Thursday, October 9, 2014

Bargaining with goblins and bugbears

Desnus 17, 4711

With Roscoe gone on patrol with a squad of Hellknights, the Cooper triplets decide this would be a good time to head out to the Emerald Spire to see if they can finally discover the entrance to the lower levels. However, the sudden revival of their brother Thorne changes their plan. They'll take him along with them.

Of course, Thorne, having finally returned to the world of the living from his encounter with the Creepy Crawly was immediately greeted by the Crawly's head, which Gerald had stuffed and placed above his bed. Hearing the cries, Gerald rushed in the room, wearing the hide of a giant bee, further scaring Thorne. After an hour of calm and soothing words from his sisters, and reproachful glances to Gerald, the family finally heads out to the Spire.

The trip there is uneventful, and reveals that there have been no changes since last month when they were here. Entering through one of the secret doors, they notice that the ruins appear to now be abandoned. Room after room shows no sign of current inhabitants, save for the dining hall where up to 17 goblins could eat at once. There, the remains of a few disgusting meals show that some goblins do in fact remain.

The Coopers do come across a locked door leading to a room ravaged by time, save a corner where a four-post Azlant bed remains, still covered in fine sheets and pillows. A force field prevents anyone from entering the corner, and it is as if the bed was patiently waiting for its master's return.

While exploring the eastern section of the Spire, Daryle notices the presence of four goblins riding war dogs outside, carefully making their way towards the main entrance. She can tell that they carry the banner of the Dark Blood tribe, whom Daryle and her other triplets encountered in the woods a few months back.

The Coopers begin bracing doors and preparing themselves for assault, but nothing comes. They decide to continue exploring the Spire, and eventually discover the way down. Before heading down, however, they decide to head up the flight of stairs they discovered during their last trip.

At the top they are greeted by a barricade behind which are two goblins and a giant bugbear. The fearful goblins identify him as Grunk, leader of the splintered branch of the Dark Blood tribe, having wrestled leadership from Greenhide. Tense negotiations ensue, and Grunk talks the Coopers into going outside and bringing him Greenhide's head in exchange for riches. As a token, he awards them with a bauble worth about 150 crowns.

The Coopers head out, and immediately spot Greenhide's soldiers surrounding the Spire. Over 25 goblins stand around, ready to assault the fortress. Brandishing a white flag, goblin riders come over and escort Gerald to Greenhide's command post. There, Gerald attempts to conduct careful negotiation, trying to play the two factions together. The initial plan of killing Greenhide is put aside as it becomes clear that the latter is more likely to triumph over Grunk and his dwindling force. Gerald thus strikes a bargain with Greenhide. In exchange for Grunk's head, the Coopers will be allowed to enter the Spire at anytime, provided that they immediately head down to the lower levels to deal with Klarkosh, the master of the lower levels and the one who supported Grunk's bid for power.

The Coopers return to the Spire and attempt to negotiate with Grunk in order to enter the barricade and kill him. Unfortunately for them, Grunk is clever and he does not fall for their attempts at conning him. With the sounds of goblins entering and searching the ruined ground floor, the Coopers become pressed for time, and they force the barricade. Unfortunately, Grunk has escaped, using magical means, and they spot him running towards the edge of the clearing with two small chests under his arms. A search of the broken upper floor of the Spire reveals a few precious items strewn across the floor, but nothing else.

Believing themselves to be in danger, the Coopers hide themselves in a closet, and emerge three hours later after the Dark Bloods are done ransacking the rooms. They quietly come down the stairs, and make their way to the secret exit. Strangely, no goblins challenge their escape.

The Coopers return home weary but elated to have successfully conquered the first level of the Emerald Spire!

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