quite awhile. It was the perfect place for them to spend the night and so they took up occupancy.

To make things even more fortuitous the Dwarf smelled Gold and on investigation found a hidden cache which contained not only a Bag of Gold but a magic orb as well. This discovery and a blazing fire in the fireplace made the Dwarf happy for the first time in days.

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Game & Writing Notes:

Turn 29.7: Blizzard(2/2) The Dwarf and the Unicorn enter the Hidden Valley and must draw 3 Adventure cards. As in the alternate time line the cards drawn are The Orb of Knowledge, a Bag of Gold and the Bandit. I will give the Dwarf 1 chance in 6 of paying the Bandits price, otherwise they will fight.

Results: On a 4 the Dwarf will fight the Bandit. His roll of 6 gives him a total of 14. The outclassed Bandit rolls a 3 and dies horribly. This result adds 4 to the Dwarf's experience.

Current Character Summary:
Location: The Hidden Valley.
Stats: Craft = 3, Strength = 6, Gold = 3, Lives = 3
Exp: Strength (5/7) Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman, The Orb of Knowledge.

Previous Installment ...

The Dwarf, Turn 30.7:

A Timely Warning.

Update: 30-8-07

arly next morning while he waited for some water to boil for his morning brew Daffyd idly looked at the magic Orb he had found hidden in a secret hole next to the fireplace. That it was magic there was no doubt; he could smell it. What it did was another matter. The orb sat in a bronze holder and it was this that Daffyd was investigating hoping to find some clue as to what the Orb might do.

A glimmer within the Orb caught his eye; it appeared to be a tiny bottle. Somehow Daffyd could tell that its contents were magical and then he realised that it surroundings were familiar, that they were within this very cabin. He was about to investigate when the contents of the Orb changed. A vague shape moved there. Daffyd squinted and made out the shape of a Goblin. It was creeping through a snow-littered forest and its intent was obviously malicious.

His free hand moved to the haft of his Axe, Boyo, but his eyes stayed fixed on the Orb. A huge Dragon now filled it. The monster opened its mouth and flames gushed out at him seeming to fill the glass. The Orb fractured in his hand.

Brought back to earth. Daffyd looked at the remains in his hand and then let the fragments fall to the floor. What had he seen? Was it now, or what was to be?

Frella's voice interrupted his thoughts. "What just happened?"

Daffyd didn't answer. Instead he rushed across to where the Orb had shown the potion bottle. Sure enough there was another hidden cache. He pulled the bottle from its hiding place and stashed it inside his coat. If this was true then why not the others.

"We must go. There's trouble coming, a Dragon."

Daffyd and Frella left the hut so quickly that he left their fire burning. If he'd thought about it he might have done so purely to act as a diversion. However that thought did not cross his mind; he just wanted to quit that place as soon as possible.

* * * *

Half an hour later Daffyd watched the Dragon fly away from the smoking remains of the cabin. They were now several miles away hidden amongst the trees on the side of the valley. The Dragon had obviously been attracted by the smoke rising from the cabin and had set it on fire obviously hoping to devour anything that came out.

Daffyd smiled. Thanks to the Orb the Dragon had left still hungry. "Come on girl," he said patting the Unicorn on her neck. "I think its time we quit this Valley. I don't like the neighbours."

Even as he said these words he was drawing his Axe from his belt with his free hand. He had seen the Goblin of his vision out of the corner of his eye. It was hidden behind a bush several yards away.

Whether the creature would have attacked them he didn't know, or care. He turned suddenly and flung Boyo at it and was rewarded with a satisfying thud as the Axe hit its mark. He strode over and finished the job. Frella, who had been unaware of the Goblin, looked on in stunned surprise until he came back carrying something in his hand.

"What was that?" she asked.

"Nothing," he said. "Just some vermin that needed exterminating. Still it was carrying this." he showed her the Talisman in his hand. "Looks like these things are pretty common. Hope I can sell at least one of them for some sort of profit."

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Game & Writing Notes:

Turn 30.7: As in the other time line it is very tempting to use the Orb of Knowledge in the Hidden Valley. On a roll of 5 chances in 6 the Dwarf will do so.

