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Official mission report for the city of Sarbreenar

‘Renewing old ties
Part 4 The Clockwork Maze

Mission Report by Thar Nomis, Ranger of the Elvenblood River, Herald to the Temple of Tymora, and Dashing Young Bard about Town.

The Mission Report:

It is now nine days since the rest of my party and I left Sarbreenar. Time was fast running out for our adopted city, and unless we were able to complete are mission and return to Sarbreenar within the week with reinforcements, we feared the city would be over run by the Zhentarim Army.

First light on the morning of the ninth day, a day’s ride south from High Haspur, and according to our map, still some three hours from the strangely named ‘Clockwork Windmill.’

We had been unable to gather much information about our destination, other than a brief description of the building. Records in High Haspur were surprisingly vague, unheard of really for Gnomish book keeping. What sketchy information there was, was that it had been abandoned by the Gnomes who had built it, almost three centuries ago. Those Gnomes who were searching the other possible seven sights where Princess Syrina might be being held, seemed greatly relived not to have gotten the Windmill as their mission. When questioned about their apprehension, their worries and fears seemed to be based purely on superstitions and old ghost stories from times past. Their fear seemed so irrational for so logical a race; but it had been effective enough that no Gnome had visited the site in living memory. There was no official record for the reason behind the warning issued by a High Lord of High Haspur almost three centuries ago, to stay away from the Windmill. The only reference we could find as to why, was a most cryptic note, scrawled by a shaky hand and stuffed between the pages of the Windmills description and location.

"We thought to surpass nature with our skill, but creatures with no soul care not for our frailties. Seek wisdom and happiness in the harmony of true life, for what emotions and selfless passion can one create in spring and steel that is not but a false and shadowy copy, doomed to failure."

We pondered much over this note as we rode towards the ‘Clockwork Windmill’, as to its meaning, and what warning it might be trying to give us.

As the day’s ride progressed, I was also thinking a lot about the Cleric Rusty Double Hammer, and his promise of support from his church if we should be successful in rescuing Princess Syrina. I am normally a very good judge of character, and the absolute certainty I felt in believing the Clerics word of support should have reassured me that he would keep his word; as it was, for some unfathomable reason, it unnerved me. I just couldn’t put a mental finger on the reasoning behind my unease; it was just a gut instinct that something just wasn’t quite right. It wasn’t even as if this feeling was trying to warn me of some unseen danger. No matter how long I thought about it, or tried to make sense of it, I was unable to find any clear reason behind the feeling other than what it was a gut instinct. In the end I simply had to put it to one side, and promise myself that I would make a few inquiries about Rusty Double Hammer upon our return to High Haspur.

Meanwhile, I had to another problem on our journey that needed my attention… I had to keep Jerome in his saddle. Jerome had had no chance to recover from his night’s watchkeeping before we set out on our mission. He was quite literally falling asleep in the saddle. If I let my attention wonder for to long, I would be brought back from juggling my mental puzzle, with a thunderous crashing, as the mithril encased Watchman toppled from his horse. This was the main reason we camped for the night after the first day’s ride, even with time being such an imperative, and hadn’t push on the last few hours to the Windmill. If we were to successfully defeat the attacks we were all certain would face us in or forthcoming rescue attempt, we would need Jerome’s skill at arms, and not have him enter battle so exhausted he wouldn’t be able to even lift his sword.

After breaking camp, we travelled the last few miles to the Windmill. I must admit, even with the gravity of our mission, I was eagerly anticipating my first sight of the ‘Clockwork Windmill’, its description if it was to be believed from the Gnomish records, was nothing short of wondrous. We negotiated the last mountain valley, and as we exited its forested pass, there before us stood our journeys end.

Its description did not do it justice. The building was colossal. We were still a half hours ride from its base, and in clear crisp morning mountain air, we could see the building in all its glory. It was staggering. It towered into the sky, its very pinnicle lost in the upper clouds. Four gigantic sails turned slowly in the morning breeze. Its sides seemed unblemished with a single marking or weather scaring. The only entranceway we could see from our vantage point was one large double doorway at its base, directly below the sails central axis. What was even more incredible was that the whole structure appeared to be made out of metal. I have some knowledge of Engineering and Architecture, but I couldn’t even begin to comprehend how such a titanic building could have been constructed. Why the quantity of raw materials that would be needed in base metal alone, was simply staggering. Powerful magic must have been used in its construction.

I looked around my companions, seeing that they too were in awe at the mind-boggling sight. I tried to make an off-hand joke to lighten the mood, "Well my lady and gentlemen, at least we can be assured of one thing… we don’t have to fear any attacks from rust monsters. Even with old Jerome over there wrapped in his mithril plate; we wouldn’t even warrant a nibble." I got a few polite chuckles for my effort.

We make our way cautiously towards the mammoth structure. I took the lead, scanning the ground around us looking for signs of tracks; but other than those of indigenous mountain valley wildlife, I can spot nothing out of the ordinary. When I inform my party of my findings, or lack of them, they seem to take little reassurance in the information. I know what they must be thinking, anything that can successfully hide its passage from my tracking ability, must have great skill indeed.

We finally make it to the Windmill’s base, and its large entrance. We pause a moment as we inspect the structure once more. It is indeed made completely from metal, flawless in its construction, without seam or moulding. After circumnavigating its base, we can find no other entrance other than the large metal double doors we had originally seen from the top of the valley. We picket the horses, Zuke having a word with them to stay close by, and we approach the doors.

Geroff takes point, inspecting them for locks and traps. It’s hidden lock located, and finding no traps, we ready ourselves for anything, and push open one of the doors. The large door almost ten feet high and three feet thick swings open effortlessly and silently.

