Service to the Stone

Bone Plague and worse
Returning to Whitechurch

The next morning, after Karma Rituals, they secure the horses out of the way, with water, and decide to traverse the ruined road that steeply descends the side of the crater above the bog that was once a lake. And disaster strikes! Juhani falls less that halfway down, and struggles mightily with his armor in deep brackish water, while the others get to the other side, and decide to go to his aid. While Cameron and Rahkishi head into the swamp, while Larrodd, who does not swim, watches them.

Then, Larrodd spots a mottled grey shark fin heading towards the others, so he wades into the marshy terrain and several times attempts to Earth Dart the fin, finally succeeding, but then it turns on him. After some mishaps and some excitement, Juhani is rescued, and the 4 armed Shark Man thing dives deep into the water once injured, and they spend time recovering on the shore, but saw someone go into the opening that was probably the entrance to Whitechurch, and shortly after that a pair of globes of darkness bounced into this entrance. Shortly after the globes dissolve, they go in, following a zig-zagging path, and then they encounter and slay an Orkish Nethermancer. However, when they were challenged to meet someone in the great hall, they decided that the injuries they were suffering required them to retreat.

On the way back up the road, they took much more time, and left resoursecs, namely pitons, along the route, but proved much safer. While waiting for recovery, they were attacked by Badlands ravaged wolves, that killed Cameron’s horse, and injured Juhani, his horse, Roary and Larrodd. This led to a longer recovery, where several of them had a disturbing dream of a disembodied voice offering them a reward to join it, so they decided to leave immediately. However, on the route home, many of those who had been injured began to suffer from muscle weakness and joint pain. Upon arriving at Travar, they were told that they were suffering from Bone Plague, and would likely get better, but they will reach a point where they are unable to feed themselves, so care will need to be taken. They all survive, perhaps with the aid of herbs from one of the shrines of Garlen.

During their convalescence, Rahkishi and Cameron do some meditation, and look for new mounts, more supplies and recruits to return with them. They are now ready for returning to Whitechurch to see if they can find the tomb of Cleverest, and perhaps a clue to the Keys of the Cleverest.

Mystery of a Kaer
What Heros do

From the Private Journals of Larrodd Brokenbeard, 2nd circle initiate

We have been asked to explore a Kaer, and not only a Kaer, but one in the Badlands. We are heros, of that there is no doubt, but I am not sure we are the wisest of heros. We are novices in our disciplines, and the exploration of a kaer is not to be taken lightly. A kaer in the badlands may give pause to even Wardens!

We know little of it, but that it is marked with a black stone pillar and a particular pile of stones. We are warned of one of the landmarks we are given, a place called Shattered Castle. I must admit to being excited, but more than a little concerned, or even frightened to go on this undertaking. We know little of the woman who hired us, nothing of the relic she has asked us to find, and the same amount about where we are going. What if the “Ivory Candle” is part of a ritual of binding? What if it is Horror Cursed? Worse still, could it be a horror itself?

My Earthen nature sets me to the path, but my companions, being of somewhat less foundational elements, do not seem to be so concerned. I will pluck my courage, and steel my will with bits of their resolve! To become legends, we must take risks. My concern, is the level. Fire foolish, Wind forgotten, Wood flexible, Water fulfilled…but Earth is resolute! A saying that Tian’ often reminded me. She had much more mastery of her Wood nature, than I do of my earth…and it was meant to warn me that a path set upon with Earthen Resolve should be considered from all approaches, lest it crumble to the dust that earth can become…

Whitechurch at First Drop

4th of Riag

1517 Th

Spending a final day in research of the town of Whitechurch, while Rahkishi meditates on honing another of her talents, they now have a better idea of where the town is located, with general guides from an old merchants log.

After a couple of hours a-horse, they leave farmlands and abruptly into the badlands. Her the ground is almost like it is gravel covered with small stones and hard dirt clods all around. The hills are not as gentle, and there are sudden gaps in the landscape from sinkhole or land shakes. Passing a landmark wall, and then riding along what may once have been described as a forest, the come upon a 3 mile wide crater. This crater has sharp drop off walls, with a ledge that travels around it’s perimeter dropping down to the floor and back up to another road on the opposite side. The bottom of the crater is a swamp, which is the first sign of anything living for many miles. As the shortest route appeared the most unstable, the take the longer route. However, part way around the ledge collapsed underneath Larrod and his pony, send them both plunging nearly 100 feet to the bottom, but Larr used his windcatcher talent to survive, but his horse is killed. However, as he returns to the low point of the ledge/path, he sees something coming through the water in the swamp, and races to the climb, and just after he gets on to it, a scaled shark looking creature with four arms splashes up out of the water. It hiss/roars and returns to the water.