Results: On a roll of 2 he uses the Orb. In this time line he draws 4 encounter cards. In drawn order they are: a Dragon(Str 7), a Goblin(Str 2), the Potion of Strength and a Talisman. The Dragon is the obvious discard. The Dwarf must now encounter the Strength 2 Goblin.

Results: With his Axe and the Unicorn he equals its best roll so this is an easy victory. The Dwarf gains the Potion and the extra Talisman. The extra experience also increases his Strength by a point.

Current Character Summary:
Location: The Hidden Valley.
Stats: Craft = 3, Strength = 7, Gold = 3, Lives = 3
Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman x 2, Potion of Strength.

Note: Unlike the first edition rules I am allowing part experience for a kill to carry over.

Previous Installment ...

The Dwarf, Turn 31.7:

The Black Knight.

Update: 8-9-07

"gain!" said the Dwarf.

"What doest thou mean, again?" said the towering Knight in his ebony armour.

"Seems to me," said the Dwarf fingering the head of his Axe. "That everyone in these parts is expecting me to pay out money to them just because they carry a weapon."

"What!" cried the Knight lifting his visor to stare at the Dwarf. "'Tis my right. Given me by the King. Who else has been charging a toll? Tell me and I will find and despatch said villain."

"No need," said Daffyd drawing Boyo from his belt. "He was toasted and eaten for breakfast by a Dragon."

The Black Knight drew his Sword and held it in the ready position. "And didst thou pay the villain his toll?" he asked.

"Aye, but only because I felt pity for him. You on the other hand ... Did the King really give you the right to charge passage through this pass?"

"'Tis true, on my honour. These are my family's lands." declared the Black Knight. "Now, will you pay, or must we fight?"

"I'll pay," said the Dwarf and fetch out a purse. "But only because I don't like to trespass." He dropped the purse at the Knight's feet and a page boy ran in and picked it up. The boy then cleared out quickly as he realised from the fighter's stances that they were still weighing each other up for combat.

However, I'll test your mettle too," said Daffyd. "If you'll allow? I want my money's worth."

"Thou art a strange one, Sir Dwarf," said the Knight with a smile. "But I like your spirit." He then lowered his visor. "Come let us be about it. I have a keg of cool ale awaiting us for when we finish."

* * * *

Half an hour later the Dwarf and the Knight called it quits and a draw and retreated to the shadow of the Knight's tent where they spent the rest of the day swapping stories and drinking ale.

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Game & Writing Notes:

Turn 31.7: The Dwarf and the Unicorn reach the Black Knight square. As in the other time line the Dwarf will pay the gold to avoid losing a point of life.

Results: Good. An easy one for me as I get to reuse an existing piece of text on a day when I don't have a lot of time.

Current Character Summary:
Location: The Black Knight.
Stats: Craft = 3, Strength = 7, Gold = 2, Lives = 3
Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman x 2, Potion of Strength.

Previous Installment ...

The Dwarf, Turn 32.7:

Yesterday's Gold.

Update: 16-9-07

" ook at that Frella," said Daffyd the Dwarf. "Those ruins up there on the side of that mountain remind me of home." He squinted at the distant grey rocks. "Yep. That be Dwarvish stone work, despite the fact its on the surface. Come on girl. Let's go and have a look."

A short while later Daffyd's enthusiasm had waned somewhat, it had quickly become apparent that these ruins were not only ancient, but familiar. They had come by a round-a-bout route to the building that housed the Portal of Power. The one thing that kept his spirits up was that on the way up the mountain his nose had sniffed out some gold, a bag of it, on the remains of some hapless adventurer of yesteryear.

Now he looked out over the Castle of the King. That would be his next stop. Hopefully there he would find someone to buy these Talismans he had found.

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Game & Writing Notes:

Turn 32.7: The Dwarf has reached the Portal of Power. I have not portrayed him as wanting the Crown so I will roll to see if he goes through the Portal. I will give him 3 chances in 6.

Results: On a roll of 6 he does not attempt the Portal at this point. He must therefore draw an encounter card. The card drawn is a bag of gold.

Current Character Summary:
Location: The Portal of Power.
Stats: Craft = 3, Strength = 7, Gold = 3, Lives = 3
Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman x 2, Potion of Strength.

Previous Installment ...

