Night falls and we rest and post a lookout. It’s too dangerous to move now, but we pass an uneventful evening and a soft rain greets us as we wake in the early morning. We debate entering the city through the water gate to the south or through the mountains and the shelf to the north. Since we still need to cross the river Zwall, and not many of our group can actually swim, we decide that we might find an easier path through the shelf, hopefully where the river runs underground, and then descend upon the city walls from the north. We make our way through the hills at the base of the mountains and inch our way towards Quent.
Now we realize that the food we stole from our last encounter should last us through today and halfway into tomorrow, but we will need to secure more food very soon. We really need to enter the city so we can get back to the low quarter. Fortunately, from the last raid on Senarus Ranch, we have procured the following: One spiked belt, three flasks of oil, flint and steel, mortar and pestle, a copper signet ring, and a dagger hilt. There are also a few items of immense curiosity. There is an intricately carved ivory horn, and a ceramic jug with a special cork and a perfume like liquid on the inside. The haul is not bad and more than we’ve had for a while.
It’s slow going through the shelf and we have to backtrack several times and make circuitous routes around many impassables. Suddenly, after turning one corner, we come upon a heavy man with a big beard and long hair who is shocked at the sight of other humans. “Who are you? How did you get here?” asks the captain. He is Rexnar, another soldier from the front whose entire company was destroyed by the hoard. He alone survived a major battle in the quillwood and has since spent his days roaming and scavenging while looking for safe passage back into the city. Rexnar is originally from the drop, which is the neighborhood close to the low quarter and we instantly bond in these dangerous times. He has been here for at least a day, but it’s hard to get much more information out of him. Just like most of our group, he is also starving and slowly losing his wits. He shows us three blind mice that he keeps in a cage and insists that they can help us find food and then proceeds to ramble on about some mysterious rolling juggernaut temple out in the wilderness, but none of our party has ever heard of such a thing and we quietly question his sanity. Still, he seems strong, well trained, and with our goals aligned, he is a welcome addition to our group.
The rain falls harder now and we search for hours looking to make progress towards the city. We run into more frustrating dead ends and roundabouts until we finally come upon a sheer cliff with a drop of at least two hundred feet. Below flows the windy water of the river Zwall. We think our plan to find an easy way to cross the river has failed until we see at the edge of the cliff, there is a crudely constructed rope and wooden plank bridge that might be traversed. It looks quite precarious, but we have no other choice since the river rushes on far below.
But before we get to the bridge, a small creature pops out from the trees and begins slashing at one of the ropes. It’s a Halfling and she’s trying to cut the bridge down. “Stop what you are doing!” bellows the captain. Surprised, the Halfling bounds off and hides in some brush. We crawl up to the bridge now to get a better look as our eyes dart nervously about, looking for an ambush. When we get closer, it looks like the bridge is about fifty feet across and might still be usable despite the Halfling sabotage. Sensing we have more pressing problems, the Halfling is coaxed out of hiding by the captain and she agrees to put down the crossbow that she had trained on us.
Now we see her for the first time, a young Halfling woman, not much taller than Weebolo, but fleet of foot. She wears a headband with her hair pulled back and has a prominent birthmark on her right cheek. We also notice a simple wooden oak leaf necklace, the potent symbol of Ovian, the goddess of Nature. She is Brarglow Bearbite and she tells us an all too familiar story. Her party was murdered by humanoids and she managed to escape. She is originally from Forsoak, but has lived in the neighborhood of first port in Quent for several years. After the invasion, her group tried to leave the city through the Nob gate in the east, but got pushed all the way back north, through the high quarter and into the shelf. She laments, “the city is lost, there is no hope now. The high quarter is completely collapsed and has been reconfigured by evil humanoids.”
Still there is some hopeful news. Brarglow says there are remaining bands of humans scattered about the shelf and they are mostly trying to fortify and hold out against all manner of beasts. Gnolls are common in this area. It also looks like the front gate hasn’t been completely breached and the dwarves still monitor it in some capacity. They also hold out in certain areas in the city and the dwarven front door, built to last to the end of time, still stands firm. Most hopeful is that we also hear more human troops are on their way from Worsk and Absalon and resistance to the humanoids is not completely abandoned.
We can tell Brarglow’s harrowing adventure has begun to eat at her resolve. Dropping her gaze, she turns negative again, “ but there are no human factions left inside the city. They have all been pushed out into the shelf.”
“No human factions?” Oliver is incredulous. The news only makes him angry and more focused on getting back to the low quarter. Yes, the captain agrees, we still need to get back to our neighborhood. Once we are there, we can regroup with anyone still alive and figure out our next move. We know the terrain and we have contacts there who might have survived despite Brarglow’s dire warnings. It’s our only chance and we agree unanimously to head back home.