That night they stay on the edge of the crater, but are plagued by unsettling noises and terrible nightmares about drowning and being sucked into the mud.

The kaer Shurntan
Uncharted waters

2nd of Riag

1517 Th


Having arrived at something that looked like Keneya’s drawing, at about where she described it to be, they set about exploring the area. They find the column is about 4 feet tall and apparently made of obsidian. The sides are gently fluted and the top looks like something was broken off of it, but as the drawing had nothing mounted on it, perhaps some one, or some thing, had simply broken part of the top. Of note, the top also had two parallel divots in it each about 4 inches long, an inch and a half deep at the middle, and shy of an inch wide. Beyond that, they examined the pile of stones and found a hole beneath them just over two feet wide that sloped gently down into the darkness.

Since only Cameron could easily fit down the hole, she went down to investigate, having Roary, her lioness, follow. After about 40 or 50 feet, the narrow tube opened into the top of a chamber, or tunnel with stagnant water in it. On the opposite wall there seemed to be some markings, but until she took out the light quartz, her low light vision was not up to the task of making them out. She did not recognize the characters, so she copied them down and sent Roary back with the note filled with symbols from both the opposite wall and the wall beneath the hole.

Rahkishi thought the characters may be Orkish, but their form was not familiar. Cameron decided to explore the cave further, but just as her boots touched the stagnant water something with eyes and teeth ripped into her leg. Her shout caused her companions to quickly haul her back, rather unceremoniously, where she emerged bloodied and hurt, but alive. They patched her up and decided to examine the column in detail, with Larr using his thread sight to see what he could determine of it’s pattern. The first day passed without incident, and the second day, Rahkishi joined him in the examination. That night, near dawn, they were set upon by some sort of corrupted namegivers; the feared cadavermen, perhaps? This battle was a fairly easy win for our heroes, each getting at least one final blow except for Larrod, who was unable to cover the distance to the fight with his flaming mace before the final blow was delivered.

They find that the shattered top of the pillar makes the Theran characters “The keys of the Cleverest.” Cameron knew the Cleverest

Examining the bodies, they discovered an odd mark on the back of each of their necks, and they determined it may be a horror mark. They had little to loot as their clothes were nearly rotted and their weapons were not well maintained. As dawn broke, they decided to track down the origin of these creatures, but first they set about gathering the sparse resources to see if they could burn the bodies. Once the fire was set, Rahkishi watched over it and Larr, while Juhani and Cameron set out to track them across this odd bare land in the light drizzle. After a few mis-steps, they came upon a small ruined walled village. Upon their return, they discovered their was not enough fuel to sufficiently burn the bodies. That evening, Larr discussed his concern that the astral space was polluted, and that his casting of Heat Food, as well as the constant peering into the columns pattern may be drawing unwanted attention, as he had found some of the rations had rotted.

The next morning, in the fog, they were attacked by 3 other foul creatures. When these creatures suffered a grievous wound, they became enraged and were a veritable whirlwind of rage and claw. It seemed likely that these may have been the mindless and dangerous cadavermen, but they used bows with fire crystal heads (rather inexpertly) and seemed to be watched by a creature who called himself General Rothand, who granted them their prize, of the gold chains worn by the defeated creatures. He, however claimed their hearts, and his “aide”, a hornless small troll claimed them for him. He threatened that when his army was formed, the breathers would all perish, and quit the battlefield.

After Larr had completed his examination of the column, he determined the key knowledge’s. They decided that they may need more info, so they head to the ruined village to see if they can find out any info, but from a few clues decide it is probaly not related, and head back to see if they can gather anything else from the supposed kaer site. They find further indication that this is, in fact, the Kaer of Shurntan. Cameron decides to go back into the hole and make sure the characters are copied correctly. While in there, she sees some sort of snake that watches her for a few, until it heads deep into chamber towards a small splash.

From there, they return to Travar to refresh their oddly rotting rations, sells some of their info and see if they can find any information on this kaer. This trip goes without incident, and they find that Verdek Cleverist was the builder of the kaer for orkish farmers. There is some question about how farmers could afford their own kaer, however. And, Verdek was to go into the kaer, but there is also record of his final resting place to be in a town called White Church, in what is now the badlands.