The Dwarf, Turn 33.7:

The Calm Before The Storm.

Update: 23-9-07

s Daffyd still hadn't recovered from what the trip across the Desert had done to his health the first thing he did upon reaching the Castle was to visit the Royal Doctor for some more of the tonic he had been given. The Doctor was a different man, but good enough at his job that once Daffyd explained the cause of his general ill health and described the taste of the tonic he was able to walk out with a new bottle of the tonic.

After seeing that Frella was stabled well Daffyd spent the night in an inn and a bed for the first time in ages. He awoke next morning feeling the best he had in ages and over a cheap but hearty breakfast made plans about how he was going to go about selling the two magical Talismans he had in his possession.

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Game & Writing Notes:

Turn 33.7: With the Thief now Evil, it is probably best for the Dwarf not to go near him. However, it is also unlikely that he can get through the Portal of Power himself, therefore I will give him 3 chances in 6 of moving to the Castle to get healed, otherwise he will stay in this square, waiting to see what happens.

Results: On a 2 the Dwarf moves to the Castle square. He will visit the Castle Doctor and pay 1 gold to get himself healed.

Current Character Summary:
Location: The Castle.
Stats: Craft = 3, Strength = 7, Gold = 2, Lives = 4
Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman, Potion of Strength.

Note: The Thief stole one of the Dwarf's Talismans in his last turn.

Previous Installment ...

The Dwarf, Turn 34.7:

The Battle Joined.

Update: 30-9-07

hen Daffyd discovered that he'd been robbed he had stormed out into the street looking for someone to hit. Unfortunately, there had been no one he could take his anger out on, so eventually he'd had to admit defeat and instead had decided to quit the Castle and go somewhere where people did the right thing by others.

It was as they were heading towards the Castle gate that they'd seen the Gnome. Instead of replying to Daffyd's hello the Gnome had taken fright and run away. His suspicions aroused Daffyd had followed the Gnome into a dingy drinking house and had found him talking to the human he'd least expected to find this far from the City.

"Are you looking for this?" drawled the human he knew as Simmons. The Gnome peeked out from behind him and the man displayed Daffyd's Talisman briefly before placing it on the table and drawing the Sword at his side. "And just what do you think you are going to do about it?"

Nobody stole from a Dwarf, at least no one not strong enough to be dangerous, but Daffyd didn't care. He drew his Axe, Boyo, and threw himself at the Thief.

The man reacted quickly and brought his Sword up to block Daffyd's blow. Sparks flew as metal struck metal and then the Sword's blade bit into Boyo's haft and became stuck in the hardened wood. Face to face, Daffyd stared at the unflinching eyes of the man he'd thought City soft. There was something new there — something dangerous.

"Have at thee, Thief," Daffyd snarled, rising to the challenge.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 34.7: The Thief has just stolen one of the Dwarf's Talismans. On a roll of 1-4 I will have the Dwarf retaliate and attack the Thief, otherwise he will move away from the Thief.

Results: On a roll of 1 the Dwarf attacks. I will give him 2 chances in 6 to use his Potion of Strength. A 3 indicates he will save it for later. His total Strength is 9 and he rolls a 2 for a total of 11. In response, the Thief with his Strength of 8 rolls a 3, so the Combat is a stand-off for this round.

Current Character Summary:
Location: The Castle.
Stats: Craft = 3, Strength = 7, Gold = 2, Lives = 4
Followers: The Unicorn
Spells: None
Equipment: Axe, Talisman, Potion of Strength.

Previous Installment ...

The Dwarf, Turn 35.7:

Two Onto One, Ain't Fair.

Update: 10-10-07

he power of voice in Daffyd's head shocked him. So much so that he immediately stopped his attack on the Thief who had stolen his spare Talisman. He had been about to end the fight, preparing to strike hard while his foe was still reeling from his last attack, but the realisation that they were being observed stayed his hand.

"Get outta my head," he snarled and looked at the Thief. Why did the voice want this man dead?

"Parley," said the Thief getting slowly to his feet and motioning for Daffyd to lower his weapon.

The man is Evil, said the voice in his head. He must be destroyed or all will suffer.

Hardly a serious threat, surely? thought Daffyd.

