“It’s the id in you.”
The party continued their trek to Tyr on foot after resting in the defiled oasis where they fought and defeated a kank hunting pack. The group made successful efforts to cover their tracks and evidence that they had made camp at the oasis. However, as they travelled onward they noticed that they were being followed. They pressed on, noticing that their pursuers tracked them despite their best efforts at subterfuge. Using their abilities to make and break camp on their way to Tyr, they managed to stay just steps ahead.
As they came within days of reaching the city, they encountered a large outcropping of rocks and large cacti with enormous razor sharp spines. As the group closed to investigate the plant life for any sign or opportunity of nourishment, they were suddenly startled by a whistling noise and a flying impish creature. The creature managed to steal fruit from the group and hastily retreated toward the outcropping of rock. As the creature retreated, Felegar reacted to save the group’s rations and loosed an arrow at the creature. Struck but not phased, the creature returned safely to the outcropping as the group was surrounded by goblins and attacked.
Outnumbered but working as a team, the party managed to defend themselves against the goblins. Many of them held high ground and fired volley after volley of arrows. Not disregarding their surroundings, the party realized that the large cacti nearby were entirely too dangerous to approach and managed to avoid their penetrating spines. In fact, as the battle raged, they used these dangerous plants to their advantage, impaling some of the goblins and observing the damage caused by the apparently carnivorous plants. The fight drew to a close as the team worked ever closer to the high outcropping of rocks to attempt recovery of their rations. They managed to defeat the leader who, in a last ditch effort to defend himself, had called the flying creature to his aide.
The group attempted to capture the creature but were only able to recover their fruit as the beast flew away and out of sight. As they collected themselves after the fight, one observant member noticed a hidden entrance that led into a cave within the rock. The party decided to investigate the darkness. They were cautious as they entered, though unprepared for the danger about to befall them. Avoiding what appeared to be a latrine for the goblins, most of the group circled around a hallway into a larger chamber. There they saw a couple of goblins that appeared to be worshiping an id fiend. As they entered the space, they were attacked by the goblins, apparently defending their god. Little did the group know at the time, but they were about to have their toughest battle yet. As they inched their way out of the confining space of the narrow entrance and into the chamber, their attackers managed to keep the group at range. Although the party made quick work of one goblin, they soon realized their true foe was the gigantic lizard-like creature dominating the space.
The id fiend, preying on the worry, doubt and fear of the group as they entered unknown territory, tore into their minds, debilitated and froze them in place. Felegar, either out of self-preservation or strategic thinking, stayed safely behind the wall of the entrance and utilized his talent for projecting his sight. He fired wave after wave of spirit bonded arrows, trick-shooting them around the corner at the monsters in the chamber. Once the group realized that the id fiend needed to be held in place long enough to damage it, they collectively overcame its grip. As the battle neared completion, and the id fiend was gradually reduced to unconsciousness and death, one of the goblin minions seemed to suddenly come alive as if awoken from a nightmare. He yelled, “Me Chunkra! No kill!” The group ceased their assault, confident that the id fiend lay defeated. Chunkra pleaded that the group spare him and in return he would reveal treasure and help them however they wanted. He kept his promise, digging up rewards for the group and promising to lead them safely away from the area. The party agreed to keep Chunkra alive as long as he remained civil. “Chunkra, no funny stuff,” he agreed.
The group took some time to rest and collect their wits. As they broke camp and worked to cover as much of the carnage as possible, they realized their pursuers were much closer now having picked up their trail again. They had lost precious time and pressed on the road to Tyr. Fearful their unidentified pursuers would catch up quickly knowing they were closing in fast. The party mustered as much energy as they could and pushed themselves to their limits running without rest for nearly a day and a half. They could finally see the city walls of the city state of Tyr! However there was little time to celebrate, they realized their pursuers were a gang of wild elves and pushed on harder and faster toward the gates. As they neared the city, they felt some relief as the pack of elves eased their relentless pursuit. Though there is still much uncertainty as they approach the gates, their reluctant “guide” Chunkra in tow. Before making their final approach to the city gates, they hastily imprint the brand of a slave on Chunkra, hoping their quick thinking will aide them in some way as they enter the city unsure of their fate after the loss of the Torg/Wavir caravan.