Before us opens an immense hallway, empty and devoid of all decorations, its walls ceiling and floor once more made of flawless steel (this we were to discover, would be the same in every corridor and room through out the Windmill). At its end on either side, are two doorways. As will become standard practice through out our search of the Giant Steel Windmill, Geroff, always leads first, checking for traps and listening for any sign of danger at any doorway we come across. (A true and loyal friend, I know my Hobbit brother can act the roguish scoundrel and practical joker from time to time… well, ok, all the time, but when it comes to the dangerous task of finding and disabling even the most cunning and lethal traps, magical or non-magical, there is non better. No secret or locked door, chest or cabinet of any kind, can withstand his keen eye of nimble fingers for long.)

Finding no traps and hearing no sign of danger, we all move as silently as possible to the hallways end and open the doors one after the other. Both lead to large rooms; one is completely empty, the other contains a small metal box which is fastened immovably to the metal floor, and has a small narrow machined slit in its side. We also find a scroll, inscribed with a short riddle.

I am the ruler of shovels
I have a double
I am as thin as a knife
I have a wife.
WHAT AM I?

As the others search for hidden doorways that will lead us deeper into the Windmills interior, I ponder the riddle. Suddenly its meaning becomes startlingly clear to me, and I open my pouch taking out my much used Talis deck. Cutting the deck once, I turn over the top card… The King of Spades.

The answer to the riddle was the King of Spades; the same card Tymora had dealt Heinrich as we played for the restoration of my life, after my slaying at the hands of the Zent assassins. A second idea occurred to me; the metal box with its slit-like opening. Saying a silent prayer of thanks and hope to Tymora, I inserted the card into the slot. Shouts of surprise assailed my ears from my other companions who were in the hallway. No hidden doorway had been unlocked, but the whole hallway itself had begun to move forward revealing another passageway. Unfortunately, this movement was also sealing the two rooms behind the hallway’s two foot thick metal walls as they slid across the room’s entrances. I dashed towards the room’s exit before it sealed me in, but it was hopeless. I was trapped.

I quickly returned too the metal box, and with some trepidation, attempted to remove the card. Success; I was able to remove the card with ease, and the Hallway once more moved back to its original position, uncovering the room’s two exits, but sealing the hidden passageway once more. After explaining what had happened to the others, we decided to cast the spell Mage Hand and use it to insert the card whilst we all stood in the corridor. The plan worked without a hitch, and we found the way open to the inner sanctum to the Windmill.

The passageway lead to a series of rooms and our first hostile encounter. After finding nothing of interest other than an old storage room, we entered another large hall, and were immediately set upon by some most unwholesome creatures. They looked like man size lobsters, which attacked using their large vicious claws. At first these fearsome looking creature appeared to pose little threat with their physical attacks, as our own superior martial skills were easily defeating them. But as a fourth then a fifth fell beneath our attacks of sword, arrow and magic, I began to notice the unnerving effect their close proximity was having upon my companions.

The creatures were radiating a supernatural aura of fear, which was affecting many of those in the party, and slowly turning the tide of the fight in their favour. Serin and Hamlin succumbed to the full effects of this aura, and ran in fear as more or the creatures appeared. I knew that if I didn’t counter this spell-like charm soon, eventually we would all succumb to its effect, and it would not matter how poor the creatures fighting talents were, as we would be helpless to defend ourselves.

With rousing Bardic ode and verse, I fought off the effects of the creature’s aura from my companions minds. Freed from the induced fear; we continued the fight with renewed vigour, fighting an almost continuous battle for every square foot of corridor, hallway and room, as we progressed deeper into the inner core of the Windmills ground floor.

Our initial assessment of the danger these creatures posed to us had been wrong… very wrong. As we fought our way through the lower level of the Windmill and encounter more and more of these creatures, additional dangers from their attacks began to manifest themselves. Though I was able to counter the aura of fear they radiate, their touch was also draining the very will power of those they successfully attacked. We had to defeat these creatures quickly, for should we be completely drained of our own will to fight, not even my inspiring words of courage would be enough to sturdy my companions hearts.

We finally reached what appeared to be the creature’s main nesting area, in a huge steel hall. Hanging on every side of the metal walls, were large moth like cocoons. This was to be the final battle against these ‘Mind Lobsters’, but yet again a new weapon in the creatures arsenal was brought into play, and we faced yet another new challenge in defeating them.

The creatures began to ‘Blink’ in and out of existence, materializing seemingly randomly behind us or next to us in no discernable pattern. This greatly frustrated any coordinated attack we tried to initiate. Half the time, before we were even able to respond to their unexpected attacks from areas only moments before had been free from danger, the creatures would disappear again, only to reappear and attack another member in the party equally unexpectedly.

Ultimately with the aide of my verse and ode’s of bolstering my companion’s courage and skill at arms; and with great valour and cunning use of magic, we were able to defeat the last of the foul creatures. We had searched all of the ground floor of the Windmill, and we now turned our attention to the cocoons hanging on the walls in the nesting area.

As we had rightly guessed, they contained the paralyzed bodies of gnomes. Many fitted the descriptions of those gnomes which had gone missing around the area of High Haspur, though some of the poor unfortunate souls, seemed to have begun a mutation whilst encased in the cocoons, being transformed into the same type of ‘Mind Lobster’ creature we had just defeated. None fitted the description of the Princess Syrina, and thankfully the luckless gnomes that had begun the transformation were all male. There was still hope that the princess was alive and waiting to be rescued by us some where in this mammoth building. We would just have to continue are search.

The gnomes we had now released from their cocoons remained paralyzed in a catatonic state. It would have be impossible to take them with us as we searched the rest of the Windmill, so we decided to confined then for their own safety in the old storage room we had found. Zuke and Hamlin had examined the gnome survivors carefully, and were confident that they would remain in there catatonic state for days, or until they were revived through clerical healing. This would allow us to continue our search for the princess, without the worry of the gnomes awakening and possibly harming themselves in panic.