"Its an unfair fight now, Dwarf," said the man looking very pale. "I'll give you back your Talisman without further struggle if you hold off."

Don't listen to him. He must be destroyed.

"Is it the Crown Bearer I'm hearing in my head?" he asked.

'Yes' came the answer from both Thief and the mysterious voice.

"Then I'll hold off," said Daffyd to the Thief lowering Boyo. "It's not right you having to contend with both of us at the same time. Though I'd be more interested in that there extra Shield than in the trinket. Trade?"

The Thief's face took on a look of calculation. Meanwhile the voice in Daffyd's head clamoured that he strike the Thief down before the villain tried something underhanded.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 35.7: The Minstrel has interfered in the Dwarf's fight with the Thief. I am going to give the Dwarf 4 chances in 6 of thinking this unfair and him bargaining with the Thief to stop the fight.

Results: On a roll of 3 this does indeed occur. The Dwarf will offer to trade the Talisman the Thief has already pinched for one of his Shields. The Thief's decision to this offer will occur in his turn.

Current Character Summary:
Location: The Castle.
Stats: Craft = 3, Strength = 7, Gold = 2, Lives = 4
Followers: The Unicorn
Spells: None
Equipment: Axe, Shield, Talisman, Potion of Strength.

Previous Installment ...

The Dwarf, Turn 36.7:

Decision Time.

Update: 16-10-07

he Landlord wouldn't let Frella inside so Daffyd took his tankard out to the stables. The Unicorn met him with a baleful look.

"Sorry, lassie. You're right. This ain't no place for you. We'll leave on the morrow.

"Why not now?" whispered the Unicorn after checking that the nearby stablehand would not overhear.

"First I've got to work out where we're going." Daffyd took a long swig from his mug. "And that could take quite a few of these piss-weak Human drinks."

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Game & Writing Notes:

Turn 36.7: I believe it is in the Dwarf's best interest to stay out of the fight of Good versus Evil to try to take advantage of the aftermath. In the meanwhile it might be worth his while to move to the Runes and draw an encounter card. However, I will use a die to determine this: 1-5 he moves to the Runes, otherwise he doesn't.

Results: On a roll of 6 he does something else.

On a 1-4 he stays at the Castle, otherwise he moves to the Portal of Power.

On a roll of 3 he stays in the Castle this round. This will be a writing move.

Current Character Summary:
Location: The Castle.
Stats: Craft = 3, Strength = 7, Gold = 2, Lives = 4
Followers: The Unicorn
Spells: None
Equipment: Axe, Shield, Talisman, Potion of Strength.

Note: The Dwarf was given a Shield by the Thief in the Thief's last turn.

Previous Installment ...

The Dwarf, Turn 37.7:

Letting Sleeping Dogs Lie.

Update: 23-10-07

y the next morning Daffyd had reached his decision. The day before he'd met a Thief, a contender for the Crown apparently, who Daffyd had found wanting both in terms of skills and personal character. Hells, if the Crown Bearer thought that poor wretch was a threat then surely he would be in with a good chance himself — so why not.

The Dwarf and the Unicorn left the Castle early and made their way up to the ruins on the side of the mountain which held the Portal of Power. They had come this way before and so made good speed and even though the mechanism of the Portal itself had somehow magically changed it was not beyond Daffyd's Craft — with a little help from Frella who pointed out the subtle change that had occurred.

The two stepped through the Portal onto the Plain of Peril where they met a worried Gnome. "Please don't attack me, I'm harmless," said the Gnome looking ready to bolt for the nearest hole in the ground.

"I won't attack you, little brother," said Daffyd looking beyond the Gnome to where the Thief lay on the ground. Surely the man couldn't be that sound a sleeper.

"What's up with your master? And why do you have that little Human girl trussed up like a chicken?"

The Gnome grimaced and kicked the ground. "I didn't know what else to do with her. The boss had some sort of plan for her, but the Crown Bearer attacked him and he's been like that ever since."

Hmmm, better he than me, thought Daffyd and then said, "Well laddie. It looks like your busy, so we'll leave you to get on with it. Come along Frella."

Both the Gnome and the Unicorn looked at him askance.

"Come on girl. Time's a wasting," he said urging the Unicorn on and at the same time giving her a private wink.