Intiation to New Mysteries

From the Private Journals of Larrodd Brokenbeard, 2nd circle initiate

Once again, the quiet of the night brings me to write down a few thoughts about my journey. I have just been relieved from a quiet watch by Cameron. As one might expect, she seems much more at home outside of the walls of Travar, which is apparently where she trained, or at least some of her training. I can’t say I was much impressed by her new trainer, but I was not overly impressed with my trainer either. I did not meet the elf who trained the other two, but he was already known to them apparently. My trainer was an orkish woman, who was called Vruhag. She definitely was much more acquainted with the true elements than I, but she seemed reluctant to control her orkish fire. She seemed to be unimpressed with all of my tasks. I told her of the two element spirit…she also had never encountered one, but knew many arguments that they would likely exist, except by opposed elements.

Her initiation test required me to use my new talent of Fire Heal. However, to do so, I first had to “know its power.” I was burned, singeing what little beard I can grow, and leaving deep burns on my chest, back and shoulders. I found it difficult to steel myself to enter the healing flame after that, but with her guidance, I found myself able to and drew the essence of heat without the fire, and was able to heal those burns! The heat of life, similar to the beneficial Heat Food spell was focused into me allowing my connection with the earth to mend those wounds.

I now understand more of Fire, and all of the other elements, I know that The mysteries could be a lifetime simply to master one.

Travar Again
Opportunity to advance

18th of Solus

1517 Th


Upon arriving at Derring Dell, they needed to bribe the guards because they road was closed for the night.  Cameron left her lioness outside the town, trusting her bond was strong enough (it was).  While staying at the Inn of the Seventh Watch, Juhani does some entertaining, but seems to attract unwanted attention from a troll, who demands to see his sword.  Things get tense as Rakishi dives at him, but he seems to dodge her leap fairly deftly. After a brief fracas, Kokralyn puts an end to it with an iron shod club, sending everyone to their respective corners. The next morning, they depart with Burk’Uhl, the bounty hunter from the night before, traveling with them to Travar.

When the get to the White City, ’Uhl goes his own way, and they head back to the Blackbash Consortium. There, Horball seems happy with their assessment, giving them each 5 pounds of the living crystal as well as 5 Theran silver coins. Also, he gives tham a letter of introduction to a living crystal former he knows and a 2% coverage at the former.

It is then decided that they will stay in the city for training and induction to the second circle. They each find a trainer and are inducted to the second circle. They request Hezzouk Silverarm, the crystal former, to make them living crystal bracers. During training, a letter is written to Lopto, to check in, as is their duty. Once training is complete, they arrange to undertake an exploration of a kaer in the periphery of the badlands.

They are met by a troll woman wearing a grey robe and cowl. She introduces herself as Keneya. She carries a large, heavily bound book. She seems a bit nervous, either afraid to be overheard, or concerned that she may have been followed, however she mentions nothing of it. She asks them to go to a kaer called Shurntan. She requires a relic called the Ivory Candle. She knows little of Shurntan, except for an ink drawing of it in her book, and a location a couple of days into the badlands. Our heros set out to find this place.

During the trip south along the Byrose river, small villages and T’Skrang towers dot both banks, with the occasional river boat going up or down river. The population gets more and more sparse and by the end of the second day the fairly well traveled path along the river basically ends at a walled compound. Not far beyond that, they are set upon by blood bees, who prove very little challenge to them. A day or so later they come upon a shallow and swift tributary, with a dwarven road marker with the words Turgid Pathe, a landmark they had expected. They travel upriver coming upon the abrupt marking of dead grass and almost no vegetation marking the badlands. A day later, they come upon another marker they had been advised to avoid, Shattered Castle. Rakishi attempted to investigate a white mass on either side of the river, and began to cough blood, so she returned, stinking of rotten meat. They crossed the small river and as they traved south west, occasionally they would see a roiling white mass rise out of the ground between them and the ruins beyond. After several hours, however they seemed to no longer come upon them and the ruins could just be made out north of them. Late in the next day, they came upon the broken black pillar and the pile of stones that they were told marked the kaer…

