1-off H: Return to the Deep Forest

4 to 7 Oscow 2503

"But the forest does not forget
Who it was delivered it,
And who slew the Stag so White,

Cut the trees off from light."

"When we have restored that which has been lost, The Lost will Return, and we shall walk in our Green Forest again."

Prophecies of the Seer Akilia


4 Oscow

Both Féarn and Nimbrethil report for duty at Grinen Citadel just after dawn.  The volunteers are being organised by Rálir and Narinel, a Sindarin husband and wife Druidic team, who are said to be amongst Harrek’s original Disciples from Fort Venture.  They march out of town a couple of miles, to the wooded slopes around the ruins of the old Ducal Castle.  From there they are Transported via Hawthorn to Home Wood in Deephaven village.

Deephaven is the old Druidic settlement of the semi-mythical Cult of the Seekers of the Lost, near Deep Circle, the Sacred Heart of the Deep Forest.  It was destroyed, along with the Cult, in the time of the Dark Forest.  After re-establishing the Sacred Grove at the Heart of the North West Forest last year, the Aldalië are now rebuilding the outlying Circles, such as this.  There are a few survivors of the Seekers, of varying degrees of sanity, and a number of outside volunteers trusted by the Druids are being brought in to assist.  The plan is to have everything ready for a reconsecration ceremony on Midsummer’s Day, but there is still a lot of work to do.  The buildings are of stone, and the elves like Féarn and Nimbrethil are useless at rebuilding them, as they only understand working with wood.  Fortunately, with their adventurer skills, they are able to volunteer for scouting duty instead.  Their mission is to help clear the Deep Forest in the local area of surviving nasties from the Dark Time, defeated orcs from the victories at Garf Lea, and other undesirables.  There are also wild rumours flying around that the White Stag has been seen in the area, though nobody can be found who will admit to having laid eyes on it himself.

Féarn makes friends with local druids at Deephaven.  The Archdruid of the Seekers of the Lost is Malach, who spends most of his time at Deep Circle and is not very approachable.  Elodar of the Aldalië is the leading Elvish Druid, along with Rálir and Narinel, and Ulrik-Kazan, a pale, white-haired human FIDAR worshipper.  The other Seekers of the Lost present are Gareth, an old man who teaches at the Academy, Amergin the Bard, who knows Rudryc (Mad Bob), and Vordryc.  Féarn recognises a lot of similarities (the mystical stuff) between Vordryc and Akilia, and feels a certain affinity with this character.  He instresses off all available species of tree in the area around Deephaven (looking for Circs Mod 2 or more), and learns their locations in the Tree Kingdom.  The Circs Mod in Deephaven is 1, rising to 1.25 in the surrounding woods, and 1.75 by the stream and lake.

Alders by Kyld Burn

Féarn cannot afford a Superheroism potion and will have to make do with his Ent draught.  However, he doesn’t know what powers and characteristics this draught has, and decides to ask the local alder dryad for clarification.  He finds a (L1) Hamadryad by a fine alder tree along the Kyld Burn a short distance upstream from Deephaven.  She does not know about Ent draughts.  This one seems to be from a different Forest.  Féarn explains that he has undertaken scouting duties in the Wark forest and asks if she has knowledge of any nasty monsters, orcs, dragons etc in that area.  She does not know.  She is a local Hamadryad, and Wark is some way away.  Féarn asks does she know of the location of an alder dryad in Wark that might be able to help - perhaps one associated with a particularly impressive alder tree at the edge of one of the many rivers and streams that run through the forest).  The dryad says she has heard that is quite a marshy area of the Forest, so there should be some good ground for alder trees there.  She is sure there must be some alder dryads there.  But she does not know where they might be found.

By now, the rest of the party have assembled in Deephaven.  In addition to Féarn, Nimbrethil and Vordyc, Rálir has assigned Charma, a local wise woman, Harma, a High Elven adventurer, Lorindel (“Lori”), of the Tirmallorniem (the elite Sindar Guardians of the Mallorn), and Wislicenus (“Wiz”) and Berzelius (“Bez”) of the community of Freelancers.

