A Night in the Jovial Juggler

After an expedition to the Wood of Sharp Teeth goes awry, the Troupe returns to civilisation licking their wounds. Both Branwen and Dynaheir were killed by the orcs infesting the forest, so now they seek resurrections and some new party members to replace their losses.

6 Eleint 1368

Our journey back to Beregost was fortunately uneventful. It wasn’t long before we left orc territory, and those in our path were already slain. When we arrive at the Song of the Morning Temple, I remember that Coran was after a bounty for the wyverns in the Cloakwood. Kelddath Ormlyr is impressed when I show him our trophy, the head of the largest wyvern.

Kelddath Ormlyr: You must be powerful heroes to have brought down such a great beast. I will take the wyvern head and give you 2,000 gold for your troubles.

Kelddath Ormlyr: You must be powerful heroes to have brought down such a great beast. I will take the wyvern head and give you 2,000 gold for your troubles.

I ask him to resurrect both Branwen and Dynaheir. Our reward covers the donation he would normally ask of us, but he still gives us 600 gold as a kindness.

Though resurrected, they will remain in Beregost to recover. We say our farewells before leaving the temple.

Branwen: We have fought well and we have fought bravely. Tempus willing, perhaps I will fight at your side again someday.

Branwen: We have fought well and we have fought bravely. Tempus willing, perhaps I will fight at your side again someday.

Dynaheir: Thou hast proven to be quite a leader. I shall look forward to when we can again call each other comrade.

Aegon: Our paths must run apart for a while. If I should need your help again, though, we should rendezvous at the Jovial Juggler in Beregost.

Dynaheir: If thou dost desire it, then I shall do so. Thou hast proven thyself to be quite the leader, and by now I have confidence in thy decisions.

Branwen: I will chafe at the inaction, but I am deeply in your debt. Return soon to this war priestess.

We are wounded and tired, so we also leave for the Jovial Juggler. We’ll need some time to rest ourselves before we can return to the orc-infested forest.

As soon as we enter the inn, a large man with a huge sword strapped to his belt approaches us. He seems excited to meet us.

Thorfinn Hauskluniff: Hail and well met! I am Thorfinn Hauskluniff. I heard you are well-known adventurers who solved the iron problem. I would like to join you and help if I can.

Aegon: Yes, you may join us. All help is welcome.

Thorfinn Hauskluniff: I shall endeavor to help you any way I can.

We take a table with Thorfinn while we talk about how he can fit in with the Troupe. He doesn’t seem to be the smartest in the world, but he has muscles the size of my head.

He tells us he is a Berserker, and can fly into a rage just like the orcs we encountered in the Wood of Sharp Teeth.

THORFINN HAUSKLUNIFF
BERSERKER: This is a warrior who is in tune with his animalistic side and, during combat,
can achieve an ecstatic state of mind that will enable him to fight longer, harder, and more
savagely than any Person has a right to. Berserkers tend to be barbarian-like in nature, but
not always. Sometimes it is a conscious choice that a warrior in training makes. Regardless,
opponents on the battlefield will be unsettled when they see the savage and inhuman elements
of the Berserker 's Personality. This class is common amongst dwarves, known to them as the
Battlerager.
Advantages :
— May use Rage ability once per day. Gains one use at level 1 and an additional use every 4
levels thereafter.
RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker gains a bonus of +2 to
his attack and damage rolls as well as to his Armor Class, and becomes immune to charm,
confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The
Berserker also gains 15 temporary Hit Points which are taken away at the end of his berserk
spree, possibly knocking him unconscious.
Disadvantages :
— Becomes winded after berserking: -2 Penalty to Armor Class, to-hit rolls, and damage rolls.
— May not Specialize in ranged weapons.
— Alignment restricted to any non-lawful.

He can move fast when he needs to, either to get into combat swiftly, or get out of it.

QUICKSTRIDE
Quickstride: this ability allows one to increase his movement rate at will.

He can also go Berserk, giving him a burst of energy that can turn the tide in combat.