Once the gnomes were secured, we returned to the nesting sight. From this great hall there were two routes we could take to continue are search. The first was a chained and padlocked doorway which we had been forced to open by slicing the chain apart using Jerome’s adamantine sword. This doorway lead to a winding staircase which descended to levels beneath the Windmill. The other was another circular staircase in the centre of the great hall that ascended to the Windmills upper levels. We chose to first investigate the lower levels, thinking that as this route had been so securely padlock that not even Geroff had been unable to open it, it might well lead to more significant finds.

Two very wasted and frustrating hours later, we once more found ourselves back in the nesting Hall. The only thing we had found in all this time spent searching the lower floors, had been level, after level, after level of coiled spring steel. It was like the inner workings of a wound up pocket watch, but as with everything in this structure, on a monumental scale.

Spending a few moments to check on the gnomes in the store room, we then took the stairs to the upper levels. Well over a thousand flights of stairs later, we reached the next level. The whole floor was covered in traps, and Geroff, with Hamlin to assist him, were hard pressed in disabling them all. Both were wounded a number of times whilst making the passageways safe for the rest of us. There were two rooms of interest on this level; the first contained the skeletal remains of an armoured human and a single picture of the Windmill itself hanging on one of its walls. I had deduced using my knowledge of architecture that a similar room should have been mirrored on the other side of the Windmill; but when we examined the metal wall where a doorway should have been we could find no opening. Geroff studied the room from the doorway and could locate no hidden traps. I still didn’t like the feel of it; it reminded me too much of the room that I had found myself sealed in on the ground floor near the Windmills entrance. I sensed a trap, no matter how safe Geroff and Hamlin said it was.

I cast a spell and called forth my trusty servant Jeeves and had him enter the room. I sent him to investigate the picture on the wall, specifically to attempt to remove it and hand it to us in the door way so we might examine it more closely. As soon as he moved the picture, the walls of the room moved, slicing across the doorway, and sealing it tight. Giving Geroff and Hamlin a knowing smile, I recalled Jeeves to my side, and we moved on.

The second room of interest on this level was by far the most interesting we had discovered so far. After Geroff had finally manage to unlock the door, (thought for a while we were going to have to rely on Jerome and his Two Handed Adamantine tin opener after my brothers second failure), we were confronted by the room’s guardian. The large room appeared to be a workshop of some kind, with a large working furnace in one corner. Numerous levers were located around its walls, there purpose unknown, though my gut instinct rumbled loudly once more, and I hazard a guess that they probable controlled many of the Windmill’s hidden traps, secret doorways and passages.

I recognised the room’s guardian from my planar studies; an Azer Samuri, from the elemental plane of fire; this was not a being even the six of us would wish to confront if it could be avoided. A lawful creature, not an Evil one, I greeted him with courtesy and respect, and he responded in kind. His word was given that he wished us no harm, but would allow none to enter this room, which was under his charge. He would not speak of how he came to be here, except that his guardianship was to end within a week, and then he would be returning to his own Plane. We would be free to investigate the room’s secrets after his departure.

This piece of information set my mental alarm bells ringing; a week’s delay was time we could not afford to waste if we were to complete our mission and return to Sarbreenar in time. I was certain some one or something had placed this creature here to delay us. These thoughts lead me to reaffirm my initial idea over the rooms propose. If I hadn’t been so utterly confident in my parties matchless talents to bypass all future confining traps and hidden deadly devices; or had some of my party been already trapped, then we may well have had to confront the Samurai to gain entry so we might but my theory about the levers purpose to the test. As it was, fighting this creature would gain us nothing. We would continue our search of the rest of the Windmill; should that search prove fruitless, we would return to the room, and peruse the matter differently.

The next level proved equally fruitless, though the magically charged gaming room with its animated pictures had my mind racing with possibilities for the future. All we really found were more empty rooms and more traps, so we moved on, ever upwards.

We made are way through more levels, these housing many mechanical wonders; astonishing mechanized marvels of life size of Birds and animals; even a whole level of annoying singing bouncing gnomes. These robotic gnomes seemed to maintain the many large turning cogs and other moving mechanical devices housed in the upper levels. But there was still no sign of the Princess. We continued are seemingly endless assent of the Windmill.

Our passage for many levels now had been relatively easy, with few, if any traps. I believe this may have gone very differently if we had tried to harm or even remove any of the exquisitely made mechanical creatures (each one would be worth a fortune in gold) but our mission was to find the Princess, not to acquire treasure. Needless to say, one member of the party, who will remain nameless, protested loudly against this. Using my knowledge of engineering, we had no difficulty in finding a safe passageway through the endless series of rotating cogs; it was a simple matter of mathematical timing which I was easily able to deduce.

After many hours of endless assent and fruitless searching we found ourselves confronted by one more construct. This one however was not of the cute and fuzzy kind. It was as big as a mammoth, standing on razor sharp clawed feet; its arms were fitted with all manner of twisted weaponry; it belched fire and its jaw was filled with slashing teeth the size or broadswords…. This thing had no intention of letting us past so we might continue our search, and any form of negotiation was pointless. We had no option. We attacked.

The fight was short but vicious. Jerome and Hamlin flanked the creature and attack with their swords; Geroff and I gave them what cover we could, loosing arrow after arrow into its metallic hide; Serin cast a steady stream of destructive spells, in a imposing display of magical might; and Zuke summoned wave after wave of powerful ‘Nature’s Allies’ whom he directed with lethal skill.

The creature fell, with a final devastating final blow from Jerome’s sword which sliced the constructs armoured head from its body. It crashed to the ground with a thunderous noise; its limbs still flailing in spasm, refusing to believe it had been defeated. But defeated it was, but not without first inflicting many near mortal wounds upon us all.

Using nearly all of the healing spells we had left to us, we cured our wounded and singed bodies, and once more continued our search. We eventually reached the uppermost level of the Windmill. Here another mathematical puzzle blocked our path. To progress any further it would have to be solved to hopefully reveal the next hidden passageway.