As a symbol of goodwill, Ismail tries to share some food with Brarglow, but she refuses. “You keep it” she mumbles. “Food is hard to come by in the city, you’ll see.” Ismail can only hope she is wrong. Suddenly, Brarglow spies from behind us a strange animal poking about at the base of the bridge across the river. It looks like a four foot tall loping hunchbacked creature and it’s black face is sniffing and searching the area. Now we see another, and the pair have collars on and are obviously pursuing something. Brarglow chirps, “they are hyenas, the Gnolls use them for tracking, we are in great danger here!” Thinking quickly, the captain unleashes a set of magic needles and they scream through the air towards the hyenas. One is struck and reels falling into darkness. From behind the captain, Ismail lets a crossbow bolt loose and it sails over the bridge connecting with the throat of the second hyena. The threat is gone for now, but we must hurry. Fearing that we will get stuck before crossing the river, we run towards the rope bridge. Rexnar quickly repairs the damage to the bridge and we scamper across. Weebolo, who is scared of heights, nearly passes out while crossing, but is gently guided by Oliver’s steady hand. When we get to the other side we heave the two hyena carcasses into the river below and they land with a muted thud far below. We rush to cover up the blood spilled and kick dirt over our tracks. We cannot afford to be detected until we get a more secure position. Brarglow is hesitant but trails us suspiciously while keeping a safe distance. “Brarglow, you came from this way, tell us what’s ahead?” we implore. But before we can get an answer we spot a Gnoll coming around a corner in a bend up the way. A stray arrow falls near us and we jump to take cover behind some apple shaped boulders. There is a minute of silence as both our party and the Gnoll jockey for positions behind trees and rocks. We are well aware that one Gnoll will bring many Gnolls, so we proceed with caution. Ismail is the only one who acts rashly as he climbs up on the nearest boulder to get a better look. He is immediately struck with a pair of arrows that dig deep into his flesh and teach him a stinging lesson. He falls back off the boulder cursing. Oliver summons up the protective windwall to dissuade any further missile attacks. Now Rexnar and Oliver poke their heads out from behind cover and let arrows fly and we hear screams and groans from what appears to be four or more Gnolls. The captain disappears and the missile fight continues. Rexnar nails a Gnoll right in the face with a sharpened arrow and Ismail hits another with a crossbow bolt.
Finally, the foreplay grows tiresome and Rexnar charges into the Gnoll group and brings his halberd down slicing into the head of one of the creatures, cutting it in two. The two hemispheres of his cranium fall away in different directions. Oliver continues to provide cover by firing arrows into the fray and Ismail runs out from hiding behind a boulder to introduce his mace to the side of a Gnoll. Rexnar, now surrounded by biting beasts, beats back an attack and then pivots to disembowel another as it falls out of existence. Now a Gnoll finally gets to Oliver and he drops his bow and sinks a heavy pick into his side. But the shoddy pick breaks off at the base and crunches, useless for future combat. The group fights well, and Oliver finishes his enemy just as Ismail hacks down the last Gnoll from behind. Heaving and panting we all look around somewhat stunned. What just happened? We won a fight and we killed them all. This has never happened before.
We quickly gather up the Gnoll bodies and strip anything of use. The captain, wisely avoiding the combat, is still invisible, and he marches off further up the road to scout. After a few minutes, he returns with reports of another group of buildings ahead, large structures, and more movement. We rest for a short time, and we know our victory will be short lived if we are not constantly alert. Oliver calls on the power of Gendora and our wounds are healed. We hide in the trees and recover as best we can.
While we rest, we break into argument. Ismail seems very annoyed that Weebolo is still with the party. “We simply cannot afford to have another hungry mouth to feed if he contributes nothing to our survival” he protests. “No, he is my responsibility now, you needn’t concern yourself with Weebolo” Oliver replies. “At least send him out to scout, let the boy prove himself in some way. He either learns or he dies, just like we did when we were young,” Ismail utters. “All in due time” Oliver says, as he shields Weebolo from further scrutiny. Brarglow softly wonders how Oliver can show such devotion to Gendora, the goddess of perversity. The captain turns our conversation back to our victory. He instructs us that if we ever encounter more than six humanoids we cannot win in a straight battle. We need to focus on the goal, making progress towards the low quarter. Remember, running is just as good as fighting, if fighting attracts more problems. We all agree on this sage advice and the issue of Weebolo is buried again.
After our brief respite, we journey on and come to a flat clearing containing an old burned out estate with several dilapidated buildings still standing. The area is bisected by a road that runs straight through the clearing and on towards the city walls. Brarglow tells us that a small number of attached buildings in the upper half of the clearing are held by humans, and the two structures in the lower half and held by Gnolls. Some loose boulders and rocks separate upper and lower halves. There is also twenty foot high rock outcrop behind the upper half and we can see an access rope hanging from the top that might be useful or dangerous depending on the circumstances.