Elemental Natures
Some Thoughts

From the Private Journals of Larrodd Brokenbeard, 1st circle initiate


As I sit watching one of my traveling companions, Cameron, interact with a lioness who seems less than healthy, I realize namegivers, though linked to elements, are much more unpredictable than even an undine.  Perhaps this is because namegivers are comprised of all elements.  But Tian', you taught me to seek out each namegivers core as way to understand their Patterns.  Upon first blush, I would have identified each of them as the same as their race core.  The Ork, Rakishi; she burns with fire.  Cameron, an elf is strong, quiet and flexible light the wood of all elfs. And Juhani, like all humans tend to embrace experience like wind.  Of course, now having traveled with them for almost two full months, they are as nuanced as their Patterns.  Perhaps I do not yet posses the detailed understanding that you did.

Do the other elements become more noticeable when they are confronted with a challenge?  Rakishi embraced the Earth and it's wisdom when she dealt with the slaver prisoner.  I wonder what she did, but I fear questioning her on it, on the chance that her fiery nature will feel challenged by the query.  Is it when they are given a chance to improve, such as the determined burning of Cameron directed to her potential new companion?  I have witnessed Juhani cling to the lyrical waters and compose songs and ballads in the simple peace of a camp.  I know my earth and fire tendencies, and thus the water like excitement when examining the bi-elemental spirit. Knowing my elements is as important, or perhaps even more so, than being able to identify the elements around me.

Indeed, during one of our recent respites, while others were healing,  I have discovered hidden truths in my training.  In reading the wind, and whistling the air, I have determined that one can watch and ride the currents of wind.  I can use it to alter a fall or jump!  Not as well as Sia'na, but for a sky raider it is likely a much more core tenant to her view, wind is nearly all thing to one such as her!  We all gradually improve, and perhaps, upon returning to Travar, I can convince the others to stay a bit, so that I may explore the mysteries of the next circle!

We should be leaving this place in a day or so, but we should arrive at Derring Dell in the next few days.  It seems that Cameron actually posses a talent for survival, while I and Juhani are trained, we cannot truly compare to her ability, and her relation with the hawk has brought more than one coney to our cook fire!  But, if we are forced to forage for food, we will lose travel time.  But if her newest, what, pet? companion? friend? requires fresh food, that may be our lot, unless we can get a recent kill while in the trade town.

Not Quite Expected
An Eventful Encounter

22nd of Raquas

1517 Th


Our heroes attempt to cross the bridge, and are attacked by the two remaining spiders.  However, Rakashi charges the spiders, killing one, however the bridge begins to fall apart due to the heavy foot of the charging mount.  The others make it across, but the bridge is in bad shape, as largish chunks of it went crashing through the webs beneath, sending the remaining spider well out on the wall of the ravine.  As this may be the Echoing Wall they were told to follow, they continue along it at a healthy distance, at one point watching what they believe to be an Esparga dive in, but not come back out…

They then head back east, figuring that they have gone too far if this the 'Wall, and by evening, come upon a small oasis; A copse of perhaps a score a trees, and a small stone well nestled within.  They note the lack of clutter around the floor, perhaps it is well foraged by travelers.  Late into second watch, Juhani is alerted to a small splash in the well, and upon investigation notes a pale green glowing "Ball" beneath the surface.  He alerts the others and they watch this playful sprite shoot small fountains as it dances beneath the now undulating surface.  Juhani plays a bit of music, and the waters dance and laugh to his tune.  Larr speaks about water elementals and how they can be capricious, but this one, if that is what it is, is likely small and relatively harmless, but advises caution nonetheless, as he is not certain that it IS a water spirit, and if it is, then it may change it's attitude without warning.  When they depart in the morning, a small glass bead is left on the side of the well, and they are meticulous about clearing their camp.

The next day, in the afternoon, they come upon a single 3 story stone tower before a defilade in a small cliff face in the mountains.  It has a small garden with a stone fence around it, and a flag walkway to the door.  At the apex of the walkway, a red stone with a black one on either side sets beneath the single step to the door.  They hail the tower, and after a few moments, the door opens and a female troll with a large axe steps out  onto the step, and stares at them.  They find her name is Si'ana, Daughter of Uhlkarsht.  She tells them there is a small mining town several hours away just before the Echoing Wall.  They note that she walks alongside the flagstone walk rather than on it when she tends the garden and speaks with them.