We had to divide the face of a clock with two straight lines, so that all numbers in each section equalled the same amount. I studied the puzzle and smiled, mumbling a quiet silent thank you to my tyrannical mathematics tutors in the Academy of Suzail in my home country of Cormyr. In my youth, I had been forced to sit many boring hours in stifling classrooms, working over many similar problems. The answer to me was child’s play, and once I had moved the two bars provided to correctly divide the clock face, a hidden doorway was revealed.

We now entered what was to be the last level of the Windmill, and a day had elapsed whilst we had searched this gigantic structure. If we did not find the princess on this last level, we would have to retrace our steps, and spend hours once more searching every level again for hidden rooms and passageways we may have missed; time we could ill afford to lose. It was beginning to look that I had made the wrong decision of not confronting The Azer Samuri in the furnace room, and discovering that room’s secrets. But for now, and saying a silent prayer to Tymora, we pressed on with our search.

The passageway led in to on opulent study, though one that had obviously been abandoned for many years. Though it did not help us in our search, we discovered some correspondence from the Court of Cormyr that was most intriguing to me personally. I recognised the seal of the Noble house attached to the letters; I had once fought a duel with a younger son of that house over the honour of a lady….. aarrrr… happy days. A small chest was found, also containing Cormyr artefacts; the regalia of a high ranking Noble, and a jewel encrusted dagger with the same family crest as that of the letter. What these were doing here I was at a loss to explain. On closer inspection, the coraspondence also appeared to be over 20 years old (I and my old duelling opponent hadn’t even have been born at this time). I kept all these items to study at a later date. I may no longer be an active member in the Court of King Azoun the Fifth, but a mystery that involved the Kings court of my old home land was too intriguing to ignore. The least I could do was forward on the correspondence to my Father in Cormyr, and allow him the chance to investigate the matter himself.

The only problem with this was the chance he might track me down as well. For over two years now I had been dodging his agents as they had attempted to find me, and direct contact might give him too much of an advantage. No, I would investigate this matter my self, when time allowed.

Anyway, my rambling thoughts digress. Moving on from the study, we passed through a hallway containing statues of the Gnomish Gods. I stopped momentarily in front of one, because for some unknown reason he looked familiar too me; but why I should think so I had no idea. Just one more mystery to add to the others in this place.

The Hallway leads us into a large room, containing various pieces of furniture in varying states of disrepair. As we entered the room we were confronted with two gnomes. One was held in chains on the floor, radiating evil malice that was so tangible, you could almost see it in the air; the other, if our descriptions of those gnomes kidnapped were to be believed, resembled the missing elder son of the High Haspur Lord, Snorem-Niggleson. When questioned about their identity and how they came to be here, Lord Snorem’s son’s answers just don’t ring true. Something about the situation had my guts rumbling once more. Serin also whispered in my ear, that she sensed a strong aura of illusion and misdirection around the two gnomes. But before I could investigate the matter further, Jerome without warning, attempted to grapple and restrain Lord Snorem’s son, crying, "Deceiver… beware the evil lies of falsehood." If I didn’t know the Honest Watchman better, I would have begun to believe he was beginning to have delusions of Paladinhood.

The moment Jerome attacked, the truth was revealed. The evil facade of the gnome in chains was replaced with the cowering figure of the real elder son of Lord Snorem, and the gnome Jerome attacked vanished, amidst gales of maniacal laughter. Releasing Snorem’s son, we questioned him about the identity of the vanishing gnome, but he seemed dazed by the whole experience, and the last thing he could remember, was being attack on the High Haspur road by insect-like creature, and could remember no more. So, Lord Snorem’s dazed son in-tow, and weary of the reappearance of the menacing gnome mage, we ready ourselves as best we could against surprise magical attacks, and we moved on.

The next room was a filled with old storage crates; but what was most unexpected was the presence of the deranged human mercenary, ‘Harpic’. The Rangers last encounter with this unbalanced character, had revolved around the Diamond mine fiasco I have already mentioned in this report which had so incensed High Lord Morninglight against the city of Sarbreenar. . (I heard the rattle of dice in my head, and felt another piece of the puzzle falling in to place before me, but try as I might, I still couldn’t piece them all together.)

Harpic was sitting on one of the crates, eating some sort of gruel. He seemed completely oblivious of our presence, mumbling over and over to himself, "I had to do it… it was for her own good… all Fleetwood’s fault anyway…. Always his fault…. Had to let them kill a few gnomes to get him to come here…. It was for her own good… safe she is… does love me… Fleetwood set her against me he did… here now, safe she is…." On and on he rambled.

The references to ‘She’ held my interest however, and along with his other ramblings, began to lead us to believe that this mad-man looked to have had a direct hand in kidnapping the princess, and the other missing gnomes, even if it was only to turn a blind eye as he watch the foul Lobster creature carry out their grizzly work.

Harpic rambled on and I continued to listen to his mad mutterings trying to make sense of them, as the others search the very last room on this the Windmills top floor.

Soon I heard cries of excitement and jubilation coming from my companions in the next room, and Geroff stuck his head around the door to tell me they had found the princess. After giving me the news, his jubilant and cheeky grin was so infectious I even forgot to keep a hand on my money pouch as I dashed past him to see for my self….

I entered the room just in time to see Jerome attacking a large four poster bed with his mighty Adamantine Two Handed sword, upon which lay the sleeping form of Princess Syrina. Things really started to go down hill form there.

Before I could ask what the hell he was doing, I was sent flying to the metal floor, bowled over by Harpic, as he came bounding into the bedroom shouting, "NO! YOU SHALL NOT HAVE HER, SHE IS MINE, SHE LOVES ME…SHE IS MINE."