The Druids of the party instress from 5 to 28 species of trees in Deephaven Home Wood, all agreeing on an alder by Butterhaugh Bridge as a Transport location.  To stash his firebomb, Féarn casts Sered Command of the Galadhwaith ‘Hide firebomb intact in roots of Alder tree’ in a previously instressed Alder by the Kyld Burn just outside Deephaven, and learns this tree as a Transport location.  He suggests to Vordryc that he also learns this tree as a Transport location, so if they need the firebomb Vordryc can ‘open portal’ and retrieve it if necessary (as an alternative to Féarn fetching it).  Vordryc asks if he can retrieve the firebomb in a crisis if Féarn is otherwise occupied.  Féarn agrees to this request, but warns Vordryc against indiscriminate use of fire in the forest.  Can Vordryc handle a firebomb without half the forest exploding?  Vordryc says he can.

Bez joins them, and also instresses this alder.  Vordryc, Féarn and Bez then instress another nearby alder, in the hollow trunk of which they hide Bez’s fire bomb, to be retrieved by Natural Portal.  Bez carefully places some moss padding around the bomb, with a platform of branches above so further possessions can be dropped in.

The party introduce themselves, describe their various abilities, and discuss operating procedures in the White Hart inn at Deephaven that evening.  They agree to meet up again here in the event they are separated.  Signals are agreed of a little owl’s call by night and a chipmunk’s alarm by day, with the owl’s screech for “all clear” in both cases.  Féarn gives everyone two acorns for Talk via Plants intra-party communication.  Charma senses Fire & Chaos from Féarn and Dark Forest from Vordryc.

5 Oscow

The heavy rain of the last few days has ceased, and the sun has come out.  There is a strong breeze from the SSW.  Vordryc notes that the cloud cover is insufficient for Call Lightning.

Wiz and Harma buy stink bombs and dusts of sneezing & choking from the village store.  Rálir drops into the White Hart at breakfast, and asks them to report to the Stockade when ready.

At 3.00 the party report to the Stockade, which is a fortified building with a ditch, rampart and fence, into which the village can retreat if attacked.  As they climb the small hill on which it is situated, Vordryc farsights across the valley, and spots two humanoid forms hiding in the rocks and undergrowth up on Purdom’s Pike.

When the party are assembled, Rálir briefs them, with additional comments from Ulrik-Kazan.

“Welcome to Deephaven,” says Rálir, “and thank you for volunteering to help defend the Deep Forest.

“With our present numbers, we are now able to mount at least three scouting expeditions into the Forest.  A high-level party is already out Wind Walking on a long-range expedition.  A second medium-level party is patrolling the local Forest to the North of here.  We would like your party to explore the local Forest to the South.

“You all know of the devastation that was caused to the whole of the North West Forest by the Dark Forest.  Although the Dark Time ended over a year ago now, remnants of the Dark Forest remain.  Nobody has really been out there since then, and we do not know exactly what to expect.  We have only now built up sufficient adventurer forces here at Deephaven to tackle anything that might be out there.  But we know from our experience around the Sacred Grove over the past year that creatures of Evil, Nightmare and Madness may remain behind, and that normally Good monsters may be insane and behave out of character.  You may even encounter surviving patches of Dark Forest.

“Your mission is to reconnoitre and establish the extent of these problems.  Orcs and Evil monsters should be killed and Dark Forest restored or burned, so far as you can.  Good monsters should not be killed, except in self-defence or if you are unable to cure them from Madness.  Neutral monsters can be killed for the experience.  Some things may be too vicious for you to handle yourselves.  If so, do not get party members killed unnecessarily.  Escape and report the problem to us.  We may not be able to do anything about it immediately, but at least you will have alerted others to the danger.

“Things we are already aware of are a metallic Dragon – probably Copper or Bronze – which has been sighted flying over the Lake, and a Creature of Madness which has been heard howling in the night.  You might wish to take some wax for your ears if you go up against this.

“You have been assigned local party members, who know the area and can act as guides.  But be aware that this is one of the more unstable areas of the Deep Forest, and we suspect the Dark Time has made it worse.  You will all have heard of the Trance of the Trees, but in places here it is possible physically to enter Chaos or the Dreamworlds.  Pay attention to those members of the party who have experience of these matters, and remember you will take 2/3 Throw on your Planist Spells to escape these places.  Watch out for members of the party who have been afflicted by Madness, and may be hallucinating.

“It is up to you which trails you take and how far you go.  We can supply horses, but you are probably better off scouting thievishly on foot, especially as there is no need to go far.