They approach a small village not long after dark, but as they approach, three Dwarves, armed with crossbows approach them and demand that they turn over their weapons.  While negotiating one of the dwarves dashes back into the village. Aparently, the dwarves are worried they may be "Agents of the Horror," but will discuss it no further. It is decided that they may keep their weapons, but must not approach until full daylight.  They set camp and are observed throughout the night by at least two crossbow armed dwarves.  The next morning, they are told that Suli, the hetman will speak with them, but they must leave their weapons or peace-tie them.

They are escorted to a large round building, that has crystal embeded around the doorway.  It is the largest building in the village of perhaps just over a dozen buildings, including a small open stable.  Once inside, they see the first floor is roughly divided in half, with the front half being a meeting or common hall.  There are benches and stools of sizes from Dwarf to Troll and a long table with A female troll, and a male human.  When they come in there are two crossbow men, a dwarf and an ork in front of one of the two curtained doorways.  The human is quietly speaking to the troll female, who stands as they enter.  She introduces herself as Suli, child of Carshkind, and current hetmen of Depames.  After a few minutes of discusion, they determine that the village fears agents of Ketfet, the Undying.  It seems that her advisor, Joloko has had a vision, and they are very concerned.  Our heros each offer to craft for her, which she almost declines.  But once they have finished, they request her to craft.  She has her loom brought, and she craft a bit of weave in silence.  When they demand that Joloko craft, she demands that they have seen enough and that she is satisfied that he can do so, but will not demand it of him.  They present their reason for coming, and are told that the previous visitors were agents of the horror and were dealt with.  Suli sends Joloko, who has often whispered to her during this exchange, to perform some task.  Once he leaves 4 dwarven guards with swords come into the common room.  She tells them that their request will be discussed, but if they are to stay within the village, they will need to be unarmed.  They decline, saying they will camp outside.  Just before they leave, she says softly to not trust Joloko.

That night, while camping they again are under watch by two guards.  And late into the night, Rakishi sees someone skulking around the village buildings.  She wakes Cameron, who agrees to stealthily approach the sneak, while she goes to tell the guards about the person she has seen.  At her approach, they both raise their crossbows.  she warns them, and returns to camp, but just as she get back, she sees the skulker dash out and cut the throat of one, and stab the other and turn back into the village.  Cameron gives chase, and the others mount up to pursue as well.  Cameron catches up, just as the man, Joloko begins to shout that the Agents have killed the guards.  She tries to speak to him, and he swings the sword he is carrying at her.  At that moment, a 2+ foot spike extends from his elbow, and he stabs at her with that, missing.  As this fight goes on, the spike disappears back into his arm, lights come up in other houses, and they exchange blows.  Just as a few crossbowmen come out, shooting mostly wildly.  A juhani arraves he sees Cameron attacked and he tries to charge Joloko, but the darkness confounds his strike.  However after a second attempt his horse deals what appears to be a devastating blow to the fallen mans chest.  He is still shouting that the newcomers have killed the two guards, and amid several poorly aimed bolts, they ride away, unwilling to perform what appears to be murder, or attacking probably innocent bystanders.

They ride north, and, seeing the familiar copse, set camp therein over night.  They note that the glass bead is now setting at the bottom of the shallow well.  After long discussion, they decide to wait, while Cameron and Lar heal.  They each perform their rituals in the morning, and during the day, both Juhani and Rakishi meditate on their training, their path and the ways of the world, improving their pattern with new talents!  Once the others are healed they, too, meditate upon themselves and their experiences.

After a few days camp and self improvement, they decide to seek out the Troll woman in the tower for her advice.  So they ride back to Si'ana, and tell her their fears, and ask advice.  Amidst the conversation it becomes clear she is a sky raider Adept, who has stopped adventuring.  But, she offers to assist them in speaking with her cousin, Suli, and they all head back to Depames.

With the support of Si'ana, our heros converse with Suli, without Joloko.  She finally informs them that their patron may continue his contract, but his agents will not be allowed to stay in town until they have already done buisness twice.  In light of this, they move away from the village and camp.  The next morning, they pick up a cart with a small locked chest with it's key and head back.  After leaving the village, they find the Echo Wall, a cliff face that has been shattered, making strange and constant echos of all sounds. 