I manage to recover my senses quickly, looking up to see Harpic attacking the rest of my party, with no regard to his own safety. His unexpected attack, caught my friends and me, momentarily off guard, and he had actually managed to inflict some minor wounds with the menacing looking long sword he was wielding. But once the element of surprise was over, he was quickly subdued, and disarmed.

When I had last encountered Harpic, I had been with my fellow Elvenblood Ranger, the Paladin William Brown. He had show great concern over the prevailing sense of evil and madness which had been emanating from the Mercenary’s sword, and he feared it was slowly and surely taking possession of Harpic’s mind. Zuke and Geroff had also been with me at this time, but Harpic vanished without a trace before we had been able to investigate the matter further. So when we had finally subdued Harpic and wrestled his sword free from his grasp, the three of us would allow none to touch it.

It had been Hamlin however who had freed Harpic’s hold on the sword and in doing so had briefly handled the weapon. He began to protest loudly that we, the Rangers of the Elvenblood River, just wanted the sword for ourselves, and he wasn’t going to let us have it. He wanted it… it was his!

He made a move towards the sword which had been flung to a corner of the room, and as he did so it levitated before are eyes, and slowly moved towards Hamlin’s outstretched hand. I and my fellow Rangers shouted our warnings once more, but he ignored us completely. He was clearly enchanted by the weapon.

We were faced with a dilemma that we had only moments to resolve. Should Hamlin grasp the sword and be possessed by its evil powers, we would be faced by a much direr opponent than the fallen Harpic. We could not allow this to happen. We gave him a final warning too stop, but he ignored us once again. His hand grasped the hilt of the floating sword…

We had no choice…., we drew weapons, and attempted to subdue Hamlin before he could wield the sword against us. The fight was brutal. Hamlin ferociousness was nearly overwhelming, and he simple ignored all our subdual attacks, until in the end, we were forced into a bloody all-out attack to save our own lives. A single arrow from Geoff’s powerfully enchanted bow, final felled the possessed bard, and the sword was kicked from his dying grasp. During this heart-wrenching combat, we were assailed on all sides by a continuous stream of abuse and manic laughter from the remerged figure of the deranged gnome mage. It was soon clear that the gnome was but a projection, as our weapons and arrows sliced through his insubstantial form, much to our frustration and his glee.

For a moment I feared the possessed longsword had enchanted another of my companions as Jerome marched across the floor to where the black long sword lay. My shout of warning to the others was unneeded however, as Jerome raised his might Adamantine sword, and cleaved the evil weapon asunder. A small spiralling plume of smoke was released from the broken blade, and a rancid stench momentarily filled the air. The malevolent weapon was destroyed.

"BOOOOOOOO!!!!!!!" shouted the mad gnome, and even knowing the gesture was worthless, I loosed another arrow right between his eyes. This only made him cackle even more, and we simple tried to ignore his antics as best we could; the only danger he seemed to be to us for now, was his increasing level of maniac laughter, which was real, REALLY! grating on our already overstrained nerves.

Zuke was kneeling over Hamlin, stabilizing his bleeding, and using the last of his healing spells to cure his wounds. I confronted Jerome in a most unseemly display of bad temper, "What the ****ing hell were you bloody doing your deranged idiot attacking the Princesses bed like that, you could have lost your balance and cut her ****ing head off!"

Jerome, much to his credit didn’t bat an eyelid at my angry words, he did however answer my outburst by swinging his great sword with all his might directly at the sleeping Princesses head.

To me it all appeared to happen in slow motion; so shock by his action I was unable to move; a single scream of "NOOOOOO!!!!" escaping my lips. Jerome’s powerful blow came to a shuddering halt upon the Princesses head, like a hammer striking an anvil. Jerome turns to me saying, "I would greatly appreciate it Mr Nomis if you didn’t call me a deranged idiot. As you can see she was in no danger from my attack."

Realising it was I who was an idiot for my brash outburst, I give Jerome a sheepish smile, "Sorry old boy, please forgive my outburst; that" and I jerked my thumb in the direction of the still taunting and laughing Gnome, "has got me a little on edge. I was just taken by surprise don’t you know."

Jerome gives me a slight nod of his head as he accepts my apology, whilst Serin tells me what she has deduced about the magical enchantment enveloping the Princess. Not only the Princess but the whole bed appears to be in some sort of magical field, which has frozen them in time. Jerome had been trying to break it when I had first entered the room, but all attempts to dispel it or even move the Princess had been thwarted.

As another seemingly insurmountable problem barred our way to successfully completing our mission, I noticed Lord Snorem’s son gazing adoringly at the sleeping Princess. He seemed to have recovered his senses, but was crying in utter despair at the sight of the sleeping form of the Princess trapped in time. Between sobs he wailed, "My Love, my true love, what has happened to you." He turns to us all, imploring us for help, "You must help me release her. We were eloping to be married…. Please, please you must set her free…."

Tears streaming down his face, he stumbles to her side falling to his knees, and bowing his head in despair. "It is all my fault; I should never have made you run away with me. You called me your Prince charming, your knight protector…., but look how well I have protected you… I have failed you my love." Once more the despairing gnome cries out in anguish, "Princess ohh my beautiful Princess…, what have I done."

As tears of my own began to well in my eyes, I turned to face the manically cackling Gnome, who was mimicking the Lords son for his own warped amusement, "Booo whooo, booo whooo; who’s a little cry a baby, booo whooo, booo whooo."

"You did this! It has been you all along truing to stop us at every turn. Tell me how to release the sleeping Princess…" even as I utter my angry demands at the cackling gnome, an idea so ridiculous it just had to be right, comes to me.

I begin muttering to myself, "Sleeping Princess… a beautiful Princess…sleeping beauty…; Prince charming… true love….. THAT’S IT!" I cry.

I look around at my companions, noticing their worried looks as to my own mental stability. "No… don’t you see, it’s just like the old fairy tail…. ‘Sleeping beauty’… she will be awakened by a kiss from Prince charming don’t you know."