BERSERKING
Berserking
For 30 seconds, the character gains a +2 bonus to attack and damage rolls and an
extra 1/2 attack per round, and is immune to charm, fear, hold, stun, and sleep
effects. The character also gains 15 temporary Hit Points, which are taken away at
the end of the berserk spree (possibly knocking the character unconscious).
After the effects end, the character becomes winded, suffering a -2 Penalty to Armor
Class, to-hit rolls, and damage rolls.

He has meagre equipment, wielding a two-handed sword and some throwing axes. He does have some custom made hide armour, bearing a wolf engraved on its chest.

Item
THORFINN'S HIDE ARMOR
his is the Personal hide armor of Thmfinn
Hauskluniff. Though it does not possess any
magical abilities, it is a well-constructed piece,
almost appearing to be traditional leather due to
its cut and design. A snarling wolf emblazoned
on the breast evokes its wilder origins.
STATISTICS:
Armor Class: 7
Damage Resistance: 12%
Dexterity Penalty: -2
Arcane Casting Speed Penalty: +2
Requires :
9 Strength
Weight: 3
Usable by:
Thorfinn Hauskluniff

He also wears a horned helmet decorated with fur to match.

Item
THORFINN'S HELMET
This helm grants immunity to all forms of fear
and panic, whether natural or magical.
STATISTICS:
Equipped abilities :
— Protects against all forms of panic and fear
— Protects against critical hits
Armor Class Bonus: + 1
Weight: 2
Usable by:
Thmfinn Hauskluniff

From our Bag of Holding I pull out a Throwing Axe, enchanted so that it will always return to the wielder when thrown. This will save him from having to carry many axes around.

Item
THROWING AXE +2
his throwing axe has not only been finely
balanced for use as a missile weapon, but
has also been the subject of significant magical
enhancement. As a result, it is both more
damaging and more accurate than any
non-magical weapon of a similar style.
STATISTICS:
Combat Abilities :
Returning: returns to the wielder 's hand
instantly after an attack is made
THACO: +2 bonus
Damage: 2D3 + 2
Damage type (melee): slashing
Damage type (thrown): missile
Weight: 3
Speed Factor: 4
Proficiency Type: Axe
Type: I-handed
Requires: 4 Strength
Not usable by:
Cleric
Druid
Monk
Shaman
Thief
Cleric / Mage
Fighter / Druid

I also give him some better armour to try. If he’s a berserker he’s more likely to charge into the fray, and he will need that extra protection.

Kivan gives the Berserker his Khazid’s Death, telling him that the sword will fare better in a true warrior’s hands.

Two-Handed Sword +3 "Khazid's Death" Khazid Death was created by a dwarven weapon master, Khazid El Dum. He had just created this sword when a group of thieves broke in and killed him with this sword. Part of his spiritual essence was bonded to this weapon at the time of his death. Statistics: Damage: 2D6 + 3 Special: +1 Strength and Constitution THACO: +3 bonus Damage type: slashing Weight: 12 Speed Factor: 10 Proficiency Type: Two-handed Sword Type: 2-handed Not usable by: Cleric Druid Monk Shaman Thief Cleric / Mage Cleric / Ranger Fighter / Druid Fighter / Cleric Fighter / Mage / Cleric

While I go to talk to the innkeeper about a room, Kivan and Aura talk about their skills in archery.

Kivan: From whom did you learn to wield a bow, Aura?

Kivan: From whom did you learn to wield a bow, Aura?

Aura: My sister, Juno, taught me the basics. I was also trained by my mentor, Reika-san, while I was in Kozakura.

Kivan: That would explain why your technique is unlike any I have seen in the past. I have encountered few of those from the Far East.

Aura: II’m really not a great example of Kozakuran kyudo… I don’t even have the stature or the strength to use a bow with your level of skill, Kivan. It’s mostly my bow, the Sunshooter, doing the work.

Kivan: I see… the shape is much like that of a recurve bow, and the separate limbs allow for an easier draw, reducing strain… you have created the bow to cater to your requirements. I am surprised that such a design even exists.

Aura: It wouldn’t work if not for the special materials used. I’m not proud of having to compensate for my failings, without ever improving, but my parents did everything they could to procure what I needed, so that I could protect myself.