The Unicorn walked over and looked down at the young Maiden shook its head and then dutifully followed after the Dwarf.

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Game & Writing Notes:

Turn 37.7: The Dwarf has been ambivalent about his goals. I will now roll to see if he is going to make a tilt for the Crown. On a 1-4 he will, on a 5-6 he won't - at least for now.

Results: On a 3 he moves to the Portal of Power. Being the Dwarf he will attempt the Portal using Craft.

Results: On a 4 he just makes it and reaches the Plain of Peril. He meets the Thief. The Thief has lots of things the Dwarf could use. I will determine his action now as follows: 1-3 He will buy the Maiden off the Thief (he needs the Craft and can't carry any more objects), 4-5 he will try to join up with the Thief and on a 6 he will attack the Thief hoping to kill him and gain access to all his objects and followers.

Results: On a 5 he will try to join up with the Thief. The Thief's decision will be given in the Thief's turn.

Current Character Summary:
Location: The Plain of Peril.
Stats: Craft = 3, Strength = 7, Gold = 2, Lives = 4
Followers: The Unicorn
Spells: None
Equipment: Axe, Shield, Talisman, Potion of Strength.

Previous Installment ...

The Dwarf, Turn 38.7:

Dealing With The Devil.

Update: 28-10-07

uch to Daffyd's amazement the ancient ruins were Dwarvish. Well at least the buildings had been made by Dwarves, but perhaps to other's specifications. No Dwarf in their right mind would glorify death so highly. He and Frella now stood within the largest hall of the Mausoleum where a message in foot high letters was spelt out upon one wall.

'Do You Have The Strength To Meet Death', asked the ancient writing.

"Aye," said Daffyd after some consideration.

As if in direct answer to his utterance there came a groaning from the ceiling.

Daffyd paled then shouted, "Rock fall. Quick this way." He ran for the nearest doorway — one that lead deeper into the building, but which had a stout lintel — and he and Frella only just made it before the roof and tons more rock above it hit the ground behind them with such force that the outrush of wind bowled them both over and covered them with stone and dust.

"Frella? Are you all right?" cried Daffyd once the rumbling and fall of the stone had finished.

He heard the scrap of hoof on stone and a large body moving somewhere close to him in the dim light. "Yes, but I don't know why I let you talk me into these places. I'm a Unicorn, not a pit pony."

Daffyd didn't answer. Instead he looked about in the dim light that filtered down to them through a hole in the corner of the ceiling of the room they were in. There was no use going back the way they'd come. That room was permanently blocked. They'd have to find another way. Rubble and the stench of unknown magic filled the room and the exits that were available to them were choked with fallen timbers and masonry. It would be hard work to move it.

Fortunately, he had just the thing. He dug out the Potion he'd found in the cabin in the Hidden Valley. He'd been saving it for some great fight, but now he'd use it to save their lives. The draft was bitter and had a kick like a Mule but once he'd forced it down he felt the extra Strength flowing through his limbs.

"Come on girl," he said to the Unicorn. "Looks like we're going to have to dig our way out.

* * * *

Hours later they reached daylight and he was not particularly surprised to see the Castle below him in the Valley. The magic he'd smelt had been active and most likely they'd chosen the wrong doorway to excavate; they were back in the Middle Realm.

The two of them were cleaning themselves of dust and grime when they were hailed. It was the Gnome they'd met in the Castle and last seen on the Plain of Peril.

"How in the name of Evil did you two get here?" he asked as he came up to them.

"We flew," said Frella with a snort and then shook herself once more. "How does it look like we got here?"

"I think you two had better come and talk to my boss," said the Gnome and lead them back into the Portal room where the Thief was sitting next to the ashes of a fireplace. He looked pale and he had the shakes.

"The Gnome said we should talk," said Daffyd. "But it looks like you need a Doctor. There's a good one at the Castle. You should go and see him."

The man didn't say anything but the Gnome did, his tone disparaging, "We don't have any." The man turned his head away.

Daffyd thought for a moment and then threw two bags of gold onto the floor. "Get to the Castle and the Doctor then come back and we'll brave the Inner Realm again, together."

"Why?" said the man turning back to look at Daffyd.