"You" I shout, pointing my finger at the weeping gnome at the Princesses bed side, "Stop you’re wailing and give her a kiss."

He looks at me with bleary eyes, stuttering, "Whhaaatt??"

I practically scream at him once more, "I said kiss her you damn fool…., it is how the spell is broken."

I know I am right in my crazy idea, for when the young gnome leans over the sleeping Princess and kisses her on the lips, this time it is the cackling and taunting gnome who screams in protest, "NOOOOOO!!" and vanishes from sight.

I watch with a smug smile on my face as the sleeping beauty is awoken from her slumber, "Well I say how absolutely spiffing… it actually worked!"

WE DID IT! We had found the Princess; now all we had to do was get her and the rest of the rescued gnomes back to High Haspur. This in itself was not going to be easy, and as we all may the long and winding journey back to the ground floor of the Windmill, we discussed ways of doing this safely. As luck would have it, Geroff said he had found a magic item in one the many rooms we had search in this gigantic structure. He believed it was some sought of message device, which might enable us to contact someone in High Haspur to send help to safely escort the gnomes back to the City.

Giving the halfling a very exasperated look and saying, "Just happened to forget to tell the rest of us did you old boy? Well never mind my brother, I’m sure during our long decent you’ll remember to tell us all about any other items of interest you might have found and forgot to mention don’t you know."

We handed the item over to Serin for examination, to see if Geroff initial judgment about the uses of the device was correct. She confirmed that it was. The magic item was a ‘Mobile Bone’, a magical device made by the Priests of Gond. It would allow us to cast the spell ‘Sending’ which would hopefully allow us to make direct contact with Lord Cliffjapper, and ask him to send help and transport for the rescued Gnomes.

Fingers crossed we sent our message;

Kidnapped Gnomes, including Princess Syrina and Lord Snorem’s son found and rescued at Clockwork Windmill. Kidnappers eliminated. Send wagons and guards immediately.

Though Lord Cliffjapper sounded a little startled, we knew it had worked, as he replied immediately, saying

Wagons and Guards, will be dispatched immediately. Estimate arrival 24 hours. Well done. All of High Haspur gives its grateful thanks.

24 hours… another delay, but it would probable take us at least 6 hours to make it back down the Windmill, and by then it would be close to midnight, too late in the day to start the return journey anyway. A good night’s rest would be very welcome indeed. We would just have to wait out the following morning and early afternoon until help arrived.

We couldn’t safely transport all the gnomes ourselves, and now that we had rescued them, we couldn’t leave them behind in case other hidden dangers emerged. Once guards and wagons arrived, we could make a faster return journey on our own, taking Princess Syrina and Lord Snorem’s son with us. If we rode through the night we could be in High Haspur by morning; introduce the irresistible Princess to the Nackle Lords and hopefully see them swoon at her feet; get their signatures in the Tome of Rulership, and install the very grateful Lord Cliffjapper as the New Ruler of High Haspur. If Lord Cliffjapper kept to his word, we could be on our way back to Sarbreenar the same day, with the promised reinforcements. This would leave us the necessary two days for the return journey to Sarbreenar, and we would still make it back to Sarbreenar within the two weeks that had been allowed for the mission…. just! We just had to hope everything would go as planned; any delay could spell disaster to the final phase of the mission, and the City of Sarbreenar itself.

We made it back to the ground floor without incident. I was momentarily tempted with the idea of gaining entry into the furnace room that was guarded by the Azer Samuri, but I managed to curb my curiosity after weighing the possible cost against the unknown importance of whatever secrets we might find. I positively hated leaving the second trap room I knew was behind one face of that level’s walls, without even a quick glance inside; but the successful completion of our mission was the only thing that mattered at this moment. Further exploration of this building’s secrets could wait for another time; It certainly wasn’t going anywhere. Maybe next time I could bring my two fellow Rangers Rabbit and Greentop along. Greeny had been a trifle peeved with me for sneaking off alone to scout the Zents around Port Soy; he would be positively fuming if I left him out on a return jaunt to this metal megalith. As for Rabbit, a gnome of his talents would prove very useful in unearthing secrets we might have missed. I patted the metal wall that I was sure block an unexplored room, whispering, "I’ll be back old boy, you can bet you last rusty panel on that."

Once we made the ground floor, we checked on the gnomes in the locked storage room. They were still in a comatose condition, but according to Zuke and Hamlin still in no real danger.

Now Hamlin had been very quiet in our journey down from the upper levels of the Windmill. I think he felt he had let the rest of us down when he had become charmed by the possessed long sword of Harpic. We told him it was not his fault. It could have happened to anyone of us had we touched the weapon first. But I still think are words did little to resolve the guilt he felt.

By all the Gods and Goddesses of Heaven and Hell, his one forced action against us was nothing compared to the deadly dangers I placed my friends and fellow Rangers in when I found myself under the influence of a Possessed Daemon Crown. It was only the selfless bravery of my brother Rangers that saved me from the path of madness and evil. But I new how he felt; I had no doubt that he was a man (well half-orc now) of great courage and wisdom, and in time the hurtful experience would make him a better person, even strengthen his resolve to succeed in combating all things evil. I know that this is what happened to me after my brush with its foul touch.

I was not so sure the same would be true of Harpic. But there would be better-qualified people in High Haspur who would be able to deduce the true extent of his guilt.

We slept safely within the Windmill that night, and during the morning began to revive the gnomes. All were confused and scared, but were eventually reassured that their ordeal was over, and that help from High Haspur was on the way. By late morning, we decided to leave the Windmill, and wait for the rescue party in the surrounding valley .

