In the admirable desire for more intelligence on the wilderness bordering the domain, Benin and Hamar set out to explore the ruined settlement to the west, spotted by Kuljazar in his aerial scouting mission. Taking only a minimum of staff and retainers, in an astonishing new resolution for tactical speed, they set forth with Rabaht, Djan, Quombana, Hakim, and a pair of troopers. An Uneventful days journey sees them to a campsite a short ride from the ruin site.
Rising at dawn, only delayed slightly by Benin's minimalist ablutions of a hot bath, massage and hair oiling, they crest the rise overlooking the ruin in the mid morning. A promising sight indeed, with only the ruinous state of the walls, the surrounding marsh, and the utter absence of life marring the initial impression. Closer approach finds a fording place in the river, a number of small mining shafts in the hills overlooking the town, and a major shaft with water issuing forth. Benin examines the mining evidence and concludes it likely to be Calamine or some other intrusive veined ore deposit. The town walls are in a terrible state. Natural decay was hastened at some point by severe destruction, with evidence of blasting and rending of the towers and gates. Picking a path through the marsh our heroes enter the town and resolve to split up in order to search more swiftly.
While Benin and Company explore the houses and side streets, Hamar rides swiftly through the deserted streets to the site of the old inner Keep, and investigates a well found there. The Water proves to be sweet, though Shockingly cold. as this is pondered a rapid dimming of the light around the well prompts Hamar to retire, and as he is mounting a Spectral figure rises from the well shaft. Losing control of their horses, Hamars party bolts for the gate, alerting Benin's party by horn calls. Benin rushes to his fellow mage's defense, and is puzzled by Hamars uncontrolled rout past him in the opposite direction. riding on regardless, Benin enters the square, and his horse immediately bolts in terror at the sight of the Shade..
Hamar and Djan, Having dismounted at the gallop, Are swept up onto horseback again as Benins party rout past. A running Battle with the Awful Shade progresses as Djan, Hamar, Rabaht and Hakim flee for the safety of the Gate, and Sunlight. Bursting from the gate, they see in horror that shambling figures are arising from the marsh to block their escape. Blasting the Wraith with their combined power, the magi are relieved to see it sink into the earth..
Carving a path through the Marsh Zombies, the magi confer, and, Low on Virtue, and somewhat shaken, they decide to ride hell for leather for Ilmanar'an from where they send word to Raschid, that Ilmanar's cleansing light is needed.
Joined the next day by Raschid, They venture back to the town, and making an approach on foot, they enter. As if on cue, Part way in the main street, as they begin to loosen their swords a shambling ambush begins. Half dead horrors burst from doorways and side streets, but many are driven away by Ilmanar's Cleansing wind. Battle ensues, with the magi striking down the major undead with dread magics, and plain steel accounting for the rest. stepping through a solid wall a wraith is annihilated by the magi's power, and Djan's ferocious blow. the battle is going the Magi's way until a wall of writhing putrefaction stretching the width of the street, a mass of hideous worms and rotting flesh, rises from the earth to block the way out. thrown by this setback, they magi are dismayed as a boiling cloud of Vermin issues from a side street and over-runs the party. Beetles, Scorpions, Locusts, and every other form of creeping horror clouds the air. The confining walls of the town making a fireball too risky, a ferocious effort is made to hack through the ranks of zombies penning the party in, and in time, an escape route is carved. Fleeing faster than the hideous swarm, enough distance is gained to safely fireball both the swarm and the wall of horror..
Badly shaken, spiritually drained, the decision is made to retire. As the party beat a cautious retreat, a flickering bolt of black lightning lances from a high window, striking Hamar in the back, and inflicting a terrible cold burn.
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