“Here are a couple of pine cones, with live seeds.  Your Druids who can cast Talk via Plants should use these to contact us if necessary.  Talk to myself by day or Elodar by night.  If you can’t raise us, try Ulrik.  They are for emergency use only.  We cannot easily spare high-level adventurers to Teleport out and reinforce you every time you run into trouble.  If you meet something you can’t handle, run away rather than calling for backup.  We may also use the cones to recall you if there is an emergency at Deephaven.  Make sure you have instressed trees or learnt Teleport locations here, and have a plan to respond rapidly.

“Lastly, I am sure you have all heard the rumours flying around about the White Stag.  Let me make it clear that we are not offering a reward for its capture.  The Stag is a wild thing that represents the spirit of the Forest, and it must remain free.  I am not fully conversant with the Mysteries, but I understand that the Seekers believe that to instress it can bring enlightenment.  There are no confirmed reports of its sighting in this area, but we do have reason to believe it has returned and is likely to roam the Deep Forest.  If the rumours of orcs seeking to capture it are true, this must be prevented at all costs, and the Stag kept free.  We believe the killing of its predecessor was one of the factors that brought on the Dark Forest.

“I wish you good luck.

“Are there any questions?”

Rálir briefly answers their questions.  He confirms they have no adventurers out in the Purdom’s Pike area, and believes there are no hunters or trappers out there.  Bran is in the village.

Ulrik asks them not to kill monsters if there is an alternative, and mentions that information about the Badlanders and how they are moving about could be important to the Temple of Peace on Earth.

The party agree to report back weekly, and the garrison will call them if they are overdue.  It is now 3.30.

They then return to the store to buy wax for everyone’s ears as Rálir suggested.

On leaving the store, they go SE down the track out of Deephaven, and enter the woods at 628924, following a hunters’ path.  Lorindol is hiding and scouting at the front, mostly by scent.  They stop every 10 min for her to track and scent.  Wiz Dets Hiding and scents at the rear, but does not hide.  As they enter the forest, they stop to Mask Smell and Camouflage.  It is now 4.30.

They follow paths through the woods, Vordryc directing them in the general direction of Purdom’s Pike, to investigate the figures he saw moving up there.  They leave the paths to follow a stream uphill, and where it ends carry on to join another path.

A short distance up this path they reach a t-junction, and just visible down the path to the right is Cat Cairn.  It is now 6.00.  Lorindol moves back from the junction to talk to Féarn.  At 6.10 Lori and Féarn move into the trees to the right, leaving the rest of the party by the path, and climb up a vegetated cliff to gain the top of the nearby hill.  As they are climbing, a Lost Wight emerges from the tree in which it had been hiding out of sight of the party, and attacks them.  Lori jumps from the cliff, lands safely, and runs back to alert the party.  The Wight goes for Féarn, who takes 3 damage and a further 6 Cold Damage in the chest and -1 to At.  The wight draws away, leading Féarn deeper into the woods on the hilltop, before coming in to attack him again.  Wiz and Berz pursue, gaining the hilltop.  Féarn Activates a L4 Fire Elemental, and hits it with a Word of Stun Grenade.  It disappears.  Nimbrethil Activates a L3 Enchanter Elemental.  Féarn talks to the tree, which says the wight disappeared.  Berz lays hands on Féarn.

They search for caves in the cliff, whilst Berz Casts Detect Evil.  Charma Activates a L2 Enchanter Elemental.  Then they investigate the cairn.  There is a low tunnel, through which Lori crawls to reach an inner chamber.  A stone coffin has been opened, and Lori finds the body inside has already been looted.  Berz and Wiz burn it.

It is now 7.00.  They instress until 7.15.  The wind has strengthened, and clouds scud by.  They then head up the path and through the woods to the treeline below Purdom’s Pike.  The party hide in the trees, whilst Lori scouts to the right, downwind of the summit, and Wiz watches her from the trees.  There is a force 6 breeze on the hill.

Wiz and Féarn both see large rounded heads poking up on the skyline behind the summit cairn, but say nothing.  Lori scents creatures in the vicinity of the summit, and finds their trail crossing the hillside.  She returns to the party.  The bugbears by the cairn spot Lori walking back across the open ground, and attack.  Harma kills both with arrows to the head.  Féarn just misses one.  It is 7.30.