As we passed once more through the building’s large double doors, we were ambushed on all side by Zent soldiers. They must have followed us from High Haspur, waiting to see if we succeeded in our mission. Looking back upon the fight, I almost feel sorry for them… well may be not. They didn’t stand a chance; after failing to hit anyone with their first surprise attacks, they were met with such an overwhelming onslaught of fearless aggression on our part that the fight was practically over in moments. There was simple no way that we were going to be thwarted with successfully completing our mission, when we were so close.

When the Zents finally lay in various pieces around the Windmills entrance, I slapped Jerome on the shoulder, "You see old boy, wasn’t it worth the wait. You even saved the poor taxpayer of Sarbreenar the expense of a trial don’t you know."

In due time, and ahead of schedule, the wagons and Guards from High Haspur arrived, and we left the gnomes and Harpic in their capable hands. We made all hast back to High Haspur, along with Lord Snorem’s Son and the Princess Syrina.

We rode through the night, stopping only to rest the horses. We arrived back at High Haspur in the early hours of the morning; and with the sun rising to greet our triumphant return, we headed straight to Lord Cliffjapper’s residence. Word of our arrival had already reached his Lordship, and we found a large assembly of High ranking Noble ready to greet us in his audience hall. The only significant absence of note was Lord Franklin Morninglight. This did not overly concern me, for as soon as we made are triumphant entrance into the Grand Hall, the Nackle Lords who had been cheering with the rest of the Nobility were suddenly struck dumb at the sight of Princess Syrina. They were clearly enraptured by her beauty and grace.

Giving Geroff a nudge, he moved away from the rest of the party, Ancient Tome and ink pen in hand; before the Nackle Lords could regain full control of their senses, he had their signature signed sealed and delivered in the Tome of Ruler-ship.

Bloody marvellous don’t you know.

The rest of the party and I were exchanging pleasantries with the various nobility, when Geroff returned to my side, handing me the Tome. I, in turn, handed the Ancient book to Lord Cliffjapper, saying, "For you my Lord; may your stewardship of this great city bring High Haspur wealth and security; and may this auspicious moment be the beginning of renewing old ties of friendship and allegiance between our two cities." We all give the new ruler of High Haspur a deep bow.

Some of the other nobles follow our example, though others seemed a little bemused as to what had just transpired. As the true import of what has happened dawns on all the assembled nobility, cheers of congratulations ring out from most in the vaulted hall; the few cries of protest from the vastly outnumbered members of the noble house of Morninglight are drowned in the shouts of praise for the New High Lord of High Haspur.

The new High Lord Cliffjapper holds the book reverently, a triumphant smile upon his face, and motions for silence. He addresses those gathered around him, "I accept the Stewardship of our great city, vowing to protect her from all danger, and promise to bring a new golden age of prosperity to all. Let it also be decreed, that the city of Sarbreenar is now counted as our most loyal friend and ally once more. As such, troops will be dispatched this very day to aid our old ally in their fight against the evil forces of the Zhentarim Empire. For as these noble citizens of Sarbreenar before us now have show their courage and noble spirit in rescuing our own people, so shall we aid theirs, to drive the fowl tendrils of the Zhentarim Empire from these lands."

Grinning from ear to ear, the occasion gets the better of me, and my courtly etiquette is momentarily forgotten, "I say old boy that’s jolly decent of you, don’t you know." But the new High Lord is not offended by my little out burst of relief. He simply laughs, slapping me on the back.

As we are surrounded by well wishers, another gnome of importance adds his greetings and thanks; the Cleric Rusty Double Hammer.

"Well Count Nomis, let me also give my thanks and reward for rescuing my daughter. As I said, my church would also send aid to your city should you succeed, and I always keep my word."

Still high on the successful completion of our mission, my reply is once more glib and lighthearted. "Why Rusty old boy, what an absolutely spiffing chap you are…." I stumble to a halt in my reply, a little bemused at the Clerics last words.

"Wait a minuet old boy, did you just say daughter?" I look across at the Princess Syrina, who is almost completely surrounded by all the young Gnome nobles in the hall, much to the annoyance of Lord Snorem’s son. "I thought you said she was the daughter of the Gnome King of the Dragon coast." A knowing smile spreads across my face, and I give the ‘Cleric’ a little wink, "I thought there was something about you that didn’t quiet ring true. Here in disguise are we you Majesty."

Believing I’ve solved the nagging suspicions which had been annoying me about the redoubtable Cleric, I give him a little mischievous wink, "Well you worshipfulness, mums the word and all that, old boy, your secret is safe with me don’t you know. But please, less of the ‘Count Nomis’ your Magnificence, I left the court of Cormyr nearly three years ago. I make my own way in the world now, and have no need of inherited titles to bolster my own self worth. Anyway, that title rightly belongs to my father, Ator don’t you know."

The Clerics response is at first some what grave and foreboding, "You have renewed old ties between High Haspur and Sarbreenar Count Nomis; it is time for you to renew old ties with your estranged family I think." Rusty also looks across at the Princess Syrina, "Our children often make decisions and do things of which we as parents do not always approve, and harsh words are sometimes spoken in the heat of the moment. But there is no greater Love than the Love a parent has for his child. In the end we must all come to terms that they must make there own choices in life. I advise you to renew ties with your father whilst you still can. This I tell you out of thanks for rescuing my daughter."

Unnerved by the Clerics tone and insinuated meaning I ask, "How do you know this your Majesty?"

It is Rusty’s turn to give a knowing smile and a wink, "You would be surprised ‘Old Boy’ at the extent of what I know." And so saying a miraculous transformation takes place before my eyes. Though the already impressive Gnome does not significantly increase in actual physical stature, his overwhelming presence and true glory is reviled.

One moment I was patting myself on the back thinking I had discovered the true identity of Rusty Double Hammer, the next, I find I have been making glib small talk with a God. For what seems like an eternity, I stand entrances in his Charismatic aura. As I slowly regain my senses, the image of a statue from the Hallway of Gods in the Clockwork Windmill penetrates my addled mind, and I recognise the divinity amongst us….

