A few miles downstream from Deepwell they come across a strange sight. Some sort of undead, flying, probably firebreathing, batwinged lizard thing appears to have attacked Jezat and been, mostly, burned to death at a sight by the riverbank. They can tell it's undead when Larad suddenly screams, leaps forward and starts to smash it around with his sword. About 15 minutes later, when he's finally finished they burn the remaining parts. They have time to notice, however, that it appears to have been stitched together in ways they've seen before. This was Delecti's work.
There were signs of Jezat having been injured and probably escaped on foot. On the boat, a naked woman laughs rather too sensually then jumps off the boat. The boatman by now is pretty freaked.
Late that afternoon they arrive in Noryar for an audience with Hordred Wyrmhand. They had learned about him from the boatman. At the meeting they discover he is in great good humour because there's been a rapprochment between his brother Aeldred and his favourite niece, Maralis. It seems she has arrived in Solthmouth with an EWF fleet of a score or so warships. Apparently she has healed the rift with her father and he is going to sign a treaty with the EWF. Hordred is in great spirits so although he does lightly quiz the characters about the situation up north and the rumours coming out of Sunvale he's not that focused. Also at the audience is an elderly healer, Faeltris, a very grim WyrmFriend military officer, Seran "The Laugher," and an Orlanthi woman called Asrela who says little other than when she is lightly teased by Hordred. As always, the characters stick to their evolving story of a chaos sorcerer though now they're able to claim he's a God-Learner which is usually a good way to gain EWF aid. They figure they're on safer ground with Draconised Orlanthi if they can stick to a common enemy. Hordred is concerned but not overly so and merely reminds the characters to keep the peace and to enjoy the good times. He's heard there'll be a party in Solthmouth to celebate the treaty and he is going to be arranging one here too. In the spirit of universal peace and harmony, he takes the chance to demonstrate his fresh, new wyrm hand; he's very proud of it. Aslander spends the demonstration thinking impure thoughts.
Back at the inn, there's always an inn, the characters are relaxing while quizzing the locals. Their evening is interrupted by a kid who says his master wants to see them. After a little distrust, it turns out that he wants them to take a secret passage behind the bar. The barman affects not to notice all this so they make their way through a cramped tunnel. The come out the other end into a basement where they meet a woman who soon reveals herself to be Asrela. She is planning a rebellion, has messages from an "Arkat" and wants the characters to recruite a mercenary band. She promises to use her network to find the sorcerer in return. The characters are more than happy to help, only pausing when she tells them never to call the mercenaries "ducks". They are durulz and the leader of the band, Dhrek, is particularly sensitive about this.
The night passes uneventfully for all of them except Aslander who wakes up twice during the night, both times in the middle of some sort of adrenalin rush. It ain't easy being an insomniac dragonslayer.
Waterday Disorder Week
Early morning and all of the merry party bar Griffith, who is interested in discovering more about the caves in Deepwell and gets smuggled into a Lankhor Myh shrine just outside Noryar, head off to see the ducks. Being the paranoid types they take a circuitous route to the money stash - 20 Gold Ducats - and then off to Billhook Farm. Travelling back up river, and arriving there by mid-morning they are struck again by just how thoroughly Noryar has gone to the Wyrm Side. The ducks, however, are suspicious, obstreperous, bad-tempered and, as no-one pointed in a fowl mood. They have no desire to worship dragons, storm gods, invisible gods or any god, come to that, who doesn't pay in cold, hard cash.
The farm consists of a couple of acres of land enclosed by a low wooden fence. Low by human standards that is. After much to-ing and fro-ing at the gatehouse while one rather young looking duck kept a crossbow trained on them at all times, the party finally manage to persuade the gate-duck that yes they do have money and yes they do want to hire their illustrious commander. So, it is with much sniggering that they travel down the path to the main farm buildings past the duck pond and to meet with Dhrek and his magician Kakaleel.
Initially Dhrek takes them for fools and asks for a ludicrous retainer when the party mentions they wish to hire his services in a rebellion against the EWF. Larad has had some experience in the mercenary life though and does his best to be a grim Humakti. Lacking anyone with social skills to negotiate, the party eventually manage to hire the ducks by promising them pretty much everything they want. Dhrek does mention that they are currently short-handed so he's offering them a "discount." They don't ask him more about this, and the remaining activities are cut short when the ducks sound the alert. Dhrek considers whether the idiots are smarter than they look and have double-crossed him but the party are blissfully unaware of this and the two hidden arrow holes in the adjoining wall. His hand is forced when one of the ducks comes breathlessly in shouting "It's Seran! And he has dinos!"
Swearing fowlly, Dhrek jumps to his feet, stands down the hidden cross-bow ducks and tells the party to come with him. "Rebellion starting early?" The party know nothing so decide to keep stum and follow Dhrek to the gate house. Kakaleel starts to prepare spells, his drooping, palsied face energised by his love of magic.
A tense stand-off ensues. Seran accuses of Dhrek of finally going too far: he knows they are harbouring criminals and consorting with Asrela to perform treachery. It's clear that Seran and Dhrek have some sort of mutual amnity and Dhrek appears to be spoiling for a fight too. After all, they have a gatehouse, ducks with crossbows and a sturdy fence. At that point, one of the watch ducks shouts "thunderer!" and the equation changes.
Spells are cast, crossbow quarrels loosed, Seran doesn't laugh and then a Thunderer comes charging through the gates as if they are made of plywood and chaos breaks loose. Several ducks and the party rush to hold the gap. Aslander swings wildly at the thunderer as it trundles by. Dhrek though has seen this kind of thing before, chomping on his imaginary cigar he rolls to one side, slashes up with his bastard sword and attempts to hamstring the thunderer with a precise attack. His attack had no great effect but Aslander saw what he was trying to do and and got focused, holding his next swing until the last second in an attempt to find a weak spot.
