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Emirikol Session 15, Part 4
Unbeknownst to Hiram his allies were likewise finding shelter in an odd place: their trek through the woods was disrupted by the presence of a furtive gnome waving them to follow him, and quickly. They did so, but with caution, wondering how the evening was sure to get worse. He led them around some large trees down a ramp and into a submerged community, wholly hidden from above, thick with at first with the smell of mold and loam until they were past the entrance and their nostrils were set to tingle with the scent of gnomes. Fortunately the central road was wide enough for them and their horse to walk. “We should be safe. He’s likely sating himself on your horses now.”
The trio turns on their rescuer, asking why they hadn’t, oh, warned them of the dragon before it attacked, but the look of abject guilt mixed with fear on the gnomish facing made it clear that the peasants were at the very limits of their courage in this rescue. The gnome, one Rego Barsony by name, explains that Bluebeard is an illusionist who can twist the appearance of the woods, and he doubtless would have hunted them throughout the forest and denied them escape during its play. The gnomes could help the noblemen escape if they could bring help to kill the dragon.
“Why haven’t you told anyone before?” Cybele asked? They have sent out brave souls once every 30 years – Bluebeard has been here and growing for a century – but when no one came they figured that their best and brightest had been distracted by the bright jewels of city life and fallen into lives of lawlessness and dissolution. Cybele sadly shakes her head at this bit of wishful thinking. More likely is that their children became dragon food. They promise to help. Dietrick asks why the gnomes didn’t just leave the forest when they were ordered to do so? “Because we have always lived on this land and we will always live on this land,” Rego explains proudly. Deitrick nods. That explains a lot.
Rego introduces them to the community’s wise woman, who feeds them spicy gnomish soup, directs them to the hot baths and otherwise tends to their needs and their wounds. When the trio points out that escape would be difficult with just the one horse Rego informs them that the wise woman could create them horses of smoke and mist that would carry them out (“Or,” he adds, “we can enchant some of our riding dogs to be giant sized!” Cool as that sounds they opt to take the magical horses). The next morning the temporary magical mounts are waiting for them, along with Rego’s admonition to fix their eye on that mountain in the distance and ride towards it no matter what they see or hear. Their path is hindered by several twists and turns and phantom sounds, but by following the gnomes advice and riding hard they exit the woods without another physical confrontation with Bluebeard – just a warning in their ears to never return, followed by sardonic laughter.
The magical horses last long enough that they are just an hour or so walk from the caravan town ahead of them – Bonasus on the maps – where they had intended to get ahead of the carriage. Now they would be lucky to merely have cut the jailors lead. And they have to replace their horses. That’s when they hear the gunfire up ahead of them, and increase their pace as best they can.