For once truly at a loss for words, I can only utter, "Gaerdal Ironhand"

The hall that had moments before been a hive of noise and celebration, was now reverently silent. Those gnomes that had not fainted with the shock of finding themselves in the very presence of one of their gods, were kneeling in homage to their Divinity.

There were two exceptions to this however; one was the absolutely terrified son of Lord Snorem-Niggleson; the other was the beautiful Princess Syrina, who was trying with little success to calm her quaking fiancée.

The Stern countenance of the gnome God of War breaks into a smile at the sight, and if my senses had not totally failed me, I am certain his next words he directs to his future son-in-law, are uttered in a most playful manner, "I think my daughter might have forgotten to mention a few things to you my son."

It is too much for the poor gnome; he faints dead away into the arms of the Princess.

Gaerdal Ironhand now turns his attention towards the new High Lord Cliffjapper, "Know you have my approval for your actions this day. I too shall keep my word and will give what support I can to the city of Sarbreenar for the rescue of my daughter. The commandments governing the involvement between the issues of mortals, forbids direct intervention by any Deity; but I believe it is within the rules to lend you my pet Badger to aid you in your fight, as a just and worthy reward for your services. Make good use of his talents while you many, for his time with you will be limited."

We all manage to stammer our thanks for his most gracious offer, though I and I’m sure the rest of my party were wondering how useful a pet Badger would be against the besieging army of the Zhentarim Empire.

Gaerdal Ironhand just smiles as if he has read our minds, then extends his hand to his daughter. Syrina floats with grace and serenity to her father’s side, even with the unconscious form of Lord Snorem’s son carried over her shoulder. "Time to go my dear." He gives a distinct look of disapproval towards the comatose gnome, but then sighing his resignation, all three vanish before our eyes, to the resounding rumble of Thunder.

The Hall is left in stunned deathly silence, until moments later shouts of alarm can be heard from those outside the Great Hall. Jolted back into reality by the noise, we quickly make our way to the windows to see what has gotten those outside so alarmed.

What we see is so mind-boggling, I actually have to pinch myself to check I’m not hallucinating.

A Badger well over six stories tall is lying on the parade ground outside High Lord Cliffjappers fortress-mansion. Using claws the size of portcullises, he appears to be calmly grooming his black and white stripped fur. I come to the revised conclusion that perhaps a god’s pet might be of some assistance to us after all.

I manage to utter what has got to be one of my greatest understatements of all time as I turn to Zuke for a little clarification, "By jove; it’s only a guess Zuke old boy but wouldn’t you say he a little bigger than most other his kind?." I smile sweetly in his direction, "Good job you have such a winning way with animals don’t you know. I and the rest of the party I’m sure, have complete faith in your ability to control our new furry ally. Best you go and speak to him right away old boy before he gets a little playful. We’ll just wait to hear froyou; wouldn’t want to get in your way and all that."

Zuke, not realising I’m making a joke, replies in his normal nonchalant manner, "Right you are Thar," and before we can stop him, he jumps through the window and races across the parade ground to the towering Badges side.

Uttering a loud oath of "Ohh Shit!" I shout to the others to follow, and jumping through the window myself, make a much more cautious crossing of the parade ground to my brother’s side. When I reach him, the Druid appears to be chatting quiet good-naturedly with the gigantic creature.

Standing around nervously in the colossal Badges shadow, Zuke finishes his in-depth questioning of our new ally. He informs us the Badges name is Donavan, and that he is fully aware of the duty he is here to perform. Though only Zuke appears to understand him, the Druid tells us Donavan is extremely intelligent and can easily understand whatever we say. He will also obey are orders to the fullness of his ability; though Zuke advises us here, that it might be best if we framed our commands more in a requesting manner, than in an authoritarian one. Looking up as Donavan scratches behind his ear with his giant clawed paw, and yawns revealing a maw full of teeth the size of halberds (shafts and all) which could swallow a Dragon whole, I couldn’t have agreed more with my fellow Rangers advice. "Right you are Zuke old boy, whatever you say don’t you know."

And so our mission to find reinforcements for the besieged city of Sarbreenar had succeeded far beyond our wildest expectation. The rest of this auspicious morning is spent mustering gnome troops and supplies. The new High Lord Cliffjapper gave us 200 of his best gnome infantry, 40 light cavalry and 12 siege Multi Crossbows with two engineers apiece. Lord Snorem-Niggleson, still bewildered and in awe at the thought he might soon have a god as an in-law, adds 20 gnome Mages to our force. At Donavan’s suggestion, a miniature wooden fort is constructed and strapped to his back, with 4 of the Multi-Crossbows placed on its battlements.

We leave the City of High Haspur amidst cheers from the cities populous, and I along with my fellow party members begin are return journey to Sarbreenar in grand and stately style; riding in comfort in a well armoured fort; resting upon the back of a giant celestial Badger called Donovan; the fond pet of the gnome God of War, Gaerdal Ironhand the Stern, Shield of the Golden Hills.

I grin to myself, thinking about the reaction we will receive upon our return. I suppose it has been said that I like to make a bit of a theatrical entrance from time to time, but that’s just my instinctive Bardic persona performing for those around me; but I think even I will be hard pressed to ever upstage this one.

I am rocked to sleep by the gentle swaying of the fort as Donavan begins the trek back to Sarbreenar. Exhausted by the all night ride to High Haspur, and the miraculous revelations and other experience I have had to endure over the past two weeks, I dream of the next act to come.

Chuckling to myself as sleep final takes me, I wonder if it might be possible for the Fates to inject a little more excitement into my next adventure. These bland and straightforward missions just don’t seem to hold my interest any more don’t you know

Thar NomisThar Nomis, Ranger of the Elvenblood River, Herald to the Temple of Tymora, and Dashing Young Bard about Town.

The Great Seal of Sarbreenar

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