Brennen told me that from what he's heard the next leg is supposed to be the longest and most difficult, but I'm not worried about that. I'm sure he can handle it. Or if he can I doubt I would make much difference. What I am worried about is whoever's been interfering in the quest.
Well, time to take care of it.
* * * * *
I left while Brennen was still asleep. I had an old key I used for certain rituals and I inscribed a few runes along it and then tied feather from one of the harpies to it. Then I did a little magic that I never could have pulled off if I weren't in the quest, and used the key on the door. I don't know where the door took Brennen, but it took me to a forrest wreathed in mist.
I walked through the forrest with a gun in one had and my secret weapon in the other. Eventually I found the path, and I followed it past cackling imps, spiders larger than me, three-eyed toads, and a couple dozen other creatures. I felt many of them closing in behind me, but I made sure to show no signs of fear. The path ended at the ruins of what might have been an old church, or perhaps a town hall. The roof was entirely gone, as well as a good portion of the walls. And on the podium lounged a beautiful youth with white hair interspersed with streaks of green, and long, pointed ears.
"I am Jack Underhill," I said as I approached the faerie. "Friend of the Agency, Spellslinger, Destroyer of the Bane of the Belmontes, Doom of the Man of the Crowds, Ally of a Lord of the Wilds, and Appointed Guide of one whose destruction you seek." I held up the suitcase and said, "I come now either to deal in good faith for his safety, or else to unleash carnage. Which would you prefer?"
The faerie slowly applauded.
"Excellent entrance," he said. "I think anyone would be a fool to select whatever carnage you might muster. However, I can think of no treasure you might bring which I would desire more than the death of that unfortunate boy. I really hate to play the fool, but..."
"I didn't say I came to sell you anything," I said quickly. "I came instead to play a game and make a wager."
That caught his attention. His and that of everything else that had been listening in. Faeries love games, and they are always making wagers.
"I have in this suitcase a game of my own design. It is highly complex, but it is also designed not to give an unfair advantage to either player," I said. "I am prepared to play against you in it. If I win you will place the boy under your protection until the quest is complete. Neither you nor any of your allies nor anyone in debt to you in any way will threaten him or block his progress. If you win I will leave this place in peace and make no effort to stop your meddling in the quest. Oh, and you will of course make sure Brennen is safe from your meddling until the game is finished." Then I produced a thick binder from my backpack and added, "If that's not enough, I'll throw in all my notes on fey activity within the greater Sacramento area. I'm sure you'd find a few nuggets buried there. Oh, and either way I have guaranteed safe passage back home."
The faerie accepted and the game began. And then the game went on. And on. And on. And on.
You see, this game had a card component, a component similar to chess, and an interactive landscape. And it had an imaginary third player who would appear when the dice produce one of a small handful of combinations and whose purpose was to screw over both players. And there were sixteen different scenarios which could cause the entire thing to be reset. In other ways, I designed this game for the express purpose of stalling. The secret weapon was deployed, and it was immensely successful. By the time the game was finally over, Brennen had already completed the quest and gone home.
I won, by the way. But that was probably just because my opponent was so completely frustrated.
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