After about a day’s travel, we finally arrived at Ravensfield. Or at least, what was left of it.
The worst of it was the silence as we walked past the charred remains of the few buildings still standing. Just a few months ago, these streets had been alive with the sounds of children's laughter and the bustle of daily life. Only to now be replaced by soot and ash. The only small mercy that we could find was that the enemy seemed to have already abandoned the area. Allowing us to move about freely.
Gathering our feelings, we set out for the old campsite Raynis had once used. We knew it was most unlikely that he was still there. But we hoped to find at least some clue as to what had happened to him. We owed him that much at least. Unfortunately, when we arrived, we found the camp to be utterly deserted. And that it had clearly been so for some time.
With no answers to be found, I decided to seek out Ash, the dryad I had met during my last visit. Sadly, she too had no knowledge of Raynis’s fate either. So left with few options, all we could do was offer a silent prayer, asking the spirits and Gods to both safeguard and guide him toward a cure for his curse.
There was, however, a small bright side. For while Ash couldn’t tell us what had happened to Raynis, she was able to tell us what had happened after Ravensfield’s destruction. The cult, it turned out, hadn't stayed long. Departing after only a few days. But not before digging a massive hole and retrieving something from it. She was even kind enough to escort us there.
It took about an hour, give or take, to reach the site. Based on the position and depth of the excavation, there was little doubt as to their goal. The cult had unearthed the dragon’s lair. To be certain of this, I climbed down into the darkness. Eventually reaching the cave only to find it empty. The dragon’s skeleton had been removed. Apparently, those ancient bones were the prize for which Ravensfield was destroyed.
Armed with this grim knowledge, yet burdened with even more questions, we made our way back toward the village. As we contemplated this while walking, a sudden crunch underfoot caught my attention. Without realizing it, we had wandered onto a gravel road leading toward the village. With several animals sitting near its edge. And small dolls hung from the trees.
Naturally, this stirred unease among us. Especially after I used magic to ask the animals what was happening. Their answer rattling us even more. Grandmother Knottie Rootskewer, leader of the Rune Hill Coven, was waiting for us.
Given our previous troubles with one of the coven's members, I’m sure that it won’t surprise you that we were a bit hesitant to proceed. We knew nothing about Grandmother Rootskewer or her intentions. And generally, it’s always wise to exercise caution when dealing with a hag. Still, seeing that we were expected, we reasoned it would be best to meet her. After all, it is most rude to keep a lady waiting.
Upon reaching the forest’s edge, we were stunned to find Ravensfield seemingly inhabited by the undead. Each figure performing mundane, everyday activities. Stranger still were three children playing nearby. Watched over by an old woman seated on a stone.
She greeted us warmly and invited us to sit. Not wanting to offend her, we graciously accepted her offer. As is often the case when dealing with hags, she came across as both friendly and polite. Exchanging pleasantries to put us at ease before eventually getting to the heart of her visit.
She asked us whether we were truly on our way to Latebra Velora in order to confront the Black Knight. I was shocked to learn how much she already knew about our plans. But upon reflection, it wasn’t as if we had been terribly discreet either. With few other choices available to us, we confirmed it and politely inquired why she wished to know.
She assured us that she had no intention of interfering. Merely wanted to offer a warning and some advice. If we continued to face the Black Knight, we would certainly save many lives. But at the cost of two people dear to us. Instead, if we turned back and returned to Keralon, only one life dear to us would be lost. A dire and cryptic warning, to be sure.
Having said her piece, she rose, called the children, likely glamoured bodyguards, to her side and walked toward the forest's edge. Before disappearing among the trees, she turned back and said, "Some lives are worth more than others."
Left alone, we immediately fell into a heated discussion. Should we trust her? Hags are notorious tricksters, on par with the worst of either fey or fiend. And even if she spoke the truth, her words were vague enough to be easily twisted toward her own ends.
Still, we couldn’t ignore her entirely. Turning back would mean only one death instead of two people dear to us. Though we also didn’t know if the two were different completely different from the one. Or if one person was doomed regardless of what we chose. Worse yet, abandoning our mission could cause thousands of others to die. Or perhaps prevent some unknown tragedy about to strike Keralon and Wolf’s Rest.
In the end, a decision had to be made. We could argue about Grandmother’s motives until Irminsul itself withered. And come no to an answer. We are not gods after al. Blessed with the knowledge of all possible futures based on our actions. All we could do was act based on what we knew. Someone had called for help, and we had answered.
So, we continued toward Latebra Velora, determined to face whatever fate had in store for us.
Yet, sometimes, sitting alone in the dark, I wonder. Had we known what was to come, would we have made the same choice?