"The Crown Bearer has got my dander up. I'd like to give him a run for his money, but I need help."

"Why me?"

"You're a Thief. You know how to think on your feet ... and you're the only one around.

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Game & Writing Notes:

Turn 38.7: Considering his high Strength and Potion I believe the Dwarf's best path forward is by the way of Strength even though he will have to roll 3 dice. He will therefore move onto the Crypt square and use his Potion of Strength.

Results: His total Strength is 10 but he rolls a 12 for his three dice which means the result is a 2. He is now on the Portal of Power square and has used his Potion. Here he must either try the Portal again, encounter the Thief or draw an encounter card.

As it seems unlikely that, in this game, that a single character can make it through either the Mines or the Crypt I shall make the odds as follows: 1-3 he encounters the Thief, 4-5 he encounters the square and on a 6 he will try the Portal again.

Results: On a 2 he encounters the Thief. His actions this meeting will be as follows: 1-3 He will buy the Maiden off the Thief, 4-5 he will give the Thief some gold to keep him in the game and on a 6 he will attack the Thief hoping to kill him and gain access to all his objects and followers.

On a 4 he gives the Thief two bags of gold so he can get healed at the Castle. This is with the eventual goal of teaming up to get through the trials of the Inner Realm and to also give the Crown Bearer two targets instead of one for the Command spell.

Current Character Summary:
Location: The Portal of Power.
Stats: Craft = 2, Strength = 7, Gold = 0, Lives = 4
Followers: The Unicorn
Spells: None
Equipment: Axe, Shield, Talisman.

Note: In the Thief's turn (i.e. 38.14) the Dwarf lost a point of Craft due to the Thief casting the Random spell on him.

Previous Installment ...

The Dwarf, Turn 39.7:

That Backstabbing Thief.

Update: 2-11-07

affyd awoke to the ungentle nudging of Frella's hoof in his rib cage. He pushed the Unicorn's leg away and said, "Away with ye! I'm trying to sleep."

"Get up you dopey Dwarf. Someone's just cast a spell on you."

"A spell?" Daffyd was having trouble thinking; it was the middle of the night. "What do you mean a spell? Was it that damned Crown Bearer again?"

"I don't think so," said Frella. "It was wild magic and it came from the direction of the Castle."

Daffyd sat up and then put his head in his hands. He felt hung over and was having a very hard time putting his thoughts together, but something Frella had said kept coming back to the surface of his troubled mind.

"The Castle, you say ... I've been cursed, haven't I? And I bet it was that backstabbing Thief."

He got slowly to his feet and picked up his Axe, Boyo. "C'mon lassie. I think its time we taught that villain a proper lesson."

* * * *

The Thief was so arrogant that he was staying in the same inn where they'd had their last fight and Daffyd only had to say stern words to the innkeeper to find out which room he was staying in. Unfortunately, that was upstairs which meant that Frella, once again, had to stay outside.

Daffyd moved through the darkened inn. It was well after midnight, so he hoped that the element of surprise would be on this side. A boot to the door of the Thief's room sent it flying open, but that was where things stopped going to plan. Instead of a half asleep and frightened Thief Daffyd saw him strong and confident and waving his hands in a meaningful way. That was when the spell hit him. Suddenly, he couldn't move and just as suddenly he realised that he could have made a very big mistake.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 39.7: The Dwarf has just been attacked magically by the Thief, the Warrior and the Prophetess are just the other side of the Portal of Power and the Amulet is in the Portal of Power square just waiting to be picked up. I shall roll to determine what he does: 1-5 he will stay in the square and pick up the Amulet while on a 6 he will move to the Castle to attack the Thief.

Results: On a roll of 6 he attacks the Thief. I will give the Thief 4 chances in 6 of using his Immobility spell at this point. A 2 means he does allowing him to Evade the Dwarf.

Current Character Summary:
Location: The Castle.
Stats: Craft = 2, Strength = 7, Gold = 0, Lives = 3
Followers: The Unicorn
Spells: None
Equipment: Axe, Shield, Talisman.

Note: The Dwarf lost a life to the Crown of Command in the Minstrel's turn 40.6.

Previous Installment ...

The Dwarf, Turn 40.7:

A Clash Of Titans.