Vordryc casts Detect Madness on the party, with no result.  They look around from the summit to get their bearings.

The Forks

They head South, and reach the Akenshaw Burn.  They ford it, instressing the trees all around, and head down to the Forks, where they see a hut.  It is 9.45.  They approach the hut, Nimbrethil Activates a L1 Charmer Elemental and Casts Locate Mind.  Berz Casts Detect Evil.  Charma thinks it is a hermit who wishes to be left alone.  Féarn talks to a spruce, which tells them it is a man.  He talks to trees sometimes.  He is not a druid carer for the trees.  He does not dream of the Tree Kingdom.  He chops down trees.  Charma calls to him.  A voice from inside the hut says “Go away!  I’m busy” in Old Speech.

Vordryc understands, and replies “Apologies, we will leave now”.

“Come back at nightfall if you must” , replies the voice

 “To whom am I speaking?”  enquires Vordryc.

The door opens, and the hermit emerges.  They talk in Valdrean.  He asks them if they have the latest news on the Kondras conjecture.  Féarn offers him a hazelnut biscuit.  He says it is interesting it tastes so good just for the moment.  His name is Xarmunis.  The future he cannot predict.  They hope each other find what they seek.  Vordryc notes magic mushrooms amongst the vegetables.  He offers Xarmunis an acorn.  He asks for another biscuit.  Then he wanders back into the hut.  It is 10.00.

The party follow the Lewis Burn South to the old Quarry, then climb up the side by the crags.  It is difficult going across country, and by now it is 10.30.  They debate where to stop for camp.  Lori makes a false trail for 10 minutes further up the hillside, and rejoins the party at 11.00.

Vordryc then casts Fog of Obscurement, followed by a Trance Command Mist Walk with Féarn and Nimbrethil.  They fly at 4 mph down to Geordy’s Knowe, where they spot an old sheepfold.  Vordryc instresses a nearby spruce and Féarn a rowan.  Then they return to the party, and Féarn and Nimbrethil Transport the others via Plants to the Knowe, whilst Vordryc flies down.

They make bivouacs in the sheepfold for the night, and set watches.  Something yells maddeningly in the night from a nearby hilltop a mile or two to the East.  Vordryc Casts Protection vs Madness for 3 hours, then for another 4 hours.  Féarn sleeps in the Hazel Kingdom.  Vordryc takes a SP recovery pill, and walks the Dark Forest, where things howl maddeningly in the night.  There is a last big howl before first light.

6 Oscow

The Circs Mod is 1.75 by the stream, away from the signs of habitation.  The party spend 2 hours instressing.  The Thieves redo the Camouflage and Mask Smells.  Charma Activates a L2 Enchanter Elemental for 12 hours.  Harma lays down some new operating procedures, to help avoid the party becoming split up again when there is an attack, with half of them unable to intervene.  Vordryc does Detect Madness on the party.  Nimbrethil Activates a L3 Enchanter Elemental and Féarn a L4 Fire Elemental for 6 hrs each.  Berzelius Activates a L2 Fire Elemental for 12 hours.

It is now 4.00.  The weather is still bright, though more overcast.  There is still a force 6 breeze from the SSW.

They cross the stream and head due South, into a bog.  Charma and Berz both sink into the bog, but are able to escape.

Misty Forest

As they climb the hill beyond, following a stream, they enter a fine area of regrown woodland with Circs Mod 2 at 628868. Vordryc hopes they see the white stag, just as Wiz spots a flash of white in the trees above a crag at the head of the gully.  They enter a grotto where three streams join just below the crag, with Circs Mod 2.5.  One of the streams cascades down the crag.  There is no mistletoe growing here, but there are the most perfect holly specimens (giving +11 media).  Féarn cannot see any alders.  Wiz sees river chubb in the stream.  Charma wishes for a glimpse of her dead children, but only sees them in her dreams.  Bez emphasises with the fish, which are having a happy, fishy time.

It is now 5.00.  Rested and refreshed, they head on uphill, still going South.  Lori covers their tracks in and out of the grotto.  They cannot see any other tracks.  Harma proposes they continue South as planned.  Lori then catches the purest sweetest scent she has ever sniffed.  She mentions that she can smell something delicious, and thinks they should carry on.  The whole area is Circs Mod 2.