Back at the gate, one of the smarter than average ducks has finally spotted the dino's controller and takes him out with a crossbow quarrel. The thunderer, which had previously been ordered to head back towards the gate and smash more things is now free to focus its rage on the annoying mammal with the heavy sharp thing. A couple of regular ducks try to help Aslander but one gets impaled and the other squashed.
Meanwhile Seran sends in his best troops with kite shields and spears to push through the gate. The area is a mess of ducks, spears and blood. The new troops are good with shields and neither the party nor the ducks can damage them. However they are just about holding the area when another alert is called: Renders are flanking.
Vicious, I-can't-believe-they-not-velociraptors are easily jumping the fence and coming in from the side. One duck is almost clawed in half but the Renders are clearly out of the Pathetic Sharks school of nasty things and quickly go down under the varied weapons of our heroes. Dhrek is now at the gate and Kakaleel is making his way towards him, trying to use his magic in support. Kakaleel is having a bad day, nothing is working but his old nest mate has rallied the troops at the gate house while Aslander has fun with the Thunderer. Larad & Keldo have finally got sorted towards the front. Keldo's axe being the only thing that makes any sort of dent on the attackers and Larad doing his best to prevent them from getting flanked.
Seran seeing that this fight is bogging down takes the initiative. A final wave of skirmishers are sent to climb the fences, drawing some of the defenders away. Then, looking every inch the hero in his mind, he charges on his war-horse, scattering the defenders and bursting through the line. Several defenders take a swing at the horse which receives a few nasty gashes but Seran is able to block the worst with his klanth.
Turning his horse sharply (good riding roll...) he is able to run down Kakaleel and kills him outright. "Pate" he shouts, without laughing at his own joke. At about this time a bloodied and bruised Aslander is sinking his axe blade deep into the thunderer's neck as it sinks to its knees. Cormalin, Keldo and Larad are outnumbered but holding. Hearing Kakaleel's death squak, Dhrek runs back to face Seran who has ridden down another duck and turning back for more. Dhrek's a tough cookie however. Turning away from Seran's attack he is able to bring down the flagging horse and Seran falls badly. After that it's just a matter of time, Aslander is nearby and Seran is all show and anger but not a whole lot of ability. He can't hold off both of them. Some of the skirmishers try to get to him but are intercepted by Cormalin and a couple of novice ducks. When they see their commander fall, the rest lose heart and start to flee.
Dhrek is merciless. He has every last one followed and killed. He doesn't want word of this getting back for as long as possible. He's lost some good ducks, including his nest mate and best healer. There are several injuries to deal with and the matter of the people who brought all this to his door. There's also something else going on that he's keeping to himself. And so a meeting. It's midday now. Dhrek suspects that Hordred will be amenable to calling it quits as Seran was liked by none and that he ought to be able to screw a fair amount of gold out of Asrela over this. He also recognises that Aslander stood with him and showed great bravery while the rest held the gate post with courage. He asks them what they plan to do next, they say they want to head down river to Solthmouth. Dhrek decides that getting them out of his feathers is no bad thing and lets them go. A duck is assigned to raft them down the river and Dhrek turns back to mourn to his nest mate.
Normally it's a bit less than a day to Solthmouth and the Solthi's running fast and high. There are however rapids about 5 miles outside of Solthmouth and it'll be dark by the time they reach them. The duck refuses to go white water rafting with a bunch of humans and a mule in the dark so they moor in a small village for the night. This time Aslander gets a decent nights sleep.
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This was their first *big* fight with the EWF. I had dutifully drawn out the farm complex on a battle map but, of course, they never left the gatehouse area. It was also a huge test of their ability as players to make smart choices and use the combat system properly because I wasn't going to pull my punches. (This was under MRQ1 btw). I did wonder how they were going to handle the thunderer. I do have my own heavily hopuse-ruled version of RQ1 combat - who didn't? - and had previously intended to disallow precise attacks to bypass armour. At the last minute I decided that there was a need for it so Dhrek demonstrated it and the players took the hint.
The renders were useless. This was because of the RQ1 result of successful parry vs failed natural weapons attack and the renders inability to roll low. Keldo and his great axe made short work of them.
The battle was close but it was always clear from the GM viewpoint that they had the upper hand. I've been giving out IRs and HPs by the session rather than by the story so that the players can upgrade their characters quite quickly and it's starting to make a noticeable impact to me.
One area they are still weak on though is any sort of social skill for their characters. The only with such skills, Griffith, is run by a player who is having to miss a lot of sessions for a variety or reasons. This means that they get fewer chances to uncover anything beneath by the surface. This was particularly true at Billhook farm. They never thought to ask why Dhrek was short-handed and why he didn't seem overly concerned about how much he could earn from them. They had also heard from Asrela that morning that there were no reports of a sorcerer in Noryar so she was widening the search. A little more insight and they might have put two and two together.
You see, Jezat was in a quantum state at this point. If on first arrival they had pushed the issue they might have discovered that Jezat was still there but first they had to figure out he might be and then discover how to persuade the ducks to give him up. As they did none of that, Jezat resolved his quantum state to being on a raft with 3 ducks on the way to Solthmouth. Jezat has promised the ducks a share in his profits so Dhrek has sent three of his best down river with him and, once more, Jezat slips through their hands. This time without them even knowing it...