A few days ago, they came upon a lioness laying on the ground in front of them.  Cameron went forward to see if it was ok.  However, upon approach, see went slack for a moment, and when the others rode up, she went into a mad frenzy as the lioness slinked away.  With her claws, she terribly raked Rakishis horse.  Juhani noticed a rat-like creature under her hair, and they subdued her, but not before the rose was ripped into again.  As Rakishi held her down, Rakishi then went limp, and as the 6-legged rat climber onto her shoulder, Juhani skewered it.  Moments later, Rakishi recovered her senses, and had a bit more empathy for Cameron.  Cameron then performed a karma ritual, summoning the lioness to her, then went about bonding with her.  After a couple of days, the group rides on to Derring Dell, with Camerons newly bonded lioness and her hawk. 

This evening, they arrive at Derring Dell.

Ballad of the Water Elemental

Flute play starts with a few short sharp notes.  These notes build on each other until the flute chorus is built.  


Little Bubbly Well,  Little Bubbly Well, 

Little Bubbly Well, What are you? Do tell.

You splash a little, You splash a lot

You splash a little, A dry well you are not.


*Flute plays in the same chirpy then transitions to longer notes to convey a dramatic feeling.


Little Bubbly Well in the middle of a field

Little Bubbly Well, a small copes of trees you yield.

With lush green leaves, reaching out to the sky

Stout trunk and strong branch, not a single stick dry.


*Flute Chorus


Little Bubbly Well,  Little Bubbly Well, 

Little Bubbly Well, What are you? Do tell.

You splash a little, You splash a lot

You splash a little, A dry well you are not.



To the Merchant City, and away again
A return for some...

9th of Raquas

1517 Th

Crossing the  Great Bridge (somewhat of a misnomer,.as ferry crossing is more common the bridge has, shall we say, maintenance issues) they head to a gate and enter the city.  (Only one of them knows it is called Slavers Gate.)  The gate is festooned with flowers, but beyond, the city is relatively empty.  However, the roar of a crowd can be heard from the arena ahead.  Many shops are closed and the most common sight on the street is City Watch.  However, they are approached by an older dwarf, dressed in blue an white, matching the flowers and garlands, who tells them if they are hero's or adepts heading to the games, they are quite late, but that he has an offer that requires someone of their skills.  If they will hear him out, he will assure they have a place to sleep tonight.  They decide to go, and he explains that he has contracted with a village called Depames for exclusive rights to their living crystal.  However, his envoy, and a group of mercenaries he has sent have failed to return.  They may have succumb to greed, but he needs to know.  If they will accept his offer, he will offer each of them 250 silver, or 5 pounds from the first shipment.  Then he retires to his establishment so they can discuss their decision.  They decide to accept, but before they leave the bar, they have noticed they are being closely observed by two dwarves in dark, splotchy cloaks.  Once they are observed, the dwarves leave, but not before tossing a two armed, black metal ankh on their table. The barmen knows them as the Mundran brothers, and they are fairly regular and good tippers, but little beyond that. 

They return toHorbal Blackbrush, the merchant and accept his offer for the living crystal.  He gives them what directions he knows, as he has never been there, and they gather supplies and leave the vaguely disquieting city.

They travel back to Derring Dell and head south. 

Yesterday, they encountered to Crackbills feasting on a kill, and were attacked by them.  Both Cameron and Larroddare stained by their paralytic poison. Lar is nearly killed except for intervention by Rahkishi. The other one is sorely wounded by Juhani and it escapes. Fortunately, both Cameron and Lar recover, even though they are now bright orange. The killed crackbill is harvested for the neck coil, that looks vaguely like a copper spring.

Today, they spy some sort of earthen mound that resembles a castle. It is well over 15 feet at its highest, but it is swarming with some kind of insect the size of an orks hand. Assuming this is the “giants castle” they wer told to use as a land mark, they alter course. By early afternoon, they come upon a ravine that cuts across their path. it is almost 20 feet across on average and around 50 feet down, so they follow it, hoping it will end or have a crossing. Unless it is the Echoing Wall, then they may come upon Depames.

Late in the afternoon, they come to an ancient bridge. It is over 5 feet wide, but the sides have long collapsed. As Larr begins across, he is rushed by spiders from underneath the bridge, and he is knocked off, but caught in a web about 10 feet below the bridge. The others are harassed by two other spiders that dart quickly over the edge and back down, as Larr tries to work his way free of the webs. After a few moments, they drive the spiders back under the bridge and toss a rope to him. Rakishi, finding him stuck fast, yanks the rope, pulling him free, but smashing him into the wall of the canyon!

What to do?


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