From the ridge they see the Bullcrag peninsula jutting out into Lake Kyld ahead.  They head South, towards the blasted hills on the skyline.  As they descend from the ridge, Féarn spots a dryad, which warns him of an angry boar in the area.  Vordryc decides it is their responsibility to cure it.  So Féarn Casts Locate Animals, and they track it down in the valley, just above the trail.

The boar is rooting for acorns in the undergowth beneath the trees.  As they creep downhill towards it, the boar sees Wiz and charges.  He Holds it, and the party gather round to decide how to cure it.  Vordryc casts Detect Madness, for no result.  Berz empathizes, finds it angry, and Dispels Hatred for no effect he can detect.  Vordryc casts Yribt Command to make it peaceful and look for truffles.  Berz still senses it as angry.  Their discussion now turns to how they can escape safely, after only succeeding in enraging it further.  So Vordryc tanglefoots it, and they run.  But the boar bursts out, and Harma kills it as it pursues Vordryc.  They stop to butcher it, as it would be a waste to leave all that good bacon for the scavengers. It is now 6.30.

They move on at 7.00, heading East along the track to the lake.  The weather has brightened, and the wind eased and turned to blow from the South.  As they crest the rise before the lake, they turn off right towards the stream.  At the bottom of the valley the river looks healthy.  Féarn cannot see a Dryad, so Talks to Trees.  The alders report no nasties around.  They head downstream, to reach the confluence with Binky Burn.  The location seems natural enough.  It is now 7.30.

Harma Summons a buzzard so they can question it for information.  A hen bird appears, and they feed her some dead pig, then Berz casts Speak with her.  Vordryc gets a flashback when the Dark Forest is mentioned.  She mentions something copper coloured that changes into birds, and indicates there are things to the South.  Berz shapechanges into a male buzzard.  The others instress whilst waiting for him to return.

He eventually returns at 9.30, having heard of a dragon (shapechanging to a falcon) and cats, and having spotted a giant on the ridgeline to the West, mist on the Bullcrag peninsula, ravens rising from the forest to the East, and the Thing that Yelled in the Night squatting on the nearby hilltop to the North East.  Vordryc asks him about the mist on the peninsula, which Berz confirms extended a little over the water.  They discuss how to deal with the Thing, and head off at 9.50, down the track towards the lakeshore.

They reach the ruined farm at Cranecleugh, check it is indeed deserted, and head on down to the lake.  Vordryc notes there are mushrooms here, and Féarn notes rowans and hazels.  It is 10.10.  Féarn and Nimbrethil reactivate their Elementals for a further 6 hrs.  They then head North up the lakeshore track.

It is misty in the trees off to the right, and where the track passes through a cutting ahead, the way is partially obscured by mist.  Charma feels the circlet pulse on her brow.  So they cut into the forest to the left, avoiding the mist.

As the track climbs gently beyond the cutting, it emerges from the trees, and Wiz spots the Thing quivering on the hilltop ahead.  The party retreat to the cover of the trees.  It is now 10.40.  They are just over 500 yards from the Thing’s current position.  They make their preparations for the attack upon it.  Vordryc casts 2 Prot Madnesses, 2 Prot Poisons and a Control Weather (which will increase the cloud cover from 2% to 92% in 9 minutes).     They wait 7 min, and then Féarn and Nimbrethil take their Witch Hazel Potions.  All put wax in their ears.

The party march up the track towards the Thing, bows at the ready, and Druids eyeing the overcast sky with approval.  The Thing still squats on the hilltop, overlooking the lake, and paying no heed to their approach.  Harma shoots first, at 10.53 when they have closed the distance to 260 feet.  His arrow hits, but appears to bounce off.  The Thing is now stirred into action.  Yelling insanely (and still audibly through their earplugs), it charges down the hill towards them.  Various bowshots and Call Lightnings now go in, as the Thing continues its frantic charge.  Most of the arrows appear to do it no damage, but the Call Lightnings are clearly hurting it.  The party march forward, stopping to shoot and spellcast, and Harma slows to an insouciant walk.

The Thing now closes to melee range, and spits showers of acid from several of the thousands of mouths of which it appears to be entirely composed.  Berz takes some acid damage, and Wislicenus is killed by a gobbet of acid to the head whilst Spellcasting.  But the Thing is taken out by cumulative damage and Stunned by Wiz’s final Word of Stun.