Kivan: Then it is a symbol of your parents’ love and desire to keep you safe. There is no shame in such a thing.

Aura: Perhaps… but still… I often feel too weak without this bow with me. I’m afraid I’ll drag the group down.

Kivan: If you desire it, then I would gladly train you in archery. Though I may be unfamiliar with the fundamentals that you have practiced, I will do what I can to assist.

Aura: Thanks, Kivan… I may take you up on that.

I hope she takes the lessons. Kivan has proven himself a deadly archer, often slaying opponents before they can react. It’d be good to know there are two archers with his aim in our Troupe.

I tell them we have a nice room and we retreat upstairs. As I am storing my equipment away for the night, I hear Kivan offering words to his late wife. He does this often, yet this time something compels me to ask him about it.

Kivan: ‘Quel undome, a‘maelamin Deheriana. Good night, my beloved Deheriana.

Kivan: ‘Quel undome, a‘maelamin Deheriana. Good night, my beloved Deheriana.

Aegon: Every morning I hear you say “good morning” to your dead wife – and every night you bid her to have a good night. It makes me sad.

Kivan: Do not be saddened, my friend. Those are my beautiful moments. Once, I was looking for excuses to talk to Deheriana, and I would not sleep until she passed by, and I could bid her “good night”, hear her voice and see her smile.

Aegon: How did you meet her, Kivan? If you do not mind me asking about it…

Kivan: I met Deheriana during the war in Shilmista. Everyone then became a fighter, elders and children, nobles and commoners alike. She was among our spellcasters – a small group and vulnerable, but a lot of our hope was placed into their power.

So a fighter’s eyes were always on them to protect and to lend them cover… I saw Deheriana… it was hard not to notice her. In the moments of deepest despair, when all was but lost, I looked at her, and my spirit soared, and I cared not for hurts.

Like a young birch tree, golden and green, she stood, and her voice was clear as morning dew, even as her chants brought death to our foes.

Aegon: And after the war was over…

Kivan: After the war was over we buried our dead with honors… My mother could not be consoled in her grief for my father and my brothers who had fallen.

She convinced the rest of my kin to leave for Evermeet. I stayed behind, for after the freezing winter I saw the new spring coming, and Deheriana was smiling every time she met me, and I bid her to have a fair day.

Hearing him talk about her… It’s almost as if she is alive again. Her spirit lives on through him. As father’s spirit should live on through me. I say goodnight to Gorion before I climb into bed, and I close my eyes.

I dream of blood. Not of blood on a blade or the blood on my hands, but an ichor that runs as a torrent through the Realms. A flood that pours across the fields and forests. An ocean that floats you to the world’s edge and threatens to cascade off into the void.

This blood seems a frightening thing: a massive force that sweeps away all resistance. As a whole, it is a monster, and it cannot be stopped. Were it to be viewed from on high, it would seem to cover the entire world in its red-black embrace.

I, however, do not have such a lofty perch. From within the deluge, I can see it does not move as one, but is filled with currents, eddies, and undertows. Pockets of calm afford breathing space, whilst violent whirlpools threaten to rend limb from limb. Ultimately, it seems undirected, and lacks a driving will, a quality I have in abundance. I may be caught within, but sufficient determination can shape what I need to survive. There are still options open, still choices to be made.

As the tide presses forward, I steer as you wish, atop a ship called Persistence and under sails made of resolve.

A sudden and deliberate wave puts an end to my course and to the dream. It would seem that the flood does have some will and took offense to me enjoying the ride.


7 Eleint 1368

I awake in a sweat. Something feels different. I feel a new blessing this morning, a new ability. I can Slow Poison that runs in the blood of those around me. The ichorous blood will flow clean once again.

SPELL INFORMATION
SLOW POISON
Slow Poison
(Necromancy)
Level: 2
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When this spell is placed upon a poisoned individual, it greatly slows the effects of
venom, actually neutralizing all but the most deadly poisons.

I get dressed and go down the stairs to the bar. The others are already waiting for me. We have five members in our Troupe. We need to recruit a sixth. And for that, we must make our way to the Friendly Arm Inn.

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