Update: 8-11-07

is chest hurt with a dull ache as though he'd been punched by a Troll. The Crown Bearer was becoming a pain, literally. However, what galled Daffyd the most was the Thief's backstabbing ways and how easily he'd been made helpless by the villain's magic. Those were insults to his Dwarvish honour that could not be condoned; he climbed wearily to his feet.

"Crown Bearer?" he said to the empty room. "If you be listening, hear this. I don't care about the Throne any more. I just want that damned Thief. So, leave me be and I'll do your dirty work for you."

Daffyd walked from the room and down the stairs. With his Axe and baleful glare he forestalled any interference from the land lord and overnight patrons of the drinking house. It was only when he reached the street outside and his Unicorn companion, Frella, that he allowed his true state of health to become apparent. He staggered and leant against her foreleg.

"That damned Thief had me dead to rights," he muttered. "Did you see which way he went?"

"Yes," whispered the Unicorn mindful of the eyes that watched them from the inn. "He headed in the direction of the Temple. Do you need the Doctor? You look dreadful."

"I'll be fine, lassie," said Daffyd and jerked himself away from her to begin walking in the direction she'd mentioned. "Just as soon as me Boyo and I finish our business with that bastard."

The Unicorn watched after her diminuitive master as he stalked away. Then shaking her head sadly she dutifully followed.

* * * *

By the time he reached the Runes Daffyd was feeling a little better. It was still dark and the thin moon cast little light over the field of dark stones. There was no camp fire to give away the Thief's location so he and Frella moved quietly expecting an ambush.

"Fool Dwarf," came a voice from the darkness. "Did you really think you would be able to sneak up on me?"

"A fair fight's what I want," shouted Daffyd looking around for some trick. "No Crown Bearer, none of your fancy magic, just you and me."

Frella nudged Daffyd in the shoulder and then pointed with her horn, she then turned and walked quietly away in the opposite direction.

"Fair!" called the Thief from his hiding place. "You with that bloody great Axe."

Daffyd cottoned on to Frella's plan and walked in the direction she had indicated. He spoke out again mainly to provide her with a distraction. "So, you'd take me on bare handed then?"

There was a laugh from the darkness. It echoed strangely amongst the stones. "Midget throwing is illegal in the City, didn't you know."

"So?" said Daffyd uncertain about the reason for the Thief's mirth. "Well what about it? I'll put down me Shield and me Boyo, if you put down your weapons."

There was no reply from the Thief. Instead, Daffyd heard a shrill whinny from Frella. He turned in the direction of the sound and ran.

Suddenly out of the darkness came Frella; she turned just in time to avoid running into him. Hot on her heels came the Thief, Sword and Shield at the ready. Daffyd threw himself at the man without warning.

They came together with a tremendous clash of Shields and weapons and rebounded — both were supernaturally strong from the waters of the Magic Stream — Unfortunately, it seemed the Thief was the stronger. Daffyd snarled and leapt recklessly into the fray hoping that speed and ferocity would cow his opponent.

It was dumb luck that took the day for the Dwarf.

The Thief retreated under Daffyd's assault and caught his boot heel on the edge of a fallen stone. He staggered and almost fell and while he was off balance Daffyd struck with all him might. Axe sheared through Shield and struck his opponent's shoulder. The Thief shrieked and Daffyd pulled Boyo away. A spurt of hot liquid followed the Axe and he had to step back to wipe the blood from his eyes.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 40.7: Now under attack by the Minstrel the Dwarf will move based on the result of the following roll: 1-3 attack the Thief, 4-5 he will move to the Portal of Power square and he will stay where he is on a 6.

Results: On a 1 he will chase the Thief onto the Runes square and attack him. His Strength is 9 (Str+Unicorn+Axe), with a roll of 6 this gives him a total of 15. The Thief's Strength is 9 (Str+Sword+Ring), with a roll of 2 his total is 11. The difference means a loss of 4 life points reduced to 2 by the Thief's Shield.

Current Character Summary:
Location: The Runes next to the Castle.
Stats: Craft = 2, Strength = 7, Gold = 0, Lives = 3
Followers: The Unicorn
Spells: None
Equipment: Axe, Shield, Talisman.

Note: The Dwarf was killed by the Thief in turn 40.14