They hack it up, but when they kill it, the Thing emits a mind-bending Death Yell.  (Berz enters Level of Madness as a result, but does not Hallucinate).  Vordryc burns the grisly remains of the Thing, cautioning people not to look at it.  Meanwhile Berz prays over Wiz, cremates him with an oil of burning and buries him under a cairn by the road.  He takes Wiz’s Enchanter’s Ring, explaining that Wiz had left it to him in his will.  Wiz does have a daughter, but she is far too young to use it, and the Freelancers do not believe in letting items such as this lie idle.  They all pray to SHELDA, and then search the area.  Vordryc rakes through the ashes of the Thing, finding a dagger.  It is now 12:30.  Vordryc casts Detect Madness on the party, for no result (Berz saves).  Berz casts Cure Light Wounds on himself, to heal the acid damage to his face.

They make camp up on the ridge for the night, just inside the tree cover.   Vordryc is low on Spell Points, and overdoses on SP recovery pills, becoming addicted as a result.  During his watch Féarn makes some more hazel potions.

7 Oscow

As the party breaks camp in the morning, Nimbrethil sees the dragon flying over the lake.  The weather has turned.  It has now completely clouded over, and there is mist and low cloud over the forest.  The wind is force 3 from the South.

Vordryc casts Locate Way for 3 hours duration.  The direction points him towards the peninsula.  Two Druids cast Pass through Overgrowth, and the party follow the direction given by Vordryc.    Féarn and Nimbrethil Activate their Elementals.  It is 2.00.  They reach the lakeshore, and the direction points out across the lake towards where the peninsula lies obscured by the morning mists.  The party skirt round a couple of small inlets, and carry on along the lakeshore.   Charma Activates a L2 Enchanter Elemental.

At 2.30 Lori Truesights an osprey perching in a pine tree by some open ground on the edge of the lake, and sees it is in truth a shapechanged Bronze Dragon.  She halts behind the cover of a spruce and handsignals the party, who stop and start Spellcasting.  Their co-ordination is poor, and Féarn runs off into cover just as Nimbrethil is casting a Body Armour intended to target him.  Alerted by all this, the osprey dives towards the lake, changing to a salmon (Vordryc observes), and swims off.

The party regroup, and carry on down the lakeshore, following Vordryc’s Locate Way.  Further down, they come across another patch of open ground, where rabbits hop away at their approach.  One of those rabbits shapechanges back from behind a bush into the Bronxe Dragon, and breathes a jet of greenish gas as the party scatter for cover.

Vordryc, Féarn and Nimbrethil are all caught in the gas, and fall to the ground.  The Dragon immediately follows up with a jet of purplish gas, which poisons Harma and Lori (who also falls unconscious).  Berz Transports via Plants out to Deephaven.  Harma grabs Lori, and also Transports via Plants out.  Charma hides behind a tree.

The Dragon flies up into the air with a single beat of its mighty winds.  It Casts a Locate Gems, getting a positive reading on Féarn.  So it swoops down to grab him and carry him off to his lair, where it plans to eat him and take the gems.

Meanwhile Vordryc, Féarn and Nimbrethil awake on a clifftop above the Shining Sea.  A crimson sun blazes in a vermillion sky.  Vordryc notes fairy circles of mushrooms in the short grass, Féarn admires a fine forest of alders behind the cliffs, whilst Nimbethil sees a silvery forest of birches.  Féarn thinks he must have died, and this is the afterlife, but Vordryc immediately recognises that they are in the Dreamworlds.  Realising that protective Spellcasts on their spiritual forms are unlikely to carry over into the Real World, he grabs the others, explains they are dreaming, and Walks the Otherworlds with them back to Reality.

Féarn awakes face down, but his sword alerts him that a Dragon is near.  He rolls over, raising the sword, just as the plunging dragon grabs for him with its talons, expecting an unconscious target.  He misses, but it does him 5 in the chest.  Vordryc casts a Mists of Death in the air above it, as it rises back up, breathing on them.  They are all slept again, but the dragon fails its saving throw and dies.

The Dragon crashes to the ground, just missing the unconscious Féarn.  Charma comes over, in case it needs despatching, but senses it is already dead.  Vordryc, Féarn and Nimbrethil all lie sleeping next to the dead Dragon.  Harma, Lori and Berz have all disappeared.  Only she is left standing.

The End

The End


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