Chapter Six

 

(Siteer four)

In preparation for departure Nazeem sets up Nankum as an informer, promising him money for a report in a weeks time or so..

 

The now much smaller column departs Baranul’an with a local guide, who takes them all of half a day

 

Camp is made in the hills, and a vigilant night passes.

 

 

(Siteer 5)

Setting off north, in the Mid-morning contact is made with a bandit patrol. Hamar rides to investigate, while Nazeem sets up a defense. There follows some skirmishing, with Hamar leading his personal men as a scouting picket. The Bandits make there attack, and is Hamar is injured in the ensuing melee, and one of his men is killed. The Bandits however, fare badly, their main assault suffering much from Nazeem’s powerful Sleep spells.

 

They are routed, with four killed, and two made captive. Under Interrogation they confirm there is a village to the north. Prisoners in tow, and in a buoyant mood, the column arrives at a curious village. A herd of goats or suchlike are seen disappearing into the hills, and various byres and pens are in evidence but no houses. It transpires that the settlement is in a Bluff, presumably in tunnels. A number of stone Rolling doors are found. Through Tiny windows high in the bluff a parley is held. Called upon to open up and submit to turkhanate rule, the Dwellers refuse admittance, “Bring us the head of Manazakil” they cry. They bid the Magi and their men spend the night as their guests in the stockpens outside…

 

A lantern is left as sign and promise. That night under further Questioning, the Prisoners name the bandit town as AqQualat. and its location Is confirmed.

 

 

(Siteer 6)

Riding east for Ilmanaran, scouts spot a band of troops moving in parallel to the line of march. Estimates are for as many as fifty riders. Re-enforcements are hurriedly sent for via message portal.

 

A score of horse archers appear and cross the route to Ilmanar’an fanning out and delaying the advance. After much jockeying for position, they are charged and as they wheel off in two groups, Nazeem casts sleep upon one wing enabling a charge to strike home. The exercise is repeated and the second wing driven off, but at a loss of precious time and the horses wind... The pursuing cavalry draws closer.

 

A plan is made, and Shelter is sought in a Copse of trees. No immediate attack follows, and some fortification is effected around the perimeter of the wood. Probing attacks continue for an hour or so,

 

The Bandits draw up for a Full assault, with some fifty riders in the attack, as well as some sundry light troops in a screen.

 

Within the copse, the magi and their men prepare, and make ready to disrupt the charge with sleep magics, but as the charge draws close, the woods fall silent! A Silence has been cast on woods.

 

Disaster! The charge hits home un-disrupted, though affected somewhat by the impromptu abatis. Nazeem breaks out to cast sleep on the rearguard, but at the critical moment his magic proves overstretched, and the spell has only a little effect..

 

The Copse is over-run. Howling a soundless deathsong, Nazeems Bodyslave charges to his death, Buying valuable time. Djan proves his worth, stepping into a blow in place of Hamar, sustaining a wound. Hamar, Nazeem, and Djan flee, to find Rabaht holding both horses and Talmer, ready to fly.

 

Riding like fury from the copse, the small band are intercepted by two outriders. Heedless of his grievous wound, Hamar proves his valour, striking the head from one as they clash.

 

Raschid is seen making a break from the copse in a separate direction....

 

A scout is spotted trailing the fugitives, and Hamar uses his power to strike him with a magebolt. Reeling in the saddle the scout breaks off, and the small band get away un-oberved.

 

Communication is received and sent via portal, and an attempt is made to meet up with the relief force, using lanterns as signals. Finally in the early night a detachment of five horsemen make contact and escort the weary wounded band in to the Village..

 

 

(Siteer 7)

The next day passes, Scouts are sent to guide in stragglers but soon make contact with Bandits and withdraw. Un-daunted, Hamar, nazeem and a file of troopers ride out to try and come to grips with the enemy. But to no avail.

 

Djan is sent with three troopers to recall most of the Garrison at Baranul’an.

 

Raschid makes his way into Ilmanar’an at dusk, with Ysireem, the captain of light horse, and one of Hamar’s troop.

 

In a grim mood, our heroes confer, and Letters are drawn up for Rabaht to enrol more troops in Mentamr..

 


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