Brarglow also tells us that this is where some of her group went to talk with the humans but they never came back out of the building. She thinks maybe one of her Halfling companions joined their group. Suspicious and skeptical, we cautiously proceed. The captain, who is still invisible from the last encounter, does some stealthy reconnaissance and we learn that the Gnoll house contains seven of the vile creatures and what appears to be a gnollish witch priest. As we hide, a rat races across the dividing area and disappears into a small hole in the Gnoll house. The commotion inside tells us that the witch priest is somehow familiar with and quite disturbed at the site of the rat. It seems like the gnoll’s attention is focused elsewhere and so we take advantage of the situation and advance to the back of a well placed pigeon coop on the side of the two buildings.
Suddenly, a green bolt of magic comes rushing out from the rock outcropping. Simultaneously, an archer appears on the roof of the human building and Ismail takes an arrow in the foot as he ducks further behind the pigeon coop. The green bolt explodes with a concussive blast. It doesn’t seem to have much effect, but there is clearly a threat now from the higher area. The archer might be human, but we are not sure, only that we are taking fire from some hostile source. Oliver grabs Weebolo and the two burrow down behind a boulder in between the two rival houses. Now three rats run out of the human building and under some large rocks in their vicinity. A loud voice calls out, “humans behind the boulder, there are Gnolls in the building across the way. Go around to the back and you’ll be safe”. Skeptical, Rexnar and Ismail decide to go towards the source of the magic bolt instead, hoping to neutralize that threat. Brarglow hides a safe distance away.
The captain, still sneaking about, is now able to get a glimpse inside the human building and sees a horrific site. A large human man and a giant rat huddle inside. The rat begins to transform and becomes a hunched over woman and then magically returns to form and stands erect. Wererats! In human form now, they are armed with swords and light armor. The woman goes to the back door ready to greet us in her disguised form.
Meanwhile, Ismail begins climbing the rope to get onto the high area but he is stopped by the captain who fills us in on his discovery. The captain calls for everyone to regroup behind the pigeon coop. “So, I guess you are not with them” says Brarglow. “You knew about this!” “Yes, this is where many of my friends fell” she says. “Sorry for not trusting, but Ovian warned that the next encounter I had would not be with friends”. Now we understand that some of Brarglow’s original party joined the wererats and that’s what she was running away from when we first saw her at the rope bridge.
We hear a massive crack of wood from inside one of the houses. Then there are battle cries and it has started. In the confusion, we are once again struck with some magic from the high rock that leaves half our party stunned and incapacitated. Rexnar, Ismail, and Oliver all stand blinking and swaying unable to make use of any of their limbs. Only the captain and Weebolo are able to resist the paralysis and they quickly lead the stunned into the pigeon coop to avoid further damage. Weebolo, following the captain’s orders, snatches a glyphed cube from Oliver and becomes the youngest grenadier. But before he can throw the glyphed cube at the building, Ismail recovers and snatches the weapon away from him. Now the captain is rushing to climb up the rope to the high area and find the source of all this magic. Thwarted, a swarm of rats is soon upon him gnawing at his flesh. He reels and falls backwards off the rope straight onto his back nearly knocking himself unconscious. Another blast of magic, and Weebolo is stuck fast to the ground where he stands, enmeshed in a tangle of strings and vulnerable to attack in the open near the wererat house.
Meanwhile, the wererat woman beckons Ismail to the back of the house and he gallops up grabbing her by the wrists and holding her. “Quickly, the Gnolls are sieging” she protests, but Ismail turns and holds her out as a human shield. Oliver, no longer stunned, finally spots a mage in the high area who has been troubling us from the beginning. He fires off a crossbow bolt and strikes the mage with a solid hit and a poisoned bolt. Now the captain, freed of his rat envelope, joins up with Ismail at the back door and runs his falchion right up through the woman’s guts as she frantically bites at Ismail. Luckily, she is held too tight and falls in a heap at their feet. Ismail finishes the job by decapitating her still breathing body. The mage on the hill transforms and we see a giant rat leap from the hill onto the roof of the wererat’s building. He’s coming down fast on Ismail and jumps over the side near the backdoor but fails to land a bite on his chain mail. Ismail shakes him off but cannot land a blow as the rat twists and jerks at his feet. Finally, the captain comes from behind and exterminates the rat mage with another falchion blow. As he dies, he returns to human form and we quickly dispose of his head, flinging it into the trees and separating it from his body. He’s got a pair of nunchucks and some good boots and we grab what we can before it’s too late.
“Let’s move!” orders the captain and Ismail smashes in the back door to the house and yells out. “We are to help….. the Gnolls!” The wererats, locked in a fierce battle with the Gnolls turn, but it’s too late. Ismail throws the glyph grenade straight into a mass of monsters huddled at the window and it explodes. Everywhere there are shrieks and screams, bones and blood. In the chaos, our group moves past the two houses and we succeed in avoiding a protracted fight. As we run on towards the city wall, we are content with just living another day and surviving.
But many questions remain. How will we eat tomorrow when we only have food for four people at best? Can our small band continue to get lucky and stay alive? What will we do when we reach the city gates? We trudge on, uncertain about the future but happy to be alive.










