So fast forwarding, we don't give Eldring his ring back this time:
You shake your head. ‘Better that I retain it for now. If we are to be allies, what better token that I fight for the elves than that their king has entrusted me with his royal symbol?’
He knows you have guessed him aright. If you had returned the ring, the elves would no doubt have found some way to back out of their bargain. Now they are bound to fight beside you, and your carefully chosen words allow the king to accede to this without losing his dignity. His eyes show a flicker of grudging admiration as he says, ‘Well spoken, mortal. Now let us feast and discuss our plans.’
Note the Elf King’s ring among your possessions.
The Elf King tells you there are about twelve thousand elves here in the forest, and a very few spread across the rest of the world who are too far away to be reached in time.
Write the codeword
Waterbearer on your Adventure Sheet. (We have the codeword
Bullhorn.)
Later, seated in a ring with the elven elders, you are planning your defence of the Tree of Life when a messenger runs into the clearing and bows to the king. 'The Westermen are moving, sire, in two columns. They are heading for the Tree of Life--more men than there are ants in a Gwelph tree.'
'How long will they take to reach the Tree of Life?' you ask.
'Three days, perhaps four, no more.'
'How long will it take for you to marshal all your elves?' you ask anxiously.
He returns a bleak time-haunted look. 'A week; it can't be done in less. The forest is so large...'
You must think of a way of delaying the Westermen until the elves are ready.
(We have the codeword
Scorpion on our Adventure Sheet.)
You know without doubt that your best plan is to call upon the dragon that has promised its help. Certain in the knowledge that it will obey you, you set off for the Bonehill to enlist its help.
The journey passes swiftly with the help of an elf to guide you, and you are soon at the dragon's lair. You call out its name...
'Great Garoshtar, aid me now. Listen to and respect your friends' wishes--the forest needs your help.
Garoshtar's great head rises slowly above you and his red eyes bore into yours.
'I need your help now, Garoshtar., The Westermen are marching to uproot the Tree of Life.'
The dragon is ready to bear you and to frighten the Westermen into the bargain. You ask him to attack the head of the Westermen columns as thy advance, to give time for the King of the Elves to muster all his available forces. You climb onto Garoshtar's back and sit just in front of the great taut wings that beat the air like mainsails close-rigged in a storm.
You can
remain astride Garoshtar's back while he attacks the Westermen or
get him to deliver you to Elvenhame before making his attack.
Adventure Sheet:
Name: ??
Skills: CUNNING, FOLKLORE, SPELLS and WILDERNESS LORE
Life Points: 10
Possessions:
1) Magic Wand
2) Maple Flute
3) Emerald Ring
4) Elf King's Ring
5)
6)
7)
8)
Money: 9 gold pieces
Codewords: Bullhorn, Crabclaw, Scorpion, Waterbearer